TCR: Combat Structure

Combat Structure

Combat in Thriller is structured into rounds and turns, allowing every action to be resolved in clear order.
This ensures fast-paced, cinematic encounters while maintaining precision in timing and tactical decision-making.


Rounds and Turns

Combat is divided into rounds, each representing only a few seconds of in-game time.
During a round, every participant takes one turn in order of Initiative (highest result acts first).
Once all characters have taken their turns, the round ends. If combat continues, a new round begins.

This cyclical structure keeps pacing tight and ensures that every moment of conflict is accounted for.


Initiative

At the start of combat, each participant rolls for Initiative to determine turn order.

Initiative Roll:
1d20 + Initiative Modifier

In Thriller, the Initiative modifier is usually derived from Agility (AGI), reflecting reflexes and reaction time.
Some Game Masters may instead allow Perception (PER) to influence Initiative in ambush situations.

Ties:
If two results are identical, the GM may compare highest Agility, Perception, or even current Sanity Points—whichever best reflects presence of mind under pressure.

Bonuses:
Certain perks (e.g., Lightning Reflexes, Combat Reflexes) grant advantage or bonus modifiers to Initiative rolls.


Surprise

If one group is ambushed or caught unaware, they may not act in the first round.

To determine this, the GM may call for a Perception or Insight check opposed by the attacker’s Stealth.
Characters who fail this opposed roll are Surprised and lose their first turn, able only to defend.

Effects of Surprise:

  • Surprised characters cannot act in the first round.
  • Attacks against them have advantage.
  • They suffer a –2 penalty to any Dodge attempts that round.

If the ambush is especially horrifying, the GM may also call for a Sanity Check (Willpower vs. DC).
Failure can cause the character to freeze, gaining the Shaken condition.


Action Points (AP)

Thriller uses Action Points (AP) to manage what each character can do during their turn.
Every action costs AP, making decision-making under pressure critical to survival.

AP Formula:
AP = (Agility – 6) ÷ 2
(Minimum 1 AP per round.)

Example:

  • AGI 6–7 → 1 AP
  • AGI 10 → 2 AP

Unused AP can be reserved for reactions and carry through the round until your next turn, when AP resets.


Using Action Points

Most combat actions cost 1 AP, though some require more.
If you have more than 1 AP, you can perform multiple actions in a single turn; if you have only 1, every choice matters.

Common 1 AP actions include:

  • Attack (melee or ranged)
  • Move up to your speed
  • Use or reload an item
  • Assist an ally
  • Take cover or prepare to dodge
  • Interact with the environment (open doors, flip switches, etc.)

More complex maneuvers can cost 2 or more AP, or may take multiple turns to complete.
You can also hold AP for defensive reactions during other characters’ turns.


Action Types and AP Costs

Standard Actions (1 AP Each)

Basic combat maneuvers performed on your turn, such as attacking, moving, reloading, using items, or helping allies.
If you have 2 AP, you might attack twice or move and attack.

Full-Round Actions (All AP)

Some actions require total focus for the entire turn.
Examples include Fleeing or Full Defense, which trade offense for survival.
When performing a full-round action, you gain enhanced defense or extended movement, but forgo all other actions that turn.

Reactions (1 AP Each)

Defensive or responsive actions performed outside your turn using saved AP.
Common examples include:

  • Dodge: Avoid an incoming attack.
  • Intercept: Take a hit meant for an ally.
  • Retaliate: Counterattack after being attacked in melee.

You must have unused AP available to take a reaction.
AP refreshes at the start of your next turn.

Free Actions (0 AP)

Minor or instantaneous actions such as speaking briefly, dropping an item, or looking around.
The GM may limit free actions to one or two per turn for balance.
Some perks (e.g. Quick Draw) may convert certain standard actions into free ones.

Special Actions (Variable AP)

Covers any action not easily categorized—rituals, complex interactions, or cinematic stunts.
These are typically 2+ AP or span multiple turns, at the GM’s discretion.
Many require appropriate skill checks (e.g., operating heavy machinery or rigging explosives).


Quick Reference: Action Costs

Action TypeExamplesAP Cost
StandardAttack, Move, Use Item, Reload1 AP each
ReactionDodge, Intercept, Retaliate (held AP)1 AP (when used)
FreeShout, Drop Item, Glance Around0 AP (limit ~2 per turn)
Full-RoundFlee, Full Defense (max effort)All AP (entire turn)
Special/HeavyRitual, Complex Stunt, Setup2+ AP (GM decides)