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\chapter[The Arena]{Combat}
\index{Combat}
\label{combat}
\section{Raw Combat}
\index{Melee}
\begin{multicols}{2}
\subsection{Attacking}
\label{attack}
Characters generally fight with a Resisted \roll{Dexterity}{Melee} roll, but any kind of Resisted roll works, as long as it makes sense.
\subsubsection{Standard Attacks}
use \roll{Dexterity}{Melee}, plus any weapon Bonus.
\Pgls{npc} adds their Bonuses to \tn[7], then the player attempts to beat it with a standard roll.
Consider the following goblins:
\vspace{1em}
\toggletrue{genExamples}
\goblin
\label{completelyDifferentGoblins}
\set{enc}{damage}
\addtocounter{enc}{4}
The goblin's \roll{Dexterity}{Melee} totals \tn.
We add the weapon's Bonus for a total of \gls{tn}~\arabic{toHit}.
\toggletrue{allyCharacter}
\humansoldier[\npc{\M\Hu}{Keelvore}]
\togglefalse{allyCharacter}
\vspace{1em}
When Keelvore attacks, the player rolls $2D6+\arabic{att}$.
\begin{description}
\item[Beating the \gls{tn}]
means dealing Damage to a goblin.
\item[Rolling under the \gls{tn}]
means taking Damage from the goblins.
\item[Rolling just on the \gls{tn}]
means the player chooses -- both Damage, or neither.
\end{description}
\subsubsection{Other Manoeuvres}
include running away with \roll{Speed}{Athletics}, or casting a spell to make someone slip on mud with \roll{Charisma}{Earth}, or anything else a player can think of.
As long as \pgls{action} resists the attack, it works.
\begin{figure*}[t!]
\label{stackingDamageChart}%
\stackingDamageChart
\end{figure*}
\subsection{Damage}
\index{Damage}
If you hit, roll $1D6$ plus your Strength Bonus to determine Damage.
The Damage is then taken off the enemy's \glspl{hp}.
When characters reach 0~\glspl{hp}, they fall over.
\subsubsection{Stacking Damage}
\index{Melee!Stacking Damage}
\label{stackingDamage}
turns into another die every 4 increments, because Damage is always rolled.
With a +3 Damage Bonus, you roll $1D6+3$, but with a +4~Bonus you turn that 4~Damage into $+1D6$ (and roll $2D6$).
This continues until the Bonus is less than 3
(check the chart \vpageref{stackingDamageChart}).
Most of the time, this process is applied before anyone sees it.
By default, people deal 4~Damage (which automatically turns into $1D6$).
The goblins \vpageref{completelyDifferentGoblins} deal \arabic{enc}~Damage, but their \gls{statblock} converts this automatically.
\paragraph{Small amounts of Damage}
also turn into a die-roll, so 3~Damage becomes $1D6-1$.
Only 1~Damage remains `1~Damage' when applied.
\subsubsection{\Glsfmtlongpl{hp}}
are equal to 6 plus a character's Strength Bonus.
Small gnomes typically have 4~\glspl{hp} while big, strong humans typically have~7.
Losing even a single \gls{hp} means the character has suffered serious Damage.
A long fall might have broken the character's bone.
A dagger could have slashed veins open.
Characters do not have many \glspl{hp} so losing even one is a serious matter.
\subsubsection{Death}
\index{Death}
\label{death}
comes for characters at 0~\glspl{hp}.
Anyone can attempt to save them by bandaging up their wounds, or staving off a concussion, with a \roll{Wits}{Medicine} roll.
The \gls{tn} is 7 plus the number of \glspl{hp} the character has fallen below 0, so someone at -3~\glspl{hp} would need a roll at \gls{tn} 10 to save.
\paragraph{A successful check}
means that the character is unconscious for the remainder of the \gls{interval}, but still alive.
At this point, the rest of the troupe will have to carry their fallen comrade back to safety -- if they can.%
\footnote{Find \nameref{weight} \vpageref{weight}.}
\paragraph{If the healer rolls the \gls{tn} exactly,}
the character has survived, but with a permanent wound.
The players must select one Attribute, and give it a Penalty equal to $1D6$.
If the Attribute falls below -5, the character dies.
A Charisma Penalty might suggest a partly broken jaw, leading to a permanent speech impediment.
An Intelligence Penalty might represent a brain-injury.
\Glspl{guard} who cannot fight any longer usually go to work as \pgls{helper} in the \gls{healersGuild}.
\paragraph{If the healer fails the roll,}
the character dies.
The player then decides which god will take the character's soul, and writes the cause of death on the character sheet.
\subsection{\Glsfmtlongpl{ap} \& Initiative}
\label{actionPoints}
\index{Initiative}
Everyone begins each \gls{combat} \gls{round} with a number of \glsentryfullpl{ap} equal to their \roll{Speed}{3}; then they spend \glspl{ap} for each action.
Characters don't need `enough' \glspl{ap} to act --- they just keep going, and keep spending \glspl{ap}.
A character with 1~\gls{ap} using an axe which costs 3~\glspl{ap} simply goes down to -2~\glspl{ap}.
\subsubsection{Negative \Glsfmtlongpl{ap}}
inflict a Penalty to all \glspl{action}.
Once someone reaches 0~\glspl{ap}, they cannot initiate any actions, but they must still spend \glspl{ap} if \pgls{npc} attacks them -- resistance is mandatory.
\begin{exampletext}
\noindent
Kosh loves using massive, human weapons, like the \greatsword\weaponName\ -- a sharp slab of metal so heavy he can slice the guts out of \pgls{basilisk}.
However, he really struggles with goblins\ldots
\sffamily
As four goblins attack, Kosh starts the \gls{round} with 4~\glspl{ap} (his Speed Bonus is +1).
His weapon's Bonus of \absNum{weaponBonus} means he destroys the first goblin easily, but each swing of the hefty \weaponName\ also costs him \arabic{heft}~\glspl{ap}.
\setcounter{track}{4}
\addtocounter{track}{-\value{heft}}
The player shifts the \gls{ap}-tracker on her character sheet to \arabic{track}, and a second goblin attacks, which pushes the \gls{ap}-tracker down to
\addtocounter{track}{-\value{heft}}
\arabic{track}.
When the third goblin attacks, he has a \absNum{track} Penalty to attack -- he swings the weighty sword again, decapitating the maggoty-gremlin, then spends another \arabic{heft}~\glspl{ap}.
\addtocounter{track}{-\value{heft}}
As the last goblin attacks, he tries to resist, but his \absNum{track} Penalty stops him pulling the sword back in time, and the goblin stabs the massive gnoll in the gut with a javelin, inflicting 4~Damage.
\end{exampletext}
\makeAutoRule{slow_characters}{Slow Characters}{act last, with the usual Penalty for \glsfmtplural{ap}}
who begin with no \glspl{ap} can still act at the end of each \gls{round}.
\subsubsection{Initiative Order}
\index{Initiative}
\label{initiativeOrdering}
starts by going round the table, clockwise, but anyone can interrupt if they have enough \glspl{ap}.
By default, the \gls{gm} asks each player what they want to do in order, then resolves \gls{npc} actions.
As this repeats, the \gls{gm} misses out characters without any more \glspl{ap}, then the \gls{round} ends when nobody has \glspl{ap} to spend.
Both \glspl{pc} and \glspl{npc} can interrupt this order to take \pgls{action} immediately.
However, if more than one character wants to go first, use this order:
\begin{enumerate}
\item
Whoever currently has the most \glspl{ap}.
\item
Whoever is spending the \emph{least} \glspl{ap}.
\item
Whoever has the highest Speed Bonus.
\item
Whoever has the highest Wits Bonus.
\item
Dice roll! ($1D6$ each)
\end{enumerate}
\paragraph{Moving}
\label{moving}
costs \pgls{ap} and lets the character travel up to 3 steps plus their
Athletics \gls{skill}, so standard characters (with a Speed Bonus of +0) can
spend all 3~\glspl{ap} to move 9~\glspl{step} per \gls{round} at a full-on
sprint. With Athletics~1, they could move ($3 \times 4 =$) 12~\glspl{step}.
And a character with a Speed~Bonus of +2 and Athletics~2 could move at ($5
\times 5 =$) 25~\glspl{step} in \pgls{round}.
If the character comes within \pgls{step} of any enemy, that enemy may
interrupt the movement with an attack (or any kind of \gls{resistedaction}).
The \gls{ap} spent to move has already been spent once characters begin moving, so it must be factored into any Penalty due to negative \glspl{ap}.
If the character survives the interruption unfettered, they complete their movement immediately.
\paragraph{Speaking}
requires 1~\gls{ap} if any player tells another to act, stop, or guard them.
During combat, everyone should focus on the task at hand, and communicate sparingly, only when they need to say something vital.
\paragraph{Anything else}
is up to the \gls{gm}.
By default, \glspl{action} cost 1~\gls{ap}, but the \gls{gm} can state any cost.
Any \gls{action} which makes sense should be permitted, and the \gls{gm} can provide a reasonable \gls{attribute} and \gls{skill} combination.
For example, if a character wants to stop a crew of bandits by rapidly shouting `wait, we are not \glspl{guard}, just in disguise, we have a message for you', then the \gls{gm} might let the player roll \roll{Wits}{Deceit} instead of \roll{Dexterity}{Melee}.
\startcontents[Manoeuvres]
\subsection{Brawling}
\index{Brawling}
The Brawl \gls{skill} covers unarmed attacks.
Standard strikes cost \pgls{ap} and deal $1D6$ + Strength Damage.
Despite the low Damage, they come in handy in combat, as anyone can try a quick kick or head-butt for 1~\gls{ap}, even while holding \pgls{weapon}.
\begin{exampletext}
\composeHumanName\ sprints towards the pair of short, giggling, shadows in the room's corner.
{\sffamily --- 2~\glspl{ap} left.}
She boots one in the face, knocking sharp teeth out, and the goblin flees.
{\sffamily --- She rolls \roll{Dexterity}{Brawl}. 1~\gls{ap} left.}
Her poleaxe swings down, and embeds into the goblin's skull.
{\sffamily --- She rolls \roll{Dexterity}{Melee}. -2~\gls{ap}. End of \gls{round}}
\end{exampletext}
\makeAutoRule{grab}{Grabbing}{attack with Brawl, both can grapple, and count as
carrying the other's \glsentrytext{weight}}
uses \roll{Dexterity}{Brawl} to
attack --- success means either one can make a \textit{grappling} attack. Some
animals, with \textit{Teeth}, can grab and deal Damage, but most humanoids need
to grab first, and \emph{then} deal Damage with a grapple.
While grappling, the characters count as carrying each other's \gls{weight}.
So if \pgls{guard} with 9~\glspl{hp} picked up a goblin with 5~\glspl{hp}, then
the \gls{guard} would count as carrying \pgls{weight} of 15, while the goblin
would count as carrying \pgls{weight} of~27!
\makeAutoRule{grapple}{Grappling}{Resisted \roll{Strength}{Brawl} roll to deal
Damage}\label{grappling}
with an opponent might consist in bites, headbutts, twisted bones, or
strangulation-by-tentacle. However it goes, no \gls{weapon} can be used while
grappling if they have \pgls{weight} above~1.
Both combatants use \roll{Strength}{Brawl} in \pgls{resistedaction}.
Success inflicts $1D6 + $ Strength Damage, or allows someone to break free from the grapple.
\stopcontents[Manoeuvres]
\subsection{\Glsfmtlongpl{fp}}
\label{fate_points}
The \glspl{pc} have a limited supply of luck -- often enough to prevent an injury, nearly always enough to hold back death.
The first tooth, axe, or claw, are a lesson; the rest probably death.
\subsubsection{The Mechanic}
simply lets players spend \pgls{fp} instead of losing \pgls{hp}.
\Glspl{pc} can store a number of \glspl{fp} equal to their total \glspl{xp}, divided by 10, plus their Charisma Bonus.
$1D6$ return after \pgls{interval} of rest.
$$\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$$
\noindent
\Glsentrylongpl{fp} never stop \glsentrylongpl{ep}.
Character who can survive a dozen archers through luck can still become exhausted, or poisoned.
Some spells of the Death \glsentrytext{sphere} can also bypass \glspl{fp}, and remove \glspl{hp} directly.
Most \glspl{npc} begin without any \glspl{fp}, but resting \glspl{npc} with a name gain \glspl{fp} at the end of each \gls{interval}, just like the \glspl{pc}.
\Glspl{npc} can store a number of \glspl{fp} equal to their \roll{Charisma}{5}.
\subsubsection{Narrative Flow}
often adjusts to \glspl{fp}, as the troupe will often \gls{retreat} when their luck runs low, then return fiercer after \pgls{interval} or two of rest.
However, \glspl{fp} are not a `meta-currency' -- they are diegetic.
\Glspl{witch} can detect someone's \glspl{fp} with \glspl{spell}, and people have a vague sense of their own \glspl{fp} from how courageous they feel.
The players will likely feel the same as a lot of `courage points' lets their character charge into battle, while running low means they should run.
Losing \glspl{fp} can mean any number of things.
\Pgls{pc} might stumble slip and catch themselves just in time, causing an arrow to narrowly miss their head; or the enemy might swing their sword and strike a stray tree-branch.
\end{multicols}
\section{Equipment}
\begin{multicols}{2}
\subsection{\Glsfmtplural{weapon}}
\index{Weapons}
\Glspl{weapon} are what separate us from the beasts.
The longer the \gls{weapon}, the more separation it provides.
\Dagger
\paragraph{Daggers}
come cheap, which makes them the most popular weapon among \glspl{guard} who's first mission is also their last.
The short blade won't help hitting an opponent much, but they do provide \absNum{weaponDamage}~Damage due to the sharpened tip.
\longsword
\paragraph{Longswords}
make a descent all-round \gls{weapon}, providing a \absNum{weaponBonus}~Bonus to hit and \absNum{weaponDamage}~Damage.
However, with \pgls{weight} of \arabic{weaponWeight}, they also cost 2~\glspl{ap} for every swing, as the long blade quickly becomes unwieldy.
\poleaxe
\paragraph{Poleaxes}
provide a \absNum{weaponBonus}~Bonus to hitting enemies and chopping wood.
Since \glspl{guard} spend more time chopping wood than hitting \glspl{monster}, many consider this the quintessential \gls{weapon} of the \gls{templeOfBeasts}.
Also, the \absNum{weaponDamage}~Damage comes in handy.
With \pgls{weight} of \arabic{weaponWeight}, poleaxes cost \arabic{weaponWeight}~\glspl{ap} to strike.
This heavy Penalty means the weapon can only work when the troupe work together to protect each other.
\spear
\paragraph{Spears}
keep opponents far away, providing a \absNum{weaponBonus}~Bonus to hit, and \absNum{weaponDamage}~Damage.
In the right hands, a spear's ability to hit precisely can deal more Damage against tougher \glspl{monster}, as it lets \glspl{guard} target weak-spots, like \pgls{basilisk}'s eyes, or \pgls{crawler}'s lower thorax.%
\footnote{See \nameref{vitals} \vpageref{vitals}.}
The \gls{weight} of \arabic{weaponWeight} means each strike costs \arabic{weaponWeight}~\glspl{ap}.
\begin{exampletext}
\Pgls{crawler} attacks a new recruit --- \gls{fodder}~Hulkis.
Each time it spends \pgls{ap} to attack, Hulkiss must spend~2.
\end{exampletext}
\begin{boxtable}[ccL]
\textbf{\Glsfmttext{crawler}} & \textbf{Hulkiss} & \textbf{Actions} \\\hline
4~\glspl{ap} & 4~\glspl{ap} & The \glsfmttext{crawler} attacks, stabbing at Hulkis with its knife-point claws. \\
3~\glspl{ap} & 2~\glspl{ap} & Hulkis' player rolls the \gls{tn} exactly, and decides that neither deal Damage. \\
2~\glspl{ap} & 0~\glspl{ap} & Hulkis beats the \gls{tn}, but only deals 2~Damage, and the \gls{crawler} steps into close-range. \\
1~\glspl{ap} & -2~\glspl{ap} & Hulkis has a -2~Penalty to combat, due to being on -2~\glspl{ap}, and takes 4~Damage. \\
0~\glspl{ap} & -4~\glspl{ap} & Hulkis has a -4~Penalty, takes 9~Damage, and dies. \\
\end{boxtable}
\subsubsection{Quality}
varies a lot.
\Glspl{pc} may find \pgls{weapon} with poor stats, such as a sword with \pgls{weight} higher than expected.
It depends on the local metal supplies, and the skills of the local \gls{armourHall}.
The differing stats are not an error -- they simply represent varying quality.
\weaponsChart
\label{weaponschart}
\index{Weapons}
\subsubsection{Shields}
\index{Shields}
\label{shields}
are weapons.
The wide size means a big `Attack' Bonus, but low Damage.
They work particularly well when Guarding (covered \vpageref{guarding});
after opponents spend their \glspl{ap} on those with shields, others behind can step forward and strike.
\buckler
\paragraph{Bucklers}
don't help much against \glspl{monster}, but work great against people with long weapons.
They have a \absNum{weaponBonus}~Bonus, but cost only \arabic{weaponWeight}~\gls{ap}.
Once an opponent with a large weapon has spent their \glspl{ap}, the wielder can move in to strike with their other weapon.
\roundshield
\paragraph{Round Shields}
can strap onto an arm, which allows two free hands to direct \pgls{weapon}.
A couple of \glspl{guard} with these shields can protect themselves with a \absNum{weaponBonus} Bonus.
Also, having \absNum{weaponDamage}~Damage means occasionally knocking someone's teeth in with the shield's edge.
\shieldchart
\armourExample
\subsection{Armour}
\index{Armour}
\label{armour}
\Glsfirst{armour} provides \glsentryfullpl{dr}, which reduces incoming Damage.
\Gls{dr} applies before \glspl{fp}.
\begin{exampletext}
Toesplint has leather armour (\gls{dr}~3) and 5~\glspl{fp}.
\Pgls{basilisk} tramples over him, inflicting 10~Damage.
The player mentally subtracts 3 Damage for the armour, then removes all 5~\glspl{fp}, and finally accepts 2~Damage.
The next \gls{round}, the \gls{basilisk} inflicts 7~Damage more with a bite.
The character has no more \glspl{fp}, so the player has to accept 4~Damage.
\end{exampletext}
\subsubsection{\Glsfmtplural{vitalShot}}
\label{vitals}
work when armour doesn't. Chain strips fixed with leather straps won't cover
everything, so when you exceed your opponent's \gls{tn} with a Margin equal to
their \gls{covering}, you hit them between the armoured bits and ignore their
\gls{dr}. And likewise, if you miss an Attack roll by more than your armour's
\gls{covering}, the \gls{dr} does nothing.
We call this `\pgls{vitalShot}', because it's vital to make it happen, but not to let it happen.
Creatures with a naturally tough hide (or chitin, or carapace) usually have \pgls{covering} of 5, but the same principle applies.
If you hit 5 over the Attack target, you can bust an eye, spinneret, mandible, or some other unidentifiable part.
Anything squishy makes a good target.
\armourchart
\subsubsection{Available \Glsfmtplural{armour}}
depends on the people, and \pgls{guard}'s ability to go to town.
Some \glspl{broch} have some basic leather armour.
Rare \glspl{village} have a tanner with leather, or even an armourer.
But for reliable access to good-quality armour, one must find \pgls{templeOfHate} where the \glspl{armourer} create chain and plate.
\paragraph{Padded}
pieces of fabric on top of other fabric can slow down a blade a little.
Of course it stinks, and weighs a tonne, so it's used only by the poor, or burglars who need to remain silent.
\ifnum\value{r4}=3
\paragraph{Elvish Ceramic}
has very little strength on a piece-by-piece basic, but once worn in the correct arrangement, becomes surprisingly sturdy, and makes a pleasant `clinking' sound like wind chimes.
It also sells well to human nobles who want to armour their children for long road trips.
\index{Elves!Ceramic \Glsfmttext{armour}}
\index{Ceramic \Glsfmttext{armour}|see {Elves}}
\fi
\paragraph{Leather armour}
is made by boiling leather for a long time, until it becomes extremely tough.
While anyone can pick up leather cheaply, few have the skill to make this armour.
New leather armour squeaks for a while, so moving quietly is impossible for the first few weeks.
\index{Armour!Noisy}
\paragraph{Lisk-Hide}
is leather armour, made from the hide of \pgls{basilisk}.
\Glspl{ranger} typically wear it so they can move without the metallic chink of mail, and to let everyone know they killed \pgls{basilisk}.
While the armour makes no noise, it still smells strongly of \gls{basilisk} for a few weeks after creation.
\index{Armour!Stinking}
\paragraph{Chain mail}
is a covering of chain links, placed over some other protection.
It might be placed over hardened leather, or just some thick padding.
The chain itself only protects against a weapon's blade, not the weight, while the under-layer protects against heavy weapons, such as hammers or mauls.
Chainmail makes no noise until the wearer tries \gls{running}.
\index{Armour!Noisy}
\paragraph{Plate armour}
involves adding all of the above into one armour, with sheets of metal on top.
Allowing someone to move within this pile of metal requires rare artisans.
The resulting armour makes stealthy movement impossible, and restricts hearing, vision, and smell (-4~Penalty to \roll{Wits}{Vigilance} rolls) but it hardly matters when the wearer has \gls{dr}~5.
\index{Armour!Noisy}
\paragraph{Natural armour}
means tough skin (or scales, or chitin\ldots) thick enough to push back blades.
Natural armour always has \pgls{covering} of 5 unless otherwise specified, because it covers almost all of the body, but still leaves weak spots open such as the eyes or the kneecaps.
\subsubsection{Banding \Glsfmttext{dr}}
\label{bandingArmour}
together won't work by just layering lots of armour, so the \glspl{pc} cannot usually attempt Banding with \gls{dr}.
But undead creatures have \pgls{dr} to represent their complete corporeal apathy; this could combine with armour's \gls{dr} for even less corporeal concerns.
As with any other \gls{bandAct},%
\footnote{Covered \vpageref{banding}.}
the highest \gls{dr} applies, then half of the second, and so on.
So \glsfmttext{ghast} with chain armour (\gls{dr}~5) and their undead resistance (\gls{dr}~2), gains a total \gls{dr} of 6.
Stacked armour can consist of different levels of \gls{covering}, meaning a roll could bypass one set of armour by rolling 3 over the creature's \gls{tn}, while another type of armour (with \pgls{covering} of 4) still applies.
Consider this convoluted example: \pgls{basilisk} with its natural \gls{dr} of 4 dies, and then an over-curious \gls{seeker} raises it from the dead.
The undead naturally have \pgls{dr} of 2, so this secondary source of damage would count for half, giving it a total \gls{dr} of 5.
If the \gls{seeker} fashioned plate armour to the \gls{basilisk} the total \gls{dr} would be\ldots
\medskip
\begin{center}
\LARGE $5 + $ \Large$\frac{1}{2}\cdot4 + $ \normalsize$\frac{1}{4}\cdot2 = 7.5$
\end{center}
\ldots or `8' (after rounding up).
If the plate armour had \pgls{covering} of only 3 then rolling 3 over the creature's \gls{tn} would leave it with \pgls{dr} of only 5.
\end{multicols}
\needspace{8\baselineskip}
\section{\Glsfmtplural{projectile}}
\index{Projectiles}
\index{Bows|see {Projectiles}}
\index{Longbows|see {Projectiles}}
\begin{multicols}{2}
\noindent
\Glspl{projectile} use the standard combat rules --- roll \roll{Dexterity}{Projectiles} to make \pgls{resistedaction}.
Characters can make \pgls{vitalShot} in the usual way (covered \vpageref{vitals}),
and may fall to negative \glspl{ap} if someone attacks them with \pgls{weapon}, forcing them into \pgls{resistedaction}.
\null
\subsubsection{Characters Dodge Missiles}
by spending \pgls{ap} and rolling \roll{Speed}{Vigilance}.
Those with \pgls{ap} to spend can move as usual, for free (the \gls{ap} is taken as the cost of movement to get away from the projectile).
Characters with 0~\glspl{ap} duck or block without moving.
Characters with a shield can add the shield's Bonus (whether \gls{running} or not).
Of course, anyone close enough can just stab an archer as usual by rolling \roll{Dexterity}{Melee} to make a standard attack.
\subsubsection{Cover}
raises the \gls{tn} to hit.
Tall bushes add~+1, a wall adds~+2, and a murder hole adds~+3.
\subsubsection{Distance}
adds +1 to the \gls{tn} for every 5~\glspl{step}.
So targeting \pgls{griffin} 20~\glspl{step} away would increase the \gls{tn} by 4, which brings the \gls{tn} from the default~7, up to \tn[11].
\subsubsection{Drawing a Missile}
needs \pgls{ap}, like drawing any other weapon.%
\footnote{See \nameref{drawWeapon} \vpageref{drawWeapon}.}
Anyone using \glspl{projectile} will be `unarmed' once they actually use the missile.
\index{Drawing Arrows}
\subsubsection{Dumb Animals}
\label{missilesForMonsters}
have no idea they \emph{should} dodge, so the \gls{tn} to hit them begins at \tn[7].
But most run fast, and usually understand enough to run towards an archer at a gallop.
\subsubsection{Rolling a Tie}
means fumbling the missile, but keeping it in hand, ready to use again.
An attacker with a sword may flinch from a locked arrow, just before the string fails to hold it properly.
Neither hit, both remain ready to attack again.
Fumbling with a missile means spending only 1~\gls{ap}, even if the weapon would normally require more to use.
\subsection{\Glsfmttext{projectile} Weapons}
\subsubsection{\Glsfmtname{bow}}
\label{longbow}
demand a lot of strength to pull back.
Different sizes of bows may be called `longbows', or 'great bows', but they all work the same way.
They \glsentrydesc{bow}.
\Glspl{bow} can be fired for hundreds of yards --- the maximum range is generally more determined by the archer's ability to aim rather than the bow.
\subsubsection{Short Bows}
\index{Projectiles!Short Bow}
\index{Short Bow|see {Projectiles}}
or `trick bows', are a smaller, lighter thing which can be used by anyone.
What it lacks in punch it makes up for in draw time.
\Pgls{ap} cost of 1 (and 1 more for reloading) means a fast archer can loose 2 or 3 arrows each \gls{round}, and an archer with the \nameref{snapDraw} Knack (\vpageref{snapDraw}) might release 4 or 5 each \gls{round}.
\throwGoblinCommentary[t]
\subsubsection{Arrows}
have \pgls{weight} total of 1, because the quiver to hold them has \pgls{weight} of~1 (this includes any arrows).
Outside of the quiver, a load of arrows still have \pgls{weight} of 1, but you can't draw one without rummaging through the backpack and finding a head's fallen off because it got stuck into your \rations.
\index{Arrows}
\index{Quivers}
Half of all the arrows used are lost due to shattering, getting embedded into something's skull, or just flying into the distance where nobody can find them.%
\footnote{When dwarves lose an arrow, they say `\pgls{ranger} stole it'.
When humans lose an arrow, they say `an elf must have got it'.
When elves loose an arrow, they say `I see it in the distance, between the junipers, but that's a long walk and I hear the evening songs starting'.}
If someone carries without a quiver, the bundle has \pgls{weight} of 1, due to the awkward shape.
\subsubsection{\Glsfmtplural{crossbow}}
\label{crossbow}
lead to endless arguments.
\Glspl{guard} mostly deal with ambush predators, which makes \pgls{crossbow} useless, unless one keeps it constantly loaded.
But a loaded \gls{crossbow}, strapped on someone's back as they walk, means someone will lose an eye or a foot sooner or later.
\Glspl{crossbow} fire fast, but reloading takes a few \glspl{round}, so most fights will allow people to use their \gls{crossbow} only once.
Anyone mad enough to reload \pgls{crossbow} during combat must spend each \gls{round} doing nothing else.
Spending \glspl{ap} for any reason will invalidate that \gls{round}, so it must be repeated.
\paragraph{Quarrels \& Bolts}
work just like arrows, but need a smaller quiver.
\subsubsection{Thrown Weapons}
\index{Thrown Weapons|see {Projectiles}}
such as knives, spears or others are typically not great at killing enemies, but they can certainly wound them.
They work just as short bows, but their Damage equals the \gls{weapon}'s normal Damage minus 2.
\javelin\weaponName s deal
\dmg{weaponDamage} Damage
when used in combat, but only
\addtocounter{weaponDamage}{-2}%
\dmg{weaponDamage} when thrown.
\subsubsection{\Glsfmtname{impromptuThrownWeapons}}
are available only to the rich, as sensible people don't throw swords, axes, knives, or cups away.
But if a player insists on ballistic financial decisions, they can inflict cuts, bruises, and serious headaches on enemies; the weapon receives a -2~Penalty to hit and -2~Damage.
\longsword\weaponName s don't make great projectiles, but they deal
\dmg{weaponDamage} Damage
when used in combat, so they can inflict
\addtocounter{weaponDamage}{-2}%
\dmg{weaponDamage} when thrown.
\end{multicols}
\projectilesChart
\bigbreak
\section{Complications}
`Circumstances' cover what happens to characters, while `Manoeuvres' (\vpageref{manoeuvres}) covers what characters might decide to do.
Everything in this section has a short reference-list under the \nameref{combatAppendix}, \vpageref{combatAppendix}.
\begin{multicols}{2}
\subsection{Animal Features}
\label{creatureAbilities}%
\index{Abilities|A}%
Special features, like wings or a tough hide often come with \pgls{weight} (covered \vpageref{featureWeight}).
\subsubsection{Claws}
\index{Claws|A}
\label{claws}
inflict +1 Damage during Brawl-based attacks.
\subsubsection{Fangs}
\index{Fangs|A}
\label{teeth}
\label{fangs}
allow animals to grapple and damage with the same attack.
So when an attack is successful, the target both receives Damage and counts as \textit{grappled}.%
\footnote{Find them \vpageref{grappling}.}
\subsubsection{Hexapods \& Octopods}
\index{Hexapods}
\index{Octopods}
do not become \textit{Prone} by slipping on ice or mud, and enjoy +3 movement, like quadrupeds.
\subsubsection{Quadrupeds}
\index{Quadrupeds}
cover an extra 3~\glspl{step} when \gls{running}, so a dog with Speed +0 and Athletics 1 does not run 4~\glspl{step} but 7~\glspl{step} when spending \pgls{ap} to move.
\subsubsection{\Glsfmtname{swarm}}
\glsentrydesc{swarm}.
\swarm{Rats}{3}{2}{3}{0}
\begin{exampletext}
The rats above have only 3~\glspl{hp}, so their Attack Bonus is 9.
A character with a massive axe, dealing top-Damage, would not fare well against the swarm; no matter how much Damage they would deal to a person, the swarm only loses 1~\gls{hp}.
A character with a dagger would do much better, but once only a single \gls{hp}-worth of rats remained, they would struggle to hit the last of them.
\end{exampletext}
\vspace{2\baselineskip}
\pic{Roch_Hercka/conjuration_right}{}
\makeAutoRule{webs}{Webs}{are resisted with \roll{Strength}{Athletics} (\glsentrytext{tn} equals creature's \roll{Strength}{8})}
made by big creatures can become extremely strong.
Pulling away from a web requires a \roll{Strength}{Athletics} roll, with \pgls{tn} equal to the spinner's \roll{Strength}{8}.
\index{Webs}
\sidebox[17]{
\begin{boxtable}
\textbf{\Glsentrytext{tn}} & \textbf{Situation} \\
\hline
+2 & \small Twilight \glsentrytext{evening} \\
+4 & \small Darkness \glsentrytext{night} \\
+2 & \small Foliage \\
+2 & \small Running \\
\end{boxtable}
}{\index{Twilight!Webs}}
Spotting webs demands a \roll{Wits}{Vigilance} roll.
The \gls{tn} starts at 6, with heavy modifiers for lighting, or characters moving quickly.
Webs degrade slowly.
Each \gls{interval} the \gls{tn} to break them decreases by 1.
\medskip
\subsubsection{Wings}
\index{Flight}
\index{Wings}%
demand delicate proportions.
Larger creatures need proportionally large wings to let them take off, but large wings weigh creatures down, and weight makes flight difficult.
Most wings have \pgls{weight} equal to the creature's Strength Bonus (if it's positive).
Creatures can take off and fly, only if their \roll{Speed}{Flight} \gls{skill} equals the total \gls{weight} carried (including \glspl{ep}).
\begin{itemize}
\item
Creatures carrying \pgls{weight} higher than their \roll{Speed}{Flight} cannot fly from the ground --- they must climb something high, and take off from a jump.
Once in the air, they can glide, and even gain altitude with a \roll{Dexterity}{Flight} roll (\tn[10] on a clear day, \tn[7] in the wind, but \tn[10] again in a storm).
\item
Creatures holding \pgls{weight} equal to their \roll{Speed}{Flight} can take off after sprinting for \pgls{round}.
\item
Finally, those carrying \pgls{weight} below their \roll{Speed}{Flight} can simply jump into flight, from the ground.
\end{itemize}
Creatures with the Air \gls{sphere} often have \pgls{spell} to help them fly.
Spending \pgls{mp} adds a +3~Bonus to Speed for the purposes of taking off.%
\footnote{This \gls{spell} is listed nowhere, because nobody needs further elaboration on how \glspl{dragon} fly.}
Once in flight, movement gains a +6~Bonus, using a Flight~\gls{skill} rather than Athletics.
So a creature with Speed +2 and Flight 1 can fly 12~\glspl{step} by spending \pgls{ap}.
\resumecontents[Manoeuvres]
\subsection{Circumstances}
\makeAutoRule{blindness}{Blindness \& Darkness}{spend 1~\glsentrytext{ap} and make a \roll{Wits}{Vigilance} before any other action}
work the same way --- the character must take time to sense their surroundings before any \gls{action}.
\index{Blindness}
\label{darkness}
\index{Darkness|textbf}
\index{Melee!Darkness}
\index{Caving!Fighting in darkness}
They spend \pgls{ap} and roll \roll{Wits}{Vigilance}.
The \gls{tn} begins at 7 and rises by 2 for each additional problem.
The \gls{action} should be declared first, so we know what failure implies.
\paragraph{On success,}
the character acts as usual.
\paragraph{\Glsfmtplural{resistedaction}}
mean the character takes a -2~Penalty to defend, whether they fail or tie.
\paragraph{On a tie}
the character fails any \gls{action} they instigated.
\paragraph{On failure}
any number of things might happen, so the \gls{gm} should select something appropriate, or rolls for a random result.
\begin{dlist}
\item Nothing --- you just miss.
\item Success against the wrong enemy target (or if there are none, failure).
\item You smack (and smash) a random item in the environment.
\item You trip and fall over, going \textit{prone}.
\item You move into something hard, spiky, or otherwise dangerous.
Take \dmg{0}~Damage.
\item Hit an ally.
They defend as usual against your \gls{natural}.
\end{dlist}
\begin{exampletext}
A cloud passes over the moon, just as the goblins attack.
{\sffamily
The \gls{gm} rolls \roll{Wits}{Vigilance} for each goblin, and asks the players to do the same for the \glspl{pc}.
}
Two characters and one goblin fall over.
One sensible person simply stands still, in the darkness, hoping to make fewer mistakes than everyone else.
{\sffamily
Only one \gls{pc} attacks and hits.
The two who fell over have a -2~Penalty and get hit.
}
Blades strike from the dark, and the screaming lets the goblins know where to strike again.
At least they did, until another began to scream louder.
{\sffamily
Now the goblins have hit their marks and the wounded \glspl{pc} cry out in pain, they can roll \roll{Wits}{Vigilance} at \tn[5] to find the screamers again in the darkness.
The lone \glspl{pc} who did not roll anything, but stood perfectly still in the darkness begins to scream too, not out of pain, but to stop the goblins hitting their mark.
Standing in the darkness and screaming does not require a roll.
}
\end{exampletext}
\makeAutoRule{enclosedcombat}{Enclosed Spaces}{Penalty equals lowest of weapon's \glsfmttext{weight} or Attack~Bonus}
cause serious problems for people wielding longswords, battle axes, and other large weapons.
Daggers and shortswords often have an easier time in these locations.
\index{Caving!Enclosed Melee}
When a character has no space to swing a weapon, their attacks suffer a Penalty equal to the \gls{weapon}'s Damage Bonus or \gls{weight} (whichever is lowest).
If the Damage~Bonus is negative, the Penalty is~0.
\begin{exampletext}
Daggers have no Penalty (we can round their small \gls{weight} down).
\maul
\weaponName s have \pgls{weight} of \arabic{weaponWeight} and inflict \arabic{weaponDamage}~Damage, which gives them a -\arabic{weaponWeight}~Penalty in small passages.
\greatsword
\weaponName s have \pgls{weight} of \arabic{weaponWeight} and inflict \arabic{weaponDamage}~Damage, which gives them a -\arabic{weaponWeight}~Penalty in small passages.
The kite shield has a Damage Penalty, so cramped spaces do not add a Penalty to using one.
\end{exampletext}
\makeAutoRule{falling}{Falling Damage}{equals half the \glsfmtplural{step} fallen, plus the character's Strength.}
\index{Falling}
equals half the \glspl{step} fallen, plus the characters Strength.%
\footnote{``\textit{You can drop a mouse down a thousand-yard mine shaft and, on arriving at the bottom, it gets a slight shock and walks away.
A rat is killed, a man is broken, a horse splashes.}'' -- J.B.S. Haldane, biologist.}
The Damage then converts to a dice roll as usual.%
\footnote{See `\nameref{stackingDamage}' \vpageref{stackingDamage}.}
If the \glspl{pc} all fall off a building, 3~\glspl{step} high, they would start with 2~Damage.
Smaller creatures have less body to fall, so a gnome, with Strength~-2 would take no Damage from this fall; while a dwarf with Strength~+0 would take 2 Damage (which converts to \dmg{-2}).
Larger creatures feel their own weight crushing down on them, so a gnoll with Strength~+4 would suffer 6~Damage (which converts to \dmg{2}).
Characters who fell in a downward-arc can attempt to break their fall with a roll (in both senses), and avoid all Damage, with \roll{Speed}{Athletics}.
The \gls{tn} is 7 plus the height of the fall.
However, when falling straight downwards, the \gls{tn} is 7 plus \textit{double} the height in \glspl{step}.
\begin{boxtable}[cYYY]
\textbf{Strength} & \textbf{Height} & \textbf{Damage} & \textbf{TN} \\
\hline
\calcFallingDamage{-2}{6}
\calcFallingDamage{0}{3}
\calcFallingDamage{0}{6}
\calcFallingDamage{3}{1}
\calcFallingDamage{3}{3}
\calcFallingDamage{3}{6}
\end{boxtable}
\Gls{armour} counts as usual.
\makeAutoRule{holdingBreath}{Holding the Breath}{+1~\glsentrytext{ep} per round, must breath in at -1~\glsentrytext{ap}}
during combat allows one to stay silent, and not breath any nasty gasses in.
While doing so, the character gains 1~\gls{ep} each round (these \glspl{ep} are tracked separately, and vanish soon after combat).
\index{Melee!Staying Silent}
\index{Hold Breath}
If the character ever falls below 0~\glspl{ap}, then their stamina and focus has run out, and they breathe in immediately.
\makeAutoRule{higherGround}{Higher Ground}{+1 to Attack}
means gravity helps on the down-swing, while the opponent must bring their head a little bit closer.
This position grants a +1~Bonus to attack.
\makeAutoRule{entangled}{Trapped, Entangled, or Prone}{-2~Speed Penalty}
\label{trapped}
\label{prone}
\index{Melee!Prone}
\index{Melee!Entangled}
\index{Entangled}
\index{Prone}
characters may be caught in mud, shackled to a pillar, or caught in a web.
They take a Speed Penalty (by default: -2), which reduces their \glspl{ap} immediately.
The Speed Penalty remains until the character spends \pgls{ap} to get up.
\subsection{Manoeuvres}
\label{manoeuvres}
These additional actions cover different ways to engage with enemies.
Anyone can use them at any point, if they use the right weapons.
\subsubsection{\Glsfmtplural{ambush}}
\glsentrydesc{ambush}.
If a player has a plan, they describe it, then roll.
On a success, the scene plays out as planned.
On a failure, the \gls{gm} describes how this plan goes wrong, and if the Failure Margin is high enough the person planning the \gls{ambush} may receive \pgls{ap}~Penalty.
\begin{exampletext}
If the \glspl{pc} roll a total of `6' at \tn[10], they each lose 4~\glspl{ap} on the first \gls{round}.
\end{exampletext}
Impromptu, or `mindless' \glspl{ambush} use the rules for \textit{Sneak Attacks} (\vpageref{sneakattack}).
\index{Melee!Magic}
\index{Magic!Close}
\index{Spells!Melee}
\makeAutoRule{closeMagic}{Close Magic}{roll vs enemy's Attack as usual}
happens when someone tries to stab \pgls{witch}.
This works like any other \gls{resistedaction} -- if the \gls{witch} rolls higher, the spell works, but if the opponent rolls higher, the spell fails and the caster receives Damage.
\index{Magic!Close}
\index{Melee!Spells}
\sidepic[40]{Roch_Hercka/conjuration_left}{}
Of course, one must use a spell which could plausibly impede the attack.
Summoning a small cyclone in someone's face, or cursing their sword-arm with bad luck could both repel an attack, but a spell to make someone forget that it is Tuesday would not.
Spells retain their original \gls{tn} when used up close, so people can resist Mind spells with their \roll{Wits}{Academics} at the same time as \roll{Dexterity}{Melee}.
These actions use the same \gls{natural}.
If the \roll{Dexterity}{Melee} resistance succeeds, the \gls{witch}'s spell automatically fails, because their focus collapses.
In this case, no \glspl{mp} are spent.
\makeAutoRule{disarm}{Disarming}{make a normal attack with a -2~Penalty against an opponent with fewer \glsfmtplural{ap}}
someone usually involves striking their hand, or the but of their weapon, making them drop the weapon.
The manoeuvre uses a standard \roll{Dexterity}{Melee} \gls{resistedaction} with a -2~Penalty, and can only be performed while when the target has fewer~\glspl{ap}.
If successful, the opponent's weapon flies a number of \glspl{step} equal to the darkest die rolled, towards the next acting character (determined by \nameref{initiativeOrdering}, \vpageref{initiativeOrdering}), who can try to avoid the missile as usual, at \tn[12].%
\footnote{If the disarming character acts next, they might hit themselves with the \gls{impromptuThrownWeapons}.}
If this \gls{impromptuThrownWeapons} hits, it deals its regular Damage Bonus +1.%
\footnote{This converts as usual.
See the chart \vpageref{stackingDamageChart}.}
\makeAutoRule{drawWeapon}{Drawing a Weapon}{spend 1~\glsentrytext{ap}}
from a scabbard simply costs \pgls{ap}.
\index{Weapons!Drawing}
Drawing a weapon from a \textit{rucksack}, however, could cost a couple of \glspl{round}.
\makeAutoRule{dropWeapon}{Dropping a Weapon}{costs 0~\glsfmtplural{ap}}
costs no \glspl{ap}, though they will be defenceless unless they do this while picking up another weapon.
\subsubsection{Dual Wielding}
\index{Dual Wielding}%
\index{Weapons!Dual Wielding}%
lets someone decide which to use for each \gls{action}, which can be useful, especially if one costs less \glspl{ap} to wield than the other.
However, wielding \pgls{weapon} in one hand comes with \gls{weight} limitations (see `\nameref{oneHandedWeight}', \vpageref{oneHandedWeight}).
Wielding two \glspl{weapon} of the same kind has no benefit.
\vspace{1\baselineskip}
\pic{Roch_Hercka/stances}{}
\vspace{1\baselineskip}
\begin{exampletext}
\noindent Sindon hacks at the approaching goblin with his longsword.
Another attacks from behind.
He defends with his small shield faster than bringing the sword round, and knocks a goblin-tooth flying out its mouth.
But it doesn't dissuade the goblins, who keep hacking at him.
{\sffamily
The first attack takes Sindon from 3~\glspl{ap} to 1~\glspl{ap}.
For the second, he uses the buckler which leaves him with 0~\glspl{ap}.
The third attack put him down to -1, so he makes the fourth attack roll with a -1~Penalty, and the fifth with a -2~Penalty.
If Sindon only had the longsword, he would have spent 2~\glspl{ap} for each attack, and would have rolled that last attack with a -5~Penalty.
}
\end{exampletext}
\makeAutoRule{flank}{Flanking}{grants a +2 Attack Bonus}
grants a +2 Attack Bonus when attacking someone from the rear.
Anyone can turn to face an attacker so long as they can act (this costs 0~\glspl{ap} but the character have enough \glspl{ap} to act).
Up to 6 opponents can attack a lone character, but only half can flank, and any available walls reduce this number.
\guardCommentary
\makeAutoRule{guarding}{Guarding}{redirect attacks against one person to yourself. Cost: 1~\glsentrytext{ap}}
\index{Guarding}
\index{Melee!Guarding}
someone just requires standing in front of them and a little focus.
The character spends \pgls{ap} so they can treat all attacks against the target as \pgls{resistedaction}, and defend against them even when they have 0~\glspl{ap}.
This includes missile attacks only if you could otherwise evade them.
The attacker can use a single \gls{natural} to attack the target, so if that roll of \twoDice{10} is high enough to hit the defender, then it applies to the target at an attack (at which point the target must spend \gls{ap} to defend).
Attackers can attempt to bypass the guardian with any \gls{action} that makes sense.
They might roll \roll{Dexterity}{Athletics} to beat the guardian's \roll{Dexterity}{Melee}; on a fail, guardian strikes them, on a success the attacker sprints next to the target (and can make another attack roll later, if they have \glspl{ap} remaining).
Or \pgls{witch} might roll \roll{Charisma}{Air} to cast \pgls{spell} to knock the opponent and target back with a gust of wind; again, failure means the guardian hits, and success means the Air \gls{spell} applies to the target (who can try to resist with their own action, using the same \gls{natural}).
Guarding does not require \glspl{weapon} --- someone might just as easily use \glspl{spell}, or even pick a target up onto their shoulders, and `guard' by running away with \roll{Speed}{Athletics}.
Guarding also does not require someone to guard.
One could guard a statue, bridge, doorway, or just a section of floor (prompting \pgls{resistedaction} whenever someone passes it).
\makeAutoRule{ram}{Ramming}{Force an enemy back with \roll{Strength}{Brawl}: 2~\glsfmtplural{ap}}
\index{Melee!Ram}
into someone with a shoulder or shield can push them back as you move forward.
You spend 2~\glspl{ap} (1 for the movement, and another for the push) and roll \roll{Strength}{Brawl}.
This acts like normal movement in every way, but the closer one starts to an opponent, the more one can push that opponent (since you spend more of the movement ramming them back).
The push must be a single movement in a single direction, but there's nothing stopping someone from ramming an opponent back, then moving to their other side, and ramming them again.%
\footnote{Except of course, the opponent in question, who may not take kindly to the push.}
\paragraph{Opponents can stand their ground}
by spending \pgls{ap} and rolling \roll{Strength}{Brawl} in \pgls{resistedaction}.
In this case, shields add a Bonus to either side.
\paragraph{Opponents can dodge}
by spending \pgls{ap} for a standard movement \gls{action} and rolling \roll{Speed}{Athletics} in \pgls{resistedaction}.
On a success they can move as usual, but on failure they get pushed back and fall \textit{prone}.
\retreatCommentary[t]
\makeAutoRule{sneakattack}{Sneak Attacks}{\roll{Dexterity}{Stealth}, roll Damage at +2 with \glsfmttext{vitalShot}}
\label{sneakattack}
\index{Melee!Sneak Attack}
can use different \glspl{attribute}, depending on the situation -- Dexterity helps when moving behind someone silently, while Intelligence helps moving to somewhere unremarkable and just letting the target approach.
Sneak attacks do nothing when people have their guard up, so they should not be used during a fight, outside of exceptional circumstances, and even then should incur heavy Penalties (at the \gls{gm}'s discretion).
Heavy weapons do not help much with surprise attacks, as one needs to swing them up into position.
Sneak attacks work better with smaller weapons, while longer weapons can signal an attack before hit happens.
Therefore, every weapon's attack Bonus becomes a Penalty when attempting a sneak attack.
If successful, the sneak attack deals standard Damage with a +2~Bonus, and provides an automatic \gls{vitalShot}.
\begin{exampletext}
\composeHumanName\ enters the \glspl{warden}' bed chambers, through the
window. The \gls{ainumar} illuminates their sleeping faces across a shadowy
floor. He just needs to step across the room without waking them.
{\sffamily The player rolls \roll{Dexterity}{Stealth} at \tn[7]. The result
is a tie, so the player rolls Damage, and the total is~8.}
\currentName\ trips over a chamberpot, but decides to persevere, stabbing the
man in the neck as his wife screams for the \glspl{sunGuard}.
\end{exampletext}
\stopcontents[Manoeuvres]
\subsection{\Glsfmttext{retreat}}
\index{Retreat@\Glsentrytext{retreat}}
\label{chases}
Characters can begin \pgls{retreat} at any point.
They roll \roll{Speed}{Athletics} in \pgls{resistedaction} and everyone takes \pgls{ep}.
Each Margin on the roll changes the distance between the two groups by \pgls{area}.
\paragraph{On a successful roll}
characters can decide where the chase goes, and exchange \pgls{trait} --- either Speed or Athletics --- for another \gls{trait} to represent the changing landscape.
\begin{exampletext}
\composeHumanName\ flees from a hungry \gls{griffin}.
{\sffamily The \gls{griffin} has Speed 2 and Athletics 1, so players rolls \roll{Speed}{Athletics} at \tn[10].
The total is 11, so the player exchanges Speed for Dexterity and adds \pgls{ep}.}
\currentName\ flees through the forest, spots \pgls{thornyThicket} ahead, and runs right next to it while avoiding the spikes.