The Roleplaying Game of Heroic Adventure in the - Mazes ...
The Roleplaying Game of Heroic Adventure in the - Mazes ...
The Roleplaying Game of Heroic Adventure in the - Mazes ...
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Special Abilities<br />
Aquatic<br />
<strong>The</strong> creature can swim with no reduction <strong>of</strong> its<br />
Movement allowance. Most creatures with this<br />
special ability can also brea<strong>the</strong> underwater for<br />
extended periods <strong>of</strong> time or with no time limit at all.<br />
Note that, <strong>in</strong> most cases, aquatic creatures cannot<br />
move on land, unless <strong>the</strong>y are Amphibious.<br />
Breath Weapon<br />
<strong>The</strong> creature can brea<strong>the</strong> fire or acid. This counts as<br />
one regular attack and does <strong>the</strong> same damage as<br />
<strong>the</strong> creature’s o<strong>the</strong>r attacks. This takes effect dur<strong>in</strong>g<br />
<strong>the</strong> missile phase, accord<strong>in</strong>g to <strong>the</strong> creature’s<br />
Initiative score and has a maximum range equal to<br />
1/3 <strong>of</strong> <strong>the</strong> creature’s basic Movement allowance.<br />
This attack does not require an attack roll, mak<strong>in</strong>g<br />
armor and shields pretty useless aga<strong>in</strong>st it but a<br />
target may dodge with a successful Danger Evasion<br />
roll (target number 15), avoid<strong>in</strong>g all damage.<br />
A brave adventurer fac<strong>in</strong>g a fearsome creature<br />
Creatures In Combat<br />
Creatures cannot normally use <strong>the</strong> special<br />
maneuvers and tactics detailed <strong>in</strong> <strong>the</strong> Combat<br />
chapter <strong>of</strong> <strong>the</strong> Players Manual unless <strong>the</strong>y have a<br />
special ability that allows <strong>the</strong>m do to se (such as <strong>the</strong><br />
Charge <strong>in</strong>to Battle ability, described below).<br />
Some creatures may be equipped with shields,<br />
breastplates and helmets, <strong>in</strong> which case <strong>the</strong>y ga<strong>in</strong><br />
<strong>the</strong> same defensive bonuses as characters.<br />
As noted earlier, all creatures may cont<strong>in</strong>ue to fight<br />
until <strong>the</strong>ir Hits Total is reduced to zero… but some<br />
<strong>of</strong> <strong>the</strong>m may f<strong>in</strong>d it safer to run away if <strong>the</strong>ir life is<br />
seriously threatened.<br />
Folks will usually try to run away when <strong>the</strong>y have<br />
lost more than half <strong>the</strong>ir orig<strong>in</strong>al Hits, unless <strong>the</strong>y<br />
are cornered, fanatical or desperate – or if <strong>the</strong>y are<br />
fight<strong>in</strong>g under <strong>the</strong> command <strong>of</strong> a charismatic leader<br />
or <strong>in</strong>timidat<strong>in</strong>g, superior creature.<br />
Beasts will usually try to run away when <strong>the</strong>y have<br />
lost more than half <strong>the</strong>ir orig<strong>in</strong>al Hits, unless <strong>the</strong>y<br />
are cornered, enraged, defend<strong>in</strong>g <strong>the</strong>ir lair or <strong>the</strong>ir<br />
young etc. Some animals (like Boars or Bears) will<br />
always fight to <strong>the</strong> death once <strong>the</strong>y are wounded.<br />
Monsters will always fight to <strong>the</strong> death.<br />
Animates (who are usually M<strong>in</strong>dless be<strong>in</strong>gs) will<br />
always fight until <strong>the</strong>y are dead or “out <strong>of</strong> order”.<br />
Spirits usually behave like Folks, unless o<strong>the</strong>rwise<br />
specified <strong>in</strong> <strong>the</strong>ir description.<br />
A creature may only make one such attack per<br />
battle round (unless it has multiple heads with this<br />
power), <strong>in</strong>stead <strong>of</strong> one <strong>of</strong> its regular melee attacks.<br />
Camouflage<br />
This special ability allows <strong>the</strong> creature to « blend<br />
<strong>in</strong> » like a chameleon <strong>in</strong> its immediate surround<strong>in</strong>gs.<br />
All creatures with this ability also have <strong>the</strong> Stealthy<br />
ability. When hid<strong>in</strong>g <strong>in</strong> <strong>the</strong>ir natural terra<strong>in</strong>, creatures<br />
with this special ability add 4 to <strong>the</strong> target number <strong>of</strong><br />
<strong>the</strong>ir opponent’s detection rolls.<br />
Charge Into Battle<br />
<strong>The</strong> creature may use <strong>the</strong> Charge <strong>in</strong>to Battle special<br />
maneuver (see <strong>the</strong> combat rules <strong>in</strong> <strong>the</strong> Players<br />
Manual) with an Initiative and Melee Attack bonus<br />
equal to +1 for Small creatures, +2 for Medium<br />
ones, +4 for Large ones and +6 for Gigantic ones.<br />
W<strong>in</strong>ged creatures may have a similar ability called<br />
Dive <strong>in</strong>to Battle, giv<strong>in</strong>g <strong>the</strong> same bonuses.<br />
Crush<strong>in</strong>g Damage<br />
This ability can only be used by creatures that can<br />
Grapple (see below). It may represent a bear-like<br />
hug or some o<strong>the</strong>r form <strong>of</strong> physical constriction.<br />
Once <strong>the</strong> victim has been grappled by <strong>the</strong> creature,<br />
he will automatically take <strong>the</strong> creature’s usual<br />
damage (ie 1d6 if Medium-sized, 2d6 if Large etc) at<br />
<strong>the</strong> end <strong>of</strong> each round dur<strong>in</strong>g which he rema<strong>in</strong>s<br />
immobilized, unless he manages to break free, as<br />
per <strong>the</strong> usual wrestl<strong>in</strong>g rules. This ability cannot be<br />
used aga<strong>in</strong>st creatures with a greater Size category.<br />
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