Creature Classification
Creatures
Some resourcesresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. give players a special creature type.
Characters usually gain a creature type by exchangingexchange兑换Buying resources from the Overseer with Reward Points and Ranks. with the Overseerthe Overseer主神The giant sphere of light at the center of the Overseer's Space. It summons Reincarnators, sells upgrades, heals and revives, and erases those who break its rules. or through some special ability. These abilities have all been adjusted by the Overseer, so when you gain the creature type, you don't gain that creature's "HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. adjustment" or "monster only" traits, unless stated otherwise.
If a creature has creature traits that can't coexist, it is annihilatedannihilated爆体而亡Dead beyond any form of revival. outright, with no savesave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude., unavoidableunavoidable不可避免An effect that cannot be reduced or saved against..
In general, ReincarnatorsReincarnator轮回者Someone summoned by the Overseer who survived their first Film; the player characters. are human. After exchanging for an upgradeupgrade强化The general word for any power gained through exchange. Not the same as an enhancement bonus. with another creature classification, they automatically become that creature type.
If a player exchanges for a resource under the human classification, the player still counts as human for rulings.
If a player exchanges for something that modifies their genes or changes their creature classification, or for a resource under a non-human classification, the player's creature classification changes, and unless stated otherwise, the player no longer counts as human.
If a player who no longer counts as human gains another creature classification, and the classifications can coexist, they count as having all of them.
For a creature with several creature classifications, when it is affected by [Ghost TouchGhost Touch幽冥Harms spirits and incorporeal beings directly, and the final damage is doubled.], [HolyHoly神圣Also called [Light]. Part of the damage against dark creatures goes up one grade.], [Divine Weapon], [MagicalMagical魔法Bypasses matching damage reduction and can partly harm spirits and incorporeal beings.], or similar, the attacker chooses which one of its creature classifications applies.
It gains all the immunitiesimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank. and all the traits of all its creature classifications, but its Health is only adjusted once.
If effects conflict, the trait that is worse for the creature applies first.
Creatures of darkness:
This is a fairly broad concept. In the Infinite world, all creatures born of evil magic and supernatural power, or with such power in their blood, count as creatures of darkness. This includes, but isn't limited to, undead, some yokai, and creatures specifically marked as such. Apart from a few BloodlinesBloodline血统A resource that changes the character's lineage, granting racial or inherited powers., training, and spells that give players this trait, it is usually story creatures that have it, and it usually needs to be specially marked.
When it takes holy damageholy damage光明伤害Damage from supernatural powers of light or order., the holy damage goes up one step.
When it takes damage from a weapon with the [Holy] trait, the part of the damage equal to the weapon damage goes up 1 step.
When a character has several effects that make them a creature of darkness, each one after the first adds 2 to the damage they take from holy damage and from the [Holy] trait.
A creature can't be both a creature of light and a creature of darkness.
Creatures of light:
All creatures born of good magic and supernatural power, or with such power in their blood, count as creatures of light. This usually means celestial creatures, or other creatures with holy blood. Apart from some exchanges that give players this trait, it is usually story creatures that have it.
When it takes unholy damageunholy damage黑暗伤害Damage from supernatural powers of darkness or chaos., the unholy damage goes up one step.
When it takes damage from a weapon with the [UnholyUnholy亵渎Also called [Dark]. Part of the damage against light creatures goes up one grade.] trait, the part of the damage equal to the weapon damage goes up 1 step.
When a character has several effects that make them a creature of light, each one after the first adds 2 to the damage they take from unholy damage and from the [Unholy] trait.
A creature can't be both a creature of light and a creature of darkness.
Undead:
All kinds of undead are found throughout the Infinite Horror world, from D&D worlds to mythological worlds, each with its own character. But unless stated otherwise, by the rules they all have these traits:
Health adjustment: undead have no aggravated damageaggravated damage恶性伤害The worst damage grade, written A. Very hard to heal. track, but their Health is doubled. Every trait that deals aggravated damage deals lethal damagelethal damage致命伤害Serious damage, written L: blades and bullets. to them instead. As soon as their health boxeshealth box生命槽One box of Health. Damage fills boxes with its grade (B, L, or A). are filled with lethal damage, they are destroyed at once.
Monster only: undead have no IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. and aren't affected by increases or decreases to it. This also means they are immune to abilities that are opposedopposed roll对抗A roll whose DC is the opponent's successes, like racing someone or shoving them aside. or saved against with Intelligence, and immune to mind-affecting effects. Note: if an undead has an Intelligence score (such as a lich), it loses this trait.
Undead are immune to poison, paralysis, dazing, disease, nausea, and instant death effects.
Undead don't need to sleep, which also means they are immune to sleep. They also don't need to eat or breathe.
All of an undead's immunities are C-Rank.
Once an undead dies, it can't be revivedrevive复活Bringing a dead character back to life, usually through the Overseer., except by abilities that turn back time.
Acts with the [Ghost Touch] or [Holy] trait deal double damage to undead outright. Having both traits doesn't make undead take triple damage.
Undead usually have the creature of darkness trait.
Incorporealincorporeal虚体Able to pass through matter and hard to harm with physical attacks.:
Incorporeal means something real that has no physical body: it isn't affected by ordinary physical forces and can't exert any physical force on anything, can't be smelled or heard, but can be seen.
Incorporeal creatures have these effects:
Health adjustment: incorporeal creatures have only one health track, but their Health increases by their WillWill意志值How steadfast a character's mind is: Resolve + Composure. It is also the Willpower maximum.. Every trait that deals aggravated damage deals lethal damage to them instead. As soon as their health boxes are filled with lethal damage, they are destroyed at once.
Incorporeal creatures affect each other normally.
Unless stated otherwise, an incorporeal creature can choose whether or not to affect objects without [Magical], [Ghost Touch], or [Divine Weapon]. Objects with those traits are handled as follows.
An incorporeal creature can choose whether or not to be affected or harmed by ordinary physical acts.
Acts with the [Divine Weapon] trait affect incorporeal creatures normally. Acts with the [Ghost Touch] trait deal double damage to incorporeal creatures outright and affect them normally. Besides those, energy damageenergy damage能量伤害Damage from non-physical energy. Damage reduction doesn't apply, but energy resistance does., force damageforce damage力场伤害Damage from force fields., and mental damagemental damage精神伤害Damage that strikes the mind directly. can also harm incorporeal creatures normally. Acts with the [Magical] trait only have a half chance of harming an incorporeal creature.
Incorporeal creatures are immune to poison and disease; this is a D-Rank immunity.
Permanently incorporeal creatures don't need food, water, or sleep. But creatures that are only temporarily incorporeal do.
Incorporeal creatures aren't affected by gravity and have no weight. They can fly at their base speed / 10, with perfect mobilitymobility机动性How nimble a mode of movement like flight is: perfect, good, average, clumsy, or none..
Incorporeal creatures can pass through ordinary solids, liquids, and so on, but have no sight while inside a solid, and are immune to falling damagefalling damage坠落伤害Damage from falling..
Incorporeal creatures can't pass through barriers with [Magical], [Ghost Touch], [Divine Weapon], or force properties.
Sounds an incorporeal creature makes on purpose can be heard by ordinary people.
When attacking, an incorporeal creature can ignore the Armor DefenseArmor Defense盔甲防御Defense provided by armor. and Shield DefenseShield Defense盾牌防御Defense provided by a shield. of armor and shields without [Ghost Touch] or [Divine Weapon]. The Armor Defense and Shield Defense of armor and shields with [Magical] only have a half chance of applying.
Incorporeal creatures lose their Natural ArmorNatural Armor天生防御A defense bonus from tough hide or other natural traits..
Spiritsspirit灵体A soul-like being with no physical body.:
In EssenceEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous., a spirit isn't really something that exists, or rather, a spirit doesn't belong to this world or plane. A spirit can't exert or receive physical force, can't be smelled or heard, and can't even be seen.
Spirits have these effects:
Health adjustment: spirit creatures have only one health track, but their Health increases by their Will. Every trait that deals aggravated damage deals lethal damage to them instead. As soon as their health boxes are filled with lethal damage, they are destroyed at once.
Spirits affect each other normally.
Unless stated otherwise, a spirit can choose whether or not to affect objects without [Magical], [Ghost Touch], or [Divine Weapon]. Objects with those traits are handled as follows.
A spirit can choose to be affected or harmed by ordinary physical acts.
Acts with the [Divine Weapon] trait affect spirits normally. Acts with the [Ghost Touch] trait deal double damage to spirits outright and affect them normally. Besides those, energy damage, force damage, and mental damage can also harm spirits normally. Acts with the [Magical] trait only have a half chance of harming a spirit.
Spirits are immune to poison and disease; this is a D-Rank immunity.
Permanent spirit creatures don't need food, water, or sleep. But creatures that are only temporarily spirits do.
Spirit creatures can pass through ordinary solids, liquids, and so on, but have no sight while inside a solid, and are immune to falling damage.
Spirits aren't affected by gravity and have no weight. They can fly at their base speed / 10, with perfect mobility.
Spirit creatures can't pass through barriers with [Magical], [Ghost Touch], [Divine Weapon], or force properties.
Spirits can turn invisibleinvisibility隐形Unable to be seen.; switching between invisible and visible is a free actionfree action自由动作An action that takes almost no time, like speaking a few words.. For detection, this counts as C-Rank anti-detectiondetection侦测Becoming aware that something is there. of the Magical EssenceMagical Essence魔幻本质The Essence of magic and fantastic powers.. Against spirit sightspirit sight灵感视觉Seeing spirits and other unseen beings., this invisibility simply doesn't work, and isn't contested under the detection and anti-detection rules.
When attacking, a spirit can ignore the Armor Defense and Shield Defense of armor and shields without [Magical], [Ghost Touch], or [Divine Weapon].
Spirit creatures lose their Natural Armor.
Constructs:
Construct creatures usually means robots, golems, and other artificial machines. These machines are like items, yet somewhat different. Unless stated otherwise, constructs usually count as items, not as living things.
Constructs have these effects:
Health adjustment: constructs usually have no StaminaStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. and aren't affected by increases or decreases to it. This also means they are immune to abilities opposed with Stamina or Fortitude. They have only one health track, but their Health is doubled.
Construct creatures have darkvisiondarkvision黑暗视觉Seeing even in total darkness..
Constructs are immune to poison and disease.
Constructs are immune to fatigue points, exhaustion, and drowsiness points.
Construct creatures don't need to sleep, which also means they are immune to sleep. They also don't need to eat or breathe, meaning they have no digestive or respiratory system.
All of a construct's immunities are C-Rank.
Construct creatures can't recover from damage or conditionscondition不良状态A harmful effect on a character. Point-based conditions are mild or severe depending on the key resisting Attributes. on their own. Only their own fast healingfast healing快速医疗Automatically healing some damage every round. and regenerationregeneration再生Powerful self-healing that can even regrow limbs. work.
Once a construct creature dies, it can't be revived, except by abilities that turn back time.
When a construct creature is hit by an EMP effect, it isn't disabled, but it is held for the duration. And if the effect deals damage, the final damage is doubled.
Fantasy magical creatures:
Fantasy magical creatures here means fantastical creatures from human imagination.
This includes Western fantasy dragons, such as Smaug or those of Eragon, but not Eastern dragons.
Others such as the phoenix, griffon, manticore, and kunpeng belong here too.
Fantasy magical creatures usually have these effects:
Fantasy magical creatures have darkvision.
Unless they can take human form, fantasy magical creatures can only use their own natural weaponsnatural weapon天生武器A weapon that is part of the body: claws, fangs, horns..
Fantasy magical creatures are immune to sleep and paralysis points.
All of a fantasy magical creature's immunities are C-Rank.
Elementals:
Elementals here usually means elements formed naturally between heaven and earth (Eastern), such as metal, wood, water, fire, and earth, or creatures of an elemental plane (Western), such as the four kinds of elementals of earth, water, fire, and air.
Elementals usually have these effects:
Elementals have darkvision.
Elementals are immune to poison, disease, paralysis, and dazing.
Elementals are immune to the multiple-attack penaltymultiple attacks多次攻击Attacking more than once in a round, which brings a multiple-attack penalty..
Unless they can take human form, elementals can only use their own natural weapons.
Elementals don't need to sleep, which also means they are immune to sleep. They also don't need to eat or breathe, meaning they have no digestive or respiratory system.
All of an elemental's immunities are C-Rank.
Once an elemental dies, it can't be revived, except by abilities that turn back time.
Oozes:
Oozes are a very rare creature type; the most common is the slime.
Oozes usually have these effects:
Monster only: oozes have no ResolveResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks. and aren't affected by increases or decreases to it. This also means they are immune to abilities opposed with Resolve or Will, and immune to mind-affecting effects. Note: if an ooze has a Resolve score, it loses this trait.
Oozes are blinded, counting as having no eyes, but gain blindsightblindsight盲视Pinpointing nearby creatures without sight. equal to their sensory rangesensory range敏感范围How far around them a character can notice things..
Oozes are immune to poison, disease, paralysis, dazing, and transformation.
Oozes don't need to sleep, which also means they are immune to sleep.
Oozes are immune to 8-again8-again8加骰The best again rule: 8s, 9s, and 10s all let you roll another die. and 9-again9-again9加骰Like 10-again, but 9s also let you roll another die..
Oozes are immune to the multiple-attack penalty.
All of an ooze's immunities are C-Rank.
Oozes can only use their own natural weapons, and can't wear or use any shields or armor.
Oozes lose their Gene LockGene Lock基因锁A seal on human potential. Opening it grants enormous power in moments of crisis.. If they had one before, after becoming an ooze they can't open it, or even try to.
Plants:
Plants are a fairly common creature type, and they show up in films too, such as the giant tree in Hellboy II: The Golden Army, or Treebeard in The Lord of the Rings; they are all plants.
Plants usually have these effects:
Monster only: plants have no Intelligence and aren't affected by increases or decreases to it. This also means they are immune to abilities saved against or opposed with Intelligence, and immune to mind-affecting effects. Note: if a plant has an Intelligence score, it loses this trait.
Plants have low-light visionlow-light vision昏暗视觉Seeing normally in dim light..
Plants are immune to paralysis, dazing, and transformation.
Plants don't need to sleep, which also means they are immune to sleep.
All of a plant's immunities are C-Rank.
Plants can only use their own natural weapons, and can't wear or use any shields or armor.
Swarms:
A swarm is a collection of ultramicroscopic (fungi or bacteria), microscopic (cockroaches and other insects), or tiny creatures (rats, bats, and so on) that act as one creature. A swarm has the properties of the kind of individuals that make it up.
Swarms usually have these effects:
A swarm has a single Health, a single InitiativeInitiative先攻The value that sets turn order in combat., a single movement speed, and a single defense. A swarm also makes saving rollsroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. like a single creature.
A swarm has no clear front or back and no definite anatomy, so it is immune to called shots, to 8-again and 9-again, and to the multiple-attack penalty.
A swarm made of creatures of SizeSize体积How big a creature or object is. It affects reach and some rolls. 1 takes only half damage from single-target attacks that deal piercing or slashing damage. (Apply this after working out the damage and before damage reductiondamage reduction物理伤害减免Ignore X points of each physical hit. Written DR X/weakness, e.g. DR 5/magic. and similar abilities.)
A swarm made of creatures smaller than Size 1 is immune to single-target physical damagephysical damage物理伤害Damage from physical force. Damage reduction applies to it..
Against attacks that strike each unit in an area separately, a swarm counts as one unit and is only attacked once.
Swarms are immune to spells, abilities, and effects that target a specific number of creatures. Spells, abilities, and effects that affect an area deal double damage to swarms, if they deal damage.
A swarm doesn't take up space, and can share a position with other creatures. A creature casting a spell while sharing a position with a swarm needs a concentrationconcentration专注The focus needed to keep certain abilities or actions going. roll.
A swarm has no reachreach触及How far a melee attack can strike.; it can only attack targets in the same position as itself.
A swarm's attacks ignore cover, Base DefenseBase Defense基础防御A character's basic defense without gear., Dodge DefenseDodge Defense闪避防御Defense from getting out of the way., and Parry DefenseParry Defense格挡防御Defense from parrying..
Swarms can't be tripped, grappledgrapple擒抱Seizing and holding an opponent., or bull rushed. Swarms can't grapple other targets either.
If a swarm is routed, 30% of its members count as dead and 30% as unconscious. To check on a particular individual, roll a D100: 1 to 30 means dead, 31 to 60 means unconscious from severe injuries, and 61 to 100 means the victim escaped unharmed.
A group made of larger units can also count as swarm-like (such as an army), as the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. decides.
Swarms lose their Gene Lock. If they had one before, after becoming a swarm they can't open it, or even try to.