When worlds collide you can expect an interesting and eclectic menagerie of creatures and in a post Shattering world such as Shapers, this has never been more true.
Bestiary Format
Name: The name of the creature.
Description: The description of the creature.
Size: The average size rating for an adult specimen.
Primary Attributes: Random and Maximum attributes values for normal creatures.
Racial Abilities: Special Abilities possessed by all members of the species.
Optional Abilities: Special Abilities commonly used by members of the species.
Example: An example creature complete with Secondary Attributes, Aptitudes and more.
Using the Bestiary
Each creature description within these pages contains rules for randomly assigning Primary Attributes and the upper limits of those Attributes for normal examples of that species. When we say normal, we mean they have no points in the Shaping Attribute and are therefore not considered to be a Shaper.
You can use these rules to randomly generate NPCs and monsters, or you might decide to let your players choose a more exotic species at character creation.
Randomly generating every thug or critter your player characters are going to encounter may be a chore, so for a quick and easy reference every description also includes a fully formed example of that species that you can slot into your game as and when needed. (Ed: You haven’t gone mad, we haven’t added this bit yet.)
You can use either the randomly generated or cookie cutter approach as a springboard for creating more powerful creatures. Simply assign XP (and spend it!) or ability points and let your imagination have some fun.
Optional Abilities are available to Player Character members of the species whether they have points in the Shaping Attribute or not. They do not receive them for free however, and must pay for them as normal by spending experience points. There may be other requirements placed on the PCs wishing to learn Optional Abilities, like seeking out a teacher or finding an NPC that can perform the upgrade, etc.