This week, I’ve been working on revisions to the Bestiary and Rogues’ Gallery chapter, getting it ready for the final editing phase. This makes me mindful of the role of monsters in Magonomia.
Our monsters are based on authentic folklore, of course. In folklore, monsters are not just opponents for heroes to fight. They can be that, but they’re also more. Monsters are the manifestation of our fears. By definition, they’re both unusual and scary.
We like to have even our “stock” monsters have a certain flair. We want the player experience of their character encountering a monster to be memorable. If it’s just the same as encountering a human opponent, what’s the point of it being a monster?
We accomplish the uniqueness through creative application of the Fate rules. This can make even small, weak monsters interesting! To illustrate that point, I present to you: the Nasty Imp!
Nasty Imp (Minor Opponent)
Aspects: Nasty Imp
Flies on Bat Wings
Skills:
Fair (+2) Athletics, Provocation, Stealth
Average (+1) Fighting
Stress:
Physical: 1 box
Mental: 1 box
You can use the nasty imp statistics for a goblin-like faerie or a devil. It doesn't really matter, as long as it's one to two feet high, mean, and ugly. Imps are more prone to harass their opponents than to attack them outright—create Advantages such as Shrieking In Your Face, Tripping Over an Imp, or A Dozen Papercuts to illustrate what the imp does to interfere with the PC.
The creature description and statistics in this article are Open Game Content, licensed to the public to use, modify, and republish under the terms of the Open Game License, version 1.0a