Starter Set - Reference Combat
Starter Set - Reference Combat
Zones Damage
Soulbound divides combat areas into Zones. Zones have When you take Damage, that Damage is subtracted
no set size or shape, and are formed along natural divides from your Toughness. If your Toughness is reduced to
or breaks in the environment such as walls, doors, or trees. 0, you begin to suffer Wounds instead. Until you recover
Characters can usually move from Zone to Zone as part Toughness, all Damage you suffer inflicts Wounds. You
of their turn, but some Zones might only be accessible by can suffer three different types of Wounds, listed below.
flying, swimming, climbing, or other special movement. When there are no more spaces on your Wound Track,
you are Mortally Wounded.
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COMBAT REFERENCE SHEET
Your Turn Climbing, Crawling and Swimming
The GM describes the action of combat and on your turn When you are climbing, crawling, swimming, or squeezing
you describe your character’s response. Feel free to ask into a tight space your Speed is reduced one step, to a
questions to get a better picture of the battlefield. On your minimum of Slow.
turn, you can Move and take an Action (see below).
Flying and Falling
MOVE A falling creature suffers 1 Damage per 10 feet fallen and
Your move is based on your Speed — most characters is knocked Prone on impact.
have a Normal speed. They can move anywhere within
their current Zone for free, and use their Move to go to Normal movement rules apply when flying, but use a
an adjacent Zone. A Fast creature can move to an adjacent Speed determined by the mode of flight, such as a mount
Zone for free, and then use their Move to get to another or a piece of equipment. If the equipment is disabled or
Zone. A Slow creature must use their Move to move the mount is knocked Prone or killed, you immediately
within their current Zone, and must use the Run Action begin falling (see above).
to get to an adjacent Zone.
Jumping
Being Prone and Standing Up You can make a standing vertical leap up to a number
Willingly falling Prone is a Free Action. Standing from of feet equal to your Body, and a standing long jump a
Prone requires a Move. To move while Prone you must number of feet equal to your Body × 2. These distances are
crawl (see below). For more on being Prone, see Faltering doubled with a short run up.
Light backcover.
ACTIONS IN COMBAT
Attack: You make an attack with your weapon. Help: An ally adds 1d6 to their dice pool for the next
Test they make, plus an additional 1d6 per level of
Charge: +1d6 for the attack. Defence is reduced one step
Training you have in the Skill used for the Test.
until your next turn.
Hide: Make a Body (Stealth) Test to hide.
Called Shot: The target’s Defence increases determined
by the hit location. Improvise: Tell your GM what you want to do, and they
will tell you if it’s possible.
• Head: Defence increases two steps. If the attack deals
Damage, the target is Stunned until the end of its next Parley: You make an Opposed Test to try to talk your
turn. way out of conflict and end the combat peacefully.
• Arms: Defence increases one step. If the attack deals
React: Prepare yourself to act when a specific event
Damage, the target drops an item they are carrying.
happens. If the trigger for your reaction doesn’t happen,
• Legs: Defence increases one step. If the attack deals
you can choose to proceed to the next round without
Damage, the target is Prone.
taking an Action, or you can take a different Action but
Defend: Choose an ally within Close Range. Until the act last in the Initiative order for the rest of the combat.
start of your next turn, attacks or spells that target the
Retreat: Call for a retreat. If your allies agree, you all
ally target you instead. You can also Defend a Zone. A
safely flee the conflict.
creature trying to enter the Zone must use an Action to
make a Body (Might or Reflexes) Test opposed by your Run: Move to an adjacent Zone.
Body (Might). If you are wielding a shield, you have
Search: Make a Mind (Awareness) Test.
Advantage on this Test.
Seize the Initiative: Move to the top of the Initiative
Dodge: Until the start of your next turn, your Defence
order for the rest of the combat.
increases by one step and you add 1d6 to your dice pool
for Body (Reflex) Tests. Shove: Make a Body (Might) roll, resisted by the target’s
Body (Might) or Body (Reflexes). If you succeed, the
Flee: You flee the battle. You are removed from the
target is shoved away.
Initiative and Doom increases by 1.
Use an Object: Use an object in Close Range.
Grapple: Make a Body (Might) Test, resisted by the
target’s Body (Might or Reflexes). If you succeed, the Use a Talent: Use a Talent or Miracle.
target is Restrained.
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