Guide

Initiative, turns and effects

Running a fight: initiative order, turns, timed conditions, damage and healing, hidden or defeated combatants.

Open the turn tracker

The Initiative panel (right rail) keeps the fight order, shared in real time. "+ token" adds the selected token, "+ characters" adds every character linked to a token, with an initiative roll from their sheet (1d20 + the system's modifier).

The turn tracker: order, HP, conditions and their duration, hidden or defeated combatants. The turn tracker: order, HP, conditions and their duration, hidden or defeated combatants.

Start, then Next turn / Previous; the round advances by itself. The combatant whose turn it is stands out, and the mobile companion announces it.

Conditions and durations

On each combatant, set a condition with a duration in rounds: it counts down at the start of their turn and its marker leaves the token when it expires. With no duration it is permanent.

Apply an effect

The bottom form applies to a target: damage (with a type: fire, poison...), healing, condition, temporary modifier. Damage and healing go through the linked sheet: resistances, immunities and vulnerabilities declared on the sheet are honoured, HP are capped, and the token updates.

A combatant whose HP drop to zero is marked defeated: struck through, and "Next turn" skips it ("Skip defeated" option). The GM can revive it.

Hidden combatants

A hidden combatant does not appear to players: prepare an ambush, reveal it when it springs.

Automations

The Automations panel (GM) triggers actions on rolls and HP changes, in YAML:

A YAML automation: when HP drops to zero, the “unconscious” status is applied. A YAML automation: when HP drops to zero, the “unconscious” status is applied.

- nom: Unconscious
  quand: pv
  si: pv <= 0
  alors: statut inconscient

Message in the feed, condition set or removed on the linked token.