Combat
Combat Step By Step
1.
Check for surprise
2.
Roll for Grit
3.
Roll for Initiative
4.
Take turns until combat ends.
Check for Surprise
When combat begins, the Referee checks for surprise. All
parties to the combat make a Wisdom check using the highest score from each
party.
Any group that fails this save is surprised, losing their
first turns in combat.
Sometimes a group is using stealth. A group using stealth
makes a Dexterity check using the lowest score from the group. The degree of
success is the obstacle for the other groups’ Wisdom saves.
Roll for Grit
All parties
that are not surprised roll their Grit die and record the result in their Grit
points. Any surprised parties roll Grit at the beginning of the next round.
Roll for Initiative
To determine the order of turns, the players roll initiative.
Each player makes a Dexterity check. The players who succeed go before the
monsters. The players who fail go after the monsters.
Taking Turns
On each combatant’s turn, they may take two actions. When it
is not their turn, they may take a reaction by spending a Grit point. Combatants
continue taking turns until one side surrenders or is eviscerated.
Actions
×
Attack (Melee, Melee (Pole), Missile)
×
Move (Walk, Run, Shift)
×
Cast a Spell
×
Use an Item
×
Search the Area
×
Hide
×
Improvise (any action not on this list)
Free Actions
There are some things a character can do without an action
such as drawing a sword, wielding a shield, shouting orders, insulting their
opponents, or any other minor action. Your character can do as many of these
things as the Referee will allow in a turn.
Reactions
When it is
not your turn, you can make a reaction by spending a Grit point. There are
three common reactions that every character can take:
×
Dodge
×
Block
×
Opportunity Attack
You can improvise reactions by
negotiating with the Referee.
Dodge and Block
When you Dodge, make a Dexterity check. Add the DoS to your Armor
score against this attack.
When you Block, make a Strength check. Add the DoS
to your Armor score against this attack.
If a Dodge or Block raises your armor to an amount greater
than or equal to the attacker’s attribute score, it is a Slip or a Parry,
respectively.
When you Slip, move one unit and attack with advantage
against your opponent.
When you Parry, attack with advantage against your
opponent and push them one unit away from you.
You cannot Slip or Parry a Missile attack. You cannot Parry
a Melee (Pole) attack.
Opportunity Attack
Unless they were previously hidden, when an opponent moves
out of melee range with you, you may make an attack against them by spending a
Grit point.
Unless they were previously hidden, if an opponent moves out
of cover into your line of sight, you may make an attack against them by
spending a Grit point.
Damage
When an attack roll is made, the DoS is the damage for the
attack.
Criticals
Whenever a character
gains a Wound from a critical hit (att.) or rolls a critical fumble (20), roll
on the appropriate table. (the critical hit and fumble tables are not yet complete)
Armor
An unarmored combatant has an Armor score of 0. Light Armor
has Armor score 1, Medium Armor has 2, and Heavy Armor has 4. When you Dodge or
Block, you are adding the DoS to your Armor score.
Firing into Melee
When firing
a missile into melee combat, you cannot be certain that you will hit your
target. The Referee rolls a die that best matches the number of participants in
the melee to randomly determine which one you hit.
Casting in Combat
When casting
spells in combat, you can be interrupted by damage. Whenever you take damage
while casting a spell or concentrating on a spell, make a spellcasting check in
addition to your Wound check with the damage dealt for the obstacle. If you
fail, you lose the spell. This counts as a spell failure.
Wounds
Whenever you take damage, make a Constitution check. The
damage is the obstacle. If you fail, you gain a Wound. If you succeed, you lose
Grit points equal to the damage.
If you take damage and you have no Grit points, you
automatically gain a Wound.
When you reach your wound limit, you die.
Adrenaline
Whenever you
gain a Wound, you gain an adrenaline point. When each round starts, you gain
Grit points equal to your adrenaline points.
Massive Damage
Each wound is worth an amount of damage equal to your
Constitution score. If you take damage equal to your Constitution score, you
automatically gain a wound.
Any damage that is taken more than your Constitution score
is either checked against with a Wound check or causes further automatic
Wounds.
For example, if your character’s Constitution score is 18
and they take 40 damage, they will gain two Wounds automatically and make a
Constitution check with 4 (40 – 18 – 18) as the obstacle.
Actions Explained
Move
Walk
You move up to your speed in units.
Run
You move up to double your speed in units. Opportunity
Attacks made against you have advantage.
Shift
You move up to half your speed in units. Opportunity
Attacks made against you have disadvantage.
Attack
Attack, Melee
You attack one target within one unit of you. Strength
check. Requires a melee weapon (includes fists).
Attack, Melee (Pole)
You attack one target within 2
units of you. Strength check. Requires a pole weapon.
Attack, Missile
You attack one target that is at least three units away
from you. Dexterity check. If the target is more than your Dexterity in units
away, you have disadvantage on the attack roll. If they are more than double
your Dexterity in units away, you automatically fail.
Cast a Spell
You cast one spell from your list of prepared spells. Refer
to the spellcasting rules.
Use an Item
With this action you can drink a potion, light a torch, pull
a lever, etc. The referee may require an attribute check.
Help an Ally
You may assist a nearby ally, giving them advantage on the
task that you helped them with.
Hide
Make a Dexterity check in cover to attempt to hide. You
cannot hide when you are in line of sight of an opponent.
Improvising Actions
If your character wants to do something not covered by the
action list, negotiate with the Referee to create an action that will satisfy
what your character wants to do. This is usually no more complicated than
proposing what you want to do and the referee saying “yes” or “yes, but…”.
Combat’s Aftermath
Combat has consequences. Listed here are rules for what
happens when combat ends.
Injuries
When combat ends, you lose all adrenaline points and gain an Injury per
the Injury Generation Table for each adrenaline point you lost.
Bandaging
If your character has any new Wounds at the end of a combat,
they must spend 1 Turn bandaging. If they do not, they have disadvantage on all
Wound checks until bandaging is completed.
Disposal of Bodies
Unless you want your character to leave obvious traces and
likely be hated by all people, you need to dispose of the bodies they leave
behind. It takes 1 Turn to dispose of 10 bodies.
Healing
Each wound takes one full day of rest to heal. The time an
injury takes to heal is described by its duration (hours, days, weeks, months, seasons,
years), given on the injury generation table. Characters make a Constitution
check each time the duration passes. If they succeed three times, the injury is
healed. If they fail three times, the injury becomes permanent.
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