Showing posts with label 80's Arcade. Show all posts
Showing posts with label 80's Arcade. Show all posts

Saturday, December 1, 2012

DISCS OF TRON

DISCS OF TRON

These discs are traditionally found in a collection of three, & when one is gripped, will glow w/ an electrical power. If a character* is Lawful, the glow will be a light blue; Neutral, a light yellow; Chaotic, a deep red. When thrown, the discs act as range weapons; however, after hitting or missing, they will return to the thrower, that is, unless a Lawful disc strikes a Chaotic disc. Also, when not being thrown in a round, a disc can be used as a shield, e.g. one can hold a disc in each hand, both as shields, affecting their AC by -2 at most, throw two & use one as shield (-1 AC), etc.

B/c of their lightness & electricity, a thrower* is able to toss off all three in one attack round @ diff targets if desired, though it takes an add'l round for the discs to return. Each disc does 1-4 electrical damage, doing double damage on robots, machinery, etc.

As mentioned above, if Lawful & Chaotic discs strike one another, an explosion equal to 1d20 damage will occur for those within 10 feet. If one color disc strikes numerous of the other, the explosion has a 50% chance of doubling damage, but only to the alignment most exploded, e.g. a lawful halfling throws a blue disc @ a chaotic fighter w/ two red discs in his hands as shields. The halfling hits w/ his blue disc striking between, & hitting, the two red discs, causing an explosion for 1d20 damage, & since the fighter is chaotic & two red discs were within the explosion vs. one blue, there is also the 50% chance double damage will happen for this unfortunate, chaotic fighter.

*Dwarves, monks, paladins & clerics will get an electrical color response when touching a disc, but get shocked & lose 1 HP when doing so. Therefore, they cannot wield the discs as a weapon, etc.

Thursday, November 22, 2012

POOKA

POOKA

AC: 7
HD: 2 + 2
Move: 130' (43')
Attacks: 1 touch/shock
Damage: 1-10
Save as: Fighter: 2
Morale: 6
Treasure: Q + R
Alignment: Chaotic
No. Appearing: 1-2 (2-6)

The Pooka are giant tomatoes that have somehow - through magic &/or evolutionary means - grown sentient to some degree, dug into earth, & made hollows. Having feet, they move quickly & will automatically attack anyone that invades their space. Among humanoids, there are rumors of a man w/ a weapon that could potentially wipe out the Pooka. The weapon is said to be a complex, yet compact pumping system, which strikes out @ the victim & allows the wielder to pump the victim vigorously w/ air, exploding them within 3 rounds (when pump is attached & pumping is uninterrupted, Pooka cannot attack)*. Lastly, whenever Pooka are encountered, there is a 45% chance that a young Green Dragon will arrive in 1d6 turns. Pumping weapon gets +3 to hit against Green Dragons, & like vs. Pookas, when attached, & pumping uninterruptedly, GDs cannot attack.

*When using Pooka, it is suggested the DM place this weapon, &/or the man that wields it, within the setting.

Friday, November 9, 2012

EVIL OTTO

EVIL OTTO

AC: 3
HD: 7 + 5
Move: 120' (40')
Attacks: 2 arms
Damage: 2-8/2-8
Save as: Fighter:10
Morale: 12
Treasure: E (any coin value is for machinery/wires of Otto's being (weight as coins))
Alignment: Chaotic

Evil Otto is a massive & menacing cyborg commander of Berzerk Robots, thought to be invaders from another planet and/or plane. Always met in rooms/corridors of dungeons, 3-6 Berzerk Robots will be encountered before Evil Otto appears (6-12 rounds later). When all Berzerk Robots within Otto's area have been killed, in a berserk rage, he will run after opponents, attacking @ +3 for all attack/damage rolls. If Otto hits one victim w/ both arms in the same round, he squeezes for add'l 2-12 damage. When fleeing from Otto and/or Berzerk Robots*, if a PC passes through a door, the Robots/Otto will not follow; however, there's a 33% chance that in 1 turn Berzerk Robots (& eventually Evil Otto) will be encountered once again.

BERZERK ROBOTS

AC: 5
HD: 1 + 5
Move: 90' (30')
Attacks: 1 (laser arm) +2
Damage: 1-8
Save as: Fighter: 1
Morale: 12
Treasure: P + Q (value is not coinage, but wiring (weight as coins))
Alignment: Chaotic
No. Appearing: 3-6 (0)

Berzerk Robots are all machinery & wire, covered in rubber, w/ plastic armor (strength of chain mail). They shoot a laser beam from their arms (+2 to attack roll). If a Berzerk Robot crashes into a rock wall w/ any force, there is a 50% chance it will short-circuit, overheat, & instantly die. In regard to magic, treat as undead.

Lastly, when fighting Evil Otto and/or Berzerk Robots, Berserkers gain +3 on all attack/damage rolls.

*If all Berzerk Robots are killed before Evil Otto's round to appear, & the party moves through a door, Otto will not appear, though the 33% chance of Berzerk Robots (& Evil Otto) appearing in 1 turn remains.



Friday, November 2, 2012

GIANT MILLIPEDE

GIANT MILLIPEDE

AC: 9
HD: 1/2 (1-4 hp)
Move: 100' (33')
Attacks: 1 bite
Damage: 1-4
Save as: Normal Man
Morale: 6
Treasure: Nil
Alignment: Neutral
No. Appearing: 1-8 (2-16)

While often mistaken for Giant Centipedes, Giant Millipedes are more timid, slower*, & they don't harbor poison. When firing range weapons @ a Giant Millipede outdoors, an attacker gains +1 to hit. When encountering a number of them, there is a 1-4 in 1d6 chance that 1-3 Giant Inchworms are tagging along.

GIANT INCHWORM

AC: 9
HD: 1/4 (1-2 hp)
Move: 60' (20')
Attacks: 1 touch
Damage: Slows movement
Save as: Fighter: 1
Morale: 7
Treasure: Nil
Alignment: Neutral

A Giant Inchworm's attack is a quick thrust (or straightening out) to touch an opponent. While doing no hit point damage, a successful hit will slow its victim down to 1/3 of their normal movement rate (e.g. 120 feet/turn slowed to 40 feet turn, or 40 feet/round slowed to 13 feet/round, etc.) for 1d6 turns.

*That is, slower than Holmes' version of Giant Centipede, which moves @ 150 feet/turn.
 


Tuesday, October 23, 2012

PAC-MAN

PAC-MAN

AC: 3
HD: 3 + 1*
Move: 90' (30')
Attacks: 1 bite
Damage: Normal + undead*
Save as: Fighter: 4
Morale: 8
Treasure: S
Alignment: Lawful

* Pac-man does normal damage when biting normal beings, though undead will be NO LONGER. Likewise, if the Pac is hit by undead, he dies; however, in 1 turn, will rise again in a nearby place, until 3 lives through (DM may grant more lives).