Combat

Note: The combat system is being redesigned. The rules below (v1) use traditional initiative and turn-based action resolution. v2 will use progress tracks for combat goals, damage-not-to-hit (attacks always connect, roll determines cost), and initiative as narrative position. See the combat redesign discussion for details.

All combat rolls are player-facing. The GM narrates monster actions; the player rolls to attack and defend. Tag-driven position applies to all combat rolls.

Initiative

Everyone rolls 1d6 + Reflex. GM uses the highest Reflex among the monsters. Highest goes first; turns proceed in order. (Initiative uses d6 for a tighter range where stat matters more.)

Player Turn

  1. Tick any countdown dice that trigger on your turn
  2. Take one action + move up to near. Forgo your action to move near again.
  3. GM updates Mettle/Threat as appropriate

Actions

  • Melee attack — Roll d20 vs Vigor DCs. Strong Hit: weapon damage + 1 Mettle. Weak Hit: weapon damage + 1 Mettle + 1 Threat (GM decides the cost). Miss: weapon damage + 2 Threat (fail-forward — you connect, but the cost is steep). Target's Armor reduces damage.
  • Ranged attack — Roll d20 vs Reflex DCs. Same outcome tiers.
  • Cast a spell — See Spellbook.
  • Defend — Until your next turn, treat position as one tier higher for defense rolls.
  • Improvise — Shove, disarm, grapple. GM determines stat. Tag-driven position applies.
  • Free actions — Speak briefly, drop an item, stand up from prone.

Monster Turns

Monsters don't roll. Their attacks are resolved by the player rolling to defend.

Defense roll: d20 vs stat DCs (Reflex to dodge, Vigor to block). Tag-driven position applies.

  • Strong Hit: avoid the attack entirely. +1 Mettle.
  • Weak Hit: minor consequence at GM's discretion. +1 Mettle + 1 Threat.
  • Miss: take monster's damage minus your Armor. +1 Stress from the hit. +2 Threat.

Natural 20 / Natural 1

  • Natural 20: Always a Strong Hit. Maximum weapon damage. +2 Mettle.
  • Natural 1: Always a Miss. +3 Threat. Spells trigger backlash (2d12) for Invoker/Seer.

Monster Behavior

Every monster has three attributes:

  • Zone (Melee / Near / Far) — preferred fighting range
  • Priority (Nearest / Weakest / Spellcaster / Random / Leader) — target selection
  • Weakness — a vulnerability the player can exploit

Damage & Armor

  • Weapon damage = the weapon's die (d4–d12)
  • Armor = damage reduction per hit. Shields add +1 Armor.
  • Minimum damage = 1 (a hit always deals at least 1 after Armor)

Morale

Enemies at half strength make a morale check. Player rolls d20 vs the monster leader's Willpower DCs. Strong Hit = flee/surrender. Weak Hit = waver. Miss = fight on. Mindless creatures and fanatics are immune.

Gear Reference

Armor

ArmorArmor (DR)SlotsNotes
Leather11
Chainmail22Disadvantage on Stealth, Acrobatics
Plate33Disadvantage on Stealth, Acrobatics. Cannot swim.
Shield+11One hand occupied

Weapons

WeaponDamageRangeProperties
Daggerd4Close/NearFinesse, Thrown
Shortswordd6CloseFinesse
Longswordd8Close
Greatswordd12CloseTwo-handed
Greataxed10CloseTwo-handed
Speard6Close/NearThrown, Versatile (d8)
Maced6Close
Longbowd8FarTwo-handed
Crossbowd6FarTwo-handed, Loading

Carry Capacity

Vigor + 5 slots. All gear = 1 slot unless noted. Coins: 100 per slot (first 100 free).