Sometimes nature likes to try and bite back and in situations like this players have 2 options: Flee or Fight. For those with a fighting spirit players can now battle with the various foes they may encounter in the Forbidden Zone. Battles are between a players Drac(s) and the encountered creature. These battles not only earn the Drac stat points but a victory over the foe will reward players with additional loot. However, these battles are not without risk. Dracs can be injured from the resulting fight and, in extreme cases, even die.
Winners are determined by using our Stat System. Each foe has their own respected list of stats, abilities and attacks they will employ to try and win. In some cases, creatures that players choose to fight may prefer to flee. These creatures are often smaller prey species that will spook at the mere sight of your Drac.
Players will encounter foes in one of our optional prompts, keep in mind all prompts are always well... optional as we are aware that some players like to submit larger stories in pieces. We do not want to disrupt these saga's so no matter what, battles will remain optional. Should a player not wish to engage but still acknowledge the encounter in their following piece we will just assume they fled.
But should a player wish to fight they will need to respond to the mod comment. Battles will primarily take place through these comment chains until a resolution is met. This allows for players to decide if they want to continue the fight or disengage before their Drac suffers serious injury. This also allows for players to make calls on what attacks they want their Drac to use and when.
Rounds
Battles proceed in rounds, meaning the Drac and the target will each get a full turn to try and attack. Once both have used up their attacks the round is 'over'.
Round one begins with the a players lead Drac attacking first. Your lead Drac is the one closest to your character when the attack occurs or the one they are riding on. This is, of course, assuming the players explorer is traveling with multiple Dracs. If they only have one, then their lone Drac will attack. Dracs will always attack with a Trample and Bite attack on their first turn. If the players Drac doesn't defeat their foe turn on their turn, the opposing creature will also get a chance to attack. Once they have, round one ends and players will receive a Battle Report of what happened.
Its at this point the player may choose to attack again or disengage. If they choose to attack again they choose which of their Drac's attacks they want to use. Dracs get 2 attacks per turn which include: Trample, Bite, Gore or a Fire Attack which are explained below. Players will also decide if any of their other Drac's will engage in the battle (assuming they have more than 1). If more join the fray, their attacks will also need to be chosen at this time and included in the reply. Again, players will get a Battle Report summarizing how the combat proceeds. They will be notified if attacks hit or miss, how much damage they do and how much damage they receive (if any).
Rounds will continue until the opposing creature is killed or players choose to disengage.
Players will find that certain attacks deal a specific type of damage. Certain damage types are resisted by the foes in the FZ meaning that they take half the damage they normally would. The logic behind this being its easier to chop a tree down with an axe that it would be a bat. While some creatures may resist damage types, they may also be vulnerable to others! This means damage is doubled when an attack of that type hits.
Damage types:
Bludgeoning Damage: Delivered in a pummeling attack. Think blunt force or punch like blows. Kicks, gores or trampling attacks deal this type of damage. Think skinned creatures like Arsinoitherium or Gomphotherium resist these types of attacks.
Fire Damage: Exclusive to Dracs! Fire is a powerful weapon not to be underestimated but is limited in use. Furred or feathered opponents are vulnerable to these attacks.
Piercing Damage: Delivered in a stabbing, puncture like attack made with a sharp claw, horn or tooth. Piercing attacks tend to break through tough hides if strong enough and can even cause the Bleed Effect. Bleed inflicts additional damage over time in between turns.
Poison Damage: Delivered via tooth or saliva, poison damage is weak initially but grows in strength as time progresses. Poison damage acts a lot like bleed but also gives those inflicted disadvantages on strength saving rolls as the afflicted will feel worse and worse over time. Poison will not kill outside of battle but a bad enough poisoning may require extra medicine to cure.
Slashing Damage: Delivered slashing claws or talons. Slashing damage tears flesh and leaves open wounds prone to infection.
All Dracs are capable of making two attacks on their respective ‘turn’. They may choose from the following:
Trample (Hoof attack)
+6 to hit (assuming target is within 5 ft)
Limit: 1 target
Damage: 2(d6) + 4 - bludgeoning damage
If attack hits, target must succeed on a DC 13 Strength saving throw or be knocked to the ground.
Gore (Horn attack)
+4 to hit (assuming target is within 5 ft)
Limit: 1 target
Damage: 2(d8) + 5 - bludgeoning damage
If attack hits, target must succeed on a DC 13 Strength saving throw or be knocked to the ground.
Bite
+5 to hit (assuming target is within 5 ft)
Limit: 1 target
Damage: 2(d6) + 3 - piercing damage
If target is bitten while downed, the target must make a DC 15 endurance saving throw or be afflicted with ‘bleed’. Target will then take 1d6 damage in between turns until healed or rendered unconscious. (This will stack with each additional successful bite)
F1 Dracs are allowed 4 fire charges
F2 Dracs are allowed 3 fire charges
F3 Dracs are allowed 2 fire charges
F4 Dracs are allowed 1 fire charge
Fire attack 'charges' reset after the Drac rests for 8+ hrs. Meaning until a submission is accepted detailing the party resting or sleeping through the night, charges will not reset. Using a breath weapon attack counts towards the two attacks a Drac can take per turn.
Flame Burst
+5 to hit (assuming target is within 10 ft)
Limit: 1 target
Cost: 1 Charge
Damage: 2(d6) - Fire damage
The Drac expels a burst of fire from its mouth around the size of a soccer ball. The flame crackles and explodes damaging anything in range.
Fire Breath
Cost: 2 Charges
The Drac exhales fire in a 15-foot cone. Each target in that area must make a DC 13 agility saving throw, taking 4(d6) fire damage on a failed save, or half as much damage on a successful one.
Incinerate
Cost: 4 Charges
The Drac exhales fire in a 45-foot cone. Each target in that area must make a DC 18 agility saving throw, taking 9(d6) fire damage on a failed save, or half as much damage on a successful one.
TBA