Combat Rules
When Combat Begins:
- Determine Initiative Order.
- Hear each combatant's action intent.
- Assign roll types to each combatant based on their action attempted.
- All parties involved roll actions and defense rolls.
- Determine winners, adjudicate action sequence results based on collective rolls.
- Roll for damage where appropriate. Roll for Wounds and Injuries when triggered.
- End combat round and return to step 1 unless combat concluded.
Attack and Defense Rolls gain a bonus to dice pool equal to Milestone Steps of Primary Stat up to +6, any beyond that are added as automatic successes to the check.
If the attacker wins the check against the defender, their remaining successes are multiplied to the attack's damage dice multiplier of x1.
If the defender wins they either gain an action or that and the opponent is given the off-balance condition. The question is did they win by 1 or more successes.
Dice Pool Mechanics
Default Pool: 4 Fate dice (4dF)
- Success: Each + result counts as one success
- Blank: No effect
- Failure: Each - result counts as negative success
Bonuses:
- Bonus to Checks: Increases number of successes (adds to + results)
- Bonus to Rolls: Increases dice in pool by that number
Power Level Calculation:
- Relevant skill level + relevant stat(s) = Power Level for the action
- Compare attacker's Power Level vs defender's Power Level to determine difficulty/required successes:
- Round Power Levels Down to last Milestone Level. If equal only 1 Success Required, or Difficulty Challenge 1.
- Difference favoring enemy by 1 or more Milestone Count steps, increase Difficulty Challenge by +1 or each step.
- Difference favoring you by 1 or more Milestone Count steps, decrease Difficulty Challenge by +1 or each step to a minimum of 0. Meaning you only have to not roll a negative result on the check to activate or succeed the Challenge.
- All actions (combat, social, crafting, etc.) use this same system.
Resource Tracking:
- HP/MP/SP regeneration rates are prorated to per-second for combat turns
- Outside combat, regeneration is estimated based on narrative time passing
- GM currently uses spreadsheets for tracking; digital tools planned for future