Monster Design

A word on Monster Design: ''Enemies operate on separate rules to players. This allows GMs to tailor fights and conflict closer to their tastes. Feel free to change anything here to better suit your game.''

Your average Monster does not have Reduction against physical attacks. Unless it is a specific defense of the Monster (such as a tower shield, or a crab’s exoskeleton).

Monsters don’t have a based on total  like players. Their is based on the type of monster (zombies have high thresholds, skeletons have low thresholds).

While we will be making a bestiary with long lists of monsters, abilities and stats, I highly encourage GMs to tailor enemy stats and abilities to their group. Only you know how much, damage and abilities your players have.

Don’t be shy using large groups of monsters. The highlight of a session for one of my players was hacking 12 Zombies in half with a single Cleave. Area of effect abilities are very powerful in this system, and players enjoy mass destruction and carnage.

Keep in mind that due to the Zone system and Engagement mechanics, you can go really wild with enemy attack descriptions. A group of Zombies doesn't just walk up and hit the player, they snarl savagely, grabbing them by the throat and dragging them to the ground. This also allows you to accurately portray Engagement via description. If a player succeeds on a check to escape the Zone you can say ‘You kick the zombie in the face, rolling to the side and quickly getting to your feet. Quickly, as the zombies start to lumber after you, you spring away, still feeling the sting of their cold hands on your neck.’

Keep the combat visceral and intense with description, it's lots of fun.

Remember, due to how variable the player’s stats are, try be flexible with monster stats and numbers to make sure you challenge them correctly.