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.
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 skill's governing attributes.
-
Number of base dice = 1 + skill rank (including the skill’s family)
-
Dice pools cannot have more base dice than the current spirit points.
-
Successes are based on multiples of 3:
-
3–5 → 1 success
-
6–8 → 2 successes
-
9–11 → 3 successes
-
12–14 → 4 successes
-
N → N/3 successes
The player must roll a number of successes equal to a difficulty level:
-
Routine: 0 success
-
Easy: 1 success
-
Average: 3 successes
-
Hard: 6 successes
-
Heroic: 9 successes
-
Legendary: 12 successes.
Successes above the difficulty level are called hits.
-
For some tasks, hits can be spent for special effects.
Tierce Ladder
The pattern of 1, 3, 6, 9, 12, 15, 18, etc is referred to as the tierce ladder; many aspects of the game are based on this pattern.
Type of Tests
-
Basic test: Static difficulty level; excess successes become hits.
-
Opposed test: Two players roll; the difference in successes determines the winner’s hits.
-
Assisted test: Multiple players roll; their successes are combined.
-
Assisted test, halved: One player’s successes count fully, others contribute at half value.
-
-
Group test: Multiple players roll; successes can be transferred amongst them.
-
Rolling test: A sequence of rolls adds successes over time.
-
A roll with no successes causes failure, losing all accumulated successes.
-
-
Extended task: Resolves a prolonged task with a single roll.
-
Fixed time: The timeframe is set; successes determine the quality of results.
-
Fixed successes: A set number of successes is required; the roll determines the time needed.
-
Bonus and Malus
Bonuses add bonus dice to the dice pool.
-
A dice pool cannot have more bonus dice than base dice. Maluses impose penalties based on severity:
-
Maluses 1–3: Each adds a malus die (d4) to the roll.
-
Malus dice subtract 1 success on a roll of 3 or 4.
-
-
Maluses 4–6: Each subtracts 1 success from the roll.
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Maluses 7–9: Each subtracts 1 spirit point per roll.
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Maluses 10+: Each forces the player to check an injury box.
-
All injury boxes from a roll’s maluses must be marked on the same injury line.
-
Conditions
Conditions represent lingering sources of maluses; each can impose up to 6 maluses.
-
Afraid: Caused by fear or intimidation.
-
Can be ignored when running away from the source of fear.
-
Cleared by removing the source of fear or through merrymaking.
-
-
Angry: Caused by frustration, provocation or rage.
-
Can be ignored when taking hostile actions against the source of anger.
-
Cleared by resolving the source of anger or through merrymaking.
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-
Bleeding: Caused by piercing or slashing major injuries.
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Can be ignored for a roll by aggravating the condition by 1.
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Cleared through medical attention or natural healing.
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-
Burdened: Caused by carrying too much weight.
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Cleared by dropping gear.
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-
Dizzy/Drunk: Caused by intoxication, sickness, or disorientation.
-
Cleared with time and rest.
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-
Hungry/Thirsty: Caused by lack of food or water.
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Cleared by eating and drinking to satiety.
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-
Stunned: Caused by concussive blows.
-
Cleared at the end of a scene.
-
-
Tired: Caused by lack of sleep.
-
Cleared by a full night’s rest.
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Spirit
Spirit represents both stamina and morale and varies frequently during play.
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Dice pools cannot contain more base dice than the character’s current spirit points.
-
Spirit points can be spent to gain bonus dice: 1 bonus die per spirit point spent.
-
Spirit is regained through sleeping, feasting, merrymaking, and acting in accordance with one’s virtues.
Tempo
The gameplay is divided into three different tempos.
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Action tempo: for combat and other fast-paced action scenes (uses initiative).
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Interaction tempo: actions are resolved one after the other, but precise timing is not crucial (not in initiative).
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Transition tempo: prolonged time resolved in a moment (time skip).
Changes of tempo are meaningful moments.
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 a character regains spirit from sleep, he obtains 1 experience point for an attribute associated with a skill for which he purchased bonus dice through spirit points.
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Spending experience points: Skills and 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 3 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.
-
-
Tracking virtues:
-
Each virtue is represented as a line of boxes on the character sheet.
-
The player places two slashes along the line, dividing it into three sections.
-
Slashes cannot be further from the centre than the character’s Persona score.
-
The gap between the two slashes cannot exceed the character’s Wisdom score.
-
-
The boxes between the slashes are excluded and do not need to be checked.
-
-
Gaining Virtue Marks:
-
At the end of a scene, every player may check one box from one aspect of a virtue that his character embodied.
-
When all boxes of a virtue (excluding the middle section) are checked:
-
The character regains half of their missing spirit points.
-
One slash can be shifted by one position following the rules mentioned above.
-
If the slashes have already reached the wisdom limit, they can move together instead of expanding further.
-
-
-
Size Categories
Characters and creatures are divided into size categories.
-
From smallest to largest: Miniscule → Tiny → Little → Small → Medium → Large → Huge → Colossal → Monumental
-
A larger character’s strength is increased by 3 for every size category difference when opposing a smaller character.
Combat
Rounds
Combat is resolved in rounds of roughly 6 seconds.
-
Initiative: At the start of combat, each character makes either a reflex[grace] or perception[acumen] test.
-
The round proceeds from the highest initiative until everyone has acted.
-
A character can either thake his turn on his initiative number or delay his turn to the negative of his initiative number.
-
-
On his turn, a character can oveand a perform an action.
-
Reactions can be performed out of turn if triggered by another character’s action.
-
A reaction can provoke another reaction in a different character, but a character can only have one reaction in a chain.
-
-
The total number of base dice rolled in a round for actions and reactions cannot exceed the number of base dice granted by the highest skill 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, either before or after his action.
-
A character can use his action to run: each success scored on a running[athleticism] test allows him to add 3 steps to his movement speed.
-
Terrain type impacts movement:
-
Inconvenient terrain: each step counts as 1; running[athleticism] tests suffer a malus.
-
Difficult terrain: each step counts as 3; running[athleticism] tests suffer 2 maluses.
-
Impracticable terrain: each step counts as 6; running[athleticism] tests suffer 3 maluses.
-
Ranges of attack
Every weapon has one or more effective ranges of attack.
-
Melee ranges: For unarmed combat and melee weapons.
-
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 maluses.
-
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).
-
Exhaust: the loser loses a spirit point.
-
Stagger: reduce the loser’s initiative by 1 (to a minimum of 0).
-
Off-Hand Strike: the winner can make a free attack against the loser with a second weapon (or unarmed) with one die per hit spent on this effect, but no more than what is granted by the skill associated with this new attack.
-
-
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 a ranged attack’s difficulty level:
-
Distance: every time the range increment is passed, the difficulty level is increased by one step on the tierce ladder.
-
Cover and concealment: divided into three levels: limited, adequate, and near complete.
-
Each level of cover increases the difficulty level by one step on the tierce ladder.
-
Each level of concealment from adequate and up increases the difficulty level of the attack is increased by one step on the tierce ladder.
-
-
Size: the difficulty level increases by one step on the tierce ladder for each size category the target is smaller than the attacker.
-
Dodging: if the target is aware of the attack, he can do a reflex[grace] roll to oppose the attack; his successes are added to the difficulty level.
-
Dodging allows retaliations.
-
-
Damage: every hit allows a damage die. There are no control effects for ranged attacks. The target cannot affect the attacker.
-
Misses:
-
No success rolled: failed to launch a projectile.
-
Failed on distance: the projectile falls short.
-
Failed on cover/concealment: the projectile hits the cover/concealment.
-
Failed on size: the projectile comes close to the target but misses.
-
Failed on dodging: the projectile would have hit the target if this one didn’t move.
-
Damage
Damage rolls are interpreted in the same manner as other rolls: successes are obtained on multiples of 3.
-
The three basic types of damage are bludgeoning, piercing and slashing.
-
The successes over the armour’s corresponding 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 condition is aggravated based on the damage type.
-
Piercing aggravates the bleeding condition by 1.
-
Slashing aggravates the bleeding condition by 2.
-
Bludgeoning aggravates the stunned condition by a number equivalent to the hits scored on the damage roll.
-
-
Bleeding
-
A player can ignore the maluses from the bleeding condition for a roll, but the condition is aggravated by 1 afterwards.
-
If the bleeding condition needs to be aggravated but is already full, the character becomes incapacitated and starts bleeding to death.
-
A character becoming incapacitated with any level of bleeding starts bleeding to death.
-
A character bleeding to death must make a natural healing[thoughness] test; the difficulty level is equal to the severity of the bleeding condition.
-
On a failure, the bleeding condition is aggravated by 1.
-
If the condition is already full, the character dies.
-
-
If the test succeeds, the character is safe for one round (or minute if in interaction tempo) per hit scored, after which he must make a new natural healing[toughness] test.
-
Stunned
-
If the stunned condition needs to be aggravated but doesn’t have enough free boxes, the character becomes unconscious.
-
A character can attempt a resist schock[thougness] test to reduce his stunned condition; the difficulty level equals the current level of the stunned condition, and every hit reduces the condition's severity by 1.
-
If a character becomes incapacitated while suffering from any level of the stunned condition, he becomes unconscious.
-
Unconscious characters are always considered incapacitated.
-
Unconscious characters cannot spend spirit points.
-
The stunned condition is cleared at the end of the scene.
Death
-
An incapacitated character receiving additional damage dies.
-
Sudden death: a damage roll with twice as many hits as its target’s longest row of injury boxes (checked and unchecked) instantly kills its target.
-
Resuscitation: a dead character can be brought back to life via either a first-aid[survival] test or a medicine[science] rolling test; the difficulty level equals the number of hits scored on the deathblow plus the number of rounds the character has been dead.
-
On a scuccess, the character comes back to life but is still incapacitated and still suffers all his wounds and conditions.
-
Characters who bleed to death cannot be resuscitated in that way.
-
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.
-
A character can only retaliate against characters in front of him (not in his rear or flanks).
-
The target of a retaliation can defend himself normally.
-
A single action can trigger retaliations from many opponents.
-
Moving inside the range of attack of an opponent only allows one retaliation, regardless of the number of steps taken.
Advanced Combat
Special Manoeuvres
Additional actions that a character can take on their turns.
-
Acting Fast: increase a character’s initiative by X for a round; suffer X maluses.
-
Casting Spell: done as a rolling test.
-
Receiving damage while casting a spell imposes on the next roll 1 malus per injury box checked.
-
Provokes retaliations.
-
-
Charge: make a running[athelticism] test; every success adds 3 steps to the movement speed and a bonus die for potential damage.
-
If the character reaches his target, he can immediately make a melee attack.
-
Provokes retaliations.
-
-
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: choose a location to move to; make an acrobatics[grace] roll and move one step per success towards the destination.
-
If the destination is not reached, end up prone.
-
Every hit scored imposes a malus to ranged attacks until the end of the round.
-
Provokes retaliations.
-
Retalations cannot be defended against.
-
Retaliations suffer a malus per hit scored on the acrobatics[grace] test.
-
-
-
Grab: spend 1 hit on a brawling[melee combat] attack made at close range to enter grappling mode.
-
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 malus to attack, strength+3 damage.
-
Medium objects (two-handed): no malus to attack, strength+5 damage.
-
Large objects (two-handed): 1 malus to attack, strength+7 damage.
-
-
Inspire: reduce the afraid condition of allies by 1 per success scored on a persuasion[influence] test.
-
If an ally’s afraid condition is cleared, 1 spirit point per success can be regained instead.
-
Provokes retaliations.
-
-
Intimidate: make an intimidation[influence] roll opposed by an ego[resilience] roll done as a free reaction.
-
Every hit aggravates the afraid condition of the target.
-
An intimidated character can reduce his afraid condition by doing an ego[resilience] test; the difficulty level equals the severity of the condition.
-
Every hit reduces the condition by 1.
-
-
Provokes retaliations.
-
-
Lucky Break: When receiving damage, make a luck[luck] roll as a free reaction; 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 go prone.
-
Every step of movement while prone counts as double.
-
Count as 1 size category smaller when targeted by ranged attacks.
-
Suffer an additional 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 reduces the step cost by 1.
-
Provokes retaliations.
-
-
-
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 retaliations.
-
-
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 to reduce a minor injury.
-
The difficulty level begins at average for the first injury box checked and increases by 1 step for every additional box checked.
-
Every hit allows to uncheck 1 injury box from the targeted injury.
-
Provokes retaliations.
-
-
Skewer: spend 1 hit scored in a melee attack at close range, done with a piercing or slashing attack against a grappled opponent.
-
Piercing or slashing damage ignores the target’s armour.
-
-
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 allows an ally to change his initiative by 1.
-
Provokes retaliations.
-
-
Taunt: Make an insult[influence] test opposed by a detect motive[influence] roll (as a free reaction).
-
Every hit aggravates the angry condition of the target by 1.
-
The target can reduce his angry condition by making a detect motive[influence] test (as an action).
-
The difficulty level equals the severity of the condition; every hit reduces the condition by 1.
-
-
Provokes retaliations.
-
-
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 malus, damage: strength + 1, range increment: 3 metres.
-
Large objects (two-handed)/weapons with a shield trait of 2+: 1 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.
-
-
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 by using the drive control effect.
-
-
No strength or agility-based non-free actions or reactions can be performed outside of brawling[melee combat] ones done against the grappler(s)/grapplee.
-
The grapplee cannot spend hits on damage dice or control effects.
-
The grapplee can become the grappler by spending 1 hit.
-
-
-
Control Effects: The grappler has access to those additional control effects:
-
1 Hit:
-
Release: End the the grapple.
-
-
3 Hits:
-
Throw: Make the grapplee prone; the grappler can either end the grapple or go to the ground with the grapplee.
-
Choke: The chocked character must make a breath holding[resilience] test; the difficulty level begins at routine and increases by 1 step every consecutive round he has been chocked.
-
On a failure, the choked character’s stunned condition is aggravated by 1.
-
-
-
-
Multiple Grapplers: More than one grappler can target the same grapplee; each additional grappler grants a bonus die to other grapplers for their brawling[melee combat] attacks against the grapplee.
Weapon Manoeuvres
A character 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 and suffers X maluses.
-
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 action/reaction using the trapped weapon.
-
Using the hooking weapon for another action/reaction negates the malus.
-
If the wielder of the hooked weapon scores any hit with this one, 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 on the ground to defend against a charge.
-
The character’s melee combat roll suffers X maluses.
-
Add a bonus die to a damage roll for every success scored on the charging character’s running[athleticism] test.
-
Cannot activate 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): Using such weapons in confined spaces aggravates the stunned condition of every character present by X.
-
The effect can be reduced by doing a resist shock[thoughness] test as a free action; every success reduces the stunned condition by 1.
-
Loud weapons 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 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.
-
Shields 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 increased 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 retaliations.
-
-
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 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 dismounts, 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 reaction) 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 training[animal handling] cannot perform any actions in combat.
-
-
Engaging in Combat: For a mount to move inside the range of attack of a 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.
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Damage to a Mount: A character scoring hits in melee combat against a mounted character can choose to target his damage against the mount or the rider.
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A mount can be targeted directly by ranged attacks.
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A mount receiving a major injury flees unless:
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The rider spends a number of riding points equal to the hits scored on the damage roll, or
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The rider succeeds on a riding[animal handling] test (as a free reaction) with a difficulty level equal to the hits scored on the damage roll.
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Otherwise, the mount spends its next turn running away, using its full movement speed and its whole dice pool on a running[athleticism] test.
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During its flight, the mount avoids entering the range of attacks of any character (this can stop its flight).
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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.
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-
-
-
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.
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On a failure, the rider falls prone on the ground, taking falling damage.
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The mount disengages itself from combat.
-
-
-
Grappling: A mounted character and one on foot cannot grapple with 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.
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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.
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Scores of 1 are crippling.
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Scores of 2 are considered weak.
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Average attributes have scores of 3 or 4.
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Scores of 5 are relatively strong.
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Scores of 6 or 7 are exceptional.
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Scores of 8 or 9 are worthy of heroes.
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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.
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.
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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.
“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 (e.g., Lifting (SS)).
The rank of a skill is always added to the rank of its family, unless specified otherwise.
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). Those dice are referred to as base dice. The number of base dice in a dice pool is limited by the current spirit points of the character (details about spirit later).
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. Additional dice can be added to the dice pool on top of the base dice (details in the bonus and malus section).
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 + 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.
If the character has only 3 spirit points left, he will only be able to roll 3d8 until he regains some spirit.
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 3 or more gives one or more successes, as per the following table:
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3 to 5 → 1 Success.
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6 to 8 → 2 Successes.
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9 to 11 → 3 Successes.
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12 to 14 → 4 Successes.
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15 to 17 → 5 Successes.
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18 to 20 → 6 Successes.
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N → N/3 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:
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Routine Tasks (0 successes): No test is necessary unless the task is opposed or maluses are suffered (details later).
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Easy Tasks (1 success): An average character, even without training in the relevant skill, can typically overcome these tests.
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Average Tasks (3 successes): An average character with some experience in the relevant skill can expect to succeed about half the time, with higher chances if additional effort is applied.
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Hard Tasks (6 successes): An average character must have some experience in the relevant skill and apply effort to have a good chance of success.
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Heroic Tasks (9 successes): Success in these tasks requires a character to be skilled, possess good attributes, and apply considerable effort.
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Legendary Tasks (12 successes): Overcoming these tasks requires a skilled character with excellent attributes, considerable effort, and favourable circumstances.
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, on a long period of time, or as a group.
The difficulty level is determined either by the GM, a roll made by an opponent or by different environmental factors and circumstances.
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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.
The GM determines a task is average and, therefore, it requires 3 or more successes to be completed. 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.
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What happened to 2, 4, 5 and the other numbers?
Why do difficulty levels go from 1 to 3 and then to 6 and 9? 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 average task and a hard one should make it easier to decide which one is appropriate in an instant. |
Tierce Ladder
The pattern of 0, 1, 3, 6, 9, 12… is used in many aspects of the game. Bastard Sword uses multiples of 3s for different skills, spell effects and other mechanics; it is referred to as the tierce ladder.
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 6 sided-dice are used, and only dice showing a 6 grant 1 success.
Skills governed by an attribute that has been reduced to 0 cannot be used for any test.
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 4d6 and score 1 success for every 6 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.
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.
In most cases, the difficulty level of an opposed test is zero, but otherwise (most often due to maluses), the difficulty level must be beaten before the hits are compared to the opponent’s.
The character who obtained the most successes wins.
The difference between the two results gives the final number of hits scored by the victor.
If both characters get the same number of successes, the status quo is preserved.
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.
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.
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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.
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.
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.
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 (usually a round). The successes from all those rolls are aggregated together to beat a difficulty level. If a roll grants no success, all previous successes are lost.
Rolling tests should be used when the situation is evolving and the task could be interrupted or abandoned at any time; they are more appropriate for action tempo. Extended tests can be used when the situation is more static.
Picking a lock requires a 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.
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:
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How long is needed to accomplish the task to a specific level or
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How much of the task can be accomplished in a specific time?
The GM determines the basic unit of work for the task and the timeframe needed to accomplish it at an easy difficulty (1 success) (eg, building 1 metre of palisade takes 3 hours at an easy difficulty level).
The number of units of work produced is increased by 1 on the tierce ladder by increasing the timeframe by 1 and/or by reaching a higher level of success on the roll.
The timeframes go as follows:
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1 hour
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3 hours
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Half a day (8 hours)
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1 day
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3 days
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1 week
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1 month
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1 season
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1 year
A character needs to dig a trench. The GM determines that 1m³ of trench can be dug in half a day. If the character wants to dig a 9m by 1m by 1m trench (9 units of work), he could spend 3 days digging and succeed with 1 success, or he could do it in 1 day by scoring 3 successes, or in half a day by scoring 6 successes.
If the project has a fixed timeframe, the player can roll to see how much of it can be accomplished.
The character has 3 days to dig as long a trench as he can. He rolls and obtains 6 successes: he can dig 15m of trench (9m for spending 3 days and obtaining 1 success, increased to 12m for obtaining 3 successes, increased again for obtaining 6 successes).
If the time is more flexible but a specific amount of work needs to be completed, the player can roll to see how long the task takes.
The character needs to dig 12m of trench; the player rolls to see how long it would take and score 3 successes: the character can do it in 3 days (1 week for 12m at 1 success, reduced to 3 days for scoring 3 successes).
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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
Bonuses and maluses can be granted or imposed on players' rolls, modifying their dice pools.
Bonuses grant additional dice to a test.
If a bonus is applied to a rolling test, it benefits every roll, until the situation changes.
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 roll.
A roll cannot have more bonus dice than base dice; a dice pool can at most be doubled through bonus dice. Any additional bonus dice are wasted.
For a skill with a rank of 2, granting a dice pool of 3 dice, a character can gain bonuses from different sources but cannot benefit from more than 3 bonus dice, for a total of 6 dice.
Malus
Many hindrances can affect a character negatively and be translated into maluses (the most common ones are the conditions described below). When a player has to make a roll, he must tally the number of maluses his character suffers; the impact on the roll depends on the sum of those maluses:
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1-3 Maluses: Each adds a malus die to the roll. Malus dice are d4s that subtract a success on a roll of 3 or 4. If the dice pool already includes d4s, ensure malus dice can be distinguished, such as by using different-coloured dice or rolling them separately.
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4-6 Maluses: Each subtracts one success from the roll.
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7-9 Maluses: Each causes the character to lose 1 spirit point for every roll.
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10+ Maluses: Each additional malus requires the player to check 1 injury box on his character sheet. All injury boxes caused by maluses on a roll must be checked on the same line. Details about injuries are provided in the combat section.
A character is carrying a heavy bag, giving him 2 maluses and has had a few too many drinks, gaining another 2 maluses from being drunk. Having a total of 4 maluses, his rolls receive 3 malus dice and 1 success malus.
Some maluses are not linked to any condition as they are transient and will only impact a single roll.
Routine tests don’t usually require a roll. However, if a character suffers from maluses, the GM may call for a roll to account for them; a total of zero successes would still be considered a successful test.
Conditions
Conditions represent lingering effects that impair a character. Each condition has its own way of being alleviated and specific rules, but all contribute to a character’s total malus. Conditions can have up to six levels of severity.
The following eight conditions represent the afflictions a character might suffer:
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Afraid: Reflects fear or intimidation, impairing the character's ability to focus or act decisively. Afraid maluses can be ignored if the character is running away from the source of fear. The condition is negated when the source of fear is removed or through merrymaking.
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Angry: Represents frustration or rage, often clouding judgment, distracting from tasks, or driving reckless actions. Angry maluses can be ignored if the character is taking hostile actions against the source of the anger. The condition is negated when the source of anger is removed or through merrymaking.
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Bleeding: Accounts for active blood loss caused by major injuries. Bleeding maluses can be ignored for a roll, but the condition is increased by one. If a character becomes incapacitated while suffering from bleeding or must aggravate the condition when it is already full, the character begins bleeding to death (details in the combat section). Bleeding is alleviated naturally over time with healing or through medical attention (details in the adventuring section).
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Burdened: Every character has a burden increment rating; every time this burden increment is passed, one burdened malus is gained (more details in the equipment section). The burdened condition goes away by dropping some gear.
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Dizzy/Drunk: Caused by alcohol, drugs, poisons, diseases, and similar effects. The condition is reduced by one every hour.
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Hungry/Thirsty: After spending a day without food or water, a character must do an average difficulty test (three successes required) resist hunger[resilience] test. For every missing success, one hungry/thirsty malus is gained (more details in the adventuring section). The condition is negated by eating to satiety.
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Stunned: A character gets stunned by receiving concussive blows. If a character becomes incapacitated while suffering from the stunned condition or must aggravate the condition when it is already full, he falls unconscious (details in the combat section). The condition goes away at the end of a scene.
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Tired: A character who does not get eight hours of sleep in a day must make a resist fatigue [resilience] test. The difficulty level equals the number of hours of sleep missed. For every missing success, one tired malus is gained. The condition is negated after a full night of sleep (details on sleep below).
Spirit
Spirit points represent both the stamina and morale of a character.
The maximum amount of a character’s spirit points is equal to the sum of his constitution and persona. If either of those attributes changes, the character’s maximum spirit points should be recalculated in consequences.
A character with a constitution of 4 and a persona of 3 has a maximum spirit of 7, (3+4).
Dice pools may never contain more base dice than the tested character’s current number of spirit points.
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.
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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. |
Purchasing Bonus Dice with Spirit
A player can use spirit points to purchase bonus dice for a test; one spirit point can be spent to obtain one bonus dice on a roll.
Purchasing bonus dice this way does not one to obtain more bonus dice than base dice.
A character with a cooking[arts] skill of 2 wants to create a sumptuous meal.
To raise his character’s chance of concocting a truly fabulous feast, the player coul spend spirit points to increase his dice pool. The character’s skill grants him a based dice pool of 3 dice; spending 3 spirit points would allow him to double his dice pool.
The player feels 3 spirit points would be too high of an investment. He decides to content himself with spending 2 spirit points to add 2 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.
Regaining Spirit
A big part of managing a character’s spirit is ensuring he has opportunities to replenish it.
Sleep
One of the primary ways for a character to regain spirit is to sleep.
Every in-game day, a player must make a resist fatigue[resilience] test for his character. If the character had eight hours of sleep (not necessarily consecutive), the difficulty level is routine (0 success needed); for every hour of sleep missing, the difficulty level is increased by one step on the tierce ladder. For every missing success on this test, the tired condition is aggravated by one; if the condition is already at its maximum, spirit points are lost instead. If the resist fatigue[resilience] test is a success, every hit reduces the tired condition# by one; if the condition is completely cleared, spirit points are regained instead, and the character is considered to have had a full night of sleep.
Other factors can negatively impact the quality of sleep of a character. Those include:
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Sleeping without shelter,
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Sleeping without a heat source in the cold,
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Sleeping in extreme heat,
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Sleeping in a noisy environment,
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Sleeping in bright light,
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Sleeping in wet clothes or bedding,
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Sleeping in rigid armour,
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Sleeping in an uncomfortable location (too hard, too cramped, moving, etc.),
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Sleeping immediately after a high-adrenaline situation,
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Having a considerable interruption during sleep (having two short rests instead of a long one) or multiple small interruptions.
Each applicable event can add a malus to the resist fatigue[resilience] test of the player, at the GM's discretion.
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 6 hours long, leading the player to make a resist fatigue[resilience] test with an average difficulty. The GM determines that the rest is uncomfortable and noisy, imposing 2 maluses on the resist fatigue[resilience] test in addition to whatever other maluses the character has.
A character can extend the duration of his rest to offset disadvantageous sleep conditions; every extra hour of sleep grants one bonus die.
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.
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 clear some conditions and restore spirit points and how they can be handled.
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Singing/playing music:
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Test: music[arts], assisted(halved), extended, 10 minutes.
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Dufficulty level: average.
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Bonus: musical instruments grant 1 bonus die.
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Benefits: participants and audience members reduce the angry or afraid condition by 1 per hit; if both conditions are cleared, they regain 1 spirit point per hit.
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-
Dancing:
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Test: dancing[arts], assisted(halved), extended, 10 minutes.
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Dufficulty level: easy.
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Restriction: music must be played (can be a cappella singing)
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Benefits: participants reduce the angry or afraid condition by 1 per hit; if both conditions are cleared, they regain 1 spirit point per success; spectators regain 1 spirit point per 3 successes.
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Reciting poetry:
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Test: poetry[arts], extended, 3 minutes.
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Dufficulty level: easy if the character has reading material, hard otherwise.
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Benefits: audience members reduce the angry or afraid condition by 1 per hit; if both conditions are cleared, they regain 1 spirit point per hit.
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Feasting
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Test: cooking[arts], assisted(halved), 1 hour.
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Difficulty level: equal to the number of people to feed.
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Restriction: cooking equipment and ingredients must be sufficiently available.
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Bonus: fancy ingredients, spices and beverages can grant bonus dice.
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Benefits: the people eating the prepared food clear their hungry/thirsty condition and regain 1 of spirit point per hit scored by the cooks.
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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) could take a few minutes 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.
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Beware of Turnflation
ToDO |
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 their characters do. The GM can demand tests to determine 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.
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Montage
ToDo |
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).
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 character wakes up from a full night of sleep (one where he regains spirit), he gains one experience point in an attribute linked to any skill for which he purchased bonus dice through spirit points since his last full night of sleep.
A character wakes up from a full night of sleep and can gain an experience point in an attribute linked to a skill he used spirit on. The player remembers that he purchased some bonus dice for a breath holding[resilience] test. The attributes linked to this skill are constitution and persona; the player decides to gain an experience point in constitution.
Increasing Skills and Attributes Ranks
A player can raise the ranks of his character’s skills or attributes as soon as one has accumulated experience points equal to its next rank multiplied by three.
A character has a lockpicking[dexterity] skill of 3. Raising it to 4 would cost 12 experience points (4*3).
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.
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.
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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.
Lack of | Virtues | Excess of |
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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.
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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.
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.
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.
Pride
It is good to be aware of one’s worth, but it can be tricky to assess it properly.
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.
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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),
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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.
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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 three 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 nine.
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, this 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 6, to 10; his dice pool is, therefore, 3d12.
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 9, and d12s can be rolled for damage!
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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.
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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.
A character with an initiative of 3 could decide to wait and act at initiative -3.
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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. |
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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,
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Casting a spell,
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An athleticism or acrobatics[grace] action,
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Patching a bleeding wound through medicine[science] or first aid[survival],
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Intimidate or taunt an enemy,
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Inspire his allies,
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Shake off an injury,
-
Reassess the situation,
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Use or interact with an object,
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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.
Some special manoeuvres allows a character to perform more than one action in a round (more details in the "dice limit per round" section and in the "advanced combat" chapter).
Reaction
Reactions are actions performed out of turn.
A reaction is always provoked by another character’s action.
One action can create a chain of reactions, but no character can have more than one reaction in a chain.
An archer is shooting at a far-off character who is engaged with a swordsman. The targeted character is aware of the archer and tries to dodge the arrow coming his way as a reaction; this allows the swordsman to retaliate against the dodging character — a reaction caused by a reaction.
The dodging character now being attacked cannot defend against the swordsman’s retaliation since he already had a reaction in that chain (the original dodging).
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, bonus dice (including those purchased through spirit points), and malus dice do not count towards this limit.
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 3 dice with 3 spirit points and roll a total of six 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.
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.
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 three steps 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:
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Inconvenient terrain: each step counts as one step; running[athleticism] tests receive 1 malus (e.g.: muddy ground, loose rocks, sand),
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Difficult terrain: each step counts as 3 steps; running[athleticism] tests receive 2 maluses (e.g.: icy ground, steep hill, waist-deep swamp),
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Impracticable terrain: one step counts as 6 steps; running[athleticism] tests receive 3 maluses (e.g.: dense bushes, narrow cliff ledge, groin-deep snow).
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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. |
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 number of malus equal to the initiative number on which it is done.
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 5 additional maluses on top of whatever maluses he already suffers. 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 3 additional 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 and two-handed axes.
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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.
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Long range: the character is one step away from medium range.
Colossal and monumental characters' ranges of attack cover vast areas.
A lowland half-man armed with a spear and a troll wielding a kanabo stand 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 receives a malus for each range outside the weapon’s effective range.
-
Close-range weapon:
-
Used at medium range: 1 malus
-
Used at long range: 2 maluses
-
-
Medium-range weapon:
-
Used at close range: 1 malus
-
Used at long range: 1 malus
-
-
Long-range weapon:
-
Used at close range: 2 maluses
-
Used at medium range: 1 malus
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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 an additional 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.
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) as a reaction, 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,
-
2 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
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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
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Flank: The 45° on each side of the front
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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 he is not engaged with another enemy.
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), and 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).
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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.
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Exhaust: The loser loses a spirit point.
-
Stagger: The loser’s initiative is reduced by 1, to a minimum of 0.
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Off-Hand Strike: The winner can immediately make an unarmed attack or an attack with a different weapon than the one used for this attack. The off-hand strike can use a number of dice equal to the number of hits spent on this control effect, but no more than what the skill used for the second weapon allows; those dice do not count in the dice limit per round. The off-hand strike can only target the loser.
-
-
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).
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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.
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Multiple control effects can be applied in the same exchange. Each can also be activated multiple times if the winner has sufficient hits.
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 swordsman uses his hits in this way:
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1 hit to shift one step closer to the halberdier, bringing him into the range of attack of his weapon,
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2 hits to stagger the halberdier twice, enough to make the halberdier’s initiative lower than his own,
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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 the size, distance and cover/concealment of the target (starting at a routine difficulty). A target can also doge a ranged attack if he is aware of it incoming.
Making a ranged attack inside of an opponent’s range of attack allows him a retaliation.
Range Increment
The range increment represents the distance (in metres) a weapon can be used without penalty. Every time the range increment is passed, the difficulty level of the attack is increased by one on the tierce ladder.
Tomahawks have a range increment of 3 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 3 metres has a routine difficulty level (0 success needed). The character could be in the range of attack of his target and suffer a retaliation.
If the weapon is used at a distance between 3 metres and less than 6 metres, the difficulty level is increased to easy (1 success needed).
If the throw is made at a distance of 6 metres or more but less than 9 metres, the difficulty level becomes average (3 successes needed).
Cover and Concealment
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.
-
Adequate cover: about two-thirds of the target’s body is covered.
-
Near complete cover: the whole target’s body is covered, and only small body parts stick out.
Each level of cover increases the difficulty level of the ranged attack by one on the tierce ladder.
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 as if everything is one level less severe:
-
Limited concealment: does not increase the difficulty level,
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Adequate concealment: increases the difficulty level by one step on the tierce ladder,
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Near complete concealment: increases the difficulty level by two steps on the tierce ladder.
The attacker needs to know the location of his target, even in near complete concealment.
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, the difficulty level of the attack is increased by one step on the tierce ladder.
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;the successes scored on the dodging roll are added to the difficulty level of the ranged attack.
Dodging allows retaliation.
Damage
If the attacker has remaining successes after considering the distance, cover/concealment, size and dodging of the target, those become hits. Every hit allows one damage dice. There are no control effects for ranged attacks, and the target cannot affect the attacker.
Misses
If a ranged attack fails, the GM (or player) can narrate a different result depending on which step it failed.
-
Failed due to 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).
-
If the roll ended up with negative successes due to malus, more severe consequences can be imposed.
-
-
Failed on the distance: if the range increment brought the difficulty level above the successes obtained on the roll, the projectile falls short.
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Failed on cover/concealment: if the cover or concealment brings the difficulty level above the successes obtained on the roll, the projectile strikes whatever is providing cover/concealment, whether an object or a character.
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Failed on size: if the small size of the target brings the difficulty level above the successes obtained on the roll, the projectile goes over the target; it can hit something behind the target.
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Failed on dodging: the target avoids the projectile. If something or someone stands directly behind or next to the target (relative to the direction the projectile is coming from), it can be hit by the projectile.
A bowman shoots at a bandit 15 metres away. The difficulty level starts at routine (0 success needed), and, since 15 metres is inside the range increment, it is not increased to easy yet.
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 difficulty level is increased by two steps on the tierce ladder to average (3 successes needed).
The bowman and the bandit are both medium-sized; the difficulty level is not impacted.
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; he scores 2 hits and can roll 2 damage dice.
There are no control effects for ranged attacks, and the target cannot affect the attacker.
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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 damage types will be listed as:
-
X: The weapon cannot cause this damage type,
-
0: The weapon causes this damage type without any bonus or malus,
-
+1: The weapon benefits from bonus dice (equal to the number listed) when performing this damage type,
-
-1: The weapon suffers a malus (equal to the number listed) when using this damage type.
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.
A swordsman obtains 6 hits on an attack and spends them to obtain damage dice. Since he is the attacker, he gains 1 damage die per hit spent.
The rapier he is wielding can inflict damage with a 1 die bonus for piercing attacks or with a 1 die 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.
Maluses imposed on a character’s skill test do not transfer to damage rolls. Condition maluses do not affect damage rolls.
Size and Damage
A character rolling damage dice against a larger opponent suffers one malus for every size category difference between him and his target.
A lowland half-man (small-sized) landed a blow against a troll (large-sized) and is rolling for damage. The troll is two size categories larger so the lowlander’s damage roll receives 2 malus dice.
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).
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 — that would mean having it become a major one — or to mark 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 caused by slashing attacks impose two levels of the bleeding condition while those stemming from piercing attacks impose one.
A player can choose to ignore his bleeding condition for a single roll, but the condition aggravates by one point after the roll.
If there are no more unmarked bleeding boxes when the bleeding condition needs to be aggravated, the character becomes incapacitated and begins bleeding to death.
A thief is caught by a guard who decides to act as judge, jury, and executioner. Uninterested in fighting, the thief attempts to flee. However, moving away from the guard allows the latter to retaliate. The guard lands a slashing blow, causing a major injury that inflicts the bleeding condition at a severity of 2.
After resolving the retaliation, the thief reaches a wall and attempts to climb it. To avoid the two malus dice from his bleeding wound, the thief decides to ignore the condition; it is thus aggravated to a severity of 3.
Stunned
A major injury from a bludgeoning attack causes the character to become stunned. The severity of the stunned condition gained is equal to the number of hits rolled on the damage roll causing the major injury.
On his turn, a stunned character can attempt a resist shock[toughness] test as an action to reduce the stunned level; the difficulty level equals the severity of the stunned condition. Each hit reduces the condition’s severity by one.
If the stunned condition of a character needs to be aggravated while already full, the character becomes unconscious.
A character who becomes incapacitated while suffering from the stunned condition immediately falls unconscious.
The stunned condition is cleared at the end of a scene.
A mercenary is struck by a knight’s warhammer, resulting in a bludgeoning major injury. Since the damage roll resulted in 3 hits, the mercenary gains the stunned condition at a severity 3.
On his turn, the mercenary attempts a resist shock [toughness] test to reduce his stunned condition; the difficulty level is 3, equal to his stunned condition. He rolls 2 hits, reducing the condition to 1 and improving his chances in the fight.
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. The difficulty level of this test is equal to the severity of his bleeding condition. On a failure, the severity of the condition 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, the character survives. On a success, the character is safe for a number of rounds equal to the hits scored, after which he has to make a new test.
A character is incapacitated by a slashing attack that causes more damage than the character could withstand. This attack forces the player to aggravate his bleeding condition by 2; this brings him to a total bleeding condition of 4.
On his turn, the player must make his first natural healing[toughness] test; the difficulty level is 4 (the severity of his bleeding condition).
The player purchases 2 bonus dice with spirit points, bringing his dice pool to 6d8; he obtains 5 successes and is safe for 3 rounds.
The combat progresses, and 3 rounds later, the player must do a second natural healing[toughness] test. Only 2 successes are rolled this time: the player fails, and he must aggravate his bleeding condition and he will need to make a new test on the following round.
If a character becomes incapacitated while bleeding in interaction tempo, every hit gives the character a minute before he needs to test again.
Unconscious
An unconscious character remains so until he succeeds on a resist shock[toughness] test. He can do such a test every time the tempo changes; the difficulty level equals his current stunned condition. Each hit reduces the stunned condition by one.
The stunned condition of an unconscious character is reduced by one at the end of a scene, but that doesn’t allow the character to regain consciousness.
A brawler receives a strong blow from an opponent; 5 hits are scored on the damage roll, more than what the brawler can mark as a single injury, leading him to become incapacitated, gain the stunned condition at a severity of 5, and become unconscious. This marks the end of combat, and the tempo changes from action to interaction; the unconscious brawler can make a resist schock[thoughness] test with a difficulty level of 5. He fails the test and will remain unconscious for the time being.
The brawler’s companion resolves the situation and brings his unfortunate associate away with him. The scene ends, lowering the brawler’s stunned condition to 4. The tempo passes to transition, and a new resist shock[thoughness] test is made, with a lower difficulty. The test is successful and the brawler regains consciousness.
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 is 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 (checked and unchecked), the character instantly dies.
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. 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 were a normal attack. The character making retaliation is considered the attacker.
Retaliations are resolved before the actions that caused them.
A single action/reaction can trigger retaliations from multiple opponents.
Retaliations are limited by the chain reaction rule (a character can only have one reaction inside of a reaction chain).
If a character provokes a retaliation by moving, only one retaliation is granted per enemy, regardless of the number of steps taken.
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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. |
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 adding maluses to every roll he makes for the remainder of the round.
The character’s initiative returns to normal at the end of the round.
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 3 maluses 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.
-
Effect:
-
Increases initiative by X until the end of the round.
-
Suffers X maluses 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 rolling test.
Receiving damage while casting a spell imposes maluses on the following casting roll: one malus per injury box checked.
Casting spells causes retaliation.
Casting spells is described in detail in the magic chapter.
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 2 maluses.
-
Prerequisite: Access to one type of magic.
-
Roll: Depends on the spell cast, done as a rolling test.
-
Receiving damage imposes 1 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 him to add three steps to his regular movement.
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 bonus die per success scored on the running[athleticism] test to his damage roll (the limit to bonus dice applies).
A spearman charges an opponent 24 steps away; he needs to cover 22 steps to be within the range of attack of his weapon.
Since his movement speed is 12 steps, he needs 4 successes to reach his target (12+4*3=24). The player has to decide how to split his dice pool; he must attribute a minimum of 1 die to the running[athleticism] test, but since the skill only grants him six-sided dice, he needs to invest at least 2 dice to have a chance at obtaining 4 successes.
The player elects to roll 3 dice for his running[athleticism] test; he scores 4 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 2 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 scored 4 successes on the running[athleticism] test, he could add 4 bonus dice to his damage roll, but he is limited by the dice limit and rolls a total of 4 dice for damage (2 base dice + 2 bonus dice).
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Prerequisite: Must not be engaged with the target.
-
Roll: Running[athleticism] + any[melee combat]
-
Effect:
-
Add 3 steps to movement speed per success on a running[athleticism] test.
-
If the charging character reaches his target, he makes a melee attack.
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The target can defend.
-
Each success from the running[athelticism] test grants 1 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.
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 the turn of the first bandit facing the defensive guard comes, 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.
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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.
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Cannot be used to score hits.
-
Last until the character's next turn or until the character performs a non-free action or reaction.
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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 and can end on his feet.
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 malus for every hit scored on the acrobatics[grace] test of the dodge rolling character. The same maluses apply to every ranged attack against a character who performed a dodge roll in the same round.
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 an additional 2 maluses 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.
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Roll: Acrobatics[grace].
-
Effect:
-
Determine a destination to dodge roll to.
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Move 1 step per success; additional successes are hits.
-
Become prone if the destination is not reached.
-
Every hit imposes a malus on every ranged attack targeting the character until the end of the round.
-
-
Provokes retaliations.
-
Cannot defend against those retaliations.
-
Retaliations suffer a malus per hit scored on the acrobatics[grace] test.
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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.
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Prerequisite: Must be within close range of the target.
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Cost: 1 hit from a Brawling[melee combat] attack.
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Effect:
-
Gabs the opponent
-
Give access to grappling control effects
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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; maluses on melee combat roll can, therefore, be applied.
Type of Object | Malus to attack | Damage | Note |
---|---|---|---|
Very light |
- |
strength |
No more damage than unarmed strike. |
Light |
- |
strength + 1 |
|
Medium |
1 |
strength + 3 |
Used one-handed |
Medium |
- |
strength + 5 |
Used two-handed |
Large |
1 |
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:
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.
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 1 malus on his attack rolls as the bone cannot be used two-handed.
-
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 malus, Damage: strength+3
-
Medium objects (two-handed): no malus, Damage: strength+5
-
Large objects (two-handed): 1 malus, Damage: strength+7
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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). Inspiring allows allies to reduce their angry condition or increase their spirit. The successes can be distributed amongst any number of allies within hearing distance; each success allows to reduce the afraid condition by one. If the condition is completely cleared, one spirit point per success can be gained instead.
A character cannot inspire himself.
Inspiring provokes retaliations.
This manoeuvre cannot be used outside of action tempo.
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 scared and 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 can clear his afraid condition with 3 of those successes and regain 2 spirit points with the remaining ones.
-
Roll: Persuasion[influence].
-
Effect: Reduce the afraid condition of allies by 1 per success.
-
If an ally’s afraid condition is cleared, 1 spirit point per success is gained instead.
-
-
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’s afraid condition is aggravated by one.
A character can make an ego[resilience] test as an action to reduce his afraid condition; the difficulty level is equal to the severity of the condition, and every hit reduces this one by one.
The target of intimidation must be able to view and hear the intimidating character.
Intimidating an opponent provokes retaliations.
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 must aggravate his afraid condition by 2.
-
Roll: Intimidation[influence]
-
Opposed: Ego[resilience] (as a free reaction)
-
Effect:
-
Every hit aggravates the afraid condition of the target by 1.
-
A character can reduce his afraid condition by doing an ego[resilience] test (as an action).
-
The difficulty level equals the severity of the condition.
-
Every hit reduces the condition by 1.
-
-
-
Provokes retaliations.
Lucky Break
A character struck by a mighty blow may sometimes find fortune smiling upon him, allowing the damage to 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.
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.
-
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.
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.
-
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 maluses.
Fighting in melee combat against standing opponents while prone imposes a malus.
If a character is prone facing the ground, standing opponents attacking him are rearing him.
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.
-
Cost: 1 step of movement.
-
Effect:
-
Every step of movement counts as double.
-
Count as 1 size category smaller when targeted by ranged attacks.
-
1 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.
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.
-
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.
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.
-
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.
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.
-
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
Not all injuries are as severe as they first appear.
A character can use an action to reduce the severity of a minor injury by making a resist pain[toughness] test. The difficulty level for an injury with one box ticked is average (3 successes needed) and increases by one step on the tierce ladder for each additional box ticked. For every hit scored on the test, one injury box can be unticked.
This can only be done for injuries taken in the same tempo. Once the tempo changes, injuries become fixed and can no longer be shrugged off.
Shrugging off wounds provokes retaliation.
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 ticked; the difficulty level for the resist pain[thoughness] test is hard (6 successes needed). The player rolls 7 successes, granting him 1 hit: 1 injury box can be unticked.
-
Roll: Resist pain[toughness].
-
Difficulty level: average for the first injury box, increase by one step for every additional box.
-
Effect: Every hit reduces the minor injury by 1.
-
Provokes retaliations.
Skewer
Armour can be very effective at protecting a combatant, but none of it is completely free of gaps that can be exploited.
To skewer an opponent, the following conditions must be met:
-
The skewering character must wield a slashing or piercing weapon.
-
The skewering character must spend 1 hit scored with the weapon.
-
The target of the skewer must be the grapplee in a grapple, either by the skewering character or by an ally.
-
This can be done immediately after a grab if the weapon uses the brawling[melee combat] skill.
-
-
The target of the skewer must be in close range of the skewering character and in the range of attack of the weapon.
Piercing and slashing damage rolls done in the same exchange as the skewer manoeuvre ignore all armour.
-
Prerequisite:
-
The target must be the grapplee in a grapple.
-
The target must be in close range and in the range of attack of the weapon used.
-
The weapon used must do piercing or slashing damage.
-
-
Cost: 1 hit scored in an attack with the weapon.
-
Effect: Piercing and slashing damage ignore the target’s armour.
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. A number of maluses equal to the difference between the snipping character’s initiative number and the initiative number on which the snipped attack is triggered is added to 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.
An archer wants to shoot a knifeman hiding behind complete cover; the difficulty level would be increased by 3 steps on the tierce ladder. 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 2 additional maluses.
-
Prerequisite:
-
Wield a ranged weapon.
-
Determine a target and a trigger.
-
-
Effect: Delay a ranged attack until a specific trigger.
-
The attack suffers a number of maluses 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.
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.
-
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 aggravates the angry condition of the target.
The target of a taunt must be able to see and hear the taunting character.
A character can reduce his angry condition by doing a detect motive[influence] test as an action. The difficulty level of this test is equal to the severity of the condition; every hit reduces the condition by one.
Taunting provokes retaliations.
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 2 maluses from the angry condition. Actions directly hostile towards the barbarian are unaffected.
-
Roll: Insult[influence].
-
Opposed: Detect motive[influence]
-
Effect:
-
Every hit aggravates the angry condition of the target.
-
Lasts until the scene changes or the taunting character is incapacitated.
-
-
The target can reduce his angry condition by doing a detect motive[influence] test (as an action).
-
The difficulty level equals the severity of the condition.
-
Every hit reduces the condition 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.
Size of Object | Malus to attack | Damage | Range increment |
---|---|---|---|
Tiny |
- |
0 |
10 metres |
Small/close-range weapons |
- |
strength |
10 metres |
Medium/medium-range weapons/long-range weapons |
1 |
strength + 1 |
3 metres |
Large/Weapons with shield(2+) (require two hands) |
1 |
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.
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 malus, and the range increment is 3 metres (about the distance at which the animal sits).
The player obtains 5 hits on his roll allowing him 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.
-
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 malus, damage: strength + 1, range increment: 3 metres.
-
Large objects (two-handed)/weapons with shield(2+): 1 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.
-
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.
-
-
No strength or agility-based non-free actions or reactions can be performed outside of brawlin[melee combat] actions and reactions against opponents involved in the grapple.
-
The grapplee cannot spend hits for damage or control effects.
-
The grapplee can become the grappler by spending 1 hit and can then spend his remaining hits normally.
Control Effect
The grappler has access to those additional control effects:
-
1 hit:
-
Release: End the grapple.
-
-
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 choked character can make a breath holding[resilience] test as a reaction to resist the choke. The difficulty level begins at routine (0 success needed) and increases by one step on the tierce ladder for every consecutive round a choke has been performed. On a failure, the stunned condition of the character is increased by one.
-
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 to exhaust the drunk. The drunk makes a breath holding[resilience] test with a routine difficulty level and succeeds; he doesn’t need to aggravate his stunned condition yet.
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 makes a breath holding[resilience] test; the difficulty level is increased to easy (1 success needed). Since the drunk didn’t defend, he has all his dice pool for the breath holding[resilience] test; he fails and must aggravate his stunned condition by 1.
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 whether 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. Each additional grappler grants all other grapplers a bonus die on their brawling[melee combat] attacks against the grapplee.
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,
-
X maluses are 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.
-
Effect:
-
The target movement is reduced to 0.
-
The target suffers X maluses.
-
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 lasts until the character releases it. It costs nothing to get out of 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 X maluses on every roll made with the trapped weapon.
The maluses last until the hooking weapon is used anew or until hits are scored using the hooked weapon (any number of hits).
-
Effect: The targeted weapon suffers X maluses.
-
Using the hooking weapon for another action or reaction negates the maluses.
-
Scoring hits with the hooked weapon negates the maluses.
-
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.
-
Prerequisite: Must be able to grab the weapon with two hands.
-
Effect: Can cause bludgeoning damage using the piercing damage dice.
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 bonus die 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 X maluses.
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.
-
Prerequisite: defending or making a retaliation against a charge.
-
Effect:
-
X maluses imposed on the melee combat roll.
-
Adds 1 bonus die 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.
-
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] rolling test; the difficulty level equals X.
-
Roll: Sleight of hand[dexterity] rolling test, 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 aggravates the stunned condition of every character (capable of hearing) present by X. This effect can be reduced by a resist shock[toughness] test (as a free action); every success reduces the condition by one.
Loud weapons are also noisy (see below); their noisy value equals their loud value.
-
Effect: aggravates the stunned condition by X if used in a constrained space.
-
A resist shock[toughness] test (as a free action) can reduce the malus by 1 per success.
-
-
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.
-
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.
-
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 done with the weapon’s skill.
-
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.
-
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.
Unstrapping a weapon provokes retaliation.
-
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 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 training[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.
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Fauns: part beasts,s part humanoids, almost hunted to extinction.
-
Trolls: large humanoids, boulders temporarily turned to flesh, robust and resilient.
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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 |
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Attributes |
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Size: Medium |
Height: 150cm to 190cm |
Weight: 50kg to 100kg |
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Age: adult at 16 |
Life Expectancy: rarely live past 85 |
Movement: 12 steps per round |
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Virtues: Devious/Cunning +1 |
Traits: Fast Learner |
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Skills |
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Subrace: (pick one, based on ethnicity) |
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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.
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Attributes |
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Size: Medium |
Height: 110cm to 140cm |
Weight: 50kg to 90kg |
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Age: adult at 23 |
Life Expectancy: rarely live past 125 |
Movement: 9 steps per round |
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Virtues: Frank/Pedantic +1 |
Traits: Low Light Vision II, Beast of Burden |
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Skills |
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Subrace: (pick one, based on caste) |
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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.
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Attributes |
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Size: Small |
Height: 105cm to 135cm |
Weight: 20kg to 35kg |
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Age: adult at 20 |
Life Expectancy: rarely live past 115 |
Movement: 14 steps per round |
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Virtues: Debauched/Epicurean +1 |
Traits: Lucky |
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Skills |
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Subrace: (pick one, based on environment) |
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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 |
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Attributes |
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Size: Medium |
Height: 170cm to 200cm |
Weight: 75kg to 110kg |
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Age: adult at 14 |
Life Expectancy: rarely live past 65 |
Movement: 12 steps per round |
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Virtues: Daring/Reckless +1 |
Traits: Strong Grip |
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Skills |
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Subrace: (pick one) |
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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
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Features: (pick two) |
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Village
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Features: (pick one) |
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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
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Skills |
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Context: (pick one) |
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Labourer
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Skills |
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Field: (pick one) |
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Noble
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Skills |
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Culture: (based on race) |
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Scholar
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Skills |
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Expertise: (pick one) |
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Tradesman
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Specialty: (pick one) |
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Life Events
Life Events blurb ToDo
Achievment
Achievment Blurb ToDo
Saved a Fellow
Blurb ToDo Cost: 0 |
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From what? (pick one) |
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Won a Contest
Blurb ToDo Cost: 0 |
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What kind? (pick one) |
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Familial
Familial Blurb ToDo
Early Life Circumstances
Blurb ToDo |
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Death of a Relative
Blurb ToDo Cost: 0 |
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Who? (pick one) |
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Cause? (pick one) |
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Miscellaneous
Blurb ToDo |
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Hardship
Hardship Blurb ToDo
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Injury
Injury Blurb ToDo
Cost: 0
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Cause (pick one) |
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Consequence (pick one) |
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Material
Material Blurb ToDo
Found a Valuable item
Blurb ToDo |
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Cost: 0 |
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What? (pick one) |
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Inheritance
Blurb ToDo |
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Cost: 0 |
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What happened? (pick one) |
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Notable Aquisition
Blurb ToDo |
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Cost: 0 |
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Social
Social Blurb ToDo
Went Down
Blurb ToDo Cost: 0 |
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How Low? (pick one, must start higher) |
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Went Up
Blurb ToDo Cost: 0 |
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How High? (pick one, must start lower) |
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Supernatural
Supernatural Blurb ToDo
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Occupation
Occupations blurb ToDo
Academic
Engineer
Engineer Blurb ToDo
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Historian
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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)
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Medium: 3 * (strength + constitution)
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Large: 30 * (strength + constitution)
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Huge: 300 * (strength + constitution)
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Colossal: 3 000 * (strength + constitution)
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Monumental: 10 000 * (strength + constitution)
Every time a character passes his burden increment, his burdened condition is aggravated by one.
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, his burdened condition is increased to 1
If he carries more than 30 but no more than 45 points of burden, his burdened condition is aggravated to 2.
It is not uncommon for people to be slightly overburdened.
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, and he, therefore, suffers the burdened condition at a severity of 1.
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.
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.
-
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: easy.
-
Belt with pouches: Sleight of hand[dexterity], difficulty: average.
Obviously, dropping packs opens the characters to having their belongings stolen or losing them if they need to retreat quickly.
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. |
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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.
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.
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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.
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 |
Cervelliere |
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 |
Armet, Bascinet, Sallet |
Reduces field of vision when closed. |
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 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.
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.] |
Strength + 3 |
X / X / 0 |
Close |
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.] |
Strength + 3 |
X / 0 / 0 |
Close |
|
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.] |
0 |
X / X / X |
Close |
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.] |
Strength + 5 |
X / +1d / X |
Long |
Trip |
Spear, Light |
3p - 5p |
7 |
1H Hafted[melee c.] |
Strength + 3 |
X / +1d / X |
Long |
Trip |
Spear, Trident |
1s - 3s |
8 |
1H Hafted |
Strength + 5 |
X / 0 / X |
Long |
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.] |
Strength + 3 |
X / 0 / 0 |
Medium |
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 |
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. |
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.
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. |
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 |
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 |
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 |