Fœditates - Part III
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.
DF#6 – Special Abilities
Roll 1d20 for each special ability.
These may derive from Intelligence (LF), Number of Senses (LF#6), or dice matching the lighthouse (each match grants one extra ability).The GM may instead assign abilities based on:
Trophic Level (LF#2), Plane (DF#1), Sensory Organs (DF#5).
Apex predators may gain +1 extra ability.With multiple senses, the GM may replace one sense with one ability.
Each ability may be refined with a subtable, rolled or chosen.
The GM defines all details: uses per day, duration, limits.
1d20 – Special Abilities
Subtable 2 / 14 / 16 – Resistance / Absorption / Reflection
Roll 1d100: determine both damage type and resistance level.
Resistance: −1 / −2 / −3 damage per hit or ½ damage
Immunity: 100% negation
Optional: assign vulnerability (roll again or mirror)
* Specific Element: a mundane material (e.g. silver, cold iron, wood, etc.).
Subtable 3 – Detection
Subtable 4 / 6 / 13 – Element (Breath / Aura / Touch)
Subtable 7 – Psychic Powers
Subtable 8 – Speed
Subtable 10 – Regeneration (d66)
Applies per turn:
Subtable 19 – Dispel
* Not dispelled, but turned/dismissed.
Subtable 20 – Drain (d66)
Per use:
(continues in Part IV)











