Combat & Survival
How fights play out in Einsol's Razor — from initiative and attack rolls to damage, injuries, conditions, and what happens when a character falls.
Combat Flow
Combat is a Turn-Based Encounter. Players declare Actions and roll dice to determine outcomes. Damage reduces THP first, then HP. At 0 HP, a character begins Bleeding to Death.
Initiative
Everyone rolls. Highest goes first. Order stays consistent throughout combat.
Determine Position
GM establishes starting positions using a battle map or verbal description.
Taking Turns
All characters and NPCs take Turns in Initiative order.
Action Points
Each character has 4 AP per Round. Spend on Actions (see Core Rules — Action Economy).
Finish Round
After all Turns, the Round ends. Return to Step 3 until combat resolves.
Attacks & Defense
Attack Roll
d20 + Reflex Modifier + Bonuses/Penalties
Select a target within Range. If the Attack Roll exceeds the Defender's roll, the attack lands and damage is rolled.
Defense Roll
d20 + Defense Modifier + Bonuses/Penalties
The Defender chooses Reflex, Fortitude, or Will. If the Defender's roll is higher, they avoid damage and gain a Defensive Action.
Three Defense Types
Fortitude
END + STR Modifiers
Defensive Action: Take half damage and make an Attack of Opportunity.
Reflex
AGI + COG Modifiers
Defensive Action: Move 1 m in any direction without penalty.
Will
INT + CHA Modifiers
Defensive Action: Attacker suffers −2 on the attack they are making.
Melee Attacks
Target opponents within 1 m. Includes Physical Strikes and Melee Weapons.
Ranged Attacks
Each weapon lists Normal Range (no penalty) and Long Range (Hindrance). Within 1 m: Hindrance (−2).
Spell Attacks
Same Attack/Defense mechanics as weapons but require Arcane Points and may need a Spell Weaving Check.
Cover
Partial Cover: +2 Reflex Defense. Significant Cover: +4 Reflex Defense.
Height Advantage
Positioned 2+ m higher than target: gain Edge to Attack Roll.
Surprise Attacks
Stealth vs. Awareness. Surprised targets can’t act in Round 1, must use Fortitude Defense, attacker gets +4 to Attack Rolls.
Weightless Environments: All Melee attacks are rolled with Hindrance. Mundane Ranged Attacks automatically fail unless the weapon states otherwise.
Damage
Hit Points (HP)
A character's overall health. At 0 HP, the character is Bleeding to Death, Unconscious, or Dead.
Temporary Hit Points (THP)
Extra buffer from armor, spells, or abilities. Damage reduces THP first. At 0 THP, armor loses special abilities until repaired. Psychic Damage bypasses THP.
Calculating Damage
Roll Damage Dice for the weapon, Spell, or Effect.
Apply Overflow Damage (Attack exceeds Defense = bonus damage).
Apply Damage Modifiers: Immunity (0), Resistance (÷2), or Vulnerability (×2).
Apply Injuries (Minor or Serious) if applicable.
Reduce THP first; excess carries to HP.
Overflow Damage
When a Weapon Attack exceeds a target's Defense, the excess is added directly to damage. Beat Defense by +3 = +3 damage, by +6 = +6 damage, etc.
Concentration Check: d20 + Will Modifier vs. DC (half damage taken). On failure, the Effect ends immediately.
Physical Damage Types
Bludgeoning
Blunt force from clubs, hammers, falls, or Physical Strikes.
Piercing
Sharp penetration from arrows, bullets, spears, or daggers.
Slashing
Cutting damage from swords, axes, or claws.
Magic / Energy Damage Types
Cryo
Extreme cold from decreased molecular energy.
Electric
Energy from lightning, technology, and electricity-based attacks.
Entropy (Chaos)
Energy from the realm of Devindra.
Force
Raw, invisible energy from force fields and telekinetic blasts.
Gravitational
Manipulation of the force of gravity.
Holy
Divine power from Verses and celestial sources.
Hydro
Impact force of water from floods and hydro-based attacks.
Miasmic
Corruptive, plague-like energy that festers and weakens living tissue.
Radiation
Ionizing energy from nuclear or arcane sources.
Sonic
Fluctuations in sound waves from thunder and sonic attacks.
Thermal
Intense heat from fire, lava, and thermal attacks.
Persistent Damage
Ongoing harm each Round from Conditions like Acid, Bleeding, Poison, or Burning. Applied at the start of the affected creature's Turn.
Psychic Damage
Mental and emotional trauma that bypasses armor THP and directly affects HP.
Injuries
When an Attack Roll totals 20 or higher (after Modifiers), the weapon may inflict an Injury in addition to normal damage. A Durability Skill Check against the Attack Roll can prevent the Injury.
Minor Injuries
Recovery: 1 Long Rest. Can push through for 24 hours by taking 1 Level of Exhaustion.
| Injury | Damage Type | Penalty |
|---|---|---|
| Bruised Muscle | Bludgeoning | −1 to Strength and Endurance Skill Checks |
| Concussion | Bludgeoning | −1 to Cognition Skill Checks |
| Contusion | Bludgeoning | −1 to Defense Rolls |
| Eye Strain | Magic/Cyber | −1 to Ranged Attack Rolls |
| Mild Shock | Magic | −1 to Reflex Defense Rolls |
| Minor Fractures | Bludgeoning, Slashing | Arm: −1 Melee Attack Rolls. Leg: −1 Reflex Defense, −3 Movement Speed |
| Minor Burns | — | +1d4 damage from Thermal or Cryo attacks |
| Minor Open Wound | Slashing, Piercing | Vulnerable to Toxicants, −5 Maximum HP |
| Sensor Malfunction | Cybernetic | −1 to Awareness Skill Checks |
| Static Feedback | Magic | +1 DC to Spell Weaving Concentration Checks |
| Twisted Ankles | — | −1 to Reflex Defense Rolls, −2 Movement Speed |
| Wrist Sprains | — | −1 to all Attack Rolls and Parkour Skill Checks |
Serious Injuries
Recovery: 2 Long Rests. Can push through for 12 hours by taking 1 Level of Exhaustion.
| Injury | Damage Type | Penalty |
|---|---|---|
| Broken Bone (Arm) | Bludgeoning | −2 Fortitude Defense Rolls, −2 Attack Rolls with affected arm |
| Broken Bone (Leg) | Bludgeoning | −2 Reflex Defense Rolls, lose half Base Movement Speed |
| Broken Bone (Torso) | Bludgeoning | −3 Fortitude Defense Rolls, −2 Endurance Skill Checks |
| Crushed Limb | Bludgeoning | Cannot use the limb, −4 to physical Skill Checks and Defense Rolls |
| Deep Puncture Wound | Piercing | Vulnerable to Toxicants, −15 Maximum HP |
| Magic Feedback Loop | — | −2 to all Spell Weaving Rolls |
| Cybernetic Overheating | — | Vulnerable to Electrical Damage |
| Neural Overload | Bludgeoning, Piercing, Slashing | −2 to Awareness and Critical Thinking Skill Checks |
| Ruptured Organ | Slashing | Vulnerability to Bleeding Condition, −20 Maximum HP |
| Severed Tendon | — | Cannot make Opportunity Attacks, −3 Reflex Defense Rolls |
| Skull Fracture | Bludgeoning | Cannot use Concentration, −2 to Cognition Skill Checks |
| Spinal Injury | Bludgeoning | Lose half Movement Speed, cannot use Reactions |
| Third-Degree Burn | — | Vulnerable to Thermal and Cryo Damage |
Conditions & Effects
Conditions are states caused by the environment, magic, attacks, or abilities.
Bleeding
Make a Fortitude Defense Roll DC 14 or take 1d4 Damage per Round. First-Aid DC 16 or Long Rest to heal.
Blessed
All Natural 1’s are treated as Natural 20’s. All healing received grants maximum HP until end of Long Rest.
Blinded
Cannot see. Automatically fails any Skill Check requiring sight.
Charmed
Perceives the charmer as friendly. Will not target them with harmful effects. Takes simple commands but won’t self-harm.
Confused
−1 to all Rolls.
Cursed
All Natural 20’s are treated as Natural 1’s. All healing received is halved until removed.
Deafened
Cannot hear. Automatically fails any Skill Check requiring hearing.
Dominated
Under the charmer’s complete control. Must obey every command.
Frightened
−2 on Skill Checks and Attack Rolls while fear source is in Line of Sight. Must attempt to move away each Turn.
Grappled
Speed becomes 0. Must succeed on an Escape Action before moving.
Hacked
Effects vary based on the hack’s nature (see Technology).
Hidden
Cannot be targeted by attacks or abilities requiring Line of Sight.
Incapacitated
Unable to move or speak. Automatically fails all Defense Rolls. Can only use the Overcome Action.
Invisible
Cannot be seen by other creatures or technology.
Paralyzed
Cannot move in any way. Automatically fails Defense Rolls.
Petrified
Transformed into solid inanimate substance. Mass increases ×10. Ceases aging.
Poisoned
−2 on Attack Rolls and Skill Checks.
Prone
Can only crawl. Must spend half Movement Speed to stand. −2 on Attack and Defense Rolls.
Restrained
Speed becomes 0. Attack and Defense Rolls at −2. Cannot take Reactions.
Silenced
Cannot speak. Automatically fails any Skill Check requiring speech.
Stunned
Speed reduced by half. All Attack and Defense Rolls at −1.
Unconscious
Incapacitated and completely unaware of surroundings. Cannot take any Actions.
Exhaustion Levels
Cumulative. Only alleviated by Long Rest or specific spells/abilities.
| Level | Effects |
|---|---|
| 1 | −2 on all Skill Checks. Speed reduced by half. |
| 2 | −2 on all Rolls. Cannot Run or Jump. AP reduced by −1. |
| 3 | HP Maximum halved. Speed reduced to 1 m. AP reduced by −2 (cannot gain AP). |
| 4 | Falls Unconscious. Succeeding on a Death Roll returns to Level 3. |
Radiation / Irradiated
Creatures within 1 m for more than 1 Round must make a DC 12 Fortitude Defense Roll or gain 1 Level (max 5).
| Level | Effects | Treatment |
|---|---|---|
| 1 | −2 on all Skill Checks. | Full Short Rest |
| 2 | −2 on all Skill Checks and Defense Rolls. | Long Rest or Medical Treatment |
| 3 | −4 on all Rolls. | Hospitalization |
| 4 | −6 on all Rolls, Speed halved, cannot take Actions in Combat. | Hospitalization (die within 3 days) |
| 5 | −10 on all Rolls. | Hospitalization (die within 24 hours) |
Healing & Rest
Resting
Magic
Potions
Medical Treatment
Class Abilities
HP Dice
Start with 1 HP Dice at Level 1, gain 1 per level (max = character level). Spend during Short Rests to recover HP. Roll + Endurance Modifier = HP regained. Spent HP Dice are restored after a Long Rest.
Short Rest
Up to 1 hour (6 increments of 10 min each).
Per Increment:
- HP: Spend 1 HP Dice. Roll + END Modifier.
- Armor THP: Regain +2 THP.
- Arcane Points: Regain = Intuition Modifier.
- Subclass Points: Regain = Endurance Modifier.
Max half of any resource can be recovered during a Short Rest.
Long Rest
At least 10 hours with minimal interruption.
Regain all spent HP, THP, ARC, Subclass Points, HP Dice, Feat/Cybernetic Charges, and certain Conditions end.
- Interrupted by 1+ hour of combat/strenuous activity = failed rest.
- Only one Long Rest per 30-hour period.
Death & Dying
Bleeding to Death (0 HP, Conscious)
At 0 HP, you fall Prone but remain conscious with severe limitations:
- 1 AP per Round (speak, crawl 1 m, use items)
- Cannot use Magic or Abilities
- Any further damage = Fall Unconscious immediately
Consciousness Check: End of each Turn, roll d20 against your Endurance Score. Roll ≤ END = stay conscious. Roll > END = Fall Unconscious.
Falling Unconscious
Occurs when you fail a Consciousness Check, take damage while Bleeding, or damage exceeds half max HP.
- Remain Unconscious for 1 Round, then begin Death Rolls
- If healed, regain consciousness but can't act until end of next Turn
- Any further damage = 1 automatic Death Roll Failure
Death's Door — Death Rolls
Spend 1 AP to roll a d20:
11+
Success
10 or below
Failure
3 Total Successes: Stabilize at 0 HP. 3 Total Failures: Permanent death. Successes and failures are cumulative (not consecutive).
Instant Death
A character dies instantly if a single attack reduces them to 0 HP and the damage exceeds their maximum HP.
Final Stand
Instead of falling Unconscious, take 2 automatic Death Roll Failures for one last desperate action:
- Gain 6 AP (instead of 4)
- All damage dealt is doubled
- Access all Feats, Abilities, and Magic
- Cannot receive healing. Once per Encounter.
After Death — The Elohim
An Elohim is a character's soul or spiritual essence. Upon death, the Elohim departs the Material Plane. In rare cases, a Lingering Elohim may become trapped, possessing the living, the dead, or objects. Exorcisms can be performed by the Disavowed to expel possessing entities.