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:


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

Reactions

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:

Remember that wielding a weapons or armor not included in your Fighting Style imposes a -2 penalty to all Fighting Style tests. 

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:

 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.


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:

*Size Matters

Your size relative to the target creature matters:

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:

Cover

Standing behind an obstacle can benefit the target of ranged attack. There are three types of cover:

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.

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:


Magical Damage:


Other Damage Types:

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:


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.

Character Advancement