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7. Encounters

Saffron edited this page Sep 25, 2021 · 41 revisions

This is Work In Progress

Initiative

Initiative determines the order of actions. Each group roll 1d20 and add their Personality Modifier. The initiative is ordered from highest to lowest.

If all characters have a higher initiative than all the enemies, or vice versa, a ambush round will happen. During this extra round, the group being ambushed can't act.

Battlefield

The battlefield is divided in 3 areas: Enemy rearguard, frontline, Allies rearguard. Each character can decide were do they want to start the encounter: in the frontline or in their rearguard.

The distance between each zone is 20 meters.

Melee weapons can be used in the same area, while ranged weapons must be used to attack from one area to another.

A short ranged weapon can attack from their rearguard to the frontline, or from the frontline to the enemy's rearguard.

A long ranged weapon can attack from one rearguard to another.

Usually, melee attackers will be in the frontline, while support and ranged units will stay in the safety of the rearguard.

Actions

During a character's turn they can do a Major Action and any number of Minor Actions.

Minor Actions must be done first, since once they do their Major Action their turn will end.

Attack (Major Action)

When you attack you roll a 1d20 and add your Dexterity Modifier, then:

  • If you roll a natural 1 you automatically miss.
  • If you roll a natural 20 you automatically get a hit.
  • Otherwise your result must be equal or bigger than the enemy's Dodge roll to hit.

If you hit then you roll for damage.

Damage Roll:

  • For melee weapons you add the character's Might Modifier to the damage roll.
  • If the damage type is effective against the enemy, you 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, you 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, you will get "IMMUNE" and it won't deal any damage.
  • If the damage type can be reflected, you will get "REFLECT" and your character will receive the damage instead.
  • If the damage type can be drained, you will get "DRAIN" and the enemy will recover as many HP as the damage you rolled.
  • The enemy's defense 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 (Major Action)

Use gadgets.

Stream (Major Action)

Create a stream.

Equip (Minor Action)

Change the character's equipped weapon.

Move To Front/Rear (Major Action)

The character will move to the frontline or rearguard area.

Flee (Major Action)

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 Evasion to flee. If there's more than one enemy you must pass the check against all of them. Each character must escape individually.

Losing HP

If the character's HP is reduced to 0, the character falls unconscious and gains a Battlescar.

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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