Rules for Violence. Combat and battle.
Battle is a Wheel, spinning inevitably to a conclusion.
When battle begins, we begin at Turn 1. Some Wants might require winning by a Turn number, or escaping by a Turn number, whatever it may be.
At Turn 1, one combatant from each side rolls to **Turn The Wheel—**they roll Agility + Awareness.
The combatant that rolls highest goes first. They may move (run, dash, climb, walk) up to their Speed and then Do Something. Anything within the span of two seconds.
After they Do Something, they must choose another combatant to goes next, one who hasn’t Done Something yet.
This goes on, with every new Combatant choosing someone new, until every combatant has Done Something.
After every combatant has Done Something, the Wheel must be turned again. Repeat the Turn The Wheel. After the first mover is established, begin Turn 2. And so on, until one of the sides have accomplished their Want, or something has changed the situation irrevocably past what it could be.
Before or after Doing Something, or even in between (splitting up their turn) a combatant can move up to 2 + Agility hexes.
Moving through difficult terrain costs +1 hex of movement.
Moving through dangerous terrain deals 1 penetrating hit per 1 hex of movement.
Moving into higher elevation costs +1 hex of movement per elevation difference.
You can climb and stop midway through a climb on your turn.
Anything that makes sense within a 2 second span. Anything that might be contested or vague will require you to Roll The Bones. If you’re committing violence, you Commit Tremendous Violence.
If all things are empty, what is there to be killed? And who is there to kill?
When you attempt to deal harm with weapon or magick, you Commit Tremendous Violence.
First, choose your main weapon for the attack. As well as any martial art that fits it.
Light Melee weapons roll Body + Violence.
Heavy Melee weapons roll Body + Violence.
Light Ranged Weapons roll Agility + Finesse.
Heavy Ranged Weapons roll Body + Finesse.