Best Left Buried becomes too lethal in that case. For ideas, assign a monster one of the following categories, and roll for its mood or activity when first encountered. This idea borrows heavily from Troika, which rocks. These, even more than other random tables, are guidelines and not rules. If a roll Zini 6: Monsters doesn't make sense, re-roll or replace it. Published by SoulMuppet Publishing (www.soulmuppet.co.uk) Written by Zachary Cox and Nicholas Spence | Art by Ben Brown | Layout by Lone Archivist Editing by Vi Huntsman (MRC), Fiona Geist (MRC), and James M Hewitt
unless it poses a beastly challenge for
Monster Moods high level characters. Players like hitting monsters, so increase Vigour General Abominations Great Beasts Critters Hunter- Guards D6 Horror, Demon, Dragon, Manticore, Rats, Goblins, Birds Gatherers Soldiers, Orcs, instead or give it an Advancement like Elemental Giant Rats, Goblins, Birds Bandits Ironshelled or Hex-Proof. 1 Helpful Skulking Sleepy Distracted Cautious Distracted • List what the monster is good and bad at, to increase its flavour. It has the 2 Friendly Gibbering Satiated Inquisitive Unobservant Tenacious Upper Hand on things it is good at and is Against The Odds at things it is bad at. 3 Indifferent Feeding Bored Skittish Friendly Lazy To convert monsters from D20 roleplaying 4 Wary Sleeping Hungry Opportunistic Lurking Corruptible games, give D6 Vigour and 1 Grip per “Hit Die”. Armour 8 is about 10 AC, increased by 5 Unfriendly Hungry Ravenous Hungry Unfriendly Arguing one for every two points of AC.
Monster Adaptations 3 Indifferent Paranoid Destructive Resting Shocked Give a monster any Advancements that make sense, or one of the Adaptations 4 Defensive Deceptive Deceitful Unaware Supplicative listed inside. If a monster with no Grip has an 5 Implacable Ensorcelled Furious Curious Helpful Advancement requiring Grip, it spends 2 Vigour for each point of Grip instead. 6 Enraged Violent Dispassionate Violent Panicking Acidic: Spend 2 Grip to damage a metal Brawn or Wit Check on their next turn to Flying: The monster can use its move to fly ing, acid, lightning etc.) and Attacks of this tool, Weapon or Armour in the same Zone. Escape. On a subsequent turn the monster into Zones in the air. damage type are Against The Odds. This permanently reduces damage or Ar- can repeat the action to make their target Gelatinous Grip: This monster’s Attacks Petrifying Gaze: As an action the monster mour by 1, or imposes Against The Odds on pass another Brawn Check or Wit Check or Restrain creatures who fail a Brawn Check. can force an enemy in the same or adjacent the tool’s Stat Checks. If 3 of these effects be fully consumed. The end result varies by Restrained creatures must use their action Zone to pass a Will Check or be Immobi- stack, the object breaks. the Monster, but usually the target loses to roll a Brawn or Wit Check to escape. lized as they begin turning to stone. If the Amorphous: Spend 1 Grip to don a new Vigour and Grip, suffers Injuries or even monster targets the same creature on a dies. Hex-Addled: This monster is Against The form which may be obvious (like a Slime Odds on Stat Checks to resist magical subsequent turn, and they fail another Will taking a new shape) or impossible to detect Disguise: The monster can pass as a mun- effects, and magical Attacks against the Check the target is fully turned to stone. (like a Doppelgänger or other sinister dane object like a statue, a floor, a wall or monster have the Upper Hand. Powerful holy magic is required to restore shapeshifter). furniture. Observation Checks may be re- them, returning them to life Unconscious. quired to notice it. Hex-Proof: This monster has the Upper Aquatic: This aquatic or amphibious crea- Hand on Stat Checks to resist magical Shadowclad: While the monster is in ture has the Upper Hand on underwater Disorganised: Each additional Upper Hand effects, and magical Attacks against the shadow, Observation Checks to notice it Stat Checks. gained from Ganging Up requires 3 identi- monster are Against The Odds. are Against The Odds. Beetle-Flesh: When killed, the monster cal monsters instead of 2. Example: 2 mon- Soulfeast: The monster gains D3 Vigour sters: Normal, 3 monsters: Upper Hand, 4 Hulking: Ranged Attacks made against the turns into a swarm of rats, bats, worms or monster have the Upper Hand. upon killing a creature. insects. If they are not all destroyed, it re- monsters: Upper Hand, 5 monsters: Upper Hand, 6 monsters: 2x Upper Hand. Ironshelled: Weapon Attacks against the Spider-Climb: The monster can stick to forms in D6 days. walls or ceilings, quickening its movement Elemental: Choose an elemental type for monster are Against The Odds. Blinking: Spend 1 Grip as an action to dis- or allowing passage through some Impass- appear from view and move up to D3 Zones the monster. Its attacks count as magical Lifedrinker: The monster regains 1 Vigour able Zones. away. Wit Checks to Escape with this and deal that element’s damage. Also, At- for every 2 damage it inflicts, rounding up. tacks of that element against the monster Slippery: Attempts to Grapple or otherwise movement are Trivial. Luminescent: The monster fills a number Restrain the monster are Against The Odds. are Against The Odds. of Zones with light. Depending on its Bloodthirsty: The monster has the Upper Undead: The monster cannot be targeted Hand to Attack targets with less than half Ethereal: Attacks from non-magical power, this may be its Zone, every adjacent Weapons against the monster are Against Zone or even more. by mind altering magics and does not have their Maximum Vigour. to eat, breathe or drink. Reduce its Initia- The Odds. Nimble: The monster has the Upper Hand Bloodscent: The monster has the Upper tive by 1. Hand on Observation Checks to detect tar- Fearsome: The first time a character sees on Wit Checks to Escape. the monster, they must roll a Grip Check. Unstoppable: This monster never rolls In- gets with less than half their Maximum Vi- Otherworldly Gaze: As an action, the mon- juries; instead, it takes 1D6 additional gour. Fear of the Light: The monster’s Stat ster’s gaze can force a creature to make an damage when Injured. Brittleskinned: Attacks against the mon- Checks, Observation Checks and Attacks Against The Odds Grip Check. If they fail, are Against The Odds while in sunlight. they lose D3 Grip. Violent End: The monster explodes when it ster have the Upper Hand. dies. Every creature in its Zone must pass a Compressible: The monster is unimpeded Fire-Breathing: The monster can use 1-2 Quick Reflexes: Wit Checks made by crea- Wit Check or take D3 damage. in tight spaces, possibly quickening or al- Vigour as Grip on a 1:1 basis to use Fire & tures trying to Escape the monster are Lightning Strange (Zini 3). Against The Odds. Weakness: The monster is Against The lowing movement through some Impass- Odds on Stat Checks to resist 1 type of able zones. Flame-Wreathed: If a creature ends its Rampage: Once per round when the Mon- damage (fire, slashing, bludgeoning, pierc- Corpsemover: Spend 1 Grip as an action to turn in the same Zone as one or more mon- ster takes damage, it may immediately ing, acid, lightning etc.) and Attacks make a humanoid corpse do something un- sters with this Adaptation, it loses 1 Vigour. make an Attack against a target in its Zone. against it using this damage have the Up- natural, like glow, stand up or dance. Monsters with this Adaptation are un- Razorclawed: The monster’s Attacks have per Hand. affected. the Upper Hand. Devour: As an action, attempt to consume a Wound-Knitting: The monster recovers D3 creature it has Restrained via in the same Flesh-Gorging: As an action, the monster Resistance: The Monster has the Upper Vigour at the start of each of its turns. De- Zone. The target must pass a Brawn or Wit can feast on a recently deceased corpse, re- Hand on Stat Checks to resist 1 type of pending on the monster, this might be dis- Check or is Restrained and can make a covering D6 Vigour on a successful Brawn damage (fire, slashing, bludgeoning, pierc- abled by acid, cold, holy or fire damage. Check.