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7. Encounters

Saffron edited this page Oct 13, 2024 · 41 revisions

Start

At the start, you can choose between three actions:

  • Attack.
  • Talk.
  • Escape.

Attack

Will start the combat.

Talk

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.

Escape

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.

Combat

Once combat starts, both sides will fight in turns, starting by rolling the initiative.

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.
  • Switch Row.

Melee Attack

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 Stat 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 to or bigger than the enemy's Defense Stat 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 attacker 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.

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 the enemy.
  • Reflect (Rf): The enemy reflects the damage to the attacker.
  • Drain (Dr): The enemy is healed by the attack.

Gadget

Use a gadget.

Stream

Create a stream.

Switch Row

A character may choose to switch positions between the front and back row. This action does not consume a turn. When switching, the character immediately assumes the benefits and penalties of their new position.

Front Row

Characters positioned in the front row are typically the primary attackers, such as Hunters and Pirates. They engage directly with enemies and can use melee attacks without penalties.

  • Increased Damage: Characters in the front row do full damage on melee attacks.
  • Increased Damage Taken: Characters in the front row take full damage from enemy attacks.

Back Row

Characters in the back row, such as Scientists and Streamers, maintain a strategic distance from the front-line fighters. They can use ranged attacks and gadgets without penalties.

  • Damage Resistance: Characters in the back row take half of the damage from enemy attacks. If an attack would deal less than 1 point of damage, it is rounded up to a minimum of 1 damage (no character can be hit for 0 damage).
  • Reduced Damage: Characters in the back row only deal half damage on melee attacks.

Losing HP

If a character or enemy HP is reduced to 0, they will fall unconscious.

Win Condition

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

Game Over

If all party characters are unconscious, the game ends.

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