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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.