Combat represents moments of decisive violence where hesitation can be fatal.
Combat begins when:
a creature takes a hostile action
others respond with force
If either is absent, resolve the situation through roleplay or ability checks.
The creature who initiates violence acts first.
After this, combat proceeds in rounds.
If both act at once, make a DEX opposing roll. Highest goes first.
The Referee determines surprise based on:
positioning
awareness
preparation
the fiction
Situation | Effect |
|---|---|
Party Surprised | Cannot choose Act Early during the first round |
Enemy Surprised | All players Act Early, does not cost Stamina. |
The Referee may grant Boons or Banes based on the situation.
Surprise rewards positioning—not procedure.
Combat unfolds in rapid exchanges.
A round represents roughly 5–10 seconds
Each round follows the same structure
Players Acting Early
Enemy Actions
Players Acting Late
End of Round
At the start of each round, each player chooses whether to Act Early or Act Late.
Choice | Timing | Cost |
|---|---|---|
Act Early | Before enemies | 1 Stamina |
Act Late | After enemies | Free |
If you have no Stamina, you must Act Late.
If you do not choose, you Act Late.
Decisions should be made quickly and with minimal discussion.
A character who Acts Early spends 1 Stamina and acts before enemies.
On their turn, they may:
move up to one zone
take one action
After Acting Early, their turn for the round is complete.
Acting Early represents speed, aggression, and immediate commitment.
A character who Acts Late acts after enemies.
On their turn, they may:
move up to one zone
take one action
Acting Late represents caution, patience, or reacting to unfolding danger.
Within each phase, players decide their order.
If needed, the Referee may determine order using:
highest DEX first
table order
narrative flow
spotlight pacing
On your turn:
describe what you do
move if able
take one action
The Referee determines:
whether a roll is needed
what the consequences are
how the action resolves
Combat is fiction-first.
Describe actions, not mechanics.
Combat is fast and dangerous.
If a player hesitates, the Referee may move to the next player and return later.
If hesitation continues, the character may:
act cautiously
go last
or be treated as Acting Late
This reflects battlefield uncertainty—not punishment.
Combat ends when one side:
flees
surrenders
is incapacitated
or is destroyed
Play then returns to normal time.