puzzlebox monsters! HP is ass! protection = problem solv(ed/ing)??

  

From "Die Muskete???"

Good Tweet by Batts

sauce flows once more. brainmeter maxed time to GO

What Must Be Known
Actions
Actions must be taken one at a time. Any Action taken invites a Reaction.
Whether the Action or Reaction takes place first is determined by Speed. Equal Speed results in simultaneous Action/Reaction. Surprise prevents Reaction.
 
Range  
Weapons are certain to hit targets in their Range.
If for some reason landing a Hit is Uncertain, the Referee will determine the odds in 6 of landing the Hit. Mastery of a Weapon increases its Range.

Intimate
Near enough to feel their breath

Close
Caught in the clash of blades

Near
Just outside the brawl

Far
Outside the reach of spear or sword

Distant
Outside the reach of sling and bow

Hits
Any blow suffered is a Hit.
There are different kinds of Hits; unless specified, it is up to the defender to choose what kind of Hit they will take.
When you have 0 Flesh Hits left you are At the Mercy of your foe and they may do what they wish with you.
Humans have 1 Flesh Hit. Each PC also has a Heroic Hit, which can be spent at any time in lieu of a normal Hit.

If a Flesh Hit is suffered at the hands of a foe and you survive, roll a d6. On a 6, gain a Scar Hit.

Scar Hits are recovered only by slaying the man or beast who caused them. You may have multiple Scar Hits from the same foe type. Scar Hits from different foe types should be tracked separately.

Protection
Protected targets cannot be Hit. A sage or one who has faced a monster before can tell you what Protections a monster hides behind.

Threats

Threats can be accepted in lieu of Hits. The Referee will alert the player if a Threat is available, but will not reveal the nature of the Threat. If multiple Threats are on offer and the player accepts a Threat, the Referee determines which Threat occurs. If a player has faced a foe of this kind before, the Referee should allow them to choose which Threat they accept

(An) Abecedarian Beast Compendium
Ape - Uncanny reminders of a crueler path. They hate us for the same reason.
Speed: 7
Hits: 1
Range: Intimate (Hands), Far (Thrown Stones)
Threats: Grappled (Hands), Humiliating Retreat (Thrown Stones), Eyes Torn Out (Hands)
Scars: Chewed Hands, Torn Ears, Bruised Throat
Protected: In the trees

Basilisk - Loathsome worms. To meet their gaze is to know the full extent of hatred a heart can carry.
Speed: 0
Hits: 1
Special Hits: 1 (Cringing Hesitation)
Range: Intimate (Bite), Near (Gaze)
Threats: Cold Sweat and Shaking (Bite), Fascinated and Repulsed (Gaze)
Scars: Perpetual Grimace, Cold Sweat, Grey and Rigid Eyes
Protected: From those who look upon it.

Centaur - Their freedom frightens us. Our fear spurs them to fury.
Speed: 10
Hits: 2
Range: Intimate (Hooves, Teeth), Near (Spears), Far (Thrown Spears)
Threats: Dragged Behind (Hooves), Surrounded (Spears)
Scars: Hoofmarks, Fear of Horses, Head-Shaking Tic
Protected: Unless hindered or hobbled, from all save the mounted.


Dragon - The fate of all who swallow more than they can stomach, and yet still hunger.
Speed: 0
Hits: 2
Range: Intimate (Bite, Burning Blood; on Hit only) Close, (Talons), Near (Flame), Far (Tail)
Threats: Adoring (Any), Sent Flying (Any), Swallowed (Bite), Collateral Devastation (Flame, Tail), Rolling in Agony (Burning Blood, Flame)
Scars: Massive Burn Scars, Huge Claw or Bitemarks
Protected: From all but storied blades and a secret doom unique to each. (1. Disease, 2. Heartbreak, 3. A Single Missing Scale, 4. A Mountain's Weight, 5. The Pure of Heart, 6. True Love)

Elemental - When the world learns to hate as men hate.
Speed: 2
Hits: 1
Range: Intimate (Embrace), Near (Tears)
Threats: Trapped (Embrace), Impassioned, Fleeting Servitude (Tears)
Scars: Fear of the Appropriate Element, Fascination with the Appropriate Element
Protected: From all but artifice, machinery, and betrayal by those who demonstrate a furious love of the wild.

Fang-Born - A bite; beast tooth lodged in a man. The body grows until it finds a place for it.
Speed: 7
Hits: 1
Range: Intimate (Bite), Near (Claws), Any Range (Scream)
Threats: Blind, Panicked Flight (Scream), Fang-Bitten Curse (Bite), Limb Savaged (Bite, Claws)
Scars: Perpetually Fresh Bitemark, Snarling Tic
Protected: From all weapons of worked metal.


Giant - Our sculptors and shapers. Their bodies contain more joy and sorrow than our bones can bear.
Speed: -6
Hits: 3
Range: Intimate (Disdainful Flick), Close + Near (Revolted Step), Near + Far (Irritated Sweep), Distant (Laconically Hurled Boulder)
Threats: Worship (Any), Sent Flying (Flick, Smite), Collateral Devastation (Step, Smite, Boulder)
Scars: Fear of monuments, Fear of blaspheming
Protected: From all things of human make.

Hobgoblin - The house is abandoned. None come to fill it. The hobgoblin wakes in the cold hearth.
Speed: 4
Hits: 1
Range: Intimate (Ashen Hands, Hot Tears), Close (Charred Keepsake, Fire Poker), Near (Burning Illusion)
Threats: Console (Any), Indulge the Illusion (Burning Illusion), Set Aflame (Hands, Tears, Illusion)
Scars: Intense Homesickness, Flickering Illusory Flames, Sobbing Tic
Protected: From all until the Hobgoblin believes it has a new, inhabited home


Ice-Bound - As they die from cold, some deceive themselves into believing that they belong there.
Speed: -1
Hits: 1
Special Hits: 2 (Melting Mimic, Dissolves Into Sobbing Ice)
Range: Intimate (Frigid Kiss, Needle Fingers), Near, Far (Icicle Spears)
Threats: Frozen (Any), Limb Pierced (Fingers, Spears)
Scars: Cold Skin, Perpetual Frostbite, Steaming Breath
Protected: From all but flame


Jackal - Bone biter. Drawn to your hurts. Find them funny.
Speed: 6
Hits: 1
Range: Intimate (Dirty Jaws, Ragged Claws), Any Range (Laughter)
Threats: Oozing sores (Jaws, Claws), Compulsive Laughter (Laughter), Irrational Rage (Laughter)
Scars: Refusing to Bathe, Laughing Tic, Obsessed with Cleanliness
Protected: From all but those unharmed and untroubled in body and mind.


Knocker - Stewards of the earth's precious things. Water their gem-gardens with blood.
Speed: -2
Hits: 1
Range: Intimate (Strangling Fingers, Hard Knuckles), Any Range (Cave-Ins and Collapses), Any Range (Echoing Knock)
Threats: Trapped (Cave-Ins and Collapses), Limb Crushed (Cave-Ins and Collapses), Heedlessly Curious (Knock)
Scars: Claustrophobic, Obsession with Precious Jewels, Knocking Tic
Protected: From all unless they are washed clean of dust and filth.


Lich - Adored an object until its soul crawled into that thing, and so linger overlong.
Speed: 4
Hits: 1
Range: Close + Near (Phylactery's Brilliance), Any (Command the Inanimate)
Threats: Adore the Phylactery (Brilliance), Trapped in a Trinket (Brilliance), Item Wrenched From You (Command the Inanimate), Limb Lost (Command the Inanimate), Blinded (Command the Inanimate),
Scars: Deep Obsession with a Keepsake, Speak to Objects, Nudist
Protected: From all unless their Phylactery, the beloved object where their soul dwells, is destroyed.


Minotaur - The brutish, brutalized heart of all civilization. We devised architecture to imprison them.
Speed: 3
Hits: 2
Special Hits: 1 (Enraged, Speed goes to 10, 2 Actions at a time)
Range: Intimate (Trampling Hooves), Intimate + Close (Crushing Grip), Close (Goring Horns), Close + Near (Gnawed Bone)
Threats: Swung Like a Club (Grip), Lifted Aloft (Horns), Sent Flying (Gnawed Bone)
Scars: Agoraphobia, Obsession with Pattern, Fear of Being Lost
Protected: From any who are lost

Night-Hag - Someone must nurse the nightmares.
Speed: 2
Hits: 1
Special Hits: 2 (You wipe your eyes; a mere figment)
Range: Intimate (Iron Nails, Corded Fingers),Close (Stinging Hair), Far (Horrid Visions)
Threats: Mounted (Any), Blinded (Hair), Insomnia (Visions)
Scars: Hunched Posture, Insomnia, Narcolepsy, Perpetual Nightmares
Protected: From the weary


Ooze - From festering flesh spills foulness.
Speed: -1
Hits: 1
Special Hits: 2 (Split in twain)
Range: Intimate (Engulf), Close (Lunge)
Threats: Melted Arms or Armor (Any), Clinging (Any)
Scars: Melted Features, Loosely Hanging Flesh, Chemical Odor
Protected: From piercing and bludgeoning weapons


Python - Serpents swollen with prophecy, eager to unload that burden.
Speed: 3
Hits: 1
Range: Intimate (Constrict), Any (Forced Prognostication, only possible once an Egg of Prophecy is swallowed)
Threats: Stumble and Stagger (Constrict), Swallow Egg of Prophecy (Constrict; Can only be taken once), Prognosticate (Forced Prognostication; Can only be taken once. Declare a prophecy; in time, it shall come true in the most perverse and terrible way the Referee can interpret it.)
Scars: Scarred Throat, Lisping Hiss, Constant Muttering
Protected: From all but those with the curse of foresight.


Questing Beast - Eat the children of oath-breakers. Still living, their sobs sound through its stomach.
Speed: 8
Hits: 3
Range: Intimate (Stabbing Hooves), Intimate + Close + Near (Serpent's Bite)
Threats: Break an Oath (Bite), Hobbled (Hooves)
Scars: Deep Restlessness, Childlike Sobs in the Night, Refusal to Make Promises
Protected: From all but those who swear and keep an oath to ceaselessly hunt the beast until it is slain.


Redcap - Son of the Night Hag. Artisan of rust and ruin.
Speed: 5
Hits: 1
Range: Intimate (Iron Boots, Iron Nails), Close + Near (Iron Bucket-Pole)
Threats: Rust-Ruined Arms/Armor (Iron Nails), Crushed Limb (Any), Doused in Blood (Any)
Scars: Skin Stained Blood-red, Rust Spreads From Touch, Fear of Blood
Protected: From any with blood upon them


Satyr - The beasts dance to their songs. As did we, once.
Speed: 6
Hits: 1
Range: Intimate (Goat-Kick, Horns), Intimate+ Close + Near + Far (Dancing Beasts), Close + Near + Far (Panic-Song)
Threats: Knocked Flat (Kick, Horns. Beasts), Grabbed (Kick, Horns, Beasts), Frenzied Panic (Song), Wild Dancing (Song), Blinded (Beasts), Torn Tongue (Beasts)
Scars: Constant Whistling, Fear of Animals, Hatred of Music
Protected: From all who hear their song

Troll - Makers and masters of all sport. Our incompetency enrages them.

Speed: 4
Hits: 1
Range: Intimate + Close (Teeth), Intimate + Close + Near (Hands, Feet, Elbows, Knees)
Threats: Grabbed (Hands), Limb Wrenched Free (Teeth, Hands), Sent Flying (Hands, Feet, Elbows, Knees)
Scars: Intensely Competitive, Fear of Failure, Horrible Self Esteem
Protected: From all who have failed in a contest against the troll, or who have refused a contest the troll has offered.


Unicorn - There must be at least one perfect thing.
Speed: 10
Hits: 1
Range: Intimate (Hooves, Teeth), Intimate + Close (Horn), Far + Distant (Alluring Glimpse)
Threats: Pacified (Horn), Murderous Obsession (Glimpse), Pierced Limb (Horn)
Scars: Squeamish, Silvery Wound, Gnawing Guilt, Haunted Dreams
Protected: From all who wish it harm.

Vampyre - Those whose love is all consuming find no respite from its bite even in death.
Speed: 8
Hits: 1
Range: Intimate (Death-Kiss, Frantic Grip), Intimate + Close (Enthralling Gaze), Close + Near (Dancing Strikes)
Threats: Lonely Undeath (Bite), Held Fast (Grip), Adoring Slave (Gaze), Bleeding Out (Dancing Strikes)
Scars: Unhappy in Love, Uncontrollable Desire, Enchanted By Death
Protected: From all unless they stand in sunlight or running water, or if they are loved truly, without compulsion or deceit; then Protected from all but a pierced heart.

Wraith - Pride does not die easily.
Speed: 3
Hits: 1
Range: Intimate (Blighted Touch), Intimate + Close + Near (Relentless Strikes), Intimate + Close + Near + Far (Screamed Curse), Distant (Blood-Soaked Ritual)
Threats: Cower (Blighted Touch), Swear Fealty (Strikes), Lost Limb (Strikes), Sweat Gnawing Maggots (Screamed Curse), Bulge With Excess Blood (Screamed Curse), Chew Rabidly (Screamed Curse), Devour the Weak (Blood-Soaked Ritual), Bring Tribute (Blood-Soaked Ritual), Urn-Caged (Blood-Soaked Ritual), Possessed (Blood-Soaked Ritual).
Scars: Incredibly Self-Effacing, Terrified of Death, Ever-Fresh Wound
Protected: From all unless they wield the arms, armor, and weapon of the one who struck them down, or their burial site is exalted and glorified above all else in the land.


Xanthus - Hero-steed, weeping tears of gold. Lost its rider; searches for another to doom.
Speed: 10
Hits: 1
Range: Intimate (Hooves, Teeth, Wind-Burn Ride; Only useable if target has mounted Xanthus), Close (Trample), Near (Leap)
Threats: Mount (Any but Ride), Delivered to a Heroic Doom (Ride)
Scars: Suicidally heroic, Fear of Horses, Fear of Glory
Protected: From all but proven heroes.


Yeth Hound - They tried to speak as we do once. We severed their heads; they take ours in return.
Speed: 9
Hits: 1
Range: Intimate (Engulf, Claws), Close + Near (Pounce), Far + Distant (Whimper), Any (Mock; only useable if a head has been taken)
Threats: Lose Head (Engulf) Comfort (Whimper), Break Down (Mock)
Scars: Hatred of Dogs, Fear of Children, Hatred of Ones Voice
Protected: From all who cared for the one whose head they have taken.


Zombie - When a servant's spirit is broken completely, so long as their master lives, they live.
Speed: -2
Hits: 1
Range: Intimate (Relentless Grip, Mindless Chewing), Close (Unfeeling Onslaught)
Threats: Grabbed (Grip), Screaming Pain (Chewing), Beaten Down (Onslaught), Pushed Back (Onslaught)
Scars: Hate Being Served, Hatred of Service, Overly Humble
Protected: From all but total destruction so long as their master lives.

Arms
Dagger
Special: +1 Speed
Range: Intimate
Mastered: Close + Near (When Thrown)

Sword
Special: Grants 1 Parry Hit. When a Parry Hit is used, roll 2d6; on Doubles, your opponent takes a Hit. On Snake-Eyes, take a Flesh Hit. Refreshed by cleaning and polishing your sword.
Range: Close
Mastered: Intimate

Bludgeon
Special: Increases range for armor to be ignored by 1
Range: Close
Mastered: Intimate

Axe
Special: On Hit, you may choose instead to strip an opponent of their weapon or shield.
Range: Close
Mastered: Intimate + Near (if small, when thrown)


Spear
Special: +1 Speed when charging; when set, +1 Speed to charging targets
Range: Near
Mastered: Close + Far (when thrown)


Bow / Sling
Special: take an action to Aim for +1 Hit (works once)
Range: Far
Mastered: Near
Armor

Armor
Armor modifies Speed and provides Armor Hits, which are regained when you doff, rest, and re-don your armor. Stealth is impossible in any but Cloth and Leather Armor.

Unarmored
Speed: 6
Hits: +0

Cloth and Leather
Light
Speed: 5
Armor Hits: +1, roll d6; on a 1-4 armor is ignored, take a normal Hit


Half
Speed: 4
Armor Hits: +1, roll d6; on a 1-2 armor is ignored, take a normal Hit


Full
Speed: 3
Armor Hits: +1

Mail
Light
Speed: 2
Armor Hits: +2, roll d6; on a 1-4 armor is ignored, take a normal Hit


Half
Speed: 1
Armor Hits: +2, roll d6; on a 1-2 armor is ignored, take a normal Hit

Full
Speed: 0
Armor Hits: +2

Plate
Light
Speed: -1
Protected: from Swords, Spears, and Missiles. When attacked, roll a d6; on 1 - 4, Protection is ignored. Protection must be renewed at the end of combat by doffing, resting, and donning the armor.


Half
Speed: -2
Protected: from Swords, Spears, and Missiles. When attacked, roll a d6; on 1-2, Protection is ignored. Protection must be renewed at the end of combat by doffing, resting, and donning the armor.

Full
Speed: -3
Protected: from Swords, Spears, and Missiles. Protection must be renewed at the end of combat by doffing, resting, and donning the armor.
 
Shields
Shields modify Speed and provide Shield Hits. When the last Shield Hit is suffered, the shield is destroyed. Shield Hits can only be regained by repairing your shield.

Wooden
Kite
Speed: +0
Shield Hits: +1

Tower
Speed: -2
Protected: from Swords, Spears and Missiles while stationary. After combat roll d6, on a 1-4 the shield is too damaged to function.


Metal
Kite

Speed: -1
Shield Hits: +2

Tower
Speed: -3
Protected: From Swords, Spears and Missiles while stationary.

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