warriorscribe: (Default)
Enoch ([personal profile] warriorscribe) wrote2012-06-22 09:36 pm

Animus encounter tables, randomizations, notes, and other things for when I run out of ideas

Determining if Enoch has encountered a monster:

Roll d20 for each floor traversed except floors noted as safe or floor 23. Encounters depend on the time of day and whether Enoch is looking for a fight, only traveling, or deliberately trying to avoid encounters. If Enoch has an open wound, otherwise has blood on his person, or is carrying meat or dairy food, he cannot travel avoidantly, and at night is always considered to be hunting.

Time and Travel Method

Encounter Range

Day - Avoidant

20

Day - Neutral

18 and up

Day - Hunting

15 and up

Night - Avoidant

12 and up

Night - Neutral

8 and up

Night- Hunting

4 and up

Encounters

If an encounter has been rolled, roll d3 to determine how many kinds of monsters have appeared, then roll d% for the type of monster encountered. Assign a number to each monster in the rolled category and use the RNG to determine which monster he's encountered. (You may wish to roll for number of monsters present, rules for this are up to interpretation based on the size and description of the monster.)

Rarity

d% Range

Common

1-50

Uncommon

51-80

Rare

81-100

Offscreen Encounters

When an offscreen encounter occurs with a monster whose danger rating is greater than 0, roll a d20 and add the monster's danger rating. Add 1 for every other hostile enemy present and subtract 1 for every able ally. A result less than the base threshold means Enoch has avoided damage and a result equal or greater means he has taken damage. A natural 1 means he avoids damage automatically and a natural 20 means he takes damage automatically. If Enoch is carrying something that might feasibly distract a monster, he may throw it as a decoy to remove them from the damage roll.

Weapon

Base Damage Threshold

Unarmed

15

Arch (or melee weapon with reach)

17

Gale(or ranged weapon other than firearms)

18 (10 if in a power loss floor, as he must carry it)

Offscreen armor damage

For each handwaved encounter in which damage is dealt, roll d20 and add the monster's danger rating. The monster's description must be kept in mind, of course. A natural 1 means Enoch escapes or wins unscathed and a natural 20 means Enoch has either lost all his remaining armor or must roll for Rapid-Fire Recovery if his armor is already gone. Otherwise, use the following table:

Result

Armor Damage

Natural 1 or less than 5

None

6-8

0.5 (cracked)

9-11

1

12-14

1.5

15-17

2

18-20

2.5

21-22

3

23-24

3.5

25-26

4

27-28

4.5

Natural 20 or greater than 28

All

Offscreen body damage:

When Enoch is not wearing armor that he would otherwise have (that is, if he has armor remaining but his powers are blocked or he has it dismissed), and he takes damage, use the Damager application to determine the location and severity of the damage. Keep in mind that Enoch's jeans are indestructible, so slashing damage to the legs will be lessened as the cutting edge is essentially wrapped in unbreakable cotton, but all other damage types except light/radiance/holy, which will only harm him if the target is his face (he will be temporarily blinded), will harm his legs normally. Use d(danger rating x 2) to determine the roll to input, in case the result affects description results. From there, consider Enoch's existing wounds and use common sense to determine the damage. For when this is not enough, for the purposes of blood loss and pain tolerance, Enoch's HP is 58 (he would be roughly equal to a level 10 paladin and that was the result I rolled for 10d10).

Monster Rulings

Chocobos

These are treated as having an actual danger rating of 0 unless Enoch is actively hunting it for some reason.

ChuChu

If Enoch is dealt a final blow by one of these, he must retrieve his jeans from where he last died.

Komory Wow

Enoch can last five floors ignoring one before he is too weak to fight back.

Mooshroom

This monster's actual danger rating is 0 unless Enoch is hunting it.

Phantom Voices

When a nighttime encounter with a phantom occurs, it will call out to him. The voice may be chosen for a desired effect or selected randomly. If randomized, it will be dependent on a d%, with the assumption the phantoms instinctively know what will be most effective.

Voice

Range

Armaros (flip a coin: heads, wail; tails, natural)

70-100

Lucifel

40-69

Sola (flip a coin: heads, adult; tails, teen), Uriel, or Naoya

20-39

Asato, Tatsuya, Raphael, Gabriel, or Michael

10-19

Zeph or Sissel

5-9

Steve

1-4

Big Daddy: Bouncer

This monster will not attack Enoch unless he is running or otherwise moving quickly.

Glowing One

If Enoch is physically harmed by one of these (that is, it attacks him without armor and he survives), he has 1d10+5 days to live before radiation sickness makes him unable to care for himself.

Ryu Dragon

These monsters are added to the next floor's monster roll if Enoch runs, unless that floor is cold.

Lorophage Demon

If this one lands a hit on Enoch, he will be rendered helpless (insane and screaming) until next death.

Nazgul

The attack roll for this monster is to determine whether or not Enoch escapes, not whether he has killed it. When alone, it is undetected should Enoch escape, but if he had to kill or outrun another monster, it will be drawn to him. If it lands a blow on him while he is without armor, it is invariably fatal.

Weeping Angel

The attack roll for this monster determines escape, not destruction, unless Enoch has a suitable tool for destroying statues. If there are two in the attack roll and Enoch evades both, he will lock them into staring at one another. If Enoch is caught by one of these, a coin flip determines which killing method they use.

Prize Pod Prizes

When a prize pod is part of an encounter, Enoch may choose to go after it at the cost of taking a second roll for damage from all remaining monsters, if applicable. If any other monsters successfully damage him in the first roll, he will fail at getting the prize pod, and must still suffer a second round of rolls. (if he has the Gale equipped he will always succeed in getting the prize, but must still survive both damage rolls.) If he succeeds, roll d4 to determine whether it yields a random small object, a stuffed animal, organs, or blood, with one result attached to each. In the case of a small object, use the RNG to select a floor at random and then compile a list to randomize of likely items. If the floor rolled wouldn't have any small objects, roll again until a suitable floor is rolled. Enoch may use organs to distract d3 carnivorous attackers and remove them from the second damage roll (if he hits the prize pod with a Gale shot and it yields organs, this decoy roll will happen automatically, as the organs will simply fall onto the floor).

Floor Rulings

Floor 97

The monsters on this floor have a bonus of 10 to their attack rolls for their size.

Floor 94

Shadows have a danger rating of 14 the first time Enoch encounters them and 5 thereafter. A success counts as possession.

Floor 91

Enoch can hold his breath for three to four minutes without angelic endurance, for reference (until passing out, not until giving in and trying to breathe).

Floor 90

Mermaids have a danger rating of 6 and are always present if Enoch goes deep enough; this roll is for escape and not fighting.

Floor 88

20% chance of alcohol appearing, will figure out RNG for this later.

Floor 85

May actually want to play a game of chutes and ladders here if Enoch gets trapped in here or otherwise explores.

Floor 84

Any monster roll on this floor has a 50% chance of being replaced by a Creeper.

Floor 83

An animal may be decided by Chaotic Shiny’s Familiar Generator.

Floor 80

Clowns have a danger rating of 9 if Enoch gets too close to one.

Floor 79

If Enoch manages to figure out the scuba gear, he has twenty “moves” before running out (will work out things like maps later).

Floor 74

All encounters here are treated as nighttime.

Floor 71

There is a chance of accidentally harming the floor if a battle takes place here. The creature has a danger rating of 8.

Floor 59

Unknown entities have a danger rating of 5 if Enoch wanders into this floor – failure is not defeat, it is merely luck.

Floor 51

If Enoch dozes off here, figure out available openings and RNG it. (Natural openings aside from individual pores are…ears(skin too tight to be sewn shut), eyes(30% right, 30% left, 30% both), nostrils(10%), mouth(28%), urethra(1%), anus(1%). )

Floor 50

Don’t forget to roll d% for this floor.

Floor 47

If Enoch pulls back a curtain or sheet, roll monster encounters until one with a danger rating of five or greater is rolled, ignoring time of day if necessary.

Floor 46

When Enoch enters this floor, the staircase has a 50% chance of falling out from under him. If he or someone in the room produces illuminating light, roll a monster encounter with a cumulative danger rating of 17 (making it impossible for a damage roll to fail), four times, where natural 1 is not a save.

Floor 37

If Enoch steps or falls off the staircase on floor 37, roll as if he has been damaged by a monster with a danger rating of 10. Natural 1 counts as a result of 11 instead of a save on this floor.

Floor 30

To determine if the staircase falls out from under Enoch, flip a coin. If the result is heads, the staircase remains stable. If it is tails, it falls out from beneath him. If this happens or if he steps or falls off, roll a nighttime monster encounter.

Floor 24

Roll d% every time Enoch enters this floor. If the result is 100, he's stuck with the shadowy mass. The first time this happens to him, its danger rating is considered 10 since he won't know what to expect. If he sees it attack another person, is told of it, or experiences this, it subsequently becomes 4 instead. If it damages him and he does not have armor left, any result above 14 becomes fatal (that is, any roll of the die that lands above 10 in the best of conditions), with results below that ending in escapes in increasing stages of being flayed (if he is almost completely skinned, he may go into shock from the pain and die anyway, since it will catch him on the stairs).

Floor 23

When Enoch passes through floor 23 and is not interrupted or distracted on the other side, roll d%. If the result is below 40, he'll try again to see this hidden floor. He gets three free passes, but on the fourth will begin to disappear. Nine passes total will kill him.

Floor 21

Should Enoch decide to eat at the restaurant, the item requirement is determined by a d3 – 1 is a prize pod animal, 2 is a piece of a randomly-determined monster, and 3 is a random item on a randomly-determined floor, using the generation methods mentioned in earlier sections. When searching thoroughly, Enoch takes 10 minutes per floor, making 144 floor movements for a whole day, 72 movements per time of day. If Enoch fails to pay for his meal, the Damager will be used to decide his penalty. (Scaled down as necessary. For instance, a roll describing his side or his torso will translate to an internal organ removed; his arm may be scaled down to his hand or a finger; his neck, head, or face a facial feature, and so on.)

Floor 11

Any roll for a common monster at night on this floor must include at least one phantom.

Floor 6

If an animal here attacks Enoch, it is considered to have a danger rating of 5. An animal may be substituted for any failed monster roll or added as deemed fit.