Updated 2024 August 29

Combat Characteristics

Combat attributes play a crucial role in a character's ability to attack, defend, and determine the order of actions during confrontations.

Hit Dice and Hit Points (HP)

Each class assigns one or more Hit Dice (d4, d6, d8, d10, or d12) to your character. For example, 2d4 for the Believers class.

Hit Dice are crucial for calculating your Hit Points (HP).
At level 1, you receive the sum of the maximum of the hit dice.

A Believer with 2d4 hit dice, their max HP at level 1 will be 8 HP.
A Mystic with 1d6 will have 6 HP at level 1.

At each level up of your character, a roll of your hit dice will be required to calculate your new max HP, we will return to this concept in the section dedicated to leveling up.

Magic Attribute (MAG)

The Magic Attribute (MAG) is a crucial attribute for spellcasters and users of magical abilities. It is none other than the total value of the attribute (STR, DEX, CON, INT, WIS, CHA) specifically designated as the magic attribute for the character class.

By default, Intelligence (INT) is referred to as the Magical Attribute (MAG) but this attribute may vary depending on the class of the character.

Magic Points (MP)

Magic points fuel your magical skills and special abilities.

Magic points are calculated by adding the value of the Magic Attribute (MAG) to the level of the character and then doubling the result obtained.

Here is the formula to apply to determine the number of MP:

Max MP = 2 x (MAG + Level)

Let's calculate at level 1 the max MP of a Mystic character having their INT at +4.
Max MP = (4+1) x 2 = 10.

If the total MP are below zero, then the PC has 0 MP.

Initiative (Init)

Initiative is of paramount importance as it influences the order in which characters act during combat.

Its starting value is equal to 10, to which the character's total Dexterity (DEX) modifier is added.

Initiative = 10 + DEX

Defenses (Def)

Defense scores represent a character's ability to absorb or resist enemy attacks.
They are pitted against the opponent's attack tests (opposing rolls) to determine if the enemy attacks have an effect.

Each character has two types of defenses, and the Outfit you choose will grant bonuses or penalties that will be added to these defense scores.

  • Physical Defense (Def PHY) used to resist melee and ranged physical attacks:

    Def PHY = 10 + CON + Level + Outfit Bonus/Penalty

  • Magical Defense (Def MAG) used to resist magical attacks:

    Def MAG = 10 + WIS + Level + Outfit Bonus/Penalty

Attacks (Atq)

During a combat, an attack made by a PC occurs in 2 steps: an attack test followed by a damage calculation.

Attack Test

The attack test is used to determine whether an attack action fails or succeeds when the PC performs an unarmed attack, uses a weapon, or employs an offensive ability.

This attack test is determined by a roll of a 20-sided die (d20) to which a character attribute modifier is added along with the level of the PC.

The attribute modifier and the type of attack to consider is indicated by the weapon or ability used.

The score obtained is then compared to the physical (Def PHY) or magical (Def MAG) defense of the opponent depending on the type of attack performed: physical (Atq PHY) or magical (Atq MAG).

Physical attacks (Atq PHY) include contact attacks (Atq Contact) or ranged attacks (Atq Distance).

Any bonuses may be added to the result of the attack test, specified by the weapon used or by certain abilities (or both).

Attack Test = D20 + Level + (Weapon Charac. + Weapon Bonus)

Sword STR+1 DM 1d6+1
During the attack test with this weapon, you must add your Strength (STR) plus the value 1.
Attack Test = D20 + Level PC + (STR+1)

Damage

If the attack test is successful, the PC can then calculate the damage they inflict on their opponent. These damages are determined by the weapon or ability used (or both).

Sword STR+1 DM 1d6+1
To calculate the damage you must roll a 1d6 and add 1 to the result obtained.

Progressive Damage Bonus | Advanced Rule

You can grant an additional damage bonus by calculating the difference between the result of the Attack Test and the Defense of the opponent. For every increment of 5 points difference, add a bonus of +2 to damage.

If your Attack Test results in a total of 22 (including bonuses) and the opponent's defense is 9, the difference is 13 points. This gives you a damage bonus of +4 (2 increments of 5 points, thus +2 x 2).