SEALAB

Combat Resolution

Combat

SEALAB is a game set in a stressful and suspenseful environment. Characters will face many challenges. They may find themselves fighting sea dwelling creatures in their environment or they may find themselves battling one another.

Combat vs One Opponent

  1. Perform a HORROR/METTLE test, if needed.
    1. Look at the horror rating of the opponent. Compare it to your mettle. If the Horror rating is LESS than your current METTLE rating, you need to make a test using your mettle stat.
    2. If this skill test is unsuccessful, add +1 to your mettle stat. If adding +1 would increase your stat to 6, you must withdraw from the fight and seek medical attention right away.
    3. If your mettle is 5 or less after this skill check, you may proceed to making the body test.
  2. Each opponent performs a BODY skill test.
    1. If one individual is successful, they are the winner. The defeated individual adds +1 to their body stat. If adding +1 would increase your stat to 6, you must withdraw from the fight and seek medical attention right away.
    2. If both individuals are successful, beads are NOT replaced into the bag. Players test again.
    3. If both individuals fail, beads ARE replaced into the bag. Players test again.

Combat vs a GM Monster

  1. The GM will declare how many people may engage the monster.
    1. This will be a number between 1-4. Fights larger than this become unwieldy and unfun for all parties.
    2. Some monsters will be represented by multiple GMs at once. Each GM will have their own player engagement number.
  2. Perform a HORROR/METTLE test, if needed.
    1. Look at the horror rating of a monster. Compare it to your mettle. If the Horror rating is LESS than your current METTLE rating, you need to make a test using your mettle stat.
    2. If this skill test is unsuccessful, add +1 to your mettle stat. If adding +1 would increase your stat to 6, you must withdraw from the fight and seek medical attention right away.
    3. If your mettle is 5 or less after this skill check, you may proceed to making the body test.
  3. The Monster will have a BODY stat that is a negative value. The more negative the number, the tougher the monster.
  4. Each opponent performs a BODY skill test. Damage is applied.
    1. If the individual is successful, they add +1 to the Monsters BODY stat.
    2. When the Monster/Situation reaches a BODY stat of 6 it will withdraw from the fight.
  5. The GM will pull beads from the GM bag for each opponent. The GM will always pull 3 beads for the monster regardless of the monster’s BODY stat. This means that a monster will always have a 75% chance of hitting a player.
  6. After the monster turn, players may PRESS, RETREAT, or JOIN.
    1. PRESS- Players who press do not need to make a new METTLE test. Pulled beads are not returned to the bag.
    2. RETREAT- Retreating players may exit the fight with no additional damage done to their bodies. Pulled beads are returned to the bag.
    3. JOIN- If the GM has room for additional characters to engage the monster, another character my join the fight. A character joining the fight must make a METTLE test.
  7. Rounds repeat until all players have retreated or the monster perishes.

Group Combat

  1. Immediately break apart the group into multiple 1v1 fights.
  2. If there are not enough 1v1 match-ups, quickly choose who sits out.
  3. Resolve 1v1 combats normally.

Modifiers

Body and Mettle modifiers from item cards are NOT included when determining if you can remain in combat.

Combat Resolution

If you defeat someone in combat, you may do 1 of the following:

  • Ask them a question that they must answer honestly
  • Take 1 item card
  • Transfer 1 item card to the person
  • Take 1 blueprint

The individual you took things from knows and remembers who tampered with them in their injured state.

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