Combat Quick Reference
Your Turn
- Action Economy: 3 actions per turn
- Action Types: Strike, Technique, Stride, Other
- Reactions: You can use reactions outside your turn (e.g., Active Guard, opportunity attacks)
Initiative & Order
At the start of combat, each combatant draws cards: 1 card for Mind, 1 card for Spirit. Highest combined value acts first. Ties go in any order the GM decides.
Attack Resolution
| Step | Action |
|---|---|
| 1. Declare Target & Attack | Say what enemy you're attacking and which weapon/technique you're using |
| 2. Draw Cards | Draw from your deck based on stat (Body for melee, Mind for ranged) |
| 3. Play a Card | Choose one card to play, add weapon/technique bonus |
| 4. Compare to Guard | Your result vs. target's Guard. If you meet or exceed, you hit! |
| 5. Deal Damage | Damage = (Your Result − Target Guard) + Weapon Bonus |
| 6. Target Loses Vitality | Reduce their Vitality by the damage amount |
Talents Reference
Combat Talents
Swordplay — +2 EV on melee weapon attacks
Brawler — +2 EV on unarmed strikes and grappling
Polearm Master — +2 EV with spears, halberds, reach weapons
Shield Wall — +2 EV on Active Guard while wielding shield
Marksmanship — +2 EV on ranged weapon attacks
Gunslinger — +2 EV with firearms, quick draw
Dervish — +2 EV when dual-wielding light weapons
Mounted Fighting — +2 EV while mounted on beast or vehicle
Social Talents
Silver Tongue — +2 EV on persuasion and negotiation
Grifter — +2 EV on lies, cons, bluffs, misdirection
Intimidation — +2 EV on fear and threat-based checks
Empath — +2 EV reading emotions and detecting deception
Courtier — +2 EV on etiquette and social hierarchies
Performer — +2 EV on music, acting, entertainment
Exploration Talents
Keen Ear — +2 EV on listening and auditory perception
Tracker's Instinct — +2 EV following trails and identifying tracks
Navigation — +2 EV on finding paths and way-finding
Climbing — +2 EV on climbing and scaling surfaces
Spelunker — +2 EV in underground environments
Forager — +2 EV finding food and natural materials
Acrobat — +2 EV on balance, tumbling, contortion
Thievery — +2 EV on lock-picking and sleight of hand
Knowledge Talents
Arcana — +2 EV on magic and magical phenomena
History — +2 EV recalling historical events
Theology — +2 EV on religion and divine matters
Nature — +2 EV on plants, weather, survival
Beast Lore — +2 EV identifying creatures and animal behavior
Artificer — +2 EV crafting, repairing magical items
Perks Reference
Adrenaline Surge — When you drop below half Vitality, draw 2 bonus cards. Once per encounter.
Vanguard — On Round 1 of combat, +1 to all EV. Your Stride doesn't trigger reactions.
Grudge Bearer — When a creature damages you, gain +2 damage on your next attack against them.
Pack Tactics — When fighting alongside an ally vs. same enemy, +1 bonus damage on your Strikes.
Stubborn Bastard — When reduced to 0 Vitality, take one final action at −4 EV before falling.
Soulbound Deck — Non-combat fatigue costs 1 fewer card (minimum 1). Protects your reserves.
Card Counter — Start each round: look at top 2 cards of deck, rearrange order. No cost.
Fateweaver — Once per rest: swap a played card with your deck's top card. Must accept result.
Status Conditions
| Condition | Effect | Duration |
|---|---|---|
| Broken | 0 Vitality. Cannot act. Three failed stabilization checks → Defeated | Until stabilized or Defeated |
| Burning | Lose 2 Vitality at start of turn. Douse with water or magical effect | Until doused |
| Frozen | Cannot move. −2 EV on actions. Melt with fire or warmth | Until thawed |
| Stunned | Lose your next turn | 1 round |
| Weakened | −2 EV on damage rolls | 1 minute or until rest |
| Poisoned | Lose 1 Vitality per round. Requires antidote or healing | Until cured |
Difficulty Class by Task
| Difficulty | DC | Definition |
|---|---|---|
| Trivial | 3–4 | Automatic success (barely requires a check) |
| Routine | 5–6 | Easy, well within normal competency |
| Moderate | 7–9 | Standard challenge, typical encounter |
| Hard | 10–12 | Requires significant effort or skill |
| Very Hard | 13–15 | Dangerous, unlikely to succeed |
| Nearly Impossible | 16+ | Legendary feat, luck required |
Experience & Advancement
The GM awards Advancement Points (AP) based on accomplishments, good roleplay, and milestones.
- Defeating a major enemy: 1 AP
- Completing an objective/quest: 2 AP
- Resolving character drama or arc: 1–2 AP
- Exceptional roleplay or creativity: 1 AP
- Session milestone (e.g., completing an arc): 2–3 AP
Spending AP
- Learn a Technique — 2 AP (1 AP if from current Trait Tree)
- Advance Trait Tree Tier — 3 AP
- Learn a Talent — 1 AP
- Learn a Perk — 2 AP
- Increase a Stat — 2 AP (max +1 per level-up session)