Combat
Rounds and Initiative
In combat or other situations where every character is participating equally (such as a chase or exploration), the GM may call to track time in rounds. Each player and NPC acts during every round.
Each turn is broken into three phases: Fast, Normal, and Slow.
Any player or NPC may act during any phase as long as they have an action of the appropriate speed (see below).
The first player to act in a round tests Quick. If they succeed, the players go first in all phases for the round. Otherwise, the NPCs go first.
After all players and NPCs have used their actions, the round ends and a new one begins.
Actions
Each character gets two actions during a round that may be spent at any time. Place a card in front of you. Turn it 90 degrees once you have used your first action and 180 degrees once you have used your second action. Return it to its original position at the end of the round.
Action Speeds
Each action has a speed - Fast, Normal, or Slow. An action may be used on the phase matching its speed, or any slower phase. I.e. you may use Fast actions during any phase, but may not use a Slow action during the Normal phase.
Fast
- Move your Speed
- Attack with a fast weapon.
- Dodge or parry an attack (in reaction to an enemy attack).
- Use an item at-hand.
- Simple environmental interactions (close or open a door, kick over a brazier).
- Drop prone.
- Draw or switch weapons.
Normal
- Attack with a normal weapon.
- Stand up.
- Assist another character.
Slow
- Attack with a slow weapon.
- Cast a spell. Some spells take more than 1 action.
- Use a Talent.
- Reload a firearm.
- Retrieve an item from a backpack.
- Complex environmental interactions (pick a lock, shuffle through caltrops).
Remember that it takes an action to defend, so consider your position carefully when deciding what you do with your turn. Numbers advantage means a lot!
Attacking
Attacking takes an action according to the weapon's speed and may be done against an enemy within 1 meter.
Melee Attack
Test Grit, modified by your skill for the weapon you are wielding.
Ranged Attack
Test Quick, modified by your skill for the weapon you are wielding. Roll with disadvantage if the target is outside of your weapon's range or if any enemies are Close. It is not possible to attack targets further than twice your weapon's range.
Ammunition
Whenever you roll a 1 on damage for a ranged attack, mark off an ammunition. It's got a way of running out when you least expect it!
Damage
On a successful attack, roll your weapon damage. On a critical hit, roll an extra damage die and ignore your enemy's armor.
Vulneurable
If your target is vulnerable - such as being prone, surprised, grappled, or otherwise impaired, make your test and roll your damage with advantage.
Attack Styles
You may Draw Deep to use an Attack Style before you make an attack. Some weapon modifiers grant advantage to this draw.
- Brutal: the opponent is vulnerable to your attack.
- Disarm: do no damage, but the opponent's weapon (or another item) goes flying!
- Entangle: do no damage but the opponent is vulnerable for the rest of the round. Roll with disadvantage against opponents larger than you.
- Flurry: make two attacks instead of one.
- Topple: knock the enemy prone or push them up to 2 meters. Roll with disadvantage against opponents larger than you.
- Smash: Do no damage, but destroy an opponent's weapon, shield, or piece of equipment.
- Sweep: damage everyone Close to you (friend and foe, allies may defend).
- Vicious: inflict UD4 bleed damage.
Defending
Defending takes an action and may be done at any time. Remember you only get two actions per turn, deciding whether to attack or defend is a crucial part of your strategy!
Dodge: Test Quick. Roll with advantage if you drop prone. Parry: Test Grit or your weapon's skill. Roll with advantage if you are wielding a shield. You may parry ranged attacks only with a shield, and only at the GM's discretion.
On success, you avoid the damage. On failure you take the damage. On a critical failure the attack ignores your armor.
If you critically fail a parry, the weapon or shield is broken and must be repaired to be used again.
Armor
Armor is subtracted from incoming damage. If you do not meet the Grit requirement of your armor, you are encumbered.
Weapons
You must have the required Grit to wield a weapon, or all attacks and parries are made with disadvantage.
Weapon Speeds
Each weapon has a Speed, which indicates the phase it may be used.
Weapon Modifiers
- Oversized: roll damage with advantage.
- Reach: you can attack from 2 meters away.
- Piercing: ignore the enemy's armor.
- Toppling: advantage on your Draw Deep to topple the enemy.
- Disarming: advantage on your Draw Deep to disarm the enemy.
- Entangling: advantage to your Draw Deep to entangle the enemy.
- Smashing: advantage to your Draw Deep to smash the enemy's equipment.
- Loud: alerts everyone in a 100 meter radius.
Hit Points and Wounds
When a monster or NPC's HP reach 0, they die unless precautions are taken to keep them alive.
When a player's HP reach 0 and every time they take damage at 0 HP, they suffer a Wound and are Wounded.
When a character suffers a Wound from damage, roll on the table below for long-lasting effects.
1-2: No permanent damage. 3-4: A random piece of equipment is destroyed. 5-6: Disadvantage on a random attribute until all Wounds are healed. 7: Permanently lose D3 of a random attribute. 8: Permanent disadvantage to a random attribute.
Near Death
When a character has no Wounds remaining, they are Near Death, suffer disadvantage to all rolls, and move at half speed. They can no longer Draw Down.
If a character takes damage while Near Death, roll on the injury table and test Shine. On a success, they are unconscious but alive. On a failure, they die. Make a new character of the same level, or take over a hireling.
Ongoing Damage
Ongoing damage, such as fire, acid, or poison is represented by a usage die and an interval. It damage at that interval until the usage die is depleted or the damage is mended another way - such as dousing flames with water.
- Typical fire: UD6 / turn until extinguished.
- Typical poison: UD8 / 10 minutes until remedied.
- Typical acid: UD6 / turn until washed off.
Rest and Recovery
A wild life has taught all characters to patch themselves up and keep going.
- A breather takes an hour in an unthreatened locattion, restores all HP, and removes all Stake.
- Recovery requires safety and comfort - a roof over your head, a warm fire, a good meal, and medical attention.
- It is not typically possible to properly recover anywhere random encounters are possible.
- Each day of recovery restores 1 Wound, in addition to the benefits of a breather.
