COMBAT RULES
Combat occurs when one or more creatures attack another creature or group of creatures. Since the stakes are at their highest in combat, time in the game slows down to make sure everyone participating has a chance to contribute to the outcome.
THE BATTLEFIELD
Before combat begins, the GM sets up the scene and tells you the important details about the battlefield, the area where the combat will take place. The GM might sketch out the battlefield on paper or a wet-erase surface, use a map, or just describe it.
Exact positions are more important for some groups than others, but everyone should at least have an idea about where their characters are when the combat starts. The GM might decide where everyone is, based on what was happening when hostilities broke out, or ask the players. Some groups use miniatures, tokens, or coins to keep track of positions, while others let the whole thing unfold in their imagination.
AWARENESS & SURPRISE
Most times, the creatures being attacked are aware of their attackers. If creatures on one side were hidden from the other, appear out of nowhere, or catch the other side sleeping or otherwise engaged, there’s a chance for surprise.
When the GM decides surprise is possible, everyone on the side that could be surprised makes a Perception challenge roll. On a failure, the creature becomes surprised until the end of the first round.
ANATOMY OF A ROUND
Combat is resolved in 10-second units of time, called rounds. A round has three parts: fast turns, slow turns, and the end of the round.
During each round, players who want to take a turn (fast or slow) do so in that part of the round, in any order they choose. Once a player finishes his or her turn, he or she cannot take another turn until after the end of that round. If players cannot decide who goes first, the GM might decide or have each conflicting player roll a d6, with priority going to the player who rolled the highest number.
Once all the players have finished taking their turns during a part of the round, creatures under the GM’s control can take turns in that part, in any order. Once a creature finishes its turn, it cannot take another turn until after the end of that round.
Fast Turns
A creature that takes a fast turn can either use an action or move up to its Speed. It cannot do both.
Slow Turns
A creature that takes a slow turn can use both an action and move up to its Speed. It can use an action at any point during the move.
End of the Round
The end of the round marks the transition from one round to the next. Certain effects are resolved at the end of the round. As with other parts of the round, the players first resolve any effects they created or that affect them. Then the GM resolves end-of-round effects for creatures and effects he or she controls.
When an effect specifies that it lasts for 1 round, it lasts for 1 full round, which means it lasts until the end of the next round.
Combat ends when all creatures on one side surrender, flee, or lie dead. Otherwise, a new round begins and combat continues.
MOVE
When you take your turn, you can move up to your Speed in yards. On a fast turn, you can move or use an action, but not both. On a slow turn, you can move in addition to using an action, which you can do at any point during your movement.
During your move, you can use any special forms of movement normally available to you such as balancing, climbing, swimming, riding, and so on. Rules for these special forms of movement are given below.
Balance
You balance when you move across treacherous terrain, such as ice or a narrow surface. Such surfaces also count as difficult terrain. When you move onto a treacherous surface, you must make an Agility challenge roll (the nature of the surface might impose 1 or more banes). On a failure, you stop moving on that turn. If the total of your roll is 0 or less, you land prone or could fall from a precarious perch.
Climb
You climb when you ascend, descend, or move across a vertical surface using a rope, ladder, or handholds. The surface also counts as difficult terrain.
The GM might call for a Strength challenge roll to see if you can climb a surface that has few handholds or that’s coated in grease or otherwise slick, or if you try to climb while distracted or rushed. Challenging climbs can impose 1 or more banes on the roll. If the result of the roll is a failure, you stop moving on that turn. If the total of your roll is 0 or less, you fall.
Crawl
If prone, you can only move by crawling. You crawl at half your Speed, which can be further reduced by difficult terrain or narrow spaces (to a minimum of 1 yard).
Drop Prone: You can voluntarily drop to the ground. You can drop prone in combat without using your movement.
Stand Up: You can stand up from prone using an action or as your move in combat.
Fly
If you can fly, you can move as far as your Speed allows in any direction, remaining in the air for as long as you wish. You fall to the ground if you would be knocked prone, your Speed drops to 0, or you are prevented from using actions.
The GM might call for a Strength challenge roll to see if you can stay airborne in turbulent conditions. On a failure, you fall.
Jump
You jump to move to a surface below you or to reach something above you. You also jump whenever you attempt to move over an obstacle without climbing or walking.
Jump Up or Down: When jumping down, you land safely if the surface is less than 5 yards below you. If you try to jump down beyond this distance, you instead fall. You can jump up a number of feet equal to half your Agility modifier (minimum 1 foot), or your full Agility modifier if you moved at least 2 yards before making the jump. If you try to jump higher, the GM can call for an Agility challenge roll. You can jump as part of your move in combat. Deduct the number of vertical yards you jump from the total distance you can move on your turn. You land prone or fall if your reach your movement limit before you complete the jump.
Jump Across: You can jump horizontally a number of yards equal to 2 + your Agility modifier (minimum 1 yard). If you moved at least 2 yards before making the jump, increase the distance by 2 yards. If you try to jump farther, the GM can call for an Agility challenge roll. You can jump as part of your move in combat. Deduct the number of horizontal yards you jump from the total distance you can move on your turn. You land prone if you reach your movement limit before you complete the jump. You might fall if you were attempting to cross an open space such as a pit.
Ride
You are riding while you are seated on a mount.
Mounts: A mount is any creature larger than you and willing to bear you as a rider.
Mounting and Dismounting: You use your move to mount or dismount a creature within your reach.
Shared Space: You and your mount share the same space. Any effect that originates from you originates in your space rather than your mount’s space, however.
Separate Creatures: Although you share a space, you and the mount are separate creatures.
Actions: You and your mount take turns together and share a single action. If you use an action to attack, you or your mount makes the attack. You can choose to have you and your mount attack in the same action, but you each make the attack roll with 2 banes. You and your mount can attack at the same time only once during each round, regardless of how many attacks you can make. If you cannot use actions, the mount uses an action in a manner appropriate to its nature. If the mount cannot use actions, you act independently from the mount.
Speed: You use your mount’s Speed in place of your own. Free Attacks: If your mount’s movement would trigger a free attack (see Combat), the attacking creature chooses whether to attack you or the mount.
Falling Prone: If an attack or an effect knocks you prone while you are riding, you fall from the mount and land prone in a space within 1 yard of it. The space you land in is opposite from the direction of the source of the attack or effect.
If your mount falls prone, you are both prone in the same space. You must also make an Agility challenge roll. On a failure, you take damage equal to 1d6 + the mount’s Size, and you become immobilized and cannot stand up until the mount stands up or is moved off you. You can use an action while you are immobilized to make a Strength or an Agility challenge roll, with 1 bane for each point of Size the mount is larger than you. On a success, you are no longer immobilized in this way and can stand up normally.
Sneak
You attempt to move without making a sound when you sneak. To do so, you must get a success on an Agility challenge roll. On a failure, nearby creatures can hear you. If the total of your roll is 0 or less, you make a great deal of noise.
Boons or banes can apply to the Agility roll based on the surface you move across. It’s harder to sneak across gravel or broken glass, which would impose 1 or more banes on your roll. If there’s a lot of ambient noise in the area—such as in a factory humming with activity—1 or more boons could apply to the roll.
Swim
While moving, you can swim through liquids. Swimming counts as moving across difficult terrain. The GM can call for a Strength challenge roll to see if you can swim through treacherous waters. On a failure, you make no progress. If the total of your roll is 0 or less, you sink. (See Armor and Clothing in Chapter 6 for more information about swimming while in armor, and see the clockwork entry in Chapter 1.)
Teleport
Magic can let you move instantly from one spot to another. When you teleport, you disappear from the space you occupy and immediately reappear in the space of your destination. This movement ignores any obstacles and difficult terrain between you and your destination.
ACTION
You may use one action during a round to perform an activity. Common activities include the following:
Attack
You use a weapon, an attack spell, or something else to harm or hinder another creature or an object. See Making Attacks for how to resolve this activity.
Cast a Utility Spell
You cast a utility spell (one that doesn’t count as an attack) and resolve its effects. See Chapter 7 for details about casting spells.
Concentrate
Some spell effects and talents require you to concentrate to keep them going. If you concentrate on an effect, the effect continues until the end of the next round, up to the maximum amount of time allowed by the spell.
Breaking Concentration: If you take damage or gain Insanity while you concentrate, you must make a Will challenge roll. On a failure, you stop concentrating and the effect ends immediately.
Defend
When you defend, until the end of the round, all attack rolls are made against you with 1 bane and you make all challenge rolls to resist attacks with 1 boon. These benefits end if you are prevented from using actions, such as when you become dazed, stunned, or unconscious.
End an Effect
Choose one effect you created with a spell you cast or a talent you used. The effect ends.
Find
You attempt to locate a hidden creature or object. Make a Perception challenge roll to search for a hidden object or make a Perception attack roll against the Agility of a hidden creature. On a success, the creature or object is no longer hidden from you and any other creature with whom you share your knowledge.
Help
Choose one creature within 5 yards of you that can see you and understand what you say. Make an Intellect challenge roll. On a success, the target makes its next attack roll or challenge roll before the end of the round with 1 boon.
Hide
You can attempt to hide when you are not being observed and when you are in a heavily obscured area or have three- quarters cover or better from an object (see Cover).
Make an Agility challenge roll. On a success, you become hidden. You remain hidden until the conditions that let you hide no longer apply or you do something that would reveal your position (such as shouting, making an attack, or casting a spell). For example, if you are in darkness, you would no longer be hidden if the area becomes lit. Similarly, if you are hidden behind a wall, you would no longer be hidden if someone moves to a position where the wall no longer covers you.
While you are hidden, other creatures cannot perceive you. Generally, this means a creature cannot choose you as a target for its attack, though you are still subject to area effects. A creature can guess at your location, making the attack roll with 3 banes. Even with a success, the attack hits you only if the guess was correct.
Also, while hidden, you make all attack rolls with 1 boon against the Defense or Agility of targets from which you are hidden.
Prepare
You prepare to undertake an activity when a specified event occurs. Choose one activity you would normally use an action to perform, such as attack or retreat. Then, describe what event has to occur for you to undertake it. This is the trigger. If the triggering event occurs before the end of the round, you can use a triggered action to perform the activity. You make any attack roll or challenge roll required by the activity with 1 boon. Otherwise, nothing happens. For example, Bobby takes a fast turn and uses an action to prepare an attack against the first enemy that moves into his reach. When a hostile warg moves up to attack his character, Bobby uses his triggered action to attack it with his sword, making the attack roll with 1 boon.
Reload
Choose a weapon you can reach that has the reload property (such as a crossbow). If you have a piece of ammunition the weapon uses, you reload the weapon.
Retreat
You move up to half your Speed. This movement does not trigger free attacks.
Rush
You move up to twice your Speed.
Stabilize
Choose one incapacitated creature within your reach. Make an Intellect challenge roll, with 1 bane if the creature is dying. On a success, the target heals 1 damage.
Use an Item
You interact with an item you are holding or wearing, or with an object you can reach. Examples include picking a lock, retrieving an object from a pouch or a backpack, or lighting a torch.
Triggered Actions
In addition to using actions, most creatures can use one triggered action each round. Creatures use triggered actions to react to the specific events that trigger their use, hence the name. Almost all creatures can use triggered actions to make a free attack, which is described in the following section. Creatures can also use triggered actions to perform their activities from talents and spells.
The Trigger: Any activity that involves the use of a triggered action also specifies the condition under which the character can use it. The condition, called the trigger, could be broad, such as "on your turn," or narrow, such as "when a creature willingly moves out of your reach." Provided you meet the conditions for using the triggered action, you may do so, provided you have not already used a triggered action during the round. When you use a triggered action, you perform the indicated activity immediately, even if doing so would interrupt another creature’s turn.
Free Attack
When a creature in your reach willingly moves out of your reach, you can use a triggered action to make an attack against that creature using a melee weapon you are wielding.
Minor Activities
Some activities are so minor that you can just do them on your turn without using an action, triggered action, or move. Examples include dropping an item or picking one up, drawing or stowing a weapon, and opening or closing a door. As a general rule, you can perform one minor activity during a fast turn, or two during a slow turn. You might do more if you don’t move or use an action on your turn, or if your GM says you can do more.
Making Attacks
You make an attack whenever you try to harm or hinder a creature or damage an object. Typically, you determine the outcome of an attack by making an attack roll. There are several kinds of attacks.
Attack with a Melee Weapon
You attack with a melee weapon you are wielding by swinging or throwing it at your target.
Choose a Target: Choose one target creature or object. The target must be within your reach or, if you’re using a weapon with the thrown property (such as a javelin), within range of the weapon.
Make the Attack Roll: Make an attack roll against the target’s Defense. Typically, you use Strength for attack rolls with melee weapons. Weapons with the finesse property (such as a dagger) let you use Agility instead of Strength for the attack roll. See Melee Attack Options for more choices.
Resolve the Attack: On a success, the attack hits and you roll the weapon’s damage die, which you can find in Chapter 6. The target takes damage equal to the total of the damage roll. On a failure, the attack misses.
Melee Attack Options
When you make an attack with a melee weapon, you can choose one of the following options. You must make the choice before you make the attack roll.
Driving Attack: You make the attack roll with 1 bane. On a success, you and the target move a number of yards equal to your Strength modifier in the same direction.
Guarded Attack: You make the attack roll with 1 bane, but the next creature to make an attack roll against your Defense before the end of the round does so with 1 bane.
Lunging Attack: You can increase your reach by 1 yard, but you make the attack roll with 1 bane.
Shifting Attack: You make the attack roll with 1 bane. On a success, your movement does not trigger free attacks from the target until the end of the round.
Unbalancing Attack: You make the attack roll with 1 bane. On a success, if the target is your Size or smaller, it must make an Agility challenge roll. On a failure, the target falls prone.
Attack with a Ranged Weapon
You make an attack with a ranged weapon you are wielding by firing its ammunition at your target.
Choose a Target: Choose one target creature or object no farther away than twice your weapon’s range. (See Distant Shot for attacking outside your weapon’s standard range.)
Make the Attack Roll: You make the attack roll against the target’s Defense. Typically, you use Agility for attack rolls using ranged weapons. See Ranged Attack Options for more choices.
Resolve the Attack: On a success, the attack hits and you roll the weapon’s damage die, which you can find in Chapter 6. The target takes damage equal to the total of the roll. On a failure, the attack misses.
Ranged Attack Options
When you make an attack with a ranged weapon, you can choose one of the following options.
Called Shot: You attack a specific location on the target’s body. You can use this option only if the target has a physical body. Make the attack roll with 2 banes. On a success, the attack has an additional effect as determined by the GM. Attacking a creature’s eyes might impose 1 bane on all rolls the target makes that rely on sight, for example.
Distant Shot: You can attack a target that is beyond your weapon’s range, but no more than twice the weapon’s range. You make the attack roll with 1 bane.
Staggering Shot: You make the attack roll with 2 banes. On a success, a target that is your Size or smaller must make an Agility challenge roll. On a failure, the target falls prone.
Cover & Obscurement
Terrain and objects on the battlefield can provide protection against attacks with ranged weapons or spells that target things at a distance.
Half Covered: If an object between you and the attacker covers at least half your body, ranged attack rolls against you are made with 1 bane.
Three-Quarters Covered: If an object between you and the attacker covers at least three-quarters of your body, ranged attack rolls against you are made with 2 banes.
Totally Covered: If an object between you and the attacker covers your body entirely, you cannot be a target for any attack or effect.
Partially Obscured: If you are partially obscured by something, like foliage, attack rolls against you have 1 bane.
Heavily Obscured: If you are heavily obscured by something, like thick fog, attack rolls against you have 2 banes.
Totally Obscured: If you are totally obscured by something, like being invisible, attack rolls against you have 3 banes. The attacker must know your location to attack you.
Attack with Two Weapons
If you are wielding a weapon in each hand, and neither of them is cumbersome (see Chapter 6), you can use an action to attack with them at the same time. You can use them to attack one target or to attack two different targets. If you attack one target, you attack with the weapon in your main hand, making the attack roll with 2 banes. On a success, you deal normal damage from that weapon plus extra damage from the weapon in your off hand. If you attack two targets, you attack with the weapon in your main hand against one target and then attack the other with the weapon in your off hand. You make both attack rolls with 3 banes. In either case, if you attack with a shield, the shield loses
the defensive property (see Chapter 6) until the end of the round.
Attack with an Item
You can make an attack with a harmful item that is not a weapon, such as a bomb or a flask of acid or oil. The rules for using such items describe how to resolve those attacks. For rules covering attacks with improvised weapons, see Chapter 6.
Attack with a Spell
You can cast an attack spell. Chapter 7 has further details about casting spells.
Attack an Attribute
You can make attacks with your attributes against other creatures’ attributes or characteristics to perform stunts and maneuvers.
Disarm: Choose one target creature within your reach that’s holding an object. Make a Strength or Agility attack roll against the higher of the target’s Strength or Agility. If you are unarmed, you make this roll with 2 banes. On a success, the target drops one object it is holding of your choice.
Distract: Choose one target creature within short range of you that can see you. Make an Intellect attack roll against the target’s Intellect. On a success, the target makes its next attack roll or challenge roll before the end of the round with 2 banes.
Escape: You can use this action if you are grabbed. Make a Strength or Agility attack roll against the Strength of the creature that has grabbed you. A success removes the grabbed affliction and lets you move up to half your Speed. This movement does not trigger free attacks from the creature that had grabbed you. (See Grabbed for information on the effects of being grabbed, and Grab for how to grab.)
Feint: Choose one target creature within short range of you that can see you. Make an Agility attack roll against the target’s Perception. On a success, you make the next attack roll against the target’s Defense or Agility before the end of the next round with 2 boons. Alternatively, your movement does not trigger free attacks from the target for 1 round.
Grab: You must have at least one hand free to grab, and you cannot be grabbing another creature. Choose one target creature within your reach that has a physical body (not a spirit, for example) and make a Strength or Agility attack roll against the target’s Agility. If you choose a creature you are already grabbing, you automatically get a success. On a success, the target becomes grabbed until the end of the next round. If you are prevented from using actions (such as because you are dazed, stunned, or unconscious), the grabbed affliction ends. The grabbed affliction also ends if you move or are moved to a position where you can no longer reach the grabbed target. (See Grabbed for more information on the effects of being grabbed, and Escape for how to escape a grab.)
Knock Down: Choose one target creature within your reach. Make a Strength attack roll against the target’s Agility. If the target is larger than you, make this roll with 1 bane for each point of Size it is larger. You make this roll with 1 boon if the target is smaller than you. On a success, the target falls prone.
Pull: Choose one target creature of your Size or smaller that you are grabbing. Make a Strength attack roll against the target’s Strength. On a success, you move up to half your Speed and the grabbed creature moves with you so that it remains within your reach.
Shove: Choose one target creature within your reach. Make a Strength attack roll against the target’s Strength. If the target is larger than you, you make this roll with 1 bane for each point of Size it is larger. You make this roll with 1 boon if the target is smaller than you. On a success, you move the target 1 yard away from you, plus a number of yards equal to your Strength modifier (minimum total distance 1 yard).
Charge: When you use an action to charge, you make attack rolls and challenge rolls with 1 bane until the end of the round. Move up to your Speed. At any point during your movement, make one attack with a melee weapon or with an attribute to knock down or shove a creature.
Attacking Worn or Carried Objects
You can attack an object that another creature wears or carries. You make the attack roll with 2 banes. The GM might decide that certain objects are immune or resistant to some forms of attack. An arrow isn’t going to break a sword, for example.