Battle Encounters & Rules

Cases where two or more opposing parties engage in combat are called battle encounters. Battle encounters consist of rounds. A round is the time interval (usually 6 seconds) during which each character performs various actions. When each character has finished their round, a turn ends and a new one begins. These turns repeat as long as the parties are actively fighting.


Initiative

At the start of an encounter, every participant makes an Initiative Check to determine the turn order. This represents your hero's mental readiness and tactical awareness.

Initiative Formula
1d20 + Wits Modifier + Any other modifiers

Any character may choose to reduce their initiative result at the start of battle (for example, to act after a teammate). This decision cannot be changed later and must be kept until the end of the encounter.


Energy and Actions

  • At the start of their turn, each character receives 4 energy.
  • Characters may spend energy to perform any combination of actions, such as moving, attacking, casting powers, or using items.
  • Each action has a specific energy cost, which is subtracted from the character's total.
  • A character may spend their energy in any order they choose. They are not required to spend all their energy and may skip actions entirely.

Out of Combat Turns

In some cases, it may be justified for characters to move in turns outside of combat, such as hiding during a heist or moving stealthily. The The Architect decides whether turn-based tracking is necessary in these situations.