These diverse cast of characters will help bring some diversity to battles in multiple ways. Some may have strong attacks, dealing heavy blows that leave your players sprawling across the floor. Other will deal little damage, but in turn may set off a slow drip of poison to set in. Or, maybe an enemy wont focus on your at all and instead worry about buff its fellow minions, creating shields and upping HP throughout the battle. The strategy will be up to the players in how they deal with these various enemy types, choosing which ones would benefit them the most by killing it first. Hopefully this ends up creating a very fun strategy element to the game and keeps players engage, enraged and enthralled with the battle at hand! So far I’ve created 10 minions, with three being in a battle at a time that are randomly selected.
LONG DISTANCE HEAVY HITTER
Slughoul moves at what you would guess, a snails pace. Either not moving at all or just one space at time. So keeping your distance from him can be quite easy. But, where he lacks in movement he gains in weapon range. Carrying a long spear gives a slight advantage to the distance that can be reached ro even when thrown can cross the entire map! Slughoul will oten target multiple enemies within range and sometimes buf itself with some shields. Slughouls attacks have an easier chance of being dodged though as they are mid to slow with their timing. So the tactic for this enemy is keep your distance, the farthest player is more likely to be attacked, needs heavy fire focus to take down due to shields.
A MIXED BAG OF ATTACKS
Brain Collie acts like a dog, after making an attack it will often run away expecting you to chase after it. When its not running away it will dig holes make traversal difficult in the surrounding area. And just like any good dog would do, it will simply stay at a distance and bark at you and other players nearby. While a bark can be directed at a player , causing them to lose HP, the sheer anooyance of the sound can cause other players to lose AP! Just like the example card here shows, Brain Collie will never stop barking until someone moves up and attacks it, discarding the Incessant Barking attack card. A good for this enemy is, chase at all times if you plan on attacking, dont ignore this dog or you will be barked to death.
STATUS EFFECT CENTRIC ATTACKS
there are three different blob minions, each with some similarites but with a little sprinkle of their own personality. Blue Blob deals not so much damage but will cause various status effect on your characters such as Poison and Disadvantage. One move all blobs share is the Engulf card. If you find yourself standing next to a blob when this is drawn, you may find yourself removed form the map and inside the belly of the beast! This inconvenience will force you to skip your turn. I will say that I think I may add a mechanic that would allow a player to pull someone out of the blob at a high cost, sounds kinda fun! If this card didn’t seem bad enough, you can have 3, or even 4 enemies attempting Engulf the entire battle depending on the enemy setup! A strategy for this would be to keep your distance until this card is pulled, then move in guns a blazin’.
HEALING ITS FELLOW MUTANTS
Green Blob is the 2nd of the three blobs, with this one focusing more on buffing its surrounding minions. HP Expunge will target the closest minions, move towards them and heal them and itself. This scales as you fight higher level enemies as well. Besides HP, they will remove Poison, add shields, push away players and anything else that could help prolong the life of its fellow mutants. One thing to note is the art on the card. Some cards have very little text on them, and when this is the case some cool art is used to fill up the space. You get an idea of how the attack is carried out and it makes for a nice visual! The tactic against this blob is to deal with it quickly and keep it away from other minions at all costs.
A RELENTLESS HEAVY HITTER
The last of the blobs focuses mainly on big attacks. These attacks will drain your AP, push players away and just like the other two blobs, engulf you. These relentless attacks can be quite hard to get away from as even if you make some distance between the two of you, it can still pull the Fling Self card and launch itselfs at you. A good tactic against this enemy is to keep a character with a lower weight for it to focus on as to increase successful dodge attacks and to have enough movement to not be standing next to it to avoid engulf.
THE PROGRAMMED ROBOT
Harrison has moves that need to meet requirementsto work. For instance, Acquire Target has it performing a skill check. Once that check has been passed, Harrison will attack that target for the remainder of battle. Other cards have this same mechanic that will build up its attacks, enhance attacks over time or even unlock new ones. because of this, you have some good ways you can avoid being steam rolled over time. Having a character with a card that will allow you to reroll an enemies skill check or attack dice can help a ton. Or using items that allow you to choose a target instead of a random target so you can pass some judgment off to a player that would be better fit to handle it.
MASS ATTACK JUGGERNAUGHT
Moeraki will often not just attack one player, but everyone in its zone. Giant leaping butt slams will come crashing down, hitting one player and sending a shockwave out to effect the rest of the team. Many of the attack cards will deal with a players weight. If your player is too heavy, you are in for a rough time as you will not be able to dodge or even be penalized for not dodging. Imagine being by a giant rock that you could have jumped out of the way of, but you are wearing a giant suit of armor, so your body cant move as fast as your mind is reacting to the danger! Bellow Down Arm Bar becomes undodgable if the players weight exceeds 14 and after being hit the card is placed on your weapon. So the next time you activate that weapon it will cost a great deal more AP. For this enemy, make sure your keep heavy players far away, keep the most agile ones in their zone and able to move out before it makes an attack.
A GEAR EATING MENACE
Pickles is another dog style enemy, and just like Brain Collie can be incredibly annoying! Pickles wont bark at you, but will most certainly eat your homework. The Mauled Goods card can destroy a players item, which can really mess up your plans. Besides that, Pickes will affect players ability to Dodge and attack by giving them Disadvantage (roll -1 dice). If you find yourself adjacent to Pickles, even in the same zone as them, this will make things harder for you as the smoke form its body infects you and the surrounding area. A trategy for this enemy is to attack from behind so you can ignore disadvantage, or use advantage to negate its negative keyword.
PUMMELED VIA WORM WHIPS
Skulphenos is the heaviest hitter of all the minions, mainly due to the Crit keyword. For the Right Knuckle Buster card, the attack has Crit 4. this means that every dice result of a 4 or more will add another dice to attack pool. rolling a 4 is fairly easy with an 8 sided dice so this can stack up as long as it is rolling good. This is actually the weakest card in its arsenal, with all of them hosting the Crit keyword. Skulphenos usually moves fairly slow like Slughoul though so its distance can be judged somewhat acurately besides the example shown. Many of this enemies attacks will knock you into next Tuesday so keep your heavy weighted players to focus on this one as its attacks are slow.
THE POISON DEALER
Mordunell attacks are somewhat light and instead focuses more on poisoning players. Mordunell will launch its fingers to you,regardless of distance in an attempt to latch its appendges on you. After poisoning, it will often move away from you causing you to chase after it. When leveling up your player, it would be wise to put some points into your skill check which would ensure more successes during your rolls. That coupled with some gear that allows you to reroll enemy skill checks can help keep you alive and Mordunell from wearing you thin!
Each minion in this game has a total 10 cards each with 6 of those cards randomly selected to create their deck for battle. As your increase the mutant level, more powerful cards are inserted. Bosses will have a total of 20 cards each with 10 randomly selected. Bosses hit much harder than minions and can be much more intricate in design and dread. I only have 3 bosses fleshed out so far and will make a post later on once I have more to show.
Everything i’ve shown off today is still in early development. Anything is subject to change, be expanded upon or just deleted all together.