Combat and Injuries


Damage Table

Points of Damage       Status        


    1-3                            Stunned           

 -1D to all rolls except Body that round and following


    4-8                           Wounded         

  -1D to all rolls except Body till healed


   9-12                       Incapacitated       

no actions may be taken for 10D minutes


  13-15                   Mortally Wounded   

each round roll 2D, when that roll is less than rounds affected, you are dead


    16+                              Dead                

you are dead, your tarsi floats up


Characters may be stunned an indefinite number of times.  They may be wounded twice.  Following this, any damage they take that 4 or higher pushes them into the next tier.  Wounded is the only status they may posses twice. 

In trying to find some balance between gritty/realistic and epic/cinematic levels of damage a character can take, we've decided on the following.

  • Combat happens in rounds.  Each round represents between one and five seconds.  During a round a character may take one regular action, one move action, and do any number of free actions.  Any more actions taken impose the Multiple Action Penalty or M.A.P. unless otherwise noted.
  • A move action is moving one space in any plausible direction.
  • Players may forfeit their regular action and move an additional space.  This is considered a full out sprint.  Sprinting characters roll half their dodge on all opposed rolls.
  • Free actions are...
    • Dropping an item
    • Saying a short sentence or command
    • Simple motions within one space like falling over or jumping
    • Not  redeemable for cash
  • The game master decides who will go first, usually with input from the players and based on the in-game situation.  Play proceeds from player to player until everyone, including npcs, have gone.  It then returns to the first character to act.
  • Dodging does not count towards the M.A.P. unless it is against an aoe.  Players may dodge anytime, whether or not it is their turn.  Players receive only half of their dodge against an aoe.
  • Parrying with a drawn one-handed weapon does not count against the M.A.P.  Parrying with a wielded two-handed weapon not being used to attack does not count against the M.A.P.  Parrying with a two-handed weapon used for attack that round has a -2 penalty to the parry only, unless it is versus unarmed, in which case there is no penalty.
  • Players may not parry ranged attacks, they may only dodge.
  • Players on a mount may also use the ride skill as a reaction skill, instead of dodge, but do not have to.  This also does not count against the M.A.P.
  • If a reaction skill such as dodge is rolled, it is used for that entire round, no matter who attacks after.  As such, please remember the roll.
  • When attempting to attack, the player rolls their skill dice with that weapon, ability, or spell (this is referred to as "hit rating", "hit rate", or "to hit").  This is compared to either the target's defense rating (ie dodge, parry, etc) and its difficulty number or a number from the difficulty chart if it is an unnopposed roll.  If the attacker beats the opposed roll and meets the target difficulty, it is considered a hit.
  • If the attacker is using a spell (whether it is a martial spell like a brawler's Headconk or a more traditional spell like fireball) the spell's difficulty number must be reached for the spell to be successfully executed.  The roll must also beat the target's defense rating to hit if it is an opposed roll.
  • An attacker may make a "called shot" specifying a particular area on the target they are trying to strike.  Extra difficulty is added in this case at the gm's discretion and more damage may be done.  A default is +1d to hit and +1d damage.
  • If the attacker ties an opposed roll, it is considered a miss.  This is sometimes referred to as "defender's advantage".  This is also the case when rolling for damage.
  • A hit triggers any spell effect and if there is damage of any sort, it is now rolled.  Spells and weapons list the damage they inflict.  For unarmed combat, strength -2 (2 dots, not 2D) is rolled for the damage.
  • This damage is rolled against the target's body roll (which is the average of strength and dexterity, plus armor/protection).  If the attacker's damage beats the defender's body roll, the difference is compared to the damage table and penalties are applied as specified.
  • Additional dice may be added to body when a character has protection.  This is most commonly armor or a shield, but can also be cover of any significant physical sort or an object held up as protection.  Such values are added to the sum of the body roll and used for defense.  Cover and cover spells such as fog, are rolled and added to the difficulty to hit.  These values will range from +1 to +4D depending on the situation and material.


Degree of advantage               Dots         Dice

Slight Advantage                       1-5          1D

Decent Advantage                     6-10         2D

Solid Advantage                       11-13        3D

Decisive Advantage                  14-16        4D

Overwhelming Advantage            16+         5D


Scale represents the fact that larger objects are easier to eat but can sustain more damage and smaller objects are harder to hit but sustain less.  Thus a scale modifier is used.  The number is subtracted from the ability to be hit and added to the body for large objects.  For smaller the number is added to the difficulty to be hit and added to the total damage done. 

Example Participant                   Size Value

Large fortress                                24

War galley                                    21

Four-story building                         20

Pillarworm                                     16

Two-story building                          14

Longship, dragon                            12

One-story building                          10

Small hut                                        8

Large Carraige                                 6

Ferokai, Sern, Besith                       5

Lamdril, Tua                                    3

Kol Crane, Beloa'a, Ralitan,              2

Average Mortal                                0

Doka, Polu Heron                            1

Humu                                             2

Homonculi, child,                             3

Rockhoppers, Simiae                       4

Pegiya, Spathae, Go'o                      6

Drikhi, Phosaerons, Tomb ant           9

Sprite, Drobit, Weta                       12

Coin                                             15

Piki                                              21

Healing and First Aid

    A wounded player may be healed in several ways, including spells, a healing potion, magic items, time, or first aid.

Time will heal all injuries except mortally wounded if a character relaxes, but there is a chance of infection. After three days, a player rolls their strength, if it is between 1 and 4, they become infected and move towards the next worse tier on the damage scale. If it is 5 or higher, they move up the damage table to the next lesser effect. Stunned is effectively healed. Remember that wounded has two spots on the tier.

First aid, healing potions and spells may serve to quickly heal players. Each has a set amount of dice that may be rolled. That number is subtracted from the damage done to the character being treated. If the number is unknown for whatever reason, use the lowest number in each tier +1 (ie. 5 for wounded, 10 for incapacitated, etc). The player is then considered in the tier of damage found by subtracting the heal from the original damage. First aid, however, first takes one round to stabilize the injured player (at a difficulty roll corresponding to the level of damage). Mortally wounded characters may only be stabilized and lessened to incapacitated by first aid. Following waking from incapacitated they are treated as wounded twice until they heal via time, potions, prayers, or other magical effects. Magical healing items will have any number of healing effects, as specified in the item's description.

When treating an injury, illness or poison, the character applying first aid adds a bonus to the affected character's Resist Disease or Poison or healing over time. A successful First Aid skill roll gives the patient a bonus of +1 to a healing via time roll or +1D to Resist Disease or Poison- the bonus doubles if the First Aid roll succeeded by at least 10 points. On an injury, a successful first aid roll can heal to a higher tier.

Dead players may be brought back by the use of the priest's resurrection spell or by anyone with a religion skill of 4D building an altar and going through the resurrection ritual. Either takes roughly an hour. A resurrected character suffers from a -2 to body rolls and -1D to all other rolls for roughly half a day. Flowers from the Wando Pea plant diminish the symptoms by half.