Combat

Encounters, Rounds and Initiative

In combat or other situations where every character is participating equally (such as a chase or exploration), the GM may call for an encounter. During an encounter, time is tracked in rounds. Each player and NPC acts during every round. Powerful monsters may act many times during a round.

  1. The GM calls for initiative. Each character tests Quick.
  2. Characters who succeed immediately gain their Action Points and may take a full turn during the surprise round.
  3. Monsters gain their Threat and may spend it on monster attacks after any character or NPC action.
  4. NPCs gain their Action Points and may take a turn.
  5. All characters, including ones that acted during the surprise round, gain their Action Points and may take a turn.
  6. Repeat steps 3-5 until the encounter is concluded.

Actions

Each character gets two Action Points (AP) during a round. They are refreshed at the beginning of the character's turn. You may use some during the player turn to move, attack, or do other actions, and you might save some for the enemy turn to defend yourself.

Most standard actions take 1 AP. Some actions are free and take no AP. Other complex actions, such as spells, might take 2 AP.

Free actions (0 AP)

  • Shout a few words.
  • Drop something.

Standard actions (1 AP)

  • Move your Speed
  • Attack with a weapon.
  • Dodge or parry an attack (in reaction to an enemy attack).
  • Use an item at-hand.
  • Light a torch or lantern.
  • Simple environmental interactions (close or open a door, kick over a brazier).
  • Drop prone.
  • Draw or switch weapons.
  • Stand up.
  • Assist another character.
  • Use a gambit.

Slow actions (2 AP)

  • Retrieve an item from a backpack.
  • Reload a firearm.
  • Complex environmental interactions (pick a lock, shuffle through caltrops).
  • Cast a spell.

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!

Attack with a weapon

Attacking typically costs 1 AP and may be done against an enemy within 2 meters. Weapons with a range of Reach can attack up to 3 meters away.

Melee Attack

Test your weapon skill for the weapon you are wielding.

Ranged Attack

Test your weapon 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 within 2 meters. It is not possible to attack targets further than twice your weapon's range.

Ammunition

Whenever you roll a 1 on any damage die 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.

Vulnerable

If your target is vulnerable - such as being prone, surprised, grappled, or otherwise impaired, make your test and roll your damage with advantage.

Resistant

If your target is resistant, usually to a specific type of attack, make your test and roll your damage with disadvantage.

Gambits

You may exert to use a Gambit before you make an attack. Some weapon modifiers grant advantage to the exertion.

  • 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.
  • Topple: knock the enemy prone and 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 within your melee weapon's range (friend and foe, allies may defend).
  • Vicious: inflict UD4 bleed damage.
  • Pinpoint: Ignore your enemy's armor.

Defending

Defending takes an action and must be done before damage is rolled. Remember you only get two actions per turn, deciding whether to attack or defend is a crucial part of your strategy!

Dodge: Add your Quick attribute to your armor for this attack. If you still take damage, you fall prone.
Parry: Add your weapon skill and attribute to your armor for this attack. If you still take damage, your weapon or shield is broken and must be repaired to be used again. You may parry ranged attacks only with a shield.

Armor

Armor is subtracted from all 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 are made with disadvantage and you may not use that weapon to parry.

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 they suffer a Wound. Their HP resets to its maximum, but excess damage carries over. It is possible to suffer multiple Wounds from one attack.

When a character suffers a Wound from damage, roll on the D12 table below for long-lasting effects.

D12Result
1-4No permanent damage.
5-7A random piece of equipment is broken and must be repaired.
8-9A random attribute becomes impaired until you get a night's sleep.
10-11Lose D3 of a random attribute until you fully recover your Wounds.
12Permanently lose D3 of a random attribute.

Dying

When a character has no Wounds remaining, they are dying. They fall unconscious. Roll a hidden D6 - the Death Die - and place it under a cup (no peeking!) Keep track of the number of turns that have passed. When a character tends to your wounds with a successful Medicine test or 6 rounds have passed, reveal the Death Die.

If the number of rounds that have passed is less than or equal to the Death Die, your character is unconscious but stable. If the number of rounds is greater than the Death Die, your character has died of their wounds. A character always stabilizes with a 6 on the Death Die.

If a character takes damage while Dying, roll on the injury table and make a fortune roll. On a success, they are unconscious but alive. On a failure, they die.

If your character dies, 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 / round until extinguished.
  • Typical poison: UD8 / hour until remedied.
  • Typical acid: UD6 / round until washed off.

Exhaustion

Some effects can make a character exhausted. An exhausted character moves at half Speed and their Grit and Quick tests are impaired.

A character becomes exhausted by carrying too much, adventuring for too long without sleep, or other similar strains.

Rest and Recovery

A wild life has taught all characters to patch themselves up and keep going.

  • A rest takes 15 minutes in an unthreatened location. It restores all HP and removes all stress.
  • A night's sleep takes six hours and removes all conditions and impaired attributes, in addition to the benefits of a rest.
  • 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 that Gloom builds.
    • Each day of recovery restores 1 Wound and D4 to any attributes that have taken damage, in addition to the other benefits of rest.