7. CONFLICT & RESOLUTION
7.1 The Clash (Combat)
Combat is resolved through a singular, high-friction roll.
- Initiate Clash: Roll 1D10 + Combat (CV) against the Enemy Combat Value.
- Seeker Success (Total > Enemy CV): Deal Weapon Damage to Enemy HP.
- Seeker Failure (Total <= Enemy CV): Take Enemy Damage (minus Seeker Armor) to Seeker HP.
- Critical Failure (Natural 1): Your Gear becomes DAMAGED (-1 DMG until repaired).
7.2 Fleeing
You may attempt to disengage by rolling 1D10 + Pathfinding (PV) against the Enemy Pathfinding. Success ends the combat immediately.
7.3 Sub-Table A: Enemy Construction
Roll 1D10 + Discord Modifier (See Rule 4.2).
| Result | Tier | Stats (HP/CV/PV) | DMG |
|---|---|---|---|
| <= 0 | EMPTY ECHO | Sanctuary. Recover 1 HP. | - |
| 1 – 6 | MINION | 2/1/1 | 1 |
| 7 – 10 | ELITE | 7/5/4 | 4 |
| >= 11 | NIGHTMARE | 15/10/8 | 8 |
7.4 Sub-Table B: Environmental Events
Roll 1D10 + Discord Modifier.
| Result | Type | Description |
|---|---|---|
| <= 0 | EMPTY ECHO | Narrative lull. Recover 1 Resource. |
| 1 – 5 | HAZARD | Collapsed Arch (PV vs 6), Void-Leak (SP vs 6), or Barbed Vines (CV vs 6). Fail: -2 HP. |
| 6 – 10 | OPPORTUNITY | Shortcut or Boon (e.g. Crystal Spring: SP vs 6 to -1 Modifier). |
| >= 11 | DISTORTION | The map physically shifts. Next Discord check is +2. |