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Wiki+ page: The Basics

This page describes the basics of gameplay in Legends of Nor'Ova.

 

1. Rolling the Dice

Legends of Nor'Ova is a tabletop RPG that uses stats and dice for gameplay. You have already experienced rolling dice and making stats while creating your character. This is simply a refresher as well as an explanation of some of the uncommon aspects.

First you should famaliarize yourself with the dice that you will be using in game play. They are as follows:

  • Percentile Dice: Also writen as 1d%, these are the main dice that you will use. A set of percentile dice has a tens dice ("00") and a ones dice ("0"). Rolling those dice together is how you will do most things from stat checks to using skills.
  • d20: Also known as the 1d20 or the twenty-sided dice, this dice is the main dice in most game systems. In Legends of Nor'Ova, it is only used for checking initiative in battle. The d20 is used for this because it is the largest common single dice, lessening the odds that two people will roll the same number.
  • Other Dice: You should also have a full set of standard polygon dice as spells, skills, and some weapons will make use of the different dice.

As noted above, the main dice that you will use is the percentile dice. Reading the percentile dice is quite simple, you read the tens dice first ("00") followed by the ones dice ("0"). If you rolled a "10" and a "0", that equals 10. If you rolled a "00" and a "1", that equals "1". If you rolled a "00" and a "0", that equals 100. Pretty simple, right?

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2. Dealing With Decimals

Occasionally you might come across decimals. While most of the system is simple adding and subtracting, it does still happen. This is especially true in crafting. The rule for decimals is simple, round up.

Of course you might be wondering, do I always round up? Here's some simple rules on that matter:

  • You always round up to the nearest whole number for all values except weight and cost.
  • Weight and cost are rounded up to the nearest hundredth place ("0.01")
  • If the value is 1.123432, you would round that up to 2, or to 1.13 if it is a weight or a cost.
  • If the value is 1.012343, you would keep that as a 1, or round up to 1.02 if it is a weight or a cost.

Therefore, unless it is a weight or a cost, you only look at the number next to the decimal ("1.1"), and if that number is anything but a 0, you round up to the nearst whole number. Weights and costs though are kept at 2 decimal places.

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3. Durations

Many spells and status effects provide a duration. You might be tempted to think that if you recast that spell or poison that target again before the duration runs out, that the duration would be extended and maybe the effects increased. However this is not correct. You cannot, for example, increase the damage of poison by applying poison again. Nor can you increase the duration like this. If a target is poisoned, that target cannot be poisoned any further until the duration of the poison is complete.

Lets look at the spell haste, for example.

 Haste With this manipulation you gift your target with a boost of speed by pushing them faster with wind magic and negating all air resistance. With this boost all of the target’s movement rates will be doubled. You can use this on any target including yourself. 10 SA;
1 magic 
1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A

As you can see, it lasts for 1d6 rounds. Lets say that it lasts for 3 rounds. For 3 rounds, the target's movement rates are doubled. If you cast this spell on that same target in round 2, it will not quadruple the target's movement rates nor will it increase the duration by an extra 1d6 rounds. It would have been a wasted effort.

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4. Status Effects

Status effects are any effects which alter your character’s status. These could be positive effects, such as increased speed or a slow regeneration of HP, however you are more likely to come across negative status effects. These could be effects from your own mistakes, such as drinking too much or not enough or even carrying too much weight. These could also come from spells, nature, traps, and other sources. The following table will show all of the negative status effects that you can encounter in the game, what they do, and some treatments for them. You should note that some campaigns will come with special status effects relevant to the story of the campaign and your GM may include his own status effects and cures.

Status Effects Table

Status Effect

Effect

Sample Cures

Poison

Causes 1d6 damage to HP per round or minute. Damage value can vary and can be applied to SA or EP as well.

antidote

Disease

Depends upon GM's description of the disease but usually contains several status effects.

antibiotic

Sickness

Decreases all movement rates by half and damage dealt by 25%, usually for 3 rounds though can last longer or not as long.

orange nectar

Nausea

Decreases all movement rates by half, usually for 3 rounds though can last longer or not as long.

seltzer

Frost Bite

Causes 1d6 damage to HP per round or minute.

warming ointment

Heat Exhaustion

Causes 1d8 damage to EP per round or minute.

cold salve

Dehydration

Causes 1d4 damage to HP and 1d6 damage to EP per round or minute.

salt tablet + water

Stone

Slowly turns the target into stone one portion of the body at a time. Total transformation takes 6 rounds or 60 seconds.

soft

Burns

Causes 1d6 damage to HP per round or minute.

aloe vera oil

Sun Burn

Causes target to receive 1d4 damage to HP each time the target is touched on its burned skin.

aloe vera oil

Intoxication

Decreases the target's speed and mental by 10, makes concentration impossible, decreases all movement rates by half, and requires the target to make perception checks to hit a target.

remedy

Addiction

Requires the target to need at least 1 dose of addicted substance per hour or be induced with the withdrawal status effect.

time for withdrawal

Withdrawal

Decreases all move rates by ¾, and causes berserk.

time (3 game days)

Fatigue

Decreases all move rates by ½, and melee power by ½.

sugar water

Depression

Decreases melee power by ½, and requires a will check for every action.

popcorn seed oil

Anxiety

Decreases melee power by ½, and requires a will check against fear every round.

popcorn seed oil

Confusion

Requires a mental check for each enemy and ally target to determine who the enemy target is. A failed mental check will mean that the affected character thinks that target is an enemy target.

time (3 rounds)

Berserk / Rage

Doubles total damage values but prevents the affected target from using any spells or defending.

liquor

Fear / Fright

Causes the target to fear enemy targets and retreat from the enemy targets at all costs.

liquor

Loss of Purpose / Self

Causes the target to not desire to do anything.

popcorn seed oil

Restlessness

Causes the target to be unable to rest for any period of time preventing rest restoration and meeting rest needs.

liquor

Forgetfulness

Causes the target to forget how to use skills or spells while affected requiring them to treat their skills or spells as if they only have a 1% mastery.

remedy

Encumbered

For every 10 pounds over your character's weight limit your character's move rates will decrease by 1 and jump ranges will decrease by 1. Once over 50 pounds your characters EP will drop by 10 per minute and no longer be able to use movement skills.

decrease weight

Slow

Decreases all movement rates by ½.

time for effect to wear off

Knocked Down

Causes the target to lose 1 round.

time (1 round)

Stun

Causes the target to be unable to act of the duration of the stun, typically for 1 to 3 rounds.

muscle ointment

Paralyzed

Causes the target to be unable to act for the duration of the effect, no less than 6 rounds.

muscle ointment

Sleep

Causes the target to be unable to act until awakened.

wake target up

Comatose

A sleep in which the target can't seem to recover from naturally. If not treated soon it will result in death.

smelling salts

Death

Game Over. This is the end of your character's life which happens when your character has no more HP left.

life spell

Blind

Requires the target to make a perception check to hit and decreases the target's perception by ½.

time for effect to wear off

Visual Distortion

Requires the target to make a perception check to hit.

eye drops

Deafness

Decreases the target's perception by ¼.

time for effect to wear off

Charmed

Causes the target to protect whoever or whatever charmed the target.

time (3 rounds)

Wounds These are basic wounds like scratches, bruises, and small cuts. Wounds cause an area to be sore and if hit has a 15% chance of stunning the wounded target for one round. bandages, healing spells, time (depends on wound)
Serious Wounds These are far more grievous wounds and can be life threatening, such as deep cuts, impaled objects, and the like. The seriously wounded can not act until the wound is cared for and treated. first aid, surgical procedures, healing spells, GM discretion
Bleeding Out This is a secondary status effect caused by an open wound that continues to bleed. While this status effect is in place, the affected will loose 10% of his or her max HP from their current HP per round or minute. bandages, first aide, healing spells, time (depends on wound)
Minor Broken Bones These are minor bones that don't really prevent the character from fighting or walking, but will cause continual pain. The character will be unable to run or climb or fly and unable to use magic or skills beyond Tier 2 until the break is treated. sling or cast to treat, time or healing magic to fully cure
Broken Limb Bones This is broken legs, arms, or wings. The broken limb cannot be used even when being treated, until fully healed. Until it is treated it acts the same as Minor Broken Bones. cast to treat, time or healing magic to fully cure
Loss of Appendage This is the loss of a finger or toe. The immediate loss will have the secondary status effect of Bleeding Out, but once treated should not affect the character (GM Discretion) Must treat the Bleeding Out
Loss of Limb This is the complete loss of a leg, arm, or wing. Bleeding Out immediately takes effect and there is a 25% chance of death and a 35% chance of unconsciousness. This is a serious wound that must be treated right away. Must treat the Bleeding Out
Dazed This is a state of temporary shock usually following a powerful hit to the head or torso region. It causes the affected to immediately loose 1 attack and movement action for the next active round. If the affected only had 1 attack or movement action, the affected will not be able to attack or move for the next round. Furthermore, the affected must make a Will check to use a magic spell in the next active round. time (1 round)

Every listed medicine can be purchased from the alchemist. Some medicines will cure multiple effects, such as remedy, and some effects have multiple cures. Some effects simply have to run their course.

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5. Battles

Negative status effects aren’t the only dangers that you are likely to face in your adventure. No matter where you are, there is always a chance that you will find yourself in a battle against hostile foes. This could be a battle of survival against a pack of hungry lions out in the plains or giant rabid rats in the sewers. You could be defending yourself against a would be assassin in a dark ally way or some over zealous guard who has nothing better to do with their time than to pick a fight with you. You could even be the instigator, hunting a large, rare beast or getting caught by a regiment of guards after a heist and not wanting to be arrested. Whatever the reason, you are more than likely to find yourself in a battle, and therefore battles are one of the perils you need to be aware of. However, the rules for battles are too expansive to be included here, so for more information on how to deal with battles, please refer to the section entitled “Combat”.

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6. Traps & Obstacles

Another peril you will likely encounter are traps and obstacles. Traps can be found anywhere. They can be set up in otherwise peaceful looking roads, or deep in the middle of wild forests. They can be found in homes and sewers, and of course deep within ancient ruins. Traps do not always have to be man-made traps, but can include anything that could endanger your character or cause trouble in your adventure. To disarm traps you must have the right ability and describe how you are going to do so. The disarming trap abilities don't do the work for you, but they give you the knowledge to be able to disarm traps. The abilities you need are: Identify Traps (skill), Basic Traps Knowlege, Better Traps Knowledge, Complex Traps Knowledge, Advanced Traps Knowledge, and Magic Traps Knowledge.

You can also set traps in Legends of Nor'Ova. You will need the above listed abilities depending upon the complexity of the trap you wish to set. You will also need the Trap Setting skill. If you have all that and the material to set a trap, plan it out with your GM. Your GM will decide the difficulty of the trap based on your explanation, and how long it will take you to set the trap.

Traps are but one form of obstacle. Other obstacles could be things that require a skill to pass, such as having to swim across a river, or things that are impossible to pass such as a wall within an enclosed ruin that you cannot climb over. Many obstacles require you to backtrack back through dangerous areas that you have already passed through in order to find your way around the obstacle. Other obstacles could be a part of a puzzle that has to be solved in order to progress, or require a key or other item to get passed such as a locked door. Some obstacles may even include rare treasures such as chests.

What traps and obstacles you face are always up to the GM.

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7. Inclement Weather

Perhaps one of the most under-prepared for peril is inclement weather. Inclement weather can force you to take refuge within a dark cave or overgrown ancient ruin that you weren’t otherwise planning to visit. Inclement weather can ruin your supplies, delay your adventure, and even pose substantial risk to your character.

Of course, inclement weather is completely up to the GM. Only the GM can decide what kind of weather, if any, you would experience on your adventure. Inclement weather usually only would affect you while traveling in the world map, but it can also effect you in area maps if you are outdoors. Inclement weather typically does not affect inside locations.

Some examples of inclement weather are rain storms, thunder storms, wind storms, hail storms, lightning, tornadoes, hurricanes, and sand storms. Any of these could be strong enough to divert your adventure and force you to take safety, however there are certain storms that could pose an immediate risk to your character.

  • Lightning Storms, thunder storms, or any storms that have lightning: Lightning can severally hurt your character, no doubt about that. A character wearing a full suit of metal armor is just a lightning rod begging to be struck. Therefore should you be caught outdoors during lightning, you should make an evasion check using the 20 magic penalty to see if you get struck. Your GM may give you a modifier to increase your odds. Should you fail, you would take 10d10 damage. You will need to repeat this for each hour that you are exposed.

  • Hail Storms: Balls of compacted ice falling at a great distance can also harm your character. If you are caught out in the open in a hail storm, you need to make an evade check. Should you fail, you will receive 2d20 damage. You will need to repeat this for each hour that you are exposed.

  • Tornadoes: If you get caught in a tornado, you will receive 10d20 damage automatically. You should make haste to find shelter if you spot a tornado, because getting caught in one will most likely kill you.

  • Sand Storms, Snow Storms, and Dust Storms: If you get caught in one of these storms, your visibility will drop to near zero, meaning you will not be able to see or know where you are going. Your movement rates will also be decreased by ¾. If you are caught in a snow storm you will need to make hourly resistance checks to avoid frost bite.

  • Wind Storms: Wind storms can decrease your visibility if there is a lot of debris flying about. If the debris is large, you may be required to make evade checks or suffer 1d20 damage each time hit with flying debris. While in a wind storm, your movement rates are decreased by ¾.

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8. Stat Checks

Throughout this wiki, especially in this section, you may have read something about making some sort of stat check. A stat check is basically a check to see if your character is able to do or avoid something based on your character’s stats. When making a stat check, your GM will tell you what kind of stat check it is. You will then need to roll percentile nice to see if you pass the stat check. Typically, if you roll your stat and below, this would mean you succeeded at making a stat check. So if you had to make a perception check and your character’s Perception % is 20, and you rolled an 18, you succeeded. However the GM may decide to give you a temporary bonus or penalty for the stat in question for that stat check only, making it harder or easier to preform the stat check successfully.

But how do you exactly know what kind of stat checks you need to make and when you need to make them? Well this is entirely up to the GM and the situation. The GM will have to determine what the situation best calls for and should a stat check even be needed. A good knowledge of what the stats are and how they work is important here.

  • Fortitude: You may want to make a fortitude check anytime there is a situation that involves a character’s HP or defensive ability. For example, a character enter into the boiling hot chamber of a volcano right above a lake of magma. As GM, you figure that just being in that room would quickly cook a character, doing 10 points of damage to their HP per minute. However you realize that some people can withstand heat better than others, so you decide to give them a fortitude check. If they pass, they cut their losses in half. Again this is just one example. Fortitude checks are also used to make so-called “Resistance Checks”. These are checks made whenever a character is encountering a negative status effect. For example, a character gets bit by a poisonous spider. Here the GM can ask for a resistance check to see if the character gets poisoned or only get dealt bite damage. If the character succeeds, no poison, if the character fails, the character is poisoned. Whenever making a fortitude check, you will be using the Fortitude stat.

  • SpeedYou may want to use a speed check for anything that would call into question a character’s speed or ability to maintain motion. A good example is getting stuck in quicksand. If the character can make a successful speed check, the character can escape the quicksand. Here you will be using the Speed stat. Speed checks are also used for checking agility actions such as the character’s ability to bend, flex, flip, or even stay balanced or stay standing comes into question.

  • Evade %: If a character wants to evade anything, such as falling debris, arrows from traps or shot afar, or whatever, you will want to call for an evade check. A success here means the evade is successful.

  • Mental: Anytime a character wishes to learn something new for that character, such as a new language, or try to understand something, you will want to use a mental check. This could even be used for trying to remember information. For example, a character is trying to remember something that they learned about at an earlier part in their adventure, but the player can’t remember what that information is. The player could ask for help, and the GM could then decide to make that character make a mental check. If the character succeeds, the GM will remind the player the forgotten information for the character to remember. If the check fails however, the character will not remember. You would not make a mental check to learn new skills or spells. Instead to learn new skills or spells refer to the skills system rules. Whenever making a mental check you will be using the Mental stat.

  • Will: You will want to use a will check anytime your character’s will become challenged. This could be when trying to escape persuasion or mental effects such as charm, seduction, or confusion., prevent from being enraged or possessed, or even to keep from loosing yourself to emphatic or emotional attacks.

  • Perception %: You would make a perception check anytime you are trying to see or hear something that is not clearly visible or easy to hear. This could be when looking for hard to see trap triggers such as trip lines of pressure plates, when looking in a room for small clues or even when eavesdropping or listening for possible danger. Perception checks are never used to see what is plainly evident nor does a failed perception check mean that you are blind. It just means that your character failed to notice anything not plainly noticable.

  • Strength: You will wish to use a strength check anytime the character’s strength comes into question. This could be for pulling, carrying, or lifting weight greater than what the character can do normally, or for freeing oneself from tight holds. For example, two characters are exploring an ancient ruin when the floor gives out and one character proceeds to fall. The other character, probably making a successful speed check, is able to quickly grab his falling friend by the hand but now needs to pull him up out of harms way. However the character weights more than what the other character can lift or carry, but not terribly much more. The GM could have the character that is pulling up the other character make a strength check. If successful, the character is able to pull up the other character out of harm’s way. If he fails however he drops the other character.

  • Luck: You will want to make a luck check for any situation that can be explained by luck. This could be for finding treasure, or for escaping being noticed or even barely escaping with one’s life when the ceiling comes caving in. Luck is one of the most versatile stats in that it can be used for all kinds of situations, and even can be used to determine random battles and story-driven situations.

  • Influence %: You will want to use a influence check anytime a character is attempting to use their influence for a purpose. This could be for trying to charm a price reduction with one’s good looks and flattery, or trying to coax information from a tight-lipped city guard. It could be used for trying to impress some tavern barmaid, or even trying to get out of a fight with some enraged ex-boyfriend. Influence can also be used to influence others to think the way your character thinks (or at least agree with your character).

With stat checks you can try out any situation. You are only limited by your own imagination and by what your GM allows. Stat checks can turn even the most impossible situations into possible situations, a gathering at a local tavern into a humorous event and bring life to trying to talk your way out of a jail sentence. However stat checks should never be used to prohibit actual role play, instead they should be used with role play to provide a way and means for things to be done.

8.1. Aiding WIth Stat Checks

It is possible to help another player who is making a stat check, as long as you can help with that player's character is doing. For example, you can help open a heavy door or lift a heavy boulder thus helping that player make a strength check. Or you could help convince the guard helping that player with his or her influence check. To help with a stat check, you simply declare that you are helping and you will give that player a bonus of 5. This bonus of 5 is added per player character that is helping the character making the check.

8.2. Stat Check Difficulty

Not every instance of making a stat check is going to be the same. Sometimes the situation will make for an easier stat check. Other times it will be more difficult. Largely this difficulty will depend upon the situation and the GM, however here is a simple table that can be used.

Difficulty Rating Description Stat Check Modifier
- 10 "Highly Likely" It is highly likely that the stat check would be successful as it would be very hard to fail. Either a guarenteed success or a range of bonuses from +20 to +50
- 8 "Very easy" It is very easy to succeed at the stat check, but not nessecarily a sure thing. +10 to +20
- 5 "Easy" It is an easy check, but you could still mess up. +2 to +10
 0 "Normal Chance" The chance of a successful stat check is all up to the character. no bonuses or penalties
 2 "Difficult" It is harder than normal but still very possible.  -1 to -5 penalty range
 5 "Challenging" It would be very challenging to succeed, but possible.  -5 to -15 penalty range
 10 "Very Challenging" It would be very very challenging to succeed, possibility is low.  -15 to -30 penalty range
 15 "Heroic" Succeeding here is likely to make the character famous.  -30 to -50 penalty range
 20 "Impossible" It is impossible to succeed and if the character does, it would be amazing.  can only succeed with a critical success, or an instant failure - up to GM

 

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Wiki+ page: The Basics of Combat

On this page we will discuss the basics involving combat: supplies needed, determining battle, avoiding battle, participants and spectators, battle situations, active and defensive rounds, and end of combat. This page will only give the basics. For more in-depth coverage of the battle mechanics, you will want to check out the other pages in this section.

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1. Supplies Needed

Below are a list of supplies you will need to properly carry out a full fledged battle. You should already have these supplies. If you do not have these supplies you may wish to get them before continuing any further.

  • You will need a battle map. You can use paper, poster board, cardboard, cereal boxes, or whatever you can draw on as long as it is flat. Many game and hobby shops will sell battle mats on vinyl that are already marked in hex or square grids. If you have to make your own battle map, you will want to make sure that you draw on it hex or square grids that are uniform in size throughout the entire map. These are very important since movement is done by hex or block as is weapon and skill ranges and area of effects. You do not have to have any terrain identifiers. If you wish to add terrain to your battle map, you can draw them out. If you make or use pre-made terrain sets that your characters are intended to walk or move over, you will need to make sure to represent the same square or hex grids on those terrain sets.
  • You will need something to identify every participant on the battlefield. You can use coins, marbles, rocks, caps, or whatever as long as each one is somewhat unique to help identify the different participant. Each identifier needs to have a distinguishable front side as well. You also can use pewter figurines from other rpg's or combat games. You will want to make sure that you have enough identifiers to meet every battle situation need.
  • You will need a set of polygonal dice. You will primarily need a set of percentile dice and possibly a d20, however, it is a good idea to have all of the other dice as well.
  • You will want paper and a pencil to record stats and battle information. It is a good idea to let the players take care of their own character's stats while the GM takes care of any NPC's. At a minimum you will want to record HP, SA, EP, DP, and Battle Actions, as these stats will constantly be affected in battle.
  • It is a good idea to have a calculator. It will be even better if each player has his or her own calculator, but you will most likely want at least one calculator. You will be doing a lot quick math and a calculator will not only help to speed things up but will also help to ensure correct answers and preserve your sanity. Crafty players and GM's may also make spreadsheets that help with battle.

 

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2. Determining Battle

It is important to understand why the battle is taking place. The most common cause for a battle is that it is story driven. That is the battle takes place because of an event in the story. However the battle may be an effect of your character’s actions. Perhaps you provoked another character. The other reason for a battle is that it is a random battle. A random battle is best described as a bad luck encounter. Basically, because of your bad luck, you accidentally got to close to a den of hungry beasts, who smelling you decided to attack you. Of course, a random battle is not really random, as in enemies appearing out of no where. Random battles are instead more like the battle that was not expected or the surprise encounter.

A GM may never decide to use a random encounter, or the GM may decide to use the random encounter constantly. The GM may also only decide to use a random encounter depending upon where your character is at. When determining a random battle, the GM will ask the players to make a luck check. If the player succeeds, then that means the player was lucky enough to escape being attacked by some beast that is nearby. If the player fails, a battle will start, and this will always be a full-fledged battle. If there are more than one players in a team, then it will be the greater which decides. Basically, everyone will make a luck check. If more players succeeds then those that fails, then there will be no battle. Otherwise if more players fail then those that succeed, there will be a battle.

Once a battle is determined, there are a few more situations to consider. Those would be the players trying to avoid a battle, who is participating, are their any spectators, and the different types of battle situations the players may find themselves in.
 

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3. Avoiding Battle

It is possible that you may wish to avoid the battle, once it was determined that there would be a battle.

  • Story Driven Battle: Since this battle is completely driven by the story, you can use story and role play to try and get out of fighting. Keeping it all in character, you can try to reason with your opponent and work things out peacefully. It should be understood that it all depends on your opponent and who is playing your opponent. The GM may let you make an influence check here to help determine if you were successful.
  • Cause and Effect Battle: This battle is always an effect of something you did, so it will be harder to get out of. However, you can still try. You can try bribing the opponent, or reasoning with the opponent. The GM may let you make an influence check here.
  • Random Encounter Battle: There may not be a way out of this battle. Instead, you should confer with your GM to see what he or she will allow and what is possible.

 

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4. Participants & Spectators

Participants and spectators are the characters that are involved, one way or another, with the battle.
 

4.1. Participants

Participants are the characters that are directly involved in the battle. They can be divided into two groups, attackers or defenders.

  • Attackers are who instigated the battle. In a random battle this will always be the creatures that attacked the unsuspecting party. The players will be the attackers if they started the battle by attacking the target first.
  • Defenders are the ones who initially are being attacked, causing the battle to start. In a random encounter, the players are always the defenders.

If you are part of the defending party, you are always a defender even when attacking.

 

4.2. Spectators

Spectators are any characters, be they players or NPC's or other creatures that are not in the battle but can see or effect the battle, and possibly can be seen by the participants of the battle.

Spectators are able to affect the battle just as if they were participants. They can target the participants with any number of long range skills, spells, or weapons and their yelling and taunts can distracted the participants. Spectators do have to be careful though, because they can be drawn into the battle, and thus becoming participants, if they are seen and attacked by the participants.
 

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5. Battle Situations

Once you have determined that there is going to be a battle and just who is involved in the battle, it will be time to figure out what kind of battle situation it will be.

Battle Situations determine how the participants will be placed on the battlefield. In other words, how you will place your characters on the battle mat. Your GM may decide to roll a dice to determine the battle situation, or may simply pick a battle situation that bests fits the environment and the participants. Should your GM decide to roll a dice, he or she would either roll a 1d5 (one five-sided dice) or a 1d10 (one ten-sided dice) as if it were a 1d5. The GM would then take that number and choose from the chart below.

Battle Situations Table: Use this table to determine the battle situation and to know what the battle situations are

Number Rolled Battle Situation Description
1 Regular Combat This is regular combat. Both parties will place their identifiers as desired.
2 Attacking Team Pincer Here the defending team will place their identifiers first. The attacking team will then place their identifiers on two opposite sides of the defending team. There needs to be at least two members of the attacking team for this situation to be used.
3 Attacking Team Surround Here the defending team will place their identifiers first. The attacking team will then place their identifiers to surround the defending team on all sides. There needs to be at least three members of the attacking team for this situation to be used.
4 Defending Team Pincer Here the attacking team will place their identifiers first. The defending team will then place their identifiers on two opposite sides of the attacking team. There needs to be at least two members of the defending team for this situation to be used.
5 Defending Team Surround Here the attacking team will place their identifiers first. The defending team will then place their identifiers to surround the attacking team on all sides. There needs to be at least three members of the defending team for this situation to be used.

 Understanding how to place your identifiers may be a bit difficult. Here are some examples on how to place your identifier based on the battle situation.

Attacking Team Pincher Example

enemypincherexample.png

 

Here is an example on how to place your character’s identifiers if you are involved in an attacking team pincer situation. The red represents the attacking team and the blue represents the defending team.This illustration shows that the attacking team must and can only place their identifiers on two opposite sides of the defending team. The defending team has to place their identifiers first, and the GM should have them be placed towards the center of the battle mat so that there is enough room for the attacking team to be placed appropriately. This illustration only gives one possible example of placement in this situation.

Attacking Team Surround Example

enemysurroundexample.png

 

Here is an example on how to place your character’s identifiers if you are involved in an attacking team surround situation. The red represents the attacking team and the blue represents the defending team.This illustration shows that the attacking team must and can only place their identifiers on all sides of the defending team, to surround them. The defending team has to place their identifiers first, and the GM should have them be placed towards the center of the battle mat so that there is enough room for the attacking team to be placed appropriately. This illustration only gives one possible example of placement in this situation.

Defending Team Pincher Example

partypincherexample.png

 

Here is an example on how to place your character’s identifiers if you are involved in a defending team pincer situation. The red represents the attacking team and the blue represents the defending team.This illustration shows that the defending team must and can only place their identifiers on two opposite sides of the attacking team. The attacking team has to place their identifiers first, and the GM should have them be placed towards the center of the battle mat so that there is enough room for the defending team to be placed appropriately. This illustration only gives one possible example of placement in this situation.

Defending Team Surround Example

partysurroundexample.png

 

Here is an example on how to place your character’s identifiers if you are involved in a defending team surround situation. The red represents the attacking team and the blue represents the defending team.This illustration shows that the defending team must and can only place their identifiers on all sides of the attacking team, to surround them. The attacking team has to place their identifiers first, and the GM should have them be placed towards the center of the battle mat so that there is enough room for the defending team to be placed appropriately. This illustration only gives one possible example of placement in this situation.

When involved in a regular battle situation, you can place your identifiers anywhere on the battle map.

 

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6. The Flow of Battle: Active and Defensive Rounds

Now that everything is set up for battle, it is time to actually begin the fight! But how do we know who's turn it is, what we can do, and when we can do it?

The way battle works is really pretty simple. Battle turns take place in what are called rounds. A round is a time frame that takes up 10 seconds of game time in which everyone from both the defending party and the attacking party have all had a turn. Once everyone has had their turn, a new round starts. This continues until the battle is finished.

Each round is further divided into Active and Defense Rounds. The active round is the part of the round in which your character can act, move about, attack, and so on. The defensive round is the part of the round in which your character can only defend. Active and Defense Rounds are further explained on their own pages.

Before the battle can even begin though, we have to decide who goes when. 

6.1. Determining Initiative

Determining initiative, or turn order, is simple. Everyone simply rolls a 1d20 and adds their Initiative stat to what is rolled. The person with the highest number goes first. That person is followed by who ever has the next highest initiative, who is followed by the person with the next highest initiative, and so forth, until everyone has gotten a chance to go. So if your Initiative is 4 and you rolled a 10, you'd have an initiative of 14. If the enemy had a total initiative of 10, you would go before that enemy in battle. If the enemy's total initiative was 15, the enemy would get to go before you would.

Now if any two or more characters have the same total initiative, they would do a second initiative roll to determine who gets to go before who. The highest roll would get to go first, followed by the second highest roll. If the same number is rolled, the two players would have to roll again.

Familiars, pets, and livestock all use the initiative of their owner, even if that familiar or pet has an initiative stat.

Once you have determined the turn order, or the initiative, of each participant, the battle begins.

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7. End of Combat

Eventually the battle will end with hopefully you on the winning side of it. Should you be defeated in a duel, you will have no rewards, except for anything you stole from your opponent or any skill points earned. A battle is over when either you kill your opponent, you are killed, the enemy surrenders and you accept, or you surrender and your enemy accepts. There is no retreat from a duel. Once the battle is over you or your GM will need to determine the Spoils of Battle. You should also understand the many faces of defeat that do not end in death. 

If you are in a duel, the battle can end with you defeating the enemy, the enemy surrendering and you accepting it, the enemy defeating you, or you surrendering and the enemy accepting it. The duel can also end and become a normal battle if more participants join the fight.

7.1. Victory

Victory for you is if you are on the winning side when the battle ends. This could mean that you and your allies have defeated all of the enemy targets, or that the enemies have fled, or that they have surrendered. Should you be victorious, you will get to partake in the spoils of battle.

There are many different spoils that can be won during and at the end of battle.

  • Skill Points: You will gain skill points anytime you use a skill. If you use a skill successfully you will get skill points at your success rate. If you fail while attempting to use a skill, you will get skill points at your failure rate. Either way, you will constantly get skill points as long as you try to use a skill, mastered or not, and you will keep these skill points whether or not you win the battle.
  • Stat Points or Character Points: You do not get stat points or character points from defeating enemies at the end of combat, unless your GM decides to give some to you. Instead, the GM will decide on how many character points to give you at the end of the play session based on your performance during the play session, which may or may not include defeating enemies. This is done this way so that the focus on the game is role play and not combat.
  • Money: Some enemy targets will carry money. Once you kill the target you can search the body for any money that character may have and take that money for your reward. You do not have to wait until the end of battle to loot bodies. You can loot any body you are standing no more than one hex or square from as long as the body is dead. You can also use a stealing skill to attempt to steal money from living targets. It takes a full round to loot a body and can only be done in the active round or at the end of battle.
  • Treasure or Equipment: Like money, some enemy targets will have other treasures or equipment for you to loot. You do not have to wait until the end of battle to loot a dead body, you just have to be within one hex or square of the target. You can use a stealing skill to attempt to pick off some loot from a living target as well. Some treasure may not be able to be obtained from the target until it is dead. Some treasure may even be parts of the target, such as a rare shell or a certain rare alchemical ingredient. It takes a full round to loot a body and can only be done in the active round or at the end of battle.

 

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8. Defeat

Defeat does not always mean death. There are other forms of defeat where you can still live. You just won’t get the glory of a victorious battle. The other ways you can suffer defeat are if you retreat from battle or if you surrender and your enemy accepts.

  • Retreat From Battle: To escape a battle, simply move to the edge of the battlefield and announce that you are escaping. If any enemy targets try to pursue you, you would need to make a speed check to see if you can escape, otherwise you simply escape and become a spectator.
  • Surrender: You can only surrender when facing an intelligent opponent, usually the case in a cause and effect or story driven battle. You can plead and even offer up some money or other valuables to surrender. It will then be up to your GM or the player playing your opponent to accept or deny your surrender. If the opponent denies your surrender, the battle will continue. If the opponent accepts your surrender, the battle ends.

Of course the battle ends in defeat if you and your allies are all killed.

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