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(1 edit) (+1)

Really enjoying this 2d6 system, it fits my plans perfectly and isn't overpowered.

Any plans to include a sample bestiary in the future?

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Hello renaak, thanks a lot for the comment, I'm glad you're enjoying the game. 

Yes, I do plan to add a bestiary and also some adventures examples in the future.

One example/template of an enemy I created for a urban city campaign I've ran recently:

Stoll, the Vermin: vermin human/monster: wants to control the trade of Purple Lotus, illicit drugs/beverages and to exterminate the gang of the Visionaries.

20hp, 3x actions per turn

Resistances: physical/magical damage

Weaknesses: blunt damage/destroying his nest

Special skills: 

1- crawling vermins: 2 damage + 1 damage per turn until removal; 

2- poison cloud: 2 damage + disadvantage +1d/round until saved by RES (8+); 

3- vermin arms: 3 damage to 2 targets; 

4- insect cloud: full darkness/blindness in the area. 

5- regroup/regen: new vermins come from all directions, if not dealt with: heals 2d6 to Stoll.  

6-rotting heart red worm: goes straight to the heart in 1d6 turns and may instantly kill the target.

Rewards: Vault Key (located in area 8).

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Some more examples/templates:

  • Skeleton: HP 4; 2 dmg; weak to bludgeoning.
  • Ghouls: HP 10; 2 actions; 3 dmg + paralysis (8+ RES TEST).
  • Blue Frogmen: HP 6; very stealthy, captures victims; only attacks if with superior numbers; javelin: 2 dmg; blowgun dart: 2dmg + poison (7-9 disadvantage on next test; 6- paralysis for 1d6 turns).


Death Knight: commands skeletons; 

HP 45; 2x actions; 

Skills:

-Fencing x2: 3 dmg;

-Bone Prison (3 uses): imprisons characters; 

-Reanimate dead (3 uses): summons 1d6+1 skeletons (HP 4, 2 dmg; weak to bludgeoning).

-Revives: after 3 turns if remains are not purified, destroyed or burned.