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Overview
Generally, most enemies in the post-Aletheian world are weak due to the fact that they're primarily zombies, skeletons and daemons. Normally, a simple swing of the blade on a well-equipped party member will destroy those enemies in a matter of moments. However, here are creatures that are stronger than the weakest of Aletheian's army: beasts, higher-daemons, possessed creatures of the land, sea and sky whose minds have been taken control of by Aletheian's wicked magic. Even fellow humans will threaten your very existance and try to kill you before you complete your goal of destroying Aletheian.

Those that stand in your way, especially Aletheian's stronger forces, will be tougher than normal enemies. Their weapons and armour will lower the damage your attacks deal, possibly stopping all damage entirely based on if and how your attacks are blocked.

Enemy armour, while powerful, is often undefined in terms of defensive parameter. Basically, how much damage is reduced is up to the Storyteller (you know, the jerk behind the computer screen laughing at you every time you mess up?). Of course, the Storyteller is expected to be fair about his/her estimations and can be challenged, as long as a good "defense" is presented (I'm know, I'm a terrible person.).

Beginning Combat
Like any role-playing game, enemies can be found anywhere and are often unexpected. The exception, of course, are the planned "boss" battles.

Whenever a random battle is initiated, each player and enemy must roll a d20 to determine the turn order for each attacker, known as Initiative. Once the dice a rolled, each player adds their total SPD to the result. The turn order is then assigned in a descending order based on which characters had the highest rolls. This, of course, means that the highest rolling (fastest) characters take their turns first.

Taking Your Turn
There are a number ways to spend your turn. You can use an Item in your inventory such as a Bracer to heal your allies, you can cast Magic if you're capable, you can summon an Allure if you have them or you can simply melee your opponent(s) with your weapons.

Calculating Physical Damage

The damage your character can physically deal depends on two factors: (1) their Level and (2) their Strength or Dexterity, depending on their class.

The levels are divided into five ranges:
Early - 1-19
Low - 20-49
High - 50-79
Very high - 80-99
Highest - 100

The physical damage your characters can deal are calculated like so:
Early levels - (1d6)STR or DEX
Low levels - (2d6)STR or DEX
High levels - (1d20)STR or DEX
Very high levels - (2d20)STR or DEX
Highest level - (STR)STR or (DEX)DEX

Example: Alexis is at level 22 and her Dexterity is 58. She attacks normally and her player rolls two six-sided dice, landing a 7. That 7 multiplied by her 58 DEX equals 406 damage before other factors are considered.

Fairly simple, right? The higher your level, the higher your stats, the higher your damage and the more devastation you leave in Aletheian's Army. Of course, your damage (both physical and magical) has a limit that you can't break no matter how powerful you become (unless affected by outside factors). In the same regard, your enemies have the very same limits.

The default damage limit for Magic and Physical attacks is 9999. This is also the highest amount of HP your characters can reach. This, however, is not consistant with your enemies; some of them reach well over 9999. The maximum MP for all characters, both yours and your enemies, is 999. This cannot be changed by any factors. The 9999 HP maximum on your characters cannot be changed by any factors either.

Crash Damage
You're fighting an opponent and something sends you flying: a powerful punch or kick to the gut, an explosion from a Flare spell, a random earthquake. If you're heading toward a non-ground surface such as a wall, a tree or even another enemy, your instincts may catch the better of you and you may have an opportunity to catch yourself and launch a counter-attack!

How does that work? As you fly toward that surface, your Luck and Dexterity will kick in and give you a chance to land safely onto the surface, bounce back and gain a turn! As you head toward that surface, roll a d%. If you roll an 80% or higher, you will automatically be successful in your attempt. If you fail to roll an 80% or higher, you may add 1/2 your DEX to your total. If your total is 80% or higher, you will be successful. If you still fail to reach 80% or higher, you will fail the check and will crash into the wall for additional damage. This damage, known as Crash Damage, is calculated by adding half the damage from the initial hit that sent you flying and adding it to the total.

Example: Alexis is punched into a wall. She takes 12 damage from the punch. She fails her reaction check and hits the wall for 1/2 of the initial damage, which would be 6. Adding that 6 Crash Damage to the 12 Hit Damage makes for 18 total damage. It sounds complicated, but it's not, I promise.

Reactions and Defense
You're on a mission to slay Aletheian for a reason, and it's not just because he's a bastard who's killing your world. It's because you're an elite soldier, a trained fighter whose destiny was to take on this quest. As such, your reactions are typically much better than a normal fighter's.

If an enemy attacks you with a weapon, roll a d20. Generally, if you roll an 18 or 19, your instincts will allow you to block the attack with your own weapon and stop all damage. If you roll anything between a 4 and a 17, you will still be able to block the attack and will take damage, but substantially less than normal. If you roll a 3 or lower, you'll be taking the full brunt of the attack. Also keep in mind that Evasion plays a roll in your defense and your Storyteller might let you "cheat" in your favour. But just remember, it will come back and bite you in the butt later.

In the event that you roll a natural 20, your character not only defended themself from the attack, but they repelled the weapon, leaving the target open for a swift, one-hit counter-attack. To confirm a counter-attack, roll another d20; if a 17 or higher is rolled, the player may use a normal attack as a counter-attack and deal damage to the target.

Magic attacks work much differently as Magic very rarely misses (some spells can't be evaded!). To evade a Magic attack, the defending player must roll a natural 20. A counter-attack may not be used against a Magic attack; no exceptions!

End of Combat
At the end of the fight, your characters will gain money, experience points (to level up) and ability points (to learn Magic, if applicable)..as well as be able to celebrate with a little victory music. The EXP and AP you earn is fixed and is earned as a team. Each character that is not knocked out at the end of the fight will receive the same EXP and AP.

Did I mention the victory music?