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βš”οΈ Advanced Combat

Special Actions​

Protect Ally​

In battle, some characters will handle the current challenges better than others. In this situations, it may be beneficial to protect an ally from attacks. When a character chooses to protect an ally and succeeds, they will take the attack instead of the protected character.

During the protectors turn, they must state their intention to protect a specific ally and move into contact range with them. If contact-range is broken at the time of an attack, protection will no longer be possible.

When the protected character gets attacked, the protector may roll a D20, and add any two row attributes. (Might, Flow, Insight, Spirit) If the result is greater than or equal to the attacks hit roll result, the protector takes the attack instead.

Note that attacks that target an area of cells (non-Hit) will induce a disadvantage to the protectors roll.

Wound Provocation​

A character may choose to not attack for pure damage, but rather provoke wounds in the enemy. To do that, the attacker must first clarify what they're trying to induce and with which weapon. The GM will then set a difficulty for that. The attacker rolls a hit value and the attacked rolls a CON roll plus the difficulty of the GM. If the attacker has a greater value then the attacked, the wound will be inflicted. The attack will not deal damage.

Miscellaneous Mechanics​

Melee Engagement​

If a character chooses to interact with another character in melee combat, they automatically enter melee engagement. Standing beside each other won't engage, an interaction must happen.

To safely leave a melee battle, before the opposing characters die or go unconscious, the fleeing character must disengage. This reduces Speed by -4. A character can leave without this, but this will trigger an immediate counter attack by the enemy.