PTF Bestiary 0.1
PTF Bestiary 0.1
Bestiary
A monstrous supplement for the Project: Transformation RPG
Version 0.1
Written and Edited by Nomad
Contact Links
Discord: Nomad#0116
Twitter: Link
nomadsurge.carrd.co
Before we begin:
This document is currently under development. It has been released in this state due to interest in the
system. If you spot any problems, please reach out using the contact links above. Importantly, if
anything in the book doesn’t work for your game, change it!
2
Bestiary 2
Level 0 4
Goblin 4
Imps 4
Bandits 5
Level 1 6
Orc 6
Elemental 6
Slimefolk 7
Level 2 8
Bugbear 8
Djinn 8
Vampire 9
Level 3 9
Golem 10
Major Fae 11
Demon 12
Level 4 13
Dragon 13
Templates 13
Random Encounter Tables 15
3
Level 0
Goblin Imps
Lore: Lore:
Standing at around 3 feet tall, Imps are bottom heavy, magically
Goblins are shortsighted and attuned beings who love nothing more
straightforward. Most lack the patience for than causing mischief. If an Imp crosses
magic of any kind, preferring to fight with your path, it’s best to either leave before it
tooth, claw and crude weapons. Their uses its powers, or give it a swift kick to
naturally cartoonish bodies make them establish who’s the boss. Often found in
resistant to physical damage, but it also service to stronger beings, imps love to
makes them especially vulnerable to gang up on their targets and transform
change. them.
Defence: Defence:
HP Armour CV Resistance HP Armour CV Resistance
6 2 3 0 3 0 6 2
Traits: Traits:
Single Minded (Goblins will always Single Minded (Imps will always
take a negative consequence if they score a take a negative consequence if they score a
partial success), partial success),
Cowardly (Goblins are likely to flee Mischievous (Imps love to transform
once they’re reduced below 4 health, or in the enemies, and will target foes who have
presence of powerful magic already suffered transformations)
Moves: Moves:
Name Name
4
Moves:
Bandits
Name
Lore:
Almost all areas of the world have Simple Strike
a bandit problem: those who can’t cut it as Tags
adventures often find themselves using
Monster, Physical, Powerful
their limited might and magic to bully those
weaker for profit. Partial
Failure Full Success
Success
Defence: Deal 1 damage,
HP: 4 Unable to deal or 2 damage with
Deal 2 damage
damage a negative
Armour: 1 consequence
CV: 4
Resistance: 1
Traits:
Cunning (Bandits are not easily lured
into traps, and will often consider their moves
to make sure any apparent risk is worth it) Name
Easily Convinced (The quickest
way to a bandit's heart is through their pants. Simple Spell
Charming tests against bandits gain Tags
advantage if there’s a chance the bandit is
attracted to the character. Most bandits are not Monster, Magical, Attuned
picky) Partial
Failure Full Success
Success
Inflict 1 change,
Unable to inflict or 2 with a
Inflict 2 change
change negative
consequence
5
Level 1
Orc Elemental
Lore: Lore:
Orcs are proud, powerful and Elementals are beings of primal
fierce. The average orc might understand magic, normally representing one of the 4
and even respect magic, but will sniff at major elements. Whilst not necessarily
using it themselves when the tried and evil, elementals typically seek to spread to
true method of ‘hitting things hard’ is those around them. Air and Water
where they naturally excel elementals love inflating foes like
balloons, and Earth and Fire elementals
Defence: tear down and reshape foes into similar
HP Armour CV Resistance forms to their own (which, weirdly, is
10 4 5 0 almost always a curvy female body type.)
Traits: Defence:
Single Minded (Orcs will always HP Armour CV Resistance
take a negative consequence if they score a 5 0 10 4
partial success),
Brutal (Orcs never run from a fight. If Traits:
an orc can sense that it’s time is nearly up, it
Element affinity (Air and Water
will fight all the harder. Gain advantage
elementals will always target size related
Powerful when below 50% health)
transformations. Fire and water will target any
physical)
Moves:
Death throes (upon being defeated,
Name elementals can make one final attack against
the foes who banished them. This may be an
Orc Smash attempt to enter the targets body, or might just
Tags be a farewell insult)
Monster, Physical, Powerful
Moves:
Partial
Failure Full Success Name
Success
Inflict 3 change,
Unable to inflict or 5 with a
Inflict 5 change
change negative
consequence
6
Slimefolk
Lore: Moves:
Simultaneously solid and liquid, Name
slimefolk form in areas of stagnation. They
seek to mimic the forms of those they
Impact
encounter, so all but the youngest of slime Tags
can hold the shape of a humanoid. Their Monster, Physical, Powerful
intelligence varies, but they are territorial
Partial
and will defend themselves from any Failure Full Success
Success
intruder into their domain.
Deal 2 damage,
Unable to deal or 3 damage with
Defence: damage a negative
Deal 3 damage
4 4 4 4
Traits: Name
Regenerating (Slimes are able to
remake their body back to their original form The Slime Warp
after being damaged, given enough time. Each
Tags
round a slime makes a free test. On a full
success they recover either 1 HP or CV) Monster, Magical, Attuned
Replicating (Slimes like to mimic the Partial
Failure Full Success
forms of those they encounter, and then push Success
them to the limits. If a foe is suffering from a
transformation, they will often try to increase Inflict 2 change,
Unable to inflict or 3 with a
that effect on the target, learning new shapes change negative
Inflict 3 change
they can take in the process. If an opponent consequence
proves particularly resistant to transforming,
they’re more than happy to switch to brute
force)
7
Level 2
Bugbear Djinn
Lore: Lore:
Bugbears are tall, ferocious, Djinn are powerful magical beings
goblin-like creatures that dwell in deep who delight in making bargains with
forests and rugged mountain ranges. mortals. However, they are notorious for
Known for their cunning and stealth, these their mischievous nature and often twist
creatures often ambush unwary travellers deals to their advantage. Those who fall
and fiercely defend their territories. prey to their tricks may find themselves
the unwitting subjects of powerful
Defence: transformations, their wishes granted in
HP Armour CV Resistance unexpected and sometimes unpleasant
16 5 6 2 ways.
Traits: Defence:
Single Minded (Bugbears will HP Armour CV Resistance
always take a negative consequence if they 6 2 16 5
score a partial success
Brutal (Bugbears never run from a Traits:
fight. If a bugbear can sense that it’s time is
Wish Granter (Djinn are bound by
nearly up, it will fight all the harder. Gain
oath to grant any wish from a creature that
advantage Powerful when below 50% health)
makes a formal request. However, this is
normally a foolish move. Djinn will twist words,
Moves: and the price for a wish will almost always
Name result in filling a transformation to climax.)
Deal 4 damage,
Monster, Magical, Attuned
Unable to deal or 6 damage with Partial
Deal 6 damage
damage a negative Failure Full Success
Success
consequence
Unable to inflict
Inflict 4 change,
change, or 4
or 6 with a
change with a Inflict 6 change
negative
negative
consequence
consequence
8
Vampire Moves:
Lore: Name
Having conquered life and Bloodsuckers Bite
mastered death, vampires often find
themselves disinterested in the affairs of Tags
mortals. Viewing the living as nothing Monster, Physical, Powerful
more than play things, they get sick delight Partial
in the anguish of would be heroes who Failure Full Success
Success
meet their doom transformed beyond
Deal 2 damage,
recognition Unable to deal or 4 damage with
Deal 4 damage
damage a negative
Defence: consequence
HP Armour CV Resistance
16 2 16 2 Name
Traits:
Vampiric Warp
Seducers Kiss (If a vampire deals Tags
physical damage, they can also transfer up to
Monster, Magical, Attuned
4 points of change affecting them onto the
target) Partial
Failure Full Success
Life Drain (If a vampire inflicts Success
magical change, they can also restore 2 points Inflict 2 change,
of HP as their magic steals vitality from their Unable to deal or 4 with a
Inflict 4 change
target) damage negative
consequence
Name
Create Thrall
Tags
Monster, Magical, Attuned, Limited (1)
Partial
Failure Full Success
Success
Make target
creature non Make target
Unable to create hostile for one creature non
thrall round (target hostile until
can’t be affected encounter end.
again)
Note: Each round a creature is affected by a
vampires ‘Create Thrall’ move, they may
spend an action to make a Spirit Test in order
to break free. Full success breaks them of the
control, partial either removes the condition or
changes the duration to 3 rounds
9
Level 3
Golem
Lore:
This machine does not know the
difference between metal and flesh. Nor
does it care.
Defence:
HP Armour CV Resistance
20 8 - -
Traits:
Uncaring Machine (Golems are
invulnerable to change)
Trait 2
Moves:
Name
Construct’s Strike
Tags
Monster, Physical, Powerful
Partial
Failure Full Success
Success
Deal 6 damage,
Unable to deal or 10 damage
Deal 10 damage
damage with a negative
consequence
Name
Special Move 1
Tags
Monster
Partial
Failure Full Success
Success
10
Major Fae
Lore: Name
Tricksters above any other, Fae Bloomin’ Faeries!
delight in mischief.
Tags
Defence: Monster, Magical, Attuned, Limited (1)
HP Armour CV Resistance Result (Move Cannot Fail)
10 4 20 8
All characters present are inflicted with 5 change.
The Major Fae is also targeted, and this change
Traits: bypasses their Resistance
Usable only once, no test required
Aww, What Wrong? (Major Fae
will always target enemies who seem the
most uncomfortable with their
transformations, picking their least
favourite effect)
Moves:
Name
A Little Mischief
Tags
Monster, Magical, Attuned
Partial
Failure Full Success
Success
Inflict 4 change,
Unable to deal or 8 with a
Inflict 8 change
damage negative
consequence
Name
Fae Trickery
Tags
Monster, Magical, Attuned, Limited (1)
Partial
Failure Full Success
Success
Switch the bodies Switch the bodies
of 2 targets until of 2 targets
encounter end. permanently.
All physical All physical
Unable to make
transformations transformations
mischief
are transferred, are transferred,
but class and but class and
mental effects mental effects
remain remain
Note: Full success on a Spirit test from either
target prevents the effect
11
Demon
Lore:
Demons are typically summoned to
Name
the material plane by powerful (and
foolish) mages. They seek only to despoil Magic Attack
and defile.
Tags
Deal 4 damage,
Unable to deal or 6 damage with
Traits: Deal 6 damage
damage a negative
Trait 1, consequence
Trait 2
Name
Special Move 1
Moves:
Tags
Name Tags, Tags
Partial
Physical Attack Failure
Success
Full Success
Tags
Monster, Physical, Powerful
Partial
Failure Full Success
Success
Deal 4 damage,
Unable to deal or 6 damage with
Deal 6 damage
damage a negative
consequence
12
Level 4
Dragon
Lore:
Legendary dragons are powerful Name
engines of destruction. Virtually invincible,
Magic Attack
very few have faced one such awesome
creature and lived to tell the tale. Tags
Monster, Magical, Attuned
Partial
Defence: Failure Full Success
Success
HP Armour CV Resistance
20 8 20 8 Deal 8 change, or
Unable to deal
12 with a negative Inflict 12 change
damage
consequence
Traits:
Trait 1,
Name
Trait 2
Special Move 1
Tags
Tags, Tags
Moves:
Partial
Failure Full Success
Success
Name
Physical Attack
Tags
Monster, Physical, Powerful
Partial
Failure Full Success
Success
Deal 8 damage,
Unable to deal or 12 with a
Deal 12 damage
damage negative
consequence
13
Templates
Templates can be added to enemies to make them stronger and add variety to the enemies
14
Random Encounter Tables
Using the below table, game masters can create random encounters using the monsters
from this book. Roll a d12 for each player, and consult the table to determine the foe
encountered. If you have 2 or more players, combine all of the results into one single
combat.
Use the player level to determine the strength of monsters encountered. For example, if the
player character is level 2, the Level - 1 would be level 1 enemies (orc, elemental,
slimefolk).
When determining what creatures the group encounters, consider the setting the battle takes
place in. The stat block for Imps could easily be minor fairies, if the battle takes place in a
magical forest. Bandits could be flavoured to skeletons if encountered in a dungeon.
Roll Foes
4 1 x Level Physical
5 1 x Level Magical
6 1 x Level Balanced
1 x Level Physical &
7 1d3 Level -1 Magical
1 x Level Magical &
8 1d3 Level -1 Physical
1 x Level Balanced &
9 1d3 Level -1 Balanced
10 1 x Level +1 Physical
11 1 x Level +1 Magical
12 1 x Level +1 Balanced
15