Table of Contents

Personal Combat

  1. Determine initiative – Either a Cool (when ready) or Vigilance (unexpected) check. Most s goes first, ties fall to most a.
  2. Prepare initiative slots – Slots are either friend or foe and are filled when a character chooses so.
  3. Take turns in order
  4. End of the round. If the encounter is not over, jump to step 3 to take turns again. Certain effects may end.
  5. End of the encounter. Most effects are stopped, such as fear.

During each turn a character can perform the following:

Maneuvers

Modifiers

Critical Injuries

You can view the Critical Injury chart here.