7) Combat
It's All About Survival!


<< 6) Cards, Events & Encounters   ||  Rules Index

During the course of the game, you'll have many combat encounters with various creatures and other rivals. It can help to improve your attributes quickly or reduce you to a large gooey pile of lifeless flesh and bone. Although there is single segment combat, most combat is resolved in several segments with each segment containing several steps and these segments will continue, one after another, until one of the combatants runs or dies. Here are the 4 main types of combat. Although each of these will directly link to the specific section, if this is your first time through the rule book, you'll want to get familiar with the combat terms featured in the next section first.

Player vs. Creature - This is the most common form of combat and will usually occur as a random event or they can be initiated by a player ending movement in a location (or adjacent location if in the Palace) containing a creature. The player's intention for initiating a conflict with a creature would be to gain access to something the creature is protecting, to collect experience points (XP), and/or simply because they want to kill it.

Player vs. Player - These conflicts last for one segment of combat. The usual reason a player may confront another player is to either inflict damage or take something from the other player as victory spoils and hope the other player doesn't damage or take something from them.

Player vs. Regent - If a player has made it to the Great Throne, they become the current regent of the Kingdom. On their turn, the throne may allow them to teleport out to another player and attack them. In this case, it is treated as a player vs. creature conflict in that the segments of combat would continue until one of the combatants runs or dies. If the regent is still alive at the end of the conflict, they would immediately teleport back to the throne.

Battle for the Throne - If there is a regent upon the throne and a rival walks into the throne room, the two immediately fight, segment for segment, to the death.


7.1 - Combat Terms

Here is a list of terms that you'll encounter during combat. Below these terms, you'll be shown how they apply in the various combat scenarios.


7.1.1 - Initiator

This is simply the player or creature that begins the encounter and establishes the rules of engagement. Usually the initiator will be the attacker but not always. Note that the terms initiator and initiative are different as will be pointed out.


7.1.2 - First Sight

If you encounter a creature randomly as an event, you may attempt a First Sight roll, which is your FS% + 10% for each assisting companion. If successful, you've spotted the creature before they've spotted you making you the initiator in this confrontation. If you fail, the creature is the initiator.


7.1.3 - Controller

When a creature is encountered, the next player in turn sequence becomes the creature controller. They're responsible for reading the creature's description aloud, to insure the players know what they're dealing with, establishing the creature's stats, making all dice rolls for the creature and possibly making decisions on behalf of the creature. If more than one creature is encountered during the course of a player's turn, the next player in turn sequence is the controller for the first creature with the following player in sequence controlling the second creature and so on.


7.1.4 - Attacker / Defender

The initiator is usually the attacker unless they cannot attack in a particular situation. For example: If you are initiating an encounter with a psychic creature and you do not have Psionic Combat Attack Capabilities (PCAC), you are basically initiating a conflict as a defender. Obviously, once the attacker is established, the other combatant is the defender.


7.1.5 - To Hit (TH) / Combat Point (CP)

These terms mean pretty much the same thing in that it establishes a value in an attempt to hit your opponent. Once you've established your Combat Point (CP), you would make a Combat Roll (CR). The sum of the two establishes your Combat Score (CS). Generally, the highest CS gets the hit. However, specials rolls may be involved which may alter the outcome.

The dice icon has a option for Combat Dice. The Combat Die Roll option would be used to throw combat dice. You'll be asked to enter your CP. The game will make a D12 CR and present the results as your CS in the chat window.

Your CP would be your power (physical combat) or psychic (psionic combat) + any addon value for that attribute + (Hit+) value for that attribute + adjustment for collectibles being used, special abilities, etc. Here's an example:

Freddy Freelance is about ready to engage in physical combat with an Otyugoth, power of 8. With no other adjustments, the Otyugoth's CP will be 8. Freddy has a power of 7. He also has a Old Barbarian which provides Freddy with 2 power addon points, as shown on the description for the Old Barbarian and reflected on the Freddy's stat sheet in the power 'Addon' box. This increases his CP to 9. The Hit+ box shows 1 for having at least 5 points of swift, so his CP is now 10. Looking over his collectibles, he has a Long Sword, which gives him a +2 TH in physical combat and the Old Barbarian gives him a +1 TH in physical combat for a total of 3 more points. This makes his total CP 13 ...tough little Munchkin.


7.1.5.1 - Special Combat Rolls

When combat dice are rolled, check the results against the following list and the first instance that applies is executed with all other results being ignored.

-- Both the attacker and defender have tied Combat Rolls (CR's) OR tied Combat Scores (CS's) - Standoff. No winner.

-- One combatant rolls a 12 AND the other rolls a 1 - Automatic win for the one who rolled 12 with maximum damage.

-- The Attacker rolls a 1 OR the Defender rolls a 12 - Automatic defender victory for normal damage.

If none of the above apply, then no special rolls are involved and the highest CS wins.


7.1.6 - Damage (Dam)

If you have a successful hit with intent to do damage, you would roll damage dice and the amount of the roll would be subtracted from your opponents Hit Points (HP). The damage dice you would roll would be the Phy/Psi Dam shown on your stat sheet if you're not using a weapon. If you are using a weapon, you would roll the dice for damage as noted in the weapon's descriptions unless your non-weapon damage is greater, in which case, you may still use the weapon but you would apply your stats damage. In either case, you also add the (Dam+) value as extra points of damage for high power or psychic.

In the above example, if Freddy wasn't using a weapon, his stats show D4+1 for physical combat and a (Dam+) of 1 for a total of D4+2 damage. But, in this case, he's using a Long Sword, which hits with D10 damage. Adding his (Dam+), he would inflict D10+1 damage on a successful hit.


7.1.6.1 - Normal Damage

If you see this term, it simply means the dice rolled for damage are as shown above with nothing special going on.


7.1.6.2 - Maximum Damage

This means the amount of damage inflicted is the maximum that could possibly be rolled. In the example above, Freddy's damage is D10+1. So, if he gets to apply maximum damage, he would inflict the full 11 HPs damage, which is the highest possible roll he could make.


7.1.6.3 - Double Damage

This means you roll for normal damage twice and add the two results together. For example, Freddy rolls on his Long Sword and rolls a 4+1=5. He rolls again and rolls a 10+1=11. The two rolls combined inflict 5+11=16 HPs damage to his opponent.


7.1.7 - Stealth (Stlh%)

Depending on the confrontation, you may attempt to surprise an opponent or avoid the encounter by making a Stlh% roll. You may not do both. So, if given the choice, you must declare whether you are attempting to surprise or avoid before rolling.


7.1.7.1 - Surprise

If you are the initiator in an encounter, and you can be the attacker, you may attempt to surprise. If successful, you cause maximum damage or, if it's a player vs. player confrontation, you may take victory spoils (explained below) and the conflict ends. If you fail vs. a creature, you must then attack normally. If you fail vs. a rival, they may attempt to avoid. If they don't make the attempt or they fail, you must then attack them normally.

If a creature is the initiator, they may attempt to surprise you for maximum damage. There surprise ability is listed in their description as "Sur: x%".


7.1.7.2 - Avoid

If you are the initiator vs. a rival, you don't have to attack them at all. You can say "Hi" and ignore them or you can choose to encounter the location instead. So, there's no need to make an avoid roll. If a rival is initiating an encounter with you, even if it's just to say, "Hi", or they fail to surprise you, you may attempt to avoid them. If successful, the rival is forced to encounter the location instead. If you fail to avoid them, the encounter is normal.

If you encounter a creature as initiator but you don't wish to fight them, you can attempt to avoid the confrontation. If successful, you managed to sneak by them. You cannot access anything the creature is protecting unless you kill or chase them off, though. If the creature is the initiator and it fails to surprise you, you may attempt to avoid it. If you don't, combat is normal.


7.1.8 - Persuasion

A Good player may not intentionally Attack another Good player and/or cause Damage without announcing their intentions beforehand and be willing to except this as an Evil act and become Evil. Of course, if you are Good and you have a race that cannot be converted to Evil, attempting to cause damage to another good player is simply not allowed. This rule does not apply to a regent. Once a player makes it to the Great Throne, their alignment is no longer a consideration.

So, how does any Good player ever get an advantage over another Good player? By an attempt to persuade the other character to give them Victory Spoils. Persuasion is done in precisely the same fashion as Combat except that any attribute of the attacker's choosing may be used in the confrontation ...more a contest of wits, skill, strength, etc., i.e., "I can do this better than you". May the best man win! Yes, very sporting. Since no damage can be inflicted on an opponent, the purpose would be to gain some Victory Spoils from them. Surprise is not allowed (unless the initiator intends to cause damage and become evil) but avoid rolls are normal.


7.1.9 - Victory Spoils

When a player beats another player in combat or persuasion, they may take Victory Spoils in lieu of causing damage. Victory Spoils include any single collectible the player has. This includes the gold pouch and all the gold in it or their gem pouch and with all the gems in it. If the player takes a carrier, the rival will have to re-distribute any items in the carrier or [Disown/Drop] them in the current location if they don't have room for them. The victor may not pick up dropped items. They must leave for at least one turn and then they can come back to get them.

As mentioned earlier, boats and rafts are Items that can be taken for a time period during their construction. If you have taken a boat or raft as victory spoils, [Claim Ownership] and you may leave it as hidden or use it on your next turn.


7.1.10 - Armor Check

Anytime you are hit in combat and there are no special rolls involved, you may make an armor check by adding up the armor rating (AR) of your armor and any other special items or abilities and making an Armor Check roll. You'll note above that Freddy has a suit of ring mail which provides 35% AR.

There's a die roll specifically for an Armor Check in the Combat Dice menu. You would enter your AR and the game rolls a D% and announces the results in the chat window. If you pass, your armor protected you and you suffer no damage. If you fail, your opponent rolls normal damage. Armor does not protect a combatant if they are surprised or any special roll is involved.


7.1.11 - Initiative/Special Circumstances (ISC)

At the end of a combat segment (except player vs. player), both combatants make an ISC roll. This die roll serves a dual purpose. Its main purpose is to establish who will have the initiative in the next segment of combat. Normally this would establish the attacker for the next segment. However, even if it's established that you are already defending (like vs. a flying creature) winning initiative means you'll have first action to decide to defend or run with immunity. Besides determining initiative, this roll may also indicate Special Circumstances have taken place.

Both combatants would select the ISC Roll button in the Combat Dice menu and the game will roll a D20 for both and display the results in the chat window. As with combat rolls, there are special rolls involved which indicate special circumstances have taken place. Apply the numbers rolled to the chart below and accept the first condition that applies ignoring all other results after it. No armor check is made on special ISC rolls.

-- Tied ISC rolls - An exchange of blows. Each scores normal damage and ISC is rolled again. If one is killed, they still get to apply damage to the other before they die. We have had one game where two players battling in the throne room killed each other in an exchange of blows.

-- One combatant rolls a 1 AND the other rolls a 20 - The player that rolled 20 has struck a killer blow for double damage and both parties roll ISC again.

-- One combatant rolls a 1 - That player has fallen down and their opponent gets a free hit for normal damage. Both parties roll ISC again.

-- One combatant rolls a 20 - That player caught their opponent off balance and has struck them a mighty blow for maximum damage. Both parties roll ISC again.

If none of the above apply, the high roll has the initiative. They are the first to decide to run or not and they are the attacker in the next segment (if they can be an attacker in this situation). If this was the last segment of combat to be fought, the conflict is now over.


7.1.12 - Run Check (Run%)

If the conflict doesn't end, each party now has the decision as to whether they wish to run or not. The party that won initiative gets this choice first. If a player wins the initiative and they wish to run, they may do so with immunity and the combat simply ends and they would give themselves 1 XP for the experience of bravely running away.

If a creature has the initiative, it will only consider running if it has suffered damage at some point during this segment. If it has, the creature's combat stats will show a Run%. The controller would use the Run Check option in the Combat Dice list, enter the Run% and the game will tell them if they are successful. If the creature passes, the combat ends. The player is said to have either chased off the creature or forced the creature to step side and the player may take any items and/or encounter any other events present in the location the creature is protecting and collect XP. If this run check fails, the creature is still ready for battle and isn't going anywhere.

If the combatant with initiative doesn't run, the other party may now decide if they wish to run. It's done the same way as above with one major exception. If a player, who did not win initiative, wants to run, they would declare their intent and they must successfully roll their Run% or be forced to fight one more segment of combat, up through the ISC Roll, with -1 TH&D as they are valiantly trying to parry their opponent while attempting to escape. If they do successfully roll their run check, they got out without any further conflict and the combat ends.

If a creature, who did not win initiative, and has suffered damage in this segment, a run check is made. If they succeed, one more segment of combat will take place with the creature getting -1 TH&D up through the ISC Roll and then combat ends. If they fail the run check, it means the creature has no intention of running and wants to kill you.


7.1.12.1 - Where to Run?

To say the character or creature runs is somewhat vague. Where do they run to? It depends on the location where the battle took place.


7.1.12.1.1 - Standard Outdoor Region

A standard outdoor hex location is roughly 2 miles across so they're large enough to where the party running is simply moving away from the confrontation but they do not physically leave the location. So, both the creature and the character remain in the same hex.


7.1.12.1.2 - Palace Guard & Mystic Realm

Since the player is always the attacker, they may "retreat" any time they like as discussed in the special rules for the Palace Guard and the Mystic Realm. However, if the creature in the confrontation runs, rather than run away, they simply step aside and let the player pass. They remain in the hex location for the next adventurer to come by.


7.1.12.1.3 - Waterway

Similar to a Standard Outdoor Region, the combatants remain in the same location assuming that one is swimming or sailing away from the confrontation.


7.1.12.1.4 - Laurica's Palace

This is much different as we're discussing hallways and enclosed rooms. If a creature runs from a confrontation, the creature controller clicks the Laurica's Palace Location option under the Random Locations dice menu and places the creature there. Based on the location generated, the following adjustments may take place:

-- If this location is in a room, then the creature is placed in that room.
-- If that location is in a room with any player, roll again.
-- If the creature lands in a hallway location that is within 3 tiles of any player, roll again.

When you run or avoid in the Palace, you must move D4+2 MP away from the confrontation (or as much of the roll as you can). You may only travel through hallway locations and cleared rooms if the exit door is not locked. Of course, you can't run through a locked door - you don't have time to pick or smash it. You may not stop or pass through hallway tiles with a creature. You may not pass through any location with blocking events or rivals except a rival right outside a door of a room you are exiting. Basically, if you cannot put at least one empty space between you and a creature, you must either kill or chase off the creature or fight it to the death as you simply have nowhere to run.


7.1.12.1.5 - Catacombs

The catacombs are full of caverns, secret passages, caves etc. that are very familiar to the creatures that live there but a player can easily get lost if they deviate from the main corridors and rooms.

If a creature runs in the catacombs, it goes to a random room location. If that room is occupied by any player, roll again.

If a player runs, it's assumed they'll jump into a hidden corridor or cave to escape so they only have to move one tile away. However, if they successfully run, they are lost for D4 rounds as they try to find their way back to the main corridor. During this time, normal event checks take place and if they are forced to run while lost, they must add another D4 rounds of being lost.

Although extremely rare, if a player finds themselves in a conflict with a creature in a room with no exit, they'll have to kill or chase off the creature or fight to the death.


7.1.13 - Master Creatures

One of the things that makes masters so tough is their ability to fight both physically and psionically in the same segment. If you are attacking them, the conflict would be handled normally up to the ISC roll but before this roll is made, the master would counterattack in the opposite manner of the initial attack. In other words, if you attacked it physically, it will counterattack psionically and vice versa. Then the ISC roll would be made.

If they are attacking, the controller decides how to attack first: physically or psionically. After the results of the conflict are established but before ISC is rolled, the controller would attack again in the opposite fashion. Once the results of both attacks are complete, then ISC is rolled.


7.1.13.1 - Palace Guard & Mystic Realm Masters

As noted before, you are always the attacker when confronting a creature as a palace guard or in the Mystic Realm. Also you may attack either physically or psionically, even if you do not have PCAC. In the case of a palace guard or Mystic Realm master creature, they also will not attack you but they will still counterattack if you attack them.


7.1.14 - Flying Creatures

Creatures that fly, float, levitate, etc. will have the notation "Flies" on their description. If you don't have the ability to get off the ground, you are always the defender when fighting a flying creature. However, if you are the initiator with a flying creature, you may attempt to surprise them before they have a chance to take flight. If successful, strike them for maximum damage. Then combat is normal with you remaining the defender throughout the conflict.


7.2 - Player vs. Creature Combat

The in-game chart for Player vs. Creature Combat will take you step-by-step through the conflict. This section will go through each of these steps in detail for clarification. Referring to that chart while going through this section may be helpful. Much of this may be a repeat of what's been noted before but now you'll be able to see it in context.


7.2.1 - Step 1: Establishing the Arena of Combat

When a player encounters a creature, the creature controller (next player in sequence) reads the creature's description aloud, opens the creature's [Combat Stats] and rolls up the creatures run factor (RF) and maximum hit points (MX HP) as well as anything else the creature may require. In this sample, Grisha has just encountered a Maxim by random event.

As you can see here, the controller has rolled a D10 for RF and rolled a 6. For HP, they rolled the HD (D6 + 6) and rolled a 4 for a total HP of 10.


7.2.2 - Step 2: Establishing Initiator/Attacker/Defender

Since this creature was encountered randomly, Grisha can attempt to roll First Sight with her FS% in an attempt to be the initiator of this encounter. In this case, that would also make her the attacker as there are no attack restrictions.

Her FS% is 38% and she has no assisting companions to improve this. She rolls a D% and rolls 78%. She fails so the maxim spotted her first and is now the initiator/attacker making Grisha the defender.


7.2.3 - Step 3: Surprise / Avoid (Stlh%)

If the creature is attacking, they'll attempt to surprise. If they are successful, they cause maximum damage (no armor check) and go to Step 8.

If the player is attacking, they may attempt to surprise or avoid, not both, so they must announce their intent before rolling.

-- If they surprise successfully, they cause maximum damage (no armor check) and go to Step 8.
-- If they avoid successfully, the conflict ends.
-- If they fail to surprise or avoid, go to the next step.

If the player is the initiator but cannot attack the creature for whatever reason, they may NOT attempt to surprise but they may attempt to avoid. If they fail to avoid, go to the next step. Note that a player may attempt to surprise a flying creature as initiator as the creature has yet taken flight.

If the creature is the initiator, and they failed to surprise, the player may attempt to avoid. If they fail to avoid, go to the next step.


7.2.4 - Step 4: Combat Resolution

The combatants determine their Combat Point (CP) and use the [Combat Die Roll] option in the Combat Dice menu, attacker first. The results are checked against the following list of special rolls. Accept the first one that applies and ignore the rest. If a special roll is indicated, there's no armor check:

-- Both the attacker and defender have tied Combat Rolls (CR) or tied Combat Scores (CS) - Standoff. No winner. Go to Step 7.
-- One combatant's CR is 12 AND the other's CR a 1 - The CR of 12 wins with maximum damage. Go to Step 7.
-- The Attacker's CR is a 1 OR the Defender's CR is a 12 - Defender victory for normal damage. Go to Step 6.

If no special rolls apply, high CS wins. Go to the next step.


7.2.5 - Step 5: Armor Protection (AR%)

If the loser has an armor rating, they would use the [Armor Check] option in the Combat Dice menu to determine if their armor protected them from injury.

-- If they pass an armor check, go to Step 7.
-- If they fail an armor check, go to the next step.


7.2.6 - Step 6: Normal Damage

The victor rolls the appropriate dice to determine the number of points of damage they have inflicted on their opponent. Go to the next step.


7.2.7 - Step 7: Master Creature Check

-- If the creature is not a Master or if this is the Master's second attack or counterattack, go to the next step.
-- If a Master is attacking and this was only their first attack, or they are counterattacking, go back to Step 4 for the second attack. If the first attack was physical, the second will be psionic or vice versa.


7.2.8 - Step 8: Initiative / Special Circumstances Roll (ISC)

Each of the combatants would use the [ISC Roll] option in the Combat Dice menu, attacker first. The results are checked against the following list for Special Circumstances. Accept the first one that applies and ignore the rest. No armor checks allowed:

-- Tied ISC rolls - An exchange of blows. Each scores normal damage. Roll ISC again.
-- One combatant rolls a 1 AND the other rolls a 20 - The roll of 20 strikes for double damage. Roll ISC again.
-- One combatant rolls a 1 - Their opponent strikes for normal damage. Roll ISC again.
-- One combatant rolls a 20 - They strike for maximum damage. Roll ISC again.

If there are no Special Circumstances, the high roll has the initiative in the next segment of combat if the conflict continues. Go to next step.


7.2.9 - Step 9: Run Check (Run %)

The combatants would use the [Run Check] option in the Combat Dice menu when appropriate. The combatant that won initiative gets the first run check. If they do not run, the other combatant may make a run check.

-- If the player has initiative, they may run with immunity, if they wish, and combat would end.
-- If the creature has initiative AND they have received damage in this segment, the controller would make a Run Check. If they run, combat ends.

-- If the player does NOT have initiative and the creature is not running, they may declare they wish to run and make a Run Check. If they pass, the combat ends. If they fail, one more segment of combat is fought with the player at -1 TH&D. Go to Step 4 and play up through Step 8. Then combat ends.

-- If the creature does NOT have initiative and the player is not running AND the creature received damage in this segment, the controller would make a Run Check. If they pass, one more segment of combat is fought with the creature at -1 TH&D. Go to Step 4 and play up through Step 8. Then combat ends. If they fail, they are NOT running. Go to Step 4 for a new segment of combat.


7.3 - Player vs. Player Encounter

If you end movement in the same location (or neighboring tile in the palace) with a rival, you may encounter the rival unless:

-- The terrain type of the location is [P]. Note that you may still attempt to steal a companion in a [P] location.
-- The location is in the Msytic Realm, Palace Grounds, or Waterway.


7.3.1 - Step 1: Initiator's Choice

As initiator, you have three options on what you want to do when you stop in a location with a rival:

-- Ignore them and encounter the location. Go to Step 6.
-- Encounter them sociably, "Hi, how ya doin'?". Go to Step 3 or...
-- -- If they are incapacitated, you may take a non-living collectible from them. Go to Step 6.
-- Challenge the rival to a single segment of combat or persuasion. Go to next step.


7.3.2 - Step 2: Establish the Encounter Type

-- If either combatant is NOT good, You may declare an attack physically or, if you have PCAC, psionically. Go to next step.
-- If both combatants ARE good, you may select the attribute used in this persuasion encounter or, if you can be converted to evil, announce an attack with intent to cause damage. If you cannot be converted to evil, persuasion is your only option. Go to next step.


7.3.3 - Step 3: Surprise / Avoid (Stlh%)

The Initiator may attempt surprise, unless this is a persuasion encounter. If successful, they cause maximum damage or take victory spoils. Go to Step 6.

If the defender was not surprised, or the initiator attempted a non-conflict encounter, or this is a persuasion encounter, the defender may attempt to avoid. If successful, the initiator is forced to encounter the location instead. Go to Step 6.

If neither of the combatants surprise or avoid, go to the next step.


7.3.4 - Step 4: Combat or Persuasion Resolution

This is done exactly the same as combat vs. a creature except that the winner of a conflict may take victory spoils instead of causing damage. If it's a persuasion encounter, the winner may only take victory spoils unless they are willing to become evil and their race can be converted to evil.

The combatants determine their Combat Point (CP) and use the [Combat Die Roll] option in the Combat Dice menu, attacker first. The results are checked against the following list of special rolls. Accept the first one that applies and ignore the rest. If a special roll is indicated, there's no armor check:

-- Both the attacker and defender have tied Combat Rolls (CR) or tied Combat Scores (CS) - Standoff. No winner. Go to Step 6.
-- One combatant's CR is 12 AND the other's CR a 1 - The CR of 12 wins with maximum damage or victory spoils. Go to Step 6.
-- The Attacker's CR is a 1 OR the Defender's CR is a 12 - Defender victory for normal damage or victory spoils. Go to Step 6.

If no special rolls apply, high CS wins for normal damage (go to next step) or victory spoils (go to Step 6).


7.3.5 - Step 5: Armor Protection (AR%)

If the winner chooses to apply damage and the loser has an armor rating, they would use the [Armor Check] option in the Combat Dice menu to determine if their armor protected them from injury.

-- If they pass, they receive no injury. Go to the next step.
-- If they fail, damage dice are rolled and damage is applied. Go to the next step.


7.3.6 - Step 6: Steal Companion (SCx)

Regardless of what happens, the player with the highest social may attempt to steal a companion from their rival if the rival has a companion with the trait "Steal: Y". Note that this is in addition to victory spoils. So, a player can take a companion as victory spoils and steal a second companion in the same encounter.


7.4 - Player vs. Regent

When your make it to the Great Throne, your become regent of the kingdom and your will remain so until you die or become king or queen when all your rivals die or concede. One of the options the throne may give you when you [Consult the Throne] is to teleport out to and attack a rival. This is voluntary and you may choose to pass your turn instead of attacking.

As regent, you may not attack a rival in a [P] location or in the Msytic Realm, Palace Grounds, or Waterway.

Once you are regent, alignment is no longer a consideration so you may freely attack good players even if you were good.

Unlike a normal player vs. player encounter, you, as regent, are attacking solely to cause damage and no victory spoils may be taken by either side.

As regent, you may take any possessions with you that you like within capacity limits and use them in the attack. You would then [Leap to... (Rival)].

It is conducted as a player vs. creature encounter with the regent being the initiator. When it comes to running, the player that won initiative may run with immunity. The defending player must declare they wish to run and make a Run% roll. If they pass, the conflict ends. If not, one more segment of combat is fought with the defender at -1 TH&D. Then the conflict ends.

When the conflict is over, the regent automatically teleports back to the throne: [Leap to... Great Throne]


7.5 - Battle for the Throne

When there is a regent on the throne, and a rival enters the throne room, they will battle to-the-death. This is conducted in much the same was as player vs. creature combat except there is no Stealth (Surprise / Avoid) and no Running. The rival entering the room is the initiator.

Alignment is no longer a consideration. Players with PCAC may attack psionically when they have the initiative.

There is no arcane power within the throne room so the players may not make use of spells or arcane collectibles. They may use an arcane collectible if that item has non-arcane elements, they just can't use its arcane elements. Also, the throne room is too small for any living beings to help you so make sure to remove any add-on points that you would normally get by having a special companion in your party. Basically, all you can use are your normal weapons, armor and talents in a battle for the throne.


<< 6) Cards, Events & Encounters   ||  Rules Index

Dr Nostromo's Home Page