Combat & conditions reference
Ruleset v0.2.9. The whole fight on one page. For your turn in plain language, see the combat cheat card.
How an attack resolves
1 · Defense — Tech/sonic resolve vs E-Defense; everything else vs Evasion. Stunned caps Evasion at 5.
2 · Range + Engagement — Out of range = no hit. A ranged attack while adjacent to a hostile takes +1 Difficulty (Disengage removes it).
3 · Accuracy vs Difficulty — Net the accuracy dice (Lock On, Prone target, Bolster) against the difficulty dice (Cover, Engagement); roll that many d6 and KEEP THE HIGHEST (never the sum). Add Grit; Impaired is −2.
4 · Hit — Total ≥ defense hits. An Invisible target has a 50% miss first.
5 · Damage — Roll the weapon; Exposed doubles it; subtract Armor flat (AP/Shredded skip it); Brace halves what's left; Reliable N lands on a miss.
6 · Apply — Overshield absorbs first, then HP. Burn is added. Knockback/Ram shoves (forced movement ignores Slowed).
7 · At 0 HP — A Cantor loses 1 Structure, refills HP, rolls 1d6 (1 Stunned / 2–4 Impaired / 5–6 nothing); destroyed at Structure 0. Enemies are simply defeated at 0 HP.
Conditions
| Slowed | Move ring halved (round up, min 1, even through difficult terrain); no Boost or special movement. Forced movement is unaffected. |
| Immobilized | No voluntary movement. |
| Stunned | No move, actions, or reactions; Evasion capped at 5. |
| Jammed | No attacks (except improvised/grapple/ram), no tech, no reactions. |
| Impaired | −2 to your attacks (and saves/checks). |
| Exposed | Takes double damage, before reductions. |
| Lock On | The next attacker against this target gets +1 accuracy die — then it's used up. |
| Hidden | Can't be targeted; only an approximate location. |
| Invisible | Attacks against it have a 50% chance to miss before the roll. |
| Prone | Attacks against it gain +1 accuracy die. |
| Shredded | Ignores Armor and resistance. |
| Soft / Hard Cover | +1 / +2 Difficulty on ranged attacks (melee and tech ignore cover). |
| Bolster | +1 accuracy die on your next attack — then used up. |
| Braced | Halves the next hit's damage (after Armor) — then used up. |
| Disengaged | Ignores Engagement and Overwatch this turn; clears on a New Round. |
| Stressed Out | A Cantor at 0 Stress — out of the fight. |
The seven Stone Fractures (manifest at Overcharge, cleared by a Bond Move): Granite Lock, Carnelian Drag, Pyrite Sputter, Malachite Closed Air, Lapis Distortion, Obsidian Glamour, Quartz Silence.
Your turn
1 Move + (2 Quick or 1 Full) + unlimited Free + 1 Reaction. One-click on the board: Boost, Bolster, Hide, Brace, Stabilize, Disengage, Ram, Save, Cooldown. Stress (Cantors only) is spent by Cooldown (1st free per scene, then 1, then 2); at 0 Stress you are Stressed Out. A forced move off a lethal edge always allows the save.
The loop
Act to build your band → at 4 it Overcharges → next turn your Fracture manifests → clear it with a Bond Move (Full action: band −2, swear your Oath, gain a Bond Token) or dodge with Cooldown (no Oath). Several Oaths together = the Choir Moment. Damage and Resonance are separate tracks — your Fracture fires from Overcharge, never from taking hits.