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Creatures Compendium for 5th Edition from the Fateforge RPG
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<blockquote data-quote="imagineGod" data-source="post: 8089164" data-attributes="member: 32454"><p>CREATURES makes use of a modular system represented by icons. With it, GMs can quickly and conveniently know what type of playstyle an optional rule, spell, magic item, feature, etc. is appropriate for, and whether they want to include it in their campaign. </p><p></p><p>Here is a list of the modular icons used:</p><p></p><p>► Action. This icon indicates all the rules, magic items, and situations that offer epic options and emphasize the characters’ feats and achievements.</p><p></p><p>► Corruption. The Corruption icon shows spells and magic items whose use causes corruption, the mark of Canker, Eana’s archvillain.</p><p></p><p>► Dark. The optional rules, magic items, creatures, and situations indicated by this icon are all related to horror, madness, or corruption. These elements are conducive to playing in a dark fantasy atmosphere.</p><p></p><p>► Gritty. This icon indicates all the rules, magic items, and situations synonymous with hardships, shortages, danger, cold, and vulnerability. Their use will make the adventurers’ lives harder, far from the status of almighty heroes.</p><p></p><p>► Intrigue. Optional rules bearing this icon focus on interactions between the characters, on schemes and plots between factions, and on anything that highlights the characters’ aspirations and encourages role-playing.</p><p></p><p>► Magic Lock. A creature associated with a Magic Lock requires large quantities of magical energy to thrive. The leader determines how prevalent the Magic Lock is in their campaign. The more restrictive the Magic Lock, the more down-to-earth the campaign.</p><p></p><p>► Mystery. This icon designates rules, magic items, and situations associated with mysteries, supernatural elements, and anything related to secrets, revelations, and arcana.</p></blockquote><p></p>
[QUOTE="imagineGod, post: 8089164, member: 32454"] CREATURES makes use of a modular system represented by icons. With it, GMs can quickly and conveniently know what type of playstyle an optional rule, spell, magic item, feature, etc. is appropriate for, and whether they want to include it in their campaign. Here is a list of the modular icons used: ► Action. This icon indicates all the rules, magic items, and situations that offer epic options and emphasize the characters’ feats and achievements. ► Corruption. The Corruption icon shows spells and magic items whose use causes corruption, the mark of Canker, Eana’s archvillain. ► Dark. The optional rules, magic items, creatures, and situations indicated by this icon are all related to horror, madness, or corruption. These elements are conducive to playing in a dark fantasy atmosphere. ► Gritty. This icon indicates all the rules, magic items, and situations synonymous with hardships, shortages, danger, cold, and vulnerability. Their use will make the adventurers’ lives harder, far from the status of almighty heroes. ► Intrigue. Optional rules bearing this icon focus on interactions between the characters, on schemes and plots between factions, and on anything that highlights the characters’ aspirations and encourages role-playing. ► Magic Lock. A creature associated with a Magic Lock requires large quantities of magical energy to thrive. The leader determines how prevalent the Magic Lock is in their campaign. The more restrictive the Magic Lock, the more down-to-earth the campaign. ► Mystery. This icon designates rules, magic items, and situations associated with mysteries, supernatural elements, and anything related to secrets, revelations, and arcana. [/QUOTE]
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