Combat Mechanics

Turn Order

Monsters

NPCs

Environmentals

GM tells players who is in danger

Players

Actions (In Combat)

Attack:

Roll 1d10 against AttackStat. If the roll is lower, deal 1 PhysicalDamage (2 for a natural 1, aka a crit). If your Insight is too low to perceive a monster as it is, they take -1 damage from your attacks.

Dodge:

Roll 1d10 against Agility. If the roll is lower, immune to dodgeable attacks until next turn and regain 1 HitPoints. If you roll a 10 and the monster successfully attacks you on this turn, the GM checks the Crit Fail column on the Monster Stats.

Brace:

Roll 1d10 against Body. If the roll is lower and you have a weapon, armor, or shield, you are immune to braceable attacks until next turn and regain 1 HitPoints. If you roll a 10 and the monster successfully attacks you on this turn, the GM checks the Crit Fail column on the Monster Stats.

Draw a Power:

Roll 1d10 against Focus. If the roll is lower, gather 1 Power from your Power deck. If you roll a 10 you lose 1 HitPoints, and discard all held Power cards.

Flee:

Roll 1d10 against Agility. If the roll is lower, you can successfully exit the combat and cannot be in danger for the next round. If the roll fails, you remain in combat.

Negotiate:

Roll 1d10 against Focus. If the roll is lower, combat will end momentarily to present the opportunity to negotiate with a monster that can understand you. If combat resumes after negotiations fail, the monster(s) go first.

Weapons

Weapons do not have extensive effects on combat. Two-weapons, polearms, and ranged weapons, or special weapons let you roll with Advantage when attacking.

Advantage and Disadvantage

  • When you have Advantage, roll 2d10 and choose the lower result for your roll
  • When you have Disadvantage, roll 2d10 and choose the higher result for your roll
  • Advantage and Disadvantage cancel each other out - if you have both, roll normally with 1d10

Damage Types

Physical Damage

Standard Damage from conventional weapons such as swords, guns, clubs, and other mundane armaments. Most creatures can be harmed by PhysicalDamage, though some may have resistance or immunity to certain types of PhysicalDamage attacks.

Examples: swords, firearms, clubs, arrows, claws, fangs

Spiritual Damage

Damage that affects the soul or essence of a creature. Particularly effective against undead, demons, and other supernatural entities. Some creatures may be vulnerable to SpiritualDamage while being resistant to PhysicalDamage attacks.

Examples: prayers, holy water, consecrated rituals, divine magic, exorcism, curses

Hybrid Damage

Damage that combines both PhysicalDamage and SpiritualDamage elements, making it effective against a wider range of creatures. These weapons and attacks can harm both corporeal and incorporeal beings.

Examples: silver weapons, fire, elemental attacks, enchanted weapons, alchemical compounds

Shields & Armor

Shield:

Roll an additional d10 when bracing, choose the lower.

Armor:

Roll an additional d10 when bracing, choose the lower.

No Armor:

Roll with Advantage when dodging.

Statuses

Frightened

A creature that is Frightened cannot Attack on their turn or willingly move towards the source of their fear if there's another route of escape.

Unconscious

A creature cannot defend against an Attack, or make Attack actions, or move. Attack actions against an Unconscious creature automatically succeed. Creatures that survive an Attack while Unconscious may awaken at the start of their next turn.

Diseased

When diseased, characters make all tests with Disadvantage. This represents illness, poison, or other debilitating conditions that weaken the character's performance.