Here, have a walk-through for combat.


Just type +init the way we usually do. Whatever we get on the init scores is the pose order that we keep for combat. If you want to raise your dice, you’re looking at Wits and Alertness. After you hit +init, just wait yer turn and be thinking about what you’ll want to do when the GM says you’re up.


If you want to use your action for a cantrip, you can do this. Read up on the full rules for Cantrips and remember that unless you feel like splitting your dice, plan on whipping out only level one Bunks. Quick and dirty is the name of the game. Also make sure that you have the right Realm and the right level of Realm for your intended target. Fae = anything related to the Dreaming, Actor = mortals and other supernaturals, Prop = man-made tools and items, Nature = nature and animals and plants oh my, Scene = Add an area effect for extra difficulty, Time = delay the cantrip for extra difficulty.


So you want to hit the enemy with your thing and make it bleed. Awesome. You will roll your attack dice. If the target doesn’t attempt a dodge, you’ll roll your damage dice. The target rolls his/her soak dice. If any final damage gets through, it’s marked off the target. Easy peasy lemon squeezie. Now for a shitton of charts.


These attacks all cause Bashing damage instead of chimerical. A punch is a punch, man. For each of these attacks, you would roll Dexterity + Brawl, with the various difficulties listed below dependent upon what you’re doing.

Manoeuvre Difficulty Damage Notes
Punch 6 Strength Kick, punch, it’s all in the mind.
Grapple 6 Strength or none Roll Strength + Brawl, see pg. 298 of W2 for full rules
Kick 7 Strength+1 If you wanna test me, I’m sure you’ll find…
Body Slam 6 Strength+2 Requires a successful grapple roll first.
Bite 5 Strength+1 This attack is redcaps only and causes chimerical damage. If anyone foxes out and uses this attack, the damage is lethal.


For bows, crossbows, composite bows, long bows and the like, roll an attack with Dexterity + Archery. Damage is Strength + the damage rating of the chosen weapon. For pistols, rifles, shotguns and other sorts of firearm weapons, roll an attack with Dexterity + Firearms.


If you’re using a weapon, roll Dexterity + Melee at the difficulty listed for the weapon. Most often, it’s six, but sometimes it’s seven.

Thrown Weapons

Use Dexterity + Throwing, difficulty varying on what you’re throwing. For concealment, P = pocket, J = Jacket, N = Not on your Nelly. For damage type, if it’s not chimerical, then it’s of the real type (Bashing or Lethal as indicated)

Weapon Difficulty Damage/Type Conceal
Knife 6 Strength/L P
Shuriken 7 3/L P
Spear 6 Strength +1/L N
Stone 5 Strength/B Varies
Stone, head-sized 6 Strength +3/B N
Tomahawk 6 Strength +1/L J

Other Modifiers

Other things will affect the difficulty rating for your attack, like putting your enemy in a pincer move, flanking, or attacking from behind.

Complication Difficulty Dice
Changing action +1
Enemy is immobilised -2
Long range +1
Point-blank range 4
Lying flat +1
Behind pole +2
Behind wall +3
Only head exposed +3
Movement +1
Aiming +1 per turn spent aiming, up to max of Perception
Scope +2
Specific area of target +2
Multiple shots +1/extra shot up to Rate of weapon
Full-auto firearm +2 +10
Three-round burst +1 +3
Full spray +2 +10 — see below
Wearing armour Subtract Dexterity penalty rating of the armour

A gunman might spray an area with bullets. In game terms, this works the same way as full-auto fire, except that the successes are distributed evenly between each target involved. If the number of successes rolled is smaller than the number of targets shot at, then the Storyteller decides who’s been hit and who’s been missed by that spray of bullets.


If you’re trying to get the Hell out of the way of an incoming attack, keep in mind that you will have to split your dice if you plan on attacking later that same round. If you’ve already taken your turn, attacked and used all your dice, you can’t dodge. Hope your Stamina’s good and high!

Roll Dexterity + Athletics and score more successes than your attacker. In the case of a tie, the win goes to the dodger/defender. The difficulty for this roll varies and is subject to ST determination, but you can expect the following:

Type of Attack Difficulty
Hand to hand combat 5
Melee combat 6
Firearms at close range 9 or 10


If you’ve managed to score some successes on your attack roll, and your target can’t dodge, then good for you! It’s time to roll for damage.

Your damage pool will consist of whatever your weapon tells you that you should use. For example, if you’re using a long sword, it’s probably Strength + 1. You will also add any extra successes from your attack that go above 1. For example, Aitur rolls Dexterity + Melee while attacking Lishi for her impertinence, using his great sword. He scores 5 successes, so he rolls for damage with Strength + 6 (because a great sword has a damage of Str+6C) + 4 (overage on his attack roll) for a total of Strength + 10 dice.

The difficulty is always 6.


If you’re unlucky enough to get hit and your opponent succeeds in scoring some successes on his damage roll, then you have one last chance to escape by soaking that damage. Armour helps this by adding dice to your soak pool, though often it comes with a Dexterity penalty that affects attacks and dodging (any Dexterity roll, really, while it’s being worn).

Roll Stamina against a difficulty of 6. Add in any dice for armour worn.

Other things to keep in mind:

  • Bashing damage can be soaked by anyone and anything at a difficulty of 6.
  • Lethal damage cannot normally be soaked by humans or changelings unless the changeling Calls Upon the Wyrd. If calling on the Wyrd, the changeling may soak Lethal at difficulty 6 with full Stamina + Armour pool. Some humans with exceptional toughness may be able to soak at diff 8 (should have Huge Size merit, or Stamina 4+, or Insensible to Pain merit) With the Too Tough to Die merit, humans can soak Lethal at difficulty 6. If the squishy character is wearing armour, then the armour rating alone can be used for soaking lethal.
  • Aggravated damage is caused by the claws/teeth of Shifters/Vampires, the True Magick of Mages, or cantrip damage (like Holly Strike, if the changeling has Called Upon the Wyrd). It is also caused by cold iron, fire, toxic waste, and acid.
  • Chimerical damage is pretty much make-believe damage that only hurts the faerie mien or humans/Prodigals when they’ve been Enchanted.
  • Cold iron is the only material that causes both aggravated and chimerical damage simultaneously.


Did you get hurt? Walk it off, soldier!

Healing can be done with the cantrip Heather Balm (Primal 4). There are also special powers out there that belong to Shifters and Mages which can help with healing, if you’re lucky enough to have an ally in those spheres.

Aggravated damage is damn difficult to heal. Usually, only the body’s natural process can handle it, but if a healer is using Heather Balm, they can heal Agg damage at the cost of 1 extra Glamour point (above the cost needed for just casting the cantrip) per level of Agg damage to be healed. Heather Balm can heal both lethal and bashing damage pretty easily.

Getting inside of the Dreaming increases the speed of the body’s natural healing. Inside of a freehold, glade, or in the general Dreaming, all Bashing, Lethal, and Chimerical damage heals at a rate of 1 point per night.

Without access to the Dreaming or supernatural healing, damage will heal at the normal rate (see below). Furthermore, Aggravated damage will heal at twice the rate on the charts while the changeling is inside the Dreaming (for example, healing from Wounded to Injured will take two weeks instead of one month while in the Dreaming).

Normal Healing Times

Bruised One Day
Hurt Three Days
Injured One Week
Wounded One Month
Mauled Three Months
Crippled Three Months (See below)
Incapacitated See below

Note about Crippled: Not only must a changeling heal this Health Level, but she may lose one point from one of her Physical Attributes. A changeling who is magically healed, or who reaches a freehold to be healed before a day has passed, does not suffer this loss.

Note about Incapacitated: A changeling who reaches Incapacitated heals at the Storyteller’s discretion; she may fall into a coma for the rest of her life (unless taken to a freehold for healing).


Annarbour Barony laume78