Every action with a chance of failure follows three steps: roll 1d20, add the applicable attribute modifier, and compare the result against the action difficulty or the opposing roll in combat.
A result equal to or higher than the difficulty is a success. Lower is a failure. Natural 1 and natural 20 have their own consequences.
On a natural 1, the hit roll total is halved. It does not apply to damage dice. The worst plausible outcome for the attempted action happens.
On a natural 20, final damage is doubled. It ignores the enemy Vitality modifier. The best plausible outcome happens.
Succeed unless you roll a critical failure.
12 total.
16 total.
19 total.
25 total.
Only with a critical success.
Initiative is rolled once: 1d20 + Agility. Higher acts first, lower acts last. Surprise attacks bypass the order, but still require Perception versus Stealth when appropriate.
Combat actions such as attacking, defending, counterattacking, and dodging cost 2 AP. Items and skills usually cost 1 AP. Dialogue and movement tied to the current action are free within common sense.
Take the attack and minimize it. On tie or higher, block all damage. On failure, damage goes through but subtracts defender Vitality x 2 from final damage.
Avoid the hit. On tie or higher, no damage and the target gains Advantage on the next roll against the attacker. On failure, reduce final damage by the target's Agility.
Strike back instead of defending. If higher, the attacker takes damage. On a tie, both hits cancel. If lower, the target takes damage.
Formula: CA = 2d6 + (Vitality + Agility) / 2. The 2d6 is rolled only once at sheet creation and entered manually. The Vitality + Agility sum is rounded up, so Armor Class rises naturally when the character invests points into VIT or AGI.
Use 1: passive reception of hits and natural blocking. Use 2, and the main one: check whether a stealth strike actually targets the defender by comparing the attack roll against Armor Class, tying this section to Stealth and to the Armor Class mention for NPCs and Bosses in Reactions.
Use 3: restrained or immobilized targets still consider Armor Class before taking damage, though the GM may impose a penalty. Debuffs and effects can also reduce Armor Class for X actions or reactions while they last.
Spears, daggers, swords, stakes. Something penetrates the target's body. +5.
Punches, kicks, environmental collisions. Steel-free brawling. +5.
Ether involved: magic gusts, explosions, or attacks wrapped in the user's Ether. +5.
Buffs and debuffs stack effects by stack, duration, or trigger. Ongoing damage uses ticks per turn or round, with intensity defined by the applied effect and the GM's adjudication.
View effects catalogAll damage is lethal by default. To knock someone out, declare that intent on the hit roll. If HP reaches 0 without lethal intent, the target faints. If further damage reaches -10, the target dies regardless of intent.
Dismemberment requires a hit die of at least 17, damage equal to at least 50% of the target's max HP, declared intent, and +1 extra AP. Decapitation requires 19+ on the hit die and the same max-HP threshold in a single hit.
Outside combat, stealth can enable surprise attacks, silent approaches, and clue gathering.
In combat, a hidden character is not targeted until the state ends, can handle items that do not break stealth, and must wait 3 Actions / Reactions after ending stealth to try again.
Spend 1 AP to redirect creature attention, protect wounded allies, or make creatures attack each other.
Spend 1 AP to enter a semi-escape state. Melee characters must spend 1 AP to reach you.
Spend 1 AP to use a thick wall, stone, or obstacle. Ranged damage is reduced by 50%, but cover can be destroyed.
Allocate X AP if you do not attack or counterattack. Heal Xd10 + Vitality, adding Vitality only once.
The mechanics combine progressively: a simple punch, a weapon strike, pure spellcasting, a stealth attack, poison damage, burn renewal, and a stacked critical hit. The Portuguese rules page keeps the full worked examples while the English page summarizes the same flow.