TLDR RULES
ABERRATION ENCOUNTERS
Turn-based with 'special' rules.
Aberrations have Natural Armor: Roll 10-19 to hit | 20 = double damage.
Aberration Attacks:
Aberrations Attacks every 5th post or at the end of post order if fewer than 5 players.
Aberrations can create magical temporary Effects.
Aberrations Effects last until the aberration's next roll
Examples: Causing players to feel dizzy | Casting darkness
Aberrations can target everyone inside the red combat circle.
Players must stay inside to attack or be attacked.
Moving out means safety but no attacking.
Aberration Core: Extended Core Information Here
Revealed after defeating an Aberration.
Core Rings signify the Aberration's level.
Core level (1-10) affect power.
More rings = more health and harder fights.
Single-use, breaks after use.
Can cure corruption within 48 hours but breaks after curing.
Aberration Health System
Core Rings 1-5: Health = 6 hearts
Core Rings 6-9: Health = 12 hearts
Core Ring 10: Health = 18 hearts
Against aberrations, the limitations of potions/mana batteries are increased to 3.
The maximum for potions is raised to 3 for Health & Mana each.
For mana batteries, an additional 3 individuals (maxing out at 6 individuals per mana battery) may be recharged. A mana battery in this instance will provide a recharge of 3 mana to each targeted individual in it's single use. If one of the targeted individuals has full mana, they do not benefit from the recharge. These increased benefits are to reflect the heightened danger and the need for more magical aid against aberrations.
Aberration Attraction
Initiating a mana battery near an aberration is risky, as aberrations are extremely attracted to magic.
The aberration may attempt to attack the mana battery AND individuals near it with it's AOE attacks, leading to heightened tension and strategic considerations. Communication and coordination among players and with the DM are crucial during combat instances.
Players are encouraged to use these magical resources strategically, considering the unique challenges posed by aberrations.
Roleplay interactions should reflect the limitations and risks associated with the use of potions and mana batteries.
You only need to message the DM on these topics if you are in a scene with them.