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Powers in Combat

AX.C.08.05 - Power Effects in Combat

This section defines how Odd Talents function in combat across four basic categories: Attack, Defense, Boon, and Bane.

It does not define specific traditions, those are provided by Genre Catalogs. It defines what any tradition effect does at the table when a practitioner uses their power offensively, defensively or to modify a situation.

Core Resolution Principles

All power effects in combat use the same base roll:

Governing Attribute + Odd Talent (+ Focus if applicable)

The result is interpreted differently depending on the effect category:

Category Roll Resolves Against
Attack - Targeted Target's Defense
Attack - Area A Threshold, scope-based; each target rolls a Save
Defense A Threshold set by duration and scope
Boon A Threshold set by scope and target count
Bane A Threshold set by scope; each target rolls a Save

The Wild Die applies normally to all power rolls.

The two-state resource mechanic (Clear/Strained, under catalog-specific names) applies equally to all four categories, effect type does not change the resource cost.

Threshold & Scope

The following table governs how Threshold is affected by range, target/area and duration. Evaluate the Threshold based on each variable independently. The base Threshold will use the highest value of the three.

Example

An effect with Range of Near, burst is Threshold 3 An effect with Target Area Medium Radius is Threshold 4 An effect with Duration of Instant/One Turn is Threshold 1 An effect that is all 3 defaults to Threshold 4

See AX.C.10.03 - Range Bands for approximate distance correlation.

Genre Catalog tradition files may specify values that differ from this baseline; those values take precedence.

Threshold Range Target/Area Duration
1 Touch 1 Instant / one Turn
2 Close/Near 1 End of scene
3 Near, burst Small (5-10') radius End of scene
4 Far, burst Medium (15-20') radius Until Short Rest
5+ Distant, burst Large (30') radius Persistent / structural

AX.C.08.05.01 - Attack Effects

A power attack uses the practitioner's full roll to deal harm to a target or group of targets.

Targeted Attack

Roll: Governing Attribute + Odd Talent (+ Focus) vs the target's Defense

Damage: Successes rolled = damage applied to the target's Health

Range: Tradition-defined. Targeted power attacks are not range-limited to Touch/Close the way Strike is. Near is the default range; extending to Far or Distant requires Threshold +1 per additional band (declare before rolling).

Damage type: Tradition-defined. Catalogs assign specific damage types (fire, radiant, arc, kinetic, etc.) to their traditions. Type has no universal mechanical effect unless the target has a stated resistance or vulnerability.

Secondary condition delivery: If the attack exceeds the target's Defense by 2 or more successes, the practitioner may deliver a Minor Condition in addition to damage. The target makes a Save (tradition-appropriate type) vs Threshold 2 to resist. This requires no additional action. If the tradition specifies a condition on hit (burning, freezing, bleeding, etc.), that condition's Save uses the tradition's stated Threshold instead.

Targeting one vs. multiple

A targeted attack affects one declared target. To affect additional targets with the same roll, use Area Attack instead or use excess successes as described under Area Attack Options below.

Area Attack

Roll: Governing Attribute + Odd Talent (+ Focus) vs a Threshold determined by the scope of the burst effect area. Successes are only used for Damage calculation.

Damage: Successes rolled = damage applied to each target in the affected area. Targets in the area of effect can roll an appropriate Save to reduce damage by half.

  • Speed Save to 'Dodge' the effect.
  • Body Save to 'Tank' the effect.

Targeting: 1. The practitioner rolls against the Threshold for the scope they declare. 2. Every target in the declared area takes damage equal to the successes rolled. 3. Each target makes a Save vs a Threshold (default: Threshold 2) to reduce the Damage by half.

Area effects bypass standard Defense. A target with Defense 4 still takes damage from a Near-burst attack that succeeds at Threshold 3. Defense is not relevant to area resolution.

Scope declaration: The practitioner declares the scope before rolling. Scope determines the Threshold required. Use the Threshold & Scope table above.

Area Attack Options allocating excess successes:

If the roll exceeds the Threshold, each excess success may used to provide the following benefits instead of Damage: - Extend range by one band (Close → Near → Far) - Add one additional target as a discrete named target rather than an area (useful for selecting targets within a crowd while excluding others) - Increase the condition's Save Threshold by 1 (makes the condition harder to resist) - Extend the effect's duration by one step per the Scaling table

AX.C.08.05.02 - Defense Effects

A power defense effect protects the practitioner or allies from incoming harm.

Individual Defense

Roll: Governing Attribute + Odd Talent (+ Focus) vs a Threshold determined by duration and the type of protection

Target: Self or one ally within the tradition's base range. Extending range beyond Touch/Close increases the Threshold by 1.

Options choose one per application:

Save Bonus: The protected target gains +1D on their next Save against one declared type of effect (physical damage, a specific condition, power effects, etc.). Each additional +1D increases the Threshold by 1. The bonus lasts until the Save is made or the scene ends.

Damage Absorption: The protected target reduces the next incoming damage instance by a number equal to the practitioner's successes (minimum 0 after reduction). This is a reaction to the damage, the practitioner must not have already used their Reaction this Turn. Absorbed damage is lost; it does not carry over to subsequent hits.

Resistance: The protected target gains Resistance to a single declared damage type for the scene, damage of that type is reduced by 2 before applying to Health (minimum 0). Threshold 3. Cannot apply multiple Resistance effects on the same target.

Ward: The protected target cannot be affected by a single category of power effect (Force, Resonance, or Form tradition-specific) until the ward is broken or the scene ends. Threshold 4. The ward is broken when it absorbs an effect of the warded type, it functions once. Wards against physical attacks are not available through this mechanism; they require the Resistance option.

Area Defense

Roll: Governing Attribute + Odd Talent (+ Focus) vs a Threshold (3 minimum; see Scaling table for scope)

Area: Centered on the practitioner. Default radius: Near area (Threshold 3) or Far area (Threshold 4). The practitioner need not be inside the protected area if the Tradition supports projection.

Options choose one per application:

Protective Zone: All allies within the zone gain +1D on Saves against a declared effect type (physical, power, environmental, etc.) while they remain inside. Enemies who enter the zone or begin their Turn inside must make a Save (type: tradition-appropriate) vs Threshold 2 or suffer Disadvantage on their next action. The zone is anchored to the practitioner's position and moves with them.

Ward Field: All targets within the zone gain Resistance to one declared damage type (damage reduced by 2). Threshold 4. Unlike individual Resistance, the Ward Field applies only while the target is inside the zone. It does not follow them out.

Barrier: A physical or energetic obstruction at the zone's boundary. Crossing the barrier requires a contested Save (Body or Speed, tradition-appropriate) vs Threshold 3 or the crossing fails. The barrier blocks line of effect for ranged power attacks through it, attacks originating outside the barrier that target characters inside (or vice versa) are made at Disadvantage. The barrier has no Health pool and cannot be "destroyed" by damage, only by effects that explicitly counter it or when it expires.

AX.C.08.05.03 - Boon Effects

A power boon grants a positive dice modification to one or more allied rolls.

Roll: Governing Attribute + Odd Talent (+ Focus) vs a Threshold determined by scope and target count. On a failed roll, the boon is not delivered the action is spent.

Targeting: Single target at Touch/Close: Threshold 1–2. Single target at Near: Threshold 2. Group of allies at Near burst: Threshold 3.

Options choose one per application:

Bonus Dice: The target gains +1D on all rolls of a declared type (attack rolls, a specific Talent, Saves of one type, etc.) until they use the bonus or the scene ends. The +1D applies once per roll it is not a stacking pool increase. Each additional target beyond the first increases the Threshold by 1.

Advantage Grant: The target's next roll of a declared type is made at Advantage; dice showing 4, 5, or 6 count as successes rather than 5–6 only. The advantage applies to one roll, then expires. Cannot stack with existing Advantage.

Threshold Reduction: The target's Threshold is reduced by 1 (minimum 1) on their next roll of a declared type. This represents the practitioner removing obstacles rather than adding capability a divination clearing the path, a telekinetic steadying the surgeon's hand. Must be declared before the target rolls.

AX.C.08.05.04 - Bane Effects

A power bane imposes a negative dice modification on one or more enemy rolls.

Roll: Governing Attribute + Odd Talent (+ Focus) vs a Threshold determined by scope and severity. The target then makes a Save to resist.

Save type: Tradition-appropriate. Force effects typically trigger a Speed Save (physical evasion). Resonance effects typically trigger a Wit Save (mental resistance). Form effects typically trigger a Body Save (biological resistance). Catalogs specify the Save type for each tradition.

Save Threshold: The practitioner's roll sets the Save Threshold the target faces: successes rolled − 1 (minimum 1). Alternatively, the tradition may specify a fixed Save Threshold; use whichever is higher.

On Save success: The target resists the bane entirely. They are unaffected.

On Save failure: The bane applies.

Options choose one per application:

Dice Penalty: The target suffers −1D on all rolls of a declared type until the end of their next Turn. Does not reduce an Attribute permanently it penalizes the pool for the declared roll type only. Cannot reduce a pool below 1D.

Disadvantage Imposition: The target's next roll of a declared type is made at Disadvantage only dice showing 6 count as successes. The Disadvantage applies to one roll, then expires. If the target already has Disadvantage, this extends it to their next two rolls of that type.

Threshold Increase: The target faces Threshold +1 on their next action of a declared type (attack, power use, a specific Talent). This compounds with environmental Threshold modifiers. Must resolve before the target acts.

Condition Application: The target suffers a Minor Attribute Condition (−1D to Body, Speed, or Wit, practitioner's choice matching tradition). Duration and recovery follow standard condition rules (AX.C.11.05). Upgrading to Moderate requires Threshold +1 on the Bane roll and raises the target's Save Threshold by 1.

Targeting: Single target at Near range is the default. Area bane (each target in a Close area saves individually): Threshold 3+. Area bane at Near area: Threshold 4.

AX.C.08.05.06 - Critical Results

The Wild Die applies to all power rolls. Critical results modify the effect delivered:

Critical Success (roll succeeds AND Wild Die shows 6)

Category Critical Success Option
Attack Targeted Double damage, OR Advantage on next roll vs same target, OR deliver a condition without requiring excess successes
Attack Area Expand scope by one range band at no Threshold cost, OR increase condition Save Threshold by 2
Defense Individual Extend duration by one scene, OR apply the effect to one additional adjacent target at no cost
Defense Area Expand zone by one range band, OR apply two defense options simultaneously (e.g., Save Bonus + Resistance)
Boon Double the bonus (from +1D to +2D, or grant Advantage in addition to stated bonus), OR extend to one additional target
Bane Target fails their Save automatically no roll required, OR upgrade condition from Minor to Moderate

The practitioner chooses one option from the appropriate row. Genre Catalogs may specify tradition-specific Critical Success outcomes that supersede this table.

Critical Failure (Wild Die shows 1 AND total successes = 0, while Strained)

Backlash triggers. This applies regardless of effect category an attempted Boon or Defense is as susceptible to Backlash as an attack. The effect fails in all cases. Backlash effects are tradition-specific and defined in Genre Catalog tradition files.

The practitioner does not receive a partial effect on Backlash. The action is spent, the resource is burned, and the Backlash consequence applies.

AX.C.08.05.07 - Two-State Resource Mechanic

An Optional Mystic Fatigue Mechanic

4/11/26: Session Note

We decided this mechanic unneccessarily impacted Tradition users. It will remain as an optional system for settings whose fiction has a need for casting fatigue. It also requires tracking an additional 'meta-currency'. A similar system could be applied to all professions if a Game Master wanted to implement a more universal exhaustion system.

This two-state resource system (Clear/Strained) applies identically across all four effect categories. Each Genre Catalog may apply its own terminology for these states but the mechanics remain the same.

State Condition
Clear Roll full dice pool; normal success range (5–6 count). Clear State lasts for a number of Turns equal to the Odd Talent's value.
Strained -1D to the Odd Talent for each effect after Clear State is lost. If the total Dice Pool is reduced to only the Governing Attribute, any additional effects roll with Disadvantage.

Multiple Odd Talents: The highest Talent value is used to determine the Clear limit. Once Clear is lost, Strained applies to all Odd Talent effects.

Effect category does not modify resource cost. Each effect created (attack, defense, boon or bane) reduces a practitioner's Clear State regardless of the range, target or duration of the effect.

Mid-scene recovery: Once per scene a practitioner can use a Primary Action to 'Rally'. Roll a Wit Save vs Threshold 3. On success, the practitioner returns to Clear. On failure, the practitioner remains Strained and may not attempt recovery again until their next short rest. This limitation is absolute no second attempt, no matter what.

Recovery: Recovering from Strained normally requires a short rest. If the practitioner had to 'Rally' or the Strain State reached Disadvantage, a long rest may be required to recover fully.

Catalog Author Notes

These categories are not mutually exclusive. A single tradition application may function as Attack + Bane simultaneously (deal damage AND impose a condition) or Defense + Boon (ward an ally AND grant them a bonus die). When combined effects are defined in a tradition file, their total scope determines the Threshold, use the higher of the two individual Thresholds +1. Do not require two separate rolls for a single defined application.

Save type assignment: Assign one Save type per tradition or per Expression within a tradition. Do not require the GM to determine Save type at the table on the fly. Every defined application in a tradition file should specify the Save type.

Damage type is setting fiction, not mechanics. Fire damage and arc damage are identical at the core level unless the setting explicitly defines vulnerabilities and resistances. Catalog authors who want damage types to have mechanical weight must define those interactions in the catalog (e.g., radiant damage doubled vs vulnerable targets in AX.GHW). The core rules do not assume any damage type modifies the formula.

Boon and Bane are Odd Talent applications, not perks. They use the tradition's dice pool, consume the scene's Clear use, and are subject to Backlash. Do not reuse the perk format for Boon/Bane effects that are intended as in-scene tradition applications. If a Boon or Bane is a fixed, named, per-rest ability of a Profession, use the perk code block format (AX.C.08.02). If it is an improvisational tradition application, it follows this framework.

Do not introduce gradations to the two-state system. There is no "slightly Strained" or "deeply exhausted" state. The states are binary and the rule for recovery is specific. Catalog-specific resource names change the fiction; they do not change the mechanic.