In this system, characters use Action Points rather than following a turn-based initiative order. Each player has a number of Action Points equal to their Primary Domain Bonus, which they spend freely for actions and reactions in real-time. Combat rounds flow naturally, allowing characters to respond fluidly to each other’s actions, making battles feel dynamic and immersive.

When all players and adversaries have spent their Action Points, the combat round ends, and each character’s Action Points reset for the next round.

Starting and Ending Combat

Draw Round

Combat begins with a Draw Round, allowing characters to prepare for combat but not engage in attacks or movement unless they have certain abilities. In this round:

Ambush

An ambush occurs when characters are fully prepared for combat and their adversaries are not. They have weapons drawn and are hidden or have revealed themselves in striking distance of their adversaries. Ambushers may attack without warning if they are hidden or surround their adversaries without attacking.

Ending Combat

Combat ends when characters feel secure enough to stop maintaining effort and stow their weapons. Or, if players take time to make rolls out of combat to do more than a cursory investigation.