Amongst the subtle tweaks to the rules, one of the things I wanted to change was how monsters worked to reflect how I’ve been using them in my game. In 1st edition, monsters were built like any other character, except you could buy monstrous specialisations – special powers, essentially, that bent the rules slightly – at the cost of a Survival Point each. Some of these monstrous specialisations needed a Survival Point to be spent to use them too. These two rules compounded and tended to mean that monsters with lots of cool powers didn’t last long, as they had either given up their Survival Points at creation or had to burn through Survival Points to use their powers.
In 2nd edition I’ve disconnected a monster’s pool of Survival Points from their powers, meaning that when creating a monster you simply pick some funky abilities, add in a vulnerability if required and then set its Survival Points to whatever number you want – the higher, the longer the game will last. And instead of forcing a monster to spend a Survival Point to trigger its powers, you spend a point of Tension. Simple.