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Combat is divided into Rounds, each lasting about 10 seconds of fast-paced action. As blades clash every combatant seizes their moment to act and takes their turn. Unlike rigid turn orders, this system uses a flexible initiative: players choose who acts next, and the GM interrupts the flow using Tokens. This keeps every fight tense and unpredictable. â€‹

Once every Player has made their move, the dust settles for a brief instant... and the next Round begins.


Initiative

At the start of combat, every participant rolls: d6 + Agility

  • The highest result determines who takes the first turn.

  • If this is a player, they act first and then choose who acts next (Flexible Order).

  • If this is an enemy, they jump ahead of the order and take the first turn. After that, the highest-rolling player acts.

This ensures enemies can seize the advantage, but players still shape the flow of the round.


Flexible Order

  • After finishing their turn, a player chooses which other player acts next.

  • This continues until all players have acted once.

  • Enemies do not act automatically — they only act when the GM spends Combat Tokens.

  • A Round ends when all players have taken their turn.


Combat Tokens

The GM begins Combat with 0 Tokens (legendary foes may start with 1–2). Tokens are gained and spent to break the flow of combat.

Gaining Tokens — GM gains 1 Token when:

  • Baseline Drip: At the start of each Round if there are no more Tokens. 

  • Player’s Critical Failure: A player rolls a natural 1.

  • Partial Success: A player player hits the lowest possible Hit Strength (Light Hit).

Enemy Turn

When a player finishes their turn and chooses who should act next, the GM may spend 1 Token for an enemy to act before that chosen character. After the enemy’s turn, play continues with the chosen character as normal. The GM may choose the same enemy again in the same Round, but this costs 2 Tokens.

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Combat is divided into rounds, each lasting about 10 seconds of fast-paced action. As blades clash every combatant seizes their moment to act and takes their turn. Once everyone has made their move, the dust settles for a brief instant...

...then the next round begins.​

Combat Flow

  1. ​Combat begins: Determine positions and resolve surprise

  2. Roll initiative: Each combatant rolls for the initiative, determining the order of the combatants' turns. The roll is made as follows

    • Initiative = d6 + Agility Bonus

  3. Round begins

    • ​Take turns: Each combatant takes a turn in the order of initiative.​

  4. Resolve next round: Begin the next round or end combat if there is no fighting party left.

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Created by Jan Tyszka

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