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Combat is divided into rounds, each lasting about 10 seconds of fast-paced action. As blades clash every combatant seizes their moment to act and takes their turn. Once everyone has made their move, the dust settles for a brief instant...
...then the next round begins.​
Combat Flow
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​Combat begins: Determine positions and resolve surprise
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Roll initiative: Each combatant rolls for the initiative, determining the order of the combatants' turns. The roll is made as follows
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Initiative = d6 + Agility Bonus
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Round begins
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​Take turns: Each combatant takes a turn in the order of initiative.​
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Resolve next round: Begin the next round or end combat if there is no fighting party left.
Turn
On your turn, you can perform:​
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Main Action
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Quick Action
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Movement
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Reaction
Main Action
Longer and usually strenuous that require a d20 check to succeed. These are mainly Attacks and Aura Techniques. You can take a Quick Action instead of a Main Action.
Quick Action
Very fast and usually simple actions that do not require a success check. They do not directly affect enemies or other creatures with the exception of reckless attack.
Movement
Anything that counts as a movement. Every character has a resource Movement Speed that determines the distance they can move on their turn. Most races (such as human) have Movement Speed of 8 meters (or 4 spaces).
Reaction
A special action that you can perform outside of your turn. Usually happens in response to enemy attack or movement. You regain spent reaction at the start of your turn.