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7. Encounters

Saffron edited this page May 8, 2023 · 41 revisions

Start of the Encounter

At the start you can choose between three actions:

  • Attack.
  • Talk.
  • Escape.

Attack

Will start the combat, starting by rolling the initiative.

Talk

Allows a character to attempt to persuade an enemy to either join their party or to leave the combat situation without violence. Can only be used with enemies with an Intellect ability score of 10 or more.

The character must pass an Intellect check in order to successfully talk to them. The difficulty is 10 + the target's Intellect modifier. If the roll is successful, the enemy will either join the party or leave the combat and the encounter is resolved without violence.

If the roll is unsuccessful, the enemy will not be affected by the talk action and the combat continues as normal. The character can try to use the talk action again on their next turn, but the difficulty will be increased by 5 (10 + the target's Intellect modifier + 5).

This action can be useful in situations where the characters are outnumbered or outmatched and they need an alternative to fighting.

Escape

The character tries to run away from the battle. You roll a 1d20 and add your Might Modifier. The result must be equal to or bigger than the enemy's Escape value. If there's more than one enemy you must pass the check against all of them. Each character must escape individually. If someone in your party fails the escape check, then the entire party will have to stay and fight.

Combat

Once a combat starts, both sides will fight in turns.

Initiative

Each side rolls 1d20, and the side with the highest roll goes first. In case of a tie, both sides roll again until there's a winner.

Combat Actions

During a character's turn they can do the following actions:

  • Melee Attack.
  • Ranged Attack.
  • Gadget.
  • Stream.

Melee Attack

Attacks using the equipped melee weapon.

The character rolls a 1d20 and add their Might modifier.

  • If they roll a 1 they automatically miss.
  • If they roll a 20 they automatically get a hit.
  • Otherwise their result must be equal or bigger than the enemy's Defense to hit.

If they hit then they must roll for damage.

Ranged Attack

Attacks using the equipped ranged weapon.

When they attack they roll a 1d20 and add their Dexterity modifier.

  • If they roll a 1 they automatically miss.
  • If they roll a 20 they automatically get a hit.
  • Otherwise their result must be equal or bigger than the enemy's Defense to hit.

If they hit then they must roll for damage.

Damage Roll:

  • For melee weapons add the character's Might Modifier to the damage roll.
  • If the damage type is effective against the enemy, they will get "MAX DMG!" and it will deal maximum damage (e.g. a 1d8 weapon will automatically deal 8 points of damage).
  • If the damage type is weak against the enemy, they will get "WEAK!" and it will deal minimum damage (e.g. a 2d6 weapon will deal 2 points, a 1d6 weapon will deal 1 point, etc).
  • If the damage type doesn't affect the enemy, they will get "IMMUNE" and it won't deal any damage.
  • If the damage type can be reflected, they will get "REFLECT" and the character will receive the damage instead.
  • If the damage type can be drained, they will get "DRAIN" and the enemy will recover as many HP as the damage rolled.
  • The enemy's Defense value reduce the damage. The total damage can be reduced to 0 (never to a negative value).

Damage Types:

  • Kinetic.
  • Energy.

Creature Damage Types:

  • No resistance: Enemy takes regular damage.
  • Weak (Wk): Enemy takes max damage.
  • Strong (St): Enemy takes minimum damage, at least 1.
  • Immune (Im): Attack does not affect enemy.
  • Reflect (Rf): Enemy reflects the damage to the attacker.
  • Drain (Dr): Enemy is healed by the attack.

Gadget

Use a gadget.

Stream

Create a stream.

Losing HP

If the character's HP is reduced to 0, the character falls unconscious.

Win Condition

If the characters defeats all the enemies, the combat ends, and the game returns to the exploration mode.

Game Over

If all characters are unconscious, the game ends.

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