TEXT: 2
  The ruffians count as a Small Mob of Trained Soldiers, while the veteran 
  boyar is a Minor Hero. If the foes had simply attacked from surprise they'd 
  have gotten a free round to act, but they sacrificed their surprise to parley.
  As PCs, the heroes act first. Violetta takes the first action by mutual agree-
  ment and makes a gaze attack boosted by her Scythe Hand gift. She rolls a 
  1d20 and gets 3 to which she adds her attack bonus of +4 and the boyar's 
  armor class of 5 for a total of 12. Sadly, since it's not 20 or better, it misses, 
  but Scythe Hand always inflicts at least 1 point of damage. The boyar's hit 
  dice drop from 4 to 3. Meanwhile, Violetta's Fray die rolls a 3, inflicting 1 
  hit die of damage to the Mob because it's made up of creatures susceptible 
  to her Fray die, leaving it with 11 hit dice. As a final step, Violetta turns 
  on her Mantle of Quietus to discourage attacks, Committing Effort for 
  the scene and leaving her with one point left.
  The three heroes are tromping through a dank Raktine forest when a 
  cluster of smirking ruffians leap up from the bracken, drawing bow-
  strings tight. A snaggle-toothed boyar distinguishable only by his 
  well-kept armor stands at a judicious distance and demands their 
  purses and the woman as a toll for passing through his lands uninvited
  Violetta is unimpressed by this offer and turns a lethal stare on the 
  man that blackens the blood in his veins. The boyar's heart skips a 
  beat at that terrible gaze, but he remains standing. One of his minions 
  laughs until a flick of Violetta's eyes parches him like a withered leaf.
  Round One
  A Simple Massacre
  For this fight, I'll demonstrate a simple engagement between three 
  freshly-made Godbound and an encounter that would shred an ordi-
  nary group of novice adventurers. The example will show how basic 
  combat works and introduce the special rules that apply to fighting 
  Mobs of foes. The key concepts to understand in this example are 
  hit rolls and damage rolls.
  To make a hit roll, the attacker rolls 1d20 and adds their own hit 
  bonus, their most applicable attribute bonus, and their target's armor 
  class. If the total is 20 or greater, the attack hits. Monsters and other 
  creatures without attributes simply add their attack bonus and the 
  target's armor class.
  You'll notice that the heroes to the right already have their total 
  attack bonus worked out for their usual weaponry. Garm is using 
  Strength as the modifier for his hurled hammer; because he's using 
  Fists of Black Iron to augment the attack, he can use any single at-
  tribute that he can justify to boost the attack, and not just the usual 
  Strength of hurled weapons or Dexterity of ranged attacks. Lucullus 
  also relies on his Strength with his Steel Without End-boosted spear, 
  but Violetta's Scythe Hand gaze is influenced by her fearsome pres-
  ence, and so she uses Charisma. If any of these heroes were to pick 
  up ordinary weapons and not use their abilities to augment them, 
  they'd have to use the more conventional attributes to modify attacks.
  To make a damage roll, the heroes roll the weapon's damage die and 
  add the same attribute they used to modify the hit roll. Then they 
  compare it to the damage chart; a roll of 1 does no damage, 2-5 does 
  one point, 6-9 does two points, and 10+ does four points. If you're not 
  using a pre-made character sheet, it can be handy to note this down 
  on your sheet for quick reference. If an attack rolls multiple dice, like 
  a 10d6 flaming explosion, each die is counted separately.
  Garm and Violetta are wearing armor. Garm's chain hauberk counts 
  as medium armor, and he's decided that the weight of it hinders his 
  Hardiness saving throw, applying a -4 penalty to what would normally 
  be an 11+ roll. Violetta's light armor applies no penalty. Lucullus 
  trusts to his Body of Iron Will, which gives him a base armor class 
  of 3 with no drawbacks.
  Garm of the Thunders
  Level 1
  Str
  Dex
  Con
  Wis
  Int
  Cha
  19 (+4)
  11 (+0)
  16 (+2)
  8 (-1)
  13 (+1)
  15 (+1)
  HP: 10
  AC: 5
  +Hit: +1
  Attack:
  Hurled greathammer for +5 to hit, 1d12+4 damage
  Hard.: 15+ arm.
  Evasion: 14+
  Spirit: 14+
  Powers: Words of Might, Sky, and Bow. Gifts of Bolt of Invin-
  cible Skill, Fists of Black Iron, Bar the Red Descent, 
  Loosening God's Teeth, and Sapphire Wings
  Lucullus
  Level 1
  Str
  Dex
  Con
  Wis
  Int
  Cha
  18 (+3)
  12 (+0)
  16 (+2)
  13 (+1)
  14 (+1)
  8 (-1)
  HP: 10
  AC: 3
  +Hit: +1
  Attack:
  Spear for +4 to hit, 1d10+4 damage
  Hard.: 12+
  Evasion: 14+
  Spirit: 14+
  Powers: Words of Sword, Passion, and Endurance. Gifts of 
  Contempt of Distance, Steel Without End, Cutting the 
  Crimson Road, Body of Iron Will, and Defy the Iron
  Violetta Cavetti
  Level 1
  Str
  Dex
  Con
  Wis
  Int
  Cha
  8 (-1)
  16 (+2)
  14 (+1)
  15 (+1)
  16 (+2)
  18 (+3)
  HP: 9
  AC: 5
  +Hit: +1
  Attack:
  Scythe Hand gaze for +4 to hit, 1d10+3 damage
  Hard.: 11+
  Evasion: 14+
  Spirit: 14+
  Powers: Words of Death, Night, and Deception. Gifts of 
  Scythe Hand, Mantle of Quietus, A Road of Shadows, 
  Welcoming the Dusk, Shadow Play, and Veiled Step
  
  3
  Garm's answer comes in a tremendous oath and a hurled hammer. A 
  tree beside the boyar is shivered and split by the crash of the mighty 
  hammer, but the knavish lord flinches away just in time. As the weap-
  on leaps back to Garm's hand, it brains one of the ruffians. Meanwhile, 
  storm winds whirl about the mighty Godbound in a protective mantle.
  Garm uses Fists of Black Iron to augment his hurled hammer, inflicting 
  1d12 damage on a hit with +4 for his Strength modifier, given that he's 
  using both hands to wield the weapon. Unfortunately, he rolls a 7, and 
  that plus his +5 bonus to hit plus the armor class of 5 the boyar has is 
  not quite enough to make 20 and a successful hit. His Bow innate power 
  allows him to call his hammer back instantly, and he also Commits Effort 
  to activate his Bar the Red Descent effect to ensure that the bowmen can't 
  hurt him. He uses the hammer's return as a flavor descriptor to explain 
  the 1 hit die of damage his Fray die does, dropping the Mob to 10 hit dice.
  Lucullus lifts his spear with the glee of a confirmed lover of slaughter 
  and charges at the trembling boyar. The noble has prudently set him-
  self back from the fray, however, and Lucullus can't move quite fast 
  enough to reach him. Even so, a passing swipe guts an unlucky ruffian.
  Lucullus is brutal in a direct confrontation, but he's a melee fighter, and 
  the boyar is 70 feet away. Lucullus moves 30 feet toward him with his 
  movement and then spends his action to move another 30 feet. The GM 
  decides that the Mob's too loosely-packed to impede Lucullus' charge, but 
  he still can inflict his Fray damage die roll of 5, doing 1 point of damage 
  to the Mob and dropping it to 9 hit dice.
  The boyar is terrified but responds the only way he knows how- with 
  an instinctive order to shoot. A flight of arrows leaps from the bow-
  men toward the heroes, and no sooner are the shafts launched than 
  the boyar himself charges Lucullus and heaves a mighty blow at the 
  Godbound with his falchion. A dozen men blacken and crumble as 
  their arrows skim too close to dark Violetta.
  The ruffians are a Mob, and so get to use their full attack sequence against 
  every enemy in reach. Against Violetta, they roll a 13 to which is added 
  their +2 attack bonus and Violetta's armor class of 5, just barely reaching 
  20 and a hit. They roll 1d8 for damage and get 2, meaning they inflict 1 
  point of damage on the Godbound, dropping her hit points to 8. Before it 
  resolves, however, her Mantle of Quietus triggers against them, rolling a 
  19 on 1d20 and inflicting 4 points of damage, dropping them to 5 hit dice. 
  Against Lucullus they roll a natural 20 for an automatic hit, and roll an 8 
  on the damage die, inflicting 2 points of damage against the warrior and 
  leaving him with 8 hit points. The GM doesn't even roll against Garm, 
  since he's immune to their mundane bowfire. Against the spear-wielding 
  Lucullus, the boyar rolls 10, +6 for his hit bonus, and +3 for Lucullus' 
  armor class, but it's not enough to reach 20.
  Violetta's fearsome gaze does not shift from the boyar even as a ter-
  rified bowman runs through her line of vision and is dust before he 
  hits the ground. The boyar bleeds from his eyes, but he still fights 
  the spearman before him.
  Round Two
  Violetta's dice are still sour, and she rolls a 4 for her gaze attack. Scythe 
  Hand's automatic damage injures the boyar for 1 point of damage, putting 
  him at 2 hit dice, and her Fray die takes another 1 point from the Mob, 
  leaving it with 4 hit dice.
  Garm shouts his indignation at Lucullus' "theft" of his foe, and hurls 
  his hammer at the noble. The weapon curves like a living thing to 
  sweep around Lucullus and mash the boyar's chest into pulp, cutting 
  down another bowman as it leaps back to Garm's hand.
  Garm rolls well this time, getting a 15, which together with his attack 
  bonus and the boyar's armor class easily makes for a hit. His Bow Word's 
  innate gift ensures that his ranged attacks never accidentally hit a friend, 
  even in the midst of a melee. He rolls 1d12+4 for a result of 9, inflicting 
  2 points of damage and killing the boyar. His Fray die clips another point 
  from the Mob, leaving it with 3 hit dice.
  Frustrated Lucullus will have words with Garm about this later, but 
  for now he consoles his wrath by slaughtering those pathetic wretches 
  who have yet to sensibly flee. Organs and limbs are disjected with 
  tremendous force as the Raktine forest is bedewed with innards.
  The three briefly debate afterwards whether or not they should have 
  taken prisoners, or perhaps chased after a few of the survivors who 
  fled at the first clash, but eventually decide that they were doing the 
  Raktian Confederacy a favor by their bloody work, and continue 
  along their way.
  Lucullus decides to be extravagant and Commits Effort for the day to 
  mimic the Thirsting Razor gift, allowing him to automatically hit lesser 
  foes for the remainder of the scene. He then activates Cutting the Crimson 
  Road, which allows him to roll his damage dice straight against a Mob 
  of lesser foes like the ruffians. This ensures that the last few hit dice of the 
  Mob are swept away in a red tide of ruin as he rolls his 1d10+4 damage 
  to do 8 points of damage to them, when they only had 3 hit dice left.
  While shattered as a force, not every member of the Mob is killed unless 
  the heroes make a point of hunting down and exterminating them all.
  
SOURCE: textdata/thevault/Godbound (osr)/Godbound A Simple Example Fight.pdf