This is an Alternate Rule System; a system of rules which vary from the Core Rules of the system in fundamental ways. These rules can be used in tandem with Pride of Giants, and others may be incompatible with usual play, but these rules use Pride of Giants as an 'engine', meaning that the Alternate Rules use PoG's rules unless specifically stated otherwise.
Character sheet is here.
1.0 Mysterious Creatures Stats Table
1.1 Mysterious Creatures Additional Stats Table
1.2 Mysterious Creature Progression Table
1.3 Stages Table
1.4 Sizes Table
1.5 Body Type Table
1.6 Evolution
2.0 Mysterious Dungeons Index Table
3.0 Conditions Table
4.0 Weather
5.0 Creature Types and Moves Types Table
6.0 Actions and Action Costs
6.1 Pride of Giants Actions (Alternate Rule)
Character sheet is here.
1.0 Mysterious Creatures Stats Table
1.1 Mysterious Creatures Additional Stats Table
1.2 Mysterious Creature Progression Table
1.3 Stages Table
1.4 Sizes Table
1.5 Body Type Table
1.6 Evolution
2.0 Mysterious Dungeons Index Table
3.0 Conditions Table
4.0 Weather
5.0 Creature Types and Moves Types Table
6.0 Actions and Action Costs
6.1 Pride of Giants Actions (Alternate Rule)
1.0 Mysterious Creatures Stats Table
Mysterious Creatures are elemental fae which rely on different biology and magics than that of other creatures. Mysterious Creatures do not and cannot gain Mana, Skill Points or skills. Further, Mysterious Creatures have several differences among their stats, which can be seen below. Stats which are unchanged are not listed on the table below.
PoG Stat | Stat | What? | What's Mine? | Tell Me More. |
---|---|---|---|---|
Level | N/A | How much of your potential you've gained out of 100. Divide this number by 5 to see your approximate level compared to a typical Pride of Giants character. |
Ask the Host. Probably between 5 and 10. | The Host should keep in mind that a single Pride of Giants character's Level is worth five times as many Levels as a single Level of a Mysterious Creature. A Mysterious Creature's Level Up is very simple, and so can likely be done even in the middle of normal play, or a Mysterious Creature among PoG characters could level up five times at once alongside the PoG character's single level up. Either works fine. |
Attacks | Basic Attack | How a Mysterious Creature can fight without Moves. This is not a Move. | You have 2 Attacks which each deal 1d6 + Attack Physical Damage as a Primary Action. | N/A |
Size | N/A | A representation of your effective mass, resistance to outside physical forces correlating to your physical size, density, muscle density, or even willpower. | See the below section 1.2 Size. | Sizes from smallest to biggest are as follows (with examples in parenthesis): Miniscule (Species Number 595 or 669) Tiny (Species Number 10 or 50) Puny (Species Number 25 or 4) Small (Species Number 62 or 94) Medium (Species Number 214 or 444) Stocky (Species Number 9 or 395) Large (Species Number 376 or 485) Huge (Species Number 306 or 389) Massive (Species Number 383 or 493) Colossal (Species Number 208 or 321) Megalithic (N/A without outside means such as those in Albion) After a certain point your Size becomes inherently linked to your physical size and you occupy more Space(s) as seen below, under the 1.2 Sizes and Occupied Spaces Table. Feel free to be a size which is unusual for your Species Number, I've always thought Species Number 383 should be at least Colossal. When you evolve, you may change your Size. |
Maximum HP | N/A | The highest your HP can be. | (HP Scaling * Level) + 50 | N/A |
HP Scaling | Base HP | How much your Maximum HP increases by when you Level Up. | (0.2 * Size Number) | N/A |
Point of No Return | N/A | When this number is higher than your HP, you die. If a Move is what brought your HP beneath your Minimum HP, you Faint. | 0 | Faint: You cannot spend actions. This Condition ends when you enter Town. |
Total Might | Base Attack | A representation of your ability to apply force through physical power. | 10 | N/A |
Might | Attack | Your ability to deal damage through physical power. | +0 | The numerical value of this stat corresponds to your Total Stat. The following is the Total Stat (with the Stat in parenthesis) 0 or 1 (-5) 2 or 3 (-4) 4 or 5 (-3) 6 or 7 (-2) 8 or 9 (-1) 10 or 11 (+0), etc. |
Inventory | N/A | The number of Items you are capable of carrying on your person. | 10 | Items a Mysterious Creature carries vanish into an unseen space, often behind a your back, in a nonexistent pocket, or deep within fur. Some accessorize by wearing objects such as bags over such unseen spaces to give the illusion of placing the object within the bag. To reiterate, Items are any objects which can be held easily in one hand (even if you do not have hands) and therefore is a relative term. |
Total Skill | N/A | A representation of your ability to move nimbly or with grace through speed and precision. | 14 | When your Total Might increases, increase your Total Skill by half as much. |
Total Magic | Base Special Attack | A representation of your ability to utilize Mana. | 10 | N/A |
Magic | Special Attack | Your ability to deal damage through magical power or precision. | +0 | The numerical value of this stat corresponds to your Total Stat. The following is the Total Stat (with the Stat in parenthesis) 0 or 1 (-5) 2 or 3 (-4) 4 or 5 (-3) 6 or 7 (-2) 8 or 9 (-1) 10 or 11 (+0), etc. You are considered to have a Mana Scaling of 7 for the purposes of Arcana. |
Hit | Accuracy | How accurate your attacks are. If this number is higher than your attack target's Defense, you hit. | 1d20 + Level | If you are not using a Move, gain +8 Hit. |
Defense | Evasion | A representation of the odds that you will not be harmed by an attack, by way of armor, awareness, speed, skill, luck, or even fate. | Level + 14 | N/A |
1.1 Mysterious Creatures Additional Stats Table
Additionally, Mysterious Creatures have the following stats which others do not.
Stat | Other Name | What? | What's Mine? | Tell Me More. |
---|---|---|---|---|
Species Number | N/A | A number determined by your species. | Any number of your choice, though this game currently only fully supports the first four 'generations' of numbers (between 1 and 493). If you are using these rules simply as an alternate means of character generation, your Species Number is instead 0, and you do not gain Moves, and instead gain Mana and Skill Points with which you may purchase Skills as usual, though your stats cannot be increased by any means besides EVs and Moves. |
Without getting too specific, if you were (for example) an electric mouse, your Species number would be 25. However, if you were a sort of frog with a plant bulb growing out of your back, your Species number would be 1. Your Species Number determines your Creature Type(s), what Move(s) you learn, and at what Level you can evolve. When you evolve, your Species Number changes to the Species Number of your evolved form. If you have multiple possible move sets, it is your choice which move set you use (chosen once at character creation). |
Physical Guard | Defense | Guard automatically gained at the start of each turn. | 0 | This Guard only reduces Physical Damage (Piercing, Slashing, Bludgeoning and Crushing Damage) and damage dealt by Physical Moves. Does not protect against Recoil Damage. |
Elemental Guard | Special Defense | Guard automatically gained at the start of each turn. | 0 | This Guard cannot reduce Physical Damage or True Damage, but does reduce every other type of damage, and damage dealt by Special Moves. Does not protect against Recoil Damage. |
Natural Healing | N/A | The amount of HP you heal for at the start of each of your turns. | 1 | N/A |
1.2 Mysterious Creature Progression Table
A Mysterious Creature begins play with 10 EVs. An EV may be spent to increase specific stats by specific amounts (as seen on the table below). If you have greater than 10 (at least 11) EVs invested in a single stat, you must invest 2 EVs in order to increase the stat instead of the usual 1. Gain +2 EVs per 5 Levels that you have. Gain +5 EVs at Level 30 and Level 50.
Stat: The stat which may be increased by investing EV.
Increase Per EV: The amount the stat increases by per EV invested.
Maximum Possible EVs: The most EVs you are capable of investing in the stat.
Max EV Bonus: The additional amount the stat increases by when you have invested the Maximum Possible EVs in it.
Stat: The stat which may be increased by investing EV.
Increase Per EV: The amount the stat increases by per EV invested.
Maximum Possible EVs: The most EVs you are capable of investing in the stat.
Max EV Bonus: The additional amount the stat increases by when you have invested the Maximum Possible EVs in it.
Stat | Increase Per EV | Maximum Possible EVs | Max EV Bonus |
---|---|---|---|
Base HP | 0.11 | 20 | +30 |
Base Attack | 1.75 | 20 | +5 |
Base Special Attack | 1.75 | 20 | +5 |
Defense | 1 | 20 | +5 |
Special Defense | 1 | 20 | +5 |
Accuracy | 0.25 | 4 | N/A |
IQ Points | 0.25 | 8 | N/A |
Specialty | 0.25 | 4 | Your d20 rolls are always treated as 1 higher for the purpose of effects of Moves which specifically activate on a roll of 17 or higher. |
1.3 Stages Table
|
Any changes to the stats of a Mysterious Creature are considered to be in Stages. Stats can only increase by up to 6 Stages, or be decreased by down to 6 Stages. When your stats would be altered due to a skill, they are altered by a single stage, regardless of the usual Effect of the skill. Stages are additive meaning a creature cannot accrue Stage increases and Stage decreases at the same time, because a creature who gains +1 Stage of Attack and -1 Stage of Attack then has a total of +0 Stages of Attack.
A Mysterious Creature may choose their nature by permanently increasing a single stat by a single stage and permanently decreasing a single stat by a single stage. Stat: The stat which can be altered by Stages. Only Stats which are on this table can be altered by Stages. Change Per Stage: The amount that this stat increases or decreases by per Stage. |
1.4 Sizes Table
Chosen Size: A Mysterious Creature may choose for their Size to be any single Size in this column (chosen once at character and again if they evolve).
Spaces Occupied: The number of (or fraction of a) space(s) that you occupy passively, due to your Size. The larger you are, the more spaces you occupy.
Increase To All Move Speeds: If there are multiple choices granted by a Mysterious Creature's chosen Size, they may choose which to gain (chosen once at character and again if they evolve).
Size Number: Your Size number, determined by your Size. A Mysterious Creature's Size Number is higher than usual for creatures of their Size.
Spaces Occupied: The number of (or fraction of a) space(s) that you occupy passively, due to your Size. The larger you are, the more spaces you occupy.
Increase To All Move Speeds: If there are multiple choices granted by a Mysterious Creature's chosen Size, they may choose which to gain (chosen once at character and again if they evolve).
Size Number: Your Size number, determined by your Size. A Mysterious Creature's Size Number is higher than usual for creatures of their Size.
Chosen Size | Spaces Occupied | Increase To All Move Speeds | Size Number |
---|---|---|---|
Puny or Small | 0.2 | +1 | 8 If your Species Number is 213, you may instead choose to have a Size Number of 5. EV increases to Defense and Special Defense never cost greater than 1 EV, but EV increases to HP always cost 3 EVs, and EV increases to Attack and Special Attack always cost 2 EVs. |
Medium or Stocky | 0.5 | +0 | 9 If your Species Number is 440, 113, or 242, you may instead choose for Size Number to be considered 23.2 for the purposes of your Base HP, making your Base HP 4.64. EV increases to HP never cost greater than 1 EV, but EV increases to Attack and Defense always cost 3 EVs. |
Large | 2x2 | +0 or -1 | 10 |
Huge | 3x3 | +0 or -1 | 11 |
Gigantic | 4x4 and larger, up to a maximum of 9x5 | +0 or -1 | 12 |
1.5 Body Type Table
A Mysterious Creature gains Move Speeds relevant to their Body Type.
Body Type: The name of the Body Type. A Mysterious Creature should choose whichever Body Type is most befitting.
Move Speeds: The Move Speed(s) a Mysterious Creature gains from their Body Type.
Prerequisite: A Mysterious Creature's body must fulfill these specifications in order for them to choose this Body Type.
Body Type: The name of the Body Type. A Mysterious Creature should choose whichever Body Type is most befitting.
Move Speeds: The Move Speed(s) a Mysterious Creature gains from their Body Type.
Prerequisite: A Mysterious Creature's body must fulfill these specifications in order for them to choose this Body Type.
Body Type | Move Speeds | Prerequisite | Special |
---|---|---|---|
Human-Like | Walk | You either have the same number of arms as you have legs, or more arms than you have legs, and are not a Quadruped. | If you know the Move Fly, you also gain a Fly Speed. If you are a Water Type you also gain a Swim Speed. |
Quadruped | Crawl | You have more legs than you have arms. | If you know the Move Fly, you also gain a Fly Speed. |
Serpentine | Slither | You have no arms and no legs, and are not Aquatic. | You are immune to the effects of Prone. |
Aerial | Fly, Walk | You have wings. | N/A |
Aquatic | Swim | You have fins, but not arms or legs. | You may swim in the air, but must remain adjacent to the ground at all times while doing so. |
Object-Like | Levitate | If you are not one of the above Body Types, you are probably a Steel Type, and you may Levitate. | If you have legs (such as Species Number 376), you may also Walk. |
1.6 Evolution
A Mysterious Creature may evolve at any time while in Town if their Level is high enough. If their species does not require a particular Level in order to evolve, they may instead evolve at any time after they are at least Level 20, and at least 10 Levels after the last time they evolved. When a Mysterious Creature evolves, their Species Number changes to the next relevant Species Number. Often this change will be an increase of 1, though other times it will be a change from Species Number 440, then to 113, then to 242.
2.0 Mysterious Dungeons Index Table
The following terms pertain to defining Mysterious Dungeons. When a Move which uses the terms Dungeon, Floor, or Room has been used outside of a Mysterious Dungeon and its is unclear whether it is more fitting for its effect to span a location or a duration, it is up to player discretion.
Term | Definition | Definition Outside of Mysterious Dungeons |
---|---|---|
Town | Player discretion. Typically a "hub area" from which expeditions are launched, containing merchants, job boards, and other services. | Anywhere that is not a Mysterious Dungeon. |
Hallway | A narrow passageway, typically 1 space wide, connecting one or more Rooms. Moves, items, and abilities which affect the entire room affect two spaces in front of and behind the user when used in a Hallway. | N/A |
Dungeon/Mystery Dungeon |
A randomly occurring, extradimensional labyrinth. Typically forms away from established settlements. Contains items, currency, and anomalous Mysterious Creatures which often have no mind of their own. | A duration of 24 hours rather than a physical location. |
Floor | A part of a Mysterious Dungeon. Dungeons are divided into Floors, and Floors are divided into Rooms, connected by Hallways. You can move to the next Floor of a Dungeon using the Stairs. When moving from one Floor to the next, you are proceeding deeper into the Dungeon, regardless of whether you are actually going "down". You cannot return to a previous Floor once you have left it. | 10 spaces centered on all Mysterious Creatures. Each Mysterious Creature is considered to host their own Floor, though these Floors may overlap. |
Room | A large open space on a Floor within a Mysterious Dungeon. Can range in size from a handful of spaces to the majority of the Floor. Can contain unattended items. Hostile Mysterious Creatures can spawn in Rooms not currently being observed by a sentient creature. | 6 spaces centered on all Mysterious Creatures. Each Mysterious Creature is considered to host their own Room, though these Rooms may overlap. |
Stairs | A special type of space, occurring only once per Floor. Allows the user to proceed to the next Floor of the Dungeon. | Any exit such as a doorway, staircase, or window. In the case of multiple Stairs, any/all viable Stairs are considered Stairs. Player discretion. |
Merchant | A Mysterious Creature which buys and sells useful items. Shops are denoted by carpet spaces. Leaving a Shop in a Dungeon without having paid for an item taken, or otherwise removing items from the Shop without permission, causes highly powerful and aggressive Merchant Mysterious Creatures to spawn across the Floor. These Merchants will not rest until the thief has Fainted, left the Floor, or returned the item. | A Mysterious Creature whose profession is the exchange of currency for goods, and goods for currency. Usually found in towns, and can sometimes be found within Mysterious Dungeons. |
3.0 Conditions Table
Mysterious Creatures are capable of initiating the following Conditions through the use of Moves. Any conditions on the below table which exist elsewhere within Pride of Giants instead have their listed Effect if they are caused by or affect a Mysterious Creature.
Condition | Description |
---|---|
Burned | Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Confused | Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Constricted | You cannot spend Move Speeds. Reduce your HP by 5 at the start of each of your turns. If the creature Constricting you takes damage, you are no longer Constricted. |
Faint | You cannot spend actions. This Condition ends when you enter Town. |
Flinch | You cannot activate Moves or skills until the start of your next turn. |
Focused | The Move you activated which initiated this Condition only activates once Focus has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. |
Infatuated | When you activate a harmful Move against the target of your Infatuation, roll 1d20. If you roll a 10 or lower, the Move misses. The target of your Infatuation is the ultimate decider on what constitutes as a harmful Move. |
Paralyzed | Paralyzed when effecting or caused by a Mysterious Monster instead has the following Effect: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Paused | You cannot take any actions until the end of your next turn, but this status does not interrupt the execution of a linked move. |
Poisoned | Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Badly Poisoned | Reduce your HP by 5 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. |
Rooted | You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Sleep | You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn |
Bounce | You cannot be targeted until the start of your next turn. The Move you activated which initiated this Condition only activates once Bounce has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. The Dig, Dive, Fly, and Shadow Conditions are identical, boy are each separate Conditions. |
4.0 Weather Table
The below weather are caused by various Moves and Abilities.
Weather | Effect |
---|---|
Clear | N/A |
Sunny | If you are not a Fire Type, you cannot heal naturally. Fire Type Moves gain +3 Stages of Attack and Special Attack. Water Type Moves gain -3 Stages of Attack and Special Attack. |
Fog | Electric Type Moves gain -3 Stages of Attack and Special Attack. |
Snow | If you are an Ice Type, gain +1 Hit and +1 to all Move Speeds. |
Rain | If you are not a Water or Grass Type, you cannot heal naturally. Water Type Moves gain +3 Stages of Attack and Special Attack. Fire Type Moves gain -3 Stages of Attack and Special Attack. |
Hail | If you are not an Ice Type, you cannot heal naturally. If you are not an Ice Type, take 5 Ice Type Damage at the start of each of your turns. |
Sandstorm | If you are not a Ground, Rock, or Steel Type, you cannot heal naturally. If you are not a Ground, Rock, or Steel Type, take 5 Earth Damage at the start of each of your turns. If you are a Ground, Rock, or Steel Type, gain +1 Stage of Special Defense. |
Cloudy | All Moves which are not Normal Moves gain -2 Stages of Attack and Special Attack. |
Harsh Sunlight | Fire Damage and the damage of Fire Type Moves is maximized. Water Moves have no Effect. Creatures cannot be Frozen. Creatures which are not Fire Type take 5 damage at the end of each of their turns. |
Heavy Rain | Water Damage and the damage of Water Type Moves is maximized. Fire Moves have no Effect. |
5.0 Types Table
Mysterious Creatures are Resistant, Immune, Vulnerable, or Super Vulnerable to different Damage Types and different types of Moves depending on their Creature Type(s). A Mysterious Creature's Type(s) are determined by their Species Number. If your Species Number is 0, you may choose any two Types of your choice. Damage which a Mysterious Creature is Super Vulnerable to is a Critical Hit if possible, and otherwise deals twice as much damage instead. Resistances and Vulnerabilities stack with and against on another as usual, with Immunities being unaffected by vulnerabilities as usual.
For example, if you have two types, and both are vulnerable to Ground, then you are Super Vulnerable to Ground, but would be Immune to Ground if at least one of your Types was Immune to Ground.
Immunities and Super Vulnerabilities are instead treated as Resistances and Vulnerabilities respectively for the purpose of Pride of Giants Damage Types, with the exception that Immunity to a Tertiary Damage Type remains as Immunity. You cannot be made Immune to Piercing, Slashing, or Bludgeoning Damage due to your Types, and cannot be made Vulnerable to Arcane Damage due to your Types.
Type: Elemental type. Refers to Move Type or Creature Type, depending on context.
Move Type Damage Type Equivalent: If a Move is used against a creature which is not a Mysterious Creature, deals the listed Damage Type(s) instead of being of its usual Move Type.
For example, if you have two types, and both are vulnerable to Ground, then you are Super Vulnerable to Ground, but would be Immune to Ground if at least one of your Types was Immune to Ground.
Immunities and Super Vulnerabilities are instead treated as Resistances and Vulnerabilities respectively for the purpose of Pride of Giants Damage Types, with the exception that Immunity to a Tertiary Damage Type remains as Immunity. You cannot be made Immune to Piercing, Slashing, or Bludgeoning Damage due to your Types, and cannot be made Vulnerable to Arcane Damage due to your Types.
Type: Elemental type. Refers to Move Type or Creature Type, depending on context.
Move Type Damage Type Equivalent: If a Move is used against a creature which is not a Mysterious Creature, deals the listed Damage Type(s) instead of being of its usual Move Type.
Type | This Creature Type is Vulnerable to the below Move Types | This Creature Type is Resistant to the below Move Types |
This Move Type is effective against the below Creature Types | This Move Type is ineffective against the below Creature Types | This Creature Type is Immune to the below Move Types |
Move Type Damage Type Equivalent |
---|---|---|---|---|---|---|
Ground | Water, Grass, Ice | Poison, Rock | Fire, Electric, Poison, Steel | Grass, Bug | Electric | Earth |
Rock | Water, Grass, Steel, Fighting | Normal, Flying, Poison, Fire | Ice, Fire, Flying, Bug | Ground, Fighting, Steel | N/A | Earth |
Water | Grass, Electric | Steel, Fire, Water, Ice | Ground, Rock, Fire | Water, Grass, Dragon | N/A | Water |
Ice | Fighting, Rock, Steel, Fire | Ice | Grass, Flying, Dragon | Water, Ice, Fire, Steel | N/A | Cold |
Fire | Ground, Rock, Water | Fire, Steel, Bug, Grass, Ice, Fairy | Ice, Grass, Bug, Steel | Fire, Dragon | N/A | Fire (Or Magma Damage instead if the Move has the words "Magma" or "Lava" in its name.) |
Electric | Ground | Flying, Steel, Electric | Water, Flying | Electric, Grass, Dragon | N/A | Lightning |
Poison | Ground, Psychic | Fighting, Poison, Bug, Grass, Fairy | Grass, Fairy | Ground, Rock, Poison, Ghost | N/A | Poison |
Dark | Fighting, Bug, Fairy | Ghost, Dark | Ghost, Psychic | Dark, Fighting, Fairy | Psychic | Unholy |
Ghost | Ghost, Dark | Poison, Bug | Ghost, Psychic | Dark | Normal, Fighting | Necrotic |
Psychic | Bug, Ghost, Dark | Fighting, Psychic | Poison, Fighting | Dark, Ghost, Bug | N/A | Psychic |
Grass | Flying, Poison, Bug, Fire, Ice | Ground, Water, Grass, Electric | Ground, Rock, Water | Fire, Poison, Grass, Flying, Bug, Steel, Dragon | N/A | Acid |
Normal | Fighting | N/A | N/A | Rock, Steel (and useless against Ghost) | Ghost | Physical |
Fighting | Flying, Psychic, Fairy | Rock, Bug, Dark | Rock, Ice, Dark, Normal, Steel | Poison, Psychic, Flying, Bug, Fairy (and useless against Ghost) | N/A | Crushing |
Flying | Rock, Electric, Ice | Fighting, Bug, Grass | Grass, Fighting, Bug | Rock, Electric, Steel | Ground | Air |
Bug | Flying, Rock, Fire | Fighting, Ground, Grass | Dark, Psychic, Grass | Fire, Poison, Ghost, Fighting, Flying, Steel, Fairy | N/A | Sonic |
Steel | Fighting, Ground, Fire | Normal, Flying, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Fairy | Rock, Ice, Fairy | Steel, Water, Fire, Electric | Poison | Physical Iron (Deals Arcane Iron Solar Damage instead if the Move is a Special Move) |
Dragon | Dragon, Ice, Fairy | Fire, Water, Grass, Electric | Dragon | Steel (and useless against Fairy) | N/A | Physical (Creatures with the Dragonoid Creature Type are Vulnerable to this damage) |
Fairy | Poison, Steel | Bug, Dark, Fighting | Dark, Dragon, Fighting | Fire, Poison, Steel | Dragon | Arcane (Creatures with the Dragonoid Creature Type are Vulnerable to this damage) |
6.0 Mysterious Dungeons Actions
Use these rules for a traditional Mysterious Dungeons combat feel. For Mysterious Creatures who are exclusively among Mysterious Creatures.
Mysterious Creatures do not have Innate Actions except for the Attack Innate Action. Mysterious Creatures do not gain Exertion Die.
Mysterious Creatures do not have Innate Actions except for the Attack Innate Action. Mysterious Creatures do not gain Exertion Die.
6.1 Pride of Giants Actions (Alternate Rule)
Use these rules for Mysterious Creatures who are among typical Pride of Giants characters, or for more complex combat.
A Mysterious Creature is considered to be granted half of their Defense and Special Defense by their Armor for the purpose of the Block Reaction.
Mysterious Creatures may use any Move of the Other Category which alters up to two stages of a stat(s) (and which has no other effect) as a Defensive Action. For example, Swords Dance or Dragon Dance would be able to be activated as a Defensive Action, but Metal Sound or Aromatherapy could not be.
Without this rule set, PoG characters (particularly as they attain Devotion Skills) should easily outdo Mysterious Creatures due to sheer number of useful actions. I also personally feel like it gives more of a purpose to such moves, and adds more decision making which is more better. However, while I may think its more interesting, it is also not very Mysterious Dungeon, so it remains an Alternate Rule at the bottom of the page.
A Mysterious Creature is considered to be granted half of their Defense and Special Defense by their Armor for the purpose of the Block Reaction.
Mysterious Creatures may use any Move of the Other Category which alters up to two stages of a stat(s) (and which has no other effect) as a Defensive Action. For example, Swords Dance or Dragon Dance would be able to be activated as a Defensive Action, but Metal Sound or Aromatherapy could not be.
Without this rule set, PoG characters (particularly as they attain Devotion Skills) should easily outdo Mysterious Creatures due to sheer number of useful actions. I also personally feel like it gives more of a purpose to such moves, and adds more decision making which is more better. However, while I may think its more interesting, it is also not very Mysterious Dungeon, so it remains an Alternate Rule at the bottom of the page.