
Solium Infernum
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Basic Combat Moves
All Praetors have access to four basic combat moves. Combat moves are assigned through an in-game menu, where
Skulls, Shields, and Orbs may be allotted to these moves. e four basic moves are:
Melee Attack: is move may be augmented by one to five Skulls. When compared to the opponent’s move in their
corresponding Combat Slot, this move may do hit point damage against the opponent. e hit point damage is equal
to the number of allotted Skulls plus a random roll of the aggressing Praetor’s Luck subtracted by the sum of the
defender’s allotted Shields and a random roll of the defending Praetor’s Luck. In other words:
Damage = (Number of Skulls by aggressor + aggressing Praetor’s Luck Roll) - (number of Shields by defender +
defending Praetor’s Luck Roll)
Melee Defense: is move may be augmented by one to five Shields. When compared to the opponent’s move in
their corresponding Combat Slot, this move may block hit point damage against your Praetor. e blocked hit point
damage is equal to the number of allotted Shields plus a random roll of your Praetor’s Luck.
Guarded Attack: is move may be augmented by one to four Skulls as well as one to four Shields. It is a hybrid move
that acts just like a Melee Attack and Melee Defense.
Infernal Burst: is move must be allotted three Orbs for execution. It does 1d6 damage directly to your opponent’s
hit points. No Luck can mitigate this damage, however some exotic combat moves can block or absorb the damage
from Infernal Bursts.
Exotic Combat Moves
Praetors can learn other, more powerful combat moves by training with Manuscripts. Some Manuscripts require a single
piece for training, although -- as you recall -- the more powerful moves require you to collect two or three matching
pieces for their completion. Exotic combat moves follow the same rules with Skulls, Shields, and Orbs as do their basic
move counterparts, although special bonuses may apply bonus damage or grant special advantages during that combat
round. Consult Appendix C for a full list of these moves.
Note: Some combat moves grant added damage when certain conditions are met. is damage CAN be blocked by
unused Shields and Luck working on behalf of the defender. When successful, the bonus damage granted by the combat
move acts as a virtual bonus Skull because it adds damage yet costs nothing extra to perform.
Level Up
e winning Praetor is automatically given a level-up advancement, except in the Grand Tournament where a special
title is given to the sole surviving Champion at competition’s end. e game determines these random bonuses based on
the Praetor’s current level, and it offers these choices to you on the following turn through your turn message log. You
must select one level-up bonus to proceed.
Banishment
e losing Praetor is banished to the Abyss (i.e., Tartarus) and removed from the game.
Single Combat Example
In the above example of Single Combat, Furfur
has emerged victorious over Decarabia. You can
see the six Combat Slots that compose a single
round of combat. Each Praetor fills these slots
with combat moves according to his abilities.
First Slot
In the first Combat Slot Furfur has chosen
an exotic combat move called Impale that he
has acquired through training. If the Shields
assigned to his Impale move exceed the
Skulls (if any) assigned to the combat move
by Decarabia, Furfur does extra damage.
is extra damage is equal to the difference
between the Shields of Furfur and the Skulls of
Decarabia. Decarabia has chosen a five Skull
melee attack so the difference is only one.
e Impale combat move and the melee attack
of Decarabia are resolved simultaneously for
the slot. Furfur’s Impale move is three attack
Single Combat
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