COMBAT SAMPLE
The party:
--Istvan, an Aarakocra Cleric
Cleric: Starts combat with 3 Holy Fuel
Forceful: 3d6
Agile: 2d6
Insightful: 3d6
Charming: 4d6
* +1 Fuel when the objective is Render Helpless, Gain Surrender, or Drive Away
* +1 Fuel when the mode is DEFEND.
Aarakocra: You start combat with 1 Morale Fuel (1 extra, if your class gives you some already). You can fly, although it's a bit tiring. Spend 1 Morale Fuel to fly briefly-- you can reach a Far location on the battlefield immediately, or you can attack a Close or Near target from above, allowing you to roll 1 extra die to hit. Outside of combat, you can renew this 1 Morale Fuel naturally after five minutes of rest.
--Zedrax, a Kobold Alchemist
Alchemist: Your default damage is 1. You start combat with 3 Alchemy Fuel.
Forceful: 1d6
Agile: 3d6
Insightful: 4d6
Charming: 2d6
* +1 Fuel when the objective is Render Helpless, Drive Away, or Escape
* +1 Fuel when the mode is FEINT
Kobold: You only do 1 damage as your default. You start combat with 1 Distract Fuel (1 extra, if your class gives you some already). Spend 1 Distract Fuel to make a Trap (you must describe it. Traps most often involve wires and/or ropes and/or pointy spikes)-- the next being (friend or foe) to enter the exact spot where you are now will take 3 damage. You must leave this spot immediately after you set the Trap. Outside of combat, you can renew 1 Distract Fuel naturally after five minutes of rest.
--Mrushi, a Gnoll Mage
Mage: Starts combat with 3 Magic Fuel
Forceful: 1d6
Agile: 2d6
Insightful: 4d6
Charming: 3d6
NOTE: Mages do only 1 damage in non-magical combat.
* +1 Fuel when the objective is Render Helpless, Block, or Topple
* +1 Fuel when the mode is ATTACK.
Gnoll: You start combat with 1 Morale Fuel (1 extra, if your class gives you some already). Gnolls are pack hunters. In combat, spend 1 Morale Fuel to Pack Hunt: If you attack a target that an ally has already attacked this round, you roll +1 die to attack that same target, and you do +2 damage if you hit. If any other allies attack the same target after you this round, they also roll 1 extra die to attack, and they do +1 damage if they hit.
--Ritha, a Human Fighter
Fighter: Starts combat with 3 Morale Fuel
Forceful: 4d6
Agile: 3d6
Insightful: 2d6
Charming: 2d6
* +1 Fuel when the objective is Kill, Beat Up, or Overrun
* +1 Fuel when the mode is ATTACK
Human: When you start combat, choose a type of Fuel you can use. You start with one extra of those.
The enemies: 4 Deep Gnome Grunts, their Captain, and a mysterious scary hooded woman that's with them
The Objective: Drive Away (Cleric and Alchemist start with 1 extra Fuel)
The battlefield: a large, wide bridge over a large stream (almost a river). It's not that deep but it's rushing pretty fast. The enemies start our Far from each other.
First Mode: Attack
It turns out the enemy will: Defend
SO:
--Cleric: 4 Holy 1 Morale, 10/10 hp
--Alchemist: 4 Alchemy 1 Distract, 10/10 hp
--Mage: 3 Magic 1 Morale, 10/10 hp
--Fighter: 4 Morale, 10/10 hp
Attack vs. Defend: Enemies roll 1 extra die
--Ritha the human fighter decides to spend 2 Morale Fuel and Charge a grunt-- the grunts only have 2 HP, so the grunt goes down right away.
--Mrushi the gnoll mage decides to blast the deep gnome captain with Magic Missile. Heck with it, spending 3 Magic Fuel. Bam, the captain takes 3 damage-- but he started with 4, so he's still up.
--Zedrax the Alchemist: since his Abilities are mostly for opponents who are Nearer to him, Zedrax spends 1 Alchemy Fuel to use his Alchemist ability I Can Use That. He realizes (because the GM tells him so) that one of the grunts is wearing an eagle feather tied to his sleeve-- Zedrax can use that to speed up some of his potions! That guy just needs to be defeated...
--Istvan the Aarakocra Cleric has a sling-- he decides to just fire at the captain. He rolls his Agility (2d6) and... the Captain goes down!
--Cleric: 4 Holy 1 Morale, 10/10 hp
--Alchemist: 3 Alchemy 1 Distract, 10/10 hp
--Mage: 0 Magic 1 Morale, 10/10 hp
--Fighter: 2 Morale, 10/10 hp
But now it's the enemy's turn. The three grunts fire arrows at the party: Istvan takes 2 damage, Ritha the fighter takes 1.
But the strange hooded woman uses an ability: She casts a hex! The entire adventuring party must roll 1 less die for the rest of this fight!
DROPS: The GM declares that the captain dropped 2 Magic Fuel, and that the grunt dropped 1 Morale Fuel. Now the party just has to pick it up...
--Cleric: 4 Holy 1 Morale, 10/10 hp
--Alchemist: 3 Alchemy 1 Distract, 10/10 hp
--Mage: 0 Magic 1 Morale, 10/10 hp
--Fighter: 2 Morale, 10/10 hp
This message was last edited by the GM at 21:50, Fri 11 Nov 2022.