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Written by: Dan O'Donnell

Editing and Layout: Coleen O'Donnell

2014 Dan O'Donnell. All rights reserved.


This book or the material herein may not be reproduced in anyway without the express written permission from its author. This is a work of fiction.
Names, Characters, places and things contained in this book are
the works and imagination of its author. Any resemblance of people, places and things, living or dead, is entirely coincidental.

Creature Design

Creature design is done similarly to character creation


with some additional rules. With these rules, you can
design your favorite creatures with little effort and a
bit of imagination. We have broken the design process
into step like character creation. You will need a copy
of the Warfield 1D12 Roleplaying Game core book
when designing your creature and a character sheet
which can be photo copied from the book or
downloaded from www.Warfieldrpg.com. It is
important to note that creature design is race, paths
and expertise all rolled into one.
Creature Design will only cover how to create
your own creatures. Races, paths and expertise have
their own individual design rules. Some aspects of
their design can be gleaned from these rules.

Step 3: Racial Trait Points


Choose 5 points worth of traits for your creature.
Traits are chosen just as in character creation. Be sure
to follow the Traits and Flaws rules outlined in
Chapter 1: Step 7 of the core book.

Traits

1. Increase 1 attribute by 1 point. /Cost 1 Trait


2.

3.

Step 1: Attribute Points


Distribute 22 Attribute points just as you would in
character creation. Remember all attributes must have
at least 1 point in each. Creatures may exceed the 8
point attribute distribution to allow for a wider
attribute range. Feel free to use the Optional Attribute
Rolls from the core book.

4.

5.

Step 2: Creature Size


Determine your creature's size. Size modifies a
creature's Physique Attribute, Base Health and
Movement. For right now simply add the creature's
Physique size modifier and the rest will be explained
in further steps.

PHYSIQUE MODIFIER
Size
Physique
Tiny (1in. - 7in.)
-2
Small (7in. - 4ft.)
-1
Medium (4ft. - 7ft.)
0
Large (7ft. - 16ft.)
1
Huge (16ft. - 32ft.)
2
Gigantic (32ft. - 64ft.)
4
Massive (64ft. - 192ft.)
6
Colossal (192ft. - 576ft.)
8
Abyssal (576ft.+)
10

6.

7.

8.

9.

point. This can only be purchased once per


attribute.
Increase 1 attribute by 2 points or 2
attributes by 1 point. /Cost 2 Trait points.
This can only be purchased once per
attribute.
Body Development: Character has a dense
mass that gives an additional +5 health
points. /Cost 2 Trait points. May only be
purchased once.
Dual Wield: Character is able to wield two,
one-handed weapons in combat allowing him
to make two attacks as a standard action. The
off hand attack suffers a -2 penalty. /Cost 3
Trait points.
Dwarven Bloodline: Character is of Dwarven
decent and has the following abilities; Dark
vision 50ft. and +2 to Physical Resistance.
/Cost 3 Trait points. May only be purchased
once.
Fey Bloodline: Character has or is of fey
decent and has the following abilities; Low
light vision 100ft. and +2 to Magical
Resistance. /Cost 3 Trait points. May only be
purchased once.
Mana Increase: Character has a natural
affinity with magic and receives +5 to his
mana points. /Cost 2 Trait points. May only
be purchased once.
Quick Healer: Character can heal faster than
normal and receives a +2 to health points
recovered. /Cost 2 Trait points. May only be
purchased once.
Worldly Experience: Character has additional
life experience prior to their adventuring
days. They gain 5 additional xp for skill &
expertise development /Cost 1 Trait point.

10. Item of Quality I: Choose a normal item from

11.

12.

13.

14.

15.

16.

any equipment list and give it one of the


following: lighter, stronger material, deadlier
construction, increased defense or thing of
beauty with a -1/+1 modifier. No additional
Items of Quality traits may be purchased.
/Cost 1 Trait point.
Item of Quality II: Choose a normal item
from any equipment list and give it one of the
following: lighter, stronger material, deadlier
construction, increased defense or thing of
beauty with a -2/+2 modifier. No additional
Items of Quality traits may be purchased.
/Cost 2 Trait points.
Item of Quality III: Choose a normal item
from any equipment list and give it one of the
following: lighter, stronger material, deadlier
construction, increased defense or thing of
beauty with a -3/+3 modifier. No additional
Items of Quality traits may be purchased.
/Cost 3 Trait points. Item of Quality I: Choose
a normal item from any equipment list and
give it one of the following: lighter, stronger
material, deadlier construction, increased
defense or thing of beauty with a -1/+1
modifier. No additional Items of Quality traits
may be purchased. /Cost 1 Trait point.
Item of Quality II: Choose a normal item
from any equipment list and give it one of the
following: lighter, stronger material, deadlier
construction, increased defense or thing of
beauty with a -2/+2 modifier. No additional
Items of Quality traits may be purchased.
/Cost 2 Trait points.
Item of Quality III: Choose a normal item
from any equipment list and give it one of the
following: lighter, stronger material, deadlier
construction, increased defense or thing of
beauty with a -3/+3 modifier. No additional
Items of Quality traits may be purchased.
/Cost 3 Trait points.
Wealth I: Character has a noble background
and starts with monetary assets. They start
with an additional 1D12 silver pieces. /Cost 1
Trait point. May only be purchased once. No
additional Wealth traits may be purchased.
Wealth II: Character has a noble background

and starts with monetary assets. They start


with an additional 3D12 silver pieces. /Cost 2
Trait points. May only be purchased once. No
additional Wealth traits may be purchased.
17. Wealth III: Character has a noble background
and starts with monetary assets. They start
with an additional 5D12 silver pieces. /Cost 3
Trait points. May only be purchased once. No
additional Wealth traits may be purchased.
18. Virtuous: Character is very moral and ethical.
Instead of rolling one additional dice when
using a Virtue point, they can roll 2d12. /Cost
2 Trait points.
19. Increased Resistance: Character receives a
+2 to one Resistance. /Cost 2 Trait points.
May only be purchased once per Resistance.

20. Quick to Act: Character receives a +2 to


21.

22.
23.
24.
25.
26.
27.

28.
29.

initiative. /Cost 2 Trait points.


Spell Savant: Character is able to choose 1
spell from any spell list that was learned
through adolescence. The character must
have Mana in order to cast the spell. This
spell is developed as normal without
choosing the Path of the Mystic or required
Expertise. /Cost 1 Trait point.
Hardened Spell: Spells are harder to resist.
All spell resistance TNs are increased by 1.
/Cost 2 Trait point.
Lucky: Once per game session a player may
re-roll a natural 1 in order to avoid a
failure. /Cost 1 Trait point.
Long-shot: Character can increase missile
weapon range by 50ft. /Cost 1 Trait point.
Throwing: Character is able increase their
throwing range by 25ft. /Cost 1 Trait Point.
Nimble Fingers: Character receives a +1
bonus to both Pick Locks and Pick Pockets
skills. /Cost 1 Trait point.
Danger Sense: Character is able to sense
danger when caught flat-footed. Character
receives a +1 bonus to flat-footed. /Cost 1
Trait point.
Linguist: Character learns languages quickly
and may choose 5 languages with only 1
rank. /Cost 1 Trait point
Dark Vision: 50ft. /Cost 1 Trait point.

30. Low Light Vision: 100ft. /Cost 1 Trait point.


31. Regeneration: Regenerate 1 Health Point per
32.
33.
34.
35.
36.

round /Cost 1 Trait point.


Breath Weapon (see the Red Dragon creature
entry in Chapter 6) /Cost 2 Trait points.
Winged Flight (see Base Movement in
Chapter 1) /Cost 2 Trait points.
Mana Increase: +5 Mana bonus /Cost 1 Trait
point.
Rage: When the creature is reduced to 25%
Health, Rage offers a +2 Damage
Reduction. /Cost 1 Trait point.
Scent: The creature has an extremely good
sense of smell. When using scent, receive a
+3 bonus to Perception. /Cost 1 Trait point.

37. Fleet Footed: The creature is quick for their


38.
39.
40.

41.
42.
43.

44.

45.

46.

size and receives a +5 to their Base


Movement. /Cost 1 Trait point.
Fleet Footed II: +10 to Base Movement
Rate /Cost 2 Trait points.
Improved Hiding: Creature receives a +3
bonus to his Hiding skill. /Cost 1 Trait point.
Improved Swimming: The creature is very
proficient in the water and can move an
additional 10ft while swimming. /Cost 1 Trait
point.
Infectious Bite: Target receives -1 to Physique
until healed or makes a roll for Physical
Resistance TN 16. /Cost 1 Trait point.
Poison Stinger Attack: The creature has a
stinger that may deliver poison. /Cost 1 Trait
point.
Web Entangle: The creature can entangle its
victim up to 15ft away. (see Grapple and
Entangle Attacks in Chapter 2) /Cost 1 Trait
point.
Sense Vibrations: The creature can sense its
victim's vibrations up to 25ft away and
receives a +3 bonus to Perception when in
range. /Cost 1 Trait point.
Grab: The creature is able to snatch up its
victim as long as they are two sizes smaller.
(see Grapple and Entangle Attacks in Chapter
2) /Cost 1 Trait point.
Sense of Direction: Creature can always find

its way back home. /Cost 1 Trait point.

47. Fire Resistant: Creature takes half damage


48.
49.
50.
51.

from fire attacks. /Cost 1 Trait point.


Cold Resistant: Creature takes half damage
from cold attacks. /Cost 1 Trait point.
Electrical Resistant: Creature takes half
damage from electrical attacks. /Cost 1 Trait
point.
Acid Resistant: Creature takes half damage
from acid attacks. /Cost 1 Trait point.
Multi-Limbed: The creature receives 2
additional appendages per Trait point such as
arms or legs. The creature receives on
addition attack at no penalty per purchase.
/Cost 1 Trait point

Flaws

1. Alcoholic: Character is a functioning

2.
3.

4.
5.
6.

7.

8.

alcoholic and depends on the spirits. If


character ever becomes sober they receive a
-3 to all dice rolls until they consume alcohol.
/Gains 3 Trait points.
One Eye: All perception rolls involving sight
are reduced by -1. /Gain 1 Trait point
Scarred face: Any skill rolls such as bluff or
diplomacy that require the character to
interact socially with people are reduced by
-2. /Gain 2 Trait points.
Bad knees: Character has had previous knee
injuries and suffers a -5ft to base movement
rate. /Gain 1 Trait point.
Bad back: Character has a bad back and can't
carry heavy loads. -50lbs to carrying
capacity. /Gains 2 Trait points.
Sucker: Character is naive and is more
susceptible to being duped or tricked by
swindlers and shopkeepers. Anyone using
bluff against this character receives +1 to
attempts. /Gain 1 Trait point.
Mute: The character is unable to verbally
communicate and must resort to hand
gestures. Any rolls to interact socially with
someone who is not familiar with the
characters gesture language (sign
language) suffers a -2 penalty. /Gain 2 Trait
Points.
Tainted: Character is very immoral and

9.
10.
11.
12.

unethical and starts with +1 Taint point.


/Gain 1 Trait Point.
Magically Impotent: Character is naturally
weak against magic and receives a -1 to their
Magic Resistance. /Gain 1 Trait point.
Sickly: Character is always sick; has a cough,
pale skin and looks frail. Receive -1 to
Physical Resistance. /Gain 1 Trait point.
Uncoordinated: Character is clumsy and
reacts slowly. Receive -1 to Reaction
Resistance. /Gain 1 Trait point.
Weak Will: Character has a weak will and is
subject to mind influencing effects. Receive a
-1 to Mental Resistance. /Gain 1 Trait point.

13. Light Sensitivity: Character is very sensitive to


14.
15.

16.

17.

light and receives a -1 to their Perception


skill. /Gain 1 Trait point.
Fear of Flying: Character is terrified of flying
and takes a -1 to Airship Pilot and a -1 to
Airship Weapons. / Gain 2 Trait points.
Chink in Armor: Creature has a weak point in
their armor. The attacker must use either
Called or Aimed attack to hit this location. If
the creature is successfully hit, it takes x2
damage. /Gain 1 Trait Point.
Arrogant: Creature is extremely arrogant and
susceptible to seduction. The player-character
receives a +3 modifier to their Seduction
skill attempt. /Gain 1 Trait Point.
Light Sensitivity: When out in direct sunlight,
the creature takes a -3 to its Observation
Attribute. Any skills in Observation receive
this penalty. /Gain 1 Trait Point.

Step 4: Generic Creature Paths


Creatures may use a path from the core book. This is
not necessary since a path may not be appropriate for
your creature. Most will likely have a generic one. If
you do not use a path from the core rulebook, give
the creature a +2 bonus in one skill or a +1 bonus
to two skills.

Step 5: Expertise Abilities

(optional)
Creatures may or may not have an expertise.
However, if your creature has an expertise, they must
have a path from the core rule book. It may not be
appropriate for a creature to take on an expertise if it
is not capable of developing like a player character.
For instance, a giant squid would not take on an
expertise but a humaniod sub-species could have one.

Step 6: Determine Resistances


To determine a creature's resistances, use the
Resistance rules and guidelines in Chapter 1: Step 5
in the core book. Resistances are determined just like
those in character creation.

Step 7: Skills

Distribute 15 experience points amongst skills.


Creatures receive the same amount of experience
points to develop skills as player characters. Be sure
to pick appropriate skills for your creature. Creatures
have the same Naturally Developed skills as player
characters unless inappropriate. For instance, a new
aquatic creatures may not have climbing since they
are not land based. This is totally based upon your
design.

Step 8: Virtue/Taint
Creatures either receive 1 virtue or taint point. They
can not have both. Generally, if your creature does
not have an evil nature, it will always receive 1 virtue
point.

Step 9: Determine Health Rating


(this may be modified by size)
To determine a creature's health rating, find its size on
the Base Health table. Add the creature's base health
rating to its health development skill total. All other
rules that affect health come from the core book.
Base Health + Health Development Skill =
Health

BASE HEALTH

NATURAL ARMOR

Size
Base Health
Tiny (1in. - 7in.)
5
Small (7in. - 4ft.)
10
Medium (4ft. - 7ft.)
20
Large (7ft. - 16ft.)
30
Huge (16ft. - 32ft.)
40
Gigantic (32ft. - 64ft.)
50
Massive (64ft. - 192ft.)
60
Colossal (192ft. - 576ft.)
70
Abyssal (576ft.+)
80

Damage
Coo
Reduction Penalty
0
0
No Armor
1
0
Natural Soft Leather
Natural Rigid Leather
2
0
Natural Partial Scale
4
0
7
0
Natural Full Scale
Natural Partial Plate
5
0
9
0
Natural Full Plate
Armor Type

Step 10: Mana Points (optional)

Step 14: Treasure Type (optional)

If your creature uses spells, be sure to allow for mana


point development. Creature's mana points are
determined using the rules from the core book. Spells
are developed using experience points as normal.

How much loot, treasure or items does the creature


have? Determine a creature's treasure type and assign
its rating between A Z. An A type indicates a very
rich creature while a Z type indicates a very poor
creature. Use the treasure table from the core book as
a reference for your creature's treasure type.

Step 11: Determine Initiative


Initiative is determined just as in character
development. Use the core book's rules to determine
initiative.

Step 12: Equipment (optional)


Creatures may have equipment. This is separate from
a creature's treasure listing. If you choose to give your
creature standard equipment, use the equipment
tables from Chapter 1: Step 13 Equipment in the core
book.

Step 13: Armor (special)


Decide if the creature uses donned armor or if it has a
natural armor. Natural Armor is armor what a creature
is born with. It does not affect a creature's
Coordination penalty like donned armor. Examples of
natural armor would be a dragon's scales, a turtle's
shell or even a rock troll's skin.

Step 15: Description


The creature's description should include its size,
weight and physical features. Habits and quirks can
give life to your creature as well as its purpose and
motivation. It is important to give your creature a
background.

Step 16: Environment


What environment does your creature inhabit? Simply
list one or several environments in which your
creature can be found. These are likely locations the
creature will be encountered. This list is not definitive
and other environments can be created.

ENVIRONMENT
Mountains
Aerial
Any
Burial Grounds
Coastal
Desert
Forest
Fresh Water
Icelandic
Jungle
Marshlands/ Swamps
Oceanic
Plains
Planar
Ruins
Subterranean
Suburban

Natural Weapons table. The natural weapon damage


is added to the unarmed skill for the natural weapon
attack.
Breath weapons are treated as special and can be
determined using the cold, acid, electrical, and fire
damage listings in Chapter 2 under Obstacle and
Hazard Damage.
NATURAL WEAPONS
Type
Damage
Fist/ Hand
1
Kick
2
Claw
2
Horn/Tusk
3
Stinger
0
Bite
1
Breath Weapon Special
Trample/ Stomp
5
4
Constrict
Tail
1

Step 17: Organization

Step 19: Spells (optional)

Is your creature solitary or do many of the same


species live together? List the creature's organization
type to determine how many creatures may be
encountered in a given location.

If your creature is able to develop spells be sure to list


them accordingly. The creature's spells are developed
just like a player character's would be. The Spell
Acquisition Sheet can be found in the core book or
downloaded from www.Warfieldrpg.com.

Organization
Solitary (Encounter 1)
Pair (Encounter at least 2)
Family (Encounter at least 3 to 5)
Company (Encounter 6 to 10)
Gang (Encounter 11 to 25)
Herd (Encounter 26 to 50)
Brood (Encounter 51 to 75)
Tribe (Encounter 76 to 100)
Enclave (Encounter 100 to 150)
Colony (Encounter 151 to 300)

Step 20: Determine Base


Movement
To determine a creature's base movement, follow the
core book's rules found in Chapter 1: Step 12 Base
Movement. Add the size modifier to the creature's
base movement before determining its jogging,
sprinting, running, etc.

Step 18: Natural Weapons &


Combat
What are the creature's natural attacks, if any? To
determine your creature's natural weapons use the

same chapter.

MOVEMENT
Size
Tiny
Small
Medium
Large
Huge
Gigantic
Massive
Colossal
Abyssal

Movement
-10
-5
0
5
10
15
20
25
30

Step 21: Creature Templates


Once your creature has been designed, you may want
to add a template such as a skeleton, gargoyle or
construct just to name a few. This rule of course is
optional but can increase a creature's abilities which
makes them formidable against player characters. See
Creature Templates in the Warfield core book

Step 22: Creature Upgrades


After your creature has been created, you may choose
to upgrade its skills and abilities by using the Creature
Upgrades section in Chapter 6. You may make further
modifications by applying a template also found in
the

ATTRIBUTE CONVERSION TABLE

1D12 Stat
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1

3D6 Stat
43 45
40 42
37 39
33 36
30 32
27 29
24 26
23
22
20 21
19
18
17
15 16
13 14
11 12
10
89
47
13

1D100 Stat
121 150
120
119
116 118
115
113 114
111 112
106 110
103 105
102
101
96 100
91 95
76 90
61 70
51 60
40 50
27 39
14 26
1 13

Optional Conversion Rules


The following table has been added to convert
creatures from your favorite systems. Currently we
offer conversion for 3D6 attribute and 1D100
attribute based systems. You will have to do some
research on your own on which attributes are
equivalent to other systems but if you are familiar
with roleplaying this should be easy. Find your
favorite creature and convert its attributes then follow
the Creature Development rules accordingly.

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