Streamlined Monster Inspiration Tables
This week I have been thinking a lot about what it means to generate monsters. Not just for my own game, but any game. This is especially important in solo play. I have been thinking about what three parts are required to make up the mechanical design of a monster. In the most system agnostic sense, I have been wanting to define what makes up a foe. Mechanically, it comes down to how they play in a fight. The story and theme of a monster, and the finer details of the system mechanics, can all be added by the GM (or RM in the case of my game). I have tried to boil it down to Role, Trait and Weakness. The role defines what position or duty they will take up on the battlefield. The trait is the main mechanical gimmick of them. The weakness gives the players something to work towards defeating it. I like to make things into d6 tables. And really try to cut out the clutter of great tomes of monster roles. So I make a discrete list of 3 d6 lists to give myself and others inspiration. Enjoy!
Role
Distract – Hunt Ambush Calvary: The mover of the battlefield to distract and hint targets.
Timer – Heal Artillery Summon: The high timer effect to chase gameplay.
Frighten – Brute Demand Fight: The scary bulky fighter that needs to be stopped.
Engage – Infantry Ranged Swarm: The mooks who clog up the battleground.
Change – Control Leader De/buff: The leader who changes, controls and shapes.
Absorb – Counter Specialised Protect: The protective forces designed to stop.
Trait
Defense - Armour Move Regen: Defensive capabilities to protect.
Cancel - Negate Destroy Impair: Stop the effects of the players.
Hurt - Aura Reach Poison: Damaging and pain inducing abilities.
Strengthen - Grow Multiply Bolster: Ways to embolden itself.
Stop - Repel Stun Slow: Effects that stop the players.
Adjust - Environment Alter Shape: Ways to shape and alter the surroundings.
Weakness
Body - Vulnerable Injury Environment: An element or damage type that hurts it.
Routine - Cyclical Ritual Bestial: A phasic pattern that it continues to make in battle.
Boss - Distracted Goal Ego: The big goal that gets in its way.
History - Folklore Item Rules: Classic folklore tricks to defeat the foe.
Physical - Large Range Slow: Something slow and large, easily picked at from range.
Glass - Small Soft Illusion: Something physically weak, but scary at a distance.