top of page


Two Weapon Fighting

When attacking with a weapon in each hand, roll two d20s at the same time — one for the main hand, one for the off-hand.

  • Choose the higher roll (before adding bonuses).

  • Apply your Attack Roll bonuses (Attribute, Proficiency, Specialization) to the chosen die.

  • You hit with the weapon tied to that die.

Off-hand Restriction
The off-hand weapon can only hit with Hit Strength 1 (Light Hit), even if the Attack Roll result would qualify for Medium or Critical.

Double Hit
If both dice show the same number, you strike with both weapons at the same time. The main hand deals damage as normal and the off-hand its restricted to Light Hit.

Without the Two-Weapon Fighting talent, you're usually better off using a single weapon.​


Area Attacks

Some weapons, techniques, or abilities affect more than one target at once.​

Single Roll

The attacker makes one attack roll, compared separately against each affected creature.​

Defense

Each target defends separately. You cannot use Guard to Block Area Attacks — only Dodge.

Minimum Damage

On a successful defense, a target still suffers damage equal to Hit Strength 1. This minimum damage does not apply if the attack missed completely before any Guard Points were used.​


Flanking

When a creature is surrounded or pressured in melee, it becomes easier to strike from different angles.

If two or more allies are within melee range of the same enemy, that enemy is considered flanked.
While an enemy is flanked, all characters within its melee range gain Advantage on their melee attacks against it.

​

 

Temporary Hit Points

Temporary Hit Points represent short-term protection granted by aura or other special abilities.

  • They are lost first when you take damage and cannot be healed.

  • If you gain Temporary Hit Points while already having some, you keep the higher amount — they do not stack.

  • When the effect that granted them ends, any remaining Temporary Hit Points disappear.

​

Created by Jan Tyszka

bottom of page