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.

1

Initiative

Everyone rolls. Highest goes first. Order stays consistent throughout combat.

2

Determine Position

GM establishes starting positions using a battle map or verbal description.

3

Taking Turns

All characters and NPCs take Turns in Initiative order.

4

Action Points

Each character has 4 AP per Round. Spend on Actions (see Core Rules — Action Economy).

5

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

1

Roll Damage Dice for the weapon, Spell, or Effect.

2

Apply Overflow Damage (Attack exceeds Defense = bonus damage).

3

Apply Damage Modifiers: Immunity (0), Resistance (÷2), or Vulnerability (×2).

4

Apply Injuries (Minor or Serious) if applicable.

5

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.

InjuryDamage TypePenalty
Bruised MuscleBludgeoning−1 to Strength and Endurance Skill Checks
ConcussionBludgeoning−1 to Cognition Skill Checks
ContusionBludgeoning−1 to Defense Rolls
Eye StrainMagic/Cyber−1 to Ranged Attack Rolls
Mild ShockMagic−1 to Reflex Defense Rolls
Minor FracturesBludgeoning, SlashingArm: −1 Melee Attack Rolls. Leg: −1 Reflex Defense, −3 Movement Speed
Minor Burns+1d4 damage from Thermal or Cryo attacks
Minor Open WoundSlashing, PiercingVulnerable to Toxicants, −5 Maximum HP
Sensor MalfunctionCybernetic−1 to Awareness Skill Checks
Static FeedbackMagic+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.

InjuryDamage TypePenalty
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 LimbBludgeoningCannot use the limb, −4 to physical Skill Checks and Defense Rolls
Deep Puncture WoundPiercingVulnerable to Toxicants, −15 Maximum HP
Magic Feedback Loop−2 to all Spell Weaving Rolls
Cybernetic OverheatingVulnerable to Electrical Damage
Neural OverloadBludgeoning, Piercing, Slashing−2 to Awareness and Critical Thinking Skill Checks
Ruptured OrganSlashingVulnerability to Bleeding Condition, −20 Maximum HP
Severed TendonCannot make Opportunity Attacks, −3 Reflex Defense Rolls
Skull FractureBludgeoningCannot use Concentration, −2 to Cognition Skill Checks
Spinal InjuryBludgeoningLose half Movement Speed, cannot use Reactions
Third-Degree BurnVulnerable 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.

LevelEffects
1−2 on all Skill Checks. Speed reduced by half.
2−2 on all Rolls. Cannot Run or Jump. AP reduced by −1.
3HP Maximum halved. Speed reduced to 1 m. AP reduced by −2 (cannot gain AP).
4Falls 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).

LevelEffectsTreatment
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.

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