Mysterious Lights GM Notes

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Players remove all bondage between fights.

The Search

Hunter

  • Enemy party is tenta-orbs equal to party size, and one Walker Drone.
  • The GM and one member of the party roll competing d20s, adding +3 to the roll for each Tamer or Ranger.
  • Each member of the party after one who is not a Tamer or Ranger gives their party a -1.
  • If the players win, they attack the enemy party with surprise, getting a free round of attacks with +4 to hit, and +2 to initiative for the remainder of the fight.
  • If the players lose, they are attacked, and the enemy gains +2 to their intiative roll.
    • If the monsters win by 5 or more, they get a free round of attacks on +4 to hit.
    • If the monsters win by 10 or more, they get a free round of attacks, and hit on any non critical fail.
  • If the Walker Drone is left alone, it releases any leashed victims and runs off on its next turn. The ship is alerted, regardless of other rolls.

Hunted

  • Enemy party is Tenta-orbs equal to party size and one Walker Drones
  • Bait, enemy, and ambush groups roll 1d20.
  • Bait group gains +2 for each Magical Girl or Cleric. Also +2 to the roll if there is no ambush group.
  • Ambush group gains +4 to their roll, but -2 for each member who is not a Martial Artist or Rogue.
      • If the Bait Group beats the monsters, they start the fight with +2 to initiative.
      • If the Bait Group loses to the monsters, the monsters get +2 to initiative. If lost by 5 or more, the monsters get a free round of attacks with the Bait standing still.
      • If the Ambush Group beats the monsters, they get a free round of attacks with +4 to attack. If they lose by five or more, they are targetable during the free round of attacks. If both the Ambush group and the monsters have free rounds, the Ambush group attacks first, and any monster attacked by an ambusher loses their free attack.
  • If the Walker Drone is left alone, it releases any leashed victims and runs off on its next turn. The ship is alerted, regardless of other rolls.

Invasion

  • One Alien for each party member in enemy group.
  • An Alchemist's knowledge of science may disable security, allowing the party to get in unexpectedly.
    • On a 10+, the security is disabled, and the players get a surprise round at +4 to hit when they attack the aliens.
    • On five or less, security instead triggers, and the Alchemist is auto-hit with Goo Gun shot on the torso.
  • Warriors may smash up the nearby conduits to disable the power, giving all players -1 to hit. Surprise is lost, but Security Traps are disabled.
  • If security is not disabled, players must roll a trap roll each turn. On 1-3, the player is immediately attacked by a Security Trap. Turn is not lost.

Security Traps

Name/Roll Description
1. Goo Mine The floor clicks, and with a 'pop', goo explodes out from under your feet! Goo Grenade hits 1d3 GM-chosen players [must include triggering player], roll evade as normal.
2. Sentry Gun You activate a Sentry Gun, which fires on you. Resolve 1d2 Goo Gun attacks on that player.
3. Stungun Player is affected by a Stun Blast The gun rolls only 1d20 for contested, though.

Retribution

  • The lights are on here, and the power as well, allowing the Alien Leader to use his Defense Traps regardless of previous player actions.
  • Enemy party is Alien Leader and number of Aliens one less than party size.
  • Any player who reaches 0HP while Laminated by Defense Trap or Science Table is immediately packaged off into the ship's holds, unable to be revived.
  • When the Alien Leader is defeated, all the Aliens permanently lose their Energy Shields, and get -2 to hit.