Chapter 2
by
BobWeasel
Your Monster
A New Start
Figured that a generic ‘hub’ chapter to place the worldbuilding ideas and concepts would be interesting for those who care to read about it. Otherwise, just skip to the next chapter (Concepts will be explained as they come up so you won’t really miss things if you do).
So the first thing to get out is that I am planning a much more ‘game-y’ or ‘dungeons and dragons’ aspect though there won’t be any HUD in these stories to give actual numbers for such. Instead, the monsters will just ‘know’ what their stats and abilities are.
Attributes
Next is attributes. There are seven of them.
- Strength governs physical might. Helps with the lifting of heavy things and the power behind physical weapons. And yes, bows do take strength to wield.
- Dexterity governs reflexes and coordination. Keeping balance on uneven terrain and aiming thrown or shot weapons.
- Constitution governs how resilient you are to environmental and other factors. Iron gut and such. It also helps with the casting of innate spells.
- Endurance governs stamina. Helps with the carrying of heavy things.
- Intelligence is booksmart. Proper nerd shit. Also helps with the casting of weave spells.
- Wisdom is streetsmart. Knowing when to say things and how perceptive you are. Also helps with the casting of divine magics.
- Charisma is how persuasive (or how intimidating) you are. All social skills fall under this.
Now while there aren’t going to be ‘rolls’, having a higher attribute will help with getting what you want. Think the difference between rolling a nat20 and just innately knowing how to persuade people. 9 is the average for an adult human male.
Magic
Now I discussed three types of magic: innate, weave, and divine. Innate spells are ‘spells’ that don’t require mana or manipulating outside forces. They are just known to you and can be used until you are exhausted. Weave spells are your typical wizardry. The weave is a network of energy permeating everything. Weave spells interact with this to create effects. Divine spells are the powers granted to you by higher (or lower) powers.
Affinities
Affinities are how well versed you are in a subject. Higher affinities ‘unlock’ comfortability with more esoteric aspects of a topic. For instance, Potions (Toxin) 1 affinity enables you to craft basic poisons and toxins, capable of disorientating or incapacitating foes, but it will be quite noticeable and easily countered. However, Potions (Toxin) 5 enables the crafting of highly advanced poisons and toxins, undetectable by normal means and capable of a wide variety of maladies and causes of ****. (Potions (Toxin) 10 would enable you to bewitch or even kill a god).
Damage
There are three types of damage: Physical, Elemental, and Divine. Magical damage is an attribute applied to other damage types. For instance, you can have a magical sword which does Magical Physical damage or a Fire Spell which does Magical Elemental (Fire) damage. The Magical attribute reduces native resistance by 50% but also applies 50% of the target’s magical resistance to the damage.
All damage will go through the following ‘calculation’: (Raw damage x (100% - resistances)) - Armor impact = Damage dealt
So for instance, if our monster were to swing his mighty magical sword at the Amazon Queen Alkadabuki for 100 Magical Physical damage, the ‘calculation’ would look like so: (100 damage x (100% - (50% physical resistance + 45% magical resistance))) - 0 Armor = 5 Magical Physical damage
This is because she has 100% physical resistance, reduced to 50% due to the magical aspect of our attack, but with 90% magical resistance, the damage is reduced by 95%. Now 5 damage on a level 170 hero isn’t going to cut it, but you get the idea.
Of course, I’m not going to actually say “You dealt 5 damage to the hero”, but just imagine that there’s that sort of thing running through my head when writing these combat scenes.
Leveling up
Now there are going to be two different pools of experience: Class and Monster. Class experience will increase your class level, granting and improving class abilities, and eventually giving you the ability to rank up your class to a higher tier. Monster experience will grant you racial abilities and eventually give you the ability to evolve to a higher form of monster.
Alright, I think that covers it for a general start. Time to jump in.
What sort of monster are you?
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Monster Isekai
Lead the Dark, or turn to the Light
Reborn into a fantasy world... with a twist
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Updated on May 24, 2026
by TheBestofSome
Created on Oct 31, 2021
by Crazyjacky
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