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- Roll HP for the day: d12 with Advantage
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- Non-combat resolution/Skill check
- Roll d20, adding d12 if it's your class skill
- <10: setback
- 10-14: no change
- 15-19: success
- 20+: success with benefit
- ===
- Initiative: Use any of the following skill checks, keeping in mind possible class skills for Advantage
- Deception / AGIL: become Hidden on a success, unless someone else uses Detection for their initiative and rolls higher
- Athletics / FORT or AGIL: become Engaged with an enemy with lower initiative on a success
- Detection / WIS: reveal a Hidden enemy with lower initiative on a success
- Knowledge / INT or WIS: on a success, you or another ally of your choice have Advantage on Defense rolls against enemies with lower initiative than you, for the first round
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- Combat
- You get one Move and one Action
- Move: become Engaged with one target
- Move: Disengage from one target
- Action - Basic Attack: roll d20, 10 or higher hits, roll [d12 with Advantage] for damage. Makes you Engaged with your target
- Action - Power Attack: roll d20-d12, 10 or higher hits, roll d12+d12 for damage. Makes you Engaged with your target
- Action - Rage: d20 rolls for Attacks have Advantage, d20 rolls for Defense have Disadvantage. Rage ends when you are Dropped or all enemies are Dropped
- Passive - Cleave: on successful hits, also deal your d12 class die in damage to a second Engaged enemy
- Passive - Cleave: if you Drop an enemy during your turn, you can make another Basic Attack or FORT check against any other enemy
- Action - Active Defense: roll [d20 with Advantage]+d12, 15 or higher means no damage, else lose 1 HP. You and your attacker become Engaged
- Passive - Basic Defense: roll d20+d12, 15 or higher means no damage, else lose 1 HP. You and your attacker become Engaged
- Action - Skill checks in combat:
- Athletics / AGIL: Disengage from all targets currently Engaged with
- Deception / AGIL: on a success, become Hidden; requires you to not be Engaged with anyone
- Detection / WIS: on a success, detect one Hidden enemy, allowing them to be attacked/engaged by you and your allies
- Athletics / FORT: on a success, Restrain a target that's Engaged with you
- Athletics / AGIL or FORT: on a success, break from a grapple
- Influence / FORT: on a success, force a Restrained target to surrender
- Influence: on a success, convince a Hidden enemy to reveal themselves, or convince an Engaged enemy to Disengage from you and all party members currently engaged with
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- Terminology:
- Dropped: when a character reaches 0 HP
- Restrained: the character cannot move, and attack and defense rolls against them have Advantage
- Hidden: a character cannot be attacked nor Engaged. This lasts until the character makes an attack, or is detected, or is convinced to reveal themselves
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