Initiative

Make a Speed check to determine your position in the turn order.

If you roll the same value as an another player, you may choose who acts first for the rest of the encounter. If you roll the same value as an NPC, you have the priority.


Actions

Every turn you have 6 Action Points. Each AP in the encounter generally corresponds to 1 second, but might be varied based on the situation. These are the currency for your actions in the encounter, where some actions may require more than 1 AP.

Additionally for every other participant in the encounter you also get 2 Reaction Points during their turn. The number of RP resets at the beginning of next participant’s turn.

Different actions require either AP or RP. If you need to use one as another, they can be interchanged:

  • 1 Action Point may be considered as 1 Reaction Point
  • 2 Reaction Points may be considered as 1 Action Point

Hold Action

On your turn you may convert 2 AP into 1 RP for later use. You can hold action multiple times. These floating RP can be used on any other participant’s turn once additionally to the already existing ones. If not used, they are depleted at the start of your next turn.

Time

Your turn roughly corelates to 6 seconds. 1 AP is 1 second normally, but if you have more or less, it is still 6 seconds total.


Movement

By using 1 Action Point you may travel the distance equal to your travel speed. Yes, you can turn.

Leap

By spending 3 AP and 3 Stamina, you make a leap horizontally or vertically. The distance or height in equal to your Power score.

If you traveled at least 2 meters right before the leap, the distance is equal to Strength score instead.


Stealth

To make an action while remaining inconspicuous, you make a Poise check against other creatures’ Perception score.

  • Different situational factors may give you Favors or Disfavors
  • If the creature is aware of your presence, they instead make an opposing Perception check
  • If you are within creature’s line of sight, you get 2 Disfavor
  • Creatures that are gifted in Perception have their score doubled for the situation

You may spend double amount of AP on the action to gain a Favor. You do it slower and more careful.

When attacking an unsuspecting opponent, they cannot react to your attack, and thus cannot use a defensive action.


Attacking

Melee

To make a melee attack you do not roll to hit. Instead, attack damage can be negated (refer to Defending).

Standard unarmed attack requires 2 AP, and it’s damage is (1d8 + [Power Mod]).

In case of melee weapons, the number of AP and damage are determined by the weapon itself.

While having multiple weapons equipped, you may attack with them simultaneously. Number of AP required is determined by the weapon with the highest AP cost.
For damage dealt, rolled value is halved up, but modifiers are added normally.

Ranged

To hit, you make a Dexterity check with the difficulty being the distance between you and your target in meters.

Ranged weapons have range metrics for close and far range.

  • If your target is within close range, you gain Favor
  • If your target is within far range, you gain Disfavor
  • Otherwise the hit is impossible

You can use 1 AP to Aim and gain Favor on your next ranged attack. Favors gained by this mean are stackable. If you do any action other than ranged attack, or the target moved at least 1 meter out of your line of sight, the stacks are lost.


Defending

You may use an AP or a RP to react to an incoming attack that you are aware of.

Block

You roll your Block Rating and add Resistance, reducing the damage dealt by the result.

Dodge

You roll your Dodge Rating and add Resistance.

  • If the result is equal to or higher than the damage that would be dealt to your health, all damage is prevented
  • If the result is lower, damage is fully dealt to you

Take Cover

You use environment to hide behind an obstacle between you and the source of damage. Any Dodge or Block rolls used against the source of damage are doubled, until the positions are changed.

Defense Assist

If a creature adjacent to you is being attacked, you can use 1 RP to add 1 die to their Block or Dodge rating, any number of times.

Resistance

Your Resistance value always applies to incoming damage, if not stated otherwise. It reduces the damage by the stat value.


Grapple

You may spend 3 AP and 2 Stamina to attempt to restrain a creature. You make a Strength check with your target opposing with either Strength or Agility.

  • Grappled creatures have travel speed set to 0, and are forced to move with the grappler, while their speed is halved
  • Attack, Block and Dodge actions require twice as much AP/RP, if targeted against creatures other than the grappler

While being grappled, the creature may spend 2 AP/RP and 2 Stamina to attempt the check again. The grappler looses 2 Stamina, if they oppose.


Scale

To climb up an obstacle, you spend 3 AP and 4 Stamina.

You may scale creatures of same size or larger. The target may oppose with Strength (same) or Agility (larger) against your Agility check. You get 1 Disfavor for each size category the target is larger.

  • Target’s Attack, Block and Dodge actions require twice as much AP/RP, if targeted against creature scaling it
  • The scaling creature’s weight is applied to target

While being scaled, the creature may spend 2 AP/RP and 2 Stamina to attempt the check again. The scaler looses 2 Stamina, if they oppose.


Miscellaneous Actions

Equipping a Weapon

Readying up a weapon takes as much AP as it’s attack. Safely putting it away is the same.

Deep Breath

You may spend 1 AP to regain 1 Stamina.

Stand Up

You stand up from sitting or being prone by using 1 AP.

Martial Check

You spend 3 AP to make an Analysis check. You will get a hint about your opponent or the environment based on the check.