
Army Events
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Army Events
In rare times, a full army of NPCs may invade a given layer. This occurrence is rare, limited to the cumulation of long term, large scale roleplay, and always controlled by Storytellers. When this event occurs, special rules are needed to ensure that people can be challenged without being overwhelmed, and to create a narrative of the invasion instead of it just being a series of unconnected combats. Storytellers present will also react to and incorporate the actions of non-combatants or supportive combatants (for example, those manning siege weaponry), but they must be communicated to the Storytellers present.
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Node Attacks
The army will attack the nodes present on the layer in several waves. All enemies of all waves must be defeated in order to win the node battle, and (unless a storyteller tells you otherwise) the waves operate on Fighter-in-Waiting rules. Victors of fights can go find and defeat extra enemies either in the current wave or in later ones, but no consumables may be used between fights, unless a storyteller says there is a lull in battle that allows it. During a lull in battle, each participant may use a single consumable on any target they like. A participant can be targeted by multiple consumables, but each participant may only use one. There will typically be between one and three lulls in the battle, depending on length and RP circumstances.
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Winning the node attack will drive the army back. Losing the node attack will force the node to neutral status. A faction can possibly win one node attack and lose another at the same time - they are separate.
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During attacks against the army (but not the Commander), the automatic flee roll you get when you are downed does not allow you to flee, and should your side lose the battle without rescuing you you will be captured by that group. Any group that defeats that group or otherwise manages to enter combat and flee with advantages can rescue you as normal.
After the battle, if a single faction has won a defence of their control node and lost the defence of their resource node, they may take a lull and then make one single attempt at reclaiming the resource node. This attempt must be done with a single group of four, and they (but only they) get a lull between each fight during which all four of them may use a single consumable.
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The Commander - Battle
A Commander will be in charge of primary node attacks. You do not need to defeat the Commander to drive the army back. Winning the battles against the waves will force the Commander to retreat in good order. However, if you want to attack and try to defeat the Commander, anyone involved in the node defence may attempt to do so. Engaging the Commander in combat risks character death and maiming and doing so is consent for character death and character maiming, outlined below.
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In addition, the Commander will have some degree of persistent damage from fight to fight. They will not necessarily have the same HP/Wounds, but there are one or more checkpoints that once met are permanent. This could be the death of minions, a certain HP threshold, or other things, changing on a Commander by Commander basis.
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The Commander - Risks
If you do engage the Commander in combat, the following rules for consequences will apply:
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Characters that are downed and do not flee will be immediately permanently maimed
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This is determined by a rolls following the tables below.
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Note: There is a restoration ritual to regrow limbs, it is not cheap and it requires a Storyteller ticket, but it is possible.
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Characters that are maimed may be rescued by someone else fleeing with advantages and rescuing them or a combat victory, either in that fight OR a follow up fight.
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This follows normal flee rules, you can’t rescue people if you’re not fleeing on your turn, Pack Light means you don’t need to roll advantages, etc.
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Only the next party gets that opportunity, if the next party fails those left behind from the first die.
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There is no limit to how many parties can try the fight in total, each one can only rescue people from the fight directly before them or their current fight.​​​
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Table 1 - Location
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1 - Leg (Left)
2 - Leg (Right)
3 - Arm (Left)
4 - Arm (Right)
5 - Torso
6 - Head
Table 2a - Leg
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1 - Severed at Ankle
2 - Severed at Knee
3 - Severed at Hip
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Table 2c - Torso
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1 - Singular Large Scar
2 - Severe Chest Scarring
3 - Severe Chest Burns
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Table 2b - Arm
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1 - Severed at Wrist
2 - Severed at Elbow
3 - Severed at Shoulder
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Table 2d - Head
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1 - Left Eye Destroyed
2 - Right Eye Destroyed
3 - Both Eye Destroyed
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