PART 4: COMBAT
4.1 Initiative
At the start of combat:
- 6 or fewer participants: Roll 1D6 (1 = slowest, 6 = fastest)
- More than 6 participants: Roll 1D10 instead
On tie: DM decides or reroll.
4.2 Attack
Step 1: Attack Check
Opposed Roll: Attacker rolls 1D20 + Weapon Attack Bonus vs Defender rolls 1D20 + Defense modifier.
The weapon determines which Core Ability is used:
- Strength: Most melee weapons (longsword, axes, clubs, hammers, spears), Heavy Crossbow
- Dexterity: Dagger, Rapier, Scimitar, Shortsword, Whip, all bows, light crossbows, throwing knives
- Strength/Dexterity: Katana (player's choice)
Example - Longsword (Strength, +2 attack):
Strength 4 = +2 modifier, Longsword Attack Bonus +2, Roll: 1D20 + 4
Attack Results:
Attacker wins = Hit (full damage)
Tie or Defender wins = Miss (no damage)
Natural 20 = Critical Hit (double damage dice, 50% bypasses armor)
Natural 1 = Auto-miss regardless of total
Step 2: Damage Roll
On hit, roll the weapon's damage dice. On Critical Hit, double the damage dice.
Examples: Longsword = 1D10, Greatsword = 2D6
4.3 Defense
When attacked you may choose one of the following reactions:
Dodge: 1D20 + Acrobatics modifier
- Win: Avoid the attack completely
- Fail: DM picks body part, full damage to that armor slot's HP
Parry: 1D20 + Weapon Attack Bonus + Attribute modifier
- Win: Parry the attack, no damage
- Fail: DM picks body part, full damage to that armor slot's HP
Block (requires shield): Attacker must beat your Shield Block AC to hit.
Shield Block AC values: Small 10, Wooden 13, Spiked 14, Metal 15, Tower 20
- Win: Shield HP absorbs the damage
- Fail: DM picks body part, full damage to that armor slot's HP
Take Hit: 1D20 + Toughness modifier (or Armor AC). You deliberately tank the blow.
- Win: Armor absorbs, minimal damage
- Fail: Full damage to armor slot HP + Stun/Knockback effect
Natural 20 Defense: Perfect defense - 50% of attacker's damage is reflected back to the attacker.
4.4 Damage Flow
When a hit lands:
1. DM picks body part (Head, Shoulders, Chest, Hands, Legs)
2. All damage goes to that armor slot's HP
3. If armor HP reaches 0 → armor is broken, excess damage → Character HP
4. No armor on that slot → all damage directly to Character HP
Critical Hit (Nat 20): Double damage dice. 50% of total damage goes to Armor HP, 50% goes directly to Character HP.
Example: Nat 20 with Longsword = 2D10 = 14 dmg → 7 to Armor HP, 7 to Character HP
4.5 Armor Class (AC)
Total AC = 10 + sum of armor AC from all equipped armor pieces. This is passive and always active.
Shield Block AC is separate - only used when choosing Block as your defense reaction. It is NOT added to Total AC.
Unarmored = AC 10. Full Leather = AC 13. Full Chain = AC 16. Full Plate = AC 17.
4.6 Weapons
Weapons have the following properties:
- Ability: Which ability is used (Strength/Dexterity)
- Attack Bonus: Added to attack roll modifier
- Damage: Damage dice on hit
- Range: Range in meters
4.7 Combined Actions
Players can combine actions (DM approves).
Example - Jumping Arrow Shot:
1. Roll Athletics/Acrobatics for the jump
2. On successful jump, roll attack with bow
3. Beating the DC by 5+ may give +2 bonus to the attack
4.8 Assistance in Combat
A character can give up their action to assist another:
- Assisted player gets +2 on their next roll
- Must be narratively justified
- Max 1 assistance per round