Move 1 range band Withering Flurry Decisive for Damage Cant be two of the same combat action Decisive for Gambit Penalty while Flurrying Defense -1, Actions -3 Roll attack if rolls fewer successes than targets Defense, attack fails Attack Withering Dexterity + [relevant combat ability] + accuracy and See Resolving Attacks modifiers Aim Decisive Dexterity + [relevant combat ability] + modifiers Cannot be flurried Cannot change range bands without magic Determine raw damage Declared against specific target Withering typically Strength + Weapon Damage Value + Thresh- Attack next turn gains +3 dice old Successes Required to be able to attack from Medium+ range Decisive your current Initiative value No dice bonus on first Aim action at this range Check damage resistance and roll damage Defend Other Close range Withering Subtract targets soak, minimum of Overwhelming Apply your Parry to attacks against an ally value Attacker chooses if successful attack applies to you, or to continue to try to hit ward If decisive attack on ward, damage reduced by 1 for each 2 points of your Defense Roll remainder Double 10s apply! Draw/Ready Weapon Decisive Compare to targets hardness, if hardness is equal or Defense -1 greater then no damage Unless ambushed, assumed to start combat with a ready weapon Roll Initiative No Doubles apply! Full Defense costs 1 Initiative Gambit Roll Initiative against Gambit difficulty Defense +2 Apply damage Cannot be used in Crash Withering Subtract successes from targets Initiative Can only be flurried with Social Influence Actions Miscellaneous Action Decisive Subtract success from targets Health Levels Defense -1 Gambit Apply Gambit results Delay costs 2 Initiative Adjust your Initiative Choose to go on a later tick Withering This can provoke Clash If you missed, no adjustment Rush Close or Short range Add 1 Initiative for hitting Can be used after Reflexive movement Add Initiative equal to the damage successes Dexterity + Athletics versus Dexterity + Athletics Success, whenever target moves a range band, you move a range band towards them to Decisive keep pace If you missed, subtract Initiative from your total Disengage costs 2 Initiative, Close range Current value up to 10, lose 2 Initiative Roll Dexterity + Dodge versus Dexterity + Athletics of all opponents at Close range Current value over 10, lose 3 Initiative Failure, no movement For damage Reset to base Initiative (typically 3) Success, move to Short range If a disengaged opponent moves toward you, reflexively move one further range band away This occurs once per successful disengage action Rise from Prone Automatic unless opponent at Close range, then roll Dexterity + Dodge, difficulty 2 Penalty while Prone Parry -1, Evasion -2, Attacks -3, no movement, auto fail Rush and Disengage Take Cover Dexterity + Dodge, ST sets difficulty Light Cover Defense +1 versus all attacks Heavy Cover Defense +2 versus all attacks Full Cover Ranged attacks against you are impossible Withdraw Extended Dexterity + Athletics roll, difficulty 1, goal 10, interval 1 round Can only be attempted at Medium+ range from all opponents Moves you one range band, you lose 10 Initiative Completing the extended roll moves you an additional range band If you are at extreme range from all opponents, fair escape Reestablish Stealth Dexterity + Stealth versus Perception + Awareness Cannot be Flurried Hold at Bay Permutation of Ambush Go to Ground Must succeed at Dexterity + Stealth rolls over three turns versus Perception + Awareness First roll -3, second roll -4, third roll -5