Combat
Advantage / Disadvantage
When you have either “Advantage” or “Disadvantage” on your roll, roll an extra die. If you have “Advantage”, drop the lowest die. If you have “Disadvantage”, drop the highest die. You can have more than one “Advantage” or “Disadvantage”, but if you have both of them, they cancel each other out one by one.
Attack of Opportunity
You can use your reaction to make a melee attack against an enemy as they exit your reach.
Disengage
You can take the Disengage action to move out your foes’ reach without giving them Attack of Opportunity.
Dual Wielding
When you are wielding 1 weapon in each hand, you can make a second attack with your off hand in addition to your main attack. When you do so, your make your second attack with -2 penalty to your attack roll.
Damage
Resistance
You take half damage (rounded down).
Vulnerable
You take twice as much damage.
Damage Types
Bludgeoning Damage
On a successful hit, target gets -1 penalty to their next action. Cannot be stacked.
Slashing Damage
Allows to make an attack against two targets standing next to each other in one swing, giving -2 penalty to your attack against the second target.
Piercing Damage
Piercing damage has Armor Pierce
equal to half of your Fight/Shoot skill (rounded up).
Crossbows and firearms have their own Armor Pierce
values.
Holy Damage
There is no defense against Holy damage. Holy damage deals double damage to vampires and undead.
Necrotic Damage
There is no defense against necrotic damage. Necrotic damage heals vampires and undead instead.
Fall Damage
You take 1d4 physical damage for every 3 meters you fall.
Long Rest
- Regain all your stress.
- Regain 1 consequence. If you take things easy during your rest, you regain 2 consequence instead.
- Regain all your mana.
Short Rest
Short rest takes around 20 minutes to 1 hour.
- Regain all your stress.
- Regain mana equal to the total of your Magic skill levels.