Fleaux Combat
Town of the Damned (a Fleaux Adventure) - main page
Turns[edit]
Each turn, or round, you get two actions, which normally must be different: move and attack, draw a weapon and attack, etc. To take the same action twice - move twice, attack twice, etc. - you risk Willpower. The exception is casting a spell, you can only ever cast one spell per turn.
Initiative[edit]
Make a Guts roll: succeed, and you go before the enemy; fail and you act after. A critical success gives you an additional action in the first turn, a critical failure means you only get one action in the first turn.
Attacking[edit]
Use an action and roll Melee for a close-combat attack or Shooting for a ranged attack. A critical success inflicts your maximum damage you could roll, plus the result of a damage roll, e.g. 6+d6 for most armed attacks.
You can add an effect to your attack as well by testing Willpower and as long as it doesn't degrade (i.e. you roll a 1 or 2), the effect happens in addition to causing damage. Effects are listed in Using Willpower
Defending[edit]
Defending is NOT an action. You get two options, parrying or dodging.
To parry, you must have a ready weapon or shield. You cannot parry ranged attacks. You roll Melee to parry.
To dodge you roll Dexterity. Dodging is the only defence against ranged attacks.
If you get a critical success and you're in close combat, you immediately inflict your damage die on your opponent. Failing a defence roll means you take your opponent's damage, which is always a static number reduced by your armour, if any. A critical failure means armour is ignored and you have to test Willpower.
A shield means you get advantage on Parry rolls.
Moving[edit]
There are four ranges: Close (1.5m), Nearby (10m), Faraway (20m) and Distant (>20m). Moving one range 'band' takes one move action.
Threat Level[edit]
NPC opponents have a level, and if their level is greater than yours, your take a penalty equal to the difference in levels to all attribute rolls interacting with them - intimidation, attacks, defence, etc.
Damage[edit]
Two-handed weapons have advantage on the damage roll.
Sometimes you take continuous damage, like being set on fire. This means you take ud4 damage each round ignoring armour. As a usage die, on a 1-2 the damage ceases.
If you character is reduced to 0 hit points, you're rendered helpless and roll 1d6 to see what happens - results range from cosmetic scarring through enduring disadvantage to death. Assuming you don't die, you then immediately recover 1d4 hit points.
Recovery[edit]
A short rest takes 1 hour and a character recovers half their Strength in HP (round down). These can be taken once per day.
A long rest takes 6 hours and all HP is recovered, and Willpower resets to its full amount, as with some Talents. You must be in a safe, civilised place to take a long rest, otherwise it's treated as a short rest.