Combat

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    Combat Roll Types


    Your assigned attributes directly affect your combat rolls. Go here to learn more about attributes.

    Offense

    Physical Attacks. Adding Strength or Dexterity modifiers to your physical attacks. Each character has a better chance to land a physical attack based on how many AP they invest in Strength or Dexterity

    Magical Attacks. Adding Intelligence or Wisdom modifiers to your magical attacks. Each character has a better chance to land a magical attack based on how many AP they invest in Intelligence or Wisdom.

    Defense

    Healing. Heal any player or monster on the battlefield. Healing is assumed to always go off during combat and out of combat. However, when you roll your combat dice to heal, you only do half the total roll rounded down. This means that if your combat dice is a 1d8, the maximum amount of healing you can roll is 4.

    Armor Class (AC) = Mod Dex + Mod Con + 10. Armor class is a character's base armor rating, displaying the number one must meet or exceed when rolling to attack said character.

    Spell Save DC (SSD) = Mod Int + Mod Wis + 10. A Spell Save DC is something any mage has. When said mage casts a debuff or DOT onto the target, the target has a chance to roll a save to meet or exceed the caster's Spell Save DC.

    Special

    Downed. When a character is downed, they must roll 5 standard d20 dice rolls to save themselves, needing to succeed 3 of the 5 dice rolls. 10+ is a success. Anything below that is a failure. Every +1 constitution modifier adds an additional dice roll the character may roll in attempts to succeed 3 times.

    Critical Hit. Rolling a 20: The character rolls the max possible damage for their damage dice. However, if their roll still fails to meet the target's AC, they still roll normal damage. (5% chance)

    Fail. Rolling a 1: A critical failure is up to GM discretion, but usually something ridiculous happens. (5% chance)

    Healing

    Healing can be performed in 2 ways in active combat:

    1. Magic
    2. Potions

    Out of combat healing can occur by traditional medicine.

    Injury

    Injury occurs when the character has been downed. If a character is nearly dead, then survives, they will receive an injury and either scarring/disfigurement/dismemberment. This is up to GM discretion or if the player has a good idea on how to describe the injury.

    Downed and Death

    Downed state occurs when a character loses all health. In order to survive the downed state, the character may roll to save themselves. Every character has 5 standard d20 dice rolls to save themselves, they need to succeed 3 of 5 dice rolls. 10+ is a success. Anything below that is a failure. Every +1 constitution modifier adds an additional dice roll the character may roll in attempts to succeed 3 times. Below shows their constitution modifier is +2, so they would get 2 additional dice rolls on top of the original 5 to help meet the 3 successes.

    death saving throws.png
    Attribute Total Modifier
    Strength 10 0
    Dex. 12 1
    Con. 14 2
    Int. 10 0
    Wis. 10 0
    Charisma 10 0

    Death occurs when a character fails to save themselves in the Downed state. At this point the character’s life as a mortal being is now over, and there are a few options that the player can consider. (Note, these options should be in alignment with your character’s overall goals and psychological profile. A paladin, for example, would not opt to become a Shade typically.) The nature of the player’s death should also be taken into account.

    1. Permanent death. A memorial post (written by the player) is broadcasted on the Radio and Bulletins channel.
    2. Turn into an appropriate species: common undead, noble undead, or a construct. Some species are not included but could be turned given an appropriate contextual death.

    Example Combat Sequence


    Merchant
    Attribute Total Modifier
    Strength 15 2
    Dex. 9 -1
    Con. 16 3
    Int. 9 -1
    Wis. 16 3
    Charisma 10 0
    Luck 0 0
    AC: 12 Spell Save DC: 12 Combat Dice: 2d8
    Shadow
    Attribute Total Modifier
    Strength 10 0
    Dex. 14 2
    Con. 11 0
    Int. 13 1
    Wis. 10 0
    Charisma 9 -1
    Luck 0 0
    AC: 12 Spell Save DC: 11 Combat Dice: 2d8

    This is the example tables for the following combat sequences. We have a merchant and a shadow fighting one another. Their stats are outlined below their names.

    The shadow throws a Dark Missile spell at the merchant. When rolling to hit, the shadow will get to add it’s wisdom or intelligence modifier to the spell cast. It gets to pick which one.

    1. The shadow throws a Dark Missile spell at the mechant. When rolling to hit, the shadow will get to add it’s wisdom or intelligence modifier to the spell cast. It gets to pick which one.
    2. The merchant has a natural blocking mechanism called AC. The merchant’s AC is 12.
      1. (Dexterity Modifier + Constitution Modifier +10 = AC)
    Screenshot (276).png

    The shadow rolled a total of 6 to attempt to hit the merchant with a spell. Since the merchant’s AC is 12, the shadow misses its attack!

    It is now the merchant’s turn to attack! He picks up his snow globe from his store inventory and tries to throw it at the shadow! attack!

    It is now the merchant’s turn to attack! He picks up his snow globe from his store inventory and tries to throw it at the shadow!

    1. The merchant throwing his snow globe is a physical attack. When he rolls to hit, he will get to add his strength or dexterity modifier to the attack. He gets to pick which one.
    2. The shadow has natural blocking mechanism called AC. The shadow’s AC is 11.
      1. (Dexterity Modifier + Constitution Modifier +10 = AC)
    Screenshot (278).png

    The merchant rolled a total of 14 to attempt to hit the shadow with a physical attack. Since the shadow’s AC is 11, the merchant hits the shadow!

    He now gets to roll his damage dice! It is specified in the table above that the merchant’s combat dice is 2d8.

    combat 3.png

    The merchant deals 7 damage to the shadow!

    The shadow is now a very unhappy camper and wants to attempt to charm the merchant with magic. This charm AUTOMATICALLY goes off, and the shadow attempts to charm the merchant.

    The merchant gets the opportunity to try to save himself from the shadow’s spell. He gets to roll a save. In this case, the GM specified he would need to roll a wisdom save.

    1. The merchant gets to roll a wisdom save, as specified by the GM. When rolling a save, you roll a d20 + the specified attributes modifier.
    2. The merchant’s save will be up against the shadow’s Spell Save DC! The shadows Spell Save DC is 11.
    3. The merchant’s saving roll totaled to be 11. Since the shadow’s Spell Save DC is 11, the merchant resists the charm!
    combat 4.png

    The merchant’s saving roll totaled to be 11. Since the shadow’s Spell Save DC is 11, the merchant resists the charm!