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Chapter 5 of 12 · about 9 minutes

Combat

Rounds and turns, Stamina, Guard and Vitality, damage and reactions.

First draft. This guide is a first draft. The rules and the game will keep changing, so expect corrections. Where something is a working guess it is marked Draft.

Rounds and turns

A fight is played in rounds. In each round everyone takes one turn, in initiative order, and then the round ends. On your turn you can move and take actions, paying for them with Stamina Points (SP). Some Effects count down at the end of each round.

Draft. Initiative is not set out in the rules I have yet. The online table rolls a d20 plus your Agility MOD by default, and the Game Master can change both the dice and the Trait in the Table tab.

  1. The Game Master calls for initiative and everyone rolls.
  2. The highest total goes first, and play moves down the order.
  3. On your turn you move, spend SP on actions and may use reactions when the rules allow.
  4. When everyone has gone, the round ends and a new one begins.

Stamina

Stamina is your fuel for acting. Every action has an SP cost, shown as a number, or a number and a plus sign if you can spend more for a bigger effect. Your maximum is your level plus 2, so a level 1 Persona has 3 SP and a level 20 Persona has 22.

Stamina by level
Level135810121520
Stamina3571012141722

Draft. How much Stamina comes back at the start of your turn is still being confirmed. The Game Master can switch on automatic refilling in the online table. If Slowed, every SP cost is doubled.

Guard and Vitality

Damage meets your Guard first, and only what gets through takes Vitality. Guard is the cushion: your armour, reflexes and stance. Vitality is your health. When Vitality reaches 0 you are Unconscious, unable to act or move, until someone revives you with the Heal action.

  • Guard is 10 + Resist MOD + Agility MOD, and the Defend action adds more until the start of your next turn.
  • Bleeding skips Guard and takes Vitality directly. Burning goes for Guard first, then Vitality.
  • Guard can be reduced by Irradiated, and maximum Vitality by Shocked.

Draft. The online table can run damage through Guard, then temporary Vitality, then Vitality when the Game Master turns that switch on. Temporary Vitality is a convenience on the sheet and is not in the rules as written.

Attacking

The Attack action strikes your chosen Targets. Each Attack or Ability lists its range, its SP cost and its damage. Make the Trait Check it names against your target. The online table lets you mark a target with T, and attacks on the sheet show their damage dice so you can roll them straight away.

Tip. Flanking and Assist both give Prowess to an ally. A coordinated team beats a lone hero, because Prowess is a bonus anyone can pass on.

Reactions

A reaction happens outside your turn, in answer to something. Retaliate answers an enemy leaving your melee range. Deflect negates a Retaliate. Retreat lets you leave a Foe's reach without being hit. Disrupt weakens a nearby ranged attack, and Negate interrupts a Lethal Blow.

The next chapter lists every action with its cost.

Going down

At 0 Vitality you are Unconscious. You cannot act or move. Anyone within 5 feet can use the Heal action to revive you. Until then you are out of the fight, and the table marks your token so everyone can see.