Minimum Range:
On this table, you will need to be in a minimum range to be able to attack an enemy. For example:
If you are ranged (magic, ranged weaponry), the minimum amount of squares you must be in is five.
If you are melee (swords, spears, shields), the minimum amount of squares you must be in is three.
Turns:
Roll for initiative (agility+related traits) dictates the turn order.
After one turn cycle, the enemy will be able to attack.
During a turn you may attack, buff, heal or prepare an attack.
Moving and then attacking counts as a turn. Maximum movement is five squares.
When your character is attacked or damaged, you may roll a save roll. If you roll the same or a higher amount then the roll from the attacker, you block it. Others may save roll for you.
Die:
One star = 1 damage.
One moon = Buff or something else depending on the situation.
One skull = Debuff or something else depending on the situation.
EXP:
Shared by teammates.
Bonus EXP for those that did the most in the session.
Overflow:
There is no overflow on this table.
Healing:
In combat, the only ways to heal yourself is through potions or heals that heal others at the sacrifice of the healer's own health. Outside of combat, healing through potions are the only way to heal.
Death:
If your character hits zero health, they are knocked out. After battle if they are not healed they die.
If a character reaches zero health from a really large attack, such as an explosion, they are not able to be healed and die depending on how fatal the attack was.
On this table, you will need to be in a minimum range to be able to attack an enemy. For example:
If you are ranged (magic, ranged weaponry), the minimum amount of squares you must be in is five.
If you are melee (swords, spears, shields), the minimum amount of squares you must be in is three.
Turns:
Roll for initiative (agility+related traits) dictates the turn order.
After one turn cycle, the enemy will be able to attack.
During a turn you may attack, buff, heal or prepare an attack.
Moving and then attacking counts as a turn. Maximum movement is five squares.
When your character is attacked or damaged, you may roll a save roll. If you roll the same or a higher amount then the roll from the attacker, you block it. Others may save roll for you.
Die:
One star = 1 damage.
One moon = Buff or something else depending on the situation.
One skull = Debuff or something else depending on the situation.
EXP:
Shared by teammates.
Bonus EXP for those that did the most in the session.
Overflow:
There is no overflow on this table.
Healing:
In combat, the only ways to heal yourself is through potions or heals that heal others at the sacrifice of the healer's own health. Outside of combat, healing through potions are the only way to heal.
Death:
If your character hits zero health, they are knocked out. After battle if they are not healed they die.
If a character reaches zero health from a really large attack, such as an explosion, they are not able to be healed and die depending on how fatal the attack was.