When conflict ensues it can be resolved many ways but one of the most prevalent is through combat. When the stakes are high and nothing but blood or death will satiate then this section will aid in resolving these conflicts.
Combat is broken up into rounds and turns so each creature gets a chance to act in a fair and consistent manner. To help simulate a chaotic and disorganized combat situation without being unfair and consistent there are many rules in place. We are going to start this section off with an example and then break down the system to show how and why it is setup how it is.
Three players come over a hill on a caravan road just outside a nearby village. They see three thugs standing in the road with light maces drawn. It would seem the players are being robbed and a fight breaks out. Since both sides are aware there is no check for surprise.
The game master decides the thugs will charge forward with maces and then asks for each players action.
Philos: "I will draw my long sword and charge one of them!"
Niminva: "I draw my long bow and shoot one with an arrow."
Lavar: "I cast fire bolt at one."
They all roll initiative based on the actions they stated. They roll as follows: Thugs d10 (2), Philos d8 (5), Niminva d10 (3), and Lavar d4 (1). Note: They all begin the stated actions at the start of the round and then go from lowest to highest.
Lavar casts his spell first hitting one of the thugs with a fire bolt. The thug gets to resist the fire damage for half he rolls 2d10 against his agility of 10 rolling a 4 and taking 2 light damage from the attack instead of 4 light damage.
The thugs are next and each move up to attack the bowmen first! Each one engages Niminva but he can only engage two of them giving the third an extra attack die.
Thug 1 attacks rolling 2d10 against Niminva's dodge of 16 and rolls a 19 and hits. Now the thug gets to roll 2d20 against Niminva's armor rating of 5 since he is not wearing armor. The thug rolls 7 and a 9 doing 2 light damage to Niminva.
Thug 2 attacks rolling 2d10 and rolls 14 missing Niminva.
Thug 3 in not engaged by Niminva and then rolls 3d10H and gets a 9 missing Niminva.
Niminva is in melee range and decides that using the bow is not a good idea and pulls out his short sword and dagger. Now he must roll initiative with the slowest weapon he is using which is the short sword rolling a d6 and rolls a 4. Adding that to his original 3 he gets a new initiative of 7.
Philos finally goes and moves up to a thug and swings rolling 3d10H since he is skilled with the longsword and rolls 14 hitting the thugs 13 dodge. Now he rolls 3d20 against the thugs chain shirts armor rating of 8 rolling 3, 15, and 13 for 2 light damage to the thug. This thug is now down 4 light damage and only has 2 health left.
Niminva attacks the wounded thug with two rolls of 2d10 one for the short sword and one for the dagger. He rolls 9 and 16 hitting the thug with his dagger. Now rolling 2d20 he gets 10 and an 11 doing 2 light damage to the thug knocking him unconscious.
Now that everyone has taken a turn the next round begins and everyone must state their actions for round 2.
Combat begins when one or more creatures attempts a hostile action against another creature. Once combat begins the players start to keep track of each combat round. Rounds are used to organize each creatures turn to keep the game simple and fair.
- Rounds last one minute of in game time.
- A character takes their turn following the initiative order of lowest roll to highest roll.
- A character may take one primary action and one secondary action per round on their turn.
Round Sequence Edit
Each round follows steps in this order:
- Surprise: At the start of combat check to see if any characters are surprised.
- Action: The game master selects actions for each character they control and the players select actions based on the situation and descriptions by the game master. These actions do not have to complete and maybe changed during the characters turn.
- Initiative: All characters roll initiative.
- Turn: Actions are resolved for each character in initiative order from lowest roll to the highest.
- Once every character has taken an action then start the next round at step 2
A surprised creature is not aware of another creature that has begun hostile actions towards them. Many times you must decide if a creature is surprised or not based upon other creatures attempting to surprise them.
- A creature maybe surprised if it is distracted or the opponents are sneaking.
- Any creature attempting to sneak must make a successful attempt to surprise.
- All surprised creatures roll a d20 for initiative instead of the normal die on their first round of combat.
Combat is resolved in rounds with each round consisting of one minute. During this minute a creature can attempt to move their normal movement, do one primary action, and a limited number of secondary actions.
Movement is simply a creature moving around the battle field to get into position to attack another creature.
- Creatures may move up to their normal movement every round.
- Any rugged terrain may reduce movement per round.
Primary Actions Edit
Primary actions are major actions during a round of combat. All primary actions define the initiative for the round. Each primary action has a speed die and that die is rolled when determining when a character can take its turn during the round.
Primary actions affect a creatures initiative die for that round of combat. Each character must roll a speed die to see when they may take a turn during the round. Many basic initiative die are shown.
- See weapon - Weapon attack
- See spell - Cast a spell
- See item - Use magic item
- See weapon - Deliver a coup de grace.
- d4 - Run
- d6 - Open a stuck door
- d8 - Bind wounds
- d10 - Search a body
- d10 - Light a torch
There are a few rules when rolling initiative. They are listed below:
- Ties then check for the character with the highest Finesse and if that is a tie then the character with the highest Agility attribute.
- If two or more actions are being used by a character in one round then the action with the highest die is used for all attacks.
Attacking is when a creature attacks with a weapon or spell. A creature may strike an opponent within range of its attack.
Weapon Attack Edit
Weapon attacks are attacks made with a specific weapon such as a longsword, bow or even fists. All weapons make attack rolls against an opponents dodge rating.
Attack roll Edit
To make an attack roll a character must roll 2d10 and beat the opposing dodge rating. Attack rolls can also be improved and go from Unskilled, Skilled, Expert, Master, to Grand Master for each weapon the creature has studied in. The following chart shows the number of d10’s needed to roll for each level of skill.
|Attack Skill Level||Number of d10’s rolled||Average roll|
Successful attack Edit
An attack is successful if the attack roll equals or beats the opponents dodge rating. Once an attack hits then the attacker must roll damage to see if the attack breaks through the opponents armor.
- Poison - A poisoned weapon that hits an opponent may not actually poison the opponent until the weapon does at least one point of light damage.
Ranged attack Edit
Ranged attacks lose a skill level for each range increment. Thus an expert archer shoots 150’ which is in the second range increment (A bows increments are 100’) so he would use the skilled level and roll 2d10 for his attack roll. Also for each range increment the weapon loses a die of damage. So the archer above would normally do up to 4 light damage with a longbow but this target may only take up to 3 light damage. Finally attacking with a ranged weapon in melee combat reduces the attack die by one as well.
Spell attack Edit
When a spell attacks an opponent the spell takes effect immediately. The following are a few basic effect types that might need to be resolved. Some use attack rolls that resolve just like weapon attacks while others require a resist check.
Armor Check Edit
If a creature makes a successful attack roll then they must make an armor check to do damage to the opponent. The attacker gets x number of damage dice based on the attack used. These dice are defined in the weapon or powers section as well as what type of damage it may be. For example a Long sword may do up to 3 light damage. Each damage die is represented by 1d20 and the attacker must roll over the opponent's armor rating to successfully do a point of damage. For example our long sword attacker hits a warrior wearing chain mail with an armor rating of 10. Now the attacker must roll a 10 or higher on each d20 to do damage. So our attacker rolls 8, 10, 15 on his rolls and does 2 points of light damage to the opponent
Light damage Edit
The most basic type of damage done is light damage. A character has health equal to its Resistance attribute and each point of light damage reduces a characters health by one. If a character takes enough light damage to reduce its health to 0 then the creature is unconscious.
Critical damage Edit
Works the same as light damage except that a successful point of critical damage does 3 points of damage to the creature. If a character is reduced to 0 health with all critical damage then they are dead. Edit
When a creature hits 0 health and have any light damage they fall unconscious and begin to die. Each round a creature is dying they must make a resist resistance 5 check or they bleed turning one light damage into a critical damage. Once a character has no light damage and all critical damage they are dead.
Secondary Actions Edit
Secondary actions are minor actions during a round of combat. The following list defines secondary actions. Secondary actions do not affect a creatures initiative die.
- Move your normal movement.
- Draw or sheath a weapon.
- Open or close a door.
- Load a light crossbow
- Mount a horse
- Pickup or drop an item.
- Stand up or go prone.
- Retrieve a stored item.
Usually only one secondary action may be used per turn but this is up to the game master and some secondary actions are possible such as drawing a longsword as you stand up from prone.
Change Action Edit
During a chaotic battle things will change once you have begun your action. For example you may attempt to cleave the mage standing before you, but by the time you react he was punctured to death with a volley of arrows. So now you survey the battlefield and see your comrade bleeding to death. You now want to bind his wounds before he dies.
To change an action you must roll your initiative again adding your old initiative roll to the new check. Then you may take your new action in the order that it falls into. Example: You rolled a 1d10 to attack with a longsword and roll 9, but on your initiative roll you decide to bind a comrades wounds. Now you must roll 1d8 rolling 4 and add your 9 roll to the new initiative of 4 and then take your action in order 13.
Ready an action Edit
To ready an action you must state your action and roll initiative. Once your turn happens you may ready your action for a condition that might happen later in the combat round. If that condition happens then you take your action immediately before the opponent may resolve their action. Also if the condition does not happen you may then at the end of the round take your turn changing your action.
Resist is when a character may attempt to break, dodge, shake off, or otherwise resist a bad effect or damage. Such as when a character has 0 health and is dying. A dying character must make a 4d10H resist vs Resistance or turn one light damage into a critical damage.
A creature has four attributes that are used when a save is required. They are Resistance, Agility, Perception, and Willpower. Each one is used for different resistances.
Resistance: Used against Disease, Poison and Death.
Agility: Used to dodge area effects, traps, and other physical disasters.
Perception: Used against illusions and hidden or silent creatures.
Willpower: Used against mental effects such as sleep, charm spells, and diplomacy skill saves.
To make a resist a creature must roll the indicated dice for the attribute use. This is usually written as either Difficult death resist vs Resistance or 5 resist vs Resistance. In both examples a creature must roll 5d10H and pick the highest two dice and add them together. If this total is higher than their Resistance attribute then they fail the save and must turn one light damage into critical damage. Thus if a creature is bleeding and they have a Resistance of 12 and roll 5d10H with the results of 5, 8, 9, 9, 4. They rolled an 18 and have turned one more light damage into critical damage.
|Difficulty Dice||Average roll||Description||Example|
|1 - 3d10L||11||Easy||Dodge a simple hole in the ground.|
|2 - 2d10||14||Average||Shake off a level 2 sleep spell.|
|3 - 3d10H||16||Moderate||Dodge spikes at the bottom of a pit trap.|
|4 - 4d10H||18||Difficult||Stop bleeding while unconscious|
|5 - 5d10H||19||Hard||Charm spell cast in a level 5 slot.|
A creature’s health is defined into three categories: Light, Critical, and Soul health. Each of these categories defines the type of wounds the creature has taken.
Light damage Edit
Light damage is usually cuts, scrapes, and any other wound that is considered a mere flesh wound. These wounds do not hamper a creatures actions and mostly just cause discomfort until healed.
- Light wounds take a day to heal on their own.
- Each light wound reduces a characters health by one.
- If a creatures health is 0 and they have taken light damage then they fall unconscious.
Critical damage Edit
Critical damage is major gashes in the body and arms as well as crushing blows that might cause internal bleeding.
- These types of wounds will take weeks to heal.
- If all of a character health has been turned into critical wounds then they are dead.
When a character is dying it is due to major wounds to the body that cause it to bleed uncontrollably. This bleeding will cause the character to die in a matter of minutes if it is not treated.
- A character is dying once its health is 0 and they have taken any light damage.
- When a creature is dying they usually fall unconscious and cannot take any actions.
- At the end of each round that a character is bleeding they must make a 4 resist vs Resistance check or turn one light damage into a critical damage.
- If they make the 4 resist vs Resistance check the bleeding stops and they remain unconscious until they are rested and turn any light damage into health.
- Once all light damage has been turned into critical damage the character is dead.
Special Maneuvers Edit
Special maneuvers are maneuvers that add effects to the combat based upon the maneuver attempted. To attempt a maneuver the attacker must make a successful attack roll then state that they are turning any number of damage dice into an attempt at a special maneuver. Doing so removes the ability of those damage dice to do actual damage. Two of the maneuver die rolls must be equal to or higher than the opponents attribute for the maneuver to be successful. Below is a list of maneuvers that anyone can attempt.
You may attempt to disarm an opponent by beating their finesse attribute. If successful the opponent loses the weapon and it drops to the ground in a random location. If the weapon is two handed then three maneuver dice must be successful to completely disarm the opponent.
You may attempt to push an opponent sideways are backwards 5’ or knock them prone by beating their power attribute. To push large creatures you must be successful at 3 maneuver dice. To push creatures with more than two legs you must add 1 additional maneuver die.
If a creature cannot use their agility in combat then they lose their agility and make all agility saves and dodge checks with a 6. Agility can be lost for various reasons but simply means that if the character cannot move then they cannot use their agility.