*Combat in Rularo | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

*Combat

Combat in PoW is turn based and consists of four different actions that can be done once a turn. These actions are Attack, Defend, Aid, or Free Will. Instead of Success Ranges there are Hit Ranges.  

Turn Rolls

At the start of combat each player and the GM rolls to decide the turn order. To do this roll the D10 and Percentile Die as normal and the order goes from highest (first) to lowest (last).  

Hit Ranges (HR)

Hit Ranges vary from enemy to enemy. These are static ranges that determine if a attack hits. They are also unknown to the characters and must be discovered by trail and error. Characters also have Hit Ranges but they are known to the GM.  

Turn Phases

 

Attack

Attacking is important as this is usually shorten the length of combat by draining the opponent's HP.   To Attack: Roll a D10 and Percentile Die. If the roll falls in the opponent's HR it is a hit. You then roll your damage and your turn is over. If it misses your turn is over.  

Defend

Defending will be a vital tactic if the party has weaker members such as Arcane Users that cannot take a head on assault.   Defending Yourself: If you defend yourself you will take 1/2 damage from normal attacks.   Defending Others: If you defend others you will take take their damage instead.  

Aid

Aiding in combat can mean the difference between life and death. This will also draw attention to you and enemies will try to stop you.   Aiding Yourself: To aid yourself you will recover HP worth your Vitality.   Aiding Others: Aiding others will recover their HP worth your Knowledge + Luck.  

Free Will

Free Will allows for creative solutions to otherwise straight problems. Perhaps silver dust can debilitate a werewolf? Or distracting a horde of gremlins with a shiny mirror will buy your party time to escape? Using a Free Will action can be spontaneous and fun!   Free Will actions that require rolls will use Success Ranges determined by the GM instead of Hit Ranges.  

Special Actions

Special Actions are actions that don't usually require use of a turn.  

Reflex

A Reflex action is a Special Action certain Specialties can use usually to counterattack. If a enemy misses a attack the character can use a Reflex as a Special Action.  

Bloodlust

A Special Action used by Gladiators. Bloodlust allows them to continue attacking if they deal the death blow.  

Loot and Treasures

Once combat is over loot and treasures is distributed to the characters. Each creature will have Treasure Ranges (TR) that determine what rarity of treasures the creature might carry. These are suggestions and can be disregarded if the GM prefers to do a different method.

Comments

Please Login in order to comment!