How to Play
Combat
Player Turns
There is no initiative or fixed turn order. Combat is divided into alternating Player Turns and GM Turns.
During the Player Turn, all players act simultaneously. Before resolving anything, each player declares what their character intends to do during the turn.
Each player may take 1 Scene Action, representing any meaningful contribution to the conflict, including:
- Attacking an enemy
- Casting a Sorcery
- Performing a complex manoeuvre
- Escaping danger
- Assisting or protecting an ally
- Pursuing another objective within the Scene
Once everyone has declared their action, the Player Turn is resolved. Throws may be handled one at a time for clarity, but the actions are considered to be happening at the same time within the fiction. The order in which Throws are resolved does not normally mean one character acted before another.
This allows players to combine their actions deliberately. One character might knock an enemy from its feet while another attacks it, or one player may create an opening that another immediately exploits. Players are encouraged to discuss their intentions and build their actions around one another before anything is resolved.
If the exact order becomes important, the GM determines how the actions interact based on the fiction and the Outcomes of the Throws.
Regular movement is not considered a Scene Action.
An Ability being able to be used “Once per Scene” are not Scene Actions. Abilities are not considered Scene Actions unless stated otherwise. Players can use Abilities in conjucntion with Scene Actions.
When a player fails a Throw, enemies may immediately respond depending on the Outcome and circumstances. This could include:
- Dealing Harm
- Repositioning
- Escalating the situation
- Applying pressure
- Creating new threats
- Interrupting actions
- Separating the group
- Destroying opportunities
After all players have acted, the GM takes a Turn. During the GM Turn, enemies and ongoing threats advance the scene by taking actions, escalating danger, or progressing Tracks already in play. They may:
- Reposition
- Progress ongoing Tracks
- Retreat or pursue
- CastSorceries
- Prepare traps or
- Attack the Players defences
- Attempt healing
Major enemies, powerful creatures, and spellcasters will often create or advance Tracks representing dangerous actions building toward completion. These Tracks help telegraph incoming threats and give players opportunities to react before disaster strikes.
Most ordinary enemies can only withstand a small amount of Harm before being defeated. Important enemies, monsters, rivals, and major threats may possess full Harm Tracks similar to player characters.
It is almost always more interesting when enemies are working toward something rather than simply attacking the players repeatedly. Combat becomes far more dynamic when opponents are trying to complete rituals, escape with items, activate machinery, collapse structures, or unleash devastating abilities. These goals naturally create Tracks within the scene, giving players additional problems to solve beyond simply defeating their enemies.