Combat Concepts
- Resistance to X
- Take 1/2 damage from X, rounded up
- Armor X
- Reduce all incoming damage by X
- AoE
- Area of effect, usually has a specific pattern. Only one space in an area of effect is the attack space and requires a roll, the others apply area effects automatically.
- Auto-hit
- This attack doesn’t require an attack roll but automatically hits.
- Charge
- When used on a slow turn, this ability becomes more powerful.
- Cleanse
- A character that’s cleansed can either remove all blights, end a mark, or save against all statuses
- Combo
- Actions with Combo have two or more versions. When you use any combo action, all your combo actions use the next part of their combo when next used. Combos loop back to their first part after their last part. Combos carry over between turns.
- Cover
- Gain resistance to ranged damage from any attack you have cover from
- Cure
- A character that’s Cured gains Vigor 1
- Damage
- Every class has a damage die. Damage comes in three varieties, light (1 die), heavy (2 dice), or critical (3 dice).
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Bonus Damage
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Roll one more damage die each time you gain bonus damage and choose the highest 1, 2, or 3, depending on the base damage.
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Boost Damage
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Increase damage to the next level (light→heavy for example). If boosted past critical, becomes Godly
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Godly damage
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Cannot be reduced by armor or resistance, and ignores vigor
- Dash
- Special movement that ignores engagement and doesn’t trigger interrupts
- Elixir
- Heal 50% hp outside of combat per elixir drank. Start with 2 by default.
- Fly
- A flying character has melee evasion and ignores all terrain effects and movement penalties (including vigilance) from non-flying characters, terrain, and objects. Can move over but not end their turn in edges.
- Fray damage
- Low fixed damage.
- Immune to X
- Not affected by X in any way. A character that’s immune to damage or effects doesn’t even count as taking them.
- Intangible
- Can be targeted, but immune to all damage, effects, conditions, and blights. Doesn’t cause obstruction.
- Mark
- Place your mark on a specific character. You can only place one mark at a time on each enemy or ally and each ability can only place one mark. If you place a new mark on a character with a mark from you, you can choose which to keep or which to discard.
- Obstruction
- Can’t move through something that causes obstruction. By default this means foes and terrain.
- Phasing
- Can ignore obstruction and pass through, but not end your turn in, terrain or characters.
- Shove X
- Move a character involuntarily X spaces in a straight line away from you. If they would move into another character’s space, or a piece of terrain, they Collide and stop, taking fray damage.
- Slay
- An effect that triggers when this action reduces a character to 0 hp or forces them to surrender. Can only trigger once per action.
- Slow
- Go after all other characters. If multiple characters take slow turns, it takes the same order as regular turns (ally/enemy/ally)
- Stance
- Ongoing effect. A character can only have one stance active at a time and can drop a stance by taking a new stance or as a free action at the start of their turn. When a stance refreshes, regain its effects.
- Summon
- A character controlled by its Summoner. Abilities that target allied characters cannot target summons unless specifically mentioned. Summons don’t cause engagement, take turns, actions, or movement on their own unless specified. By default, summons have defenses and health equal to their summoner’s and hp equal to 50% of their summoner’s. When reduced to 0 HP, they are removed from the battlefield instead of becoming defeated. They are also removed if their summoner is defeated.
- Teleport
- Instantly move to a free space within range X. You cannot teleport while winded or if your speed is 0.
- Terrain effect
- Something that creates or modifies the terrain spaces on the battlefield.
Blights
The Blights are Burning, Electrified, Poisoned, and Frostbite. A character takes piercing damage at the start of their turns equal to the number of unique blights they are afflicted by (up to 4). Abilities become stronger when used against a character suffering from these blights, depending on the ability. Blights can only be cleared by Cleanse or other abilities that specify they can clear blights. Blights cannot reduce a character past 1 hp.
Statuses
- Blind
- Can only target adjacent spaces
- Dazed
- +1 curse on attacks
- Hatred of X
- When taking actions against a foe, must include X character as a target for the action to be valid, as long as that character is in line of sight and in range 3 of either you or your target.
- Winded
- Cannot dash, teleport, or fly
- Pacified
- Max damage reduced to 1. Breaks on taking damage from an ability or action.
- Stunned
- Take 1 less action. Unlike other statuses, automatically clears at the end of your turn. Doesn’t stack.
- Staggered
- Attackers gain +1 Boon against a staggered character
- Slow
- Must take slow turns
- Vulnerable
- All damage taken increased by 1
Special states
- Bloody
- Under 50% hp
- Incapacitated
- Speed reduced to 0, can’t take actions, movement, or use abilities. Immune to all damage. Characters that are defeated and incapacitated by default when reduced to 0 HP. Player characters take a wound when they’re defeated.
Ongoing Statuses
Ongoing statuses cannot be purged or removed (for example, by becoming sturdy or unstoppable).
Positive Effects
- Counter
- Deal fray damage to your attacker after being attacked, hit or miss.
- Defiance
- Prevents hit points from being reduced past 1 hp. When this triggers, remove this effect.
- Dodge
- Immune to all damage and effects on miss or successful save. Resistant to damage from non-attack spaces of area effects.
- Evasion
- Roll a d6 when targeted by an attack. On a 4+, the attack automatically misses. Check before the attack roll.
- Guardian
- Special interrupt. When an ally you can see in range 3 is targeted by an attack, you can dash up to 2 spaces towards that ally, ignoring vigilance. Then, if you’re adjacent, you can change the target of the attack to you.
- Pierce
- Ignores armor.
- Regeneration X
- Gain vigor X at the end of your turn
- Skirmisher
- Can move diagonally
- Stealth
- Cannot be directly targeted except from an adjacent space. Breaks on taking or dealing damage.
- Sturdy
- Immune to shove, daze, stagger, and stun
- True strike
- Ignores dodge, evasion, and does not trigger guardian
- Unstoppable
- Immune to all statuses and can’t be shoved.
- Vigilance
- Foes can’t dash in your engagement and can’t move through your space
- Vigor X
- Gain a shield that goes over your hit points, equal to X times your health value. Damage goes to Vigor before Hit Points. Vigor does not stack, and when you gain Vigor you can choose to keep the old value or gain the new value. Lose all vigor at the end of combat.
Special rules for Foes
- Repeatable X
- This action is repeatable X number of times in a turn, ignoring the no repeats rule, including the 1/round attack limit!
- Multiattack X
- This action can make attack rolls against up to X characters in range instead of just 1
- Recharge X+
- After this ability is used, it can’t be used again until it recharges. Roll a d6 at the start of the foe’s turn. Recharge abilities when the recharge die number is at the listed number or above.
- Foes can never choose to take a slow turn unless specified
- Foes save against effects on a 12+ instead of a 10+. They’re not as fated as the heroes.
Foe special classes:
- Mob
- Mobs are weak, numerous enemies with 1 hp. They can be used for a more ‘heroic’ feeling game where characters cut down enemy after enemy. They can overwhelm characters in numbers. When you take an enemy turn, you can take a turn for up to 5 mob-type foes. Mobs only have one type of damage (no light/heavy/ critical, etc) which can’t be boosted, are removed from the battlefield when defeated, and don’t trigger slay effects when defeated.
- Elite
- Elites are more powerful foes that take additional turns and have increased hp. They are akin to ‘mini-boss’ encounters in a role playing game, representing a more powerful or skill enemy.
- Monstrosity
- The most powerful foes in ICON. Monstrosities are fights worthy of an entire group, and meant to represent huge or legendary monsters, such as wyrms, giants, or elder demons. They take multiple turns, have phases (different actions and abilities based on different situations), have attackable locations that can disable or weaken their attacks, deal high damage, and have high hp.
Large foes (size 2+):
- AoE abilities they use can count any of their spaces as an origin space. Bigger foes can choose whether to be affected by any of their area abilities
- AoE abilities used against a large foe can only affect them once, even if two of their spaces are hit. For example, a large character hit by an attack and area space of an AoE ability is only affected by one or the other (the ability owner can choose).
- Large foes gain terrain phasing for terrain that is lower than their size, can end their turn in those terrain spaces, and ignore terrain advantage for any terrain lower than their size. For example, a size 2 foe can ignore height 1 terrain and a character would have to be at height 2 to gain terrain advantage against them.
All the following information about a foe is open to the players if they ask:
- Job, class, and faction
- Special class, like mob, elite, monstrosity
- Traits
- Effects when a player is marked by a foe
- Triggered effects, like interrupts, when they trigger
- If the foe is bloodied or not
- If a monstrosity changes phase