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Chapter 6 of 13 · about 6 minutes

Combat

The Combat tab, initiative, the turn bar and banner, and the optional automation.

First draft. This manual is a first draft. The table is still growing, so a control may move or change. If something here does not match what you see, the table is right and the manual is behind.

Running a fight

  1. Click a token on the map.
  2. Open the Combat tab and press Add selected. Repeat for each token in the fight. (The Combat button in a token's controls does the same.)
  3. Press Roll unrolled to roll initiative for everyone, or press the dice button on one row. You can also type a number into a row's box.
  4. Press Start combat. It stays grey until at least one token is in the list.
  5. Press Next turn to move on. The small back arrow goes back one turn, and the square button ends combat.

Only the Game Master has these buttons. Players see the order, the round and the turn bar.

The combat list

Each row in the list
ControlWhat it does
Initiative boxThe token's initiative. Type a number to set it by hand.
Dice buttonRolls initiative for that token.
TickMarks the token as defeated, or active again.
BinRemoves the token from the fight.

The highlighted row is whose turn it is. Defeated combatants are skipped.

Turn bar, banner and chime

While combat runs a bar across the top of the map shows the round and the order. The Game Master has a Next turn arrow in it. Each time the turn moves, everyone gets a banner and a soft chime. The player whose token is up sees "Your turn" and a brighter chime. The chime can be switched off in Your dice.

Initiative settings

In the Table tab, under Table rules, the Game Master sets the initiative roll (default 1d20 + MOD) and which Trait supplies the MOD (default Agility).

Draft. Initiative is not in the rules I have yet, so these defaults are a stand-in.

Optional automation (Game Master)

Four switches in the Table tab under Table rules, in the box called Automation. All are off until you tick them, and they are marked Draft because the rules behind them are not final.

Automation switches
SwitchWhat it does
Refill at turn startGuard and Stamina go back to full when a combatant's turn begins.
Damage runs through GuardArea damage and the sheet's Take damage use Guard first, then temporary Vitality, then Vitality.
Bleeding and Burning at turn startEach deals damage equal to its charges. Bleeding skips Guard.
Spend Stamina when using an abilityAn ability on the sheet costs its Stamina Points. Slowed doubles the cost. It is refused if there is not enough.

Tip. Plain dice rolls and Trait Checks do not change. Automation acts on the numbers on a Persona's sheet, and the turn-start switches act when you press Next turn. Each time it acts, the table posts a line in the chat.