Updated to version 0.6.2

"It's fun to watch them squirm."

Flow and Timing


Combat is divided into rounds. A round is about 6 seconds worth of actions. A round is considered complete when each character has had an opportunity to take a turn, then the next round begins or combat ends.


Each turn is one character’s actions within a round. Most characters get 4 AP to spend on taking actions each round.

Actions can be performed at any point in a round as long as your character is considered active. During your turn your character is always active. Your character will also become active if they are targeted by any kind of effect. Reactions can be performed directly before the effect would trigger, but actions will be performed afterwards.

Example Reactions

Mighty the Fighter is attacked by a goblin. He can dodge or block for 1 AP, these are reactions and will trigger before the goblin's attack.

Mighty the fighter could also choose a different option. Unless the move he chooses is labeled as a reaction (such as the rapier's parry) the move he uses will have to wait until directly after the goblin's attack.

Turn Order

In order to determine the turn order, have each character roll a speed check and sort them from the best result to the worst.


An action is a discrete, measurable thing that a character can do during combat. In order to perform an action, a character must be able to completely afford the AP cost, then they spend that AP to perform the action.

Borrowing AP

If a character cannot completely afford the AP cost of a move, they are allowed to borrow AP from their next turn.

Once a character's turn is over, they may start using AP from their next turn for reactions.

Action List


Move 10’ plus 5’ for each rank you have in speed. Costs 1 AP.


Make an attack with your weapon. AP cost depends on the weapon and move.

Grab (Starts Grapple)

If successful, the target is grappled. Costs 1 AP.

Pummel (During Grapple)

The grappled character takes damage equal to half your strength. Costs 1 AP.

Pin (During Grapple)

Roll a vitality check against the grappled character. If successful, neither of the grappling characters may make any actions until you end the pin. Costs 1 AP.

Throw (Ends Grapple)

A grappled character is thrown 1’ times your strength. This is cut in half for each size class they are larger than you, and doubled for each size class smaller. Costs 2 AP.

Dodge (Reaction)

When you are attacked, roll an agility check (use awareness to dodge fast moving projectiles). If successful, move up to 5’. If you can plausibly move out of the way, you take no damage. Costs 1 AP.

Block (Reaction)

When you are attacked, roll a vitality check. If successful, use your shield’s block ability. At the very least, this move cuts the damage taken in half. Costs 1 AP.


You can perform a variety of actions not listed here. Many small things such as drawing a sword are considered free actions, interacting with small switches and grabbing something off of a table are usually also free.

Actions that only cost 1 AP are things like putting on a glove or gauntlet, pulling a weighted switch, and making a medium jump.

Actions that cost 2 AP are the bulk of actions, you could don a helmet, perform a flip, leap across a chasm or up a wall, or check for traps (if you for some reason need to do that in the middle of combat).

For a normal sized character, 4 AP should fit into about 6 seconds.


When you use the attack action, you will declare a target character or object. If the target is in range, spend the AP and proceed to roll a check based on the attacking stat.

  • The attacking stat of a move is listed in the move’s data. Most physical moves use strength as an attacking stat.
  • The defending stat is based on the attacking stat, see page 26 for the defending stat chart.

If the check’s result is equal to or grater than the DC of the defending player’s defending stat, the move hits and the damage can be calculated and sent to the defending player.


Whenever damage is applied to a character, the character will subtract their armor or resistance from the damage, depending on if it is a physical or magical attack, then subtract the remaining damage from their HP.

The base damage dealt by a move is listed in the moves data. The attacking stat’s value is added to the damage dealt.

Critical Hits

Critical hits are determined based on how much you exceed the target’s DC. If you roll at least 5 more than the target’s DC you will deal 150% damage, at least 10 more on your roll deals 200% damage, and at least 15 more deals 300%.

Damage Types


Physical damage. Ignores armor and causes bleeding on critical hits.


Physical damage. Causes bleeding on a critical hits.


Physical damage.


Magical damage.


Magical damage. Causes the target to be set on fire (on fire characters take damage at the end of each round, starting with 5 and doubling each time).


Magical damage. Raises the target's temperature by one tier.


Magical damage. Causes the target to become frozen (frozen characters have 0 AP per turn until they are broken free).


Magical damage. Lowers the target's temperature by one tier.


Magical damage. Causes the target to lose AP on their next turn, one on a critical hit, two on a double crit, and three on a triple crit.


Magical damage. Causes the target to lose EP, two on a critical hit, four on a double crit, and six on a triple crit.


Most characters are able to grab and throw other characters. To initiate a grapple, roll a vitality check against an adjacent character. If successful, the target character is considered grappled until they escape, you drop them, or you throw them. Neither you or the grappled character can move until the grapple ends.

  • The grappled character may attempt to escape the grapple using strength or coordination. If either of these checks are successful against your defending DCs (vitality or awareness), the grapple ends.
  • The grappled character may also attack using a move with range 0. Bite is notable for this purpose. When attacking from a grapple, you lose one die from your attack roll.

During a grapple, you may pummel, throw, or pin.

Pummel (Strength) (1 AP)

The grappled character takes damage equal to half your strength.

Throw (Strength) (2 AP)

The grappled character is thrown 1’ times your strength. This is cut in half for each size class they are larger than you, and doubled for each size class smaller.

If a character is thrown into a wall, they take 1 damage for each foot their thrown distance is cut short.

Pin (Vitality) (1 AP)

Roll a vitality check against the grappled character. If successful, neither of the grappling characters may make any actions until you end the pin.


You won’t always have the luxury of being the aggressor: half the time you will need to be defending as well. The following two sections cover the dodge and block reactions and how they are used to prevent damage.

Each of these reactions costs 1 AP.


Declare your dodge before the attacker rolls to hit. Roll an agility check against the attacker, if successful and if you could plausibly move out of the way, the damage is ignored.

  • Failing the agility check will end the dodge action with no effect.
  • If you dodge all the effects of an attack, the attacker will not need to roll to hit. Convenient!


The block action will cut the damage taken in half. If you have a shield equipped, the damage will go onto the shield instead of you, and the shield’s block effect will be triggered.

To use the block action, roll a vitality check. The DC of this check is based on your shield,

Defending Stats

  • Vitality defends Strength
  • Agility defends Agility
  • Coordination defends Vitality
  • Intellect and Wisdom defend each other.
  • Coordination and Awareness defend each other.
  • Charisma and Talent Defend Each other.
*Awareness is not used for attacks, only detection.


Stealth is considered the defense to awareness. As such it is linked to your coordination.

When you are under half cover or in dim light, or some other condition that slightly obscures you, your coordination DC is increased by 2. These effects can stack with each other and themselves.

  • Even if you are in dim light or in pitch black, some characters will still have no problem detecting you. Obstructions are considered per searching character, and some characters are not affected by light.
  • Similarly, a human character wouldn’t bat an eye if your scent changed, even though a lapak might never realize you were the same person if you simply pick up a new scent.

If you are in full cover, pitch black, or some other completely obscuring cover, an awareness check will never detect you unless it is directed exactly in your direction. Even so, your DC will be improved significantly. If the only thing obscuring you is pitch darkness, your coordination DC for stealth is increased by 5.

Stuns and Knockouts

If a character takes at least 50% their max health in damage in one attack, they will lose half their AP on their next turn, this is called a stun. During a stun, a character may only use the movement actions.

Characters in the last 10% of their health get half their usual AP.

If a character’s health drops to or below 0 they are knocked out. Every time you take damage that causes you o have less than 0 health, you are considered unstable and must stabilize yourself or die. Any allies with stabilizing spells may use those to reset your HP to 0.

When you are unstable, you are allowed to make a stabilizing check. To do so, make a vitality check against your negative HP plus 5. If you succeed, you are stable, if you fail, you die.

  • For example, if a Mighty the Fighter takes 12 damage from an orc’s club, leaving him with -6 HP, he must roll a stabilizing check with a DC of 11.

Consequential Damage

There are plenty of ways to take damage aside from combat. At all times, characters need to be wary of gravity and water.

If your character comes to a stop abruptly, especially due to a collision, they will take 1 damage per foot their movement was cut short.

Falling damage is a bit different. Characters will need to take fall damage if they fall further than their height plus their agility in feet. If they need to take fall damage, they may roll an agility check to try and cut the damage in half.

The damage taken when falling is equal to the feet fallen squared then divided by 10. For every size class above normal, the damage is doubled. For every size class below, it is halved. This rule applies for all consequential damage.

  • Tiny: x1/4
  • Small: x1/2
  • Normal: x1
  • Big: x2
  • Large: x4
  • Massive: x8