Here’s a simple, narrative-friendly combat system tailored for a steampunk/Victoriana TTRPG. The idea is to keep it light, intuitive, and quick to resolve while still evoking some drama and grit.
🎩 Core System Basics
- Dice Mechanic: Roll 1d6 + relevant stat vs. Difficulty (set by GM) or opposed roll.
- Success Thresholds:
- 4–5 = Success
- 6+ = Strong Success
- 3 or less = Failure (with narrative consequence)
- Natural 1 = Botch / critical fail
🕰️ Character Creation (Fast & Flexible)
Attributes — Choose 3 core stats (each rated 0–3):
- Brawn (strength, toughness, melee)
- Finesse (agility, dexterity, ranged, stealth)
- Wit (intellect, charm, resolve, tinkering)
You have 6 points to distribute among them. Max 3 per stat.
Archetype — Choose a background that defines your role:
- Sky-Captain: Charismatic leader, expert at tactics and negotiation.
- Tinker: Inventor or engineer; makes and fixes gadgets.
- Rogue: Sneaky and streetwise, great with locks, lies, or knives.
- Occultist: Sensitive to mysterious forces or forbidden lore.
- Bravo: Brawler, duelist, or tough-as-nails enforcer.
Each Archetype grants:
- 1 unique perk (e.g., “Always act first in a bar fight” or “Once per session, produce an obscure but useful device”)
- 1 gear item that gives advantage (roll 2d6, keep highest) in specific situations
🔫 Combat Rules
Turn Order
- Roll 1d6 + Finesse to determine initiative.
- Highest goes first.
Actions per Turn
- 1 Major Action (Attack, Cast, Repair, etc.)
- 1 Minor Action (Move, Draw weapon, Use item, etc.)
Attacks
Roll 1d6 + Brawn (melee) or 1d6 + Finesse (ranged) vs. target’s Defense:
- Defense = 3 + Finesse or cover bonus
If successful, deal Damage (default is 1 for most weapons; up to 3 for bigger ones).
Health
- Characters have 3 Health Points by default.
- When reduced to 0: roll 1d6 + Wit
- 6+: Stay conscious and act at disadvantage
- 4–5: Unconscious, stable
- 3 or less: Dying — need aid within 1 round or perish
Optional: Add “Conditions” instead of tracking damage numbers. E.g., “Bruised”, “Bleeding”, “Broken Arm” — 3 conditions = down.
Special Moves
Players can describe creative stunts (swinging from a chandelier, ricocheting bullets, etc.)
- GM sets difficulty (usually 4–6)
- Success = Damage + cool effect
- Failure = Damage or risk to self
Gadgets & Weird Science
- Players with relevant Archetypes (e.g., Tinker) can spend downtime or materials to craft 1-use devices.
- Examples: Smoke bombs, mechanical limbs, lightning pistols, brass grappling hooks
- In combat, using one gives advantage on the roll or allows a special effect (GM discretion).
✨ Example Combat
Rogue (Finesse 2) tries to shoot a thug behind crates:
- Rolls 1d6 + 2 vs. Defense 5 (3 base + 2 cover)
- Rolls a 4 → Total 6 = Hit!
- Deals 1 damage; thug has 2 HP left.
Thug charges in with a wrench (Brawn 1), rolls 1d6+1 vs. Rogue’s Defense (3 + 2 Finesse = 5). Rolls a 3 → Total 4 = Miss.





