Warning: Pre-Alpha

This game is currently in pre-alpha, and at this time, I do not recommend running a game in it yet. Every single game mechanic and piece of lore is subject to potentially breaking changes.

Thank you for your interest in this game! You can follow its development at https://www.youtube.com/@trekiros

-Trek

Creatures of the Wasteland

This section lists creatures the Plot Twister can use to fill the wasteland with life and danger. Each creature features a short description, a table of adventure and encounter ideas involving the creature, and a "stat block", used to represent the creature in combat.

How to use stat blocks

Creature stat blocks share many of the stats a player character has, such as hit points, armor, initiative, and attributes. However, one major difference is that stat blocks do not use action points. Instead, a stat block states how many actions the creature can take on its turn. It can take an action to:

  • Move up to its movement speed,
  • Use of of the attacks listed on the stat block, or
  • Use another action, from the list of actions player characters have access to. If the action has a variable AP cost, such as the brace action for example, then the creature is considered to have spent the maximum number of AP it could have spent on that action.

Stat Block Sections

On top of the creature's attributes, basic information, actions, and attacks, a stat block may contain any or all of the following sections:


  • Pre-Game Sections: These are usually best read through while the Plot Twister is preparing their next game session.
    • Description. A couple paragraphs describing the creature's place in the world: where does it come from, where can you usually find it, why it matters to the world of Flare Fall, etc...
    • Adventure Seeds. A table of ideas for adventures which might involve the creature, to help inspire the Plot Twister.

  • Plot Twister Sections: These are what the Plot Twister usually needs to keep in mind when running the creature.
    • Traits. Passive abilities a creature has, similar to a player character's perks or skills.
    • Actions. This section tells you how many actions a creature has on its turn. The text in this section describes what the creature is most likely to want to do with those actions - these are helpful tips which can remind you about actions which don't appear on the stat block, such as hiding or grappling for example. The Plot Twister is free to make the creature act in a different way, but a creature's performance and challenge is calculated based on the suggested sequence of actions.
    • Attacks. A list of attacks the creature can make. Most stat blocks except Devices have at least one attack.
    • Home-Field Advantage. Some creatures have access to special abilities when they are fought on their own turf. Typically, this is either an extra trait, or an effect that happens on initiative count 0 of every round.

  • Player Sections: The Plot Twister can usually skip reading through these sections until the players ask about them.
    • Called Shot Options. A list of negative effects a player character can choose from when using a called shot against the creature. Each called shot option specifies the DC of the Technique roll made by the player. Most creatures except Devices have called shot options.
    • Hack Options. A list of negative effect a player character can choose from when hacking the creature. The section's header includes the DC of the Technique roll made by the player, and each hack option includes the tier of that hack. Usually, only Robots and Devices can be hacked.

  • Post-Combat Sections: These sections only start to matter after the creature is defeated, so until then, the Plot Twister can usually skip over them.
    • Perk/Skill. A new ability which the Plot Twister can choose to include in the next nano chip found by the players. It is a representation of wht the players might have learned by encountering and defeating the creature.
    • Loot. A list of items the creature is likely to carry, which the players can acquire after defeating it, if they have enough time to do so. Each item in the list can have:
      • A drop chance: a percentage of chance for the item to be present at all.
      • A drop quantity: if the item is present, this is how many items are present.

How to roll loot

If using the official website, you can click on the word "loot" to automatically roll of the possible dropped items, and send them to the party inventory of a campaign you are the Plot Twister of.


If using physical dice:

  • If there is a drop chance, roll 1d100. If you roll the drop chance or below, the item is present.
  • If there is a drop quantity, roll your smallest dice which is larger than the maximum drop quantity. If you roll below the minimum, or above the maximum, re-roll until you don't. For example, if the drop quantity is 2-5, roll 1d6 and reroll on a 1 or 6.

Telegraphed Actions

At end of the turn of a creature controlled by the Plot Twister, the Plot Twister can choose for this creature to telegraph an action it intends to take on its next turn. The first time the creature takes the telegraphed action on its next turn, it has advantage on any die roll it makes as part of this action.


If the action involves choices (e.g. selecting targets, deciding how many resources to spend, etc...), the creature must make these choices when it telegraphs the action, not when it takes it. The players learn the name of the action that is being telegraphed, as well as which creature or what area is going to be affected by it.


Once a creature telegraphs an action, no other creature can telegraph an action until either the creature's next turn, or until the creature who telegraphed an action is reduced to 0 hp.

Note

Some creatures have actions which gain additional effects when they are telegraphed, or which can only be used if they were telegraphed. For example:

Attack: Stomp. 3d6! 🔨 damage, Area of Effect (3m radius circle around the robot). If this action was telegraphed, the radius increases to 6m.