Here is a monster builder that answers 6 basic questions about your monster, then fits it out with talents and flaws. There are 100 monster talents, and 19 monster flaws. That, along with the theme element, Wound generator, armor generator, intelligence level, and natural weapons means you get some pretty unique monsters every time. I am very proud of this.
Here are three sample monsters I generated with this method. Your players won’t know anything about them, because I just made them up… Special thanks to Jack Shear and Dyson Logos for inspiration for monster talents.
Deathtower. Wounds: 12. Armor: Light. Weapons: Reach (tendrils).
The deathtower is about 4 meters tall, about 1,200 pounds. It is a wavering pillar of eye-stinging yellow and green runes that smoke and hiss, and it appears to be empty except for a faint shimmer inside. It does not move, or seem responsive to outside stimuli except for the chanted invocation for it to use its powers. Tendrils form out of it, wavering around it almost aimlessly.
- Multiple Tendrils. Constant. It has 6 tendrils. Half the tendrils will usually use protect actions for the body. Each tendril can take 2 Wounds before being too crippled to fight on; this does not count towards its Wounds.
- Bargainer. Constant. It can make a trade with a character, reducing Commitment and increasing another attribute. It keeps 1 of every 3 moved. If the target doesn’t have enough Commitment, it can harvest permanent Wounds instead.
- Deathnode. 3 AP. Focus action. It can raise 2d5 wounds of servitor undead from corpses in its arena.
The local tribe worship this thing as a conduit to their savage gods, and the shamen manipulate it to give their warriors greater strength or cunning as their will drains into the alien monolith. They will defend it with their lives, and bring any they slay to the deathtower to be raised as undead sentinels to guard the village.
Mnor, Invincible Giant. Wounds: 15. Armor: Very Heavy. Weapons: Vary.
Towering at 5 meters and well over a ton, the General’s meat looks like muscle without skin, pulled tight and hardened. Hairless, the giant’s flesh is as tough as stone. Mnor goes nude but for a loincloth and battle harness, so all can see the runes of dark favor the gods scripted on his armored body. Mnor is a genius tactician, even more terrifying at strategy than he is in combat…
- Lifedrain. 3 AP. When Mnor strikes as a focus action, half the damage he inflicts heals his Wounds.
- Displacer Field. Constant. Always on unless it is voluntarily off, projecting a weird haze around Mnor so he cannot be seen clearly. Attacks requiring sight are -4 to hit. A 10 on the Face Die allows the attacker to ignore the field, but does not do +1 Wound.
- Silver Allergy (Flaw). If touched by silver, he dies if he rolls above a 5 on 1d10. He can sense silver in his arena.
The General has gathered a massive army and is marching on the western mountains, seeking out the silver mines there and collapsing them before turning his attention to the cities of the south. A prophecy troubles him, and he is looking for something. He claims to be unkillable, and maybe that’s true, but then again, maybe it isn’t.
Dusk Stroller. Wounds: 13. Armor: Light. Weapons: Light, Reach, V. Heavy.
These reptilian monstrosities took their camouflage too far. Enchanted to infiltrate during sieges, they can assume the form of a pretty streetwalker, but their intellect does not exceed that of a clever predator. They lure targets somewhere isolated. They kiss, if they can, and let the poison do its work. If that fails, then the flesh shreds away and the horrific beast emerges; scythe-like arms on its back whicker out, its poisoned and fanged maw gnashes, and its giant fists come down like wrecking hammers. When it gets dark, don’t talk to pretty women you don’t know, or you might be poisoned and dragged into the depths.
- Enervating Venom. Constant. Anyone it kisses or bites loses 1d5 Brawn. Targets reduced to -3 go limp for 1d5 hours, but are still aware of pain and surroundings. Nothing can revive them faster (unless there is an antidote).
- Humanshape. Constant. As a focus action, it can appear to be human. As a free action during the move phase, it sheds its form and looks like a monster again.
- Popular Components (Flaw). Its poison is highly sought after.
- Light Allergy (Flaw). If exposed to the equivalent of daylight, it dies if it rolls above a 5 on 1d10. It can see fine in the dark.
Shady types will pay up to 100 gold per vial of the stroller venom; without modification, it is supremely useful as a drug to assure compliance from people who might otherwise make a fuss…