Rules Handbook

Core Rules

The current published rules edition, structured for handbook reading, focused web guides, and searchable reference.

Edition: Core Rules First EditionStatus: published

Example Characters

Explore worked examples demonstrating different build strategies using the 21-attribute system.

Theron the Relic Bearer

Level 7• None

None

Renowned scholar and artifact specialist. Years of studying ancient relics have made him a master at understanding their true nature. His disciplined mind and exceptional faith allow him to attune to even the most dangerous artifacts without succumbing to corruption. Sought after by collectors and nobles alike.

Top Attributes:
sense Faith:70
mental Discipline:65
mental Intuition:55
mental Reasoning:55
mental Wisdom:55

Lyra the Scout

Level 5• None

None

Grew up in the borderlands where survival meant reading terrain, people, and threats. Her uncanny sensory awareness has saved countless caravans from ambush. Reached a milestone in her abilities - her eagle eyes and keen hearing are legendary among merchants.

Top Attributes:
sense Sight:70
sense Hearing:65
physical Coordination:60
physical Reflexes:55

Bjorn the Knight

Level 3• None

None

Rising knight from the northern marches. His early battles against raiders have proven his mettle as a warrior. Shows great promise with powerful strikes and solid endurance.

Top Attributes:
physical Strength:65
physical Endurance:60

Table of Contents

  1. 1Getting Started
    1. 1.1What Makes OpenRPG Different
    2. 1.2Five-Minute Quick Start
    3. 1.3Your First Roll
    4. 1.4Common Scenarios
    5. 1.5Where to Go Next
  2. 2Foundations
    1. 2.1Create an Origin Story
    2. 2.2Choose Your Realm
    3. 2.3Initial Stats
    4. 2.4Core Progression
    5. 2.5Progression Table
    6. 2.6General Stats
    7. 2.7Profession, Ethnicity, and Religion Bonuses
    8. 2.8Level Rollback
    9. 2.9Physical Attributes
    10. 2.10Reach and Zone of Control
    11. 2.11Mental Attributes
    12. 2.12Sensory Attributes
    13. 2.13Interoperability Attributes (Calculated)
    14. 2.14Skills
    15. 2.15Proficiency
    16. 2.16Character Summary, Save, and Print
    17. 2.17Introduction
    18. 2.18Dice Mechanics
    19. 2.19Difficulty - Combat
    20. 2.20Movement
    21. 2.21Consequences
    22. 2.22Surprise
    23. 2.23Initiative and Turn Order
    24. 2.24Turn-Based Combat
    25. 2.25Attack and Defense Resolution
    26. 2.26Hit, Consequences, and End of Round
    27. 2.27Hex Playmat Combat
    28. 2.28Factions
    29. 2.29Movement Types
    30. 2.30Movement Budget and Terrain
    31. 2.31Zone of Control (Threatening)
    32. 2.32Session Lifecycle
    33. 2.33Facing and Flanking
    34. 2.34Reach and Threatened Space
    35. 2.35Disengage and Passing Through Pressure
    36. 2.36Large and Giant Creatures
    37. 2.37Introduction
    38. 2.38How Armor Works
    39. 2.39The Basics
    40. 2.40Layer Reference
    41. 2.41Damage-Type Interaction
    42. 2.42Practical Armor Loadouts
    43. 2.43Layer Overrides & Special Cases
    44. 2.44Armor Assembly Guide
    45. 2.45Introduction
    46. 2.46How Weapons Work
    47. 2.47The Basics
    48. 2.48Attack Types
    49. 2.49Weapon Properties
    50. 2.50Damage Tiers and Size Scaling
    51. 2.51Practical Weapon Choices
    52. 2.52Weapon Tags & Special Properties
    53. 2.53Combat Integration & Tactics
    54. 2.54Introduction
    55. 2.55Ancient Relics of Power
    56. 2.56What Counts as an Artifact
    57. 2.57Attunement Flow
    58. 2.58Artifact Progression
    59. 2.59Mechanical Summary
    60. 2.60Core Imbuement Rules
    61. 2.61Imbuements: Ancient Powers Awakened
    62. 2.62The Fourteen Ancient Aspects
    63. 2.63Channeling Ancient Power
    64. 2.64The Weight of Ancient Memory
    65. 2.65Leveling System
    66. 2.66How It Works
    67. 2.67Worked Examples
    68. 2.68Player Notes
    69. 2.69GM Guidance
    70. 2.70Introduction
    71. 2.71Dice Mechanics
    72. 2.72Category Bonuses
    73. 2.73Difficulty - Skills
    74. 2.74Difficulty - Attributes
    75. 2.75Active vs. Passive Use
    76. 2.76Outcomes
    77. 2.77Opposed Checks
    78. 2.78Impossible Tasks
    79. 2.79Skill-Based Rolling
    80. 2.80Encounter Rules
    81. 2.81Encounter Balance
    82. 2.82Encounter Level Budget
    83. 2.83Quick Rule for Same-Level Creatures
    84. 2.84Worked Example
    85. 2.85Encounter Caveats
    86. 2.86Introduction
    87. 2.87Short-Term Consequences
    88. 2.88Long-Term Consequences
    89. 2.89Recovery & Healing
    90. 2.90Introduction
    91. 2.91What is Fatigue?
    92. 2.92Fatigue Pool
    93. 2.93Gaining Fatigue
    94. 2.94Fatigue Effects
    95. 2.95Recovering from Fatigue
    96. 2.96Tactical Considerations
    97. 2.97Introduction
    98. 2.98Creature Types
    99. 2.99Creature Size
    100. 2.100Creature Archetypes
    101. 2.101Creature Attributes
    102. 2.102Hit Points
    103. 2.103Creature Level
    104. 2.104Leveling Up a Creature
    105. 2.105Interoperable Stats
    106. 2.106Reading a Creature Entry
    107. 2.107Attacks and Natural Defense
    108. 2.108Encounter Guidance
    109. 2.109Introduction
    110. 2.110NPC Archetypes
    111. 2.111NPC Combat
    112. 2.112Notable Figure Level
    113. 2.113Hit Points and the Archetype Floor
    114. 2.114NPC Leveling
    115. 2.115Reading a Notable Figure Entry
  3. 3Combat
    1. 3.1GM Combat Resolution Guide
  4. 4Consequences
    1. 4.1Named Status Conditions
    2. 4.2Statuses Within the Framework
    3. 4.3How Consequences Work
    4. 4.4Social Consequences
    5. 4.5Exploration Consequences
  5. 5Equipment
    1. 5.1How Armor Works
    2. 5.2Armor Layers
    3. 5.3Donning and Removing Armor
    4. 5.4Shields
    5. 5.5Damage Reduction
    6. 5.6Equipment
    7. 5.7Load and Encumbrance
    8. 5.8Equipment Condition
    9. 5.9Starting Equipment
  6. 6The Red Ledger
    1. 6.1The Red Ledger
    2. 6.2Roll Sequence
    3. 6.3Hit Location
    4. 6.4Consequences in This Reference
    5. 6.5Quick Draw — Critical Hits
    6. 6.6Quick Draw — Fumbles
    7. 6.7Slashing — Head
    8. 6.8Slashing — Neck / Throat
    9. 6.9Slashing — Shoulders
    10. 6.10Slashing — Torso
    11. 6.11Slashing — Arms
    12. 6.12Slashing — Legs
    13. 6.13Slashing — Fumbles
    14. 6.14Piercing — Head
    15. 6.15Piercing — Neck / Throat
    16. 6.16Piercing — Shoulders
    17. 6.17Piercing — Torso
    18. 6.18Piercing — Arms
    19. 6.19Piercing — Legs
    20. 6.20Piercing — Fumbles
    21. 6.21Blunt — Head
    22. 6.22Blunt — Neck / Throat
    23. 6.23Blunt — Shoulders
    24. 6.24Blunt — Torso
    25. 6.25Blunt — Arms
    26. 6.26Blunt — Legs
    27. 6.27Blunt — Fumbles
    28. 6.28Ranged Piercing — Head
    29. 6.29Ranged Piercing — Torso
    30. 6.30Ranged Piercing — Limbs
    31. 6.31Ranged Blunt — All Locations
    32. 6.32Ranged Slashing — All Locations
    33. 6.33Ranged — Fumbles
    34. 6.34Unarmed — Head
    35. 6.35Unarmed — Neck / Throat
    36. 6.36Unarmed — Shoulders
    37. 6.37Unarmed — Torso
    38. 6.38Unarmed — Arms
    39. 6.39Unarmed — Legs
    40. 6.40Unarmed — Fumbles
    41. 6.41Limb Loss
    42. 6.42Mounted Combat — Critical Modifications
    43. 6.43Creature Critical Hits
    44. 6.44Status Glossary
    45. 6.45Consequence Attribute Reference
    46. 6.46Healing and Recovery Reference
    47. 6.47Skill Criticals & Fumbles
    48. 6.48Social — Critical Successes
    49. 6.49Social — Fumbles
    50. 6.50Physical — Critical Successes
    51. 6.51Physical — Fumbles
    52. 6.52Knowledge & Craft — Critical Successes
    53. 6.53Knowledge & Craft — Fumbles
    54. 6.54Magical & Resonance — Critical Successes
    55. 6.55Magical & Resonance — Fumbles
  7. App. AQuick Reference
    1. Combat Quick Reference
  8. App. BFormulas Reference
    1. Core Mechanics Summary
    2. Attribute Contributions to Skills
    3. Tier Bonuses
    4. Derived Statistics
    5. Skill Category Bonuses
    6. Difficulty Availability
  9. App. CCharacter Examples
    1. Bjorn the Knight
    2. Lyra the Scout
    3. Theron the Relic Bearer
  10. 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

  1. Describe what your character does
  2. GM names the relevant skill and difficulty tier
  3. Find that skill + difficulty target on your character sheet
  4. Roll d100 (percentile dice or roll a d10 twice)
  5. Compare: roll ≤ target = success, roll > target = failure
  6. 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

  1. Read Character Rules to understand attributes and skills
  2. Browse Professions, Ethnicities, and Religions to shape your concept
  3. Use the OpenRPG app to build your first character (200 points at level 1)
  4. Reference Combat Rules when your first fight breaks out
  5. Dive into Skill Rules to understand category bonuses and specialization

For Game Masters

  1. Read Character Rules and Skill Rules to understand what players can do
  2. Study Combat Rules for running fights smoothly
  3. Review Encounter Rules for pacing guidance
  4. Check Consequences Rules for handling failure meaningfully
  5. 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.

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.

  1. Assess Surprise: characters caught off guard may lose the first round.
  2. Determine Initiative: highest initiative acts first, with Reflexes and Wits breaking ties.
  3. Calculate [Fatigue](/fatigue-rules): combat actions reduce stamina, and severe exhaustion imposes escalating action penalties.
  4. Apply Active [Consequences](/consequences-rules): both short-term and long-term penalties may modify the turn.
  5. Resolve Attacker Action: choose attack type, determine skill, apply modifiers, and roll percentile dice.
  6. Resolve Defender Action: choose defense type, determine skill, apply modifiers, and roll percentile dice.
  7. Resolve Hit and Damage: determine location, severity, weapon damage, and possible armor sundering.
  8. Apply [Consequences](/consequences-rules): if thresholds are crossed, assign short-term or long-term effects.
  9. Record [Fatigue](/fatigue-rules): both attacker and defender track expenditure after the exchange.
  10. 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 Mail 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.
Mail 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 Mail Breastplate 15
Arms — Sleeves Mail 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.

  1. Start with underlayers: linen shirts, hose, and other cloth basics protect skin and manage comfort.
  2. Add padding: gambeson or arming doublet cushions impacts and supports heavier armor.
  3. Layer rigid protection: leather, mail, composite, or plate depending on budget and expected threats.
  4. Fill gaps with addons: gorgets, spaulders, besagews, and other small pieces protect vulnerable seams.
  5. 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.

  1. Find or receive an artifact. Contact activates its passive effect and reveals its presence to the bearer.
  2. Attempt attunement. The character undergoes a Trial of Faith and makes an attunement roll that begins at improbable and generally becomes easier after failure.
  3. 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.

  1. Gain experience from objectives, victories, discoveries, and meaningful play. XP is cumulative and never resets between sessions.
  2. Cross the next threshold. When total XP reaches the next level boundary, the character gains one level and receives their point reward.
  3. Spend points across attributes and skills. There is no class track — points go where the build needs them.
  4. Save if needed. Unspent points persist across sessions and can be spent at any time.
  5. 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.

  1. 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.
  2. Calculate Bonuses: total up active consequences and any other relevant modifiers that apply to the player’s roll.
  3. 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.

  1. Add the levels of all Player Characters to get the Party Level Total.
  2. Choose a difficulty multiplier from the table below.
  3. 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

  1. 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.
  2. Roll d100 for hit location. Cross-reference the result on the Hit Location table to determine which zone was struck.
  3. Identify the weapon type. Choose the correct weapon table: Slashing, Piercing, Blunt, Ranged Piercing, Ranged Blunt, Ranged Slashing, or Unarmed.
  4. Find the location section within that table and read the result for the rolled effect.
  5. 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

  1. Confirm the fumble. Unmodified attack roll is 01–05.
  2. Identify the weapon type. Choose the correct fumble table.
  3. Roll d10 to determine fumble severity tier (1–3 Minor, 4–6 Moderate, 7–9 Serious, 10 Catastrophic).
  4. 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

  1. Resolve the action type.
  2. Check modifiers and fatigue pressure.
  3. 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.

  1. Bjorn's Melee skill: 80
  2. Moderate difficulty: no modifier (target stays 80)
  3. Bjorn rolls d100: gets 52
  4. Success! 52 ≤ 80, hit confirmed
  5. Damage: Base weapon (longsword 2d8) + STR bonus (+8) = 2d8+8
  6. 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.

  1. PER check (75%): Spots the ambush from 200 yards. Success.
  2. Stealth check (71%): Circles wide to flank. Rolls 58. Success.
  3. Archery attack from surprise: Easy difficulty (+20%). Target: 86%
  4. Rolls 45. Hit! Bow damage: 1d10+5 (AGI bonus) = 12 damage
  5. 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.

  1. Theron's enhanced Melee: 65% (was 53%)
  2. Moderate difficulty: Target 65%
  3. Rolls 48 - Success!
  4. Gauntlet damage: 2d6+6 (STR bonus) = 14 damage
  5. Bandit counterattacks - Theron rolls Defense
  6. Enhanced Defense: 67% (was 52%). Rolls 55 - Success!
  7. 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.