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