Fighting Contents

Playing

Fighting

Grades, rolls, effort and exhaustion, defending, falling and death.

Judged by the storyteller, settled by dice

In a fight, the storyteller does one job: it reads what you wrote and grades it. How good was the plan? How much risk did you take? How hard is the target to hit? Storyteller Everything after that is code. The grades become a hit chance, a d100 decides the outcome, and a formula sets the damage. Engine

So a clever, careful attack genuinely lands more often than “I hit him”, and no amount of eloquence turns a miss into a hit.

Your chance to hit

Heroes start from an 80% base chance (a world rule; enemies start from 65%). Then:

GradeEffect on your chance
Tacticspoor −5 · standard 0 · good +5 · excellent +8 · brilliant +12
Risk you takesafe or measured 0 · aggressive −8 · reckless −20
Targeteasy +5 · standard 0 · difficult −8 · extreme −15
Who's strongerup to +12 when you far outclass them, down to −10 when they far outclass you
Momentumyour side's run of form, below
Exhaustion−5, −10 or −15 once you've spent over 40%, 60% or 80% of your reserves
Risk costs accuracy, and a reckless fighter is easier to hurt on the next exchange. It pays in experience.

How it lands

The engine rolls d100 and measures how far past (or short of) your threshold it came. That margin sets the grade:

GradeDamageRoughly
CRITICAL×1.425 or more past the mark
CLEAN×1.1512 or more past
SOLID×1just past
GLANCING×0.5just short
DEFLECTED×0.210 or more short
WHIFFnothing20 or more short
BACKFIREnothing30 or more short, and the biggest blow to your side's momentum
A far stronger fighter can't do worse than GLANCING against a much weaker one; a far weaker one can't do better than SOLID. A stunned, rooted or slowed target is easier to land on.

Damage

Damage grows with your power, your tactics grade, the grade you rolled, and how much effort you poured into the blow: spending more stamina or mana hits harder, with diminishing returns. A target that fought recklessly last turn takes more (up to a third again), and a better weapon against worse armour adds more still. Engine

You can also fight to subdue (the target is left on its feet at the brink), to disable (no damage at all), or with restraint. Say so in your action.

Power and the gap

Every character and creature has a rank: a letter from D up through C, B, A, S, SS and SSS. (X and XX exist, but only for things of the world, never for a character. A builder's world may give the ranks its own names.) Rank is logarithmic: ten points of gap between two fighters means one is ten times as powerful as the other.

GapWhat you're toldWhat it means
Far above themBeneath you.Your blows land hard; theirs barely matter.
Somewhat aboveupper handThe fight leans your way.
EvenevenAnything can happen.
BelowoutmatchedYou need a better plan than trading blows.
Far belowSuicidal.Your best hits glance off.
A hundred times weakercannot meaningfully harmNothing you do can hurt it. Flee, hide or bargain.
The last row is absolute in Khorvale: nothing harms a being a hundred times its power. That's why the greatest things in the world can't be fought by anyone. A builder's world can draw that line closer, or have none.

Effort: stamina, mana and overreaching

Strength is both how powerful you are and a pool of stamina; magic is both a power and a pool of mana. Every action is rated by how big its effect is, on one ladder from speech and walking up through “maims a person”, “kills a dozen”, “guts a stone building” and far beyond. Storyteller The engine prices it against your pool. Engine

  • Acting at your full rank costs your whole pool. Each tier below it costs a tenth as much, so everyday things are close to free.
  • A tired character reaches less. The emptier the pool, the smaller the biggest thing you can do right now.
  • Trying more than you can afford is quietly scaled down to what you can manage, unless you say plainly that you push past your limit.

Overdraw

If you do push past your limit on purpose, the effect happens, and it costs you permanently:

How far pastWhat it costs
A littleA rupture: your pool's maximum drops by about a fifth.
Well pastA maiming: your maximum halves, and you carry a visible wound for good.
Far pastIt works, and it puts you on the ground, bleeding out.
An overdraw can also crack your weapon, or your armour if you have no weapon. This is Khorvale's price: a builder's world can make overreaching maim but never kill, or only tire you.

Defending

Enemies declare their attacks a turn ahead: the narration tells you what's coming, and it lands on your next turn. Say how you meet it: dodge, block, parry, get out of the way, or counter. The engine rolls your defence once per turn and compares it with each attack. Engine

  • A good defence turns an attack into a WHIFF, or at least caps it at GLANCING.
  • A botched one makes an attack land one grade better.
  • Covering several attacks with one defence is harder for each extra attack. Some attacks can't be dodged or blocked at all.
  • Which moves an enemy has comes from its own abilities, not invention on the spot. The storyteller chooses what it attempts; the dice decide whether it works.

Momentum

Your side shares a momentum score. Good grades raise it (a CRITICAL by 3), bad ones lower it, a kill adds 2, an ally falling costs 3, and creative or coordinated play earns a little. It fades by one each turn and feeds straight into everyone's hit chance. Engine

After the fight

  • Experience is paid only for a victory in which every enemy is dead. Walking away or losing pays nothing, and a fight far beneath you pays nothing either. Harder foes, better tactics and more risk pay more.
  • Spoils: up to three items can be taken from the fallen.
  • Falling in a fight leaves you downed, not dead: see Falling, and dying.