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.
| Action | Effect |
|---|---|
| Attack | 2d6 + stat vs the target's Defense; on a hit, deal the weapon's wounds |
| Cast / Use Feature | Activate a feat; pay its Resource Cost |
| Dodge | +2 Defense until your next turn |
| Help | Ally within 5 ft gets +2 on their next roll |
| Dash | An extra Move |
| Hide | Your Stealth vs their Wit |
| Use Item / Interact | Drink, 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.