

combat
For any questions regarding HUD mechanics or combat,
Please open a Combat Ticket on our Discord server for assistance.
core stats
Having a high level in a certain ability does not guarantee success—fate can be unpredictable.
The dice may still decide that, despite your skill, today is not your day. Even the most seasoned warrior can stumble, and the most cunning schemer can be outplayed.
Each character has five core stats to which they can assign their initial points. These stats are as follows:
Attack (ATK)
A measure of a character’s prowess in combat, determining their effectiveness in melee, ranged, and tactical engagements. A higher Attack stat increases damage output and enhances the accuracy of strikes, whether wielding a blade in a duel, loosing arrows in a battle, or charging into an enemy line.
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1 Point: Basic combat training, capable with common weapons but reliant on numbers or luck to win.
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2 Points: Competent in combat, can hold their own in skirmishes and duels, landing solid hits
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3 Points: Skilled warrior, highly effective in melee, ranged, or tactical combat
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4 Points: Deadly combatant, highly trained, lethal in one-on-one fights, and a force to be reckoned with
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5 Points: Master of war, renowned for battlefield prowess, feared in duels, and a natural leader in warfare
Defense (DEF)
Represents a character’s resilience and ability to withstand harm, whether in a battlefield clash, tavern brawl, or an assassination attempt. Defense includes a combination of armor protection, evasive skill, and sheer toughness, determining how well a character endures wounds, parries strikes, and mitigates damage. In the brutal world of Game of Thrones, survival often depends not just on how hard one can hit, but on how well one can endure the storm.
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1 Point: Can endure minor blows but lacks real resilience, survival depends on avoiding fights.
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2 Points: Tougher than the average fighter, can take hits and recover, able to survive a few well-placed strikes
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3 Points: Well-armored or naturally resilient, able to endure prolonged fights, parry attacks
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4 Points: Nearly unbreakable, capable of shrugging off multiple blows and resisting critical injuries.
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5 Points: A living fortress, legendary endurance, able to survive wounds that would kill lesser warriors
Charisma (CHA)
More than just charm, Charisma reflects a character’s influence, leadership, and ability to navigate the intricate webs of court and power. This stat affects diplomacy, persuasion, and negotiations, whether rallying bannermen, convincing lords to pledge loyalty, or manipulating others to achieve political goals.
For Heads of Houses, Charisma is crucial for generating wealth to pay upkeep and rebuild forces.
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1 Point: Has a way with words but struggles to influence those of higher status
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2 Points: Can negotiate deals and gain trust in social circles, respected within their faction or small council.
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3 Points: Persuasive and politically savvy, capable of swaying lords, securing alliances, and maintaining loyalty
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4 Points: A true leader, able to rally troops, bend nobles to their will, and even manipulate rivals
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5 Points: A legend of politics and power, commands loyalty across the realm, able to shift the tides of war
Intrigue (INT)
The realm is rife with whispers, schemes, and betrayals, and those skilled in Intrigue thrive in the shadows of court and castle alike. This stat governs espionage, deception, manipulation, and intelligence-gathering, making it invaluable for spymasters, assassins, and power-hungry lords. In a world where knowledge is power, those who master Intrigue can change the course of history, sometimes with just a single, well-placed whisper.
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1 Point: Knows how to listen for rumors but struggles with deception
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2 Points: Can gather basic intelligence, deceive lesser minds, and navigate minor political schemes.
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3 Points: A skilled schemer, adept at blackmail, double-dealing, and uncovering secrets
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4 Points: A master of the shadows, able to order assassinations, and control narratives from behind the scenes.
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5 Points: secrets are their greatest weapon, able to alter the fate of Westeros without ever being seen.
Healing (HEAL)
The battlefield is relentless, and wounds are rarely forgiving. Healing measures a character’s ability to treat injuries, mend broken bones, and restore lost health, whether through personal endurance, battlefield medicine, or professional skill as a healer. In Westeros, where death is often just a wound away, those with the ability to heal are among the most valuable assets in any lord’s retinue.
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1 Point: Knows basic wound care, can dress minor wounds, lacks real medical expertise.
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2 Points: Competent healer, can effectively treat common battlefield wounds and illnesses
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3 Points: Experienced medic, able to perform surgery, counteract poisons, and significantly aid in recovery
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4 Points: Renowned physician, sought after for their skills, capable of saving lives others deem lost
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5 Points: A miracle worker, able to bring soldiers back from the brink of death and ensure the survival


step by step combat
Combat
In Crown of Shadows roleplay sim, it is crucial to familiarize yourself with the Combat Rules, which outline the nuances and factors that must be considered during Roleplay Combat. Combat is resolved through the CoS HUD, ensuring structured and fair engagements. However, freeform combat is allowed as long as all parties involved agree.
If the parties cannot reach an agreement on the outcome of freeform combat, staff will resolve the IC scene using the HUD combat system.
initiative
Initiative determines who acts first in combat. It is rolled at the start of a fight to establish the turn order for all participants. A higher initiative roll means faster reaction time, allowing a character to strike or move before others.
To roll for initiative, click the swords icon upon hud and initiative button within the menu.
At least three (3) posts of any kind of roleplay must take place before a roll for initiative is allowed. Before initiative is rolled, either party may call for backup (within 20 meters - chat range area). Sufficient time must be given for backup players to RP into the scene before the fight begins.
Once the first initiative roll is made, combat is LOCKED, and no outside players may join the fight. Only those already present in the RP may participate.
attack & defense
When attacking, a player must first post their attack post, then roll an attack roll against their opponent to determine if the attack is successful. All attacks must be written as attempts, with the outcome decided by the roll.
To attack click the swords icon and then attack button within the menu.
The defender must incorporate the hit or miss result from the first player's roll into their reply. In the same post, they then make their own attack attempt and roll against their opponent, following the same pattern.
The combat is done when someone has 0 HP left to fight, they are considered incapacitated.
healing
A player may attempt to heal someone within combat RP, but only if they have rolled in initiative themselves. Each round, a player may forgo their attack to heal another instead. Self-healing is not allowed.
Healing within the HUD is based on a d20 roll, where a result higher than 10 is considered successful. If a player has invested points into the healing ability, the HUD will automatically incorporate this bonus into the roll.
To heal, press the sword icon on the HUD and select the healing button from the menu.
Fleeing mid combat
A player may attempt to flee once per turn, with success determined by a Fleer roll. The fleeing player rolls a flat d20, opposed by each pursuing player's d20 + Intrigue modifier.
To do so the player clicks the swords button on hud and clicks the flee button within the menu.
If multiple players are involved, the escape attempt must succeed against all opponents who have rolled initiative. The fleeing player rolls separately against each combatant in the same post.
Player attempting to flee has no right to roll an attack roll in the same post.

