RHUNA STORY ATELIER

Rhuna: The System

Extra Targets

Read the rules. Follow the Threads. Return to play.

In this section

When more than one character is involved on one side of a Conflict, use the Position Board normally, but apply the following rules to represent coordinated pressure, divided attention, and the difficulty of maintaining control against multiple opponents. For physical combat, use the Clash procedure in Physical Conflicts and apply its armor, Shield, and resulting-Position rules. The additional Wear and Moment-based adjustments in this chapter belong to other extended Challenges; they do not add a second combat consequence procedure.

These rules apply when multiple Heroes focus on a single target, or when multiple enemies engage a single Hero.

HEROES AGAINST ONE TARGET Copy link

When multiple Heroes focus on the same opponent, each Hero performs their own Performance. Resolve each result normally, but apply all successful results to the same shared target.

As more Heroes successfully pressure the same target, maintaining Position becomes increasingly difficult.

With one Hero success, resolve the result normally. With two or more Hero successes, the target suffers +1 Wear. With three or more Hero successes, the target suffers +1 additional Wear or loses Position.

These effects represent cumulative pressure rather than several attacks landing at exactly the same moment.

Elite opponents, powerful creatures, major villains, and bosses may ignore some or all of these penalties.

OUTNUMBERING A TARGET Copy link

A target engaged by multiple opponents is more easily pressured and has fewer opportunities to establish control.

At 2:1, the target cannot gain Advantage Position. At 3:1 or greater, the target suffers –1 to Position Gain.

Elite and Boss opponents may ignore these effects.

Position represents more than physical space. It reflects momentum, leverage, options, and control of the encounter.

MULTIPLE ENEMIES AGAINST ONE HERO Copy link

When multiple enemies engage a single Hero, the Hero performs one Performance. Each enemy compares their result against the Hero’s result, and successes and failures are resolved individually.

A Hero facing multiple opponents suffers –1 Impulse to their Performance. This penalty never increases beyond –1, regardless of how many additional enemies are involved.

MULTIPLE ENEMY SUCCESSES Copy link

When several enemies succeed against the same Hero, mounting pressure increases the consequence.

With one enemy success, resolve normally. With two enemy successes, the Hero suffers +1 Wear. With three or more enemy successes, the Hero suffers +1 Wear and Escalation.

These results represent cumulative pressure rather than several separate full consequences landing independently.

MOMENTS WHEN OUTNUMBERED Copy link

A Hero’s chosen Moment affects how they handle pressure when facing multiple opponents.

PREPARE Copy link

Prepare represents careful positioning and defensive action.

The Hero ignores the Outnumbered penalty. Only one enemy may fully succeed, while additional enemy successes become Wear instead.

ADVANCE Copy link

Advance represents a balanced approach.

Resolve the Conflict normally and apply all standard rules.

BREAKTHROUGH Copy link

Breakthrough represents complete commitment to the Exchange.

The Hero ignores the Outnumbered penalty and gains +1 Impulse, but every successful enemy result applies normally.

Breakthrough creates greater opportunity at the cost of greater exposure.

MULTIPLE TARGETS & POSITION Copy link

The Position Board remains central in conflicts involving multiple targets.

When several Heroes pressure one opponent, they make it harder for that target to maintain control of the Conflict.

When several enemies pressure one Hero, they increase the strain of defending against multiple sources of threat at once.

In either case, Position still reflects who controls the flow of the encounter. Multiple Targets do not replace Position. They increase the pressure placed upon it.