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Combat (Simplified Narrative Play)

Each combat round represents roughly 1–3 seconds. On your turn, you perform:

Turn Structure

Move: Up to your Move value (see Derived Stats).

Action: One of the following:

  • Attack
  • Defend
  • Use a Skill
  • Interact with the environment

Attacking

Roll: 1d10 + Weapon Skill + Relevant Stat + Weapon Atk Mod
Vs. NPC Defense (NPC Skill + 10)

On a Hit: Deal damage per your Weapon Class formula. Armor reduces damage by its DR.

Defending

  • Parry: 1d10 + Weapon Skill + Relevant Stat + Parry Mod vs. incoming attack roll.
  • Dodge: 1d10 + Dodge Skill + Speed stat vs. incoming attack roll.
  • Stances:
  • Defensive Stance: +3 to all defenses, –4 to your attacks.
  • Offensive Stance: +2 to your attacks, –4 to all defenses.

Damage & Injury

Hit Points (HP)

Your Fortitude stat determines your HP. When you reach 0 HP, you’re incapacitated (unconscious or otherwise unable to act).
Hit Points = Fortitude × 3 + 8

Wounds (Narrative)

Serious damage inflicts lasting narrative effects beyond HP loss:

  • Major Wound: ≥ ¼ of your max HP in one hit
  • Catastrophic Wound: ≥ ½ of your max HP in one hit

Wounds can cause:

  • Pain penalties to all rolls
  • Knockdown (must spend a turn to recover)
  • Movement reduction
  • Physical or mental stat penalties
  • Bleeding out or unconsciousness

Exact effects and recovery options are adjudicated by the GM based on severity.

Healing & Recovery

HP Recovery

  • Between scenes or after a short rest, you regain all HP if you have no Major or Catastrophic Wounds.
  • If you’ve taken only light damage (no wounds), HP returns fully.

Wound Healing

  • Major and Catastrophic Wounds heal slowly over days/weeks, per GM discretion.
  • Rest, proper medical attention, or magical healing accelerates recovery.
  • Untreated wounds may fester, impose extra Pain penalties, and risk complications.

First Aid & Medicine

  • A successful First Aid check restores HP up to full if no Catastrophic Wounds are present (DC 20).
  • Herbal remedies or potions can reduce Pain penalties, staunch bleeding, or neutralize infection.
  • Rally action: spend your action and roll Fortitude or Willpower to ignore Pain penalties for 1 round.