Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

COMBAT FLOW

  1. Attacker SPENDS AN ACTION POINT on a proactive action like Attack, Cast Magic, etc. (see proactive combat actions)
  2. Attacker rolls their relevant skill.
  3. If they fail they may USE A LUCK POINT to reroll or flip the digits.
  4. Defender may react EVEN IF THE ATTACKER FAILS. Defender may:
    1. USE A LUCK POINT to FORCE the attacker to REROLL and THEN decide how to react.
    2. SPEND AN ACTION POINT on a reactive action like Counter Attack, Evade, Counter Spell, etc. (see reactive combat actions)
    3. They may also CHOOSE NOT TO REACT. This is treated as "Defender Fails" on the table below.
  5. Defender rolls their relevant skill if they have chosen to react
    1. The attacker can use a luck point to FORCE the defender to REROLL.
  6. If the defender fails they may USE A LUCK POINT to reroll or flip the digits.

RESOLVING THE CLASH

  1. Compare the attacker's roll to the defender's roll (see below or see the opposed roll table)
  2. If shown on the table, the winner may choose Combat Maneuvers (CM). CHOOSE CMs BEFORE ROLLING DAMAGE.
  3. Whoever HITS rolls damage. Armor/shield/magic can protect against damage (i.e., reduce damage).
  4. Combat Maneuvers MAY RESULT IN FURTHER OPPOSED ROLLS, like for example Tail Whip which forces the target of the Tail Whip to roll their Willpower opposed to the whipper's original attack roll.

 Attacker CriticalsAttacker SucceedsAttacker FailsAttacker Fumbles
Defender CriticalsHigher roll hits, no CMsDefender hits, gets one CMDefender hits, gets two CMsDefender hits, gets three CMs
Defender SucceedsAttacker hits, gets one CMHigher roll hits, no CMsDefender hits, gets one CMDefender hits, gets two CMs
Defender FailsAttacker hits, gets two CMsAttacker hits, gets one CMBoth failAttacker fumbles
Defender FumblesAttacker hits, gets three CMsAttacker hits, gets two CMsDefender fumblesBoth fumble