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Project: Amulet
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<blockquote data-quote="GMMichael" data-source="post: 6389144" data-attributes="member: 6685730"><p><strong>Here come the badguys</strong></p><p></p><p>[h=1]<u>Encounters</u>[/h]Each randomly-generated dungeon room requires at least one roll on the encounter table. An Amulet encounter is a meeting that means danger for the PCs: either monsters, generators, traps, or puzzles.</p><p>[h=2]Monsters[/h]There are five basic types of monsters which can form swarms (discussed later). Like the PCs, each monster has a melee, shot, and speed score. Monster health scores do not diminish over time, just by PC attacks. Each monster also has “tactics,” or a behavior that it always uses. These entries apply to non-swarms, which is when there are 1-3 of that monster type in the room. If an Amulet monster needs to use a skill besides attacking or maneuver (speed), its speed score can substitute for the skill needed.</p><p></p><p>- GHOSTS. These evil spirits exist only to possess the PCs and diminish their life force.</p><p> Health – 5</p><p> Melee – d8*</p><p> Shot – 0</p><p> Speed – 4</p><p> Tactics – Ghosts move directly toward the closest PC, even if that PC is behind a wall. If two or more PCs are equally close to ghosts, they spread their attacks evenly. *When a ghost strikes a PC, it ceases to exist. Ghosts cannot move through walls, so they often get stuck on their paths to the nearest PC.</p><p></p><p>- BARBARIANS. These brutes smash with their clubs, and ask questions later. They wear fur armor to display their combat prowess.</p><p> Health – 7</p><p> Melee – d8</p><p> Shot – 0</p><p> Speed – 2</p><p> Tactics – They use simple tactics: run and smash. Barbarians can’t detect enemies behind walls, but they’ll quickly counterattack when PCs hit them from murder holes. Barbarians aren’t bright enough to try to find alternate routes to PCs, but if a PC shows up in a doorway or opening, they’ll forget about murder holes.</p><p></p><p>- HOBBITS. Normally peace-loving gardeners, these short people have bad attitudes and slings. </p><p> Health – 5</p><p> Melee – d6</p><p> Shot – d6</p><p> Speed – 3</p><p> Tactics – Hobbits go where they must to get a shot, which is anywhere in the same room as PCs. Hobbit shots are weak, but because of their bullet trajectories, they can attack from above, even when there are comrades between them and the PCs.</p><p></p><p>- SLIMES. These friendly little things look like delicious gumdrops, but they burn like fire.</p><p> Health – 5*</p><p> Melee – d10*</p><p> Shot – 0</p><p> Speed – 2</p><p> Tactics – The “eyes” on these slimeballs are more like lymph nodes – slimes can’t see. They wait in place until they feel the tremors of a PC in the same room. Then they slowly scoot over, trying to get underfoot. *A slime that strikes a PC ceases to exist. Weapons deal no damage to slimes; only potions deal damage to them.</p><p></p><p>- DEMONS. Nasty creatures from a nastier place. If a demon only spits poison at you, consider yourself lucky. Cunning and wicked, demons are dangerous foes.</p><p> Health – 10</p><p> Melee – d8</p><p> Shot – d8</p><p> Speed – 4</p><p> Tactics – Demons charge toward PCs that they can see. They will not, however, wait behind each other for a chance to get a shot. So demons move to get open shots on PCs. They’ll shoot and move until they’re close enough to bite.</p><p></p><p>- WIZARDS. These geniuses were somehow brainwashed into working for the power of the Amulet. And each knows the same two spells: fireball and blink.</p><p> Health – 5*</p><p> Melee – d6</p><p> Shot – d10</p><p> Speed – 3</p><p> Tactics – *They use a blink spell continuously, which prevents any odd-numbered damage result from causing damage. Wizards are weak in close-combat and avoid it, so their speed scores (see Combat) work opposite normal: succeed on a speed contest to engage a wizard, not avoid it.</p><p></p><p>- OTHER MONSTERS. Other Modos RPG monsters can be used in Amulet. To drop them into the dungeon, give them health equal to half their protection die, plus 1/3 of their max physical damage. Substitute melee or unarmed damage for the melee score, whichever is higher, and ranged or spell damage (die) for the shot score. The speed score is the monster’s movement skill points or physical bonus, whichever is higher. Be sure to compare your monster conversion to the above monsters – it should probably be a rare find if it’s tougher than the rest.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6389144, member: 6685730"] [b]Here come the badguys[/b] [h=1][U]Encounters[/U][/h]Each randomly-generated dungeon room requires at least one roll on the encounter table. An Amulet encounter is a meeting that means danger for the PCs: either monsters, generators, traps, or puzzles. [h=2]Monsters[/h]There are five basic types of monsters which can form swarms (discussed later). Like the PCs, each monster has a melee, shot, and speed score. Monster health scores do not diminish over time, just by PC attacks. Each monster also has “tactics,” or a behavior that it always uses. These entries apply to non-swarms, which is when there are 1-3 of that monster type in the room. If an Amulet monster needs to use a skill besides attacking or maneuver (speed), its speed score can substitute for the skill needed. - GHOSTS. These evil spirits exist only to possess the PCs and diminish their life force. Health – 5 Melee – d8* Shot – 0 Speed – 4 Tactics – Ghosts move directly toward the closest PC, even if that PC is behind a wall. If two or more PCs are equally close to ghosts, they spread their attacks evenly. *When a ghost strikes a PC, it ceases to exist. Ghosts cannot move through walls, so they often get stuck on their paths to the nearest PC. - BARBARIANS. These brutes smash with their clubs, and ask questions later. They wear fur armor to display their combat prowess. Health – 7 Melee – d8 Shot – 0 Speed – 2 Tactics – They use simple tactics: run and smash. Barbarians can’t detect enemies behind walls, but they’ll quickly counterattack when PCs hit them from murder holes. Barbarians aren’t bright enough to try to find alternate routes to PCs, but if a PC shows up in a doorway or opening, they’ll forget about murder holes. - HOBBITS. Normally peace-loving gardeners, these short people have bad attitudes and slings. Health – 5 Melee – d6 Shot – d6 Speed – 3 Tactics – Hobbits go where they must to get a shot, which is anywhere in the same room as PCs. Hobbit shots are weak, but because of their bullet trajectories, they can attack from above, even when there are comrades between them and the PCs. - SLIMES. These friendly little things look like delicious gumdrops, but they burn like fire. Health – 5* Melee – d10* Shot – 0 Speed – 2 Tactics – The “eyes” on these slimeballs are more like lymph nodes – slimes can’t see. They wait in place until they feel the tremors of a PC in the same room. Then they slowly scoot over, trying to get underfoot. *A slime that strikes a PC ceases to exist. Weapons deal no damage to slimes; only potions deal damage to them. - DEMONS. Nasty creatures from a nastier place. If a demon only spits poison at you, consider yourself lucky. Cunning and wicked, demons are dangerous foes. Health – 10 Melee – d8 Shot – d8 Speed – 4 Tactics – Demons charge toward PCs that they can see. They will not, however, wait behind each other for a chance to get a shot. So demons move to get open shots on PCs. They’ll shoot and move until they’re close enough to bite. - WIZARDS. These geniuses were somehow brainwashed into working for the power of the Amulet. And each knows the same two spells: fireball and blink. Health – 5* Melee – d6 Shot – d10 Speed – 3 Tactics – *They use a blink spell continuously, which prevents any odd-numbered damage result from causing damage. Wizards are weak in close-combat and avoid it, so their speed scores (see Combat) work opposite normal: succeed on a speed contest to engage a wizard, not avoid it. - OTHER MONSTERS. Other Modos RPG monsters can be used in Amulet. To drop them into the dungeon, give them health equal to half their protection die, plus 1/3 of their max physical damage. Substitute melee or unarmed damage for the melee score, whichever is higher, and ranged or spell damage (die) for the shot score. The speed score is the monster’s movement skill points or physical bonus, whichever is higher. Be sure to compare your monster conversion to the above monsters – it should probably be a rare find if it’s tougher than the rest. [/QUOTE]
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