Fœditates - Part II
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.
PART 2 – DERIVED FEATURES
Derived Features (DF) provide additional details about the species:
They can be generated randomly using dice, or chosen freely by the GM to fit a concept or setting.
If chosen, they may be influenced by Leading Features (LF) and/or other Derived Features (DF).
Derived Feature Overview
DF#1 – Plane of Existence
Roll 2d12 for two major peaks, and 2d12 for two minor peaks defining the plane.
Example: Appset exists on a physical-state plane with major peaks Solid and Change, and minor peaks Subconsciousness and Energy. This implies dominant matter is earth (over water or air), and matter is rarely stable, always shifting. The irrational and energetic aspects are minimal.
If the first two results match, the major peak is single (not double). Same for the minor peaks. Perfect balance is impossible: every plane has at least one major and one minor peak.
Once peaks are set, the GM defines the plane accordingly. Results need not be repeated, there are infinite planes.
Alternatively, the GM may define the plane directly, based on creature type and habitat.
Once defined, imagine what kind of creature would emerge from such a plane.
4d12 – Plane Axes
DF#2 – Diet
The GM may roll 1d20, use % distribution, or choose directly.
When choosing, consider: Type (LF#1), Trophic Level (LF#2), Plane (DF#1).
1d20 – Diet Types
DF#3 – Skin & Skeleton
Roll 1d6. On 5–6, skin need not be defined (exoskeleton).
On 1–4, roll another 1d6 for skin type.
The GM may instead choose based on Type, Trophic Level, Habitat.
DF#4 – Limbs & Movement
Roll 1d20, or choose based on context.
Limb type is defined by GM according to the relative limb type table or freely adding new types of limbs.
1d20 – Movement Types
Limb Function Reference
DF#5 – Sensory Organs
Roll 1d20.
The GM may instead assign results based on: Trophic Level (LF#2), Habitat (LF#4), Limbs & Movement (DF#4). Extreme trophic levels may grant +1 sense (apex predator) or −1 sense (prey/sub-prey), minimum 1 sense.
If only one sense is present, the GM may treat it as a super-sense (e.g. blindsense hearing, infrared/ultraviolet sight).
1d20 – Senses
(continues in Part III)









