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.


Trending