# Introduction Most scenes during roleplay occur in either combat or narrative scenes. While narrative scenes promote rule interpretation and are open to wider interpretation, combat encounters are more rule-driven and defined. There are three combat rulesets to tackle various combat scenes, each with very specific functions: Battles, Skirmishes, and Warzones. # Battles Battles are the traditional combat encounter. They are uncommon during play and typically require the use of a battle map. During a battle, participating entities take turns taking [[Actions]] to disable their opponents, typically by lowering their **Vitals** and **Will** [[Reserves]]. ## Battle Rounds A battle round is the order in which entities take turns during combat. All entities that are participating in combat compare their **Vigilance** reserve to determine turn order. Round order starts with the highest number, and moves down towards 0. ## Battle Turns At the beginning of a turn, an entity typically restores their time to six seconds. The entity's actions must be determined, and seconds are spent on appropriate necessary abilities. When the turn ends, any unspent seconds may be spent towards Reactions to other events around them. Only one reaction per entity per turn can be used. Reactions cannot be used until after one has already taken their first turn. # Skirmishes Skirmishes are the most common battle events. These events are small, simple, and interested in being resolved quickly. The purpose of skirmishes is to handle narrative focused battle sequences with simple rules. Skirmishes are appropriate for random encounters and easily defeated enemies. ## Skirmish Ruleset - Encounters are entirely theater of the mind and do not use a battle map. - On their turn, a combatant takes one course of action. These actions can be simple and abstract. Most actions are automatically successful. - Entities are all assigned Hitpoints (HP). Hitpoints are calculated as your Vitals + Sanity. - All damage deals 1 HP. Characters are out of combat when their HP reaches 0. - When healing occurs, all Skirmish HP is restored. Healing can only occur before a character is out of combat, not after. Once a character is out of skirmish combat, they cannot be restored back into combat. - Characters out of combat have their turn skipped. The entity is considered exhausted, dismantled, or dead, depending on the circumstance and final outcome of the encounter. - If the entire party fails the skirmish, the encounter devolves into a battle. - If the skirmish is a success for the party, all sapient entities are simply incapacitated. Only simple nonsapient entities are considered dead. - Ammunition functions as it would in traditional combat. # Warzones Warzones are undeveloped content to be expanded on at a later date.