Core Mechanics
Attack Rolls
When a character assaults a target with a weapon, an unarmed attack, or certain Spells, they make an Attack Roll: an Open-Ended Roll plus their Combat Bonus, minus the target's Defense. The result is then looked up on the appropriate Attack Table to determine what happens. An attack is a Full Action.
The Combat Bonus
The Combat Bonus (CMB) measures the overall effectiveness of a character's attacks with a given weapon, Spell, or ability. It is equal to the character's current Skill Bonus for the attack being made.
If any effect or modifier reduces a character's CMB below +0, their attacks are considered ineffective for that Round. They can still take the Attack action, but it will automatically deal no damage and inflict no Critical Strikes.
Making an Attack Roll
To make an attack, roll an Open-Ended d100, add the Combat Bonus and any applicable modifiers, then subtract the target's Defense (DEF). The final result is the Attack Roll.
That result is then cross-referenced with the appropriate Attack Table for the weapon, Spell, or ability used, and the Armor Type of the target, to determine the outcome.
Each attack also has a Max Result value — a cap on the highest result achievable on the Attack Table with that particular attack. This cap is applied last and overrides all other modifiers.
Reading the Attack Tables
The result on the Attack Table is interpreted as follows:
- 10 or less (modified roll): automatic miss. If the Unmodified Roll also falls within the weapon's Clumsy Range, the attack Fumbles — see Weapon Fumbles.
- A dash (—): the attack misses its target and no harm is inflicted.
- 0: the attack connects but deals no damage — the target's armor deflects the blow or the attack lacked sufficient force.
- A number (e.g. 7): that number is the Base Damage of the attack. That many Hit Points are subtracted from the target's current total.
- A number and a severity code (e.g. 16 Mod): the number is Base Damage as above, and the acronym indicates the degree of Critical Strike inflicted — see Critical Strikes.
Damage Types
Each attack inflicts a specific type of damage based on its nature: a sword deals Cut damage, a mace deals Impact damage, and the breath of a Fire Drake deals Fire damage. The Damage Type determines which Critical Strike Table is rolled on if the attack scores a Critical Strike.
Some Spells and special abilities make creatures particularly resistant or vulnerable to certain Damage Types. Refer to the relevant Spell or ability description for details.
Critical Strikes
A Critical Strike is a particularly skillful or lucky blow that may result in serious consequences: Bleeding, Stun, maiming, or even instant death. There are five degrees of Critical Strike, each more severe than the last.
| Severity | Code | Roll Modifier |
|---|---|---|
| Superficial | Sup | +0 — minor scratches and bruises |
| Light | Lig | +10 — seldom fatal but can result in crippling damage if untreated |
| Moderate | Mod | +20 — can maim, Stun, or inflict Bleeding |
| Grievous | Gri | +30 — less forgiving; serious consequences likely |
| Lethal | Let | +50 — potentially deadly |
Critical Strikes are resolved by rolling on the appropriate Critical Strike Table for the Damage Type of the attack. This is a non-Open-Ended Roll, modified by the severity shown above.
Critical Strike Reduction
Some Spells and abilities reduce the severity of a Critical Strike suffered by one or more degrees, applied before rolling on the table. A Critical reduced below Superficial is cancelled entirely and has no effect.
Creatures listed as Heroic in the Bestiary automatically reduce any Critical Strike they suffer by one degree. Creatures listed as Epic automatically reduce by two degrees.
Weapon Fumbles
Whenever a character's Unmodified Attack Roll falls within the Clumsy Range of their weapon, the attack automatically misses and the attack Fumbles. Roll 1d100, add the Fumble Modifier for the weapon used, and consult the Fumble Table.
| Weapon Type | Fumble Modifier |
|---|---|
| Brawl, hand weapons, short impact weapons, thrown daggers / Light crossbow | +0 |
| Short edged, long impact, hand axes, javelins / Short bow, sling | +10 |
| Long edged weapons / Heavy crossbow | +20 |
| Two-handed weapons, chain weapons / Composite bow | +30 |
| Polearms, net, whip / Longbow | +50 |
| Roll | Melee and Thrown | Missile |
|---|---|---|
| 01-75 | Must make an Assessment Roll next Assessment Phase. | Must make an Assessment Roll next Assessment Phase. |
| 76-100 | Assessment Roll, then choose one: drop weapon; or take a Superficial Critical Strike. | Assessment Roll, then choose one: drop weapon; drop all ammunition; or break the weapon's string (if applicable). |
| 101-125 | Assessment Roll, then choose two from: drop weapon; take a Light Critical Strike; inflict a Superficial Critical Strike on a nearby ally. | Assessment Roll, then choose two from: drop weapon; drop all ammunition; break weapon string; take a Superficial Critical Strike; inflict a Superficial Critical Strike on an ally within range. |
| 126-150 | Stunned, then choose two from: drop weapon; take a Light Critical Strike; inflict a Light Critical Strike on a nearby ally; weapon breaks. | Stunned, then choose two from: weapon breaks; drop all ammunition; take a Light Critical Strike; inflict a Light Critical Strike on an ally within range. |
| 151+ | Stunned, then choose two from: drop weapon; take a Moderate Critical Strike; inflict a Moderate Critical Strike on a nearby ally; weapon breaks. | Stunned, then choose three from: weapon breaks; drop all ammunition; take a Light Critical Strike; inflict a Light Critical Strike on an ally within range. |