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 3 – DISTINCTIVE FEATURES
These are traits specific to the individual creature, not necessarily shared by others of the same species.
The GM may define them using the Personae procedure:
#1 – Personality
#2 – Traits
#3 – Purpose
PART 4 – STAT BLOCK
The stat block is defined after completing the first three steps.
Use the results from the initial dice set roll (the GM may roll a new set if desired).
Dice → Stats
Resolution
Quartile: result ranges from 1 to 4.
Morality Index (MI):
Character Stats (CS): Assign each die result to a stat. The GM sets which stat is strong (d12) and which is weak (d8), guided by the creature’s nature. Intelligence (IN) is the only limit: it must fall within the range set by LF#3. If none of the rolls fit, drop the closest die and set IN to a suitable fixed value.
ES Points = INT × Quartile up to (MI × 2) bonus points at GM discretion.
ES: for non-sentient / animal intelligence ES limited to Body Control, Detect, Dodge, Hunt, Outdoor Survival, Perception, Stealth. For higher intelligence all ES are available.
Additional details: Use Ferae rules for non-sentient creatures. Use core rules for intelligent creatures.
EXTRA SECTION – REACTION
The GM may determine reactions randomly:
Roll 2d6, then apply modifiers.
Modify the horizontal axis based on SOM vs EM: bonus if SOM > EM; penalty if SOM < EM.
Modify the vertical axis based on Personality, Traits, Purpose. Positive if PCs align, negative if opposed.
Apply situational modifiers as needed. (Example: PCs killed goblin guards → goblins get −2 on attitude rolls.)
Reaction Table – Sentient Creatures
(capable of thought, speech, or tactics)
Reaction Table – Non-Sentient Creatures
(beasts, constructs, instinct-driven beings)
EXAMPLE – CREATURE CREATION: VORACIDS
STEP ONE — LEADING FEATURES (FINAL ORDER)
d12: 9
d100: 80
d8: 6
d10: 4
d6: 4
d4: 1
LF#1 Creature Type
d12 = 9 → Humanoid
LF#2 Trophic Level
d100 = 80 → Prey
LF#3 Intelligence
d8 = 6 → Sentient (4–7 range)
LF#4 Habitat
d10 = 4 → Air
LF#5 Size
d6 = 4 → Large
LF#6 Number of Senses
d4 = 1 → Single Sense (Heightened to Super-Sense)
STEP TWO — DERIVED FEATURES
DF#1 Plane of Existence
4d12 → 2 (Gaseous), 12 (Temperature), 6 (Consciousness), 8 (Change)
Resulting Plane: A realm of searing vapors. Heat warps thought, memory slips and reforms. Creatures slowly reshape themselves as they think.
DF#2 Diet
d20 = 18 → Other (Sound)
Voracids feed on continuous noise: speech, chant, and song. Silence weakens them.
DF#3 Skin & Skeleton
Skeleton (d6 = 3): Cartilage Endoskeleton
Skin (d6 = 6): Other
Their bodies are wrapped in semi-solid vapor membranes, constantly evaporating and regrowing.
DF#4 Limbs & Movement
d20 = 16 → Parachuting / Gliding
They drift on heated air currents, borne by thin thermal membranes.
DF#5 Sensory Organs
Single super-sense
d20 = 20 → Super Vibroception
They read the air itself. Vibrations carry truth: lies, heartbeats, snapping metal, all laid bare across hundreds of meters.
DF#6 Special Abilities
Base abilities: 1
d20 = 6 → Aura
Subtable d10 = 6 → Sound Aura
Effect: within 12 meters, sound warps and fractures. Speech blurs, whispers boom, and spoken spells risk failure.
FINAL STAT BLOCK
Voracid
Type: Humanoid
Habitat: Air
Size: Large
Diet: Sound
Movement: Slow glide
Sense: Super Vibroception
Sound-Warping Aura (12 m): all sound distorts violently. Communication falters. Music breaks. Verbal spellcasting is unstable.
DESCRIPTION: Voracids resemble gaunt, drifting humanoids wrapped in veils of hot smoke. Their limbs are thin to the point of fragility, ending in hollow, pipe-like fingers like cracked organ tubes.
The head is broad and faceless. Across it run dozens of vibrating slits that open and close in slow rhythm, like gills tuned to sound.
When they detect something of interest, the whole body trembles. The membranes along the back swell like sails taking wind.
They rarely walk. Instead, they hover just above the ground, gently swaying, like a corpse suspended underwater.







