Combat Reference

Combat Action Options (chart)
Action Speed / DV Penalty
Activate Charm, Combo or Powervaries / varies
Aim3 / -1
Attackvaries / -1
Dash / Climb / Swim3 / -2
Flurryvaries / varies
Guard3 / none
Inactive5 / special
Miscellaneous Action5 / varies
Move0 / 0
Join Warvaries / -0
Join Battle (varies / -0)

Roll (Wits + Awareness) for all combatants and compare. The player with the most successes sets the reaction count. Everyone else goes (their difference in successes) ticks later, max of 6. Joining a battle at a later date compares to the set reaction count.

Aim (3 / -1)

Pick a target. If you abort to attack that target, add an extra die to the attack roll per tick spent aiming, max +3. If you abort to do anything else, subtract two dice from those rolls.

Coordinate Attack (5 / -2)

The leader picks a target and rolls (Cha + War), at a difficulty of (half the # of participants, round down).

During the leader’s next tick, for every participant that attacks this tick, reduce the target’s DV by the number of successes rolled, max DV penalty is (# of participants).

Flurry Penalties (varies / varies)

You can act multiple times during a tick, but you take increasingly steeper penalties to rolls.

Action Penalties — the first action takes a penalty of (number of attempted actions) and each subsequent action takes an additional -1 penalty.

Attempted Actions 1st 2nd 3rd 4th 5th
Two -2-3
Three -3-4-5
Four -4-5-6-7
Five -5-6-7-8-9
Action Penalties (quick table)
Penalty Source Penalty
Multiple Actions-Xi
Wound Penalties-Xi
Off Hand-1i
Stunned / Distracted-2i
Impaired Senses-2i
Blind-4i
Mobility Penalty (*only some Dex-based actions)-Xi*
Fatigue (per failed roll)-1i
Prone-1e
Mounted without Ride Ability-1e
Attacking up to 2× Range-1e
Attacking up to 3× Range-2e
Poor Vision-1e
No Visibility / Invisible Target-2e
In Water Above Ankles (*only some Dex-based actions)-1e*
In Water Above Waist (*only some Dex-based actions)-2e*
In Mud Above Ankles (*only some Dex-based actions)-2e*
Underwater (*only some Dex-based actions)-2e*

i = internal penalty (subtracts dice from the pool). e = external penalty (subtracts successes from the roll).

Called Shots (options)
Called Shot Effect Penalty
Pulling Blows Inflict bashing damage instead of lethal or aggravated damage. -1e
Fierce Blows Sacrifices accuracy for damage. +2 lethal, +2 aggravated, or +4 bashing damage respectively. -1e
Showing Off Used for dramatic purposes such as gracing blows and marking attacks. -(1–4)e
Coup de Grace If the attack would kill the target, it may instead inflict less damage and permanently maim the target. -1e
Disarming If the attack hits, deal no damage but victim rolls (Wits + Ability) at (Difficulty = net successes). For every success not met by the victim, the weapon flies one foot away. Victim rolls (Dexterity + weapon Ability), difficulty 1 to retrieve it. -2e / ranged -4e
Sweeping If the attack hits, the target must check for knockdown. Even if it succeeds, the target is stunned. -1e

i = internal penalty (dice). e = external penalty (successes).

Grappling (6 / -1)

Pin or clinch an enemy in a hold. May use Strength instead of Dexterity for the attack roll.

Grappled victim goes inactive and attacker may:

  • Break Hold — Throw victim prone or Strength yards with a knockdown check.
  • Crush — Attacker rolls damage, adding the remaining successes of the clinch roll. This damage is piercing.
  • Hold — Attacker pins victim motionless.

Attacker must renew the clinch each tick that he can act on. Helpers roll to attack, and if successful, add one die to the leader’s roll.

Movement (speeds)
Action Rate Notes Speed / DV
Move Dex − Wound − Mobility yards/tick Min 1 yard, reflexive action. 0 / -0
Dash Move Speed + 6 yards/tick Min 2 yards, may not parry without a stunt. 3 / -2
Climb / Swim Move Speed yards/tick Min 1 yard, always requires roll. 3 / -2
DV Modifiers (quick table)
ModifierValue
Action DV Penalties-X
Mobility Penalty-X**
Wound Penalties-X
Onslaught Penalty-X
Coordinated Attack-X
Botched Attack (Last Action)-2
Unstable Terrain-(1–3)

Terrain / PositionModifier
Steps / Gentle Slope / Mounted+1*
Steep Slope / In Howdah+2*
Too Steep to Climb / Ladder+3*
Surrounded-2**

Cover / Shield Melee Ranged
Buckler+1
Target Shield+1+1
Tower Shield+1+2
25% Hard Cover+1+1
50% Hard Cover+1+2
75% Hard Cover+1+3
90% Hard Cover+2+4

* Long weapons can offset the modifier. Also applicable as a penalty. ** Only applicable to Dodge DV.

Stunning (rule)

Characters who suffer more health levels of damage than their Stamina need to succeed at a reflexive (Stamina + Resistance) roll with a difficulty of (Damage − Stamina) or be stunned until their next action.

Healing Times (table)
Type Damage Level At Rest Active
ExaltedAny Bashing HL3 hours6 hours
-0 L HL6 hours12 hours
-1 L HL2 days4 days
-2 L HL4 days8 days
-4 L HL1 week2 weeks
MortalsAny Bashing HL12 hours24 hours
-0 L HL1 day2 days
-1 L HL1 week2 weeks
-2 L HL2 weeksn/a
-4 L HL1 monthn/a
Knockdown (rule)

If an attack deals more raw damage than the target’s (Stamina + Resistance), check for Knockdown.

Roll [(Dexterity or Strength) + (Athletics or Resistance)], difficulty 2, reflexively to resist falling prone.

DV Calculation (formulas)

PDV = (Dex + Ability + Weapon + Item + Specialty) / 2

DDV = (Dex + Dodge + Essence + Item + Specialty) / 2


  • 1st Excellency adds roll successes.
  • 2nd Excellency adds paid successes.
  • 3rd Excellency adds ½ Ability to DV.