When battle breaks out use the following procedure.

  1. Seize the initiative - all participants may make a single skill check to act before the battle begins in earnest
  2. Each round
    1. Milieu, Magic
    2. Roll initiative
    3. Movement, Missiles, Melee
    4. Morale

Seize the Initiative

Conflicts outside of a pitched battle are usually resolved narratively, where the GM and troupe simply agree on what seems most reasonable, or possibly with skill checks.

Before battle begins participants have one chance to take swift action before the inevitability of combat sets in. This is usually resolved as a skill check, with the difficulty set by the attempt being made and overall circumstances. Examples of what may be possible include

  • Make a last attempt at arguing for peace
  • Attempt to cast a memorized spell
  • Strike a foe with a weapon already in hand, or a quick weapon. This is still resolved as a skill check.
  • Gain an advantageous or defensible position

Success means the character has acted decisively, while failure means the character was unable to follow their on this intention. In opposed circumstances where order is important, resolve these in order of Dexterity.

Milieu, Magic

During the milieu stage the GM establishes any important environmental factors, and ongoing effects are resolved. These include being on fire, sinking in acid, or other such peril. If a battlefield is particularly treacherous, such as on a storm-tossed sea or an unstable cavern - roll 1d6. On a 1, the battle becomes even more interesting.

Spellcasters must also start summoning power - and declare how many Soul Points they will use this turn. If the caster suffers damage or is otherwise disrupted before they have a chance to complete their spell a Concentration roll is required, failure results in these Soul Points simply being wasted.

Roll Initiative

Each side rolls 1d6 to see who acts first. This roll may be modified by +1/-1 for having an especially advantageous position, or being roused from sleep. The winner takes all their actions, followed by the loser. In the event of a tie both sides act simultaneously - which may result in all combatants being killed in a series of mutually deadly blows.

Movement, Missiles, Melee

Each character in the battle is able to move and take an action. Movement is usually 6 paces. This is also where spellcasting is completed.

  • Characters who turn their back on an opponent in melee are subject to free attacks
  • Can only move a single pace if using a bow or casting spells
  • Characters wishing to use melee may attempt a charge, gaining an extra 1d6 + 3 paces of movement

For more details see Advanced Combat rules below.

Morale

Each side must decide to continue the battle, surrender, or retreat.

Rolling Morale Checks

Monsters and retainers must roll morale after

  • the first of their number has been killed
  • they are reduced to half hit points
  • being outnumbered or surrounded

If a leader is present a Lead check may be used instead of the basic morale roll. Those who fail a morale check are forced to flee, see retreating below. Particularly bold or hardy creatures might only flee on failing their second morale check.

Retreat

Characters wishing to flee battle may declare that next round they are retreating. Rather than roll initiative the character does their best to flee the battle. This attempt must still be reasonably possible - a character trapped in a pit may have no choice but to fight on.

Those retreating in good order, that is - not forced to do so by failing morale, may come up with a useful plan for their retreat. Typically this is an Athletics roll to outrun pursuers, although circumstances, clever plans, or cunning sorcery may modify this in nearly unlimited ways.

Generally however the following usually apply

  • Success: character retreats from battle, additional conflict may evolve into dodging arrows, a chase through the streets, an attempt to lose foes in the brush, or other scenes
  • Failure: character may move as normal but otherwise forfeits their turn
  • Complication: a random piece of gear from the character’s backpack is lost or stolen (roll 1d20 and lose item in that slot)
  • Opportunity: a useful avenue of retreat presents itself

Surrender

This is also the time to offer terms of peace, demand surrender, or extract concessions. In the throws of battle bloodlust and hatred run deep, however some notions of honor in war have been imposed by the goddess Sophia, mistress of Wisdom. These propose an end to the conflict which may include:

  • White Peace - both sides agree to take their dead and wounded, and part ways. Agreeing to a truce lasting at least one day.
  • Cry out for Sophia - a side losing a battle may ask for the “mercy of Sophia.” They are permitted to keep their weapons, are not subject to imprisonment, but agree to hand over all possessions of value and swear an oath to end hostility for at least the period of a season.
  • Total Surrender - the losing side agrees to put down all arms and is captured by the victors. The expectation is that prisoners which cannot be kept in good conditions are simply turned loose, else they be offered a chance for ransom back to their family. Both these in return for an oath to end hostility for at least the duration of a year.

Characters are by no means bound by the wisdom of Sophia, and may use treachery, negotiate more complex arrangements - or simply decide to offer no quarter to foes. However, flagrant disregard for the norms of battle is likely to earn one a dire reputation and the ire of the Mistress of Wisdom. The most common violation is that regarding the treatment of defeated foes who have fully surrendered. While the goddess may be forgiving, good treatment at the hands of a foe is never guaranteed, and many would rather see hated enemies sent to the noose or the mines even more than they wish for coin for their ransom price.

Advanced Combat Rules

Common modifiers

  • flanking: +2 to hit
  • high ground: +2 to hit
  • poor lightning: -2 to hit
  • darkness: -4 to hit, and most opponents would be considered invisible
  • invisible or unseen foes: all odd numbered rolls miss (50% miss chance)
  • using a bow not possible in melee
  • prone: +2 to hit against prone opponents, and may ignore DR

Cover

Ranged attacks against a target with cover imposes a -2, this could include attempting to avoid shooting allies

Natural 1s and Natural 20s

  • Attack rolls of 20 allow the character to immediately make another attack
  • Attack rolls of 1 always miss
    • Special circumstances may impose additional consequences, but these are atypical. The most common of these is that rolling a 1 when making a ranged attack into an ongoing melee results in hitting a random target

Elemental and Other Damage

  • lightning d8s: each 8 rolled explodes, causing another d8 damage
  • fire: for each 4 rolled the target is on fire, roll that many d4s again next round. Each round the amount of burning decreases by 1, but also increases for each 4 rolled for burning
  • acid: for each 6, damages armor or equipment

Formations

Groups of characters are able to fight in formation, taking their actions at the same time and generally being treated as a single ‘entity’ for many purposes in combat. This is most relevant for a leader’s retinue - where unique members are limited by their ranks in Lead. As a result a character with a single rank in Lead, but a high Command Capacity, is likely to be the head of a single mob.

Key concepts

  • Cohesion - temporary HP

  • Reduced damage from AoE attacks

  • facing

  • Mob - used for a group with no training, -1 morale

  • Loose formation

  • Tight formation - higher cohesion, limited movement