1 - To retreat from combat it must be the retreating furres turn for attack.
2 - To retreat from combat, the retreating furre must roll 1d100, needing a 50 or higher to successfully retreat.
Cyric types " roll 1d100 to run away from the fight "
The result would be " Cyric rolls 1d100 to run away from the fight, and gets 83 "
Cyric has successfully run from the battle.
3 - If the retreat roll is 49 or less, the furre must stay in the combat. The furres turn is then over.
4 - Other furres may roll to stop the retreat by rolling 1d100+Init. If they roll higher than the retreat roll the retreat fails.
5 - If a furre retreats from combat, both furres MUST keep their current HP as resulting from injuries within combat until they cast a healing spell, buy a healing potion from the alchemist, or leave the dream for the day/evening.
No Experience is gained by either party in a retreat. Neither the retreating furre, nor the opponent(s) get experience in any sort.Statistics: Posted by Zaboo — Sun Nov 25, 2012 1:57 pm
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