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Bees:
Location(s): Bee Room (marked with red X), ?
Description: Large, thumb sized bees, produce a vertical comb in their hive, similar in appearance to regular honeybees, just larger and more aggressive.
Mechanics: A large hive is made up of 1d30+1 swarms, each swarm made up of 1d15+4 individuals. Upon being disturbed, 1d100% of the swarms attack while the rest guard the hive. Swarms randomly target available targets. Bees attack as a swarm, with each bee attack being rolled separately. Bee attacks ignore target DEF, with at 25% chance to succeed, dying in the process of stinging. Every 3 stings, the target loses 1 HP. If a swarm drops to 3 or fewer members, it will merge with the smallest nearby swarm and reroll for targets, if no other swarm is nearby, they will attempt to head back to the hive, with a % chance to return with reinforcements. Bees are generally hard to hit (high miss %), but this can be modified by weapon used.
Bee venom has a deleterious effect if stings go untreated.
Stats:
ATT: N/A
DEF: N/A
HP: N/A
Location(s): Bee Room (marked with red X), ?
Description: Large, thumb sized bees, produce a vertical comb in their hive, similar in appearance to regular honeybees, just larger and more aggressive.
Mechanics: A large hive is made up of 1d30+1 swarms, each swarm made up of 1d15+4 individuals. Upon being disturbed, 1d100% of the swarms attack while the rest guard the hive. Swarms randomly target available targets. Bees attack as a swarm, with each bee attack being rolled separately. Bee attacks ignore target DEF, with at 25% chance to succeed, dying in the process of stinging. Every 3 stings, the target loses 1 HP. If a swarm drops to 3 or fewer members, it will merge with the smallest nearby swarm and reroll for targets, if no other swarm is nearby, they will attempt to head back to the hive, with a % chance to return with reinforcements. Bees are generally hard to hit (high miss %), but this can be modified by weapon used.
Bee venom has a deleterious effect if stings go untreated.
Stats:
ATT: N/A
DEF: N/A
HP: N/A
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Grue:
Location(s): Kitchen
Description: Really gruesome.
Mechanics: Target's characters that don't listen. Standard attack, ATT is compared to target's DEF score, if ATT > DEF, the difference is dealt as DAM.
Stats:
ATT: 287
DEF: 87
HP: 2034
Location(s): Kitchen
Description: Really gruesome.
Mechanics: Target's characters that don't listen. Standard attack, ATT is compared to target's DEF score, if ATT > DEF, the difference is dealt as DAM.
Stats:
ATT: 287
DEF: 87
HP: 2034
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Leeches:
Location(s): Charlie's Fountain, ?
Description: Nasty little blood suckers, attach and begin feeding target's blood, but don't immediately cause pain (must be noticed)
Mechanics: Roll 2dX, depending on level of exposure (2d20 for whole body, 1d3 for finger, etc.). First roll is for # of dice, second roll is for sides of dice. Roll XdY to determine the number of leeches that attach. An attached leech as a 25% chance to feed each turn, doing 1 DAM. After feeding twice, a leech is full and falls off on its own. Once removed or full, the resulting bite has a 50% chance to fail to clot. If it failed to clot, a bite has a 10% chance to bleed out and do 1 DAM. Clotted bites deal no damage.
Stats:
ATT: N/A
DEF: N/A
HP: N/A
Location(s): Charlie's Fountain, ?
Description: Nasty little blood suckers, attach and begin feeding target's blood, but don't immediately cause pain (must be noticed)
Mechanics: Roll 2dX, depending on level of exposure (2d20 for whole body, 1d3 for finger, etc.). First roll is for # of dice, second roll is for sides of dice. Roll XdY to determine the number of leeches that attach. An attached leech as a 25% chance to feed each turn, doing 1 DAM. After feeding twice, a leech is full and falls off on its own. Once removed or full, the resulting bite has a 50% chance to fail to clot. If it failed to clot, a bite has a 10% chance to bleed out and do 1 DAM. Clotted bites deal no damage.
Stats:
ATT: N/A
DEF: N/A
HP: N/A
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Octo-serpent (aka, octosnake, etc.):
Location(s): Trapped room with a hole in the floor
Description: Massive serpentine body, with an octopus head.
Mechanics: Each tentacle has a 25% chance to grapple on a round in which it damaged an opponent. If grappled, the beast will begin drawing the victim towards its mouth. A grappled tentacle deals no crushing damage, as it is focused on preventing escape and drawing prey in. During the subsequent round, tentacle attacks will be more likely to target a grappled foe. In the second round a victim remains grappled, the beast will have drawn it close enough to make bite attacks. If it succeeds in killing an opponent, it will retreat with its meal. At the end of each round, a roll for fight or flight is made.
# of opponents + # of tentacles = total 'combatants'
# of opponents / total 'combatants' = % chance the beast will flee (and thus, # of tentacles / total 'combatants = % chance to stay)
More likely to stay and fight an outnumbered opponent than when it is facing more foes than it could conceivably grapple at once.
When reduced below 16 HP, Ink Defense is triggered, spraying opponents with thick ink, hampering combative abilities (-1 ATT / -1 DEF) until removed.
Arms regenerate over time.
Stats:
Tentacles:
ATT: 2
DEF: 1
HP: 5
ATT: 4
DEF: 4
HP: 20
Location(s): Trapped room with a hole in the floor
Description: Massive serpentine body, with an octopus head.
Mechanics: Each tentacle has a 25% chance to grapple on a round in which it damaged an opponent. If grappled, the beast will begin drawing the victim towards its mouth. A grappled tentacle deals no crushing damage, as it is focused on preventing escape and drawing prey in. During the subsequent round, tentacle attacks will be more likely to target a grappled foe. In the second round a victim remains grappled, the beast will have drawn it close enough to make bite attacks. If it succeeds in killing an opponent, it will retreat with its meal. At the end of each round, a roll for fight or flight is made.
# of opponents + # of tentacles = total 'combatants'
# of opponents / total 'combatants' = % chance the beast will flee (and thus, # of tentacles / total 'combatants = % chance to stay)
More likely to stay and fight an outnumbered opponent than when it is facing more foes than it could conceivably grapple at once.
When reduced below 16 HP, Ink Defense is triggered, spraying opponents with thick ink, hampering combative abilities (-1 ATT / -1 DEF) until removed.
Arms regenerate over time.
Stats:
Tentacles:
ATT: 2
DEF: 1
HP: 5
ATT: 4
DEF: 4
HP: 20
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Rats:
Location(s): Rat Room, ?
Description: Larger than normal, roughly the size of a large cat, sharp teeth.
Mechanics: Standard mass attack, ATT is totaled for all attackers and compared to target's DEF score, if ATT > DEF, the difference is dealt as DAM.
Stats: ATT: 1 DEF: 1 HP: 2
Alpha Rat:
Location(s): Rat Room, ?
Description: Larger than the other rats, this big fellow had been modified with metal jaws and vials of green liquid implanted into his spinal column. Seemed to have some level of control over the other rats.
Mechanics: Standard mass attack, ATT is totaled for all attackers and compared to target's DEF score, if ATT > DEF, the difference is dealt as DAM.
Stats:
ATT: 3
DEF: 1
HP: 5
Location(s): Rat Room, ?
Description: Larger than normal, roughly the size of a large cat, sharp teeth.
Mechanics: Standard mass attack, ATT is totaled for all attackers and compared to target's DEF score, if ATT > DEF, the difference is dealt as DAM.
Stats: ATT: 1 DEF: 1 HP: 2
Alpha Rat:
Location(s): Rat Room, ?
Description: Larger than the other rats, this big fellow had been modified with metal jaws and vials of green liquid implanted into his spinal column. Seemed to have some level of control over the other rats.
Mechanics: Standard mass attack, ATT is totaled for all attackers and compared to target's DEF score, if ATT > DEF, the difference is dealt as DAM.
Stats:
ATT: 3
DEF: 1
HP: 5