Creating New Creatures

There are a lot of monsters available to use within the confines of the ESPER Universe alone. However, this universe contains the nightmares of the entire world, and as such, listing them all would be an incredibly difficult undertaking. Because of this, we offer here a way to make creatures from scratch so the GM can design his own terrible beasties for use in his campaigns.
==Step One: Level==
The first thing to decide when making a monster is how powerful it is going to be. Choose one of the very descriptive ranks off the following list in order to see how many Creature Creation Points you have to use to make the creature.
Creature Levels
Beasty…10 Points
Monster...15 Points
Lesser Servitor...15 Points
Greater Servitor...20 Points
Master...30 Points
Deity...40 Points
Horror...50 Points
==Step Two: Attributes==
The next important step is to set the attributes of your creature. You may purchase attributes in groups using your Creature Creation Points. The groups are: 
GROUP 1: Strength, Agility, Dexterity, Reflexes, and Fortitude
GROUP 2: Intellect, Willpower, Faith, and Focus
GROUP 3: Psyche, Persona, Luck, and Fear
For every point you spend on a group, you get 100 attribute points to assign to the attributes in that group. So, for example, if you spent three points on Group One, the creature would have 300 points to spend on Strength, Agility, Dexterity, Reflexes, and Fortitude. After messing around with that for a while, you could come up with something like this:
STR: 70
AGL: 65
DEX: 35
REF: 55
FOR: 75
A creature must have at least five points in every attribute, but there is no upper limit like there is for human characters.
==Step Three: Characteristics==
Start looking through the List of Creature Characteristics Characteristics to get an idea of the characteristics you want the creature to possess. Each characteristic may be purchased up to four times to increase its rank, making it more powerful, although there are some that won’t ever use more than one rank.
One Creature Creation Point will purchase one rank in any characteristic. You may purchase as many characteristics for your creature as you can afford.
==Step Four: Powers==
At this point, you may begin to purchase powers for your creature. Look through the List of Creature Powers to find out what the possibilities are for your creature. It costs one point to purchase a power.
You should then decide which attribute best fits the power. For example, a magickal power might best be suited by Willpower, while an Astral one might be suited to Psyche. The power starts out at the same level as that attribute. So, for example, if you choose Summon Servitor and decide it should be operated by the creature’s Willpower, which is 80, the number you need to roll on when using that creature’s Summon Servitor ability would be 80. You can then spend one Creature Creation Point to increase this number by five. Thus, if you spent four points, the number would be bumped up to 100.
Remember, there are a lot of powers that creatures can use in unique ways. Feel free to alter the effects of a power to suit how you want your creature to work, and don’t forget to describe in its Modus Operandi exactly how it uses its powers.
==Step Five: Specifics==
There are several other pieces of information you should begin thinking about as you finish your creature. These specifics are found in every creature listing:
Description: What the creature looks like.
Location: Where to find the creature.
Modus Operandi: What the creature does.
Neutralization: How to defeat the creature.
These four things are the most important part about your creature. They describe exactly what it is and what it does. You are free to make up the details for these as you see fit, but we have included some lists to make this easier for you. It also allows you to roll in order to randomize the elements.
===What is the Creature’s Motivation?===
1-5. To obtain Worship / Followers
6-10. To obtain contracts for human Souls
11-15. Shedding Blood / Causing Death
16-20. Its own Survival
21-25. Preserving its Solitude
26-30. Obtaining or maintaining Immortality
31-35. Revenge against someone or something
36-40. Escape / Release from bondage
41-45. Perversion of the Innocent
46-50. Obtaining Power
51-55. Obtaining an Artifact or Artifacts
56-60. Gaining Knowledge
61-65. To Follow its Master's Will
66-70. Animal Instincts / Rage
71-75. Perpetuation of a Lie
76-80. Perpetuation of a Legend
81-85. Perpetuation of Itself / Mating
86-90. It is driven by Madness
91-95. To Cause Madness
96-100. To bring about the end of the world/civilization
===What is the Creature's Source of Power?===
1-5. A specific location or its lair
6-10. Darkness
11-15. Fear
16-20. Madness
21-25. Death
26-30. Negative Emotions / Sin
31-35. A Substance or Object
36-40. Antiquity
41-45. A Part of Its Body
46-50. Psychic or Psionic Energy
51-55. Its Master
56-60. Electromagnetic Fields
61-65. Belief
66-70. Ritual / Magick
71-75. Mystical or Planetary Configurations
76-80. Memory / Knowledge
81-85. A Curse
86-90. Cursed Items / Locations
91-95. Environmental Conditions
96-100. Unreality / Dreams
===What is the Creature's Method?===
1-5. Brute Force / Murder
6-10. Temptation
11-15. An Ancient Ritual
16-20. Kidnapping
21-25. Lures / Promises
26-30. Possession
31-35. Trickery / Confusion
36-40. Invasion
41-45. Wheeling and Dealing
46-50. Enslavement
51-55. Manipulating Overall Circumstances
56-60. Infection
61-65. Subtle Influence
66-70. Hallucination / Altering Reality
71-75. Manipulating Natural Forces
76-80. Psychic Manipulation
81-85. Apathy (waiting for the stars to be right)
86-90. Assimilation
91-95. Enlisting Aid
96-100. Inconceivable Powers
===How Does One Defeat the Creature?===
1-5. A Substance
6-10. An Artifact
11-15. A Ritual / Incantation
16-20. Environmental Conditions
21-25. Disbelief
26-30. Positive Emotions
31-35. A certain method of physical death
36-40. Holy Symbols of a Particular God
41-45. Blessed Weapons / Places
46-50. Isolation / Imprisonment
51-55. Separation from a Source of Power
56-60. Fulfilling or Not Fulfilling Goals
61-65. Time Limit
66-70. Being Forgotten
71-75. Connection to its Origin (such as lifting a curse)
76-80. Being Outwitted
81-85. Justification
86-90. Fulfilling its purpose
91-95. Its own pride / Overconfidence
96-100. This creature cannot be defeated
Once you have determined all the factorsa that make your creature a force to be reckoned with, write a campaign or a single adventure employing it and be prepared to unleash it upon an unsuspecting world. The nightmares of your players are now yours to control!
Category:ESPER
Category:Campaign
Category:Creatures