Player's Handbook · Chapter 4

Combat

A fight starts with everyone rolling 2d6 + Initiative (Finesse plus bonuses), once per fight. Highest goes first.

Your turn

You have Actions Per Turn as printed on your sheet — base 2. Any Action may be spent as a Move (30 ft, halved in difficult terrain). So a base turn is 2 Actions, 1 Move + 1 Action, or 2 Moves.

ActionEffect
Attack2d6 + stat vs the target's Defense; on a hit, deal the weapon's wounds
Cast / Use FeatureActivate a feat; pay its Resource Cost
Dodge+2 Defense until your next turn
HelpAlly within 5 ft gets +2 on their next roll
DashAn extra Move
HideYour Stealth vs their Wit
Use Item / InteractDrink, grab, pull the lever

There are no opportunity attacks — move freely.

Defense

  • Unarmored: 8 + Finesse
  • Armored: 8 + the armor's related stat + its bonus

When your feat forces someone else to save, your Save DC = 6 + your relevant stat (Wit for Mana and Energy feats; your better of Might or Finesse for Stamina feats).

Free-action feats

A feat that modifies an attack or your defense can ride along as a free action — but only one attack-modifier per attack and one defense-modifier per turn.

Getting hurt

Damage comes off Health; at 0 you are Down. Resistance halves damage, immunity zeroes it, vulnerability doubles it. Conditions like Prone, Stunned, and Bleeding each have one line of rules — the table is in @Missing file, and the full combat chapter is @Missing file.

Manual updated Jul 29, 2026.