Combat Moment

Used when battle is joined and lives are at immediate risk. Characters spend Action Points to attack, reposition, defend, or activate abilities drawn from the Combat Actions list.

An action can be taken more than once in a Turn, but each repeat costs one more AP than the last — a first Attack costs 1 AP, a second costs 2 (see Round Structure for the full rule, which applies the same way across every pillar). Several Combat actions, like Heavy Attack, are built directly around that tension — a single committed effort instead of several smaller ones.

The Moment ends the same way every Moment does — when the GM decides the fictional objective is resolved. Usually that means the opposition is defeated, routed, or forced to flee or surrender.

Combat Actions

The full list of available Combat actions lives in /moments/combat/actions/ — see that collection for individual action entries (AP cost, type, and full text). Landed 2026-07-09 (Combat Actions cluster): 21 entries, 17 locked, 4 draft pending their owning profession or (for Invoke Spirit specifically) unresolved Warden design work.

See Morale for an optional tool tracking an enemy’s will to fight, separate from their Hit Points.

Combat Actions

The actions available during a Combat Moment, with their AP costs.

Last reviewed 2026-07-08