Strike ⟐
☞ ⎆ † ◈
Dodge ⟳
Opportunity Attack ⟳
Opportunity Attack ⟳
Release ⟐
Strike ⎆
◇
The Initiative Structure
Combat uses an initiative structure with rounds and turns. A round measures six seconds of time in the in-game world, where each participating character gets a turn. When all characters have had their turn, a new round begins. To determine the initiative order, each player character rolls 1d6 + their Initiative. Non-player characters (NPCs) are under the control of the GM and roll 1d6 + PER.
At the beginning of a each round, all characters gain 3 Action Points (AP), which they can use for the different actions available to them. Whoever gets the highest Initiative result gets the first turn and becomes the active character. The active character can also use primary actions (detailed below) and while moving a number of meters up to their speed (this movement does not cost them action points).
When the active character has resolved their turn, the character with the next highest initiative gets their turn, and so on until all characters have had a turn. After all character's have had their turn, a new round begins.
Combat Overview ⎆ ❖
Using the initiative structure looks like this:
Set the Stage. The GM declares where characters are positioned and describes the environment.
Determine Surprise. If one party tried to sneak up on the other, make a Stealth vs Observation contest. Observing characters are surprised if the fail the contest, losing their first turn in the initiative structure. During this round their turn is skipped and they can't take any actions or reactions.
Roll Initiative. The turn order is determined, by making an initiative roll as described above.
Round Starts. Each character takes their turn, resolving their actions step-by-step. Remember that each character has 3 AP and can only take an action with the Attack trait twice per round.
Round Ends. When all characters have resolved their turn, a new round begins. Each character regains their spent AP. A character does not transfer unspent AP into the next round, those AP are simply lost.
Encounter Ends. Repeat steps 4 and 5 until the conflict is resolved.
Saving Your Turn
A character can always choose not to act during their turn, instead postponing it for later. They must immediately declare after which character they would like to become the active character.
Actions in Combat
A character can use up to 3 AP per round, and can use them in two ways: actions and reactions. An action (also referred to as primary action) is a type of action you can only use on your turn. Reaction can always be taken, regardless of whose turn it is. Reactions require some trigger, which are detailed in their description. These are the different actions available to all characters:
Primary Actions
Dash. You can move a number of meters up to your speed.
Disengage. You focus your movement to a defensive pattern. You don't provoke opportunity attacks for the rest of your turn.
Grapple. You use a free hand to hold your foe, prohibiting them from moving. Make a skill contest with Athletics vs Athletics or Acrobatics (defender's choice).
Search. You attempt to find something obscured from your view, making an Observation test. Read more on searching in the Adventuring chapter.
Sneak. You attempt to move without being detected. Read more on stealth in the Adventuring chapter.
Strike. You attack with your weapon. Read more in the Attacking & Defending section below.
Use Magic. You cast a spell or activate a magic item. See more on Spellcasting in the Using Magic chapter.
Reactions
Defend. You block, dodge, parry, or withstand an attack. Read more in the Attacking & Defending section below.
Manipulate. You interact with an object within touch, such as drawing or stowing a sword, picking up a ring, or pulling a lever.
Opportunity Attack. A special form of Strike, requiring a foe to expose themselves. Read more in Positioning section below.
Use Magic. You cast a non-attacking spell or activate a magic item. See more on Spellcasting in the Using Magic chapter.
Free Actions
Sometimes the rules allow a character to perform a free action. Free actions don't require you to spend any AP, but you can only take one free action per round, even if you have multiple features allow you to perform a free action.
Attacking & Defending
During combat characters exchange a series of blows, hoping to gain the upper hand in the form of a special skill contest called a Combat Roll. This section explains how to best attack and defend against foes that wish you harm.
Step I: Attack
The active character attacks a creature within its range:
Weapon Attacks (Strike). Characters wielding a melee weapon make a Fighting Style test against a foe within their weapon's reach. When making a ranged or thrown attack, the character must use Agility as their governing attribute.This is also referred to as a Strike.
Remember that wielding a weapons or armor not included in your Fighting Style imposes a -2 penalty to all Fighting Style tests.
Spell Attacks. Make a Sorcery test against a foe within the spell's range.
What is an Attack?
Each character can perform up to two Attacks per Round (ApR). The most common attack is a Strike, which uses your equipped weapon. Many spells also have the attack trait and can be used to harm others, while some perks grant you abilities that attack. If an action spell, has the Attack trait, it uses one of your ApR. Attacks also grants the attacked creature an opportunity to defend itself, by either blocking, dodging, or parrying. If an action actively and directly harms another character, it counts as an attack. Thus, grappling, pushing, and tripping a creature do not count as attacks.
Step II: Defend
The target of your attack can defend against the attack if it is aware of it, using one of the following options:
Block. If the character is wielding a shield, they can make a Fighting Style test using Strength.
Dodge. The defender makes a Dodge test.
Parry. The defender makes a Fighting Style test using either Strength or Agility. Spells and Ranged attacks can't be parried.
Withstand. The defender makes a Focus test. This type of defense can only be used against abilites that target the mind, which is mentioned in the ability's description if possible.
The manner of defense is decided before the attacker rolls. Attack spells can only be defended with Block or Dodge, unless the spell's description says otherwise.
The defender can also decide not to defend. If they do so, they automatically fail their defense test.
Step III: Determine Results
Now the attacker and defender each roll their test, after determining environmental modifiers. Remember that if the defender didn't defend, they automatically fail their test.
Both fail. The committed AP is spent, and nothing happens.
One fails, the other passes. A critical win! If the attacker wins roll for damage, if the defender wins the attack is completely negated. The winner can also perform a maneuver, which are described in the "Maneuvers" section below.
Both pass. Compare Successes:
Attack vs Block. The defender blocks the attack regardless of the attacker's Successes. The attacker rolls damage which is reduced by the shield's Block Rating (BR).
Attack vs Dodge. If the attacker has more Successes the attack hits. Otherwise it misses.
Attack vs Parry. If the attacker has more Successes the attack hits. Otherwise it misses.
Maneuvers
Whenever the outcome of a combat roll is a critical win, the winner can attempt a maneuver against the loser as part of the attack. The maneuver options are listed here:
Bash*. You follow up with a concussive blow. The target must succeed on an Athletics test or become Dazed. You must be wielding a shield or heavy weapon to use this maneuver.
Brace. You ready yourself for incoming retaliation. Your next Defense test gains a boon.
Disarm*. You perform a flourish, disarming your foe. Choose an item the target is holding. It must pass an Athletics or Sleight of Hand test, or loose the item. The item lands on the floor. It the item is a weapon held with two hands or a shield, the test is made with a boon.
Feint. You hint at a false strike. If your next action is a Strike against the same target, you gain a boon to your Fighting Style test, provided you pass a Deception test.
Precision. You freely choose the hit location on your target and the damage die is maximized. Must be used as part of a Strike.
Push*. You drive your foe back. The target must pass an Athletics test, or be pushed back 1m.
Trip*. You knock your foe down. The target must pass an Acrobatics test, or be knocked prone.
*Size Matters
Your size relative to the target creature matters:
If the target is one size larger than you, the target makes their test with a boon. Creatures more than one size larger than you automatically pass the test.
If the target is one size smaller than you, the target makes their test with a bane. Creatures more than one size smaller than you automatically fail the test.
Positioning
Your placement on a battlefield can provide strategic opportunities for you and your allies.
Attack of Opportunity
An opportunity attack is a special kind of melee Strike you can perform as a reaction. A creature provokes an opportunity attack when it performs one of the following actions:
Move. Characters that willingly move within a foe's reach or leave it. This means that a character doesn't provoke an opportunity attack when being pushed or falling past a foe. A character can avoid provoking an opportunity attack in this way by taking the Disengage action or moving through means of teleportation.
Cast a Spell. Characters that cast spells which don't have the Melee Attack trait.
Stand Up. Characters standing up to end the Prone condition.
Cover
Standing behind an obstacle can benefit the target of ranged attack. There are three types of cover:
Low Cover. Ranged attacks against a character with low cover impose a -2 penalty to the attack test. The character also receives a +2 bonus on Dodge tests. To gain low cover, an obstacle must protect at least half of the character's body, like a waist-high wall.
High Cover. Same as above, but the penalty and bonus increase to -5/+5. The gain high cover, an obstacle must protect at least three-quarters of the character's body, like an arrowslit.
Full Cover. Ranged attacks against a target with full cover automatically fail. To gain full cover, a character's body must be completely protected and concealed.
Flanking
When at least two allied characters have a foe in their reach between them, such that one could draw a straight line and connect all three characters, the foe is flanked. Fighting Style and Sorcery tests made to make a melee attack against a flanked foe gain a +2 bonus.
Fighting Style
Your combat capabilities are packaged into the Fighting Style skill, which represents your trained equipment, experience, and tactics. Fighting Styles can be related to your culture, career, or even spiritual calling. You freely choose a name and a theme for your fighting style and pick fitting pieces of weapons, armor, and shields that you wish to be trained in. Unarmed fighting is included in this as well. Armor is divided in to two armor levels: partial armor and full armor. Wearing no armor does not require training.
When you become trained with a fighting style, you can choose up to 5 pieces of gear to be associated with it for free. Thereafter, you can expand it to a maximum of 10 different types of gear. Expanding a fighting style by adding a weapon, armor, or shield to its list costs 25 XP.
Multiple Fighting Styles
A character can potentially learn multiple fighting styles, tracking their progression and gear list separately. This could reflect a shift in the characters beliefs and morals and serves as an opportunity for roleplay.
Using Untrained Weapons and Armor
It is reasonable that characters may find themselves in a situation where they are forced to use gear they aren't trained with.
Untrained Weapon. Using a weapon with which you are untrained in imposes a -2 penalty to all Fighting Style tests.
Untrained Armor. Using armor with which you are untrained in imposes bane to all Fighting Style, Dodge, and Sorcery tests.
Fighting Style Examples
Here are some example Fighting Style for inspiration.
Baldrian Noble
Gear: rapier, dagger, whip, arbolest, hand crossbow.
Classical Knight
Gear: full armor, shield, longsword, lance, flail.
Elven Ashlander
Gear: partial armor, twinblade, shortsword, javelin, bola.
Forest Bandit
Gear: partial armor, dagger, shortbow, unarmed fighting, club.
Nordling Hunter
Gear: partial armor, hatchet, spear, longbow, net
Sahani Rider
Gear: partial armor, shield, glaive, shortsword, spear
Damage & Health
Your Health Pool determines how many points of damage you can take before being knocked unconscious. Damage can be mitigated several other ways, as described in this section.
Damage Type
All damage sources have a damage type. Damage types don't have any rules associated with them, but are important to distinguish when determining resistances and vulnerabilites.
Physical Damage:
Crushing. Blunt trauma attacks, such as maces and fall damage.
Piercing. Puncturing and impaling skin, such as spears, rapiers, and bows.
Slashing. Sharp edges that cut, such as swords.
Magical Damage:
Fire. Burning flames from a dragon deal fire damage.
Frost. Spells such as winter storm deal frost damage.
Shock. Lightning bolts deal shock damage.
Other Damage Types:
Acid. Liquid that destroys inorganic materials as well as organic tissue.
Force. Force is pure energy concentrated into a damaging form.
Necrotic. Unholy energy that decays.
Radiant. Divine energy.
Poison. Several different poisons and gasses deal poison damage.
Psychic. Abilities that target the mind deal psychic damage.
Resistance & Vulnerability
Some ancestries obtain inherent resistances to a specific damage type. This is described as x Resistance (y), x being the damage type and y the value by which they reduce damage of that type. So a character with Fire Resistance (3) reduces all incoming fire damage by 3. Resistances can also be extended to their groups. An Ork with Magic Resistance (2) reduces all fire, frost, and shock damage by 2.
The same goes for vulnerabilites. A character with Crushing Vulnerability (3) increases all crushing damage they take by 3.
Resistances and vulnerabilities don't stack. When you have a resistance to the same damage type from multiple sources, you only benefit from the highest one, and when you have a vulnerability from multiple sources, you only suffer under the most severe.
Armor
Character that wear armor gain the benefit of an Armor Rating (AR), which is determined by your combination of Armor Level and Armor Material:
Armor Level. There are three levels of protective gear: Unarmored, Partial Armor, and Full Armor. Wearing a full suit of armor grants a higher degree of protection than only wearing partial armor. Being unarmored grants you no protection but also doesn't restrict your mobility.
Armor Material. Sturdier materials are heavier but also provide more protection against physical strikes. Some rare materials also provide protection against magical damage types.
Your AR reduces all incoming physical damage by an amount equal to its rating. For example, a full suit of Iron Armor has an AR of 5, and thus reduces all crushing, piercing, and slashing damage by 5.
If you have multiple sources of AR, you choose which one to use. You can't benefit from multiple armor ratings at once. Read more in Armor.
Shields
Much like armor, shields have a Block Rating (BR) associated with them. When you succeed on a Block, you add your BR to your AR against the triggering attack. Shields also protect from magical damage equal to half their BR (round up). For example, a Bone Shield has a BR of 6. Successfully blocking with it reduces the triggering attack's physical damage by 6, and magical damage by 3. Read more in the Armor & Shields.