IN YOUR CORNER
SMALL CHOICES. SPLENDID LITTLE SCRAPS.
The practice ring
Choose your kit. Find your rhythm. See how the story unfolds.
Just a friendly duel.
Fresh health, every duel.
A FRIENDLY CONTEST
Two duelists. One little story.
YOUR SPARRING PARTNER
Training partner
Sword · Medium armor
Balanced style · Balanced defense
All attributes: 5
The tale of the duel
Every good duel starts with a choice.
A little reach? A little speed? A sturdy coat of armor?
Make your preparations, then step into the ring.
✧ The little rulebookOur first combat rules
Origins. Choose one origin with a unique passive and +2/−2 attribute modifiers, applied after allocation and growth. All origin state resets each duel. Bonuses stack with perks and weapon effects; each has its own cap. Normal-attack origin effects never trigger from or strengthen counterattacks; Endurer can survive a lethal counterattack. Defense chances stay between 0 and 100%. The selector describes each passive.
Perks and progression. Common perks give simple bonuses, uncommon perks have conditions, and rare perks change combat mechanics. Each has three ranks. Weapon and perk damage percentages add together; style and Strength remain separate multipliers. Flat bonuses are added before multipliers. Stored effects reset each duel. Growth adds to creation attributes and can exceed 10. Open the optional testing panel for the complete catalog and both duelists’ test loadouts.
Your attributes. All six start at 5. Spend 10 points, with a maximum of 10 per attribute. Each point above 5 adds: Strength +3% damage before armor; Agility +2 percentage points to dodge; Speed +1 temporary initiative from round 2; Endurance +5 maximum health; Parrying +2 percentage points to parry; Precision −1 percentage point to the opponent’s dodge and parry chances. The trainer has 5 allocated in every attribute, then applies the selected origin. Reallocate freely between duels.
Your approach. Choose fighting style and defensive preference before the duel. They stay fixed until it ends. Show result skips the remaining playback.
One attack per round. The highest momentum total attacks. The defender attempts one dodge or parry. A failed defense means the attack lands.
The opening. Start at 30 momentum + reach + an independent random 0–20 roll. Round 1 uses those opening values directly. From round 2 onward, add a temporary weapon speed bonus (minus armor penalty) and a random 0–10 roll after decay. Ties are decided randomly.
Keeping the initiative. From round two, carried momentum retains 95% of its value. It stays between 0 and 100. Speed and round rolls do not accumulate. Hits shift 2 + one quarter of the computed post-armor damage from defender toward attacker, subject to the limits.
A change of fortunes. A normal dodge shifts momentum by 4 each way; a parry by 6. Of successful defenses, 30% are exceptional against an aggressive attacker and 20% against other styles: 15 each way for dodging, 20 for parrying.
Making contact. Weapon damage varies by ±20%. Apply the attacker's style, subtract fixed armor protection, then round. Spears ignore up to 2 points of armor protection, without reducing armor below zero. Every landed hit deals at least 1. Styles change defense success, never incoming damage.
| Incoming weapon | Dodge | Parry |
|---|---|---|
| Sword | 55% | 40% |
| Spear | 55% | 43% |
| Dagger | 45% | 50% |
| Axe | 65% | 30% |
A training prototype: balance is open for playtesting. Tournament progression mixes 19 perks and 12 weapons in three rarities. Category specialisations apply to every weapon in that category. Basic weapons are used at character creation; optional test overrides include all variants. Optional perk testing is available above. Shields and magic remain future work.