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the attack. If the defender has already used one of
his actions for the round, one of his two cards in
the hidden combination must be AWAIT. If he has
used up both actions, there is no need to choose
hidden combinations as the defender cannot act
at all.
TWO STEPS: Your attack is divided into two
steps. Your first action, as well as the defender’s
first action, take place during step 1. Your second
action, and the defender’s second action, take
place during step 2. The defender’s action is resolved
at the attacker’s turn in the initiative order,
even if he wants to, for example, SLASH the
attacker.
RESOLUTION: Reveal the cards you have chosen
for step 1 and state which exact action you perform
in step one. The attacker must declare his
action first, then the defender. The action that
is chosen by the attacker and the defender can
affect each other.
The attacker’s action in step 1 is then resolved
first, followed by the defender’s – except
DODGE and PARRY actions, which are simultaneous
with the attack. A defender choosing an
offensive action like SLASH takes a big risk, as he
exposes himself to the attacker’s action which is
resolved first.
When step 1 is resolved, immediately proceed
to step 2 and repeat the procedure. Remember
to turn the initiative cards for both attacker
and defender, to indicate how many actions they
have performed in the round.
PAIN: Being hit in close combat is painful, even if
you are not critically wounded – painful enough
that you may be temporarily dazed. If you are the
defender in close combat and suffer damage (at
least 1 point) from a hit, your action in the same
step (unless you PARRY or DODGE) is forfeit. The
action is lost and cannot be performed later in
the round. Your action in step 2 is not affected by
damage you suffer in step 1. The PAIN RESISTANT
talent makes you less susceptible to pain.
EXTRA ACTIONS: Some talents give you extra
attacks, PARRIES, or other actions in combat.
Such bonus actions always take place outside of
the hidden combinati0n. For example, a Fighter
with PATH OF THE BLADE who wants to spend a
WP to perform an extra attack does so after the
hidden combination is resolved. A hidden combination
never has more than two steps.
MONSTERS never use hidden combinations.
MIXED ACTIONS
You can mix close combat
with other actions in the same
round, even in the advanced
close combat system. For
example, you can RUN up to an
enemy and then SLASH him. At
this point, choose hidden combinations
only when you attack
your enemy. As you only have
one action left, your exchange
will only have one step and
both you and your opponent
choose only one card each.
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chapter 5