Read The Eye of Winter's Fury Online

Authors: Michael J. Ward

Tags: #Sci Fi & Fantasy, #Fantasy, #Fiction & Literature

The Eye of Winter's Fury (3 page)

Combat round two

1
Sir Hugo rolls 2 dice to determine his attack speed. He rolls a
and a
giving him a total of 10. He adds on his
speed
score of 4 to give him a final total of 14.
2.
The serpent rolls 2 dice to determine its attack speed The result is a
and a
making 5. The serpent adds its
speed
score of 6, making its final total 11. Sir Hugo wins!
3.
Sir Hugo rolls a
for his damage score. He chooses to add on his
brawn
(which is higher than his
magic
sccore). His final total is 12.
4.
The serpent has an
armour
value of 2, so takes 10 points of damage. The serpent is left with 2
health
.
5.
Because the serpent applied its venom special ability in the last round, Sir Hugo must now deduct another 2 points from his
health
– reducing it from 24 to 22.

Combat then moves to the next round, continuing until one combatant’s
health
is reduced to zero.

Restoring health and attributes

Once you have defeated an enemy, your hero’s
health
and any other attributes that have been affected by special attacks or abilities are
immediately
restored
back to their normal values (unless otherwise stated in the text). In the above example, once Sir Hugo has defeated the serpent, he can return his
health
back to 30 and continue his adventures.

Fighting multiple opponents

In some combats you will be fighting more than one opponent. When faced with multiple opponents, combat follows the same rules as for single combat – the only difference is that, at the start of each combat round, you must choose which opponent you will be attacking. You must then roll against their
speed
score. If you win the round, you must direct your damage against your chosen opponent (or multiple opponents if you have an ability that lets you do so). If you lose the round, your chosen opponent strikes against you as normal. You must defeat all your opponents to win the combat..

Using special abilities in combat

As your hero progresses through the story, they will discover many special abilities that they can use in combat. All abilities are explained in the glossary at the back of the book.

There are five types of special ability. These are: speed (sp), combat (co), modifier (mo), passive (pa) and death move (dm) abilities.

Speed (sp)
: These abilities can be used at the start of a combat round (before you roll for attack speed), and will usually influence how many dice you can roll or reduce the number of dice that your opponent can roll for speed. You can only use one speed ability per combat round.
Combat (co)
: These abilities are used either before or after you (or your opponent) roll for damage. Usually these will increase the number of dice you can roll, or allow you to block or dodge your opponent’s attacks. You can only use one combat ability per combat round.
Modifier (mo)
: Modifier abilities allow you to boost your attribute scores or influence dice that you have already rolled. You can use as many different modifier abilities as you wish during a combat round.
Passive (pa)
: Passive abilities are typically applied at the end of a combat round, once you or your opponent has taken health damage. Abilities such as
venom
and
bleed
are passive abilities. These abilities happen automatically, based on their description.
Death move (dm)
: Death moves can be performed when you are faced with multiple opponents. When an opponent is reduced to zero
health
, you may automatically play a death move. These abilities can give you bonuses or allow you to perform a special attack against your remaining enemies. You can only use one death move per combat round. (Note: if an opponent dies as a result of a passive effect, such as
bleed
or
venom
, this can still trigger a death move. However all passive damage for that round must be applied before the death move can be used.)

Damage score and damage dice

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