Fœditates - Part I
How to create a KUP monster that leaves your players speechless
The following is the core procedure to create fantastical creatures within VI·VIII·X RPG. The procedure is meant to generate new monsters, thus supporting the GM to avoid the ‘usual’ monsters of trad games and it will be published in the rules expansion VIII·XII·XX.
Creature Creation Procedure
The procedure uses four steps. The GM may choose a fully random approach, or a hybrid one, mixing chance with personal judgment (in the last column of the table below the reference to the posts here on Substack).
Part 1 – Leading Features
To determine the Leading Features (LF), follow this procedure:
Roll the full dice set (7 dice: 1d4, 1d6, 1d8, 1d10, 1d100, 1d12, 1d20). The d20 is called the lighthouse.
Order dice #1 to #6 by their distance from the lighthouse, from the closest (#1) to the farthest (#6).
Each die defines one core detail, from LF#1 to LF#6, each resolved on a table from 1 to 12 (see Part One).
For every die that shows the same result as the lighthouse, the creature gains one extra bonus special ability (see Part Two).
The result of the dice set is also used later to determine the Stat Block (see Part Four).
Distance from lighthouse → Leading Features
LF#1 – Creature Type
LF#2 – Trophic Level
LF#3 – Intelligence
LF#4 – Habitat
*Water includes both surface and underwater environments.
LF#5 – Size
LF#6 – Number of Senses
*With these results, the GM may grant an additional bonus special ability.
This feature determines the number of senses randomly. Other traits (such as trophic level) may modify the final total (see DF#5).
(continues in Part 2)
















This appeals to my love of randomness so much. This is definitely something I'd use behind the scenes for creatures.