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To determine whether the attacking character hit the enemy, the following rolls are performed:

  1. First, the attacker performs the Attack Roll.

  2. Then, the attacker compared the result with the target's Defense

  3. If the Attack Roll result is equal or higher, the attack hits and its Hit Strength is 1.

  4. For every additional 6 points above the required Defense, the hit increases its Hit Strength by 1 (up to a maximum of 3).


Hit Strength

If the attack results in a hit, the damage that will be inflicted depends on the Hit Strength value.

Hit Strength

1

2

3

​

Light Hit

Medium Hit

Critical Hit

Each weapon deals different damage depending on the inflicted wound. The exact values are described in Chapter 5: Equipment. For example, a standard sword deals the following damage:

Damage

3

6

9


Injury and Death

Hit Strength

1

2

3

If a character's hit points drop to 0, they are vulnerable to injuries and cannot heal (in any way) for one hour. They are also exhausted.

Then, each subsequent attack, instead of dealing damage, causes the following effects depending on its Hit Strength:

Hit Strength

1

2

3

​

​

No effect

Severe Injury

Fatal Injury

When a character receives an injury, the player rolls 1d4 and determines the type of wound based on the result:

1d4 Roll

1

2

3

4

​

Injury

Arm Injury

Leg Injury

Internal Injury

Head Injury

​

If a character is about to receive another severe injury to the same place, they receive a fatal injury instead. No matter how many healthy limbs they have. Penalties from injuries do not stack - the highest one is taken into account (exhausted included).


Exhausted

  • Receives a Disadvantage in Attribute Checks (not Attack Rolls)


Arm Injury

Severe

  • Receives a Disadvantage in Attack Rolls.

  • Cannot use Block Reaction

 

Fatal​

  • The character is incapacitated

  • Will die in 10 minutes from blood loss if help is not provided (Heal check with a Difficulty Level of 15)


Leg Injury

Severe

  • Speed is Halved

  • Cannot use Dodge Reaction

​

Fatal

  • The character is incapacitated

  • Will die in 1 minute from blood loss if help is not provided (Heal check with Difficulty Level of 15)


Internal Injury

Severe

  • Cannot use Reactions​

​

Fatal

  • The character is incapacitated

  • Will die in 1 minute from blood loss if help is not provided (Heal check with Difficulty Level of 20)


Head Injury

Severe

  • Must succeed an Endurance check with Difficulty Level of 20 or lose consciousness

  • Cannot use Reactions​

​

Fatal

  • The character is incapacitated and unconscious

  • There is a 25% chance that the character will loose an eye (immediate Heal check with Difficulty Level of 20 prevents this)

  • Will die in 1 minute from blood loss if help is not provided (Heal check with Difficulty Level of 20)

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