Table of Contents
- 1Getting Started
- 2Foundations
- 2.1Create an Origin Story
- 2.2Choose Your Realm
- 2.3Initial Stats
- 2.4Core Progression
- 2.5Progression Table
- 2.6General Stats
- 2.7Profession, Ethnicity, and Religion Bonuses
- 2.8Level Rollback
- 2.9Physical Attributes
- 2.10Reach and Zone of Control
- 2.11Mental Attributes
- 2.12Sensory Attributes
- 2.13Interoperability Attributes (Calculated)
- 2.14Skills
- 2.15Proficiency
- 2.16Character Summary, Save, and Print
- 2.17Introduction
- 2.18Dice Mechanics
- 2.19Difficulty - Combat
- 2.20Movement
- 2.21Consequences
- 2.22Surprise
- 2.23Initiative and Turn Order
- 2.24Turn-Based Combat
- 2.25Attack and Defense Resolution
- 2.26Hit, Consequences, and End of Round
- 2.27Hex Playmat Combat
- 2.28Factions
- 2.29Movement Types
- 2.30Movement Budget and Terrain
- 2.31Zone of Control (Threatening)
- 2.32Session Lifecycle
- 2.33Facing and Flanking
- 2.34Reach and Threatened Space
- 2.35Disengage and Passing Through Pressure
- 2.36Large and Giant Creatures
- 2.37Introduction
- 2.38How Armor Works
- 2.39The Basics
- 2.40Layer Reference
- 2.41Damage-Type Interaction
- 2.42Practical Armor Loadouts
- 2.43Layer Overrides & Special Cases
- 2.44Armor Assembly Guide
- 2.45Introduction
- 2.46How Weapons Work
- 2.47The Basics
- 2.48Attack Types
- 2.49Weapon Properties
- 2.50Damage Tiers and Size Scaling
- 2.51Practical Weapon Choices
- 2.52Weapon Tags & Special Properties
- 2.53Combat Integration & Tactics
- 2.54Introduction
- 2.55Ancient Relics of Power
- 2.56What Counts as an Artifact
- 2.57Attunement Flow
- 2.58Artifact Progression
- 2.59Mechanical Summary
- 2.60Core Imbuement Rules
- 2.61Imbuements: Ancient Powers Awakened
- 2.62The Fourteen Ancient Aspects
- 2.63Channeling Ancient Power
- 2.64The Weight of Ancient Memory
- 2.65Leveling System
- 2.66How It Works
- 2.67Worked Examples
- 2.68Player Notes
- 2.69GM Guidance
- 2.70Introduction
- 2.71Dice Mechanics
- 2.72Category Bonuses
- 2.73Difficulty - Skills
- 2.74Difficulty - Attributes
- 2.75Active vs. Passive Use
- 2.76Outcomes
- 2.77Opposed Checks
- 2.78Impossible Tasks
- 2.79Skill-Based Rolling
- 2.80Encounter Rules
- 2.81Encounter Balance
- 2.82Encounter Level Budget
- 2.83Quick Rule for Same-Level Creatures
- 2.84Worked Example
- 2.85Encounter Caveats
- 2.86Introduction
- 2.87Short-Term Consequences
- 2.88Long-Term Consequences
- 2.89Recovery & Healing
- 2.90Introduction
- 2.91What is Fatigue?
- 2.92Fatigue Pool
- 2.93Gaining Fatigue
- 2.94Fatigue Effects
- 2.95Recovering from Fatigue
- 2.96Tactical Considerations
- 2.97Introduction
- 2.98Creature Types
- 2.99Creature Size
- 2.100Creature Archetypes
- 2.101Creature Attributes
- 2.102Hit Points
- 2.103Creature Level
- 2.104Leveling Up a Creature
- 2.105Interoperable Stats
- 2.106Reading a Creature Entry
- 2.107Attacks and Natural Defense
- 2.108Encounter Guidance
- 2.109Introduction
- 2.110NPC Archetypes
- 2.111NPC Combat
- 2.112Notable Figure Level
- 2.113Hit Points and the Archetype Floor
- 2.114NPC Leveling
- 2.115Reading a Notable Figure Entry
- 3Combat
- 4Consequences
- 5Equipment
- 6The Red Ledger
- 6.1The Red Ledger
- 6.2Roll Sequence
- 6.3Hit Location
- 6.4Consequences in This Reference
- 6.5Quick Draw — Critical Hits
- 6.6Quick Draw — Fumbles
- 6.7Slashing — Head
- 6.8Slashing — Neck / Throat
- 6.9Slashing — Shoulders
- 6.10Slashing — Torso
- 6.11Slashing — Arms
- 6.12Slashing — Legs
- 6.13Slashing — Fumbles
- 6.14Piercing — Head
- 6.15Piercing — Neck / Throat
- 6.16Piercing — Shoulders
- 6.17Piercing — Torso
- 6.18Piercing — Arms
- 6.19Piercing — Legs
- 6.20Piercing — Fumbles
- 6.21Blunt — Head
- 6.22Blunt — Neck / Throat
- 6.23Blunt — Shoulders
- 6.24Blunt — Torso
- 6.25Blunt — Arms
- 6.26Blunt — Legs
- 6.27Blunt — Fumbles
- 6.28Ranged Piercing — Head
- 6.29Ranged Piercing — Torso
- 6.30Ranged Piercing — Limbs
- 6.31Ranged Blunt — All Locations
- 6.32Ranged Slashing — All Locations
- 6.33Ranged — Fumbles
- 6.34Unarmed — Head
- 6.35Unarmed — Neck / Throat
- 6.36Unarmed — Shoulders
- 6.37Unarmed — Torso
- 6.38Unarmed — Arms
- 6.39Unarmed — Legs
- 6.40Unarmed — Fumbles
- 6.41Limb Loss
- 6.42Mounted Combat — Critical Modifications
- 6.43Creature Critical Hits
- 6.44Status Glossary
- 6.45Consequence Attribute Reference
- 6.46Healing and Recovery Reference
- 6.47Skill Criticals & Fumbles
- 6.48Social — Critical Successes
- 6.49Social — Fumbles
- 6.50Physical — Critical Successes
- 6.51Physical — Fumbles
- 6.52Knowledge & Craft — Critical Successes
- 6.53Knowledge & Craft — Fumbles
- 6.54Magical & Resonance — Critical Successes
- 6.55Magical & Resonance — Fumbles
- App. AQuick Reference
- App. BFormulas Reference
- App. CCharacter Examples
- Glossary
Getting Started
Your entry point to OpenRPG - what makes it different, how to play, and where to go next
What Makes OpenRPG Different
Why choose OpenRPG over other tabletop RPGs
OpenRPG is built on percentile dice (d100) with precomputed difficulty targets, not d20 + modifiers. Your character sheet shows exactly what you need to roll for each difficulty tier - no mental math at the table.
Core Differences from D20 Systems
| D&D/Pathfinder | OpenRPG | Impact |
|---|---|---|
| Roll d20 + modifier vs DC | Roll d100 vs precomputed target | No table math, targets on your sheet |
| 6 core attributes | 21 attributes in 3 families | Granular specialization, weighted contributions |
| Class levels | Point-buy skills with categories | Build any concept, no class restrictions |
| Fixed skill lists | Flexible skill investment | Training reflects your choices, not your class |
| Binary success/fail | GM-narrated outcomes | Success, success-with-cost, failure-with-consequence |
Design Philosophy
OpenRPG rewards character investment over lucky rolls. Your attributes and skills create the targets - the dice determine how well you execute. A master swordsman (Melee 85) attempting a Hard task (71+) has room for error. A dabbler (Melee 25) attempting Routine (55+) might still fail.
This inverts the d20 model where a natural 20 saves anyone and a natural 1 dooms everyone.
Who Is This For?
- Players who want mechanical depth without class restrictions
- GMs who prefer narrative outcomes over combat grids
- Groups who enjoy character optimization and meaningful build choices
- Fans of skill-based systems like GURPS, but want simpler math
- Anyone tired of "I rolled a 1" ruining a master's expertise
Five-Minute Quick Start
Everything you need to start playing immediately
Skip the Rules, Start Playing
You don't need to read the full handbook to play. This section gets you rolling dice in five minutes. Deep-dive later when you're building your first character.
The Core Loop
- Describe what your character does
- GM names the relevant skill and difficulty tier
- Find that skill + difficulty target on your character sheet
- Roll d100 (percentile dice or roll a d10 twice)
- Compare: roll ≤ target = success, roll > target = failure
- GM narrates the outcome
Difficulty Tiers You'll Use
- Routine: Everyday tasks for someone trained
- Easy: Straightforward for a professional
- Moderate: Requires focus and skill
- Hard: Pushes even experts
- Very Hard / Improbable: Legendary attempts
The GM picks the tier based on circumstances. Climbing a ladder? Routine. Climbing a wet cliff in a storm? Hard or Very Hard.
What You Need
- Percentile dice (two d10s, one for tens and one for ones) OR roll a d10 twice
- A character sheet (use the OpenRPG app or print from the site)
- A GM who knows your campaign world
- Imagination and a willingness to roll with the narrative
Your First Roll
A complete example showing how resolution works in play
The Tavern Brawl
**Setup:** You're playing Kara, a scout with Melee skill 62. A drunk patron swings at you. You want to dodge and counter-punch.
**GM:** "This is a Melee check. He's drunk and telegraphing - call it Easy difficulty."
**You:** Look at your sheet. Melee at Easy difficulty shows target 72. "I need to roll 72 or under."
**Roll:** You roll percentile dice and get 58. Success!
**GM:** "You sidestep smoothly and crack him across the jaw. He staggers back into a table, scattering mugs. The room goes quiet."
**What Just Happened:** • Your Melee skill is 62 (base training + attributes + bonuses) • Easy difficulty added +10 to that, making your target 72 • Rolling 58 means you succeeded comfortably • The GM narrated the outcome based on your success
What If You'd Rolled 75?
Failure doesn't mean you're incompetent. The GM narrates realistic consequences:
Notice: You didn't suddenly become clumsy. The situation escalated. That's how OpenRPG handles failure - consequence, not incompetence.
What About Natural 1s and 20s?
OpenRPG doesn't have automatic successes or failures. Rolling 01 on d100 when your target is 50 is still a failure - you just got very unlucky. Rolling 99 when your target is 100 is still a success - you barely made it.
Your Skill Sets the Floor
A master swordsman (Melee 85) attempting a Hard task (71+) has a target of 71. They can roll up to 71 and succeed - that's 71% chance.
A dabbler (Melee 25) attempting the same Hard task has a target of... well, they can't. Their base skill is too low to even attempt it.
This is intentional. Training matters. Lucky dice don't make you an expert.
Common Scenarios
How to handle typical gameplay situations
Combat
Roll initiative (check your character sheet for the calculated value). Highest goes first. On your turn: move, then act. Attacks use Melee, Ranged, or relevant combat skills against the difficulty tier the GM calls.
Combat Turn Example
GM: "Your turn. The bandit is 20 feet away with a sword drawn."
You: "I draw my bow and shoot. Ranged attack."
GM: "He's got cover behind the barrel. Hard difficulty."
You: Check sheet. Ranged 68, Hard is 58 (68 - 10). Roll 45. Success!
GM: "Your arrow punches through the barrel and pins his cloak to the wall. He's pinned for this round."
Social Interaction
Persuasion, Deception, and Intimidation are skills like any other. Roleplay first, then roll if the outcome is uncertain. The GM sets difficulty based on how reasonable your argument is and the NPC's disposition.
Exploration
Searching a room? Perception check at the difficulty the GM calls. Climbing a cliff? Athletics. Picking a lock? Sleight of Hand or Lockpicking (if your game has it). The pattern is always: describe intent, GM names skill and tier, roll.
When Not to Roll
- Routine tasks for trained characters (walking, basic conversation, known terrain)
- Impossible tasks (jumping to the moon, convincing the king to abdicate instantly)
- When failure has no interesting consequence (picking a lock with unlimited time and tools)
Dice are for when the outcome matters and is uncertain. If neither is true, don't roll.
Where to Go Next
Your roadmap through the OpenRPG rules
For Players
- Read Character Rules to understand attributes and skills
- Browse Professions, Ethnicities, and Religions to shape your concept
- Use the OpenRPG app to build your first character (200 points at level 1)
- Reference Combat Rules when your first fight breaks out
- Dive into Skill Rules to understand category bonuses and specialization
For Game Masters
- Read Character Rules and Skill Rules to understand what players can do
- Study Combat Rules for running fights smoothly
- Review Encounter Rules for pacing guidance
- Check Consequences Rules for handling failure meaningfully
- Reference Formulas Reference (Appendix) when players ask "how is this calculated?"
Quick Reference Appendix
The Quick Reference appendix contains tables, formulas, and cheat sheets for at-the-table play. Print it and keep it behind your GM screen or next to your character sheet.
Learn by Playing
You don't need to memorize the rules. Start with the Quick Start, play a session, then read the sections that came up during play. OpenRPG is designed to support this style of learning - the app handles calculations, you focus on the story.
Foundations
Foundational sections that drive the initial web-first public rules routes.
Focused web guides from this chapter
Create an Origin Story
Character creation in OpenRPG moves from identity and world choice into attributes, skills, and final presentation.
The character creation flow guides you through initial details, general background, attribute assignment, skill choices, and final summary. The goal is to turn a rules skeleton into a playable person with both mechanical strengths and narrative direction.
At Level 1, every hero begins with 50 points in each attribute and receives 200 bonus points to distribute. The shape of that allocation determines the first version of the character’s playstyle.
Choose Your Realm
The selected world determines which cultures, faiths, professions, and lore structures apply to the character.
OpenRPG supports multiple realms. When creating a new hero, you first choose which world will witness their deeds. That decision shapes which ethnicities, religions, and profession options are available.
In Openheim, rich cultural and religious layers are part of the character build. In a more generic or future setting, characters may be created with fewer world-specific constraints.
Initial Stats
Initial stats define the character’s identity, body, and presentation before deeper rules layering begins.
Initial stats establish the character’s profile and visual identity. Some fields are descriptive only, while others influence later rule calculations or character generation tools.
| Field | Description |
|---|---|
| Age | May affect attributes in future steps. |
| Eye Color | Affects mugshot generation. |
| Hair Color | Affects mugshot generation. |
| Height | May affect attributes in future steps. |
| Name | The character’s core identifier. |
| Sex | A matter of character identity and preference, with no direct mechanical effect in the current rules. |
| Skin Color | Affects mugshot generation. |
| Weight | May affect attributes in future steps. |
Core Progression
Key numbers that drive the leveling curve.
Every level costs the same amount of XP. Point rewards are consistent, with a larger bonus every fifth level to mark milestone growth.
| Key | Value | Notes |
|---|---|---|
| XP per level | 2,000 | XP needed to move from one level to the next. |
| Regular level reward | +10 points | Granted on standard level-ups between milestone thresholds. |
| Milestone level reward | +20 points | Granted every fifth level (5, 10, 15…) in place of the regular reward. |
| Starting point pool | 200 points | Granted at character creation to establish the initial build. |
Progression Table
Quick-reference leveling curve for players and GMs, Levels 1–10.
| Level | XP to next | Cumulative XP | Points gained | Cumulative points | Notes |
|---|---|---|---|---|---|
| 1 | 2,000 | 0 | 200 (starting) | 200 | Starting characters |
| 2 | 2,000 | 2,000 | +10 | 210 | |
| 3 | 2,000 | 4,000 | +10 | 220 | |
| 4 | 2,000 | 6,000 | +10 | 230 | |
| 5 | 2,000 | 8,000 | +20 | 250 | Milestone |
| 6 | 2,000 | 10,000 | +10 | 260 | |
| 7 | 2,000 | 12,000 | +10 | 270 | |
| 8 | 2,000 | 14,000 | +10 | 280 | |
| 9 | 2,000 | 16,000 | +10 | 290 | |
| 10 | 2,000 | 18,000 | +20 | 310 | Milestone |
General Stats
General stats connect a character to setting, advancement, and broader identity once a world is selected.
General stats are available when a character is created inside a world such as Openheim. These fields connect the character to society, belief, and advancement progression.
| Field | Description |
|---|---|
| Ethnicity | May affect attributes or skills in future steps. |
| Experience | Starts at zero and increases as the character levels. |
| Languages | Choose one or more languages present in the selected world. |
| Level | Characters begin at Level 1 and improve through experience. |
| Profession | May affect attributes, skills, and build direction. |
| Religion | May affect attributes, skills, and spiritual alignment. |
Profession, Ethnicity, and Religion Bonuses
Background layers shape both the story and the mechanics of a character through a shared three-tier bonus structure.
Profession, Ethnicity, and Religion each grant bonuses that shape how the character performs in play. These bonuses are structured in primary, secondary, and tertiary tiers so that every background choice matters mechanically.
- Primary bonus: the most significant benefit and the clearest expression of that background’s focus.
- Secondary bonus: a supporting or complementary improvement.
- Tertiary bonus: a smaller benefit that rounds out the character.
- Bonuses can apply either to attributes or to skills.
- Profession, Ethnicity, and Religion bonuses stack together and can create strong synergies or broad utility.
When choosing among these options, consider both the narrative identity they create and the mechanical direction they support.
Level Rollback
During an active level-up, before saving, a character can roll back one level and redo their point spend from scratch.
If a character has started spending their level-up points and does not like where the build is heading, they can roll back to their previous level's stat line and begin the point spend again. This is available at every level-up, with no limit on how many times it can be used across a character's progression.
| Rule | Detail |
|---|---|
| Scope | One level back only. Cannot roll back multiple levels at once. |
| XP | XP total is kept. The character stays at the same level — only the point spend is reset. |
| When | Only available during an active level-up, before the character sheet is saved. |
| Partial spends | If some points have already been spent, rolling back resets all of them. The full point reward is returned. |
| Frequency | Available at every level-up with no limit. |
What rollback is not
Level rollback is not a full respec. It only applies to the current level-up in progress. All decisions from previous levels remain locked in. If a character is at level 4 and triggers a rollback, they return to their level 3 stat line and spend their level 4 points again from zero — levels 1 through 3 are untouched.
Physical Attributes
Physical attributes define power, movement, resilience, control, and bodily presence.
Physical attributes shape bodily capability, environmental resilience, and many combat-facing mechanics. They form the foundation of movement, carrying capacity, and raw action under pressure.
| Field | Description |
|---|---|
| Strength | Raw physical power and carrying ability. |
| Reflexes | Reaction speed in unpredictable physical situations. |
| Coordination | Precision, dexterity, and hand-eye control. |
| Endurance | Stamina and sustained physical effort. |
| Flexibility | Range of motion and bodily adaptability. |
| Balance | Stability, posture, and control on unstable footing. |
| Appearance | Physical attractiveness and visible presence. |
Reach and Zone of Control
Weapon reach falls into four named bands. Each band determines attack range and zone of control on the hex map.
All weapons are classified into one of four reach bands. The band determines how far the weapon can legally strike and — on the hex map — how many hexes it threatens with zone of control. Reach is not just about striking; it is about controlling space.
| Band | Distance | Hex threat | ZoC | Tactical note |
|---|---|---|---|---|
| Close | ≤ 0.8m | Adjacent only | Adjacent hexes | Daggers, punching weapons. Effective inside an opponent's guard. |
| Standard | 0.9–1.2m | Adjacent only | Adjacent hexes | Most swords, axes, maces. The default combat range. |
| Long | 1.5–2.0m | Adjacent + 1 hex out | Adjacent + 1 hex out | Spears, halberds, long swords. Strikes first on approach; takes a difficulty penalty when enemy closes to adjacent. |
| Extended | 2.5–3.0m | Up to 2 hexes out | Up to 2 hexes out | Pikes, lances, long polearms. Dominant at range; significantly penalised at close distance. |
Inside-distance penalty
Long and Extended weapons suffer a difficulty penalty when an opponent closes inside their effective range. This represents the loss of leverage and the inability to bring the full weapon to bear at close quarters.
| Weapon band | Penalty trigger | Penalty |
|---|---|---|
| Long | Enemy is adjacent (within Close or Standard range) | One difficulty tier bump on attack rolls |
| Extended | Enemy is adjacent | One difficulty tier bump on attack rolls |
- Zone of control is determined by the weapon's reach band, not a flat adjacent-only rule.
- A threatening combatant with a Long weapon exhausts an enemy's remaining movement when the enemy voluntarily enters any hex within ZoC range — adjacent or one hex out.
- Forced movement does not trigger ZoC exhaustion regardless of reach.
- The inside-distance penalty applies on the attacker's turn — not automatically to all rolls while adjacent.
Mental Attributes
Mental attributes shape cognition, judgment, discipline, and social force.
Mental attributes govern focus, reasoning, memory, instinct, and force of personality. They anchor problem solving, willpower, and many social or strategic choices.
| Field | Description |
|---|---|
| Discipline | Focus, self-control, and persistence. |
| Intuition | Instinctive leaps of understanding. |
| Reasoning | Logic and problem solving. |
| Memory | Retention and recall of information. |
| Wits | Mental agility and improvisation. |
| Wisdom | Judgment informed by experience. |
| Charisma | Presence, persuasion, and influence. |
Sensory Attributes
Sensory attributes separate perception into distinct channels instead of collapsing awareness into one universal stat.
Sensory attributes define perceptual and empathic awareness. Rather than using a single perception score for everything, OpenRPG treats hearing, sight, smell, taste, emotion, touch, and faith as distinct capabilities.
| Field | Description |
|---|---|
| Hearing | Ability to detect and interpret sound. |
| Sight | Visual acuity and detail recognition. |
| Smell | Sensitivity to scent and chemical traces. |
| Taste | Ability to discern flavors and impurities. |
| Emotion | Empathic sensitivity to the feelings of others. |
| Touch | Sensitivity to texture, pressure, and temperature. |
| Faith | Spiritual perception and mystical connection. |
Interoperability Attributes (Calculated)
Derived values translate core attributes into directly playable statistics such as health, movement, fatigue, and initiative.
Interoperability attributes are not assigned directly. They are calculated from combinations of Physical, Mental, and Sensory attributes and act as the bridge between character creation and active play.
| Field | Key Attributes | Description |
|---|---|---|
| Hit Points | Strength, Endurance, Discipline | Overall health and resilience; how much damage a character can take. |
| Base Movement | Reflexes, Endurance | How far a character can travel within a set time frame. |
| Fatigue | Strength, Endurance, Discipline | Stamina under sustained strain; determines how long the character can keep pushing before exhaustion penalties escalate. |
| Encumbrance | Strength, Endurance, Balance | How much weight the character can bear before penalties apply. |
| Attunement | Wisdom, Faith, Reasoning | Capacity to connect with and use magical talismans or artifacts. |
| Initiative | Reflexes, Wits | Reaction speed in combat and other fast-moving situations. |
Why HP comes from attributes
Every point you invest in Endurance and Strength is a direct investment in survivability. There is no separate HP pool, no level-up HP roll, no class-granted buffer above your actual physical investment. A scholar who neglects both attributes is genuinely fragile -- and that fragility is meaningful. The tradeoff is intentional: the system does not inflate survivability with levels, so danger stays real at every tier of play.
Skills
Skills and imbuements are deep enough to warrant their own dedicated references outside the creation summary page.
Detailed skill explanations are covered on the Skill Descriptions page, while deeper imbuement coverage lives on the Imbuement Descriptions page. Character creation uses those systems, but does not need to duplicate all of their rules text here.
Proficiency
Armor proficiency is tiered into Light, Medium, and Heavy. Wearing armor outside your tier costs fatigue and reduces movement.
Armor proficiency determines which layers a character can wear efficiently. There are three tiers. Each tier includes all layers up to its ceiling — a character proficient in Medium can wear everything up to and including composite without penalty.
| Tier | Layers included | Categories |
|---|---|---|
| Light | 0–2 | Underlayer, Padding, Leather |
| Medium | 0–4 | Underlayer, Padding, Leather, Mail, Composite |
| Heavy | 0–5 | All layers including Plate |
Fatigue cost
Wearing armor within your proficiency tier costs no additional fatigue beyond the natural heaviness of a long fight. Exceeding your tier adds a passive fatigue drain every round of active combat.
| Situation | Fatigue cost |
|---|---|
| Light armor — proficient | None |
| Medium armor — proficient | +1 per 3 rounds of active combat |
| Heavy armor — proficient | +1 per 2 rounds of active combat |
| Any armor — non-proficient | +1 per round of active combat |
Movement cost
Heavier armor reduces base movement speed. Proficient wearers take a manageable reduction. Non-proficient wearers drop one further tier, with a hard floor of ×0.5.
| Situation | Movement multiplier |
|---|---|
| Unarmored | ×1.0 |
| Light armor — proficient | ×0.9 |
| Medium armor — proficient | ×0.8 |
| Heavy armor — proficient | ×0.65 |
| Light armor — non-proficient | ×0.8 |
| Medium armor — non-proficient | ×0.65 |
| Heavy armor — non-proficient | ×0.5 (minimum) |
- Apply the multiplier to the character's base movement value. A character with base movement 6 in heavy plate (proficient) moves 4 hexes per round.
- Sprint is ×2 of the adjusted base — not ×2 of the unarmored base.
- ×0.5 is the hard floor regardless of additional penalties.
Character Summary, Save, and Print
The final stage of creation turns the build into a reusable character record and supports both digital and printable play.
Character Summary is where the player writes background and gives the build a narrative identity. It is also where character presentation tools such as mugshot generation connect back to the chosen details.
Once creation is complete, the character can be saved for future sessions. Players can manage a limited roster of characters and return to them as campaigns continue.
Characters can also be printed to PDF or paper for tables that prefer a physical copy alongside or instead of the online tools.
Introduction
Fights in OpenRPG resolve in seconds of in-world time, but at the table they play out with full tactical depth.
Combat in OpenRPG is unforgiving. Most fights last seconds — a skirmish ends in one or two exchanges, a larger battle in minutes. At the table, the same combat takes longer: each combatant acts in turn, positioning and consequences compound round by round, and a fight involving many factions can fill a session. That pacing is intentional. The tactical detail is what makes the danger feel real.
Dice Mechanics
Combat checks use the same difficulty ladder as the rest of the game — pick the skill, pick the tier, and the sheet provides the target number.
When a combat check matters, choose the relevant skill, then the difficulty tier. The character sheet already shows the target number for that skill at each tier, so you do not build the number yourself. Roll percentile dice and compare the result to that target.
- Attack: choose the relevant combat skill, pick the difficulty tier, and roll against the sheet's target number.
- Defend: choose the defending skill and resolve the same way — the sheet provides the target number.
- Skill use in combat: checks like climbing, shouting commands, or forcing a door during a fight work the same way — each resolves against that skill's target number at the chosen tier.
Difficulty - Combat
Difficulty tier reflects the situation, not the opponent's level. The tier picks the column; the character sheet provides the number.
Difficulty tier reflects the situation — terrain, position, light, footing — not the opponent's level. A level-5 wolf in an open field is still Moderate. Level makes a creature dangerous through its attributes: higher reflexes mean a harder evasion number, higher coordination means a more accurate strike. The tier tells you which column to read; the attributes determine what you are rolling against.
Quick GM Rubric
| Difficulty | Description | Example |
|---|---|---|
| Routine | Automatic or nearly automatic under normal conditions. | Striking a helpless, restrained, or unconscious target. A finishing blow on a downed enemy who cannot resist. |
| Simple | Straightforward for anyone reasonably prepared. | Attacking a prone opponent who cannot actively defend. Striking an unarmored target at close range with a weapon you are trained in. |
| Easy | Favorable, but still requires attention. | Attacking from elevated ground or downhill. Flanking an opponent already engaged with an ally. Hitting a cornered or off-balance target. |
| Moderate | The default meaningful challenge under pressure. | A 1-on-1 sword fight between two trained opponents of similar skill on open ground. The baseline for most combat exchanges. |
| Hard | Risky, pressured, or strongly opposed. | Attacking uphill or into a shield wall. Fighting a faster or more skilled opponent. Defending against two opponents simultaneously. |
| Very Hard | Severe opposition or extremely poor conditions. | Fighting bloodied and exhausted against a fresh opponent. Striking a fully armored target with an inappropriate weapon. Attacking in near-darkness. |
| Improbable | At or beyond normal limits; success requires exceptional luck or mastery. | An untrained farmer striking a knight in full plate in an open field. Threading an arrow through a murder hole at maximum range. Disarming a master swordsman barehanded. |
Movement
Movement is measured in hexes — one hex equals one metre. A combat round is approximately six seconds. Characters may move before and after their main action.
Each combatant has a base movement value derived from their Reflexes, Endurance, and Wits. This value is the number of hexes they can move in a single combat round. Movement may be split freely before and after the main action on a combatant's turn.
- Base movement is measured in hexes. One hex equals one metre.
- A combat round is approximately six seconds.
- Movement may be split — a combatant may move, take their main action, then move again with any remaining movement.
- Sprint speed is base movement ×2 and costs the main action.
- Fleeing costs the full round with no main action, allowing greater distance than a sprint.
- Difficult terrain increases movement cost. Ground obstacles, strong wind, and water flow each apply penalties.
Consequences
Consequences are threshold-based effects triggered by hit outcomes, ranging from short-term penalties to lasting injuries.
When an attack lands, the GM assesses whether the outcome crosses a consequence threshold. Consequences may be physical or mental, short-term or long-term, and can modify skills or attributes.
Surprise
A character caught off guard when combat begins loses their first-round action and cannot act until the second round.
Surprise is assessed when one side initiates combat without warning — an ambush, a sudden draw, or an attack from outside a character's awareness. The GM determines whether surprise applies based on the situation. Characters with passive detection skills such as Sense Ambush or Trap Detection may receive a check to avoid being caught off guard; a failed check or no applicable skill means the character is surprised. A surprised character loses their first-round action entirely and joins normal initiative order from round two onward.
- A surprised character loses their entire first-round action — they cannot attack, defend, or move until round two.
- The GM may apply surprise to one side, individual characters, or no one, depending on the scene.
- Passive detection skills (Sense Ambush, Trap Detection) give a character a chance to avoid surprise; the GM sets the difficulty tier from the fiction.
- A character who is surprised but not incapacitated still benefits from any passive armor or damage reduction.
Initiative and Turn Order
Initiative is a sheet-calculated interoperable skill. Combatants act in descending order each round; the GM tracks the sequence.
Each combatant's initiative is an interoperable skill value calculated on the character sheet — no roll required. Before combat begins, the GM records the order from highest to lowest. That sequence holds for the duration of the fight. When every active combatant has taken their turn, the round ends and the cycle repeats from the top.
- Ties are broken by Reflexes first, then Wits. If still tied, the GM determines the order.
- A combatant who joins mid-combat enters the order at their initiative value and acts when their position next comes around.
- Incapacitated or fled combatants are removed from the order.
Turn-Based Combat
Combat is resolved in rounds, usually representing 1 to 6 seconds of real time, with a repeatable sequence for each exchange.
- Assess Surprise: characters caught off guard may lose the first round.
- Determine Initiative: highest initiative acts first, with Reflexes and Wits breaking ties.
- Calculate [Fatigue](/fatigue-rules): combat actions reduce stamina, and severe exhaustion imposes escalating action penalties.
- Apply Active [Consequences](/consequences-rules): both short-term and long-term penalties may modify the turn.
- Resolve Attacker Action: choose attack type, determine skill, apply modifiers, and roll percentile dice.
- Resolve Defender Action: choose defense type, determine skill, apply modifiers, and roll percentile dice.
- Resolve Hit and Damage: determine location, severity, weapon damage, and possible armor sundering.
- Apply [Consequences](/consequences-rules): if thresholds are crossed, assign short-term or long-term effects.
- Record [Fatigue](/fatigue-rules): both attacker and defender track expenditure after the exchange.
- End of Round: once everyone has acted, return to Step 1 and repeat until combat ends.
Attack and Defense Resolution
Attacks and defenses follow parallel structures: choose the method, determine skill, apply modifiers, then resolve on percentile dice. Both sides roll against their own skill-derived target.
Attacker Action
- Choose attack type or weapon: ranged, thrown, one-handed, two-handed, polearms, shield, unarmed, or other.
- Determine the relevant combat skill from the combat skills reference.
- Apply modifiers, including difficulty, weapon effects, and active consequences.
- Roll percentile dice: 96–100 is a critical success, 01–05 is a critical failure. Ordinary success still requires beating the current target number.
Defender Action
If the attack roll succeeds, the defender selects a defense from the options available to them and rolls against their own skill-derived target number at the current difficulty tier.
| Defense | What it does | Key attributes |
|---|---|---|
| Block | Absorb the blow through mass, body, or a shield. Success negates the hit. | Endurance, Strength, Balance |
| Parry | Redirect the incoming weapon using a held weapon. Success negates the hit. | Strength, Endurance, Reflexes |
| Dodge | Remove yourself from the attack path before impact. Success negates the hit. | Reflexes, Coordination, Balance |
| Riposte | Redirect the attack and immediately counter. Success negates the hit and deals an automatic hit to the attacker — no counter-defense roll. | Coordination, Reflexes, Wits |
Not every defender has every option
Characters can use any defense their skills and equipped weapons support. Creatures and NPCs are limited to the defense skills their archetype defines — a brute may have block but no dodge; a skirmisher can parry, dodge, and riposte but cannot block. Available options are visible on each stat entry.
Hit, Consequences, and End of Round
Once an attack lands, the exchange shifts to location, damage, consequence thresholds, fatigue accounting, and round continuation.
- If an attack lands, roll for location, assess severity, roll weapon damage, and check for armor sundering.
- On a critical success or fumble by either side, consult the [Red Ledger](/red-ledger) for location, severity, and additional effects.
- If [consequence](/consequences-rules) thresholds are crossed, the GM decides whether the effect is short-term or long-term and assigns the relevant penalty or bonus.
- Record [fatigue](/fatigue-rules) changes for both attacker and defender after the exchange.
- At the end of the round, repeat the process from Step 1 until the fight ends.
Hex Playmat Combat
Hex playmat combat adds a tactical grid layer to OpenRPG encounters, governing movement, positioning, and zone of control. One hex equals one metre.
Hex playmat combat places all combatants on a hex grid where position, movement budget, and threatened zones are tracked explicitly. This optional layer is used when precise tactical adjudication matters — ambushes, fortress assaults, ship boarding actions, or any encounter where flanking and positioning change outcomes.
One hex equals one metre. All distances in map combat — movement budgets, weapon reach, zone of control, forced movement, and spell or imbuement ranges — are expressed in hexes and read directly as metres.
Every combatant on the hex grid belongs to a faction, has a movement type, and starts each turn with a movement budget expressed in hexes. The GM tracks initiative order, records movement budgets, and advances turns manually.
Factions
Every combatant on the hex grid belongs to one of four factions that determine allegiance and zone of control interactions.
Faction determines whose zone of control affects a combatant. A combatant threatening an enemy creates a zone of control only against enemy-faction participants.
| Faction | Description |
|---|---|
| PLAYER | Player characters and their controlled units. |
| ENEMY | Hostile NPCs and monsters opposing the players. |
| ALLY | Friendly NPCs fighting alongside the players but not directly controlled. |
| NEUTRAL | Bystanders or creatures not aligned with any side; not subject to opposing zone of control. |
Movement Types
Each combatant is assigned a movement type before the encounter begins. Movement type determines which terrain conditions increase hex movement cost and which the combatant ignores entirely.
Movement type reflects the primary mode of travel for a creature or character. A combatant has one active movement type at a time, assigned during setup. Zone of control applies regardless of movement type — flying and swimming combatants are still threatened by armed enemies.
| Type | Description |
|---|---|
| Ground | Standard land movement. Affected by all difficult terrain types — ground obstacles, strong wind, and water flow each cost 2 hexes to enter. |
| Flying | Aerial movement. Ignores ground obstacles and water flow entirely. Strong wind is the primary hazard — flying combatants pay 2 hexes to enter wind-affected hexes. |
| Swimming | Aquatic movement. Ignores ground obstacles and strong wind. Water flow is the primary hazard — swimming combatants pay 2 hexes to move against a current. |
| Terrain | Ground | Flying | Swimming |
|---|---|---|---|
| Ground obstacles | 2 hexes | 1 hex | 1 hex |
| Strong wind | 2 hexes | 2 hexes | 1 hex |
| Water flow | 2 hexes | 1 hex | 2 hexes |
- A normal hex costs 1 hex of movement regardless of movement type.
- A combatant may only enter a hex if they can pay the full cost — movement remaining cannot go below zero.
- Forced movement ignores terrain costs unless the pushing effect says otherwise.
Movement Budget and Terrain
Each combatant begins their turn with a movement budget in hexes. Terrain type and movement type determine the cost to enter each hex.
At the start of a combatant's turn, their movement remaining is reset to their movement maximum. The GM spends movement in hex increments during the turn. Any unspent movement is lost when the next turn begins.
- Normal hex: costs 1 movement for all movement types.
- Difficult terrain hex: costs 2 movement for GROUND; costs 1 for FLYING and SWIMMING.
- Movement remaining can never go below zero — the GM must confirm a move is affordable before spending.
- Partial moves are allowed; a combatant may stop on any hex as long as movement remaining covers the cost to enter it.
Zone of Control (Threatening)
A threatening combatant exerts a zone of control over the hexes they can currently threaten, exhausting the movement of any enemy who enters those hexes through voluntary movement.
A combatant that is armed and engaged — ready to strike at anyone who moves through their reach — is marked as Threatening. Any enemy combatant who enters a hex currently threatened by that combatant through voluntary movement immediately exhausts all remaining movement for that move action. They may complete the move into the threatened hex, but cannot move further that turn.
- Threatening status is assigned by the GM to combatants that are armed, engaged, and positioned to strike.
- Threat is normally adjacent for ordinary melee weapons, but extends farther for weapons or creatures that legally threaten beyond adjacency.
- Zone of control only affects combatants of an opposing faction — a threatening PLAYER does not exhaust ALLY movement.
- The movement exhaustion occurs when the enemy enters the threatened hex, not when they start adjacent to it.
- A combatant that begins their turn already inside threatened space is not automatically exhausted; only movement into threatened space triggers ZoC.
- Flying and swimming combatants are still subject to zone of control from threatening enemies regardless of movement type.
Session Lifecycle
A combat encounter moves through three phases. The GM manages each transition.
| Phase | Description |
|---|---|
| Setup | Combatants are placed on the map, movement types assigned, and the initiative order recorded from highest to lowest. |
| Active | Combat is in progress. The GM cycles through initiative, tracks each combatant's movement budget per turn, and resolves exchanges in order. |
| Complete | Combat has ended. Record wounds, fatigue, and consequences before moving on. |
- Combat begins when the GM calls it — once all combatants are placed and initiative is set.
- A combatant who joins mid-combat enters the initiative order at their initiative value and acts when their position next comes around.
- Combat ends when all opposing combatants are defeated, have fled, or the situation resolves without further exchanges.
Facing and Flanking
Combatants on the hex grid use facing to determine defended arcs, rear pressure, and flanking penalties.
Facing matters on the hex grid. Every combatant has a front, left, right, and rear orientation that helps determine which sides are defended cleanly and which angles are more vulnerable to coordinated pressure.
- For a standard one-hex combatant, the front covers the three forward-facing hex sides.
- The left and right each cover one side-facing hex.
- The rear covers the single back-facing hex.
- Combatants may rotate their facing during their own turn as part of ordinary positioning unless another rule prevents it.
Flanking
A target is flanked when opposing melee combatants pressure meaningfully different sides of its facing. Left-and-right pressure counts as a standard flank. Front-and-rear pressure counts as a stronger surround.
| Positional State | Effect |
|---|---|
| Flanked | Defender applies a +5 penalty to the final defensive target number or equivalent defensive resolution value. |
| Rear Pressured | Defender applies a +10 penalty to the final defensive target number or equivalent defensive resolution value. |
Use only the strongest applicable positional penalty. Flank and rear penalties do not stack. Apply the penalty on the defender’s side of the resolution rather than as a raw attacker bonus.
Reach and Threatened Space
Weapon reach changes both attack distance and zone-of-control pressure on the hex grid.
Reach matters in OpenRPG hex combat. The weapon in hand determines not only how far a combatant can strike, but also how early they can project battlefield pressure into approaching space.
- Ordinary melee weapons threaten adjacent hexes.
- Long weapons such as polearms threaten at reach 2 unless the weapon profile says otherwise.
- A threatening combatant projects zone of control through the hexes they can legally threaten.
- Long weapons do not automatically attack both adjacent and reach-2 targets unless the weapon profile supports that.
This makes long weapons especially effective for holding lanes, checking approach, and supporting formations, while shorter weapons remain strongest in close pressure and tight scrums.
Disengage and Passing Through Pressure
Combatants may pass by danger without free strikes, but disengaging is the deliberate way to break melee pressure safely.
OpenRPG does not use attacks of opportunity or free melee strikes as the default punishment for movement. Passing by an engaged combatant is not the same as stopping to engage them.
- A combatant may pass through threatened space without being attacked just for transit.
- Zone of control shapes movement by exhausting the mover's remaining movement when they enter threatened space through voluntary movement.
- This zone-of-control exhaustion applies only the first time the combatant voluntarily enters threatened space during that turn.
- Forced movement does not trigger zone-of-control exhaustion, but still interacts with battlefield hazards unless a specific effect says otherwise.
Disengage
A combatant who wants to break melee pressure safely in order to reposition or go do something else should use Disengage as their combat action for the turn. Disengage protects withdrawal from current melee pressure, but does not ignore terrain, hazards, or newly entered threatened space.
Disengage is method-based rather than universal. The player should describe how space is being created, then choose the most relevant existing combat skill based on what the combatant is wielding and what they are best trained to do.
| Method | Typical Skill | When it fits |
|---|---|---|
| Evasive withdrawal | dodge | Slip past pressure using footwork, timing, and body control. |
| Shield-led separation | shield or block | Create space with a guarded shove, shield press, or defensive check. |
| Guarded reset | guard or brace | Hold structure, deny the opening, then step off safely. |
| Reach-led spacing | polearmsSpears | Use length, leverage, and threat of point control to keep the enemy off while withdrawing. |
Players choose the method that best matches both their current weapon or equipment and the skill they are actually strongest in. Disengage should feel like creating an opening on the battlefield, not claiming a free movement exemption.
Large and Giant Creatures
Large creatures occupy multiple hexes and project threat from the edge of their footprint.
Size matters on the hex grid. Large and giant creatures should own visible space on the battlefield rather than behaving like standard one-hex bodies.
| Size | Occupancy |
|---|---|
| Standard | 1 hex |
| Large | 3 connected hexes |
| Huge or Giant | 7 connected hexes |
- Adjacency to any occupied hex counts as adjacency to the creature.
- Threat for multi-hex creatures is measured from the edge of the occupied footprint.
- A multi-hex creature may only move if its full new footprint fits legally in the destination space.
Introduction
Armor is a layered protection system shaped by material, proficiency, and the type of threat you expect to face.
Armor reduces incoming damage through Damage Reduction (DR). When a hit lands, DR is subtracted from raw damage before it reaches the target. With hit point pools kept deliberately low, good armor is a primary survival tool — not a supplement to HP but an alternative to losing it.
Armor is built in layers. Each layer sits on top of the last, and their DR values stack at each body location. A character in mail over a gambeson over a linen shirt has three layers of DR on their torso — each contributing its value to the total absorbed before damage lands.
Heavier armor costs more than gold. It slows movement, drains fatigue faster, and demands proficiency to wear effectively. Non-proficient wearers pay a penalty in both fatigue and movement — they can still wear it, but the cost mounts quickly in a long fight.
How Armor Works
Armor in OpenRPG is built from underlayers upward, combining damage reduction, sunder, and encumbrance into a layered system.
Protection in OpenRPG is built from the ground up. Start with basic cloth underlayers, add quilted padding, then layer on leather, mail, composite, or plate depending on budget, need, and proficiency. Each layer adds its DR to the total — more layers means more protection at each location.
Armor is organized into three proficiency tiers — Light, Medium, and Heavy — each unlocking a wider set of layers. Wearing armor within your proficiency tier costs nothing beyond the weight. Exceeding it adds fatigue pressure and reduces movement.
Each armor piece has a sunder pool that tracks structural integrity. The outermost piece on a struck location takes the hit. When raw damage exceeds that piece's individual DR, the excess drains the sunder pool. A depleted pool means a permanently degraded piece. Repair restores the pool; only a craftsman can restore lost DR.
The Basics
Five operating principles cover how armor layers, stacks, degrades, costs, and requires proficiency.
- One piece per layer per location: you cannot wear two breastplates on the same body location, but you can layer different categories on one location and plate on different locations.
- Damage Reduction stacks: the DR of every piece covering a location is summed and subtracted from incoming damage at that location.
- Sunder tracks degradation: the outermost piece on a hit location absorbs the blow. Excess damage beyond that piece's DR drains its sunder pool. When the pool empties the piece loses 1 DR permanently. When DR reaches 0 the piece is destroyed.
- Proficiency determines cost: wearing armor outside your proficiency tier adds fatigue every round and drops your movement to the next tier down, with a minimum of ×0.5 base movement.
- Coverage is explicit: DR only applies to locations the piece actually covers. Exposed locations receive no reduction.
Layer Reference
The layer system defines what armor can be worn together, what DR each layer contributes, and how pieces stack.
Every armor piece belongs to a layer. Layers are numbered so that outer layers sit on top of inner ones. Each layer can only contribute one piece per body location. DR values are per piece — total DR at a location is the sum of all pieces covering it.
| Layer # | Category | DR range | Sunder pool | Can stack? | Examples |
|---|---|---|---|---|---|
| 0 | Underlayer | 1 | 3 | Yes | Linen shirt, wool hose, braies |
| 1 | Padding | 2 | 5 | Yes | Gambeson, arming doublet, padded coif |
| 2 | Leather | 3 | 6 | Yes | Leather cuirass, bracers, leather greaves |
| 3 | 4–5 | 10 | Yes | Mail hauberk, mail coif, mail chausses | |
| 4 | Composite | 5–6 | 12 | Yes | Scale, lamellar, brigandine |
| 5 | Plate | 6–8 | 15 | No — one plate piece per location | Breastplate, vambraces, greaves, great helm |
| –1 | Add-on | 1–3 | 4–8 | Yes — fills gaps only | Gorget, pauldrons, knee cops |
Plate restriction
Plate armor does not stack with other plate pieces at the same body location. A character can wear one plate piece per location. Wearing a breastplate and a full plate harness on the torso simultaneously is not possible — the harness already covers the torso completely. Plate from different locations (chest and legs, for example) is fine.
Damage-Type Interaction
Armor choice matters because materials blunt some threats well and fail badly against others.
| Armor Family | Strong Against | Weak Against | Practical Read |
|---|---|---|---|
| Padding / Cloth | Minor cuts, glancing blows, friction, cold | Heavy thrusts, concentrated crushing force, fire | Good first layer and shock absorber, but not enough by itself in brutal fights. |
| Leather | Light cuts, weather, everyday hazards | Heavy thrusts, repeated crushing blows | Flexible and practical, but it does not like spears or hammers. |
| Slashing, many light weapon hits | Bludgeoning, armor-piercing thrusts | Excellent battlefield protection, but it still needs padding and fears crushing force. | |
| Composite / Scale / Brigandine | Mixed battlefield threats, arrows, general cuts | Heavy armor-piercing hits, sustained blunt trauma | Balanced protection when you do not know exactly what is coming. |
| Plate | Cuts, many arrows, incidental impacts | Dedicated anti-armor weapons, grappling pressure, fatigue | The best broad protection, but expensive, exhausting, and not invulnerable. |
GM handling
Use these interactions as the default battlefield logic. When a weapon is explicitly built to pierce armor or a strike lands in a vulnerable gap, favor the weapon. When the blow is broad, glancing, or badly angled, favor the armor.
Practical Armor Loadouts
Example loadouts show how the layer system produces recognizable battlefield roles with different DR totals, fatigue costs, and movement profiles.
Light Infantry — "The Conscript"
Basic protection for militia and levies. Cheap, mobile, and sufficient against common threats. No proficiency requirement beyond Light.
| Body part | Layer 0 | Layer 1 | Total DR |
|---|---|---|---|
| Torso | Linen shirt | Quilted gambeson | 3 |
| Arms | — | Gambeson sleeves | 2 |
| Legs | Wool hose | — | 1 |
| Head | — | Padded coif | 2 |
Profile: Light proficiency. Movement ×0.9. No fatigue cost. Torso DR 3 reduces an 8-damage blow to 5 — hurts, but survivable. Good mobility for skirmishing.
Professional Soldier — "The Mercenary"
Balanced protection for experienced fighters. Mail over padding gives strong defense without sacrificing too much mobility. Requires Medium proficiency.
| Body part | Layer 0 | Layer 1 | Layer 3 | Total DR |
|---|---|---|---|---|
| Torso | Linen shirt | Arming doublet | Mail hauberk | 8 |
| Head | Coif liner | — | Mail coif | 5 |
| Arms | — | Padded sleeves | Mail sleeves | 7 |
| Legs | Hose | — | Mail chausses | 5 |
Profile: Medium proficiency. Movement ×0.8. +1 fatigue per 3 rounds. Torso DR 8 reduces an 8-damage blow to 0 — fully absorbed. Strong against slashing, weaker against heavy bludgeoning.
Armored Knight — "The Wall"
Maximum protection for elite warriors. Full plate over mail and padding creates near-impervious defense at the cost of movement and sustained fatigue pressure. Requires Heavy proficiency.
| Body part | Layer 0 | Layer 1 | Layer 3 | Layer 5 | Total DR |
|---|---|---|---|---|---|
| Torso | Shirt | Doublet | Breastplate | 15 | |
| Arms | — | Sleeves | Vambraces | 13 | |
| Legs | Hose | — | Mail chausses | Greaves | 12 |
| Head | Liner | Padded coif | Mail coif | Great helm | 14 |
Profile: Heavy proficiency. Movement ×0.65 (base 6 → 4 hexes). +1 fatigue per 2 rounds. Torso DR 15 fully absorbs most standard blows. The counter is weapon type, sunder pressure, and exposed gaps — not raw damage.
Layer Overrides & Special Cases
Not every armor piece fits neatly into its default category, so some pieces intentionally override the normal layer progression.
| Armor Piece | Category | Override Layer | Reason |
|---|---|---|---|
| Heavy Gambeson | Padding | Layer 2 | Thick enough to function as standalone armor rather than a pure underlayer. |
| Studded Leather | Leather | Layer 3 | Metal reinforcement pushes it toward composite-level protection. |
| Reinforced Brigandine | Composite | Layer 5 | Internal plates are heavy enough to qualify as true plate armor. |
| Ceremonial Plate | Plate | Layer 3 | Thin, decorative metal worn for status rather than real plate-level protection. |
Armor Assembly Guide
A practical assembly flow helps players build legal armor sets instead of guessing at valid combinations.
- Start with underlayers: linen shirts, hose, and other cloth basics protect skin and manage comfort.
- Add padding: gambeson or arming doublet cushions impacts and supports heavier armor.
- Layer rigid protection: leather, mail, composite, or plate depending on budget and expected threats.
- Fill gaps with addons: gorgets, spaulders, besagews, and other small pieces protect vulnerable seams.
- Equip a shield if desired: shields occupy a hand but add substantial defense and active blocking potential.
Introduction
Weapons are defined by form, damage type, reach, fatigue cost, and the tactical role they play in a fight.
Weapons in OpenRPG are categorized by form and function: cleaving axes, thrusting spears, slashing swords, and crushing hammers. Each weapon has its own reach, fatigue cost, parry and riposte profile, and scaling damage across creature sizes.
Some weapons are agile and precision-based, while others depend on strength, commitment, and two-handed leverage. Properties such as finesse, versatile, and reach help distinguish their tactical identities.
How Weapons Work
A weapon determines tactical options, damage, reach pressure, and zone of control on the hex map.
The weapon in your hand determines your tactical options, the damage you inflict, and your ability to defend yourself. Each weapon has an Attack Type that defines how you strike — slash, thrust, bash, or cleave — and a Damage Type that determines how armor responds to the blow.
Damage type interacts directly with armor. Plate excels against slashing but struggles against bludgeoning. Padding absorbs cuts but fails against concentrated thrusts. Choosing a weapon means choosing how you want to threaten the armor in front of you.
Reach determines both your attack range and your zone of control on the hex map. Longer reach lets you threaten more hexes and strike first in an approach — but closes distance becomes a liability for Extended weapons when an opponent steps inside their effective range.
The Basics
Attack type, armor interaction, hand usage, reach, and fatigue define the core logic of weapon choice.
- Attack type determines technique: a mace can bash or cleave, a rapier thrusts, and some weapons like longswords support multiple attack types.
- Damage type interacts with armor: armor resists some damage types better than others. Plate struggles against bludgeoning; padding fails against concentrated thrusts.
- Reach falls into four named bands — Close, Standard, Long, and Extended — each with different zone-of-control implications on the hex map.
- Hand usage shapes options: one-handed weapons leave the off-hand free for a shield or second weapon; two-handed weapons trade that flexibility for leverage and damage.
- Fatigue from weapons comes from proficiency, not the weapon itself. Non-proficient use adds +1 fatigue per attack action. The weapon does not have its own fatigue rating.
- Proficiency in a weapon category unlocks its full tactical options — parry, riposte, and special attack types.
Attack Types
Attack types describe the physical technique used by the weapon, and that technique shapes both tactics and outcomes.
| Attack Type | Description |
|---|---|
| SLASH | Wide, sweeping arc that carves through flesh and cleaves limbs. |
| THRUST | Focused point attack driving deep into vital organs and gaps in armor. |
| CLEAVE | Devastating overhead or angled strike with maximum force and weight. |
| BASH | Blunt trauma impact that crushes bone, dents armor, and stuns foes. |
| HOOK | Catching or pulling technique using curved blades, bill hooks, or flails that snag limbs, drag shields, and disrupt footing. |
| GRAPPLE | Body-to-body control technique that seizes, restrains, and pins — removing the opponent's ability to fight freely. |
Weapon Properties
Properties determine how a weapon behaves beyond raw damage, especially in defense, range control, and stamina cost.
| Property | Effect |
|---|---|
| REACH | Distance in meters you can attack from. Longer reach strikes first; shorter weapons excel in tight quarters. |
| HANDS REQUIRED | One-handed leaves options open for shields, grappling, or dual-wielding. Two-handed usually hits harder. |
| BONUS | Accuracy modifier that can make hits easier but may raise fatigue or demand more skill. |
| PARRY BONUS | Defensive modifier when using the weapon to deflect attacks. |
| RIPOSTE BONUS | Counter-attack modifier when punishing an enemy’s failed strike. |
| FATIGUE RATE | How quickly the weapon drains stamina in active combat. |
Damage Tiers and Size Scaling
Weapon damage scales with two factors: the weapon's damage tier and the wielder's size. Medium humans are the baseline.
Every weapon belongs to a damage tier based on its form and how it is wielded. The tier sets the base damage die for a Medium-sized wielder. Size then scales the die up or down from that baseline.
| Tier | Die (Medium) | Avg | Examples |
|---|---|---|---|
| Light 1H | 1d6 | 3.5 | Dagger, knife, hand axe |
| Standard 1H | 1d8 | 4.5 | Sword, axe, mace, spear (1H) |
| Versatile | 1d10 | 5.5 | Bastard sword, war axe (1H or 2H) |
| Standard 2H | 2d6 | 7 | Greatsword, spear (2H), halberd |
| Heavy 2H | 2d8 | 9 | Warhammer, maul, great axe, dane axe |
Size scaling
The same weapon deals more or less damage depending on the size of the creature wielding it. Find the weapon's tier in the left column, then read across to the wielder's size.
| Tier | Small | Medium | Large | Huge | Giant |
|---|---|---|---|---|---|
| Light 1H | 1d4 | 1d6 | 1d8 | 1d10 | 2d6 |
| Standard 1H | 1d6 | 1d8 | 1d10 | 2d6 | 2d8 |
| Versatile | 1d8 | 1d10 | 1d12 | 2d8 | 3d6 |
| Standard 2H | 1d10 | 2d6 | 2d8 | 3d6 | 4d6 |
| Heavy 2H | 2d6 | 2d8 | 3d6 | 4d6 | 6d6 |
- Small: halflings, gnomes, children.
- Medium: humans, elves, dwarves — the baseline.
- Large: ogres, large trolls, oversized humanoids.
- Huge: giants, large monsters.
- Giant: the largest creatures in play.
Practical Weapon Choices
Example loadouts show how role, reach band, damage type, and proficiency combine into meaningful weapon selection.
Militia Fighter — "The Conscript"
Cheap, effective in formation, and easy to train. Reach is the primary advantage — a spear keeps enemies at distance while the shield covers the gap.
| Weapon | Attack type | Reach band | Damage (M) | Why |
|---|---|---|---|---|
| Spear | Thrust | Long | 1d6 | Long reach, cheap, effective in formation. ZoC extends one hex out. |
| Short sword | Slash / Thrust | Standard | 1d4 | Sidearm when the spear is too slow at close range. Light proficiency. |
Mercenary Veteran — "The Professional"
Versatile loadout built around a weapon with multiple attack types and strong defensive options. Proficiency unlocks parry and riposte.
| Weapon | Attack type | Reach band | Damage (M) | Parry | Riposte | Why |
|---|---|---|---|---|---|---|
| Longsword | Slash / Thrust | Standard | 1d6 | +2 | +1 | Versatile, excellent parrying, supports multiple lines of play. |
| Dagger | Thrust | Close | 1d4 | +1 | +2 | Inside-distance option when grappled or at close quarters. |
Heavy Infantry — "The Breaker"
Built to punch through heavy armor with bludgeoning damage and two-handed leverage. Trades speed and flexibility for maximum damage output against armored targets.
| Weapon | Attack type | Reach band | Damage (M) | Hands | Why |
|---|---|---|---|---|---|
| Warhammer (2H) | Bash / Cleave | Standard | 2d6 | 2 | Bludgeoning damage counters plate. Heavy proficiency. Non-proficient use adds +1 fatigue per attack. |
| Dane Axe | Cleave | Long | 2d6 | 2 | Extended ZoC at Long reach. Cleave threatens adjacent targets in tight formations. |
Fatigue and weapons
Weapons do not have their own fatigue rating. Weapon attacks cost 0 fatigue by default. Non-proficient use adds +1 fatigue per attack action — the cost is from fighting badly, not from the weapon itself. Sprint, charge, and imbuement use are the actions that carry a base fatigue cost.
Weapon Tags & Special Properties
Tags describe how a weapon changes tactics, build priorities, and combat rhythm.
- Finesse: relies on precision and speed rather than raw strength.
- Light: low fatigue, excellent for dual-wielding or prolonged exchanges.
- Two-Handed: requires both hands and usually improves damage or reach.
- Versatile: can be used one-handed or two-handed depending on tactical need.
- Reach: extended reach allows earlier strikes but can be unwieldy in tight spaces.
- Parry-Capable: grants defensive value when deflecting attacks.
- Riposte-Capable: rewards enemy mistakes with immediate counters.
- Armor-Piercing: ignores part of damage reduction and is designed to defeat armor.
Combat Integration & Tactics
Weapon choice should respond to armor type, formation, space, and fatigue. Attack type modifiers make the right weapon meaningfully more effective.
Damage type modifiers are applied to the raw damage roll before DR is subtracted. A positive modifier means the weapon exploits a weakness in the armor's construction. A negative modifier means the armor is specifically designed to resist that type of blow.
| Attack type | vs Cloth / Padding | vs Leather | vs Mail | vs Plate |
|---|---|---|---|---|
| SLASH | +2 | +1 | −2 | −3 |
| THRUST | −1 | +1 | +2 | 0 |
| BASH | 0 | 0 | +2 | +3 |
| CLEAVE | +1 | +1 | −1 | −1 |
What this means in play
| Scenario | Base damage | Modifier | DR | Avg dealt |
|---|---|---|---|---|
| Longsword SLASH vs conscript (padding) | 1d8 (4.5) | +2 | 3 | 3.5 |
| Longsword THRUST vs mercenary (mail) | 1d8 (4.5) | +2 | 8 | 0 (max 4) |
| Warhammer BASH vs mercenary (mail) | 2d8 (9) | +2 | 8 | 3 |
| Warhammer BASH vs knight (plate) | 2d8 (9) | +3 | 15 | 0 (max 4) |
| Longsword SLASH vs knight (plate) | 1d8 (4.5) | −3 | 15 | 0 (impossible) |
- Apply the modifier to the damage roll, then subtract total DR at the hit location. Minimum damage is 0.
- A weapon with multiple attack types can choose which to use each strike — a longsword can slash or thrust depending on the situation.
- DR used here is the total stacked DR at the specific body location hit, not a global value.
- The damage-interaction table in the armor rules describes these interactions qualitatively — this table is the mechanical implementation.
Introduction
Artifacts are spiritually charged items that unlock divine and magical capability through contact, attunement, and long-term growth.
Artifacts are spiritually charged items that grant characters access to divine power through attunement. They sit at the center of the imbuement system and can appear as humble talismans, broken relics, or rare survivals from ancient divine histories.
An artifact does more than add a static bonus. It strengthens faith, improves one school of imbuement, and unlocks imbued skills whose powers scale with the wielder and the artifact itself.
How artifacts fit the wider rules set
Artifacts should be read together with the character, skill, and imbuement routes. They are conduits for power, not isolated treasure text.
Ancient Relics of Power
Every artifact grants a faith bonus, category expertise, and access to imbued techniques tied to its theme.
- Faith Bonus: the artifact strengthens the bearer’s spiritual connection and improves divine channeling.
- Category Expertise: each artifact is aligned with a single imbuement school and grants a scaling bonus there.
- Imbuement Skill Access: the artifact unlocks one or more imbued skills from its category, with stronger relics opening deeper techniques.
This makes artifacts qualitatively different from ordinary gear. They are not simple stat sticks: they shape identity, expand magical reach, and often anchor a character’s long-term progression.
What Counts as an Artifact
Artifacts may be small talismans or fractured divine relics, but all grant passive contact benefits before deeper attunement.
- Talisman: a wearable or portable focus such as a brooch, ring, or bracelet.
- Relic: a larger or older sacred fragment such as a divine shard, broken weapon, or ceremonial remnant.
All artifacts grant a passive boon on contact. Their deeper value appears only once the character has endured attunement and opened the associated imbued path.
Attunement Flow
Attunement is a story-facing progression from contact to trial to unlocked imbued skill access.
- Find or receive an artifact. Contact activates its passive effect and reveals its presence to the bearer.
- Attempt attunement. The character undergoes a Trial of Faith and makes an attunement roll that begins at improbable and generally becomes easier after failure.
- Unlock the imbued path. A successful attunement links the character to the artifact’s category and grants access to its imbued skill and associated powers.
Trial of Faith
The Trial of Faith is story-driven. The GM decides when it arrives and what belief, resolve, or sacrifice the artifact demands.
Retries, easing, and failure
A failed attunement attempt does not usually lock the character out forever. The next attempt should become one step easier only after the bearer meaningfully answers the artifact’s demand through sacrifice, insight, service, or changed conduct. Repeated hollow retries should not improve the odds.
Failure should leave a mark even when it does not cause damage: doubt, dread, social suspicion, spiritual backlash, or a temporary inability to draw on the artifact cleanly are all appropriate consequences.
Artifact Progression
Artifacts evolve through contact, attunement, and mastery as the bearer’s spiritual relationship deepens.
| Stage | What it grants |
|---|---|
| Contact | Passive faith benefit while the bearer touches, wears, or carries the artifact. |
| Attunement | Unlocked imbued skill access after the Trial of Faith succeeds. |
| Mastery | At Faith 75+, artifact bonuses and spell potency improve by 15 percent. |
Mechanical Summary
Artifact power rating, contact requirements, magical bonuses, and mastery define how strong a relic becomes in play.
Contact
Physical contact is mandatory. Without carrying, wearing, or touching the artifact, the bearer loses all artifact-granted bonuses.
Attunement benefits
- Faith bonus derived from the artifact’s power rating.
- Three magical bonuses: primary at power divided by 10, secondary at power divided by 15, and tertiary at power divided by 20.
- Access to one or more imbuement powers that normally match the artifact’s category.
Mastery and power rating
- Mastery begins when Faith reaches 75 or higher.
- Mastery improves all artifact bonuses by 15 percent and also increases the potency of granted imbuement powers by 15 percent.
- Artifacts use a power rating from 1 to 100.
- Each artifact belongs to one imbuement category and grants powers according to both category and rating.
Core Imbuement Rules
Imbuement depends on physical contact, casting time, daily frequency, and rest-based recovery.
Physical contact required
An artifact is the conduit for primordial power. Breaking contact severs access to every imbuement it grants until contact is restored.
Not every artifact is portable
Some artifacts are fixed monuments such as standing stones, obelisks, or colossal crystal formations. They can only be used while the bearer is physically present and touching them.
Casting time and frequency
| Rule | Summary |
|---|---|
| Instant | Reaction-speed or appended to another action. |
| 1 Action | Uses the character’s full combat action. |
| 1 Minute | Sustained concentration outside combat. |
| 10 Minutes | Ritual-scale preparation for major effects. |
| Minor imbuements | At will, but still respect casting time. |
| Lesser imbuements | Faith Bonus multiplied by 3 uses per day. |
| Moderate imbuements | Faith Bonus multiplied by 2 uses per day. |
| Greater imbuements | Faith Bonus uses per day. |
| Supreme imbuements | Once per day regardless of Faith Bonus. |
- Imbuements require no material components beyond the artifact itself.
- Expended uses recover after a full rest unless a specific artifact demands extra ritual or meditation.
How to read uses per day
Uses per day are tied to the currently wielded or currently contacted artifact, not a global mana pool. If a bearer changes artifacts, they change what powers are available and how often those powers can be used.
If multiple artifacts are in play, the GM should require the bearer to declare which artifact is being used as the active conduit for that effect. Do not stack multiple artifact use limits into one shared casting total unless a specific rule later says otherwise.
Imbuements: Ancient Powers Awakened
Imbuements are primordial forces awakened through artifacts rather than conventional learned spellcasting.
Imbuements are not ordinary spells learned from study. They are ancient forces awakened through attunement to artifacts that resonate with the world’s oldest powers.
An artifact does not create this power so much as unlock it. The bearer becomes a conduit for one primordial aspect, channeling a force that predates civilization and often feels half-remembered rather than newly learned.
The Fourteen Ancient Aspects
Each artifact aligns with one primordial aspect, shaping the flavor and capability of the powers it unlocks.
| Aspect | Theme | Manifestation |
|---|---|---|
| Alchemy | Transformation of matter | Awakens dormant potential and reveals how substances want to combine. |
| Divination | Sight across time and probability | Perceives futures, truths, and hidden currents as echoes of timeless awareness. |
| Enchanting | Binding and resonance | Rewrites an object’s nature by touching its underlying song or true name. |
| Evocation | Elemental violence and raw force | Channels the primal storm so fire, lightning, and ruin answer as kin. |
| Illusion | Perception shaping reality | Makes near-possibilities briefly real by shifting what minds accept as true. |
| Necromancy | The threshold between life and death | Touches the animating spark and redirects it across the living and the dead. |
| Runesmithing | Primordial symbols and commands | Writes laws into reality using the first language of creation. |
| Summoning | Connections between realms | Reopens remembered paths so beings and forces can cross impossible distances. |
| Telekinesis | Will as force | Treats thought and motion as the same act, extending intent into matter. |
| Teleportation | Space made flexible | Folds location and traverses distances by reminding space it can be fluid. |
| Warding | Protection and preservation | Extends the universe’s first defensive impulse into shields and boundaries. |
| Forging | Shaping possibility into form | Gives concrete reality to ideal forms rather than merely crafting objects. |
| Transmutation | Fundamental change of essence | Rewrites what a thing is while preserving the continuity of its existence. |
| Shapeshifting | The fluid self | Treats identity and body as negotiable, letting new forms feel naturally true. |
Channeling Ancient Power
Using an imbuement is less like learned technique and more like awakening a remembered path.
Imbuements are awakened through attunement, not ordinary training. When the artifact recognizes a bearer, it opens dormant pathways that feel both foreign and deeply familiar.
Each artifact grants access to a set of powers from its aspect, with stronger artifacts unlocking deeper manifestations. The user does not memorize these powers so much as remember them when the conduit opens.
Using an imbuement often feels like brief vertigo or borrowed certainty: motions arrive older than the caster, words feel remembered instead of invented, and afterward the experience can linger like a vivid dream.
The Weight of Ancient Memory
Primordial power is never free; repeated use can reshape perception, identity, and the bearer’s relationship to the world.
Channeling primordial force leaves traces. Repeated use can alter dreams, perception, and the bearer’s sense of self as ancient memory presses against ordinary human consciousness.
Those who attune to multiple artifacts may remember impossible histories, feel nostalgia for places they never visited, or adopt habits that seem borrowed from something older than humanity.
Respect the conduit
Artifacts do not explain themselves. Push too hard, and the ancient memory behind the power can overwhelm the human identity trying to channel it.
Leveling System
Character growth paced through experience, milestone breakthroughs, and a persistent point pool.
How It Works
Leveling follows a repeatable loop: earn XP, cross the next threshold, gain points, and invest them where the build needs them.
Every level follows the same loop. XP accumulates from play and never resets. When the next threshold is crossed the character gains points, which can be spent immediately or saved for later.
- Gain experience from objectives, victories, discoveries, and meaningful play. XP is cumulative and never resets between sessions.
- Cross the next threshold. When total XP reaches the next level boundary, the character gains one level and receives their point reward.
- Spend points across attributes and skills. There is no class track — points go where the build needs them.
- Save if needed. Unspent points persist across sessions and can be spent at any time.
- Repeat. The loop continues at the same pace: 2,000 XP per level, with a larger reward every fifth level.
Worked Examples
The system supports both single-level progress and large XP jumps that cross multiple thresholds at once.
| Scenario | What happens |
|---|---|
| Single level gain | A character who reaches the next XP threshold gains one level and receives the standard point reward for that level. |
| Milestone breakthrough | If the new level is a milestone level, the character receives the larger milestone reward instead of the regular one for that step. |
| Large XP award | If one award crosses several thresholds, the system applies every intervening reward in order, including milestone bonuses. |
Player Notes
Point rewards persist cleanly across sessions and can be saved instead of spent immediately.
Characters do not need to spend their points the moment they level up. Points persist until spent, and there is no pressure to allocate them before they are ready.
- Starting characters begin with a substantial opening point pool during creation — enough to build a functional character across attributes and skills.
- Unspent points persist across sessions. There is no expiry and no penalty for holding them.
- Multiple level-ups in one session stack — if a character crosses two thresholds in a single session, they receive both point rewards and can spend them together.
- Points can be spread across attributes, skills, or both — there is no requirement to spend within a category.
- Milestone levels (every fifth level) deliver double the normal reward — plan for them.
GM Guidance
The system expects a steady pace of XP rewards, with room for quest bonuses and pacing corrections.
XP awards should feel earned without being stingy. The baseline is designed so that consistent play produces regular level-ups, keeping progression visible and meaningful across a campaign.
- A practical baseline is roughly 500 to 1,000 XP per session, adjusted upward for major breakthroughs or decisive victories.
- Small quests sit in the 250 to 500 XP range. Major quest completions, campaign milestones, or exceptional roleplay moments can award 1,000 to 2,000 XP.
- At the baseline pace, characters level roughly every 2 to 4 sessions — fast enough to feel progression, slow enough for each level to mean something.
- If the party has fallen behind due to a slow arc or heavy roleplay sessions, a single larger award can correct the pace without needing to retroactively adjust past sessions.
- Milestone levels at 5, 10, 15, and beyond are worth framing as story moments — the double point reward reflects that these levels represent real transformation.
Introduction
Skills represent practiced capability, while attributes and difficulty determine how often that capability succeeds under pressure.
Skills represent what a character has practiced or learned, such as lockpicking, climbing, negotiation, and other trained actions. When an action could reasonably fail, you roll percentile dice to determine the outcome.
Attributes influence many skills, and both skills and attributes improve through leveling and progression. Anyone can attempt anything, but results depend on attributes, skills, and task difficulty.
Investing more points in a category of skills grants Category Bonuses tied to that category. OpenRPG treats category bonuses as shared familiarity: related training helps, but completely untrained skills do not receive that benefit.
Dice Mechanics
Skills use the same difficulty ladder as the rest of the game, with target numbers already shown on the character sheet.
When a skill check matters, first choose the relevant skill, then choose the difficulty tier. The character sheet already shows that skill’s target number for each tier, so you do not need to build the number yourself. Roll percentile dice and compare the result to that target.
- Skill Use: pick the skill, pick the difficulty tier, and roll against that tier’s target number on the sheet.
- Opposed Situations: when two characters directly compete, both still use the same skill-and-difficulty ladder; the GM decides how the two results interact.
- Examples in dangerous scenes: use the same target-tier approach for things like climbing during a fight, forcing a door under pressure, shouting commands in chaos, or trying to disarm someone unless a special rule says otherwise.
Category Bonuses
Category bonuses reward investment within a discipline without granting expertise to completely untrained skills.
Category bonuses represent familiarity within a discipline. Learning more inside one skill family makes related trained skills easier to develop and use.
- For every 10 total base skill points invested in a category, trained skills in that category gain +1.
- This bonus is capped at +3.
- A skill must have at least 1 base point invested to receive the category bonus.
- Completely untrained skills do not gain the category bonus.
Difficulty - Skills
The GM chooses a difficulty tier from the fiction, and the character sheet provides the matching target number for the relevant skill.
For skill checks, the GM assigns a difficulty based on task complexity, conditions, tools, time pressure, and how well the chosen skill fits the job. Once the GM picks the tier, the character sheet provides the matching target number for that skill.
| Difficulty | Description | Example |
|---|---|---|
| Routine | Automatic or nearly automatic under normal conditions. | Recalling a common law or well-known trade price. Identifying a weapon type you use every day. |
| Simple | Straightforward for anyone reasonably prepared. | Haggling at a market stall. Climbing a ladder with both hands free. Treating a clean, shallow wound. |
| Easy | Favorable, but still requires attention. | Persuading someone already inclined to agree. Tracking fresh prints in soft mud. Identifying a known herb in good light. |
| Moderate | The default meaningful challenge under pressure. | Negotiating a fair deal with a cautious merchant. Navigating an unfamiliar city. Diagnosing a common illness without instruments. |
| Hard | Risky, pressured, or strongly opposed. | Persuading a hostile noble to grant passage. Tracking prey across rocky ground after rain. Picking a quality lock with improvised tools. |
| Very Hard | Severe opposition or extremely poor conditions. | Bribing a guard explicitly warned about you. Climbing a wet cliff face in a storm. Treating a serious wound without proper supplies. |
| Improbable | At or beyond normal limits; success requires exceptional luck or mastery. | Convincing a sworn enemy to switch allegiance in a single conversation. Picking a lock blind while being actively searched. Identifying a rare poison by smell alone. |
Difficulty - Attributes
Some checks use a raw attribute directly instead of a skill, especially for senses, recall, resistance, and broad physical effort.
Sometimes you do not roll a skill at all. Instead, you roll directly against the most relevant attribute: Sight to notice a hidden trap, Hearing to catch a quiet conversation, Memory to recall a fact under pressure, Emotion to read a room, Strength to force a door, or Endurance to outlast a pursuit. In those cases, the attribute itself is the character’s relevant stat, and the GM judges difficulty from the fiction just as they would for a skill check.
Active vs. Passive Use
Some checks are declared openly by the player, while others are triggered or resolved passively by the GM.
Active Checks
Active checks are things the player intentionally does and rolls for. They can use either a skill or a direct attribute, such as climbing, lockpicking, tracking, forcing a door, resisting fear with Discipline, or making an opposed check in a tense exchange.
Passive Checks
Passive checks are things the GM may resolve without the player explicitly calling for a roll. These can come from skills or attributes, such as noticing a trap with Sight, overhearing a conversation with Hearing, reading a room with Emotion, or catching danger through skills like Trap Detection, Sense Ambush, Sense Motive, or Detect Lies.
Outcomes
Roll results should produce more texture than simple pass or fail when that texture meaningfully changes the scene.
Compare your final roll to the target number for the chosen tier.
| Outcome | Description | Range |
|---|---|---|
| Critical Success | You succeed brilliantly and gain an extra edge, speed, or benefit. | >= 96 |
| Full Success | You accomplish exactly what you set out to do. | Final > Target |
| Partial Success | You make progress but incur a cost, complication, or lesser effect. | Final roll is <= 20 below Target |
| Partial Failure | No progress; potential setback. | Final roll is < 20 below Target |
| Critical Failure | You fail spectacularly; trouble escalates. | <= 5 |
The Partial band is a drama tool. Use it when it meaningfully changes the scene through time lost, noisy success, resources spent, worsened position, or similar tradeoffs.
Opposed Checks
Opposed checks are used when two characters directly compete and the GM must compare their efforts.
Opposed Checks
When two characters directly compete, such as arm-wrestling, debate, or stealth versus perception, use an opposed check. Let A be your relevant score and B be the opponent’s.
- A’s success chance is approximately A / (A + B).
- B’s success chance is approximately B / (A + B).
- You can implement this either by having both sides roll normally and comparing degrees of success, or by converting the relative chance into a single target number.
- Example: if A = 50 and B = 100, then A’s chance is about 33% and B’s chance is about 67%.
If using degree-of-success, you can apply momentum. A near miss in an arm-wrestle, for example, might impose a -10% penalty on the next attempt because of fatigue or lost leverage.
Impossible Tasks
Do not roll when success is automatic, failure is uninteresting, or the task is not plausible in the fiction.
Do not roll for things characters always do or when success is certain and failure would not change anything interesting. Likewise, do not roll for superhuman feats unless the character’s stats and the fiction make success plausible.
If success is not plausible, the task is simply not possible without new tools, assistance, setup, or a change in circumstances.
Skill-Based Rolling
The public reference version of skill resolution is a three-step loop: determine difficulty, apply bonuses, then roll.
Skill-based rolling is resolved by choosing a difficulty tier, reading the corresponding target number from the character sheet, and then trying to roll greater than that target to succeed.
- Determine Difficulty: discuss with the GM and settle on a difficulty tier. The target becomes the number shown in the relevant difficulty column for that skill.
- Calculate Bonuses: total up active consequences and any other relevant modifiers that apply to the player’s roll.
- Roll Percentile Dice: on a natural roll of 5 or lower, or 96 or higher, you have a critical. Apply bonuses and then reference the result in the outcomes section.
Encounter Rules
How to build and balance encounters against a party of any size or level.
OpenRPG encounter building treats creature level and party level as fast planning tools so a GM can estimate pressure before the first action is rolled.
Encounter Balance
Creature level is a shorthand for pressure, but action economy matters once multiple enemies enter the scene.
Creature Level is a shorthand for difficulty: a Level X creature is designed to be a fair 1v1 fight for a Level X Player Character.
When multiple creatures are present, action economy matters more than raw stats. OpenRPG uses an Encounter Level Budget so a GM can build fair fights quickly.
Encounter Level Budget
Use a three-step budgeting rule to estimate fair, hard, or deadly encounters.
- Add the levels of all Player Characters to get the Party Level Total.
- Choose a difficulty multiplier from the table below.
- Build the encounter by adding creature levels until you reach the target budget.
Party Level Total
Party Level Total = sum of all PC levels.
| Difficulty | Multiplier | Notes |
|---|---|---|
| Easy | 0.5x | Low risk or quick encounters. |
| Fair | 1.0x | Evenly matched; default expectation. |
| Hard | 1.5x | High risk; requires coordination. |
| Deadly | 2.0x | Severe threat; failure is likely. |
Target Creature Levels
Target Creature Levels = Party Total × Difficulty Multiplier. Mix and match creatures of different levels as long as the combined total stays near the target.
Quick Rule for Same-Level Creatures
When all creatures match party level, you can estimate threat by comparing creature count to player count.
If all creatures are the same level as the party, estimate creature count from player count using this quick-reference table.
| Difficulty | Creatures vs Players | Example (4 PCs) |
|---|---|---|
| Easy | 1 creature per 2 PCs | 2 creatures |
| Fair | 1 creature per PC | 4 creatures |
| Hard | 3 creatures per 2 PCs | 6 creatures |
| Deadly | 2 creatures per PC | 8 creatures |
Tip
If creatures are significantly weaker or stronger than party level, prefer the Encounter Level Budget method instead of creature-count shortcuts.
Worked Example
A four-player Level 3 party produces a Party Total of 12 creature levels.
- Party: 4 PCs at Level 3 -> Party Total = 12.
- Fair encounter target -> 12 creature levels.
- Possible mixes: 4 Level 3 creatures; 2 Level 6 creatures; or 1 Level 8 creature plus 2 Level 2 creatures.
Encounter Caveats
Level budget is a starting point, not the whole answer once terrain, role mix, and attrition enter play.
- Elites versus swarms: one elite creature and six weaker enemies can share a budget but feel very different because action economy changes the danger.
- Ranged pressure matters: enemies who can attack before the party closes distance effectively hit above their level budget.
- Terrain matters: choke points, elevation, darkness, mud, or narrow interiors can make a fair encounter feel deadly.
- Fatigue matters across the day: a mathematically fair fight becomes harsher when it lands after travel, injuries, or earlier combat.
- Imbuement users and strange abilities should be treated as swing factors; if the group cannot answer their toolkit, lower the raw encounter budget.
Introduction
Consequences are threshold-based effects that follow from the outcomes of actions — the ongoing weight of what happened in play.
Consequences are threshold-based effects that follow from the outcomes of actions. They are not punishment for failure or reward for success — they are the ongoing weight of what happened. A bad hit leaves a wound. A fumbled negotiation leaves a reputation. A brutal fight leaves something that needs healing before the next one.
Consequences arise from four contexts: combat outcomes, skill challenges, social encounters, and exploration attrition. The same three-tier framework applies across all of them — short-term effects that clear by end of scene, transition effects that escalate if untreated, and long-term effects that persist across sessions until properly healed.
The framework does not distinguish between a broken arm and broken confidence. Both are real. Both require care. Both can be healed — but neither goes away on its own.
Short-Term Consequences
Short-term consequences are named status conditions that apply immediately and expire by end of encounter. They change what a character can do, not just how well they do it.
Short-term consequences are concrete named statuses — not generic roll modifiers. Each applies specific mechanical effects: attribute penalties, blocked action types, or changed positioning rules. They last for a defined duration within the encounter and cannot carry into the next scene.
| Status | Triggered by | Key effect | Clears |
|---|---|---|---|
| Dazed | Concussive hit, flash, impact | mentalWits –20, combatDefense –10 | 1d3 rounds |
| Stunned | Heavy impact, nerve strike | physicalReflexes –20, combatDefense –20; no offensive actions | 1 round |
| Prone | Knockdown, leg sweep | combatMeleeWeapon –20, combatDefense –20 | 1 action to stand |
| Grappled | Grapple attack, hold | combatMeleeWeapon –20, combatDefense –20; no two-handed weapons | Contested Strength (1 action) |
- Short-term statuses do not escalate — they expire, they do not compound into long-term.
- A status can be re-applied; recovering from Stunned and being Stunned again are separate events.
- Stun does not stack — re-application restarts the duration rather than extending it.
- Standing from Prone does not trigger zone-of-control exhaustion.
Long-Term Consequences
Long-term consequences persist beyond the encounter and across sessions. They arise from untreated transition statuses or from critical results severe enough to apply lasting damage immediately.
Long-term consequences are the system's most serious outcomes. They are not cleared by rest or the end of a scene — they require active treatment, healing, or sustained recovery through play. Two named statuses occupy this tier: Severe Injury and Downed.
Long-term consequences arise in two ways: a transition status that goes untreated escalates to long-term at the end of the encounter; or a critical result delivers a long-term consequence directly, bypassing the transition tier entirely.
| Status | Common sources | Clears by |
|---|---|---|
| Severe Injury | Untreated transition status; direct critical result | Healer + rest; some injuries permanent without surgery or powerful imbuement |
| Downed | HP reaches 0; explicit Downed result | First Aid to stabilize; Medical check to restore to 1 HP |
- Multiple Severe Injuries do not stack numerically — use the highest penalty per affected attribute.
- Accumulating unhealed Severe Injuries may impose additional narrative consequences at GM discretion.
- A Downed character with active Bleeding requires both to be addressed separately — stabilizing does not stop blood loss.
- Psychological long-term consequences from untreated Combat Shock follow the same framework — healer, imbuement, or roleplay and time.
Recovery & Healing
Long-term penalties and injuries should be reversible through meaningful play, not treated as permanent dead ends.
Characters who take long-term penalties or suffer lasting physical harm can recover through meaningful play. Recovery addresses both confidence and injury.
Regaining Confidence
| Recovery Method | Effect | Requirements |
|---|---|---|
| Opposite Critical | Remove entire penalty | Critical Success (96-100) in same category |
| Ally Support (Success) | +5 confidence restoration | Relevant skill check by ally |
| Ally Support (Critical) | Remove entire penalty | Critical Success by ally |
| Downtime Training | Gradual improvement | Multiple successful checks or milestone |
| Experience Points | Buy off penalties | GM discretion, XP cost |
Healing Physical Injuries
- Medical treatment: care by someone skilled in healing, medicine, or alchemy reduces severity; a critical success may fully heal the injury.
- Rest and downtime: minor injuries heal naturally over days to weeks, while serious trauma may require a full rest period.
- Magical or psionic healing: restoration, spirit, body, or shapeshifting effects can partially or fully heal damage.
- Permanent scars: rare lasting marks may require powerful magic or major narrative events to remove.
Introduction
Fatigue tracks the accumulating cost of exertion. It creates meaningful pressure without ending fights prematurely.
Fatigue is how OpenRPG tracks the cost of pushing hard. It does not punish characters for fighting — it punishes overextension. A standard combat round costs nothing. Sprinting, charging, using imbuements, and wearing armor you are not built for all cost something. That cost accumulates across a fight and eventually forces choices.
What is Fatigue?
Fatigue creates tactical pressure by making overextension matter before a character is fully defeated.
Every character has a fatigue pool derived from their Endurance, Balance, and Discipline. An average character has a pool of around 10. As fatigue accumulates, penalties escalate in four clear stages — Fresh, Winded, Taxed, and Spent. Spent characters are at serious risk.
A typical 4 to 5 round fight with moderate exertion costs 3 to 4 fatigue — enough to feel the effort, not enough to cripple. A brutal extended fight or a character making poor equipment choices will push further. Managing fatigue is a tactical layer, not a punishment for showing up.
Fatigue Pool
Your fatigue pool is derived from Endurance, Balance, and Discipline. Average characters have a pool of around 10.
Fatigue pool is calculated as: (physicalEndurance + physicalBalance + mentalDiscipline − 20) / 7. The pool represents how much strain a character can absorb before penalties escalate. A higher pool means more room to push before paying a cost.
| Pool size | What it means |
|---|---|
| 6–8 | Low resilience. Must manage exertion carefully. One or two strenuous actions before entering Winded. |
| 9–11 | Average. Can sustain a moderate fight with a few strenuous actions before penalties begin. |
| 12–15 | High resilience. Can push hard across a longer fight before fatigue becomes a real concern. |
| 16+ | Exceptional stamina. Fatigue is rarely a limiting factor in a single engagement. |
Gaining Fatigue
Standard combat costs nothing. Exertion, non-proficiency, and heavy armor accumulate fatigue over time.
Most actions in a combat round cost no fatigue. Fatigue accumulates from deliberate overexertion and from the sustained cost of equipment that exceeds a character's training or physical tolerance.
| Action | Fatigue cost |
|---|---|
| Standard attack, defend, guard, brace, normal movement | 0 |
| Sprint | 1 |
| Charge | 1 |
| Imbuement use | 1 |
| Sustained climb or swim (per round) | 1 |
| Flee (full round) | 2 |
| Two imbuements in one turn | 2 |
| Forced march (per hour beyond normal travel) | 2 |
Equipment modifiers
| Situation | Additional fatigue cost |
|---|---|
| Non-proficient weapon — per attack action | +1 |
| Non-proficient armor — per round of active combat | +1 |
| Medium armor (proficient) — per 3 rounds of active combat | +1 |
| Heavy armor (proficient) — per 2 rounds of active combat | +1 |
- Equipment modifiers accumulate passively — a proficient soldier in heavy armor in a 6-round fight pays +3 fatigue from armor alone.
- Non-proficiency and armor weight stack — a non-proficient character in heavy plate will exhaust their pool quickly.
- Light armor worn by a proficient character costs no additional fatigue.
Fatigue Effects
As fatigue accumulates, penalties escalate through four flat stages based on your current fatigue total.
Fatigue thresholds are tracked as flat numbers, not percentages. Check your current fatigue against the table below after each cost is applied.
| State | Fatigue spent | Effect |
|---|---|---|
| Fresh | 0–3 | No penalty. Operating at full capacity. |
| Winded | 4–6 | −5 to all physical skill rolls. |
| Taxed | 7–9 | −10 to all physical skill rolls. |
| Spent | 10 (pool exhausted) | −20 to all physical skill rolls. On the next strenuous action, the GM may apply a risk of Downed. |
- Penalties apply to physical skill rolls only — mental and social actions are not directly penalised by fatigue.
- A character who reaches Spent is not automatically incapacitated but is at serious risk if they push further.
- Fatigue penalties stack with other modifiers — a Winded character who is also Prone pays both penalties.
Recovering from Fatigue
Fatigue recovers through rest and safety. Short rests restore partial fatigue; long rests and sleep restore the full pool.
| Rest type | Fatigue recovered |
|---|---|
| Short rest (10 minutes, no active threat) | 2–3 |
| Long rest (1 hour) | Full pool |
| Sleep (full night) | Full pool |
- A short rest requires at least 10 minutes without active combat or forced movement.
- Short rests can typically be taken once per hour — back-to-back short rests do not stack.
- A long rest requires safety and relative comfort. Sleeping in heavy armor or in a dangerous environment may reduce recovery at GM discretion.
- Exploration fatigue (forced march, deprivation) recovers on the same schedule but may require more than one long rest if the character is Spent.
Tactical Considerations
Fatigue rewards pacing, equipment discipline, and knowing when to stop pushing.
- Sprint and charge sparingly — each costs 1 fatigue, and a fight with three or four sprints will push an average character into Winded before it ends.
- Equipment proficiency is a fatigue issue, not just a skill issue. Wearing armor or using weapons outside your training drains you faster than it drains the enemy.
- Heavy armor wearers pay a passive cost per round — in short fights this is irrelevant; in extended engagements it becomes a real consideration.
- Groups should manage who pushes hard and who conserves. A character at Taxed should not be the one sprinting to cut off the fleeing target.
- Short rests are the primary recovery tool mid-session. Plan for them. A 10-minute pause after a hard fight keeps the party functional for the next one.
- Imbuement users should count their uses before combat — two imbuements in one turn costs 2 fatigue, the same as a full-round flee.
Introduction
The Openheim bestiary is a living reference for every creature in the world, built on the same shared stat model as player characters.
The Openheim bestiary catalogues every creature in the world as a playable reference for both players and GMs. Every entry shares the same underlying stat model as player characters -- the same 21 attributes, the same derived stats, the same combat chassis.
Creatures are presented at their base level. Any player or GM can use the level control on a creature entry to scale it up, one level at a time, and see how its stats change. There is no locked GM-only view -- the bestiary is a shared reference.
Built on the shared chassis
A creature hit points, initiative, and movement are derived the same way as a character. A wolf reflexes drive its initiative. A troll endurance drives its hit points. The numbers on the page are not invented -- they come from the same rules the players use.
Creature Types
Creature type shapes lore, behavior, and how the creature interacts with the world beyond raw combat stats.
Every creature belongs to one type. Type is a broad classification that conveys behavioral, ecological, and narrative identity. It affects how the creature interacts with certain artifacts, environmental conditions, and encounter contexts.
| Type | Description |
|---|---|
| Beast | Natural animals driven by instinct, hunger, territory, and survival. |
| Humanoid | Upright tool-users with social structure, language, and adaptive problem-solving. |
| Undead | Reanimated remains or bound spirits -- persistent, purposeful, resistant to morale pressure. |
| Dragon | Ancient apex predators with elemental affinity, territorial memory, and long cunning. |
| Elemental | Manifested forces of fire, earth, water, or air -- bound to their element and hostile to disruption. |
| Fey | Creatures of the liminal world -- capricious, pact-bound, dangerous in ways that do not follow mortal logic. |
| Fiend | Entities of corruption and war -- predatory, hierarchical, motivated by power or binding contracts. |
| Celestial | Rare beings aligned with order, faith, or divine purpose -- principled rather than inherently benevolent. |
| Construct | Built or clockwork creatures animated through craft or spiritual binding rather than natural life. |
| Aberration | Creatures from outside the natural order -- wrong in ways that resist easy description. |
| Monstrosity | Creatures born of corruption, alchemical accident, or unnatural crossing -- often unique and unpredictable. |
| Ooze | Mindless consuming masses that dissolve, engulf, and spread without purpose beyond hunger. |
| Plant | Animate vegetation -- slow, patient, territorial, often immune to morale-based pressure. |
Creature Size
Size determines base hit points, hex grid footprint, reach, and the scale of a creature threat in confined or open space.
Size is not just a description -- it has direct mechanical consequences. Larger creatures have more hit points at every level, occupy more space on a hex grid, and threaten a wider area. Smaller creatures are fragile but harder to pin down.
| Size | HP Multiplier | Hex Footprint | Examples |
|---|---|---|---|
| Tiny | 0.5 | 1 hex | Bat, rat, spider, weasel |
| Small | 0.75 | 1 hex | Cat, goblin, brownie, jackal |
| Medium | 1.0 | 1 hex | Wolf, human, boar, deer |
| Large | 1.5 | 3 hexes | Brown bear, dire wolf, crocodile, ogre |
| Huge | 2.0 | 7 hexes | Mammoth, hydra, troll, storm giant |
| Gargantuan | 3.0 | 7+ hexes | Kraken, ancient dragon, sky roc titan |
Creature Archetypes
Archetypes define the behavioral and physical chassis that underlies a creature stats -- how it moves, hunts, defends, and scales.
Every creature is built on an archetype -- a biologically grounded chassis that defines its baseline attributes, attribute growth pattern, and combat identity. The archetype is not visible as a label in the creature entry, but it drives every number on the page.
Archetypes are grounded in real animal morphology and ecology -- body plan, locomotion, feeding pattern, and survival behavior. A wolf is a pursuit pack predator. A crocodile is an amphibious lurker. A bat is a small nocturnal predator. The archetype makes the numbers make sense.
| Archetype | Combat Identity |
|---|---|
| Pursuit Pack Predator | Social carnivores that exhaust and isolate prey through coordinated pressure. |
| Solitary Stalk Predator | Lone hunters built for stealth and a decisive first strike. |
| Charging Herbivore | Heavy-bodied grazers that answer threats with momentum and mass. |
| Herd Browser | Vigilant prey animals built for sustained flight and endurance. |
| Endurance Ungulate | Long-distance travellers with surefootedness and load capacity. |
| Fossorial Burrower | Tunnel-adapted creatures with digging strength and close-range stubbornness. |
| Web Trapper | Patient predators that let silk or terrain do the work. |
| Ambush Predator | Concealment-reliant hunters built for one clean strike before prey reacts. |
| Aerial Raptor | Flying hunters that convert height and sightlines into lethal vector attacks. |
| Opportunistic Scavenger | Cautious generalists that exploit weakness rather than create it. |
| Aquatic Pursuit Predator | Streamlined hunters adapted to three-dimensional underwater pursuit. |
| Amphibious Lurker | Wetland predators that win by lurking, sudden seizure, and dragging. |
| Tool-Using Biped | Generalist bipeds that solve danger through hands, tools, and adaptation. |
| Massive Terrestrial | Large bodies that absorb mistakes and answer problems with force and reach. |
| Territorial Defender | Creatures built to hold ground and absorb sustained pressure. |
| Small Nocturnal Predator | Light-bodied night hunters relying on sensitivity and evasion over mass. |
| Reptilian Ambush Hunter | Cold-blooded predators built for patience, terrain blending, and burst acceleration. |
| Marsh Forager | Wetland opportunists that exploit poor footing and vibration through soft ground. |
Creature Attributes
Creatures use the same 21 physical, mental, and sensory attributes as player characters, scored on the same 1 to 100 scale.
Creatures share the same attribute system as player characters. All 21 attributes -- physical, mental, and sensory -- exist on every creature entry. The archetype determines which attributes sit high and which sit low.
- Physical attributes (Strength, Reflexes, Coordination, Endurance, Flexibility, Balance, Appearance) drive HP, movement, and melee effectiveness.
- Mental attributes (Discipline, Intuition, Reasoning, Memory, Wits, Wisdom, Charisma) drive initiative, resistance to manipulation, and tactical adaptability.
- Sensory attributes (Hearing, Sight, Smell, Taste, Emotion, Touch, Faith) drive detection, tracking, and certain special behaviors unique to the archetype.
Why this matters at the table
A creature with high Sight and Smell cannot be easily surprised in open terrain. A creature with low Reasoning but high Intuition reacts well but cannot be manipulated into complex traps. Attributes tell you how the creature behaves, not just how hard it hits.
Hit Points
Creature hit points are derived from archetype and size -- not stored as a fixed number. They recalculate automatically as level changes.
A creature hit points are not a fixed value chosen by a designer. They are derived from the creature archetype and size using the same underlying attribute logic as characters. When a creature level increases, its attributes increase, and its hit points recalculate from those attributes.
Why HP is derived, not stored
Storing HP as a fixed number creates drift -- when archetypes are updated, stored values go stale. Deriving HP from the archetype and size keeps it coherent with the creature actual attributes at all times. A troll survivability is not an arbitrary design choice; it is the direct expression of its endurance profile and physical mass.
| Archetype | Base HP | Medium (x1.0) | Large (x1.5) | Huge (x2.0) |
|---|---|---|---|---|
| Pursuit Pack Predator | 10 | 10 | 15 | 20 |
| Solitary Stalk Predator | 12 | 12 | 18 | 24 |
| Massive Terrestrial | 15 | 15 | 23 | 30 |
| Territorial Defender | 14 | 14 | 21 | 28 |
| Web Trapper | 8 | 8 | 12 | 16 |
| Small Nocturnal Predator | 6 | 6 | 9 | 12 |
Creature Level
Creature level is a scalable threat signal -- not a fixed property. Anyone can adjust it on the creature entry, and the stats update automatically.
Every creature in the bestiary is presented at level 1 -- its biological base. Level is not a fixed property of the creature. It is a threat rating that any player or GM can adjust using the level control on the creature entry.
Why level is a dial, not a preset
Threat is contextual. The same wolf is trivial for a veteran party and lethal for novices. Rather than locking danger to a fixed number, the system lets anyone explore what a creature looks like at different levels of development. The base entry represents the creature as it exists in nature; the level control represents what experience, age, or exceptional conditioning produces.
The level control
The level control on every creature entry lets you increase level one step at a time. As you do, attributes scale according to the creature archetype, hit points recalculate, and the derived stats update. The base entry is never permanently changed -- your session level is local to your view.
| Level | What it signals |
|---|---|
| 1 | Base -- a young, small, or typical specimen of this creature. |
| 2-3 | Experienced -- a seasoned hunter or above-average pack member. |
| 4-6 | Dominant -- a regional apex, pack leader, or unusually large specimen. |
| 7-9 | Legendary -- a creature with years of survival and hardened instincts. |
| 10+ | Ancient or exceptional -- a named creature or a world-shaping threat. |
Leveling Up a Creature
When a creature level increases, its attributes grow according to its archetype and its hit points follow automatically. The formula is the same used for characters and NPCs.
Same formula as characters and NPCs
The leveling formula below is identical for characters, creatures, and NPCs: 200 points at level 1, +10 per regular level, +50 on milestone levels. The difference is distribution — characters invest freely, creatures and NPCs follow archetype weighting.
When you increase a creature level, its attributes increase according to the distribution pattern set by its archetype. A pursuit-pack predator Reflexes, Endurance, and Senses grow fastest. A massive terrestrial Strength and Endurance dominate. The archetype determines the shape of growth — level determines how far along that shape the creature has travelled.
Why HP follows attributes rather than a separate pool
There is no separate HP investment. As Endurance and Strength grow from level-up point allocation, HP grows with them — because that is what those attributes mean. A creature does not become harder to kill by gaining arbitrary hit points; it becomes harder to kill because it is physically more resilient. This keeps the danger curve grounded in the same logic that governs evasion and attack effectiveness. A level-10 wolf is dangerous because its attributes are genuinely higher, not because a number was bumped.
- Level 1: 200 attribute points distributed from the archetype baseline.
- Each additional level: +10 points.
- Every fifth level (5, 10, 15...): +50 points instead of +10.
- Points are distributed by archetype weight — the attributes the archetype favours grow fastest.
| Creature | Size | Level 1 HP | Level 5 HP | Level 10 HP |
|---|---|---|---|---|
| Timber Wolf | Medium | 10 | 18 | 28 |
| Brown Bear | Large | 18 | 30 | 45 |
| Troll | Large | 23 | 38 | 58 |
| Storm Giant | Huge | 30 | 50 | 78 |
Interoperable Stats
Initiative, movement, and fatigue are derived the same way for creatures as they are for characters -- from the same shared attribute formulas.
Creatures share the same interoperable stat derivation as characters. Initiative, movement, and fatigue follow directly from the creature attributes using the same formulas.
| Stat | Driven By | What it means in play |
|---|---|---|
| Initiative | Reflexes, Wits, Reasoning | When the creature acts in turn order. High-reflex creatures like aerial raptors and ambush predators strike early. Massive terrestrials act late. |
| Base Movement | Reflexes, Endurance, Wits | Hexes the creature covers per turn. Pursuit pack predators move fast. Fossorial burrowers and massive terrestrials are slow. |
| Fatigue | Endurance, Balance, Discipline | How long the creature can sustain combat pressure. Endurance ungulates and territorial defenders outlast most opponents. |
No separate monster stat block
There is no parallel system for creature combat stats. A wolf initiative comes from the same formula that drives a character initiative. Creatures are not balanced against a separate monster economy -- they are part of the same shared rules.
Reading a Creature Entry
Each creature entry combines a mechanical stat block with ecological context, tactics, and encounter guidance written for actual play.
| Field | What it contains |
|---|---|
| Lore | The creature place in the world -- where it lives, how it behaves, what makes it distinctive. Written for GMs to read aloud or paraphrase. |
| Tactics | How the creature actually fights -- what it prioritises, how it uses terrain, when it breaks off. Not how to kill it, but how it behaves. |
| Encounter Notes | Specific mechanical callouts for running the creature -- pack bonuses, morale triggers, special conditions. |
| Environments | Where this creature is naturally found. Used for encounter placement and random encounter tables. |
| Attacks | Named attack profiles with damage, to-hit notes, and any special effects. Scaled by creature size. |
| Defense Profiles | Natural armor -- hide, scale, bone -- listed by body location with damage reduction values. |
| Default Loot | What a defeated creature typically yields -- pelt, meat, bone, or other harvested material. |
Attacks and Natural Defense
Creature attacks follow the same damage type and size-scaling system as character weapons. Natural armor works like worn armor — location by location. Creature combat skills derive from archetype attributes and feed the same difficulty table as characters.
Creature attacks use the same damage types, attack types, and size-based damage scaling as character weapons. A wolf bite is a thrust attack. A bear maul is a cleave. Natural attacks scale with creature size using the same damage die steps as the weapon system.
| Natural Armor | Typical DR | Strong Against | Notes |
|---|---|---|---|
| Dense Fur | 1–2 | Cold, minor cuts | Common on predators and herd animals. Limited protection against thrusts and crushing. |
| Thick Hide | 3–5 | Cuts, glancing blows | Found on large mammals and reptiles. Better protection but still vulnerable to armor-piercing attacks. |
| Scales | 4–7 | Cuts, piercing | Reptilian and draconic. Excellent against slashing, weaker against crushing. |
| Bone or Shell | 6–10 | Cuts, piercing, some blunt | Exceptional protection. Heavy and inflexible — may reduce movement. |
Combat Skills
Creatures do not use a separate hit-and-evasion formula. They attack and defend through the same 7-tier difficulty table that governs all combat. Each creature archetype defines which combat skills the creature has and how those skills are weighted from its attributes.
| Skill | What it represents | Key attributes |
|---|---|---|
| Attack | Initiating a strike with precision and force | Coordination, Strength, Reflexes |
| Block | Absorbing a blow through body mass or natural armor | Endurance, Strength, Balance |
| Parry | Redirecting an incoming strike with a natural weapon | Strength, Endurance, Reflexes |
| Dodge | Removing the body from the attack path | Reflexes, Coordination, Balance |
| Riposte | Countering an attack the moment it is redirected — hits the attacker on success | Coordination, Reflexes, Wits |
Null means unavailable
Not every archetype supports every skill. A brute has no dodge. An aerial hunter has no block or parry. When a skill is absent from the archetype, the mechanic does not exist for that creature. An absent defense means an attack that lands is simply a hit — there is no fallback roll.
Encounter Guidance
Creature level is a dial, not a preset. Calibrate it to the party, the terrain, and the story beat.
There is no encounter difficulty formula in OpenRPG. Creature level is a tool for calibration, not a mathematical output. Use the level control to adjust threat to fit the moment.
- A solo creature against a full party should generally be 3-5 levels above the party average to feel threatening.
- A creature at party level in a pack of 3 or more creates meaningful pressure without necessarily being lethal.
- Terrain matters more than the formula: an aerial raptor at level 3 indoors is far less dangerous than the same creature at level 3 in open sky.
- Special abilities -- fear, grapple, petrification, dragging, regeneration -- can make a lower-level creature far more encounter-defining than raw HP suggests.
- Beasts respond to instinct and fear. Bloodied beasts often disengage. Undead do not. Constructs have no morale. Fey and Fiends respond to pacts and binding -- raw combat is not always the answer.
Level is not lethality
A level-10 creature is dangerous, but a level-3 creature in the right environment at the wrong moment can end a campaign. Set level to match the story beat. There is no wrong number.
Introduction
Notable figures are named characters in the world -- they share the same stat chassis as player characters and creatures, expressed through an archetype.
Notable figures are named NPCs with lore, factions, and individual levels. They are not generic monsters or procedural encounters -- they are specific people in the world, built on the same 21-attribute chassis as player characters.
Every notable figure is assigned an archetype that defines their behavioral and professional role. That archetype provides a baseline for their attributes, the skill disciplines they draw from most, and a minimum survivability floor appropriate to their role.
The same chassis as everything else
A magistrate initiative, a mercenary captain endurance, and a field physician reasoning all derive from the same 21 attributes that drive player character stats and creature behavior. There is no separate NPC stat economy. When you interact with a notable figure, you are interacting with a system that plays by the same rules you do.
NPC Archetypes
Archetypes define the professional and behavioral chassis of a notable figure -- what attributes they prioritize, what skills they draw from, and what their role guarantees.
Each notable figure is built on one of twenty archetypes grounded in the Openheim setting. Archetypes are social and professional roles -- not fantasy classes. There are no magic-users or clerics. Every archetype is grounded in practical reality or tied to artifact use.
| Archetype | Role | Primary Skill Disciplines |
|---|---|---|
| Laborer | Physical workers -- farmers, millers, dock hands | Trade, Athletic, Animal |
| Tradesperson | Skilled craft practitioners -- bakers, smiths, apprentices | Trade, Business, Artistic |
| Innkeeper | Hosts and road-house keepers | Trade, Social, Business |
| Guild Master | Merchant guild and consortium heads | Business, Social, Scholastic |
| Master Craftsman | Expert guild-sanctioned artisans | Trade, Scholastic, Artistic |
| Field Physician | Practical healers and surgeons | Medical, Scholastic, Animal |
| Street Thug | Hired muscle and enforcers | Combat Melee, Combat Skills, Social |
| Bandit Chief | Outlaw leaders and road captains | Combat Melee, Combat Skills, Social |
| Court Agent | Discreet envoys and information couriers | Subterfuge, Social, Athletic |
| Informant | Embedded watchers and intelligence sources | Subterfuge, Social, Business |
| Soldier | Guards, levies, and city watch | Combat Melee, Combat Skills, Athletic |
| Mercenary Captain | Veteran commanders of hired companies | Combat Melee, Combat Skills, Social |
| Court Blade | Noble-retained assassins | Combat Melee, Combat Skills, Subterfuge |
| Courtier | Palace social operatives | Social, Business, Artistic |
| Justiciar | Appointed arbiters and magistrates | Scholastic, Social, Business |
| Master of Whispers | Intelligence network controllers | Subterfuge, Business, Social |
| High Lord | Kings, sovereign rulers, regional lords | Social, Scholastic, Business |
| Field Chaplain | Ordained pastoral figures and relic-assisted healers | Resonance, Social, Medical |
| Reliquary Warden | Relic scholars and artifact keepers | Resonance, Scholastic, Business |
| Living Marvel | Sentient non-humanoids and impossible beings | Subterfuge, Athletic, Animal |
The Resonance discipline
Resonance is not spellcasting. It is the disciplined cultivation of natural perception beyond its ordinary range -- sharpened sight, attuned hearing, faith that reads what words cannot carry. Developed through practice, study, and artifact attunement. Field chaplains and reliquary wardens draw on it through relic contact and faith discipline, not innate power.
NPC Combat
Notable figures attack and defend through the same skill and difficulty system as characters. Available defenses depend on the figure's skills.
Notable figures are not abstracted into a hit roll against an armour class. They attack and defend through the same 7-tier difficulty table that governs all combat. Their skill values — built from archetype-weighted attributes at their current level — determine the targets on that table.
- Attack: the NPC rolls against a difficulty tier set by the situation. The target number comes from their relevant combat skill.
- Defense: when an attack lands, the NPC selects a defense from their available skills and rolls against the target that skill generates at the current tier.
- Riposte-capable figures — such as court blades or mercenary captains — can choose riposte as their defense. A successful riposte deflects the attack and immediately hits the attacker. No counter-defense roll.
- If an NPC has no applicable defense skill, a landed attack is a hit.
Archetype shapes what is available
A guild master with strong social and scholastic skills will have genuinely low combat skill values — making their attack targets easy to beat and their defenses easy to overcome. A mercenary captain will generate demanding targets. The numbers reflect archetype and level, not a separate NPC threat economy.
Notable Figure Level
Named figures have lore-driven levels set by story and role. Procedurally generated NPCs default to level 1 from the archetype.
The level shown on a notable figure entry is not a challenge rating or a threat signal -- it is a measure of accumulated experience and investment. Albrecht the Hollow is level 10 because he has ruled for decades. Mira the apprentice is level 2 because she is at the beginning of her path.
| Level type | Set by | Can change? |
|---|---|---|
| Named figure (lore-driven) | Story and character design | Only through deliberate narrative decision |
| Procedural NPC (archetype default) | Archetype default level (always 1) | Yes -- adjust to fit the encounter |
Level is not equivalent across entity types
A level-7 magistrate and a level-7 wolf are not equivalent threats. Creature level is a threat dial calibrated against party capability. NPC level reflects individual experience and investment. They use the same attribute system but serve different narrative functions.
Hit Points and the Archetype Floor
NPC hit points are attribute-derived, but the archetype provides a floor so that role-appropriate survivability is always preserved.
For player characters, HP is purely attribute-derived -- low Endurance and Strength means low HP, and that tradeoff is intentional. For notable figures, the archetype adds a floor.
Why notable figures get an HP floor
A level-10 High Lord who invested heavily in reasoning and charisma is still a survivor of court life, campaigns, and years of physical danger. The archetype floor ensures the role carries minimum physical competence -- not because attribute choices do not matter, but because decades in a demanding role imply a baseline the numbers should reflect. The floor only activates when attribute-derived HP would fall below it. A figure with strong physical stats still gets the higher attribute-derived value.
Supporting figures -- field physicians, informants, innkeepers -- have genuinely low HP when their attributes reflect it. This is intentional. A field physician with 8 HP who steps into direct fire is making a positioning mistake, not a design error. The game does not inflate survivability to make everyone bulletproof.
NPC Leveling
Notable figures level using the same formula as characters and creatures. Archetype weighting distributes the points.
Whether a figure is set at level 2 for a fresh apprentice or level 10 for a veteran ruler, their stats are calculated from the same underlying formula used for characters and creatures.
- Level 1: 200 points distributed by archetype weighting.
- Each additional level: +10 points.
- Every fifth level (5, 10, 15...): +50 points instead of +10.
- Points go to the attributes the archetype prioritises — not freely distributed like a player character.
What the level control does
Adjusting a notable figure's level in the app recalculates their full attribute block, skill values, hit points, and combat skill targets from scratch at the new level. You are not tweaking a number — you are scaling the complete chassis.
Reading a Notable Figure Entry
Each notable figure entry combines mechanical stats with lore, faction, and role context written for actual play.
| Field | What it contains |
|---|---|
| Title | The figure formal role or honorific within their faction or society. |
| Faction | The organization, family, or power structure this figure belongs to or serves. |
| Summary | A one-line description for quick GM reference -- who they are and what makes them notable. |
| Background | The full narrative context -- history, motivation, relationships, and what drives their decisions. |
| Archetype | The professional chassis that defines their attribute priorities, skill disciplines, and HP floor. |
| Level | Their accumulated experience and investment -- a narrative measure, not a combat rating. |
| Artifacts | Any artifacts they carry or are attuned to. These shape their imbuement access and faith capabilities. |
Combat
Combat rules and resolution guidance
GM Combat Resolution Guide
How to narrate combat outcomes when the app handles mechanics
For Game Masters
This section helps you narrate combat when OpenRPG handles the math. Your players roll against precomputed targets - your job is to make those numbers feel alive at the table.
The Division of Labor
| The App Handles | You Handle | Together You Create |
|---|---|---|
| Initiative calculation | Turn order narration | Dynamic pacing |
| Skill totals & targets | Difficulty tier choice | Appropriate challenge |
| Damage formulas | Injury description | Visceral consequences |
| Hit point tracking | Wound severity | Dramatic stakes |
| Attribute bonuses | Circumstantial modifiers | Tactical depth |
The app is your calculator, not your storyteller. Use it to eliminate table math, not to eliminate drama.
Three-Outcome Framework
When a player rolls against their target, use this framework to narrate the outcome. The dice tell you success or failure - you decide what that means in the fiction.
Clear Success (Roll ≤ Target)
The player achieves their intent cleanly. Narrate competence and control.
Clear Success Example
**Player:** "I swing my sword at the bandit." **GM:** "Melee attack, he's off-balance from the last hit - Easy difficulty." **Player:** Rolls 42 against target 68. Success! **GM:** "Your blade finds the gap between his ribs. He gasps, drops his weapon, and collapses. One threat eliminated."
**What Happened:** Clean execution. The player succeeded with room to spare (42 vs 68). You narrated decisive victory.
Success with Cost (Roll ≤ Target, but barely OR contextual complications)
The player succeeds, but something goes wrong. Use this when they barely made it (rolled close to target) or when the situation demands complications.
Success with Cost Example
**Player:** "I leap across the chasm while the archers fire at me." **GM:** "Athletics check, Hard difficulty with arrows in the air." **Player:** Rolls 67 against target 71. Success by 4! **GM:** "You make the leap - barely. An arrow grazes your shoulder mid-flight. Take 2 damage. You land hard on the far side, but you're across. The archers are reloading."
**What Happened:** Mechanically successful, but the narrow margin (67 vs 71) justified a cost. The player achieved their goal (crossed the chasm) but paid for it (arrow wound, hard landing). The scene escalates.
- Minor injury or exhaustion
- Lost or damaged equipment
- Positional disadvantage (now prone, exposed, or separated)
- Alerted additional enemies
- Time pressure (reinforcements coming)
- Resource expenditure (used last arrow, broke lockpick)
Failure with Consequence (Roll > Target)
The player fails to achieve their intent, and the situation worsens. Never narrate incompetence - narrate escalation.
Failure with Consequence Example
**Player:** "I try to disarm the trap before the guard returns." **GM:** "Sleight of Hand, Moderate difficulty - it's a complex mechanism." **Player:** Rolls 78 against target 65. Failure! **GM:** "Your tools slip on the wire. Click. The mechanism engages. Poison darts shoot from the walls - roll Defense. And you hear boots on the stairs - the guard heard something."
**What Happened:** Failure meant the trap triggered AND the guard was alerted. Not "you're clumsy" but "the situation is now worse." The player is still competent - the dice represented bad luck or a tough challenge.
Failure Is Not Fumbling
In OpenRPG, a failed roll doesn't mean your character suddenly forgot how to hold a sword. It means the opponent was skilled, the terrain was treacherous, or luck wasn't on your side.
**Bad narration:** "You swing wildly and trip over your own feet." **Good narration:** "You swing true, but he's faster than he looks - he sidesteps and now you're overextended."
Master swordsmen can fail rolls. That's not incompetence - that's drama.
- Enemy gains advantage (high ground, flanking, initiative next round)
- Collateral damage (ally in danger, environment hazard triggered)
- Information revealed (enemy learns your tactics, sees your weakness)
- Resource loss (weapon breaks, spell component consumed)
- Injury or debuff (wounded, dazed, disarmed)
- Time pressure (enemy escapes, backup arrives, timer advances)
Choosing Difficulty Tiers
Your most powerful GM tool is choosing the difficulty tier. This lets you adjust challenge on the fly based on story needs, not just raw mechanics.
| Difficulty | When to Use | Example Context |
|---|---|---|
| Routine | Trained character, favorable conditions | A knight mounting her own horse |
| Easy | Straightforward with minor complications | Knight mounting a nervous horse during battle prep |
| Moderate | Real challenge, neutral conditions | Knight mounting a spooked horse while arrows fly |
| Hard | Expert-level challenge | Knight mounting a wounded, panicking horse mid-retreat |
| Very Hard | Near-impossible, multiple complications | Knight mounting a burning horse while enemies charge |
| Improbable | Legendary feat, story moment | Knight mounting a dragon mid-flight |
Calibrate to Drama, Not Just Realism
If you want the scene to be tense, call Hard. If you want them to feel competent, call Easy. The difficulty tier is your dial for pacing.
Example: Same player, same enemy, but the first fight of the session can be Easy (they feel heroic) while the climactic boss can be Very Hard (they feel challenged).
The player's skill total stays the same. Your difficulty tier creates the tension.
Handling Edge Cases
When a Master Fails a Routine Task
A master lockpick (Sleight of Hand 85) attempting a Routine lock (target 95) should succeed 95% of the time. If they roll 96 and fail, don't narrate clumsiness - narrate bad luck or external interference.
When a Novice Succeeds at Something Hard
A dabbler (Melee 35) attempting a Hard attack (target 25) only succeeds 25% of the time. If they roll 20, don't narrate genius - narrate desperation or luck.
Quick Reference for GMs
| Roll vs Target | Narrative Approach | Example Verbs |
|---|---|---|
| Success by 20+ | Dominant, effortless mastery | Crush, dominate, dismantle, overwhelm |
| Success by 10-19 | Clean execution, controlled | Strike true, sidestep, parry, land |
| Success by 1-9 | Narrow victory or costly | Barely, scrape by, pay the price, survive |
| Failure by 1-9 | Close call, escalation | Almost, overextend, stumble, slip |
| Failure by 10-19 | Clear defeat, consequences | Countered, outmaneuvered, wounded |
| Failure by 20+ | Overwhelming defeat, crisis | Crushed, routed, devastated, broken |
Let the Dice Surprise You
Don't pre-decide outcomes. Let the roll tell you what happens, then narrate that truth. The best combat moments come from unexpected dice - the master who rolls 01 and suffers misfortune, the desperate rookie who rolls 99 and somehow lands the blow.
Trust the math. Your job is to make it feel real.
Final Advice
OpenRPG gives you the math. You bring the magic. The app calculates initiative, skill totals, and hit points - but those are just scaffolding. Your narration is what players remember.
When in doubt: describe what the character tried, acknowledge the dice, then show the consequence. The story flows from the mechanics - let it.
Consequences
Focused web guides from this chapter
Named Status Conditions
All named status conditions used in this system, organised by tier with full mechanical definitions and recovery paths.
Named statuses are the system's vocabulary for what has happened to a character. Every status has a tier, a mechanical effect, and a clear recovery path. When a table result or ability references a named status, this section is the authoritative definition.
| Status | Tier | Duration | Primary Effect | Clears By |
|---|---|---|---|---|
| Dazed | Short-term | 1d3 rounds | mentalWits –20, combatDefense –10 | Duration expires |
| Stunned | Short-term | 1 round | physicalReflexes –20, combatDefense –20; no offensive actions | Duration expires |
| Prone | Short-term | Until standing | combatMeleeWeapon –20, combatDefense –20 | 1 action to stand |
| Grappled | Short-term | Until escaped/released | combatMeleeWeapon –20, combatDefense –20; no two-handed weapons | Contested Strength check (1 action) |
| Bleeding | Transition | Until treated or Downed | physicalEndurance –2 to –12 per round | First Aid check; or tourniquet (limb wounds) |
| Arm Impaired | Transition | Rest of encounter / long-term if untreated | physicalCoordination –20+, combatMeleeWeapon –20+ | End of encounter (minor); healer + rest (escalated) |
| Leg Impaired | Transition | Rest of encounter / long-term if untreated | physicalBalance –20+, combatDefense –20+; movement halved | End of encounter (minor); healer + rest (escalated) |
| Combat Shock | Transition | 1d3 rounds / long-term if untreated | mentalDiscipline –20, mentalWits –10 | Duration expires; or roleplay + time; or healer/imbuement |
| Severe Injury | Long-term | Until healed | Varies by injury — typically –20 to –40 on relevant attributes | Healer + rest; some injuries permanent without surgery |
| Downed | Long-term | Until stabilized/healed | Unconscious or incapacitated; no actions possible | First Aid (stabilize); Medical check (restore to 1 HP) |
Short-term Statuses
Short-term statuses are encounter-bound. They expire automatically — either at the end of their listed duration or at the end of the encounter, whichever comes first. They cannot be carried out of a fight by duration alone. They can be re-applied: recovering from Stunned and being Stunned again are separate events.
Dazed
A blow to the head, a flash of blinding light, or any concussive impact that disrupts the senses without fully incapacitating. The world reorganizes itself around the target. Thought comes slow.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | 1d3 rounds |
| Mechanical Effect | mentalWits –20, combatDefense –10 |
| Recovery | Automatic at end of duration. Cannot be cleared early. |
| Interactions | Stacks with other short-term statuses. Cannot escalate to long-term. |
Stunned
A sufficiently heavy impact, concussive force, or nerve strike. For the length of a held breath, the body overrules the will.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | 1 round |
| Mechanical Effect | physicalReflexes –20, combatDefense –20; no offensive actions this round. The target may still defend and move at half speed. |
| Recovery | Automatic at end of duration. A second Stun result while Stunned refreshes the duration rather than stacking. |
| Interactions | Stun does not stack. Re-application restarts the 1-round duration. |
Prone
Knockdown, leg sweep, or any result that puts a character on the ground. The ground comes up fast. The fight continues from a different angle.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | Until standing |
| Mechanical Effect | combatMeleeWeapon –20, combatDefense –20. Ranged attacks against a Prone target from beyond adjacent range: –10 to hit (harder low profile). Melee attacks by a standing adjacent attacker against a Prone target: +10 to hit. |
| Recovery | 1 action to stand. Standing from Prone does not trigger zone-of-control exhaustion. |
| Interactions | While Grappled and Prone, standing requires escaping the grapple first. |
Grappled
A successful grapple attack, joint lock, or chokehold. The body is being directed by someone else.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | Until escaped or released by the attacker |
| Mechanical Effect | combatMeleeWeapon –20, combatDefense –20. Cannot use two-handed weapons. Movement only possible if the grappler moves and takes the target with them. |
| Recovery | Contested Strength check once per round as a standard action. Success ends the grapple. |
| Interactions | Grappled + Prone is a common combination; the target cannot stand without first escaping the grapple. |
Transition Statuses
Transition statuses fork on treatment. Address them before the encounter ends and they clear. Leave them unaddressed and they persist as long-term consequences. This applies equally to physical injuries and to psychological ones — Combat Shock left untreated becomes the same kind of long-term wound as a broken arm left unset.
Bleeding
A wound that opens a vessel — cut, puncture, or torn tissue. Blood has its own urgency. It moves toward the floor regardless of what you need it to do.
| Field | Detail |
|---|---|
| Tier | Transition |
| Duration | Ongoing each round until treated or until target is Downed |
| Mechanical Effect | physicalEndurance loses the listed amount per round at the start of that character's turn. Amount is specified by the result that caused it (typically –2 to –12). |
| Recovery — treated | Successful First Aid check stops bleeding entirely. One check, no ongoing rolls. The wound remains; the blood loss stops. |
| Recovery — untreated | Continues until physicalEndurance reaches 0 and the character becomes Downed. A tourniquet applied to a limb wound stops bleeding immediately without a check but must be removed within one hour or causes permanent damage. |
| Interactions | Multiple Bleeding wounds do not stack — use the highest rate. A stabilized character still has the wound; only the active blood loss stops. |
Arm Impaired
Significant damage to arm muscle, tendon, or joint — short of full loss but enough to compromise function. The arm is still present. Its participation is reduced.
| Field | Detail |
|---|---|
| Tier | Transition |
| Mechanical Effect | physicalCoordination –20 or more (as specified by the result that caused it), combatMeleeWeapon –20 or more. Two-handed weapons add –10 if the impaired arm is the grip or support arm. |
| Recovery — treated | End of encounter, if the injury was minor. The arm recovers enough for basic function. |
| Recovery — untreated | Escalates to Severe Injury. Requires healer and rest to resolve. Two Arm Impaired results on the same arm escalate immediately to Severe Injury without waiting for end of encounter. |
| Interactions | Arm Impaired stacks with Grappled on the same arm — the locked joint combines with the functional impairment. |
Leg Impaired
Significant damage to leg muscle, joint, or ankle — enough to compromise movement. The leg continues to function as a leg. It has lodged a formal complaint.
| Field | Detail |
|---|---|
| Tier | Transition |
| Mechanical Effect | physicalBalance –20 or more (as specified), combatDefense –20 or more. Movement speed halved. Cannot run. |
| Recovery — treated | End of encounter, if the injury was minor. Movement returns to normal. |
| Recovery — untreated | Escalates to Severe Injury. Two Leg Impaired results on the same leg escalate immediately to Severe Injury. |
| Interactions | Leg Impaired + Prone is a common combination from leg-targeted attacks. |
Combat Shock
Witnessing or experiencing trauma severe enough to disrupt psychological function — extreme injury, witnessing the death of allies, facing a threat that overwhelmed the mind's ability to process. The mind has encountered something it was not equipped for. It is doing its best.
| Field | Detail |
|---|---|
| Tier | Transition |
| Duration | 1d3 rounds (short path) or until recovered (long path) |
| Mechanical Effect | mentalDiscipline –20, mentalWits –10 |
| Recovery — short path | Duration expires and the character returns to normal. No action required. |
| Recovery — long path | If the initial shock is severe (GM determination), or if Combat Shock is triggered repeatedly without resolution, it escalates to a long-term psychological consequence with the same penalties applied persistently. Recovery then requires: (1) roleplay + time — meaningful narrative engagement with the experience at the table; (2) healer or imbuement treatment (accelerated); or (3) extended downtime. A healer is not required if the table engages the fiction of recovery. |
| Interactions | Combat Shock is the only Transition status with a roleplay recovery path. It is treated identically to a physical Severe Injury in terms of the recovery framework — the wound is real, the mechanism of healing is different. |
Long-term Statuses
Long-term statuses persist beyond the encounter and across sessions. They cannot be cleared by rest alone in most cases. They require active treatment — a healer, a physician, an imbuement, or sustained recovery through play.
Severe Injury
Any injury designated Severe: major structural damage to a body part, organ involvement, significant bone fracture, or an escalated Transition status that was not addressed in time. Something has been changed. The body or the mind has been altered and is in the process of trying to return to what it was.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until healed. Persists across sessions. |
| Mechanical Effect | The listed attributes are reduced by the listed amount. Varies by injury — typically –20 to –40 on relevant attributes. Specified by the result that caused it. |
| Recovery | Successful Medical check by a trained healer + rest. GM determines recovery timeline based on severity (days to weeks). Some Severe Injuries may be permanent without surgical intervention or powerful imbuement. |
| Interactions | Multiple Severe Injuries on the same character do not stack numerically — use the highest penalty in each affected attribute. Overlap escalates fiction, not raw numbers. At GM discretion, accumulating multiple unhealed Severe Injuries may impose additional narrative consequences. |
Downed
HP reaching 0 or below; or an explicit result that states Downed regardless of HP. The fight has been resolved — for this character, at least. What happens next belongs to the healers and to whoever is still standing.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until stabilized (unconscious but stable) or healed (returned to 1 HP) |
| Mechanical Effect | The character is unconscious or incapacitated. Cannot take any action. May be moved, carried, or protected by allies. |
| Recovery — stabilize | Successful First Aid check stops the death clock. The character remains unconscious but stable. Bleeding must also be stopped separately if active. |
| Recovery — restore | Successful Medical check returns the character to 1 HP and ends Downed status. Without stabilization, untreated Bleeding continues; death follows when the GM determines the situation is unrecoverable. |
| Interactions | A Downed character with active Bleeding requires both to be addressed. Stopping Bleeding removes the death clock but does not end Downed status. A stable character at 0 HP recovers 1 HP per hour of rest, ending Downed status after the first hour. |
Statuses Within the Framework
How named status conditions map onto the short-term and long-term consequence framework, and how the two layers work together.
The named status conditions are implementations of the broader short-term and long-term framework — not a separate system running alongside it. Every named status belongs to one of the framework's tiers, and the rules for that tier govern its behavior.
| Framework tier | What it means | Named statuses |
|---|---|---|
| Short-term | Expires automatically within the encounter. Does not need to be tracked between scenes. Can be re-applied. | Dazed, Stunned, Prone, Grappled |
| Transition | A fork: treat it and it clears; leave it and it becomes long-term. The transition happens at end of encounter for physical impairments and by GM judgment for Combat Shock. | Bleeding, Arm Impaired, Leg Impaired, Combat Shock |
| Long-term | Persists across sessions. Tracked on the character. Requires healer, imbuement, or (for Combat Shock) roleplay + time. | Severe Injury, Downed |
The short-term section covers "encounter duration" and "rounds"
The short-term rules section describes modifiers that last a scene or encounter. Named statuses that last 1 round (Stunned) and named statuses that last until a condition is met within the encounter (Prone, Grappled) both fall within short-term. The duration precision is in the individual status entry; the framework tier is the organizational category.
When multiple statuses apply
A character can hold statuses from multiple tiers simultaneously. A fighter can be Prone (short-term), Bleeding (Transition), and carrying a Severe Injury from last session (long-term) at the same time. Apply all effects. When the encounter ends: short-term effects expire; Transition effects either clear (if treated) or lock in as long-term; long-term effects persist unchanged.
The fiction drives severity. A character who is Bleeding and Prone is in immediate danger but may recover fully. A character who finishes a fight with an untreated Arm Impaired will carry that into the next session as a Severe Injury. The table should always know which consequences are ticking.
How Consequences Work
The three-tier framework — short-term, transition, and long-term — that organises every consequence in the system.
Every consequence in this system belongs to one of three tiers. The tier determines how long a consequence persists and what it takes to clear it. The tiers apply equally to physical injuries, psychological wounds, social damage, and environmental attrition — the framework does not distinguish between a broken arm and a broken confidence. Both are real. Both require time or care to mend.
| Tier | Duration | Clears By | Examples |
|---|---|---|---|
| Short-term | One round to end of encounter | Automatic — expires at end of encounter or when the triggering condition ends | Dazed, Stunned, Prone, Grappled |
| Transition | Short-term if treated; long-term if not | Active treatment before the encounter ends prevents escalation; untreated, it becomes long-term | Bleeding, Arm Impaired, Leg Impaired, Combat Shock |
| Long-term | Until healed — persists across sessions | Time and rest, healer treatment, imbuement, or (for psychological injury) roleplay + time | Severe Injury, Downed |
Transition statuses: the fork in the road
A Transition status is a warning and an opportunity. Treat it during the encounter and it clears. Leave it untreated and it becomes a long-term consequence that will outlast the fight. The choice to use a First Aid action on Bleeding is not just a mechanical decision — it is a story decision about whether this wound defines the character going forward.
Re-application
Short-term statuses can be re-applied within the same encounter. Being Stunned once, recovering, and being Stunned again are two separate events — both are valid. Each application runs its own duration and clears independently. Multiple applications of the same status do not extend duration; each instance expires on its own timeline.
Physical and psychological injuries
The framework applies without distinction to physical wounds and psychological ones. A fractured leg and a severe combat shock response are both Transition statuses that escalate to long-term if untreated. Both require time and care to heal. A healer can treat either. The only difference is that psychological injury — Combat Shock, and its long-term form — can also be resolved through roleplay and time: the scene after the battle, the conversation that names what happened, the slow return of the self that was shaken loose.
Social Consequences
Consequences that arise from social encounters — reputation damage, broken trust, and public disgrace. Same three-tier framework as combat.
Social consequences follow the same framework as combat consequences. They have tiers, mechanical effects, and recovery paths. A broken reputation is not a flavor note — it is a tracked state that changes what a character can do until it is repaired. The fiction of social damage and social recovery is different from physical injury; the architecture is identical.
| Status | Tier | Duration | Primary Effect | Clears By |
|---|---|---|---|---|
| Rattled | Short-term | 1 scene | mentalDiscipline –10 on social checks this scene | Scene ends |
| Off-Footing | Short-term | Until scene ends | Social leverage lost; next social check at –10 | Scene ends or narrative recovery within scene |
| Distrusted | Transition | Until trust is rebuilt | Social checks with affected party at –20 | Active repair (demonstrated reliability); or downtime |
| Shamed | Transition | Until vindicated | Social checks in affected community at –15; reputation damaged | Public vindication or demonstrated contrary evidence |
| Disgraced | Long-term | Until restored | Social checks broadly at –25; some doors close entirely | Sustained reputation repair over sessions; GM adjudicates |
| Marked Enemy | Long-term | Until resolved | Specific party treats character as hostile; active opposition possible | Narrative resolution — reconciliation, defeat, or departure |
Short-term Social Statuses
Short-term social statuses are the immediate echoes of a misstep. They sharpen the current scene and expire when it ends. They do not follow the character out of the encounter.
Rattled
A surprise challenge, an unexpected accusation, or a moment of visible uncertainty. The character is present in the conversation but no longer fully in control of it.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | 1 scene or social encounter |
| Mechanical Effect | mentalDiscipline –10 on all social checks this scene |
| Recovery | Automatic at scene end |
| Interactions | Rattled can stack with Off-Footing if both are triggered in the same scene |
Off-Footing
The character has said the wrong thing, revealed too much, or ceded narrative leverage in an exchange. They are still in the conversation. They are no longer directing it.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | Until scene ends or narrative recovery within the scene |
| Mechanical Effect | The next social check the character makes is at –10. Social leverage is counted as held by the opposing party until recovered. |
| Recovery | Automatic at scene end. Within the scene: a successful social check that recaptures the initiative (GM determination) ends Off-Footing early. |
| Interactions | A partial social success while Off-Footing clears the status but does not restore lost leverage — the scene continues at neutral. |
Transition Social Statuses
Transition social statuses have been written into the world. Other characters know. The damage persists past the scene and requires active work to undo — not just time, but demonstrable change.
Distrusted
A specific person, faction, or community has lost confidence in the character. This is not a vague unease — it is a tracked state tied to a specific relationship. The door is not closed; it is guarded.
| Field | Detail |
|---|---|
| Tier | Transition |
| Scope | A specific named party, faction, or community. Not universal. |
| Mechanical Effect | Social checks with the affected party at –20. Some assistance or information may be refused regardless of roll. |
| Recovery — short path | Before the relationship fully deteriorates: a specific demonstrated act of reliability or honesty — acknowledged by the party — can clear Distrusted within the session it occurs. |
| Recovery — long path | If left unaddressed across sessions, Distrusted escalates to Disgraced (within that community) or Marked Enemy (for specific individuals). Active repair over downtime or multiple sessions can restore the relationship. |
| Interactions | A character can be Distrusted by multiple parties simultaneously. Track each separately. |
Shamed
A public failure, a revealed deception, or an act witnessed broadly enough to travel. The community holds this now. Not as malice — simply as information.
| Field | Detail |
|---|---|
| Tier | Transition |
| Scope | A community or social context — a city, a guild, a noble court, a religious order. |
| Mechanical Effect | Social checks within the affected community at –15. First impressions in that community begin at a disadvantage. Some formal opportunities (contracts, introductions, titles) may require additional justification. |
| Recovery — short path | Public vindication within the same session: the truth comes out, a superior reverses judgment, or the character publicly demonstrates the contrary. Clears Shamed immediately if witnessed by enough of the same community. |
| Recovery — long path | Left unaddressed, Shamed persists and can deepen into Disgraced over time, especially if further failures occur. Downtime reputation repair (GM adjudicates based on scope of the shame) can clear it. |
| Interactions | A character who is both Distrusted and Shamed within the same community applies the higher penalty only. They do not stack. |
Long-term Social Statuses
Long-term social statuses have been written into the world's memory. They persist across sessions and require sustained narrative effort to resolve. Recovery is always possible, but it is measured in sessions and story beats, not actions.
Disgraced
The reputation is damaged broadly. Not a single relationship but a standing. The character's name precedes them now, and not in the way they would choose.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until restored through sustained reputation repair |
| Mechanical Effect | Social checks broadly at –25. Certain doors are closed entirely until the status is cleared — formal titles, certain contracts, audiences with specific figures. GM determines scope. |
| Recovery | Sustained reputation repair over multiple sessions: demonstrable acts, allies who vouch, narrative events that rewrite the story the community holds. GM adjudicates the threshold. This cannot be rushed. |
| Interactions | Disgraced supersedes Shamed and Distrusted — if all three apply, track only Disgraced. If Disgraced clears, check whether Shamed or Distrusted conditions remain underneath it. |
Marked Enemy
A specific individual or faction has moved past distrust to active opposition. This is not passive hostility — the Marked Enemy will work against the character when the opportunity arises.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until resolved by narrative — reconciliation, decisive defeat, or departure from the enemy's sphere of influence |
| Mechanical Effect | The named party treats the character as hostile. They may: withhold assistance, provide misinformation, alert rival parties, or take direct action when capable. Social checks with this party automatically fail unless extraordinary circumstances apply. |
| Recovery | Narrative resolution only. Reconciliation requires the enemy to have a reason to change their position — not just the character's desire for it. Defeat ends the status if the enemy is removed from play. Departure works if the character leaves their sphere of influence permanently. |
| Interactions | A character can have multiple Marked Enemies. Each is tracked separately. They do not stack mechanically but may compound narratively. |
Social consequences and the fiction
Social consequences are not punishments for making interesting choices. They are the world's memory of what happened. A character who burns a bridge should feel that bridge being gone — and should also have a reason to try to rebuild it, or to find a different crossing. Recovery paths exist for every social status. The table should always know that the damage is not permanent unless they choose to leave it so.
Exploration Consequences
Consequences that arise from travel, wilderness, and environmental encounter — attrition, disorientation, and the slow cost of the land.
Exploration consequences arise from the environment — weather, terrain, distance, and the slow attrition of time spent away from safety. The land does not intend harm. It simply continues to be what it is, and characters are small within it. Exploration consequences follow the same three-tier framework as combat and social: short-term effects clear with the scene, Transition effects demand attention before they compound, and long-term consequences persist until real recovery.
| Status | Tier | Duration | Primary Effect | Clears By |
|---|---|---|---|---|
| Disoriented | Short-term | Until reoriented or scene ends | Navigation checks at –15; movement speed halved in unfamiliar terrain | Successful navigation check; landmark found; guide consulted |
| Exposed | Short-term | While conditions persist | physicalEndurance –2 per hour of exposure; mentalDiscipline –10 | Shelter found; conditions change |
| Exhausted | Transition | Until rested / long-term if untreated | All physical attributes –15; physicalReflexes –10 | Full rest (8 hours); imbuement; or short rest reduces to –5 temporarily |
| Resource-Depleted | Transition | Until resupplied | Specific resource absent; related checks at –20 or impossible | Resupply; foraging success; trade |
| Worn Down | Long-term | Until full recovery | physicalStrength –15, physicalEndurance –15; recovery from other statuses slowed | Extended rest (multiple days) in safety; healer or imbuement |
Short-term Exploration Statuses
Short-term exploration statuses are immediate responses to environmental pressure. They resolve when the pressure resolves — a navigator finding their bearings, a traveler reaching shelter. They do not follow the party out of the scene that generated them.
Disoriented
The path has become uncertain. A fog bank, an underground complex with identical corridors, a dense forest that swallowed the landmarks — something has removed the party's confidence about where they are relative to where they need to be.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | Until reoriented, or until the scene ends |
| Mechanical Effect | Navigation checks at –15. Movement speed halved in unfamiliar terrain while Disoriented. If the party moves while Disoriented and fails a navigation check, they travel in a direction of the GM's determination. |
| Recovery | Successful navigation check (no penalty applied to the recovery check itself). Finding a known landmark. Consulting a reliable guide. Ascending to a vantage point (GM discretion). |
| Interactions | Disoriented compounds at night or in severe weather — the GM may apply an additional –5 to navigation checks under those conditions. |
Exposed
Extreme cold, sustained rain, desert heat, or any environmental condition that the body cannot maintain itself against indefinitely. The environment is not hostile — it is indifferent, and that is enough.
| Field | Detail |
|---|---|
| Tier | Short-term (clears when conditions change or shelter is found) |
| Mechanical Effect | physicalEndurance –2 per hour of exposure (this compounds — the body is losing ground). mentalDiscipline –10 while Exposed. |
| Recovery | Adequate shelter found. Conditions change (storm passes, temperature moderates). Warming imbuement or similar. Once Exposed clears, physicalEndurance damage sustained during exposure remains — it does not reverse automatically. |
| Interactions | Exposed while already Exhausted: physicalEndurance loss increases to –4 per hour. The body has fewer reserves to draw on. |
Transition Exploration Statuses
Transition exploration statuses have accumulated past the point of easy resolution. They require specific action — rest, resupply, or treatment — before they become long-term problems. The wilderness rewards parties who address these before pressing on.
Exhausted
The body has been asked to give more than it had available. Forced march, sleepless nights, sustained cold, or the cumulative weight of days without adequate rest. There is a point past which the will is no longer a useful instrument.
| Field | Detail |
|---|---|
| Tier | Transition |
| Mechanical Effect | All physical attributes –15. physicalReflexes –10. These apply to combat, travel, and all physical checks. |
| Recovery — short path | Full rest (8 hours of sleep in safe conditions). Reduces Exhausted to a –5 temporary penalty for 1 scene on a short rest (4 hours), but does not clear it. An imbuement of restoration can clear Exhausted immediately. |
| Recovery — long path | If Exhausted persists across multiple sessions without resolution — continued forced march, denied rest, compounding Exposed — it escalates to Worn Down. Worn Down requires multiple days of safety to clear. |
| Interactions | Exhausted slows recovery from all other statuses. A character who is Exhausted and Bleeding will stabilize normally but will take longer to recover from the wound. Healer checks for a character who is Exhausted take a –5 penalty. |
Resource-Depleted
A critical supply has run out. Water, food, rope, lantern oil, medicine — the specific resource defines the consequence. The wilderness does not negotiate on this.
| Field | Detail |
|---|---|
| Tier | Transition |
| Scope | Tied to a specific resource. Track each depletion separately. |
| Mechanical Effect | Checks that require or benefit from the absent resource are at –20 or impossible (GM determines which). Without water: physicalEndurance –3 per day and Exhausted advances faster. Without food: physicalEndurance –1 per day after the first. Without light: navigation and perception at –20 in darkness. |
| Recovery — short path | Successful foraging, hunting, or trade within the current scene or camp. Clears the specific depletion immediately. |
| Recovery — long path | If depletion of critical resources (water, food) continues untreated across multiple sessions, physicalEndurance damage accumulates and Exhausted escalates to Worn Down. Some resources (medicine, specific materials) cannot be foraged and require resupply from civilization. |
| Interactions | A party can be Resource-Depleted on multiple resources simultaneously. Prioritize by urgency: water before food, light before rope. |
Long-term Exploration Status
Long-term exploration consequences are the mark of time spent hard in the wilderness — the body carrying the weight of sustained attrition. They do not resolve overnight. They require the safety and rest that only a return to civilization or a well-provisioned sanctuary can provide.
Worn Down
The accumulated cost of sustained hardship — weeks of difficult terrain, deprivation, or exposure without adequate recovery. The body has been spending reserves it no longer has. Every check is harder. Every wound takes longer to close.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until full recovery. Persists across sessions. |
| Mechanical Effect | physicalStrength –15, physicalEndurance –15. All recovery from other statuses is slowed — healing from First Aid takes twice as long to restore full function; Exhausted requires two full nights of rest to clear rather than one. |
| Recovery | Extended rest in safety: multiple days (GM determines based on duration of attrition, typically 3–7 days). Healer treatment can reduce this timeline. Restorative imbuement can clear Worn Down immediately. Cannot be cleared by a single night's sleep regardless of quality. |
| Interactions | A character who is Worn Down and sustains combat injuries recovers from those injuries at half the normal rate. The body does not have the resources to do both at once. |
The land is not the enemy
Exploration consequences are not punishment for exploring. They are the honest cost of the world's scale and indifference. A party that manages their resources, rests when they can, and treats Transition statuses before they compound will find the wilderness hard but navigable. A party that ignores the accumulating weight will find it lethal — not because the land wanted that, but because it continued to be a wilderness while they were in it.
Equipment
Focused web guides from this chapter
How Armor Works
Armor reduces damage through DR, degrades through sunder, and creates pressure through fatigue and movement costs.
Armor Layers
The layer system defines what armor can be worn together and how pieces stack.
Every armor piece belongs to a layer. Layers are numbered so that outer layers sit on top of inner ones. Each layer can only contribute one piece per body location — you cannot wear two mail shirts at once — but different layers stack freely.
| Layer | Number | Stacks? | Typical pieces |
|---|---|---|---|
| Underlayer | 0 | Yes | Linen shirts, wool hose, braies |
| Padding | 1 | Yes | Gambeson, arming doublet, quilted chausses |
| Leather | 2 | Yes | Leather cuirass, leather jack, vambraces |
| Chainmail | 3 | Yes | Mail shirt, hauberk, mail chausses |
| Composite | 4 | Yes | Brigandine, scale shirt, lamellar cuirass |
| Plate | 5 | No | Breastplate, great helm, plate harness |
| Add-ons | –1 | Yes | Gorget, pauldrons, aventail, knee cops |
| Shield | — | No | Buckler, heater shield, tower shield |
One plate piece per location
Plate armor does not stack. A character can wear one plate piece per body location. Wearing a breastplate and a full plate harness at the same time is not possible — the harness already covers the torso.
Add-ons (layer –1) exist outside the normal numbering. They are designed to fill specific gaps — a gorget covers the neck that most helms leave exposed, pauldrons cover the shoulders not enclosed by a cuirass — and can be worn over any combination of other layers.
Donning and Removing Armor
Armor must be donned in layer order and takes time to put on properly. Rushing reduces protection.
Donning armor takes time proportional to its complexity. Lighter layers can be pulled on in minutes; a full plate harness requires an assistant and the better part of an hour. Armor removed in haste is not removed safely — pieces may be damaged or lost.
| Layer | Don time (alone) | Don time (assisted) | Doff time |
|---|---|---|---|
| Underlayer | 1 minute | 1 minute | 1 minute |
| Padding | 5 minutes | 3 minutes | 3 minutes |
| Leather | 5 minutes | 3 minutes | 3 minutes |
| Chainmail | 15 minutes | 10 minutes | 10 minutes |
| Composite | 20 minutes | 10 minutes | 10 minutes |
| Plate | 40 minutes | 15 minutes | 10 minutes |
| Add-ons | 2 minutes | 1 minute | 1 minute |
Layers must be donned in order
You cannot put on a mail shirt without first wearing padding beneath it. Armor worn out of sequence provides its DR but gains the fragility of the layer it sits on — the innermost exposed layer takes all sunder rolls.
Shields
Shields are actively wielded rather than worn, providing DR that can be directed at incoming attacks.
Unlike worn armor, a shield must be actively interposed against an incoming blow. Using a shield is a defense action — the bearer declares a block with the shield and rolls against their Shield skill. On success, the shield's DR applies to that strike.
Shields do not passively stack with worn armor. Their DR only applies on the turn they are actively used to block. A character wearing plate and carrying a tower shield has excellent passive DR from the plate but must spend their defense action to benefit from the shield.
| Shield | DR | Sunder chance | Notes |
|---|---|---|---|
| Buckler | 20 | 28% | Can be used without occupying the off-hand fully. –1 to block rolls vs two-handed weapons. |
| Round Shield | 26 | 22% | Versatile. Standard starting shield for most soldiers. |
| Heater Shield | 26 | 22% | Good mounted and on foot. Favoured by cavalry. |
| Kite Shield | 32 | 18% | Covers legs when standing. Penalty to shield bashes. |
| Tower Shield | 32 | 18% | Can be planted for cover. Requires Strength 60+ to wield without penalty. |
Shield Break
When a shield sunders, check whether the blow exceeded the shield's DR by more than 50%. If so, the shield is destroyed rather than merely damaged and must be replaced.
Damage Reduction
DR is summed across all worn layers for each body location and subtracted from incoming damage. The outermost piece tracks sunder independently.
When a character is struck, identify the body location hit. Sum the DR of every armor piece covering that location. Subtract the total from raw damage — the remainder is dealt as actual damage. If total DR equals or exceeds the raw damage, no damage gets through.
Separately, the outermost piece on the hit location takes a sunder check. The outermost piece is the highest-numbered layer covering that location. If raw damage exceeds that piece's individual DR, the excess drains the piece's sunder pool.
Example
A fighter wears a linen shirt (DR 1, Torso), a gambeson (DR 2, Torso), mail hauberk (DR 5, Torso), and a breastplate (DR 7, Torso). Total torso DR = 15. A sword blow deals 12 damage — fully absorbed, 0 damage gets through. The breastplate (outermost, DR 7) takes the sunder check. Raw damage 12 exceeds the breastplate's DR 7 by 5, so 5 is subtracted from the breastplate's sunder pool (15 → 10).
Sunder mechanic
Each armor piece has a sunder pool representing its structural integrity. The pool drains when the piece absorbs more than its individual DR can handle. A depleted pool means the piece has been pushed past its limit.
| Event | Effect |
|---|---|
| Raw damage exceeds outermost piece's DR | Excess damage (raw − piece DR) drains the piece's sunder pool. |
| Sunder pool reaches 0 | Piece loses 1 DR permanently. Sunder pool resets to half its maximum. |
| Piece DR reaches 0 | Piece is destroyed and provides no further protection. |
| Field repair (short rest, no tools required) | Sunder pool restored to half maximum. Lost DR is not recovered. |
| Proper repair (armourer, town) | Sunder pool fully restored. Lost DR fully recovered. |
- Only the outermost piece sunders per hit — inner layers are protected by what sits above them.
- If the outermost piece is destroyed, the next layer becomes the outermost and takes future sunder checks.
- A piece at reduced DR still contributes its remaining DR to the total — it is degraded, not gone.
- Multiple blows in the same fight can push a piece through multiple degradations if they drain the sunder pool repeatedly.
Equipment
What equipment means mechanically — the four categories and how they interact with your character.
The Four Categories
| Category | What It Covers | Key Rules Layer |
|---|---|---|
| Weapons | All offensive equipment — melee, ranged, and natural attacks | Attack type, damage dice, reach, crit/fumble tables |
| Armor | Protective layers worn on the body — from gambeson to full plate | Damage reduction by location, sunder chance, layer stacking |
| Items | Tools, supplies, trade goods, and consumables | Weight, encumbrance contribution, situational skill bonuses |
| Artifacts | Magically imbued objects — relics, talismans, and enchanted gear | Attunement, imbuement effects, activation conditions |
Load and Encumbrance
How carried weight translates into mechanical penalties through your Encumbrance stat.
Load and Encumbrance
Your Encumbrance stat is derived from your physical attributes and sets the threshold at which carried weight begins to slow you down. It is not a binary — penalties increase incrementally as you exceed it.
| Load State | Condition | Effect |
|---|---|---|
| Unencumbered | Total weight ≤ Encumbrance | No penalty |
| Encumbered | Weight exceeds Encumbrance by up to 50% | physicalReflexes –10, physicalBalance –10, base movement –1 |
| Heavily Encumbered | Weight exceeds Encumbrance by 51–100% | physicalReflexes –20, physicalBalance –20, base movement –2, fatigue accumulates faster |
| Overloaded | Weight exceeds Encumbrance by more than 100% | Cannot run, physicalReflexes –30, physicalBalance –30; GM may call forced rest |
Encumbrance formula
Encumbrance = (physicalStrength + physicalBalance + physicalEndurance) / 4. A character with Strength 60, Balance 50, Endurance 55 has Encumbrance 41 — they can carry up to 41 kg without penalty.
Equipment Condition
How gear degrades through use, sunder checks, and neglect — and what it takes to restore it.
Equipment Condition
All equipment exists on a condition track. Armor degrades through sunder checks triggered by critical hits. Weapons degrade through heavy use and fumbles. Items and artifacts have their own triggers. A piece of equipment at Broken condition provides no benefit until repaired.
| Condition | Effect | Repair |
|---|---|---|
| Intact | Full stats apply | No action needed |
| Damaged | DR or effectiveness reduced by 25% | Short rest + tools, or settlement visit |
| Compromised | DR or effectiveness reduced by 50%; sunder checks more frequent | Skilled craftsperson required (Blacksmithing or relevant trade) |
| Broken | No benefit. Armor provides 0 DR; weapons cannot be used | Full workshop repair; some items cannot be restored |
Sunder checks
When a critical hit strikes a location covered by armor, or when a fumble result calls for it, the covering piece makes a sunder check against its sunder chance. On a failure the item drops one condition step. Defense profiles list sunder chance — lighter armor sunders more easily than plate.
Starting Equipment
How characters begin play with equipment and what determines their initial loadout.
Starting Equipment
Starting equipment is determined by your profession and social standing, and agreed with your GM before the first session. The character creation rules establish your budget and available options. You do not begin with everything you might eventually acquire — you begin with what your background justifiably gives you.
Equipment and character concept
Equipment choices at character creation are a statement about your character's history, not just a resource allocation. A soldier begins with military-issue gear. A merchant begins with tools of trade. A noble begins with quality equipment their station demands. If the equipment doesn't fit the concept, either the concept or the equipment needs to change.
Starting currency, if any, is covered in the social standing rules. Equipment that requires significant wealth — full plate, named artifacts, rare materials — typically requires narrative justification rather than simply having the coin.
The Red Ledger
Focused web guides from this chapter
The Red Ledger
A registry of what weapons do to bodies. Introduction and how to use this reference.
Compiled from surgical records, battlefield reports, and the private notes of those paid to observe wounds that others could not bring themselves to describe. What follows is not a celebration. It is a record. The difference matters.
A critical hit is triggered when the unmodified attack roll falls between 96 and 100. A fumble is triggered when the unmodified attack roll falls between 01 and 05. Once a critical is confirmed, resolve it in two rolls: first d100 for hit location, then consult the appropriate weapon table for the effect at that location. Work through both rolls before applying anything.
When a table entry lists consequences, apply them in the order written. The flavor text at the end of each entry belongs in the room — said aloud as the GM describes what just happened. The mechanics and the flavor are two sides of the same wound. Neither is optional.
Roll Sequence
The complete step-by-step dice chain for resolving a critical hit or fumble.
Critical Hit Roll Sequence
- Confirm the trigger. A critical hit occurs when the unmodified attack roll is 96–100. A fumble occurs when the unmodified attack roll is 01–05.
- Roll d100 for hit location. Cross-reference the result on the Hit Location table to determine which zone was struck.
- Identify the weapon type. Choose the correct weapon table: Slashing, Piercing, Blunt, Ranged Piercing, Ranged Blunt, Ranged Slashing, or Unarmed.
- Find the location section within that table and read the result for the rolled effect.
- Apply all consequences in the order listed. If two effects are simultaneous, the attacker chooses resolution order.
Both dice before any effect
Roll location and then the effect table before applying anything. A result that would Down a target should still be read in full — additional consequences may apply even if the target falls.
Fumble Roll Sequence
- Confirm the fumble. Unmodified attack roll is 01–05.
- Identify the weapon type. Choose the correct fumble table.
- Roll d10 to determine fumble severity tier (1–3 Minor, 4–6 Moderate, 7–9 Serious, 10 Catastrophic).
- Apply the consequence. Fumble consequences apply to the attacker, not the target.
Downed and Death
A character whose HP falls to 0 or below is Downed — unconscious and out of the fight, but not dead. Death occurs only when a table result explicitly states it, or when a Downed character receives no stabilization and continues to bleed out. A Downed character requires a successful First Aid check to stabilize; untreated bleeding will kill them within rounds.
Hit Location
Roll d100 to determine which body zone a critical hit strikes.
Hit Location (d100)
After confirming a critical hit, roll d100. Cross-reference the result with the table below to determine which zone was struck. Then consult the weapon-specific table, finding the section for that zone.
| Roll (d100) | Zone | Coverage |
|---|---|---|
| 01–10 | Head | Skull, face, jaw, ears, eyes |
| 11–14 | Neck / Throat | Throat, cervical spine, major vessels |
| 15–24 | Shoulders | Shoulder joints, clavicles, upper trapezius |
| 25–66 | Torso | Chest, ribs, abdomen, flanks, lower back |
| 67–82 | Arms | Upper arm, elbow, forearm, wrist, hand |
| 83–100 | Legs | Thigh, knee, shin, ankle, foot |
Torso is the most common result
Torso accounts for 42% of all location results — the largest zone and the most frequently presented target in a standing exchange. Head and Neck are rare (14% combined) but carry the most severe consequences. Frequency and severity run in opposite directions.
Consequences in This Reference
How The Red Ledger maps to the Consequences system. Effects are short-term or long-term and modify attributes or skills.
Consequences in This Reference
All effects in this reference are expressed as Consequences — modifiers to attributes or skills with a defined duration. Short-term consequences last until the end of the encounter or until a character recovers through rest or aid. Long-term consequences persist until treated by a healer.
| Effect | Type | What It Modifies | Typical Amount | Duration |
|---|---|---|---|---|
| Glancing penalty | Short-term | combat skills | –10 | 1 round |
| Staggered | Short-term | combatMeleeWeapon, combatDefense | –10 to –20 | 1d3 rounds |
| Dazed | Short-term | mentalWits, combatDefense | –20 | 1d3 rounds |
| Stunned | Short-term | physicalReflexes, combatDefense | –20 | 1d3 rounds (no actions) |
| Prone | Short-term | combatMeleeWeapon, combatDefense | –20 | Until standing (costs 1 action) |
| Arm impaired | Short to Long-term | physicalCoordination, combatMeleeWeapon | –20 | Rest of encounter to until healed |
| Leg impaired | Short to Long-term | physicalBalance, combatDefense | –20 | Rest of encounter to until healed |
| Bleeding | Ongoing | physicalEndurance (HP per round) | –2 to –8 per round | Until treated (First Aid check) |
| Combat shock | Short-term | mentalDiscipline, mentalWits | –20, –10 | 1d3 rounds |
| Severe injury | Long-term | physicalStrength, physicalEndurance | –20 to –30 | Until healed (requires healer) |
Sunder Check
Some results trigger a Sunder Check on the armor covering the struck zone. When a piece sunders, its DR drops to 0 until repaired by an armorer or blacksmith (metal armor) or a tailor (leather, padding, or cloth).
Quick Draw — Critical Hits
A fast, weapon-agnostic d10 table for critical hit resolution when speed matters more than detail.
Quick Draw — Critical Hits (d10)
When speed matters more than granularity, roll d10 and read the result. No location roll required. All effects use the Consequence system and are recoverable. For full resolution with location and weapon type, use the weapon-specific tables.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Blow | combatDefense –10 | 1 round | The hit catches you mid-breath — footing holds, timing does not. |
| 2 | Bloodletting Cut | physicalEndurance –1 per round (Bleeding) | Until treated (First Aid check) | A clean opening, not deep but insistent — blood runs before you register the pain. |
| 3 | Rattled | mentalWits –20, combatDefense –10 | 1d3 rounds | Your eyes ring shut for a fraction of a second and the world reassembles itself slightly wrong. |
| 4 | Weapon Arm Compromised | physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter | The arm still holds the weapon. The strength behind it has gone quiet. |
| 5 | Knocked Prone | combatMeleeWeapon –20, combatDefense –20 | Until standing (costs 1 action) | The blow does not just hurt you, it relocates you — the ground comes up fast. |
| 6 | Off-Balance and Bleeding | combatMeleeWeapon –10, combatDefense –10; physicalEndurance –1 per round | Combat penalties: 1d3 rounds; Bleeding: until treated | Two things at once — off-balance and losing ground you cannot afford. |
| 7 | Stunned | physicalReflexes –20, combatDefense –20 (no offensive action this round) | 1 round | For the length of a held breath, the body overrules the will. |
| 8 | Disarmed | combatMeleeWeapon –30 (until rearmed) | Until weapon retrieved (costs movement + 1 action) | The weapon leaves your hand before you decide to let it go. |
| 9 | Sunder Check | Armor covering the struck location triggers a Sunder Check | Immediate | The blow lands on something you were trusting and asks whether it holds. |
| 10 | Prone and Leg Impaired | combatMeleeWeapon –20, combatDefense –20 (prone); physicalBalance –20 (leg impaired) | Prone: until standing; Leg impaired: rest of encounter | You go down, and when you come back up something in the lower half of you is arguing with the plan. |
Quick Draw — Fumbles
A fast d10 fumble table. All effects apply to the attacker.
Quick Draw — Fumbles (d10)
When a fumble is confirmed (01–05), roll d10. All consequences apply to the attacker. Fumble severity never exceeds a Solid critical against the attacker — these results punish, they do not destroy.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Wild Swing | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Off-Balance | combatDefense –10 | 1 round |
| 3 | Minor | The Self-Introduction | physicalEndurance –1d4 (glance off own limb); combatMeleeWeapon –10 | 1 round; "In a motion witnesses agreed was technically impressive, the attacker struck themselves with the flat of their own blade and sat down." |
| 4 | Moderate | Weapon Dropped | combatMeleeWeapon –30 until rearmed; weapon lands 1d3 feet away | Until retrieved |
| 5 | Moderate | Overextended | combatDefense –20; opponent may make one free attack | Immediate free attack; penalty 1 round |
| 6 | Moderate | The Ground's Opinion | Attacker falls prone; combatMeleeWeapon –20, combatDefense –20 | Until standing; "He charged. The ground had a different plan." |
| 7 | Serious | Wrist Strain | physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter |
| 8 | Serious | Weapon Strikes Ally | Nearest ally takes half weapon damage; attacker combatMeleeWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 9 | Serious | Armor Snag | Attacker's own armor triggers Sunder Check; combatDefense –10 | Sunder immediate; penalty 1 round |
| 10 | Catastrophic | The Generous Arc | Weapon leaves hand, strikes nearest creature (ally or foe) for full damage; attacker is prone and disarmed | "The axe completed its swing, left the hand during the follow-through, and came to rest in the shield of an ally who had no opinion on the matter before this moment." |
Slashing — Head
Critical hit results for slashing weapons striking the head. Scalp lacerations, brow gashes, and catastrophic face wounds.
Slashing — Head (d10)
The skull deflects edges. Most slashing hits to the head open the scalp rather than the bone — profuse bleeding that looks worse than it is, until it is not.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Scalp Nick | Bleeding: physicalEndurance –1 per round | Until treated (First Aid check) | A thin line parts the scalp. Blood runs along the brow but the mind is clear. |
| 2 | Ear Catch | mentalWits –10, combatDefense –5 | 1 round | The blade clips the ear and the world becomes a single high note. |
| 3 | Brow Gash | physicalReflexes –10; Bleeding: physicalEndurance –2 per round | Reflex penalty 1d3 rounds; Bleeding until treated | Blood enters the eye before the pain does. The next few seconds are red. |
| 4 | Cheek Opened | mentalWits –15; Bleeding: physicalEndurance –3 per round | Wits penalty 1d3 rounds; Bleeding until treated | The cheek parts cleanly. It is the sound — a wet tearing — that reaches the brain first. |
| 5 | Eye Threatened | physicalCoordination –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –2 per round | Combat penalties rest of encounter; Bleeding until treated | The edge passes close enough that the eye closes on instinct and does not open properly for the rest of the fight. |
| 6 | Temple Strike | mentalWits –20, combatDefense –15 (Dazed) | 1d3 rounds | The skull rings. The body remains upright only because it has not been told what just happened. |
| 7 | Deep Scalp Slash | physicalReflexes –20, combatDefense –20 (Stunned); Bleeding: physicalEndurance –4 per round | Stun 1d3 rounds; Bleeding until treated | Bone shows white through the scalp. The target staggers, one arm going loose. |
| 8 | Jaw Split | physicalEndurance –10 (immediate damage); mentalDiscipline –20, mentalWits –20 (combat shock); Bleeding: physicalEndurance –5 per round | Shock 1d3 rounds; Bleeding until treated; jaw damage long-term until healed | The jaw gives way differently than expected — not breaking so much as opening in the wrong direction. |
| 9 | Skull Opened | physicalStrength –20, physicalEndurance –20 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round; Downed if not stabilized within 2 rounds | Severe injury until healed; Bleeding until treated | The skull does not stop the edge. Everything after that is the body trying to cope. |
| 10 | Catastrophic Face Wound | Downed immediately; Bleeding: physicalEndurance –8 per round; physicalEndurance –30 (Severe injury, long-term); Sunder Check on any helm | Downed; Severe injury until healed; Bleeding until treated | The face is a record now. It will be a different record after this. |
Slashing — Neck / Throat
Critical hit results for slashing weapons at the neck. Arterial exposure and windpipe damage escalate quickly to lethal.
Slashing — Neck / Throat (d10)
Neck wounds are the most feared result of a slashing weapon. The arteries are close to the surface. Even a grazing result can become fatal quickly without treatment.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Throat Nick | Bleeding: physicalEndurance –2 per round | Until treated | A shallow cut at the collar. More alarming than dangerous, for now. |
| 2 | Neck Muscle Graze | physicalStrength –10, combatMeleeWeapon –10 | 1d3 rounds | The neck tightens involuntarily. The next swing has less behind it. |
| 3 | Windpipe Catch | mentalDiscipline –15; physicalEndurance –5 (immediate damage) | Discipline penalty 1d3 rounds | The breath catches on something it should not. Coughing takes over the body's attention briefly. |
| 4 | Collar Slash | physicalStrength –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per round | Strength penalty 1d3 rounds; Bleeding until treated | The trapezius opens across the shoulder and neck junction. The arm still works. It just works less. |
| 5 | Carotid Graze | mentalWits –10; Bleeding: physicalEndurance –5 per round | Wits penalty 1 round; Bleeding until treated | A thin red line appears at the neck. The target knows what it means. So does everyone watching. |
| 6 | Deep Neck Cut | physicalStrength –20, physicalCoordination –20 (long-term until healed); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | Muscle and tissue part down to a depth that changes the shape of the neck. The head lolls slightly. |
| 7 | Jugular Threatened | mentalWits –20 (combat shock); Bleeding: physicalEndurance –7 per round; Downed if not stabilized within 2 rounds | Shock immediate; Bleeding until treated | The vein is visible in the wound. The target has seconds to make good decisions. |
| 8 | Trachea Slashed | physicalEndurance –20 (immediate damage); physicalStrength –30 (long-term, breathing compromised); Bleeding: physicalEndurance –6 per round; Downed | Downed; long-term until healed | The breath comes out wrong — wet and ragged where it should not be. The body has learned something new about itself and does not like it. |
| 9 | Artery Opened | Downed immediately; Bleeding: physicalEndurance –10 per round; death in 3 rounds without successful First Aid | Downed; death without stabilization | The blood moves with a pressure that speaks to how close the heart is to everything. |
| 10 | Throat Cut | Downed immediately; death in 1d3 rounds without immediate First Aid; Bleeding: physicalEndurance –12 per round | Death without stabilization | This is the blow the Red Ledger was written to describe. It is exactly as quick as the records say. |
Slashing — Shoulders
Critical hit results for slashing weapons at the shoulders. Muscle separation and clavicle damage degrade weapon arm function.
Slashing — Shoulders (d10)
Shoulder wounds attack the weapon arm at its root. The muscles here connect reach to force, and a cut that severs any of them translates immediately to fighting capability.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Graze | Sunder Check on shoulder armor; physicalCoordination –5 | Coordination penalty 1 round | Steel screams against steel. The shoulder armor holds but the noise tells you something about the margin. |
| 2 | Deltoid Nick | combatMeleeWeapon –10; Bleeding: physicalEndurance –1 per round | Weapon penalty 1 round; Bleeding until treated | A shallow cut across the shoulder muscle. Enough to feel, not enough to stop. |
| 3 | Shoulder Gash | physicalCoordination –15, combatMeleeWeapon –15; Bleeding: physicalEndurance –2 per round | Penalties 1d3 rounds; Bleeding until treated | The deltoid opens. The arm still lifts but complains about the decision. |
| 4 | Deep Shoulder Cut | physicalCoordination –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per round | Penalties rest of encounter; Bleeding until treated | The cut goes through two layers of muscle. The arm is still in the fight but working against itself. |
| 5 | Clavicle Grazed | physicalStrength –20, physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter | Edge meets bone. The clavicle survives this time. The shoulder does not work the same way for the rest of the fight. |
| 6 | Trapezius Opened | physicalStrength –15, physicalCoordination –15 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The large muscle across the upper back and neck parts along the shoulder. The head is still attached. It just sits differently now. |
| 7 | Shoulder Muscle Severed | Arm Impaired: physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The muscle retracts from the bone. The arm hangs. It is present but not participating. |
| 8 | Clavicle Fractured | physicalEndurance –10 (immediate damage); physicalCoordination –30, combatMeleeWeapon –30, physicalStrength –20 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The collarbone breaks under the edge rather than against it. The shoulder drops. The weapon arm is still attached but no longer under useful control. |
| 9 | Shoulder Joint Destroyed | physicalEndurance –20 (immediate damage); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –30 (Severe injury, long-term); Bleeding: physicalEndurance –5 per round; Sunder Check on shoulder armor | Severe injury until healed; Bleeding until treated | The blade reaches the joint. The socket opens. The arm is still there, but it has no anchor left worth the name. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The shoulder comes apart under the blade and the question changes from "how bad" to "how much is left." |
Slashing — Torso
Critical hit results for slashing weapons striking the torso. Abdominal wounds and organ grazes are the dominant concern.
Slashing — Torso (d10)
The torso is the most common crit location and the most variable in severity. A glancing cut is an inconvenience. A deep abdominal wound is a death sentence measured in minutes.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Clothing Catch | Sunder Check on torso armor; physicalCoordination –5 | 1 round | The edge catches fabric and pulls. The body goes with it slightly before the cloth gives. |
| 2 | Shallow Cut | Bleeding: physicalEndurance –1 per round | Until treated | A line of red appears across the flank. Shallow enough to ignore. Not shallow enough to forget. |
| 3 | Side Gash | physicalBalance –10; Bleeding: physicalEndurance –3 per round | Balance penalty 1d3 rounds; Bleeding until treated | The cut opens the side and the body flinches away from itself. |
| 4 | Rib Scrape | physicalEndurance –8 (immediate damage); physicalStrength –10 | Strength penalty 1d3 rounds | The blade drags along the rib cage. Bone stops the cut. Pain does not stop the target, but it slows them. |
| 5 | Abdominal Gash | physicalStrength –15, physicalEndurance –15; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The muscle wall of the abdomen opens. Nothing has escaped yet. That may change. |
| 6 | Deep Flank Cut | physicalStrength –20 (long-term until healed); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The cut goes past muscle into the cavity. The wound is quiet at first and very loud later. |
| 7 | Organ Graze | physicalEndurance –15 (immediate damage); physicalStrength –20, physicalEndurance –20 (long-term); Bleeding: physicalEndurance –6 per round | Long-term until healed; Bleeding until treated | Something internal has been involved in the decision. The target will not know how badly for some time, and "some time" is not long. |
| 8 | Abdominal Wound | physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round | Severe injury until healed; Bleeding until treated | The abdominal wall is open. What was inside is now negotiating its position. Stabilization required immediately. |
| 9 | Deep Chest Wound | Downed; physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –8 per round; Sunder Check on torso armor | Downed; Severe injury until healed; Bleeding until treated | The blade reaches past armor and flesh to the chest cavity. The air that comes out afterward has company. |
| 10 | Catastrophic Torso Wound | Downed immediately; death in 1d3 rounds without immediate First Aid; Bleeding: physicalEndurance –10 per round; physicalStrength –40 (Severe injury, long-term) | Downed; death without stabilization | The wound is extensive enough that the question is no longer about the fight. |
Slashing — Arms
Critical hit results for slashing weapons striking the arms. Tendon and muscle damage degrade weapon control and grip.
Slashing — Arms (d10)
Arm wounds are among the most common and most consequential slashing results. The tendons and muscles that control grip and swing lie close to the surface, unprotected except by armor.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Forearm | combatMeleeWeapon –10 | 1 round | The edge skips off the forearm. The arm tingles and the grip tightens reflexively. |
| 2 | Arm Cut | combatMeleeWeapon –10; Bleeding: physicalEndurance –2 per round | Weapon penalty 1d3 rounds; Bleeding until treated | A clean cut along the outer arm. The sleeve changes color and the weapon feels less certain. |
| 3 | Bicep Slash | physicalCoordination –15, combatMeleeWeapon –15; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The bicep opens and the arm cools at the elbow. The swing still comes but the follow-through is wrong. |
| 4 | Forearm Opened | physicalCoordination –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per round | Penalties rest of encounter; Bleeding until treated | The forearm is cut through to the tendons. The grip holds but the arm works on diminishing returns. |
| 5 | Tendon Threatened | physicalCoordination –25, combatMeleeWeapon –25 | Rest of encounter | The blade passes through the outer layers and taps something below that should not be touched. The fingers go uncertain. |
| 6 | Wrist Slash | physicalCoordination –20, combatMeleeWeapon –30; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The wrist opens. The weapon is still held by a hand that is increasingly unsure of why. |
| 7 | Arm Muscle Severed | Arm Impaired: physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The muscle retracts. The arm still bends but the force behind the bend is gone. The weapon may fall without instruction. |
| 8 | Tendon Cut | physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The tendon parts cleanly. The finger or wrist it controlled stops mid-intention. The body adapts; the grip does not. |
| 9 | Arm Functionally Lost | physicalEndurance –20 (immediate damage); physicalCoordination –40, combatMeleeWeapon –40 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round | Severe injury until healed; Bleeding until treated | The arm hangs from the shoulder like something borrowed. It is still attached. It has ceased to participate. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The blade has completed what it started. The question is only how much of the arm made it. |
Slashing — Legs
Critical hit results for slashing weapons striking the legs. Hamstring and thigh damage degrade mobility and balance.
Slashing — Legs (d10)
Leg wounds redirect the fight. A cut that reaches the hamstring or thigh changes a standing combat into a ground situation, and the ground belongs to whoever is still on their feet.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Thigh Graze | combatDefense –10 | 1 round | The edge skips off the thigh. The leg holds but the stride shortens. |
| 2 | Leg Cut | physicalBalance –10; Bleeding: physicalEndurance –2 per round | Balance penalty 1 round; Bleeding until treated | The calf or thigh opens. Not deep. Not yet. |
| 3 | Thigh Slash | physicalBalance –15, combatDefense –15; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The thigh muscle opens. Walking still works. Running does not. |
| 4 | Knee Grazed | physicalBalance –20, combatDefense –20 | 1d3 rounds | The joint takes an edge it was not designed to accommodate. It accepts this. For now. |
| 5 | Hamstring Threatened | physicalBalance –25, combatDefense –20 | Rest of encounter | The blade passes along the back of the leg close enough to matter. Every step afterward is a negotiation. |
| 6 | Deep Thigh Cut | Leg Impaired: physicalBalance –20, combatDefense –20 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The thigh opens to muscle. The leg still bends; it has simply become less interested in the direction requested. |
| 7 | Knee Opened | Prone immediately; physicalBalance –30, combatDefense –30 (long-term until healed); Bleeding: physicalEndurance –4 per round | Prone until standing (costs 1 action); long-term until healed; Bleeding until treated | The knee collapses inward, and the fighter follows it. Whatever was being fought over just got farther away. |
| 8 | Hamstring Cut | Leg Impaired: physicalBalance –30 (long-term); movement reduced to crawling for rest of encounter; Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The hamstring releases. The leg still exists below the knee, but the negotiation with the knee is over. |
| 9 | Deep Leg Wound | physicalEndurance –20 (immediate damage); Leg Impaired: physicalBalance –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | The leg gives way. The target does not go down because they chose to. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The edge has passed through the leg in a way that resolves the question of how much leg is left. |
Slashing — Fumbles
Fumble results for slashing weapons. Overextension, self-nicking, and weapon deflection apply to the attacker.
Slashing — Fumbles (d10)
Slashing fumbles punish overcommitment. The edge goes somewhere other than intended — into nothing, into armor, or into the attacker. All consequences apply to the attacker.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Wild Swing | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Overswing | combatDefense –10 | 1 round |
| 3 | Minor | Flat of Blade | physicalEndurance –1d4 (struck self with flat); combatMeleeWeapon –5 | Weapon penalty 1 round |
| 4 | Moderate | Edge Deflected | combatDefense –15; Sunder Check on attacker's weapon | 1 round |
| 5 | Moderate | Weapon Dropped | combatMeleeWeapon –30 until rearmed; weapon lands 1d3 feet away | Until retrieved |
| 6 | Moderate | Self-Nick | physicalEndurance –1d6 (self-inflicted cut); Bleeding: physicalEndurance –2 per round | Bleeding until treated |
| 7 | Serious | Prone from Overreach | Attacker falls prone; combatMeleeWeapon –20, combatDefense –20 | Until standing (costs 1 action) |
| 8 | Serious | Wrist Sprain | physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter |
| 9 | Serious | Friendly Arc | Nearest ally takes half weapon damage; attacker combatMeleeWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 10 | Catastrophic | Full Release | Weapon leaves hand, strikes nearest creature for full weapon damage; attacker is prone and disarmed | "The blade completed its arc without the hand. It found someone to finish the work for it." |
Piercing — Head
Critical hit results for piercing weapons striking the head. Eye penetration and skull puncture dominate the high-end results.
Piercing — Head (d10)
A point striking the head goes where edges cannot. Helmets that deflect slashes offer less certainty against thrusts, which seek gaps and joints. The consequences of penetration here are fast and severe.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Helm Catch | Sunder Check on helm; physicalReflexes –5 | 1 round | The point taps the helm and skids. Nothing penetrates. The skull is reminded of how close it came. |
| 2 | Scalp Puncture | Bleeding: physicalEndurance –2 per round | Until treated | A shallow puncture parts the scalp without reaching bone. It bleeds insistently. |
| 3 | Ear Canal Graze | mentalWits –15, combatDefense –10 | 1d3 rounds | The point enters the ear only slightly. The world becomes high and narrow. |
| 4 | Cheek Puncture | mentalWits –10; Bleeding: physicalEndurance –2 per round | Wits penalty 1d3 rounds; Bleeding until treated | The point passes through the cheek cleanly. Two small holes are the only record of it. |
| 5 | Eye Threatened | physicalCoordination –25, combatMeleeWeapon –25; Bleeding: physicalEndurance –2 per round | Penalties rest of encounter; Bleeding until treated | The point skims the orbit. The eye weeps. Whether it weeps blood or tears does not matter to the fighter's aim. |
| 6 | Skull Glanced | mentalWits –20, physicalReflexes –20 (Dazed); Bleeding: physicalEndurance –3 per round | Dazed 1d3 rounds; Bleeding until treated | The point slides along the skull and the brain receives the full vibration of that meeting. |
| 7 | Eye Penetrated | physicalCoordination –30, combatMeleeWeapon –30 (long-term, loss of eye depth perception); mentalDiscipline –20 (combat shock); Downed | Downed; long-term until healed | The eye is no longer present in the way it was. What the target knows now is pain and the sudden rearrangement of what sight means. |
| 8 | Skull Punctured | physicalEndurance –20 (immediate damage); mentalWits –30, physicalReflexes –30 (Stunned); Downed | Downed; severe injury until healed | The bone gave. What happens next belongs to the surgeons. |
| 9 | Temple Penetration | Downed immediately; mentalWits –40, mentalDiscipline –40 (Severe injury, long-term); death in 1d6 rounds without First Aid | Downed; death without stabilization | The temple is thin. The point knows this. |
| 10 | Brain Reached | Downed immediately; death in 1 round without successful First Aid (DC elevated); physicalEndurance –50 (Severe injury) | Downed; death without immediate stabilization | There is a stillness that follows this result that differs from other stillnesses. The records note it without dwelling. |
Piercing — Neck / Throat
Critical hit results for piercing weapons at the neck. Tracheal puncture and arterial penetration are the primary concerns.
Piercing — Neck / Throat (d10)
The throat is a collection of structures that do not tolerate puncture. A thrust here finds arteries, trachea, or spine in close proximity. The results escalate fast.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Throat Graze | Bleeding: physicalEndurance –2 per round | Until treated | The point skims the throat without depth. The skin parts briefly and closes over the question. |
| 2 | Neck Muscle Puncture | physicalStrength –15, combatMeleeWeapon –10 | 1d3 rounds | The thrust buries itself in the neck muscle and withdraws. The neck will move. It will just remind the target that it happened. |
| 3 | Windpipe Graze | physicalEndurance –5 (immediate); mentalDiscipline –20 (coughing, panic) | Discipline penalty 1d3 rounds | Something grazes the trachea. The cough comes from somewhere urgent. |
| 4 | Windpipe Punctured | physicalEndurance –10 (immediate); physicalStrength –20, physicalEndurance –20 (long-term, breathing compromised); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | Air that should stay inside comes out wet and audible. The breathing problem is now a visible problem. |
| 5 | Vein Punctured | mentalWits –10; Bleeding: physicalEndurance –5 per round | Wits penalty 1 round; Bleeding until treated | The point finds a vein. The blood follows the blade out. |
| 6 | Deep Neck Thrust | physicalStrength –25 (long-term); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The thrust penetrates to a depth that rearranges the neck's working parts. |
| 7 | Artery Punctured | Bleeding: physicalEndurance –8 per round; mentalWits –20 (shock); Downed if not stabilized within 2 rounds | Downed without stabilization; Bleeding until treated | The pressure changes immediately. The target understands in a new way what the heart does every second. |
| 8 | Throat Pinned | physicalEndurance –15 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | The weapon enters and the target goes still around it. Moving makes it worse. Not moving also makes it worse. |
| 9 | Carotid Penetrated | Downed immediately; Bleeding: physicalEndurance –10 per round; death in 3 rounds without First Aid | Downed; death without stabilization | The artery opens fully. The count begins. |
| 10 | Throat Through and Through | Downed immediately; death in 1 round without immediate First Aid; Bleeding: physicalEndurance –12 per round | Downed; death without immediate stabilization | The point entered one side and asked a question of the other. The answer was quick. |
Piercing — Shoulders
Critical hit results for piercing weapons at the shoulders. Deep thrusts reach the joint and nerve roots.
Piercing — Shoulders (d10)
Piercing weapons reach past armor at the shoulder through gaps around the joint. A thrust here can find the socket, the nerves beneath it, or the subclavian vessels — each with different consequences.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Deflection | Sunder Check on shoulder armor | Immediate | The point strikes armor and is turned. The armor knows what happened even if the wearer does not yet. |
| 2 | Shoulder Puncture | physicalCoordination –15; Bleeding: physicalEndurance –2 per round | Coordination penalty 1d3 rounds; Bleeding until treated | A clean entry through the outer shoulder. The arm flinches at the end of its swing. |
| 3 | Deltoid Puncture | physicalCoordination –20, combatMeleeWeapon –15; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The deltoid takes a thrust and closes around the withdrawal. The arm loses its certainty. |
| 4 | Through the Shoulder | physicalCoordination –25, combatMeleeWeapon –25; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | Entry and exit. Two holes in the shoulder and the arm working through the interruption. |
| 5 | Nerve Root Touched | physicalCoordination –30, combatMeleeWeapon –30; physicalReflexes –15 | Rest of encounter | The point finds something it should not have. The arm lights up from shoulder to fingertip with a sensation that is not quite pain. |
| 6 | Deep Shoulder Thrust | physicalCoordination –25, physicalStrength –20 (long-term); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | Depth has been reached. The withdrawal changes the wound's character. The shoulder will not return to what it was before the healer sees it. |
| 7 | Joint Penetrated | Arm Impaired: physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The point enters the socket. The joint knows. The arm announces this to every muscle in the chain. |
| 8 | Subclavian Graze | physicalEndurance –15 (immediate damage); physicalCoordination –30, physicalStrength –25 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round | Severe injury until healed; Bleeding until treated | The major vessel beneath the clavicle is involved now. The shoulder is a secondary concern. |
| 9 | Shoulder Destroyed | physicalEndurance –20 (immediate damage); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | The joint has given way to the point. The socket, the tendons, the ligaments — all have changed their relationship to each other. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The thrust has entered and the question of how much arm exits with it is now being answered. |
Piercing — Torso
Critical hit results for piercing weapons in the torso. Lung puncture, organ skewering, and gut wounds define the range.
Piercing — Torso (d10)
Torso thrusts are designed to reach what armor tries to protect. A lung that collapses, a gut that opens, a heart that is interrupted — these are the instruments a piercing weapon plays. These tables record them without commentary on the instrument.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Turned | Sunder Check on torso armor; physicalCoordination –5 | 1 round | The point is redirected by the armor rather than refused by it. The distinction matters to the point. |
| 2 | Shallow Thrust | Bleeding: physicalEndurance –2 per round | Until treated | A puncture that does not reach depth. Clothing and skin record it. |
| 3 | Side Puncture | physicalBalance –10; Bleeding: physicalEndurance –3 per round | Balance penalty 1d3 rounds; Bleeding until treated | The point enters the side between the ribs. It finds nothing vital on this pass. |
| 4 | Rib Deflected Inward | physicalEndurance –10 (immediate damage); physicalStrength –15 | Strength penalty 1d3 rounds | The rib cracks inward rather than stopping the point. The rib is now a secondary problem. |
| 5 | Abdominal Thrust | physicalStrength –15, physicalEndurance –15; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The abdomen takes a thrust. What was inside is now asking whether it needs to be outside. |
| 6 | Gut Wound | physicalStrength –20 (long-term); physicalEndurance –15 (immediate); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The bowel is involved. The infection question follows immediately after the bleeding question. |
| 7 | Lung Punctured | physicalEndurance –15 (immediate); physicalStrength –25, physicalEndurance –25 (long-term, breathing compromised); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The lung does not collapse immediately but it is heading there. Each breath is a smaller version of the last. |
| 8 | Organ Skewered | physicalEndurance –20 (immediate damage); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | Something internal has been rearranged by the passage of the blade. What it was is less important than what it is now. |
| 9 | Lung Collapsed | Downed; physicalStrength –35, physicalEndurance –35 (Severe injury, long-term); Bleeding: physicalEndurance –8 per round; each round without stabilization: additional physicalEndurance –5 | Downed; Severe injury until healed; Bleeding until treated | The chest is not working correctly. The target's body is spending all available attention on the lung and losing. |
| 10 | Heart Threatened | Downed immediately; death in 1d3 rounds without immediate First Aid; Bleeding: physicalEndurance –12 per round | Downed; death without immediate stabilization | The point has reached a place where the record stops. What follows is for surgeons and for records like this one. |
Piercing — Arms
Critical hit results for piercing weapons striking the arms. Through-and-through punctures and joint damage define the high-end results.
Piercing — Arms (d10)
Piercing wounds to the arm go deeper than slashing equivalents. A blade that enters the forearm may reach bone. A thrust through the elbow joint disables the arm through structural failure rather than pain.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Puncture | combatMeleeWeapon –10 | 1 round | The point enters the arm shallowly and is withdrawn before depth. The arm registers it. |
| 2 | Arm Puncture | combatMeleeWeapon –10; Bleeding: physicalEndurance –2 per round | Weapon penalty 1d3 rounds; Bleeding until treated | A clean hole enters and exits. The arm continues its function with the addition of a new awareness. |
| 3 | Bicep Thrust | physicalCoordination –15, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The bicep takes a thrust through the belly of the muscle. The arm will lift again. Later. |
| 4 | Through and Through | physicalCoordination –20, combatMeleeWeapon –25; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | Entry and exit. The wound has two sides, both of which bleed. |
| 5 | Bone Struck | physicalEndurance –8 (immediate); physicalCoordination –25, combatMeleeWeapon –25 | Penalties rest of encounter | The point hits the radius or ulna and the arm sends the information upward in a loud, clear signal. |
| 6 | Elbow Joint Reached | physicalCoordination –30, combatMeleeWeapon –30; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The elbow joint is inside the wound now. The arm bends where it previously refused to and refuses where it used to bend. |
| 7 | Artery Punctured | Arm Impaired: physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –6 per round | Long-term until healed; Bleeding until treated | The brachial or radial artery is involved. The bleeding has priority over the arm. |
| 8 | Bone Fractured | physicalEndurance –15 (immediate); physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The forearm or upper arm breaks around the wound. The arm still hangs from the shoulder but has developed an intermediate opinion about the matter. |
| 9 | Arm Functionally Destroyed | physicalEndurance –20 (immediate); physicalCoordination –40, combatMeleeWeapon –40 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round | Severe injury until healed; Bleeding until treated | The arm is present but has withdrawn from the conversation. The weapon may still be in the hand; the hand has no useful instructions. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The thrust has passed through the arm at a depth and angle that resolves the question of continuity. |
Piercing — Legs
Critical hit results for piercing weapons striking the legs. Femoral artery involvement and joint penetration define the lethal range.
Piercing — Legs (d10)
The femoral artery runs through the inner thigh. A piercing weapon that finds it ends the fight immediately and everything else soon after. Even without that result, deep thrusts to the knee or ankle joint produce disability through structural failure.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Thigh Graze | combatDefense –10 | 1 round | The point skims the thigh without depth. The leg considers the information. |
| 2 | Leg Puncture | physicalBalance –10; Bleeding: physicalEndurance –2 per round | Balance penalty 1 round; Bleeding until treated | A clean hole in the calf or thigh. The leg continues working with the new information. |
| 3 | Thigh Thrust | physicalBalance –15, combatDefense –15; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The thrust enters the thigh and withdraws. The leg shakes on the next step. |
| 4 | Knee Punctured | physicalBalance –20, combatDefense –20; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The point enters the knee joint. The joint has not decided what this means for the rest of the encounter. |
| 5 | Deep Thigh Thrust | physicalBalance –25, combatDefense –20; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The depth reached in the thigh is not comfortable for the thigh. Every step costs more than it should. |
| 6 | Knee Joint Opened | Leg Impaired: physicalBalance –25, combatDefense –25 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The joint is open to the point. The leg still works in the way that a broken hinge works. |
| 7 | Femoral Graze | Bleeding: physicalEndurance –7 per round; physicalBalance –20 (long-term); Downed if not stabilized within 2 rounds | Downed without stabilization; Bleeding until treated; balance long-term until healed | The major vessel has been introduced to the point. The count starts here. |
| 8 | Ankle Destroyed | physicalEndurance –15 (immediate); Leg Impaired: physicalBalance –35 (long-term until healed); Prone; Bleeding: physicalEndurance –5 per round | Prone until standing; long-term until healed; Bleeding until treated | The ankle joint is no longer a joint in the useful sense. The foot is still attached. The attachment is now decorative. |
| 9 | Femoral Punctured | Downed immediately; Bleeding: physicalEndurance –10 per round; death in 3 rounds without First Aid | Downed; death without stabilization | The femoral artery is involved. A tourniquet applied immediately changes the outcome. Nothing else does. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The question of how much leg continues past the point of entry is now being determined. |
Piercing — Fumbles
Fumble results for piercing weapons. Thrusts that go wide, overextend, or embed in armor apply to the attacker.
Piercing — Fumbles (d10)
Piercing fumbles involve the committed thrust going somewhere wrong — into nothing, into armor it cannot exit cleanly, or into footing that does not hold. All consequences apply to the attacker.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Short Thrust | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Wide | combatDefense –10 | 1 round |
| 3 | Minor | Self-Graze | physicalEndurance –1d4 (grazed own arm on withdrawal); combatMeleeWeapon –5 | 1 round |
| 4 | Moderate | Point Deflected | combatDefense –15; Sunder Check on attacker's weapon | 1 round |
| 5 | Moderate | Weapon Stuck | combatMeleeWeapon –30; one action required to free weapon (or abandon it) | Until freed or abandoned |
| 6 | Moderate | Overextended | combatDefense –20; opponent may make one free attack | Immediate free attack; penalty 1 round |
| 7 | Serious | Prone from Overreach | Attacker falls prone; combatMeleeWeapon –20, combatDefense –20 | Until standing (costs 1 action) |
| 8 | Serious | Wrist Locked | physicalCoordination –25, combatMeleeWeapon –25 | Rest of encounter |
| 9 | Serious | Weapon into Ally | Nearest ally takes half weapon damage; attacker combatMeleeWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 10 | Catastrophic | Point Buried | Weapon buried in terrain or target; attacker disarmed and prone; retrieval requires one full action | "The thrust entered something more substantial than intended and the fighter went with it. The weapon stayed." |
Blunt — Head
Critical hit results for blunt weapons striking the head. Concussion, skull fracture, and unconsciousness define the spectrum.
Blunt — Head (d10)
The blunt weapon communicates with the skull through force rather than edge or point. The skull distributes the energy inward. What lies inside the skull does not benefit from this arrangement.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Ring | mentalWits –10, combatDefense –5 | 1 round | The weapon clips the helm or skull. The world reorganizes itself briefly. |
| 2 | Ringing Blow | mentalWits –15, physicalReflexes –10 | 1d3 rounds | A solid hit that the skull transmits faithfully to the brain. Ears ring. Eyes correct slowly. |
| 3 | Helm Dent | Sunder Check on helm; mentalWits –15, combatDefense –10 | Penalties 1d3 rounds | The helm absorbs the blow and informs the skull of the exchange. The helm is now uncomfortable. |
| 4 | Jaw Strike | mentalWits –20, mentalDiscipline –15 (Dazed); physicalEndurance –8 (immediate damage) | Dazed 1d3 rounds | The jaw takes a blow it was not designed to receive in that direction. The teeth compare notes briefly. |
| 5 | Temple Hit | mentalWits –25, physicalReflexes –20 (Dazed); combatDefense –15 | 1d3 rounds | The temple is thin and the brain is close. The target is present for the next several seconds in only the most technical sense. |
| 6 | Concussive Strike | physicalReflexes –20, combatDefense –20 (Stunned); mentalWits –20 | Stunned 1d3 rounds; Wits penalty rest of encounter | The brain is oscillating inside the skull in a way that disrupts the queue of instructions. The body acts on old orders. |
| 7 | Skull Cracked | physicalEndurance –15 (immediate); Stunned: physicalReflexes –30, combatDefense –30; mentalWits –30 (long-term until healed) | Stun 1d3 rounds; Wits penalty long-term until healed | The skull has been rearranged. The bone is doing its best but the crack is structural now. |
| 8 | Hard Knockdown | physicalEndurance –15 (immediate); Prone; mentalWits –30, physicalReflexes –30 (Severe concussion, long-term); Sunder Check on helm | Prone until standing; severe concussion until healed | The body goes down in one decision. The mind is busy with the impact and is not available to negotiate. |
| 9 | Skull Fractured | Downed; mentalWits –40, physicalReflexes –40, mentalDiscipline –40 (Severe injury, long-term); physicalEndurance –20 (immediate damage) | Downed; Severe injury until healed | The fracture is not a question of whether but of where and how much. The target is not making decisions for some time. |
| 10 | Catastrophic Head Blow | Downed immediately; Severe injury (all mental and reflex attributes –40, long-term); physicalEndurance –30 (immediate); death if not stabilized in 1d6 rounds | Downed; death without stabilization | The force has reached everything the skull contains. What it found there is the healer's problem now. |
Blunt — Neck / Throat
Critical hit results for blunt weapons at the neck. Tracheal crush and cervical fracture dominate the severe results.
Blunt — Neck / Throat (d10)
Blunt weapons do not cut the throat — they crush it. The trachea and cervical vertebrae are the structures at risk. A blow hard enough to crack a vertebra can end movement permanently.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Neck Knock | physicalStrength –10, combatMeleeWeapon –10 | 1 round | The side of the neck takes a blow. The head clarifies its position on the matter. |
| 2 | Throat Glance | mentalDiscipline –15; physicalEndurance –5 (immediate) | Discipline penalty 1d3 rounds | The throat takes a hit and objects strongly. The cough arrives before the pain. |
| 3 | Neck Muscle Strike | physicalStrength –20, combatMeleeWeapon –15 | 1d3 rounds | The neck muscles compress and the next swing has less coordination behind it. |
| 4 | Windpipe Blow | physicalEndurance –8 (immediate); mentalDiscipline –25 (gagging); physicalStrength –20 | Discipline penalty 1d3 rounds; Strength penalty rest of encounter | The trachea compresses. The body's first response is not combat — it is breathing. |
| 5 | Side of Neck | physicalStrength –25, physicalCoordination –20 (combat shock); mentalDiscipline –20 | Rest of encounter | The major muscle on the side of the neck takes a direct blow. The head lists slightly. The body compensates by becoming less useful. |
| 6 | Tracheal Bruise | physicalStrength –20, physicalEndurance –20 (long-term until healed); mentalDiscipline –20 | Discipline penalty rest of encounter; long-term until healed | The windpipe is bruised. It still passes air in both directions but it is making this known on every breath. |
| 7 | Tracheal Crush | physicalEndurance –15 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Downed if not stabilized within 2 rounds | Downed without stabilization; Severe injury until healed | The trachea has been partially collapsed. Air passes but not well. The sound is a new sound that should not exist. |
| 8 | Cervical Strike | physicalEndurance –15 (immediate); Stunned: physicalReflexes –30, combatDefense –30; physicalStrength –25 (long-term); Downed | Downed; long-term until healed | The blow reaches the spine through the neck muscle and the body registers this in every extremity simultaneously. |
| 9 | Cervical Fracture | Downed immediately; physicalEndurance –25 (immediate); physicalStrength –40, physicalEndurance –40 (Severe injury, long-term); risk of permanent disability without immediate surgical intervention | Downed; Severe injury until healed or permanent | The vertebra has been compromised. The body does not know yet what this means. Neither does anyone else. |
| 10 | Neck Broken | Downed immediately; death or permanent paralysis (GM determination based on severity); physicalEndurance –50 (Severe injury) | Downed; permanent | The neck has ended the conversation between the body and the brain. The body is still present. The conversation is over. |
Blunt — Shoulders
Critical hit results for blunt weapons at the shoulders. Clavicle fractures and shoulder joint separation disable the arm through bone.
Blunt — Shoulders (d10)
Blunt force to the shoulder works on bone. The clavicle is long, exposed, and not designed for lateral impact. The shoulder joint itself tolerates compression poorly. Either way, the weapon arm suffers.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Impact | Sunder Check on shoulder armor; physicalCoordination –5 | 1 round | The force transmits through the armor to the joint beneath. |
| 2 | Shoulder Glance | combatMeleeWeapon –10, physicalCoordination –10 | 1 round | The weapon strikes the shoulder and the arm loses its line briefly. |
| 3 | Shoulder Blow | physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds | Solid contact. The shoulder absorbs it. The arm communicates its displeasure. |
| 4 | Shoulder Bruise | physicalCoordination –20, combatMeleeWeapon –20, physicalStrength –15 | Rest of encounter | Deep bruising settles into the shoulder immediately. The arm still functions but has complaints. |
| 5 | Clavicle Stressed | physicalStrength –20, physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter | The clavicle bends under the blow without breaking. The shoulder will do what is asked of it, minus a meaningful fraction. |
| 6 | Shoulder Joint Compressed | physicalCoordination –25, combatMeleeWeapon –25 (long-term until healed) | Long-term until healed | The joint has been compressed beyond its tolerances. It will work. It will work badly. |
| 7 | Clavicle Fractured | physicalEndurance –10 (immediate); physicalCoordination –35, combatMeleeWeapon –35, physicalStrength –25 (long-term until healed) | Long-term until healed | The clavicle has broken. The shoulder drops. The arm is still attached and still entirely not working correctly. |
| 8 | Shoulder Separated | physicalEndurance –12 (immediate); physicalCoordination –35, physicalStrength –30, combatMeleeWeapon –35 (Severe injury, long-term); Sunder Check on shoulder armor | Severe injury until healed | The joint has been knocked out of its socket. The shoulder hangs in a way that shoulders are not meant to hang. |
| 9 | Shoulder Shattered | Downed; physicalEndurance –20 (immediate); physicalCoordination –40, physicalStrength –35, combatMeleeWeapon –40 (Severe injury, long-term) | Downed; Severe injury until healed | The shoulder joint, the clavicle, and the surrounding structures have all had opinions about the blow and none of those opinions agree. |
| 10 | Limb Loss Check | Roll on the Limb Loss table (shoulder-level amputation). Pending outcome: Downed; physicalEndurance –30 (immediate) | Downed; see Limb Loss table | The shoulder has been destroyed at a scale that changes the next question. |
Blunt — Torso
Critical hit results for blunt weapons striking the torso. Rib fractures, internal bleeding, and organ bruising are the dominant results.
Blunt — Torso (d10)
The torso takes blunt force badly. The ribs are a cage, not a shield — they absorb energy by cracking, and their fragments create secondary damage. The organs behind them have no tolerance for compression.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Absorbed | Sunder Check on torso armor; physicalStrength –5 | 1 round | The armor takes the blow and passes some of it through. |
| 2 | Wind Knocked Out | physicalStrength –15, physicalEndurance –10; mentalDiscipline –15 | 1 round | The diaphragm convulses. The body's first priority is now finding air. The fight is an afterthought. |
| 3 | Rib Strike | physicalStrength –15, physicalBalance –10 | 1d3 rounds | The rib cage receives the full report of the blow. The lungs begin their complaint. |
| 4 | Rib Bruised | physicalStrength –20, physicalEndurance –10 (immediate) | Strength penalty rest of encounter | Deep bruising settles into the rib. Every breath is a reminder. |
| 5 | Solar Plexus | physicalStrength –25, physicalEndurance –15; mentalDiscipline –25 (no offensive action this round) | Discipline penalty 1 round; Strength penalty 1d3 rounds | The nerve plexus behind the stomach receives the full force. The body has a single opinion and it is not combat. |
| 6 | Rib Cracked | physicalStrength –20, physicalEndurance –20 (long-term until healed); physicalEndurance –8 (immediate) | Long-term until healed | The rib has fractured. Every breath will make this known for the duration of healing. |
| 7 | Multiple Ribs Cracked | physicalEndurance –12 (immediate); physicalStrength –25, physicalEndurance –25 (long-term); Bleeding (internal): physicalEndurance –2 per round | Long-term until healed; internal bleeding until treated | Two or three ribs report damage simultaneously. The chest now moves as a group with some members dissenting. |
| 8 | Rib Driven Into Organ | physicalEndurance –20 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury); Bleeding (internal): physicalEndurance –4 per round; Downed | Downed; Severe injury until healed; internal bleeding until treated | The fractured rib has introduced itself to something that prefers its own company. The damage here is compounding. |
| 9 | Organ Ruptured | Downed; physicalEndurance –25 (immediate); physicalStrength –35, physicalEndurance –35 (Severe injury, long-term); Bleeding (internal): physicalEndurance –6 per round | Downed; Severe injury until healed; internal bleeding until treated | Something inside has failed under compression. The damage is not visible but the target's body is allocating all available resources to the problem. |
| 10 | Catastrophic Torso Blow | Downed immediately; physicalEndurance –30 (immediate); Severe injury to all physical attributes; Bleeding (internal): physicalEndurance –8 per round; death if not stabilized within 1d6 rounds | Downed; death without stabilization | The blow has compressed everything the torso contains simultaneously. The cascade of damage is internal, invisible, and fast. |
Blunt — Arms
Critical hit results for blunt weapons striking the arms. Bone fractures and elbow damage define the high-end results.
Blunt — Arms (d10)
Blunt force to the arm seeks bone. The radius, ulna, and humerus are relatively thin and exposed. A solid blow can fracture any of them, and the elbow joint does not survive lateral impact well.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Arm Knock | combatMeleeWeapon –10 | 1 round | The arm takes a blow. It bounces back. |
| 2 | Arm Bruise | combatMeleeWeapon –10, physicalCoordination –10 | 1d3 rounds | Deep bruising settles into the arm muscle. The next few swings know about it. |
| 3 | Forearm Strike | physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds | The forearm absorbs the impact. The grip tightens then loosens against intention. |
| 4 | Elbow Strike | physicalCoordination –20, combatMeleeWeapon –20; physicalEndurance –8 (immediate) | Penalties rest of encounter | The elbow receives the blow and announces this through the funny bone to every finger. |
| 5 | Wrist Blow | physicalCoordination –25, combatMeleeWeapon –25 | Rest of encounter | The wrist has been struck. The grip becomes provisional. |
| 6 | Forearm Fractured | physicalEndurance –12 (immediate); physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed) | Long-term until healed | The radius or ulna has broken. The arm is still functional in the way a bridge with a crack is still functional. |
| 7 | Elbow Joint Damaged | physicalEndurance –12 (immediate); physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed) | Long-term until healed | The elbow joint has been compromised. The arm bends but the angle and the force available are both wrong. |
| 8 | Weapon Arm Shattered | physicalEndurance –15 (immediate); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –25 (Severe injury, long-term); Sunder Check on arm armor | Severe injury until healed | The bone in the weapon arm has fractured in a way that disables the arm through structural failure. The weapon may drop. The arm cannot catch it. |
| 9 | Arm Destroyed | physicalEndurance –20 (immediate); physicalCoordination –45, combatMeleeWeapon –45, physicalStrength –30 (Severe injury, long-term); Downed | Downed; Severe injury until healed | The arm has been damaged past the point of combat utility. It is still attached to the body but the body has a different relationship with it now. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; physicalEndurance –25 (immediate) | Downed; see Limb Loss table | The force at this level changes the question from fracture to continuity. |
Blunt — Legs
Critical hit results for blunt weapons striking the legs. Kneecap destruction and femur fracture end mobility absolutely.
Blunt — Legs (d10)
The legs support everything and protect very little. A blow to the knee or thigh from a mace or maul communicates directly to the bone. The femur will fracture before the muscle above it does. The knee does not tolerate lateral impact at all.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Leg Knock | combatDefense –10, physicalBalance –5 | 1 round | The leg takes a hit. It remains a leg. |
| 2 | Shin Strike | physicalBalance –15, combatDefense –10 | 1d3 rounds | The shin bone, which is entirely unprotected, meets the weapon with the intimacy this deserves. |
| 3 | Thigh Bruise | physicalBalance –15, combatDefense –15 | 1d3 rounds | The thigh muscle absorbs a blow that will make itself known for the rest of the day. |
| 4 | Knee Strike | physicalBalance –20, combatDefense –20; physicalEndurance –8 (immediate) | Penalties rest of encounter | The knee takes a blow from a direction the knee was not designed to receive. It objects. |
| 5 | Knee Joint Compressed | physicalBalance –25, combatDefense –20 | Rest of encounter | The joint has been compressed by impact. Running is now theoretical. |
| 6 | Patella Cracked | physicalEndurance –12 (immediate); Leg Impaired: physicalBalance –30, combatDefense –25 (long-term until healed) | Long-term until healed | The kneecap has cracked under the blow. The leg still extends but the joint is compromised. |
| 7 | Knee Shattered | physicalEndurance –15 (immediate); Prone; Leg Impaired: physicalBalance –35, combatDefense –35 (long-term until healed) | Prone until standing; long-term until healed | The patella has been destroyed rather than cracked. The knee is now a location rather than a joint. |
| 8 | Femur Blow | physicalEndurance –15 (immediate); physicalBalance –30 (long-term); Prone; Bleeding (internal): physicalEndurance –3 per round | Prone until standing; long-term until healed; internal bleeding until treated | The largest bone in the body has been struck hard enough to crack. The surrounding muscle hemorrhages. The leg still bends. It will not bear weight. |
| 9 | Femur Fractured | Downed; physicalEndurance –25 (immediate); Severe injury: physicalBalance –40, physicalEndurance –30 (long-term); Bleeding (internal): physicalEndurance –5 per round | Downed; Severe injury until healed; internal bleeding until treated | The femur has broken. Internal bleeding from the fracture site is significant and immediate. The leg is no longer load-bearing in any sense. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; physicalEndurance –25 (immediate) | Downed; see Limb Loss table | The force has reached a scale that questions the continuity of the leg as a concept. |
Blunt — Fumbles
Fumble results for blunt weapons. Heavy weapons that miss carry momentum into bad positions. All consequences apply to the attacker.
Blunt — Fumbles (d10)
Blunt weapons are heavy. When they miss, they take the attacker with them. The momentum problem is the defining feature of a blunt fumble — the weapon ends up somewhere, and the attacker ends up somewhere else.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Short Swing | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Off-Line | combatDefense –10 | 1 round |
| 3 | Minor | Weapon Shudder | combatMeleeWeapon –10, physicalCoordination –5 (vibration in handle) | 1 round |
| 4 | Moderate | Over-Swing | combatDefense –20; opponent may make one free attack | Free attack immediate; penalty 1 round |
| 5 | Moderate | Weapon Dropped | combatMeleeWeapon –30 until rearmed; weapon lands 1d4 feet away | Until retrieved |
| 6 | Moderate | Momentum Spin | Attacker falls prone; combatMeleeWeapon –20, combatDefense –20 | Until standing (costs 1 action) |
| 7 | Serious | Shoulder Strain | physicalCoordination –20, physicalStrength –20, combatMeleeWeapon –20 | Rest of encounter |
| 8 | Serious | Weapon Strikes Ground | Sunder Check on weapon; physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds |
| 9 | Serious | Ally Caught in Arc | Nearest ally takes half weapon damage; attacker combatMeleeWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 10 | Catastrophic | Full Momentum Release | Weapon leaves hand on follow-through, strikes nearest creature for full damage; attacker prone and disarmed; wrist or shoulder strain: physicalCoordination –20 (rest of encounter) | "The hammer completed its arc. It did not need the attacker for the second half." |
Ranged Piercing — Head
Critical hit results for ranged piercing weapons (arrows, bolts) striking the head. Shaft retention and penetration depth define severity.
Ranged Piercing — Head (d10)
An arrow or bolt finds the head differently than a thrust does. The range adds velocity; the shaft can lodge and become a secondary problem. Removing an arrow from a wound badly done is often worse than the wound itself.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Helm Deflected | Sunder Check on helm; physicalReflexes –5 | 1 round | The bolt skips off the helm. The head is reminded of the proximity. |
| 2 | Scalp Graze | Bleeding: physicalEndurance –2 per round | Until treated | The arrowhead furrows the scalp and continues. A shallow wound, a deep noise. |
| 3 | Cheek Graze | mentalWits –10; Bleeding: physicalEndurance –2 per round | Wits penalty 1d3 rounds; Bleeding until treated | The shaft passes close enough to open the cheek. The wind of it was the first warning. |
| 4 | Ear Struck | mentalWits –20, combatDefense –10; Bleeding: physicalEndurance –2 per round | Wits penalty 1d3 rounds; Bleeding until treated | The bolt clips the ear. The ringing is sharp and specific. |
| 5 | Bolt Lodged in Skull Surface | physicalReflexes –15, combatDefense –15; bolt must be removed before wound heals (removal: First Aid check, failure deals physicalEndurance –5) | Penalties until bolt removed and wound treated | The bolt has lodged in the outer skull without penetrating. It needs to come out. That process is its own event. |
| 6 | Eye Struck | physicalCoordination –25, combatMeleeWeapon –25 (long-term, loss of eye); mentalDiscipline –20 (combat shock); Downed | Downed; long-term until healed | The bolt has entered the eye socket. The eye is not recoverable. The body is still being sorted. |
| 7 | Temple Penetration | Downed; mentalWits –35, physicalReflexes –35 (Severe injury, long-term); physicalEndurance –20 (immediate) | Downed; Severe injury until healed | The bolt has reached past the temple. Consciousness is an open question. |
| 8 | Skull Penetrated | Downed immediately; Severe injury: all mental attributes –40; physicalEndurance –25 (immediate); death in 1d6 rounds without First Aid | Downed; death without stabilization | The bolt is inside the skull now. The records here become medical records. |
| 9 | Brain Reached | Downed immediately; death in 1d3 rounds without immediate surgical First Aid; physicalEndurance –40 (immediate) | Downed; death without immediate stabilization | There are degrees of this result. None of them are good. |
| 10 | Through Skull | Death. No stabilization possible. physicalEndurance –60. | Death | The bolt traveled the full depth of the skull. The record does not dwell on it. |
Ranged Piercing — Torso
Critical hit results for ranged piercing weapons striking the torso. Lodged shafts and deep organ wounds are the primary concerns.
Ranged Piercing — Torso (d10)
A bolt or arrow in the torso has unique problems beyond the wound itself. The shaft protrudes or is buried, it moves with the target, and removing it requires skill and time neither party typically has in the middle of an encounter.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Stopped | Sunder Check on torso armor; physicalCoordination –5 | 1 round | The bolt pierces the armor surface and stops. The arrowhead is visible in the material. |
| 2 | Shallow Hit | Bleeding: physicalEndurance –2 per round | Until treated | A shallow wound that will close once the bolt is removed. |
| 3 | Bolt Lodged Shallow | physicalBalance –10; Bleeding: physicalEndurance –2 per round; bolt must be removed (First Aid check; failure deals physicalEndurance –3) | Penalties until bolt removed; Bleeding until treated | The bolt is embedded in the outer muscle. It will need to come out. |
| 4 | Rib Struck | physicalEndurance –10 (immediate); physicalStrength –15 | Strength penalty 1d3 rounds | The arrowhead strikes rib and deflects into muscle. The rib stopped it. The rib also fractured. |
| 5 | Bolt Lodged Deep | physicalStrength –15, physicalEndurance –15; Bleeding: physicalEndurance –3 per round; bolt must be removed (difficult: First Aid at –20; failure deals physicalEndurance –6) | Penalties rest of encounter; Bleeding until treated | The bolt is deep in the torso muscle. Every movement negotiates with the shaft. |
| 6 | Gut Pierced | physicalStrength –20 (long-term until healed); physicalEndurance –12 (immediate); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The abdominal cavity has been entered. The infection concern arrives alongside the bleeding concern. |
| 7 | Lung Pierced | physicalEndurance –15 (immediate); physicalStrength –25, physicalEndurance –25 (long-term); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The lung has been punctured. Each breath is a shorter version of the last. The bolt remaining in place is the only thing preventing faster blood loss. |
| 8 | Organ Struck | physicalEndurance –20 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | The bolt has reached an organ. The organ has recorded this. The target's body is reallocating. |
| 9 | Chest Cavity Entered | Downed; physicalEndurance –25 (immediate); Severe injury: physicalStrength –35, physicalEndurance –35; Bleeding: physicalEndurance –7 per round | Downed; Severe injury until healed; Bleeding until treated | The bolt is inside the chest cavity. This is the healer's problem and it is not a small one. |
| 10 | Heart or Major Vessel | Downed immediately; death in 1 round without immediate First Aid; Bleeding: physicalEndurance –12 per round | Downed; death without immediate stabilization | The bolt has reached a place where the urgency of all other concerns becomes secondary. |
Ranged Piercing — Limbs
Critical hit results for ranged piercing weapons striking arms or legs. Used for both limb locations when rolling ranged piercing crits.
Ranged Piercing — Limbs (d10)
Use this table for ranged piercing hits to Arms, Legs, Shoulders, and Neck — locations where the wound depth and shaft retention are the dominant concerns. For Head and Torso, use those dedicated tables.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Hit | combatDefense –10 or combatMeleeWeapon –10 (attacker's choice of limb impacted) | 1 round | The bolt grazes the limb and passes on. |
| 2 | Shallow Penetration | Bleeding: physicalEndurance –2 per round | Until treated | The arrowhead is in the limb muscle, shallowly. It comes out easily enough. |
| 3 | Bolt Lodged | physicalCoordination –15 or physicalBalance –15; Bleeding: physicalEndurance –2 per round; bolt must be removed (First Aid check; failure: physicalEndurance –3) | Penalties until bolt removed; Bleeding until treated | The bolt is in the limb. Every movement is a reminder. |
| 4 | Through and Through | physicalCoordination –20 or physicalBalance –20; Bleeding: physicalEndurance –3 per round | Penalties rest of encounter; Bleeding until treated | Entry and exit. Two wounds, both bleeding. |
| 5 | Bone Struck | physicalEndurance –8 (immediate); physicalCoordination –25 or physicalBalance –25 | Penalties rest of encounter | The bolt hits bone and the limb reports the interaction immediately. |
| 6 | Deep Penetration | physicalCoordination –25 or physicalBalance –25 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The bolt is deep. Removing it without additional damage requires a skilled hand and a calm patient, neither of which may be available. |
| 7 | Artery Grazed | Bleeding: physicalEndurance –6 per round; physicalCoordination –20 or physicalBalance –20 (long-term) | Long-term until healed; Bleeding until treated | The bolt has found a vessel. The count is now in effect. |
| 8 | Bone Fractured | physicalEndurance –15 (immediate); physicalCoordination –35 or physicalBalance –35 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The bone has broken. The limb is still attached but has stopped being useful in the way it was. |
| 9 | Artery Struck | Bleeding: physicalEndurance –8 per round; physicalCoordination –30 or physicalBalance –30 (long-term); Downed if not stabilized within 2 rounds | Downed without stabilization; long-term until healed | The major vessel has been opened by the bolt. Immediate pressure and skilled treatment are the only answers. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The penetration has reached a depth and angle that makes the continuity of the limb uncertain. |
Ranged Blunt — All Locations
Critical hit results for ranged blunt weapons (sling stones, lead bullets). Concussive force delivered at range. Use the location from the d100 roll to shade flavor.
Ranged Blunt — All Locations (d10)
A sling stone or lead bullet delivers concentrated blunt force at range. Unlike a mace, there is no follow-through — only impact. The zone struck modifies the expected anatomy but the mechanical principle is the same: concussion, fracture, organ compression. Cross-reference the d100 location for anatomical flavor; the consequences below apply regardless of zone.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Impact | combatDefense –10 or mentalWits –10 (Head); combatMeleeWeapon –10 or physicalBalance –10 (other zones) | 1 round | The stone catches the edge of the target. The energy does not fully transfer. |
| 2 | Solid Strike | physicalEndurance –5 (immediate); relevant attribute –10 (zone-appropriate) | 1 round | A clean hit that finds flesh or bone and leaves a bruise the size of the stone. |
| 3 | Ringing Hit | mentalWits –15 (Head) or physicalCoordination/physicalBalance –15 (limb zones) | 1d3 rounds | The impact resonates through the struck zone. The ringing is literal for head hits. For limb hits it is the numbness that follows bone contact. |
| 4 | Staggering Blow | physicalEndurance –8 (immediate); Staggered: combatMeleeWeapon –15, combatDefense –15 | 1d3 rounds | The impact is solid enough to stagger the target. Forward momentum has become a problem. |
| 5 | Bone Contact | physicalEndurance –10 (immediate); zone-relevant penalty –20 | Rest of encounter | The stone has reached a bone through the muscle above it. The bone has filed a report. |
| 6 | Dazed | mentalWits –20, combatDefense –15 (Head / Neck); physicalCoordination or physicalBalance –20 (limbs); Stunned: physicalReflexes –20 (Torso) | 1d3 rounds | The concussive force disrupts the target's immediate capacity for organized action. |
| 7 | Bone Cracked | physicalEndurance –12 (immediate); zone-relevant severe penalty –30 (long-term until healed) | Long-term until healed | A bone in the struck zone has fractured under the impact. The damage is structural. |
| 8 | Hard Knockdown | physicalEndurance –15 (immediate); Prone; zone-relevant attribute –25 (rest of encounter) | Prone until standing | The impact has moved the target from standing to not-standing. This was not a voluntary decision. |
| 9 | Severe Impact | Downed; physicalEndurance –20 (immediate); Severe injury: zone-relevant attributes –35 (long-term until healed) | Downed; Severe injury until healed | The stone has delivered enough force to close this chapter of the fight. The target will need time before the next one. |
| 10 | Catastrophic Strike | Downed immediately; physicalEndurance –25 (immediate); death if not stabilized within 1d6 rounds (Head/Neck result) or Severe injury (other zones) | Downed; Head/Neck: death without stabilization; other zones: Severe injury until healed | The stone has delivered a killing force. For head results this is immediate. For other zones it is a long and difficult recovery. |
Ranged Slashing — All Locations
Critical hit results for ranged slashing weapons (thrown blades, chakrams). Flying edges cause cutting wounds with the momentum of ranged delivery.
Ranged Slashing — All Locations (d10)
A thrown blade or chakram combines the cutting properties of slashing weapons with the velocity of a projectile. The wound is a cut, often deeper than a comparable melee slash, and without the attacker's close involvement in the aftermath. Cross-reference the d100 location for anatomical flavor; apply the consequences as written.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Cut | Bleeding: physicalEndurance –1 per round; combatDefense –5 | Bleeding until treated; penalty 1 round | The blade catches the target at an angle. A shallow cut, moving fast. |
| 2 | Clean Cut | Bleeding: physicalEndurance –2 per round; zone-relevant attribute –10 | Bleeding until treated; penalty 1d3 rounds | The blade opens a clean wound and embeds nearby or continues past. |
| 3 | Deep Cut | Bleeding: physicalEndurance –3 per round; zone-relevant attribute –15 | Bleeding until treated; penalty 1d3 rounds | The velocity carries the blade deeper than a hand-held strike would have. |
| 4 | Blade Embedded | Bleeding: physicalEndurance –3 per round; zone-relevant attribute –15; blade must be removed (First Aid check; failure: physicalEndurance –4) | Penalties until blade removed; Bleeding until treated | The blade has lodged in the wound. Removal is its own problem. |
| 5 | Severe Cut | Bleeding: physicalEndurance –4 per round; zone-relevant attribute –20 | Bleeding until treated; penalties rest of encounter | A deep wound that opens more than the surface. |
| 6 | Tendon or Vessel Caught | Bleeding: physicalEndurance –5 per round; zone-relevant attribute –25 (rest of encounter) | Bleeding until treated | The cutting edge has reached something functional below the surface. |
| 7 | Major Vessel Cut | Bleeding: physicalEndurance –6 per round; zone-relevant attribute –20 (long-term until healed) | Long-term until healed; Bleeding until treated | The blade has opened a significant vessel. The blood confirms it. |
| 8 | Deep Structural Cut | physicalEndurance –12 (immediate); Bleeding: physicalEndurance –6 per round; zone-relevant Severe injury –30 (long-term) | Severe injury until healed; Bleeding until treated | The cut has gone deep enough to damage structural tissue. Muscle, tendon, and potentially bone have all been involved. |
| 9 | Catastrophic Cut | Downed; Bleeding: physicalEndurance –8 per round; Severe injury: zone-relevant attributes –35 (long-term) | Downed; Severe injury until healed; Bleeding until treated | The wound is extensive. The blade has passed through the zone with a thoroughness that changes the prognosis. |
| 10 | Limb Loss Check or Death | Head/Neck/Torso: Downed; death in 1d3 rounds without First Aid; Bleeding: –10 per round. Limb zones: Roll on Limb Loss table; Downed. | Downed; death (vital zones) or Limb Loss table (limb zones) | The blade's passage at this velocity has resolved the question of the struck zone's continuity. |
Ranged — Fumbles
Fumble results for all ranged weapons. Misfires, broken strings, and stray shots apply to the attacker or their equipment.
Ranged — Fumbles (d10)
Ranged fumbles are equipment and positioning failures. The weapon misfires, the string breaks, the throw goes wrong. All consequences apply to the attacker. This table applies to all ranged weapon types.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Short Shot | Projectile falls short; no damage to any target | Immediate |
| 2 | Minor | Wide | combatRangedWeapon –10 next attack | 1 attack |
| 3 | Minor | Poor Form | combatRangedWeapon –10, combatDefense –5 | 1 round |
| 4 | Moderate | String Snap (bows/crossbows) / Grip Slip (thrown) | Weapon inoperable until restrung or retrieved; combatRangedWeapon –30 until repaired | Until repaired or retrieved |
| 5 | Moderate | Misfire | Projectile misfires; Sunder Check on weapon; combatRangedWeapon –15 | Weapon penalty 1d3 rounds |
| 6 | Moderate | Exposed | combatDefense –20 (exposed during draw/throw); opponent may make one free ranged or melee attack | Free attack immediate; penalty 1 round |
| 7 | Serious | String Cuts Hand (bow only) / Wrist Sprain (thrown) | physicalCoordination –20, combatRangedWeapon –20; Bleeding: physicalEndurance –1 per round (bow string cut) | Rest of encounter; Bleeding until treated |
| 8 | Serious | Bolt Jammed (crossbow) / Throw Inverted | Weapon requires full action to clear; attacker prone (thrown weapons); combatRangedWeapon –30 | Until cleared/standing |
| 9 | Serious | Ally in the Arc | Nearest ally takes half weapon damage; attacker combatRangedWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 10 | Catastrophic | Weapon Destroyed or Critical Self-Hit | Weapon destroyed (Sunder fails catastrophically); OR attacker takes full weapon damage to arm location; attacker prone | "The bow came apart in both hands. The investigation afterward determined that something had been wrong with it for some time." |
Unarmed — Head
Critical hit results for unarmed strikes to the head. Concussion-spectrum results dominate; direct kills are rare.
Unarmed — Head (d10)
An unarmed strike to the head carries the force of a body in motion — a fist, elbow, knee, or headbutt. Bare knuckles do not cut; they compress. The brain receives this compression as a series of objections to the skull's sudden deceleration.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Cuff | mentalWits –10 | 1 round | The fist catches the side of the head. Not enough to stop anyone. Enough to remind them. |
| 2 | Ringing Slap | mentalWits –15, combatDefense –5 | 1 round | An open palm or the flat of a forearm catches the ear. The ring is brief and specific. |
| 3 | Solid Hook | mentalWits –15, physicalReflexes –10 | 1d3 rounds | A clean punch to the jaw or temple. The target is still present but their attention has been redistributed. |
| 4 | Jaw Hit | mentalWits –20, mentalDiscipline –15; physicalEndurance –6 (immediate) | Wits penalty 1d3 rounds; Discipline penalty 1 round | The jaw takes the strike. Teeth compare notes. The target's next few thoughts are slow. |
| 5 | Eye Strike | physicalCoordination –20, combatMeleeWeapon –20 | 1d3 rounds | A thumb, knuckle, or elbow catches the eye. It weeps and closes. The fight continues on one eye. |
| 6 | Daze Strike | mentalWits –25, combatDefense –20 (Dazed) | 1d3 rounds | A heavy strike to the temple or crown. The brain is working but not on this problem. |
| 7 | Hard Knockdown | Prone; mentalWits –25, physicalReflexes –20; physicalEndurance –8 (immediate) | Prone until standing; Wits penalty 1d3 rounds | The blow puts the target on the ground. The decision was made for them. |
| 8 | Stunned | physicalReflexes –30, combatDefense –30 (Stunned, no actions); physicalEndurance –12 (immediate) | 1 round | The brain has paused. The body is managing on its own for one round, and it has a limited repertoire. |
| 9 | Concussion | Downed; mentalWits –30, mentalDiscipline –25 (Severe concussion, long-term until healed); physicalEndurance –15 (immediate) | Downed; Severe injury until healed | The brain has been shaken into a state that the body will spend time correcting. The target is down and the question of when they get up again belongs to the healer. |
| 10 | Knockout | Downed immediately; unconscious for 1d6 minutes; mentalWits –30, mentalDiscipline –30 (long-term until healed); physicalEndurance –20 (immediate) | Unconscious 1d6 minutes; then Downed; long-term until healed | The body handles this administratively. The fighter is present. The fighter is not available. |
Unarmed — Neck / Throat
Critical hit results for unarmed strikes at the neck. Throat strikes and choke-range control define this zone.
Unarmed — Neck / Throat (d10)
An unarmed throat strike or choke is among the most effective unarmed techniques and among the most dangerous. Unlike weapon attacks, unarmed neck attacks tend toward control rather than immediate death — a choke ends the fight by ending consciousness, not by ending the target.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Throat Tap | mentalDiscipline –10 | 1 round | The strike catches the throat just below full force. The target coughs. |
| 2 | Carotid Tap | mentalWits –15, physicalReflexes –10 | 1d3 rounds | A strike to the carotid sinus. Brief pressure disrupts circulation. The target goes slow. |
| 3 | Throat Strike | mentalDiscipline –20; physicalEndurance –6 (immediate) | Discipline penalty 1d3 rounds | A direct blow to the trachea. The body redirects all resources to the breathing problem. |
| 4 | Neck Muscle Strike | physicalStrength –20, combatMeleeWeapon –15 | 1d3 rounds | A hard edge or forearm across the side of the neck. The head tilts. The arm weakens. |
| 5 | Choke Attempt | Target is Grappled (combatMeleeWeapon –20, combatDefense –20); attacker may maintain hold each round (contested Strength vs Endurance) | Until escaped or released | The arm is around the throat. The question is now about who wins the contest of endurance vs grip. |
| 6 | Wind Choke | physicalStrength –20, physicalEndurance –15; mentalDiscipline –25 (panic) | Rest of encounter | The windpipe is partially compressed. Breathing is labored. The panic is a secondary problem that becomes primary. |
| 7 | Blood Choke | physicalReflexes –25, combatDefense –25; if maintained 2 rounds: Downed (unconscious) | Penalties until escaped; unconscious 1d6 minutes if fully applied | The carotid vessels are compressed. The brain is being asked to work on a reduced supply. It will manage this for a limited time. |
| 8 | Neck Crank | physicalEndurance –10 (immediate); physicalStrength –25, combatMeleeWeapon –30 (long-term until healed); Grappled | Grappled until escaped; long-term until healed | The neck is being leveraged against its preferred range of motion. Every degree of resistance costs. |
| 9 | Full Choke Applied | Downed if not escaped within 1 round (contested roll); unconscious for 1d6 minutes; physicalStrength –25 (long-term) | Downed; unconscious 1d6 minutes; long-term until healed | The blood choke has been fully applied. The count is brief. |
| 10 | Neck Break | Downed immediately; physicalEndurance –30 (immediate); death or permanent paralysis (GM determination); cervical fracture | Downed; permanent unless treated immediately by skilled healer | The neck has been compromised at a structural level. The body's conversation with the brain has been interrupted. |
Unarmed — Shoulders
Critical hit results for unarmed strikes at the shoulders. Joint locks and arm control dominate this zone.
Unarmed — Shoulders (d10)
Unarmed shoulder attacks prioritize control. A throw, a joint lock at the shoulder, or a precise strike to the acromioclavicular joint produces disabling results that a punch to the torso cannot match.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Shoulder Shove | physicalCoordination –10, combatMeleeWeapon –10 | 1 round | The strike pushes the shoulder off-line. The weapon arm finds itself pointing somewhere else. |
| 2 | Deltoid Strike | physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds | A hard blow to the deltoid. The arm absorbs it and loses power. |
| 3 | Nerve Strike | physicalCoordination –20, combatMeleeWeapon –20 | 1d3 rounds | A precise strike to the brachial plexus region. The arm lights up with a sensation between pain and electricity and resolves itself into numbness. |
| 4 | AC Joint Strike | physicalCoordination –20, physicalStrength –15, combatMeleeWeapon –20 | Rest of encounter | The acromioclavicular joint takes a direct hit. The shoulder is still functional in a reduced sense. |
| 5 | Shoulder Throw | Prone; physicalCoordination –20, combatMeleeWeapon –20 | Prone until standing; penalties 1d3 rounds | The attacker uses the shoulder as a lever point. The target meets the ground. |
| 6 | Shoulder Lock | Grappled; physicalCoordination –25, combatMeleeWeapon –30 (while locked) | Until escaped (contested Strength vs Coordination) | The shoulder joint is being controlled. The arm goes where the attacker directs it and nowhere else. |
| 7 | Shoulder Dislocated | physicalEndurance –12 (immediate); physicalCoordination –35, physicalStrength –25, combatMeleeWeapon –35 (long-term until healed) | Long-term until healed | The ball has left the socket. The shoulder tells everyone about this loudly and continues to object until it is reduced. |
| 8 | Arm Bar from Shoulder | Prone; Grappled; physicalCoordination –30, combatMeleeWeapon –35; if opponent maintains: risk of break (Strength vs Strength contest, failure: Severe injury) | Prone and Grappled until escaped; Severe injury if break occurs (long-term) | The arm is extended and leveraged against the shoulder socket. The physics are unfavorable for the target. |
| 9 | Shoulder Destroyed | physicalEndurance –20 (immediate); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –30 (Severe injury, long-term); Downed | Downed; Severe injury until healed | The joint has been broken in the process of the lock or throw. The dislocation and fracture are now one event. |
| 10 | Full Arm Control + Break | Downed; physicalCoordination –45, combatMeleeWeapon –45, physicalStrength –35 (Severe injury, permanent without healer); Grappled until released by attacker | Downed; permanent disability without healer intervention | The arm has been broken at the shoulder. The attacker controls the wreckage. |
Unarmed — Torso
Critical hit results for unarmed strikes to the torso. Body blows, grapples, and takedowns define this zone.
Unarmed — Torso (d10)
Torso strikes from an unarmed fighter aim for the solar plexus, liver, kidneys, and floating ribs. The high-end results are grappling and takedown techniques that remove the target from the fight structurally.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Body Blow | physicalStrength –10 | 1 round | The blow catches the side and the body absorbs it. |
| 2 | Body Shot | physicalStrength –15, physicalEndurance –8 (immediate) | Strength penalty 1d3 rounds | A hard shot to the midsection. The body communicates this upward. |
| 3 | Floating Rib Strike | physicalStrength –15, physicalBalance –10 | 1d3 rounds | The floating rib is an easy target and the body makes its feelings clear. |
| 4 | Wind Knocked Out | physicalStrength –20; mentalDiscipline –20 (no offensive action this round) | Discipline penalty 1 round; Strength penalty 1d3 rounds | The solar plexus is a reliable target and a predictable result. The body is doing other things for a moment. |
| 5 | Liver Shot | physicalStrength –25, physicalEndurance –15 (immediate) | 1d3 rounds | The liver has a limited sense of humor about being struck. The pain is sharp and immediate and the body communicates its position on the matter clearly. |
| 6 | Kidney Strike | physicalStrength –20, physicalEndurance –20 (long-term); physicalEndurance –10 (immediate) | Long-term until healed | The kidney takes a blow and the pain is a different quality than other pain — deeper, more insistent. |
| 7 | Takedown | Prone; physicalStrength –20, physicalEndurance –10 (immediate) | Prone until standing (costs 1 action) | The attacker puts the target on the ground through body mechanics rather than strength. The ground arrives before the decision to go there. |
| 8 | Clinch and Drive | Grappled; Prone; physicalStrength –20, combatMeleeWeapon –25 | Prone and Grappled until escaped | The attacker has closed distance and taken the target to the ground. Both are now dealing with the different problem of ground fighting. |
| 9 | Rib Break | physicalEndurance –15 (immediate); physicalStrength –25, physicalEndurance –25 (long-term until healed); Downed | Downed; long-term until healed | A rib has broken under the impact. The pain is the first problem. The lung proximity is the second. |
| 10 | Full Body Slam | Downed; physicalEndurance –20 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); possible rib-into-organ (GM determination) | Downed; Severe injury until healed | The full weight of the attacker has been applied to the target through a controlled slam. The ground and the attacker have cooperated against the target. |
Unarmed — Arms
Critical hit results for unarmed strikes and joint attacks to the arms. Joint locks and elbow breaks are the primary tools.
Unarmed — Arms (d10)
Unarmed arm attacks are the heart of grappling technique. A straight arm is a lever; the elbow joint is the fulcrum. The high-end results here are joint-control techniques that disarm and disable simultaneously.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Arm Parried Away | combatMeleeWeapon –10 | 1 round | The weapon arm is knocked off its intended line. |
| 2 | Forearm Strike | physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds | A hard strike to the forearm. The weapon stays in the hand but the grip becomes provisional. |
| 3 | Hammer Fist to Forearm | physicalCoordination –20, combatMeleeWeapon –20 | 1d3 rounds | The weapon arm receives a heavy impact. The hand considers releasing the weapon and decides against it, this round. |
| 4 | Elbow Strike | physicalEndurance –8 (immediate); physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter | The elbow joint is struck. The funny bone delivers its unfunny report to every finger. |
| 5 | Disarm Attempt | Weapon drops if Strength check failed (contested: attacker Coordination vs defender Strength); combatMeleeWeapon –25 until rearmed if disarmed | Until rearmed | The strike targets the weapon hand. The weapon is now a negotiation. |
| 6 | Wrist Lock | Grappled (weapon arm); physicalCoordination –25, combatMeleeWeapon –30 (while locked) | Until escaped (contested Coordination vs Strength) | The wrist has been captured and is being controlled. The weapon is still in the hand. The hand is going where the attacker decides. |
| 7 | Arm Bar | Grappled; Prone if fully applied; physicalCoordination –30, combatMeleeWeapon –35; if maintained: Severe injury risk (contested Strength) | Grappled and Prone until escaped; Severe injury if break occurs | The arm is extended and controlled. The elbow is pointing the wrong direction relative to where the attacker is applying force. |
| 8 | Elbow Hyperextended | physicalEndurance –12 (immediate); physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed) | Long-term until healed | The elbow has gone past its range. The tendons have expressed their objection. The arm will work again — differently, and later. |
| 9 | Arm Broken | physicalEndurance –15 (immediate); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –25 (Severe injury, long-term); Downed | Downed; Severe injury until healed | The arm has broken under the joint lock or direct strike. The weapon is down. So is the fighter. |
| 10 | Full Joint Destruction | physicalEndurance –20 (immediate); physicalCoordination –45, combatMeleeWeapon –45, physicalStrength –35 (Severe injury, permanent without healer); Downed | Downed; permanent without healer intervention | The elbow or wrist joint has been destroyed through the leverage applied. The arm is functionally finished. |
Unarmed — Legs
Critical hit results for unarmed strikes and leg attacks. Knee strikes, leg sweeps, and joint attacks define this zone.
Unarmed — Legs (d10)
Leg attacks from an unarmed fighter favor sweeps, kicks, and knee destructions. A fighter who cannot stand cannot fight. The legs are the foundation, and an unarmed specialist knows how to remove it.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Leg Tap | physicalBalance –10 | 1 round | A strike to the thigh. The leg is reminded of the fight. |
| 2 | Shin Kick | physicalBalance –15, combatDefense –5 | 1d3 rounds | The shinbone is unguarded and unforgiving as a surface. Both parties know this immediately. |
| 3 | Thigh Kick | physicalBalance –15, combatDefense –15 | 1d3 rounds | The quad receives a strike and the muscle cramps in response. |
| 4 | Back of Knee | physicalBalance –20, combatDefense –15; physicalEndurance –6 (immediate) | Penalties rest of encounter | The strike behind the knee exploits the joint's weakest direction. The leg folds slightly. |
| 5 | Leg Sweep | Prone; physicalBalance –20 | Prone until standing; balance penalty 1d3 rounds | The sweep takes the leg and the body follows the leg. |
| 6 | Knee Kick | physicalBalance –25, combatDefense –20; physicalEndurance –8 (immediate) | Rest of encounter | A kick to the side of the knee. The joint was not designed for this input. |
| 7 | Knee Destroyed | Prone; physicalBalance –35, combatDefense –30 (long-term until healed); physicalEndurance –12 (immediate) | Prone until standing; long-term until healed | The knee joint has been compromised by the lateral force. The leg is still attached to the body in all the usual ways. The joint is not working in the usual way. |
| 8 | Ankle Lock | Grappled (leg); Prone; physicalBalance –30, combatDefense –30 | Prone and Grappled until escaped; penalties until escaped | The ankle is controlled. The leg is controlled. The fighter is controlled, laterally. |
| 9 | Leg Broken | physicalEndurance –15 (immediate); physicalBalance –40, combatDefense –40 (Severe injury, long-term until healed); Downed | Downed; Severe injury until healed | The leg has broken under the kick or joint attack. The fighter is no longer a standing problem. |
| 10 | Full Leg Destruction | Downed; physicalEndurance –20 (immediate); physicalBalance –45, combatDefense –45 (Severe injury, permanent without healer) | Downed; permanent without healer intervention | The leg has been disabled at a structural level. The fight is over from the ground up. |
Unarmed — Fumbles
Fumble results for unarmed combat. Missed strikes, overextended grapples, and self-inflicted impact apply to the attacker.
Unarmed — Fumbles (d10)
Unarmed fumbles involve the attacker's body becoming the problem. Overextension, lost balance, and contact with the target's armor or weapon at the wrong angle. All consequences apply to the attacker.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Wild Swing | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Off-Balance | combatDefense –10 | 1 round |
| 3 | Minor | Knuckle Strike on Armor | physicalEndurance –1d4 (hand struck armor); physicalCoordination –5 | 1 round |
| 4 | Moderate | Overextended Grapple | combatDefense –20; opponent may make one free attack | Free attack immediate; penalty 1 round |
| 5 | Moderate | Missed and Pulled | Prone; combatMeleeWeapon –15, combatDefense –15 | Until standing (costs 1 action) |
| 6 | Moderate | Grapple Reversed | Grappled by opponent; attacker combatMeleeWeapon –20, combatDefense –20 | Grappled until escaped |
| 7 | Serious | Wrist Sprain | physicalCoordination –25, combatMeleeWeapon –20 | Rest of encounter |
| 8 | Serious | Takedown on Self | Attacker thrown to ground; Prone; physicalEndurance –8 (immediate); combatMeleeWeapon –20, combatDefense –20 | Prone until standing; penalties 1d3 rounds |
| 9 | Serious | Struck Own Weapon (if armed ally nearby) | Nearest armed ally takes half weapon damage OR attacker physicalEndurance –1d8 from own impact | Immediate |
| 10 | Catastrophic | Full Self-Takedown | Attacker prone and pinned (opponent may choose to auto-Grapple); physicalCoordination –25, combatDefense –25; physicalEndurance –10 (impact) | "The attempt at a takedown failed in all the ways that suggest it was the first attempt, and perhaps the last." |
Limb Loss
Resolution table for critical results that trigger a Limb Loss check. Rolled when weapon tables produce a result referencing this table.
Limb Loss
When a weapon table result directs you here, roll d10. This table determines whether the limb has been lost and, if so, at what level. Limb Loss is not automatic on a 10 — the weapon-table result that referenced this table must have reached a catastrophic threshold first.
When to roll this table
Only roll here when a result explicitly says "Roll on the Limb Loss table." Not all critical 10s produce limb loss — only those that reference this table. Weapon type and zone determine eligibility.
| d10 | Result | Consequence | Bleeding | Long-term |
|---|---|---|---|---|
| 1–2 | Limb Intact | Severe injury to limb only; no loss | physicalEndurance –4 per round | Severe injury until healed |
| 3–4 | Partial Severing | Limb attached by tissue only; functionless; surgical amputation required or Severe injury remains permanently | physicalEndurance –6 per round | Severe injury; limb non-functional until surgically addressed |
| 5–6 | Distal Amputation | Hand or foot lost (arm/leg) or fingers/toes (hand/foot result); or ear/nose (head result) | physicalEndurance –5 per round; tourniquet stops bleeding | Permanent: relevant fine-motor attributes –30; prosthetic may partially compensate |
| 7–8 | Mid-Limb Amputation | Arm lost at elbow or leg lost at knee; Downed; immediate unconsciousness from shock (1d6 minutes) | physicalEndurance –8 per round; tourniquet stops bleeding | Permanent: limb absent; physicalCoordination –40 or physicalBalance –40; prosthetic restores limited function |
| 9 | High Amputation | Arm lost at shoulder or leg lost at hip; Downed; immediate unconsciousness; death in 3 rounds without immediate tourniquet and First Aid | physicalEndurance –10 per round | Permanent: limb absent; no prosthetic equivalent; major attribute reduction |
| 10 | Catastrophic Loss | Limb lost at highest possible level; Downed; immediate unconsciousness; death in 1 round without immediate intervention | physicalEndurance –12 per round | Permanent: death without immediate First Aid and surgical follow-up |
Tourniquet
A tourniquet stops limb bleeding immediately. Applying one requires one action and a First Aid check (no penalty). Tourniquet does not treat the wound — it stops the immediate threat. The wound still requires surgical treatment. A tourniquet left on longer than one hour causes permanent damage to the limb below the application point.
Mounted Combat — Critical Modifications
How mounted combat modifies crit and fumble resolution. Mount crits and dismount results are covered here.
Mounted Combat — Critical Modifications
When a critical hit or fumble occurs in mounted combat, the presence of the mount changes the resolution. A mounted fighter striking down at a ground opponent and a ground fighter striking up at a mounted opponent each face different tables of outcomes. This section provides those modifications.
Critical Hits Against a Mounted Target
When a critical hit strikes a mounted target, roll d10 after the location roll. On a 1–6, the result strikes the rider as normal. On a 7–9, the result strikes the mount instead (use Creature table). On a 10, the rider is Dismounted: Prone and Downed; mount panics (full Morale check).
| d10 | Target | Effect |
|---|---|---|
| 1–6 | Rider | Resolve using the normal weapon table for the zone rolled. |
| 7–9 | Mount | The blow strikes the mount. Use the Creature table below for zone and severity. If the mount is Downed, the rider must make a Riding check (difficulty tier increases by 1) or be Dismounted (Prone). |
| 10 | Dismount | Rider is thrown. Prone and Downed. Mount panics — Riding check required to control on the mount's next activation or it flees. |
Fumbles While Mounted
| d10 | Effect | Consequence |
|---|---|---|
| 1–4 | Normal fumble result | Resolve using the attacker's weapon fumble table. Mounted position provides no protection from fumbles. |
| 5–7 | Mount Disturbed | Mount loses composure; Riding check or mount moves erratically 1d3 hexes away from intended direction. |
| 8–9 | Saddle Loss | Rider loses secure seating; combatMeleeWeapon –15, combatDefense –15 until reseated (1 action, Riding check). |
| 10 | Involuntary Dismount | Rider falls. Prone. physicalEndurance –1d8 (fall). Mount may flee. |
Charging Criticals
A mounted charge that produces a critical hit resolves the normal weapon table but adds: if the target is Medium or smaller, a Knockdown check triggers after the wound is applied (physicalBalance –20, resisted vs Strength; failure: Prone and pushed 1 hex).
Creature Critical Hits
Modified resolution for creatures with non-standard anatomy. Used when crits land on creatures that lack normal humanoid zones.
Creature Critical Hits
Creature critical hits follow the same two-roll sequence as humanoid crits — location then effect — but the anatomy differs. Use the Creature Location table below in place of the standard d100 location table when the target is a non-humanoid creature.
Creature Hit Location (d100)
| Roll (d100) | Zone | Notes |
|---|---|---|
| 01–10 | Head / Face | Eyes, jaw, horns if present. Use Head column from weapon table. |
| 11–20 | Neck | Throat, cervical area, if applicable. Use Neck/Throat column. Creatures without defined necks: reroll. |
| 21–50 | Torso / Body | Main body mass. Use Torso column from weapon table. |
| 51–60 | Forelimbs / Arms / Claws | Front limbs, wings (if primary weapons), tentacles. Use Arms column. |
| 61–70 | Hindlimbs / Legs | Rear limbs, haunches. Use Legs column. |
| 71–85 | Flanks / Abdomen | Exposed belly or flank, often unarmored. Use Torso column at +1 severity tier. |
| 86–95 | Tail / Appendage | Tail, secondary limb, or distinctive appendage. Use Legs column; Limb Loss table applies on 10. |
| 96–100 | Exposed Weakness | Eyes, underbelly, gills, exposed heart — GM defines per creature type. Treat as Head result at full severity regardless of weapon type. |
Creature Severity Modifiers
| Creature Type | Modifier | Notes |
|---|---|---|
| Standard beast | None | Use weapon tables as written. |
| Large creature | –1 tier on d10 result | Large creatures absorb damage better. Reduce effective d10 by 1 (minimum 1). |
| Huge / Giant creature | –2 tiers on d10 result | Minimum effective d10 result is 1. Catastrophic effects require a natural 10 before modifier. |
| Exposed weakness zone | +2 tiers on d10 result | Maximum effective d10 result is 10. Natural 10s on the location roll add +1 to the effect roll. |
| Undead / Construct | Bleeding effects ignored; Stunned effects halved | Undead and constructs do not bleed and may not be stunned. All other Consequence effects apply. |
| Elemental | Physical Severe injuries inapplicable; use GM-defined equivalent | Elementals lack organs. Wound effects should be translated to equivalent functional disruption (fire creature: core disrupted, water creature: form dispersed, etc.). |
Creatures without the relevant zone
If a location roll produces a zone the creature does not have (e.g., Neck for a serpent, Legs for a flying creature currently airborne), reroll the location once. If the second roll also produces a missing zone, treat it as a Torso result.
Status Glossary
Precise definitions for all status conditions used in The Red Ledger. Each entry lists the mechanical effect, the duration trigger, and how it clears.
Status Glossary
Every status term used in these tables has a precise mechanical meaning. These definitions are authoritative. When a table entry conflicts with a general rule, the table entry takes precedence for that specific result.
| Status | Mechanical Effect | Duration | Clears When |
|---|---|---|---|
| Bleeding | physicalEndurance loses the listed amount per round at the start of that character's turn. Amount varies by entry. | Ongoing each round | Successful First Aid check (no penalty unless otherwise noted). One check ends the bleeding entirely. The wound remains; the blood loss stops. |
| Dazed | mentalWits –20, combatDefense –10. The target can act but perception and defense are compromised. | Listed rounds (usually 1d3) | Duration expires. Cannot be cleared early by any standard action. |
| Downed | The character is unconscious or incapacitated. They cannot take any action. HP may be at 0 or below, or the result explicitly states Downed regardless of HP. | Until stabilized or condition resolves | Successful First Aid check stabilizes the character (they remain unconscious but stable). A Downed character with HP above 0 may attempt a Constitution-equivalent check to regain consciousness after 1d3 rounds. |
| Grappled | The target is physically held or controlled by the attacker. combatMeleeWeapon –20, combatDefense –20. The target cannot use two-handed weapons. Movement is impossible unless the grappler moves. | Until escaped or released | Contested Strength check (target vs attacker) once per round as a standard action. Success ends the grapple. Alternatively, the attacker may choose to release. |
| Prone | combatMeleeWeapon –20, combatDefense –20. Ranged attacks against a Prone target from beyond adjacent range gain –10 (harder to hit a low target). Melee attacks against a Prone target from an adjacent standing attacker gain +10. | Until standing | Costs 1 action to stand. Standing from Prone does not trigger zone-of-control exhaustion. |
| Severe Injury | The listed attributes are reduced by the listed amount. Severe injury cannot be recovered during an encounter. It requires treatment by a healer (Medical skill) and rest. | Long-term until healed by a healer | Successful Medical check by a trained healer, plus rest time (GM determination based on severity). Some severe injuries may be permanent without surgical intervention. |
| Stunned | physicalReflexes –20, combatDefense –20. The target cannot take offensive actions this round. They may still defend and move at half speed. | Listed rounds (usually 1 round) | Duration expires. Stun does not stack — a second stun result refreshes the duration rather than adding to it. |
| Arm Impaired | physicalCoordination –20 or more (as listed), combatMeleeWeapon –20 or more. The arm functions but at reduced capacity. Two-handed weapons require an additional –10 if the impaired arm is involved. | Rest of encounter to long-term (as listed) | Short-term: end of encounter. Long-term: healer treatment and rest. |
| Leg Impaired | physicalBalance –20 or more (as listed), combatDefense –20 or more. Movement speed is halved. The target cannot run. | Rest of encounter to long-term (as listed) | Short-term: end of encounter. Long-term: healer treatment and rest. |
| Combat Shock | mentalDiscipline –20, mentalWits –10. The target is psychologically disrupted by the severity of an injury. | 1d3 rounds | Duration expires. |
Consequence Attribute Reference
All attributes referenced in Red Ledger consequence entries, with brief definitions.
Consequence Attribute Reference
Consequence entries reference attributes by their system name. The table below maps each attribute name to what it governs and where it matters most.
| Attribute | Governs | Affected by |
|---|---|---|
| physicalStrength | Raw power: damage output, carrying capacity, Strength-check results | Muscle damage, fatigue, severe injuries to torso and shoulders |
| physicalEndurance | Hit points, stamina, resistance to ongoing harm | Direct damage, bleeding, severe injury; also used as the HP pool |
| physicalCoordination | Fine motor control, weapon handling, off-hand actions | Arm and shoulder wounds, wrist injuries, nerve damage |
| physicalBalance | Footing, stance, movement on difficult terrain | Leg and ankle wounds, knockdowns, kneecap damage |
| physicalReflexes | Initiative, reaction speed, early-warning avoidance | Head trauma, concussion, nerve damage, stun effects |
| mentalWits | Situational awareness, perception checks, tactical decisions | Head trauma, daze effects, blood loss to the brain |
| mentalDiscipline | Morale, pain tolerance, resistance to fear and shock | Severe wounds, combat shock, threatening results |
| combatMeleeWeapon | To-hit and quality of melee attack rolls | Arm impairment, coordination loss, weapon-arm injuries |
| combatRangedWeapon | To-hit and quality of ranged attack rolls | Hand and wrist injuries, balance disruption, visual impairment |
| combatDefense | Defense roll target numbers and base avoidance | Leg impairment, prone status, stagger effects, mental disruption |
Healing and Recovery Reference
How wounds from The Red Ledger tables are treated. Short-term vs long-term recovery, First Aid vs medical treatment.
Healing and Recovery Reference
These tables use two healing pathways: First Aid (immediate, field treatment) and Medical (skilled treatment for severe injuries). The table below summarizes what each can and cannot address.
| Wound Type | First Aid | Medical Treatment | Rest Only |
|---|---|---|---|
| Bleeding | Stops bleeding immediately on success. One check, no ongoing rolls required. | Not required unless wound depth also causes Severe injury. | No — bleeding continues without treatment. |
| Short-term Consequence (1–1d3 rounds) | Cannot clear short-term consequences early. | Not applicable; these expire naturally. | Expires at end of duration. |
| Encounter-duration Consequence | Cannot clear encounter-duration consequences. | Can clear with successful Medical check after the encounter. | Clears after full rest (8 hours). |
| Long-term / Severe Injury | Cannot clear Severe injuries. First Aid stabilizes only. | Required. Skilled healer performs Medical check; rest time as determined by GM (1 day to several weeks depending on severity). | Rest without Medical treatment does not clear Severe injuries. Partial recovery may occur at GM discretion. |
| Limb Loss | Can stop bleeding (tourniquet). Cannot restore the limb. | Surgical-level treatment required. Cleans and closes wound. Prosthetic fitting is a separate procedure. | Rest does not restore lost limbs. |
| Downed | Stabilizes a Downed character (stops death clock). Does not restore HP above 0 or remove Downed status. | Returns character to 1 HP after successful check. Removes Downed status. | A stable character (HP at 0) recovers 1 HP per hour of rest, reaching 1 HP and becoming no longer Downed after first hour. |
Field stabilization
A character who is Downed but stable (bleeding stopped, HP at 0) is out of the fight but not dying. They can be moved, carried, or hidden. They will survive unless attacked again. "Stabilized" and "healed" are different states — a stabilized character needs further treatment before they can rejoin the fight.
Skill Criticals & Fumbles
Rules and tables for critical successes and fumbles on non-combat skill checks across all domains.
Skill Criticals & Fumbles
A roll of 96–100 on any skill check produces a critical success. A roll of 1–5 produces a fumble. These thresholds apply to all skills, not just combat — a merchant rolling Persuasion, a scout rolling Stealth, a healer rolling First Aid, a sage rolling Lore. The domain determines which table applies.
Determining which table to use
Match the skill to its category: Social (Persuasion, Deception, Intimidation, Negotiate), Physical (Athletics, Stealth, Riding, Animal Handling, Acrobatics), Knowledge & Craft (Lore, First Aid, Smithing, Alchemy, Seamanship, any trade or scholastic skill), Magical & Resonance (Spellcraft, Imbuement, Faith, Attunement). When a skill spans categories — a combat-adjacent skill used outside combat, for instance — the GM determines which table fits the fiction of the moment.
Social — Critical Successes
Critical results for social skills: Persuasion, Deception, Intimidation, Negotiate. Leverage gained, composure broken, unexpected alliances formed.
Social — Critical Successes (d10)
Social criticals exceed the intended outcome. The target concedes more than asked, the room shifts, or a position the character could not have engineered through normal negotiation is simply offered. All consequences apply from the target's perspective — a crit on Intimidation breaks composure differently than a crit on Persuasion, but both move things past what was possible.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Perfect Timing | +20 to next social check against this target | Next check this encounter | The words arrived at exactly the moment the target was ready to receive them. |
| 2 | Unexpected Accord | Target concedes one minor additional point beyond what was asked | Scene | They came to say no. They leave wondering when they changed their mind. |
| 3 | Crowd Reads It | All witnesses gain +10 to social checks against this target this scene | Scene | The room saw it. That knowledge shifts the balance for everyone present. |
| 4 | Reputation Leverage | Social checks against associates of this target gain +15 for the rest of the session | Session | Word travels faster than the target can correct it. |
| 5 | Rattled Composure | Target's next social check against the character suffers –20 | Next check | The mask slipped. The target knows they lost something and cannot quite name what. |
| 6 | Committed | Target is bound by their own words — breaking the agreement costs them socially with all present | Until broken | They said it in front of people. That sentence is now load-bearing. |
| 7 | Disposition Shifted | A hostile NPC becomes neutral; a neutral NPC becomes favorable | Rest of session | The argument was the wrong one to give, and they know it now. |
| 8 | Information Extracted | Target inadvertently reveals one piece of hidden information | Immediate | They told you something they did not mean to. |
| 9 | Genuine Ally | Target offers unsolicited assistance beyond the scope of the interaction | Ongoing | Something in the exchange convinced them. They will remember which side to be on. |
| 10 | Social Mastery | Character sets the terms of the entire situation; all witnesses are favorable; any who openly oppose gain Shamed status | Scene | The room has been claimed. Opposing now costs more than anyone present is willing to spend. |
Social — Fumbles
Fumble results for social skills. Backfire, Shamed status, revealed intentions, and damaged relationships apply to the character who fumbled.
Social — Fumbles (d10)
Social fumbles do not merely fail — they leave the character worse than before the attempt. The approach backfired, an intention was revealed, or a relationship was damaged in a way the character cannot immediately correct. All consequences apply to the character who fumbled.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Awkward Silence | –5 to next social check with this target | Next check |
| 2 | Minor | Misread the Room | All opposition social checks this scene gain +10 | Scene |
| 3 | Minor | Overpromised | Character is committed to a minor concession not originally intended | Until resolved |
| 4 | Moderate | Revealed Interest | Target now knows what the character actually wants from this interaction | Permanent knowledge |
| 5 | Moderate | Backfire | Social approach achieves the opposite effect; target is now more resistant | Scene |
| 6 | Moderate | Public Slip | Witnesses remember the failure; –15 to social checks in this location for the rest of the session | Session |
| 7 | Serious | Shamed | Shamed status: –20 to all social checks until reputation is actively repaired | Until repaired |
| 8 | Serious | Accusation Triggered | Target or a witness openly accuses the character of deception, manipulation, or hostility | Scene onward |
| 9 | Serious | Burned Contact | One allied or neutral NPC relationship is permanently strained; future checks with them at –20 | Long-term |
| 10 | Catastrophic | Social Collapse | All present become hostile or deeply suspicious; Shamed status; cannot re-attempt this scene | Scene permanently closed |
Physical — Critical Successes
Critical results for physical skills: Athletics, Stealth, Riding, Animal Handling, Acrobatics. Extraordinary execution that exceeds what the moment required.
Physical — Critical Successes (d10)
Physical criticals produce an outcome that exceeds what the difficulty demanded. The body did something that training only partially explains — a stride that covered impossible ground, a silence that should have broken, an animal that trusted when it had no reason to. The table result reflects what domain the check was in; the GM interprets which row fits the skill used.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Clean Execution | Obstacle or challenge cleared without any fatigue or penalty cost | Immediate | The body did exactly what was asked of it. |
| 2 | Faster Than Expected | Task or movement completes 1d3 rounds or time increments sooner than normal | Immediate | Distance submitted before resistance could organize. |
| 3 | Sustained Concealment | On Stealth: remain undetected for 1d3 additional rounds without a new check | 1d3 rounds | They looked right through the space where the character stood. |
| 4 | Perfect Stride | On Athletics or Riding: this round's movement costs no stamina; +10 to next physical check | This round | All effort, no cost. |
| 5 | Animal Trust | On Animal Handling: creature responds to all commands without hesitation for the rest of the encounter | Encounter | Something in the approach communicated what words could not. |
| 6 | Environmental Read | Character identifies one hidden hazard, shortcut, or tactical advantage in the current environment | Immediate | The space opened up in a way that training alone doesn't teach. |
| 7 | Instructive Moment | An ally who observed this check gains +10 to the same skill type for the rest of the session | Session | Watching this was worth more than a lesson. |
| 8 | Impossible Position | Character gains perfect tactical position; +20 to next attack, defense, or physical check | Next action | They ended up exactly where no one expected them to be. |
| 9 | Fear Response | One observer becomes hesitant or backs down; –15 to their checks this scene | Scene | What they saw required a recalibration of what they thought was possible. |
| 10 | Legendary Act | The feat is remembered; one bonus social concession or morale effect for the rest of the session | Session | This will be described later in terms that probably exaggerate it only slightly. |
Physical — Fumbles
Fumble results for physical skills. Injury, exposure, falls, and broken concealment apply to the character who fumbled.
Physical — Fumbles (d10)
Physical fumbles exceed failure — they produce a consequence the character cannot immediately walk back. A fall leaves them prone. A sound ends concealment. An injury costs physicalEndurance. All consequences apply to the character who fumbled.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Stumble | –5 to next physical check | Next check |
| 2 | Minor | Sound Made | On Stealth: roll a new detection check at –10 | Immediate |
| 3 | Minor | Animal Spooked | On Animal Handling: creature refuses next command; –10 to Animal Handling this scene | Scene |
| 4 | Moderate | Exposed | Character's position or intent is revealed to at least one relevant party | Remainder of scene |
| 5 | Moderate | Off Balance | physicalBalance –15; movement halved | 1 round |
| 6 | Moderate | Minor Injury | physicalEndurance –1d6 (sprain, bruise, wrenched joint) | Until rested |
| 7 | Serious | Hard Fall | Prone; physicalEndurance –1d8; physicalBalance –10 for rest of encounter | Prone until standing (1 action); balance penalty for encounter |
| 8 | Serious | Fully Detected | On Stealth: all nearby hostiles are immediately alerted; concealment ends | Permanent for this scene |
| 9 | Serious | Injury | physicalEndurance –2d6; one physical attribute –10 for rest of encounter | Attribute penalty until end of encounter; HP loss until treated |
| 10 | Catastrophic | Disabling Injury | Prone; physicalEndurance –3d6; Severe Injury — GM determines type based on activity | Long-term until healed |
Knowledge & Craft — Critical Successes
Critical results for knowledge and craft skills: Lore, First Aid, Smithing, Alchemy, Seamanship, and any trade or scholastic skill.
Knowledge & Craft — Critical Successes (d10)
Knowledge and craft criticals produce results beyond the expected scope — insight that would have required more time, quality that exceeds the available materials, or a diagnosis that shortcuts what should have been a long investigation. The table applies to any scholastic, medical, trade, business, artistic, or seafaring skill check.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Faster Work | Task completed 1d3 time increments sooner than normal | Immediate | The hands knew the shape of the problem before the mind finished describing it. |
| 2 | Unexpected Find | On Lore: one additional relevant detail uncovered beyond what was asked | Immediate | The record turned. There was more on the other side. |
| 3 | Superior Quality | On crafting: result is Masterwork; enhanced durability or effectiveness | Permanent | This piece will outlast the maker's other work. |
| 4 | Teaching Moment | An observing ally gains +10 to the same skill type for the rest of the session | Session | Watching this was worth more than the instruction. |
| 5 | Efficient Triage | On First Aid: patient stabilizes fully with no further checks needed this encounter | Encounter | The wound understood the treatment. |
| 6 | Diagnosis | On medical or scholastic: root cause of a problem identified without extended research | Immediate | The symptoms arranged themselves into something legible. |
| 7 | Lucky Salvage | On crafting: failed or wasted materials are recovered; next craft attempt uses half normal materials | Next attempt | Nothing was wasted. That is unusual. |
| 8 | Expert Application | Effect of the skill check is doubled in potency or duration | As rolled | The technique was applied at exactly the right moment in exactly the right way. |
| 9 | Breakthrough | Gain insight into an adjacent field; one Lore or Craft check in a related area auto-succeeds | Next related check | The question answered itself by answering a different question first. |
| 10 | Masterwork | The result is exceptional by any standard and adds a lasting narrative benefit; GM determines nature | Permanent | This is the thing they will be asked about later. |
Knowledge & Craft — Fumbles
Fumble results for knowledge and craft skills. Dangerous mistakes, wasted materials, and false conclusions apply to the character who fumbled.
Knowledge & Craft — Fumbles (d10)
Knowledge and craft fumbles leave the character worse than before the attempt — time wasted, materials consumed, a patient harmed, or a false conclusion confidently delivered. The severity escalates from minor error to disaster. All consequences apply to the character who fumbled.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Miscalculation | One minor error in the output; discovered later at GM discretion | Discovered later |
| 2 | Minor | Wasted Time | Time cost doubled; goal not yet achieved | Immediate |
| 3 | Minor | Substandard Work | On crafting: item is functional but –10% effectiveness or quality | Permanent to item |
| 4 | Moderate | Misdiagnosis | On medical: incorrect treatment plan delivered; patient gains no benefit this scene | Scene |
| 5 | Moderate | Materials Wasted | Crafting or medical materials consumed; must resupply before next attempt | Until resupplied |
| 6 | Moderate | Harmful Error | On medical or alchemy: patient or character takes physicalEndurance –1d6 | Immediate |
| 7 | Serious | Wrong Conclusion | On Lore: false information is confidently delivered; GM plants one incorrect belief | Until actively corrected |
| 8 | Serious | Tool Damage | Primary tool or instrument is damaged; –20 to next check without repair | Until repaired |
| 9 | Serious | Incident | A dangerous mistake — fire, spill, structural failure, or contamination; GM determines scope | GM determined |
| 10 | Catastrophic | Disaster | The work fails catastrophically; lasting consequence to the item, patient, or location | Long-term |
Magical & Resonance — Critical Successes
Critical results for magical and resonance skills: Spellcraft, Imbuement, Faith, Attunement. Surges, amplified effects, and moments of convergence.
Magical & Resonance — Critical Successes (d10)
Magical and resonance criticals produce effects that exceed what the practitioner directed. The channel carried more than asked. The artifact responded beyond expectation. Faith resolved a moment the logic of the situation did not justify resolving. These results apply to any Spellcraft, Imbuement, Faith, or Attunement check.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Amplified Reach | Effect extends to one additional valid target at no extra cost | Immediate | The channel found more to carry than was asked of it. |
| 2 | Extended Duration | Duration of the effect is doubled | As doubled | The resonance held longer than it had any reason to. |
| 3 | Clean Attunement | No attunement check required for any related item or effect this scene | Scene | The channel opened without resistance. |
| 4 | Surge | Effect magnitude or potency increased by 50% | Immediate | Something answered from further out than expected. |
| 5 | Veil Parted | One hidden magical phenomenon, entity, or property becomes briefly visible or perceptible | Moment | The world showed a layer it does not usually show. |
| 6 | Artifact Resonance | One attuned item temporarily gains an enhanced property; GM determines nature | Scene | The artifact recognized the moment. |
| 7 | Backlash Absorbed | The first negative magical effect targeting this character this scene is negated | Scene (once) | The resonance turned what was sent back. |
| 8 | Faith Anchored | On Faith checks: next social check against a believing target auto-succeeds | Next relevant check | Conviction, when it lands correctly, is indistinguishable from proof. |
| 9 | Channel Mastered | Next three resonance or magical checks in this scene auto-succeed | 3 checks | The path is clear. Everything cooperates. |
| 10 | Convergence | A permanent minor magical benefit or attunement is established; GM determines nature | Permanent | Something recognized the moment and chose to remain. |
Magical & Resonance — Fumbles
Fumble results for magical and resonance skills. Attunement disruption, wild flares, channel blowback, and inversion apply to the character who fumbled.
Magical & Resonance — Fumbles (d10)
Magical fumbles do not merely fail to achieve their intent — they create a consequence the practitioner must manage. The channel pushed back. The attunement broke. The effect inverted. All consequences apply to the character who fumbled.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Interference | All resonance and magical checks this scene at –5 | Scene |
| 2 | Minor | Static | Artifact attunement disrupted; requires a new attunement check | Until re-attuned |
| 3 | Minor | Overreach | senseFaith or primary resonance attribute –10 | 1 round |
| 4 | Moderate | Attunement Lost | One attuned item loses its bonus until the character takes a long rest | Until long rest |
| 5 | Moderate | Wild Flare | Visible or audible magical discharge attracts attention from all within range | Immediate |
| 6 | Moderate | Channel Blowback | physicalEndurance –1d6 from feedback; senseFaith –5 for the scene | HP immediate; attribute for scene |
| 7 | Serious | Resonance Drain | senseFaith and mentalWisdom –15 for rest of scene | Scene |
| 8 | Serious | Inversion | Effect targets the caster or reverses entirely; GM determines specifics | Immediate |
| 9 | Serious | Breach | A contained magical element releases; GM determines nature and scope | GM determined |
| 10 | Catastrophic | Unraveling | All active attunements drop; magical and resonance checks are impossible until long rest | Until long rest |
Quick Reference
Combat Quick Reference
Appendix-backed quick reference content that can still appear on a web-first route.
Quick Reference
- Resolve the action type.
- Check modifiers and fatigue pressure.
- Apply the result and any follow-on effects.
Formulas Reference
Core Mechanics Summary
Overview of OpenRPG's percentile-based resolution system
Resolution System
OpenRPG uses percentile dice (d100) for resolution. Most actions require rolling against a difficulty target determined by your skill total and the chosen difficulty tier.
Key Difference from D20 Systems
OpenRPG uses percentile dice with precomputed difficulty targets, not d20 + modifier rolls. Your skill sheet shows the target numbers you need to roll under for each difficulty tier.
Difficulty Tiers
- Routine (easiest)
- Simple
- Easy
- Moderate
- Hard
- Very Hard
- Improbable (most difficult)
The GM chooses the difficulty tier based on the situation. Roll d100 and compare to your target number for that tier.
Attribute Contributions to Skills
How attributes boost your skill totals through weighted bonuses
Every skill links to up to three attributes (primary, secondary, tertiary). Each attribute contributes a weighted bonus to your skill total.
Contribution Formula
| Attribute Role | Formula | Contribution |
|---|---|---|
| Primary | floor(value / 2) | Half the attribute value (rounded down) |
| Secondary | floor(value / 4) | Quarter the attribute value (rounded down) |
| Tertiary | floor(value / 8) | Eighth the attribute value (rounded down) |
Worked Example: Melee Skill
Melee skill links to Strength (primary), Balance (secondary), and Reflexes (tertiary). If you have Strength 60, Balance 40, Reflexes 30:
• Primary: floor(60/2) = 30 • Secondary: floor(40/4) = 10 • Tertiary: floor(30/8) = 3 • Total attribute bonus: 30 + 10 + 3 = 43
Add this to your base Melee skill points for your total.
This weighted system rewards specialization while still giving value to well-rounded characters.
Tier Bonuses
Attribute and skill bonuses from profession, ethnicity, and religion
Your profession, ethnicity, and religion each grant tier bonuses to specific attributes and skills. These bonuses are applied during character creation and represent your background, training, and cultural strengths.
Tier Bonus Values
| Tier | Bonus | Meaning |
|---|---|---|
| Primary | +10 | Core strength or specialty |
| Secondary | +5 | Supporting capability |
| Tertiary | +1 | Minor affinity |
Multiple Sources Stack
If your profession gives +10 Strength (primary) and your ethnicity gives +5 Strength (secondary), you receive +15 total to Strength. This allows for powerful specialization when backgrounds align.
Sources of Tier Bonuses
- Profession: Represents your training and life's work
- Ethnicity: Reflects cultural heritage and physical characteristics
- Religion: Grants blessings and focus from your faith
Each source typically grants 2-3 tier bonuses to different attributes or skills. Check your profession, ethnicity, and religion descriptions for your specific bonuses.
Derived Statistics
Combat and gameplay stats calculated from your attributes
Several key gameplay statistics are calculated directly from your attribute values. These are automatically computed by the application but shown here for reference.
Core Derived Stats
| Statistic | Formula | Purpose |
|---|---|---|
| Hit Points (HP) | (Endurance + Strength + Discipline) / 3 / 10 | How much damage you can sustain |
| Base Movement | (Reflexes + Endurance + Wits) / 100 | Movement speed in tactical situations |
| Fatigue | (Endurance + Balance + Discipline) / 3 / 10 | Exhaustion threshold for extended actions |
| Encumbrance | (Strength + Balance + Endurance) / 2 / 2 | Maximum carrying capacity |
| Attunement | (Wisdom + Faith + Reasoning) / 3 / 2 | Capacity for magical items |
| Initiative | (Reflexes + Wits + Reasoning) / 3 / 10 | Turn order in combat |
Application Handles the Math
You don't need to calculate these manually. The character sheet automatically computes all derived statistics whenever your attributes change. This reference is provided for understanding how your attribute choices affect gameplay.
Notice that each derived stat uses a different combination of attributes. This encourages diverse attribute investment rather than min-maxing a single stat.
Skill Category Bonuses
How investing broadly in a category boosts all related skills
Skills are organized into categories (Combat, Crafting, Knowledge, etc.). Investing broadly in multiple skills within a category grants bonus points to all trained skills in that category.
Category Bonus Formula
For every 10 total base skill points invested in a category, trained skills in that category gain +1 (maximum +3).
| Total Category Investment | Bonus Per Trained Skill |
|---|---|
| 0-9 points | +0 |
| 10-19 points | +1 |
| 20-29 points | +2 |
| 30+ points | +3 (maximum) |
Trained Skills Only
A skill must have at least 1 base point invested to receive the category bonus. Completely untrained skills (0 base points) do not benefit from the category bonus, even if the category has 30+ points invested.
Category Bonus Example
You invest in Combat skills: Melee 8, Ranged 6, Defense 4, Athletics 5, Tactics 3. Total = 26 points.
All trained skills gain +2 from category bonus: • Melee total: 8 + 2 = 10 • Ranged total: 6 + 2 = 8 • Defense total: 4 + 2 = 6 • Athletics total: 5 + 2 = 7 • Tactics total: 3 + 2 = 5
If you had 0 points in Stealth (also a Combat skill), it would receive no bonus despite the category having 26 points invested.
Difficulty Availability
Which difficulty tiers are available based on your skill level
Not all difficulty tiers are available for every skill. Your skill's base value determines which challenges you can attempt.
Availability Threshold
| Base Skill Value | Available Difficulties |
|---|---|
| Less than 5 | Routine only |
| 5 or more | All tiers (Routine through Improbable) |
Base Value vs Total
This threshold uses your base skill points only, not your total skill value (base + attributes + bonuses). A character with 3 base points in Melee can only attempt Routine Melee tasks, even if their total Melee skill (with attributes) is 45.
This system prevents characters from attempting advanced techniques in skills they haven't studied. Dabbling (1-4 base points) lets you handle routine tasks, but mastery requires investment.
Strategic Threshold
The 5-point threshold means you only need minimal investment to unlock all difficulty tiers. Consider putting 5 base points in critical skills even if you rely on attributes for the actual totals. This gives you flexibility to attempt harder tasks when the situation demands it.
Character Examples
Bjorn the Knight
STR-focused warrior archetype - the optimizer
The Optimizer Archetype
Bjorn represents the player who wants to maximize combat effectiveness. He invests heavily in STR and supporting physical attributes to dominate melee combat.
Character Concept
Bjorn is a veteran knight from the northern marches. Years of mounted combat against raiders have honed him into a devastating warrior. He believes in overwhelming force - strike hard, end fights quickly, protect the weak through strength.
- Level: 5 (veteran warrior)
- Profession: Soldier → Knight archetype
- Ethnicity: Northern Clans (STR/END bonuses)
- Age: 32, experienced but still in prime
- Hit Points: 150 HP (75 base + 15 per level)
- Equipment: Full plate armor, longsword, warhorse
Stat Allocation
Bjorn invests 70% of his points into physical attributes, focusing on STR as primary with END and BAL as supporting stats.
| Attribute | Value | Why This Matters |
|---|---|---|
| STR | 85 | Primary damage dealer - every 10 points = +1 to Melee attacks and damage |
| END | 75 | High HP (75 base + 15 per level), fatigue resistance |
| BAL | 65 | Stability in heavy armor, mounted combat control |
| REF | 45 | Adequate for defense, not primary focus |
| AGI | 35 | Sacrificed for more STR - plate armor reduces AGI anyway |
| INT | 40 | Basic tactical awareness |
| WIL | 50 | Moderate - resists fear, maintains discipline |
| CHA | 45 | Competent leader, not silver-tongued |
| PER | 40 | Battlefield awareness, adequate |
Resulting Skills
| Skill | Base | Attributes | Bonuses | Total | Success % |
|---|---|---|---|---|---|
| Melee | 50 | STR 85, BAL 65, REF 45 (+20) | +10 (Primary) | 80 | 80% |
| Heavy Armor | 40 | STR 85, END 75, BAL 65 (+23) | +10 (Primary) | 73 | 73% |
| Riding | 35 | BAL 65, STR 85, AGI 35 (+19) | +5 (Secondary) | 59 | 59% |
| Defense | 30 | REF 45, AGI 35, PER 40 (+12) | +1 (Tertiary) | 43 | 43% |
| Intimidation | 25 | CHA 45, STR 85, WIL 50 (+18) | +1 (Tertiary) | 44 | 44% |
Reading the Numbers
Bjorn's Melee skill of 80 means he succeeds on rolls of 80 or below - that's 80% success rate on standard attacks. Against an Easy difficulty (20% bonus), he has 100% success. Against a Hard difficulty (20% penalty), he still has 60% success. He's built to HIT.
Combat Example
Bjorn faces a bandit chief in the village square. The GM calls Moderate difficulty.
- Bjorn's Melee skill: 80
- Moderate difficulty: no modifier (target stays 80)
- Bjorn rolls d100: gets 52
- Success! 52 ≤ 80, hit confirmed
- Damage: Base weapon (longsword 2d8) + STR bonus (+8) = 2d8+8
- Rolls damage: 7 + 5 + 8 = 20 damage
What Bjorn Sacrificed
By pumping STR, Bjorn gave up versatility:
- Low AGI (35) - bad at climbing, dodging, acrobatics
- Low PER (40) - misses social cues, poor tracker
- Low INT (40) - not a scholar or investigator
- Terrible at stealth and subterfuge
- One-dimensional: when violence isn't the answer, he struggles
The Optimizer Trade-Off
Bjorn dominates his niche but needs party members for everything else. He's the battering ram - effective, reliable, and completely unsuited for picking locks or sweet-talking guards.
Lyra the Scout
Balanced finesse archetype - the versatile survivor
The Versatile Survivor
Lyra represents the player who wants options. She spreads points across multiple attributes to handle diverse challenges. Not the best at any one thing, but rarely caught unprepared.
Character Concept
Lyra grew up in the borderlands where survival meant reading terrain, people, and threats equally well. She scouts for merchant caravans, threading the line between soldier, tracker, and spy. Her strength is adaptability - she survives where specialists die.
- Level: 4 (experienced scout)
- Profession: Explorer → Scout archetype
- Ethnicity: Borderlands Folk (balanced bonuses)
- Age: 26, experienced but still learning
- Hit Points: 117 HP (65 base + 13 per level)
- Equipment: Light armor, shortbow, twin daggers, traveling gear
Stat Allocation
Lyra spreads points across physical and sensory attributes, avoiding extremes. She's built for "good enough" at many things.
| Attribute | Value | Why This Matters |
|---|---|---|
| PER | 75 | Primary - spots threats, tracks prey, reads situations |
| AGI | 70 | Fast movement, dodging, climbing, stealth |
| END | 65 | Sustained travel, resist fatigue, decent HP |
| STR | 50 | Adequate for light/medium combat, not specialized |
| REF | 60 | Fast reactions, decent defense |
| INT | 55 | Problem solver, learns languages, navigation |
| WIL | 50 | Moderate mental fortitude |
| CHA | 45 | Can negotiate when needed |
| BAL | 55 | Stable footing in rough terrain |
Resulting Skills
| Skill | Base | Attributes | Bonuses | Total | Success % |
|---|---|---|---|---|---|
| Tracking | 45 | PER 75, INT 55, WIL 50 (+18) | +10 (Primary) | 73 | 73% |
| Stealth | 40 | AGI 70, PER 75, REF 60 (+21) | +10 (Primary) | 71 | 71% |
| Archery | 40 | AGI 70, PER 75, REF 60 (+21) | +5 (Secondary) | 66 | 66% |
| Survival | 35 | END 65, PER 75, INT 55 (+20) | +10 (Primary) | 65 | 65% |
| Melee | 30 | STR 50, BAL 55, REF 60 (+17) | +1 (Tertiary) | 48 | 48% |
| Diplomacy | 25 | CHA 45, INT 55, PER 75 (+18) | +1 (Tertiary) | 44 | 44% |
Reading Lyra's Numbers
Lyra has 4 skills above 65% - Tracking, Stealth, Archery, Survival. She's competent at many things but master of none. Her Melee (48%) is serviceable for self-defense but she won't out-duel a knight. She picks her battles.
Combat Example
Lyra spots bandits setting an ambush ahead. Instead of charging in like Bjorn, she uses her versatility.
- PER check (75%): Spots the ambush from 200 yards. Success.
- Stealth check (71%): Circles wide to flank. Rolls 58. Success.
- Archery attack from surprise: Easy difficulty (+20%). Target: 86%
- Rolls 45. Hit! Bow damage: 1d10+5 (AGI bonus) = 12 damage
- Bandits scattered, caravan warned. Fight avoided entirely.
Lyra vs Bjorn
| Scenario | Bjorn (Optimizer) | Lyra (Versatile) |
|---|---|---|
| Pure melee duel | Wins 8/10 times | Loses but survives to flee |
| Spot ambush early | 40% chance to notice | 75% chance to notice |
| Climb wall to escape | 35% success | 70% success |
| Negotiate with guards | 45% success | 44% success (tie!) |
| Track fleeing enemy | 40% success | 73% success |
| Survive in wilderness alone | Struggles (limited skills) | Thrives (65% Survival) |
Different Heroes, Different Stories
Bjorn and Lyra face the same enemies but play completely different games. Bjorn ends fights with violence. Lyra avoids, outmaneuvers, or strikes from advantage. Both are viable - which one sounds like YOUR hero?
Theron the Relic Bearer
Artifact wielder archetype - the imbuement user
The Artifact Wielder
Theron represents players who want "magic" in a low-fantasy world. He's not born with power - he FOUND it. Relics and artifacts grant him abilities normal humans can't access.
Character Concept
Theron was nobody special - a merchant's son who found an old amulet in a collapsed ruin. The moment he touched it, he KNEW things. Felt strength flowing into him. Now he seeks more relics, learning to use their imbuements without losing himself to their whispers.
- Level: 3 (emerging relic seeker)
- Profession: Adventurer → Relic Bearer archetype
- Ethnicity: Lowlands (balanced attributes)
- Age: 24, new to artifact use
- Hit Points: 96 HP (60 base + 12 per level)
- Equipment: Amulet of Warding, Gauntlet of Striking, medium armor
Stat Allocation
Theron spreads points to maximize artifact compatibility. WIL and INT help him attune to relics without corruption. Physical stats provide baseline combat ability.
| Attribute | Value | Why This Matters |
|---|---|---|
| WIL | 70 | Resist artifact corruption, maintain control |
| INT | 65 | Understand imbuement mechanics, identify relics |
| STR | 60 | Physical foundation for combat relics |
| END | 60 | Stamina for sustained artifact use |
| PER | 55 | Sense relic power, detect hidden artifacts |
| REF | 55 | React to artifact effects |
| BAL | 50 | Adequate stability |
| AGI | 50 | Moderate mobility |
| CHA | 45 | Negotiates but not primary |
Base Skills (Without Artifacts)
| Skill | Total | Success % |
|---|---|---|
| Arcane Lore | 68 | 68% |
| Melee | 53 | 53% |
| Investigation | 62 | 62% |
| Defense | 52 | 52% |
| Survival | 55 | 55% |
Without artifacts, Theron is mediocre at everything - adequate but unimpressive. His power comes from EQUIPMENT.
Equipped Artifacts
Amulet of Warding
**Imbuement:** +15 to Defense skill, +10 to WIL when resisting mental effects
**Cost:** Mild fatigue after 1 hour of use
**History:** Found in a sealed tomb, belonged to a royal guard captain
Gauntlet of Striking
**Imbuement:** +12 to Melee skill, unarmed strikes deal 2d6 damage
**Cost:** Cannot be removed during combat (attunes until fight ends)
**History:** Forged for a monastery's warrior monks
Enhanced Skills (With Artifacts)
| Skill | Base | + Artifacts | Total | Comparison |
|---|---|---|---|---|
| Melee | 53% | +12 (Gauntlet) | 65% | Now competitive with trained fighters |
| Defense | 52% | +15 (Amulet) | 67% | Better than most soldiers |
| Arcane Lore | 68% | - | 68% | Natural talent unchanged |
Combat Example
Theron faces the same bandit chief as Bjorn and Lyra. Without artifacts, he'd lose. WITH them, he becomes formidable.
- Theron's enhanced Melee: 65% (was 53%)
- Moderate difficulty: Target 65%
- Rolls 48 - Success!
- Gauntlet damage: 2d6+6 (STR bonus) = 14 damage
- Bandit counterattacks - Theron rolls Defense
- Enhanced Defense: 67% (was 52%). Rolls 55 - Success!
- Amulet flares, deflecting the blade. Theron unharmed.
The Artifact Trade-Off
Theron is powerful BUT dependent. Consider:
- **Disarmed = Helpless:** Without artifacts, he's back to 53% Melee
- **Fatigue Costs:** Each artifact drains stamina - can't use all at once
- **Attunement Time:** Can't quick-swap artifacts mid-fight
- **Rare & Expensive:** Finding good artifacts is an adventure itself
- **Corruption Risk:** Some relics whisper, tempt, corrupt over time
- **Target on Back:** Other relic-seekers will hunt you for your collection
This IS Your "Magic User"
In OpenRPG, there are no spellcasting classes. Magic is GEAR. Theron hunts artifacts like a wizard hunts scrolls. He studies imbuement theory like a mage studies spellbooks. He just does it through ITEMS, not inherent power.
His campaign is a treasure hunt. Every ruin might hold the next piece of his power.
Comparing All Three
| Character | Philosophy | Strength | Weakness |
|---|---|---|---|
| Bjorn (Knight) | Overwhelming force | Dominates melee (80%), reliable damage | One-dimensional, low versatility |
| Lyra (Scout) | Options and adaptation | Multiple 65%+ skills, rarely caught flat-footed | Master of none, loses pure duels |
| Theron (Relic Bearer) | Power through gear | Transforms via artifacts, unique abilities | Helpless if disarmed, expensive to maintain |
Three ways to play. Three stories. Same brutal medieval world, same percentile system, completely different experiences.
Which hero calls to you?
Glossary
Action
A declared thing a character attempts to do in play, usually resolved by the table through the relevant rules, attributes, skills, and situational modifiers.
Fatigue
A pressure and depletion concept used to explain exertion, combat pacing, and the cost of extended action.
Archetype
A structured character template or identity that helps define a role, starting direction, or thematic focus within the rules.
Attribute
A core character statistic used to represent natural capability and to support rule resolution across physical, mental, social, or mystical situations.
Imbuement
A magical or crafted enhancement applied through the setting’s systems to add special properties, effects, or utility to a character, item, or action.
Skill
A learned capability that works alongside attributes to express training, practice, and situational competence in a specific domain.

