Combat Quick Reference (Playtest)¶
Use this page at the table.
Full explanations live on the Combat, Damage & Healing, and Conditions pages.
When Combat Starts¶
Combat is used when: - Intentions are opposed, and - Timing, positioning, or danger matters.
Initiative¶
Initiative is not rolled. - Identify the character with the highest Strategy skill. - That player sets the initiative order.
Rules: - Player and enemy turns must be interleaved. - Enemy turns may not be grouped together.
Turns & Actions¶
On your turn: - 3 actions - 1 free action (if appropriate)
Actions may include: attack, move, use a skill, assist, reposition, prepare.
Attacks¶
Most attacks are opposed rolls. - Attacker: 2d12 + Skill + Attribute - Defender: 2d12 + Defense Skill + Attribute - Higher roll wins; ties go to the defender
If the attacker loses, no damage is dealt, but consequences may still occur.
Outcomes¶
- Failure: no success; consequences apply.
- Partial Success: success with a cost.
- Success: clean success.
- Critical Success: success plus guaranteed extra effect.
Partial success is common.
Force, Impact, and Harm¶
Resolution order: 1. Successful attack generates Force. 2. Endurance reduces Force. 3. Remaining Force becomes Impact. 4. Armor absorbs Impact. 5. Remaining Impact causes harm.
Impact maps directly to wound severity.
Impact Levels¶
0: Strain
1: Bruised
2: Light
3: Moderate
4: Serious
5: Critical
Mark wounds from the target level downward until Impact is absorbed.
If Impact cannot be absorbed, the character is taken out.
Strain¶
- Everyone has 2 Strain.
- Strain clears when a real wound is taken.
- Effort may be spent to clear Strain.
Conditions¶
Conditions represent imbalance, fear, injury, exhaustion, or exposure. - Minor Conditions often come from partial success. - Major Conditions come from escalation or serious harm. Conditions raise risk and guide the fiction.
Special Attacks¶
Anyone may attempt: trip, disarm, grapple, shove, force movement.
Without training, these are riskier.
Gifts improve reliability and outcomes.
Critical Success¶
Criticals do not increase damage. They grant one guaranteed effect, such as: - Applying a Condition - Forced movement - Exploiting a weakness - Weapon- or Gift-defined effects
Armor & Shields¶
Armor absorbs Impact and degrades. - Broken armor provides no protection.
Shields improve defense rolls. - May replace Evasion if untrained. - May stack with Evasion if trained.
Load¶
Load is visible in combat. - Light: mobile, flexible - Standard: balanced - Heavy: committed, risky Load affects positioning and escalation.
Effort¶
Effort is not for extra damage. Use Effort to: - Turn a narrow failure into partial success, - Gain a bonus die, - Clear Strain, - Flashbacks
Ending Combat¶
Combat ends when: - One side disengages - One side is incapacitated - The situation fundamentally changes
Combat should end decisively.
GM Escalation Reminder¶
Escalate when players stall, threats are ignored, or consequences pile up.
Escalation changes the situation, not the math.