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

Author: Corwin Brust

Created: 2019-12-28 Sat 10:15

Validate