Campaign Index

Intro Locale Mythology Religion History Races
Mechanics: Mechanics Combat Char Gen Characters
Powers: Powers Body/Mind Dragon Blooded Virtuous Follower
Maps: Overview Local Stockade Village
Story: Session 1


Combat Test Logs

Here are the logs from a couple combat tests Micah and I ran.

Weapons and Armor

We will use the simple weapons and armor approach outlined in the FateRPG, with the following additions. All bonuses listed are for mundane attacks / defenses.

Important note: The net +weapon -armor bonus is applied as a shift to the skill test result. It does not apply to the skill roll itself.


Bonus Weapons
0 Unarmed
1 Knife, small club, martial arts, arrow, shuriken
2 Sword, mace, club, staff
3 2 handed sword and axe, pole arms


Armor absorption is treated as extra health track boxes as listed on a per battle basis.

Skill penalties are (without/with) the shown level of Armor Use. Additional levels do not gain additional bonuses. These penalties apply to any movement type skill. This includes Martial Arts, Sneak, Swim, Run, Dodge.

Bonus Absorbs Skill Armor
0 None None None
1 1 clipped Average (-1/0) Leather, studded leather
2 2 clipped Good (-3/-1) Chain or ring mail
3 2 clipped, 1 hurt Good (-5/-2) Brigandine, light plate

Combat Skills

To provide some guidance on skills, here are the standard combat skills we'll use. They're pretty self-explanitory.



Successful Attacks

Any attack roll must achieve at least an Average result and beat the opponent's roll. The difference between the two rolls is the MoS. Weapon and armor effects are added to any Scratched or better result after the skill test is calculated. This means weapons/armor affect the result of the attack, not the success or failure.

Attack Modifiers

Situational modifiers that apply to attack rolls:

These modifiers are cumulative, so if you're surrounded and at the bottom of a pit, you're pretty well screwed (the enemy gains +4 on their rolls).


There are several situations where characters will not be using an attack skill versus an incoming attack.

Unaware - If you are unaware of the attack you have the opportunity to roll Alertness versus a GM determined value to see if you spot it. The Alertness result becomes your defense. If you fail to notice the attack use the default defense.

Busy - If you are engaging in action other than conflict with the source of the attack or invoking a power that does not trigger from a combat action, you must use the default defense or choose to perform multiple actions and Dodge, taking the standard multi-action penalty. Actions that count as busy include:

Full defensive - Fight in full defensive mode. Gain a +1 skill bonus, but if you win the conflict you do no damage. Using a shield grants an additional +1 skill bonus when fighting in full defensive.

Avoiding / Fleeing - The character's Dodge skill is used instead of their attack skill. See Movement below.

Ranged attacks - The character's Dodge skill is used instead of their attack skill. Ranged attacks include any power that is targeted to individuals.

Default Defense

The default defense is used in situations where no action applies as outlined above. The default defense is either Mediocre for physical or individually targeted elemental attacks or rolling Resolve for area effect or mental attacks.

Multiple Actions

You can perform multiple actions in a round, but each action beyond the first adds a -2 penalty to all actions rolled in the round.

If you carry out a non-combat action (not attacking or defending) and succeed by two or more ranks, you can carry out another non-combat action with no penalty. Subsequent actions require one more rank of success per action (for example three or more MoS would be required to carry out a third action).


The base combat move is 30 feet. At this pace you are aware of attacks and the situation around you.

You can sprint up to double base move, 60 feet, but you must roll an athletics or running skill test and can only Dodge any attacks.

Any combat action allows a free move of 5 feet.


We will be using an expansion of the standard Fate damage track. It looks like this (MOS is measure of success, the ranks between the attack and defense rolls):

MOS Slots Rank Effect
0 O O O O 0 Scratched - No real effect, but scratches add up
+1 O O O 1 Clipped - Noticable effect, -1 on next action
+2 - +4 O O O 2 Hurt - Palpable hit, -1 for the rest of scene
+5 - +6 O O 4 Injured - Significant hit, -1 until healed, Scratched each round
+7 up O 7 Taken out - Down for the count

Note that Hurt and Injured penalties are cumulative. If you have 2 Hurt slots marked you are -2 until the end of the scene.

Injured results cause a Scratch wound each round. This effect lasts until the injury is treated with either first aid or a Way of the Healer power.

Damage rolls up. If you have 3 Clipped slots filled and take another Clipped result, it rolls up to Hurt.

Damage and Armor

In addition to the roll bonus provided by armor, it also provides additional slots on the damage track. Each armor slot can be used once per scene.


Zero rank Scratch wounds are all automatically removed after a brief rest. Recovery from more serious wounds takes one full rest period per slot per rank of the wound, and each recovery period reduces the lowest rank wound by one rank. A night's sleep is a single rest period. A day of inactivity (reading, studying, camping) counts as two rest periods. A day of full bed rest is three rest periods.

Jin took a heavy beating at the hands of some guards. He has 3 Scratch, 1 Clipped, 2 Hurt, and 1 Injured wound. At the end of the fight he pauses and bandages his wounds (stopping the Injured wound effect) and takes a short rest (removing all the Scratches). He now has 1 Clipped, 2 Hurt, and 1 Injured wound. The next day he is traveling so he counts one rest period, reducing his Clipped wound to a Scratch and removing it. This leaves him with 2 Hurt and 1 Injured wound. Two more days of travel reduces one Hurt to Clipped. Finally reaching a safe haven Jin takes three days of full rest in a local inn for nine rest periods. The first removes the Clipped wound. The next three reduce the Hurt to Clipped then remove it. The next four reduce the Injured to Hurt. One more rest period will see Jin left with just a Clipped wound.

As you can tell, healing abilities are good.

Mass Combat


Units in mass combat have the following characteristics that define their behavior in battle:

Stress Track

A linear stress track that defines the unit's resilience and resistance to disruption. The default stress track has seven slots. Successful attacks against the unit are applied against its stress track, with MoS determining which slot the attack is applied against. If a slot is already marked off the attack rolls up. Attacks that cannot be applied against the stress track cause a Consequence (see below).


Each unit's Morale is described with a Fate adjective. Each round a unit must succeed at a Morale test vs. Average difficulty or it fails to act. Note that units failing a Morale test will still use their combat skill to defend themselves. A unit that fails their Morale check will do the following:

MediocreUnit will stand but not act or maneuver
PoorUnit will retreat from nearest obvious foe
TerribleUnit will retreat from nearest obvious foe and suffer one consequence
AbysmalUnit will retreat from nearest obvious foe and suffer two consequences

Combat Skill

Each unit has a Combat Skill which is used to resolve maneuvers and attacks. Maneuvers are treated as a simple test vs. a GM defined difficulty, while attacks are resolved as opposed tests between units.


Unit Force is based on number of figures in the unit. Each 10 human-sized figures is +1 Force. Force is applied as a skill bonus to Combat Rating.


Each unit has One or more Aspects that define the nature of the unit. These Aspects can be invoked or compelled as usual.

Fate Points

Each unit has a Refresh of two Fate Points per Aspect.


When a unit fails its Morale test or suffers damage it cannot absorb in its damage track, it suffers a Consequence. Each Consequence reduces Morale, Combat Rating, or Force by one.

The Unit Round

Each round a unit must make a Morale check vs. Average difficulty to act. Once it succeeds it can carry out one action, either a maneuver or an attack. Maneuvers and attacks are resolved using the unit's combat skill.

Unit vs. Unit

These conflicts are handled normally as opposed tests of combat skill. The MoS of the winner is applied to the stress track of the loser. Note that tied results have no effect.

Unit vs. Character

These conflicts are handled normally as opposed tests of combat skill. If the unit wins the conflict the character takes a wound based on the MoS. If the character wins their damage is applied to the stress track based on the MoS of the attack.


All material Copyright (C) Mark A. Thomas. All rights reserved.