Chapter 4
by SkyDreamer
Guides on the following:
Combat
In combat, each character can make 3 actions. Only one of these can be an attack, and any attempts to run away will end the turn immediately.
When making an attack, the attacker rolls "D20 + TRAIT + weapon modifier", where TRAIT is KNOWLEDGE for magic attacks, PRECISION for ranged attacks and finesse melee weapons (such as daggers or rapiers), or STRENGTH for all other melee attacks.
This is automatically contested by the defender's "D20 + QUICKNESS" for evasion. If this beats the attack roll, the defender dodges the attack completely.
If this fails, the defender gets a second chance with "D20 + CAUTION" for blocking. If this beats the attack roll, this reduces the damage from the attack by "1 + shield modifier + ((block result - attack result)/2)". However, defenders will always take a minimum of 1 damage on a block.
The attacker's damage roll is listed in the spell description for magic, or decided by the type of weapon: http://dnd5e.wikidot.com/weapons. Unarmed strikes generally do 1D4 damage, unless the character has natural weapons such as claws. Due to the low stats of this game, attack damage will just be the "YDX" portion, not "YDX + modifier"
This damage is then done to the defender's HEALTH. If their HEALTH hits 0, any excess damage will be split between STAMINA and WILL, and they might receive a wound, based on circumstances of the attack. Further attacks on a 0-health defender will continue to hit STAMINA and WILL, as well as potentially causing a wound for each attack.
If WILL hits 0, the defender will surrender. If STAMINA hits 0, they have a chance to pass out each turn, based on coin-flip.
(D&D 5E spells that do not require an attack roll, but instead have the defender make a saving roll, will have the defender roll against your "KNOWLEDGE + 10". STR saves use STRENGTH, DEX saves use QUICKNESS, CON saves use current STAMINA, INT saves use KNOWLEDGE, and WIS & CHA saves use current WILL.)
Attempts to flee will cost 1 STAMINA (for both escaper and any chasers). Escaper's "D20 + QUICKNESS" needs to beat chaser's "D20 + QUICKNESS" by at least 5 to successfully escape them. If chaser's "D20 + QUICKNESS" beats escaper's "D20 + QUICKNESS", then they keep up close enough to make an attack or grapple attempt.
End of guide
IMPREGNATAR | ANARCHY
A FREEFORM GAME OF SURVIVAL AND IMPREGNATION
An anarchy variant of IMPREGNATAR. While the original had a set handful of GMs, a canon timeline and balanced encounters, this version does away with balance by allowing anyone to GM any posts, including their own. This is an interactive survival story that's like a combination of D&D, Dark Souls, and Zelda. Your character awakens spawned into the middle of an unfamiliar forest. They have little memory of who they are or how they got there, and all but the faintest of survival assets. Post by post they will explore their surroundings hoping to gain skills, level up, and survive by avoiding any Bad End scenarios with a horrific (and probably kinky) fate. Or, in this case, probably experience as many Bad Ends as possible as they traverse multiple timelines.
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Updated on Jan 1, 2025
by StabilizerEmerald
Created on Jul 26, 2021
by SkyDreamer
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