Monster Builder

Compose canon-constrained Combat Threats. Save as .Monster.Setpiece, import into Set Pieces or promote to canon.

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(unsaved) — new build
Recipe Total 0
Earned CP 0 Total − 200 baseline
Tier Landing from earned CP
Threat Value Tier × Role base
Role Multiplier 1.0× applied to CP costs
Canon Status waiting pick role + attributes

Identity

One sentence, no period. SAGE Legend voice.
Tim canon: comma-separated for sapient speakers; descriptor for beasts.
Swarms track Swarm Strength instead of LP. Non-Pervasive damage = −1 SS per hit; Pervasive damage = full damage rules. SS 0 = destroyed. When this is checked, the canonical Swarm Traits + Swarm Durability abilities are required (audit will flag).

Classification

Attributes attr CP: 0

8 canonical attributes per SLHH 5. Cumulative CP cost per level. L3 = avg human, L7 = Olympic, L9+ = superhuman.

Body Factors

Taxonomy

Inherited Traits

From the taxonomy chain. These render on the canonical card automatically.

Pick a Category to see inherited traits.

Modes mode CP: 0

Six canonical menus per SLTT_BuildCost.json#modeCpCosts. Click to toggle. Multiple per category where canon allows. Negative TV options reduce the recipe (e.g. Clumsy, Hobbler).

Keywords selected: 0 · SA: 0 CP

112 canonical Keywords per SLHH_7_Keywords.json. Click to toggle. Parameterized keywords (e.g. Vulnerable, Deadly) accept their notation value when selected. CP impact lands in Phase 3-final once SA cost integration is wired.

Equipment arm CP: 0

Manufactured armor + shield slots from SLHH_6_Armor.json (69 items, 5 layers). Four slots — Under / Main / Outer / Shield — feed the Arm component via (Σ Hardness × Extent) × 0.1 per slot. Natural armor uses the same Hardness × Extent math — author a row below with hand-entered values from references/f-natural-armors.md. Carried weapons feed the Act component via per-attack Power × Severity — that rollup lands in Phase 3-final-v2.

Manufactured Armor 0 CP
Natural Armor 0 CP
Hardness Σ
C
0
P
0
I
0
B
0
H
0
E
0
X
0
D
0
Manufactured Weapons 0 carried

Natural weapons (Bite / Claw / Tail Slash / Wing Buffet / Breath Weapon) come with the Combat Actions surface above — that's where the per-attack profile + Act CP will resolve when Phase 3-final-v2 ships.

Skills skill CP: 0

24 canonical Skills per SLHH 5. Training ladder Cursory/Skilled/Adept/Expert. Each Focus level adds +1d to the pool. Pool dice = Attribute DP + Training Dice + Focus Dice + Bonus.

Derived Statistics

Computed live from your Attribute + Leverage selections. Pools follow the role-aware visibility rule (D-2026-04-26-03).

Defenses

Statistics

Pools

Grapple

Abilities & Powers picks: 0 · CP impact: 0

Per the sltt-monsters Central Doctrine: every ability must be looked up from references/l-monster-abilities-and-traits.md. The picker offers 26 ratified canon entries below. For non-canon abilities, click + File Ruling Request — that's the HALT protocol per D-2026-05-01-02. Submissions land in the monster JSON as $status: "pending-ruling" until the project lead ratifies them.

Wound System

Role and substrate set the default wound system (Auxiliary → InjuryTrack; Actor / Adversary / Antagonist → Mortality; Swarm keyword → Swarm Strength; Animants·Construct → Structure Track — taxonomy beats role). Override only if the build needs an explicit deviation.

Wound System

Effective: —
Spells selected: 0 · classes:

319 canonical spells per SLHH_11_Spells.json across 4 classes (Animism / Eldritch / Elementalism / Sorcery) and 15 schools. Monsters carry spells per their Casting Pool budget — pick whichever the build needs, organized by school. Each chip shows: [c]N Complexity · F:N Flare cost.

Narrative prose fields · words: 0

Three Sage-facing prose fields. SAGE Legend voice — mentor-conversational, specific over typical, Omner-grounded. Word budgets per references/n-prose-budget.md. Edit free-text below, or click Generate with Claude to synthesize a prompt that captures everything you\'ve built so far — paste it into chat with Claude, drop the response back here, and the fields auto-fill.

0 words
0 words
0 words
Manual editing works too — these are plain text fields. The prompt synthesizer just gives you a starting draft.

Build Audit checks: 0 · 0 ✓ · 0 ! · 0

Validations run live as you build. Pass = canon-clean. Advisory = passable but worth a second look. Blocker = must resolve before promoting to canon (Phase 5).

Waiting on attributes… Once attributes are set and a Role is picked, the audit becomes actionable.
Promote to Canon
Download the canonical JSON in Tim's schema. Drop the file into SAGE-Rewrite/SLTT TTRPG Development/Data/SLTT_5_Monsters/ and re-run python3 tools/build_monsters_data.py to bundle it. The new monster will appear in window.SLTT_MONSTERS and the Set Pieces library.
(set a name first)

Quick Build (paste JSON to seed)

Paste a builder-state JSON here and click Seed Builder to populate every section at once, then scroll up and refine the nested fields. This is a fast-start scaffold — an assistant can generate the JSON. (Distinct from the Load button in the toolbar, which opens finished saved monsters.) Partial JSON is fine — missing keys fall back to empty defaults. Keys are builder-state shape: name, tag, role, tier, tierNumber, category, subtype, type/typeCustom+typeIsCustom, size, mass, leverage, potential, speciesFateBase, attributes{STR..SEN}, modes{motor..magic}, skills[], keywords[], actions[], naturalArmor[], abilities[], narrative{tactics,description,failureModes}.

Output Preview

(start a build to see the output)