@ -6,13 +6,17 @@ C{ombat} is a form of an extended test (\cref{sec:extended_test}) where characte
\section*{Initiating Combat}
Negotiations have broken down, and you must pursue goals by other means. GR declares when the combat starts. They determine the order in which characters can act
Negotiations have broken down, and you must pursue goals by other means. GR declares when the combat starts. They determine the order in which characters can act.
\section*{Turns}
A turn represents roughly \SI{5}{\second} of in-universe time. The exact timing is usually not that important, so you may interpret this more loosely.
Each character can take two actions on their turn. The available actions are: Basic Attack, Movement, Ability, Use Skill, or Dodge. The character can take any two of those actions, or even perform the same action twice.
Each character can take two actions on their turn. The character can take any two actions, or even perform the same action twice. The character can also choose to take no action, which can be done to increase the dice pool.
Unlike a normal extended test, the player may roll dice multiple times before replenishing the dice pool. This happens, for instance, when they use both actions to attack. The pool is only replenished at the end of the turn. If another player rolls dice, as part of a reaction, they also replenish their pool at that point.
The pool is replenished regardless of how many actions were taken, which means that, if the player takes no actions, their pool strictly increases.
\begin{multicols}{2}
@ -30,15 +34,16 @@ Each character can take two actions on their turn. The available actions are: Ba
\subsection*{Skill}
You can perform an action related to one of your skills. This usually involves some kind of test, as determined by the GR.
You can perform an action related to one of your skills. This often involves some kind of test, as determined by the GR.
\subsection*{Generic Action}
Sometimes, you need to pull a lever, or open a door. If this action takes less than \SI{5}{\second}, it can be one of the actions a character takes on their turn.
Sometimes, you need to pull a lever, or open a door. If this action takes less than \SI{5}
{\second}, it can be one of the actions a character takes on their turn.
\subsection*{Dodge}
\subsection*{Prepare}
If a character can see an attack coming, they can try to dodge it.
You may prepare for an attack or other events that might occur.
\end{multicols}
@ -70,7 +75,7 @@ The first step is to roll a test with DT equal to the \stat{AC} of the defender,
If the test succeeds, the margin of success is added to the weapon proficiency and the attacker rolls that many damage dice -- the dice specified in the weapon description -- and adds their damage stat, if the weapon allows for that. The final sum is subtracted from the defender's \stat{hp}.
Finally, the attacker removes the failure dice from their pool and adds \stat{con} dice back.
Finally, the attacker removes the failure dice from their pool. At the end of the turn, they add \stat{con} dice back. This means that that if two attacks are made in the same turn, they both come from the same pool.
\section*{Movement}
@ -88,6 +93,12 @@ A common way of representing combat in role-playing games is by placing miniatur
Normally a character can move \SI{10}{\meter} per action (\SI{20}{\meter} per turn), which means you can move your miniature 10 squares. Moving diagonally costs two meters, i.e., the same as moving first in one direction, then in the other, at a right angle.
\section*{Ability}
Each class has several abilities they can deploy in certain situations. Some augment a normal attack, while others have completely different effects. Note that some abilities are listed as \textit{passive} or \textit{reaction}. Passive abilities are always active, while reactions occur when someone else takes the specified action.
Dice used for abilities come from the same pool as basic attacks. In addition, some abilities force the player to discard more dice than just the failures.
\section*{Skill}
Sometimes, even in the middle of an active fight, the circumstances may merit a character performing an action related to one of their non-combat skills.