Table of Contents
baddies - they seem.. not nice.
Baddies is the general term for those which oppose you. Some are familiar others more mysterious. Each player may keep separate notes as secrets revealed, yours to keep even when no characters survive.
1 Baddies DATA
Organize baddies into tables and define them. Reuse (yank) the definition using :ITEM=<name>:. Clone (yank, except as noted) items using :CLONE=<name>:. Give items easier to remember names with :NAME=<new-name>:. Double-quote names containing spaces within tags. See the Design section for column definitions.
1.1 Chamber Tables
These are the creatures in your dungeon crawl…
1.1.1 Chamber: Table 1
Name | ix | a/ix | b/ab | bh | x on y for z | sp | sw | ax | mace |
Baby Sun-bears | 10 |
1.1.2 Chamber: Table 2
2 Design
Baddies form multiple top level tables. Information is secret with some details exposed during game play.
#+name design
(dm-deftable baddies ((name string :tag "Name") (base-index integer|sexp :tag "ix") (number-appearing integer|sexp :tag "b/ab") (abrest integer|sexp :tag "b/ab") (body-hits integer|sexp :tag "bh") (it-hits ((swings integer|sexp :tag "x") (to-hit integer|sexp :tag "on y") (damage integer|sexp :tag "for z"))) (you-hit virtual :type integer|sexp) (spear "sp" :group you-hit) (sword "sw" :group you-hit) (ax "ax" :group you-hit) (mace "mace" :group you-hit))
2.1 Usage
2.2 Implementation
2.3 RAW from Google Doc
ix T/d Name s T/d a/ix b/ab x on y for z sp sw ax ma notes Table 1a 1 @ ix 1 10 baby sun-bears 11 prarie dogs 12 wild dogs 13 Skeletons 14 baby vampires 15 1d6 ix T/d Name s T/d a/ix b/ab x on y for z sp sw ax ma notes