Monsters die differently. They lose vitality when wounded equal to wound severity—1, 2, or 3 per hit. At 0 vitality, they die.
6-damage wounds usually kill monsters instantly.
Monsters have unique hit location charts. Charted body areas describe their armor and the wound effects caused by hitting them, listed in italics. Wound effects include:
| daze | robs the monster of its next action. 2 daze = knockout |
| stagger | grants an edge to attackers. 2 stagger = knockdown |
| knockdown | monster falls down. |
| knockout | monster falls unconscious, rolls Fortitude every turn to wake |
A monster’s foe type determines how it reacts to violence.
- Simple foes do not suffer malus, react to attacks, or roll to resist wounds. They suffer special effects from all wounds. They die in 1–2 hits, on average. They are threatening in numbers.
- Cunning foes react to attacks and intentionally exploit edges, but do not roll to resist wounds. When maimed—at ½ vitality—they suffer 2 malus. They suffer special effects from sev. 3 wounds. They die in 1–4 hits, on average. They are significant individual threats, and a cutter may easily die if outnumbered by them.
- Mortal foes react to attacks; suffer malus per X vitality lost (per their malus stat,) abuse edges, roll Fortitude to resist wounds, and suffer special effects only from unresisted sev. 3 wounds. They die in 3–12 hits. They are profound, boss-tier threats. Teamwork is required to defeat them without casualties.
Foe types prevent unnecessary complexity in monsters, making them less strenuous for you to run in peril.
building monsters
1. foe type
Numerous, trivial foes are simple. Dangerous, intimidating, dynamic foes are cunning. Bosses, minibosses, and powerful, named characters are mortal.
Cunning and mortal foes require more note-taking and active memory to run, in peril, and make for longer fights.
2. VITALITY
Assume your cutters will land mortal (sev. 3) blows with every attack. With this given, choose monster vitality in multiples of 3.
Monsters with low vitality and high damage output are best. Monsters with high vitality (or effective armor) are dangerous, as they survive more peril rounds and live to land more attacks. Monsters with 9+ vitality, especially armored ones, make for dead cutters—and long combats.
Efficient cutters produce quick fights. They’ll aim for death and dismemberment with every blow. If a monster too important or durable to deserve this fate, raise or remove the threshold for instant death with traits.
For cunning foes, divide vitality by 4–5 to determine their malus stat. To make them strongly affected by wounds, divide by 6.
3. BASE SKILL
Base skill matters for cunning and mortal foes. Since it’s used for reactions (blocking/dodging/countering,) it determines a monster’s base defensive capability.
- Simple foes: Base skill of 2–3. To them, this stat is least important.
- Cunning foes: Base skill of 3–5. Not so high to guarantee success every roll; not so low that 2 malus ruins everything.
- Mortal foes: Base skill of 6–9. Mind how “dead” your monster must be for malus to affect their attack/reaction rolls.
4. ACTIONS & REACTIONS
A monster’s number of actions dictates its primary offensive capability. More actions = more attacks.
A monster’s number of reactions influences its defensive capability—and its ability to counter more often. More reactions = more dodges, blocks, or counters. More attacks required for cutters to “wear it down” and land unmitigated hits.
Unless your monster is especially slow, fast, or threatening, leave actions and reactions at 2 apiece.
- Mortal foes are the exception to this: They deserve more than 2 actions, plus a trait splitting them between multiple initiative turns. Without extra actions, mortal foes are too mild.
5. AGI, PER, & SUB
These three skills are critical to danger (for stealth/surprise) and peril (for movement speed/dodging/initiative.)
Record these individually for cunning and mortal foes. Vary them per your monster’s strengths and weaknesses.
6. TRAITS
Senses, weaknesses, enhanced durability, damage type resistances, extra actions, and anything else that “breaks the rules.”
Mortal foes deserve traits that distribute their ample actions across the initiative order, plus a trait to raise or remove the threshold for instant death.
A selection of sample traits is included at the foot of this page.
7. ATTACKS
Most monster attacks are “no roll,” relying on cutters’ reactions to determine if they hit or not.
- Monster melee attacks do not typically roll to hit. Consequential or brutal attacks may earn a roll (rolled + base skill, typically.)
- Monster ranged attacks typically do roll to hit. Area attacks (fire breath, acid spray, etc.) do not.
Choose damage carefully. High (6+) damage wounds kill or dismember green or unarmored cutters.
- 1d4+2 is a safe option for normal foes.
- If the monster wields a conventional weapon, use the weapon’s default damage value (per the arms lists.) Add +1 if it’s particularly strong.
- For natural weapons (teeth, claws) and supernatural attacks, refer to the damage chart below
Some attacks can deal more or less damage vs specific cutter reactions, rewarding cutters for choosing the best defense.
8. hit locations
Determine a number of hit locations appropriate the monster’s physiology. It needn’t be as detailed as human locations. Assign these to the numbers of a similar polyhedral die.
At least half of a monster’s hit locations should yield a special wound effect.
If the monster is armored, record the armor’s reduction and hardness alongside the hit location it covers.
damage
| dice + mod. | distribution | % mortal vs unarmored | % lethal vs unarmored | % nonlethal vs unarmored | % pierces rivet armor | % pierces plate armor |
|---|---|---|---|---|---|---|
| 1d4-1 | 0–3 | 25 | 0 | 100 | 0 | 0 |
| 1d4 | 1–4 | 50 | 0 | 100 | 0 | 0 |
| 1d4+1 | 2–5 | 75 | 0 | 100 | 0 | 0 |
| 1d4+2 | 3–6 | 100 | 25 | 75 | 0 | 0 |
| 1d4+3 | 4–7 | 100 | 50 | 50 | 25 | 0 |
| 1d4+4 | 5–8 | 100 | 75 | 25 | 50 | 25 |
| 1d4+5 | 6–9 | 100 | 100 | 0 | 75 | 50 |
| 1d6 | 1–6 | 66.66 | 16.67 | 83.35 | 0 | 0 |
| 1d6+1 | 2–7 | 83.35 | 33.33 | 66.66 | 16.67 | 0 |
| 1d6+2 | 3–8 | 100 | 50 | 50 | 33.33 | 16.67 |
| 1d6+3 | 4–9 | 100 | 66.66 | 33.33 | 50 | 33.33 |
| 1d6+4 | 5–10 | 100 | 83.35 | 16.67 | 66.66 | 50 |
| 1d6+5 | 6–11 | 100 | 100 | 0 | 83.35 | 66.66 |
| 1d8 | 1–8 | 75 | 37.5 | 62.5 | 25 | 12.5 |
| 1d8+1 | 2–9 | 87.5 | 50 | 50 | 37.5 | 25 |
| 1d8+2 | 3–10 | 100 | 62.5 | 37.5 | 50 | 37.5 |
| 1d8+3 | 4–11 | 100 | 75 | 25 | 62.5 | 50 |
| 1d8+4 | 5–12 | 100 | 87.5 | 12.5 | 75 | 62.5 |
| 1d8+5 | 6–13 | 100 | 100 | 0 | 87.5 | 75 |
| 2d4 | 2–8 | 93.75 | 37.6 | 62.5 | 18.75 | 6.25 |
| 2d4+1 | 3–9 | 100 | 62.5 | 37.5 | 37.5 | 18.75 |
| 2d4+2 | 4–10 | 100 | 81.25 | 18.75 | 62.5 | 37.5 |
| 2d4+3 | 5–11 | 100 | 93.75 | 6.25 | 81.25 | 62.5 |
| 2d4+4 | 6–12 | 100 | 100 | 0 | 93.75 | 81.25 |
| 2d4+5 | 7–13 | 100 | 100 | 0 | 100 | 93.75 |