ATTRIBUTES
BASIC ATTRIBUTES
All creatures have these attributes. See characters for rules.
- HD or Level
- The overall power of the creature.
- Health Levels
- The general stamina of the creature. If reduced to 0 or lower, the
creature is knocked unconsicious and will die soon. Unless noted
otherwise, the creature has health levels equal to HD.
- Armor
- Creature armor class, AC. Attacker's must score this level or
higher to hit. The value may have two values, one for
held, unconscious, paralyzed, sleeping or surprised creature and one
for creature in combat (mobile). Armor value starts from creature
base value, gaining more from skill levels and armor.
- Attacks
- Number of attacks the creature may do in a combat round, including
damage caused.
- To-hit
- Any bonuses for to-hit, reduced from target armor class.
- Move
- Combat movement speed. The creature may also has a special
movement types, and they are listed here also.
- Special
- Any special attributes the creature may have, including magic
levels etc.
SPECIAL ATTRIBUTES
Here is any special attributes the creature may have.
PHYSICAL ATTRIBUTES
- Ethereal
- The creature is insubstantial and may move through walls and
objects and is immune to physical, acid and polymorph. However,
the creature cannot handle items.
- Fly
- The creature may fly around or move on ground normally. The
creature can push things while flying, and can move quite quickly.
- Invisible
- The creature is invisible, and is seen only as a very faint
movement. The creature has +2 armor, with at least 8 in any case,
unless the attacker can see invisible.
- Levitation
- The creature can slowly levitate in air, but cannot get force
in his movement, being unable to push anything. The creature cannot
move on ground normally while levitating.
- Mindless
- The creature has no clear thoughts and cannot be detected with
ESP. Likewise, it is immune to mind.
- Night Vision
- The creature can see well in the dark, being able to use ranged
attacks in the dark locations and distinguishing creatures more
accurately.
- Non-living
- The creature does not live, and is immune to death, poison,
disease and aging and does not need to breathe.
- Scaring
- The creature is very frightening, causing all creatures with
4 HD or less to usually run away, at least be scared. Creatures with
5-9 HD may save vs. fear.
- Terror
- The creature radiates horrible unnatural aura of immense
fright. Creature with less than 10 HD usually run immediately or are
paralyzed from fear, while creatures with more HD may save vs. fear.
- Unholy
- The creature has some special evil aura in it, and it can be
repelled and banished because of that.
- Wings
- The creature has wings and can fly, as long as has room and
strength to beat its wings.
DEFENSE ATTRIBUTES
- Resistance
- The creature is resistant against given damage type, suffering
only half damage from it and having +1 save-rerolls (see saves).
- Immunity
- The creature is immune to given damage type, suffering no damage
whatsoever. His items are not protected, however.
- Vulnerable
- The creature is vulnerable to given attack type, negating one
resistance. If the creature has no resistances to negate, reduces
save-rolls by 1.
- Feeds
- The creature is not just immune to attack type, it feeds
from it! Instead of losing heatlth levels, add them! If an magical
effect does no damage, add MP/2 to health.
MULTIATTRIBUTES
These attributes can be at multiples, like strong x3.
- Save
- The creature has natural resistance against all special attacks,
gaining rerolls to saves.
- Strong
- The creature is very strong, gaining reroll at strength-related
things. In addition, strong-attribute increses physical damage, see
system.
- Agile
- The creature is very fast, gaining rerolls for speed-related tests
and +1 armor for each level, unless held. Any heavy armor reduces this
by 1 level, see system.
- Perceptive
- The creature has very good sight or hearing, gaining reroll at
perception tests, and +1 to-hit with ranged, aimed attacks for each
level. This does not apply to thrown weapons or spells.
- Mental
- The creature is bright and has willpower against any mind
invasion, giving rerolls. This also improves his magic use.
DAMAGE TYPES
The most common attack types causing loss of health levels or other
effect. If the creature is resistant to the media, only half
the damage is caused. Creature immune is just that, immune, but his
items are not.
- Acid
- Corrosive liquids, may destroy any items (d6 roll 1) and always
reduces quality of items.
- Cold
- Including freezing and ice storms. May shatter potions and wands
(d6 roll 1)
- Death
- Life force draining, causing loss of vitality. If the attack is
energy drain the attacker gains half the amount of drained,
round up. Any exceed health levels over normal maximum health level
are lost at the next sunrise. Any creature slain by energy drain is
normally raised as a same kind of creature as killer in the next dawn.
- Disease
- Various long or short-term diseases
- Fire
- All heating and flame attacks. Can easily burn paper and scrolls
and boil potions (d6 roll 1)
- Lightning
- Including electricity. May cause short blindness (d6 roll 4+, next
action) and disintegrates rings and wands (d6 roll 1)
- Magic
- The pure magical power, causing general damage. Is usually part of
the magical attacks, causing metamorph or mind effects.
- Mind
- Targeting the mind of the creature. Typical subclass is fear.
- Physical
- Includes pierce, cut and crunch. Cruch may break things and cut
severe limbs (d6 roll 1 if damage 3+)
- Poison
- Venoms and poisons, causing damage when injected or touched,
sometimes causing other effects.
- Polymorph
- Attacks trying to modify the creature, by aging it or by turning
it into a frog, stone (petrification) or dust (disintegration).
Disintegration may cause loss of random (big) item (d6 roll 1-3)
SPECIAL EFFECTS
These are special effects caused by some special attacks. Most call
for save which is more detailed in the system.
- Blinded
- The creature is (temporary) blinded and attacks at -2. In
addition, he cannot use ranged attacks or spells.
- Fear
- Target is filled with immense fear, and unless saves against it,
becomes scared and must run away or cannot effectually fight
while covering from fear. There is usually a HD level after creature
is practically immune to fear.
- Paralyzation
- The creature is paralyzed unless saves
vs. paralyzation. Paralyzed creature cannot do anything until
paralyzation vanishes. If no duration is noted, is is dispelled with
d6 roll 1 at the start of the creature's action.
- Sleep
- The creature is put to sleep unless saves
vs. sleep. Sleeping creature may do nothing until awakes; if hit,
awakes on a roll d6 1-3.
- Stun
- The creature is stunned unless saves
vs. stun. A stunned creature loses its next action.
- Stupid
- The creature becomes stupid if the save is unsuccessful. The
stupid creature has hard time to think clearly, and on a d6 roll at
the start of his turn, he cannot act. In addition, all spell-casting
is automatically hard!
- Transform
- The creature is transformed into a new form unless saves
vs. polymorph. See GM section for details.
edd RPG system (c) Kalle Marjola 1997. All rights
reserved.