Combat
⚔️ Action Scenes and Epic Moments
In Arkaders, combat isn’t just about who hits harder.
It’s a story within a story, a moment where heroes shine, chaos explodes, and decisions matter.
Combat is fast, narrative, and driven by imagination. You won’t be counting squares or checking grids—you’ll be diving off hover-trains, casting spells in rhythm duels, and swinging pixel-forged axes while laughing in the face of doom.
📌 When Does Combat Begin?
The Master decides when the stakes are high enough for structured action.
Combat begins when:
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An enemy steps forward to challenge the party
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A chase escalates into danger
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A scene demands turns for clarity
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The group enters a situation that’s time-sensitive, explosive, or theatrical
Examples of combat triggers:
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Fighting a corrupted knight in a temple made of mirrors
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A spell duel on a collapsing bridge made of light
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Racing to deactivate a ticking data-bomb
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A musical battle where riffs deal radiant damage
🎮 Combat in Arkaders is a stage. Make it legendary.
🕒 Simplified Turns – Fast & Flexible
Each player takes one turn per round. A turn includes:
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One main action:
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Attack
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Cast a spell
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Use a Token Card
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Activate an item
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Perform a wild stunt (yes, even “ride a dragon’s tail to uppercut a drone”)
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Movement or Positioning:
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Run, hide, leap, flank—describe it!
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Quick speech:
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Yell orders, banter with enemies, shout catchphrases, or cry out for help
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🧑🏫 The Master can decide the order narratively—who acts first based on creativity or urgency. Or, if your group prefers structure:
🎲 Everyone rolls 1d20 at the start of combat → Highest roll acts first.
🔁 What Can You Do in Combat?
Almost anything—if you can describe it, you can try it. But here are the basics:
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Attack an enemy (use Strength or Agility, depending on your style)
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Cast a spell or use tech (roll with Magic)
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Inspire, defend, or support (roll with Spirit)
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Do something creative, chaotic, or unexpected
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Flip a table for cover
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Use a Token Card to summon a lightning aura
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Push a golem into a lava pit with a hover-crate
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Dive onto a hoverboard mid-air to rescue a friend
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🎮 Combat is where heroes become legends. Don’t just hit—create scenes people will talk about later.
🎲 How Combat Rolls Work (Updated for Difficulty System)
Here’s how a standard combat action works under the Arkaders roll-over system:
🎭 1. The Player Describes Their Action
“I swing my hammer into the mech’s power core!”
🎯 2. The Master Sets the Difficulty and Says Which Attribute Applies
“That’s Strength. Difficulty: 16. It’s a tough mech.”
The attribute used depends on the nature of the action:
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Strength → Brute force, physical hits, lifting, smashing
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Agility → Dodging, quick strikes, parkour, stealth
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Magic → Spells, tech, logic-based control
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Spirit → Defense, healing, morale, psychic resistance
🎲 3. The Player Rolls
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Roll 1d20
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If your Class or Item boosts the attribute in use → Add +1d6
🧠 4. Total the Roll and Compare to the Difficulty
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If your total is equal to or higher than the Difficulty → ✅ Success!
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If it’s lower → ❌ Failure (but it might still have fun or dramatic consequences)
🎬 5. The Master Narrates the Outcome
This is your moment. The Master uses the result to tell what happens:
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Did you damage the enemy?
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Did something explode or shift?
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Did your failure still change the scene somehow?
🧪 Example 1 – Smashing a Beast
🧑🏫 Master: “The plasma beast charges. To hit it, Difficulty 15.”
🔴 Player (Red Class – Strength boosted):
“I grab a metal pipe and swing hard at its leg joints!”
🎲 1d20 = 10
🎲 +1d6 = 5 → Total = 15
✅ Success!
🧑🏫 Master: “CRACK! The pipe slams into its leg, sparks fly, and the beast crashes to one knee. The crowd roars.”
🧪 Example 2 – Missing but Creating a Twist
🧑🏫 Master: “The rogue sentinel is escaping. Difficulty to intercept: 17.”
🟢 Player (Green Class – Agility boosted):
“I wall-run and leap to tackle it mid-air!”
🎲 1d20 = 7
🎲 +1d6 = 3 → Total = 10
❌ Failure
🧑🏫 Master: “You leap—and miss! But you land on a console, accidentally activating a force field that blocks the sentinel’s escape. The fight isn’t over yet.”
🔥 Combat = Story + Action
In Arkaders, combat is never just numbers. It's an invitation to:
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Act like a hero
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Fail like a legend
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Roleplay through action
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Push the scene forward
⚡ Swing with style. Cast with flair. Say something cool.
🎲 Let the dice roll. Let the story roar.
15. 📉 Receiving Damage & Falling in Battle
In Arkaders, damage isn’t just a number.
It’s the impact of failure, the price of risk, and the crackle of consequence when things go wrong.
When you take a hit—whether physical, magical, digital, or emotional—you lose Life Points. But the how can vary depending on your group's style of play.
❤️ What Are Life Points?
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Your Life Points are equal to your Power Level.
(If your Power Level is 11, your Life = 11.) -
When damage reduces your Life to 0, you’re not dead—just knocked out or downed.
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You can recover with time, healing, support—or a dramatic comeback moment, if the Master allows it.
💥 How Damage Works
In Arkaders, damage can be handled in two main ways. Choose the one that fits your group best—or switch between them based on the scene!
📖 Option 1: Narrative Damage (Default)
This is the fast, simple, story-driven method.
Here, the Master decides how much Life a character loses based on the intensity, drama, and impact of the moment—no rolling required.
🔧 Master Damage Examples:
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A weak goblin punch → Lose 1 Life
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A sword slash from a mini-boss → Lose 3–5 Life
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A blast from a corrupted war-god → Lose 6–10 Life
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An enemy using a Token Card x5 → Lose 5 extra Life (added to base damage)
🎭 “You get hit hard in the ribs by a plasma hammer. Take 4 damage. You’re still standing—but barely.”
✅ This method is great for:
Younger players
Narrative-focused tables
Fast-paced action
🎲 Option 2: Random Damage (Optional Rule)
For groups who enjoy more tension and unpredictability, you can roll dice for damage after a successful hit.
🧪 Suggested Damage Dice:
Attack Type | Damage Roll |
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Light hit | 1d4 |
Strong or cinematic hit | 1d6 |
Critical strike or special move | 1d10 |
Boss attack |
1d12 or 1d20 |
🎴 Token Cards and Damage
When a Token Card is used in an attack, it adds its number (x2–x10) as bonus damage, instead of multiplying your roll.
🎲 Example:
You roll 1d6 for damage = 5
You played a Token x4
Total damage = 5 + 4 = 9
This keeps the math simple and gives Tokens real, punchy power in combat!
🎮 Combat Example – Full Scene
🎭 Master: “The mechanical beast rises before you—claws spinning, eyes glowing red.”
🔴 Kai (Red Class): “I charge with my energy hammer and play a Token x3!”
Master sets difficulty = 14
🎲 1d20 = 10 + 1d6 = 4 → Total = 14 ✅ Success!
🎲 Damage roll = 1d6 = 3
➕ Token x3 = +3
🧨 Total Damage: 6
🎭 Master: “Your hammer slams into its metal shell. Sparks fly and it stumbles back—its armor cracked and systems flickering.”
🧠 Optional Rule – “Staggered but Not Slain”
When a hero reaches 0 Life Points:
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They collapse, glitch out, or fall unconscious
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They can’t act unless:
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Healed
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Protected
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The Master triggers a dramatic comeback
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No instant death—unless the story demands it.
“Your body hits the ground in slow motion… but something glowing pulses from your belt.”
🧠 Final Master Advice
Use Narrative Damage for:
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Younger players
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Fast sessions
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Big action with fewer numbers
Use Random Damage Rolls for:
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Epic boss fights
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Dice tension and tactics
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Experienced or older groups
✨ Reminder about Token Cards in Damage:
If a Token Card is used to enhance an attack, its number (x2 to x10) is added as bonus flat damage, not multiplied.
Example: A Token x6 adds +6 damage to your damage roll.
⚡ Bonus Tip: Choose What Fits the Scene
You can switch between both damage styles depending on tone and energy. What matters is fun, fairness, and cinematic energy.
Token Cards = bonus +X damage
Combat = story in motion
You = legend in progress