Combat
Combat and other time-sensitive situations take place in six-second rounds where every creature involved gets to act on their turn.
Basics
At the beginning of a round of combat, the Game Master will call for players to roll for initiative. To roll for initiative, roll your knucklebones and add the higher of your Dexterity or Instinct to the result.
The GM will build the initiative roster by putting the results in order from highest to lowest.
Actions
There are five types of actions. Standard Actions, Bonus Actions, Motive Actions, Free Actions, and Reactions.
On your turn, you can take one of each of the following actions.
- Standard Action. Standard actions are usually activities that require the main focus of your turn. These often require rolls to resolve.
- Bonus Action. A bonus action is something simple enough that it can be done alongside a standard action. Most bonus actions to not require a roll.
- Motive Action. Motive actions usually involve movement, but can sometimes involve a deliberate choice to fogo movement. Most Motive actions only require rolls when there are unusual circumstances (such as slippery surfaces or exceptional threats).
You can take up to three Free Actions per round. Free actions do not need to be taken on your turn.
Once per round, you can make a Reaction. A reaction always has a trigger and does not need to take place during your turn.
Spells, Techniques, and Tricks will all specify which type of action they use.
Common Standard Actions
Action. You use an object or take an action that is complex enough to require a roll.
Attack. When taking this action, you can draw or stow one weapon and make a weapon attack (as defined in the combat rules).
Brace. You make a Vigor saving throw and can choose to use the result in place of your Endurance until the beginning of your next turn.
DESIGN NOTE: A new Endurance model is in test. While using the new model, use of the two approaches below when bracing.
- Roll 1d6. Do not add any modifiers. Use the result as your Endurance score until the end of your next turn.
- Add 1d4. Your Endurance is equal to 1d4 plus you Vigor score until the end of your next turn.
Climb. You move up to half your walk speed up a vertical surface. Your GM may apply a difficulty to this roll.
Sprint. Make an Athletics (dexterity or vigor) roll and move a number of meters equal to the result. You can use the result of this roll in place of your walk speed when calculating your jump distance until the end of your next turn.
Dodge. You make a Dexterity saving throw and can choose to use the result in place of your Evasion until the beginning of your next turn.
Focus. You make a Resilience saving throw and can chose to use the result in place of your Resolve until the end of your next turn.
Ready. You declare a condition under which you will take an action. When that condition occurs, you take the action using your Reaction. The readied action must be something you can do with a Standard or Bonus action.
Common Bonus Actions
Draw/Stow. You can draw or stow an item or weapon.
Quick Action. You can use an object to take an action that is simple enough to not require a roll.
Quick Attack. Similar to the attack action, you can make a weapon attack with an already-drawn weapon if you have not already attacked with that weapon in the same turn. You do not add an attribute to the damage roll of a Quick Attack.
Stand. You can recover from a prone position. This can be done as a Bonus or Motive action.
Common Motive Actions
Crawl. While prone, move up to half your walk speed
Jump. You can jump a number of meters vertically equal to one half of your dexterity or vigor score and up to one meter horizontally for every 3 meters of your walk speed.
Stand. You can recover from a prone position. This can be done as a Bonus or Motive action.
Walk. You move up to your walk speed.
Common Reactions
Opportunity Attack. When a creature within one meter of you moves away from you, you can make one attack with a melee weapon.
Perform a Readied Action. When the trigger for your readied action occurs, you can take that action.
Common Free Actions
Drop. You release an item you are holding, causing it to drop to the ground.
Fall. You drop to the ground and become prone. You fall at a rate of 80 meters, but can use a motive action to reduce your fall speed to 40. Design Note: Fall speed will be moved from this section to another GM section or rules index.
Speak. You make a simple statement that can reasonably concluded in six seconds. You can only make one roll per turn as a result of using this action.
Splitting Actions
You do not have to complete one action to perform another. If you use a Motive action to Walk, you can use your Standard Action to attack partway through that movement.