Combat

Combat

Combat represents moments of decisive violence where hesitation can be fatal.

When Combat Begins

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.


Opening the Battle

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.


Surprise

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.

Rounds

Combat unfolds in rapid exchanges.

  • A round represents roughly 5–10 seconds

  • Each round follows the same structure


Round Structure

  • Players Acting Early

  • Enemy Actions

  • Players Acting Late

  • End of Round


Acting Early or Late

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.

Acting Early

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.

Acting Late

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.


Player Order

Within each phase, players decide their order.

If needed, the Referee may determine order using:

  • highest DEX first

  • table order

  • narrative flow

  • spotlight pacing

Your Turn

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.


Hesitation

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.

End of Combat

Combat ends when one side:

  • flees

  • surrenders

  • is incapacitated

  • or is destroyed

Play then returns to normal time.