GAME MASTER'S GUIDE
Complete guide to running Mega Man X: Rogue Mission campaigns
TABLE OF CONTENTS
- 1. Introduction to GMing
- 2. Session Structure & Flow
- 3. Stage Generation System
- 4. Combat Encounter Design
- 5. Boss Battle Design
- 6. Reward & Progression Balance
- 7. Difficulty Scaling
- 8. Narrative & Storytelling
- 9. Player Management
- 10. Advanced GM Techniques
- 11. Quick Reference Sheets
- 12. Sample Adventures
- 13. Troubleshooting
- 14. Appendices
1. INTRODUCTION TO GMING
As Game Master, you are the stage designer, enemy controller, narrator, and storyteller of the Maverick Hunt.
- Rulebook & Bestiary
- Dice set (d4, d6, d8, d10, d12, d20)
- 7×7 grid map
- Room tiles/cards
- Enemy tokens/miniatures
- Player character sheets
YOUR ROLE AS GM:
As Game Master, you are:
- Stage Designer: Creating the 7×7 grid layouts
- Enemy Controller: Running all hostile forces
- Narrator: Describing the world and events
- Judge: Interpreting rules and dice results
- Storyteller: Advancing the Maverick Hunt plot
ESSENTIAL TOOLS (Extended):
- Rulebook & Bestiary
- Dice set (d4, d6, d8, d10, d12, d20)
- 7×7 grid map (physical or digital)
- Room tiles/cards
- Enemy tokens/miniatures
- Player character sheets
- GM screen (optional but helpful)
- Session notes/planner
BEFORE FIRST SESSION:
✓ Prepare 1-2 Maverick stages
✓ Print character sheets for X/Zero
✓ Set up your physical/digital table
✓ Have extra dice for players
✓ Prepare introductory story hook
GM PHILOSOPHY FOR MEGA MAN X:
- Keep combat fast and tactical
- Emphasize player choice in stage order
- Reward clever use of Maverick weapons
- Create dramatic boss battles
- Maintain the "one more try" feeling of the games
2. SESSION STRUCTURE & FLOW
STANDARD SESSION (3-4 HOURS):
- Introduction (10-15 min): Recap, mission briefing, stage context
- Exploration Phase (60-90 min): 7×7 grid navigation, room encounters
- Boss Battle (45-60 min): Maverick fight with phases
- Downtime (15-20 min): Level up, shop, story progression
STANDARD SESSION (3-4 HOURS) - Detailed:
- Recap previous session
- Present mission briefing
- Set stage context and theme
Part 2: Exploration Phase (60-90 min)
- Players navigate 7×7 grid
- Room-by-room encounters
- Treasure/upgrade discovery
- Checkpoint activation
Part 3: Boss Battle (45-60 min)
- Maverick introduction
- Multi-phase combat
- Weakness exploitation
- Victory rewards
Part 4: Downtime (15-20 min)
- Level up if earned
- Shop/upgrade purchases
- Story progression
- Next mission planning
CAMPAIGN ARC STRUCTURE:
- Session 1: Introduction + First Maverick
- Sessions 2-7: 6 Mavericks (player choice)
- Session 8: Final Maverick + Hadouken unlock
Arc 2: Sigma's Fortress (Sessions 9-11)
- Session 9: Velgaurder (Stage 1)
- Session 10: Sigma w/ Saber (Stage 2)
- Session 11: Digital Sigma (Stage 3)
Arc 3: New Game+ (Optional)
- Increased difficulty
- Secret bosses
- Ultimate challenges
SESSION CHECKLIST:
[ ] Stage map prepared
[ ] Enemy stats ready
[ ] Special events planned
[ ] Rewards determined
[ ] Story notes updated
DURING SESSION:
[ ] Track player resources
[ ] Monitor enemy HP
[ ] Record key decisions
[ ] Note XP earned
[ ] Track time remaining
AFTER SESSION:
[ ] Award XP and level ups
[ ] Distribute loot
[ ] Update campaign log
[ ] Gather player feedback
[ ] Plan next session
3. STAGE GENERATION SYSTEM
7×7 GRID PROCEDURE:
Step 2: Boss Room (Random in Columns 6-7) → "B"
Step 3: Main Path (5-9 rooms connecting S to B)
Step 4: Special Rooms (Place in empty spaces):
- 1 Capsule Room (C): Dr. Light upgrade
- 2 Checkpoint Rooms (K): Activate both nodes to unlock Boss Room
- 3-6 Enemy Rooms (E): Combat
- 2-4 Treasure Rooms (T): Items
- 1 Miniboss Room (M): Strong enemy + Gold Hyperchip
- 1 Recovery Room (R): Full HP/ENG restore
Step 5: Fill remaining with Empty (.) or Enemy (E)
7×7 GRID GENERATION PROCEDURE (Detailed):
- Place at column 1, row 4 (center left)
- Mark as "S" - Safe zone
Step 2: Boss Room
- Roll d6 for column: 5-6 (columns 6 or 7)
- Roll d6 for row: 1-6 (avoid edges)
- Mark as "B" - Boss chamber
Step 3: Main Path
- Draw path from Start to Boss
- Minimum 5 rooms, maximum 9 rooms
- Can be straight, zigzag, or L-shaped
Step 4: Special Rooms (Place in empty spaces)
- 1 Capsule Room (C): Dr. Light capsule
- 2 Checkpoint Rooms (K): Save points
- 3-6 Enemy Rooms (E): Combat encounters
- 2-4 Treasure Rooms (T): Items/rewards
- 1 Miniboss Room (M): Strong enemy + Gold Hyperchip chance
- 1 Recovery Room (R): Full HP/ENG restore
Step 5: Fill Remaining Spaces
- Empty Rooms (.): 40% of remaining
- Enemy Rooms (E): 40% of remaining
- Hazard Rooms (H): 20% of remaining
ROOM TYPE KEY:
. = Empty (nothing)
E = Enemy (combat encounter)
B = Boss (Maverick)
C = Capsule (upgrade)
T = Treasure (item)
M = Miniboss (strong enemy)
R = Recovery (healing)
K = Checkpoint (save)
H = Hazard (environmental danger)
EXAMPLE STAGE GENERATION:
Main Path: S-(2,4)-(3,4)-(4,4)-(5,4)-(6,4)-(6,3)
Special Rooms:
- C at (2,2)
- K at (3,6) and (5,2)
- M at (4,6)
- R at (6,6)
Fill: 4 E rooms, 3 T rooms, 2 H rooms
ADVANCED ROOM EFFECTS:
Empty Room Variations (roll d6):
- Hidden passage (connects to another room)
- Environmental storytelling
- Minor treasure (1d6 Zenny)
- Hint about boss weakness
- Broken machinery (flavor)
- Nothing
Treasure Room Contents (roll d6):
- Med Chip x2
- Energy Tank x1
- 50-100 Zenny
- Random uncommon item
- Upgrade material
- Special weapon chip
Hazard Room Effects (roll d6):
- Lava floor (3 damage per turn)
- Electrical field (stun chance)
- Strong winds (movement -1)
- Poison gas (1 damage per turn)
- Ice floor (1-in-3 chance to slip)
- Spikes (2 damage when entered)
4. COMBAT ENCOUNTER DESIGN
ENCOUNTER BALANCE FORMULA (for 3 Players):
| Difficulty | Total Enemy HP | Total Enemy ATK | Recommended For |
|---|---|---|---|
| Easy | ≤ 30 | ≤ 12 | Level 1-2 |
| Medium | 31-50 | 13-20 | Level 3-4 |
| Hard | 51-80 | 21-30 | Level 5-7 |
| Extreme | 81+ | 31+ | Level 8+ |
1 Player: ×0.5 | 2 Players: ×0.75 | 3 Players: ×1.0 | 4 Players: ×1.25
ENEMY COMPOSITION GUIDELINES:
Small Room (2 enemies max):
- 2 Standard enemies, or
- 1 Standard + 1 Support, or
- 1 Strong enemy
Medium Room (4 enemies max):
- 3 Standard + 1 Support, or
- 2 Strong + 2 Standard, or
- 1 Miniboss + 2 Standard
Large Room (8 enemies max):
- Mix of types, include hazards
- Consider action economy
- Add environmental factors
ENEMY ROLES IN COMBAT:
- Frontline (40% of encounter): High HP/DEF, Engage players directly (Examples: Hard Mets, Shield Guard)
- Damage Dealers (30% of encounter): High ATK, Ranged or melee specialists (Examples: Fire Mets, Laser Turret)
- Support (20% of encounter): Healers/buffers, Status effect appliers (Examples: Sigma Guardian, Venom Plant)
- Controllers (10% of encounter): Movement restriction, Environmental manipulation (Examples: Bubble Blower, Wind Rider)
ENCOUNTER TERRAIN IDEAS:
Industrial Stage:
- Conveyor belts (move characters)
- Crates (cover, +2 DEF)
- Steam vents (damage when standing on)
- Control panels (can be hacked)
Natural Stage:
- Water (aquatic bonuses)
- Cliffs (ranged advantage)
- Dense foliage (cover, stealth)
- Unstable ground (collapse chance)
High-Tech Stage:
- Force fields (block movement)
- Teleport pads
- Energy conduits (explode when hit)
- Hologram projectors (create illusions)
COMBAT PACING TIPS:
- Keep turns under 60 seconds each
- Pre-roll enemy initiatives
- Use status effect tokens
- Have damage formulas ready
- Use a visible initiative tracker
- Set a timer for decision-making
5. BOSS BATTLE DESIGN
MAVERICK BOSS TEMPLATE:
ATK: 12 + (2 × Player Average Level)
DEF: 8 + (1 × Player Average Level)
SPD: 10 + (1 × Player Average Level)
EXP: 100 + (25 × Level)
MAVERICK BOSS TEMPLATE (Extended):
ATK: 12 + (2 × Player Average Level)
DEF: 8 + (1 × Player Average Level)
SPD: 10 + (1 × Player Average Level)
Special Ability: Every 3 turns
Weakness Weapon: +5 damage
Resistance: -5 damage from opposite element
EXP: 100 + (25 × Level)
BOSS PHASE STRUCTURE:
- Phase 1 (100%-75%): Standard pattern, 1 special, may summon
- Phase 2 (74%-50%): More aggressive, 2 specials, environmental changes
- Phase 3 (49%-25%): Desperate attacks, 3 specials, arena hazards
- Phase 4 (24%-0%): Final stand, ultimate attack, weakness exposed
PHASE STRUCTURE (Detailed):
- Standard attack pattern
- 1 special ability
- Summon minions if appropriate
Phase 2 (74%-50% HP):
- More aggressive
- 2 special abilities
- Environmental changes
- Minion reinforcements
Phase 3 (49%-25% HP):
- Desperate attacks
- 3 special abilities
- Arena hazards activate
- Boss gains enrage (+2 ATK)
Phase 4 (24%-0% HP):
- Final stand
- Ultimate attack
- Weakness exposed
- Dramatic finish opportunity
BOSS ARENA DESIGN:
Standard Arena (5×5 grid):
- Center: Boss starting position
- Corners: Player starting positions
- Edges: Environmental features
- Cover: 2-4 pieces of destructible cover
Interactive Elements:
- Destructible platforms
- Moving hazards
- Power-ups that spawn
- Stage-specific mechanics
Example: Chill Penguin Arena
- Ice floor (1-in-3 slip chance)
- Icicles fall from ceiling (2 damage)
- Frozen pillars (can be shattered for cover)
- Snow piles (slow movement)
BOSS AI PATTERNS:
- Aggressive Pattern (Storm Eagle): Always attacks nearest player, Uses area attacks when grouped, Pursues low HP targets, Rarely defends
- Defensive Pattern (Armored Armadillo): Defends every other turn, Attacks when players close, Uses cover effectively, Counter-attacks when hit
- Tactical Pattern (Boomer Kuwanger): Teleports to advantageous positions, Separates party members, Focuses on support players, Uses hit-and-run tactics
- Unpredictable Pattern (Spark Mandrill): Random target selection, Varies attack types, Changes behavior each phase, Uses environment unpredictably
CLIMACTIC BOSS MOMENTS:
- Introduction Cutscene: Describe boss entrance, Establish personality, Hint at weakness
- Phase Transition: Environmental change, New attack patterns, Dramatic dialogue
- Final Blow: Player describes finishing move, Boss defeat animation, Aftermath scene
- Reward Sequence: Weapon acquisition scene, XP/Loot distribution, Story progression
6. REWARD & PROGRESSION BALANCE
XP AWARD GUIDELINES (Per Session):
- Completion: 50 XP
- Per combat encounter: 10-20 XP
- Per miniboss: 30-40 XP
- Per boss: 100 XP
- Bonus objectives: 10-25 XP
Target: 150-200 XP per session (Level up every 2-3 sessions)
ENEMY XP VALUES:
- Common Enemy: 10 + (Level × 2)
- Uncommon Enemy: 15 + (Level × 3)
- Rare Enemy: 20 + (Level × 4)
- Miniboss: 50 + (Level × 10)
- Boss: 100 + (Level × 25)
LOOT DISTRIBUTION (Per Session):
1-2 Energy Tanks
1 Sub-Tank
200-500💰 Zenny
1-2 upgrade materials
20% chance for rare item
Treasure Room Rewards (roll d6):
- Common items (Med Chip x2, 50 Zenny)
- Common items (Med Chip x2, 50 Zenny)
- Uncommon items (Energy Tank, Sub-Tank)
- Uncommon items (Energy Tank, Sub-Tank)
- Rare item (Large Sub-Tank, Attack Booster)
- Special (Upgrade material, unique item)
GOLD HYPERCHIP ACQUISITION:
- Minibosses: 1-in-5 chance (d6 roll ≤ 2)
- Hidden rooms: 1-in-10 chance
- Bonus objectives: Guaranteed if completed
- Sigma Fortress: 1 guaranteed per stage
Total per campaign: 8-12 available
Required for Gold Armor: 4
UPGRADE PROGRESSION TIMELINE:
- Level 1-3: Basic upgrades available
- Level 4-6: Intermediate upgrades
- Level 7-9: Advanced upgrades
- Level 10+: Ultimate upgrades
- Post-game: Gold Armor requirements
SHOP PRICING GUIDE:
- Med Chip: 20 Zenny
- Energy Tank: 50 Zenny
- Sub-Tank: 100 Zenny
- Large Sub-Tank: 200 Zenny
- Attack Booster: 150 Zenny
- Defense Booster: 150 Zenny
- Upgrade Material: 300 Zenny
- Special Weapons: 500+ Zenny
Expected Zenny per session: 300-600
7. DIFFICULTY SCALING
| Level | Enemy Stats | Healing Items | Boss Specials | Checkpoints |
|---|---|---|---|---|
| Easy | ×0.8 | +50% | Every 3 turns | Restore HP/ENG |
| Normal | ×1.0 | Standard | Every 3 turns | Save only |
| Hard | ×1.2 | -25% | Every 2 turns | Save only |
| Expert | ×1.5 | -50% | Every turn | No healing |
DIFFICULTY LEVELS (Detailed):
Easy (New Players):
- Enemy HP ×0.8
- Enemy ATK ×0.8
- +50% healing items
- Bosses have 3 phases instead of 4
- Checkpoints restore HP/ENG
Normal (Standard):
- As written in rules
- Balanced challenge
- Recommended for experienced RPG players
Hard (Veterans):
- Enemy HP ×1.2
- Enemy ATK ×1.2
- -25% healing items
- Bosses use specials every 2 turns
- Checkpoints only save progress
Expert (Masters):
- Enemy HP ×1.5
- Enemy ATK ×1.5
- -50% healing items
- Bosses use specials every turn
- No checkpoint healing
- Limited continues
DYNAMIC DIFFICULTY ADJUSTMENT:
If players are struggling:
- Reduce enemy HP by 10%
- Add extra healing items to next room
- Provide hint about boss weakness
- Allow retry without XP penalty
If players are dominating:
- Add 1-2 extra enemies to encounters
- Increase boss HP by 15%
- Reduce item drops
- Add environmental hazards
PARTY SIZE BALANCING:
- 1 Player (Solo Run): Enemy count ×0.5, Extra healing items, Boss HP ×0.75, Allow NPC support option
- 2 Players (Duo): Enemy count ×0.75, Standard balance, Consider complementary characters
- 3 Players (Standard Party): Rules as written, Balanced for most groups
- 4 Players (Full Team): Enemy count ×1.25, Boss HP ×1.25, More area attacks from enemies, Consider action economy
PLAYER LEVEL PROGRESSION:
Expected Level by Session:
- Session 1: Level 2
- Session 3: Level 3-4
- Session 6: Level 5-6
- Session 8: Level 7-8
- Session 11: Level 9-10
- Post-game: Level 11+
Adjust encounters if players are:
- Under-leveled: Reduce enemy ATK by 1 per level difference
- Over-leveled: Add +1 enemy or +10% HP per level difference
8. NARRATIVE & STORYTELLING
CAMPAIGN OVERVIEW:
- Prologue: Maverick Uprising, Sigma's virus spreads
- Act 1 (Sessions 1-8): The Eight Mavericks
- Act 2 (Sessions 9-11): Sigma's Fortress
- Epilogue: Aftermath, sequel hooks
CAMPAIGN OVERVIEW (Detailed):
- Sigma's virus spreads
- Reploids turn violent
- X and Zero activated
- First mission briefing
Act 1: The Eight Mavericks
- Each has unique motivation
- Connected to Sigma's plan
- Players choose order
- Uncover larger conspiracy
Act 2: Sigma's Gambit
- Fortress assault
- True villain revealed
- Ultimate weapon threat
- Final confrontation
Epilogue: Aftermath
- World saved
- Hunter legacy
- Sequel hooks
- Character resolutions
MAVERICK PERSONALITIES:
- Chill Penguin: Arrogant, cold, calculating
- Spark Mandrill: Volatile, impulsive, powerful
- Armored Armadillo: Stoic, defensive, honorable
- Launch Octopus: Deceptive, fluid, adaptable
- Boomer Kuwanger: Precise, patient, deadly
- Sting Chameleon: Stealthy, venomous, cunning
- Storm Eagle: Noble, aerial, strategic
- Flame Mammoth: Brash, destructive, overwhelming
CHARACTER VOICES:
- X: Idealistic, determined, compassionate
- Zero: Confident, focused, mysterious
- Sigma: Charismatic, manipulative, grandiose
- Dr. Cain: Wise, concerned, fatherly
- Mavericks: Each with distinct personality
STORY BEATS PER SESSION:
Opening:
- Mission briefing from Dr. Cain
- Stage context
- Maverick introduction
- Player motivations
Mid-Session:
- Environmental storytelling
- Data log discoveries
- Foreshadowing
- Character moments
Pre-Boss:
- Maverick dialogue
- Final challenge setup
- Weakness hint
- Dramatic tension
Post-Boss:
- Defeat scene
- Weapon acquisition
- Story revelation
- Next target tease
ENDING SCENES:
Victory:
- Boss defeated
- Area secured
- Return to base
- Briefing for next mission
Defeat (Continue):
- Hunter down
- Emergency revive
- Loss penalty (XP/items)
- Retry opportunity
Campaign End:
- Sigma defeated
- World saved
- Character resolutions
- Epilogue scene
DIALOGUE TECHNIQUES:
Boss Introductions:
- Memorable one-liner
- Reveal motivation
- Challenge players
- Establish personality
Data Logs (Environmental Story):
- Scientist notes
- Security logs
- Personal journals
- Historical records
Radio Communications:
- Dr. Cain updates
- Distress signals
- Intel discoveries
- Plot advancements
9. PLAYER MANAGEMENT
PLAYER ARCHETYPES:
- The Tactician: Likes strategy, planning, puzzles
- The Power Gamer: Focuses on optimization, big numbers
- The Storyteller: Cares about narrative, character moments
- The Explorer: Wants to see everything, loves secrets
PLAYER ARCHETYPES (Detailed):
- The Tactician: Likes strategic combat, Plans moves carefully, Enjoys puzzle-solving, Support with complex encounters
- The Power Gamer: Focuses on optimization, Loves big numbers, Seeks powerful upgrades, Provide challenging combat
- The Storyteller: Cares about narrative, Engages with NPCs, Creates character backstory, Include roleplaying opportunities
- The Explorer: Wants to see everything, Checks all rooms, Loves secrets, Hide optional content
CHARACTER CREATION GUIDE:
Step 1: Choose Hunter
- X: Balanced, ranged, weapon collection
- Zero: Melee, combos, high damage
- Custom (optional): Use X template with different weapon focus
Step 2: Explain Core Mechanics
- HP/ENG management
- Action economy
- Weakness system
- Charge/Combo mechanics
Step 3: Set Expectations
- Tactical combat
- Resource management
- Exploration rewards
- Death/continue system
Step 4: Character Bonds
- X and Zero's partnership
- Hunter team dynamics
- Personal motivations
- Roleplaying opportunities
SESSION ZERO CHECKLIST:
[ ] Character creation
[ ] Campaign premise
[ ] Safety tools discussed
[ ] Scheduling established
[ ] Playstyle preferences
[ ] House rules clarified
[ ] First session planned
• Analysis Paralysis: Set time limits, suggest options
• Rules Disputes: Make ruling, discuss later
• Dominant Player: Direct questions to others
• Disengaged Player: Check in, adjust content
ADDRESSING PLAYER ISSUES (Detailed):
Analysis Paralysis:
- Set time limits for turns
- Suggest default actions
- Provide clear options
- Use visual aids
Rules Disputes:
- Make ruling, discuss later
- Keep game flowing
- Note issue for post-session
- Be consistent
Dominant Player:
- Direct questions to others
- Create situations for all
- Use private communication
- Encourage teamwork
Disengaged Player:
- Check in privately
- Adjust content to interests
- Give spotlight moments
- Ensure comfort level
GROUP DYNAMICS:
Cooperative Play:
- Emphasize teamwork
- Reward group tactics
- Shared resources
- Combined abilities
Competitive Play:
- Individual achievements
- Speed run challenges
- High score tracking
- Personal upgrades
Casual Play:
- Focus on fun
- Flexible rules
- More healing items
- Story emphasis
Hardcore Play:
- Strict rules
- Limited resources
- Permanent consequences
- High difficulty
10. ADVANCED GM TECHNIQUES
SECRETS & OPTIONAL CONTENT:
- Hidden Rooms: 1-2 per stage, require exploration
- Easter Eggs: Series references, secret messages
- Bonus Objectives: Speed runs, no damage, rescues
- Unlockable Content: Alternate costumes, new modes
SECRETS & OPTIONAL CONTENT (Detailed):
Hidden Rooms:
- 1-2 per stage
- Require exploration
- Contain rare rewards
- May have puzzles
Easter Eggs:
- Series references
- Developer nods
- Secret messages
- Alternate paths
Bonus Objectives:
- Speed run challenges
- No damage runs
- Specific weapon use
- Rescue missions
Unlockable Content:
- Alternate costumes
- New game modes
- Sound test
- Art gallery
PROCEDURAL GENERATION TIPS:
Stage Variety:
- Mix room types
- Vary path layouts
- Include secret areas
- Thematic consistency
Enemy Placement:
- Logical groupings
- Defensible positions
- Ambush opportunities
- Patrol patterns
Dynamic Events:
- Random encounters table
- Environmental changes
- Time-based events
- Player-triggered sequences
ADAPTING VIDEO GAME MECHANICS:
- Wall Jumping: SPD check, bypass obstacles
- Dashing: Bonus movement, avoid attacks
- Power-ups: Temporary buffs, strategic timing
- Boss Patterns: Telegraphing, safe zones
ADAPTING VIDEO GAME MECHANICS (Detailed):
Wall Jumping:
- Movement ability
- Requires SPD check
- Bypass obstacles
- Positioning advantage
Dashing:
- Bonus movement
- Avoid attacks
- Traversal puzzles
- Combat maneuver
Power-ups:
- Temporary buffs
- Strategic timing
- Limited availability
- Visual indicators
Boss Patterns:
- Telltale animations
- Safe zones
- Attack telegraphing
- Pattern recognition
CUSTOM CONTENT CREATION:
New Enemies:
- Start with existing template
- Modify stats slightly
- Add unique ability
- Test balance
New Stages:
- Choose theme
- Design boss first
- Create enemy roster
- Build layout
New Weapons:
- Elemental type
- Unique effect
- Balanced cost
- Visual description
Homebrew Rules:
- Document clearly
- Test thoroughly
- Get player buy-in
- Be ready to adjust
TIME MANAGEMENT TECHNIQUES:
Pacing Tools:
- Visual timer
- Encounter budget
- Skip-able content
- Fast-forward option
Session Planning:
- Essential content first
- Optional content after
- Cliffhanger endings
- Natural break points
Improvisation Tips:
- Pre-generated lists
- Flexible encounters
- Modular content
- Player-driven focus
DEATH & CONTINUE SYSTEM:
Standard Rules:
- Defeat = lose 10% XP
- Restart at checkpoint
- Enemies respawn
- Keep items
Alternative Options:
- No penalty (casual)
- Item loss (hardcore)
- Time penalty
- Narrative consequence
Continue Limits:
- Unlimited (beginner)
- 3 continues (standard)
- 1 continue (challenge)
- No continues (expert)
1. Fun comes first
2. Be prepared, but flexible
3. Know your players
4. Learn from each session
5. Everyone contributes to the story
6. It's okay to make mistakes
7. Communication is key
8. Celebrate victories
9. Remember why you play
10. Keep getting better
11. QUICK REFERENCE SHEETS
COMBAT QUICK REFERENCE:
Attack: d20 + ATK vs 10+Enemy SPD
Hit: Roll ≥ Target Number
Damage: Weapon Die + ATK - (Enemy DEF/2)
Critical: d6 roll of 6 (or natural 20)
Minimum Damage: 1
ACTION ECONOMY:
1. Move: Up to SPD squares
2. Action: Attack/Item/Ability
3. Bonus: Charge/Combo/Quick Item
Actions Available:
- Basic Attack (0 ENG)
- Special Attack (5-8 ENG)
- Defend (half next damage)
- Use Item
- Retreat (provokes attack)
STATUS EFFECTS SUMMARY:
Stunned: Skip turn (d6 ≤ 2)
Burning: 3 damage/turn (3 turns)
Def Up: DEF +2 (1 turn)
Barrier: Blocks 2 attacks
BOSS WEAKNESS CHART:
Spark Mandrill → Shotgun Ice (+5)
Armored Armadillo → Electric Spark (+5)
Launch Octopus → Rolling Shield (+5)
Boomer Kuwanger → Homing Torpedo (+5)
Sting Chameleon → Boomerang Cutter (+5)
Storm Eagle → Chameleon Sting (+5)
Flame Mammoth → Storm Tornado (+5)
Digital Sigma → All weapons (+5)
ENCOUNTER DIFFICULTY CALCULATOR:
Medium: (HP 31-50) + (ATK 13-20)
Hard: (HP 51-80) + (ATK 21-30)
Extreme: (HP 81+) + (ATK 31+)
Adjust for party size:
1P ×0.5 | 2P ×0.75 | 3P ×1.0 | 4P ×1.25
XP AWARDS:
Uncommon: 15 + (Lvl × 3)
Rare: 20 + (Lvl × 4)
Miniboss: 50 + (Lvl × 10)
Boss: 100 + (Lvl × 25)
LEVEL UP REQUIREMENTS:
Level 3: 200 XP
Level 4: 300 XP
Level 5: 400 XP
Level 6: 500 XP
Level 7: 600 XP
Level 8: 700 XP
Level 9: 800 XP
Level 10: 900 XP
Each level: Current Level × 100
12. SAMPLE ADVENTURES
SAMPLE SESSION 1: "FIRST HUNT"
Level: 1-2
Maverick: Chill Penguin
Theme: Ice Cavern infiltration
Part 1: Introduction (15 min)
- Dr. Cain briefing: "Penguin attacking energy facility"
- Hunter deployment
- Stage entrance: Frozen cave mouth
Part 2: Exploration (90 min)
Rooms:
1. Start: Cave entrance
2. Enemy: 2 Snow Riders
3. Empty: Frozen machinery
4. Treasure: Med Chip x2
5. Enemy: 1 Ice Turret + 2 Penguins
6. Checkpoint: Save point
7. Miniboss: Blizzard Buffalo
8. Capsule: Leg Upgrade (SPD+2)
9. Recovery: Hot springs
10. Boss: Chill Penguin
Part 3: Boss Battle (45 min)
Phase 1: Standard attacks, ice shards
Phase 2: Blizzard attack, summons Penguins
Phase 3: Arena freezes, slippery floor
Phase 4: Desperate charge, weak to fire
Part 4: Conclusion (15 min)
- Defeat scene: Penguin frozen solid
- Weapon acquisition: Shotgun Ice
- Return to base
- Next target hint: Spark Mandrill
SAMPLE SESSION 5: "VOLCANIC SHOWDOWN"
Level: 4-5
Maverick: Flame Mammoth
Theme: Factory meltdown crisis
Special Mechanics:
- Lava rising each turn
- Overheat status
- Coolant canisters (environmental)
- Timed escape sequence
SAMPLE FINALE: "SIGMA'S LAST STAND"
Level: 9-10
Location: Digital Sigma Core
Multi-phase Battle:
1. Virus forms (swarm combat)
2. Core exposure (puzzle phase)
3. Final form (ultimate battle)
4. Escape sequence (timed)
REWARD STRUCTURE EXAMPLES:
Small Encounter (2 common enemies):
- XP: 20-30
- Loot: 50% chance Med Chip
- Zenny: 20-50
Miniboss Encounter:
- XP: 50-70
- Loot: Sub-Tank
- Zenny: 100-200
- Special: 20% Gold Hyperchip
Boss Encounter:
- XP: 100-150
- Loot: Maverick Weapon + Energy Capsule
- Zenny: 300-500
- Story: Major progression
13. TROUBLESHOOTING
COMMON ISSUES & SOLUTIONS:
Solution: Use timers, pre-roll, streamline turns
Problem: Players stuck
Solution: Provide hint, alternative path, NPC help
Problem: Balance issues
Solution: Adjust on fly, add/remove enemies, modify HP
Problem: Rules confusion
Solution: Make ruling, note for later, be consistent
Problem: Player conflict
Solution: Pause game, discuss, establish boundaries
Problem: Scheduling conflicts
Solution: Have backup players, continue with partial group, one-shots
BALANCE ADJUSTMENTS:
Too Easy:
- Add +1 enemy
- Increase HP by 10%
- Reduce healing drops
- Add environmental hazard
Too Hard:
- Remove 1 enemy
- Decrease HP by 10%
- Add healing item
- Provide tactical advantage
Player Death Frequency:
- High: Add checkpoints, more healing, lower difficulty
- Low: Increase challenge, add time pressure, reduce resources
TIME MANAGEMENT ISSUES:
Running Long:
- Skip optional content
- Fast-forward travel
- Summarize instead of roleplay
- Save complex encounters for next session
Running Short:
- Add random encounter
- Include puzzle room
- Expand roleplaying
- Add exploration content
PLAYER ENGAGEMENT:
Bored Players:
- Personal story moments
- Specialized challenges
- Unique rewards
- Increased difficulty
Overwhelmed Players:
- Simplify options
- Clear objectives
- Guided assistance
- Reduced pressure
DISPUTE RESOLUTION:
Rules Disagreements:
- GM makes final call
- Discuss after session
- Research together
- House rule if needed
Player Conflicts:
- Open discussion
- Mediate if needed
- Establish boundaries
- Consider group dynamics
Campaign Issues:
- Check-in with players
- Adjust direction
- Offer restart if needed
- Learn for next campaign
14. APPENDICES
APPENDIX A: RANDOM ENCOUNTER TABLES
Wilderness (d6):
- 2 Common enemies
- 1 Strong enemy
- Environmental hazard
- Treasure discovery
- NPC encounter
- Special event
Urban (d6):
- Security forces
- Civilian distress
- Surveillance
- Black market
- Information broker
- Maverick sighting
Fortress (d6):
- Patrol squad
- Defense turret
- Security system
- Experiment gone wrong
- Prisoner rescue
- Sigma manifestation
APPENDIX B: NPC ROSTER
Allies:
- Dr. Cain: Scientist, mission control
- Hunter HQ Staff: Support team
- Reploid Civilians: Rescue targets
- Other Hunters: Rival/ally cameos
Enemies:
- Maverick Bosses: 8 primary antagonists
- Sigma Forces: Endgame enemies
- Corrupted Hunters: Former allies
- Security Systems: Automated defenses
Neutrals:
- Black Marketeer: Sells rare items
- Information Broker: Sells secrets
- Wounded Hunter: Side quest giver
- Mysterious Stranger: Plot advancement
APPENDIX C: SAMPLE DIALOGUE
"X, Zero - we've detected Maverick activity at the location. Be careful, and remember: exploit their weaknesses. Good hunting."
Boss Introduction (Chill Penguin):
"So, the famous Maverick Hunters. Let's see how you handle absolute zero!"
Victory Scene:
"The Maverick has been neutralized. Downloading weapon data... Transfer complete. Return to base for debriefing."
Defeat Scene:
"Emergency systems engaged. Reviving Hunters... Continue? (Y/N)"
APPENDIX D: CAMPAIGN TRACKER
Session Log Template:
Players: ______
Session #: ______
Maverick Defeated: ______
XP Awarded: ______
Loot Distributed: ______
Story Progress: ______
Notes: ______
Campaign Progress:
[ ] Spark Mandrill
[ ] Armored Armadillo
[ ] Launch Octopus
[ ] Boomer Kuwanger
[ ] Sting Chameleon
[ ] Storm Eagle
[ ] Flame Mammoth
[ ] Sigma Fortress 1
[ ] Sigma Fortress 2
[ ] Sigma Fortress 3
Player Progress:
Gold Hyperchips: ______/4
Upgrades: ______
Special Weapons: ______
Notable Items: ______
APPENDIX E: EMERGENCY CONTENT
Quick Encounters (5 minutes):
- 2 Common enemies
- Simple terrain
- Straightforward objective
Quick Puzzles (10 minutes):
- Lock mechanism
- Pattern recognition
- Environmental manipulation
Quick Roleplay (15 minutes):
- NPC interaction
- Information gathering
- Moral choice
When Players Go Off Rails:
- Have 2-3 generic encounters ready
- Improvise based on their interests
- Redirect toward main plot naturally
- Use NPCs to guide back
WHEN THINGS GO WRONG:
Total Party Wipe:
- Continue system
- Narrative consequence
- Reduced rewards
- Learning opportunity
Broken Balance:
- Adjust next encounter
- Add/remove resources
- Provide alternative solution
- Discuss with players
Lost Interest:
- Change pace
- Introduce new element
- Character spotlight
- Ask for feedback
Technical Issues:
- Have backup plans
- Physical alternatives
- Simplified rules
- Focus on storytelling
Remember: You're not just a referee - you're creating an experience.
Make it memorable, make it challenging, make it fun.
Happy hunting, Game Master!
QUICK REFERENCE
SESSION CHECKLIST:
[ ] Stage map prepared
[ ] Enemy stats ready
[ ] Special events planned
[ ] Rewards determined
[ ] Story notes updated DURING SESSION:
[ ] Track player resources
[ ] Monitor enemy HP
[ ] Record key decisions
[ ] Note XP earned
[ ] Track time AFTER SESSION:
[ ] Award XP and level ups
[ ] Distribute loot
[ ] Update campaign log
[ ] Gather player feedback
[ ] Plan next session