Monster Rules

This file defines reusable monster-side rules that can be referenced by individual stat blocks.


Generic Swarm Rule

Use this rule for swarms of rats, bats, insects, or similar creatures.

Swarm Body

  • A swarm is treated as a single creature while cohesive.
  • Called shots do not apply to a cohesive swarm.
  • A cohesive swarm is not a valid target for grapple, pin, or disarm effects unless a specific ability says otherwise.

Area and Zone Attacks vs Cohesive Swarm

Area or zone attacks are especially effective against cohesive swarms.

  • Apply weakness base wound increase (+1 base wound), then escalate by outcome.
  • On a Legendary, no further upgrade applies.

Weakness damage escalation (damage only, no extra rider effects):

  • One-handed baseline (1) becomes 2, then follows 2 -> 3 -> 6
  • Two-handed baseline (2) becomes 3, then follows 3 -> 4 -> 8

If the area effect is fictionally disruptive (fire, smoke, caustic cloud, sonic shock, etc.), it also counts as disruption for reform rules while the effect persists.

Disperse on Break

When a swarm is reduced to 0 Core, it is not automatically dead.

  • It disperses into a number of individual creatures equal to its Disperse Value (N).
  • Place dispersed individuals in nearby valid spaces.
  • Dispersed individuals use their own normal stat block.

Default baseline:

  • N = 3

Reform

Dispersed individuals may reform into one swarm when both are true:

  • The number of nearby individuals is at least the Reform Threshold (M).
  • They are not under active disruption (fire, smoke, loud shock, area denial, or similar fiction).

Default baseline:

  • M = 6

Timing baseline:

  • Reform occurs at end of round (or equivalent scene beat), and costs the reforming group its action for that beat.

Rule of Thumb for Tuning

  • Lower N if the swarm should be easier to clear permanently.
  • Lower M if the swarm should return quickly.
  • Raise M or strengthen disruption conditions if reforming happens too often in play.

Generic Monster Trait: Exploitable Weakness

Use this trait when a specific source is especially harmful to a monster (for example: silver vs werewolf, fire vs swarm-like creatures, sanctified tools vs certain entities).

Trait Format

Exploitable Weakness (Tag):
When this monster is hit by a source with the matching tag, apply weakness damage escalation.

Weakness Damage Escalation

Escalation affects damage only. It does not grant extra Partial/Legendary special riders.

  • First apply weakness base wound increase (+1 base wound).
  • On a hit: use the first value of the adjusted ladder.
  • On a Partial Critical: use the second value of the adjusted ladder.
  • On a Legendary: no further upgrade applies.

Damage ladders:

  • One-handed baseline (1) becomes 2, then 2 -> 3 -> 6
  • Two-handed baseline (2) becomes 3, then 3 -> 4 -> 8

Limit:

  • Only one weakness escalation source may apply to a hit.

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