You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files====== 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 [[#reactions|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 ===== SavePreviewCancel Edit summary