Combat largely runs on chunky salsa rules; rather than hit points or armor values, the results of most actions are ad-libbed based on what seems reasonable. For instance, rolling a [1] vs [6] against an attempt to push you off a ledge is liable to result in you plummeting headfirst screaming into the ground, likely with your assailant riding you on the way down. What happens when you hit would depend on the height of the fall, nature of the landing material, your general toughness and existing wounds, and so on.
Two major factors are relevant to this sort of resolution: Your
Rank and
Skills.Rank is a general measure of power and authority. You typically gain 1 Rank for every completed mission, and for every completed personal goal. This typically results in 1-2 Rank per mission, though unusually poor circumstances can result in 0 Rank gain.
Skills are a measure of your talent and experience in specific areas. Perhaps not surprisingly, the most common skills for orcs are weapon skills. Craftorcs are not unheard of, but noncombatants are universally spat upon in all but the most vital or esoteric fields.
Skills are leveled by accumulating experience, which is accrued through fortunate rolls whilst using the skill in a meaningful context. Striking training dummies doesn't count unless there's something important on the line for striking them well, for instance.
Each skill starts at -2 by default, and new levels cost experience points equal to their current value. Going from -2 to -1 costs 2 xp, for instance, while going from 3 to 4 costs 3 xp. Advancing from 0 to 1 costs 1 xp.
Roll | XP Gain |
5-6 | +2 |
3-4 | +1 |
1-2 | 0 |
Level | XP to Next | Total XP to Reach |
-2 | 2 | - |
-1 | 1 | 2 |
0 | 1 | 3 |
1 | 1 | 4 |
2 | 2 | 5 |
3 | 3 | 7 |
4 | 4 | 10 |
5 | 5 | 14 |
The
Scale for Rank and Skills is cumulative and identical; that is, somebody with Rank 1 and Swords 3 would generally be evenly matched against someone with Rank 3 and Swords 1, at least as far as swords are concerned.
0 Difference means that the combatants are perfectly matched, all else being equal.
1-2 Difference usually means a slight advantage; the fight could go either way, but with a noticeable lean.
3-4 Difference usually means a noticeable advantage; the underdog could certainly pull through, but the safe wager is the stronger combatant.
5-6 Difference usually means a nigh-insurmountable advantage; victory is physically possible for the lesser foe, but statistically this will not be much of a fight.
As before, bear in mind situational modifiers; a 4 Power difference where the underdog has superior equipment may be more evenly matched or even swing the other direction, for instance.