Confrontation in the Fen [NaGaDeMon 2018]



There is always going to be confrontation and conflict in the perpetually darkened swamp-lands of the fen.  

I'm open to feedback here. I'd like feedback here. 

Basically our characters are defined by a range of skills that either give them a new way to roll dice that other characters don't possess [such as healing, crafting, or fishing], advantages to standard actions [such as being better at combat or scavenging], or some quirky one off ability [which might ignore certain penalties, or provide advantages when certain situations arise]. The amnesiac characters get one skill, while aware characters get a name, 3 skills, and a memory fragment that provides some special bonus while revealing something about their past. 

Ranged
If there are characters at ranged distance with ranged weapons, ranged attacks are launched in descending order of initiative.
Roll each ranged attack [roll a single d6 unless either combatant has an effect that says otherwise]
[1] weapon is lost
[2-3] attack misses
[4-5] attack hits for basic damage
[6] attack hits for basic damage then choose one of the following –
extra damage
[or] a bonus effect occurs [based on weapon or skill]
[or] attacker gains a manoeuvre
Closing in
Once ranged attacks are resolved, any active combatants at ranged distance close in, or spend a manoeuvre to remain at ranged distance.
Melee
Melee attacks are launched in descending order of initiative. Characters at ranged distance are unable to be struck by melee attacks
Roll each melee attack [roll a single d6 unless either combatant has an effect that says otherwise]
[1] victim gains a bonus die on their next action
[or] if a weapon is being used, it risks breakage
[2-3] attack misses
[4-5] attack hits for basic damage [1 damage if no weapon is being used]
[6] attack hits for basic damage then choose one of the following –
extra damage [1 extra damage if no weapon is being used]
[or] a bonus effect occurs [based on weapon or skill]
[or] attacker gains a manoeuvre
Resolution
Any character with a Fear penalty of ‘Scared’, or an Instability penalty of ‘Irrational’ must make a die roll to avoid running into the darkness screaming.
Any character with penalties of ‘Passed Out’, ‘Broken’, ‘Paralysed’ or ‘Incapacitated’ is rendered inactive for the remainder of the conflict [melee attacks against inactive targets have an advantage die, any successful hit kills them outright]
If both sides still have active combatants, a new round begins with any combatants at long range. If only one side has active combatants, they stand victorious.

Post Confrontation
If the survivors are victorious, any character with the healing skill may tend to a single inactive character [characters killed outright may not be tended to]. An elixir may be used to automatically remove a penalty trait [at the risk of gaining another], or use herbs and roll a standard healing test for this.
Regardless of confrontation outcome, any characters who fled the conflict due to being ‘Scared’ or ‘Irrational’ may see if they regain their senses.
[1] This character is never seen again, and the danger rating increases by 1
[2-3] This character is never seen again
[4-5] This character will be the next wandering survivor encountered in exploration or at the encampment
[6] This character returns to the rest of the group when the confrontation is resolved


The thing I'm missing here is the idea that characters are potential victims of things like fear and potential psychosis, but there seems to be no specific way to inflict these on the adversaries they face. At the moment, I'm considering the idea that psychological warfare might be limited to those with specific skill sets, or items that allow them to invoke these effects.

Generally, survivors [and the monsters in the fen] will roll a single d6 and deal a single injury trait with their attacks [or 2 if they roll a 6]. Weapons may add damage or allow an advantage die, armour reduces potential incoming damage, or adds a disadvantage die to the attacker [remembering that any advantage and disadvantage dice cancel each other out]. I'm thinking that things like 'battle standards' may create armour effects against 'fear' penalties, and innoculations or some kind of elixir may create armour effects against the 'insanity' or 'disease' penalties inflicted by certain fen creatures. 

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