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Combat

Combat

The rules for combat

Turns

On each of its turns, a combatant can move and use an action before, after, or during its move. Each combatant must complete its turn before another can take its turn.

Each round, all the combatants under the Sage control take their turns first, acting in any order the Sage chooses. The Sage can change the order of these combatants’ turns each round.

Once all combatants under the Sage’s control have taken their turns, the players take their turns. Each round, players can declare they are taking their turns in any order they like. Once a player does so, the others must wait until that player finishes their turn. If two players want to act at the same time and cannot decide who goes first, the Sage decides for them.

Some effects begin or end at the end of a turn. If multiple effects begin or end at the end of your turn, you resolve any harmful effects first, in the order you choose, and then other effects, again in the order you choose.

Some effects and activities allow you to act out of turn. Each combatant can act out of turn just once each round by using a reaction.

End of the Round

The round ends when all combatants have taken a turn. Certain effects occur or are resolved at the end of the round (sometimes expressed as “the end of each round”). First, the Sage handles all combatants not controlled by the players. Each combatant resolves all harmful effects first, in any order, and then any remaining effects, again in any order. Then, the players do the same for their characters, after which the combat continues with the start of another round.

Ambushes

An ambush occurs when one side takes the other by surprise. The Sage decides when an ambush is possible and if it occurs by gauging the awareness of the two sides. If an ambush happens, the ambushed can take no actions on their first turns.

Movement

See the Movement page for full details of all movement types.

Actions

You use an action to perform an activity that accounts for most of your time and attention in the round. The most common tasks that require the use of actions are presented below. Often, the rules mention these tasks in conversational ways, such as “you hinder”. When you see or say such expressions, the implication is that you are using an action to hinder.

Attack

You use a weapon to strike a target or you make an unarmed attack against a target. See Attacking for details on how to resolve this use of an action.

Cast a Spell

You cast a spell you have learned, read from an inscription, or use an object that contains the spell. Some spells have special rules for their casting, such as using a reaction instead of an action.

Defend

Until the end of your next turn, the first time any creature succeeds on a roll to attack you, make a luck roll. On a success, you turn the creature’s success into a failure.

End a Magical Effect

You end one magical effect you created with a magical talent, spell, or object, provided you can see the creature, object, or space affected by your magic.

Find

You search the area within 5 yards of you for a hidden creature, object, or some other feature. If it’s there and you are capable of perceiving it, you find it. Otherwise, you don’t. The Sage might decide that you must also get a success on the Sage’s choice of an Intellect roll or luck roll to find the creature or object.

Help

Choose one creature within 5 yards of you. The target has 1 boon on its next attribute roll before the start of your next turn.

Hide

You attempt to hide from creatures that lack line of sight to you. Anything that blocks line of sight enables your attempt—shadows, darkness, or some sort of cover. Make an Agility roll. On a success, you become hidden until you are found or you do something that would reveal you to other creatures. On a failure, you do not become hidden.

Hinder

Choose one creature within 5 yards of you. The target has 1 bane on its next attribute roll before the start of your next turn.

Overcome

Some ongoing harmful effects enable you to overcome them, typically by making an attribute roll or a luck roll. If such an effect affects you, you can attempt to end that effect.

Run

Triple your Speed score until the end of your turn.

Stabilize

You tend to one incapacitated creature in your reach. The target heals 1d6 damage.

Steal

If you have one hand free, you can attempt to take something from one creature within your reach that carries on its person one object you can see, but is not carried in the creature’s hands. Make an Agility roll against the target’s Agility. If you are hidden from the target, you roll with 1 boon. On a success, you steal the object. On a failure, you don’t and if the result is less than the target’s Intellect score, the target notices the attempt. A target that notices the attempt also foils being hidden.

Throw

You throw something you hold. If you hold the object to be thrown in one hand, you can throw it up to 10 yards from you. If you must hold the object in two hands, you can throw it up to 5 yards. Aerodynamic objects intended for throwing, such as balls or grenades, travel up to twice as far. Typically, an object lands within 2 yards of the intended spot.

Thrown Attacks

When you throw a weapon that has the Thrown trait, you resolve the effort as a ranged attack. You can also throw objects that are neither weapons nor have the Thrown trait, in which case the range is as described above, and you treat the attack as using an improvised weapon.

Toss

You can also toss an object to another creature within the ranges described above. Make an Agility roll. On a success, the target can attempt to catch the object (see Catch). On a failure, the object falls to the ground in a space of the Sage’s choosing within a few yards of the intended target.

Use a Talent or Trait

You perform an activity granted by one of your talents or traits. Some talents and traits require the use of a reaction instead of an action.

Use an Item

You use an item that you wield such as a gadget, trinket, or piece of gear. The item tells you what happens as a result. Some items require the use of a reaction instead of an action.

Do Something Else

The activities described above represent the most common

in combat, but they are not exhaustive. You could taunt an enemy into attacking you, issue a nasty threat to demoralize your foes, or yank down a tapestry to cover your opponents. It falls to the Sage to interpret how to resolve these activities, but they typically involve an attribute roll or enable targets to make an attribute or luck roll.

Reactions

You can use a reaction once each round to perform one of the following special activities. Each activity describes the event that must occur to use the reaction. In addition to the options presented below, some talents and spells use reactions, as noted in their descriptions.

Unless the rules say otherwise, you resolve the reaction before any dice are rolled.

Catch

When a tossed object moves into your reach, you can use a reaction to make an Agility roll. If the object is a weapon, roll with 1 bane. On a success, you catch the object. On a failure, you miss it and the object lands somewhere nearby.

Cover Ally

When an enemy attacks an ally within your reach, you can use a reaction to switch the enemy’s target from that ally to yourself.

Extra Effort

Some tasks require more time or energy than what can be done by using an action. When you try to accomplish such a task, the rules will tell you how long it takes. For instance, some spells require you to spend 1 minute to complete their casting. The Sage might also decide that something you attempt takes longer than usual.

While you are spending this extra time, you focus entirely on the task at hand, and thus you cannot use an action or a reaction to do anything else. If you stop to perform some other activity, or you are forced to do so, all the progress you have made toward completing the task is lost unless the rules or the Sage says otherwise.

Dodge

When a creature attacks you, something rolls against your Agility, or you make an Agility roll to resist a harmful effect, you can use a reaction to either impose 1 bane on the roll or roll with 1 boon.

Free Attack

If an enemy willingly moves out of your reach without retreating, you can use a reaction to attack it using a melee weapon, natural weapon, improvised weapon, or unarmed attack.

Take the Initiative

If you’re aware of your enemies when a new round starts, you can use a reaction to take the initiative, which lets you take your turn immediately before your enemies take theirs. If you and other allies take the initiative, decide among yourselves who goes first as normal, or the Sage does if no one can decide. Wearing heavy armor, and some effects, limit when you can take the initiative.

Withstand

When a creature rolls against your Strength or you make a Strength roll to resist a harmful effect, you can use a reaction to either impose 1 bane on the roll or roll with 1 boon.

Attacking

You attack when you use a weapon, natural weapon, improvised weapon, or an unarmed attack to harm a creature or object.

Improvised Weapons

An improvised weapon is an object constructed for a function other than harm but nevertheless can cause injury. Examples include frying pans and broken bottles. When you use an improvised weapon to attack, you roll with 1 bane. On a critical success or critical failure, the improvised weapon breaks. An improvised weapon deals 1d6 damage. Reduce any Bonus Damage applied to the attack to 0.

Resolving Attacks

You resolve any attack you make by following these steps:

  1. Choose a Target: Pick a target within reach for a melee attack or within the range of your weapon for a ranged attack. If you attack a target completely behind a covering object, you target the object instead (see Cover, next page).
  2. Attribute Roll: Make an attribute roll against the target’s Defense. You use Strength for melee weapons and Agility for ranged weapons.
  3. Apply Result: If the result of your roll is a success, you roll the weapon’s damage dice. The target adds the sum of the roll to its damage total. If the result of your roll was a failure, you miss or fail to land an appreciable blow.

Combat Circumstances

Certain circumstances can make attacking harder or easier. The following situations represent those commonly encountered in a fight.

Called Shot

When you attack, you aim for a specific place on the target’s body. Doing so imposes 2 banes on your roll. On a success, the target becomes Impaired in an attribute of your choice until the end of the next turn. If you aim for an object the target wears or carries and you get a success, the object takes the damage instead.

Surrounded Target

When you make a melee attack against a target in the reach of at least one ally, you roll with 1 boon. Creatures whose Size is more than 2 larger than yours ignore this effect.

Long-Range Shooting

When you make a ranged attack, you can target a creature beyond your weapon’s range, but no more than twice its range. You roll to attack with 1 bane.

High Ground

When you occupy a space higher than that occupied by the target of your attack, you roll with 1 boon.

Submerged

When you attack with a weapon other than a natural weapon and you are submerged in a liquid, you roll with 1 bane. The Sage might disallow attack with certain weapons, such as bows, slings, and weapons with the Slow trait.

Within Reach of an Enemy

If you make a ranged attack while in the reach of at least one enemy, you roll with 1 bane.

Obscurement

You roll to attack with 1 bane while you or the target are in an area affected by obscurement of any kind.

Invisible

If you can’t see the target but have a general idea of its location, you roll with 3 banes.

Cover

A target that is behind an obstacle of its Size or larger (which can be a creature or an object) has partial cover from enemies that can see any part of its body, but not all of it. Partial cover imposes 1 bane on rolls against the covered target’s Defense and Agility, and grants the target 1 boon on Agility rolls made to resist harmful effects originating from beyond the cover.

A target has total cover from enemies if they have no line of sight to it because the target is completely behind an obstacle. Such a target cannot be directly attacked or targeted by an effect unless the rules say otherwise. Instead, attacks against the target strike the obstacle. If the obstacle is destroyed as a result, any additional damage dealt by that attack or effect is applied to whatever was behind the obstacle.

These rules apply only in situations when an attacker cannot position itself to get a clear shot against a target.

Using Bonus Damage

From the paths you choose, you might have a supply of Bonus Damage, which is expressed as +1d6 or more. Once per round, when you get a success on a roll to attack with a weapon or natural weapon (though not improvised weapons or unarmed attacks), you can roll some or all of your Bonus Damage along with the weapon’s damage. The Bonus Damage rolled counts as extra damage.

For example, a level 3 fighter has +2d6 Bonus Damage. The fighter succeeds on a roll to attack with a sword, which normally deals 2d6 damage, but, because of the Bonus Damage, the fighter can deal up to 4d6 damage instead.

Multiple Attacks

When you attack, you can decide to make multiple attacks. To do so, reduce the amount of Bonus Damage by 2 dice for each additional attack you wish to make. If you lack the required number of Bonus Damage, you make no additional attacks.

For each additional attack beyond the first, you choose a different target. Of the remaining Bonus Damage, you can divide them between the attacks, making the decision about how much Bonus Damage to use after you determine if the attack is a success or a failure.

For example, a player has +3d6 Bonus Damage and uses an action to attack. The player decides to make two attacks, and thus expends 2d6 Bonus Damage. The player makes the first attack. If it results in a success, the player can apply the remaining 1d6 Bonus Damage to that attack or hold it in reserve for the second attack.

Unarmed Attacks

You can substitute an unarmed attack for each additional attack you make.

Two Weapons

If you wield two weapons, you can make additional attacks using either weapon.

Attacking with Two Weapons

If you wield two weapons—one in each hand, you can attack with either.

Alternatively, if one weapon can be wielded in an off-hand grip, you can attack with both weapons at the same time. You resolve the attack using the weapon you wield in your main hand. If the roll results in a success, add the off-hand weapon’s damage as extra damage for the attack. Then, apply Bonus Damage, if any.

For example, say your rogue wields a sword in one hand and a dagger in the other. You attack. If you get a success, your attack deals 3d6 damage: 2d6 from the sword and 1d6 from the dagger, plus any Bonus Damage you have available.

Disarming

When you attack, you can choose to disarm the target rather than deal damage to it. The target must be a creature of your Size or smaller. You roll with 1 bane if you use a melee weapon, 2 banes if you use an improvised weapon, or 3 banes if you use a ranged weapon. On a success, the target takes no damage. Instead, the target makes an Agility roll. For every 2d6 Bonus Damage you have, impose 1 bane on the target’s roll. On a failure, the target drops one object it holds in its hands. If you can reach the target, you can use a reaction to catch the object (see Reactions).

Attack Options

In combat, sometimes you need to do more than just hit the opponent. You might want to shove an enemy back, or distract an enemy enough to let one of your allies escape danger. Attack options enable you to do more.

You can use an attack option when you use an action to attack if you meet the requirements (if any), but before you roll the dice. When you successfully use an attack option, the weapon contributes nothing to the damage dealt by the attack. Only Bonus Damage and any extra damage apply.

For example, a player makes a disrupting attack with a sword. The player has +1d6 Bonus Damage. The player gets a success, so the attack deals 1d6 damage from the Bonus Damage alone, in addition to possibly disrupting the target.

Disrupting Attack

If you get a success on the roll to attack and your roll equals or exceeds the target’s Will + 5, the target grants 1 boon on the next roll to attack it before the start of your next turn.

Driving Attack

If you wield a one-handed or two-handed melee weapon or you have a shield equipped, and you get a success on the roll to attack a target of your Size + 1 or smaller and the result equals or exceeds the target’s Strength + 5, you can push the target up to 5 yards away from you.

Feinting Attack

If you wield a one-handed or off-handed weapon, and you get a success on the roll to attack and the result of your roll equals or exceeds the target’s Intellect + 5, you gain the Slippery trait until the end of your turn.

Guarded Attack

If you have a shield equipped and you get a success on the roll to attack, you impose 1 bane on the next roll to attack you before the start of your next turn. This benefit ends early if you become confused, held, stunned, or unconscious.

Lunging Attack

If you wield a one-handed or two-handed melee weapon, you can choose a target for your attack as if your reach was 1 yard greater.

Pressing Attack

If you get a success on the roll to attack and the result equals or exceeds the target’s Agility + 5, you impose 1 bane on the next roll the target makes to attack before the start of your next turn.

Unarmed Attacks

There are several ways to make an unarmed attack, each of which is described below. Unarmed attacks do not benefit from expending Bonus Damage.

Unarmed Strike

You punch, kick, elbow, or headbutt. Making an unarmed attack counts as using an improvised weapon. However, if the target is larger than you, it takes 1 damage if you get a success rather than 1d6 damage.

Shove

You attempt to shove a creature away from you. Choose one creature in your reach whose Size is no more than 2 higher than yours. Make a Strength roll against the target’s Strength. You roll with 1 boon if you have a shield equipped and 1 boon if you move at least 5 yards before you make the attempt. On a success, you push the target a number of yards away from you equal to your Strength modifier (minimum 1). If the target is larger than you, it moves half the distance (minimum 0) instead. On a critical success, the target falls prone at the end of the movement.

Trip

You attempt to knock a creature to the ground. Choose one creature in your reach whose Size is no more than 2 higher than yours. Make an Agility roll against the target’s choice of Strength or Agility. If you have a shield equipped, you roll with 1 boon. On a success, the target falls prone. On a critical success, the target’s Speed drops to 0 until the start of your next turn.

Unarmed Attacks against Objects

Some objects might be immune to unarmed attacks at the Sage’s discretion. Shoving a marble column likely has no effect, and punching an iron wall is not going to do anything more than hurt yourself. The Sage might disallow unarmed attacks against objects or impose 1 or more banes on rolls against them. Furthermore, such attacks could have harmful consequences for the attacker.

Grab

If you have a hand free, you can try to grab a creature. Choose one creature in your reach whose Size is no more than 1 higher than yours. Make a Strength or Agility roll against the target’s Agility. You succeed automatically against a held creature. On a success, the target becomes held by you until the end of your next turn. The affliction ends early if you release the target, which you can do freely by letting it go. The effect also ends if you move away from the target without dragging it (see Drag below) or you become confused, controlled, stunned, or unconscious.

If you have a target grabbed, you can use an action to extend the duration of the grab until the end of your next turn.

Drag

You attempt to pull a creature you have grabbed. Make a Strength roll against the Strength of a creature held by your successful grab. On a success, you move as normal and the creature moves with you, and you maintain the grab. On a failure, you can move, but if you do so the grab ends.

Wrestle

You attempt to wrestle down a creature you have grabbed. Make a Strength or Agility roll against the target’s choice of Strength or Agility. On a success, you can choose one of the following effects:

  • The target falls prone and the grab ends.
  • You and the target fall prone and you maintain the grab.
  • The target takes 1d6 damage and you maintain the grab.
  • If you and the target are both prone, you pin the target and maintain the grab. A pinned creature is confused, held, weakened, and cannot stand up until the effect ends. The target remains pinned until you release it, which you can do at any time, or if you stand up or use an action to do anything other than wrestle the target. Also, you release a target automatically if you become confused, impaired, stunned, or weakened.

Escape

If you are held by being grabbed or pinned, you can attempt to escape by making a Strength or Agility roll against the Strength or Agility (your choice) of the creature that has you held. On a success, you end the held affliction. If you get a critical success, you can also use a reaction to attempt to grab the creature that grabbed you, provided that creature is an eligible target.