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7. Encounters
At the start, you can choose between three actions:
- Attack.
- Talk.
- Escape.
Will start the combat.
Allows the main character to attempt to persuade an enemy to either join the party or go away peacefully.
The character must pass an Intellect check to successfully talk to them. The difficulty is 10 + the target's Intellect Stat. If the roll is successful, the enemy will ask to join the party if there's enough space or directly leave if there's none.
If the roll is unsuccessful, the enemy will not be affected by the talk action and the combat starts.
If the main character persuades all enemies, the encounter will end.
The party tries to run away from the battle. Each party member rolls a 1d20 and adds their 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.
Once combat starts, both sides will fight in turns, starting by rolling the 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.
During a character's turn they can do the following actions:
- Melee Attack.
- Ranged Attack.
- Gadget.
- Stream.
Attacks using the equipped melee weapon.
The character rolls a 1d20 and adds 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 to or bigger than the enemy's Defense to hit.
If they hit then they must roll for damage.
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 to or bigger than the enemy's Defense to hit.
If they hit then they must roll for damage.
- 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 reduces the damage. The total damage can be reduced to 0 (never to a negative value).
- Kinetic.
- Energy.
- 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 the enemy.
- Reflect (Rf): The enemy reflects the damage to the attacker.
- Drain (Dr): The enemy is healed by the attack.
Use a gadget.
Create a stream.
If the character's HP is reduced to 0, the character falls unconscious.
If the party defeats all the enemies, the combat ends, and the game returns to exploration mode.
If all party characters are unconscious, the game ends.