activated vulnerabities are special traits monsters have that work against them, rather than help them out. the gm can give vulnerabilities to otherwise powerful monsters to bring down their power level.
an activated vulnerability works like activated special damage, but works off of the number of 1s thrown instead of the number of 6s. thus, a monster with the activated vulnerability 3/boredom will get bored with an encounter and leave the scene if it rolls 3 or more 1s on the combat dice in a single combat turn.
some activated vulnerabilities (gm picks how many 1s required to activate, represented by X, and any other quantities, represented by Y):
X/boredom - as described above
X/angry(Y) - gets really angry at the party and starts making mistakes. lose Y combat dice on next combat turn
X/fearful(Y) - loses morale and flees the scene as fast as it can move for Y combat turns
X/combat rage(Y) - attacks whoever is nearest, whether friend or foe for Y combat turns
X/clumsy(Y) - deals Y damage to itself. treat as spite damage.
X/exposed(Y) - exposes a weak spot, like the weak spot on a dragon. Y points of monster's armor does not count that combat turn.
you get the idea. the gm can just make up any activated vulnerabilities as he sees fit. no need to make a whole big list of them.
Post by branderwydd on Aug 12, 2006 10:33:02 GMT -5
ditto. obviously smaug is a prime example, as is stackpole's marmsibar. i've had the same idea before, but never had a good or fair way to use it effectively. it usually came down to GM fiat if the players were sucking badly, and that makes it look contrived. you've come up with something that is both a good mechanic and fair in its application, in my opinion. jolly good nutcase, err, nutjob.
Branderwydd /|\ "It matters not how strait the gate, How charged with punishments the scroll, I am the master of my fate: I am the captain of my soul." W.E. Henley