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Attack [AP depending on weapon]

In order to attack an opponent, the character has to be in reach of said opponent. This reach is defined by the character’s weapon. He then has to make an attack roll:


Attack roll = 1D12 + Weapon Attribute + Weapon Bonus + misc


If the attacker is trained in the weapon they are using, they can also add their Combat Level.

The target of the attack now has multiple options: Dodge, Block or take the hit. All of these actions - except taking the hit - require a successful check and a specific amount of Stamina. The DV for the check is the attack roll. The defensive action may prevent any damage from happening. In that case, the defender has the option to make a counter attack, but only if the original attack wasn't already a counter. Otherwise, the attacker rolls damage according to his weapon and adds the relevant attribute modifier. The defensive action may reduce that damage, and the rest is dealt to the defender’s health.


Fumbles and Critical hits

When you roll a Natural 12 on a Weapon attack roll, you automatically hit as if the defender would take the “Take Hit” action and deal double the damage - i.e. roll all dice twice. This is called a “critical hit”, and some enemies are immune to it or have a chance to resist a critical hit.

When you roll a Natural 1 on a Weapon attack, you automatically miss your attack, and the defender doesn't have to take defensive measurements.


Dodge [3 Stamina per attacker's damage die]

Dodging requires an Agility check against the attack roll. If the defender are trained in the armor they are wearing, they can add their Combat Level to this check. If the defender succeeds this check, they move one passus to a free spot and take no damage. If there is no free spot, or the defender’s roll failed, they take full damage. Dodging can be used against melee and ranged attacks. Dodging costs 3 Stamina per damage die that the attacker would deal.


Block [2 Stamina per attacker's damage die]

Blocking requires a Weapon attack roll against the attacker's attack roll. If the defender succeeds this check, they roll a weapon defense damage roll and add the result to their armor rating before reducing the attacker’s damage by the total. (When wielding two weapons or a weapon and a shield, the defender may choose one of the two) Blocking can be used against melee attacks, but a shield is also able to block ranged attacks that aren't spells. Blocking costs 2 Stamina per damage die that the attacker would deal.


Take Hit

Taking the hit is the default defensive action, therefore it doesn’t cost Stamina. The attacker automatically hits, and the weapon damage is reduced by the defender’s Armor Rating. Taking the hit can be used against melee and ranged attacks.


Counter [3 Stamina per own damage die]

Once you have blocked or dodged an attacker's attack successfully and completely (your armor reduction is also included in this reduction) you can make a counter attack. Doing so doesn't cost any AP, but instead 3 Stamina per damage die that the attack would deal.


Move [1 AP per passus]

In order to move in a strategic manner, the character has to pay 1 AP per passus (approximately 1.5m, or 5 feet) moved.


Run  [1 AP per 2 passus]

In order to run to a specific position, the character loses 1 fatigue per 2 passus. If two characters try to run to the same spot at the same time, an AG-check decides wo arrives first. If one of them is further away from their goal, this contestant gains a malus of 1 for every passus of difference.