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I. THE FUNDAMENTALS Combat is not a game of trading blows. We are not Glacial Bears; we do not have thick hides or layers of fat. We are Veylren. We have hollow bones and fragile wings. If you let an enemy strike you, you have already made a mistake. 1. Your Strength Determines the force of your bite, the power of your leap, and the damage of a melee weapon (spear, knife). The Rule: A higher Strength allows you to pierce thicker hides. 2. Your Dexterity Determines your accuracy with thrown weapons (spears, rocks) and your ability to dodge. The Rule: A higher Dexterity makes you harder to catch. 3. Your Constitution & Vitality These are your defenses. They determine how much punishment your body can take before it fails. The Rule: High Constitution prevents bones from breaking; High Vitality keeps you conscious when you bleed. 4. Your Aurora The mind’s eye. In combat, it allows you to predict the enemy’s movement before they strike. The Rule: High Aurora allows you to react first (Initiative). II. THE FLOW OF BATTLE Battle is chaotic, but it follows a rhythm. 1. The First Strike (Initiative) The warrior with the highest Aurora strikes first. They have already simulated the fight in their mind. If Aurora is equal, the warrior with higher Dexterity moves first. 2. The Attack Roll To strike an enemy, you must test your skill. Melee (Close Range): Add your Strength to your roll. Ranged (Throwing/Flying): Add your Dexterity to your roll. Target Number: You must beat the enemy’s Reflexes. If you roll higher, you connect. 3. The Defense If an enemy strikes you, your Vitality and Constitution are your shield. If the enemy rolls higher than your Defense, the strike lands. Damage Reduction: If you have high Durability (from training or armor), the damage is lessened. A scratch becomes a bruise; a broken bone becomes a fracture. III. CRITICAL MOMENTS The Chaos of battle brings both fortune and disaster. 1. The Perfect Strike (Rolling a 20) Fate favors you. Your strike lands perfectly. Effect: Double Damage. You ignore the enemy’s Durability. You may sever a limb or pierce a vital organ instantly. 2. The Fatal Error (Rolling a 1) The universe turns against you. Effect: You miss wildly. You might drop your weapon, stumble, or strain a muscle. The enemy gets an immediate free counter-attack. IV. INJURY & STATES 1. The Bleeding Wound Caused by claws, knives, or teeth. Effect: You lose stamina and strength rapidly. You will collapse from blood loss if not treated by a Medic. Treatment: Requires Stitches or Cauterization. 2. The Fracture (Broken Bone) Caused by heavy impacts (Bear swipes, falls, clubs). Effect: The limb is useless. A broken wing means no flight. A broken leg means no running. Treatment: Requires a Splint from an Artificer and healing time. 3. The Concussion (Head Trauma) Caused by blows to the skull. Effect: Disorientation. Your Aurora and Intelligence drop. You may suffer a Logic Lock. Treatment: Requires rest and medical observation. V. ADVANCED TACTICS 1. The Aerial Advantage We have wings. Use them. Fighting from the sky grants a bonus to Dexterity. Enemies on the ground struggle to hit flying targets. Warning: If your wings are injured, you are grounded. A grounded Veylren is vulnerable. 2. The Quantum Dodge Warriors with high Aurora can attempt to predict an attack perfectly. Mechanic: You declare "Quantum Dodge." You take no damage, but the mental strain drains your Intelligence temporarily. You cannot do this repeatedly without risking a Logic Lock. 3. The Pack Tactics Veylren are strongest together. Flanking: If two Veylren attack the same enemy from different sides, the enemy suffers a penalty to their Defense. They cannot watch both angles.