top of page

Combat is resolved through opposed values: an attacker makes an Action Roll called Attack Roll and compares the result against a defender’s Defense. The outcome may result in a Miss, a Light Hit, a Medium Hit, or a Critical Hit.

Attack Roll

To attack, make an Action Roll called Attack Roll, using the relevant Attribute, Proficiency, and Specialization:

Result = d20 + Attribute + Proficiency + Specialization

Attributes → The most relevant Derived Attribute.

  • Strength for melee

  • Perception for ranged

  • Agility may replace Strength for light or finesse weapons

Proficiency → general combat training (e.g. Melee Combat)

Specialization → specific weapon group (e.g. Straight Swords).

Specialization → specific weapon group (e.g. Straight Swords).


Defense

Defense shows how hard a character or creature is to hit. It combines agility, dodging, and blocking.

Defense = d20 + Agility + Dodge Bonus + Block Bonus

Attack Roll result is compared against Defense to determine the Hit Strength. If the Attack Roll result is lower than Defense, the attack misses.

Defense

Defense + 6

Defense + 12

Light Hit (1H)

Medium Hit (2H)

Critical Hit (3H)

This way the more accurately you strike, the greater the Hit Strength — and the more damage the attack will deal.


Damage

Every successful attack or harmful effect deals damage, which reduces a character’s Hit Points (HP).

Damage is usually determined by the Hit Strength of an attack:

  • Light Hit (1H) → lowest damage value

  • Medium Hit (2H) → middle damage value

  • Critical Hit (3H) → highest damage value, plus the weapon’s or ability’s Critical Feature

Each weapon or ability lists three damage values, one for each Hit Strength.

Examples:

  • Longsword: 3,  5,  7

  • Flanged Mace: 2,  6,  8

  • Longbow: 4,  5,  6​​


Guard Points

Guard Points (GP) represent a combatant’s ability to defend themselves before an attack connects. When you are hit, you may spend one Guard Point to perform a Dodge or a Block.

Guard reduces damage only. It does not reduce the Hit Strength of the attack.

Dodge​
  • Spend 1 GP to reduce the Hit Strength of a single attack by one category

  • If damage is reduced to 0, you may immediately move 
    1 space.

  • If you have the Evasion talent, roll your Dodge Die and
    for every 3 points rolled, reduce the damage by one additional category.​

Example:

A longsword (3, 5, 7) lands a Medium Hit for 5 damage.
You Dodge the attack, reducing it to Light Hit (3 damage).

Block
  • Spend 1 GP to reduce incoming damage by up to 3 total points until the start of your turn.

  • This reduction can apply to one attack or be spread across several attacks, until all 3 points are used.

  • If you have the Deflect talent (or you're carrying a shield), roll your Block Die and reduce the damage further by the rolled result.

Example:

A mace (2 damage) lands a hit. You Block the attack, reducing all 2 damage and leaving 1 point for a next attack.


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.

​

Created by Jan Tyszka

bottom of page