Lich Master is created to automate some of the tedious processes while running a role-playing game. One of the most tedious and most necessary components is creating adversaries for the player to fight. The component that solves this is the adversary editor.
Above is the basic layout, you can enter stats with ease that can be read into encounters (more on that in a moment). Each add button can take you to a relevant menu. Skills, for example, are selected from a drop-down list. The drop-down list is created based on your setting. The setting is decided by you the user. The options available to you are further defined by what type of adversary you want your players to face. In Genesys, there are three types of adversaries. You have options for: expendable grunts (called minions), your on-par to the player lieutenants (called rivals), and the antagonist of the story (called nemeses). Each of these types have slightly different options and need to be accounted for. Rivals and nemeses have ranks to their skills. A rank ranges from 1 to 5 and determines how competent a player or NPC (non-player character) is in that category. Minions take their skills as a group.
After skills, talents are also defined by the setting. Genesys is a generic system. You can tell a cold-war tale of espionage where your players are trapped behind enemy lines. You can have a high seas adventure where players find themselves washed ashore on a cursed island. The example I use is set in a medieval fantasy setting with elves and magic. The setting is where the game takes place. Talents are special abilities a character has. They could be a renowned inventor and craft useful items more easily. They could be blessed by an ancient deity and summon a fireball once per combat. Abilities also act as extra features. The difference is in access. All players have access to talents. A perfectly balanced game isn’t necessarily a fun or exciting one. Sometimes you want your players to run in fear when the elder god finally awakens. Abilities are extra features that are granted only to the adversaries you create and are custom tailored to the individual adversary. Because abilities are created on the spot this way, their input is rather simple. A menu takes you to spot for the name then the description.
Talents are different. Since these are available to the players as well, there is a huge list of them.
I’ve only listed a couple for testing purposes, but since these are repeated they come into the program already loaded. The user just has to select what they want. If the user wants to add new talents this is controlled under setting creation which will be detailed later.
The final section is probably the most important. Adversaries will carry equipment. Equipment can be divided into two types:
Gear is pretty much anything that isn’t a weapon. Gear description functions as a reminder to the GM (user, host running the game). Weapons though effect dice rolls and combat. Both of those are aspect that are automated by Lich Master.
Let’s create a weapon.
I’ve punched in a few values. The qualities are inserted with a drop down menu on the right. Certain qualities have a rank to them. A rank, in Genesys, denotes how powerful something is. Pierce determines how much armor this weapon can punch through. Knockdown simply exists. Either a weapon can knock someone down or it cannot so no rank is needed. As soon as you select a quality with a rank a prompt asks you what the rank is. If you select a quality without a rank, the quality is automatically inserted.
Here is our finished rival. We’ll see how this adversary is used when we explore sessions next.