Fleaux Combat

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Town of the Damned (a Fleaux Adventure) - main page

Turns

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 except is casting a spell, you can only ever cast one spell per turn.

Initiative

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

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

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

There are four ranges: Close, Nearby, Faraway and Distant. Moving one range 'band' takes on move action.

Threat Level

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

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.