Splatbook*

Monsters & followers

Building a monster

  1. 1. Concept

    Picture it. What is it? What does it do? How does it live, eat, fight? If you're unsure, use a theme table from the setting guide. Or, pick a classic fantasy monster and reimagine it for Stonetop.

  2. 2. Name

    If the monster… has a proper name, call it that. … is a known, mundane thing, then give it a short descriptive name in plain English. … is a thing of rumor and legend, give a name from another language. … is unknown and unnamed, give it a spooky, descriptive title in plain English.

    Stonetop names sound Welsh. Marshedge names sound Irish. Hillfolk names sound Breton (but clipped, missing vowels). Manmarch names sound German. Barrier Pass names sound Nepali or Tibetan. Lygos names sound Greek, Hebrew, Persian, or Arabic.

  3. 3. Tags

    How does it usually hunt or fight? (pick 1)

    In large groups (6 or more)horde
    In small groups (2-5 per group)group
    By itselfsolitary

    How big is it? (pick 1)

    Cat-sized or smallertiny
    Like a human childsmall
    Adult human-sized
    Like a horse, cart, etc.large
    Like an elephant, or biggerhuge

    What is its nature? (add all that apply)

    Lacks physical formspirit
    Between physical and spiritualfae
    Made by someoneconstruct
    Changed by the Things Belowcorrupted
    From the first age of creationprimordial
    Dead, but in denialundead

    What is it notable for? (add all that apply)

    Amassing trinkets and treasurehoarder
    Avoiding fights, fleeing earlycautious
    Intelligencecunning or devious
    Disturbing/terrible presenceterrifying
    Sneaking, surprising, ambushingstealthy
    Using spells or magicmagical
    Working well in groupsorganized
    Something elseinvent a tag
  4. 4. Hit points

    How does it hunt or fight? (pick 1)

    In large groups (horde)3 HP
    In small groups (group)6 HP
    By itself (solitary)12 HP

    How big is it? (pick 1)

    Cat-sized or smaller (tiny)-2 HP
    Human-sized (adult or child)+0 HP
    Like a horse, cart, etc. (large)+4 HP
    Like an elephant, or bigger (huge)+8 HP

    It… (choose all that apply)

    … is particularly tough or durable+4 HP
    … is smiled upon by the fates+2 HP
    … is animated by more than biology+4 HP
    … lacks vital organs+3 HP
  5. 5. Armor

    What protects it? (pick 1)

    Naught but cloth and flesh0 armor
    Leathers or thick hide1 armor
    Mail, scales, or similar2 armor
    Steel, bony plates, carapace3 armor
    Potent wards/supernatural resilience4 armor

    It… (choose all that apply)

    … is cat-sized or smaller (tiny)+1 armor
    … bears a shield, or similar+1 armor
    … is skilled in defense+1 armor
    … lacks vital organs+1 armor
  6. 6. Damage

    How does it hunt or fight? (pick 1)

    In large groups (6 or more, horde)d6
    In small groups (2-5, group)d8
    By itself (solitary)d10

    What's the nature of its attack? (pick all that apply)

    Useful up close and personalhand
    Works well at sword's reachclose
    Can keep foes at bayreach
    Useful at rangenear or far
    Can hurt many foes at oncearea
    Small and weak-1 die size
    Vicious and obvious+2 damage
    Relentless or overwhelmingadvantage
    Latches on, pins, grapplesgrabby
    Can slice through thick hide1 piercing, messy
    Can tear metal apart3 piercing, messy
    Bypasses armor entirelyignores armor
    Prone to breakagecrude

    How big is it? (pick 1)

    Cat-sized or smaller (tiny)-2 damage, reduce range
    Like a human child (small)reduce range
    Adult human-sized
    Like a horse, cart, etc. (large)+1 damage, add a range
    Like an elephant, or bigger (huge)+3 damage, add a range

    What else applies? (pick all that do)

    It's impressively strong+2 damage, forceful
    It strikes deftly and precisely+1 piercing
    Physical injury is not the worst danger it poses-1 die size
    It is ancient and noteworthy+1 die size
    It abhors violencedisadvantage
  7. 7. Special qualities

    Write one for each of the following it possesses:

    • An exceptional/limited sense
    • A useful adaptation/defense
    • A strange form or composition
    • A weakness or vulnerability
    • An effect on its environment
    • An important trait, not otherwise obvious
  8. 8. Instinct

    What does it do or want that causes problems? This is its instinct. Write it as, "to ___" (e.g., "to consume the flesh of innocents").

  9. 9. Moves

    Write moves that fill in the blank: "The monster can/will ___."

    If the monster… is deceptive/sneaky, write a move based on wits or dirty tricks. … uses magic or spells: those powers. … works well in groups: its allies or tactics. … is a spirit: how it takes physical form. … poses more than physical danger: the true danger. … defends itself: how it does so. … has a special attack: what that attack does.

    If the monster has less than 3 moves, or you feel like something's missing, write moves based on whatever is notable about its behavior.

  10. 10. Description

    How big? What's it look like? How does it move? Compare it to familiar things. Include at least one impression from a sense other than sight.

  11. 11. Optional

    Write any of these that will help you portray the monster or use it in play.

    Tactics: if/then or when/then statements, like… "If the PCs make noise/draw attention: watch from afar, alert others, wait until night." "If the PCs talk in their presence: learn their voices, to mimic them later." "When night falls: lure someone away with a mimicked voice, kill them, take their stuff."

    Something interesting/something useful: pre-plan things to reveal if PCs Know Things.

    Custom player moves: particularly good for resolving nasty attacks (mind control, poison, etc.).

Monsters & followers

When you convert a monster into a follower: add any tags you deem appropriate; choose (or make up) a cost, and add a spot to record their Loyalty (max 3); otherwise use it as-is.

When you convert a follower into a monster, use their stats as-is. If you haven't already done so, write some GM moves for them.

Building a follower

  1. 1. Basics

    Write them up as an NPC: give them a name, develop their concept, think about how you'll describe them. What distinguishes them from other NPCs? Why do they follow the PCs?

  2. 2. Tags

    Give them 2-4 tags, sometimes more. Tags are adjectives or a nouns that finish the sentence, "This follower is/is a ___." Avoid overly broad tags like experienced, invincible, skilled, etc.

    When a follower makes a move at a PC's behest, the player rolls but instead of a +STAT, they… add +1 if the follower has at least one relevant tag or move (or +2 if they're also exceptional); add +0 if follower has no relevant tags; have disadvantage if any of the follower's tags would get in the way.

    Tags also inform how the follower behaves, and what they will or won't do without convincing.

    Useful

    • ___-wise
    • agile
    • archer
    • athletic
    • beautiful
    • brave
    • cunning
    • fast
    • fierce
    • hardy
    • healer
    • intimidating
    • magical
    • observant
    • organized
    • patient
    • respected
    • self-sufficient
    • sharp-eyed
    • stealthy
    • tireless
    • tracker
    • warrior

    Problematic

    • bigoted
    • drunkard
    • greedy
    • gullible
    • lecherous
    • naive
    • proud
    • rookie
    • reckless
    • short-fused
    • stubborn
    • frail

    Mixed blessing

    • animal-lover
    • annoying
    • big
    • bully
    • callous
    • cautious
    • devious
    • eager
    • thieving
    • gossipy
    • honest
    • kind
    • little
    • shameless
    • terrifying
    exceptional:
    Reserve this tag for truly outstanding followers. If they have at least one other relevant tag, they get +2 on rolls instead of +1.
    group:
    Multiple followers who share tags, moves, instinct, cost, and other stats. They share a pool of Loyalty, but each member has their own HP and can act individually.
  3. 3. Hit points

    How resilient are they? (pick all that apply)

    Weak/frail/soft3 HP
    Able-bodied6 HP
    Tough/strong/hard9 HP
    They're tiny-2 HP
    They're large+4 HP
    The fates smile on them+2 HP
  4. 4. Armor

    What protects them? (pick all that apply)

    Naught but cloth and flesh0 armor
    Leathers or thick hide1 armor
    Mail, scales, or similar2 armor
    Steel, boney plates, carapace3 armor
    Layers of magical wards4 armor
    A shield, or similar+1 armor
    Skill in defense or keen reflexes+1 armor
    Their tiny size+1 armor
    Their lack of vital organs+1 armor
  5. 5. Damage

    How dangerous are they? (pick 1)

    Not veryd4 damage
    Can defend themselvesd6 damage
    Veteran fighter/predatord8 damage

    Range and other tags are based on their gear. For beasts, use the tag guidelines for monsters.

  6. 6. Instinct

    What do they naturally do that causes trouble for the PC(s) they follow? For example:

    • To take things too far
    • To question leadership and authority
    • To cling tightly to tradition
    • To act impulsively
    • To give in to temptation
    • To not take things seriously
    • To freeze up in the face of danger
  7. 7. Moves

    Optional. Write up to 3 GM moves, reflecting abilities not covered by a tag, how they use a specific tag, and/or common behaviors (good or bad).

  8. 8. Cost

    Choose one or make something up. When their cost is paid, they hold +1 Loyalty (max 3).

    • Coin, payment, treasure
    • Renown, public recognition
    • Affection, respect (from you)
    • Knowledge (about what?)
    • Wrongs righted, good deeds done
    • Amusement, entertainment
    • Progress (towards a particular goal)
  9. 9. Equipment

    Decide what gear the follower is carrying, or ask the player to Outfit them as if they were a PC.

Followers in play

Followers are NPCs. They'll usually follow orders or look to their PC for direction. You might ask questions about how they'd likely act. But you portray them, not the player.

Followers trigger player moves only if a PC directs them to do so (via Order Followers). If they act on their own, you say what happens.

When a follower gets scared, tell the player. They can spend 1 Loyalty to have them overcome their fear and do as they're told. Otherwise, consider: would the follower do this willingly if they weren't scared?

  • If they would: The PC is having them Defy Danger (the danger being that they freeze, panic, or screw up)
  • If they would not: The follower needs to be Persuaded or otherwise convinced.

Followers might also resist orders if… they're angry, miserable, shocked, etc.; the order is unreasonable, foolish, degrading, distasteful; and/or the order goes against their instinct, tags, cost, or other traits.

When a follower resists an order, make that clear to the player. They can spend the follower's Loyalty, Persuade them, let it go, etc.

Play up a follower's instinct, tags, and traits as sources of trouble. The player can spend Loyalty to keep them in line, or Persuade them, or deal with the consequences.

When a PC has a follower do something off-screen, resolve it with a single move at most (Defy Danger if it's not otherwise clear). Have the player roll when they'd learn the outcome, or when it becomes important for you the GM to know how things went.

When a follower Defends and gets a 7+, the follower holds Readiness but the player decides when/how to spend it. Consider: would the follower actually do that, though? If not, the player must spend 1 Loyalty, too.

At 0 HP, a follower is out of action and their fate is in your hands. For lethal damage, pick 1: they're dead, immediately; they trigger Death's Door (the player rolls); they're dying, and will die or roll for Death's Door if no one saves them.

Group followers

Multiple individuals who share stats (tags, HP, armor, damage, instinct, moves, and cost) and who often act as one. E.g., the Marshal's crew.

They hold a common pool of Loyalty, which can be spent to affect the whole group or specific members. The group's cost usually must be paid to the group as a whole.

Each member of the group has their own HP; they take damage and regain HP individually.

If a PC Orders Followers to have a group act as one, the player rolls for the move once (modified by the group's shared tags/moves). When a group follower…

  • Clashes or Lets Fly (or Aids a PC who's doing so), the attack can hurt multiple foes. Roll the move once, but roll damage separately against each foe.
  • Clashes or Lets Fly at a single foe (or Aids a PC in doing so), roll the move once (likely with advantage) and roll one attacker's damage, +1 per each additional attacker.
  • Defends, then the group holds a common pool of Readiness, to spend on behalf of the group as a whole or an individual member, whichever makes sense.
  • Recovers, then each member who regains HP must consume 1 use of supplies.
  • Seeks Insight, then the PC can ask 3 or 1 questions total (not per member).
  • Struggles as One along with one or more PCs, roll once for the group. On a 6-, decide which member(s) to put in a spot. On a 10+, ask the player who steps up to save a PC.
  • suffers any sort of cost or consequence, you decide which member(s) of the group are affected, and how.

When an individual member of a group first stands out, flesh them out with a name, a memorable trait, maybe an extra tag. A PC can direct them to act on their own, like a normal follower (with the group's tags, plus their own unique tags or moves, if any).

Abstracting group exchanges

Optional rule for fights between larger groups. Each group deals damage and has HP/armor as per a single individual member. Larger groups deal +1 damage and have +1 armor for each multiple they outnumber their foe by (e.g. 3:1 gets +2 damage and armor). Damage represents casualties; if a group loses half its HP, then half of its members are out of the action. At 0 HP, it's routed, massacred, or otherwise defeated.