Creating Monsters

This creature design engine is a process by which you will be able to easily create a monster, creature, or generic NPC type. You can create anything from alien monstrosities to reusable NPC stat blocks such as “Soldier” or “Psionic Interrogator”

Monsters and generic NPCs tend to be a bit more arbitrary than player characters. Of course, a monster can have whatever statistics you need - if you need your 3-foot alien furry bear to have STR 20 or 200 HEALTH for some reason, you can just assign those values. The following is just a set of guidelines to help your design process; feel free to ignore any of them.

This method is the reverse method to creating a character, because you are starting at your desired result and working backwards - you will know in advance that you want an 8d6 “brute” style robot, and this informs the rest of the creature’s statistics.

Once you have decided on your creature concept, following these steps.

Important! It is important to treat this process as a guide only. It is a tool to help you design creatures, but it is advisory only, not proscriptive. You can and should deviate from the figures below when it is thematically appropriate to do so.

1. Max Dice Pool (MDP)

Choose your monster’s Maximum Dice Pool. This will decide many of the following statistics. You should start with an idea of how powerful you want your monster to be. For comparison, a starting character is 5d6, and a fire dragon is 15d6.

PCs tend to be a little more optimised than monsters, so monster scores are slightly higher. Generally, a monster with +1 MDP over a PC is a challenging match which the PC should win. +2 MDP means the PC will probably lose one-on-one, and with +3 MDP the PC is almost certain to be defeated.

Throughout this section, the term “MDP” means “Maximum Dice Pool”. Throughout this section, when you halve, quarter, or otherwise divide the MDP to derive a value, always round up.

2. Role, Size, & Type

Choose a “role”, a size category, and a type for your monster.

The role is just a broad descriptive tag which is not used in-game, but can be useful when designing. Choose from:

These names don’t really mean anything. They are descriptive tools during the design process, but you’ll never need them again once the creature is finished.

The creature’s size uses the same scale as player characters, and includes tiny (mouse-sized), small (dog-sized), medium (human-sized), large (tiger-sized), enormous (elephant-sized), gigantic (whale-sized), colossal (kaiju-sized), and titanic .

You also need to know the creature’s type. This is an open-ended list which includes, but is not limited to, the following creature types: aquatic, avian, beast, changeling, crystalline, insectoid, humanoid, gaseous, mechanoid, plant, projection, and reptile. A creature can have more than one type, of course - it might be an avian mechanoid or a crystalline plant. The type will help determine some of the creature’s exploits, which you’ll list at the end of this process.

Its important to note that this is just an “introductory” list of creature types; you can no doubt imagine more exotic things like oozes and electricity monsters, and many more.

Using these details, note the monster’s descriptor, which is formed as follows:

[size] [sentience] [types] (dice pool)

For example:

Large semi-sentient mechanoid beast (7d6)

3. Attributes

A creature’s attributes depends on the monster’s role, which you chose in the previous step. Only give the creature a MAG/PSI/CHI score if you want it to have a supernatural ability. A creature’s REP score will help determine how much the player characters (and others) know about it. The creature’s mental statistics assume that the creature is sentient, but non-sentient, semi-sentient, and super-sentient creatures may radically alter these values in the next step.

4. Sentience

Also consider the creature’s sentience.  Sentience typically comes in the following categories, and can alter the creature’s mental statistics in the following ways.

Note that if you are giving a semi-sentient creature a 'career' (see below), it should be elevated to a sentient creature.

Non-sentient.Non-sentient does not necessarily mean non-intelligent. Non-sentient creatures are immune to mental attacks.

Semi-sentient. These are dogs, wolves, bears, and other animal-level intelligent creatures.  Semi-sentient creatures have 1-2 (1d6) LOG (carnivores are usually more intelligent than herbivores), and may often have INT attributes as high as their AGI attributes. INT represents senses, perception, and animal cunning.  Note that creatures known for specific senses (such as owls) can also have extremely high skill ranks in those specific abilities. CHA tends to be 1 (for ugly critters) or 2 (for attractive critters). WIL will tend to be around average (4) unless there is a compelling reason to do otherwise.

Sentient.This includes most living sentient creatures with LOG attributes of 2 or more. Sentient creatures should be assigned mental attributes normally.

Super-sentient.Generally with LOG and INT attributes of 20 or more, these creatures are supra-geniuses far beyond even the greatest of humans. Super-sentient creatures automatically have the power of truesight, which enables them to see through illusions, invisibility, and disguises. They can also see in the dark, and through obscuring effects like smoke, although not through cover. Additionally, super-sentient creatures can automatically speak and understand any language.

5. DEFENSES

You now need to determine the creature’s four DEFENSEs. Each DEFENSE is high, medium, or low, and is based on the monster’s MDP. The lowest a DEFENSE can be is 10.

If your monster doesn’t fit neatly into these categories, that’s fine (a dragon is a brute with some artillery traits, for example). Just pick the closest match and tweak it, or use entries from different roles. Remember, these are guidelines, not rules.

6. Size

You then need to adjust for SIZE (see the table below). While size can affect physical attributes, it does not necessarily correlate to them - a tiny, tiny tardigrade might have an END score many times higher than a human. STR, however, is an attribute you might consider capping by size; you don’t have to (after all, there’s nothing wrong with a tiny super-strong robot!) but a suggested cap is presented in the table below.

7. SOAK

Most creatures have a SOAK value. When you assign SOAK, you won’t necessarily know where that SOAK comes from - it may be from armor they are wearing, or from a tough hide, or thick fur, or a hard shell. You’ll have a total amount of SOAK appropriate to the creature; you can describe it however you wish.

Like before, you will be choosing from high, medium, and low SOAK. However, you should be very cautious about allowing SOAK scores above 20 -- the hardest substances in the core rules are diamond and duranium at SOAK 20 and tritanium and adamantium at SOAK 25. Unless you have a very compelling reason to do otherwise, you should cap the SOAK at 20.

8. HEALTH

HEALTH is an important value. As always, we choose from high, medium, and low, scores, and then we adjust for size. These values can be found in the same table as the SOAK table.

Size affects HEALTH as follows: enormous x1.5, gigantic x2, colossal x3, and titanic x5.

Monsters tend to have higher HEALTH than PCs. This abstracts the fact that they don’t have all the resources available that PCs have to heal and recover.

9. INITIATIVE, PERCEPTION, & SPEED

Using the same method, determine your monster’s INITIATIVE, PERCEPTION, and SPEED scores.

You will need to assign movement modes at this time. The listed SPEED is for the creature’s primary movement mode. For additional modes, it moves at half SPEED.

If a creature has a natural movement mode, it is denoted in the stat block with a “+” symbol (e.g. CLIMB+ 8); this means that it does not need to make any attribute checks to move in this manner, and it uses the speed listed for the primary movement mode.

If the creature can fly, you should note whether or not it can hover by putting the word “hover” in parenthesis after its FLY speed; if it cannot hover, it must move at least half its FLY speed each round to stay aloft.

10. Attacks

You will need to determine the creature’s melee and ranged attack pools, plus an optional mental attack pool and psionic attack pool. Only include the latter two if they are relevant; the psionic attack pool, if it exists, is the same as the most thematically similar existing attack pool - most likely ranged (for something like a lightning bolt) or mental (for something like a psionic blast).

Most creatures will only use their primary attack pool, but if a PC charges a ranged attacker, it might be forced to resort to its weaker attack mode.

The attack values in particular can be tweaked. If you want your brute to have a high ranged attack, go right ahead and assign it.

You might consider giving some creatures with a high single attack a secondary medium area attack. A dragon’s breath weapon would be a good example of this.

Damage.Damage tracks with the attack pool, and is 50% of the attack pool. For example, an attack pool of 8d6 means 4d6 damage, while 7d6 would become 3d6+3. You will need to assign the damage type manually.

Range.A ranged attack has a range in 5’ squares of MDP x 1.5, unless the creature is a skirmisher or artillery, in which case the range is MDP x 2.

11. Exploits

You now need to give the creature exploits. This is by far the most arbitrary part of the process. You should be inventive with its exploits - each creature should feel different. There’s a whole smorgasbord of area attacks, grabs, throws, mental attacks, psionic abilities, and more. Below is a small selection to get you started, but this is just the tip of the iceberg - it’s really important to note that this section is limited only by your imagination.

Feel free to allow creatures to use exploits from other categories; these are listed thematically for convenience. Creatures and NPCs should also have access to regular exploits, and all have the ability to Aim or Feint.

Below, you will find a wide range of suggested exploits based on the creature's:

You should select from any or all of these exploits, or create new exploits of your own devising.

11.1. Creature Type

The creature’s type(s) also grant it some exploits or other adjustments. Apply these now.

11.2. Role

Below is a selection of suggested exploits based on the creature's role.

Artillery

Brute

Expert

Ninja

Skirmisher

Support

Trickster

General/Unusual

Remember, this is just a small selection of ideas. You should try to vary your creatures as much as possible and design your own exploits.

11.3. Careers

You can create goblin assassins, orc shamans, and fire dragon enchanters. The following exploits, attacks, and adjustments are suggestions in addition to the role-based exploit suggestions above. As always, you should feel free to arbitraily change anything to fit the concept you are building.

Alchemist 

Archer 

Assassin 

Battle Mage 

Berserker 

Burglar 

Cleric 

Diabolist 

Druid 

Enchanter 

Firemage 

Gladiator 

Ice Mage 

Illusionist

Investigator

Knight

Loremaster

Minstrel 

Musketeer

Necromancer 

Ninja

Noble

Pirate

Ranger

Shaman

11.4. Animals & Careers

You can give an animal a career, creating polar bear illusionists, velociraptor pirates, even a shark druid. This also grants it an increase in LOG to 4 (if the career doesn't already grant a higher LOG score), and changes it to sentient. 

12. Skills

You will also need the monster’s skills. While most of the time you will just be using its derived statistics, occasionally you may need something more specific. These can be assigned arbitrarily. Here are some to consider:

You should manually assign relevant skills. Remember that creatures can be naturally muchtter than humans at certain things, especially when it comes to senses, movement, and fighting. Don't be afraid to give them 10 or more ranks in something. If in doubt, compare them to an exceptional human (a professional athlete, for example), who would have 10 ranks or so. If the creature would be better than a trained athlete at a skill, then give it 10 or more ranks.

If in doubt, just give a creature a skill dice pool of half its Maximum Dice Pool.

13. Finishing Up

Finally, you will need to finish up with the minor (or not so minor!) details. You should feel free to tweak any values on the stat block - if your NPC is from a race of speedsters who only move at light speed, go ahead and give it a SPEED of 100, or whatever is appropriate. If your creature is reflective and immune to heat weapons, go ahead and add that immunity. Remember, as the GM, the monster is exactly what you need it to be.

If you are publishing the creature, it’s probably worth encoding those arbitrary changes as exploits, just so that others can see clearly where they came from, but this is not vital. And if you are only using it in your home game, it really doesn’t matter!