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Ten minutes of safe rest removes 1 Fatigue mark; a full night’s rest removes all Fatigue marks. Fatigue alone never makes a character Dying.
Ten minutes of safe rest removes 1 Fatigue mark; a full night’s rest removes all Fatigue marks. Fatigue alone never makes a character Dying.


 
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[[Category:Seventh Sun]]
[[Category:Seventh Sun]]

Latest revision as of 12:53, 24 July 2026

A thriving city of Old Earth beneath the immense red Seventh Sun, with small islands floating in the sky and an inexplicable green-black remnant rising from the sea.

Combat

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Combat uses the ordinary rules with explicit timing, position, attacks, Defense, Parry, and reactions.

Turns and Actions

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When timing matters, play proceeds in rounds. A round is long enough for every participant to take one turn. The rules use the grid to clarify position, movement, and range; they do not use facing.

Initiative

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When a conflict begins, roll 3d6 + Initiative. Participants act from highest result to lowest and keep that order each round. Ties go to the higher Agility; if still tied, the players decide the order among their heroes and the Narrator decides for everyone else.

Your Turn

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On your turn, take either two short actions or one long action. You may take free actions during your turn as needed. You may also take one reaction between the beginning of your turn and the beginning of your next turn.

Action Use
Short action Move, attack, perform a quick task, use a Skill that takes only a moment, or activate a brief ability.
Long action Commit the turn to something sustained, such as running, careful aim, or a task that needs several seconds.
Free action Speak briefly, release an object, or perform another incidental act during your turn.
Reaction Respond immediately after a stated trigger, even during another participant’s turn.

Attacks End the Turn

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An attack is a short action, but making one ends your turn. Move, draw a weapon, take cover, or perform another short action before attacking; any unused action is lost afterward. A Talent or other rule that grants an immediate attack is an explicit exception and does not create another turn.

Movement

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Moving up to your Speed is a short action. You may move twice by spending both short actions. Movement may be split around other short actions, but never after an attack because the attack ends the turn. Difficult ground normally costs twice as much movement.

The grid records occupied space and distance; one square represents roughly two meters. A figure may turn freely, and attacks may come from any direction. Leaving an opponent’s reach does not by itself grant a free attack; Talents such as Hold the Line create the exceptions worth remembering.

Running and Careful Aim

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Run — As a long action, move up to four times your Speed; attacks against you gain a bonus die and you lose your reaction until your next turn.

Aim — As a long action, choose a target you can see; gain a bonus die on your next ranged attack against it unless you move or lose sight of it first.

Parry

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Defense is always available. When a melee attack targets you, you may spend your reaction before the attack roll to Parry if you hold a suitable weapon or shield. For that attack, replace Agility with Brawn in your Defense calculation. A shield’s 2 Defense applies normally. You cannot Parry an attack you cannot perceive or one that could not plausibly be turned aside.

Reactions

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A reaction occurs after its trigger unless its rule says it interrupts. Each character normally has one reaction per round, so using it is a decision. A reaction requires a rule that permits it; characters do not improvise extra actions merely by calling them reactions.

Conditions

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Use a condition only when it creates a decision worth remembering. The same condition never stacks with itself, and it ends when its stated duration expires or the fiction clearly removes its cause.

Condition Effect
Hidden You cannot be directly targeted by anyone who has not located you. Your first attack gains a bonus die, and making the attack ends Hidden.
Prone Melee attacks against you gain a bonus die and ranged attacks against you suffer a penalty die. Standing is a short action.
Restrained Your Speed is 0, and your attacks and Agility rolls suffer a penalty die. Escape with a short action and a successful Brawn or Agility roll against the effect's Difficulty.
Stunned You cannot react and may take only one short action on your next turn; then Stunned ends.
Blinded Sight-dependent rolls suffer a penalty die, and you cannot Parry attacks you cannot perceive.

Damage and Recovery

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An attacker rolls damage after a hit. Armor contributes Protection; Wounds and Fatigue combine to determine the hero’s Harm state.

Damage

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After a damaging attack hits, the attacker rolls the weapon’s damage die and adds the applicable Attribute. A forceful melee weapon normally adds Brawn; a Finesse or ranged weapon adds Agility. Compare the result to the target’s Damage Resistance.

Damage dice use their own compact bonus and penalty notation. The notation 1d6H means roll two six-sided dice and keep the highest; 1d6L means roll two and keep the lowest. Each additional bonus damage die adds another die and keeps the highest one; each additional penalty damage die adds another die and keeps the lowest one. Bonus and penalty damage dice cancel one-for-one.

Protection is the numerical protection supplied by armor or a similar defense. Armor entries list a Protection score; an unarmored character normally has Protection 0.

Damage Resistance = Vigor + Protection

If the damage roll exceeds Damage Resistance, the amount by which it exceeds determines the injury. Only the attacker rolls; ordinary damage never requires a defensive roll.

Harm

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Track Wounds and Fatigue separately. Harm is their combined total, to a maximum of 4. Wounds represent injury; Fatigue represents exertion, exposure, and phasmic Overreach. The combined Harm total determines the hero’s state, while the two counters recover differently.

A damaging hit inflicts Wound marks according to its margin over Damage Resistance. Nonlethal attacks use the same table but inflict Fatigue marks.

Damage margin Result
0 or less No Wound
1–2 1 Wound
3–4 2 Wounds
5–6 3 Wounds
7 or more 4 Wounds
Total Harm State Effect
0 Ready No effect.
1–2 Battered A penalty die on attack, Attribute, Skill, and Formula rolls.
3 Faltering As Battered; take only one short action on your turn and no reactions.
4 Down You are unconscious. You are Dying only if Wounds are 4.

Harm penalties do not stack with themselves. Other unfavorable circumstances do not add further penalty dice unless a rule explicitly says otherwise.

A Full Track

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When Harm is 4 and a character suffers Wounds from a new source, reduce Fatigue by 1 and increase Wounds by 1 for each Wound inflicted. If Wounds are already 4, further damage from a new source causes immediate death. Excess Harm from the same source is ignored once the total reaches 4. Additional Fatigue never replaces a Wound. Reducing Harm below 4 ends unconsciousness unless another effect keeps the character unconscious.

Dying and Stabilization

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A character with four Wounds is Down and Dying. At the end of the character’s third turn after becoming Dying, the character dies. Do not make a roll each round. Further damage while Dying causes immediate death.

Stabilizing a Dying character is a short action with a Medical Kit. Under pressure, it requires a Difficulty 12 Medicine roll; when time and conditions are adequate, it succeeds without a roll. Stabilization removes 1 Wound, leaving three Wounds, but the character remains unconscious until the conflict ends or the Narrator judges that the character can be roused.

Recovery

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After a conflict, ten minutes of care from someone trained in Medicine with a Medical Kit removes 1 Wound. A character can benefit from this immediate care only once per conflict. A full night’s rest removes 1 Wound; sustained medical care may accelerate recovery when the story permits.

Ten minutes of safe rest removes 1 Fatigue mark; a full night’s rest removes all Fatigue marks. Fatigue alone never makes a character Dying.