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In Depth Rules

Shove

Characters can kick, push, pull and generally shove each others in and out of danger.
To do so, make a Brawn or relevant skill roll. Add +1D per distance covered before the shove (Close Range > Melee =1D)
The TN is equal to the difficulty rating:
Willing Target: 0
Trivial: 2-5
Easy: 6-10
Moderate: 11-15
Difficult: 16-20
Very Difficult: 21- 30
Heroic: 31+
If the targets successfully blocks, they are not pushed.
if not, the target is successfully pushed. This means they are no longer in melee range with previous targets, they can’t reach close by objects anymore, and are considered close range.

Grapple

A struggle for power, swords are clashing, feets are struggling to get a grip, this is about to get dirty.
You can make a contested , , or wrestling related roll to attempt to wrestle your opponent.
The Characters then start wrestling, and the one with the highest roll gains the Upper-Hand.
When grappling, you can’t shoot with ranged weapons except for crossbows.
You also can’t do complex actions. You cannot open and drink a bottle, but you can drop it
If a character gets grappled, they end any previous grapples.
If a character gets moved away from their grappling partner, the grapple ends.

Upper-Hand

When you’re dominating, you can:
After making an attack (or a spell attack), without spending you can:
Sweep them, still in grapple.
Makes them
Throw them away (Shove effect)
Few meters, depends on strength
For Free:
Use your opponent as cover.
Move with your opponent.
Break the grapple.
Silence them.
Do special actions:
Disarm them
Contested , or related roll.
Restrain them
Contested , or related roll.
Prevents both parties from moving and attacking (apart from attempting to free themselves).

Lower-Hand

When the grapple isn’t going your way, you cannot:
Move
Hit someone other than your opponent.
Block or Dodge attacks from the Upper-Hander.
You can attempt to gain the upper hand or free yourself
Contested , or related roll.
When you get the upper hand, your opponent automatically stops anything they were doing to you. if you were on the ground, you switch places with your opponent.

Climbing

When fighting larger opponents, you can perform a special type of Grapple and climb them.
When fighting above your size class:
You can dodge their Grappling attempts
TN 10-20 depending on size
You add your Scaling bonus to your grappling attempts.
They cannot hit you while you have the Upper-Hand.
Any attack made while grappling ignores the Scaling bonus to Absorb.
When smaller creatures are climbing you, you can:
Shake them off
Contested Brawn, Finesse or related Skill roll.
If won, the opponent is thrown proportionately to the size difference between you.
Slam on a surface
Contested Brawn, Finesse, or related Skill roll.
Loser receives damage in the form of the biggest entity’s Brawn.

Scaling

Whether you’re fighting on horseback, trying to slay a dragon or piloting a Bark Sentinel, special rules apply when you fight outsize of you weight class.
In combat, larger and/or heavier creatures have bonuses to absorb damage.
Smaller and/or lighter creatures have bonuses to dodge.
When hitting smaller opponents, you can hit as many per attack as there is difference between your Size Classes.

Weight / Size Classes (compared to normal size)

Kobolds, Ratmen, Yuan-ti hatchlings: No bonuses
Humanoids, Wolves, Displacer Beasts: No bonuses
Bears, Horses, Saplings, Wagons: +2D to Absorb / Dodge
Dragons, Bark Knights: +4D to Absorb / Dodge
Kraken, Planar Avatar, Old Bark Knight, Wyrms: +6D to Absorb / Dodge

Conditions

Surprised

When someone isn’t aware of your presence, they can’t dodge or block your attacks.
If you’re making a melee attack, you can bypass the armor and shield value of your opponent.

Prone

If you’re making a melee attack at a prone person, you can bypass their armor and shield value

Restrained

When restrained, you cannot move or act, and can only try to break free.
You cannot perform somatic components for spells.

Muted

You cannot speak nor perform verbal components for spells.

Burning

Continuous 5D damage unless Moderate Finesse or related Skill roll.
Bypasses Armor
Water or magical means will remove the need for this roll.

Poisoned

You have -1D to all rolls.

Frozen

First stage: Moving costs an action
Second stage: Extra actions have a penalty of -2D
Third stage: Cannot act or move

Fear

See

Training

When you train with a weapon for long enough, you become proficient with it.
When proficient with a weapon, you know how to repair and care for it.
You can also perform True Strikes.
Using superior skill, they let you aim your attacks for devastating effects.
You can aim for:
Weakpoints:
-1D to hit, +3D damage.
Arms:
-1D to hit, you and others can roll to without until your next turn.
If not applicable, prevents the opponent from using their weapons until your next turn.
Legs:
-1D to hit, for one turn, the target makes them .
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