Darkreach β Combat
activeCombat β Hunters of Darkreach
Initiative
One Hunter makes a Sense (Perception or Intuition) test:
| Result | Outcome |
|---|---|
| Full Success | Hunters act first β Hunter Round begins |
| Mixed Success | Hunters act first, but GM gains +1 tick on Momentum Clock |
| Failure | GM acts first β GM Round begins |
If one side clearly ambushes the other: no roll, ambushing side goes first.
The Hunter Round
Hunters act freely, in any order they choose. Everyone must take one turn before anyone takes a second. After all hunters have gone once, they continue in passes. The Hunter Round only ends when the Momentum Clock fills.
Action Points (AP)
Each hunter has 3 AP per turn. Unspent AP is lost.
| Cost | Action |
|---|---|
| 1 AP | Move (up to short range) |
| 1 AP | Interact with an Item |
| 2 AP | Attack (Martial) |
| 2 AP | Pin / Knock Prone (Body test) |
| 2 AP | Fortify (brace for Defy Danger) |
| 2 AP | Hide |
| 2 AP | Aid (ally within close range) |
| 2 AP | Tend (heal ally 1 harm, close range) |
| 3 AP | End a Status (on self or close ally) |
| Varies | Bloodline or Path Sentence |
The Momentum Round & Clock
After every hunter has taken one turn, the Momentum Clock starts filling. Each roll adds ticks:
| Result | Ticks |
|---|---|
| Full Success | +1 |
| Mixed Success | +2 |
| Pushed Mixed Success (upgraded to Full) | +3 |
| Failure | +3 |
Clock sizes (GM chooses based on encounter):
- 4 ticks β fast, dangerous; quick enemies or ambush predators
- 6 ticks β standard pace
- 8 ticks β slow-building; cautious, defensive, or lumbering enemies
GM Round
When the Momentum Clock fills:
- Current player finishes their turn normally
- GM Round begins β all NPCs act (each has 3 AP)
- Momentum Clock resets to 0
- Back to Hunter Round
Special Cases
Duels (1v1): Momentum Clock is ignored. Simple back-and-forth alternating turns.
Mixed Success Attacks (Glancing Blow): If you accept a mixed success on an attack (donβt push), it deals exactly 2 + attackerβs Tier harm. No modifiers apply.
Ranges
| Range | Distance | Notes |
|---|---|---|
| Close | Within 5 ft | Melee attacks; Ranged/Thrown here suffer β2 |
| Short | 10β30 ft | Thrown weapons; many skirmishes here |
| Long | 30β90 ft | Firearms and bows; most effective range |
| Far | 90 ft+ | Ranged attacks β2 penalty; thrown weapons ineffective |
Last updated: 2026-04-06