Grit System — Complete Reference
Core Vision
A system that balances narrative storytelling with the satisfying crunch of numbers. Combat is short, tense, and always risky — heroes swing until exhaustion, armor matters, and fights end quickly. Characters grow through skill-based progression rather than class-locked abilities, allowing organic development tied to player choices.
The Grit pool (your current action capacity, reduced by exhaustion) represents more than physical toughness: it is the capacity to endure in a close, dangerous scuffle — to land hits, evade, build pressure, take damage, read an opponent, and stay coherent in chaos. When two fighters meet in melee, both can take harm. The attacker is never safe.
[!why] Why a single exhaustion pool? Most RPGs track HP, stamina, and mana separately. Grit collapses them into one number because every costly action — swinging a sword, casting a spell, tanking a blow — draws from the same well of physical and mental endurance. This creates hard choices: do you spend your last reserves on offence or save them for defense?
Design Goals
- Direct combat is dangerous. Both sides can deal damage with every exchange.
- Exhaustion as universal cost. Pushing, getting hit or (setting dependent) casting all draw from the same well.
- Grit as flexible base. Attack pools are always created from two different attributes, not just strength and endurance.
- Techniques! Certain attribute combinations allow the use of special moves.
- Settings may add new attributes. Which allows for attributes specific to fantasy, sci-fi, cyberpunk or thriller settings.
- Small dice pools. No extensive finger counting, thanks to dice pools being between 3 and 7 dice.
Attributes
At least eight attributes in three groups; settings may add more attributes (see Setting Extensions). Values range from 1 to 10; human average is 3 for trained, and 2 for all the other attributes.
Body
| Attribute | Meaning |
|---|---|
| Strength | Power, grip, impact, raw force |
| Agility | Movement, precision, coordination |
| Constitution | Toughness, endurance, physical resilience |
Mind
| Attribute | Meaning |
|---|---|
| Intelligence | Analysis, logic, planning, knowledge |
| Wisdom | Experience, judgement, composure |
| Instinct | Gut feeling, danger sense, immediate reaction |
| Willpower | Endurance, inner strength, resistance |
Essence
| Attribute | Meaning |
|---|---|
| Charisma | Presence, dominance, social pressure |
Settings may define additional Essence attributes (e.g., Blood, Shadow, Magic). Essence attributes are not ordinary combat stats — using them in combat typically requires a special origin, gift, technique, or mastery.
Starting Attributes
All attributes start at 2. You receive 3 points to distribute among your attributes. You may place multiple points in the same attribute, but no single attribute may exceed 10. Setting-specific bonuses (e.g. a folk's +1) are included in these 3 points — for example, a folk that grants +1 to Constitution pre-allocates one of your 3 points there, leaving you with 2 points to freely distribute.
Advancement
Characters grow by gaining levels. The Game Master awards a level when it feels right — per session, per completed quest, per major milestone. This should be decided at the beginning of a campaign.
Attribute Points
Each level grants 2 attribute points to distribute freely among your attributes (no single attribute may exceed 10). Maximum level is 10, for a total of 20 additional points over a character's career.
Learning Techniques
Once per level, you may learn a new technique or upgrade an existing technique by one rank.
Techniques have minimum pool requirements — you need the relevant attribute pair to reach a certain dice pool size before you can learn that rank:
| Rank | Minimum Pool | Description |
|---|---|---|
| 1 (Practiced) | 4d6 | Unlock the technique's attribute combinations |
| 2 (Experienced) | 5d6 | Access maneuvers |
| 3 (Masterful) | 6d6 | Tie-breaking and insurance |
| Epic | 7d6 | Legendary effects (GM permission) |
Example: To learn Dueling (Rank 1), you need Agility + Wisdom or Agility + Intelligence at 4d6. To upgrade it to Rank 2, you need the same pair at 5d6.
Learning a new technique or upgrading one costs nothing beyond meeting the requirement, unless the GM rules otherwise (e.g., requiring a teacher or downtime).
Dice Pools & Exhaustion
Your max pool (number of d6) is determined by the sum of two relevant attributes (see table below). You may switch between different attribute pairs depending on your training (see Attribute Combination Tiers).
Exhaustion is a global counter that starts at 0 and increases when you take damage, push yourself, or suffer attrition. Your effective pool = max pool − exhaustion.
When effective pool reaches 0 for a given approach, that approach is unusable. When all your approaches have effective pool ≤ 0, you are unconscious.
[!tip] For your first session Prioritise Body attributes during character creation. Higher Body values give access to stronger Tier 1 pools without needing techniques — letting new players jump into combat immediately while they learn how the system works.
Formula: pool = ceil((sum − 1) / 3)
| Attribute Sum | Max Pool |
|---|---|
| 2–4 | 1d6 |
| 5–7 | 2d6 |
| 8–10 | 3d6 |
| 11–13 | 4d6 |
| 14–16 | 5d6 |
| 17–19 | 6d6 |
| 20 | 7d6 |
| Pool | Meaning |
|---|---|
| 1d6 | Feeble |
| 2d6 | Below average |
| 3d6 | Average |
| 4d6 | Competent |
| 5d6 | Skilled |
| 6d6 | Expert |
| 7d6 | Legendary |
Monstrous opponents can exceed the 7-die cap.
Attribute Combination Tiers
Which two attributes you may combine depends on your training and access.
Tier 1 — Unlearned
Without a relevant technique, the pool may only be formed from two Body attributes.
Allowed combinations:
Strength + Agility
Strength + Constitution
Agility + Constitution
These represent simple, physical brawling.
Tier 2 — Combat Technique
A relevant combat technique allows one Body attribute + one Mind attribute, or one Body attribute + Charisma.
Strength + Intelligence Strength + Wisdom Strength + Instinct Strength + Willpower Strength + Charisma
Agility + Intelligence Agility + Wisdom Agility + Instinct Agility + Willpower Agility + Charisma
Constitution + Intelligence Constitution + Wisdom Constitution + Instinct Constitution + Willpower Constitution + Charisma
These represent trained, technical, or conscious fighting styles.
Tier 3 — Setting Extensions
Settings may define additional Essence attributes (e.g., Blood, Shadow, for trained, and 2 for all the other attributesMagic). These typically require origin, gift, mastery, or a special technique to unlock. When unlocked, they enable Body + setting-Essence combinations.
Tier 4 — Legendary Exception
Mind + Essence or Essence + Essence combinations are only permitted if explicitly allowed by the GM. This tier is reserved for exceptional characters, monsters, or high advancement.
Switching Combinations in Combat
A character who has access to multiple attribute combinations may switch their approach during a fight, enabling flexible fighting styles.
Example: A character with Agility 9, Wisdom 8, Charisma 7, Constitution 5 can fight:
- physically and mobile (Agility + Constitution = 14 → 5d6)
- precise and tactical (Agility + Wisdom = 17 → 6d6)
- socially dominant (Agility + Charisma = 16 → 5d6)
Exhaustion is global — switching approaches does not reduce it. A versatile character with multiple high pools has more tactical options as exhaustion rises; a one-trick pony with a single approach has fewer ways to adapt.
[!why] Why allow switching mid-fight? Different attribute pairs unlock different techniques and maneuvers. Switching pools mid-fight isn't about getting more dice — exhaustion is global — it's about changing what you can do. A character who can shift from a Dueling stance (Agility + Wisdom) to Intimidation (Strength + Charisma) has more tactical options, not more endurance. The narrative shifts too: one moment you're reading your opponent, the next you're overwhelming them with presence.
Fighting Styles
Every attribute pair suggests a combat approach. Some pairs may unlock special effects (full table TBD).
Example: Strength + Agility (Skirmisher) — on a successful Feint, you may also reposition.
Recovery
Recovery reduces exhaustion.
| Action | Exhaustion recovered |
|---|---|
| Brief pause (between encounters) | Up to 1 (none if max pool < 3) |
| Short rest | Half highest max pool (round down, minimum 1) |
| Long rest (meal + rest) | Full reset (all exhaustion cleared) |
[!gm] Controlling rest pacing The "brief pause" recovery is intentionally weak (only 1 point). If your players try to rest between every encounter, the fiction should push back — wandering monsters, time pressure, an environment that doesn't allow rest. Exhaustion should accumulate across an adventure, not reset every hallway.
Defeat
- Exhaustion ≥ highest max pool: Unconscious, out of fight.
Combat Resolution
Success Threshold
Two variants:
| Mode | Success on | Per-die chance | Notes |
|---|---|---|---|
| Heroic (default) | 4+ | ~50% | Competent, heroic, stable |
| Hardcore | 5+ | ~33% | Harsher, riskier, swingier |
Fumble rate (heroic): ~8–13% depending on pool size.
Fumble rate (hardcore): ~18–20% depending on pool size.
Turn Structure (Popcorn)
- Acting character gets 2 actions per turn.
- Each action = pick a target → opposed attack roll.
- After both actions, pass the turn to another character (usually an enemy).
[!example] A quick melee exchange The Soldier (Strength 8 + Constitution 7 = 15 → 5d6, exhaustion 1 → 4d6) attacks a bandit (Agility 6 + Strength 5 = 11 → 4d6). The Soldier rolls 4d6 and gets [2, 4, 5, 1] → 2 successes, 1 failure → net 1. The bandit rolls [3, 4, 6, 6] → 3 successes → net 3. The bandit wins by 2 excess — the Soldier gains 1 exhaustion (now at 2). Melee is never safe.
Opposed Attack Resolution
- Actor and target both roll their effective pool.
- Self-cancel: Each side counts successes (4+ or 5+ depending on mode) and failures (1s). Net successes = successes − failures.
- Fumble: If 1s outnumber successes on your side after self-cancel, something goes wrong. The GM narrates a fitting consequence. Optional d6 table:
| Roll | Effect |
|---|---|
| 1 | Drop weapon — must spend an action to recover it |
| 2 | Stumble — next attack against you gets +1 auto-success |
| 3 | Overextend — next turn you can only take 1 action |
| 4 | Wild swing — if an ally is nearby, they become the target instead |
| 5 | Armor shifted — armor degrades one step (if fiction allows) |
| 6 | You choose — describe what goes wrong for narrative benefit |
- Compare net successes — the side with more lands a hit on the other.
- Tied (equal net successes): Brief clash, no clear effect. The position remains contested. Some techniques may change this (see Combat Techniques — Rank 3).
Damage & Advantage
The difference in net successes determines the effect:
- 1 excess → gain 1 Advantage token (no exhaustion).
- 2+ excess → gain
excess − 1exhaustion.
Advantage token: Add +1 success to your next attack against that opponent, or (with a relevant technique) pass it to an ally fighting the same target. Tokens do not stack — you either have one or you don't.
[!example] Advantage token in play You win an exchange by exactly 1 excess. No damage — but you gain an Advantage token. On your next attack against the same target, you add +1 success before comparing. This means a 4d6 pool with an Advantage token effectively fights like 4d6+1 — a meaningful edge that rewards winning small exchanges.
Outnumbered / Assists
When multiple characters coordinate against the same target, the fiction comes first — players describe how they attack together.
For each ally beyond the first engaging the same target:
| Attackers | Auto-successes per attacker | Defender |
|---|---|---|
| 2 | +1 | Cannot use Extra Actions |
| 3 | +2 | Same |
| 4 (cap) | +3 | Same |
- Cap of 4 attackers unless the GM rules the target is large enough for more.
- Outnumbered characters cannot use Extra Actions (Brace, Feint, Aim, Charge, Desperate Rush) — even on their own turn. Their attention is split.
- Exhaustion: Each round beyond the first while outnumbered, the defender gains 1 exhaustion (added to the global counter). Special techniques can delay or prevent this.
Armor System
Concept
Armor uses an HP die — the die size represents both protection tier and remaining durability. Bigger dice block more excess and degrade more slowly.
[!gm] Pacing tip If armor degradation rolls are slowing down combat, consider only rolling degradation when the hit was dramatic or the excess was large (3+). Minor hits can be hand-waved as superficial wear.
Protection Tiers
| Die | Blocks excess ≤ | DR | Degrade on 1–3 |
|---|---|---|---|
| D4 | 1 | −1 | 75% → broken |
| D6 | 1 | −1 | 50% → D4 |
| D8 | 3 | −2 | 37.5% → D6 |
| D10 | 3 | −2 | 30% → D8 |
| D12 | 3 | −2 | 25% → D10 |
| D20 | 5 | −3 | 15% → D12 |
How a Hit Resolves
- Opposed attack → winner's excess.
- Add weapon bonus to excess.
- Compare to armor's block threshold:
- Excess ≤ threshold → fully blocked (no exhaustion, no Advantage token).
- Excess > threshold → subtract armor's DR.
- If excess exceeded the block threshold: roll the armor's HP die.
- 4+: holds.
- 1–3: degrade one step in the chain.
- Final excess determines the effect:
- 1 → gain 1 Advantage token.
- 2+ → gain
excess − 1exhaustion.
Degradation Chain
D20 → D12 → D10 → D8 → D6 → D4 → broken
Armor loses protection as it degrades — legendary plate that once shrugged off hard hits eventually becomes as protective as scrap leather.
[!example] Degradation in practice A warrior in D10 chainmail takes a hit that exceeds the block threshold. They roll the armor's HP die (a d10): on a 1–3 (30% chance), the chainmail degrades to D8. Now it still blocks excess ≤ 3 and gives DR −2, but next time it degrades it becomes D6 — suddenly only blocking excess ≤ 1 with DR −1. The stakes escalate with each hit.
Quality Examples
| Starting Die | Quality | Example |
|---|---|---|
| D4 | Improvised | Scrap, wooden planks |
| D6 | Simple | Leather, padded |
| D8 | Normal | Scale, chain shirt |
| D10 | Fine | Chainmail, brigandine |
| D12 | Masterwork | Half-plate, lamellar |
| D20 | Legendary artefact | Full plate, enchanted |
Repair
- Narrative-based: If it makes sense in the story, it can be repaired.
- Gold: Materials always needed.
- Time: Downtime allows repair.
- Skills/Backgrounds: Enable faster or better repair.
- GM discretion: "How do you handle this?" is the mechanic.
Weapons
Concept
Weapons mirror the armor HP die system: a weapon has a tier from W4 to W20, using the same degradation chain (W20 → W12 → W10 → W8 → W6 → W4 → broken).
| Starting Die | Quality | Example |
|---|---|---|
| W4 | Improvised | Club, sharpened stick |
| W6 | Simple | Dagger, handaxe |
| W8 | Normal | Shortsword, mace |
| W10 | Fine | Longsword, battleaxe |
| W12 | Masterwork | Greatsword, warhammer |
| W20 | Legendary artefact | Legendary blade, artifact weapon |
How a Hit Resolves
- Opposed attack → winner's excess.
- Add weapon bonus to excess.
- Compare to armor's block threshold:
- Excess ≤ threshold → fully blocked.
- Excess > threshold → subtract armor's DR.
- Final excess determines the effect:
- 1 → gain 1 Advantage token.
- 2+ → gain
excess − 1exhaustion.
final excess = base excess + weapon bonus − armor DR (if not fully blocked)
A weapon's bonus increases the excess of any hit you land. Against heavy armor, a strong weapon can still push through; against light armor, even a weak weapon can sting. Weapon and armor tiers are fully symmetric — the same die tier provides the same numeric bonus or DR on both sides.
[!why] Why symmetric weapon/armor math? When the same die tier gives +2 on a weapon and −2 on armor, evenly matched equipment cancels out — the fight is decided by dice pools and tactics, not gear. A W10 vs D10 fight feels like an unarmored brawl. The system only tilts when there's a mismatch: a W12 greatsword tears through D6 leather, while a W4 club bounces off D10 chainmail. This keeps equipment meaningful without making it dominant.
Weapon Bonus
Fully symmetric with armor DR — weapon bonus and armor DR cancel each other directly.
| Die | Bonus |
|---|---|
| W4 | +1 |
| W6 | +1 |
| W8 | +2 |
| W10 | +2 |
| W12 | +2 |
| W20 | +3 |
Degradation
A weapon degrades when it lands a hit against armor tougher than itself.
Trigger: You win the opposed roll and your weapon tier is lower than the hit armor's effective tier.
Check: Roll the weapon's HP die. On 1–3, degrade one step in the chain.
A W6 dagger hitting D10 chainmail degrades on a roll of 1–3 (50% chance). A W12 greatsword hitting D10 chainmail never degrades from contact — the weapon outclasses the armor.
Degradation chain and probabilities match the armor system exactly.
Combat Actions
Principles
- 2 actions per turn — basic moves cost 1 action.
- Exhaustion as fuel — powerful moves cost exhaustion on top of the action.
- 2-action moves — consume your whole turn for an extreme effect.
Action List (Draft)
| Action | Actions | Exhaustion | Effect |
|---|---|---|---|
| Extra Attack | 1 | — | Off-hand weapon strike (e.g., dagger) |
| Feint | 1 | — | Opponent rolls −2 dice this exchange |
| Brace | 1 | — | Both sides −1 excess on hit |
| Aim | 1 | — | Next attack this turn rolls at +1 die |
| Charge | 2 | 1 | Move + attack. On hit: +1 excess |
| Desperate Rush | 2 | — | Auto-win at 1 excess, opponent hits back same |
Power Strike is not a default action — reserved for special feats/techniques.
[!tip] Choosing actions in play Feint is the safest aggressive option — reducing the opponent's dice is powerful and costs nothing. Charge is high-risk, high-reward (exhaustion cost + movement, but +1 excess on hit). Desperate Rush is a desperation move: you guarantee 1 excess but take 1 excess back. Use it when you're already losing and need to force something.
Combat Techniques
Principles
Combat Techniques do not add dice to your pool. Because Grit pools are tight (3d6–7d6), a single bonus die is disproportionately powerful. Combat Techniques do not stack — you cannot combine multiple techniques on the same roll. One effect per roll. Instead, techniques provide:
- New attribute combinations for Grit
- Access to maneuvers (alternative uses for net successes)
- Better use of ties (equal net successes)
- Control over risk
- Special narrative combat options
Technique Ranks
Each combat technique has four ranks (0–3). A character progresses through ranks by levelling up (see Advancement).
Rank 0 — Unlearned
The character can fight normally but only with Body + Body attributes.
Winning = deal damage
Losing = take damage
No special options.
Rank 1 — Practiced
The technique unlocks new attribute combinations for Grit (see example table below).
Rank 2 — Experienced
The technique allows spending net successes on maneuvers instead of (or in addition to) damage. Each net success normally adds 1 to the excess. With a Rank 2 technique, you may forgo some or all damage to perform maneuvers. You may split your net successes across multiple maneuvers in a single exchange, as long as you can pay the total cost.
[!example] Maneuvers vs. damage You win an exchange with 3 net excess against an armored opponent. You could deal 2 exhaustion (excess − 1 after Advantage). Or with a Rank 2 Dueling technique, you could spend 2 net successes to disarm them and 1 to push them back — no damage dealt, but you've changed the tactical picture entirely.
| Cost | Maneuver |
|---|---|
| 1 net success | Push opponent back |
| 1 net success | Improve positioning |
| 1 net success | Disengage from melee |
| 2 net successes | Disarm opponent |
| 2 net successes | Knock opponent prone |
| 2 net successes | Grapple / hold opponent |
| 3 net successes | Bypass armor |
| 3 net successes | Inflict heavy hit (+1 excess) |
Rank 3 — Masterful
The technique allows controlling ties or limited insurance.
Without a technique: a tie (equal net successes) means no effect.
With a Rank 3 technique, a tie can produce minor benefits:
| Technique | Effect on Tie |
|---|---|
| Shield Fighting | Hold position or protect an ally |
| Footwork | Disengage from melee |
| Brawling | Keep opponent locked in |
| Dueling | Force an opening |
| Tactics | Grant an ally advantage |
| Intimidation | Put pressure on opponent |
Or a Rank 3 technique may provide limited insurance once per fight:
Once per combat, neutralize a rolled 1 before self-cancel.
Example Combat Techniques
| Technique | Unlocked Grit Pairs (Rank 1) |
|---|---|
| Dueling | Agility + Wisdom, Agility + Intelligence |
| Brawling | Strength + Instinct, Strength + Willpower |
| Shield Fighting | Constitution + Wisdom, Constitution + Willpower |
| Weapon Mastery | Strength + Intelligence, Agility + Intelligence |
| Instinct Fighting | Agility + Instinct, Strength + Instinct |
| Intimidation | Strength + Charisma, Constitution + Charisma |
Full technique list TBD.
Essence Attributes in Combat
Each Essence attribute, when unlocked for Grit, defines a distinct combat feel.
Charisma-Grit — dominance, presence, psychological pressure. "I win because I command the room."
| Combo | Style |
|---|---|
| Strength + Charisma | Intimidating breaker |
| Agility + Charisma | Elegant duelist / show fighter |
| Constitution + Charisma | Unshakeable leader |
Settings may define additional Essence attributes (e.g., Blood, Shadow, Magic). Each follows the same pattern: a unique combat flavor tied to specific attribute combos.
Non-Combat Checks
Attribute Checks
For any non-combat action, the player and GM agree on two attributes relevant to the task. Sum their values and look up the max pool on the same table used for combat (see Dice Pools & Exhaustion). Your effective pool = max pool − current exhaustion. Exhaustion is global — accumulated in combat affects non-combat checks and vice versa.
- Same mechanic: 1s cancel successes.
- Target Number set by the GM based on the situation (see Difficulty Tiers below).
[!why] Why does combat exhaustion affect non-combat checks? This connects the narrative: a character who fought three bandits and accumulated 4 exhaustion is now shaky, winded, and unfocused. Their attempts to pick a lock or persuade a guard are genuinely harder. It creates meaningful consequences for choosing to fight rather than avoid conflict.
Difficulty Tiers
Heroic mode:
| Difficulty | Target | Success (pool 5) | Example |
|---|---|---|---|
| Easy | 1 | ~76% | Recall common knowledge, calm a friendly NPC |
| Standard | 2–3 | 56% (at 2) | Climb a rough wall, spot a hidden door |
| Hard | 4 | ~14% | Pick a quality lock, persuade a skeptical guard |
| Very Hard | 5 | ~3% | Scale a sheer cliff, track through a storm |
| Extreme | 6+ | — | Convince a lifelong enemy, decipher ancient script |
Hardcore mode:
| Difficulty | Target | Success (pool 5) | Example |
|---|---|---|---|
| Easy | 1 | ~59% | Same as above |
| Standard | 2 | ~34% | Same as above |
| Hard | 3 | ~14% | Same as above |
| Very Hard | 4 | ~4% | Same as above |
| Extreme | 5+ | — | Same as above |
| Successes | Outcome |
|---|---|
| 0 | Failure |
| 1–2 | Success |
| 3–4 | Strong success |
| 5+ | Exceptional |
Contests (Active Opposition)
When two characters directly oppose each other outside of combat and the opponent is actively reacting, use an opposed roll — both sides roll their relevant pool and compare net successes, just like combat.
- Arm-wrestling a rival — both roll their relevant pools.
- Talking down a hostile negotiator — both roll, the higher net wins.
Passive Checks
When the opposition is not actively reacting, the character rolls against a fixed difficulty. A suggested approach: take the opponent's most relevant attribute, divide by 2 (round up), and use that as the required successes.
[!example] Sneaking past a guard A rogue tries to slip past an unaware guard with Instinct 5. The GM sets the difficulty at ⌈5 / 2⌉ = 3 successes. The rogue rolls their Agility + Wisdom pool. If the guard were alert and actively scanning, this would be a contested roll instead.
This is a guideline, not a hard rule — the GM may adjust based on circumstances (darkness, distractions, noise).
Specializations
Backgrounds, professions, or cultures may grant bonuses or advantages on certain types of checks, at GM discretion. Specifics TBD.
Non-Combat Techniques
Just as combat has techniques, characters may learn non-combat techniques that provide extra capabilities outside of battle. These follow the same rank structure (0–3):
- Rank 0 (Unlearned): Basic attribute check, no special options.
- Rank 1 (Practiced): Unlock an alternative attribute pair for a specific type of check.
- Rank 2 (Experienced): Access non-combat maneuvers — spend net successes for effects such as gathering extra information, improving an NPC's attitude, finding a shortcut, or reducing time.
- Rank 3 (Masterful): Insurance or tie-breaking on non-combat checks, similar to combat techniques.
Full list of example non-combat techniques TBD.
Push Mechanic (Universal)
When a character wants to exceed their normal capability, they can push — gain exhaustion to gain an effect. Cost depends on ambition:
- 1 exhaustion — minor push (extra burst of speed, steady a shaky hand).
- 2 exhaustion — moderate push (wield an ill-fitting weapon, power through pain).
- 3+ exhaustion — major push (heroic feats, supernatural efforts).
Push works for physical actions — climbing, jumping, sprinting, lifting, holding breath. It does not work for social, intelligence, or wisdom checks.
[!gm] Judging push costs Let the fiction guide the cost. Kicking down a rotten door? 1 exhaustion. Holding a portcullis open while the party dashes through? 2–3. Lifting a collapsed beam off a trapped ally while bleeding out? 3+. The player should feel the weight of what they're attempting in the exhaustion cost.
Example Characters
The pools shown below are max pools (from attribute pairs). Effective pool = max pool − current exhaustion. For example, a Duelist with exhaustion 3 fights at 3d6 instead of 6d6. These are experienced characters, not freshly created ones — they illustrate pool diversity at mid-to-high play.
The Soldier
| Attribute | Value |
|---|---|
| Strength | 8 |
| Agility | 6 |
| Constitution | 7 |
| Intelligence | 4 |
| Wisdom | 5 |
| Instinct | 6 |
| Willpower | 7 |
| Charisma | 3 |
Without technique (Tier 1):
Strength + Constitution = 15 → 5d6
Agility + Constitution = 13 → 4d6
With Brawling:
Strength + Instinct = 14 → 5d6
Feel: simple, direct, relies on raw physical power and endurance.
The Duelist
| Attribute | Value |
|---|---|
| Strength | 5 |
| Agility | 9 |
| Constitution | 7 |
| Intelligence | 8 |
| Wisdom | 8 |
| Instinct | 7 |
| Willpower | 7 |
| Charisma | 8 |
Without technique:
Agility + Constitution = 16 → 5d6
With Dueling:
Agility + Wisdom = 17 → 6d6
With Dueling Poise (Charisma origin):
Agility + Charisma = 17 → 6d6
Feel: elegant, precise, reactive, controls the fight through poise and timing.
Gaps / Not Yet Designed
Needs Playtesting
- Exhaustion accumulation rate (combat pacing)
- Recovery amounts (per rest type, per max pool)
- Fumble effects
- Outnumbered penalty exact value
- Exhaustion vs. advantage token balance
- Weapon and armor tier balance (symmetric values need table testing)
Not Started
- Full combat technique list per rank
- Fighting style / technique flavor per attribute pair
- Non-combat technique list (effects, costs, ranks)
- Specializations (backgrounds, professions, cultures — specific bonuses TBD)
- Folk designs (beyond starting attributes)
- Encounter design guidelines
- Equipment / weapon stats
Needs Playtesting
- Technique threshold values (4/5/6/7d6)
- Pace of advancement (2 attribute points per level)
- Attribute point budget at max level (10 levels, +20 total)
Design Decisions Needed
- How does movement / range / positioning work in theater of mind?