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Rules

  • House Rules

    1. The reload action can be taken multiple times per turn.
    2. At the beginning of a battle, the DM will roll D100s equal to the number of participants in the battle. The person who rolls the highest number will go first, and so forth.
    3. Please note that combat may not run exactly as it is explained in the book. This is largely due to the book being complicated and convoluted. If the description below differs from the description in the book, use the one on this page.
    4. EXP will be given to all participants at the end of a session, and one for the player who performs 'last time on Ironclaw'. An additional EXP may be given to players who arrive to the game on time. Whether or not this happens is dependant on how Claine feels on any particular day.
  • Combat Basics

    - Starting the battle: First, all players will roll Initiative (initiative is your Speed and your Mind dice, plus a bonus d12 if you have the Danger Sense Gift). The difficulty of this roll depends on the distance between them and the hostiles.

    - The table below explains the effects of the dice roll.
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    - If one side no longer has combatants that can fight, then the fight ends. Dying or Dead combatants are down and out. Afraid combatants can’t attack, so they will flee or surrender.

    Kinds of Turns

    When it’s your turn, you must decide if you will take an action turn or a focus turn.

    If you take an action turn, you may take one or two actions. If you have any, you may use your focus point take three actions. Please visit the Actions and Stunts page to find a list.

    If you take a focus turn, you may move your character up to their stride, and then you turn ends, but you now have a focus point.

    Characters who are afraid, confused, enraged, or otherwise not in their right mind cannot use a focus point.

    Free Actions:
    There are some things you can do, on your turn, that don’t count as “actions”.


    - Look around. You’re assumed to be aware of your surroundings, and the Game Host should oblige any of your questions about what can
    obviously be seen or heard by your character. If you want to take a better look, take a Focus Turn.

    - Drop something from your hand. Putting a weapon away takes an action, but you might, say, drop a spent pistol to draw a new one, if you’re in a hurry.

    - Talk. Talking is free — but on your turn. You’ll have to wait for other people’s turns to hear their responses.
  • Interrupting

    Combatants that have Focus may Interrupt another combatant at any time during the round.

    As soon as a combatant declares what they will do, a Focused combatant may declare an interrupt. Some Gifts may give you the ability to interrupt someone else’s turn. See the Gift’s description for more details.


    When you Interrupt, it becomes your turn, but you only get one action.
    An interrupt is a single action. An interrupt is typically an attack against the active combatant, in an attempt to smite them before they get to act. Another typical interrupt is to guard, thus gaining a bonus defense die. Other interrupts include a dash or sprint out of range of the attack.

    When using Focus to interrupt, you can take any action you want. When using a Gift’s ability, you may be limited to a specific action.

    An interrupted combatant defends normally; they may even counter-attack.

    Yes, a combatant that has a combo – a single action that lets them combine two actions into one – can interrupt with the combo, thus taking two actions at the same time. And yes, a combatant who has abilities that allow them to take extra actions may use those to take extra actions, too – for example, you could use Rapid Aim to interrupt to both Aim and Attack.

    If you interrupt to perform a stunt – say, to run away – then you will be sent Reeling afterwards.


    After Using Focus to Interrupt, Remove the Focus Status