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7. Encounters
This is Work In Progress
Initiative determines the order of actions. Characters and enemies 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 units being ambushed can't act.
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 Defense Class to hit.
You can only hit flying enemies with ranged weapons.
If you hit, you roll for damage.
- 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.
- 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 enemy.
- Reflect (Rf): Enemy reflects the damage to the attacker.
- Drain (Dr): Enemy is healed by the attack.
Use gadgets.
Create a stream.
Change the character's equipped weapon.
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 Class to flee. If there's more than one enemy you must pass the check against all of them. Each character must escape individually.
If the party defeats all the enemies, the combat ends, and the game returns to the exploration mode.
If all characters are knocked down, the game ends.
Ruins Level 1
1d8 | Result |
---|---|
1-3 | 1x Trasno |
4-6 | 2x Trasno |
7-8 | 1x Spriggan |
Ruins Level 2
1d8 | Result |
---|---|
1-3 | 2x Trasno |
4-6 | 1x Spriggan |
7-8 | 1x Coca |