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Reactions

Actions are the heart of any combat encounter. They can turn the tide of battle, from striking a decisive blow to casting a game-changing ability. However, the more actions a side can take in a round, the more control they exert on the combat's flow. This dynamic can potentially tip the scales in favor of the side with more numbers.

To balance this out, Overseers can give "reactions" to Horrors, essentially giving them extra opportunities to act during a round of combat. For instance, if you have four Hunters squaring off against a single Horror, that Horror is given one action and three reactions to make the encounter more balanced and challenging.

Reactions are special, conditional actions a Horror can take outside their turn, triggered by specific events or criteria. When you design a Horror, you'll decide how many reactions it can use in a round, if any. This number is usually influenced by the Horror's role, but as an Overseer, you're free to adjust the balance to best challenge your Hunters. What triggers a Horror's reaction is usually defined by its traits.

Example

Overseer: "As you land your shot on the spectral Horror, it lets out a chilling wail. The air around it seems to solidify momentarily, deflecting your bullet."

David: "What just happened?"

Overseer: "It appears the Horror used a reaction to counter your attack, David."

Amy: "Looks like we'll need to be more strategic with our attacks."

John: "Or we could just hit it harder."