By Matt Smith.
The monster is covered in hard, scaly plates. For each schtick spent on this power, the monster adds one to the Outcome needed to put it down when hit. No more than +4 may be gained this way.
Example: A Reconstructed has a Dodge of 8 and one schtick in Armor. It takes an Outcome of 8+5+1=14 to put it down in combat.
A monster with this schtick may make a Constitution check with a difficulty equal to the Outcome of an attack that would put it down. If successful, the monster keeps fighting. For each additional schtick the monster gets a +1 to the Constitution check, up to a maximum of +2.
Example: An Underworld Demon with Death Resistance x2 is hit with an attack with an Outcome of 9. The GM rolls on the demon's constitution of 7, adds one for the second schtick in Death resistance, and rolls a +2 for a result of 7+1+2=10. This is greater that the Outcome of the attack the demon took and it keeps fighting.
A monster with this Schtick makes a Constitution Check at +5 against the attack that put it down, as described above. If successful the monster falls down and appears dead, but will get back up 10 sequences later. It now has a -1 to the Outcome needed to put it down, i.e. most monsters will now go down on an Outcome of 4 instead of 5. The Monster may do this once per session per schtick spent on this ability.
Example: A Reconstructed goes down in a battle against a PC and makes its Constitution check. It pops back up 10 sequences later, long after the PCs have left the area. But it'll be back in the next fight scene to the annoyance of the PC who put it down in the first place.
At the beginning of a sequence, the GM should count the number of downed monsters with Regeneration and refer to the following chart:
Number of Regeneration Schticks | Fraction of Downed Monsters That Get Up |
---|---|
1 | one-sixth |
2 | one-fifth |
3 | one-fourth |
4 | one-third |
5 | half |
Any successful attack with an Outcome of 5 or better on a downed monster will keep that monster from regenerating for the rest of the session. Remember that immobile targets have a dodge value of zero.
Example: At the beginning of the sequence, 13 hopping vampires (with Regeneration x2) lie strewn across the battlefield. Three get up and hop after the heroes.
Last modified: May 2nd, 1997; please send comments to durrell@innocence.com.