There’s a race of men that don’t fit in,
A race that can’t stay still;
So they break the hearts of kith and kin,
And they roam the world at will.
They range the field and they rove the flood,
And they climb the mountain’s crest;
Theirs is the curse of the gypsy blood,
And they don’t know how to rest.

If they just went straight they might go far;
They are strong and brave and true;
But they’re always tired of the things that are,
And they want the strange and new.
They say:  "Could I find my proper groove,
What a deep mark I would make!"
So they chop and change, and each fresh move
Is only a fresh mistake.

And each forgets, as he strips and runs
With a brilliant, fitful pace,
It’s the steady, quiet, plodding ones
Who win in the lifelong race.
And each forgets that his youth has fled,
Forgets that his prime is past,
Till he stands one day, with a hope that’s dead,
In the glare of the truth at last.

He has failed, he has failed; he has missed his chance;
He has just done things by half.
Life’s been a jolly good joke on him,
And now is the time to laugh.
Ha, ha!  He is one of the Legion Lost;
He was never meant to win;
He’s a rolling stone, and it’s bred in the bone;
He’s a man who won’t fit in.
— Robert W. Service
The Spell of the Yukon and Other Verses (1911)

1. Quick Start

Players who have participated in various roleplaying games should be able to read this "getting started" chapter and have a good idea of how Bastard Sword is played. Nonetheless, it is recommended that you read the "The SdA system: Engine of the Game" section in its entirety.

Still, with proper guidance from a player familiar with the game, reading this quick start introduction should prepare you well enough to join a session.

Skill Checks

Skill checks are made by rolling a dice pool and looking for successes:

  • Type of dice = sum of the pair of attributes governing the skill.

  • Number of dice = 1 + skill rank (including its skill family)

Successes are based on multiples of four:

  • 4+ = 1 success, 8+ = 2 successes, 12+ = 3 successes, and so forth.

The player must roll a number of successes equal to a difficulty level:

  • Routine: 0 success, Easy: 1 success, Challenging: 3 successes, Difficult: 10 successes.

Successes above the difficulty level are called hits.

  • For some tasks, hits can be spent for special effects.

Type of Tests

  • Basic test: static difficulty level, successes above are hits.

  • Opposed test: two players roll, the difference in successes are the hits of the winner.

  • Assisted test: multiple players roll, their successes are added together.

    • Assisted test, halved: One player has his successes counted fully, the others have theirs divided by 2.

  • Group test: multiple players, the successes can be transferred amongst them.

  • Rolling test: a succession of rolls is made, the successes added together; each roll represents the passage of time.

    • Rolling test, first-fail: a roll without any success has the task fails; all previous successes are lost.

    • Rolling test, setback: rolls without successes mean no progression on the task, but time passes.

  • Extended tasks: used to solve a prolonged task with a single dice roll.

    • Extended tasks, fixed time: the amount of time is fixed; the number of successes determines how well the character performed.

    • Extended tasks, fixed successes: the number of successes required is fixed; the number of successes obtained on the roll determines how long the task takes to be completed.

Bonus and malus can modifiy rolls.

  • Bonuses add dice to dice pools.

    • A dice pool can never have more bonus dice than regular dice.

  • Maluses subtract successes from results.

    • A result can go below 0.

Half-Order of Magnitude (HOM)

Many mechanics are based on the concept of half-order of magnitude (HOM). Half-orders of magnitude go as follows:

  • 1, 3, 10, 30, 100, 300, 1000, 3000, etc.

Spirit

  • Dice pools can never contain more dice than the character's current amount of spirit points.

  • Spirit points can be spent to gain bonus dice (1 bonus die per HOM of spirit point spent):

  • 1 spirit point → 1 bonus die

  • 3 spirit points → 2 bonus dice

  • 10 spirit points → 3 bonus dice

  • 30 spirit points → 4 bonus dice

Spirit can be lost in a multitude of ways.

Spirit can be regained by sleeping, feasting and merrymaking.

Tempo

The gameplay is divided into three different tempos.

  • Action tempo: for combat and other fast-paced action scenes (uses initiative).

  • Interaction tempo: actions are resolved one after the other, but precise timing is not crucial (not in initiative).

  • Transition tempo: prolonged time resolved in a moment (time skip).

Gaining Experience

Experience is gained per skill and attribute.

  • Skill experience: Every time the tempo changes, each player can add 1 experience point to a skill his character used.

  • Attribute experience: When bonus dice are purchased through spirit points, one of the attributes associated with the skill used can be checked.

    • When a character regains spirit from sleep, one checked attribute gains one experience point.

      • All attributes are unchecked.

  • Spending experience points: Skills or attributes with four times as much experience as their current rank + 1 have their rank increased by 1.

    • The experience is brought back to 0.

  • Increasing skill family ranks: When three skills inside the same family have a rank of 1 or more, their ranks are each reduced by 1, and the family’s rank is increased by 1.

Virtues

Virtues help define a character's personality.

  • Each virtue exists on a spectrum between two opposing aspects; one aspect represents the lack of a virtue, the other represents its excess.

  • Virtuous spectrums are represented on the character sheet as lines of boxes to be checked.

    • The virtue lines are divided into three parts by slashes by the player draw between boxes.

      • The boxes outside of the two slashes, on each side, represent each aspect of the virtue.

      • The boxes between the two slashes are excluded and do not need to be checked.

  • At the end of every scene, the player can check a box from one aspect of one virtue his character enacted.

  • When all the boxes from a virtue — both aspects but not including the boxes between the dividing slashes — are checked:

    • The character regains half of his missing spirit points.

    • The boxes for that virtue are unchecked.

    • One of the dividing slashes can be shifted one position, following these rules:

      • A slash cannot be further from the centre than the character’s persona score.

      • The number of boxes between the two slashes cannot exceed the character’s wisdom score.

      • If shifting a slash would break the second rule but not the first, the other slash can be shifted in the same direction to limit the spread to the character’s wisdom score.

Size Categories

Characters and creatures are divided into size categories.

  • From smallest to largest: Miniscule → Tiny → Little → Small → Medium → Large → Huge → Colossal → Monumental

  • The strength of a character is relative to its size: when two characters of different sizes oppose each other, the strength score of the larger character is increased by 1 HOM for every size category difference.

Combat

Rounds

Combat is resolved in rounds of roughly 6 seconds.

  • Initiative: Each character makes either a reflex[grace] or perception[acumen] test at the start of combat.

    • The round goes from the highest initiative until everyone has acted.

    • A character can act on his initiative number or delay his turn and act on the negative of his initiative number.

  • A character can perform an action on his turn.

    • A second action can be made on the negative of the character’s initiative number.

  • Reactions can be performed out of turn if triggered by another character’s action.

  • The total number of dice rolled in a round for actions and reactions (excluding bonus dice) cannot exceed the number of dice granted by the highest dice pool used.

  • Any number of free actions and free reactions can be performed; if a roll is made, the dice used do not count against the other actions/reactions.

  • Bonus dice can be purchased via spirit points only once per round.

Surprise

Surprised characters do not have a turn in the first round.

  • Reactions done on the first round before initiative 0 receive a malus equal to the initiative number on which they are performed.

Movement

Every round, a character can take a number of steps equal to his movement speed.

  • A step is about half the height of a humanoid character; for medium characters, this is about 1 metre.

  • A character can only move once per round:

    • Before his first action,

    • After his first action,

    • Before his second action (if any) or,

    • After his second action (if any).

  • Terrain type impacts movement:

    • Inconvenient terrain: each step counts as 1; running[athleticism] tests suffer a 1 success malus.

    • Difficult terrain: each step counts as 3; running[athleticism] tests suffer a 3 successes malus.

    • Impracticable terrain: each step counts as 10; running[athleticism] tests suffer a 10 successes malus.

Ranges of attack

Every weapon has one or more effective ranges of attack.

  • Close range: The opponents are standing at arm’s length of each other.

    • Medium range: The opponents are one step away from close range.

    • Long range: The opponents are two steps away from close range.

    • Far range: For ranged weapons.

      • Far-range weapons are listed with a range increment; this is the furthest the weapon can be used without malus.

Melee Attacks

Melee attacks are resolved with the appropriate melee combat skills.

  • The defender can oppose the attacker with a melee combat roll as a reaction.

    • The character with the most successes can spend his hits to impose control effects or cause damage.

  • Control effects:

    • 1 Hit:

      • Shift: the winner moves one step inside the range of attack of the loser without causing retaliation (does not count as part of his movement).

      • Push: the loser must move one step away from the winner (in the direction of the loser’s choice).

      • Stagger: reduce the loser’s initiative by 1 (to a minimum of 0).

    • 3 Hits:

      • Drive: the loser is moved one step away from the winner in the direction of the winner’s choosing.

      • Disarm: the loser drops his weapon at his feet.

        • Additional hits can be spent to send the weapon flying in a random direction, 1m per hit.

        • Additional hits can be spent to control the direction of the weapon; the potential directions are halved for every hit.

  • Damage: The cost for damage dice depends on who won the exchange.

    • The attacker won the exchange: 1 hit per damage die.

    • The defender won the exchange: 3 hits per damage die.

  • Flanking and Rearing:

    • Front: 180 degrees in front of the character.

    • Rear: 90 degrees behind the character. Rearing grants 3 bonus dice

    • Flank: 45 degrees on each side, between the front and the rear. Flanking grants 1 bonus die.

Ranged Attacks

Many factors influence ranged attacks:

  • Size: for every size category difference:

    • The target is larger than the attacker: the attacker gains 1 bonus die to his attack.

    • The target is smaller than the attacker: the attacker suffers 1 success malus on his attack.

  • Distance: every time the range increment is passed, 1 HOM malus is imposed.

  • Dodging: if the target is aware of the attack, he can do a reflex[grace] roll to oppose the attack.

    • Dodging allows retaliation.

  • Cover: if the target has some cover, the attacker suffers a malus.

    • Limited (one-third of the target covered): 1 success malus.

    • Adequate (two-thirds of the target covered): 3 successes malus.

    • Near complete (only small parts of the target stick out): 10 successes malus.

  • Concealment:

    • Limited: no malus.

    • Adequate: 1 success malus.

    • Near complete: 3 successes malus.

  • Range attacks resolution:

    • No success rolled: failed to launch a projectile or a complete miss.

    • Distance malus brings the attacker’s roll to 0: the projectile falls short and can hit something or someone in the way for one damage die.

    • Dodging brings the attacker’s roll to 0: the projectile misses the target and can hit something directly behind it for one damage die.

    • The cover brings the attacker’s roll to 0: the projectile hits the cover for one damage die.

    • Damage: the remaining successes are hits; each one allows a damage die to be rolled.

Damage

Damage rolls are interpreted in the same manner as other rolls: successes are obtained on multiples of 4.

  • The three basic types of damage are bludgeoning, piercing and slashing.

  • The successes over the appropriate armour protection rating of the damage recipient become hits.

  • For every hit, the damage recipient must mark an injury box on his character sheet; every injury box must be marked on the same line (either an empty one or with some boxes already checked).

    • If no line has sufficient injury boxes free, the character becomes incapacitated.

      • Any further damage leads to the character's death.

    • Injury lines are divided into minor and major; when an injury becomes major, a wound is imposed based on the damage type.

      • Piercing and Slashing causes bleeding wounds,

      • Bludgeoning damage causes stun malus.

  • Bleeding wounds are represented by 6 boxes.

    • Piercing major injury causes 1 bleeding box to be checked.

    • Slashing major injury causes 2 bleeding boxes to be checked.

    • Bleeding imposes maluses on every roll based on severity:

      • 1 to 2: 1 success malus

      • 3 to 4: 3 successes malus

      • 5 to 6: 10 successes malus

    • Bleeding malus can be ignored for a roll, but one additional bleeding box must be checked.

    • Once the last bleeding box is checked, the character becomes incapacitated and starts bleeding to death.

    • Incapacitated characters with bleeding wounds bleed to death.

      • Every round a natural healing[toughness] test must be made.

        • The difficulty level is equal to the number of bleeding boxes checked.

        • On failure, one additional box must be checked.

        • If any number of hits is scored, one bleeding box can be unchecked.

      • The character dies if a bleeding box needs to be checked, but no more is available.

  • Every hit scored on a bludgeoning damage roll causing a major injury is added to the stun malus.

    • The stun malus is applied to every roll.

    • At the end of every round, the stun malus is reduced by 1 (even if the character is unconscious).

    • A resist shock[toughness] test (as an action) can reduce the stun malus faster; every success reduces it by 1.

      • The stun malus applies to the resist shock[toughness] test.

    • If a stun malus is thrice as big as the character’s constitution, the character becomes unconscious.

    • A character becoming incapacitated while suffering a stun malus becomes unconscious.

      • Unconscious characters cannot spend spirit points.

Retaliation

Retaliations are melee attacks made as reactions.

  • Most common triggers of retaliations: moving, attacking with a far-range weapon, casting a spell, fixing a wound, reloading a weapon.

Spirit Surge

When the tempo switches from action to interaction:

  • Every non-incapacitated character can make a resist fatigue test; every success grants 1 spirit point.

  • The characters on the winning side can make an ego[resilience] test; every success grants 1 spirit point.

Advanced Combat

Special Manoeuvres

Additional actions that a characters can take on their turns.

  • Acting Fast: increase a character’s initiative by X (1 to 3) for a round; suffer X HOM successes malus.

  • Charge: can make a running[athleticism] and any[melee combat] test in the same action; the damage roll receives 1 HOM bonus dice par success scored on the running[athleticism] test.

    • Provokes retaliation.

  • Defensive Stance: make a melee combat roll; save the successes scored to opposed attacks happening later in the round.

    • Cannot be used to score hits.

    • The successes are lost if the character makes a non-free action or reaction.

  • Dodge Roll: chose a location to move to; make an acrobatics[grae] roll and move one step per success towards the destination.

    • If the destination is not reached, end up prone.

    • Every hit scored imposes a 1 HOM successes malus to ranged attacks until the end of the round.

    • Provokes retaliation; those retalations cannot be defended against, but suffer a 1 success malus per hit scored on the acrobatics[grace] test.

  • Improvised Weapons: use with brawling[melee combat] or another melee combat skill if the object is similar in shape, weight and balance to a traditional weapon.

    • Very light object: no malus to attack, strength damage.

    • Light object: no malus to attack, strength+1 damage.

    • Medium objects (one-handed): 1 success malus to attack, strength+3 damage.

    • Medium objects (two-handed): no malus to attack, strength+5 damage.

    • Large objects (two-handed): 3 successes malus to attack, strength+7 damage.

  • Inspire: distribute amongst allies 1 spirit point per success scored on a persuasion[influence] test.

    • Provokes retaliation.

  • Intimidate: make an intimidation[influence] roll opposed by an ego[resilience] roll done as a [lexicword]#free action.

    • Every hits imposes a 1 success malus to the intimidated character on all hostile actions/reactions done against the intimidating character.

      • The malus can be reduced by an ego[resilience] test (as an action); the difficulty level equals the severity of the malus, every hit reduces the malus by 1.

    • Provokes retaliation.

  • Lucky Break: When receiving damage, make a luck[luck] roll as a free action; the difficulty level equals the number of hits scored on the damage roll.

    • Every hit on the luck[luck] test negates 1 hit from the damage roll.

    • The damage has to be sent to the weapon used for defence or to the armour worn:

      • Damage to armour: reduce the bludgeoning, slashing and piercing protection ratings by 1 for every hit of damage negated.

        • Cannot negate more damage than the highest protection rating.

        • If all protection ratings fall to 0, the item is destroyed.

      • Damage to weapon: the weapon is destroyed.

  • Prone: Spend 1 step of movement to get prone.

    • Every step of movement while prone counts as double.

    • Count as 1 size category smaller when targeted by ranged attacks.

    • Suffer 3 successes malus when fighting standing opponents.

    • Getting up costs half the character’s step.

    • Kick-Up: make an acrobatics[grace] test to get up from prone; every success reduce the step cost by 1.

      • Provokes retaliation.

  • Reassess the situation: Reroll initiative; must use the new one.

    • Can raise or lower a helmet’s visor or remove a helmet as a free action.

    • Provokes retaliation.

  • Shield Wall: Must wield a weapon with a shield trait of 2 or more.

    • The shield trait is increased by 1 for every immediately adjacent character joining the shield wall.

  • Shrug Off Wounds: Roll a resist pain[toughness] test with a difficulty level of 1 HOM per injury box checked on a targeted injury.

    • Every hit allows to uncheck 1 injury box from the targeted injury.

    • Provokes retaliation.

  • Snipe: Delay a ranged attack until a specific trigger.

    • The attack suffers a malus equal to the difference between the character’s initiative and the initiative on which it has been triggered.

  • Tactical Planning: Make a tactics[acumen] test; every success allow an ally ot change his initiative by 1.

    • Provokes retaliation.

  • Taunt: Make an insult[influence] test opposed by a detect motive[influence] roll (as a free reaction).

    • Every hit imposes a 1 success malus on every roll made by the target that are not aimed directly at harming the taunting character.

    • The target can reduce the taunt malus by making a detect motive[influence] test (as an action).

      • The difficulty level equals the taunt malus.

      • Every hit reduces the taunt malus by 1.

    • Provokes retaliation.

  • Throwing Objects and Non-Ranged Weapons: Use the thrown[ranged comabt] skill.

    • Tiny objects: no malus, no damage, range increment: 10 metres.

    • Small objects/close-range melee weapons: no malus, damage: strength, range increment: 10 metres.

    • Medium objects/medium-range and long-range melee weapons: 1 success malus, damage: strength + 1, range increment: 3 metres.

    • Large objects (two-handed)/weapons with a shield trait of 2+: 3 successes malus, damage: strength + 3, range increment: 3 metres.

    • Damage type: bludgeoning.

      • 1 hit: piercing and bludgeoning weapons can do their regular damage.

      • 3 hits: slashing weapons can do their regular damage.

  • Two Weapons Fighting: Can spend hits scored with one weapon to purchase dice for an immediate attack as a free reaction with the second weapon.

    • The number of dice used cannot exceed what is granted by the skill.

Grappling

  • Initiate: Use the grab special manoeuvre.

    • The character initiating the grapple is the grappler.

    • The character being grappled is referred to as the grapplee.

  • Restrictions: Characters involved in a grapple have the following restrictions:

    • Movement speed reduces to 0.

      • The grappler can move with the grapplee with the drive control effect.

    • Actions/reactions (excluding free ones) not directed at the grappler/grapplee suffer a 3 successes malus.

    • Non-brawling[melee combat] actions/reactions (excluding free ones) suffer a 3 successes malus.

    • The grapplee suffers a 1 success malus on every action/reaction (excluding free ones).

    • The grapplee cannot spend hits on damage dice or control effects.

      • The grapplee can become the grappler by spending 1 hit.

  • Control Effect: The grappler has access to those additional control effect:

    • 1 Hit:

      • Release: End the the grapple.

      • Skewer: Must use a close-range slashing or piercing weapon. Ignore the armour of the target. An ally of the grapplee can use this control effect.

    • 3 Hits:

      • Throw: Make the grapplee prone; the grappler can either end the grapple or go to the ground with the grapplee.

      • Choke: Must spend 3 hits every round to maintain the choke; no other actions/reactions can be performed while doing so.

        • The choked character must make a breath holding[resilience] test as a reaction on the grappler’s turn every round; the difficulty level equals the number of rounds the choke has been held. On a failure, the grapplee becomes unconscious,

  • Multiple Grapplers: More than one grappler can target the same grapplee; the malus imposed are cumulative.

Weapon Manoeuvres

A characters can spend X hits scored using specific weapons to activate the weapon’s manoeuvre.

  • Entangle (X): The target suffers an X successes malus on all his non-free actions/reactions.

    • The target’s movement speed is reduced to 0.

    • The effect lasts until the character’s next turn; the effect can be maintained by spending X hits again.

    • If the entangle is listed with (X/Y), X is the cost to initiate the manoeuvre, and Y is the cost to maintain it.

    • The target can free himself by making a brawling[melee combat] test with difficulty level of X.

  • Half-Swording (X): Grab the weapon with two hands and cause piercing damage at one step closer than the usual range of attack.

  • Hook (X): Trap an opponent weapon, imposing an X successes malus on every actions/reactions using the trapped weapon.

    • Using the hooking weapon for another action/reaction negates the malus.

    • If the wielder of the hooking weapon scores any hit with the hooked weapon, the hooked malus is negated.

  • Mudrer-Stroke (X): Grab the weapon by the blade with two hands and cause bludgeoning damage using the piercing damage dice.

  • Trip (X): Make the target prone.

Weapon Traits

Weapon traits can be beneficial or detrimental.

  • Brace (X): Plant the butt of a weapon in the ground to defend against a charge.

    • The character’s melee combat roll suffers X successes malus.

    • Add 1 HOM of bonus dice to the damage roll for every success scored on the charging character’s running[athleticism] test.

    • Hits on the damage roll cannot be used for control effects.

  • Brute Force Reload (X): Make a weapon with the reload trait ready to shoot again with a lifting[athleticism] test, difficulty level: X.

  • Dextrous Reload (X): Make a weapon with the reload trait ready to shoot again with a sleight of hand[dexterity] test, difficulty level: X.

  • Loud (X): If the weapon is used in a confined space, every character present suffers an X stun malus; each success on a resist shock[toughness] test as a free action reduces this malus by 1.

    • The malus can be avoided completely by taking the hard-of-hearing trait.

    • Loud weapon automatically have the noisy trait at the same level.

  • Noisy (X): Every nearby character can make a perception[acumen] test to detect the character using the weapon.

    • If the weapon user is hidden, his stealth score is reduced by X.

  • Ready to Shoot: No malus is incurred from using the snipe manoeuvre.

  • Reload (X): After using the weapon once, X successes must be scored on a rolling test (step-back) using the weapon’s skill before using it again.

  • Shield (X): Can add X bonus dice to an attack or defence made with the shield; the cost of the first damage dice is increased by X.

    • Shield can offer cover against one ranged attack per round: shield 1 = no cover, shield 2 = partial cover, shield 3+ = adequate cover.

  • Strapped (X): the cost of disarming the weapon is increase by X.

    • The weapon cannot be dropped as a free action; X successes scored on a sleight of hand[dexterity] rolling test (step-back) are required to drop the weapon.

      • Unstrapping a weapon provokes retaliation.

Mounted Combat

  • Riding Pool: To control his mount, a rider must create a riding pool:

    • A riding[animal handling] test is done; if the mount has ranks in riding[animal handling], those can be added as [lexicword]#bonus dice to the rider’s roll.

    • If a new test is made to constitute a new riding pool, the remaining successes from the previous pool are lost.

    • If a character dismount, his riding pool is lost.

  • Movement: A mounted character uses his mount’s movement instead of his own.

    • If the mount has at least one rank in riding[animal handling], no point from the riding pool has to be expended.

    • If the mount has no rank in riding[animal handling], the rider must make a riding[animal handling] test (as an action), opposed by an ego[resilience] test (as a free action) from the mount.

      • 1 hit scored: the mount moves at half movement speed.

      • 3 hits scored: the mount moves at its normal movement speed.

      • Additional hits are saved as a riding pool.

  • Using Skills: Every time the rider wants his mount to perform an action/reaction, 1 point from the riding pool must be expended.

    • The mount uses its own skills, attributes and dice pool for its tests.

    • A rider can force his mount to spend spirit points by spending one riding point per spirit point.

    • Mounts without any rank in riding[animal handling] cannot perform any actions in combat.

  • Engaging in Combat: For a mount to move inside the range of attack of an hostile character, its rider must spend one riding point.

    • If the hostile character is larger than the rider, an additional riding point must be spent per size category difference.

    • If the mount is to enter the range of attack of many hostile characters, the cost must be paid for each one.

    • A mount with at least 1 rank in brawling[melee combat] can make attacks; the rider must spend 1 riding point.

  • Damage to a Mount: Characters scoring hits in melee combat against a mounted character can choose to target his damage against the mount or the rider.

    • A mount can be targeted directly by ranged attacks.

    • A mount receiving a major injury flees unless:

      • The rider spends a number of riding points equal to the hits scored on the damage roll, or

      • The rider succeed on a riding[animal handling] test (as a free action) with a difficulty level equal to the hits scored on the damage roll.

      • Otherwise, the mount spends its next turn running away, using its full movement speed and its whole dice pool on a running[athleticism] test.

        • During its flight, the mount avoids entering the range of attacks of any character (this can stop its flight).

        • The rider can stop the flight by winning a riding[animal handling] test (as an action) opposed by the mount’s ego[resilience] (as a free reaction); hits form a new riding pool.

  • Damage to a Rider: A rider receiving a major injury must make a riding[animal handling] test (as a free reaction) with a difficulty level equal to the number of hits scored on the damage roll.

    • On a failure, the rider falls prone on the ground, taking falling damage.

      • The mount disengages itself from combat.

  • Grappling: A mounted character and one on foot cannot grapple each other.

2. The SdA system: Engine of the Game

Basic Mechanics

In order to add both objectivity and randomness to role-playing games, game mechanics are used to determine what a character can and can’t do. Those rules determine how well-prepared the various characters are to overcome the challenges they will face, and if they succeed or fail at whatever tasks they try to accomplish.


Attributes

Six attributes define every character. Those are agility, constitution, strength, erudition, persona and wisdom.

Caution
New names, old attributes?

If you are familiar with RPGs, you might have come across a very similar set of attributes to the one we are proposing here, only with slightly different names. The name change wasn’t an attempt to appear different but was felt necessary for clarity.

The old attribute names defined in the original RPG served us well and have become iconic, but they are not without problems.

The term dexterity has been used for general nimbleness, but the term usually refers to fine motor skills with the hands. In this game, the word refers to a family of skills for action requiring deft fingers. It is, therefore, only one aspect of the more general attribute of agility.

Similarly, charisma seemed to only encompass a portion of what we wanted to cover with the attribute of persona; the character’s force of will and empathy also needed to be represented.

Finally, erudition replaces the traditional attribute of intelligence. We feel that a character’s intellect should be represented by the three intellectual attributes of persona, wisdom and erudition instead of a single trait. This last attribute also covers a more precise niche for everything that is more academic, has to be learned formally or memorized, and cannot be deduced by pure rationality.

Attributes for a humanoid character usually vary between 2 and 6. The higher the attribute’s score, the better.

  • Scores of 1 are crippling.

  • Scores of 2 are considered weak.

  • Scores of 3 are average.

  • Scores of 4 are relatively strong.

  • Scores of 5 are exceptional.

  • Scores of 6 are worthy of heroes.

  • Scores of 10 or higher are supernatural.

Agility

This attribute represents the dexterity and nimbleness of the character. It covers fine motor skills, eye-hand coordination and balance.

Constitution

A character's constitution represents not only his health but also their resistance to different types of punishment.

Constitution also affects the rate at which a character recovers from injuries.

Strength

Strength represents the physical power and explosiveness of a character.

Erudition

Erudition is the attribute for formal learning, academic knowledge and book-smartness.

Persona

This attribute represents the strength of personality and charisma of the character. Characters with a high persona score tend to be very polarising individuals and leave a strong impression on the people they meet.

Wisdom

Wisdom is the sagacity and common sense of a character. A down-to-earth, no-nonsense, resourceful character would be one with a high wisdom score.

Note
Erudition and wisdom

If erudition is related to being book-smart, wisdom covers the street-smart of a character. While erudition is very theoretical, wisdom is more on the practical side of things.


Dice

Bastard Sword is played with polyhedral dice. 6 types of dice are used: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided and 20-sided.

Those dice are usually referred to by the letter “d” followed by the number of faces they have (d4, d6, d8, etc). When a number is noted before the letter “d”, it represents the number of dice to roll.

Example

“3d12” means three twelve-sided dice.


Skills

Eighteen skill families serve as the basis for a character's aptitude. Each family is divided into four to six skills (except for Luck, which stands on its own).

Skills are listed in the rules with their families within brackets (e.g., appraise[accumen]). If 'any' is used in front of a family, players can choose the skill of their choice inside that family.

Each skill is associated with a pair of attributes, represented by their initial letters in parentheses on the character sheet (e.g., Running (CS)). Some skills may pair an attribute with itself.

The rank of a skill is always added to the rank of its family, unless specified otherwise.

Example

The rank of knowledge is always added to the rank of folklore. If a character’s folklore is 2 and his knowledge is 1, the effective rank of folklore is 3, (2+1).


Skill Test

The GM may ask for a skill test whenever a player desires his character to attempt an action that could either succeed or fail.

The number of dice rolled equals 1 + the rank of the skill used (including its family).

The type of dice is determined by the pair of attributes governing the skill: the dice used must have no more faces than the sum of the two attributes. When an attribute is paired with itself, its score is simply doubled.

The resulting combination of the number and type of dice is referred to as the dice pool.

Example

A skill with a rank of 2, part of a family with a rank of 1, would allow the player to roll 4 dice (1 (base) + 2 (skill) + 1 (family)).

If the two attributes governing the skill have ranks of 4 and 5, the player can roll 8-sided dice.

The player’s dice pool for this test would be 4 8-sided dice, abbreviated as 4d8.

Tests made with an attribute pair totalling less than four are discussed below.

A test can involve more than one roll or dice pool. The different possible types of tests are covered later in this chapter.

The GM should only ask for a skill test if the success or failure of an action impacts the narrative outcome of the game.


Success and Failure

To succeed on a skill test, a player must obtain a number of successes on his dice roll.

Every die showing a 4 or more gives one or more successes, as per the following table:

Successes Per Die
  • 4 to 7 → 1 Success.

  • 8 to 11 → 2 Successes.

  • 12 to 15 → 3 Successes.

  • 16 to 19 → 4 Successes.

  • 20 → 5 Successes.

  • N → N/4 Successes.

The number of successes required to pass a skill test is referred to as the difficulty level. '''

Difficulty Level

Various tasks demand different difficulty levels; some tasks are mundane, while others are impossible to most.

To be accomplished:

  • Routine tasks need 0 success.

    A test is unnecessary unless the circumstances impose some maluses.

  • Easy tasks need 1 success.

    An average character, untrained in the skill used, has a 50% chance of overcoming such tests.

  • Challenging tasks need 3 successes.

    An average character needs to have some experience with the skill used and apply some effort to have good odds of overcoming such tasks.

  • Difficult tasks need 10 successes.

    A character needs to be skilled, have good attributes, and apply a considerable effort to have good odds of overcoming such tasks.

These numbers are for simple tasks that can be accomplished in a single action, in a short amount of time. More complex and time-consuming activities can have much higher difficulty levels but can usually be completed in multiple rolls.

The difficulty level is determined either by the GM, a roll made by an opponent or by different environmental factors and circumstances.

Note
Challenging for whom?

The difficulty level of a test should represent how difficult the task is for an average person to perform. The GM shouldn’t consider the skill of the character attempting the task when setting the difficulty level.

Hits

Successes exceeding the difficulty level of a test are called hits.

Example

The GM determines a task is challenging and, therefore, assigns it a difficulty level of 3. The character is skilled at the task and allowed a generous dice pool. He manages to roll 5 successes; the outcome of the roll is a successful test with 2 hits.

Many skills, spells and manoeuvres have varying degrees of effectiveness depending on the number of hits scored on a roll.

Caution
What happened to 2, 4, 5 and the other numbers?

Why do difficulty levels go from 1 to 3 and then to 10? What happened to the number in-between?

The reason for difficulty levels not being more gradual is to ease the GM's decisions and reduce debates at the table. Leaving a gap between an easy task and a challenging one should make it easier to decide which one is appropriate in an instant.

The pattern of 1, 3, and 10 is used in many aspects of the game. It comes from an unorthodox mathematical concept proposed by American computer scientist Jerry R. Hobbs, named "half-orders of magnitude".

Half-Orders of Magnitude (HOMs)

An order of magnitude usually refers to the number of digits a number contains. Numbers from 1 to 9 are on the same order of magnitude, while numbers from 10 to 99 are one order of magnitude greater. The concept is useful in many situations, but the difference between the bottom and top of an order of magnitude is often too large. Half-orders of magnitude can help with ranges we often instinctively find more pertinent.

Half-orders of magnitude go as follows: 1, 3, 10, 30, 100, 300, 1000, and so forth.

Let’s consider some examples of numbers we could estimate and see how they would fit with orders of magnitude and half-orders of magnitude:

  • How many children are in a modern American family?

    • Orders of magnitude: a) 1 b) 10 c) 100 (1 is too small, but 10 is too big)

    • Half-orders of magnitude: a) 1 b) 3 c) 10 (3 is probably about right)

  • How many children are in a regular classroom?

    • Orders of magnitude: a) 1 b) 10 c) 100 (10 is too small, but 100 is too big)

    • Half-orders of magnitude: a) 10 b) 30 c) 100 (30 is about right)

  • How many seats are in an average cinema?

    • Orders of magnitude: a) 10 b) 100 c) 1000 (10 is too small, 1000 too big; 100 still seems a bit small)

    • Half-orders of magnitude: a) 30 b) 100 c) 300 d) 1000 (300 sounds about right; the average screen has about 250 seats, close enough)

If they are intended to be half-orders of magnitude, why don’t they follow the pattern of 1, 5, 10, 50, etc? Because like 10 is the square root of 100, 3.16 (dropped to the nearest integer, 3) is the square root of 10.

Bastard Sword uses half-orders of magnitude (abbreviated to HOMs) for different skills, spell effects and other mechanics.


Test with Attributes Pair Totalling Less than Four

If a pair of attributes governing a skill sums up to 2 or 3, a player can still make a roll, but 8 sided-dice are used, and only dice showing an 8 grant 1 success.

Skills governed by an attribute that has been reduced to 0 cannot be used for any test.

Example

A character is under a curse that reduces his strength to 1. He tries to do a lifting[athleticism] test, a skill with a rank of 3 governed solely by strength. His current strength score paired with itself only totals 2; the player can roll 4d8 and score 1 success for every 8 rolled.


Types of Test

Not every context calls for the same type of test. In some matters, a character can take his time to overcome a static obstacle, while in others, time is of the essence. There are circumstances where two characters work against one another and others where they collaborate.

Basic Test

A basic test is a single roll made against a fixed difficulty level. If a type of test is not specified, it is most likely a basic test.

Example

A character wants to jump from one rooftop to another. Based on the distance between the two ledges, the GM determines that 3 successes are required. If the player obtains those 3 successes, his character successfully crosses the gap.

Opposed Test

Opposed tests are used when two (or more) characters are working against each other.

A roll is made for each character. Both rolls can be made with the same skill or with different ones.

The character who obtained the most successes wins.

The difference between the two results gives the number of hits scored by the victor.

If both characters get the same number of successes, the status quo is preserved.

Example

Two characters are engaged in a tug of war. Both players make an lifting[athleticism] roll and end up with the same number of successes. Neither side gains ground; they are at a standstill.

If the situation makes it impossible to determine the status quo, the GM declares, prior to the rolls being made, which side has the advantage; this side wins the test in case of a tie.

Example

A rogue tries to sneak into a manor. Her stealth[grace] is opposed by the perception[acumen] of the characters who could spot her. Guards on duty, actively looking out for intruders, have the advantage on the test. Meanwhile, the rogue has the advantage against the unsuspecting occupants of the manor.

Note
Speak first, speak last

In some situations, two characters face each other in an opposed test but only want to use some of their available dice (combat being the main case where this could happen). In those circumstances, a player could be tempted to adjust the number of dice he uses based on what the other player planned to do or, even worse, based on the result rolled by his opponent.

Ideally, both parties would choose the number of dice they intend on rolling secretly and stick with their decision, regardless of what the opponent does (writing it down on a scrap piece of paper helps).

If your players have a hard time resisting the lure of an unfair advantage, defining a strict order of operation is appropriate. This is the “speak first, speak last” approach.


If you are in action tempo (details about tempo later), an opposed test usually means that one character is acting and the other is reacting; the character in reaction must speak first.

If you are in interaction tempo, it might not be so obvious who is acting and who is reacting. In those cases, the character with the advantage should be considered the one acting and, therefore, can speak last.

When an opposed test is in order, the character who speaks first must declare the number of dice he intends on using (including those he wants to purchase through spirit points). The player who speaks last can then decide with the benefit of this added information.

Once both players have announced their choices, the dice are rolled, and the test is resolved.

Assisted Test

Characters will have many opportunities to collaborate on arduous tasks. In those situations, every character contributing makes a test. The successes of all participants are added together to beat the difficulty level.

The GM can limit the number of characters allowed to work effectively on a task.

Example

A fallen tree is blocking a road on which the characters# are travelling. Three of them decide to work together to free the way. The tree being big enough, they all can contribute fully. Their successes are summed up to beat the difficulty level.

Assisted Test, Halved

In some circumstances, characters can assist on a task, but at reduced efficiency. For those instances, a half-assisted test can be made.

One character is the leading actor; his successes are counted fully. For the other characters assisting, one success is tallied for every two successes rolled.

Example

A thief is attempting to disarm a trap. The GM decides that, due to the nature of the trap, one character can assist but at halved value.

Every success the rogue rolls counts fully, while only one in two of the assistant’s successes is counted.

Group Test

Group tests are used when multiple characters simultaneously perform the same task in a situation where their success or failure is linked. A player can transfer part of the successes of his character to one or more allies.

Example

A party of three adventurers must cross over a chasm on a fallen tree. The difficulty level to traverse this improvised bridge without falling is 3. Each player makes a balance[grace] roll. The results obtained are 5, 4 and 0 successes. The player with the five successes can help the one who scored none; two of his successes are transferred to the less fortunate character. The player with four successes also assists his fellow and transfers one of his successes to him. The final tally for the party is three successes for each member. Working together, they all succeed in overcoming the obstacle facing them.

Rolling Test

Not all tasks can be resolved in one swift action. Some undertakings have a higher difficulty level than what could be achieved in one roll, but a character can work on them over time; rolling tests are the appropriate approach for those situations.

Rolling tests are made as a series of rolls, each having its dice pool and representing an amount of time passed. The successes from all those rolls are aggregated together to beat a difficulty level.

Tasks suitable for rolling tests include crafting, academic research, foraging, picking a lock and training an animal. Jumping, picking pockets, resisting the elements and combat actions are rarely done as rolling tests.

There are two types of rolling tests: first-fail and setback.

First-Fail Rolling Test

A first-fail rolling test allows players to keep rolling and adding their successes until one roll grants no success. At that point, all the previous successes are lost.

Example

Picking a lock requires a first-fail rolling test. The lock has a difficulty level assigned to it that must be beaten before a roll results in no success. For every roll, a round passes. If a roll grants no success, not only does the thief make no progress, but he loses all the progress made so far.

Setback Rolling Test

A setback rolling test does not fail upon a roll not granting any success; the character simply fails to progress.

If a roll suffers a number of maluses greater than the number of successes obtained, the remainder is subtracted from the tally of the previous rolls.

Example

A woodworker is building a cart. The GM decides on the number of successes required to complete the project. Each roll represents an hour of work. The number of rolls made to reach the difficulty level determines the number of hours necessary to complete the construction.

Extended Tasks

To preserve the flow of the game, players can solve lengthy tasks in a single roll. The result of this roll either determines:

  1. The time needed to accomplish the task if a specific number of successes is needed,

  2. The task’s level of success if a specific amount of time is available to accomplish it.

If the GM knows how much of a task can be accomplished with a single success, he can refer to the chart below to figure out how long the character takes to complete it or how well he performs.

To use the chart:

  • For a fixed amount of time, find the intersection between the appropriate column for the time taken per roll and the time allocated to the task. Multiply the number of successes rolled by the factor given by the table to obtain the total number of successes scored.

  • For a fixed amount of successes required, go down the appropriate column for the time taken per roll until the factor listed brings the number of successes rolled over the difficulty level. The row reached determines the time taken.

Time Factor

Time/Roll

Time passed

1 round

½m

1m

3m

10m

½h

1h

1 round

1

0

0

0

0

0

0

½m

3

1

0

0

0

0

0

1m

10

3

1

0

0

0

0

3m

30

10

3

1

0

0

0

10m

100

30

10

3

1

0

0

½h

300

100

30

10

3

1

0

1h

1k

300

100

30

10

3

1

½ day

3k

1k

300

100

30

10

3

1 day

10k

3k

1k

300

100

30

10

3 days

30k

10k

3k

1k

300

100

30

1 week

100k

30k

10k

3k

1k

300

100

1 month

300k

100k

30k

10k

3k

1k

300

1 season

1M

300k

100k

30k

10k

3k

1k

1 year

3M

1M

300k

100k

30k

10k

3k

Legend: m = minute, h = hour, k = 1 000, M = 1 000 000

Example

A character has been trapped in a cavern by a cave-in. Digging himself out will be an extended task. The GM first makes some determinations: the appropriate skill is labouring[crafting], a roll takes one hour, and 30 successes are needed to clear the path.

The player rolls and obtains 2 successes. The GM consults the table: going down to 1 day would only give 20 successes — not quite enough — so the character needs to spend three days to free himself from being buried alive.

Note
Mixing Types of Tests

In many cases, a test could fit into more than one category; there is often no need to choose. Nothing prevents a GM from requiring the players to do a rolling group test, an opposed assisted test, or any other combination that suits the situation.

The various types of tests are tools to offer different flavors of challenges.


Bonus and Malus

Bonuses and maluses can be granted or imposed on a character’s roll, modifying their dice pools or results.

Bonuses grant additional dice for a test.

If a bonus is applied to a rolling test, it will benefit every roll, until the situation changes.

Example

A character climbs a large tree using specialised spikes and a harness, granting him 1 bonus die. Climbing the tree can take multiple rolls; the equipment grants the same bonus to each one.

A roll cannot have more bonus dice than standard dice. Bonus dice can, at most, double a dice pool. Any additional bonus die is wasted.

Example

For a skill with a rank of 2, granting a dice pool of three dice, a character can gain bonuses from different sources but cannot benefit from more than three bonus dice for this skill, for a total of six dice.

Maluses subtract successes from rolls.

If a malus affects a rolling test, it is applied to every roll, unless the situation changes between rolls.

Example

A character looks for tracks in the woods at night without an appropriate light source. Every tracking roll receives a 3 successes malus due to the darkness. If the tracking continues once the sun rises, the malus will be reduced to 1 success before being wholly eliminated in broad daylight.


Spirit

Spirit points represent both the stamina and morale of a character.

The maximum amount of a character’s spirit points is equal to four times the sum of his constitution and persona. If either of those attributes changes, the character’s maximum spirit points should be recalculated in consequences.

Example

A character with a constitution of 4 and a persona of 3 has a maximum spirit of 28: (4*(3+4)).

Dice pools (including bonus dice) may never contain more dice than the tested character’s current number of spirit points.

Example

A character has depleted most of his spirit and has only three points left. If he is tested on one of his skills granting him a dice pool of five dice, he is unable to perform to his maximum capability and can only roll three dice.

Spirit will fluctuate vastly during play; many circumstances can drain or raise the spirit of a character. Spirit is a central mechanic of Bastard Sword.

Caution
Stamina and morale

By combining stamina and morale, both aspects could be accounted for without adding unnecessary mechanical complexity.

The two concepts might not be quite the same, but their effect on performance is often similar. On the one side, people deprived of sleep are more likely to suffer emotional breakdowns. On the other, people subjected to despair can have a hard time gathering the energy required to function at their full potential.

The diversity of characters — some being more energetic but less confident, others being the opposite, some being good or bad in both aspects — is represented by the various skills allowing them to resist different sources of spirit drain.

Increasing Dice Pool with Spirit

A player can use spirit points to purchase bonus dice for a test.

Every half-order of magnitude of spirit points spent grants one bonus die.

  • 1 spirit point → 1 bonus die

  • 3 spirit points → 2 bonus dice

  • 10 spirit points → 3 bonus dice

  • 30 spirit points → 4 bonus dice

Purchasing bonus dice this way does not allow to exceed the bonus dice limit.

Example

A character with a cooking[housecraft] skill of 2 wants to create a sumptuous meal. To raise his chance of concocting a truly fabulous feast, the player can spend spirit points to increase his dice pool. The character’s skill grants him a based dice pool of three dice; spending ten spirit points would allow this dice pool to be doubled.

The player feels ten spirit points would be too high of an investment. He decides to content himself with spending three spirit points to add two dice to his roll.

Bonus dice purchased through spirit points for rolling tests are available for a single roll. A player can purchase bonus dice for multiple rolls, but the cost has to be paid for each one separately.

A character performing an extended task can purchase bonus dice for the whole undertaking, but the cost is increased by one HOM.

  • 3 spirit points → 1 bonus die

  • 10 spirit points → 2 bonus dice

  • 30 spirit points → 3 bonus dice

Example

A character spends half a day working on a poem to impress a queen at an important banquet. The player desires to purchase two bonus dice for the roll. Since the endeavour is resolved as an extended task, the cost of those two dice is raised to ten spirit points.

Regaining Spirit

A big part of managing a character’s spirit is ensuring he has opportunities to replenish it.

Sleep

The primary way for a character to regain spirit is to sleep. After a long rest, a character regains half of his missing spirit points.

Example

A character has a maximum of 24 spirit points. After a hard day of adventuring, he only has 5 spirit points left, 19 points below his maximum. A long rest restores him 9 spirit points.

A long rest consists of eight hours of sleep. This time includes the few little routine chores prior to sleep and while waking up(getting changed, basic personal hygiene, quick breakfast, etc.) but does not include more time-consuming tasks like building a camp, cooking a large meal or guard duties.

If a character cannot complete a long rest, either because it is cut short or because it has been interrupted, not only does he not regain any spirit points, but 1 HOM of spirit points is lost per missing fhour of sleep.

  • 1 hour of sleep missing → 1 spirit point lost

  • 2 hours of sleep missing → 3 spirit points lost

  • 3 hours of sleep missing → 10 spirit points lost

  • 4 hours of sleep missing → 30 spirit points lost

  • 5 hours of sleep missing → 100 spirit points lost

A player can make a resist fatigue[resilience] test to reduce the loss of spirit; every success obtained compensates for one hour of sleep missing. If enough successes are rolled to compensate for every missed hour, the character regains spirit as if he had a full long rest.

Example

A party of adventurers makes camp at night and splits the watch duty between them, each taking a two-hour round. Since they do not want to prolong their rest, every character has to do a resist fatigue[resilience] test.

One of the characters makes his test and obtains only one success; not only does he not regain any spirit points, but he loses one (from one missing hour of sleep).

Another character obtains three successes: more than enough to not suffer from the lack of sleep. Half of his missing spirit points are restored.

Other factors can negatively impact the quality of sleep of a character. Those include:

  • Sleeping without shelter,

  • Sleeping without a heat source in the cold,

  • Sleeping in extreme heat,

  • Sleeping in a noisy environment,

  • Sleeping in bright light,

  • Sleeping in wet clothes or bedding,

  • Sleeping in rigid armour,

  • Sleeping in an uncomfortable location (too hard, too cramped, moving, etc.),

  • Sleeping immediately after a high-adrenaline situation,

  • Having a considerable interruption during sleep (having two short rests instead of a long one) or multiple small interruptions.

Each applicable event can deduce one hour of sleep from a character’s long rest, at the GM's discretion.

A character can extend the duration of his rest to offset disadvantageous sleep conditions.

Example

A character travels on a carriage and tries to make good use of the trip to get some much-needed sleep. The ride is only six hours long. The GM determines that the rest is uncomfortable and noisy, leaving the character four hours short of a complete long rest (two for the shorter duration and two for the circumstances).

If the ride had been ten hours, the character could have regained spirit points normally, without having to roll (the two extra hours of duration offsetting the two lost hours due to suboptimal circumstances).

A character sleeping in his own bed, in a very comfortable bed or in good company can benefit from bonus dice to his resist fatigue[resilience] test.

A character must sleep at least eight hours every twenty-four hours. Failure to do so causes a loss of spirit, as described above, mitigated by a resist fatigue[resilience] test.

Caution
Spirit and Zeno’s rest

The more spirit a character is missing, the more benefits he gains from sleep; the return diminishes rapidly. Since resting adventurers regain only half their missing spirit points, they will never be able to fully restore their spirit through sleep alone. They should, therefore, look for other ways to regain spirit.

Merrymaking

While sleep covers the stamina part of regaining spirit, merrymaking accounts for the morale side of it; having a good time in good company is a great way to raise one’s spirit, but just sitting around a campfire is not enough to uplift. Characters must expend some effort to make this time more remarkable. Below are examples of activities that can restore spirit points and how they could be handled.

  • Singing/playing music:

    • Test: music[arts], assisted(halved), extended, 10 minutes/roll.

    • Bonus: musical instruments grant 1 bonus die.

    • Benefits: participants and audience members regain 1 spirit point per success.

  • Dancing:

    • Test: dancing[arts], assisted(halved), extended, 10 minutes/roll.

    • Restriction: music must be played (can be a cappella singing)

    • Benefits: participants regain 1 spirit point per success; spectators regain 1 spirit point per HOM of successes.

  • Reciting poetry:

    • Test: poetry[arts], extended, 3 minutes/roll.

    • Malus: if the character is reciting from memory (without the written material), he receives:

      • 1 success malus for a short poem (about 3 minutes),

      • 3 successes malus for a longer poem (about 10 minutes),

      • 10 successes malus for an epic poem (about 30 minutes).

    • Benefits: audience members regain 1 spirit point per success.

  • Feasting

    • Test: cooking[housecraft], assisted(halved), 1 hour.

    • Restrictions: cooking equipment and ingredients must be sufficiently available.

    • Bonus: fancy ingredients, spices and beverages can grant bonus dice.

    • Difficulty level: equal to the number of people to feed.

    • Benefits: the people eating the prepared food regain 1 HOM of spirit points per hit scored by the cooks.

The GM is free to add, remove or modify anything from the above list.


Tempo

When playing Bastard Sword, like in other RPGs (or novels), in-game time does not pass at the same rate as real-world time. Players can resolve a two-day journey in a minute, while a ten-round combat (about one minute in-game) can take a quarter-hour (or more) to go through.

There are three types of tempo for play: action, interaction and transition.

Action

Action tempo is used when there is a need to keep track of time in a precise manner. Combat is the primary example of this tempo, but it is also used for other edge-of-your-seat situations: races, infiltration missions, escapes from collapsing buildings, etc.

Action tempo is divided into rounds and resolved in order of initiative. Specific rules for this tempo are detailed in the combat section.

Interaction

Interaction tempo is when actions are resolved one after the other as they are performed, but the exact timing is not primordial. It is the perfect tempo for social situations, puzzle-solving and dungeon exploration.

In this tempo, the GM narrates a scene, the environment, the people present, and the events taking place. The players respond by describing what they want their characters to do. The GM can demand tests before relating how the characters’ actions affect a situation.

A scene can quickly go from interaction tempo to action tempo (and vice-versa).

Transition

Transition tempo covers long periods of time passed without much happening.

The GM can advance the timeline to any point just by stating that a certain amount of time has passed. He should allow the players to describe their characters’ activities during this time. If the characters’ occupations demand tests, they are usually resolved as extended tasks.

This tempo is appropriate for prolonged travel, periods of rest, long-term projects or time between adventures.


Improving Skills and Attributes

Experience is gained per skill and attribute and cannot be transferred from one to another.

Gaining Skill Experience

Skills gain experience by being used.

Every time the tempo of the game changes, players can add one experience point to a skill their character used during the last tempo. If a player is unsure if he used a skill, this one hasn’t been impactful and shouldn’t be chosen for an experience point gain. If no test has been made, no experience is gained.

The GM can also award experience to one of a character’s skills if it has been used remarkably (to progress the campaign in an original manner, in a critical situation, etc).

Example

A party of adventurers tries to sneak past a group of bandits. They make a stealth[grace] group test and fail: a fight breaks out — the scene passes from interaction tempo to action tempo. The players can add one experience point to their stealth[grace] skill (or to another skill they used).

After the combat is resolved, the tempo returns to interaction; every character can add an experience point to a skill they used during the fight.

The characters search the dead bandits for loot and move on to a different location, ending the scene (switching to transition tempo). Since the players do not roll any test after the combat, they do not get any more experience in that scene.

Gaining Attribute Experience

For an attribute to gain experience, the character must exert himself while using it and must sleep to recuperate.

When a player purchases bonus dice via spirit points for a skill test, he can mark one of the attributes involved in this test. When a character wakes up from a complete long rest (one where he regains spirit), one marked attribute gains one experience point. All attributes are then unmarked.

Example

A character traverses a flooded tunnel and must hold his breath for an extended time. The player decides to spend one spirit point to gain an additional die for his breath-holding [resilience] test. The attributes linked to this skill are constitution and persona; the player decides to mark constitution.

The next time the character completes a long rest, the player can choose one marked attribute to gain an experience point. Strength, constitution, and wisdom are marked; strength is chosen. All three attributes are unmarked.

Increasing Skills and Attributes Ranks

A player can raise the rank of one of his character’s skills or attributes as soon as it has as many experience points as its current rank (as always, including its family’s rank) plus 1, multiplied by 4.

Example

A character has a lockpicking[dexterity] skill of 3. Raising it to 4 would cost 16 experience points ((3+1)*4).

Increasing Skills Families Ranks

As soon as three skills inside the same family have a rank of 1 or higher (not including the family’s rank), they are all reduced by 1, and, in exchange, their family’s rank is increased by 1.

Example

A character just gained a new rank for his running[athleticism] skill, bringing his athleticism skills to the following:

  • Athleticism: 1

    • Climbing: 2

    • Jumping: 2

    • Lifting: 0

    • Running: 1

    • Swimming: 0

Since the athleticism skill family now has three skills with 1 or more ranks, the family’s rank is raised by 1, and the three skills are reduced by 1. The character’s athleticism skills now are:

  • Athleticism: 2

    • Climbing: 1

    • Jumping: 1

    • Lifting: 0

    • Running: 0

    • Swimming: 0

The three skills which have had their rank reduced benefit from the same number of dice in their dice pool due to the family’s rank being increased, while the other two skills have gained one more dice to their dice pool. The character’s general athleticism has improved.

Caution
Complementary party, character growth and niche protection

Every character in Bastard Sword begins his career with his own set of skills. However, as the characters composing a party go through different adventures together, they might develop in similar manners. A group frequently engaging in combat will see its members become skilled fighters. A group that does much infiltration and sneaking around will have the individuals composing it develop those kinds of skills. This can ensure that no player ends up with a useless or maladapted character for the type of play favoured by the group. That being said, it is a good idea for each player to keep a niche for his character to uniquely fill. This not only ensures his character can have his moments of glory but also that the party as a whole possesses a broader range of abilities at their disposal, allowing them to face a greater variety of challenges.


Virtues

Virtues help define a character’s personality and promote consistency in his behaviour.

Bastard Sword uses five virtues to describe characters. Each virtue exists on a spectrum between two opposing aspects; a character is rated for each aspect of each virtue.

Virtues
Lack of Virtues Excess of

Craven/Prudent

Courage

Daring/Reckless

Sacrilegious/Sceptic

Faith

Devout/Zealot

Devious/Cunning

Honesty

Frank/Pedantic

Meek/Humble

Pride

Dignified/Vain

Debauched/Epicurean

Temperance

Disciplined/Insensitive

Virtues are represented on the character sheet via lines of boxes that can be checked, each line containing ten boxes. Those boxes are divided into three sections, divided by two slashes between boxes: the boxes on the outside represent each aspect of the virtue; the boxes in the middle are excluded and do not need to be checked.

At the end of each scene (including transition scenes), players can check one box for one aspect of one virtue that their characters enacted during the scene.

Once all the boxes of both aspects of a virtue are checked, the character regains half his lost spirit points; the boxes of that virtue are unchecked. The player can also move one of the slashes parting the virtue line by one position, but two rules must be observed:

  • The slashes cannot be further away from the middle of the line than the character’s persona score.

  • The slashes cannot be further away from each other than the character’s wisdom score.

If moving a slash would violate the second rule, both slashes can be moved together.

Courage

The quintessential quality of heroes, courage represents how a character reacts in the face of danger and his tolerance towards risk.

Craven/Prudent

Prudent characters know when it is best to avoid a perilous situation. If one is truly craven, this is any threatening situation.

Daring/Reckless

Daring characters are admired for their bravery. A reckless one often perishes from his folly.

Faith

Faith represents a character’s relationship with his God (or Gods). It is not only about belief but also about the respect and reverence expressed by the character towards divine entities.

Sacrilegious/Sceptic

Sceptic characters doubt the gods' existence or question if they are worthy of worship. A sacrilegious individual opposes gods and religions, whether he believes in them or not.

Devout/Zealot

Devout characters are very observant towards their religion, follow every common practice and try to avoid committing sins. The zealot goes the extra mile and follows even the most obscure tenets and proselytises to the unbelievers.

Honesty

Not everybody has the same relationship with truth; some hold it as the most sacred principle, while others see it only as necessary as it is convenient.

Devious/Cunning

Cunning characters use trickery and deceit to achieve their goals. A devious one revels in scheming and concocting convoluted intrigue.

Frank/Pedantic

Frank characters favour truth, even at their disadvantage. A pedantic one is obsessed with the exactitude of every detail and often volunteers more truth than they should.

Pride

It is good to be aware of one’s worth, but it can be tricky to assess it properly.

Meek/Humble

Humble characters avoid self-promotion. A meek individual actively diminishes his importance.

Dignified/Vain

Dignified characters know their worth and act accordingly. A vain one overestimates his own importance and insists others acknowledge his greatness.

Temperance

There are multiple competing theories on how much one should indulge in carnal pleasure. Temperance reflects a character’s position towards this question.

Debauched/Epicurean

Epicureans know how to enjoy the good things in life. A debauched character can’t resist temptations and abuses those good things.

Disciplined/Insensitive

Disciplined characters don’t succumb to temptation and aren’t bothered by spartan lifestyles. An insensitive one is detached from the pleasures of the flesh and ignores how to have a good time.

Caution
The virtues of heroes

In Bastard Sword, the players are expected to personify exceptional individuals, adventurers who regularly face dangers, and people who live outside the norms. This is not to say that the protagonists must fit a singular model nor adhere to a moral ideal; flawed heroes can be much more interesting to play.


Size Categories

Characters and creatures in Bastard Sword are divided into 9 size categories. Those categories are broken down as follows (from smallest to biggest):

  • Minuscule: around 3cm/30g (large cockroaches, mice) — this category is for the smallest creatures that are accounted for individually,

  • Tiny: around 10cm/300g (rats, squirrels),

  • Little: around 30cm/3kg (cats, large bats),

  • Small: around 1m/30kg (human children, large dogs),

  • Medium: around 1.75m/100kg (adult humans),

  • Large: around 3m/1 000kg (horses, gorillas),

  • Huge: around 10m/10 000kg (rhinoceroses, elephants),

  • Colossal: around 30m/300 000kg (blue whales),

  • Monumental: around 100m/10 000 000kg — this is the largest size category accounted for; no real-world animal ever reached this size.

A creature size category has many mechanical implications; each is covered in the relevant section of the rules.

Note
Small and Medium sizes and half-orders of magnitude

Size categories mostly follow half-orders of magnitude. The notable exception is the small and medium sizes; those two categories should occupy the same HOM, but they have been divided for more granularity. Those are the sizes the vast majority of player’s characters will represent.

Size and Strength

The strength score of a character is relative to its size; a huge character with a strength score of three is of average strength for a creature of that size.

When two characters of different sizes oppose each other in a matter of strength (any roll involving the strength attribute, including strength-based damage), the strength score of the larger creature is increased by one HOM for every size category difference between the two characters.

Effectively, a large character with a strength score of three is as strong as a small character with a strength score of six.

Example

A giant (huge-sized) armed with a two-handed sword is fighting a medium-sized faun.

The exchange is resolved via an opposed test. The giant’s two-handed swords[melee combat] skill is 2, his strength is 4, and his agility is 2; typically, that would grant him a dice pool of 3d6, but since he is opposed by a character two size categories smaller than him, his strength is raised by 3, to 7; his dice pool is, therefore, 3d8.

The giant sword uses strength + 7 dice size for damage. To an enemy of the same size, the giant’s strength being 4, this would translate to d10s. Against a medium-sized character, the giant’s strength is raised to 7, and d12s can be rolled for damage!

Caution
Size categories as an abstraction.

The size and weight given here for each category are only to help players visualise what a creature of a particular category could look like in terms of dimension; the rules interact with size categories as an abstraction and not with specific weights and sizes.

It should also be noted that the sizes and weights given here are rough estimates.


Combat

A good story requires drama. Drama is conflict, and conflicts can often turn into combat.

Different characters can adopt different approaches to combat, but the end goal is usually the same: survival.

Note
Non-combat action scenes

Although the rules described here are presented under the label of "combat", they also apply to every aspect of the game, notably other situations solved in action tempo and situations where a character gets injured.


Initiative

Combats are resolved in action tempo; they are divided into rounds. On each round, every character involved has a turn to act.

Turn orders are based on the characters' initiative numbers.

When a scene passes into action tempo, initiative is rolled for every character involved; this is either done as a reflex[grace] or perception[acumen] test, at the player’s choice.

Characters act from the highest initiative to the lowest. If two characters have the same initiative number, the one with the most spirit points acts first.

A character’s initiative number can change during a fight; the various causes are covered later in this book.


Rounds

A round typically lasts about six seconds; this is more an average than a fixed measure. Ten rounds add up to a minute, but there could be some play in the duration of each one.

Every round, the GM countdowns from the highest initiative rolled until every character acted. When a character’s initiative number comes up, his controlling player has to speak up and say so; it is his turn to act.

On his turn, a character can perform one action and move up to his movement speed; the movement can be done before or after the action.

Delaying One’s Turn

A character with an initiative greater than 0 has the option to delay his turn and act on the negative of his initiative number. If any player takes this option, the GM must countdown past 0, into the negatives, until the last character has acted. Therefore, the character with the highest initiative chooses to act first or last. This decision only lasts a round; on the subsequent rounds, the character can return to his positive initiative or stay on the negative.

Example

A character with an initiative of 3 could decide to wait and act at initiative -3.

Caution
Initiative and players' responsibilities

The players are responsible for knowing when their turn is, what the current initiative number is and letting the GM know if he still has a turn to take.

If a character’s initiative changed and is now the highest initiative of all participants, the player must let the GM know so this last one can start his countdown for the next round at the correct number.

The GM’s countdown is regularly interrupted by the turns of the different actors. When a turn is resolved, the GM may quickly look around the table to see if there are still characters who haven’t completed their turn before resuming his countdown. If nobody is left to act, there is no point in continuing the countdown any further; the action should proceed to the next round, bringing the countdown back to the top. Players should pay attention to the flow of the round if they do not want to miss their turn.

Note
People Are Not Standing Still, Waiting to Get Hit

Even though combat is organised in rounds and turns, characters do not stand still, waiting to swing their sword while being swung at by others. This is not how a fight happens, nor is it how Bastard Sword tries to depict them. While the characters' turns are resolved in an orderly manner, the actions enacted more or less happen simultaneously. In addition, characters can often act outside of their turn via reactions.

It is also to be noted that a melee attack doesn’t represent a singular strike but a series of swings, thrusts, feints, guards, blocks and misses, usually from both sides.


Actions

Every round, on his turn, a character can perform one action amongst the following:

  • Melee attack,

  • Ranged attack,

  • Reloading a firearm or crossbow,

  • Casting a spell,

  • Athleticism or acrobatics[grace] actions,

  • Patching a bleeding wound through medicine[science] or first aid[survival],

  • Intimidate or taunt an enemy,

  • Inspire his allies,

  • Shake off an injury,

  • Reassess the situation,

  • Use or interact with an object,

  • Any other action that can realistically be performed in roughly 6 seconds, at the GM’s discretion.

Those actions are described in more detail further in this book.

Performing Two Actions

Characters with an initiative greater than 0 can perform two actions in the same round: one at their regular initiative and one at their negative initiative number.

Example

A character with an initiative of 2 can perform one action at initiative 2 and a second at initiative -2.

Performing a second action requires the player to split his dice pool between both (more details in the "dice limit per round" section below).


Reaction

Reactions are actions performed out of turn. They do not count towards a character’s limit of two actions, but the dice employed count towards the dice limit per round (more details in the "dice limit per round" section below).

A reaction is always provoked by another character’s action.

Common reactions include: * Defending against a melee attack * Dodging a ranged or spell attack * Making a retaliation * Mitigating damage from a fall

Each type of reaction is detailed in its appropriate section in this book.


Free Actions/Reactions

Free actions are either very swift or can be performed simultaneously with another action or movement.

Free actions do not require any test. Talking, drawing a weapon (but not sheathing one) or dropping a held object are typical free actions. Characters perform those free actions in conjunction with a regular action or a movement.

Free reactions require a test; they are triggered by another character’s action but are not as involved as regular reactions. Resisting intimidation, a taunt or a shock are typical examples of free reactions.

The dice used in a free reaction do not count towards the dice limit per round (more details in the section below).


Dice Limit per Round

A character performing multiple actions and reactions in a round cannot use more base dice (non-bonus dice) in total than what is granted by the skill used granting the most dice. A player can choose not to use his entire dice pool for a test to save some dice for a different test in the same round.

Dice used for free reactions and bonus dice (including those purchased through spirit points) do not count towards this limit.

Example

A berserker is attacked by an opponent and defends himself using his battle axe. His one-handed hafted[melee combat] skill grants him 6d8. The player only uses three dice for the test, saving the remainder for later in this round.

On his turn, the player wants to reassess the situation to reroll his initiative. His reflex[grace] skill allows him a dice pool of 4d6, but he is limited to three dice. He can purchase another three dice with ten spirit points and roll a total of six dice.

The character can also act at the negative of his initiative number. Since the highest skill used so far granted him six dice and he already used the same amount (not counting the three bonus dice), he cannot use any skill granting him less than 7 dice. If his running[athleticism] grants him a dice pool of 8d10, he could use it and roll two dice.


Purchasing Dice Through Spirit Points

Players can purchase bonus dice through spirit points for tests made in action tempo in the same manner as in interaction tempo, but they can only do so once per round.


Movement

Every round, a character can move up to his movement speed (measured in steps). A character can only move once in a round, on his turn, either before or after his action. If a character is not taking any action, he can still move on his turn. A character performing two actions can move before or after either action, but not both. This leaves four options for a character’s movement:

  1. Before his first action,

  2. After his first action,

  3. Before his second action,

  4. After his second action.

Step

A step is the basic measure of movement. Most humanoid characters can move 12 steps per round.

For most bipedal characters, the length of a step is about half their height; for medium-sized characters, that would be about one metre.

Running

A character can run using an action and making a running[athleticism] test; every success allows him to add half his movement speed to his regular movement.

Scoring no success on a running[athleticism] test causes the character to fall prone; negative successes cause 1d4 of bludgeoning damage each (details about damage further).

Difficult Terrain

The type of terrain can reduce the movement of a character:

  • Inconvenient terrain: each step counts as one step; running[athleticism] tests receive a 1 success malus (e.g.: muddy ground, loose rocks, sand),

  • Difficult terrain: each step counts as 3 steps; running[athleticism] tests receive a 3 successes malus (e.g.: icy ground, steep hill, waist-deep swamp),

  • Impracticable terrain: one step counts as 10 steps; running[athleticism] tests receive a 10 successes malus (e.g.: dense bushes, narrow cliff ledge, groin-deep snow).

Note
Movement and running

A character’s movement speed represents the distance he can cover while walking hastily. If a character wants to cover more distance, he can run. Running is done via a running[athleticism] test and counts as an action. This effectively allows characters to move at both their regular and negative initiative, as long as one movement is done through a running[athelticism] action.


Surprise

Surprised characters do not have a turn on the first round of combat. They can still have reactions and free actions, but any test made before initiative 0 receives a malus equal to the initiative number on which it is done.

Example

A pack of brigands ambushes a pair of travellers coming on a road. As the travellers pass between the thick bushes where the cut-throats are hidden, those last ones jump out, and initiative is rolled.

The two bandits roll 5 and 3, and the travellers, 6 and 2.

Since the surprised travellers don’t have any turn on the first round, the GM’s initiative countdown begins at 5 with the first brigand. This last one attacks one of the travellers with a cutlass. The target of the attack can defend himself as a reaction, but with a 5 successes malus on his roll. Drawing a weapon is a free action, but not one that can be done out of turn, so the traveller must also defend himself with his bare hands.

Later in the round, on initiative 3, the second robber attacks the second traveller. The traveller is holding a quarterstaff in hand, so he can use it to defend himself; his roll still suffers from a 3 successes malus.

On the second round, the first traveller can act first on initiative 6, and the rest of the combat follows the standard procedure.


Range of Attack

The range of attack of a weapon represents the distance at which a character can effectively use it against a target. Every weapon has at least one range of attack; more versatile weapons can have more than one.

Ranges of attack are divided into close, medium, long and far.

Close, Medium and Long Ranges

Those ranges of attack are used for melee combat.

  • Close range is for unarmed attacks and short weapons, like daggers and knives.

  • Medium range is optimal for most swords, axes and maces.

  • Long range is the purview of spears, polearms and greatswords.

The actual distances for each of those ranges depend on the size of the characters. Two characters of different sizes can be engaged together in melee but be considered at different ranges.

  • Close range: the character is at arm’s length from his target.

  • Medium range: the character is one step away from close range.

  • Long range: the character is one step away from medium range.

Colossal and monumental characters' ranges of attack cover vast areas.

Example

A lowland half-man armed with a spear and a troll wielding a kanabo are standing two meters apart. Both are in the effective range of their weapon, the lowland half-man at long range and the troll at medium range.

As soon as a character is inside the range of attack of an opponent’s weapon (or any shorter range), the two are considered engaged. A character can be engaged with multiple opponents at the same time.

A melee weapon can be used outside its range of attack as long as the wielder is engaged with his target, but its wielder suffers one HOM malus per range outside the weapon’s effective range.

  • Close-range weapon:

    • Used at medium range: 1 success malus

    • Used at long range: 3 successes malus

  • Medium-range weapon:

    • Used at close range: 1 success malus

    • Used at long range: 1 success malus

  • Long-range weapon:

    • Used at close range: 3 successes malus

    • Used at medium range: 1 success malus

Example

A knifeman is facing a swordsman. The swordsman’s weapon’s range of attack is medium; the knife is close-range.

As soon as the characters are at medium range or closer, they are engaged.

If they fight at medium range, the knifeman receives a 1 success malus on his melee combat rolls. If this last one manages to bring the fight to close range, his opponent suffers the malus.

While outside his weapon’s effective range of attack, a character cannot cause damage to his opponent, but he can apply control effects.

Details about damage and control effects are found further in this chapter.

Far Range

The far range is for missile weapons.

Every far-range weapon has a number recorded next to its far-range notation; this is its range increment.

Details about ranged combat and range increment are found further in this chapter.


Melee Attacks

Engaged characters can attack each other with melee weapons.

The character initiating the attack is referred to as the attacker. The player tests the melee combat skill associated with the weapon used.

Defending Against Melee Attacks

The target of a melee attack can defend himself by making a melee combat roll (with the appropriate skill for his wielded weapon) to oppose the attacker’s roll. He is the defender.

If a character has already used all his available dice for the round, he cannot defend against an attack. He focused his attention elsewhere and can now be attacked unopposed.

Flanking and Rearing

A character attacking an opponent from the side or the back receives bonus dice.

  • 1 bonus die for an attack from the flank,

  • 3 bonus dice for an attack from the rear.

The front, flank and rear of a character are divided as such:

  • Front: The 180° in the direction the character is facing

  • Flank: The 45° on each side of the front

  • Rear: The 90° remaining, in the back of the character

If the character is wearing a closed-face helmet, those values become:

  • Front: The 90° in the direction the character is facing

  • Flank: The 45° on each side of the front

  • Rear: The 180° remaining, in the back of the character

A character being attacked from the flank/rear can turn to face his opponent if he is aware of the attacker’s presence and if the attack is not a retaliation. Pivoting to face an attack grants a retaliation to the other enemies surrounding the character; the retaliations are done after the pivot, so turning one’s back to an enemy is very dangerous.

A character defending himself while being flanked/reared (not facing the attacker) and winning the opposed melee combat roll must turn towards the attacker to impose any control effect or cause any damage (this does not provoke retaliation). He may choose not to do so, but this means forgoing any hits scored.

On his turn, a character can pivot in place at no cost, without provoking retaliations.

Resolving Melee Attacks

Once both the attacker and defender have made their roll, the results are compared (if the defender made no roll, his result is 0).

The loser of the exchange loses one spirit point for every hit scored by the winner. In addition, the winner can use his hits to apply control effects or cause damage to his opponent.

Control Effects

Control effects change the circumstance of combat in favour of the character imposing them.

Hits scored in a melee combat exchange can be used to apply the following effects:

  • 1 hit:

    • Shift: The winner can move 1 step inside the range of attack of the loser without triggering retaliation from this last one (the details on retaliation are found further in this chapter).

    • Push: The winner forces the loser 1 step away. The loser can choose where he is moved, but it must be 1 step further away from the winner. If the loser moves inside another opponent’s range of attack, he triggers a retaliation.

    • Stagger: The loser’s initiative is reduced by 1, to a minimum of 0.

  • 3 hits:

    • Drive: The loser is moved 1 step away from the winner in the direction of the winner’s choosing. This can be used to push the loser off a ledge, inside a trap or into the range of attack of an ally (triggering a retaliation).

    • Disarm: The loser is disarmed; the weapon used for his roll (or one chosen by the winner if the loser made no roll) is dropped to his feet. Picking a weapon off the ground allows retaliation. The winner can spend additional hits to send the weapon flying away in a random direction: the weapon lands one metre away from the loser per additional hit spent. Additional hits can also be spent to control the direction of the weapon: every hit spent halves the directions in which the weapon can be thrown (the potential direction is cut by 180° with one extra hit, then by an additional 90°, then by an extra 45°, and so forth). The winner decides on the limitation of the direction. A weapon thus thrown can hit a nearby character.

Multiple control effects can be applied in the same exchange. Each can also be activated multiple times if the winner has sufficient hits.

Example

A halberdier attacks a swordsman. The swordsman defends himself and rolls an impressive 7 successes. The attacker only gets 1 success; the defender scores 6 hits. The halberdier loses 6 spirit points. The swordsman uses his hits in this way:

  • 1 hit to shift one step closer to the halberdier, bringing him into the range of attack of his weapon,

  • 2 hits to stagger the halberdier twice, enough to make the halberdier’s initiative lower than his own,

  • 3 hits to disarm the halberdier, having him drop his weapon at his feet.

The swordsman didn’t cause any damage, but he is in a much more advantageous position for the next round.

Causing Damage in Melee

Hits scored in a melee combat exchange can be used to cause physical damage to the loser of the exchange.

If the winner of the exchange is the attacker, he can purchase damage dice at the cost of 1 hit per die.

If the winner of the exchange was the defender, each damage die costs him 3 hits.

To purchase damage dice, the winner of the exchange must be in his weapon’s effective range of attack. If the exchange happened outside of that range, the player can use hits to have his character or his character’s opponent move via control effects before buying damage dice with any remaining hits.

Details about rolling damage and dealing injuries are found further in this chapter.


Ranged Attack

A character wielding a far-range weapon can attack an opponent from a distance.

The player tests the ranged combat skill associated with the weapon used.

The difficulty level of a ranged attack roll is influenced by a few factors detailed below.

Making a ranged attack inside of an opponent’s range of attack allows him a retaliation.

Size Modifier

A target’s size considerably impacts how hard it is to hit from a distance.

For every size category smaller a target is than the character making the ranged attack, a one success malus is imposed on the range combat roll.

Every size category larger the target is than the attacker grants a bonus die to this last one.

Range Increment

The range increment represents the distance (in metres) a weapon can be used without penalty. One HOM of malus is imposed on the roll every time the range increment is passed.

  • Less than the range increment: no malus

  • Less than twice the range increment: 1 success malus

  • Less than thrice the range increment: 3 successes malus

  • Less than four times the range increment: 10 successes malus

Only the most excellent attackers can land a hit at four times the range increment, which is unlikely to do much damage at this distance.

Example

Tomahawks have a range increment of 4 metres, one of the shortest range increments. They can be thrown, but they are far from the best missile weapons.

A character throwing a tomahawk at an opponent closer than 4 metres suffers no penalty (but he could be in the range of attack of his target and suffer a retaliation).

If the weapon is used at a distance between 4 metres and less than 8 metres, the attacker suffers a 1 success malus.

If the throw is made at a distance of 8 metres or more but less than 12 metres, the malus is increased to 3 successes.

Line of Sight

A character must have a line of sight on his target to perform a ranged attack.

If other characters or objects obstruct the path between the attacker and his target, those may count as concealment.

Dodging a Ranged Attack

The target of a ranged attack can try to dodge the projectile as a reaction if he is aware of the incoming attack.

Dodging is done via a reflex[grace] test opposing the ranged combat test of the attacker.

Dodging allows retaliation.

Cover

Cover makes a target harder to hit.

Cover is divided into three categories depending on how much of the target body is covered:

  • Limited cover: about a third of the target’s body is covered; the attacker receives a 1 success malus.

  • Adequate cover: about two-thirds of the target’s body is covered; the attacker receives a 3 successes malus.

  • Near complete cover: the whole target’s body is covered, and only small body parts stick out; the attacker receives a 10 successes malus.

A character is concealed if he is obfuscated by an obstacle that wouldn’t stop a missile but does hinder the view (curtain, smoke, foliage). Concealment works the same as cover, but the malus is reduced by 1 HOM:

  • Limited concealment: no malus suffered,

  • Adequate concealment: 1 success malus,

  • Near complete concealment: 3 successes malus,

The attacker needs to know the location of his target, even in near complete concealment.

Resolving Ranged Attack

Ranged attacks are resolved in a specific order.

  • Size: The bonus or malus for the target’s size is considered.

  • Dice: the target makes his reflex[grace] roll (if he does one); the attacker does his ranged combat roll.

  • Distance: the range increment malus (if any) is subtracted from the attacker’s roll.

  • Dodging: the successes from the target’s reflex[grace] roll (if one was done) are subtracted from the remaining attacker’s successes. Any malus for a target’s dodge rolling is also applied here.

  • Cover: the cover malus (if any) is subtracted from the attacker’s roll.

  • Damage: if the attacker has successes remaining, they are hits; for each one, the target loses a spirit point, and the attacker rolls a damage die.

If a ranged attack fails, the GM can narrate a different result depending on which step it failed.

  • Failed on the dice roll: if the attacker didn’t roll any success, the projectile was utterly off and got lost, or the attacker failed to launch a projectile at all, either due to clumsiness or a minor malfunction of the weapon (the weapon is still ready to use next round).

  • Failed on the distance: if the range increment malus brings the attacker’s successes to 0 or below, the projectile falls around the limit of the last range increment it cleared. If a character occupies this space, he is hit for one damage die.

  • Failed on dodging: the target avoids the projectiles; if something or someone stands directly behind him (relative to the direction the projectile is coming from), it is hit for one damage die.

  • Failed on cover: if the cover malus brings the attacker’s successes to 0 or below, the projectile strikes whatever was providing cover, whether an object or a character, for one damage die.

Example

A bowman shoots at a bandit 15 metres away.

The bandit is engaged with an ally of the bowman; this last one is standing between the shooter and his target, providing adequate cover to the bandit.

The bowman and the bandit are both medium-sized, so neither bonus nor malus is applied.

Being engaged, the bandit doesn’t attempt to dodge to avoid granting retaliation.

The bowman’s player makes his bows[ranged combat] roll and obtains 5 successes.

The bandit is well inside the range increment of the bowman’s weapon, so no distance malus is applied.

The bandit doesn’t dodge, so no more malus is applied.

The bandit has adequate cover, so 3 successes are removed from the bowman’s roll, leaving this last one with 2 successes.

The bowman scores 2 hits; the bandit loses that same amount of spirit points.

The bowman rolls 2 damage dice.

There are no control effects for ranged attacks, and the target cannot affect the attacker.

Note
Size, Distance, Dodge, Cover

The essential factors in determining range combat are size, distance, dodge and cover. To avoid forgetting one of them and to remember the order in which they are resolved, memorise the acronym "SDDC" and recognise that 'i' comes before 'o' (the 'i' from size and distance vs the 'o' from dodge and cover).

Caution
Keep it simple

Although details for the resolution of ranged attacks are provided, they should only be considered if they are relevant.

If an attacker fails on distance while nobody or nothing of import is standing between him and his target, the determination or where the projectile fell can be skipped.

It is more important to preserve the flow of the game than to figure out every little element deprived of narrative impact.


Damage

Damage rolls are made in the same manner as other tests: with dice pools and successes.

For damage rolls resulting from attacks, the number of dice rolled is determined by the result of the attack and the type of dice is determined by the weapon used in the attack. For most weapons, the type of dice used is based on the wielder’s strength and a bonus from the weapon itself. Some weapons, however, only have a flat rating for the type of dice and are unaffected by the wielder (firearms and crossbows being the primary examples).

Every source of damage is associated with a type of damage, the most basic being bludgeoning, slashing and piercing. Weapons can be associated with more than one type of damage; the player chooses which he is using before rolling. The damage types of a weapon can be associated with bonuses or maluses.

The armour worn by the recipient absorbs part of the damage received. Each element of armour has a protection rating against bludgeoning, slashing and piercing damage. The ratings of every piece of armour worn are summed up for each type of damage. The total protection rating corresponding to the type of damage received is deduced from the damage roll. The remaining successes are hits and cause an injury.

Example

A swordsman obtains 6 hits on an attack that he dedicates to damage dice. Since he is the attacker, he gains 1 damage die per hit.

The rapier he is wielding can inflict damage with a 1 die bonus for piercing attacks or a 1 success malus for slashing ones (the weapon damage type is listed as "B: X, P: +1, S: -1"); the swordsman decides to use the point of his weapon to benefit from its bonus die. Its damage rating is of strength plus 5. Since the swordsman’s strength is 4, his dice pool is 7d8.

The player makes his roll and obtains 6 successes. His target is wearing armour giving him the following protection:

  • Kettle helm: B: 2 P: 1 S: 2

  • Gambesson: B: 2 P: 1 S: 2

  • Maille: B: 0 P: 1 S: 3

  • Total Protection: B: 4 P: 3 S: 7

The total piercing protection of the armour is subtracted from the successes of the swordsman’s damage roll, leaving him with 3 hits. The armour has been defeated, and the target of the attack suffers an injury.

A player cannot purchase bonus dice through spirit points on damage rolls, but other circumstances can provide bonus dice (as the weapons themselves can). As with other rolls, damage rolls cannot contain more bonus dice than non-bonus dice.

Size and Armour

As it is for strength, the armour rating of a character is relative to its size. For every size category larger a character is than the character causing him damage, his total protection ratings for bludgeoning, slashing and piercing are each increased by one HOM.

Example

A lowland half-man (small-sized) landed a blow against a troll (large-sized) and is rolling for damage. The troll is unarmoured, but since he is two size categories larger, he is considered to have a bludgeoning, slashing and piercing protection rating of 3 each.

Injuries

Characters can withstand a certain amount of damage before becoming incapacitated or dead. The character sheet presents the number and severity of injuries a character can suffer through a series of injury boxes arranged in columns and rows.

Each row of injury boxes represents a potential injury a character can receive. When hits on a damage roll are scored against a character, the controlling player must mark an equivalent number of injury boxes on a single row. This can either be done on a new row, without any injury box marked, making it a new injury, or on a row where previous damage has been recorded, aggravating an existing injury. If no row has sufficient unchecked injury boxes to record the new damage, the player must mark all the remaining boxes on the row with the most unchecked boxes and his character is now incapacitated. The character is no longer capable of partaking in combat.

The columns are divided between minor and major injuries. Minor injury boxes are always marked first. If an injury reaches the major injury threshold, the character suffers a wound (details below).

Example

A swordsman stabbed a guard with his rapier and scored three hits on his damage roll. The guard receives an injury; his player must mark three injury boxes on the character sheet. Since the guard wasn’t previously injured, the player marks three boxes on the first row; the injury doesn’t cross the threshold of a major injury.

In a subsequent round, the guard suffers a new injury with 1 hit scored on the damage roll. The player can choose to aggravate the previous injury, but that would mean having it become a major one, or marking one injury box on a new row; he chooses the latter option.

In a third attack, the swordsman defeats the guard’s defence once more and scores five hits on his damage roll. No row allows the guard’s player to mark five injury boxes; he must mark all the injury boxes of the third row, which was still untouched, and the character is incapacitated. This single attack was enough to take the guard out of combat.

Most humanoid characters can suffer three injuries, each divided into four levels of severity: three minor and one major. A character’s number of injury boxes is noted as "X(Y+Z)", where the first X represents the number of rows, Y is the number of minor injury boxes, and Z denotes the number of major injury boxes. The typical humanoid would be noted as having "injury: 3(3+1)".

Wounds

Major injuries inflict wounds on the characters suffering them.

The type of wound received depends on the source of the damage generating the major injury: piercing and slashing attacks cause bleeding wounds, while bludgeoning strikes cause stunning wounds.

Bleeding

Major injuries stemming from slashing or piercing attacks cause bleeding. Piercing damage causes one point of bleeding, while slashing damage causes two.

Bleeding wounds impose malus based on severity:

  • Severity 1 or 2: 1 success malus

  • Severity 3 or 4: 3 successes malus

  • Severity 5 or 6: 10 successes malus

This malus is applied to every roll. A player can decide to ignore this malus for one roll, but the severity of the wound is increased by one.

When the last bleeding box of a character is checked, either from a new major injury or from his wounds being aggravated, the character becomes incapacitated and starts bleeding to death.

Stunned

Major injuries stemming from bludgeoning attacks impose stun maluses. The malus is equivalent to the number of hits scored on the damage roll of the attack causing the major injury. This malus applies to all rolls.

Stun maluses are not associated with a specific injury; they are cumulated together.

On his turn, a player can try to reduce the stun malus suffered by his character by making a resist shock[toughness] test; every success reduces the malus by 1. Note that the malus applies to this test as well.

At the end of every round, every stunned character can reduce his stun malus by 1.

If the stun malus of a character reaches three times his constitution score, he becomes unconscious.

A character becoming incapacitated while suffering stun malus becomes unconscious.

Incapacitated

An incapacitated character cannot take actions, reactions or movements. He lies on the ground, still aware of his surroundings and able to speak softly (unless he has been made unconscious).

Attack rolls against incapacitated characters receive three bonus dice. If the attacker causes any damage, he kills the incapacitated character.

Bleeding to Death

When a character is incapacitated with bleeding wounds, his controlling player must make a natural healing[toughness] test on his turn every round.

The difficulty level of this test is equal to the number of bleeding boxes checked. These tests do not suffer from any stun nor bleeding malus, nor do they aggravate bleeding.

On a failure, the severity of the bleeding is increased by one. If no more bleeding boxes can be checked, the character dies on his turn on the next round.

If the test succeeds with any number of hits, the player can uncheck one bleeding box from his character’s sheet.

Example

A character is incapacitated by a slashing attack that causes more damage than the character could withstand. This attack forces the player to mark 2 bleeding boxes on his character’s sheet; this brings him to 4 bleeding boxes checked.

On his turn, the player must make his first natural healing[toughness] test; the difficulty level is 4 (the number of bleeding boxes checked).

The player purchases 2 bonus dice with spirit points, bringing his dice pool to 6d6; he obtains 5 successes and survives the round. Scoring a hit, he can also uncheck one bleeding box.

The combat progresses, and the incapacitated character’s turn comes again; the player must do a second natural healing[toughness] test. The difficulty level is reduced by 1 due to the previous round’s hit. Only 2 successes are rolled this time: the player fails, and he must check another bleeding box.

One more round passes; a new test is required. The difficulty level is back to 4. The player increases his dice pool once more to 6d6 by spending 3 spirit points and obtains 4 successes; no bleeding box is checked or unchecked.

If a character becomes incapacitated while bleeding in interaction tempo, the player makes a natural healing[toughness] test; the difficulty level equals the number of bleeding boxes checked. Every hit gives the character a minute before he bleeds out and dies.

Unconscious

An unconscious character remains so until he can succeed on a resist shock[toughness] test (the stun malus still applies). Succeeding on this test allows the character to regain consciousness, but he is still incapacitated (if he was so), and the remaining stunned malus does not go away.

Unconscious characters cannot purchase bonus dice through spirit points.

Even when unconscious, the stun malus of a character is reduced by 1 every round.

Example

A brawler receives a heavy punch from a strong opponent; 5 hits are scored on the damage roll. This knocks the brawler down.

Already suffering from a stun malus of 3, the new blow increases the malus to 8.

The brawler is now incapacitated and unconscious. On his turn, the controlling player makes a resist shock[toughness] test with a difficulty of 8 (the current stun malus). With a dice pool of 4d8, the brawler cannot pass this test; at most, eight successes can be obtained, and the stun malus would negate them all. At the end of his turn, the stun malus is reduced by 1. On the next turn, the brawler would have a chance of regaining consciousness by rolling as well as possible.

If a character is made unconscious in interaction tempo, the player makes a resist shock[toughness] test; the difficulty level equals the severity of the stun malus. Each missing success results in the character remaining unconscious for a minute (minimum 1).

An unconscious character is always considered incapacitated, regardless of the cause. Various circumstances can cause unconsciousness without significant injury (choking, sleeping, magic spells). Some of these circumstances are detailed later in the book, while others are left to the GM to adjudicate based on the situation.

Death

An incapacitated character is on the verge of death; any additional damage will be fatal. The player should note any damage effect inflicted by a death blow and the number of hits scored on the damage roll: those can impact resuscitation attempts and healing.

Sudden Death

A character can be killed in a single blow. If a damage roll has twice as many hits than the character’s longest row of injury boxes (ticked and unticked), the character instantly dies.

Example

A character with injury: 3(3+1) can be killed in a single blow with a damage roll scoring 8 hits ((3+1)*2).

Resuscitation

A character may attempt to resuscitate a fallen ally using either a first-aid[survival] test or a medicine[science] rolling test (first fail). The difficulty level equals the number of hits scored on the death blow’s damage roll plus the number of rounds the character has been dead. If the roll succeeds, the dead character returns to life, but he remains incapacitated and still suffers from all his wounds and injuries. Death might only be warded off temporarily.

Characters who bled out to death cannot be resuscitated in this way.

Retaliation

A retaliation is a melee attack made as a reaction provoked by an opponent focusing on something other than the enemies with whom he is engaged.

The most common causes of retaliation are:

  • Moving,

  • Attacking with a far-range weapon,

  • Casting a spell,

  • Fixing a wound (on oneself or an ally),

  • Reloading a weapon.

A character can only retaliate if the provoking character is in front of him (not in his rear or flanks) and in the range of attack of his wielded weapon.

The target of a retaliation can defend himself as if it was a normal attack. The character making retaliation is considered the attacker.

Retaliations are resolved before the actions that caused them (except for a character pivoting in place to face an attack).

A single action/reaction can trigger retaliations from multiple opponents.

If a character provokes a retaliation by moving, only one retaliation is granted per enemy, regardless of the distance moved.

Note
Retaliation and tactics

Resolving a retaliation can impact the action or reaction that provoked it. For example, a character trying to make a far-range attack while engaged with another opponent would grant this last one a retaliation. This opponent could use his hits to move the character who provoked the retaliation to a position where he can no longer see his intended target. At this point, it is too late to choose a different action. The dice reserved for the lost action are still available for this round; they can be used either for reactions or for a second action at the negative of the character’s initiative number.

Spirit Surge

At the end of an action scene, the characters involved have a chance to regain some spirit points.

When the tempo switches from action to interaction or transition, every non-incapacitated character can make a resist fatigue[resilience] test; every success restores one spirit point. In addition, the winning side (as determined by the GM) makes an ego[resilience] test and gains back one spirit point per success.

The GM can grant bonus dice to the ego[resilience] test based on factors such as:

  • Won while being significantly outnumbered

  • Won against larger creatures

  • Won against a terrifying monster

Similarly, maluses can be imposed if the fight has been much more arduous than it should have been or if the characters got severely injured.

Advanced Combat

The advanced rules presented in this section are intended to add more tactical depth to combat.

Every player should be familiar with the basic combat rules, but a deep mastery of the advanced rules is not critical. The focus should be placed on what is relevant to the character being played.

Special Manoeuvres

Special manoeuvres allow a player to bend the regular rules of combat. They can allow a character to perform two actions on the same initiative number, protect himself from multiple attacks, use his speech to influence allies and enemies and more.

Acting fast

A character can rush and act before his initiative number by imposing a malus on every roll he makes for the remainder of the round.

He can temporarily increase his initiative by one to three at the cost of a malus of the same half-order of magnitude:

  • Initiative +1: 1 success malus,

  • Initiative +2: 3 successes malus,

  • Initiative +3: 10 Successes malus.

The character’s initiative returns to normal at the end of the round.

Example 1. Example

An archer engaged in combat sees his last allies fall. The remaining enemies are sure to turn towards him. His initiative number is 1; most of the enemies will act before him. He decides to run away; acting on initiative 4 will impose a ten successes malus on any roll he takes during this round. Since he only intends to move and not make any test, he decides that acting first to avoid getting engaged in melee with anyone is worth it.

Acting Fast
  • Effect:

    • Increases initiative by X (1 to 3) until the end of the round.

    • Suffers X half-order of magnitude successes malus on every roll until the end of the round.

Casting Spell

Characters with access to magic can cast spells in combat.

Casting a spell can take multiple rounds, usually done as a first-fail rolling test.

Receiving damage while casting a spell imposes malus on the following casting roll: one half-order of magnitude per injury box checked.

Casting spells causes retaliation.

Casting spells is described in detail in the magic chapter.

Example 2. Example

An elementalist wants to create a wall of fire to block the way of incoming enemies. The spell requires 10 successes based on how he wants to create it.

On his first roll, he scores 6 successes. He is then hit by an enemy slinger, forcing him to check 2 injury boxes. His next fire[elementalism] test will receive a 3 successes malus.

Casting Spell
  • Prerequisite: Access to one type of magic.

  • Roll: Depends on the spell cast, done as a first-fail rolling test.

    • Receiving damage imposes 1 HOM malus per injury box thicked on the following casting roll.

  • Provokes retaliations.

Charge

The character runs towards an opponent he is not currently engaged with and immediately performs a melee attack.

The player must first make a running[athleticism] test; every success allows the character to move half his movement speed. The character can also use his regular movement as part of his charge.

The character falls prone if the player obtains no success on his running[athleticism] test.

If the character reaches the opponent he is charging towards, he makes a melee attack against this last one. The target of the charge can defend as usual.

If the charging character wins the exchange and purchases damage dice, he can add one HOM of bonus die per success scored on the running[athleticism] test to his damage roll (the limit to bonus dice applies).

Example

A spearman charges an opponent twenty-two steps away; he needs to cover twenty steps to be within the range of attack of his weapon.

Since his movement speed is twelve steps, he needs 2 successes to reach his target (12+2*6=24). The player has to decide how he splits his dice pool; he must attribute a minimum of one die to the running[athleticism] test, but since the skill only grants him six-sided dice, he needs to invest at least two dice to have a chance at getting two successes.

The player elects to roll 3 dice for his running[athleticism] test; he scores 3 successes. His character can, therefore, reach his enemy and strike him with his spear.

The dice used for the running[athleticism] test must be subtracted from the two-handed hafted[melee combat] roll; the available dice pool goes from 6 dice to 3. The player also spent 3 spirit points to gain 2 bonus dice, bringing his dice pool to 5 dice.

The charging character wins the exchange with 2 hits; the player spends them on damage dice. Since he rolled 3 successes on the running[athleticism] test, he could add 3 bonus dice to his damage roll, but since he cannot have more bonus dice than regular dice, he only rolls 4 dice for damage.

Charge
  • Prerequisite: Must not be engaged with the target.

  • Roll: Running[athleticism] + any[melee combat]

  • Effect:

    • Move ½ movement speed per success on a running[athleticism] test.

      • If the charging character reaches his target, he makes a melee attack.

      • The target can defend.

      • Each success from the running[athelticism] test grants 1 HOM bonus die to the damage roll.

  • Provokes retaliations.

Defensive Stance

A character can focus on defence by sacrificing his offensive potential.

On his turn, the player makes a melee combat test with the appropriate skill for the weapon his character is wielding. The successes obtained are saved in a pool to be used before the player's next turn.

When his character is attacked, instead of defending as a reaction, the player can use successes from his defensive stance pool to subtract successes from the attacker’s roll.

Successes from the defensive stance pool cannot be used to score hits against an attacker.

Performing any non-free action or reaction voids the defensive stance; all remaining successes in the pool are lost.

Unused successes are lost at the beginning of the character's next turn.

Example

A trio of bandits ambushes a pair of guards. One of the guards has to deal with two cutthroats simultaneously. He adopts a defensive stance, hoping that his colleague can defeat the third brigands and come to his help.

On his turn, the defensive guard makes a melee combat roll and obtains 7 successes; he can save those to oppose any attack from the bandits ganging up on him.

When comes the turn of the first bandit facing the defensive guard, the criminal scores 5 successes on his melee attack roll: as many successes are subtracted from the guard’s defensive stance pool, leaving him with 2.

The next brigand attacking this same guard obtains 3 successes on his attack roll: 2 of those are negated by the remaining successes in the guard’s defensive stance pool, and 1 becomes a hit.

Defensive Stance
  • Roll: Any[melee combat] (based on the wielded weapon)

  • Effect: The successes scored are saved in a pool to oppose future attacks against the character.

    • Cannot be used to score hits.

    • Last until the character's next turn or until the character performs a non-free action or reaction.

Dodge roll

A character can roll on the ground to move while being harder to hit.

The player must first declare where he intends his character to move to. He then makes an acrobatics[grace] test; the difficulty level equals the equivalent number of steps the character intends to move.

On a failure, the character moves the equivalent of one step per success rolled and ends up prone.

On a success, the character reaches his intended destination.

Dodge rolling provokes retaliation, both when the character announces his intent to roll and when he enters or traverses the range of attacks of an opponent; the rolling character cannot defend against those retaliations.

Retaliations made against a rolling character suffer a one success malus for every hit scored on the acrobatics[grace] test of the dodge rolling character. The same malus applies to every ranged attack against a character who performed a dodge roll in this round.

Example

A knifeman wants to get to an archer taking shots at him. A few trees between the two opponents would offer cover. The closest one is 14 steps away. The character uses his movement to move 12 steps and then performs a dodge roll to traverse the remaining 2 steps. The player obtains 4 successes; his character manages to reach the tree, and the archer will suffer a 2 successes malus on every attack he makes against the knifeman (on top of whatever cover the tree provides).

On the next round, the knifeman tries to roll from his current cover to another tree 8 steps away. The player only obtains 5 successes on his acrobatics[grace] test; his character rolls for the equivalent of 5 steps and ends up prone. He uses his regular movement to reach the safety of the tree, but no additional malus will be imposed on the archer from the dodge roll.

Dodge Roll
  • Roll: Acrobatics[grace].

  • Effect:

    • Determine a destination to dodge roll to.

    • Move 1 step per success; additional successes are hits.

    • Become prone if the destination is not reached.

    • Every hit imposes a 1 success malus on every ranged attack targeting the character until the end of the round.

  • Provokes retaliations.

    • Cannot defend against those retaliations.

    • Retaliations suffer a 1 success malus per hit scored on the acrobatics[grace] test.

Grab

A character in close range with an opponent can grab this one by spending one hit scored on a brawling[melee combat] attack/defence and enter grappling.

Grappling changes the circumstances of combat significantly. The specific mechanics of grappling are detailed in their own section later in this book.

Grab
  • Prerequisite: Must be within close range of the target.

  • Roll: Brawling[melee combat]

  • Effect:

    • Gabs the opponent

    • Give access to grappling control effects

Improvised Weapons

A fight can break out when a character cannot, or should not, use his weapons. In those situations, he might want to rely on improvised weapons.

Many objects can be used as a weapon, but not all with the same efficiency. Some objects are similar in shape, weight and balance to an actual weapon: those objects can be used with the skill of the weapon they most resemble. Otherwise, improvised weapons are used with the brawling[melee combat] skill.

The range of attack of an improvised weapon is dependent on its length. The GM is the final arbiter of what is appropriate. Everyday objects that would have a long-range are rather uncommon.

The damage caused by an improvised weapon depends on its weight and the strength of the character. Heavier objects hit harder but are usually harder to control; a malus on melee combat roll can, therefore, be applied.

Improvised Weapons Damage and Malus
Type of Object Malus to attack Damage Note

Very light

0

strength

No more damage than unarmed strike.

Light

0

strength + 1

Medium

-1

strength + 3

Used one-handed

Medium

0

strength + 5

Used two-handed

Large

-3

strength + 7

Must be used two-handed

The damage type caused by improvised weapons is usually bludgeoning, but other types are possible.

Here are some examples of objects of different weights and ranges of attack that can be used as improvised weapons:

Improvised Weapons Examples
Weight Close Range Medium Range Long Range

Very Light

Hair-brush

Pool Cue

Fishing Rod

Light

Rolling pin

Broom

Baking Peel

Medium

Frying Pan

Table Leg

Shovel

Heavy

Cask

Chair

Ship Oar

Some objects can be used as weapons, but only for a single hit; they immediately break upon contact. Common sense is required, and, as always, the GM has the final say.

Example

A brawler in a tavern manages to find trouble. Three patrons, tired of the ruffian shenanigans, decide to confront him; this confrontation turns violent.

Being alone against three, the brawler doesn’t hesitate to use whatever he can to even out the odds. He starts by smashing his large hard clay mug on one of his harassers.

The GM determines that the mug is a light object with a close range of attack. No malus is applied to the brawling[melee combat] test; the player scores 2 hits on the roll that he spent on damage dice. The brawler’s strength score is 5: the mug allows him to roll d6s for damage (strength(5) + 1). The mug shatters on impact.

On a subsequent round, the brawler gets his hands on a cow femur; some refuse from the kitchen. The GM declares that the bone is similar to a club and can be used with the one-handed hafted[melee combat] skill. The brawler’s player decides to stick with brawling[melee combat], a higher skill.

The bone is a close-ranged improvised weapon and a medium object; the brawler will be able to roll 8-sided dice for damage (strength(5) + 3) but will suffer a one success malus on his attack rolls as the bone cannot be used two-handed.

Improvised Weapons
  • Roll: Brawling[melee combat] or based on what weapon the object is similar in shape and weight.

  • Effect:

    • Very light objects: no malus, Damage: strength

    • Light objects: no malus, Damage: strength+1

    • Medium objects (one-handed): 1 success malus, Damage: strength+3

    • Medium objects (two-handed): no malus, Damage: strength+5

    • Large objects (two-handed): 3 successes malus, Damage: strength+7

Inspire

A character can perform a rallying cry or make a short speech to inspire his allies; this is done via a persuasion[influence] test (as an action). Every success allows allies to regain some spirit points: one spirit point per success can be distributed amongst any number of allies within hearing distance.

A character cannot inspire himself.

Inspiring provokes retaliations.

This manoeuvre cannot be used outside of action tempo.

Example 3. Example

A group of adventurers have been fighting a horde of undeads. The combat against the relentless horrors has been brutal; they cleared out most of the monsters, but the adventurers are starting to feel exhausted.

After defeating the last enemy engaged with him and having a quick look around, the party’s de facto leader sees one of his companions' strikes becoming slow and imprecise. He attempts to rouse his fellow’s spirit by reminding him of why he is fighting for and invoking the name of his god.

The player makes a persuasion[influence] test and obtains 5 successes: his ally regains as many spirit points, enough for this last one’s main attack’s dice pool to no longer be limited by too few spirit points.

Inspire
  • Roll: Persuasion[influence].

  • Effect: Distributes 1 spirit point per success amongst allies.

  • Provokes retaliations.

Intimidate

A character can try to act fearsome and threatening to intimidate an opponent; this is done via an intimidation[influence] test (done as an action) opposed by an ego[resilience] roll (as a free reaction).

For every hit scored by the intimidating character, the target suffers a one success malus to every hostile action and reaction against this first one. The malus last until the end of the scene or until the intimidating character is incapacitated.

A character suffering from an intimidation malus can make an ego[resilience] test as an action to reduce this malus; the difficulty level is equal to the severity of the malus, and every hit reduces the malus by one.

The target of intimidation must be able to view and hear the intimidating character.

Intimidating an opponent provokes retaliations.

Example 4. Example

A pair of goblins ambushed a troll. Before they can engage, the troll decides to intimidate the one who seems the less confident.

The troll’s player makes an intimidation[influence] test. Since the troll is two sizes larger than the goblin, his strength score is increased by 6. The targeted goblin’s player can do an ego[resilience] test as a free reaction to oppose the intimidation attempt.

The troll scores 2 hits: the intimidated goblin will suffer a 2 successes malus on every hostile action made against the troll.

Intimidate
  • Roll: Intimidation[influence]

  • Opposed: Ego[resilience] (as a free reaction)

  • Effect:

    • Every hit imposes 1 success malus on every hostile action/reaction made against the intimidating character by the intimidated one.

    • Lasts until the end of the scene or until the intimidating character is incapacitated.

    • The target can reduce his malus by doing an ego[resilience] test (as an action).

      • The difficulty level equals the severity of the malus.

      • Every hit reduces the malus by 1.

  • Provokes retaliations.

Lucky Break

A character struck by a mighty blow can sometimes see fortune smiles upon him, and the damage can be redirected to his equipment instead of his person.

A player whose character is about to receive damage can make a luck[luck] test (as a free reaction) to redirect some of this damage to the character's weapon or armour. The difficulty level is equal to the hits scored on the damage roll.

The player must decide if the damage goes to a piece of his character’s armour or the weapon used in the exchange before making the luck[luck] roll.

A player can only have one lucky break in a scene.

Damage to Armour

Every hit reduces the damage roll’s hits by one by also reducing a piece of armour’s bludgeoning, slashing and piercing protection ratings by the same amount. A piece of armour cannot absorb more damage than its highest protection rating.

If all bludgeoning, slashing and piercing protection ratings are reduced to 0, the armour is destroyed beyond repair; otherwise, it can be repaired. The damage cannot be divided between multiple pieces of armour.

Example

A man-at-arms wearing chainmail receives a mighty hammer blow; the player hopes to reduce the severity of the blow through a lucky break, the damage being sent to his chainmail.

4 hits have been scored on the damage roll; this is the luck[luck] test’s difficulty level. The player obtains 5 successes for 1 hit. The damage is reduced by 1; the player only needs to check 3 injury boxes, but he also needs to reduce the armour’s bludgeoning, slashing and piercing protection ratings. The chainmail goes from a protection rating of B:2, S:4, P:2 to B:1, S:3, P:1.

Lucky Break, Damage to Armour
  • Roll: Luck[luck] (as a free action)

  • Difficulty level: Number of hits scored on the damage roll.

  • Effect:

    • Every hit negates 1 hit from the damage roll.

    • The bludgeoning, slashing and piercing protection ratings of one piece of armour are reduced by 1 each for every hit of damage negated.

      • Cannot reduce more damage than the highest protection ratings.

    • If all BSP protection ratings fall to 0, the armour is destroyed.

Damage to Weapon

The character must have taken an active part in the exchange, either as the attacker or defender, to be allowed to attempt a lucky break on his weapon. The damage can only be redirected to the weapon he used in the exchange.

Every hit scored on the luck[luck] test negates one hit from the damage roll.

The weapon is broken and can no longer be used.

Example 5. Example

A brute hits a spearman with a big club and obtains 3 successes on his damage roll. The spearman’s player decides to attempt a lucky break on his character's spear; the luck[luck] test grants 4 successes. The spearman’s player scores 1 hit, the brute’s damage is reduced by the same number and the spear is broken and can no longer be used.

Lucky Break, Damage to Weapon
  • Prerequisite: Must have used the weapon in the exchange leading to the damage.

  • Roll: Luck[luck] (as a free action)

  • Difficulty level: number of hits scored on the damage roll. Effect:

    • Reduces damage by 1 for every hit rolled.

    • The weapon used to attack/defend is broken and unusable.

Prone

A character can get prone, either by choice or by force of circumstances.

A character willingly going prone must spend one step of movement; this is considered part of his movement.

A character spends half his movement to get up from the prone position.

While prone, every step taken counts as double

A prone character counts as one size category smaller when being targeted by ranged attacks.

Some actions are much more challenging to perform while prone; actions relying on strength or agility are usually good candidates for prone malus.

Fighting in melee combat against standing opponents while prone imposes a three successes malus.

If a character is prone facing the ground, standing opponents attacking him are rearing him.

Example

A character goes prone to crawl behind a short wall to avoid being shot.

His movement speed is 12 steps per round. Going prone takes 1 step, and every subsequent step of movement counts as 2 steps; he can then move 5 steps. On the following round, since he is already prone, he can traverse 6 steps.

Prone
  • Cost: 1 step of movement.

  • Effect:

    • Every step of movement counts as double.

    • Count as 1 size category smaller when targeted by ranged attacks.

    • 3 successes malus while fighting against standing opponents.

    • Getting up costs half the character’s movement speed.

Kick-up

A prone character can get up without sacrificing half his movement by doing a kick-up; this is done via an acrobatics[grace] test. Every success reduced the movement used to stand up by 1 step.

Doing a kick-up provokes retaliations.

Example

A character was crawling, hoping to be undetected, but enemies are now closing in on him. He decides to get up to move at a normal pace.

The character’s movement speed is 12 steps per round; getting up would normally cost 6 of those steps. The player does an acrobatics[grace] roll to kick-up and obtains 4 successes; getting up costs him only 2 steps of movement.

Kick-up
  • Prerequisite: Must be prone.

  • Roll: acrobatics[grace]

  • Effect: Reduces the cost of getting up from prone by 1 per success.

  • Provokes retaliations.

Reassess the Situation

A character can take a moment in combat to reassess the situation and plan his next moves better.

The player can use an action to roll a new initiative. The new initiative number must be used, even if lower.

While reassessing the situation, a character can raise or lower the visor of his helmet or remove his helmet as a free action.

Reassessing the situation provokes retaliations.

Example

A soldier just defeated an enemy he was engaged with, but, in the process, his initiative has been reduced a lot; it now stands at 1.

There are still enemies to vanquish, but before engaging with someone else, the soldier wants to look around and reassess the situation. The player rolls his initiative anew and obtains 3 successes: this is the soldier’s new initiative number.

Reassess the Situation
  • Roll: Reflex[grace] or perception[acumen]

  • Effect: rerolls initiative; must use the new one.

  • Can raise/lower a helmet’s visor as a free action.

  • Can remove a helmet as a free action.

  • Provokes retaliations.

Shield Wall

A group of characters wielding shields can work together and lock their shield to repeal attacks.

Characters must wield a weapon with the shield trait at 2 or higher to form a shield wall. A character cannot form a shield wall alone; he must have at least one ally also wearing a weapon with the shield trait of 2 or higher.

A character can declare on his turn that he starts a shield wall as a free action.

Any character immediately adjacent to the character starting the shield wall or to a character who previously joined the shield wall can join the shield wall on his turn as a free action.

A character in a shield wall sees his weapon’s shield trait increased by one for every immediately adjacent ally taking part in the shield wall.

Example

Six tomb raiders are advancing through the corridors of a catacomb when they stumble upon a group of undeads.

The raiders, all carrying shields (with a shield(2) trait), decide to form a shield wall.

The first raider to have his turn initiates the shield wall but won’t get any benefit until at least one other raider has his turn. Once the second raider gets his turn and joins the shield wall, the shield rating of both their shield is raised by 1.

Once all the raiders had their turn and joined the shield wall (in two rows of three), the two characters in the centre have their shield trait increased by 5, while the ones on the sides have theirs increased by 3.

The shield trait is described later in this book, in the weapon trait section.

Shield Wall
  • Prerequisite: Must wield a weapon with a shield trait of 2 or more.

  • Effect: The weapon’s shield trait rating is increased by 1 for every immediately adjacent character joining the shield wall.

Shrug Off Wounds

An injury might not be as bad as it seems at first.

A player can use an action to reduce the severity of a minor injury; this is done with a resist pain[toughness] test. The difficulty level of this test is one HOM per injury box ticked on the line of the targeted injury. For every hit, one injury box can be unticked.

Only injuries taken in the current tempo can be shrugged off; when the tempo changes, the injuries are fixed.

Shrugging off wounds provokes retaliations.

Example

A soldier has a moment of reprise in a battle. He took some injuries but still has some fighting to do, so the player decides to attempt to shrug off a minor injury.

One of those injuries has 2 injury boxes marked; the difficulty level for the resist pain[toughness] test is 3. The player rolls 4 successes, granting him 1 hit: 1 injury box can be unchecked.

Shrug Off Wounds
  • Roll: Resist pain[toughness].

  • Difficulty level: 1 HOM per injury box checked for the targeted injury.

  • Effect: Every hit reduces the minor injury by 1.

  • Provokes retaliations.

Snipe

A character armed with a far-range weapon can wait for a better opportunity to shoot an opponent.

On his turn, the player declares his intention to snipe a specific character and the event that will trigger the release of the attack.

If the snipe is triggered, the snipping character can make a ranged attack as a reaction. The difference between the snipping character’s initiative number and the initiative number on which the snipped attack is triggered is imposed as a malus on the attack roll.

Appropriate triggers for a snipe include:

  • The target moves,

  • the target moves to a specific point,

  • The target makes an attack,

  • The target casts a spell,

  • The target draws or drops a weapon,

  • The target gets prone,

  • The prone target stands up,

  • The target interacts with a specific object (door, lever, chest).

A player can declare more than one trigger for a single snipe.

If the target of a snipe can see the snipping character, he can know he is being targeted; he, however, ignores what the trigger is.

Performing any action or reaction while sniping cancels the snipe.

Example

An archer wants to shoot a knifeman hiding behind complete cover; doing so would impose a 10 successes malus. The archer presumes the knifeman will get out of cover to close in the distance, so he decides to snipe the target. He knocks his arrow, draws his bow and gets ready to loose.

The archer initiative number is 3; the knifeman finally makes a move on initiative 1. As soon as the knifeman gets out of cover (the snipe's trigger), the archer makes his attack as a reaction; his ranged combat roll suffers a 2 successes malus.

Snipe
  • Prerequisite:

    • Wield a ranged weapon.

    • Determine a target and a trigger.

  • Effect: Delay a ranged attack until a specific trigger.

    • The attack suffers a malus equal to the difference between the initiative number it has been declared and the initiative number on which it is triggered.

Tactical Planning

A character can take a moment to analyse the battlefield, make a plan and give pointers to his allies.

A player can make a tactics[acumen] test (as an action) and use the successes scored to raise or lower the initiative number of his colleagues; every success can shift the initiative number of an ally by one, in either direction. The controlling players of the characters having their initiative changed must agree to the modification.

A character cannot change his own initiative in this way.

Tactical planning provokes retaliations.

Example

A guard captain wants his men to form a shield wall before the enemy can engage, but two of them have low initiative. On his turn, he takes the time to do some tactical planning and yell some directives. The player rolls a tactics[acumen] test and scores 3 successes; he raises the initiative of one of his men by 2 and the initiative of another by 1.

Tactical Planning
  • Roll: Tactics[acumen].

  • Effect: Every success allows an ally to change his initiative by 1.

  • Provokes retaliations.

Taunt

A character can provoke an opponent to attract his ire.

A taunt is done via an insult[influence] test; the target opposes it as a free action with a detect motive[influence] test.

Every hit scored on a taunt imposes a one success malus to every action not intended at directly harming the taunting character made by the taunted character. This malus lasts until the tempo changes or until the taunting character is incapacitated.

The target of a taunt must be able to see and hear the taunting character.

A character suffering from a taunt malus can reduce it by doing a detect motive[influence] test as an action. The difficulty level of this test is equal to the taunt malus; every hit reduces the malus by one.

Taunting provokes retaliations.

Example

A barbarian wants to protect a thief ally from a guard. He decides to attract the hostility of the guard by provoking him. The player makes an insult[influence] test; the GM, controlling the guard, opposes the taunt with a detect motive[influence] roll. The barbarian manages to score 2 hits.

Any action not aimed at directly harming the barbarian, including any attack targeting the thief or any attempt at running away, will suffer a 2 successes malus. Actions directly hostile towards the barbarian are unaffected.

Taunt
  • Roll: Insult[influence].

  • Opposed: Detect motive[influence]

  • Effect:

    • Every hit imposes a 1 success malus on every roll the target makes that is not aimed at directly harming the taunting character.

      • Lasts until the tempo changes or the taunting character is incapacitated.

    • The target can reduce his malus by doing a detect motive[influence] test (as an action).

      • The difficulty level equals the taunt malus.

      • Every hit reduces the malus by 1.

  • Provokes retaliations

Throwing Objects and Non-Ranged Weapons

Weapons and objects can be used as a projectile; they can be hurled with the thrown[ranged combat] skill. An object’s size determines its damage and range increment. Melee weapons have their range increment based on their melee range (except for shield). Throwing large, heavy or unwieldy objects imposes maluses on the attack roll.

Improvised Thrown Weapons Damage and Malus
Size of Object Malus to attack Damage Range increment

Tiny

0

0

10 metres

Small/close-range weapons

0

strength

10 metres

Medium/medium-range weapons/long-range weapons

1

strength + 1

3 metres

Large/Weapons with shield(2+)

3

strength + 3

3 metres

Tiny objects can be palmed entirely. They are too small to cause significant damage (unless used in a sling), but a character might want to throw one of these for different reasons. Coins, dice and pebbles are examples of tiny objects.

Small objects can fit in a hand but not be completely enclosed. This category includes things like mugs, rocks and doorknobs. Close-range weapons are also considered small objects when thrown.

Medium objects do not properly fit in one hand, but they can be gripped and thrown with one hand. Skillets, helmets and chamber pots would be considered medium objects. Medium-range and long-range weapons are included in this category.

Large objects require two hands to manipulate properly and to throw. Chairs, large stones, empty chests and pumpkins would fit into this category. Weapons with the shield trait of 2 or more are considered large objects for throwing purposes.

The damage type of most thrown objects is bludgeoning. The GM can allow for a different type of damage.

If a character throws a melee weapon, he can spend hits scored on his ranged combat roll to use the weapon’s damage and damage type instead of the one based on the object’s size. The number of hits required depends on the weapon’s damage type:

  • Piercing and bludgeoning weapons: 1 hit,

  • Slashing weapon: 3 hits.

The GM is the final arbiter of what objects and weapons can be thrown and in which category they would fit.

Example

A thieving monkey stole the purse of a swordsman and climbed into a tree. The swordsman, annoyed, decides to try to skewer the ape by throwing his sword at it.

The sword is a medium-range weapon; the throwing[ranged combat] test suffers a 1 success malus, and the range increment is 3 metres (about the distance at which the animal sits).

The player obtains 5 successes on his roll; 1 is deduced for throwing a weapon not made for it, and 4 are left as hits, allowing the player to roll as many damage dice.

The strength of the character is 5; the sword, being a medium object, would allow rolling six-sided dice (strength + 1), but, it being a piercing weapon, the player can spend one of his hits to roll the weapon’s regular damage, strength + 5, for d10s. This is a well-worth trade-off, so the player rolls 3d10 damage dice.

Throwing Objects and Non-Ranged Weapons
  • Roll: Thrown[ranged combat].

  • Effect:

    • Tiny objects: no malus, no damage, range increment: 10 metres.

    • Small objects/close-range melee weapons: no malus, damage: strength, range increment: 10 metres.

    • Medium objects/medium-range and long-range melee weapons: 1 success malus, damage: strength + 1, range increment: 3 metres.

    • Large objects (two-handed)/weapons with shield(2+): 3 successes malus, damage: strength + 3 range increment: 3 metres.

  • Damage type: bludgeoning.

    • 1 hit: piercing or bludgeoning melee weapons cause their regular damage.

    • 3 hits: slashing melee weapons cause their regular damage.

Two Weapons Fighting

Fighting with two weapons gives a character more options in combat. It is common for characters not wielding a two-handed weapon to brandish a one-handed one in each hand. The typical form of two-weapons fighting involves a shield in the off-hand. Using two identical weapons is of little interest.

A dual-wielding character must choose the weapon he uses when engaging in melee combat; this choice determines the damage type, damage dice and available manoeuvres.

If the dual-wielding character scores hits with the used weapons, he can spend some of them to immediately make an attack as a reaction with his other weapon. The player cannot roll more dice for this extra attack than the number of hits spent. The character can also not exceed his normal dice limit per round.

The target of that attack can defend as normal.

Example

A raider wielding sword and board is attacked. He defends himself with his shield, which gives him 2 bonus dice. His one-handed sword[melee combat] skill allows him 5 dice; he uses only 3 dice plus the 2 bonus ones from the shield. He wins the exchange and scores 3 hits. Since he already used 3 of the 5 dice granted by his skill’s dice pool, he can spend 2 hits to use the remaining 2 dice available (he uses the remaining hit for a control effect). His opponent has no dice to use for defence, so this extra attack is unopposed.

Two Weapons Fighting
  • Prerequisite:

    • Must wield two one-handed melee weapons.

    • Must score hits on an attack or defence with one of the weapons.

  • Roll: [melee combat] (based on the weapon used)

  • Effect: After scoring hits with one weapon, can make an attack as a reaction with the second weapon.

    • Every hit spent grants 1 die for this second attack.

    • Cannot exceed the total number of dice allowed by the skills used.

Grappling

Trading strikes and blows is not always the best approach when engaged in melee combat. An opponent’s armour might be too hard for one’s weapon to penetrate, or a character might want to subdue an opponent without killing him; in such cases, grappling can be the appropriate alternative.

To grapple an opponent, a character must use the grab special manoeuvre.

During a grapple, one character is the grappler while the other is considered the grapplee; the character initiating the grapple starts as the grappler.

Restrictions

While in a grapple, the following restrictions apply to the characters involved:

  • Their movement speed is reduced to 0.

    • The grappler can move with the grapplee through the drive control effect.

  • Actions and reactions (not including free ones) not directed at the grappler/grapplee suffer a 3 successes malus.

  • Non-brawling[melee combat] actions and reactions (not including free ones) suffer a 3 successes malus.

  • The grapplee suffers a 1 success malus on every action and reaction (not including free ones).

  • The grapplee cannot spend hits for damage or control effects.

  • The grapplee can become the grappler by spending 1 hit.

Control Effect

The grappler has access to those additional control effects:

  • 1 hit:

    • Release: End the grapple.

    • Skewer: Ignore the armour of the target for damage. The weapon used to score the hits must do piercing or slashing damage and be close-range. An ally of the grappler can use this control effect against the grapplee.

  • 3 hits:

    • Throw: Make the grapplee prone. The grappler can either end the grapple or go to the ground with the grapplee.

    • Choke: The grappler strangles the grapplee. The grappler must spend 3 hits every round to maintain the choke. No other actions or reactions can be performed while maintaining a choke. The choked character must make a breath holding[resilience] test as a reaction every round or become unconscious. The test is made on the grappler’s turn, after this last one spends the hits to maintain the choke. The difficulty level equals the number of consecutive rounds the choke has been maintained (not including the round when the choke is initiated).

Example

A drunk is causing trouble in the public square. A sentry, wanting to bring back peace, decides to put an end to the brouhaha. The drunk is quite belligerent, but the guard has no intention to harm him; grappling seems like the right approach.

On his turn, the sentry tries a brawling[melee combat] attack. The fiesty drunk opposes the attack, but the sentry scores 5 hits; 1 hit is used to enter a grapple, 3 hits to perform a throw, and the remaining hit is used for a damage die, just to express the seriousness of the situation.

In the next round, the two are still in a grapple. The guard performs another brawling[melee combat] attack and scores 4 hits; he uses 3 hits to start a choke and let the remaining 1 go to waste.

When his round comes again, in the third round, the veteran keeps rolling his brawling[melee combat] skill to maintain the choke. The drunk, panicking from being choked, doesn’t defend against the choke, making it easy for the sentry to maintain it. The drunk must make a breath holding[resilience] test to remain conscious; the difficulty level is 1: the number of rounds the choke has been maintained.

Since the drunk didn’t defend, he has all his dice pool for the breath holding[resilience] test; he succeed without issues. Releasing that this approach can only delay the inevitable, the drunk decides to oppose the guard’s next attack. The drunk has to split his dice pool between his breath holding[resilience] and brawling[melee combat] tests#; the more effort he expands to break the choke, the faster he will run out of oxygen. The drunk chooses to go with a high-risk strategy: he goes all in on the offensive; he draws a knife (a free action), spends enough spirit points to double his brawling[melee combat] dice pool, and hopes to win the exchange. If he doesn’t, he will become unconscious.

The strategy pays off: the drunk manages to score 5 hits; 1 is spent so he can become the grappler, 1 is spent to skewer the guard, and the rest is spent on damage dice. Successes scored on the damage roll each become hits and force the sentry’s player to tick injury boxes since the armour is ignored.

Some creatures with unusual anatomy are immune to grappling or some effect of grappling. Those who don’t breathe cannot be choked. The GM has the final say on if a grapple or an effect can or cannot be used on a specific target.

Multiple Grapplers

Two or more characters can grapple an opponent together. Each potential grappler must make his attack to enter the grapple normally. The maluses suffered by the grappled character are cumulative. Being grappled by multiple opponents is an arduous situation to overcome.

Example

A sorcerer is being grappled by a witch hunter.

The first assistant of the witch-hunter comes to help secure the sorcerer; he makes a brawling[melee combat] attack. The sorcerer can defend against this attack, but since this is a reaction against somebody other than his current grappler, his roll receives a 3 successes malus.

The first-assistant scores 2 hits; this is enough to join the grapple against the sorcerer.

The sorcerer is now grappled by the witch hunter and the first assistant. Other than brawling[melee combat] rolls against the two grapplers, his actions and reactions suffer a 6 successes malus. Brawling[melee combat] rolls against the witch-hunter suffer a 3 successes malus, imposed by the grapple of the first assistant, as will the brawling[melee combat] rolls against the first assistant, from the grapple of the witch hunter.

With the sorcerer solidly restrained, the witch hunter’s second assistant attempts to stab him with her dagger. The sorcerer could make a defence roll against the second assistant; his roll would receive a 6 successes malus.

The second assistant scores 6 hits and uses one to skewer the sorcerer and the rest for damage dice; the sorcerer’s armour is bypassed.

A character grappled by multiple opponents cannot completely reverse the situation; he can become the grappler for one of his adversaries but remains grappled by the others.

Weapon Manoeuvres

Some weapons offer more options to spend hits on.

Every weapon offering weapon manoeuvres must list those with their cost; those are listed in parenthesis next to the name of the manoeuvre (X). The hits used to activate a weapon manoeuvre must have been scored while using the weapon.

Entangle

Certain weapons, such as nets, man catchers, and whips, can restrain opponents from a distance.

When a player spends X hits to entangle a target, the target suffers the following restrictions:

  • His movement speed is reduced to 0,

  • An X successes malus is imposed on all his non-free actions and reactions.

The entanglement lasts until the entangling character's next turn. The character can maintain the entanglement by spending X hits again. If the entangle manoeuvre is listed with two numbers separated by a slash (X/Y), the first represents the cost to initiate the entanglement, and the second is to maintain it. If the second number is 0, the entanglement is maintained on its own, without any actions required from the entangling character. If only one number is listed, the cost to maintain is the same as the cost to initiate.

The weapon cannot be used against another opponent until the entanglement is ended.

An entangled character must make a brawling[melee combat] test with a difficulty level of X to free himself.

Some entangling weapons can be cut with an edged weapon; the GM has the final say on the matter.

Entangle
  • Effect:

    • The target movement is reduced to 0.

    • The target suffers an X successes malus.

    • The weapon cannot be used until the entangle is ended.

Half-Swording

Weapons with the half-swording manoeuvre (typically swords) can be held with both hands, one on the grip, the other on the blade. This manoeuvre allows the character performing it to cause piercing damage at one range closer than the weapon’s normal range.

X hits must be spent to enter half-swording mode; once in this mode, it last until the character releases it. It costs nothing to get out of half-swording.

Half-Swording
  • Prerequisite: Must be able to grab the weapon with two hands.

    • Spend X hits scored with the weapon.

  • Effect: can cause piercing damage at one range closer than normal.

Hook

Some weapons have in their design a hook that can trap or catch an opponent’s weapon.

The hook manoeuvre locks an opponent’s weapon; this imposes an X success malus on every roll made with the trapped weapon.

The malus lasts until the hooking weapon is used anew or until hits are scored using the hooked weapon (any number of hits).

Hook
  • Effect: The targeted weapon has an X successes malus.

    • Using the hooking weapon for another action or reaction negates the malus.

    • Scoring hits with the hooked weapon negates the malus.

Murder-stroke

A swordsman can grab his sword by the blade to strike an opponent with its pommel or quillon. This murder-stroke can be helpful when facing an opponent well protected against slashing and piercing damage but more susceptible to bludgeoning damage.

By spending X hits, a character can cause bludgeoning damage with the weapon using the piercing damage dice.

Performing a murder-stroke requires two hands.

Murder-stroke
  • Prerequisite: Must be able to grab the weapon with two hands.

  • Effect: Can cause bludgeoning damage using the piercing damage dice.

Trip

Weapons with the trip manoeuvre can be used to make an opponent fall.

Tripping an opponent makes him prone.

Trip
  • Effect: makes an opponent prone.

Weapon Traits

Some weapons have inherent traits that impact the way they are used. Those weapon traits can be beneficial or detrimental.

Weapon traits can have a number following them; the effect of this number is detailed in the trait’s description. Those numbers are represented here by an "X" in parenthesis.

Brace

Some weapons can have their butt planted in the ground while keeping their point towards a charging opponent, bracing them against the impact.

If a bracing character defends against a charge and wins the exchange, he can add to his damage roll one HOM of bonus dice per success scored on the running[athleticism] test of the charging character (the limit to bonus dice applies).

The melee combat roll of a bracing character suffers from X successes malus.

A bracing character cannot impose control effects.

The brace can also be used to retaliate against a charging character, even if the bracing character is not the target of the charge.

Brace
  • Prerequisite: defending or making a retaliation against a charge.

  • Effect:

    • X successes malus imposed on the melee combat roll.

    • Adds 1 HOM of bonus dice to the damage roll for every success scored by the charging character on his running[athleticism] test.

    • Cannot activate control effects.

Brute Force Reload

Some weapons needing a lengthy reload (mostly crossbows) can be reloaded faster using brute strength.

The weapon can be reloaded by a lifting[athleticism] test; the difficulty level equals X.

Brute Force Reload
  • Roll: Lifting[athleticism], difficulty: X

  • Effect: Makes the weapon ready to be used again.

Dexterous Reload

Some weapons needing a lengthy reload (mostly firearms) can be reloaded faster with fine motor skills.

The weapon can be reloaded by a sleight of hand[dexterity] first-fail rolling test; the difficulty level equals X.

Dexterous Reload
  • Roll: Sleight of hand[dexterity] rolling test (first-fail), difficulty: X

  • Effect: Makes the weapon ready to be used again.

Loud

Some weapons (mostly firearms) are not only noisy but are outright deafening.

Using a loud weapon in an enclosed space imposes a stunned malus equal to X on every character (capable of hearing) present. This malus can be reduced by a resist shock[toughness] test (as a free action); every success reduces the malus by one.

A character stunned by a loud weapon can ignore the malus by accepting permanent damage to his hearing; thus, the character gains the hard-of-hearing trait (details about traits in the character creation section).

Loud weapons are also noisy (see below); their noisy value equals their loud value.

Loud
  • Effect: imposes a stunned malus equal to X if used in a constrained space.

    • A resist shock[toughness] test (as a free action) can reduce the malus by 1 per success.

      • Can avoid the malus by taking the hard-of-reading trait.

  • In addition: the noisy trait at X.

Noisy

Some weapons are not quite deafening but are nonetheless significantly noisy.

A hidden character using a noisy weapon has his stealth score (details in the adventuring section) reduced by X. Any hearing character can make a perception[acumen] test (as a free action) to detect the weapon’s wielder. If X is greater than the character’s stealth score, the difference is transformed into bonus dice for all those making a perception[acumen]test.

Noisy
  • Effect: Every nearby character can make a perception[acumen] test to detect the weapon wielder.

    • If the wielder is hiding, his stealth score is reduced by X.

Ready to Shoot

Some range weapons (mostly crossbows and firearms), once loaded, remain ready to shoot with no effort from the user until the trigger is pressed.

A character sniping with a ready-to-shoot weapon does not suffer any malus from the delay.

Ready to Shoot
  • Effect: do not suffer any malus from sniping.

Reload

Some weapons (mostly crossbows and firearms) require a lengthy reload between shots.

X success is needed to reload the weapon; those successes are accumulated on a rolling test (step-back) done with the weapon’s skill.

Reload
  • Roll: [ranged combat] rolling test (step-back) (based on the wielded weapon).

  • Effect: The weapon can be used once more.

Shield

Shields offer additional protection when focusing on defence.

When using a shield (either in attack or defence), X bonus dice can be added to the roll. If the player uses this option, the cost of the first damage die purchased is increased by X.

A Shield can also provide cover against a ranged attack. The X value determines the type of cover granted:

  • X = 1: no cover

  • X = 2: partial cover

  • X = 3 or more: adequate cover

A shield can only grant cover against one ranged attacker per round (regardless of the number of attacks this one makes); the character must be aware of being targeted.

Shield
  • Effect:

  • Can add X bonus dice to an attack or defence made with the shield.

    • The first damage die cost is increased by X.

  • Can offer cover against one ranged attacker per round.

    • X = 1: no cover

    • X = 2: partial cover

    • X = 3 or more: adequate cover.

Strapped

Some weapons can be attached to their wielder arm. If an opponent wants to disarm such a weapon, he must spend X additional hits to do so.

A strapped weapon cannot be dropped as a free action; to drop such a weapon, a player must score X successes on a sleight of hand[dexterity] rolling test (step back).

Unstrapping a weapon provokes retaliation.

Strapped
  • Effect:

    • The opponent’s cost of disarming the weapon is increased by X.

    • The weapon cannot be dropped as a free action.

      • A sleight of hand[dexterity] rolling test (step-back) must be made to drop the weapon (difficulty level X).

      • Unstrapping a weapon provokes retaliation.

Mounted Combat

Fighting from horseback (or other mount types) can provide many advantages.

Riding Pool

Having a mount follow his orders requires a rider to do a riding[animal handling] test (as an action). If the mount has ranks in the same skill, those can be added as bonus dice to the rider’s dice pool (subject to the usual limitations).

The successes obtained on this riding[animal handling] test are saved in a riding pool. When a new riding[animal handling] test is done, a new riding pool is created, and the successes left over from the previous one are lost.

If a character dismounts (or is dismounted), every point in his riding pool is lost.

Every time the rider wants his mount to perform an action or reaction, he must spend one point from his riding pool; the mount uses its own skills, attributes and dice pools for its tests.

A rider can force a mount to spend spirit points by spending one riding point per spirit point (the mount spends the normal amount of spirit points). A rider has to take care not to push his mount too far.

The mount acts on the rider’s initiative number.

Movement

A mounted character moves around using his mount’s movement instead of his own.

Moving around on a mount with at least one rank in riding[animal handling] doesn’t require a test nor any points from the riding pool.

If a mount has no ranks in riding[animal handling], the rider must do a riding[animal handling] test to have it move; the mount opposes this test with its ego[resilience] skill (as a free reaction). If the rider scores one hit, the mount moves at half its movement speed. If the rider obtains three hits, the mount moves at its normal speed. Additional hits are saved in a riding pool and used on the subsequent round.

Using Skills

Mounts without any ranks in riding[animal handling] cannot perform any actions in combat; they can only use their movement.

The most common actions performed by a mount include:

  • Running (including for a charge),

  • Jumping,

  • Attacking (the mount must have at least 1 rank in brawling[melee combat]).

Engaging in Combat

Moving a mount inside the range of attack of a hostile character requires the rider to spend one point from his riding pool. If the opponent is larger than the rider, one additional point must be spent for every size category larger. If the mount enters the range of attack of multiple opponents, the cost must be paid for all of them separately.

Damage to a Mount

A character scoring hits in melee combat against a mounted opponent can use those to purchase damage dice against the mount.

A mount can be targeted directly by a ranged attack.

If a mount receives a major injury, it is prone to flee. The rider can prevent the route by either:

  • Spending a number of points from his riding pool equal to the number of hits scored on the damage roll causing the major injury, or

  • Succeed on a riding[animal handling] test (as a free reaction) with a difficulty level equal to the hits scored on the damage roll causing the major injury.

If the rider fails to fulfil one of those two conditions, the mount flees on its next turn: it moves its full movement speed and spends its whole dice pool for a running[athleticism] test to put as much distance between itself and the source of the damage. In its flight, the mount will avoid entering the range of attack of any character (this could potentially stop its route). Any successes left in the rider’s riding pool are lost. The rider can regain control of his mount by winning a riding[animal handling] test (as an action) opposed by an ego[resilience] test done by the mount (as a free reaction). Hits scored by the rider on this test form a new riding pool.

Damage to a Rider

A rider receiving a major injury must do a riding[animal handling] test (as a free reaction) with a difficulty level equal to the number of hits scored on the damage roll causing the injury. On a failure, the character is dismounted and falls prone on the ground (fall damage can apply; details in the adventuring section). The mount disengages itself from combat on its next turn.

Other Restrictions

A mounted character and one on foot cannot grapple each other.

The GM can impose maluses on tests that would be made more difficult to perform while mounted. Skills relying on strength or agility are often good candidates for such malus. The GM is the final arbiter of which rolls are impeded.

3. Character Creation

Non-GM players interact with the world described by the GM through characters they designed for themselves. Those characters should have their own personality and history. Some players may choose to personify a character similar to themselves, while others may enjoy incarnating someone who is their complete opposite. Most will end up somewhere in between.

Race

Nine playable races are presented in this book, divided into three distinct civilisations:

  • Humans:

    • High-Men: the equivalent of what we all are.

    • Highlander Half-Men: short, stocky, living in the mountains.

    • Lowlander Half-Men: short and nimble, living in hills and forests.

  • Urung Khan:

    • Orcs: semi-nomadic brutish people, living on the vast steppe.

    • Goblins: cousins to the Orcs, small and clever, most of them subjugated to the orcs.

    • Hobgoblins: the offspring of the taboo union between an Orc and a Goblin.

  • Faes:

    • Elves: long-lived, aloof, living deep in the woods with strong bonds with plants and trees.

    • Fauns: part beasts part humanoids, almost hunted to extinction.

    • Trolls: large humanoids, boulders temporarily turned to flesh, robust and resilient.

Human

High Man

Scattered across the continent, the High Men developed various cultures and ways to thrive in myriad environments. Their expansion into new territories has historically sparked conflicts with other races and is likely to do so in the future.

Cost

  • ToDo

  • ToDo

  • ToDo

Attributes

  • Agility: + 8 exp

  • Erudition: + 8 exp

  • Constitution: + 8 exp

  • Persona: + 8 exp

  • Strength: + 8 exp

  • Wisdom: + 8 exp

Size: Medium

Height: 150cm to 190cm

Weight: 50kg to 100kg

Age: adult at 16

Life Expectancy: rarely live past 85

Movement: 12 steps per round

Virtues: Devious/Cunning +1

Traits: Fast Learner

Skills

  • Logic[acumen] + 2 exp

  • Persuasion[influence] + 3 exp

  • Linguistic[knowledge] + 1 exp

Subrace: (pick one, based on ethnicity)

Badiyy

The Badiyyans, inhabitants of the desert, flourish near oases. Devout in faith, poetry, learning, and trade, they cherish harmony, eschewing strife while embracing their distinct life in the arid expanse.

Attribute
  • Erudition + 1 exp

Virtue
  • Devout/Zealot + 1

Skills
  • Appraise[acumen] + 1 exp

  • Poetry[arts] + 2 exp

  • Resist Heat[resilience] + 3 exp

Origin Cost
  • City: 10

    • City, Desert: 0

  • Village: 30

    • Village, Desert: 0

    • Village, Lowlander: 60

  • Highland Citadel: 60

  • Wilderness: 30

Islander

Nestled among the scattered islands, the Islanders inhabit unassuming fishing villages. Their simplicity and self-sufficiency have kept them insulated from external conflicts, yet their internal disputes and rivalries are not uncommon.

Attributes
  • Strength + 1 exp

Virtue
  • Craven/Prudent + 1

Skills
  • Swimming[athleticism] + 1 exp

  • Sailing[knowledge] + 2 exp

  • Fishing[survival] + 3 exp

Origin Cost
  • City: 30

  • Village: 10

    • Village, Fishing: 0

    • Village, Lowlander: 60

  • Highland Citadel: 60

  • Wilderness: 30

Northerner

In the rugged northern reaches of the land, the Northerners endure a harsh and unforgiving climate. Fiercely independent, they have chosen to settle in these challenging lands to maintain their way of life and preserve their freedoms.

Attribute
  • Constitution + 1 exp

Virtue
  • Daring/Reckless + 1

Skills
  • Intimidation[influence] + 2 exp

  • Resist Cold[resilience] + 3 exp

  • Resist Disease[toughness] + 1 exp

Origin Cost
  • City: 10

    • City, North: 0

  • Village: 30

    • Village, Lowlander: 60

    • Village, North: 0

  • Highland Citadel: 60

  • Wilderness: 10

Riverlander

The temperate climate, myriad of Rivers and fertile soil made the Riverlands ideal for agriculture. This abundance didn’t bring peace to the High Men occupying those lands: they divided themselves into Kingdoms regularly warring, oftentimes for the pettiest of reasons.

Attributes
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Riding[animal handling] + 1 exp

  • Farming[housecraft] + 2 exp

  • Barter[influence] + 3 exp

Origin Cost
  • City: 0

  • Village: 0

    • Village, Lowlander: 60

  • Highland Citadel: 60

  • Wilderness: 10

Highland Halfman

The Highland Halfmen inhabit intricate citadels adorned with labyrinthine passages carved deep into the mountains. Famed for their craftsmanship and trade, their society is stratified into castes, ranging from miners living in the depths to aristocrats residing in the gallery in the peaks, with their beautifully carved balconies.

Cost

  • ToDo

  • ToDo

  • ToDo

Attributes

  • Agility: + 0 exp

  • Erudition: + 8 exp

  • Constitution: + 20 exp

  • Persona: + 8 exp

  • Strength: + 8 exp

  • Wisdom: + 8 exp

Size: Medium

Height: 110cm to 140cm

Weight: 50kg to 90kg

Age: adult at 23

Life Expectancy: rarely live past 125

Movement: 9 steps per round

Virtues: Frank/Pedantic +1

Traits: Low Light Vision II, Beast of Burden

Skills

  • any[crafting] + 3 exp

  • Resist Fatigue[resilience] + 1 exp

  • Resist Poison[toughness] + 2 exp

Subrace: (pick one, based on caste)

Artisan

Born into the artisan caste, those Highlanders are expected to master their craft from youth. Their creations embody their heritage and skill and are sought after by all with the fanciest tastes. As the second-highest caste, they uphold a legacy of artistry and excellence.

Attribute
  • Wisdom + 1 exp

Virtue
  • Discipline/Insensitive + 1

Skills
  • Drawing[arts] + 1 exp

  • any[crafting] + 3 exp

  • Sleight of Hand[dexterity] + 2 exp

Social Class Cost
  • Guildsman: 0

Origin Cost
  • City: 30

  • Village: 60

  • Highland Citadel: 0

  • Wilderness: 60

Deep Dweller

Forming the lowest caste of the Highlander society, the Deep Dwellers live in the lowest level of the citadels, where they extract the raw material for the work of the Artisans. Generations of hard labour formed them to be strong and resilient.

Attributes
  • Constitution + 1 exp

Virtue
  • Debauched/Epicurean + 1

Skills
  • Lifting[athleticism] + 2 exp

  • Labouring[crafting] + 2 exp

  • Resist Fatigue[resilience] + 2 exp

Social Class Cost
  • Destitute: 0

  • Laborer: 0

  • Slave: 10

Origin Cost
  • City: 30

  • Village: 60

  • Highland Citadel: 0

  • Wilderness: 60

Patrician

Residing in the highest galleries of the citadels, the Patricians represent the highest caste of Highlander society. They are the judges, lawmakers, priests and warriors governing their realm with firm resolve.

Attribute
  • Erudition + 1 exp

Virtue
  • Dignified/Vain + 1

Skills
  • any[intrigue] + 2 exp

  • any[melee combat] + 2 exp

  • Ego[resilience] + 2 exp

Social Class Cost
  • Clergy: 30

  • Noble: 10

  • Warrior: 0

Origin Cost
  • City: 60

  • Village: 60

  • Highland Citadel: 0

  • Wilderness: 60

Vagrant

Occupying the galleries close to the entrances of citadels, the Vagrants make up the second-lowest caste in Highlander society. Acting as liaisons, they go out in the world to trade and acquire vital supplies. Their involvement with the outsiders is viewed sceptically amidst the wider society.

Attributes
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Appraise[acumen] + 2 exp

  • Barter[influence] + 3 exp

  • Navigation[survival] + 1 exp

Social Class Cost
  • Entertainer: 30

  • Merchant: 0

Origin Cost
  • City: 10

  • Village: 30

    • Village, Lowlander: 10

  • Highland Citadel: 0

  • Wilderness: 30

Lowland Halfman

Formerly the lowest rung of Highland society, the Lowland Halfmen have broken away to embrace a carefree life. Known for their luck and love of leisure, they find joy in simple pleasures and a harmonious connection with the natural world.

Cost

  • ToDo

  • ToDo

  • ToDo

Attributes

  • Agility: + 8 exp

  • Erudition: + 8 exp

  • Constitution: + 8 exp

  • Persona: + 20 exp

  • Strength: + 8 exp

  • Wisdom: + 8 exp

Size: Small

Height: 105cm to 135cm

Weight: 20kg to 35kg

Age: adult at 20

Life Expectancy: rarely live past 115

Movement: 14 steps per round

Virtues: Debauched/Epicurean +1

Traits: Lucky

Skills

  • any[dexterity] + 1 exp

  • any[grace] + 2 exp

  • Luck[luck] + 3 exp

Subrace: (pick one, based on environment)

Coastal

Embracing the salty breeze and the rhythmic tides, the Coastal Lowlanders find sustenance in the bounties of the sea. Their simple existence centers around the ebb and flow of the ocean, where they weave lives of quiet contentment amidst sandy shores and crashing waves.

Attribute
  • Constitution + 1 exp

Virtue
  • Frank/Pedantic + 1

Skills
  • Swimming[athelticism] + 2 exp

  • Sailing[knowledge] + 3 exp

  • Fishing[survival] + 1 exp

Origin Cost
  • City: 30

  • Village: 30

    • Village, Fishing: 10

    • Village, Lowlander: 10

    • Village, Fishing + Lowlander: 0

  • Highland Citadel: 60

  • Wilderness: 30

    • Wilderness, Coast: 3

Hillands

Nestled amidst rolling hills that stretch towards the mountains, the Hilland Lowlanders tend to the fertile farmland that graces their landscapes. Quaint villages dot the scenery, their charm matched only by the warmth of their inhabitants. Life in the Hillands reflects a simple yet contented existence, where the rhythms of nature intertwine with the ebb and flow of daily life.

Attribute
  • Persona + 1 exp

Virtue
  • Meek/Humble + 1

Skills
  • any[arts] + 2 exp

  • any[housecraft] + 3 exp

  • Folklore[knowledge] + 1 exp

Origin Cost
  • City: 30

  • Village: 30

    • Village, Hill Country: 10

    • Village, Lowlander: 10

    • Village, Hill Country + Lowlander: 0

  • Highland Citadel: 60

  • Wilderness: 30

Swamp Dweller

Living in the heart of the swamp, the Swamp Lowlanders rely on the practice of herb gathering, mushroom foraging, and hunting for lizards and frogs. Their unassuming lifestyle reflects their connection to the marshlands and their ability to sustain themselves through traditional methods passed down through generations.life.

Attribute
  • Wisdom + 1 exp

Virtue
  • Sacrilegious/Sceptic + 1

Skills
  • Thrown[ranged combat] + 1 exp

  • Foraging[survival] + 2 exp

  • Resist Poison[toughness] + 3 exp

Origin Cost
  • City: 60

  • Village: 30

    • Village, Lowlander: 10

    • Village, Swamp: 10

    • Village, Lowlander + Swamp: 0

  • Highland Citadel: 60

  • Wilderness: 30

    • Wilderness, Swamp: 10

Woodlands

Enveloped by the embrace of verdant woodlands, the Woodland Lowlanders thrive by hunting, gathering, and tending to their herds of forest-nurtured pigs. Their lives are woven into the fabric of the wilderness, where villages coexist with untamed beauty. Amidst this harmonious existence, the Woodland Lowlanders maintain a simple and sustainable way of life.

Attributes
  • Agility + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Herding[animal handling] + 2 exp

  • Bows[ranged combat] + 1 exp

  • any[survival] + 3 exp

Origin Cost
  • City: 30

  • Village: 30

    • Village, Lowlander: 10

    • Village, Woodland: 10

    • Village, Lowlander + Woodland: 60

  • Highland Citadel: 60

  • Wilderness: 10

    • Wilderness, Woodland: 3

Urung Khan

Orc

Nomadic and fierce, the steppe-dwelling Orcs have a horse and raiding-centred culture. Wealth holds little value to them, as they bury or drown their spoils to appease their gods for a chance at a better afterlife. Their few cities spread across the steppe at places of importance see their population swell and shrink with the transient movement of the different tribes.

Cost

  • ToDo

  • ToDo

  • ToDo

Attributes

  • Agility: + 8 exp

  • Erudition: + 0 exp

  • Constitution: + 20 exp

  • Persona: + 8 exp

  • Strength: + 20 exp

  • Wisdom: + 0 exp

Size: Medium

Height: 170cm to 200cm

Weight: 75kg to 110kg

Age: adult at 14

Life Expectancy: rarely live past 65

Movement: 12 steps per round

Virtues: Daring/Reckless +1

Traits: Strong Grip

Skills

  • Riding[animal handling] + 2 exp

  • Intimidation[influence] + 3 exp

  • Resist Pain[toughness] + 1 exp

Subrace: (pick one)

Northerner

In the rugged northern reaches of the land, the Northerners endure a harsh and unforgiving climate. Fiercely independent, they have chosen to settle in these challenging lands to maintain their way of life and preserve their freedoms.

Attribute
  • Constitution + 1 exp

Virtue
  • Daring/Reckless + 1

Skills
  • Intimidation[influence] + 2 exp

  • Resist Cold[resilience] + 3 exp

  • Resist Disease[toughness] + 1 exp

Origin Cost
  • City: 10

    • City, Northern: 0

  • Village: 30

    • Village, Northern: 0

  • Highland Citadel: 60

  • Wilderness: 10

Riverlander

The temperate climate, myriad of Rivers and fertile soil made the Riverlands ideal for agriculture. This abundance didn’t bring peace to the High Men occupying those lands: they divided themselves into Kingdoms regularly warring, oftentimes for the pettiest of reasons.

Attributes
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Riding[animal handling] + 1 exp

  • Farming[housecraft] + 2 exp

  • Barter[influence] + 3 exp

Origin Cost
  • City: 0

  • Village: 0

  • Highland Citadel: 60

  • Wilderness: 10

Badiyy

The Badiyyans, inhabitants of the desert, flourish near oases. Devout in faith, poetry, learning, and trade, they cherish harmony, eschewing strife while embracing their distinct life in the arid expanse.

Attribute
  • Erudition + 1 exp

Virtue
  • Devout/Zealot + 1

Skills
  • Appraise[acumen] + 1 exp

  • Poetry[arts] + 2 exp

  • Resist Heat[resilience] + 3 exp

Origin Cost
  • City: 10

    • City, Desert: 0

  • Village: 30

    • Village, Desert: 0

  • Highland Citadel: 60

  • Wilderness: 30

Islander

Nestled among the scattered islands, the Islanders inhabit unassuming fishing villages. Their simplicity and self-sufficiency have kept them insulated from external conflicts, yet their internal disputes and rivalries are not uncommon.

Attributes
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Riding[animal handling] + 1 exp

  • Farming[housecraft] + 2 exp

  • Barter[influence] + 3 exp

Origin Cost
  • City: 0

  • Village: 0

  • Highland Citadel: 60

  • Wilderness: 10

Origin

The origins of a character play a significant role in shaping who they become. The place where they were raised, the people they interacted with, and the experiences they gained all leave an indelible mark on their identity, values, and skills. Whether in bustling cities, remote villages, or untamed wilderness, each origin carries its own unique influence, contributing to a character’s background.

City

Attributes
  • Persona + 1 exp

Virtues
  • Devious/Cunning +1

Traits
  • Urbanite

Skills

  • Detect Motive[influence] + 1 exp

  • Insult[influence] + 3 exp

  • Linguistic[knowledge] + 2 exp

Features: (pick two)

Artistic Centre
Attribute
  • Persona + 1 exp

Virtue
  • Debauched/Epicurean + 1

Skills
  • any[arts] + 3 exp

  • Folklore[knowledge] + 1 exp

  • Ego[resilience] + 2 exp

Cosmopolitan
Attributes
  • Wisdom + 1 exp

Virtue
  • Sacrilegious/Sceptic + 1

Skills
  • Insult[influence] + 3 exp

  • Linguistic[knowledge] + 2 exp

  • Brawling[melee combat] + 1 exp

Crime-Ridden
Attributes
  • Wisdom + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Perception[acumen] + 3 exp

  • Stealth[grace] + 2 exp

  • Detect Motive[influence] + 1 exp

Desert
Restrictions
  • Do not combine with northern

Attribute
  • Erudition + 1 exp

Virtue
  • Disciplined/Insensitive + 1

Skills
  • Scribing[dexterity] + 1 exp

  • Barter[influence] + 2 exp

  • Resist Heat[resilience] + 3 exp

Fortified
Restrictions
  • Do not combine with ruined

Attributes
  • Wisdom + 1 exp

Virtue
  • Craven/Prudent + 1

Skills
  • Climbing[athleticism] +2 exp

  • Masonry[crafting] + 3 exp

  • Balance[grace] + 1 exp

Industrial Centre
Attribute
  • Strength + 1 exp

Virtue
  • Sacrilegious/Sceptic + 1

Skills
  • Lifting[athleticism] + 2 exp

  • Labouring[crafting] + 3 exp

  • any[housecraft] + 1 exp

Isolated
Restrictions
  • Do not combine with trade centre

Attributes
  • Erudition + 1 exp

Virtue
  • Frank/Pedantic + 1

Skills
  • Riding[animal handling] + 3 exp

  • Geography[knowledge] + 1 exp

  • Navigation[survival] + 2 exp

Marches
Attribute
  • Wisdom + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Stealth[grace] + 1 exp

  • Detect Motive[influence] + 3 exp

  • History[knowledge] + 2 exp

Military Centre
Attributes
  • Strength + 1 exp

Virtue
  • Disciplined/Insensitive + 1

Skills
  • Tactics[acumen] + 2 exp

  • any[melee combat] + 2 exp

  • any[ranged combat] + 2 exp

Northern
Restrictions
  • Do not combine with desert

Attributes
  • Constitution + 1 exp

Virtue
  • Debauched/Epicurean + 1

Skills
  • Resist Cold[resilience] + 3 exp

  • Weatherlore[science] + 1 exp

  • Sheltering[survival] + 2 exp

Over-Crowded
Attributes
  • Agility + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Stealth[grace] + 3 exp

  • Insult[influence] + 2 exp

  • Resist Disease[toughness] + 1 exp

Poor
Restrictions
  • Do not combine with rich

Attributes
  • Constitution + 1 exp

Virtue
  • Meek/Humble + 1

Skills
  • Labouring[crafting] + 1 exp

  • Sleight of Hand[dexterity] + 2 exp

  • Resist Hunger[resilience] + 3 exp

Port
Attributes
  • Agility + 1 exp

Virtue
  • Daring/Reckless + 1

Skills
  • Ropework[dexterity] + 1 exp

  • Balance[grace] + 2 exp

  • Sailing[knowledge] + 3 exp

Religious Centre
Attributes
  • Wisdom + 1 exp

Virtue
  • Devout/Zealot + 1

Skills
  • Scribing[dexterity] + 2 exp

  • Religion[knowledge] + 3 exp

  • Medicine[science] + 1 exp

Rich
Restrictions
  • Do not combine with poor

Attributes
  • Persona + 1 exp

Virtue
  • Dignified/Vain + 1

Skills
  • Stewardship[housecraft] + 2 exp

  • Etiquette[intrigue] + 2 exp

  • Luck[luck] + 2 exp

Ruined
Restrictions
  • Do not combine with fortified

Attributes
  • Constitution + 1 exp

Virtue
  • Meek/Humble + 1

Skills
  • History[knowledge] + 1 exp

  • Foraging[survival] + 3 exp

  • Resist Disease[toughness] + 2 exp

Scholarly Centre
Attributes
  • Erudition + 1 exp

Virtue
  • Dignified/Vain + 1

Skills
  • Scribing[dexterity] + 2 exp

  • any[knowledge] + 2 exp

  • any[science] + 2 exp

Trade Centre
Restrictions
  • Do not combine with isolated

Attributes
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Appraise[acumen] + 2 exp

  • Barter[influence] + 3 exp

  • Geography[knowledge] + 1 exp

Village

Attributes
  • Constitution + 1 exp

Virtues
  • Frank/Pedantic +1

Skills

  • Detect Motive[influence] + 1 exp

  • Insult[influence] + 3 exp

  • Linguistic[knowledge] + 2 exp

Features: (pick one)

Desert
Restrictions
  • Do not combine with northern

Attributes
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Appraise[acumen] + 2 exp

  • Barter[influence] + 3 exp

  • Geography[knowledge] + 1 exp

Northern
Restrictions
  • Do not combine with desert

Attributes
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Appraise[acumen] + 2 exp

  • Barter[influence] + 3 exp

  • Geography[knowledge] + 1 exp

Poor
Restrictions
  • Do not combine with rich

Attributes
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Appraise[acumen] + 2 exp

  • Barter[influence] + 3 exp

  • Geography[knowledge] + 1 exp

Social Class

A character’s social class reflects the environment in which he was raised. Whether brought up in the opulence of the nobility or with the struggle of the destitute, the social class one was born to profoundly influences one’s values and identity, but it doesn’t strictly dictate his future professions.

Deprived

Cost

Race/Origin

City

Village

Citadel

Tref

Orda

Wilderness

High Man

3

10

N/A

N/A

0*

0

Highlander

Based on subrace

Lowlander

0

10

N/A

0

0*

0

Orc

0

0

N/A

N/A

0

0

Goblin

0

0

N/A

0

0

0

Hobgoblin

0

0

N/A

0

0

0

Elf

10

10

N/A

10

0*

0

Faun

10

30

N/A

10

0*

0

Troll

60

30

N/A

60

0*

0

*Slave only

Attributes
  • Constitution + 1 exp

Virtues
  • Craven/Prudent +1

Skills

  • Brawling[melee combat] + 1 exp

  • Resist Hunger[resilience] + 3 exp

  • Resist Disease[toughness] + 2 exp

Context: (pick one)

Slave
Attribute
  • Strength + 1 exp

Virtue
  • Meek/Humble + 1

Skills
  • Labouring[crating] + 2 exp

  • any[housecraft] + 1 exp

  • Resist Pain[toughness] + 3 exp

Slum Fiend
Attribute
  • Wisdom + 1 exp

Virtue
  • Debauched/Epicurean + 1

Skills
  • Stealth[grace] + 1 exp

  • Barter[influence] + 2 exp

  • Resist Disease[toughness] + 3 exp

Wanderer
Attribute
  • Erudition + 1 exp

Virtue
  • Daring/Reckless + 1

Skills
  • Geography[knowledge] + 2 exp

  • Linguistic[knowledge] + 1 exp

  • Navigation[survival] + 3 exp

Labourer

Cost

Race/Origin

City

Village

Citadel

Tref

Orda

Wilderness

High Man

N/A

0

N/A

3

N/A

0

Highlander

Based on subrace

Lowlander

N/A

0

N/A

0

N/A

0

Orc

N/A

N/A

N/A

N/A

30

30

Goblin

N/A

10

N/A

N/A

0

0

Hobgoblin

N/A

N/A

N/A

N/A

30

10

Elf

N/A

60

N/A

60

N/A

0

Faun

N/A

3

N/A

3

N/A

0

Troll

N/A

Attributes
  • Strength + 1 exp

Virtues
  • Meek/Humble +1

Skills

  • any[crafting] + 2 exp

  • any[housecraft] + 1 exp

  • Resist Fatigue[resilience] + 3 exp

Field: (pick one)

Farmer
Attribute
  • Wisdom + 1 exp

Virtue
  • Meek/Humble + 1

Skills
  • Herding[animal handling] + 2 exp

  • Farming[housecraft] + 3 exp

  • Weatherlore[science] + 1 exp

Fisherman
Attribute
  • Agility + 1 exp

Virtue
  • Sacrilegious/Sceptic + 1

Skills
  • Ropework[dexterity] + 1 exp

  • Sailing[knowledge] + 2 exp

  • Fishing[survival] + 3 exp

Hunter
Attribute
  • Agility + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Perception[acumen] + 1 exp

  • any[ranged combat] + 2 exp

  • Tracking[survival] + 3 exp

Miner
Attribute
  • Strength + 1 exp

Virtue
  • Meek/Humble + 1

Skills
  • Lifting[athleticism] + 2 exp

  • Labouring[crafting] + 3 exp

  • Resist Shock[toughness] + 1 exp

Shepherd
Attribute
  • Wisdom + 1 exp

Virtue
  • Craven/Prudent + 1

Skills
  • Herding[animal handling] + 3 exp

  • Climbing[athleticism] + 1 exp

  • Geography[knowledge] + 2 exp

Woodsman
Attribute
  • Strength + 1 exp

Virtue
  • Frank/Pedantic + 1

Skills
  • Woodworking[crafting] + 3 exp

  • Polearms[melee combat] + 2 exp

  • Navigation[survival] + 1 exp

Noble

Cost

Race/Origin

City

Village

Citadel

Tref

Orda

Wilderness

High Man

10

30

60

N/A

N/A

60

Highlander

Based on subrace

Lowlander

N/A

Orc

N/A

N/A

N/A

N/A

0

0

Goblin

N/A

N/A

N/A

N/A

60

N/A

Hobgoblin

N/A

N/A

N/A

N/A

60

N/A

Elf

60

60

N/A

60

N/A

10

Faun

N/A

Troll

N/A

Attributes
  • Persona + 1 exp

Virtues
  • Dignified/Vain +1

Skills

  • any[intrigue] + 3 exp

  • any[melee combat] + 2 exp

  • Ego[resilience] + 1 exp

Culture: (based on race)

High Man
Attribute
  • Strength + 1 exp

Virtue
  • Dignified/Vain + 1

Skills
  • Tactics[acumen] + 2 exp

  • Riding[animal handling] + 3 exp

  • any[influence] + 1 exp

Highland Halfman
Attribute
  • Erudition + 1 exp

Virtue
  • Frank/Pedantic + 1

Skills
  • Laws[intrigue] + 3 exp

  • History[knowledge] + 1 exp

  • Two-Handed Swords[melee combat] + 1 exp

Orc
Attribute
  • Constitution + 1 exp

Virtue
  • Daring/Reckless + 1

Skills
  • Intimidation[influence] + 2 exp

  • any[melee combat] + 3 exp

  • Resist Pain[toughness] + 1 exp

Goblin
Attribute
  • Wisdom + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Tactics[acumen] + 2 exp

  • Firearms[ranged combat] + 3 exp

  • First Aid[survival] + 1 exp

Hobgoblin
Attribute
  • Persona + 1 exp

Virtue
  • Disciplined/Insensitive + 1

Skills
  • Insult[influence] + 3 exp

  • Ego[resilience] + 2 exp

  • Resist Pain[toughness] + 1 exp

Elf
Attribute
  • Persona + 1 exp

Virtue
  • Debauched/Epicurean + 1

Skills
  • any[arts] + 3 exp

  • Persuasion[intrigue] + 1 exp

  • Folklore[knowledge] + 2 exp

Scholar

Cost

Race/Origin

City

Village

Citadel

Tref

Orda

Wilderness

High Man

10

30

0

10

N/A

10

Highlander

Based on subrace

Lowlander

30

30

N/A

10

N/A

10

Orc

N/A

Goblin

30

60

N/A

30

0

0

Hobgoblin

N/A

Elf

30

10

60

30

N/A

0

Faun

60

30

N/A

30

N/A

0

Troll

N/A

Attributes
  • Erudition + 1 exp

Virtues
  • Dignified/Vain +1

Skills

  • Scribing[dexterity] + 2 exp

  • any[knowledge] + 2 exp

  • any[science] + 2 exp

Expertise: (pick one)

Academic
Attribute
  • Erudition + 1 exp

Virtue
  • Frank/Pedantic + 1

Skills
  • Logic[acumen] + 2 exp

  • History[knowledge] + 2 exp

  • any[science] + 3 exp

Administration
Attribute
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Stewardship[housecraft] + 1 exp

  • Laws[intrigue] + 2 exp

  • Statecraft[intrigue] + 3 exp

Clergy
Attribute
  • Wisdom + 1 exp

Virtue
  • Devout/Zealot + 1

Skills
  • Persuasion[influence] + 2 exp

  • Occults[intrigue] + 1 exp

  • Religion[knowledge] + 3 exp

Tradesman

Cost

Race/Origin

City

Village

Citadel

Tref

Orda

Wilderness

High Man

0

0

30

30

60

3

Highlander

Based on subrace

Lowlander

0

0

N/A

0

N/A

0

Orc

30

60

N/A

N/A

N/A

60

Goblin

0

10

N/A

10

0

0

Hobgoblin

N/A

N/A

N/A

N/A

30

10

Elf

10

30

N/A

30

N/A

0

Faun

10

3

N/A

3

N/A

0

Troll

N/A

Attributes
  • Wisdom + 1 exp

Virtues
  • Dignified/Vain +1

Skills

  • Appraise[acumen] + 2 exp

  • any[crafting] + 1 exp

  • Barter[influence] + 3 exp

Specialty: (pick one)

Artisan
Attribute
  • Wisdom + 1 exp

Virtue
  • Frank/Pedantic + 1

Skills
  • any[crafting] + 6 exp

Entertainer
Attribute
  • Agility + 1 exp

Virtue
  • Debauched/Epicurean + 1

Skills
  • any[arts] + 3 exp

  • any[grace] + 2 exp

  • Etiquette[intrigue] + 1 exp

Merchant
Attribute
  • Persona + 1 exp

Virtue
  • Devious/Cunning + 1

Skills
  • Appraise[acumen] + 2 exp

  • Barter[influence] + 3 exp

  • Laws[intrigue] + 1 exp

Sailor
Attribute
  • Wisdom + 1 exp

Virtue
  • Sacrilegious/Sceptic + 1

Skills
  • Swimming[athleticism] + 1 exp

  • Ropework[dexterity] + 2 exp

  • Sailing[knowledge] + 1 exp

Servant
Attribute
  • Persona + 1 exp

Virtue
  • Meek/Humble + 1

Skills
  • any[housecraft] + 3 exp

  • Detect Motive[influence] + 1 exp

  • etiquette[intrigue] + 2 exp

Soldier
Attribute
  • Strength + 1 exp

Virtue
  • Daring/Reckless + 1

Skills
  • any[melee combat] + 3 exp

  • any[ranged combat] + 3 exp

Occupation

Occupations blurb ToDo

Academic

Engineer

Engineer Blurb ToDo

Path of Entry
Scholar Social Class
Cost
  • 0

Additional Requirements
  • Erudition > 8 exp

Academic Occupation
Cost
  • 0

Additional Requirements
  • Physics[science] > 4 exp

Outstanding Aptitudes
Cost
  • 10

Additional Requirements
  • Erudition > 20 exp

  • Physics[science] > 12 exp

Level of Mastery
Student
Additional Prerequisite
  • none

Age
  • + 1 year

Attribute
  • Erudition + 1 exp

Skills
  • Logic[acumen] + 2 exp

  • any[crafting] + 1 exp

  • Physics[science] + 3 exp

Equipment
  • A compass

  • A straight edge

  • A large notebook

  • A lead pencil

Initiated
Additional Prerequisite
  • Physics[science] > 12 exp

Age
  • + 3 years

Attribute
  • Erudition + 4 exp

Skills
  • Logic[acumen] + 8 exp

  • any[crafting] + 4 exp

  • Physics[science] + 12 exp

Equipment
  • As of student (if not already owned)

  • 1 crown

Master
Additional Prerequisite
  • Physics[science] > 48 exp

Age
  • + 10 years

Attribute
  • Erudition + 8 exp

Skills
  • Logic[acumen] + 24 exp

  • any[crafting] + 12 exp

  • Physics[science] + 36 exp

Equipment
  • As of student (if not already owned)

  • 20 crowns

Historian
Student
Prerequisite
  • Erudition > 1

Age
  • + 1 year

Attribute
  • Erudition + 1 exp

Skills
  • Tactics[acumen] + 2 exp

  • Folklore[knowledge] + 1 exp

  • History[knowledge] + 3 exp

Scholar
Prerequisite
  • History[knowledge] > 12 exp

Age
  • + 3 years

Attribute
  • Erudition + 4 exp

Skills
  • Tactics[acumen] + 8 exp

  • Folklore[knowledge] + 4 exp

  • History[knowledge] + 12 exp

Erudite
Prerequisite
  • History[knowledge] > 48 exp

Age
  • + 10 years

Attribute
  • Erudition + 8 exp

Skills
  • Tactics[acumen] + 24 exp

  • Folklore[knowledge] + 12 exp

  • History[knowledge] + 36 exp

4. Equipment

Whether living a quiet life in the country, traveling from town to town as a tradesman or seeking out danger as an adventurer, all rely on a variety of gear and equipment for survival and comfort.

The prices listed represent the typical price range of an item, the lower end usually representing locally produced products and the higher for imported goods. Exceptional circumstances can push the cost of an item well above or below the listed price.

Burden

Every piece of equipment carried comes at a cost: encumbrance.

Every object has a burden rating representing both its weight and bulkiness.

Burden Increment

Every character has a limit on how much burden he can carry without penalty.

This limit is known as the burden increment and is based on the character’s size category, strength and constitution.

  • Miniscule: 0.001; can carry an object about the size and weight of a coin but is overburdened when doing so.

  • Tiny: 0.03 * (strength +constitution)

  • Little: 0.1 * (strength + constitution)

  • Small: 1 * (strength + constitution)

  • Medium: 3 * (strength + constitution)

  • Large: 30 * (strength + constitution)

  • Huge: 300 * (strength + constitution)

  • Colossal: 3 000 * (strength + constitution)

  • Monumental: 10 000 * (strength + constitution)

Every time a character passes his burden increment, his every roll suffers one half-order of magnitude and every spirit point loss and expenditure (including the purchase of bonus dice) increases by one half-order of magnitude.

Example

A medium character with a strength of 2 and a constitution of 3 can carry up to 15 points of burden (3*(2+3)=15) without penalty.

If he carries more than 15 points of burden but no more than 30, every time he loses or spends spirit points, 1 extra point is subtracted, and a 1 success malus is imposed on every roll.

If he carries more than 30 but no more than 45 points of burden, 3 additional spirit points are lost every time spirit points are spent or lost, and a 3 successes malus is imposed on his rolls.

It is not uncommon for people to be slightly overburdened.

Example

A knight wearing a full plate harness (burden: 20) and kettle helmet (burden: 2), carrying a longsword (burden: 4) and wielding a Lucerne hammer (burden: 8) has a total burden of 34. His strength is 3, and his constitution is 4, for a burden increment of 21 (3*(3+4)): his burden increment is passed once. Whenever the knight loses spirit points, 1 additional point is lost, and he must spend 1 additional spirit point to purchase bonus dice. The knight rolls' suffer a 1 success malus.

If the knight dropped his lucerne hammer, sword and helmet, his total burden would fall to 20, under his burden increment; this might be something worth doing before running away.

Some items have their burden value expressed as a fraction; those items are small and light and only count towards the total burden of a character when the amount carried is sufficient to reach a burden value of one.

If different small items have the same fractional value, do not combine them; they may just be ignored.

Example

Heavy arrows have a burden value of 1/3; for every 3 heavy arrows, 1 point of burden is added to the total burden value of the character.

If a character carries 2 heavy arrows and a comb (which also has a burden value of 1/3), those do not combine for 1 point of burden.

Equipment carried on pack animals, carts, or other vehicles does not count towards the burden of a character.

Carrying Equipment and Containers

Acquiring equipment and supplies is useless if those cannot be brought where needed; characters need some packs and containers to do so efficiently.

Swords and daggers are assumed to come with appropriate sheaths or scarabs, and one-handed axes and maces can be slipped into a belt or hung with a strap or frog. Spears, staffs, great swords, bows, crossbows, firearms and other burdensome weapons are typically carried in hand (or strapped to a horse or loaded onto a cart). The burden value of a weapon already accounts for the way a character most likely carries it.

Clothes worn do not have a burden value; extra clothes in packs do.

The burden increment of a character assumes that this one has the appropriate means to carry the equipment. Players must use common sense as to the quantity and type of items their characters can carry and how they carry them; a spear does not fit inside a haversack, even though its burden value is lesser than the bag’s capacity.

Some containers reduce the burden value of their content, although they do add to the burden themselves. The first points of burden collected in the containers do not count towards the total burden of the character up to the extra burden value of the container.

Dropping Packs

The necessities for a long journey can easily overburden an adventurer. If action arises, a character has the option to shed some of his load to respond to the situation more efficiently and avoid penalty.

A character will distribute his burden amongst packs and pouches, slung across the shoulders with slings, attached to a belt, or simply held in hands. Some methods are more secure to the body, while others are easier to get rid of at a moment’s notice; a staff held in hand can be dropped instantaneously, while a series of pouches harnessed to the torso will take more effort to unload. A sleight of hand[dexterity] roll may be necessary to rid oneself of a pack under pressure.

Dropping Packs
  • Held in Hands: Free action/reaction, no roll needed.

  • Haversack over one shoulder: Free action, no roll needed.

  • Backpack or haversack slung across the torso: Sleight of hand[dexterity], difficulty level 1.

  • Belt with pouches: Sleight of hand[dexterity], difficulty level 3.

Obviously, dropping packs opens the characters to having their belongings stolen or losing them if they need to retreat quickly.

Containers
Name Price Burden Capacity Extra Burden Notes

Amphora

2s - 5s

6

12

4

Made out of clay.

Backpack, Large

1s4p - 2s

3

18

5

Built with a wooden frame.

Backpack, Small

1s - 1s2p

2

8

2

Bag, Large

2p - 3p

1

20

0

Simple bag made of cloth.

Bag, Small

1p - 2p

0

7

0

Simple bag made of cloth.

Barrel, Large

2s - 3s

30

46

8

Barrel, Small

1p - 1s5p

6

6

2

Basket, Large

4p - 7p

12

20

8

Basket, Small

3p - 5p

6

8

4

Chest, Large

2s - 3s

20

24

6

Made out of wood.

Chest, Small

1s - 1s6p

12

10

5

Made out of wood.

Haversack, Large

1s - 1s3p

2

12

0 / 1*

*If slung across the torso.

Haversack, Small

8p - 1s

1

6

0

Quiver

5p - 1s

2

4

1

To carry bolts or arrows.

Pouch, Large

4p - 6p

1

3

0

Usually hung on belt.

Pouch, Small

3p - 5p

0

1

0

Usually hung on belt.

Waterskin

4p - 5p

1

2

1

For liquids only.

Caution
The weight of burden

Calculating the total burden of the equipment carried can seem burdensome. Ignoring this element of the game can be tempting, but in doing so, you will remove a whole avenue of meaningful choices.

Deciding which weapon to bear, which armour to wear, how much rations to bring, and what specialised equipment might come in handy is all counter-balanced by how much you can reasonably carry. If burden is not considered, why not go on a journey with the thickest armour one can afford, an example of every weapon available, and a panoply of ad-hoc items for every situation one might encounter?

Burden could be tracked more loosely, the group relying more on common sense, but the rules provided here are meant to be enough of an abstraction to not bog down gameplay.

Money

Standardised currencies made trade more straightforward and efficient while also greatly easing the preservation of wealth over prolonged periods of time.

Different cultures have coins of different sizes, shapes, and weights, but the most recognised and used is the Stallion, a round piece of silver weighing twenty-five grams. Minting operations adorn the Stallions with various emblems, but the most common is the pizzled rearing horse.

Gold and copper coins are also widely used, usually referred to as Crown and Pawn, respectively. A Crown is worth twenty Stallions; the common man rarely gets his hands on one, if ever. Pawns, worth one-tenth of a Stallion, are used for small daily transactions; nobles don’t bother with such low-value coins.

Standard Currencies
Name Metal Crown Equivalent Stallion Equivalent Pawn Equivalent Burden

Crown

Gold

1

20

200

1/50

Stallion

Silver

1/20

1

10

1/20

Pawn

Copper

1/200

1/10

1

1/40

The prices in this book are all listed in Crowns (c), Stallions (s) and Pawns (p) to keep things simple. When two costs are listed (ex, 8s - 12s), it represents the range of usual prices for the item; unusual circumstances could lead to unusual prices.

Wages and Earnings

Adventurers are a rare breed; the vast majority of people will prefer avoiding the dangers and uncertainty of this lifestyle and opt for more traditional occupations. Between successful merchants, skilled artisans and humble labourers, remuneration varies significantly amongst the different strata of society.

Weekly Wages and Earnings
  • Academic

    • Alchemist: 1s5p - 3s

    • Engineer: 1s - 2s

    • Historian: 6p - 1s8p

    • Interpreter: 8p - 1s6p

    • Lawyer: 5p - 3s

    • Student: 0 - 5p

  • Artisan

    • Alchemist: 3s - 12s

    • Blacksmith: 1s - 4s

    • Jeweler: 4s - 14s

    • Mason: 3p - 3s

    • Tailor: 4p - 5s

    • Woodworker: 3p - 2s

  • Criminal

    • Conman: 5p - 6s

    • Grave Robber: 2p - 1s

    • Pickpocket: 2p - 1s

    • Pirate: 1s - 1c

    • Prostitute: 5p - 5s

    • Thief: 4p - 8s

  • Entertainer

    • Acrobats: 3p - 1s

    • Actor: 3p - 5p

    • Dancer: 5p - 1s2p

    • Jugglers: 2p - 1s

    • Musician: 5p - 2s

    • Painter: 2p - 3s

  • Government

    • Clerk: 8p - 5s

    • Diplomat: 5s - 10s

    • Tax Collector: 3s - 12s

  • Laborer

    • Farmer: 2p - 8p

    • Fisherman: 2p - 6p

    • Lumberjack: 3p - 9p

    • Miner: 2p - 1s

    • Rancher: 2p - 9p

    • Shepherd: 1p - 5p

  • Maritime

    • Captain: 2s - 10s

    • Deckhand: 5p - 7p

    • Navigator: 8p - 1s2p

  • Military

    • Archer: 8p - 1s8p

    • Guard: 4p - 2s

    • Knight: 10s - 1c

    • Medic: 1s - 4s

    • Scout: 4p - 2s

    • Soldier: 6p - 2s

  • Outlanders

    • Explorer: 1s - 15s

    • Forager: 2p - 1s

    • Guide: 7p - 2s

    • Hermit: 0 - 3p

    • Hunter: 5p - 1s8p

    • Trapper: 5p - 1s8p

  • Religious

    • Missionary: 3p - 1s

    • Monk: 2p - 4p

    • Priest: 3p - 2s

  • Service

    • Baker: 5p - 1s

    • Banker: 4s - 15s

    • Butcher: 5p - 1s

    • Cook: 3p - 8p

    • Doctor: 2s - 8s

    • Inn Keeper: 5p - 3s

    • Maid: 2p - 6p

    • Messenger: 5p - 1s

    • Scribe: 6p - 3s

    • Tutor: 5p - 5s

  • Trader

    • Merchant: 1s - 1c

    • Money Changer: 3s - 8s

    • Peddler: 1s - 16s

  • Unemployed

    • Beggar: 2p - 4p

    • Brawler: 3p - 9p

    • Gambler: 0 - 12s

    • Vagabond: 1p - 6p

Armour

Prior to heading into hostile situations, it is wise to adorn oneself with some form of armour. From simple thick layers of hide to the complexly sculpted full plate harness, armour’s protection, burden and price vary widely. Characters must find the right balance appropriate for the danger they expect, the encumbrance they are willing to suffer and the depth of their purse.

Helmet
Style Price Burden (worn) Protection
B / P / S
Examples Notes

Close Face Helmet

1c - 2c

4 (2)

2 / 1 / 2

Barbute, Sallet and Beaver, Mask Helmet

Reduces field of vision

Heavy Helmet

2c - 3c

4 (2)

2 / 1 / 2

Great Helm, Frog Mouth

Reduces field of vision. Meant to be worn over a light helmet.

Light Helmet

10s - 16s

2 (1)

1 / 0 / 0

0 / 0 / 1

Cervelliere

Maille Coiffe

Can be worn under a heavy helmet.
Can be worn under a heavy helmet.

Open Face Helmet

15s - 1c

3 (2)

2 / 0 / 1

Nasal Helm, Sprangenhelm, Kettle Hat, Sallet

Visored Helmet

2c - 3c

4 (2)

Closed: 2 / 1 / 2
Opened: 2 / 0 / 1

Armet, Bascinet, Sallet

Reduces field of vision when closed.

Armour
Type Price Burden (worn) Protection
B / P / S
Notes

Breastplate

6c - 8c

7 (6)

1 / 1 / 2

Can be worn over maille hauberk or gambeson or on it’s own.

Brigandine

10c - 18c

10 (8)

1 / 2 / 3

Cuir Bouilli

4c - 6c

7 (4)

1 / 1 / 1

Gambeson

1c - 2c

6 (6)

1 / 0 / 1

Can be worn under a maille hauberk or a breastplate.

Hide armour

15s - 1c

11 (9)

2 / 1 / 2

Maille Hauberk

9c - 12c

7 (7)

0 / 1 / 2

Can be worn over a gambeson or under a breastplate.

Plate Harness

25c - 50c

30 (20)

4 / 3 / 6

Includes all the sublayers making the system function.

Weapons

Some believe the best defence is a good offence, and a good offence begins by having the right weapon. However, the right choice of weapon is rarely straightforward and always a matter of compromise. Some weapons perform better against unarmoured opponents, some excel at keeping a foe far away, and some hit hard but are just cumbersome; there is no one solution ideal for every situation. Carrying a panoply of weapons gives some versatility but at the cost of an increased burden.

The B/P/S column in the list below represents the damage type of each weapon (bludgeoning, piercing, slashing).

If an 'X' is marked for one of the damage types, this one is not available for that weapon. A '0' means the weapon does its normal damage, while a '-1' represents a one success malus on damage rolls and a '+1d' provides a bonus die on every damage roll of that type.

Some weapons are versatile by nature and are usable in a few different manners; in those cases, they are listed here as one entry, but each mode is documented with its own skill, damage, damage types, range and traits.

Melee Weapons
Name Price Burden Skill Damage B / P / S Range Trait

Axe, Battle

1s - 2s

3

1H Hafted[melee c.]

Strength + 5

X / X / 0

Close

Hook

Axe, Great

1s - 3s

5

2H Hafted[melee c.]

Strength + 7

X / X / 0

Medium

Hook, Trip

Axe, Tomahawk

5p - 7p

1

1H Hafted[melee c.]

Thrown[ranged c.]

Strength + 3

Strength + 3

X / X / 0

x / x / 0

Close

Far (3m)

Hook

Iron Knuckles

6p - 7p

1

Brawling[melee c.]

Strength + 1

0 / X / X

Close

Club

1p - 2p

2

1H Hafted[melee c.]

Strength + 3

0 / X / X

Close

Club, Great

4p - 6p

4

2H Hafted[melee c.]

Strength + 5

0 / X / X

Medium

Club, Spiked

3p - 4p

3

2H Hafted[melee c.]

Strength + 5

0 / 0 / X

Close

Dagger / Knife

4p - 1s

1

Brawling[melee c.]

Thrown[ranged c.]

Strength + 3

Strength + 3

X / 0 / 0

X / 0 / X

Close

Far (4m)

Halberd

8p - 1s

8

2H Hafted[melee c.]

Strength + 7

X / 0 / 0

Long

Hook, Trip

Hammer, Lucerne

5s - 8s

8

2H Hafted[melee c.]

Strength + 7

0 / 0 / X

Long

Hook, Trip

Hammer, War

1s - 3s

3

1H Hafted[melee c.]

Strength + 3

0 / 0 / X

Close

Hook

Mace

7p - 1s

2

1H Hafted[melee c.]

Strength + 3

0 / X / X

Close

Maul

3p - 5p

5

2H Hafted[melee c.]

Strength + 5

0 / X / X

Medium

Trip

Net

8p - 1s

3

Brawling[melee c.]

Thrown[ranged c.]

0

0

X / X / X

X / X / X

Close

Far (5m)

Entangle

Entangle

Poleaxe

3s - 6s

7

2H Hafted[melee c.]

Strength + 7

0 / -1 / 0

Medium

Hook, Trip

Quarterstaff

2p - 3p

5

2H Hafted[melee c.] / Brawling[melee c.]

Strength + 3

0 / X / X

Medium / Long

Trip

Shield, Buckler

1s - 4s

2

any[melee c.]

Strength + 1

0 / X / X

Close

Shield (1)

Shield, Centre-grip

3s - 7s

5

any[melee c.]

strength + 3

0 / X / X

Medium

Shield (2)

Shield, Strapped

3s - 7s

5

any[melee combat]

Strength + 2

0 / X / X

Close

Shield (2), Strapped (1 to 3)

Shield, Pavis

5s - 8s

8

any[melee c.]

Strength + 1

0 / X / X

Close

Shield (3)

Spear, Heavy

4p - 6p

8

1H Hafted[melee c.]

2H Hafted[melee c.]

Thrown[ranged c.]

Strength + 5

Strength + 7

Strength + 5

X / +1d / X

X / +1d / -1

X / 0 / X

Long

Long

Far (6m)

Trip

Brace, Trip

Spear, Light

3p - 5p

7

1H Hafted[melee c.]

2H Hafted[melee c.]

Thrown[ranged c.]

Strength + 3

Strength + 5

Strength + 3

X / +1d / X

X / +1d / X

X / 0 / X

Long

Long

Far (10m)

Trip

Brace, Trip

Spear, Trident

1s - 3s

8

1H Hafted

2H Hafted

Thrown[ranged c.]

Strength + 5

Strength + 7

Strength + 7

X / 0 / X

X / +1d / X

X / 0 / X

Long

Long

Far (6m)

Hook, Trip

Brace, Hook, Trip

Sword, arming

1s - 2s

2

1H Swords[melee c.]

Strength + 3

X / 0 / 0

Medium

Half-Swording

Sword, Bastard

2s - 4s

3

1H Swords[melee c.]


2H Swords[melee c.]

Strength + 3


Strength + 6

X / 0 / 0


X / 0 / 0

Medium


Medium

Half-Swording, Murderstroke

Half-Swording, Murderstroke

Sword, Falchion

3s - 6s

2

1H Swords[melee c.]

strength + 2

X / -1 / +1d

Medium

Sword, Great

12s - 1c

6

2H Swords[melee c.]

Strength + 7

X / -1 / 0

Long

Half-Swording

Sword, Long

3s - 6s

4

2H Swords[melee c.]

Strength + 5

X / 0 / 0

Medium

Half-Swording, Murderstroke

Sword, Rapier

5s - 9s

3

1H Swords[melee c.]

Strength + 2

X / -1 / +1d

Medium

Sword, Short

1s - 2s

2

1H Swords[melee c.]

Strength + 3

X / 0 / 0

Close

Whip

8p - 1s

2

Brawling[melee c.]

0

X / X / 0

Long

Entangle

Ranged Weapons
Name Price Burden Skill Damage B / P / S Range Trait

Axe, Throwing

See axe, tomahawk in the melee weapons table.

Bolas

4p - 6p

2

Thrown[ranged c.]

0

X / X / X

Far (5m)

Entangled

Blunderbuss

12s - 1c

6

Firearms[ranged c.]

8

-1 / 0 / X

Far (7m)

Loud (10), Reload (3), Dexterous Reload (3), Ready to Shoot

Bow, Hunting

1s - 3s

4

Bows[ranged c.]

Strength + 5

X / 0 / X

Far (30m)

Bow, War

3s - 5s

5

Bows[ranged c.]

Strength + 7

X / 0 / X

Far (60m)

Chakram

5s - 9s

1

Thrown[ranged c.]

Strength + 5

X / X / 0

Far (7m)

Crossbow, Heavy

4s - 7s

5

Crossbows[ranged c.]

10

X / 0 / X

Far (45m)

Noisy (3), Reload (10), Brute Force Reload (3), Ready to Shoot

Crossbow, Hunting

1s - 5s

4

Crossbows[ranged c.]

8

X / 0 / X

Far (25m)

Noisy (1), Reload (3), Brute Force Reload (1), Ready to Shoot

Crossbow, Siege

8s - 10s

7

Crossbows[ranged c.]

12

X / 0 / X

Far (60m)

Noisy (3), Reload (10), Brute Force Reload (10), Ready to Shoot

Dagger / Knife

See melee weapons table.

Dart

3p - 5p

1

Thrown[ranged c.]

Strength + 3

X / 0 / X

Far (5m)

Hand Cannon

15s - 2c

9

firearms[ranged c.]

20

0 / 0 / X

Far (20m)

Loud (10), Reload (10), Dexterous Reload (10), Ready to Shoot

Javelins

See spear, light in the melee weapons table.

Musket

1c - 3c

7

firearms[ranged c.]

10

X / 0 / X

Far (25m)

Loud (10), Reload (10), Dexterous Reload (10), Ready to Shoot

Net

See melee weapons table.

Pistol

17s - 3c

3

firearms[ranged c.]

8

X / 0 / X

Far (15m)

Loud (10), Reload (10), Dexterous Reload (10), Ready to Shoot

Rifle

3c - 5c

8

firearms[ranged c.]

12

X / 0 / X

Far (50m)

Loud (10), Reload (10), Dexterous Reload (10), Ready to Shoot

Sling

1p - 2p

1

Slings[ranged c.]

Strength + 3

0 / X / X

Far (10m)

Spears

See melee weapons table.

Ammunition
Name Weapon Price Burden Notes

Arrows, Light

Hunting Bow

5p - 7p

1 for 5

Requires a quiver.

Arrows, Heavy

War Bow

8p - 1s

1 for 3

Requires a quiver.

Bolts, Light

Hunting Crossbow

7p - 9p

1 for 5

Requires a quiver.

Bolts, Heavy

Heavy Crossbow, Siege Crossbow

1s - 1s5p

1 for 3

Requires a quiver.

Bullet, Sling

Sling, Blunderbuss

1p

1 for 10

Requires a pouch.

Bullet, Firearms

Pistol, Blunderbuss, Riffle, Musket

3p - 6p

1 for 5

Includes the bullet, powder and wadding necessary. Requires a pouch.

Lead Ball

Hand Cannon

1s - 2s

1

Includes the bullet, powder and wadding necessary.

Pebble

Sling, Blunderbuss

0

1 for 10

Damage rolls using this ammunition suffer a 1 success malus. Requires a pouch.

Options

Bodkin

Arrows or Bolts

+5p

N/A

The weapon’s piercing damage is +1d when using the bodkin head.

Broadhead

Arrows or Bolts

+3p

N/A

The bow or crossbow causes slashing damage instead of piercing when using a broadhead projectile.

Adventuring Gear

Being armed and armoured is far from sufficient for a life of adventure; characters need shelter during long journeys into the wilderness, tools for the various situations they might encounter, and all kinds of bric-a-brac to keep themselves healthy and comfortable.

Camping
Name Price Burden Notes

Bedroll

3p - 5p

3

Blanket

2p - 4p

2

Cooking Pot

5p - 8p

3

Fishing Kit

4p - 6p

1/3

Doesn’t include a pole.

Flint and Steel

2p - 3p

1/3

Can ignite tinder, torch, oil, etc.

Hammock

5p - 7p

3

Lantern

2s - 5s

1

Requires oil.

Oil

1s - 3s

1

Can light a lantern for up to 8 hours.

Skillet

5p - 8p

2

Tent

1s - 2s

8

Can sleep two.

Torch

2p - 3p

1

Gives light for about an hour.

Tinderbox

2p - 3p

1/3

Single use, requires a spark.

Utensils

2p - 8p

1

Includes spoon, fork, and knife.

Tools
Name Price Burden Notes

Axe, Felling

5p - 6p

4

Axe, Hatchet

4p - 6p

1

Chisel

4p - 6p

1/3

Compass

2s - 5s

1

Hammer

2p - 4p

1

Ink and Quill

8p - 2s

1

Grappling Hook

8p - 1s

2

Does not include rope.

Lockpicking Kit

2s - 3s

1

Pickaxe

5p - 7p

4

Pry Bar

4p - 6p

4

Saw, Large

8p - 1s

4

Usually used by two people.

Saw, Small

6p - 9p

2

Sewing Kit

5p - 8p

1

Shovel

4p - 6p

4

Ten-Foot Pole

3p - 5p

14

Tongs

4p - 6p

1

Whetstone

6p - 9p

1

Musical Instruments
Name Price Burden Notes

Bagpipes

4s - 8s

7

Concertina

5s - 8s

3

Drum

1s - 3s

4

Fiddle

4s - 10s

4

Includes the bow to play it.

Flute

2s - 4s

1

Harp

3s - 8s

9

Hurdy-Gurdy

5s - 12s

6

Lute

4s - 8s

5

Recorder

6p - 2s

1

Talharpa

2s - 6s

5

Includes the bow to play it.

Tambourine

8p - 1s

1

Miscellaneous
Name Price Burden Notes

Bandage

2p-5p

1/3

Chain

8p - 1s8p

3

*Per metre.

Comb

4p* - 1s*

1/3*

Dice Set

4p - 1s

1/3

Contains 5 six-sided dice.

Journal

1s - 2s

1

Magnifying Glass

4s - 6s

1

Mirror

2s - 5s

1

Make-Up

8p - 2s

1

Padlock

1s - 3s

1

Parchment

8p - 1s2p

1/10

A standard page size.

Piton

2p - 5p

1/3

Playing Cards

6p - 1s4p

1

Standard cards to play common games.

Razor

4p - 1s

1

Rope

6p* - 8p*

1/3*

*Per metre.

Spyglass

7s - 18s

3

Wig

3s - 6s

1

Whistle

2p - 4p

1/3

Food and Drinks

Food and Drinks
Name Price Burden Notes

Ration, Dried

Transport and Vehicles

Common Items