G. Combat Moves

When there are no other options, when the sword slips free of its sheath, when the arrow is nocked, when the shield is brought to bear, make use of combat moves.

Control

Control is a special mechanic in combat. It reflects who is in control of the fight. When you have control, you make proactive moves and have more options. When you’ve lost control, your foes are forcing you to react. Control shifts depending on the result of your moves. Some moves are inherently proactive or offensive and can only be made when you have control. Others are reactive or defensive and are made when you aren’t in control.

Combat moves usually specify when you make the move (with or without control) and whether you take or lose control as part of the outcome. However, you will make moves which aren’t specifically combat moves to take action or avoid dangers in a fight. To determine whether you have control, follow these guidelines (unless a move tells you otherwise):

The ability to take control on a strong hit applies even to suffer moves. For example, if you score a miss when you Clash and your foe inflicts harm, you can still take back control with a strong hit on Endure Harm. This is your character shrugging off the hit and roaring back into the fight.

NPCs do not make moves. When you are not in control, they take actions in the fiction of the scene which force you to react. When you have control, you are taking proactive actions to achieve your objectives.

Control and Allies

When you are playing with allies (other player characters), you each track whether or not you are individually in control based on the outcome of your moves. You can shift the focus between characters and make moves as appropriate to the situation. A character in control makes proactive moves to inflict harm or set up an advantage. A character without control defends against attacks or tries to get back into the fight.

Keep in mind that control doesn’t represent who goes next. Talk out what happens. Bring the chaos of a melee to life. Use a dramatic moment to jump to a different character and leave everyone in suspense. Keep things moving to give everyone a chance in the spotlight.

Combat Range

When you Strike or Clash, the stat you roll is determined by your range relative to your foes. If you’re fighting in close quarters, you roll +iron, and if you’re fighting at a distance, you roll +edge. If you wish to change the range that you’re fighting at, it may require a move to avoid being hit while you do or get past some sort of physical barricade. Otherwise, you may just want to tie your movement into the narrative of other actions you perform. Rolling a miss on a move could also change the range, such as an enemy charging into melee with you while you try to fend them off with gunfire.

Other than the above situations, there is no significant need to keep track of the location of character’s in the terrain of combat beyond their general positioning. Keeping things looser allows you to have more dynamic changes in combat, have complex terrain for characters to make use of, and introduce other environmental effects or unexpected threats.

Combat Difficulty

When you are setting the challenge rank of your combat encounter, take into account all of the following:

Increase or decrease the challenge rank of the encounter after taking all factors into consideration. The standard assumption for a combat challenge rank is formidable, in which both combatants are on roughly equal footing and skill. You may want to introduce multiple objectives of an easier challenge rank to represent a more complex and strange situation. Whenever you would Pay the Price, consider what your foes would be able to do to you in this encounter and suffer consequences accordingly.

In some situations, the foe you are against may be too powerful for you to damage using any means available to you. Your long rifle will do nothing against a wanderling, and your recurve bow will be mostly ineffectual against an ancient imago. You’ll need to envision another approach or, if there is no conceivable way out, you may need to Face Defeat.

Enter the Fray

When you initiate combat or are forced into a fight, envision your objective and give it a rank. If the combat includes discrete challenges or phases, set an objective with a rank for each.

Then, roll to determine if you are in control. If you are…

  • On the move: Roll +edge.
  • Facing off against your foe: Roll +heart.
  • In the thick of it at close quarters: Roll +iron.
  • Preparing to act against an unaware foe: Roll +shadow.
  • Caught in a trap or sizing up the situation: Roll +wits.

On a strong hit, take both. On a weak hit, choose one.

  • Bolster your position: Take +2 momentum.
  • Prepare to act: You are in control.

On a miss, combat begins with you at a disadvantage. Your foe has control.

Make this move when combat is joined. First, define one or more objectives and give each a rank: troublesome, dangerous, formidable, extreme, or epic. The foes, environment, and the nature of your goal can all have an impact on the rank of an objective. If you are outmatched, make the rank higher. If you are well-prepared and in a position of strength, make it lower. You might even use separate objectives and progress tracks to represent distinct stages, goals, or foes.

If you are fighting with allies, each of you make your own move to Enter the Fray. The outcome determines your initial positioning and readiness. You and the other players then envision the scene and make moves as appropriate. If you have control, you are positioned to make proactive moves. If not, you make moves to defend against attacks or get into position. If you and your allies are fighting against common enemies, you share progress tracks and mark the harm you each inflict.

Draw the Circle

When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a connection with this community or person, add +1.

On a strong hit, take +1 momentum and choose up to three, taking +1 extra momentum for each. On a weak hit, choose up to one and take +1 momentum if you do.

  • Grant first strike: You are not in control.
  • Bare yourself: Take no benefit of armor or shield.
  • Hold no iron: Take no benefit of weapons.
  • Bloody yourself: Endure Harm (-1).
  • To the death: One way or another, this fight must end with death.

On a miss, you begin the duel at a disadvantage. You are not in control. Pay the Price.

Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.

When you challenge someone or accept a challenge, you each trace one-half of the outline of a circle into the ground with the point of a blade or the heel of your boot. Then, you face each other in the center of the circle and fight.

You setup a progress track per the Enter the Fray move, but use this move instead of Enter the Fray to begin the fight. You have control at the start of combat unless you score a miss or choose the option to grant first strike.

Duels are usually stopped when one of the duelists surrenders or is clearly defeated. The victor may then make a demand which the loser must abide by. Not complying with this demand means ostracism and shame. If you lose a duel, envision what your opponent demands of you. If you’re unsure, Ask the Oracle. Then, do it or face the narrative cost of your dishonor.

Some duels may be to the death. Determine the cultural expectations of dueling (When it’s considered ok to challenge, when it’s considered ok to forfeit, etc.) based on your own interpretation of the Cloud Empress setting.

Gain Ground

When you are in control and take action in a fight to reinforce your position or move toward an objective, envision your approach and roll. If you are...

Then, roll to determine if you are in control. If you are…

  • In pursuit, fleeing, or maneuvering: Roll +edge.
  • Charging boldly into action, coming to the aid of others, negotiating, or commanding: Roll +heart.
  • Gaining leverage with force, powering through, or making a threat: Roll +iron.
  • Hiding, preparing an ambush, or misdirecting: Roll +shadow.
  • Coordinating a plan, studying a situation, or cleverly gaining leverage: Roll +wits.

On hit, you stay in control. On a strong hit, choose two. On a weak hit, choose one.

  • Mark progress
  • Take +2 momentum
  • Add +1 on your next move (not a progress move)

On a miss, your foe gains the upper hand, the fight moves to a new location, or you encounter a new peril. You have lost control and must Pay the Price.

This move is the combat-focused version of Secure an Advantage, used when you are in control to build advantage against a foe or move toward your objective.

When you Gain Ground, picture the situation. Consider the environment, the gear and tech you bring to bear, and your own abilities. Consider your enemy, and their tactics and readiness. What can you use to your advantage? Envision your action, then make the move. Since a hit on Gain Ground includes an option to mark progress, you can achieve your objective in a fight without relying solely (or possibly at all) on direct physical violence. This move - unlike others - also lets you stay in control on a weak hit. It’s a powerful option to build momentum and progress. If you are instead acting to inflict direct harm or damage while you are in control, make the Strike move.

React Under Pressure

When you don’t have control and take action in a fight to avoid danger or overcome obstacles, envision your approach and roll. If you are...

Then, roll to determine if you are in control. If you are…

  • In pursuit, fleeing, dodging, getting back into position, or taking cover: Roll +edge.
  • Remaining stalwart against terrifying odds or supernatural dangers: Roll +heart.
  • Blocking or diverting with force, or taking the hit: Roll +iron.
  • Moving into hiding or creating a distraction: Roll +shadow.
  • Changing the plan, finding a way out, or cleverly bypassing an obstacle: Roll +wits.

On a strong hit, you succeed and are in control. Take +1 momentum.

On a weak hit, you avoid the worst of the danger or overcome the obstacle, but not without a cost. You are still not in control and make a suffer move (-1).

On a miss, the situation worsens. You are still not in control and must Pay the Price.

React Under Pressure is the combat-focused version of Face Danger, and is used instead of that move in a fight. When you don’t have control and try to get out of harm’s way, focus on defense, resist a foe’s attempt to gain advantage, or get past an obstacle, make this move.

React Under Pressure is often done in response to a foe who is trying to gain advantage through an action other than a direct attack. A magician gives a powerful show of force. A trooper moves into position to get a shot at you from cover. A creature leaps at you, putting you off-balance for a follow-up attack. What do you do? Envision it, then make the move.

If you are out of control and choose to fight back, you should instead Clash to resolve your action. React Under Pressure is often less risky, since you can use a favored stat, the penalty on a weak hit is relatively mild, and a strong hit can put you in good position for a follow-up move. But unlike Clash, you won’t have an opportunity to mark progress on a hit.

Strike

When you have control and attack in close quarters, roll +iron; when you have control and attack at range, roll +edge.

On a strong hit, mark progress twice. You dominate your foe and stay in control.

On a weak hit, mark progress twice, but you are now in danger and lose control.

On a miss, the tides turn. You lose control and must Pay the Price.

Make this move when you have control and act to inflict harm on your foe. Narratively, this move might represent a focused moment in time - a single sweep of your saber or a carefully aimed rifle shot. Or, it can depict a flurry of attacks as you put your opponent on the defensive.

On a strong hit, you strike true. Envision the outcome and mark progress twice per the rank of the objective. For example, against a dangerous objective you would mark two boxes twice - four full progress boxes. Any instance of “mark progress” gained through an asset ability stack with the result, allowing you to mark additional ticks or boxes per the rank of the challenge.

Narratively, a strong hit represents wounding your enemy or wearing them down. You have control and can make your next move. If this attack was intended as a decisive blow, you can attempt to Take Decisive Action.

On a weak hit, you’ve done some damage but have overextended or your foe counters. You mark your progress twice, and you lose control. What does your foe do next?

On a miss, you must Pay the Price. Envision a consequence that fits the circumstances. Your opponent strikes back and you Endure Harm. You lose position or advantage and suffer Lose Momentum. You face a new or intensified danger. Your weapon is dropped, broken, or runs out of ammo. A companion or ally is put in harm’s way. Let the outcome flow out of the fiction, or roll on the Pay the Price table to see what happens.

Clash

When you don’t have control and you fight back against a foe in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge.

On a strong hit, mark progress twice. You overwhelm your foe and are in control.

On a weak hit, mark progress, but then Pay the Price. You are still not in control.

On a miss, you are outmatched and must Pay the Price. You are still not in control.

When you are not in control and fight back against your foe attacks, make this move.

First, envision your action and the fiction of the exchange. Is this a focused, dramatic moment where you each seek an opening? Or is it a flurry of attacks and parries, advances and retreats? The outcome of the Clash determines if your foe presses their advantage, or if you take control of the fight.

On a strong hit, mark progress twice and gain back control.

On a weak hit, you manage to inflict harm and mark progress, but you still lack control and you must Pay the Price. The price might be that you Endure Harm as your foe counters. Or, you may face some other dramatic outcome as appropriate to the current situation and your foe’s intent.

On a miss, you fail, don’t mark progress, and must Pay the Price. This fight is turning against you.

Take Decisive Action

Progress Move

When you seize an objective in a fight, envision how you take decisive action. Then, roll the challenge dice and compare to your progress.

If you have control, check the result as normal. If you don’t, then count a strong hit without a match as a weak hit, and a weak hit as a miss.

On a strong hit, you prevail. Take +1 momentum. If any objectives remain and the fight continues, you are in control.

On a weak hit, you achieve your objective, but not without cost. Roll on the table below or choose one. If the fight continues, you do not have control.

Roll Result
1-40 It’s worse than you thought: Make a suffer move (-2)
41-52 Victory is short-lived: A new peril or foe appears.
53-64 You face collateral damage: Something is lost, damaged, or broken.
65-76 Others pay the price: Someone else suffers the cost.
77-88 Others won’t forget: You are marked for vengeance.
89-100 It gets complicated: The true nature of a foe or objective is revealed.

On a miss, you are defeated or your objective is lost. Pay the Price.

Take Decisive Action fulfills your previous moves and the progress you have made in this scene. This is the all-or-nothing moment where the fight is decided. Is your foe defeated? Is your victory a pyrrhic one, and tastes of ash? Does your foe suddenly turn your assumed advantage against you?

Since this is a progress move, you add the number of filled boxes on your progress track for this foe, whether it’s a single enemy or a pack. This is your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a strong hit, weak hit, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum. If you are not in control as you make this move, you are not poised for success; unless you roll a strong hit with a match, you must shift the result down one level.

On a strong hit, envision how the objective is achieved. If you still face other foes (using separate progress tracks), you are in control and the fight continues.

If you score a weak hit, your victory comes at a cost. Choose a listed outcome as appropriate to the circumstances. Then, consider the narrative implications of your choice and how it impacts what happens next. If there are any remaining objectives then you are not in control.

On a miss, you should face a dramatic and dire consequence. Are you captured? Mortally wounded and left for dead? Is someone under your protection killed? Is an important objective or vow now lost to you? You may then need to Face Defeat. Make a choice as appropriate to the situation and the intent of your foe, or roll on the Pay the Price table and interpret the result as severe. Make it hurt.

When you and your allies are fighting against a common foe, you share a progress track. Any of you may attempt to Take Decisive Action. If you then score a weak hit or miss, consider how your choice impacts the group and who suffers the cost as appropriate to the situation.

Face Defeat

When you abandon or are deprived of an objective, envision the consequence of this failure, clear the objective, and Pay the Price.

If the fight continues, you may create a new objective and give it a rank to represent the changing situation. If any objectives remain, the fight continues and you are in a bad spot.

Making the Take Decisive Action move is not the only way to resolve a combat objective. You can instead flee, surrender, shift to focus on another objective, or find yourself without any chance of success. When you can no longer bear the cost of the fight, or an objective falls out of reach, make this move. Face Defeat does not require a roll. Instead, you envision how you abandon or are deprived of your goal, clear that objective, and Pay the Price. The cost you pay can be purely narrative as you deal with the fallout of this defeat. Or you might make a suffer move to represent an impact on your immediate condition or readiness - such as suffering stress, facing harm or damage, or losing momentum. If you have multiple objectives and do not Face Defeat for all of them, the fight isn’t over yet. If the situation and this defeat prompts a new combat objective, give it a rank and envision how you focus on this new goal.

If you Face Defeat and the fight continues, you lose control. If you are working together with allies, the nature of the defeat should help decide who lacks control. If a single character was working toward an objective independently and must Face Defeat, they are in a bad spot. If multiple allies were trying to achieve the same objective, each of them doesn’t have control.

Battle

When you fight a battle and it happens in a blur, envision your objective and roll. If you primarily…

Then, roll to determine if you are in control. If you are…

  • Fight at range, or are using your speed and the environment to your advantage: Roll +edge.
  • Fight depending on your courage, leadership, or companions: Roll +heart.
  • Fight in close to overpower your opponents: Roll +iron.
  • Fight using trickery to befuddle your opponents: Roll +shadow.
  • Fight using careful tactics to outsmart your opponents: Roll +wits.

On a strong hit, you achieve your objective unconditionally. You and any allies who joined the battle take +2 momentum.

On a weak hit, you achieve your objective, but not without cost. Pay the Price.

On a miss, you are defeated and the objective is lost to you. Pay the Price.

This move is used as an alternative to a detailed combat scene. When you want to zoom out and resolve a fight in a single roll, make this move.

First, consider your objective. Are you trying to defeat your foes? Hold them off until reinforcements arrive? Defend a person or place? Reach a position? Envision the situation, your strategy, and what you intend to gain or avoid.

Then, roll and envision the outcome. A strong hit is unconditional success. Your foes are defeated, surrender, flee, or give up their objectives as appropriate to the situation and your goals for the fight.

A weak hit means you’ve achieved your overall objective, but at some cost. Since this is the resolution of an extended scene, the price you pay should be dramatic and meaningful. This can include suffering a significant amount of harm, failing to achieve a secondary goal, or encountering a new danger or complication. If in doubt, roll on the Pay the Price table, or you may pick from the weak hit options in the Take Decisive Action move.

A miss on the Battle move should have dire ramifications on your character and your quest. This objective is lost to you. What does that mean? Are you captured? Gravely wounded? Have you failed to save a loved one? Is the settlement overrun by raiders? Must you Forsake Your Vow? Consider the situation and the intent of your foe, and Pay the Price. Make it hurt.

Use the Battle move as you like. If your story doesn’t emphasize fighting, or you’d rather generally abstract combat encounters, you can use this move exclusively. You can also drop it into some portion of a larger scene. Perhaps you Battle to quickly deal with lesser foes, then handle the fight against their leader with standard combat moves. The mix of Battle moves and more detailed fight scenes can help you pace your gaming sessions and let you focus on what is interesting or important.

Battling Alongside Allies

When you and your allies fight together, only one of you makes the move. Others can make the Aid Your Ally move, using stats as detailed in Battle.  Resolve those moves first, and then Battle.

On a strong hit, all of you benefit from the narrative success, but only the character making the move gains the momentum bonus. On a weak hit or miss, all of you suffer an outcome as appropriate to the situation. When in doubt, Ask the Oracle.