Basic Enemies - eskerthebreton/thrum GitHub Wiki
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The stat blocks in this section represent combat archetypes -- collections of abilities, strengths and weaknesses that represent a particular approach to combat. Each one can and should be flavored in different ways to represent different kinds of characters in narrative, either on their own or augmented by a Faction Trait.
Speed: 4
Initiative: +0
Attack: +2+[Tier]
Resilience: +1+[Tier]
Evasion: +0
Resolve +0
Fatigue Tolerance: 3+[Tier]/2
Stress Tolerance: 1
Success: Deal Fatigue
Critical: Deal 2 Fatigue instead. (Tier 1+: target is Stunned)
Effect: Target is +1 Dazed
Effect: Push the target up to 1+[Tier] space(s) in any direction then move up to 2 in the same direction
Success: Deal Fatigue
Critical: Deal 2 Fatigue instead
Success: Deal Fatigue
Effect: Gain +1 Boon on Resilience rolls. (Tier 1+: The Biffer cannot be moved involuntarily)
Range: 2
Trigger: An enemy targets one of the Biffer's allies in range with an attack.
Effect: The Biffer may move 1+[Tier] toward the targeted ally, potentially providing Cover
Speed: 4
Initiative: +1+[Tier]
Attack: +2+[Tier]
Resilience: +0
Evasion: +1+[Tier]
Resolve: +0
Fatigue Tolerance: 1+[Tier]/2
Stress Tolerance: 1
Success: Deal Fatigue
Critical: Deal 2 Fatigue instead
Effect: Become Hidden. [Tier 1+] Gain +1 Boon on attacks while Hidden
Effect: The Plinker's attacks are at +1 Boon for each difference in elevation level beyond the first between the Plinker and the target if no enemies are in Range 2 [or Tier 2+: 1] of the Plinker. If an enemy is adjacent to them at the start of their turn, they take Stress, and their attacks this turn are at +1 Bane.
Speed: 4
Initiative: +1
Attack: +2
Resilience: +0
Evasion: +1
Resolve: +1
Fatigue Tolerance: 1
Stress Tolerance: 2+[Tier]
Overexert: Increase the Area to 4
Success: Deal Fatigue
Success: Deal Fatigue
Effect: Move up to half speed
Effect: Gain +1 Boon on Resolve
Effect: While the Boomer is adjacent to an ally, attacks targeting them are at +1 Bane
Speed: 4
Initiative: +1
Attack: +3
Resilience: +0
Evasion: +0
Resolve: +0
Fatigue Tolerance: 3
Stress Tolerance: 1
Effect: The Berserker may rush up to X spaces to get in range before attacking, where X is their current Fatigue Load. Each step of this movement must get them closer to their target. If the Berserker has at least 2 Fatigue Load, both the Berserker and the target are +1 Vulnerable
Success: Deal Fatigue
Critical: Deal 2 Fatigue instead
Effect: The target is +1 Dazed
Trigger: The Berserker takes Fatigue or Stress from an enemy at distance 3 or more
Effect: The Berserker may immediately move up to half its speed toward the attacker
Effect: At the start of the Berserker's turn, it takes Fatigue and gains +1 Boon on its next attack
Speed: 4
Initiative: +2
Attack: +2
Resilience: +0
Evasion: +2
Resolve: +0
Fatigue Tolerance: 2
Stress Tolerance: 2
Effect: If the target has no allies within range 2, it is Disoriented until the end of its next turn.
Success: Deal Stress
Critical: Deal 2 Stress instead
Effect: The Haunter moves up to half its speed and is Hidden
Special: May be taken before the Haunter's Move
Effect: Target is +1 Blinded
Success: Deal Fatigue
Critical: Deal 2 Fatigue instead
Trigger: An enemy moves into an adjacent square
Effect: The Haunter may move up to half its speed. This movement does not trigger triggered effects.
Effect: The Haunter may move through the spaces of enemies
Speed: 4
Initiative: +1
Attack: +1
Resilience: +0
Evasion: +1
Resolve: +2
Fatigue Tolerance: 2
Stress Tolerance: 3
Effect: Allies gain +1 Boon on attacks and are Hastened until the end of their turn on a turn they start adjacent to the Rallyer
Success: Deal Stress
Effect: The Rallyer has +1 temporary Fatigue and Stress tolerance for each adjacent ally
Effect: The Rallyer's Areas of Effect are increased in size by 1 as long as it has at least one ally adjacent
Speed: 4
Initiative: +1
Attack: +2
Resilience: +0
Evasion: +1
Resolve: +1
Fatigue Tolerance: 2
Stress Tolerance: 3
Effect: Inflict +(1+X) Burning where X is the Bandolier count (see Bandoli) and reset the Bandolier count to 0
Success: Deal Fatigue
Effect: Creatures other than the Grenadier who start their turn in the area or who enter it for the first time on a turn are +1 Blinded. When the area appears and when the Grenadier moves into it on its turn it is Hidden until the start of its next turn.
Effect: Set the Bandolier count to 1 or increase it by 1
Speed: 4
Initiative: +2
Attack: +2
Resilience: +0
Evasion: +2
Resolve: +0
Fatigue Tolerance: 2
Stress Tolerance: 2
Special: The Trapper can have up to three instances of this Terrain Effect in play at once
Trigger: An enemy moves into the area
Effect: The enemy takes Fatigue and +1 Bleed. They are Immobilized until the end of their next turn or until they forego an Action or a Stance to free themselves. This terrain effect ends once it is triggered.
Special: The parameter X is equal to the Tension Level
Success: The target is pulled 2 plus half of X (round down) in a straight line (orthogonal or diagonal) toward the Trapper
Critical: Deal +1 Bleed
Effect: Reset the Tension Level to 0 (see Build Tension)
Effect: Set the Tension level to 1 or increase it by one
Trigger: An enemy enters a space adjacent to the Trapper
Effect: The Trapper may make a Physical Attack against the triggering enemy. On a Success, they are moved 1 in a direction of the Trapper's choice
Speed: 4
Initiative: +1
Attack: +2
Resilience: +0
Evasion: +0
Resolve: +1
Fatigue Tolerance: 2
Stress Tolerance: 3
Effect: The target is Weakened until the end of their next turn
Success: Deal 1+X Stress where X is less than or equal to the Charge Level and reduce the charge level by X.
Success: Deal Fatigue
Special: The parameter X is equal to the Charge Level
Effect: Take Stress and become +1 Vulnerable. Reset the Charge Level to 0
Success: Deal Stress and +1 Vulnerable.
Critical: Deal an additional Stress
Effect: Set the Charge Level to 1 or increase it by one
Effect: The Zapper gains +2 Stress Tolerance while this stance is active
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