Combat
Combat Mechanics
The player makes all rolls.
Armor
Armor eases defense and hinders stealth and decreases carrying capacity by 1.
| Armor | Ease Defense | Hinder Stealth | Carrying Capacity Reduced |
|---|---|---|---|
| Light | 1 step | 0 steps | 0 |
| Medium | 2 steps | 1 step | 0 |
| Heavy | 3 steps | 2 steps | 1 |
Combat Sequence
| Tier | Level | Classification | Rounds of Attack | Wounds to TK |
|---|---|---|---|---|
| 1 | 1–3 | Fodder | 1 Round | 1 Wound |
| 2 | 4–6 | Elite | 2 Rounds | 2 Wounds |
| 3 | 7–9 | Champion | 3 Rounds | 3 Wounds |
| 4 | 10+ | Boss | 4 Rounds | 4 Wounds |
The 3-Step Sequence
Step 1: Initiative
Roll vs. Creature DC.
- Success: You gain 1 Ease to your first Attack roll.
- Failure: You are Hindered on your first Attack roll.
Step 2: The Attack Phase
Roll one Attack for each Round of the Tier.
| Attack d20 | Result | Narrative | Effect on Final Defense | Progress |
|---|---|---|---|---|
| 1 | Fail, and | Disaster strikes. | Hinder 2 steps | No Wound |
| 2 to DC-6 | Fail, but | Missed, but kept guard. | No Modifier | No Wound |
| DC-5 to -1 | Success, but | Hit, but left an opening. | Hinder 1 step | No Wound |
| DC to DC+4 | Success | Clean strike. | Ease 1 step | 1 Wound |
| DC+5+ | Success, and | Devastating blow. | Ease 2 steps | 1 Wound |
Step 3: The Final Defense (The "Injury" Roll)
After the rounds are complete, make one Defense roll.
Calculate your Modifiers:
- From Attacks: Sum of all Eases/Hinders from the table above.
- From Armor/Skills: Apply your standard Eases.
- Missing Wounds: Hinder 1 for every Wound you failed to deal (relative to the Tier).
| Final d20 | Outcome | Narrative Result | The Wound |
|---|---|---|---|
| 1 | Fail, and | Crushing Defeat. | Lasting Scar |
| 2 to DC-6 | Fail, but | Driven back/Escaped. | Debilitating Injury |
| DC-5 to -1 | Success, but | Messy Victory. | Lingering Trauma |
| DC to DC+4 | Success | Clear Victory. | Strain |
| DC+5+ | Success, and | Flawless dominance. | Unscathed |