Nowhere Land

Combat

Combat in Nowhere Land is dangerous, tactical, and consequential. It uses a hex-grid system where positioning matters, and wounds are serious injuries that degrade your ability to fight. Violence is rarely the first option — but when it happens, it is decisive.

“Before rolling initiative, the Trickster should ask: ‘Are you sure you want to fight?’ This gives players a chance to reconsider. Once initiative is rolled, retreat becomes difficult.”

Initiative & Turn Order

Initiative Formula

Initiative = Forma + Anima

Roll that many d6s. Highest total acts first. Ties go to highest Anima.

ConditionEffect
SurprisedHalf dice on initiative. Cannot act in the first round.
Prepared (Ambush)+2 dice to initiative
Scout activeParty cannot be surprised

The Combat Round

Each round represents 6–10 seconds. On your turn, you may take:

Action Economy

TypeOptions
One Major ActionAttack, Cast Potential, Use Item, Dash, Help, Ready, Defend
MovementMove up to your Speed (base 6 hexes)
One Minor ActionDraw/sheath weapon, shout, open door
Reaction (1/round)Parry, Dodge, Riposte
Free ActionsDrop item, speak briefly

Movement & Positioning

Each hex represents approximately 5 feet (1.5 meters). Base Movement Speed is 6 hexes per turn, modified by Forma.

Adjacent (Melee Range)

Characters on hexes sharing a border can engage in melee combat

Same Hex (Close Quarters)

Multiple creatures may occupy the same hex (grappling, tight spaces). Ranged attacks suffer disadvantage. Leaving requires a Flee check.

Difficult Terrain

Halves movement. Examples: rubble, swamp, deep sand, domain distortions.

Theater of the Mind

Optional: Adjacent (melee), Same Space (close), Near (1–2 moves), Far (3+ moves).

Making Attacks

Attack Resolution

1.
Declare Target & ApproachDescribe your attack and choose weapon
2.
Determine TNBase TN = 4 (modified by range, cover, conditions)
3.
Roll AttackRoll Forma + Skill dice (d6s). Martial Prowess for armed, Brawl for unarmed.
4.
Count SuccessesEach die ≥ TN = 1 Wound. Armor reduces total wounds dealt.

Ranged Attack Target Numbers

Range BandDistanceTN
Close0–6 hexes4
Medium7–12 hexes6
Long13–24 hexes8
Partial Cover+2
Total Cover+4

Critical Hits

If you roll 3+ successes beyond what’s needed, choose one effect:

Max Damage: Deal maximum possible Wounds
Armor Damage: Inflict 1 Wear on target's armor
Disarm: Target drops their weapon
Knockdown: Target falls prone
Stun: Target loses next minor action

Defensive Reactions

When attacked, you may spend your reaction to defend yourself. Each reaction can be used once per round.

Parry (Reaction)

  • Roll Martial Prowess against the attack roll
  • Exceed the attack: Block completely, take no damage. May immediately Riposte — a free counter-attack at TN +4 that cannot be parried (but can be dodged)
  • Match or fail: Reduce incoming Wounds by 1. Your weapon/shield takes 1 Wear
  • Cannot parry: Ranged attacks or attacks from behind

Dodge (Reaction)

  • Roll Athletics against the attack roll
  • Success: The attack misses completely. You may disengage freely, moving 1 hex without provoking opportunity attacks
  • Heavy armor: −2 dice penalty to dodge
  • Cannot dodge: While prone or restrained

Defend / Brace (Reaction or Major Action)

  • Enter defensive stance until your next turn
  • Reduce all incoming wound damage by 2 (stacks with armor)
  • All attacks against you suffer +4 to TN
  • Cannot: Attack, move more than 1 hex, or take other major actions
  • Breach: While Defending, if allies are adjacent to your attacker, each ally gets a free unblockable attack

Weapons

Melee Weapons

WeaponDamageRangeLoadNotes
Knife/Dagger1Close0.5Concealable, throwable
Short Sword2Close1Versatile, one-handed
Long Sword3Close1.5Two-handed for +1 damage
Great Weapon4Close2Two-handed, unwieldy
Staff/Spear2Reach1.5Defensive (+1 parry). Breaks on critical fail
Improvised1CloseVariesBreaks on critical failure

Ranged Weapons

WeaponDamageRangeLoadNotes
Throwing Knife1Short0.5Single use until retrieved
Shortbow2Medium1Requires arrows (20 = 0.5 Load)
Longbow3Long1.5Cannot use in confined spaces
Crossbow3Medium2Requires action to reload
Pistol3Short1Loud, ammo scarce in domains
Rifle4Long2Bolt action: −1 attack per round

Armor & Shields

Armor reduces incoming Wounds — it absorbs damage rather than preventing hits. Armor Value subtracts from damage taken.

Armor Table

TypeAVPenaltyLoad
Clothing/None0None0
Padded/Leather1None1
Chain/Mail2−1 Stealth2
Plate/Heavy3−2 Stealth, −1 Athletics3
Domain-Forged2+Varies1–2

Wear (Armor Degradation)

  • Armor takes 1 Wear from Critical Hits (Armor Damage effect) or failed Parries
  • At 3 Wear: Armor Value drops by 1
  • At 6 Wear: Armor is destroyed

Shield Table

ShieldParryvs RangedLoadNotes
Buckler+10.5Can still use two-handed weapons
Medium Shield+2+11One hand occupied
Tower Shield+3+22−1 Attack, provides cover

Combat Maneuvers & Tactics

Common Tactics

TacticEffect
Flanking+2 dice when attacking from opposite sides of an enemy
Aimed ShotSpend full round aiming for +3 dice on next attack
Fighting Defensively−2 dice to attack, +4 TN to be hit
Tactical RetreatForma check (TN = enemy Forma × 4) to disengage without free attack
ShoveContested Forma to knock prone or push 10 ft
DisarmAttack vs Forma × 4 + 4. Target drops weapon.
Called ShotAttack at TN +8. Inflict narrative consequence (blind, cripple).

Grapple

  • Initiation: Contested Brawl check
  • While grappling: Target cannot move, suffers −2 dice to all attacks. Must win contested Brawl to escape.
  • Grappler movement: Half speed, dragging target
  • Opportunity Grapple: May attempt as an opportunity attack when enemy enters/leaves your reach

Trip / Trample

  • Contested Forma check against target’s Forma
  • Success: Target falls prone, loses next minor action standing up
  • Critical (3+ beyond TN): Target stunned for 1 round + prone
  • Failure: You overextend; target may make a free shove

Hinder (Minor Action)

  • Designate an adjacent creature — it suffers −2 dice on its next action
  • Must maintain adjacency. Stacks up to −4 dice (2 hinderers).
  • Does not provoke opportunity attacks.

Group Combat & Flanking

Numerical Advantage

  • Breach: When 3+ combatants engage a single target, each attacker beyond 2 grants +2 dice
  • Allied Strikes: When an ally hits, you gain +1 die on your next attack
  • Combined Action: Two characters may combine actions for amplified effect (Coordination TN 8)

Flanking Rules

  • When you and an ally are on opposite sides (180° apart), both gain +2 dice on attacks
  • Multiple flanking pairs don’t stack — +2 max from flanking
  • Flanked enemies cannot use Parry against attacks from their flank direction

Defensive Breach

  • When you Defend against an attack while allies are adjacent to your attacker, you create a breach
  • Each ally adjacent to the attacker gets a free attack that cannot be parried or dodged
  • Only the Defend action creates breaches — Parry and Dodge do not
  • One breach per enemy per round

Advantage & Disadvantage Stacking

Modifier Stacking

ModifierEffect
Single Advantage+2 extra dice
Double Advantage+4 extra dice (max)
Single Disadvantage−2 dice
Double Disadvantage−4 dice (max)
Max stacked advantages+6 dice total
Max stacked disadvantages−6 dice total

Advantages and disadvantages cancel 1-for-1. Example: +2 and −4 = net −2 dice.

Opportunity Attacks & Fleeing

Opportunity Attacks

  • When a creature leaves your melee range, make a free attack
  • You may choose grapple or trip instead of an attack
  • Action on Movement: When an enemy moves from non-adjacent to adjacent, you may interrupt and take your full turn immediately (consumes your action for the round)

Fleeing Combat

Leaving a hex with enemies requires a Flee Check: Forma + Athletics.

TN = 12 + (enemies on tile × 2)

ResultEffect
SuccessMove to adjacent hex. Can still act this turn.
FailureStay in tile. Enemies get a free attack.
Allies fleeing with youEach grants +1 die.

Prone Combat

Prone Penalties & Advantages

Penalties

  • Disadvantage (−2) on melee attacks
  • Disadvantage (−2) on Parry and Dodge
  • Standing costs half your movement
  • Can only crawl 1 hex while prone

Advantages

  • Can Defend normally while prone
  • Ranged attacks at >6 hexes suffer +2 TN
  • +2 dice to grapple a smaller prone creature
  • Enemies can disengage freely from prone targets

Damage, Death & Recovery

Three Types of Harm

Wounds

Essence: Forma

Cause: Combat, environmental hazards, Reached Forma dice rolling 1

Capacity: Forma + 5

Fractures

Essence: Anima

Cause: Stress, fear, madness, Reached Anima dice rolling 1

Capacity: Anima + 5

Scars

Essence: Umbra

Cause: Social defeat, betrayal, Reached Umbra dice rolling 1

Capacity: Umbra + 5

Death & Dying

When you reach Wound Capacity, you are Dying. Roll 1d6 each turn:

RollResult
6Stabilized — unconscious but alive
2–5Continue dying — roll again next turn
1Dead

Emergency Care (Doctor career boon): Stabilize a dying character automatically, no roll needed.

Recovery & Healing

Rest TypeDurationEffect
Breather10 minCatch breath. No benefit without medical attention.
Short Rest1 hourRecover 1 Wound if safe shelter. Roll 1d6 for resources.
Long Rest8 hoursRecover all Wounds, 1 Fracture if safe. Requires shelter, food, water.
Full RecoveryExtendedFull recovery. Must dream (gain insight or nightmare). +1 Drift.

Encumbrance

Maximum Load = Forma + 3

Exceeding maximum causes −1 die per excess Load on all physical actions.

Mounted & Aerial Combat

Mounted Combat

RuleDetail
MovementUse mount's speed (typically +2 hexes/round)
Charge+2 damage on first attack but −1 to hit
Mount targetedTypically Forma 3, 5 Wounds
Mount killedRider tests Athletics TN 12 or falls prone
Lance weaponsDouble damage on charge, can't be used unmounted

Aerial Combat

RuleDetail
3D MovementAltitude matters, free vertical movement
Ground → Air ranged−2 penalty beyond Close range
Falling damage1 Wound per 10 feet, max 10 Wounds
Diving attack+3 damage, must spend next round regaining altitude

Mass Combat (Abstracted)

Unit-Scale Warfare

When armies clash, use abstracted unit rules:

  • Strength: Number of effective combatants (10 soldiers = 1 Strength)
  • Morale: Will to fight (0–10). Drops to 0 = rout.
  • Training: Discipline and skill (1–5). Adds to attack/defense rolls.

Resolution: Each round, opposing units roll d20 + Training + Leader’s Tactics. Winner deals (margin) damage to loser’s Strength. Loser’s Morale drops by 1.

Hero Actions: PCs take individual actions (assassination, rally, sabotage). Success grants +2 to unit rolls or −2 to enemy.

“In Nowhere Land, the blade you draw is the conversation you ended. Choose wisely — some swords cut deeper than flesh.”

— A Sentinel’s Warning