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7. Encounters
Initiative determines the order of actions. At the start of combat, each participant rolls a d20 and adding their Intellect modifier. The character or enemy with the highest roll goes first, followed by the next highest, and so on.
During a character's turn they can do an Action.
When you attack you roll a 1d20 and add your Might modifier.
- If you roll a 1 you automatically miss.
- If you roll a 20 you automatically get a hit.
- Otherwise your result must be equal or bigger than the enemy's Defense to hit.
If you hit then you roll for damage.
When you attack you roll a 1d20 and add your Dexterity modifier.
- If you roll a 1 you automatically miss.
- If you roll a 20 you automatically get a hit.
- Otherwise your result must be equal or bigger than the enemy's Defense to hit.
If you hit then 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.
- The enemy's Defense value reduce 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 enemy.
- Reflect (Rf): Enemy reflects the damage to the attacker.
- Drain (Dr): Enemy is healed by the attack.
Use a gadget.
Create a stream.
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.
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 value. If there's more than one enemy you must pass the check against all of them. Each character must escape individually.
If the character's HP is reduced to 0, the character falls unconscious.
If the characters defeats all the enemies, the combat ends, and the game returns to the exploration mode.
If all characters are unconscious, the game ends.