Combat
Turn Structure
- Action: Attack, Cast/Use Tech (Timebender), Dash, Disengage, Aim, Overwatch, Grapple/Shove, Use Item, Interact.
- Move: As per movement rules.
- Minor: Draw/sling weapon, open door, quick comms, toggle device.
- Reaction (1/round): Attack of Opportunity, Parry, Intercept, Counter‑Hack (Mo/S), Opportunity Cast (if feature).
Leaving a threatened square triggers an Attack of Opportunity unless you Disengage or have an ability.
Attacks
Melee
d20 + Blade Waltz + Agility or Vigor + PB + item.
On hit: weapon damage + Vigor (if strength‑based) or Agility (if finesse).
Ranged
d20 + Arrow Time + Agility + PB + item.
- Ranges: Short = normal; beyond Short to Long = -2; past Long = no shot.
- Cover: Light +1 DEF, Medium +2 DEF, Heavy +4 DEF (no crits through Heavy).
Relic/Magic/Tech
d20 + Timebender + Insight + PB.
Effects specify Saves and Conditions.
Criticals & Glitches
- Nat 20: double damage dice or trigger a listed Crit Effect.
- Nat 1: attacker suffers a Glitch (lose Minor, drop ammo, overheat, etc).
Conditions (Common)
- Bleeding: lose 1d4 HP/round; Medicine DC 12 to staunch.
- Blinded/Deafened: Hindrance to matching senses; ranged -4 if Blinded.
- Charmed/Frightened: Charm/Insight Saves to resist.
- Grappled/Restrained: Speed 0; attack Hindrance.
- Poisoned: -2 to checks; some deal damage over time.
- Prone: melee attackers gain Edge; ranged vs you at -2; stand = Minor.
- Stunned: lose Action.
- Temporal Displacement: skip next turn; immune for 1 round after return.
Healing & Dying
- At 0 HP: fall Dying 1 and Wounded 1.
- On your turn: Vigor Save DC 10 + Wounded.
- Success: stabilize (HP 1).
- Failure: Dying +1.
- At Dying 4: Dead.
- Stabilize an ally: Medicine DC 12 (Action).
- Short Rest (10 min): spend 1 Hit Die to heal
1d8 + Vigor(or class die). - Long Rest (8 hrs): restore to full, clear Exhausted, reduce Wounded by 1 (min 0).
KOs
If you drop to 0 via non‑lethal intent, you’re Unconscious for 1d4 minutes, not Dying.