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
- Tick any countdown dice that trigger on your turn
- Take one action + move up to near. Forgo your action to move near again.
- 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
| Armor | Armor (DR) | Slots | Notes |
|---|---|---|---|
| Leather | 1 | 1 | — |
| Chainmail | 2 | 2 | Disadvantage on Stealth, Acrobatics |
| Plate | 3 | 3 | Disadvantage on Stealth, Acrobatics. Cannot swim. |
| Shield | +1 | 1 | One hand occupied |
Weapons
| Weapon | Damage | Range | Properties |
|---|---|---|---|
| Dagger | d4 | Close/Near | Finesse, Thrown |
| Shortsword | d6 | Close | Finesse |
| Longsword | d8 | Close | — |
| Greatsword | d12 | Close | Two-handed |
| Greataxe | d10 | Close | Two-handed |
| Spear | d6 | Close/Near | Thrown, Versatile (d8) |
| Mace | d6 | Close | — |
| Longbow | d8 | Far | Two-handed |
| Crossbow | d6 | Far | Two-handed, Loading |
Carry Capacity
Vigor + 5 slots. All gear = 1 slot unless noted. Coins: 100 per slot (first 100 free).