Combat
The combat is very simple. To start, all the players involved in the combat roll a d20. The higher the roll the quicker the player will have his turn. In case of a draw, the players who rolled the same will roll again to untie.
Once done that the combat starts. Each turn has 2 phases:
Walk phase: The player can walk on the map
Attack phase: The player can attack anyone he wants.
Each player can walk up 5 meters in the walk phase and if needed, the player can use his attack phase to walk or run another 5 meters.
The attack phase works like this: The attacker will roll a d20 and the defender will also roll a d20.
If the Attacker rolled higher, the attack will hit and will damage.
If the Defender rolled higher, the attack will miss and nothing will happen.
In the combat, criticals (20) and fails (01) have different effects:
Attacker Crits
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It deals double damage.
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Attacker Fails
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It deals damage to himself.
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Defender Crits
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Attacker deals damage to himself
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Defender Fails
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Receives double damage.
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The critical and fail roll effects stack, so in case the attacker crits and the defender fails, the defender will take 4 times the damage.
When attack without weapons and without the Natural Attack talent, the damage will be the attribute bonus only. For example, attacks with bare hands will only cause the STR bonus if hit.
Spells don’t need weapons to be cast, but you can't make a basic magic attack without magic weapons.
Enemies:
Enemies have different size and intelligence. Based on that, some bonuses and handicaps can apply during combat.
Sizes:
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Behind hit Atk. Bonus
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Normal hit Atk. Bonus
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Tiny
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< 1 meter
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-
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-2
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Small
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< 1.50 meter
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+2
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-1
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Medium
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< 2.50 meter
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+2
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-
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Large
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< 10 meter
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+2
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+1
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Huge
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< 50 meters
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-
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+2
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Colossal
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> 50 meters
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-
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+3
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Intelligence:
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Instinct
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Will always attack the first one it sees or the closest to it.
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Feral
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Will always most likely attack the closest to him, but can sometimes identify bigger threats.
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Rational
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Can identify the different threats but not always will.
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Smart
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Will always try to find the best strategy to win and stay alive. Will always focus bigger threats.
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Omniscient
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Basically the GM itself, can use any information available to him to succeed.
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