Creatures
Creatures
Throughout your travels, you'll come across many different lifeforms. Some will be large, some will be small, and several will try to kill you.
Creatures can be broken into 5 types: abominations, beasts, constructs, humanoids, and primordials. These types are further broken into classifications, with more than meaningful to list. Examples include goblinoids, arthropods, and the undead.
Each creature may use any Standard Action unless otherwise stated, and should have subtraits and traits similar to PCs. Each creature is controlled by the GM and its behaviors are dictated as such.
Unlike PCs, creatures may have a 0 as a subtrait score. This generally means that they are nearly incapable of making use of that given characteristic.
Difficulty Ratings
Every creature has a Difficulty Rating (DR), which coincides with a player's level. A DR 10 creature should be of similar capability to a level 10 character. This does not mean that a level 10 character will often survive the encounter.
A creature's DR is grossly simplified, and doesn't offer information on where a creature is strong or where a creature is weak. Circumstance weighs a lot in the fate of combat and survival, so GMs beware when producing combat situations. A level 10 character that can fly has a substantial chance of success against a level 100 terrestrial creature.
Drops And Harvestables
Every creature grants an amount of XP based on its level of power. This may vary based on what items it's holding. This XP should be granted if the players succeed in the encounter, and this does not always mean killing it. Persuasion and cunning may be the means to a successful encounter.
If a player enters an encounter without full success, such as killing a creature that they were meant to keep alive, they may be offered half XP. The same may be true if they stealth past the creature, kill the same type of creature a multitude of times, and in many other possible instances. If the encounter was entered with a party of players, the XP should be split evenly amongst them.
On top of XP, creatures have a number of items and harvestable parts they may offer upon incapacitation or death. For detailed harvesting rules, see Components.