annasimps979-jpg

Monsters

One of the two forms of Antagonist in Last Odyssey is the Monster. Every Monster has a Domain, which is a territory that it defends and attempts to expand in order to earn Anima. Domains are usually physical territories, such as a network of temples or a forgotten crypt, but they could also be located inside of more abstract locations like a dream realm, a pocket dimension, or a person’s psyche. A Monster’s Domain will reflect its nature in recognizable ways. Forests might grow dark and foreboding, or become infested with insects. A feudal domain might become miserable and oppressive, while a city or town might experience a sudden, inexplicable bout of plague. Defeating a Monster is often the key to ridding the world of such ills. When a Monster is thrown out of its Domain, it might become a Villain if it has the capacity. Otherwise, if it is not promptly killed, it will eventually take root in a new Domain and continue to spread its influence.

New Monsters created by the GM begin with 5 Anima. During the campaign, there are four ways that a Monster can earn more:

Monsters may also steal Anima from players by using the Devour paradigm action. During the paradigm phase, if at least one of the Monster’s enemies is downed, the Monster can attempt to grant them True Death. When it does this, the GM should roll 2d4 and then subtract the amount of Anima the target has remaining from the result. Then, the GM should roll a 1d10. If this number is equal to or under the number they got from the last roll, the player character undergoes True Death. If not, they remain downed, but take a number of injuries equal to the target number. In either case, the Monster then gains the amount of Anima they absorbed from the player character, and the battle continues.

Monsters use the power of Anima to protect themselves and to neutralize any threats to their Domain. They can spend Anima to perform any of the following actions:

While inside of its Domain, a Monster has a lot of latitude to interfere with the players’ progress. GMs who want to increase the horror factor should make Monsters behave in unpredictable ways. Here are some possible actions they could take within their Domain without spending Anima:

To create a new Monster for their campaign, the GM should take the following steps:

  1. Create a concept. What is the Monster’s appearance? How does it behave? Does it have any desires, or is it acting on pure instinct? Every Monster also begins with 5 Anima.
  2. Determine its Domain. The easiest way to do this is to designate one or more paths and/or nodes where the Monster is active. A Monster’s Domain can be as large or fragmented as the GM wants, although they should keep in mind that the larger a Monster’s Domain, the more Anima it will be able to make use of.
  3. Choose the creature type, elemental type, appearance, and tier of each of the Monster’s Forms.
  4. Calculate the statistics and abilities for each of the Monster’s Forms, including any paradigm actions. The rules for this can be found in the Enemy Creation section of the Enemies section.
  5. Create a few Normal and Elite enemies to serve as the Monster’s underlings. Does the Monster have a brood of tiny versions of itself? Are they the leader of a faction, or do they influence their minions in more subtle ways?