Combat
Systems and Conflict: Glossary | General Structure | Combat | Complications | Battle Groups | Social Influence | Disease | Crafting
The Solar Exalted have returned to a world teeming with enemies, from the hired armies of greedy princes and the elite assassins of the Wyld Hunt to hostile Exalts determined to halt the Solars' rise to power. Battle is unavoidable.
How Combat Works
Combat in Exalted is a dynamic and cinematic affair. Heroes leap into battle, daiklaves flashing. They knock opponents through teahouse railings in showers of splintered wood; they're hurled through stone walls by the blows of terrible demons, only to rise and rush back into the fray. Nimble demigods run across treetops or race over the massed arrow barrages of armies. Swordsmen drive each other through rain-slick streets in symphonies of ringing steel, until a final, fatal blow settles the fight.
In order to win a battle in the Exalted Storyteller System, characters must seize the upper hand during the course of battle (by raising their Initiative) and then find the proper moment to capitalize on their advantage with a decisive blow (filling an enemy's Health Track with damage). A character whose Health Track is completely filled with damage is Incapacitated—unconscious (if his last Health Level is marked off with bashing damage), or dead or dying (if filled with lethal damage). In any event, he's not a threat any more.
Combat proceeds in a series of rounds, during which each combatant acts once; the order in which characters take turns acting is determined by their Initiative ratings (in order from highest to lowest). Generally each combatant will attempt to attack another character in each round, attempting to either bolster her Initiative at the expense of an enemy's Initiative (known as a withering attack), or to "cash in" a high Initiative value to damage an opponent's Health Track and hopefully defeat him (known as a decisive attack). When no enemies remain to offer resistance, the battle is over.
When no enemies remain to offer resistance, the battle is over.
Withering and Decisive Attacks
Whenever a character attacks, his player must decide whether the attack is withering or decisive. Withering attacks attempt to damage their target's Initiative score, raising the attacker's Initiative by the same amount of damage inflicted on the target. Decisive attacks inflict damage directly to an opponent's Health Track, but their potential to inflict that damage is determined by the attacker's current Initiative rating.
Withering attacks model the rising tension of cinematic combat, allowing drama to drive the mechanics of battle. Daiklaves and armor ring in showers of sparks. Near-misses cleave and shatter the fighters' surroundings, as the two drive one another across the battlefield. These are the exchanges that escalate a battle toward its conclusion—in cinema, it is the beginning of the fight where martial artists exchange blows that sting and stagger, or where two swordsmen clash and attempt to force an opening.
Because withering attacks determine the ebb and flow of battle, they factor in all the advantages that combatants brings to the battlefield—the strength of their weapons, their fighting prowess, and the protection of their armor. The more advantages a combatant has in a fight, the easier it is for him to seize the upper hand!
An opponent who is 'struck' by a withering attack is disadvantaged in some way. He may be left off-balance as his desperate avoidance leaves him backing toward a corner, or landing on unstable footing. He may suffer a glancing blow from a weapon that sets him off-balance, or suffer an unarmed strike that winds him, but doesn't put him down for the count. Because withering attacks only damage the target's Initiative, they never inflict more than superficial damage to the opponent—a dramatic scratch or slight bruise at most.
If withering attacks are the cinematic build-up which makes up the majority of clashes between heroes, decisive attacks are the turning points or conclusions of such battles. In a decisive attack, the character makes a dramatic play to end the fight; the result of the dice roll tells whether he succeeds completely, partially, or not at all.
Successful decisive attacks inflict damage to the opponent's Health Track. A daiklave rips through the opponent's chest or beheads him entirely; a warhammer staves in ribs; a martial artist lands a brutal spinning kick to the opponent's temple, staggering him or knocking him out. One character seizes the Initiative he's accumulated and uses it to end the fight—or tries to. A character that attempts a decisive attack and fails cedes some of his advantage, and may soon find himself facing a comeback from his opponent.
Because decisive attacks are the result of seizing the Initiative provided by withering attacks, the quality of the combatants' arms has only a limited effect on their outcome. Even a lowly mortal hero armed with a knife may strike down one of the Solar Exalted, should the battle have brought him to the right moment.
Withering Attacks and Drama
To be clear, withering and decisive attacks are a game abstraction used to model the cinematic nature of combat between heroes in Creation. Individuals within the world of Exalted would recognize no such distinction; setting aside feints and the like, characters absolutely intend for most withering attacks to injure or kill their target. The players and Storyteller declare attacks as withering or decisive to create satisfying and exciting battles; for characters, each cut and thrust is made in deadly earnest.
The default assumption is that a withering attack depicts a glancing blow—something that grazes the character, or strikes his armor without wounding. Players might use stunts to also depict successful withering attacks as nearmisses that characters unbalance themselves avoiding, or put themselves into bad tactical positions parrying at the last moment, but the usual assumption is that it's a glancing blow.
Withering attacks must be described as serious combat maneuvers—they're usually intended as killing or disabling blows by the characters who make them. You might also describe a withering attack as a feint to draw your opponent off-guard, or an intricate kata intended to force an opening for a finishing blow. What's not valid, ever, is "I wither him to steal some Initiative." Initiative is a system abstraction of momentum and tactical advantage—you have to do things to establish that advantage. It isn't something combatants directly interact with in the setting.
Resolving Attacks
Explained below are the steps in resolving attacks, followed by an explanation of the elements involved.
Resolving a Withering Attack
First, you decide what combat Ability your character is attacking with—Archery, Brawl, Martial Arts, Melee, or Thrown. Based on this decision, you make an attack roll:
Step One: Roll (Dexterity + [relevant combat Ability] + weapon's accuracy and any other modifiers) against a difficulty of the target's Defense. If the roll produces fewer successes than the target's Defense, it fails.
Step Two: If attack succeeds, determine its raw damage. Raw damage is an attack's damage rating before soak is subtracted. Raw damage is usually calculated as (attacker's Strength + weapon's damage value + threshold successes on attack roll in Step One.) A few weapons, such as firewands and crossbows, omit Strength from this calculation.
Step Three: Subtract target's soak from the attack's raw damage. This cannot produce a result lower than the weapon's Overwhelming rating. Roll a dice pool equal to whatever damage remains after soak. Unlike decisive attacks, the Double 10s rule does apply to withering damage rolls.
Step Four: First, you gain one point of Initiative simply for landing a successful withering attack. Then count up the successes on the damage roll. Subtract that amount from the target's Initiative, and add it to your character's Initiative.
Resolving a Decisive Attack
Decisive attacks carry a penalty if used unsuccessfully— choose your moment to launch decisive attacks carefully! As with a withering attack, you start by selecting which combat Ability your character is attacking with.
Step One: Roll (Dexterity + [relevant combat Ability] + any modifiers) against a difficulty of the target's Defense. You do not add your weapon's accuracy to this roll. If the roll fails, and your current Initiative is 1-10, your character loses 2 Initiative. If it's 11+ and the attack fails, your character loses 3 Initiative.
Step Two: If attack is successful, roll your current Initiative value as a dice pool. The Double 10s rule does not apply to this roll. If your target has Hardness equal to or greater than your damage pool in this step, you inflict no damage but your attack is still considered a success; proceed to Step Four.
Step Three: Count up the successes on the Initiative roll. Apply that many levels of damage to the target's Health Track. This damage will be bashing or lethal, as determined by the weapon used.
Step Four: If the attack was successful, reset your character's Initiative value to 3 (also known as "Resetting to base value.")
Elements of Combat
Combat contains a number of special rules and traits, each of which are explained in more detail below:
Advanced Troubleshooting: Changing Initiative and Simultaneous Actions
Once Charms get into play, a character's Initiative value can bounce up and down very quickly during a round. What if a character who has not yet taken her turn suddenly gains a great deal of Initiative, and finds herself with a higher Initiative value than other characters who have already taken their turns? What if this Initiative value is higher than the current tick the round is moving through?
Characters cannot be forced to miss out on taking a turn during a round because of situations like this. If a character's Initiative suddenly changes in such a way that it indicates she should have already taken her turn, she takes her turn on the following tick.
Finally, what if two characters act on the same tick and it becomes important to determine whose action resolves first, as in the case of two characters both attacking the same opponent, and both Crashing him simultaneously? They can't both get an Initiative Break bonus—so who attacked first? If one player wants to allow the other to go first, then he get to do so. If both players want to act first, flip a coin or have each simultaneously acting player roll a die to break the tie.
Combat Timing
Timing is key to battles in Exalted—those who control the tempo of a fight are most likely to seize victory. It's thus important to understand how time is measured during a fight:
- Scene—Sometimes a battle constitutes a scene unto itself, while other times it is merely part of a larger scene. Any effect stating that it lasts for one scene will effectively persist at least for the rest of the current battle.
- Join Battle—Join Battle is a roll (detailed below) which precedes every fight. All participants in the fight make this roll before the first round begins. The results of this roll dictate characters' Initiative ratings in the first round.
- Round]—A round is the basic measure of combat, during which characters take turns acting, from highest Initiative value to lowest. Characters with identical Initiative values act simultaneously. A round ends when all characters have taken their turns.
- Tick—The smallest measurable unit of time in the Exalted system, ticks are used to measure certain actions taken within a round—generally magical actions (see Chapter Six). Ticks are numbered, and correspond to characters' Initiative ratings. For example, a Dawn Caste with an Initiative value of 7 will take her turn on tick 7 of the round. A Night Caste with Initiative 5 will take his action on tick 5 of the round—two ticks after the Dawn.
- Turn—The tick on which a player declares her character's combat action for the round. Characters' Initiative ratings determine the order in which they take their turns. A character may only take one turn per round, no matter how her Initiative may rise or fall.
Order of Action
Combat proceeds in rounds, with the characters acting in order of highest Initiative to lowest. Characters with equal Initiative values act simultaneously. Although a character's Initiative may shift during the course of a round, she may only take a single combat action during a round. Initiative values persist until something happens to change them, or until the end of the scene. Once all participants in the fight have acted ("Taken their turn"), the next round begins.
Join Battle
Join Battle is a reflexive action that automatically occurs for all characters at the beginning of combat. It measures a character's responsiveness and readiness when violence breaks out and things turn ugly—how fast can she drop into the mindset of a fighter, and how ready is she to take command of the pace of battle?
Join Battle is a (Wits + Awareness) roll. Count out the successes gained on this roll, then add three. This is your starting Initiative rating in the first round of battle. Because Join Battle is a commonly-used value, a space is provided to record it on your character sheet. Join Battle cannot be botched.
If a character joins the scene in the middle of an alreadyongoing fight, her player immediately rolls Join Battle to determine starting initiative.
Initiative
Initiative is possibly the most important element of combat. It not only determines what order characters take their turns in, but more importantly functions as an overall measure of the tempo of battle and a character's confidence and advantage within the fight. A character with high Initiative controls the flow of combat, forcing opponents to respond to his tactics and assaults; a character with low Initiative is on the ropes, clawing for an opening to turn the tide in his favor. Sudden reversals of fortune are not only possible but frequent, so it's normal for a character's Initiative rating to change from round to round. Gaining a high Initiative and then using it well is the key to victory in Exalted.
There is no limit on how high a character's Initiative may rise, nor on how low it can fall—Initiative may be driven down to 0 and even below, into negative numbers. This state is known as Initiative Crash.
Initiative Crash
A character whose Initiative value drops to 0 or below is in a state of Initiative Crash. He's on the ropes, having utterly lost control of the fight. So long as a Crashed character remains in that state, the following special rules apply:
- A Crashed character is considered to have Hardness 0 regardless of any magic or equipment employed, unless it explicitly states that it provides Hardness in Crash.
- A character in Initiative Crash cannot launch decisive attacks.
- A character in Initiative Crash can't use Charms with the Perilous keyword.
- Withering attacks continue to affect a Crashed character normally, driving his Initiative deeper into negative values and granting Initiative to his attackers. However, if the Storyteller decides that a Crashed character has no hope of recovery against his opponents, and that his continued presence will only serve to give the players a "free" source of Initiative, she can declare the Crashed character defeated the next time he suffers a successful withering attack.
- If a character survives three consecutive turns spent in Initiative Crash, his Initiative resets to 3 at the beginning of his next turn. This is known as "Resetting to base Initiative."
- If a character enters Initiative Crash as a result of his own actions (such as by using a disengage action, which costs 2 Initiative to attempt, with only 2 Initiative remaining), he immediately loses another 5 Initiative.
Initiative Break
When a character forces an opponent into Initiative Crash with an attack, he gains what is known as an Initiative Break bonus. An Initiative Break bonus is a +5 bonus to Initiative. A character cannot gain an Initiative Break bonus from an enemy during the round that enemy recovers from Crash, or during the round that follows that. If a character forces himself into Initiative Crash (such as by using a Charm which costs Initiative to activate), then the Initiative Break bonus is awarded to the opponent most directly responsible for provoking the action which caused the character to Crash, at the Storyteller's discretion.
Initiative Shift
While suffering Initiative Crash, if you are able to Crash the opponent who Crashed you, you instantly return to base Initiative (unless this would cause you to lose Initiative) and make a Join Battle roll, adding the result to your Initiative. Your turn is then refreshed: any combat or movement actions you have used that turn are reset, allowing you to act again, immediately; however, should this renewed action be used to attack, you can only attack the character you Shifted against.
A character who entered Initiative Crash as a result of his own actions (such as by using a disengage action) cannot achieve Initiative Shift.
Friendly Fire and Other Shenanigans
Question: Can allies whomp on one another with withering attacks to manipulate Initiative values? For example, can a Circle's Twilight drop his Defense and let the Dawn beat on him to raise the Dawn's Initiative value quickly?
Answer: No. Withering attacks are an abstraction of advantage against the enemy. They don't actually exist—and what's being abstracted in the above example doesn't make sense. Why would the Dawn attack his allies, if not under some form of mind control? The Twilight isn’t an enemy, and so there's no advantage to be gained.
Use common sense when adjudicating such situations—for example, a training duel between two friendly martial artists is an obvious exception to the above. Ultimately, if it seems like shenanigans to the Storyteller, it doesn’t net anybody Initiative, as per the Storyteller's Rule.
Defense
It's safe to assume a character in a fight is trying to stay alive as best he can. As such, self-protection doesn't require any action taken—it's always happening! This is represented by a character's Defense static values.
Characters can protect themselves by attempting to parry or dodge attacks. Their skill at doing so is measured by their Parry and Evasion ratings.
A character's Parry rating is ([Dexterity + Brawl, Martial Arts or Melee, whichever is appropriate to the character's current armament] / 2, round up) + weapon's Defense bonus, if any. Characters wielding ranged weapons such as bows or chakrams cannot parry.
A character's Evasion rating is equal to ([Dexterity + Dodge] / 2, round up) – armor's mobility penalty, if any. The highest applicable number among the two values is the character's overall Defense static value. The difficulty of all attacks made against the character is equal to her Defense value.
Any applicable specialties add +1 to the calculation before dividing by two and rounding up. Thus, an unarmored character with Dexterity 3, Dodge 3, and an "Unarmored" specialty would have Evasion 4.
Some bonuses or penalties will specify that they apply to your Parry or Evasion, while others modify your Defense, meaning that it modifies both Parry and Evasion. Finally, there is a special kind of penalty that Defense ratings commonly suffer, known as an onslaught penalty. Every time an opponent attacks a character, that character suffers a cumulative -1 Defense penalty until his next turn. As a result, even mighty heroes should be wary of facing too many opponents all at once.
Soak
Characters possess a trait called soak. Where Defense measures a character's ability to avoid harm altogether, soak determines how well-protected the character is from successful withering assaults. As such, soak is determined by a character's Stamina rating and the quality and type of his armor.
Natural soak: Characters can use their natural toughness to resist some amount of damage—a burly sailor or battle-conditioned soldier can shrug off more abuse than a small child or an overweight savant. As a result, all characters gain natural soak equal to their Stamina rating.
Armor soak: A character wearing armor enjoys the value provided by the armor, in addition to his natural soak—see armor.
Total soak: A character's overall soak total is (her natural soak + her armor soak).
Using soak: Soak is only applied against withering attacks, representing the difficulty of gaining a decisive advantage against a sturdy or well-armored target.
Hardness
Certain Charms and magical armor grant a trait called Hardness. Hardness offers protection from decisive attacks; it has no use against withering attacks. If a decisive attack's damage dice pool is equal to or lower than the target's Hardness, the decisive attack can't inflict damage. A decisive attack that strikes but fails to penetrate the target's Hardness is still considered a successful attack, and causes Initiative to reset to 3 as normal. Unlike soak, Hardness does not subtract from an attack's damage. Hardness doesn't stack unless it explicitly says so. If a character has Hardness from multiple sources, he simply uses the best Hardness value.
Damage
Characters can suffer three kinds of damage from attacks in Exalted, detailed below.
Initiative damage: This is an abstracted kind of damage inflicted by withering attacks. It mostly represents bad positioning, tactical disadvantage, and discomfort—at most it might represent a character getting banged around or scratched. Initiative damage causes the character's Initiative value to drop.
Bashing damage is inflicted by blunt force trauma such as fists or clubs, as well as sources of harm which don't inflict immediate severe bodily trauma, such as severe cold. Decisive attacks with bare hands and certain blunt weapons inflict bashing damage, which is applied to the character's Health Track.
Lethal damage is inflicted by attacks which cause blood to flow and flesh to tear, or which inflict immediate severe damage—swords, arrows, and fire all inflict lethal damage. Decisive attacks with swords, spears, arrows, and similarly lethal implements inflict lethal damage, which is applied to the character's Health Track.
Aggravated damage is a rare quality sometimes applied to lethal damage, usually by spells or Charms, which prevents magic from aiding in recovery from that damage.
Unblockable, Undodgeable
Certain attacks, particularly attacks modified by some Charms, are unblockable, undodgeable, or both. An unblockable attack bypasses Parry entirely, necessitating an application of Evasion to defend against. Likewise, an undodgeable attack bypasses Evasion. Using an attack that's rolled but both unblockable and undodgeable is a difficulty zero action.
Combat Actions
Characters can normally take only a single combat action per turn, and receive only one turn per round. There's an exception to this rule. Characters are allowed to declare that they're taking a flurry. When you flurry, you're allowed to take two combat actions on your turn. However, a character can never flurry two of the same action—you can't attack twice, for example, even if they're different kinds of attack (a thrown knife and a sword slash can't be put in a flurry). Further, when a character flurries, he suffers a -3 penalty to both actions, and his Defense is reduced by 1 until his next turn.
Below is a comprehensive list of available combat actions:
- Attack: The most common combat action. An attack may be withering or decisive. Attacks may be made with one of four Abilities. For withering attacks: Archery attacks are rolled as (Dexterity + Archery + accuracy modifier based on range). Melee attacks are rolled as (Dexterity + Melee + weapon's accuracy modifier). Thrown attacks are rolled as (Dexterity + Thrown + accuracy modifier based on range). Finally, Brawl and Martial Arts attacks are rolled as (Dexterity + [Brawl or Martial Arts] + weapon's accuracy modifier). Unarmed attacks fall under Brawl and Martial Arts; "Unarmed" is considered a light weapon.
- Decisive attacks use the same pools, save that they don't add an accuracy modifier.
- Aim: The character spends a few moments taking aim at his intended target. The player must declare which target he is taking aim at when he uses this action. Should his character attack that target on his next turn, the attack gains a +3 bonus. If the target moves out of the weapon's range or behind full cover (see p. 198) before the character's next turn, this action is wasted. An aim action is required before an attack can be made from medium or greater range (see p. 203), even one assisted by magic; attacks from medium or greater range don't gain a +3 bonus unless two consecutive turns are spent aiming. Characters cannot move and aim during the same round without some form of magic to permit it. This action cannot be placed in a flurry.
- Defend Other: The character protects an ally within close range (see p. 197), interposing himself to deflect attacks. The defending character may apply his Parry against any attacks directed at his ward until his next turn. Should an attack defeat the guardian's Parry, the attacker may choose either to apply the attack to the guardian, or may attempt to strike his original target by using his threshold successes to attempt to overcome the original target's Defense. If he chooses to strike his original target with a decisive attack, he loses one Initiative die from his damage roll for each two points of the protecting character's Defense.
- Draw/Ready Weapon: The character draws a close-range weapon, or readies a long-range weapon for use (stringing a bow, adjusting a brace of throwing knives, and so on). If a character wishes to change weapons during battle (sheathing a sword and unslinging a bow, for example), he must use a draw/ready weapon action to do so. This action reduces a character's Defense by 1 until his next turn. Characters are assumed to begin combat with a weapon of their choice already drawn or readied, unless they are ambushed (p. 203). Natural weapons such as fists and claws never need to be readied before use, making unarmed fighters very resistant to being blindsided.
- Full Defense: The character dedicates himself completely to protecting himself. Until his next turn, his Defense rises by 2. Using Full Defense causes the character to lose one Initiative point. This action cannot be placed in a flurry with anything save social influence actions (p. 212), nor used during Initiative Crash.
- Miscellaneous Action: This is a 'catch-all' category for a wide variety of possible actions. The character takes some non-combat action which can still be completed in a matter of only a few seconds. Examples might include picking a lock or searching a fallen opponent's pockets. The Storyteller is the ultimate arbiter of what is or isn't possible in the span of a single miscellaneous action. The character's Defense is reduced by 1 until his next turn.
Useful Combat Calculations
You'll use these values in combat a lot. It's a good idea to write them down so you don't have to calculate them at the table constantly.
Join Battle: Wits + Awareness (plus 3 successes to determine starting Initiative).
Withering attack pool: Dexterity + (Combat Ability) + weapon's accuracy
Decisive attack pool: Dexterity + (Combat Ability)
Parry: (Dexterity + (Brawl, Martial Arts, or Melee)] / 2, round up) + weapon's defense.
Evasion: ([Dexterity + Dodge] / 2, round up) - armor's mobility penalty
Ranged Attacks
Melee, Brawl, and Martial Arts attacks can only be made from close range, barring the use of specialized magic. Thrown and Archery attacks can be made from a greater distance; the weapon used determines a ranged attack's maximum range, usually medium range for Thrown weapons and long range for Archery weapons. Ranged withering attacks determine their accuracy bonus (or penalty) based on the range they're made from, rather than the weapon's innate accuracy.
Archery and Thrown attacks made from medium or greater range become very inaccurate unless the character takes care to aim first. A character must take an aim action before launching an Archery or Thrown attack from medium range or greater, or the attack automatically misses. This aim action doesn't provide an accuracy bonus—it only allows the character to draw an accurate bead on her target so she has a chance of hitting at all. Taking two aim actions in a row before attacking at such range provides the normal accuracy bonus.
When Do I Need to Aim?
Characters at medium or long range must typically take an aim action before they can attack. But this is not always true. A character does not need to aim if:
- She is casting a spell.
- She is using a Charm from an Ability or martial art that is not typically ranged to create a ranged attack. Examples: Apocalypse Flare Attack, Blazing Solar Bolt.
- The ranged Charm in question is triggered by some event, objective, or dice result and must be performed instantly. Typically this type of Charm is Reflexive, but not all Reflexive Charms qualify. Examples: Fallen Weapon Deflection, Savage Wolf Attack.
- The ranged Charm in question creates bonus attacks or immediate attacks as a reward for a good dice roll, and it wouldn't make sense for such attacks not to happen instantly. Example: Swarm-Culling Instinct.
- If a Charm resets her combat action.
- If a Charm states she can waive the aim action.
Delaying Actions
A character may delay his turn, waiting until a point later than his Initiative to act, if he desires. The delayed action may be deployed on any tick later in the round that the player wishes. This is an excellent way to force Clash Attacks, for characters who know powerful Clash-enhancing Charms. However, delaying an action drops the character's Initiative by 2.
Combat Movement
Exalted combat is a dynamic affair where heroes duel while racing across rooftops, leaping from branch to branch in primeval jungles, or rampaging up and down the stairs and throughout the opulent halls of manses. Taking cover from archers, advancing on fleeing foes, and riding down terrified enemies atop trumpeting mammoths are just a few of the options available to the canny fighter.
Most of these actions are fertile ground for stunts, and because of the great variety of movement possibilities available to characters, Exalted uses an abstracted system to represent movement and positioning.
Positioning
Positioning is measured by the general distance between various combatants—keeping track of character locations down to the exact yard or meter generally isn't important, especially given how quickly Exalts can move around during battle; remembering general relative positions is good enough. There are several ranges that two characters can potentially occupy in relation to one another:
When a character is at close range, he is in an opponent's face, close enough to easily attack with a hand-to-hand weapon such as a sword, spear, or his fists. This doesn't mean that the characters are necessarily within arm's reach of each other at all times, but rather that they are able to close such a distance in moments. If an opponent is within close range of a character, that character is embattled, and must use a disengage action if he wishes to move away from the opponent.
When a character is at short range, he is outside of the immediate reach of an opponent wielding a hand-to-hand weapon, but close enough that the opponent could reach him with a quick sprint.
A character at medium range is a fair distance away from an opponent. This is the range band of the most far-reaching Thrown weapons, and less powerful Archery weapons, and at this range it's impossible for two characters to communicate with one another without shouting. Characters cannot make Thrown or Archery attacks from medium range without first taking an aim action, or the attack will automatically miss. This aim action provides no accuracy bonus; to gain an accuracy bonus, two aim actions must be taken in a row before the attack.
A character at long range is very far away from his opponent. Combat at this range can only occur through powerful Archery weapons such as longbows, and is the favored range of snipers. Closing with a character at long range can be quite difficult! Complex communication is generally impossible without signaling devices, energetic pantomime, or magic. Characters cannot make Thrown or Archery attacks from long range without first taking an aim action, or the attack will automatically miss. This aim action provides no accuracy bonus; to gain an accuracy bonus, two aim actions must be taken in a row before the attack.
A final range, extreme range, also exists. At this range, opponents are distant specks; communication is generally impossible, as is combat. All range bands beyond long range are considered extreme range, and a character might potentially be several extreme range bands away from another character in a scene ranging across a very large area. In the event that some form of magic or specialized weapon makes an attack from extreme range possible, characters must take an aim action first, or the attack will automatically miss. This aim action provides no accuracy bonus; to gain an accuracy bonus, two aim actions must be taken in a row before the attack.
Movement Actions
A character can take only one of the following actions per round, unless otherwise noted. A character could not, for example, use a disengage action and a move action during the same turn. All movement actions may only be taken on the character's turn, regardless of whether they are reflexive or a combat action.
Characters may remain stationary in terms of range bands while stunting dramatic movement, if desired—circling an opponent at close range, stepping back from a powerful attack, or otherwise engaging in acrobatic stunts are all possible without changing relative positioning or using a movement action.
- Move (Reflexive Action): The character may move one range band toward any other character or landmark present in battle once. This action can only be taken on the character's turn. It is the most commonly-used movement action.
- Rush (Combat Action): This action may only be directed at an opponent within short range of the character, and it may explicitly be used even after taking a reflexive move action. A rush action is a contested (Dexterity + Athletics) roll between the character and an opponent at short range. If the rushing character is successful, then as soon as his opponent moves a range band, he will immediately and reflexively move one range band toward that opponent, keeping pace. This reflexive movement does not count as a movement action, and so it can occur outside the character's turn, regardless of whether he has already taken a movement action that round.
- Characters must have some means of reaching an opponent in order to rush him—if the opponent is a winged Lunar Exalt who travels a range band upward into the sky, most characters would not be able to follow him.
- Disengage (Combat Action): This action must be taken when a character at close range with one or more hostile opponents wishes to retreat to short range—the standard reflexive move action cannot be used to do so. Disengaging is an opposed roll of (Dexterity + Dodge) against the (Dexterity + Athletics) of all opponents who wish to contest the disengage action. If the character defeats all of his opponents, then he moves out to short range; furthermore, if one of the opponents he disengaged moves toward him on her next turn, the character immediately and reflexively retreats one further range band away from her, even if this means he would move outside of his turn. Like a rush action, this reflexive movement does not count as a movement action. It occurs only the first time after a disengage action that a disengaged opponent moves toward the character.
- If any opponent beats the character's disengage roll, he is incapable of moving away—there's simply no opportunity for the character to safely escape his enemies.
- Taking this action causes the character to lose 2 Initiative points regardless of its success.
- Rise From Prone (Combat Action): Certain attacks may leave a character prone on the ground, such as Smashing attacks. Rising from a prone position requires a combat action. This action is usually automatic, but if an opponent is at close range then the character must roll (Dexterity + Dodge) against difficulty 2 to rise from prone successfully.
- Take Cover (Combat Action): This action is used to seek cover from attackers, such as by crouching behind a rock, tucking into a doorway, standing behind a tree, or moving behind a wall. Taking cover requires a (Dexterity + Dodge) roll—the Storyteller sets the difficulty according to how easy it is to find and reach appropriate cover.
- Cover may be light, heavy, or full.
- Light cover protects a significant portion of the character's body, such as leaning into a doorway or standing behind a waist-high wall. Heavy cover protects the majority of a character's body, leaving at most part of the head and an arm and shoulder exposed—shooting through an arrow slit would provide heavy cover, as would shooting around the edge of an ancient redwood tree. Full cover protects the character's entire body—standing behind a six-foot-high wall or retreating inside of a building are examples of full cover.
- Cover raises a character's Defense against attacks by 1 for light cover or 2 for heavy cover. Full cover makes ranged attacks impossible. Attackers at close range also enjoy equal cover against attacks from the character in cover— crossing blades across a fence or around a tree is equally impairing for both parties.
- Cover is subject to common-sense limitations. If a character has full cover because he's standing behind a wall, for example, that cover only protects him from enemies on the other side of the wall; he gains no cover bonus against opponents at his back. It may or may not be possible for a character to move without losing the benefit of cover. A character taking cover behind a tree will have to break cover to go anywhere, since he can't take the tree with him; one taking cover behind a waist-high stone fence, on the other hand, can freely range up and down along the fence without losing his cover.
- Attempting to keep an opponent who's in cover at short or longer range while circling around him to obviate his cover requires a number of movement actions determined by the Storyteller—generally, the farther away an opponent is, the longer it takes to circle around to flank him.
- Withdraw (Combat Action): This action is used to escape from the battlefield completely, losing any pursuit that may be following. It is an extended (Dexterity + Athletics) roll, difficulty 1, goal number 10, interval one round. It may only be attempted if the character is at medium or greater range from all opponents. Using a withdraw action moves the character one range band away from his enemies, and causes the character to lose 10 Initiative per round—this can be done even if it would result in a negative Initiative value. Succeeding at the extended roll causes the character to move an additional range band away from his opponents. If the character succeeds at a withdraw action's extended roll while at extreme range from all opponents, he successfully escapes the battlefield for the rest of the scene, evading all pursuit.
Difficult Terrain
Moving around fields, roads, and even inside buildings isn't normally that difficult—at least not compared to climbing over deadfalls, slogging through thigh-high water, trudging across muddy swamps, or advancing through prepared fortifications. Deep snow, thick foliage, and panicked crowds may also constitute difficult terrain, at Storyteller discretion. Using a move action to travel through a band of difficult terrain takes two move actions rather than one. Difficult terrain may also be used to model objects which will force a character to make a significant detour in order to advance or retreat from another character—for example, if a character's enemy is on the other side of a locked building, the Storyteller may decide to declare the building difficult terrain—the extra time needed to advance on the opponent will represent time spent going around the building, rather than through it.
Attempts to rush, disengage, or withdraw across difficult terrain suffer a -3 penalty; by contrast, difficult terrain is often very easy to take cover in.