Combat

Determining Initiative

Initiative in a conflict Scene is established by each participant in a scene making a roll to determine their Initiative Score. The turn order is then determined by the individual with the highest number, granting them the first opportunity to act. As the Moment concludes, Initiative is recalculated by rolling again and adding it to the previous Initiative, thereby setting the turn order for the next Moment.

Outpacing

Outpacing happens when one Actor has an Initiative that exceeds another Actor's by five or more. In this situation, the Actor with the higher Initiative gains an advantage, receiving an additional +2 on checks against the opposing Actor for every 5 point increment they are above.

Determining Distances

Distances play a crucial role in determining the impact of various elements on individuals. To maintain a streamlined gameplay experience without excessive calculations, we utilize a set of distance descriptors that effectively capture the necessary information. These descriptors categorize all distances into five distinct categories.

  • Close represents proximity in melee combat and intimate conversations, indicating a range that is within arm's reach.

  • Near signifies distances suitable for yelling and throwing objects like an ax, typically encompassing an area of around 30 feet.

  • Far denotes ranges relevant to archery and sweeping hand gestures, covering distances of approximately 250 feet.

  • Very far encompasses distances where individuals' features are barely discernible and long-range weaponry like rifles come into play, typically within 500 feet.

  • Distant refers to distances where only vague shapes of people are visible, offering little detail. This range extends to around 1000 feet.

In Melee

When in close proximity during a combat scene characters are immediately drawn into a Melee when attacking or Attacked.

In a Melee characters engage in a Roll-off each Moment. The winner applying damage equal to the difference in Rolls plus their weapon damage.

When engaging multiple foes, the character must make a Roll-off vs the highest roll from the group of foes. Damaging a group always starts at the lowest Attribute die and ends with the highest.

Instead of damaging their foes, Characters can choose to escape the Melee and move to the Near distance

Melee happens before shootouts and Duels of Magic

Shootouts

When in Near or greater proximity during a combat scene characters, and holding ranged weapons, Characters can choose to engage in a shootout.

In a Shootout characters engage in a Roll-off each Moment. The winner applying damage equal to the difference in Rolls plus their weapon damage.

When engaging multiple foes, the character must make a Roll-off vs the highest roll from the group of foes. Damaging a group always starts at the lowest Attribute die and ends with the highest.

Characters can leave a shootout by getting Close or hunkering down and taking no actions

Shootouts happen after Melees but before duels of Magic

Contest of Powers

When in Near or greater proximity during a combat scene characters who posess Esoteria or Faith can choose to engage in a Contest of Powers.

In a Duel of Powers characters engage in a Roll-off each Moment. The winner applying damage equal to their total roll.

Faithful must spend 1 Power per moment to Contest

Esoterists must take 5 strain each moment to continue the Contest

When engaging multiple foes, the character must make a Roll-off vs the highest roll from the group of foes. Damaging a group always starts at the lowest Attribute die and ends with the highest.

Characters can leave a Contest of Power by getting Close or hunkering down and taking no actions

Contests of Power happen at the end of the round

Into the Fray

People outside Melees, Shootouts, and Contests can often help determine the results. Make an Attribute check for every action you wish to perform outside these mechanics.

Social and Spiritual Conflict

Engaging in Social or Direct Spiritual combat mirrors Physical combat, commencing with defined objectives for each participant. Each Actor involved in a social situation can opt to attack or defend by utilizing various social or spiritual skills. Through Roll-offs and immersive role-playing, the participants strive to achieve their goals. The winner applying damage equal to their total roll.

Losing an Argument or Contest

Alternatively, instead of incurring a rank of Suffering, an Actor may choose to concede the argument and allow their opponent's objective to prevail.

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