Enemy Map Rules
Player characters that are not in a current story beat can travel and enter one of these enemy locations. When entering an enemy's territory you must follow the map entryway which is usually the only hallway leading outside the map image. The squares on the map image are not set to scale.
1. When entering an area you can head to the markers on the map and roll for an encounter. Sometimes you will be rewarded, otherwise, you may spawn an enemy in the location of the marker.
2. After rolling and encountering an enemy you must roll for the enemy's Attack Pattern which tells you what movement the enemy will make. The moves usually consist of the use of an Ability, use of a spell, physical attack, evasion, a counterattack, and fleeing.
Ability - Enemies using abilities alone simply use their ability in the most accurate way possible. If there are obstructions, status effects, or other disruptions that specifically make using their ability inaccurate the enemy will likely miss but will still use it if possible. This also includes characters evading the ability.
Spells - Much like abilities spells can be avoided or disrupted but even if so the enemy with this roll will use it regardless if possible.
Evasion - Any attack or spell used on the enemy with this roll will attempt to evade it. This can be disrupted in many ways but if an enemy has a specific ability to aid in this you will have to factor that into the likelihood of success.
Defending - Reduces the ER of the next attack. However, if there is no attack and another roll is made the defender will no longer be defending so the ER reduction is no longer applicable.
Counter - Counters are often applied to evasion, allowing an enemy to avoid an attack and quickly strike back. This results in the player character missing and getting hit while attacking. Without specific abilities or spells, this will result in an auto-hit.
Fleeing - Enemies attempting to flee will do so by simply running most of the time. This can be prevented but only if the player character has a significant speed of action or attack.
Not-Possible - If certain rolls result in an impossible scenario or attack the enemy will automatically prepare for a dodge this turn, increasing their likelihood to evade if targeted for a detectable attack.
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**** Click on Location ****
North East
Lair of the Sacred Tree
Name: OPHIS PTEROTOS (Winged Serpent)
Description: A mythical creature. A winged snake that can bite with corrosive venom. It protects sacred trees that produce cleansing fruits, whose nectar can be stored and turned into soaps or incense that can clear a status ailment or make one immune to them for a short while. They can also remove curses and are of the highest quality, having the Light/ Divine Element (Must be crafted by an alchemist or learned through alchemy training).
Size: 6 to 4 meters
Affinity: Poison/Wind
Encounter Rate: 2d4
Weakness - Fire 3/10, Ice 5/10, Steel 4/10, Earth 3/10
Resist - Dark 3/10, Light 3/10, Plant 3/10, Water 3/10, Wind 5/10
Soul: 20 Stamina: 35
Max wounds: 3
Abilities: Corrosive Spit (Poison) - A venom that can spit out up to 20 feet and burns on contact through most flesh and fur for five minutes. (-5 Stamina)
Spells: Gale Blade (Wind) - A blade made of magical wind that can fly from this creature's wings when it is taking flight. It flies up to 10 meters and cuts like a flying blade of steel. (-5 Soul)
Wind: 38
Earth: 15
Chaos: 18
Poison: 55
Trap - A pit that has many snakes inside of it covered by a false grassy floor cover made of twigs. Only characters who fly, or have experience in traps can avoid this. Others must escape the 50-foot pit or avoid the trap some other way.
Sacred Tree - A massive tree within a shallow lake with many branches that holds a rare fruit sought after for its healing abilities. Fallen skeleton warriors sunk deep in the waters all around it. (Roll Encounter dice for every 2 fruit grabbed. Max 6 fruit.
Attack Pattern - Roll for enemy turn 1d8 / 1: Corrosive Spit, 2: Attempts Flight and uses Gale Wind, 3: Evades attack, 4: Evade attack and counter with bite, 5: Evade attack and counter with bite, 6: Corrosive Spit, 7: Gale Wind, 8: Flees Battle
Rewards:
Sacred Tree Fruit (Light/Divine) - Rare high quality crafting material. Or can be eaten to remove the effects of a curse or negative status effect.