Attack
An attack is functionally a skill roll with additional variables.
- Choose a method of attack (weapon, spellroot)
-
Choose a skill that gives proficiency in that weapon or spellroot (if any).
-
Roll 1d12 along with the skill's die. If you have no skill to choose from,
replace that die by a result of 1.
-
Take the highest result, add an Attribute as bonus (determined by weapon or
spellroot), then add any other bonuses. if it is higher than the target’s
Difficulty, the attack succeeds. You succeed on tied rolls, unless you
rolled without a skill die.
-
Take the lowest result without any bonuses to see how much impact your attack has, For each 4-points range your
result falls within, you deal an increased degree of damage (as shown on
your weapon) or effect (as shown in your spellroot's description).
Fumbles & Counterattacks
When all dice land on 1 you Fumble and make a
clumsy attack full of openings. While your attack can still succeed, the
defender can punish your mistake with a Counterattack As with all other attack rolls, you can stake FOG before the roll is
made. You
cannot counterattack if you have fumbled this round.
Defense
Threats to your life will be varied and sudden, and you will have to Brace,
Defy, Dodge and Handle your way out of harm. Each defense has its own purpose.
In combat, attacks are generally Braced or Dodged, spells are Braced, Dodged
or Defied, and traps are Dodged or Handled. Your GM will state your options and the Difficulty Level (DL). Unlike rolling for Skills, where announcing the DL publicly is a matter of
play style and situation,
a Defense's DL should always be announced.
A defense Roll functions like a skill roll.
-
Roll 1d12 along with a Defense die
-
Take the highest result and add your defense bonus. If the total is
higher than the DL, you succeed.
-
Take the lowest result without any bonuses and compare it to the table
below. Each Defense behaves differently.
|
Brace |
Defy |
Dodge |
Handle |
Failure
| Stamina Damage Reduction = 1x Toughness | Get hit by the spell | Suffer full damage from the attack | The trap triggers normally |
1 - 4
|
Stamina Damage Reduction = 2 x Toughness |
Resist a targeted spell |
1 Pace of movement backwards |
Stall the trap for 1 round |
5 - 8 |
Stamina Damage Reduction = 3 x Toughness |
Resist a targeted spell
|
2 Paces of movement backwards |
Reset the trap |
9 - 12 |
Avoid all Stamina Damage |
Resist a targeted spell
|
3 Paces of movement backwards |
Disable the trap |
Brace
Holding your ground as you block a heavy blow, not loosening your grip on a
rope as you suffer incredible pain, keeping mobile under the effect of a
numbing poison.
-
Brace is the only way to defend against attacks made on a Fast
Turn.
Dodge
Deftly avoiding a weapon's swing range, diving outside of a bomb's blast
radius, squeezing yourself between two stakes as you fall in a pit
trap.
- Some traps must be Dodged.
Defy
Resisting the effects of a a spell, Fighting back against the Fog's
influence, Keeping your composure when confronted to your greatest
fear.
-
Intangible spells must be Defied, but tangible spells can
also be Braced against.
Handle
Catching a sneaky insect before it burrows in your ear, putting things back
exactly where they were in mere seconds, Interrupting a trap's activation by
thinking fast and instantly placing a counterweight.
Useful facts
-
Some traps must be handled
Damage
When you fail on your defense roll, the attack's damage is first applied to
your Stamina. When no Stamina Points are left, damage carries over to your
Health pools. When your Torso's pool reaches zero, you must Defy to stay conscious, and must be healed before the
end of combat, otherwise you die. When your Head's pool reaches zero,
you immediately die.
To determine which limb suffers the attack, roll 1d6.
1 |
Head |
2 |
Torso |
3 |
Left Arm |
4 |
Right Arm |
5 |
Left Leg |
6 |
Left Leg
|
-
Some abilities or hazards target Health Points directly. which makes
it possible to die even if you still have Stamina left.
-
Some damage-dealing class abilities are only usable *after* an attack
is confirmed to hit. The damage from these abilities is considered a
separate source of damage to which Damage Reduction applies independently.
Dev Notes
Max attack
best of 2d12(style) + 6(attribute)+5(Path)
18DEF against that is 75% hit chance.