Small Rule Note:As it might come up in the upcoming combat: fire damage requires oxygen in the location. If any of your attack types can deal damage to your target, the most damaging type is chosen.
Year 600The undead crew spend the first six centuries quietly tinkering, pacing and sleeping away through the quiet of the void. The gnomes are restless, engraving away intricate patterns across the larger rooms on the ship, telling the history of their foul kind. The skeleton, Bones, dedicates a temple to the Dracolich he serves and begins the long construction process.Remilia Scarlet (piratejoe), D. (Fallacy) the vampires are slumbering in the Mausoleum.
Francis (Roboson) lurks in the Pit Room, while Nik'nak (Zormod) guards the Engine Room.
Jones McBones (Digital Demon) is in Corridor A, toiling away at the temple construction.
Rex Lutum Sanguine (Crazyabe) the horde of gnomes are admiring their handiwork in the Engine Room, to Nik'nak's annoyance.
Saahuhur Nsri'asri'a (Salsa Cookies) the dracolich lies dormant in the hoard room.
Cadmilsius (Sentient Bowtie) the ghost stands watch over his lost love in the Mausoleum.
Encounter Phase[Rolling... 1! Reroll twice on the table! Rolling... 9! Alternative Universe Necrovoyager Attacks! 12! Roll twice on table of environmental disasters... 8! Time Vortex! 1! Roll on the Table of Space Horrors! Nightmare Visions!]
Shortly into the journey, the crew hit a terrible time vortex, taking them back in time to the beginning of their journey. The vortex brings with it strange and unsettling visions. The crew barely have time to come to terms with what these could mean when they're attacked... by their own past selves!Encounter EffectsPast-self Necrovoyager Attack: A past version of the crew of the necrovoyager (at half health rounded up, and no equipment) attack the present version! Encounter will end when they've either succeeded in destroying the present crew or are destroyed themselves.
Power Source: All: All crew members who are intact at the end of the encounter (i.e. do not lose all their health) will gain a level during the loot phase.
Time Vortex: The current year is now Year 0!
Nightmare Visions: Until the end of the next encounter, vampires and dracoliches cannot sleep! Keep busy or go mad!
Combat on the Necrovoyager is fairly straightforward. Every round every being aboard the ship can take two actions. Each round, the enemies act first, then the crew, then enemies and so on. Crew can take their actions in whatever order they decide. An action can be any of the following:
• Move to an adjacent location
• Make one attack
• Cast a spell
• Activate a gift or trick
• Pick something up from the ground.
• Activating a room's function
• Wear a trinket
• Use a trinket's action
Some actions are free actions and do not take up either of the allotted actions. Free actions include:
• Talking
• Dropping items
• Give an item to someone in the same location
• Wield a weapon a carried weapon.
• Stow a wielded weapon
• Remove a trinket
• Recieve an item given
Attacking
When you attack, you choose what you're attacking with (usually unarmed or with a weapon, but some beings get claw, bite or breath attacks). A valid target is any non-invisible being in the same location. You deal the maximum possible damage with your chosen attack. This damage is subtracted from the subject's health, minus their armour value. If the being attacked no longer has health, they are destroyed/dissipated/killed as per their type. Half damage is always rounded up.
All connecting segments of a corridor or vent are considered the same location for attacking purposes. The only exception for attack requirements is the Dracolich's breath attack, which can target adjacent rooms as well as its own room.
Moving
You may move to any adjacent room for one action. When you do, the door will open and close automatically for you. You can only move into a location of your size category or larger. (E.g. Dracoliches cannot enter small and medium rooms, skeletons cannot enter small rooms and vents.)
Combat Phase 1: The Battle For The PastThe Necrovoyager attackers teleport in randomly, no more than three to a room.
Enemy TurnPast Saahuhur slashes Saahuhur Nsri'asri'a twice with its claws [3 physical/2 x 2] = 2 damage!
Past McBones moves to the Engine Room and attacks one of the Rex Gnomes, destroying it [1 damage]!
Past Rex 1 moves to Vent 1.
Past Rex 2 moves to the Perilometer.
Past Remilia moves to the Mausoleum.
Past D triggers the rope trap! They teleport to the Pit Room (out of the trap) and attack the rope trap for 1 damage, destroying the trap.
Past Francis attacks Remilia Scarlet with its Nightmare touch, dealing 1 damage, before retreating to the Marsh.
Past Cadmilsius floats into Corridor B and waits there.
Past Nik'nak emerges in the Mausoleum and uses its Nightmare touch on D., dealing 1 damage.
Red is the enemy, blue is the crew.
It's now the Crew's Turn. You each get two actions, use them wisely! You're allowed to plan and confer before taking your move. Keep in mind your enemies weaknesses and immunities (they're the same as your own).