Chapter 9: Combat

The realms of Demayth are fraught with peril. While diplomacy, stealth, and knowledge can resolve many conflicts, there will inevitably be times when your Demigod must draw upon their strength, skill, and magic to overcome hostile adversaries. Combat in Demayth Adventures is a dynamic and strategic affair, relying on careful planning, tactical use of your Demayth Deck, and a clear understanding of your character's capabilities. This chapter details the rules that govern these heart-pounding encounters.

Core Combat Stats:

Before delving into the flow of battle, it's essential to understand the core statistics that define your Demigod's (and their opponents') effectiveness in combat:

  • Health Points (HP): This represents your Demigod's life force, their ability to withstand injury and keep fighting. Damage taken during combat reduces HP. Reaching zero HP signifies that your character has fallen in battle, rendering them unconscious and vulnerable, potentially leading to true death if further harm is sustained or aid is not received quickly. (Your starting HP is determined by your race, size, and Constitution modifier).
  • Armor Points (AP): This value represents the physical protection offered by armor, shields, or natural defenses (like thick hides or scales). When your character takes physical damage (Slashing, Piercing, Crushing, Impact), that damage is typically applied to AP first. Once AP is depleted, any remaining physical damage affects HP. Note: AP generally does not protect against elemental or magical damage types, which often bypass physical armor.
  • Magic Shield (MS): This represents temporary magical protection, often generated by spells from the Protection school or specific abilities. Similar to AP, damage taken (often including magical or elemental types, depending on the shield) depletes MS before affecting AP or HP. Magic Shields typically dissipate after absorbing a certain amount of damage or after a set duration.
  • Movement Speed (Speed): This determines how many spaces (each representing 5 feet) your character can move during their turn using a Quick/Movement action. Your character's size is the primary factor influencing their base speed, though abilities or magical effects might modify it. Remember, movement is typically restricted to cardinal directions (no diagonal movement).
  • Initiative (Inv): This statistic dictates the turn order in battle, determining when your team acts relative to enemy groups. Higher Initiative allows a team to act sooner, potentially gaining a crucial tactical advantage. Your character's size and Dexterity modifier contribute to the team's overall Initiative score. (See "Team Based Initiative" later in this chapter).
  • Ability Focus: This value represents the potency of your Demigod's magical abilities and special powers, making them harder for opponents to resist. When an enemy needs to make a saving throw against one of your spells or abilities, the Difficulty Class (DC) they must beat is often calculated based on your Ability Focus. Your base Ability Focus is 8, modified by your chosen Focus (SCM) Attribute modifier, and potentially further enhanced by items or special abilities.
  • Attack Bonus: This bonus enhances the effectiveness of your physical attacks made using Battle Cards. It is typically derived from the quality of your weapon, specific abilities, or temporary magical effects. This bonus is added to the ATK value shown on the Battle Card when resolving an attack.
  • Defense Bonus: This bonus increases your ability to block, parry, or dodge physical attacks when using Battle Cards. It is often granted by armor, shields, certain abilities, or advantageous positioning. This bonus is added to the DEF value shown on the Battle Card when defending.
  • Demayth Bonus(Spell bonus): This bonus enhances the power or effectiveness of spells and abilities used by Demayth Chapter Cards, Mastery Cards, or Godlike Cards. It is typically granted by magical weapons (like staves or wands), enchanted items, or specific character traits. The Demayth Bonus might apply to spell attacks, spell defenses, healing amounts, magic shield strength, or spell damage, as specified by the source of the bonus.
  • Resistances: Possessing resistance to a specific damage type (e.g., Fire Resistance) means you take only half damage (rounded down) from sources of that type. You also typically gain advantage on saving throws against effects related to that damage type.
  • Immunities: Possessing immunity to a specific damage type means you take no damage from sources of that type and are unaffected by any associated negative conditions.
  • Durability Points (DP): Objects and structures, unlike living creatures, have Durability Points instead of HP. Damage reduces DP, and reaching zero DP means the object is broken or destroyed. Objects are typically immune to effects that drain life force or deal Necrotic damage.

Understanding these core stats is fundamental to navigating the challenges of combat in Demayth Adventures. They represent your character's strengths, weaknesses, and resources in the heat of battle, and mastering their interplay is key to survival and victory.

The Start of a Battle

In the world of Demayth, battles erupt when tensions rise and conflicts escalate beyond peaceful resolution. The signal for combat to commence is when your Battle Master (BM) calls for everyone to "Roll for Initiative." This marks the beginning of a thrilling clash between your party of demigods and the forces that oppose them.

Preparing for Battle:

Before the dice start rolling, each player draws five cards from their character's personalized Demayth Deck. These cards represent the initial options and strategies available to your demigod as they enter the fray.

Choosing Your Battles:

While the thrill of combat is undeniable, remember that discretion is often the better part of valor. Recklessly engaging in battles with everyone you encounter can quickly lead to trouble, especially with the local authorities. Consider the consequences of your actions and the potential repercussions within the specific region or society you're in.

The Battle Master's Role:

The BM, as the architect of the world, establishes the rules and consequences for combat within each region. Some areas might be more tolerant of brawls, while others might have strict laws against violence. Be mindful of the social and political landscape to avoid unwanted repercussions.

Team Based Initiative

Combat in Demayth often involves groups of powerful beings clashing, and the flow of battle reflects this. Instead of individual characters acting in sequence, Demayth Adventures uses team-based initiative. Entire groups – whether it be your party of Demigods, a band of Orc warriors, or a coven of Dark Elf mages – act as a cohesive unit, streamlining combat and encouraging strategic teamwork. This collaborative approach perhaps reflects the inherent connection Demigods share through Demayth, allowing for a more intuitive coordination of efforts.

How it Works:

  • Roll for Team Initiative: At the start of combat, each distinct team or group involved rolls one d20. To this roll, add the highest Initiative modifier present among the members of that team. (Remember, your Initiative modifier is typically based on your Dexterity modifier and potentially your character's size - see Core Combat Stats).
  • Determine Turn Order: The team with the highest total initiative roll acts first in the combat round, followed by the team with the next highest, and so on. Ties are resolved by the Battle Master's discretion, perhaps based on the situation or a simple coin flip (d2).
  • Team Turn: When it is your team's turn, all members of your team take their actions. The players themselves decide the order in which their characters act within the team's turn. This allows for powerful coordinated strategies, setting up combos, protecting vulnerable allies, and reacting dynamically to the battlefield.

Benefits:

  • Streamlined Combat: Team initiative significantly speeds up combat by reducing the number of initiative rolls and tracking individual turns.
  • Enhanced Teamwork: It naturally encourages players to think and act as a unit, discussing tactics and coordinating their actions for maximum effectiveness.
  • Dynamic Gameplay: Allows for exciting moments of synchronized assaults, coordinated defenses, and clever tactical maneuvers decided collectively by the players.
  • Multi-Team Battles: Easily accommodates scenarios involving three or more opposing sides or factions, creating dynamic and unpredictable large-scale combat encounters.

Example:

Your party of four Demigods faces a band of Orcs and a rival group of Demigod adventurers. Each team rolls for initiative:

  • Your Team: Rolls a 12 (d20) + 3 (highest Initiative modifier in your party) = 15
  • Orcs: Roll a 9 (d20) + 0 (highest Initiative modifier among the Orcs) = 9
  • Rival Adventurers: Roll a 16 (d20) + 2 (highest Initiative modifier among the rivals) = 18

In this scenario, the rival adventurers (18) would act first, followed by your team (15), and finally the Orcs (9). During your team's turn, you and your allies would collaborate to decide who acts when and what actions they take, executing your chosen tactics in a coordinated fashion.

Optional Rule: Individual Initiative

While Team Based Initiative is the standard method for determining turn order in Demayth Adventures, offering a streamlined and collaborative approach, some groups or specific situations might benefit from a more traditional, individual-focused system. Your Battle Master may choose to use this optional rule for certain encounters, or your group might collectively decide you prefer this style of play.

How Individual Initiative Works:

  • Individual Rolls: At the start of combat (or when initiative is called for), each individual participant (Player Characters and significant Non-Player Characters or creatures, as determined by the BM) rolls a 20-sided die (d20).
  • Adding Modifiers: Each individual adds their own Initiative modifier to their d20 roll. (Remember, your Initiative modifier is typically based on your Dexterity modifier and potentially your character's size).
  • Determining Order: The Battle Master records all the initiative results. Characters then act in descending order, from the highest score to the lowest.
  • Ties: If two or more participants have the same initiative score, the tie is typically broken by comparing Dexterity scores (higher Dexterity goes first). If there's still a tie, the Battle Master decides the order or has the tied participants roll off.
  • Individual Turns: Each character takes their full turn individually when their spot in the initiative order comes up, completing all their actions before the next character in the order acts.

Considerations:

  • Pacing: Individual initiative can sometimes slow down combat compared to the team-based system, especially with a large number of participants, as each turn is resolved separately.
  • Tactics: This system emphasizes individual speed and reaction time more than coordinated team maneuvers within a single turn block. Faster characters will consistently act before slower ones.
  • Suitability: Individual initiative might be particularly well-suited for smaller encounters, one-on-one duels, or situations where highlighting individual speed and reflexes is important to the narrative.

Ultimately, the choice between Team Based Initiative and Individual Initiative rests with your Battle Master and your group. Discuss which system best fits your preferred playstyle and the specific needs of your campaign.

Combat Order: Rotations and Turns

The clash of steel, the roar of spells, and the thrill of victory – combat in Demayth is a symphony of action, strategy, and the unpredictable whims of fate. Understanding the flow of battle, the sequence of actions, and the role of initiative is crucial for survival and success.

The Flow of Combat: Rotations

Combat in Demayth Adventures unfolds in a series of Rotations. Each Rotation represents approximately 6 seconds of intense action. Within a single Rotation, every participant (or team, depending on the initiative system used) has an opportunity to act. The battle continues in a cycle of Rotations until a resolution is reached – whether that be the defeat of one side, the retreat of another, or the achievement of a specific objective.

Initiating Combat:

When combat begins, the Battle Master takes the following steps:

  • Establish Positions: The BM determines the starting positions of all combatants on the battlefield, taking into account the environment, available cover, and any strategic advantages.
  • Determine Surprise (Ambush Round): If one side has managed to surprise the other (perhaps through successful Stealth checks or a well-laid ambush), the BM may grant the surprising side an Ambush Round. During an Ambush Round, each character on the surprising side gets to take one turn before initiative is rolled, allowing them to strike first or gain a tactical advantage.
  • Roll for Initiative: Once positions are set and any surprise attacks are resolved, initiative is rolled to determine the order of turns within each Rotation.
    • Team Based Initiative (Standard): Each team (Player Characters, enemy group 1, enemy group 2, etc.) rolls a d20 and adds the highest Initiative modifier among its members. Teams act in descending order of their total roll.
    • Individual Initiative (Optional): Each individual participant rolls a d20 and adds their own Initiative modifier. Characters act in descending order of their total roll.
  • Combat Begins: The first Rotation begins, with the participant or team with the highest initiative taking their turn first.

Taking Turns:

  • Team Based Initiative: When it is your team's turn, all members of your team take their actions. The players decide amongst themselves the order in which their characters act.
  • Individual Initiative: When it is your character's turn in the initiative order, you take your full turn, performing your chosen actions.

Repeating the Cycle:

After all participants or teams have taken their turn within a Rotation, the Rotation ends. The next Rotation begins immediately, following the same initiative order established at the start of combat. This cycle repeats until the combat encounter concludes.

Your Turn: Action Points and Strategy

When it is your team's turn to act within a combat Rotation, each Player Character (PC) has a specific pool of Action Points to spend, representing their capacity to act within that brief 6-second window. You must spend these points wisely to maneuver, attack, defend, cast spells, or use skills effectively.

Action Points (AP):

At the start of your turn, you gain the following Action Points:

  • 2 Standard Action Points (SAP): Used for performing significant actions.
  • 1 Move Action Point (MAP): Primarily used for movement across the battlefield.

You can spend these points in any order you choose during your turn.

Spending Standard Action Points (SAP):

Each Standard Action Point (1 SAP) can be spent to perform one of the following significant actions (each taking roughly 3 seconds):

  • Draw a Card: Replenish your hand by drawing one card from your Demayth Deck.
  • Play a Card: Unleash the power of a Battle Card or Demayth Card from your hand (e.g., making a powerful attack, casting a significant spell, using a complex ability represented by a card).
  • Discard a Card: Strategically remove an unwanted card from your hand to potentially make room for a better draw later.
  • Use a Standard Skill: Utilize a skill in a deliberate manner that requires focus, such as making an Intimidation check, attempting to decipher runes with Demayth Knowledge, or performing complex first aid with Heal.
  • Perform a Complex Task: Interact with an object or the environment in a way that takes significant effort, such as picking a complex lock (Sleight of Hand), pulling a heavy lever (Athletics), or setting up a ritual component. Also, digging through equipment to find an item to equip will also take an action, but only if the items are not prepared ahead of time.
  • Focused Movement: You can choose to spend 1 SAP to move up to your movement allowance (determined by your movement die roll at the start of the turn). This allows for greater tactical flexibility if you need to move further or reposition after using your MAP.

Spending the Move Action Point (MAP):

Your Move Action Point (1 MAP) is primarily used for tactical positioning:

  • Move: Move a number of spaces up to the value rolled on your movement die at the start of the turn. (See "Movement" section below for details). You can break up this movement, taking actions between moving segments if desired.
  • Quick Task/Skill Use: Instead of moving, you can use your MAP to perform a brief task or use a skill quickly, such as drawing or stowing a weapon, making a quick Perception check, shouting a brief warning, or opening an unlocked door. (Battle Master determines if a task is quick enough for 1 MAP).

Planning Your Turn:

With 2 SAP and 1 MAP, you have several options each turn:

  • Move (MAP), Standard Action (SAP), Standard Action (SAP)
  • Standard Action (SAP), Move (MAP), Standard Action (SAP)
  • Standard Action (SAP), Standard Action (SAP), Move (MAP)
  • Standard Action (SAP), Standard Action (SAP), Quick Task (MAP)
  • Move (MAP), Move (SAP), Standard Action (SAP) ...and other combinations.

Choose your actions strategically based on the flow of battle, your character's abilities, the cards in your hand, and your team's overall plan.

Movement

In the dynamic battles of Demayth, movement is crucial for positioning, engaging enemies, avoiding danger, and achieving tactical objectives. Understanding how your Demigod traverses the battlefield is essential for survival and victory.

Movement Allowance:

  • Movement Die: At the start of each of your turns within a combat Rotation, you roll your character's Movement Die. The type of die you roll is determined by your character's size (see Chapter 3: Character Size).
    • Tiny: 1d4 spaces
    • Small: 1d6 spaces
    • Medium: 1d6 spaces
    • Large: 1d8 spaces
    • Massive or Larger: 2D8+
  • Movement Allowance: The number you roll on your Movement Die is your character's movement allowance for that turn, measured in 5-foot spaces. Any bonuses or penalties to speed modify this rolled result.

Spending Action Points for Movement:

You use your Action Points (AP) to move up to your movement allowance:

  • Move Action Point (1 MAP): Spending your MAP allows you to move a number of spaces up to your current movement allowance. You can break this movement up, taking other actions (like Quick Actions if you have SAP remaining) between moving segments. This is the primary way characters move in combat.
  • Standard Action Point (1 SAP): You can choose to spend 1 SAP to perform a "Focused Movement," allowing you to move again up to your movement allowance. This effectively allows you to move twice your rolled distance in a turn if you spend both 1 MAP and 1 SAP on movement.

Movement Rules:

  • Spaces: The battlefield is typically represented by a grid where each space equals 5 feet.
  • Cardinal Directions: Movement is restricted to cardinal directions (forward, backward, side-to-side). Diagonal movement on the grid is not permitted.
  • Moving Through Spaces:
    • You can move through spaces occupied by willing allies.
    • You cannot normally move through spaces occupied by enemies.
    • Only creatures of Tiny size (or those with special abilities like incorporeality) can willingly end their movement in the same space as another creature.
  • Rough Terrain: Squares containing difficult terrain (rubble, thick undergrowth, shallow water, etc.) cost double the movement to exit. Each space of rough terrain costs 10 feet (2 spaces) of your movement allowance.
  • Obstacles: Moving over or through significant obstacles (walls, large furniture, steep cliffs) requires specific actions and often successful skill checks (like Strength (Athletics) or Dexterity (Acrobatics)).

Flying Creatures:

  • Grid Representation: Flying creatures still occupy spaces on the grid, indicating their position relative to the ground. Their altitude is determined by 5 foot increments (upward flight, or downward flight).
  • Melee Range: Creatures on the ground generally cannot attack flying creatures with standard melee weapons unless they have exceptional reach or the flying creature descends within range.
  • Ranged Attacks vs. Flying: Making ranged attacks against flying targets follows normal rules, but distance is measured accurately (including altitude changes, as determined by the BM). There are no special penalties for diagonal range.

Hand and Deck Management

Your Demayth Deck is a powerful tool, but like any resource, it must be managed wisely. In the heat of battle, understanding the flow of cards into and out of your hand, the limits you must respect, and the cost of replenishing your options is as crucial as any weapon strike or defensive spell. Effective hand management can make the difference between a decisive victory and a costly defeat.

Hand Size Limit:

Your Demigod can only effectively focus on a certain number of tactical options (represented by cards) at any given time.

  • Starting Maximum Hand Size: You begin with a maximum hand size of 10 cards.
  • Growth: As your Demigod gains experience and power, their mental capacity and connection to Demayth expand. For each character level you gain beyond the first, your maximum hand size increases by 1.
  • Exceeding the Limit: Drawing cards requires focus. If drawing a card would cause you to exceed your current maximum hand size, you lose your concentration entirely. You must immediately discard your entire hand. This represents a moment of disarray and loss of tactical focus, potentially leaving your character vulnerable.

Reshuffling Your Deck:

Sustained combat is taxing, both physically and mentally. When your draw deck is empty, you must reshuffle your discard pile to create a new draw deck. This represents your Demigod reaching deep into their reserves to continue the fight.

  • Demayth Point Cost: Reshuffling is not without cost. Each time you reshuffle your deck, your character must expend 1d6 Demayth Points (DP), reflecting the mental exertion required to refocus and prepare for continued combat.
  • Exhaustion Risk: Needing to reshuffle frequently is a sign of prolonged battle fatigue. Pushing yourself too hard by repeatedly reshuffling can lead to the Exhaustion condition (see Chapter 18: Status Effects), which carries significant penalties and can even become fatal if ignored.

Strategic Considerations:

Mastering your Demayth Deck involves more than just playing powerful cards. Consider these points:

  • Hand Management: Choose which cards to play and which to hold carefully, balancing your immediate needs with potential future actions.
  • Strategic Discarding: Don't be afraid to use a Standard Action Point (SAP) to discard cards that aren't useful in the current situation, making room for potentially better draws later.
  • Resource Management: Keep a close eye on your remaining Demayth Points. Plan for potential reshuffles and avoid spending DP recklessly, lest you succumb to Demayth Fatigue at a critical moment.
  • Deck Building: Carefully consider the composition of your deck during character creation and advancement. A well-optimized deck, tailored to your character's strengths and playstyle, can minimize the need for frequent, costly reshuffles.

Example:

Your Okand warrior is locked in a fierce duel. You've played several powerful Battle Cards, leaving your hand empty but your opponent still standing. You could use a Standard Action Point to reshuffle your deck and draw new cards, potentially finding the card you need for a finishing blow. However, doing so will cost you 1d6 Demayth Points, bringing you closer to exhaustion. Alternatively, you could use your remaining actions to focus on defense, perhaps holding a defensive card as a reaction (if possible), conserving your DP and hoping to weather the next attack before attempting another offensive push. The choice depends on your assessment of the situation, your remaining resources, and your tolerance for risk.

Engaging in Battle: Attacks and Damage

In the heart-pounding clashes of Demayth, your Demigod will both unleash devastating attacks and endure the wrath of their foes. Understanding how attacks are resolved, how damage is inflicted, and the various types of harm that exist is crucial for survival and victory.

Attack Range

The range of your Demigod's attacks dictates how far their power can reach and which targets they can affect. Understanding these ranges is crucial for tactical positioning and choosing the right attack, spell, or ability for each situation in the dynamic battles of Demayth. There are four primary ways range is defined:

  • Touch/Melee (5 feet): This is the range for attacks requiring direct physical contact or targeting an immediately adjacent opponent (within 5 feet, or 1 space on a grid). Most standard melee weapons (swords, axes, maces) and unarmed strikes operate at this range, as do many touch-based spells.
  • Melee Reach (10+ feet): Some larger creatures or Demigods wielding specific weapons (like spears, halberds, or magical extensions) may have a longer Melee Reach, allowing them to attack opponents who are not directly adjacent, typically 10 feet away (2 spaces). Specific weapons or abilities will note if they grant extended reach.
  • Perception Range (Up to 65 feet): Many spells and some thrown abilities require the target to be within the caster's direct field of perception – typically up to 65 feet. This doesn't necessarily require a perfectly clear line of sight (minor obstacles might be permissible), but the caster must be able to meaningfully perceive the target with their senses. The specific range for abilities using Perception Range will be noted in their descriptions.
  • Line of Sight (LOS) Range (Up to 125 feet): This range applies to abilities that require a clear, unobstructed line of sight (like a queen in chess) to the target, up to a maximum distance of 125 feet. Many ranged weapons (bows, crossbows, firearms) and targeted spells use LOS range. Crucially, while LOS defines the maximum distance you can potentially target something you can clearly see, individual weapons and spells have their own effective range, which is often much shorter than 125 feet. Always check the specific range listed for your weapon or spell description. For example, a thrown dagger might only have an effective range of 45 feet, while a longbow might reach 300 feet, even though both require LOS to target.

Understanding the range of your attacks and abilities, as well as those of your enemies, is fundamental to effective combat maneuvering and strategy in Demayth Adventures.

Resolving an Attack:

  • Declare Attack: Choose your target and declare the attack, typically by playing an Attack Card (a Battle Card or Demayth Card with an ATK value) from your hand.
  • Calculate Attack Value: Determine your total Attack Value: Total Attack Value = Card's ATK Value + Attack Bonus (from weapon/abilities) + Other Modifiers (Note: Weapon damage bonuses are applied after a hit, not to the Attack Value).
  • Defender Declares Defense: The target creature declares their defense, typically by playing a Defense Card (a Battle Card or Demayth Card with a DEF value) from their hand or using a defensive ability.
  • Calculate Defense Value: Determine the target's total Defense Value: Total Defense Value = Card's DEF Value + Defense Bonus (from armor/shield/abilities) + Other Modifiers
  • Compare Values (Hit or Miss):
    • Hit: If your Total Attack Value is greater than the target's Total Defense Value, the attack hits! Proceed to calculate damage.
    • Miss: If your Total Attack Value is equal to or less than the target's Total Defense Value, the attack misses, and no damage is dealt.

Calculating Damage (On a Successful Hit):

Damage represents the harm inflicted upon a creature's Health Points (HP), Armor Points (AP), or Magic Shield (MS).

  • Determine Base Damage: This depends on the type of attack:
    • Light Melee Weapons Damage Calculation: Dexterity Modifier Γ— Level Die
    • Medium Melee Weapons Damage Calculation: Strength OR Dexterity Modifier Γ— Level Die (Player's Choice)
    • Heavy Melee Weapons Damage Calculation: Strength Modifier Γ— Level Die
    • Magical Weapons & Implements Damage Calculation: Spellcasting Modifier Γ— Level Die Note: This applies if the weapon deals direct magical damage.
    • Ranged Weapons & Ammunition Damage Source: Damage is derived from the Ammunition used. Ammunition Calculation: Same as Light Weapons (Dexterity Modifier Γ— Level Die). Damage Type: Piercing (Arrows/Bolts) or Impact (Stones).
  • The Damage Formula Damage is calculated as: [Attribute Modifier] Γ— [Demigod Level Die].
    • X (Attribute Modifier): The modifier of the governing attribute (Str, Dex, etc.).
    • Y (Demigod Level Die): Your current level determines the size of the damage die used (d4, d6, d8, d10, d12), rounded down to the appropriate step.
    • Level Die: Determined by your current character level:
      • Level 1-5: d4
      • Level 6-7: d6
      • Level 8-9: d8
      • Level 10-11: d10
      • Level 12-19: d12
      • Level 20+: d20
  • Add Bonus Damage: Add any additional damage from abilities, enchantments, critical hits, or other sources.
  • Determine Damage Type(s): The type of damage (Slashing, Fire, Necrotic, etc.) is determined by the weapon, spell, or ability used. An attack can inflict multiple damage types simultaneously (e.g., a flaming sword deals Slashing + Fire damage).
  • Apply Damage: The total calculated damage is applied to the target. Damage is typically applied in this order: Magic Shield (MS) -> Armor Points (AP) -> Health Points (HP). (Remember that AP usually only protects against Physical damage).

Example:

Your Okand warrior (STR Mod +4) attacks a Duergar with their enchanted Greataxe (Heavy Weapon, +5 Slashing Damage Bonus, +2 Fire Damage Bonus). You play a Battle Card with ATK 5. Your weapon grants a +1 Attack Bonus. Your Total Attack Value = 5 (Card) + 1 (Weapon) = 6. The Duergar defends with a Battle Card showing DEF 4. Outcome: Hit! (6 > 4). Damage Calculation: Base Slashing Damage: 4 (STR Mod) + 5 (Axe Bonus) = 9 Slashing Bonus Fire Damage: +2 Fire Total Damage: 9 Slashing + 2 Fire damage is applied to the Duergar (reducing MS, then AP [for Slashing], then HP).

Unarmed Strikes with Battle Cards

A Demigod does not always need cold steel to be deadly; their very body is a weapon. When you declare an attack using a Battle Card but possess no weapon (or choose not to use one), the following rules apply:

  • Attribute Choice: Just like a weapon attack, you may choose to use either your Strength or Dexterity modifier for the attack.
    • Strength represents brute force strikes, haymakers, and powerful kicks.
    • Dexterity represents precise jabs, palm strikes, and martial arts techniques.
  • Damage Calculation: Unarmed strikes use the standard damage of the chosen modifier.
    • Example: You hit with your fist, dealing 5 impact damage because your Strength modifier is a value of 5 points.
  • Damage Type: Unarmed attacks deal Impact damage.
    • Exception: If your species has a Natural Weapon trait (like Claws or Fangs), you may deal Slashing or Piercing damage instead, but you still benefit from the attribute choice above.

Optional Rule: Traditional Gameplay

While the standard rules calculate damage based on attributes and weapon bonuses after a successful hit, your Battle Master may choose to use this alternative system for a more dynamic and tactical feel, where the quality of the attack directly impacts the damage dealt.

How it Works:

Under this optional rule, the first five steps of resolving an attack remain the same:

  • Declare Attack: Choose your target and play your Attack Card.
  • Calculate Attack Value: Determine your Total Attack Value (Card ATK + Bonuses).
  • Defender Declares Defense: The target plays their Defense Card.
  • Calculate Defense Value: Determine the target's Total Defense Value (Card DEF + Bonuses).
  • Compare Values: If the Total Attack Value is greater than the Total Defense Value, the attack hits.

The primary difference is in how damage is calculated after a successful hit.

Calculating Damage (Margin of Success Method):

  • Calculate Base Damage: The initial damage is the difference between the attack and defense values. Base Damage = Total Attack Value - Total Defense Value
  • Add Bonus Damage: Add any additional damage from your weapon, abilities, or other sources to this base damage. Final Damage = Base Damage + Weapon Damage Bonus + Other Bonuses
  • Apply Damage: The target suffers the total final damage. The damage type (Slashing, Impact, Fire, etc.) is still determined by the source of the attack (weapon or spell).

Example:

Your warrior attacks a Duergar with a Greataxe.

  • Your Attack: You play a Battle Card with ATK 6. Your Greataxe grants a +2 Attack Bonus.
  • Total Attack Value = 6 + 2 = 8
  • Duergar's Defense: The Duergar plays a Battle Card with DEF 4.
  • Total Defense Value = 4
  • Outcome: The attack hits (8 > 4).
  • Damage Calculation (Margin of Success):
  • Base Damage = 8 (ATK) - 4 (DEF) = 4
  • Your Greataxe has a +1d8 Slashing Damage Bonus. You roll the d8 and get a 5.
  • Final Damage = 4 (Base) + 5 (from 1d8) = 9 Slashing damage.

This system makes high ATK cards even more valuable, as they contribute to both hitting and dealing more damage, while high DEF cards become crucial for directly mitigating the amount of damage taken. It creates a dynamic where every point in the ATK vs. DEF comparison matters.

Types of Damage

Damage in Demayth comes in many forms, reflecting the diverse threats present in the multiverse, from the simple bite of a wild beast to the reality-warping power of divine wrath. Understanding these different damage types and how they interact with defenses is crucial for survival.

Main Damage Categories & Defenses:

  • Physical Damage: This is the most common type of harm, inflicted by conventional weapons and physical force.
    • Types: Slashing (blades, claws), Piercing (arrows, fangs, spikes), Crushing (constriction, falling objects), Impact (blunt weapons, unarmed strikes).
    • Defenses: Reduced first by Magic Shield (MS), then by Armor Points (AP), before affecting Health Points (HP).
  • Elemental Damage: This damage stems from the raw forces of nature and magic.
    • Types: Acid (corrosive), Burning (fire, intense heat), Freezing (ice, extreme cold), Shock (lightning, electricity), Radiant (holy light, positive energy), Shadow (darkness, negative energy).
    • Defenses: Reduced first by Magic Shield (MS) before affecting HP. Elemental damage typically bypasses physical Armor Points (AP). Specific Resistances or Immunities are the primary defense.
  • Magical Damage: This represents harm caused by non-elemental spells or arcane effects, pure magical force unleashed.
    • Defenses: Reduced first by Magic Shield (MS) before affecting HP. Magical damage typically hits Armor Points (AP) before Health points (Hp). Resistance or Immunity to magic may apply.
  • Blessed/Smite Damage: Divine energy, often channeled through holy weapons or spells, particularly effective against undead creatures or beings strongly aligned with Dark Demayth.
    • Defenses: Reduced first by Magic Shield (MS), but may bypass standard MS if the source is potent. Specialized Divine Protection effects offer the best defense. May bypass AP, but up to your Battle Master.
  • Necrotic Damage: This is anti-life energy, often associated with Necromancy or the undead. It not only inflicts harm but also hinders healing and drains vitality.
    • Effects: Reduces HP (typically bypassing AP, reduced by MS). Crucially, any HP lost to Necrotic damage also reduces the target's maximum HP by the same amount until magically restored (e.g., via specific Restoration spells). This makes natural healing or basic healing magic ineffective against Necrotic damage.
    • Defenses: Reduced first by Magic Shield (MS). Resistance or Immunity to Necrotic effects apply.
  • True Damage: This rare and devastating form of damage bypasses almost all conventional defenses, striking directly at a creature's life force.
    • Effects: Directly reduces Health Points (HP), ignoring AP, MS, and most Resistances/Immunities.
    • Sources: Often associated with extremely powerful artifacts, direct divine intervention, or unique, high-level abilities.
    • Defenses: Extremely few, often requiring specific immunities or unique defensive capabilities.

Other Damage Types (Often Bypassing Physical Armor):

These damage types often bypass physical armor (AP) and may be reduced by Magic Shields (MS) or resisted via specific saving throws or resistances:

  • Spiritual Damage: Attacks targeting the soul directly, potentially causing permanent maximum HP loss. Extremely difficult to inflict and heal. (May require a Will save or specific spiritual defenses).
  • Psychic Damage: Assaults on the mind, causing mental anguish, confusion, or imposing negative mental status effects. (Often resisted by a Will save).
  • Biological Damage: Internal harm from diseases, poisons, or potent biological agents. (Often resisted by a Fortitude save).
  • Sonic Damage: Damage caused by intense sound waves, potentially deafening targets. (May require a Fortitude save or specific protections against sound).

Damage Over Time (DoT) and Area of Effect (AoE):

  • DoT: Some effects inflict damage repeatedly over a set duration (e.g., burning, poison, bleeding).
  • AoE: Some attacks affect multiple targets within a defined area (e.g., explosions, magical blasts).
  • Bonuses: DoT and AoE effects typically do not benefit from standard damage bonuses (like those from weapons or Strength) unless specifically stated otherwise.
  • Battle Master: The BM has the final say on how DoT and AoE effects interact with the environment and specific defenses.

Fall Damage:

Falling from significant heights can be perilous, even for resilient Demigods.

  • Calculation: A creature takes 1d6 Impact damage for every 10 feet fallen after the first 10 feet.
  • Maximum: The maximum fall damage is typically capped at 20d6.
  • Mitigation: Skills like Dexterity (Acrobatics) or specific abilities/magic might allow a character to reduce or negate fall damage with a successful check or reaction.

Special Combat Maneuvers

Combat is more than just reducing an opponent's Health Points. Clever positioning and tactical maneuvers can disable, control, and outwit your foes, paving the way for victory. In Demayth Adventures, any Battle Card can be used to attempt these special maneuvers, offering a choice between dealing direct damage and applying a tactical effect.

Using Common Battle Cards for Maneuvers

You can declare that you are using any Common Battle Card attack to perform a special maneuver instead of dealing damage.

  • Declare Maneuver: Before playing your card, declare to the Battle Master which maneuver you are attempting (e.g., "I'm using this Battle Card to try and Trip the Orc").
  • Resolve Attack: The attack is resolved as normal by comparing your Total Attack Value against the target's Total Defense Value.
  • Apply Effect (No Damage): If the attack hits, it deals NO damage. Instead, the target is affected by the maneuver, often requiring them to make a saving throw to avoid the effect.

Common Maneuvers:

  • Trip: On a successful hit, the target must succeed on a Dexterity saving throw (DC = Your Ability Focus) or be knocked Prone.
  • Disarm: On a successful hit, the target must succeed on a Strength saving throw (DC = Your Ability Focus) or drop one held item of your choice.
  • Shove: On a successful hit, you can either push the target 5 feet directly away from you or knock them Prone.
  • Grapple: A successful hit allows you to initiate a grapple. The target is now Grappled. (See Chapter 18: Status Effects for rules on the Grappled condition and how to escape).

Using Battle Master Cards

This is where true martial prowess shines. Battle Master Cards are superior because their printed effects often allow you to apply a special maneuver in addition to dealing damage, or they provide a much more powerful version of the maneuver.

  • Example (Common BC): You hit with a standard ATK 5 card to Trip an enemy. They fail their save and are knocked Prone, but take no damage.
  • Example (Battle Master Card): You use the "Tackle" card. On a successful hit, you might deal damage and initiate a grapple, as described on the card.

This system gives every Battle Card in your hand tactical flexibility. Do you go for guaranteed damage, or do you sacrifice that damage for a chance to control the battlefield by tripping or disarming a key opponent? The choice is yours.

Basic Combat Rules

Beyond the core mechanics of turns, actions, and attack resolution, several fundamental rules govern the flow of combat, adding layers of tactical depth and consequence to battlefield encounters.

Spellcasting in Combat:

  • Demayth Cards as Spells: Playing Demayth Chapter Cards, Mastery Cards, or Godlike Cards is considered casting a spell or activating a magical ability. As such, it generally adheres to the rules and limitations associated with magic, including potential Demayth Point costs for specific effects (though playing the card itself is usually free), line of sight requirements, and the possibility of being countered. This also applies to character perks as well.
  • Timing and Concentration: Many spells require a specific Action Point expenditure (usually SAP) and may require ongoing Concentration to maintain their effects, as detailed in the spell's description (see Chapter 13: Demayth Grimoire). Losing concentration (often due to falling unconscious) can cause the spell to end prematurely.
  • Counterspells: Spells can often be countered by opponents skilled in the School of Reprisal, who might use Reactions to dispel or neutralize incoming magic, adding a crucial layer to magical duels.

Death and Falling in Battle:

Even Demigods are not truly immortal in the face of sufficient harm. Understanding the rules for falling unconscious and dying is vital for survival.

  • Falling Unconscious (0 HP): When a character's Health Points (HP) drop to zero, they immediately fall Unconscious (see Chapter 18: Status Effects). They are prone and unable to take actions or reactions.
  • Stabilization: An unconscious character is dying. To save them, an ally must either:
    • Heal them: Using magic or abilities to restore their HP to at least one-half of their maximum HP.
    • Stabilize them: Succeed on a DC 15 Wisdom (Heal) skill check as a Standard Action. A stabilized character regains consciousness at the start of their next turn with 3 HP, but they remain prone until they use movement to stand.
  • The Three Falls Rule: Demigods possess incredible resilience, but even their divine spark has limits. A character who falls unconscious three times within a single combat encounter succumbs to their wounds and dies permanently. Resurrection is then the only way to bring them back.
  • Vulnerability While Down: An unconscious character is completely vulnerable. Any attack that hits them is considered a critical hit. If an unconscious character is successfully attacked three times while down, they die instantly, regardless of how many times they have previously fallen unconscious in that battle.

Attack of Opportunity:

Moving carelessly in the heat of battle can provoke a swift response from nearby enemies.

  • Trigger: When a creature willingly moves out of a space that is adjacent (within 5 feet) to one or more hostile creatures, it provokes an Attack of Opportunity from each of those adjacent enemies.
  • Freeing Up (Disengaging): A creature can avoid provoking Attacks of Opportunity by spending 1 Standard Action Point (SAP) per adjacent enemy to carefully "Free Up" or disengage before moving away.
  • Making the Attack: An enemy provoked to make an Attack of Opportunity can use their Reaction Point for the rotation to immediately make one melee attack with a Battle Card against the moving creature. A creature can only make one Attack of Opportunity per combat rotation, regardless of how many times it is provoked.

Flanking: Gaining the Tactical Advantage

In the chaotic swirl of battle, clever positioning can be just as decisive as raw power. Flanking is a key tactical maneuver in Demayth Adventures, allowing coordinated allies to overwhelm an opponent's defenses by attacking from multiple angles. Understanding how to establish and exploit a flank – and how to avoid being flanked yourself – is crucial for battlefield success.

Establishing a Flank:

An enemy creature is considered Flanked when at least two allied attackers are positioned on opposite sides of the enemy's space, threatening them from both their front and rear arcs. (The Battle Master determines the precise facing and arcs of creatures, especially larger ones).

The Consequences of Being Flanked:

A flanked creature is caught in a precarious position, unable to effectively defend against attacks from all directions.

  • Limited Defense: A flanked creature can only actively defend (using Battle Cards or defensive abilities) against attacks originating from their front arc. They can typically only focus on defending against a maximum of three enemies they are directly facing.
  • Vulnerable Sides and Rear: Any attack made against a flanked creature from its side or rear arcs automatically hits.
  • Full Damage: Attacks that automatically hit due to flanking inflict their full damage. The flanked creature cannot use Battle Cards or other standard defensive abilities to reduce or mitigate the damage from these side or rear attacks.

Tactical Considerations:

  • Coordination: Successful flanking requires communication and coordination between allies to maneuver into the correct positions.
  • Maneuverability: Demigods with high movement speed or abilities that allow for quick repositioning (like those skilled in Acrobatics or possessing flight) are often adept at setting up flanking maneuvers.
  • Enemy Awareness: Always be mindful of your own positioning! Enemies will seek to flank you just as you seek to flank them. Protecting your own flanks is as important as exploiting your opponent's.

Example:

Your Lionheart warrior engages a monstrous Baron Beast from the front, drawing its attention. Meanwhile, your Caelic ally uses their flight to quickly maneuver directly behind the beast. The Baron Beast is now Flanked. The Lionheart's attacks from the front are resolved normally (comparing ATK vs. DEF). However, any attacks the Caelic makes from the rear automatically hit, inflicting full damage and bypassing the beast's attempts to defend that angle.

Flanking and Ranged Combat:

While ranged attackers can benefit from an enemy being flanked (as the enemy might be distracted), they generally cannot contribute to establishing the flanked condition unless they are within melee range (typically adjacent) of the target. Flanking is primarily a melee tactic based on surrounding an opponent.

Reactions and Holding Actions/Action Points

The battlefield in Demayth is a fluid and dangerous place. Battles are rarely straightforward exchanges; opportunities arise and threats emerge in the blink of an eye. To survive and triumph, a Demigod must possess not only strength and skill but also swift reflexes and tactical foresight. While most actions occur during your turn, Demayth Adventures allows for reactive play through Defensive Card Plays, Reaction Abilities/Spells, Reaction Points, and Held Actions.

Defending Against Attacks (No RP Cost):

When an opponent declares an attack or uses a hostile ability against you, you can typically respond defensively by playing a card from your hand:

  • Playing Defensive Cards: Playing a Battle Card (using its DEF value) or a defensive Demayth Card (activating its protective spell) in direct response to an attack targeting you is part of the normal attack resolution process. This does NOT cost a Reaction Point.
  • Multiple Defenses: You can defend against multiple attacks per rotation in this way, provided you have appropriate cards in your hand to play.

Reaction Abilities and Spells (No RP Cost):

Certain abilities or spells are specifically designated as Reactions. These have specific triggers (e.g., "When an enemy misses you with an attack," "When an ally falls below half HP").

  • Using Reaction Abilities: Activating these specific, pre-defined Reaction abilities or spells when their trigger occurs generally does NOT cost a Reaction Point. Their use is limited by their specific trigger condition and whether you have the card or ability available.
    • Example: Using the "Counter Strike" Battle Master card effect after successfully defending does not cost an RP.

Reaction Points (RP): The Currency for Special Reactions

Separate from standard defenses and Reaction abilities, you gain 1 base Reaction Point (RP) at the start of each combat Rotation. This point represents your capacity to perform one special action outside the normal flow of your turn or standard defense. Unused base Reaction Points are lost at the start of the next rotation. (Note: Some races, like Warhandlers, may possess traits granting additional base Reaction Points per rotation).

  • Holding Action Points for More RP: During your turn, you can choose not to spend your Standard Action Points (SAP) or your Move Action Point (MAP). For each Action Point you hold at the end of your turn, you gain one additional Reaction Point to use until the start of your next turn. These additional RPs are lost at the start of your next turn if unused.
  • Spending Reaction Points: You must spend 1 Reaction Point (RP) (either your base RP or one gained from holding APs) to perform the following types of special actions:
    • Active Dodging (Dodge Action): Attempting an extraordinary defensive maneuver by making an active Reflex saving throw to completely avoid an attack that would normally hit (Battle Master determines when this is possible).
    • Reactive Spellcasting (Spending DP): Spending Demayth Points to cast a spell (defensive or otherwise) as a reaction to an event, provided the spell allows it.
    • Thematic Actions: Performing quick, impactful actions outside your turn that aren't direct attacks or defenses, such as shouting a crucial warning, pointing out a hidden threat, or activating a simple device (Battle Master discretion applies).

Holding Actions (No RP Cost to Use):

Sometimes, the best strategy is to wait for the perfect moment. You can choose to Hold an action during your turn, preparing to unleash it later in the Rotation.

  • Holding an Action: You declare you are holding a specific action (like a standard attack, a spell, or a skill use). This uses the Action Points (SAP) the action would normally cost during your turn. If holding a card, place it face down.
  • Trigger: You must also declare a specific, observable trigger condition that will cause you to use the held action (e.g., "If an enemy moves adjacent to me," "If my ally calls for help").
  • Using the Held Action: When the declared trigger occurs before the start of your next turn, you can immediately perform the held action. This does NOT cost a Reaction Point, as the AP cost was paid earlier.
  • Losing the Held Action: If the trigger doesn't occur before the start of your next turn, the held action is lost, and the Action Point(s) you dedicated to holding it are wasted along with the cards that were played.

Restrictions on Reactions:

  • No Chain Reactions: To prevent endless loops, you generally cannot use an RP-costing reaction or a Reaction ability in response to another creature's Reaction if that Reaction was triggered by one of your actions. (e.g., When you attack, the enemy uses a Counter Strike Reaction ability; you cannot spend an RP to actively dodge their counter-attack). However, you can still use Battle Cards defensively against attacks made as part of a Reaction (as normal defense doesn't cost an RP).

Mastering the interplay between standard defenses, Reaction abilities, Held Actions, and the strategic use of your Reaction Points adds significant tactical depth to Demayth combat, allowing you to respond dynamically to the ever-changing battlefield and turn the tide in your favor.

Spot Attacks and Damage: Creative Outside of Combat

Demigods are beings of immense power and creativity, not always limited to the practiced techniques represented by their Demayth Deck cards or known spells. In the heat of the moment, they can channel their connection to Demayth or utilize their surroundings to make spontaneous, improvised attacks known as Spot Attacks.

Making a Spot Attack:

When you want your Demigod to perform an improvised attack – perhaps hurling a large rock, causing a shelf to collapse onto an enemy, striking with a burst of unfocused Demayth energy, or performing some other creative combat maneuver not covered by a standard card or ability – you describe your intended action to the Battle Master. The BM determines if the action is feasible and sets a Difficulty Class (DC) if a skill check is required to initiate the action (e.g., an Athletics check to lift the rock). If the initiation is successful, or if no initial check is needed, the effectiveness of the attack itself is determined by its Spot Attack Value.

Calculating Spot Attack Value:

The Spot Attack Value represents the overall potency of your improvised maneuver. It is calculated as follows: Spot Attack Value = Relevant Attribute Modifier + Demayth Bonus + Miscellaneous Bonuses

  • Relevant Attribute Modifier: Use the Attribute Modifier most appropriate for the nature of the improvised attack (e.g., Strength Modifier for throwing a heavy object, Spellcrafting Modifier for a cleverly aimed magical surge, Dexterity Modifier for a quick, improvised strike with a small object). This is determined by the player and confirmed by the BM.
  • Demayth Bonus: Include any general bonuses to attack effectiveness granted by ongoing spells, active perks, or magical items that aren't tied to a specific weapon or card type (e.g., a general "+1 to all attacks this turn" effect).
  • Miscellaneous Bonuses: The Battle Master may grant additional bonuses (+1, +2, or more) based on the creativity of the player's description, clever use of the environment, or other advantageous circumstances.

Resolving the Spot Attack (Hit or Miss):

The calculated Spot Attack Value is treated like the ATK value of a Battle Card. The target attempts to defend normally, using a Defense Card or other defensive abilities to generate a Total Defense Value.

  • Hit: If the Spot Attack Value is greater than the target's Total Defense Value, the improvised attack hits.
  • Miss: If the Spot Attack Value is equal to or less than the target's Total Defense Value, the attack misses.

Determining Spot Damage (Battle Master Discretion):

If a Spot Attack hits, the damage dealt is determined by the Battle Master, reflecting the specific nature and circumstances of the improvised attack. Unlike standard weapon or spell attacks, Spot Damage is not calculated normally.

  • Narrative Damage: The BM assigns an appropriate amount and type of damage based on the action described. A massive falling object might deal significant Crushing damage (e.g., 6d6 as suggested), while a distracting splash of water might deal no damage but impose a condition.
  • Factors: The BM will consider the creativity of the action, the materials involved (a heavy rock vs. a small pebble), the environment, and the narrative impact when assigning damage.
  • Added Effects: The BM might allow additional damage or effects from other simultaneous sources (like an ally enchanting the thrown rock with fire mid-flight).

Example: The Collapsing Shelf

A Demigod (INT Mod +4) uses their magic (perhaps basic Alteration or just raw Demayth) to try and collapse a heavy stone shelf onto an enemy Duergar below. The BM agrees this is a Spot Attack.

  • Spot Attack Value: 4 (INT Mod) + 0 (No relevant Demayth Bonus) + 2 (BM grants Misc Bonus for clever use of environment) = 6.
  • Duergar plays a DEF 3 Battle Card.
  • Resolution: The attack hits (6 > 3).
  • Spot Damage (BM Determines): The Battle Master decides that the heavy stone shelf collapsing is a significant hazard and rules that the Duergar takes 6d6 Crushing damage.

Spot Attacks allow for creative and dynamic actions in combat, rewarding players who think outside the box and utilize their environment. While the success of hitting is determined mechanically, the consequences (damage) are adjudicated narratively by the Battle Master, making these actions exciting and unpredictable.

Ranged, Thrown, and Explosive Weapons:

Combat in Demayth isn't always face-to-face. Warriors often employ ranged weapons like bows and crossbows, hurl axes or javelins, or utilize the destructive power of explosives like grenades and bombs. Resolving these types of attacks follows the standard combat procedure but requires specific considerations.

  • Initiating the Attack: As with any attack, you declare your target and play an appropriate Battle Card to represent your aimed shot, thrown weapon attack, or the deployment of an explosive. You must also declare the specific weapon or item being used. All ranged or thrown weapons must be used within your character’s LOS.
  • Attack: The Attack Value (ATK) of your Battle Card, plus any relevant bonuses (from your Dexterity modifier, weapon enhancements, situational factors), determines if your attack hits the intended target or target area. This is compared against the target's Defense Value (DEF) or a Difficulty Class (DC) set by the Battle Master (for targeting a specific point for an explosion, for instance).
  • Weapon/Item Effects: If the attack hits (or successfully targets an area for explosives):
    • Ranged/Thrown Weapons: The projectile (arrow, bolt, axe, javelin) strikes the target, and damage is calculated based on the weapon's properties and relevant modifiers (typically Dexterity).
    • Explosives: The device detonates on impact or at the designated location. Damage (often elemental, like Fire or Acid) is applied according to the explosive's description. If the explosive has an Area of Effect (AoE), all creatures within that radius may be affected (often requiring a Reflex saving throw to mitigate the damage). Explosives might also inflict specific Status Effects (like Burning or Blinded) or create environmental hazards (like smoke clouds).

Resolving Conflicts: Lock Battles & Contests

In the dynamic world of Demayth, conflicts arise where the outcome isn't always determined by a simple attack or defense. When powerful wills clash, when opposing forces meet head-on, or when specific skills are pitted directly against each other, Demayth Adventures uses two special mechanics: Lock Battles and Contests.

Lock Battles: A Clash of Wills

Lock Battles represent a dramatic showdown between two closely matched forces, a direct struggle where raw power, skill, and perhaps a touch of fate determine the victor. These occur when equally potent abilities or actions collide simultaneously, such as two powerful mages unleashing devastating spells at the same instant, or two master warriors locking blades in a test of strength. Lock Battles are typically reserved for significant confrontations between beings of similar power levels (usually within 3 character levels of each other).

How to Lock Battle:

  • Roll the Dice: Each participant rolls three 20-sided dice (3d20).
  • Add Modifiers: To each d20 result, add the most relevant Attribute Modifier for the action being taken (e.g., spellcasting modifier for clashing spells, strength for locking blades) plus any applicable situational bonuses.
  • Compare Results: Compare the three modified results from each participant. The participant who has the higher result on at least two out of the three dice wins the Lock Battle.
  • Tiebreaker: If neither participant wins at least two rolls (e.g., one win each and one tie, or three ties), the Battle Master narrates the outcome based on the specific situation – perhaps the effects cancel each other out, create an unexpected explosion of energy, or result in a stalemate.

Example Lock Battle:

Two powerful mages unleash devastating energy beams simultaneously. To determine whose beam overpowers the other, a Lock Battle ensues using their Focus/SCM attribute (let's say Intelligence). Mage A (INT Mod +5) rolls 3d20, getting 10, 18, 7. Their results are 15, 23, 12. Mage B (INT Mod +4) rolls 3d20, getting 15, 12, 19. Their results are 19, 16, 23.

  • Comparing 15 vs 19: Mage B wins.
  • Comparing 23 vs 16: Mage A wins.
  • Comparing 12 vs 23: Mage B wins. Mage B wins two out of the three comparisons, so their beam prevails.

Contests: A Test of Skill

Contests are used to resolve situations where two characters are directly opposing each other using a specific skill or attribute, but not necessarily in a simultaneous clash of overwhelming force like a Lock Battle. This could be an arm-wrestling match (Strength vs. Strength), trying to talk over each other persuasively (Charisma vs. Charisma), or trying to snatch an object before someone else does (Dexterity vs. Dexterity).

How to Contest:

  • Determine Skill/Attribute: The Battle Master determines the relevant skill or attribute being contested.
  • Roll the Dice: Each participant rolls one d20 and adds their relevant Attribute Modifier and any applicable skill or situational bonuses.
  • Compare Results: The participant with the higher total result wins the Contest.
  • Tiebreaker: If the rolls result in a tie, the Battle Master determines the outcome based on the situation, or might have both participants re-roll.

Example Contest:

A Demigod attempts to grapple a powerful Beast (Strength Contest). The Demigod (STR Mod +4) rolls a 11, for a total of 15. The Beast (STR Mod +5) rolls a 4, for a total of 9. The Demigod wins the contest and successfully initiates the grapple.

The winner of a Lock Battle or Contest gains a decisive advantage or achieves their goal in the specific situation being resolved. The Battle Master describes the outcome, ensuring it aligns with the narrative and creates a dramatic and satisfying resolution to the conflict.

Special Attack Circumstances and Critical Effects

Beyond standard attacks and defenses, certain situations and exceptionally powerful blows can lead to unique effects, altering the flow of battle and potentially causing devastating injuries.

Surprise and Sneak Attacks:

Catching an opponent unaware is a significant advantage.

  • Unaware Target: An attack made against a creature that is unaware of the attacker (e.g., during an Ambush Round, or successfully hidden using the Stealth skill) deals double damage if it hits. This represents exploiting the target's vulnerability. (Note: Being flanked does not automatically make a creature unaware).

Critical Hits and the "Mark" System:

The difference between an attacker's final Attack Value and a defender's final Defense Value determines the severity of a successful hit, measured in "marks." This system applies only to attacks with a base Attack Value of 5 or higher.

  • Critical Hit (Full Marks): If an attacker hits a target that was unable to present any defense (e.g., they had no defensive cards/options, were stunned, or were successfully attacked from a flanking position they couldn't defend against), the hit achieves Full Marks. This is a Critical Hit, and the attack deals double the normal damage.
  • Normal Hit (On the Mark): If an attack hits, and the defender did present a defense (even if the ATK value greatly exceeded the DEF value), it is a Normal Hit. The attack deals its standard calculated damage.
  • Off the Mark Hit: If an attack hits, but the defender's Defense Value was only one point lower than the attacker's Attack Value (e.g., ATK 7 vs DEF 6), the blow lands glancingly. This is an Off the Mark Hit, and it deals only half the normal damage (rounded down).

Critical Injuries (Attack Targets and Thresholds):

Truly devastating blows, those that strike vital areas with overwhelming force, can inflict lasting injuries beyond simple Health Point loss. This system represents such critical injuries.

  • Trigger Condition: A critical injury might occur if both of the following conditions are met:
    • The attack was a Critical Hit (Full Marks) (meaning the target was undefended when hit).
    • The final damage dealt by that Critical Hit (after being reduced by any applicable Damage Reduction, Armor Points, or Magic Shields) exceeds half of the target's maximum Health Points (HP).
    • Alternatively, a critical injury might occur if a target suffers three Critical Hits (Full Marks) to the same body part during a single combat encounter, regardless of the damage threshold.
  • Determining Location and Effect: If a critical injury is triggered, the Battle Master determines the location hit (often randomly, or based on the narrative) and rolls on (or chooses from) a list of potential effects corresponding to that location. Examples include:
    • Head: Stunned, Blinded, Deafened, Concussion, Unconsciousness, Instant Death, Permanent Brain Damage.
    • Torso/Groin: Winded, Prone, Bleeding, Slowed, Internal Injuries, Organ Damage, Instant Death.
    • Limbs: Disarmed, Crippled Limb (reduced speed/function), Broken Limb (unusable), Severe Bleeding, Severed Limb (permanent loss).
  • Creature Exceptions: Not all creatures suffer critical injuries in the same way:
    • Skeletons: Might reattach severed limbs or heads.
    • Oozes/Slimes: Lack distinct body parts to target.
    • Regenerating Creatures (e.g., some Trolls, Vampires): Might recover from injuries that would be permanent for others.
    • Intent Gods/Divine Beings: Possess resilience far beyond mortals and may ignore or rapidly heal even severe injuries.
  • Important Note: Critical injury effects only occur if the triggering Critical Hit's damage actually reduces the target's HP. If all the damage is absorbed by AP or MS, no critical injury occurs (even if the potential damage exceeds the HP threshold).

Battle and War Situations (Scenic Combat)

Not all conflicts in Demayth are resolved through meticulous turn-by-turn combat. When your Demigod faces overwhelming odds, participates in vast battles involving hundreds of combatants, skirmishes against numerous weak foes, or engages in highly cinematic encounters where detailed actions are less important than the overall narrative flow, the Battle Master may utilize Scenic Combat. This streamlined system allows for the resolution of large-scale or narrative-focused conflicts quickly and dramatically.

How Scenic Combat Works:

  • Scene Setting: The Battle Master describes the overall situation, highlighting the scale of the conflict, the environment, the key objectives, and the immediate threats or opportunities facing the player characters. Imagine the chaotic charge across a battlefield during the Great War, or holding a narrow pass against a seemingly endless horde of Lesser Voidlings.
  • Player Actions: The players collectively, or sometimes individually, describe the general approach or significant action their characters take within the scene. Will they lead a charge into the enemy ranks? Focus on defending a crucial position? Attempt a daring maneuver to reach an objective? Unleash a powerful area-of-effect spell to thin the enemy numbers?
  • Combat Check: Based on the described action, each player involved rolls a single d20. They add the most relevant Attribute Modifier (e.g., Strength for a physical charge, Intelligence for a widespread spell, Dexterity for a nimble maneuver) and any applicable Skill Modifier or situational bonuses, as determined by the Battle Master.
  • Difficulty Class (DC): The Battle Master sets a DC for the check based on the difficulty of the attempted action and the strength or nature of the opposition. Breaching a heavily fortified wall might have a high DC, while cutting through a mob of untrained goblins might have a lower DC.
  • Resolution:
    • Success: If a player's Combat Check meets or exceeds the DC, their action is successful. The Battle Master narrates the positive outcome – perhaps they break through the enemy line, successfully cast their spell, hold their position, or achieve their objective within the scene.
    • Failure: If the roll falls short of the DC, the player's action fails or encounters significant difficulty. The Battle Master narrates the consequences, which could involve taking damage, being forced back, failing to achieve the objective, or facing a new complication.
  • Repeat: The Battle Master sets the next scene based on the outcomes of the players' actions, and the cycle repeats until the larger conflict is resolved or the players shift back to standard combat rules for a more focused encounter.

Example:

The Battle Master describes the players' Demigod party holding a collapsing bridge against a swarm of charging Abyssal demons during the final days of a siege. The players declare they will focus their efforts on using powerful magic and coordinated defenses to hold the line. The BM determines this requires a DC 19 Combat Check, likely using the highest Intelligence or Wisdom modifier among the group (for coordinating magic and defense). Each player contributing rolls a d20 and adds their relevant modifier. Those who succeed help maintain the magical barrier or strike down key demonic leaders, holding the bridge for another crucial moment. Those who fail might see the barrier weaken, take damage from demonic attacks, or lose ground on the bridge.

Scenic Combat is a flexible tool for handling situations where detailed, turn-by-turn actions would be impractical or slow down the narrative. It allows the Battle Master and players to resolve large-scale conflicts and cinematic moments quickly and effectively, focusing on the overall outcome and the epic scope of the Demayth universe.

Status Effects and Conditions

The battles and challenges within Demayth can leave their mark on even the most resilient Demigods. Beyond simple Health Point damage, characters can suffer from various Conditions or Status Effects that alter their capabilities, hinder their actions, or impose ongoing penalties. These might arise from potent spells, environmental hazards, cunning poisons, terrifying encounters, or even the backlash from wielding immense power. A condition can last for a brief moment – a fleeting bout of disorientation after a powerful blow – or it could persist for days, weeks, or even, in the case of powerful curses or severe injuries, for the rest of your character’s life. Fortunately, most conditions can be countered or removed, whether through specific actions, the application of the correct type of magic (often Restoration or Reprisal), the use of potent alchemical potions, or simply the passage of time and rest. It's important to note how multiple conditions interact. If a creature suffers from the same condition multiple times (for example, being Frightened by two different sources simultaneously), the effects generally do not worsen or "stack" unless the condition's description specifically says otherwise. However, each instance of the condition might have its own separate duration, meaning the character could remain affected for longer. Detailed descriptions of specific Status Effects and Conditions, their mechanical effects, and how they can be removed are found in Chapter 18: Status Effects.

Underwater Combat Rules

The depths of Demayth's oceans, lakes, and rivers hold ancient secrets and wondrous creatures, but they are also perilous environments for combat. When battle moves beneath the surface, the familiar rules of engagement change, requiring adaptation and specialized tactics.

Movement:

  • Swimming Speed: Creatures with a natural swimming speed can move normally underwater.
  • No Swimming Speed: Creatures without a swimming speed move at half their normal land speed while underwater. Additionally, they may need to make Strength (Athletics) checks to navigate strong currents or difficult underwater terrain, as determined by the Battle Master.
  • Amphibious: Creatures with the Amphibious trait (like the Ranidae) typically suffer no movement penalties underwater.

Vision:

  • Obscured: Water naturally obscures vision. Beyond 30 feet, creatures and objects often appear lightly obscured, and beyond 60 feet, they may be heavily obscured or entirely unseen, depending on water clarity (Battle Master's discretion).
  • Darkvision: Darkvision functions normally underwater, but its range is still affected by the water's obscurity.

Attacking:

The density and resistance of water significantly affect attacks:

  • Melee Attacks:
    • Creatures without a swimming speed may find their attacks less effective unless using weapons specifically designed for underwater use (like daggers, javelins, spears, shortswords, or tridents). The Battle Master might impose disadvantage on the Attack Value (ATK) of Battle Cards used with inappropriate weapons by non-swimming creatures.
    • Attacks with Slashing and Impact weapons may be less effective underwater; targets might gain resistance to this damage unless the attacker has a swimming speed or special ability. Piercing weapons generally function normally.
  • Ranged Attacks:
    • Most ranged weapon attacks automatically miss targets beyond the weapon's normal range (ignore long range increments).
    • Attacks with projectile weapons like bows, heavy crossbows, and slings suffer significant penalties unless the weapon is specifically designed for underwater use. These attacks are made with disadvantage, meaning the base Attack Value (ATK) of the Battle Card played is halved (rounded down) before adding bonuses.
    • Thrown weapons (unless designed for underwater use like javelins or tridents) have their effective range halved.

Spellcasting:

Casting spells underwater presents unique challenges:

  • Verbal Components: Spells with verbal components cannot be cast underwater unless the caster possesses the ability to breathe water (e.g., Amphibious trait, magic like Water Breathing) or finds a way to create an air pocket.
  • Material Components: Some material components might be ruined or washed away by water. The Battle Master determines if a specific component is viable underwater.
  • Fire Damage: Spells that create fire or deal Fire damage are generally ineffective underwater, unless the spell specifically states it functions there (perhaps creating pockets of superheated steam instead of open flames).
  • Lightning Damage: Spells dealing Lightning damage function normally, but the Battle Master might rule that the electricity spreads through the water, potentially affecting creatures adjacent to the target as well.
  • Other Elements: Most other elemental spells (Cold, Acid, etc.) function normally, though the Battle Master might apply situational modifiers based on the environment. Sound-based effects are typically muffled and less effective.

Breathing and Drowning:

Creatures who cannot breathe water must hold their breath while submerged.

  • Holding Breath: A creature can hold its breath for a number of minutes equal to 5 +/- its Constitution modifier (minimum of 1 minute / 10 rounds).
  • Suffocating: When a creature runs out of breath or is choking (for example, if unable to breathe due to environmental factors or magical effects), it can survive for a number of rotations equal to its Constitution modifier (minimum 1 rotation). At the start of its next turn after this duration, it drops to 0 HP and is dying.

Space (Void) Combat Rules

The space between realms, often referred to simply as the Void, is not merely empty; it is an environment actively hostile to most forms of life found within the Gaias. Combat within the Void is a desperate struggle against not only your enemies but the very nature of the environment itself.

Environmental Hazards:

  • Vacuum: There is no air to breathe in the Void. Creatures require sealed armor, magical means, or innate abilities (like those possessed by Voidlings or certain constructs) to survive. Failure to secure a breathable environment immediately triggers the Suffocation rules (see below).
  • Extreme Cold: The Void is intensely cold. Creatures exposed to it without adequate protection (thermal suits, magical resistance) may suffer Cold damage over time and potentially gain levels of exhaustion (Battle Master's discretion).
  • Zero Gravity / Unpredictable Gravity: Gravity may be nonexistent or behave in strange and unpredictable ways within the Void, especially near massive objects or potent sources of Demayth energy. Movement often requires specialized propulsion or grappling onto surfaces. Standard walking is impossible without artificial/magical gravity or magnetic surfaces.
  • Radiation / Energy Storms: Certain areas of the Void may be subject to intense radiation or storms of raw Demayth energy, posing additional hazards to unprotected travelers (Battle Master's discretion).

Breathing and Suffocation:

  • Survival: As stated, survival requires a contained atmosphere or magical/innate means of breathing/surviving vacuum.
  • Suffocating: When a creature runs out of breath or is choking (for example, if unable to breathe due to environmental factors or magical effects), it can survive for a number of rotations equal to its Constitution modifier (minimum 1 rotation). At the start of its next turn after this duration, it drops to 0 HP and is dying.

Movement:

  • Zero Gravity: In areas of zero gravity, movement requires pushing off surfaces or using specialized propulsion (magical or technological). A creature's normal movement speed is often irrelevant; instead, movement is determined by how effectively they can propel themselves. Dexterity (Acrobatics) or specific unique skills might be used for maneuvering.
  • Strange Gravity: In areas with unpredictable gravity, movement can be treacherous, potentially requiring Strength (Athletics) or Dexterity (Acrobatics) checks to avoid being flung around or pinned down.
  • Fly Skill: The Fly skill can be adapted for maneuvering in zero gravity, representing controlled bursts of propulsion or manipulation of minor gravitational fields, but standard aerodynamic flight is impossible.

Attacking:

The vacuum of the Void alters how certain attacks function:

  • Melee Attacks: Making melee attacks can be difficult without leverage. Characters might have disadvantage (halving their card's ATK value) on melee attacks unless they are anchored, grappling, or using specialized magnetic boots/propulsion systems.
  • Ranged Attacks: Projectile weapons (bows, crossbows, firearms) function normally, potentially even having slightly increased effective ranges due to the lack of air resistance (Battle Master's discretion). Thrown weapons require the thrower to be anchored or braced to avoid being pushed in the opposite direction.
  • Explosions: Explosions do not create concussive shockwaves through the vacuum. However, the shrapnel and any energy released (fire, lightning, etc.) still affect targets caught in the blast radius.

Spellcasting:

  • Verbal Components: Impossible without a contained atmosphere (helmet, forcefield, etc.).
  • Material Components: Unaffected unless volatile or requiring air to function.
  • Fire Damage: Spells creating open flames are ineffective. Spells dealing Fire damage via other means (e.g., superheated plasma) might function normally.
  • Sonic Damage: Spells dealing Sonic damage or relying on sound transmission are ineffective.
  • Other Spells: Most other spells (Light, Shadow, Lightning, Cold, Force, Psychic, etc.) function normally, though the Battle Master might rule that extreme cold enhances Freezing effects.

Combat in the Void is a lethal affair, demanding careful preparation, specialized equipment, and respect for the unforgiving environment. Only the most powerful, well-equipped, or uniquely adapted beings can hope to survive, let alone triumph, in the cold, airless dark between the realms.

Mounted Combat Rules

Traversing the vast realms of Demayth often requires more than just one's own two feet. Many Demigods utilize mounts – from sturdy warhorses and swift steeds to exotic creatures like griffons or even trained Baron Beasts – for travel and combat. Fighting effectively while mounted requires specific skills and understanding of these rules.

Mounting and Dismounting:

  • Action Cost: Mounting or dismounting a creature requires half of your movement allowance for the turn. If you don't have enough movement left, it costs 1 of your Standard Action Points (SAP).
  • Sudden Mount/Dismount: You can attempt to mount or dismount as a Quick Action (1 MAP) by succeeding on a DC 15 Dexterity (Acrobatics) check. Failure means you spend the MAP but fail to mount/dismount or fall from the mount which results in being knocked Prone.

Controlling Your Mount:

  • Independent Mounts: An intelligent mount (like some magical beasts or potentially even dragons, at the BM's discretion) acts on its own initiative count in combat (if using individual initiative) or during its team's turn (if using team initiative). It has its own actions, but may or may not obey the rider's commands perfectly.
  • Controlled Mounts: Most trained mounts (horses, war beasts) act during your turn and are directed by you.
  • Directing Movement: You can direct your controlled mount's movement using your movement allowance (derived from your movement die, not the mount's). The mount moves where you command it.
  • Mount Actions: A controlled mount generally only takes the Dash, Disengage, or Evade (typically made with a Reflex saving throw) actions while being ridden (Battle Master discretion). It typically cannot attack unless specifically trained for combat or acting independently.
  • Ride Skill: The Battle Master may require Dexterity (Ride) checks to control your mount during difficult maneuvers, dangerous terrain, or if the mount is frightened or injured.

Combat While Mounted:

  • Rider's Attacks: You can attack normally while mounted. If your mount moved more than its speed on its last turn, you might have disadvantage on your attack (BM discretion).
  • Melee Reach: If your mount is Large or larger, you may gain increased/decreased reach with melee weapons against smaller opponents on the ground.
  • Mount Attacks: Unless specifically trained for combat or acting independently, a controlled mount typically cannot attack while being ridden.

Mount Being Attacked:

  • Targeting: An attacker can target either the rider or the mount.
  • Mount Defenses: A mount uses its own Defense Values (if using Battle Cards) or other defensive statistics.
  • Rider Taking the Hit: If the mount is targeted by an attack, the rider can choose to use their Reaction Point to make themselves the target of the attack instead, attempting to intercept the blow meant for their mount (requires a successful Dexterity (Acrobatics) check, DC set by BM).
  • Mount Falling: If a mount's HP drops to 0, it falls unconscious. If the rider is still mounted, they must succeed on a DC 10 Dexterity saving throw or be knocked prone in a space adjacent to the fallen mount.

Fighting astride a powerful beast can grant significant advantages in speed, power, and battlefield presence, but it also requires skill, coordination, and careful consideration of both your own actions and those of your mount.

Advanced Aerial Combat Rules

Soaring through the skies of Demayth on feathered wings, leathery pinions, or technological marvels offers unparalleled freedom and tactical advantage. However, engaging in combat while airborne presents unique challenges that demand exceptional skill and control. These rules detail the advanced maneuvers and considerations for aerial combat.

The Fly Skill in Combat:

  • Basic Movement: Standard aerial movement uses your flying speed, governed by the Dexterity (Fly) skill for determining control and avoiding basic hazards.
  • Altitude: Altitude is tracked in 5-foot increments. Moving vertically (ascending or descending) costs movement like horizontal movement.

Complex Maneuvers:

Performing difficult maneuvers while flying requires focus and skill. The Battle Master may call for a Dexterity (Fly) check when attempting complex aerial actions, setting the Difficulty Class (DC) based on the maneuver's complexity and environmental conditions (wind, obstacles, etc.). Examples include:

  • Sharp Turn: Quickly changing direction mid-flight, especially at high speeds (DC 10-15).
  • Steep Dive/Climb: Rapidly ascending or descending at a sharp angle (DC 12-18).
  • Hovering: Maintaining a stationary position in the air without drifting (may require a check for some creatures/devices, DC 10-15, especially in wind).
  • Flying Through Obstacles: Navigating narrow canyons, dense forests, or storm clouds (DC 15-20+).
  • Evading Attacks: Using complex aerial dodges or weaving patterns to avoid incoming attacks (may grant advantage on defense or impose disadvantage on attacker, requires a successful Fly check against a DC set by BM or the attack value).

Failure on a Fly check for a complex maneuver might result in losing altitude, being forced to move in an unintended direction, losing speed, or even falling.

Attacking While Flying:

  • Standard Attacks: Making standard melee or ranged attacks while flying normally doesn't require extra checks, but environmental factors (high winds, turbulence) might impose disadvantage on attacks.
  • Attacking During Maneuvers: Attempting to attack while performing a complex maneuver (like a sharp dive or dodging) may impose disadvantage on the attack (halving the card's ATK value).

Defending While Flying:

  • Standard Defense: Flying creatures defend using Battle Cards or Demayth Cards as normal.
  • Evasion: A flying creature might use its Reaction Point and a successful Dexterity (Fly) check to attempt to evade an attack entirely (see Reactions section).

Falling from the Sky:

Losing the ability to fly mid-air can be catastrophic.

  • Stunned/Prone: If a flying creature becomes stunned, paralyzed, or knocked prone, it immediately begins to fall unless it has a means to hover (like certain magical effects).
  • Losing Flight: If a creature's wings are disabled, its flight magic is dispelled, or its flying device malfunctions, it also begins to fall.
  • Fall Damage: Standard fall damage rules apply (1d6 Impact per 10 feet after the first 10, max 20d6), unless the creature has specific abilities (like the Mountain/Sky Born KeyKoryan trait) or magic to mitigate the damage.

Aerial combat adds a thrilling third dimension to Demayth battles, favoring agile flyers like Caelics, Hyperion Elves, Dragons, and Griffons, or those utilizing advanced airships. Mastering the Fly skill and understanding the risks and rewards of complex maneuvers is key to dominating the skies.

Divine Combat

While most combat encounters in Demayth involve the clash of mortal steel, Demigod abilities, and powerful magic, there exists another level of conflict, a higher echelon of power reserved for beings of truly cosmic might: Divine Combat. This is the realm of conflict inhabited by the Elder Divine, their most powerful Exalted Ones, Ascendant Divine, and those Demigods who have achieved the status of Intent God or Baron Beast. Engaging in Divine Combat requires extraordinary abilities and defenses, as standard attacks and protections often prove utterly insufficient against such overwhelming power.

Divine Attacks and Defenses:

Attacks made by beings wielding divine power, or through abilities specifically designated as Divine Attacks, are imbued with an unparalleled might that can shatter conventional defenses. Normal Armor Points (AP) and standard Magic Shields (MS) offer little to no protection against such assaults. To withstand these devastating attacks, one must possess Divine Defenses – specialized abilities, potent artifacts, or blessings specifically designed to counter or neutralize divine energy.

Divine Damage and Protection:

Likewise, Divine Attacks inflict a unique form of Divine Damage, a potent force that bypasses most resistances and immunities. Only Divine Protection, a rare and specialized defense often granted by divine blessings, powerful artifacts, or inherent godly resilience, can effectively mitigate or counteract this type of damage. This creates a crucial strategic layer in high-level encounters, where acquiring and utilizing Divine Protection becomes paramount for survival against divine adversaries.

Accessing Divine Combat:

Participation in Divine Combat is typically limited to:

  • Intent Gods and Baron Beasts: Achieving this status fundamentally alters a Demigod's (or beast's) connection to Demayth. Upon becoming an Intent God or Baron Beast, all of their attacks, damage, and inherent defenses are considered 'Divine' in nature. Their strikes bypass mundane defenses, and their resilience counts as a form of Divine Protection. This transformation often grants access to specific godlike perks enabling full participation in divine combat.
  • Elder Divine, Ascendant Divine, and Powerful Exalted Ones: These beings naturally operate at this level of power.
  • Rare Opportunities: Certain legendary artifacts, potent spells, or temporary divine blessings might grant a Demigod temporary access to Divine Attacks or Defenses, allowing them a fleeting taste of godly power, often at great risk or cost.

The Significance of Divine Combat:

Encounters involving Divine Combat represent the pinnacle of power and conflict in Demayth.

  • High Stakes: The stakes are immense, often involving the fate of realms, the balance of cosmic forces, or the very existence of the combatants.
  • Strategic Depth: The unique mechanics of Divine Attacks and Defenses add a layer of complexity, demanding careful planning, resource management, and tactical execution beyond standard combat.
  • Narrative Impact: Divine Combat encounters are rare and momentous events, often having significant narrative weight and shaping the destinies of characters and the world itself.