Rules
Actions
An action is a move, technique or attack that is used in combat. Every action has a number of traits that convey how the action works.
Special Abilities
Special abilities are passive enhancements that affect all actions. You can know as many Special Abilities as you want, but can only ever have two active.
Combo
A combo is one or more Offensive moves used in a row, without having to check the momentum advantage.
Traits
All actions have one or more traits. A trait is a keyword that conveys information about how an action interacts with other rules elements or traits.
Stamina
Every combatant has a stamina die, which is used to determine both their initial stamina in a combat, as well as to keep track of their current stamina as it increases and falls throughout a combat. Each character’s Stamina die will vary, however it will always be one (or more) polyhedral die. Stamina can be increased and reduced by you or your opponent’s actions and special abilities. If you use an action that would reduce your stamina to less than 1, your combo ends, you must check momentum again, and you take damage equal to the amount of negative stamina you would be taken to. Additionally, your next actions must be ‘Rest’ until you have at least 1 stamina again.
Health
Every combatant has a number of hit points (HP) that they must keep track of. Player characters start with 10HP. Actions can deal damage to you to reduce your HP, or heal yourself to increase your HP (up to your max HP).
Momentum
Momentum keeps track of who has taken the advantage in combat. Momentum is tracked using one polyhedral die. Any polyhedral die can be used. Each combatant then chooses one half of the die to be theirs. Any time a player is in their ‘half’ of the die, they have the momentum advantage, and can take the offensive in a combat.
Example: On a d8, player A chooses high numbers, so 5-8, and player B chooses low numbers, so 1-4. Whenever player A would gain momentum, through actions or special abilities, they would increase the number on the die. Conversely, whenever player B would gain momentum, they would decrease the number on the die. For example, if the momentum die is on 2, player B has the momentum advantage.
