74 lines
3.0 KiB
HTML
74 lines
3.0 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Multi-Part Enemies Guide</title>
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<link rel="stylesheet" href="book-page.css" />
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</head>
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<h1>Multi-Part Enemies</h1>
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<p>
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The concept of multi-part enemies is built according to an idea common to
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both JRPGs and beat ‘em up games: a boss that appears as a single body, but
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with a variety of minor parts that can be targeted and damaged individually,
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to destroy, stun, or immobilize them for a certain amount of time.
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</p>
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<p>This method offers a number of advantages:</p>
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<ul>
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<li>
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<strong>It safeguards the value of multi-target abilities;</strong>
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those same abilities would otherwise be wasted against a solitary
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champion-rank enemy.
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</li>
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<li>
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<strong>It prevents the battle from becoming too long,</strong> since the
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number of enemies goes down bit by bit when the various parts are reduced
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to 0 Hit Points.
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</li>
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<li>
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<strong
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>It provides a lot more personality to enemies with a monstrous
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anatomy,</strong
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>
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making each section of their bodies a mini-enemy that supports or
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synergizes with the others, and these interactions show the nature,
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instincts, and habits of said creature.
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</li>
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<li>
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<strong>It allows the Game Master to add regeneration rules</strong>
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that set the pace of the conflict and push the Players to make significant
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tactical decisions: do they want to eliminate the more aggressive
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secondary parts first, knowing that they might come back later? Or do they
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focus on the main body?
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</li>
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</ul>
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<h2>Enemy Composition Rules</h2>
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<p>As a rule of thumb, an enemy built according to this logic includes:</p>
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<strong>Main Body.</strong>
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An elite or champion rank NPC that, usually, has support abilities and an
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action or special rule that allows it to bring the other parts back into the
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scene (usually when the main body enters Crisis for the first time or at a set
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point each round). Sometimes (but not always!), defeating the main body causes
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the remaining parts to immediately leave the conflict.
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<strong>Parts.</strong>
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Each section of the creature that plays a pivotal role in their tactics has a
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separate profile, usually of soldier rank. Some parts are built for offense
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(such as the head of a dragon, a robot’s ventral turret, or a manticore’s
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spiked tail) and others for defense (such as an energy barrier generator, a
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claw shielding the body, or a floating ring).
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<p>
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In most instances, the ideal composition is a champion rank main body which
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replaces a number of soldiers equal to the PCs on the scene minus 1,
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accompanied by two soldier rank parts. However, as usual, you shouldn’t be
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afraid to experiment. The following page presents some ideas to play with!
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</p>
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<div class="metadata"></div>
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</html>
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