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Change to Power Points, Added Bestiary, and Minor Fixes #117

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173 changes: 32 additions & 141 deletions 3_Automation/06_Bestiary.yml
Original file line number Diff line number Diff line change
Expand Up @@ -43,45 +43,30 @@ Name: # must be unique
Type: Companion, level 1
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Treating all creatures, including PCs as the same will result in some issues differentiating Eagle level 1 from level 2. If I want to look up Eagle level 2, where would that be? Maybe Eagle 1 needs to be creature name or

Eagle:
    Level1:
        HP: 1 (and other stats)
    Level2: 
        HP: 2

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I think the solution here is for unique names that indicate power/strength as opposed to level.
Wolf --> Dire Wolf
Falcon --> Bladed Falcon

Or we give a stat boost on level up in certain cases without changing the name, like adding a formula to Companion HP and +to hit:

  • Companion HP = 1+ (Primary Skill Mod/2)
  • Companion to hit = 0 + Primary Skill Mod

HP: 1
Passives:
Keen Eyed: When their Dealer makes a Detection check as an action with the companion present, they do so with Upper Hand
Keen Eyed:
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Action:
Swoop:
Type: Minor
Target: 1
Effect: Next attack against the target has Upper Hand


Bear:
Type: Companion, level 1
HP: 3
Actions:
Bear Hug:
Type: Minor
Range: 0
Target: 1
Effect: Grapples target enemy
Save:
Trigger: Once
DR: 2
Type: STR
Fail: All attacks against the target made until the end of their next turn have Upper Hand.


Wolf:
Type: Companion, level 1
HP: 2
Passives:
Mount: When ridden, grants +3 to rider.
Mount:
Actions:
Pack attack:
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Type: Minor
Range: 0
Effect: If they are next to at least 2 enemies, all attacks against the target until the end of their turn have Upper Hand.


Horse:
Type: Companion, level 1
HP: 2
Passives:
Mount: When ridden, grants +3 to rider.
Elevated: Melee attacks against the rider are made at Lower Hand
Mount:
Elevated:

Wolf:
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Does this creature not have any attacks? Or is there some default attack all bystanders have access to? If so, where do we say so?

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Might be worth us including that all NPCs have access to Attack, Weapon unless otherwise stated, maybe even as the equivalent of an 'Unarmed Strike' - we could include this in the GM Guide.

Type: Bystander
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Expand All @@ -93,15 +78,7 @@ Wolf:
STR: 1
Actions:
Pack attack:
Type: Minor
Range: 0
Effect: If they are next to at least 2 enemies, all attacks against the target until the end of their turn have Upper Hand.
Attack, Weapon:
Type: Major
To hit: 1
Damage: 1
Range: 0
Target: 1
Attack, Weapon:

Dire Wolf:
Type: Bystander
Expand All @@ -113,34 +90,15 @@ Dire Wolf:
STR: 2
Actions:
Pack attack:
Type: Minor
Range: 0
Effect: If they are next to at least 2 enemies, all attacks against the target until the end of their turn have Upper Hand.
Pounce:
Type: Major
To hit: 2
Damage: 2
Range: 0
Target: 1
Effect: Pouncing on the enemy, you make an attack against a creature next to you and attempt to knock them to the ground.
Save:
Trigger: On hit
DR: 2
Type: STR
Fail: Knocked Down.

Shrub Golem:
Type: Bystander
HP: 2
AP: 0
AR: 4
Actions:
Attack, Weapon:
Type: Major
To hit: 1
Damage: 1
Range: 0
Target: 1
Attack, Weapon:

Vine Golem:
Type: Bystander
Expand All @@ -152,21 +110,8 @@ Vine Golem:
Agi: -1
Actions:
Entangling Grasp:
Type: Major
To hit: 1
Range: 0
Target: 1
Save:
DR: 3
Type: STR
Fail: Entangle
Attack, Ranged:
Type: Major
To hit: 1
Damage: 1
Range: 6
Target: 1

Attack, Mystic:

Tree Golem:
Type: Bystander
HP: 7
Expand All @@ -179,22 +124,8 @@ Tree Golem:
INT: -1
Actions:
Slam:
Type: Major
To hit: 2
Damage: 2
Range: 0
AOE: Aura 1
Effect: The Golem slams the ground around it, attempting to knock nearby creatures down.
Save:
Trigger: On hit
DR: 2
Type: AGL
Fail: Knocked Down.
Succeed: Half damage, not Knocked Down.
Natural Regeneration:
Type: Minor
Effect: The Golem regenerates 1 HP. This can be used twice per Rest.


Poison Plant:
Type: Bystander
HP: 2
Expand All @@ -204,23 +135,10 @@ Poison Plant:
AGL: -1
VIT: 1
Vulnys:
Planted: The Plant has a Speed of 0 and cannot move on its own.
Planted:
Actions:
Poison Spit:
Type: Major
Range: 6
Target: 1
To hit: 1
Damage: 1
Damage type: Poison
Attack, Mystic:
Entangling Grasp:
Range: 0
Target: 1
To hit: 1
Save:
DR: 3
Type: STR
Fail: Entangle

Grunt:
Type: Bystander
Expand All @@ -230,19 +148,15 @@ Grunt:
Skill Mods:
STR: 1
Actions:
Attack, Weapon:
Type: Major
To hit: 1
Damage: 1
Range: 0
Target: 1
Attack, Weapon:

Marksman:
Type: Bystander
HP: 2
AP: 1
AR: 3
Skill Mods: 1
Skill Mods:
AGL: 1

Captain:
Type: Bystander
Expand All @@ -256,17 +170,8 @@ Captain:
INT: 1
Actions:
Attack, Weapon:
Type: Major
To hit: 2
Damage: 1
Range: 0
Target: 1
Command Grunt:
Type: Minor
Effect: Targets one creature it can see. That creature can move up to 2 spaces and take a Major Action.
Raise Shield:
Type: Minor
Effect: Gain 1 AP (max 1).
Raise Minor Shield:

Ritualist:
Type: Bystander
Expand All @@ -281,57 +186,43 @@ Ritualist:
CON: 1
Actions:
Attack, Mystic:
Type: Major
Range: 10
Target: 1
To hit: 2
Damage: 1
Attack, Mystic Entangle:
Range: 6
Target: 3
Save:
DR: 2
Type: AGL
Fail: Entangle
Attack, Mystic Cone:
Type: Major
AoE: Cone 3
Damage: 1
Save:
DR: 2
Type: CON
Fail: Knocked Down

Sentinel:
Type: Bystander
HP: 2
AP: 0
AR: 3
Skill Mods: 1
Skill Mods:
GUT: 1
INT: 1
STR: -1

Specter:
Type: Bystander
HP: 3
AP: 0
AR: 2
Skill Mods: 2
Skill Mods:
GUT: 1
INT: 1
STR: -1
Actions:
Spectral Explosion:
Type: Free
Trigger: HP < 1
AOE: Aura 1
Save:
DR: 3
Type: AGL
Fail: 1 damage


Elite:
Type: Dealer
HP: 5
AP: 1
AR: 2
Skill Mods:
AGL: 2
AGL: 2
STR: 2
VIT: 1
GUT: 1
CON: 1

Mage:
Type: Dealer
Expand Down