Basic Calculations
Initiative
Dexterity + Composure
Speed
Strength + Dexterity
Defense
(Lower of Dexterity or Wits)+Athletics
Willpower
Resolve + Composure
Health
Stamina + Size
Lowest level marked is Health level. Penalties affect Dice Pool and Speed.
Size
Large = 6; Medium = 5; Small = 4; Tiny = 2
[Full] Action
A full Action generally refers to an action or attack taken by a player. During a turn, a player may only take one action unless an ability or template feature allows otherwise. Bonus actions and Reactions can be used in lieu of an action, but not the other way around.
Bonus Action
Bonus actions are typically quick abilities, trait rolls, or fast spells. Typically, a character has one bonus action unless an ability or trait allows for otherwise. Bonus actions can be called to used during a full action slot, but will consume the full action. Reactions can be used in lieu of a bonus action, however it will consume it. Every character gets one per turn unless otherwise stated.
Reaction/Instant
Reactions and Instants are typically in reaction to having an ability used upon you, in response to another character or opponent, or are instantaneous. These will almost always be called out as such. A reaction can be used in place of an action or bonus action, but will consume it. Nothing can be used in a reaction/instant spot unless either labeled as such or an ability changes it. Every character gets one per turn unless otherwise stated.
Surprise Rounds
Both characters and opponents may trigger a surprise round if they get the jump on a group in combat. Depending on the level of surprise creatures and characters may have either a full turn, or partial turn as stated by the GM. Certain traits, abilities, and actions can affect the length and nature of surprise rounds.
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Actions and Turns
Advanced Combat
Opportunity Attacks​
Sometimes a character or opponent will move out of range of the person they are fighting. As they move out of range they typically will illicit an opportunity attack, where the individual who is moving away may get hit by their opponent. Opportunity attacks may only be used as a Reaction and consume that creature's Reaction slot. They are usually close quarter melee or brawl attacks, but there are some ability or rote exceptions.
Dodge​
Doubles Defense
Can be call as a Reaction (at any time) during a round of combat. If before the player has an action, their next Reaction is spent Dodging.
Fighting Styles
Martial arts or fighting styles are special abilities that may add to both attacks and defense based on which martial arts trait has been taken by a character. Typically a person only trains in one fighting style, but there have been exceptions. When using a fighting style against an opponent that also has a fighting style, a CLASH may be triggered. If it is the same fighting style the probability is higher. Some fighting styles are more susceptible to a CLASH.
CLASH
A CLASH may occurs when two practitioners of fighting styles engage in combat with one another. A minigame similar to Rock, Paper, Scissors is played to determine who wins a CLASH. Winning a CLASH has situational benefits that will assist the winner in turning the tide of combat or building Momentum.
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