Académique Documents
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from
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Zachary Irwin, James Lacombe, 2014. All Rights Reserved.
[The art assets are not final and do not reflect the final product.]
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All contents copyright 2013-2014 by Zachary T. Irwin, James T. Lacombe, and Me, Dio All rights reserved.
This book is dedicated to Daniel Paris. By me. Dio.
Special thanks to me, Dio.
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Talkers are usually more articulate than doers, since talk is their specialty.
-Thomas Sowell
...Wait, dont print that.
-Jimmy Rome & the Lads
Chapter 0
What is Song of Swords?
Mago laughed despite himself as he vaulted the barricade. The enemy was broken, and this was their last bastion, but his unit had caught
them here before they could reform. Mago landed before a man struggling with the match of his arquebus. The man looked up. With an
exultant whoop, Mago drew his saber and cut the mans right arm off at the elbow in the same motion. The limb fell, its fingers still
holding the powder-horn, and Mago walked past, pushing the man out of his way just as he began to scream at the stump of his own arm.
A lancer approached, and Mago wove out of the way of the polearm, two-stepped forward, and snapped out with a cut that caught fingers
between blade and haft, cleaving all of the digits from the spearmans forward hand. He barked aloud in wordless triumph, and swept in
to hammer aside a high blow from another swordsman. Grasping his foe by the collar, Mago saw his face. Little more than a child, brown
eyes wide, mouth moving in wordless fear. Mago blinked, and then caved the boys head in with three terrible blows from the spiked
pommel of his sword. He threw the corpse away, and flung himself into the melee, as his brothers closed the net. The slaughter was
absolute, men who had raided and pillaged Dacian land for years died on their knees, begging for Dacian mercy. They got what they
asked for.
Mago brought his sword down, cleaving a pleading nomads head down through to the teeth. He wrenched his sword free and flung his
arms wide. There were no more left to kill. The Fighting Volkodavs howled in triumph on a mountain of corpses. A gunshot rang out.
Mago heard someone scream. The voice sounded familiar.
Then he hit the ground. White-hot pain erupted from his upper thigh, where the bullet had struck him in the back. He realized that he was
screaming, and all at once it hit him. The cold mud in his hair, on his face. He knew that he would live, somehow. Limping for life, but
alive. He forced open his eyes, through the tears of pain, and scanned the perimeter for the source. Who? he tried to breathe through
gritted teeth, pain and fury foaming in his mouth. Who shot me? I must know, he felt a tooth crack as his eyes settled on the source of his
ruin.
The one-armed man, pale from loss of blood and fading fast, grinned over the smoking barrel of his arquebus.
Song of Swords is a historical and fantasy tabletop role-playing game that puts its emphasis on realism. It's a game about intense life or
death conflicts, adventure with peril around every corner, deep stories, involved characters and no holds-barred combat.
Song of Swords isn't a game with hit points or ablative health. Here, injuries are devastating, debilitating, and dead-serious affairs. Even
blows that don't kill immediately can kill with blood loss, or infection from sloppy treatment. Injuries survived can leave limps, lameness
or even crippling disabilities. Your armor can protect you, but so can your speed and mobility, quick wits and skill at arms.
You decide your characters' goals, and through the use of the Arc Points system, your character grows by following the goals that you
decide for him, in addition to those chosen by the Game-Master to give structure to the game's narrative. Violence may be a means to an
end, but its danger means that you must pick your battles wisely, instead of charging headfirst into every combat situation.
These elements combine to create a game in which the heroism of the characters is genuinely heroic. When even one slip-up can mean
dismemberment or death, it takes real courage to face danger, and courage is what heroes are made of. This isn't a game for the faint of
heart.
Whether you fancy a campaign as 15th century Englishmen fighting in France under Henry V, or a desperate last stand against the
Mongols in Hungary, Song of Swords can provide your Historical role playing experience. Or perhaps youre more interested in fighting
Grues in the hideous depths of the Kaselreich, or fighting Goblins in the brutal tunnels of Cross Way beneath the iron hills of Dace.
Again, weve got you covered. Welcome to the Song of Swords.
There are many kinds of Tests and Checks in Song of Swords, including Skill Tests, Attribute Checks, and Attack Rolls. These work in
different ways, as described in their own sections. These can include characters rolling against each other and comparing their Successes,
as in Skill or Initiative Contests, or subtracting from each others Successes, as in Combat Rolls.
Rounding
In any situation in which a number would be divided, such as a Compound Attribute, or Bonus Successes in certain maneuvers or other
actions, always Round Down.
Critical Failures
A critical failure is when a character fails to roll any Successes on a Test. This represents a spectacular failure on the part of the
attempting character. Some Tests have pre-set Critical Failure rule, others should be made up on the spot by the GM based on the
situation.
Attribute Checks
An Attribute Check is any situation in which a characters raw ability is put to the test, not through the medium of a skill or proficiency
with a weapon, but in an act of sheer, brute ability. Examples of an Attribute Check would be Strength at 4 required success, for trying to
hold up the primary support beam to a collapsing building while others escape, or Intelligence at 1 required success, for attempting a
simple logic puzzle.
The Target Number (TN) for all Attribute Checks is 8.
When making an Attribute Check, the character has a Difficulty established for the Check in the number of Required Succes (RS), as
normal, and rolls a Pool equal to the Attribute at TN 8 to try and defeat that Difficulty. The TN for Attribute Checks does not normally
change (it can be altered by certain Boons and Banes) and the Difficulty is the primary measure for deciding the Checks level of
challenge.
As a rule, Difficulty 1 (one success required) is effortless, whereas Difficulty 4 is excruciatingly difficult, and Difficulty 6 is the
equivalent of catching a fruit fly with a spoon while riding on a bobsled, blindfolded, in the rain.
Example: Maya, the intrepid merchant, is attempting to climb a cliff to avoid some bandits on the road. Checking the Athletics skill for
details, her Mobility score is 10, and her Athletics skill has set the TN for this attempt at 7. The Difficulty of this roll is 3 , so Maya
needs 3 Successes in order to reach the top without incident. Rolling her Pool of 10, she gets a 3, 7, 5, 10, 4, 7, 10, 9, 1, and a 9. Six of
the dice she rolled met or exceeded the TN, giving her 6 Successes. Since the Difficulty of the roll was 3, this means she won the Test,
and had 3 Bonus Successes in addition. The GM decides that 3 Bonus Successes means she performed the action very quickly, in
addition to succeeding, and so Maya makes it to the top of the hill in record time.
If Maya had only rolled 2 Successes, then she would not have succeeded in climbing up the cliff. If she had rolled no Successes, then it
would've been a Critical Failure (see above) which could have had disastrous consequenceslike her falling off the cliff to serious
injury, or worse, attracting the attention of the bandits she was trying to avoid!
Song of Swords is a game about characters. Characters controlled by the players are called Player Characters (PCs) while the rest
are controlled by the Gamemaster (GM), called Non-player Characters (NPCs). In order to ensure a fun and balanced game for
everyone, all characters are created using a system called Character Generation. In Character Generation, the GM establishes the
Power Level that the players will use, so they can be balanced relative to each other. The GM should also establish if the
campaign will be a Fantasy Campaign or a Historical one, as some aspects of Character Generation may be different.
Character Generation
Character Generation is a multi-step process for creating a character. Players and the GM alike use this section to create
characters. Characters are built using Creation Points (CrP) which are spent on different aspects of the characters like their
attributes, skills, proficiencies, and so on. The amount of CrP a character has to spend at Character Generation is based on the
Power Level of the campaign, which is decided by the GM.
Table 1.1 Power Level
Campaign Power
CrP
Maximu
m CrP
per
Category
14
Low Power (Recommended for Realistic mediumpowered Historical and Fantasy Campaigns)
16
22
30
10
38
10
Race
Attributes
Skills
Profs
Social Class/Wealth
Boons &
Banes
Magic
Tier 1
26
Slave/Nothing
-15
Tier 2
29
Peasant/(1 gp)
-10
32
-5
35
38
12
12
Tier 4 40
15
15
10
42
18
18
15
Tier 5 44
21
21
20
46
24
24
25
10
48
27
27
30
3
4
Tier 3
Not in Beta.
Race
Race refers to a characters race in the context of fantasy settings, in which races other than Humans exist. Not all races are
created equal, and some possess powers, abilities, weaknesses or qualities that set them apart from (and thus worth more or less
than) Humans.
The amount of CrP devoted to a characters Race score determines what Races are available. Abilities and traits given by
choosing a race can be recording in the Boons and Banes section on the character sheet, but do not affect the purchasing of Boons
and Banes at Character Generation.
The number of CrP placed into the Race section determines what tier of races are available for the Character, as shown in
Table 1.2 above.
- Add sidebar about Historical campaigns and race All characters in a historical campaign will, naturally, be human (at least until the aliens figure out how to use wi-fi), so assume
that all historical characters automatically spend 1 CrP in Race.
Table 1.3 Race Tier Chart
Tie
r
Races
CrP Cost
Tie
r1
Human, Goblin
Tie
r2
Dwarf, Zell
Tie
r3
Burdinadin, Ohanedin
Tie
r4
Orredin
Tie
r5
Attributes
These are a characters raw physical and mental abilities, unhoned by acquired skill or knowledge of arms. These are the base
components of a characters makeup, their strength, their perceptiveness, their agility of body and mind. There are eight
Attributes, which are listed in the Attributes section of Character Generation in greater detail. Attributes also contribute to
Compound Attributes (see further below), which are essentially combinations of a characters qualities, that are frequently used
for tasks that would logically involve more than one Attribute. The number of CrP devoted into Attributes grants a character
more Attribute points, which can be placed into the Attributes as desired. There are eight Core Attributes: Strength, Agility,
Health, Endurance, Willpower, Wit, Intelligence and Perception.
When devoting CrP into the Attribute Category, consult Table 1.2 to see how many Attribute Points you get for your CrP
investment.
Strength (STR)
Strength is a character's ability to apply force, whether it be lifting a cart off of a trapped child, or smashing someone's
head in with an axe.
This covers full body strength, not just how many phone books he can rip in half. Strength influences many physical
activities that are based off of force and strength, but also determines the base damage inflicted by melee weapons in
combat.
Strength is part of the Toughness and Mobility Compound Attributes.
Agility (AGI)
Agility is how dextrous a character is, a gestalt of physical flexibility, speed and coordination.
Performing delicate tasks, balancing on difficult terrain, and the quick, dance-like footwork of high-speed combat are
all the realm of Agility. Agility influences many physical activities that are based off of mobility and manual adroitness.
Agility is part of the Adroitness and Mobility Compound Attributes.
Endurance (END)
Endurance is a characters stamina, and ability to cope with physical strain and exertion over long periods of time.
Endurance is a combination of qualities, like cardiovascular development, that contribute to a character being able to
continue strenuous activity for long periods of time. Endurance factors into a characters Encumbrace score, which
allows them to wear more armor, carry more equipment, and lug around more shekels before becoming hindered by the
extra weight.
Endurance also factors into how well a character can handle bloodloss, and governs certain skills.
Endurance is part of the Toughness and Mobility Compound Attributes.
Health (HLT)
Health is a character's raw constitution.
Health is a characters physical robustness, resistance to disease and infection and the general state of their health.
When injuries are sustained, having a higher Health makes wounds easier to recover from.
Health is part of the Toughness Compound Attribute.
Willpower (WIL)
Willpower is a characters force of will, determination and force of personality.
Willpower is also the ability to focus through distraction, control ones emotions, and resist pain, intoxication, and other
(sometimes magical) things that affect the mind. It is also a core component in a strong personality, and thus factors
heavily into human interactions.
Willpower is part of the Charisma Compound Attribute, as well as Grit (see Grit, pg. X.X).
Wit (WIT)
Wit is the speed and flexibility of the mind.
Wit is a characters quick-thinking, improvisational skills and ability to cope with rapid bursts of information and
activity without being overwhelmed. From telling jokes to dueling with swords, Wit is important for many activities,
and is one of the Attributes that no hero should be without. Wit factors into the Adroitness and Charisma Compound
Attributes, and also influences a great many skills.
Wit is part of the Adroitness and Charisma Compound Attributes.
Intelligence (INT)
Intelligence is a character's ability to collate, process, recall and connect information in a logical manner.
It isn't how 'smart' a character sounds or acts, but rather how good he is at truly understanding concepts and analyzing
facts. Intelligence comes up primarily in engineering, architecture, linguistics and sciences, in which thinking fast isn't
as important as thinking clearly and meticulously. Intelligence also aids greatly in analyzing ideas for contradictions or
inconsistencies. Intelligence is a characters ability to analyze and retain information, and also to apply logical processes
to facts.
Intelligence is used extensively in the Skill and Magic systems.
Perception (PER)
Perception is a character's awareness of their surroundings.
It includes visual, audible, and even olfactory (smell) awareness. Perception is important, it allows a character to spot
ambushes and gauge distances, providing the basis of many skills, and provides half of your Missile pool when using
ranged weapons. In addition, it allows characters to read the expressions of others, spotting miniscule movements and
cues, allowing greater control over social interactions with other people.
more details.
Skills
Skills represent a characters acquired knowledge and expertise in a wide variety of activities, from translating ancient scripture
to carving stone to rigging the sails on a ship. The full list of Skills can be found in Chapter 3.
The amount of CrP devoted to Skills determines the number of Skills a character has access to at Character Generation, and the
level of these Skills.
Skills represent a character's acquired knowledge and abilities, including things like Historical Knowledge, Surgical Skill, and
Tracking. There are dozens of such skills, each detailed in the Skills section. Skills are leveled up by spending Skill Points on
them.
At Character Generation, the number of skill points the character have receives is determined by the Creation Points placed in
the section. These points can be spent freely on any skills within the section, barring those the GM excludes from the campaign,
and up to the maximum starting skill level. The maximum skill level attainable at Character Generation is equal to your
Intelligence (INT) score.
Proficiencies
Proficiencies are a characters combat skills, their prowess at using certain weapons or fighting styles. The list of Proficiencies is
extensive, and an experienced fighter will usually be versed in several. The number of CrP devoted into Proficiencies grants a
character more Proficiency Points, which are used to buy and advance Proficiencies.
Proficiencies are distinct from Skills in that they use a different system, but whereas some Skills might conceivably be used in
combat, there is almost no situation in which a Proficiency will be used outside of combat, or demonstrations of martial ability.
Proficiencies are a characters combat skills. Proficiencies increase a characters Combat Pool in combat, allowing them to
perform more deadly maneuvers with greater accuracy, as well as providing them with Talents, which provide special bonuses to
certain actions in (and sometimes out of) combat.
When purchasing Proficiencies with CrP, you receive a number of Points as indicated on Table 1.2, and may then use those
Points to purchase and advance one or more Proficiencies, as detailed in the Combat Proficiencies section in Chapter 4. Buying
Proficiencies with these CrP bought points works identically to buying them with Arc, with the prices remaining the same.
Social Class & Wealth
A characters Social Class is their standing in a generic society, the amount of Wealth available to them at base (this can be
modified by the GM as well as Boons & Banes), and what their privileges and obligations are within society.
This Category determines what position the character holds in society, and what sort of wealth they have access to. The social
classes listed in Table 1.2 are generic, and every culture will have different names for these rankings, often multiple for each one.
Confer with your GM to decide what your characters social class means.
The number in [brackets] is the characters Wealth, which can be used either to acquire additional money or Assets, as detailed in
the table below. These can be purchased multiple times, and Wealth must be spent at Character Generation.
Table 1.4 Wealth/Asset/Gold Chart
Wealt
h
Spent
Asset
Gained
Gold
Gaine
d
Minor
Asset
6gp
Moderat
12gp
e Asset
Major
Asset
18gp
-15
-10
-5
10
15
20
25
10
30
Magic
-ADD MAGIC IMAGE OF CONFUSED LOOKING MAGE, UNDER CONSTRUCTION-
Arc Points:
The final step of Character Generation is deciding a characters Arc Points. Arc Points are a representation of a characters goals,
drives and beliefs that guide them through life, especially during the campaign itself. For more information on Arc Points, go to
Chapter 2: Character Advancement.
-sideboxThough they dont all have to be chosen at Character Generation, its good to set out a few.
Races
Overview
Basic description of the race, the place it holds in the setting, and its general qualities. Pitch the race.
Characteristics
Physical characteristics of the race, features. Describe the race's chief abilities.
Characteristic Mechanics
Individually name and list and describe the racial abilities outlined in the prior section.
Culture & Society
Describe some of the tendencies of the race's various cultures and civilizations. Be sure to clarify that the race is not monolithic, and that
it contains many diverse groups.
Ecology
Describe natural processes and behaviors that differ fundamentally from those of humans. I.E., the race is entirely carnivorous.
Humans
Humans pursue death with zeal because they know their mortality.
Deep down, they do not want to live long enough to die.
-Nikephoros, Helian Philosopher
lifestyle. Infant mortality is very high, but in most societies, if a child can survive his first six years, he is likely to live until a ripe age.
Characteristic Mechanics
Attribute Modifiers: None
Willing to Learn: Humans are flexible creatures by nature, and learning is something most can do very quickly, particularly
when instructed. Many of the other races, having the mindset of immortality, or simply lacking this flexibility of mind, take to
structured teaching less well, and require more practice to reach the same level of competence. This particularly shines in the
arts of battle, which the human mind adopts easy. When purchasing Schools, Human characters reduce the cost of each
Proficiency Core added to the School by 1.
The Human Condition: Human beings live short, brutal lives by the standards of the elder races. Moreso than any other race,
Humans are characterized by their ability to overcome their own weaknesses. Only Humans may benefit from the Flaw Arc.
Goblin
Do you see those wretched creatures, slinking in the dark?
Once upon a time, they too had hopes and dreams, and built
great empires to challenge the gods.
From mud and grime they came,
to mud and grime we returned them.
Take this lesson to heart. Human.
-Petraclius Volkanius, Helian Dux
Small: Goblins reduce the Reach of all weapons they operate by 2 steps. This includes unarmed and Hand reach attacks, which are made
at Hand-2 range.
Scarce Environment: Goblins only have to eat half as much as other races in order to survive.
Tight Spot: Goblins are very short, but also highly flexible and double-jointed. They can fit through any space large enough for their
small heads to pass through.
See in Darkness: Goblins can see in Pitch Blackness, Poorly Lit and Dimly Lit as though it were Evenly Lit.
Photophobia: When in Brightly Lit, goblins count as being in Poorly Lit. When in Evenly Lit, Goblins count as being in Dimly Lit.
Blinding is still Blinding.
Culture & Society
The Goblins live in the deep places, in the vast volcanic tunnels beneath the surface. In these scarce, dark places the Goblins form tightknit tribes and communities where survival is a daily struggle, and there is no room for waste or rivalry. The males live in the outer
cordon of war-camps and outposts, protecting the inner villages from the predation of hostile subterranean beasts, while the women and
the young dwell in the inner lands, scraping a living from the stones, and crafting weapons, armor, food, and supplies for their
beleaguered defenders. Goblin leadership tends to be split between the inner (female) and the outer (male) halves of each tribe, and
traditionally only the greatest warriors of each generation are allowed to breed, producing new generations to fling their lives away in
defense of the nest.
Goblins are suicidally courageous, but fear sunlight more than death. Only the bravest and most determined of raiders will venture above
ground to seek supplies, loot, or even allies on the surface-world.
Goblin religion is simple, and practical. They have no concept of gods, an afterlife (the thought is horrifying to them, as life is grotesque
enough without the added horror of being unable to die) or divinity. They do understand sacredness, however, and hold sacred the idea of
continuation through transformation of the body into other forms. Thus, even the beasts which consume the Goblins are, in a way, sacred,
because they are composed of Goblins, and even dirt can be sacred, because it may someday be a Goblin.
However, taking the place of evil, hell, dark gods, etc in the Goblin religion are very real demons called The Horned Ones, depicted as
terrible lanky figures with sharp protrusions jutting from their heads in artwork and myth. They are known to hunt and kill Goblins, but
not as part of the natural cycle of death and rebirth, instead as part of something profane, terminal, and unnatural. Some are quite famous,
and have elaborate mythos attached to them, with fanciful names like Sharphorror, Paindeath, Killsfast, Toothcutter, and Circlebreaker.
Ecology
The Goblins have spent millennia struggling to survive in one of the most hostile, resource-scarce environments conceivable. Their diet
largely consists of algae, roots, insects, and the flesh of beasts hideous beyond imagining. They have no particular aversion to
cannibalism, and often ritually eat their own dead, both as celebration of their fallen comrades, and to take their nutrients back into the
community.
Because of this harsh diet, Goblins can digest truly foul substances and still glean nutrition from them. Famously, on the surface, they can
actually sustain themselves largely off of the nutrient-rich earth of farmland, simply shoveling it into their mouths like a human would
pottage.
Goblins reach maturity within three years, but rarely live longer than 10, due to their extreme environment and malnutrition. Legends
state that a Goblin with ample food and no threat of being devoured can live as long, or longer, than humans.
Dwarves
The stone has called us for an eternity,
It rings unceasingly behind the ears,
It calls in a voice that can be ignored,
But only just, and not forever.
-Kordi Sticcor
Dwarvish Engineer-Poet
Dwarvish social behavior is more consistent with that of carpenter ants, than of
men or Din. Their appearance is a trick. The smiling face on a cobras hood.
-Igone Zorezai, Burdinadin Writer & Researcher
status take great pride in their elaborate, dignified beards, while those who leave the Holds usually either cease the practice, after realizing
that nobody can read their beards except dwarves, or else increase the practice and flatter themselves by braiding their beads
ostentatiously, perhaps for that very same reason.
Internally, each Hold is ruled by an anonymous King, who sits upon a stone throne in the deepest heart of the Hold, and wears the Holds
ancestral mask. The King chooses his own successor off of merit, and the death of the King is never announced--officially, most Dwarf
Holds have only ever had one King. Instead, each new King is called a Mood, such that King Ulric may have had the Mood of Reform,
the Mood of Innovation, the Mood of The Rat War, and the Mood of Decadent Feasting over the course of several centuries.
Dwarves have a deep, overriding urge to dig. Those who tear themselves away from the underground eventually lose this urge, but for
most Dwarves its a constant presence in their minds. If they begin to dig, Dwarves find that it is difficult to stop, and if left to their own
devices, most would simply dig until they died of thirst in the deep, hammering ever downwards in an ecstasy of picking.
The Dwarves know this as The Call, and they consider it a natural thing. Most of them combat it with alcohol, as a a drunk dwarf
becomes temporarily deaf to The Call. A common strategy for ambitous miners is to carry two canteens, one with water, and one with
strong turnip-wine or dark ale. After the water runs out, the Dwarf will quickly become intoxicated enough to realize that hes out of
supplies, and return to the surface.
Of course, this is a dangerous technique, given Dwarven alcohol resistance, and also given the carelessness of drunken miners, so the
foreman and overseers of Dwarvish dig operations usually drink enough to keep the edge off at all times, so that they can spot anyone
who has spilled his drink, or watered down their ale too much to pull themselves away from the pick.
Ecology
The Dwarvish diet is very similar to that of humans, with a few exceptions. Dwarves can ingest extremely toxic substances without fear,
and their diet includes many things that would be outright poisonous to men or elves. Dwarves are also highly resistant to the effects of
alcohol, and have had to develop singularly strong mixes to achieve the same effect as humans get from softer drinks. Because the
Dwarvish eye is much more optimized for tracking the outline of shapes than it is for discerning fine details within those shapes, Dwarves
have trouble identifying people by their facial features.
Dwarves mate for life, and rarely seek a second mate if separated from the first by death or misfortune.
Din
The Din are a category of humanoids characterized by their possession of The Focus. A Focus is a sort of practice, aversion, taboo or
belief that grants the Din immortality so long as it is held to, as well as certain other powers or abilities, based on the sub-race of Din.
The Din themselves often quarrel over what precisely constitutes a Din. The Ohanedin, for example, maintain that Humans are also Din
(they call them the Hostoadin) because of their ability to Ascend, which they consider a form of Focus. The Burdinadin, by contrast, do
not believe that the Zells or the Ohanedin are Din at all, because both receive their immortality from higher powers, rather than from
within. The Orredin believe that the Goblins are a degenerate and fallen form of Din that has forgotten its Focus (and thus, justify by
precedent that the Orredin themselves are an ascended, superior race, while the rest are merely average).
Whatever the truth of the matter, for the purposes of Races, any race with a Focus can be considered a Din, and remain ageless so long as
they practice their Focus. They are also susceptible to any effects, magic, etc that specifies an effect against Din.
In terms of appearance, the Din as a whole are generally similar to humans, but are usually marked by slightly tapered ears (though this
varies between the modest and delicate Orredin, and the grand, some would say obnoxiously large Zells). Humans (for those Din who
hold that the Humans can be counted amongst them) are simply a logical continuation down from the Orredin.
Zells
Zells are humanoid, flightless bees. They are born from the hulls of ships, or from docks that are not meticulously cleaned;
barnacles form on the pilings, and then turn into Zells. Zells live in community, choose the most long-eared among them as
hours to a month later on the nearest coast, feeling reasonably well rested, but hungry and sore. Everything on their person, including
objects held in all but the most airtight containers, will be thoroughly soaked.
Additionally, anything that a Zell personally drops into the ocean, intentionally or unintentionally, can be recovered during the Zells time
in the deep, but this requires a Willpower roll of RS of at least 3, and possibly more if the item is very heavy. Objects too large or heavy to
be carried by one person cannot be recovered.
If a Zell is somehow prevented from sinking while attempting to use this ability, they do not vanish and reappear, but they also do not
reawaken until either released into the deep, at which point the ability takes effect as normal, or until they are pulled up to the surface, at
which time they awaken, confused and disoriented. Regardless of the status of their Focus, a Zell does not age while in this state, and Fish
and other animals will not eat or even touch a Zell who is in this sort of stasis. Theoretically a Zell could spend centuries submerged in
this manner
Racial Glossophobia: Zells suffer a -4 pool penalty to CHA related Tests involving communicating with others verbally. This does not
apply for Intimidation checks.
Race of Sailors: Zells gain a +2 racial pool bonus to Boating tests. This bonus increases to +4 if the boat being operated is a Zellislava.
This bonus decreases to -2 if the boat being operated is a Zellislava of a Chaos God hostile to the Zell in question. (Not in Beta)
Resistance to Disease: Zells cannot contract some diseases, including any transmitted by insects or rats, and some vitamin deficiencies,
like scurvy. They are also curiously immune to botulism.
Strange Tastes: Zells suffer a -2 penalty to Perception to detect poison in food or drink. However, they may drink and live off of
saltwater, and cannot suffer nausea from smells or tastes, no matter how vile.
Culture and Society
The Zells are not a very well organized race. They live primarily on the sea in independent ships, each with its own small community and
goals. These ships belong to Tribes, of which there are 42, but these Tribes do not have any sort of permanent leadership above the
individual ship level. Instead, Tribes have a creed, which is decided upon every hundred years in a great meeting, in which all ships of
the Tribe gather together (if able), and hold talks about any possible changes to their creed. If a captain or his crew breaks the creed, and it
is discovered, punishment is usually meted out quickly, according to the creed, by the rest of the Tribe.
The actual culture and values of the Zells vary dramatically along tribal lines, but a constant is the worship of The Seven, who are
believed to be the source of The Dream, and who are venerated almost universally by seabound Zells. Each Tribe has a primarch, or a
member of The Seven whom they believe is first among equals, and with whom they are associated.
.
Many Zells have simply been assimilated into human culture (usually because their ancestors couldnt afford a ship) and these people are
not generally much different from regular humans, though they tend to be taciturn, as the natural aversion to words stays with them.
Ecology
Zells are social animals. In their natural state, they exist in tight-knit groups that live, travel, fight, eat, and generally act together
as one. The Zellish diet does not differ much from the human one, though their sense of taste is far less acute, and Zells are poor
at discerning tastes unless they are very strong. This has led to most of their food being extremely pungent. They also drink
(mostly) salt water, which would be fatal for most, but treasure the taste of fresh water, and consider it inherently aristocratic.
Most Elves are resistant to disease, but Zells in particular have adapted immunities to a few conditions that are commonly the
bane of sailors. They cannot contract Scurvy, and their skin, blood, and bodily oils are highly toxic to insects of all sorts, making
infections from mosquitoes, lice or fleas unlikely.
Zells do not mate for life, and in fact have great difficulty feeling attraction for those that inhabit a Dream with them. They are
prone to short relationships in passing, either with their own kind, other Din, or humans, and the offspring are almost always
Zells, regardless of the mate.
Burdinadin
Ive been inside of an Iron Glade. The construction is admirable, though lacking in aesthetics. They bathe in rooms full
of steam. Their halls are lit by panels of glowing glass, and the great towers stretch as far underground as above, but there
is no personal element. It was not a home, it was an emergency shelter. A bolthole. A temporary solution become terribly
permanent.
- Zoph Escher, Lord of Kar-Ischil
On Elves
Report to The Hurtsickle Society
If we thought death was a way out, we would have built gibbets, not Glades.
- Skillithingtorix Amljatijakove, Burdinadin Radical
No Way Out
Master Thesis, Lagu University of Natural Philosophy
Overview
The Burdinadin, or Iron Elves, are a race of intellectuals and shut-ins who have sealed themselves away from the outer world within the
great Iron Glades, huge metallic fortresses that shield them from the impurities of the outside. They are gifted scientists, in large part
because the same quasi-magical senses that made the outside world so intimidating to them can also be turned inwards, to analyze the
subtle mechanics of natural law around them.
Characteristics
The Burdinadin range from chestnut-skinned to fair, and tend to have pale hair and green or red eyes. They rarely stand over 56, and tend
to hover between 100 and 140 pounds. Females are not noticeably smaller than males.
Characteristic Mechanics
Attribute Modifiers: +1 INT, +1 AGI
Elvish Agelessness: Elves reach physical maturity by the age of 20, much like humans do. However, after that, their bodies' aging process
halts, so long as they retain their Focus. Each breed of Elf has a different Focus.
Focus: The Burdinadins do not currently know what their Focus is, but so long as they are within the Iron Glades or properly shielded
while outside, they retain their Elvish Agelessness. - Properly shielded?
Natural Philosophy: So long as the Burdinadin is not suffering Pain from spirit contamination (see Sterile Soul below) Burdinadin may
make a special Education test to discern the function, purpose, composition, and/or mechanics of any object, device or technology. For
this Test, the Burdinadin adds Perception to Intelligence. This kind of check is omni-sensory, utilizing sight, smell, touch, hearing, even
taste.
If the Burdinadin is allowed to disassemble and play with the subject manually, a +4 bonus is gained.
When used in this way, Natural Philosophy requires time to study the object determined by the RS of the test. See the table below.
After a successful use of this ability to analyze something, any Craft rolls made to improve, redesign, copy, forge, disable or otherwise
take advantage of this knowledge gain a bonus equal to the Bonus Successes from the Natural Philosophy roll. The same object can be
analyzed multiple times, but the Craft bonus does not stack, only the highest number of Bonus Successes is used.
There is a cost to using this power. Every hour that is spent using Natural Philosophy, the Burdinadin must make a WIP test at RS 1, +1
per hour they have already been using the ability. If they fail, they attract the attention of That Which Stares Back, and begin suffering
Spirit Contamination, as-per being outside and unshielded. Once this begins, the Burdinadin cannot break free of the trance, and thus the
Spirit Contamination, until they make a WIP test at RS 1+1 per hour since That Which Stares Back has fixed its gaze upon them.
Test RS
Time Required
Example Subject
Mace
10 Seconds
Lever
1 minute
Mousetrap
10 minutes
Crossbow
1 hour
Matchlock
12 hours
Pocket Watch
1 day
Steam Engine
1 week
1960s Supercomputer
6 weeks
Nuclear Submarine
10+
x10 per RS
Alcubierre Drive
The Stains of Time: The Burdinadin can see trails of causality through the air before them when in tense situations, much as humans see
strange patterns on the insides of their eyelids after looking at bright lights. Unlike the human visions, which are thoroughly ignorable
traces of dying cells on the cornea, the Burdinadins visions are glimpses of the future, brought forth by their ability to gaze into the
interior mechanics of the universes functions.
So long as a Burdinadin is not suffering from Spirit Contamination (see Sterile Soul below) and is not suffering more than Light
Encumbrance, the TN of all Void maneuvers is reduced by 1.
Additionally, The Stains of Time allows a Burdinadin to Void or Parry missile attack from Firearms.
Sterile Soul: The Burdinadin cannot handle contact with the outside world, and all of its spirit-contamination, without proper shielding. If
a Burdinadin is ever forced to leave the Glade without a protective suit or other protection, he will suffer 1 Pain per hour from spirit
contamination. If the Pain suffered exceeds the Burdinadins combined Health and Willpower score, he must pass an RS 3 Willpower
Check each hour or die, as his nervous system is systematically dismantled by aggressive spirits.
If the Burdinadin finds shelter in a sterile location, or is moved to a safe place after suffering Pain in this way, the Pain will fade at a rate
of 1 Pain per 1 week spent in the sterile location.
For faster contamination cleansing methods, and for protective suits and items, see the Equipment chapter. (Not in yet)
Burdinadin Armory: Special access to Burdinadin equipment. (Not in Beta)
Culture & Society
The Burdinadin live almost exclusively in the Iron Glades, which were built to shield them from the spiritual contaminations of the
outside world. Having learned to retain their sanity in such claustrophobic environments, the Burdinadin combine gregariousness and
privacy, and greatly value their personal space, often retreating into seclusion for weeks or months at a time to ponder over problems, or
come to terms with personal dilemmas. Their society recognizes and respects this withdrawal, but expects conformity and reservation in
public. The result is a highly dignified society, with extreme standards of decency, conduct, and morality, but for which anything is
permissible in private.
The Burdinadin cannot perform meaningful agriculture inside the Glades, and so they trade for food and materials with the outside world,
often trading back cheap steel, mass-produced goods, and wondrous inventions for bored kings.
Ecology
The Burdinadin have relatively tame dietary quirks compared to humans. They do have difficulties digesting milk (having almost no
evolutionary history of domesticated cattle) and are especially susceptible to food poisoning from meat near spoiling. Most eat a largely
vegetarian diet, with meat being eaten fresh, or not at all.
Burdinadin generally mate for life, and pregnancies last about 12 months. They can breed with humans and other Din, though the
offspring is generally of the mothers race, except for Zells, whom almost invariably produce Zells.
Ohanedin
The Ohanedin hate bows, did you know that? We all think of those feisty wood-elves with their bows, but they hate em.
Its Zells what like bows. The stick-eaters dont like bows, cause youve got to be far away to use em. Cant enjoy it that
way.
- Sir Roger Westridge, Knight of the Green Brotherhood
venerates several of these entities, some of whom are very much alive and active, still acting to fulfil their oaths.
Ecologys
The Ohanedin cannot consume the flesh of beasts that cannot speak--this is not just a religious conviction, but a biological one imposed
upon them by the Spirits, and they become violently ill if they consume animal flesh.
As such, they have complex dietary requirements, which they must supplement (when possible) with meat that they are allowed to eat
Generally human, or that of slain rivals or fallen friends of their own race. Certain mimicking birds are considered fair game as well,
though these are generally scrawny and make for poor meals.
Blood, however, is considered perfectly fair game wherever it comes from. Thus, the most important component of the Ohanedin diet is a
mixture of milk and cow blood, which they carefully extract from their cows without killing them.
Introduction:
Character advancement is defined by the spending of Arc Points to increase the attributes and abilities of a character. This system is to
represent a character improving as they go along their journey, their abilities improved not only by their success and survival, but also by
advancing their own storyline.
Arc Points:
-sidebarArc Points are the only way that a character can advance in the game. While others games might have experience systems that give you
points when you kill things until you level up, in Song of Swords you improve each aspect of your character individually, in the order and
amount that you choose to. You can pour everything into Skills at character creation, and continue to do so until the heat death of the
universe, its your choice.
The Arc Points system is a mechanic within the game that tracks a characters goals, beliefs and motivations, and allows the GM
to reward the character with Arc Points (Arc) for acting along those motivations. These points can then be spent to improve a
characters abilities, skills, and attributes. Characters do not become stronger merely by killing enemies or winning fights, they
become stronger by pursuing their goals, fighting for what they believe in, and for moving along their part in the story through
action.
The following are a list of the different Arcs a character may fill out in order to begin earning Arc Points throughout the session.
Earned Arc Points can be spent to increase most aspects of the character, including attributes, proficiencies, skills, Boons &
Banes, etc. At character creation, the player sets out as many of the Arc Point goals as they can, giving a different one for each
category. These goals have to be relevant to the character, as they are there to reward the player for acting according to their
characters motivations, and helping to advance the character and the group through the plot, as well as advancing mechanically.
A player does not need to begin with any Arcs chosen (except Saga, which is shared by the entire group) and can choose them at
any point during the session, or in between them, though all Arcs must be approved by the GM, as well as the times at which they
are chosen.
Table 2.1 Arc Point Format
Arc Points
Arc Descriptions
Arc
Saga
Epic
Belief
Christianity
Glory
Glory in Battle
Flaw
Quick to Trust
Saga:
The Saga Arc is one shared by the entire group of player character. Its either decided by the GM, or by the group as a whole, at
the GMs discretion. It can also be shared by any group or organization, such as an entire Crusade to take Take Damascus, but
it is best used with a group of players, unless that organization is integral to the plot/premise of the campaign.
The reward for pursuing a Saga is gradual, with a large payoff. Taking a significant step towards a Saga, winning a major battle,
defeating a major enemy, or overcoming a significant obstacle grants each group member sharing the Saga Arc points, or simply
Arc.
Examples:
Slay the dragon that destroyed our ancestors kingdom and reclaim our legacy,
Win Swiss Independence from Austrian Rule,
Fight Prince Johns tyranny until the return of the True King.
-sidebarSuspending Saga:
In cases where players are not working as a team, not a part of the same storyline or acting in opposition to each other, the Saga
Arc should be suspended or completely removed from the campaign.
Epic:
An Epic is much like a Saga in that it covers a wide ranging, deeply important goal, save for the fact that it applies only to the
character taking it. They should be deeply personal to the character and be one of their larger drives in life, during the Arc.
Rewards for the Epic should be more frequently staged than Saga rewards, but smaller for their frequency.
Examples:
Islam,
Christianity,
The Glory of Rome,
The Honor of my family,
The Pursuit of Knowledge.
Glory:
The Glory arc has no strict storyline or goal save for the acquisition of Glory, defined here as praise, renown, honor or fame by
common consent for accomplishing daring, dangerous deeds. These are typically rewarded for doing anything wildly impressive,
surviving perilous situations like combat or out running a massive boulder; any feat of success when the odds are stacked against
the character. Good situations to award Arc Points for Glory are winning a fight against someone better, against multiple people,
accomplishing a difficult skill test, rolling particularly well on any pool roll or test. The character is also encouraged to define
what their own version of Glory is, such as honorable behavior, earning adoration/fame, triumph above peers, for which the GM
should offer more Arc.
Examples:
Glory in Battle,
Protecting the Weak,
Fame.
Flaw:
A Flaw Arc represents a characters impulses that lead them contrary to their goals. Heroic characters often have great flaws or
weaknesses of character, and these weaknesses provide part of the narrative of a characters story that is indispensable to their
growth. A Flaw is chosen at character creation, and may be altered in the event of the Flaw being resolved, or being rendered
somehow superfluous to the character. A Flaw is indulged when it actively complicates a characters larger endeavors. Only
humans may take the Flaw Arc, because of their racial characteristic, The Human Condition.
Examples:
Arc Cost
4 Human Average
11
12
-Sidebar: Non-Human Races and Attribute MaximumsHumans max out their stats at 10, but what about races who have bonuses to their Attributes? A character with such a Racial
Bonus to an Attribute can raise that Attribute to 10+the Bonus, at the costs detailed on Table 2.2.
Table 2.3 Skills
Skill Level
Skill Pool
Skill Bonus
Arc Cost
+1
Focus*/New Subskill**
+1
+1
Focus
+1
+1
Focus/New Subskill
+1
+1
Focus
+1
+1
Focus/New Subskill
10
+1
Mastery***
*Focus: Grants one extra Die when using a chosen sub-skill. Can be taken multiple times for the same sub-skill.
**New Subskill: Choose a new sub-skill to add to the skill.
***Mastery: Grants 1 automatic success in all subskills, after the pool has been rolled.
Table 2.4 Proficiencies
Level
Pool
Unlock
Arc Cost
Core Maneuvers
Novice Talent
Novice Talent
Tier 1 Maneuvers
Journeyman Talent
Journeyman Talent
10
10
Tier 2 Maneuvers
11
11
12
12
Master Talent
13
13
14
14
Master Talent
15
15
Mastery Maneuvers
13
Grit
Grit is a special character quality in Song of Swords that represents a characters accumulated mental callous to pain, alarm, fear,
and shock. Characters with high Grit can continue fighting through terrible injuries, and keep calm in the face of unspeakable
horror. Many people acquire high Grit by surviving combats, slaying foes, and enduring injuries. Individuals of more dubious
character may rise to high Grit through cruelty and merciless behavior.
Grit reduces the shock and pain incurred through wounds directly, reducing both by one point per point of grit to a minimum of
0.
When a character witnesses, endures or conducts any sort of violent, disturbing act (examples listed below) that is above their
current level of Grit, they have a chance of increasing their Grit level. Roll a Willpower (WIL) check at Required Success (RS)
equal to the difference between the characters current Grit and the level of the event witnessed (I.E., if a characters Grit is 1,
and they witness any form of physical violence taken upon an animal or person (2), they must roll at RS 1).
Success: You gain 1 Grit.
Failure: You gain no Grit. If you critically fail this roll by rolling 0 successes, you have a chance of contracting an Insanity*.
If the amount of RS required for this check was 3 or higher, the character gains an additional point of Grit if successful, but also
has a chance of contracting an additional Insanity.
If a character gains more than 1 level of Grit in a short period of time or within a single session, particularly if they were at low
Grit to begin with (4 or lower), they have another chance of contracting an Insanity.
Table 2.5 Grit Advancement
Grit
1
Witness the violent death of another person. Witness and interact with the severe
injury of another person.
Kill somebody in combat. Fail to save someone from dying of an injury. Suffer the
loss of a limb, eye, or other disfigurement. Endure torture.
Kill someone in cold blood, witness the deaths of numerous people, suffer a Level 4
Wound or higher. Torture somebody for information.
Kill numerous people in one combat. Survive a serious Infection, witness a truly
grotesque scene of horror.
Suffer a Level 5 Wound and live. Witness the apocalypse, or visions of hell.
Saga
0-6/18
Epic
0-6/18
Belief
0-4
Glory
0-4
Flaw
0-2
Instruct your players to keep track of the amount of Arc theyve actually spent. It can be invaluable to planning encounters,
especially with stronger adversaries.
Saga and Epic have higher caps as they are representative of greater plot points and should be rewarded a bit more heavily, albeit
obtaining the goals should be more difficult as well. Generally any great advancement towards the goals of the Saga and Epic
should be worthy of be rewarding, though the amount should be tempered with the effort put in, level of roleplaying, success in
rolls and finally just how much was done in obtaining the goals. Final completion of the a Saga or Epic should award the
character with 18 Arc.
Chapter 3: Skills
Skills List:
Athletics
Chymistry
Climbing
Crafting
Engineering
History
Hunting
Intimidate
Leadership
Navigation
Observation
Orate
Persuasion
Politics
Research
Riding
Sailing
Sincerity
Stealth
Strategy
Surgery
Swimming
Tactics
Skill Pool
Skill Bonus
Arc Price
+1
Trained
+2
+3
+4
+5
+6
+7
Teacher
Skilled
+8
+9
10
+10
Mastery
Skill Level: Each skill has a level (ranged from 1 to 10) decided by the characters investment of Skill Points (at character creation) or
Arc (later game). The skill level gives the character dice equal to their skill level for skill tests, as well as other bonuses at various skill
levels. Skills cost Arc to increase. Upon obtaining a level with a listed Skill Bonus, the character receives the stated bonus.
Skill Pool (SP): A skill pool is a pool of dice used during a skill test. The pool is generated from the relevant Attribute at one die per
Attribute value, added with dice equal to the characters skill level in the relevant skill. Only one attribute can be referenced per skill test;
if the situation ever calls upon a different attribute, it becomes a second test. For instance, when using the Climb skill, the character might
be called on to make both STR and END based tests.
Skill Tests: There are many situation in the game in which a characters skills will be tested, such as trying to negotiate a hostile deal or
simply leaping from one roof to another during a chase. Every test of a skill will state a required number of successes (RS) for the skill
test to be successful. The character must roll their pool and get equal to or above the skills target number (TN), and get equal to or more
than the number of required successes (RS) for the test to be passed. Skills tests have modifiers to the situation that affect the skill checks
RS, such as trying to climb a wall slanted against the character or knowing the history of a foreign kingdom. If the number of RS is ever
raised above the characters dice pool plus automatic successes the character might get from other factors, then the skill attempt
immediately becomes impossible. Situational modifiers can lower RS as well, though it can never be lowered beneath 1. If there is a
situation that a skill doesnt seem to cover, the GM should use their best judgement to create a test based on similar difficulties to the
situation.
TN: The Target Number (TN) for skill tests is 8.
Unskilled: If a character has no levels in a skill they are attempting to use, then they are considered unskilled in it. A character can still
make a skill attempt, though this sets their Target Number to 9 and may bar them from some uses of the skills. The character also cannot
use the dice gained from the Skill level.
Leveling up Skills: Skills have a leveling system based on the amount of points spent in any given skill to increase it to the next level.
Skill levels are bought simply by paying the Arc price.
Retrying Skill Attempts: For physical skills, they can be retried any amount of times, unless injuries or situation stops the character from
doing so. For mental ones, such as History and Politics, a single check is allowed, any retries have to be done through the Research skill.
For social skills, its best to wait before trying again, if tried again too soon, the people may get angry and leave, turn hostile, or clam up,
at the GMs discretion.
Character Generation
At Character Generation, Skills can be purchased by spending Skill Points, given at an amount depending on the invested CrP, either by
purchasing individual skills at their normal price or by purchasing skill Packets.
Packets:
Skills can be purchased in Packets, which are groups of Skills that all start at the same level, and represent expertise, knowledge, and
skills gained in the characters life. Skills received from packets are worth 1 level per purchase. There are no limits to the amount of skill
packets that can be purchased at character generation, so long as the character has points to spend. Packets can only be bought at
Character Generation. Skills gained twice from multiple packets are culmilitive, ie gaining Riding from Horseman and Noble increases
the skill level to 2.
During gameplay, skills are leveled up individually using Arc Points.
Packets:
Crafter
Explorer
Faith
Guard
Healer
Horseman
Hunter
Leader
Noble
Officer
Sailor
Scholar
Sneak
Speaker
Warrior
CRAFTER (3)
Chymistry
Crafting x3
Engineering
EXPLORER (3)
Athletics
Climbing
Navigation
Observation
Swimming
FAITH (3)
Crafting
History
Leadership
Orate
Research
GUARD (3)
Athletics
Intimidate
Drill
Observation
Tactics
HEALER (3)
Chymistry
Surgery
History
Persuasion
Research
HORSEMAN (3)
Riding
Strategy
Tactics
Athletics
Hunting
HUNTER (3)
Athletics
Hunting
Navigation
Observation
Stealth
LEADER (3)
Leadership
Orate
Persuasion
Politics
Intimidate or Sincerity
NOBLE (3)
History
Leadership
Persuasion
Politics
Riding
OFFICER (3)
Orate
Navigation
Leadership
Strategy
Tactics
SAILOR (3)
Athletics
Navigation
Observation
Sailing
Swimming
SCHOLAR (3)
Chymistry
Engineering
History
Politics
Research
SNEAK (3)
Athletics
Chymistry
Navigation
Persuasion
Stealth
SPEAKER (3)
Intimidate
Leadership
Orate
Persuasion
Sincerity
WARRIOR (3)
Athletics
Leadership
Strategy
Tactics
Drill
Terminology:
No Check: At the GMs discretion, if anything is an absolute, zero-chance of failure, then a skill check is not required.
Opposed Skills: There are many skills that in their use oppose each other, most commonly Observation and Stealth. In general, two or
more characters that are using skills that are opposed simply add up their totals. Characters with successes higher than others have
succeeded in their skill. In the case of a tie, each character gets to roll one additional die to roll at the same TN, continuing to roll opposed
until one person fails at the same time as one person succeeding. Whoever loses the tie-breaker roll-off is counted as having scored one
lower success in regards to the winner. When a character has an RS + or - on their roll, then they apply the modifier to the enemies
successes to win.
2 RS + vs. Observation: When a skill difficulty is listed as having both a required number of successes and a vs. amount, then the player
must first meet the required number of successes to pass the skill at all. The required successes are still added to the total. If there is no
one to oppose the role, the character must still meet the 2 successes or other requirement to succeed the skill.
No modifier: If in the modifier section, the amount is ever set at no modifier, it just gives an example of what even conditions might be
for the attempt to be made in.
Plus Plus: ++: Seeing a + | + within a skill means that the difficulty increases by the same amount as its previous levels into infinity.
Absolute/Impossible: If the RS is ever raised to above by the characters dice pool, then the skill attempt immediately becomes
impossible (having the Exploding Skill boon stops this rule). Situational modifiers can lower RS as well, though it can never be lowered
beneath 1.
Modifier: A modifier changes the amount of Required Successes (RS) for the skill test. It represents supplementary variables in a given
test that affect the characters chance of success, whether it directly affect the test or just changes the likelihood of success.
+1-10 RS: A RS range is a set of difficulties that could potentially exist. The correct level of difficulty is left up to the GM. This is a
temporary measure, and will not be in the final game.
ATHLETICS
Athletics (MOB): Used for general athleticism. Includes running, jumping, vaulting obstacles, simple gymnastics and other feats of
athleticism. Characters with Athletics can use it to outrun opponents, move quickly over rough terrain or through obstacles, and generally
to represent getting from point A to point B as quickly as possible.
When used to overcome vertical obstacles, Athletics differs from Climb in that Athletics cannot be used to climb something over multiple
rolls, only to leap/vault/pull over it in one go, perhaps with a running start. This limits the height of the obstacle that can be overcome, but
allows them to be overcome quickly.
Special Use: Athletics can also be used to mitigate some damage from a fall by landing properly. Each success on a Controlled Fall roll
decreases the effective feet fallen by 1.
(SIDEBAR)
Remember, when leaping vertically, your actual reach should include your height, and possibly arm-length. An eight foot tall man
jumping two feet will still have more vertical reach than a five foot tall man jumping four feet.
Table X.X: Athletics
Skill Test
Required Successes
1 RS
3 RS
5 RS
8 RS
3-8 RS
Balance on a railing
1 RS
5 RS
Sprint on a railing
10 RS
0 RS (auto-succeed)
1 RS
+1 RS per 3 feet
0 RS (auto-succeed)
+2 RS per 1 foot.
Modifiers
RS Change
-1-5 RS
-1 RS
No Change
+1-10 RS
Improper Clothing
+1 RS
+1-10 RS
+3 RS
Lightly Encumbered
+1 RS
Medium Encumbered
+2 RS
Heavy Encumbered
+3 RS
Overburdened
+4 RS
Encumbered: Your legs can only push so hard. The extra weight make it harder to reach desired height/distance.
Jumping onto a thin surface: Landing on a thin surface without breaking it requires careful coordination.
Jumping from unstable surface: The unstable surface makes hinders your ability to successfully complete the jump.
When failed:
When failed, the character falls short in their jump, ending at either the distance that they achieved, or in the case of a critical failure (no
successes), they fall close to their original jumping point. If there are hand-holds of any kind, and they have any dice left, they can attempt
to grab onto the wall to stop their fall.
CHYMISTRY
Chymistry (INT): Chymistry is the science of understanding and working with chemicals. It can be used to identify substances or
contaminants within substances, or to create chemicals, from curatives to poisons to explosives. Chymists also know how to safely
handle, contain, and dispose of particularly dangerous chemicals.
Required Successes
2 RS
5 RS
Identifying a Substance
2-10 RS
4-8 RS
Making a Complicated Poultice: Creates the most basic of poultices, ready to reduce inflammation and pain. Requires basic
components.
Making a Complicated Poultice: Creates the most advanced of poultices, ready to greatly reduce inflammation and pain. Requires
advanced components.
Identifying a Substance: Used for both identifying a substance in use, and finding the use for something. Figuring out what went wrong
in a mixture and figuring out what is poisoning a person are also uses.
Handling Dangerous Chemicals: Creation of poisons, etc.
CLIMBING
Climbing (STR, END): The skill used for getting on top of, over, or occasionally around things by way of adhering to it by any means
possible and pulling oneself up.
Table X.X: Climbing
Skill Test (STR)
Required Successes
Modifiers
RS Change
-4 RS
-2 RS
Rigging/Harness
-2 RS
Overhang
+1 RS
+1 RS
+2 RS
Slippery Surface/Rope
+2 RS
+4 RS
Lightly Encumbered
+1 RS
Medium Encumbered
+2 RS
Heavy Encumbered
+3 RS
Overburdened
+4 RS
Surface with Many hand-holds: Many places to grip ensuring a relatively easy ascent. Climbing a knotted Rope.
Surface with Some hand-holds: While there are places to hold oneself the path is not easy-going.
Surface with few hand-holds: Few handholds make the task of scaling such a wall a tricky proposition. Climbing an unknotted rope
hanging securely.
Surface with no hand-holds: Scaling such a wall is physically impossible without specialized equipment made for such a task, or if you
are a gecko.
Heavily Favorably Slanted wall: A wall whose is angled greatly which allows climbing to be much easier.
Favorably Slanted Wall: The wall is slanted making it easier to climb than a vertical wall.
Rigging/Harness: When using any kind of a rigging or harness, the climbing is much easier.
Windy Weather/Moving Rope: The shifting motion while trying to climb hinders your ability to proceed.
Maliciously Slanted Wall: A wall angled towards you making it harder to keep a hold.
Slippery Surface/Rope: Coated or soaked with a substance making it more difficult to maintain your grip, like water.
Heavily Maliciously Slanted Wall: A heavily angled wall making you nearly have to hang in order to scale.
Lightly Encumbered: The bit of extra weight makes it not only more difficult on muscles, but on the hand holds that support.
Medium Encumbered: The extra weight greatly adds to the exhaustion and further stresses grip.
Heavily Encumbered: The considerable weight makes it very difficult to maintain grip, and for the holds to not break under the weight.
Overburdened: Why would anyone try to climb in these conditions?
Exhaustion Difficulties: (END) Every 20 feet of climbing (essentially, every other successful climb test) requires an END based test to
avoid giving into Exhaustion and falling as a result. If at any point they can reach a flat area or effort-free hanging spot of some kind, and
rest for a moment or two, then they can continue forward, restarting the process.
Table X.X: Exhaustion Difficulties
Distanc
e
Interva
l
Require
d
Successe
s
1st 20feet
1 RS
2nd 20feet
2 RS
3rd 20feet
3 RS
4th 20feet
4 RS
5th 20feet
5 RS
When failed:
When failed, the character falls short in their jump, ending at either the distance that they achieved, or in the case of a critical failure (no
successes), they fall close to their original jumping point. If there are hand-holds of any kind, and they have any dice left, they can attempt
to grab onto the wall to stop their fall. See Table 8.4 Falling Damage in Chapter 8 for determining damage taken from falling.
CRAFTING
Crafting (INT): The art and science of crafting objects by hand. Unlike many other skills, crafting is not one skill on its own. After all,
theres a great deal of difference between a baker and a blacksmith, or even a carpenter and a whittler.
Characters must select a facet of crafting, a particular form of handiwork, when buying the skill. When performing crafting, characters
must spend periods working (decided by the type of project being performed), and make a roll at the end of this period. Once the total
number of RS is reached, the project is complete. When the skill is first taken, a specific craft must be chosen. Crafts vary from location
to time period to setting. This skill can be taken multiple times, each for a different skill.
Example crafts: Armorsmithing, weaponsmithing, blacksmithing, copper smithing, painting, carpentry, whittling, masonry, jewelry,
cobbler, etc.
Table X.X: Crafting
Skill Test
Required Successes
8-15 RS
30-40 RS
Drill
Drill (WIL): Soldiering isnt easy, and most of it isnt exciting either. Marching for hours every day, setting up and disassembling camp,
and memorizing countless rules, maneuvers, practices, knots, protocols and hierarchies within hierarchies. Drill is a soldiers ability to
conform to this order, to switch himself off and simply do what he is told to do, however tedious, mindless or even terrifying it is.
Infantry have always benefitted the most from drilling. Formations hold together because the troops making them up are well drilled. This
was as true for the Roman Legion as it was for the British Grenadiers.
Drill is used for when a character must perform soldierly activities, like marching in a column at a constant rate, operating in a formation,
staying part of a unit in chaotic situations, and holding to his training when his instincts are telling him to cut and run. It also helps a
character to remain sharp and smart, if theyre in uniform.
Drill to Stay Sharp
Roll weekly (if you care) to keep your uniform, kit, and self in respectable condition!
Table X.X: Drill
Successes
Result
0-4
5-9
10+
another country or have different traditions from your own experience, you may at GMs discretion require additional RS (generally 1-3.)
Marching
They say the Roman Legion could move 50 miles a day after the Marian Reforms. Thats impressive no matter how you slice it, but how
do you get thousands of men to move that far, that fast, that consistently?
Drilling, obviously.
[Long Distance Movement Rules are not yet complete, consider this an insight into the process.]
When moving long distances afoot, a character can roll Drill. Each success increases the characters effective Endurance by 1 for the
purposes of move distance and fatigue, up to a maximum of the characters current Endurance.
EX. A soldier at no encumbrance has 5 Endurance, and is marching on a road at a Regular Pace. Normally, he would move 5x5 miles, for
a total of 25, in one 8 hour day. However, the soldier rolls his Drill roll and gets 3 successes, bringing his effective Endurance up to 8, for
a total of 40 (8x5) miles moved in the day.
Not quite Roman, but getting there!
ENGINEERING
Engineering (INT): Operating, understanding, making, and repairing complex mechanisms, like clocks, siege engines, or the intricate
components of some weapons.
Table X.X: Engineering
Skill Test
Required Successes
2 RS
5 RS
5-10 RS
Modifiers
RS Change
Proper Tools
No change
No change
No change
Inadequate Tools
+3-15 RS
Poor Conditions
+1-10 RS
Insufficient Manpower
+1-10 RS
+2 RS
HISTORY
History (INT) is the ability to give an accurate account of historical events (factions involved, family lineages, famous battles, histories
of countries and organizations).
Table X.X: History
Skill Test
Required Successes
Recent History
1 RS
History
3 RS
Ancient History
5 RS
Modifiers
RS Change
Personal Faction/Nation
History
-1 RS
Local History
-2 RS
Scholarly culture
-2 RS
Libraries burned/Records
Lost
+3 RS
Foreign Faction/Nation
History
+3 RS
+5 RS
HUNTING
Hunting (PER): The skill of tracking and determining where best to place traps, snares and pitfalls. Hunting also covers the skills
involved in hiding oneself from animals, through the use of scents, hides, and other such things. It is also knowledge of the habits and
Required Successes
Setting a Trap
2 RS
Tracking
Modifiers
RS Change
+2 RS
Recent
-3 RS
Storm/Weather
+3 RS
Heavy/Clumsy creature
-2 RS
Light-footed
+2 RS
Hidden tracks
+5 RS
Pitch Black
Impossible
Poorly Lit
+ 3 RS
Dimly Lit
+ 1 RS
Evenly Lit
No change.
Brightly Lit
-1 RS
Blinding
Impossible
Tracking in Hard Ground: Tracking in hard ground like small amounts of dirt over rock, or a field.
Recent: Tracks that have been made within the last 6 hours.
Storm/Weather: Recent or current storm or other bad weather that might damage or remove tracks.
Heavy/Clumsy Creature: Creatures larger than a man, or other heavy creatures that might be called clumsy can leave larger tracks.
Light-footed: Some creatures, regardless of their size, may have the light-footed trait, and leave litle to no tracks.
Hidden tracks: Tracks that were intentionally hidden.
Pitch Black: If it is pitch black a the situation, then it becomes impossible to make a check based off vision, but once that can be made
through feeling the walls or hearing can still be made at a negative.
Poorly Lit: Low moonlight
Dimly Lit: Dim candlelight.
Evenly Lit: Normal daylight.
Brightly Lit: Bright, sunny day.
Blinding: Skill attempt is impossible.
INTIMIDATE
Intimidate (CHA) lets the character get their way by threatening people with harm, physical, emotional or social, and overpowering them
with force of will. If the character successfully Intimidate a person, they either give the character what they want, move out of their way,
or at least are more hesitant about resisting them, and make some concession. The roll is opposed by the opponents Willpower, rolled at
Required
Successes
vs. WIL
Interrogate
(gain info)
(TN
equal to
character
s WIL)
Bend to
Will
(perform
simple
favor)
2 RS vs.
WIL
Modifiers
RS
Change
The target
has friends
with him
+2 RS
The target
has seen
you fail in
some way
before.
+2 RS
The target
has
defeated
you in
some way
before.
+3 RS
The target
has just
witnessed
you
demonstrat
e your
prowess or
threat.
-2 RS
Target
knows for
an
objective
fact that
you can
not harm
him in any
way.
+5 RS,
Sincerity
check can
negate
this.
Upon success or failure, the victim of intimidation now dislikes the character for a great amount of time and will avoid them, or come
back for vengeance.
Interrogate (gain info): Coerce someone into giving away otherwise undisclosed info.
Bend to Will (perform simple favor): Force someone into doing something for you that poses low risk to them.
The target has friends with him: Having someone to provide support makes it harder to coerce them.
The target has seen you fail in some way before: Past failures make it harder to back up your threats.
The target has defeated you in some way before: Not only have have you failed in front of them, but they have caused the failure
making it extremely difficult to force your will upon them.
The target has just witnessed you demonstrate your prowess or threat: Fear is a natural motivator, and sets in more when you can
back up your threats.
Target knows for an objective fact that you can not harm him in any way: They called your bluff, and know you can't hurt them
making it all but impossible to coerce them.
LEADERSHIP
Leadership (CHA): Leadership is about dealing with large numbers of people in action, inspiring them to do their best, to follow you
into danger, to raise their spirits or calm their shaking morale. While its applications on the battlefield are obvious, Leadership comes up
in many ways beside the martial. Coordinating laborers to work in rough conditions, raising a mob of angry citizens for a political end,
and keeping the crew from mutinying when theyre already drawing their swords, are all potential uses of Leadership.
Table X.X: Leadership
Example Skill Tests
Required Successes
10
15
Modifiers
RS Change
Favored by Group
-1 to 10 RS
Disliked by Group
+1 to 10 RS
Good Reputation
-1 to 5 RS
Poor Reputation
+1 to 5 RS
Authority Figure
-1 to 5 RS
+1 to 10 RS
NAVIGATION
Navigation (INT): The ability to know which way youre going and, with the right tools and information available, where you are,
whether on land or on the sea.
Table X.X: Navigation
Skill Test
Required Successes
Find a Direction
2 RS
4 RS
Modifiers
RS Change
-1 RS
Landmarks
-2 RS
OBSERVATION
Observation (PER): This skill is used for general observation, searching, noticing things and performing complex acts of speculation, as
well as for auditory things like listening in on a conversation or recognizing sounds. Observation is also used for surveying land, and
using devices like telescopes.
Observation is used to counter the Stealth skill.
Observation is split up into two pools, Passive Observation and Active Observation. Passive Observation is the pool your dice are
normally in. With Passive Observation, you can roll to notice anything around you, but the TN for your roll is increased by 1. Active
Observation focuses on specific objects, events or people that you are trying to pay close attention to. You roll normally when using
Active Observation, but it requires moving dice pool from your Passive Observation pool to use. Essentially, as you focus more and more
on a particular thing, you become less and less aware of your surroundings.
Table X.X: Observation
Skill Test
Required Successes
Seeing
RS
1 RS
2 RS
Notice Simple
3 RS
Notice
4 RS
5 RS
6 RS
7 RS
Surveying Land
1 RS per acre
Lining Up Telescope
2 RS
15 RS
vs. Stealth
Hearing
RS
2 RS vs. Stealth
No check
Listening In on Whispering
Listening In on Talking
Listening In on a Speech
Insight
RS
vs. Sincerity
2 RS
4 RS
6 RS
Modifiers
RS Change
Seeing/Sight-based Insight
RS
Pitch Black
Impossible
Poorly Lit
+ 3 RS
Dimly Lit
+ 1 RS
Evenly Lit
No change.
Brightly Lit
-1 RS
Blinding
Impossible
Hearing/Speaking-based Insight
RS
+1 RS
+2 RS
+4 RS
Notice Extremely Simple: Something that is easily seeable but might have some minor distractions. There is a live badger sitting on your
bed.
Notice Very Simple: Something slightly less noticeable due to distractions or only being visible for a small amount of time. Someone in
full armor is walking down the hall towards your bedroom door.
Notice Simple: Something slightly less that noticeable. The building is on fire.
Notice: Notice something noticeable, though the situation makes it not instant. That guy is totally dead.
Notice Slightly Difficult: Notice something with a smaller chance to do so. A man in your group is missing.
Notice Moderately Difficult: Notice something with little chance to do so. A door is quietly opening behind you.
Notice Very Difficult: Notice something incredibly obscure with almost no chance to do so. your papers have been moved, slightly.
Wake up from minor disturbance: A chance for a character to wake up at a minor disturbance, like someone walking in the room or
something touching them gently.
Wake up from major disturbance: Any sort of loud noise or touch against the character causes them to wake up, so long as they are
within hearing range.
Gain Minor Insight (Person or Room): This lets a character gain a minor insight into a person or a room. These are things like noticing
a person is wearing a ring on their right hand instead of their left, and know that that means theyre considering a proposal instead of
actually married, or it can let you look around a room to notice that the rooms owner has an interest in northern mythological traditions.
Insight checks are never automatic; the character must choose to do them. If used on a person, Insight can also be gained through
conversation.
Gain Moderate Insight (Person or Room): Moderate insight might let a character see two different tattoos a person might have and be
able to know where they probably grew up, or it might let a character find hidden doors and compartments inside a room. If used on a
person, Insight can also be gained through conversation.
Gain Great Insight (Person or Room): This might let a character see a dull yellowing in a persons eyes, and realize that they are a
werewolf in human form or to find masterfully hidden doors and compartments. If used on a person, Insight can also be gained through
conversation.
Pitch Black: If it is pitch black a the situation, then it becomes impossible to make a check based off vision, but once that can be made
through feeling the walls or hearing can still be made at a negative.
Poorly Lit: Low moonlight
Dimly Lit: Dim candlelight.
Evenly Lit: Normal daylight.
Brightly Lit: Bright, sunny day.
Blinding: Skill attempt is impossible.
Hearing through a minor disturbance: Hearing someone around 20 feet away, or through a minor amount of disturbance like other
people talking.
Hearing through a thick barrier: Hearing through a slightly louder disturbance like a busy street or through a thick wall.
Hearing through a battle or loud disturbance: Hearing through a loud disturbance like music or combat or at great distances.
ORATE
Orate (CHA) is a characters ability to hold the attention of a crowd and how well they speak to and manipulate an audience. This skill
only applies to speaking to crowds or people.
Table X.X: Orate
Skill Test
Required Successes
Captivate
Inspire Eager
Inspire Anapthetic
2 RS if just apathetic
Inspire Demorlized
3 RS if severely demoralized
Stir Anger to
Violence
Stir Calm to
Violence
Stir Tranquil to
Violence
Diffuse Violence
5 RS vs Average WIL
Spread Word/Lies
3 RS vs Average PER
Modifiers
RS Change
Foreigner/Outsider
+2 RS
Bad Reputation
+3 RS
Trusting Crowd
-1 RS
Known Authority
-2 RS
-3 RS
Captivate: Catch the attention of the crowd and make them actively listen.
Inspire: Moves people to act at varying difficulties depending on their willingness to complete the act.
Stir to Violence: Causes people to riot becoming harder the more passive the crowd is.
Diffuse Violence: Stops a riot in its tracks; however it is difficult to accomplish as people do not listen well in rage.
Spread Word/Lies: Convince people to hear and spread what you say, be it truths or falsehood.
Foreigner/Outsider: Being unrelated to the person/people in question makes them question your motives.
Bad Reputation: You are not known for not being trustworthy, so people are unwilling to listen.
Trusting Crowd: The people are eager to listen and believe your words.
Known Authority: You are well known and people heed your words.
PERSUASION
Persuasion (CHA) is the ability to influence and change an individuals persons disposition towards the character or to change their point
of view or opinion on an issue or subject. Influence another person is largely based on their starting disposition, the character's charisma
and choice of words. All attempts should be within the realm of reason; outrageous attempts like convincing a King to give up their crown
to a stranger no one knows should be impossible.
Table X.X: Persuasion
Skill Test
Required Successes
Ask favor
2 RS vs. WIL
Modifiers
RS Change
Hated
+3 RS
Disliked
+1 RS
Indifferent/Unknown
No modifier
Liked
-1 RS
Loved
-3 RS
Ask favor: If an character has successfully persuaded a person, then they can ask for a single favor. More successes over the person allow
for greater favors, though it should never reach ridiculous demands.
Get someone to Agree: Getting someone to agree is simply to get people on the characters side in an argument or to convince them that
one course of action is better than another, as long as it stays within the realm of reason. Any time falsehoods are used, it stops being a
Persuasion attempts and instead Sincerity must be used.
Hated: If the person hates the character, or if they have a poor reputation, then it is considerably harder to have the characters words
heard.
Disliked: If the character is disliked, or if they have a terrible reputation, then it becomes harder, or is a stranger in a xenophobic place,
then it is more difficult.
Indifferent/Unknown: If the character is regarded indifferently, then there is no modifier.
Liked: If the character is well-liked, or if they have a good reputation, then it certainly makes getting their way easier.
Loved: If the character is loved by the target, (either in a platonic, parently way, or in an enamored fashion), or if they have a great
reputation, then it becomes very easy to get what they want.
POLITICS
Politics (INT) is a characters knowledge of current events, from the local level to the national to all of the known world. It covers things
from what nations are at war with each other, what nobles are courting others, etc.
Table X.X: Politics
Skill Test
Required Successes
Well known
1 success
Known
3 RS
Largely Unknown
5 RS
Modifiers
RS Change
Local
-2 RS
Personal
Faction/Nation
-1 RS
Gossipy culture
-2 RS
Propaganda
+3 RS
Foreign
Faction/Nation
+1 RS
Foreign Local
+3 RS
Well Known: If the events are often talked about and common knowledge, then the attempt is very simple remembrance.
Known: The events are known by some, but not all.
Largely Unknown: The event lapsed into obscurity and is known by only a few.
Local: The event was local to the character.
Personal Faction/Nation: The event was specific to the characters faction/nation.
Gossipy culture: The event occurred in a culture or place where gossiping is frequent and common place.
Propaganda: Events are largely changed, spun and twisted, making it very difficult to know the truth. Failing the roll with some
successes allows the character to know the Propaganda.
Foreign Faction/Nation: Events specific to foreign faction or nation to the character's home.
Foreign Local: Events local to foreign, far-away area to the characters home.
RESEARCH
Research (INT) The skill of finding out information, either through pouring through libraries or finding the correct people to speak to.
Requires one or both and time being spent for a Research attempt to be made.
Table X.X: Research
Skill Test
Required Successes
Commonly Known/Recent
Information
1 RS
Known/Near-Recent Information
3 RS
Unknown Information
5 RS
Modifiers
RS Change
+4 RS
Foreign Language
+3 RS
Unwelcome Guest
+2 RS
Familiar Subject
-1 RS
Light Bribe
-2 RS
Heavy Bribe
-4 RS
Commonly Known/Recent Information: The information trying to be found is commonly known, recent or well document.
Known/Near-Recent Information: The information is known by some or there is little documentation.
Unknown Information: Information known by the few with barely any documentation, if any.
Purposefully Hidden Information: Information that is closely guarded and hidden away.
Foreign Language: Trying to learn information from a foreign language, usually through a translator.
Unwelcome Guest: Character is an unwelcome foreigner attempting to gain information.
Familiar Subject: Requires the character to have already attempted the check through another skill, and failed.
Light Bribe: Character gives a light bribe in order to gain information, Wealth 2. Bribe must go to someone that can actually help.
Heavy Bribe: Character gives a heavy bribe in order to gain information, Wealth 5. Bribe must go to someone that can actually help.
RIDE
Ride (WIT): A characters ability to command an animal or contraption to successfully drive, steer and/or ride it. At its base, the
character will understand the core of riding obvious creatures, such as a horse or a camel. Generally the riding skill only covers
controlling the animal; for anything beyond controlling it, the animal itself makes the check, meaning the rider makes a Ride attempt to
make the horse jump, and if successful, the horse then makes a jump check. Horses and other mounts have a Loyalty attribute which
increases or decreases the RS of actions, or are otherwise treated as Untrained.
Many Mounted Maneuvers in combat require the Ride skill, and Loyalty also applies to rolls made to perform those actions.
Riders encumberance is halved, but the horses encumberance is stacked with the riders.
Table X.X: Ride
Skill Test
Required Successes
Jump a Fence
Crouch/Kneel
Rear
Turn Rapidly
Calm
3-5
Horse Acrobatics
1-8
Modifiers
RS Change
Untrained
+3 RS
Loyalty 0
+2 RS
Loyalty 1
+1 RS
Loyalty 2
0 RS
Loyalty 3
-1 RS
Loyalty 4
-2 RS
Loyalty 5
-5 RS
Lightly Encumbered
+1 RS
Medium Encumbered
+2 RS
Heavy Encumbered
+3 RS
Overburdened
+4 RS
Untrained: Controlling an untrained horse is a difficult task. Any time the rider fails a Ride attempt, they must immediately test against
being thrown off the horse. If a horse ever goes under any formal training is no longer untrained, and has a Loyalty level.
SAILING
Sailing (END): Sailing is the skill used to operate all kinds of watercraft, from a rowboat to a ship of the line. This handles the physical
acts of handling heavy rigging, moving cargo, steering from the helm, and rowing. This is a sailors primary skill. The officers and captain
of a ship usually have this skill to use in emergencies, so that they understand their own vessel, and because most of them were probably
sailors before they were captains or officers, but most of their work is done with Navigation, Tactics, and Engineering, while their crew
takes care of actually sailing the ship.
Table X.X: Sailing
Skill Test
Required Successes
1 RS
1 RS
1 RS
Modifiers
RS Change
Under-crewed
+1-3 RS
Extra Crew
-1-2 RS
Working Fast
+2 RS
+1 RS
+6 RS
SINCERITY
Sincerity (CHA) is the ability to lie and act, keeping on a strong front and convincing people that it is true.
Table X.X: Climbing
Skill Test
Required Successes
Lie
vs. Observation/PER
1 RS vs. Observation/PER
Modifiers
RS Change
Rehearsed
-3 RS
Believable Lie
-2 RS
Unbelieveable Lie
+2 RS
Rehearsed: Helpful for both lying and acting, if the lines are set ahead of time and the part premeditated and rehearsed, then the character
gets a bonus.
STEALTH
Stealth (AGI): Moving without a sound, sneaking covers a characters general guile and silent, tactical movement.
Required Successes
Sneaking
RS
vs. Observation
Dodging sight
2 RS + vs. Observation
2 RS + vs. Observation
Hiding
RS
vs. Observation
Applying camouflage
2 RS
Concealing a weapon
vs. Observation
Modifiers
RS Change
Running
+4 RS
Distraction
-2 RS
+3 RS
-3 RS
Lightly Encumbered
+1 RS
Medium Encumbered
+2 RS
Heavy Encumbered
+3 RS
Overburdened
+4 RS
STRATEGY
Strategy (INT): Strategy is all about large-scale, sweeping moves made by armies, defining objectives, organizing logistics, and moving
forces into position. Strategic moves include marking targets for capture or defense like towns, mines, or fortresses, setting up and
securing routes for logistical support to travel through, and organizing large forces with logistical support, command structure, and
coherent means of communication and organization so that they can function.
Special Use: If using the mass battle system, Strategy is used to gain the advantage in the form of Strategic Dice. Every 3 levels of
Strategy allows a character to learn a new order to issue to his troops.
Table X.X: Climbing
Skill Test
Required Successes
1 RS
3-10 RS
1-10 RS
15 RS
SURGERY
Surgery (AGI): Surgery is the skill of healing wounds and saving lives.
Required Successes
Staunch Bloodloss
Perform Surgery
2 RS
4 RS
10 RS
5 RS
4 RS
3 RS
2 RS
Perform Amputation
3 RS
Modifiers
RS Change
-2 RS
-1 RS
Proper Tools
No change
+1-8 RS
+1-10 RS
+1 RS
No Help
+3 RS
Staunch Bloodloss: Staunch bloodloss is something anyone can do, simply applying pressure to stop bloodloss. Characters can attempt to
staunch the loss of blood with the Surgery skill and whatever materials are at hand. A wound must be targeted with this skill which, if
successful, terminates all bloodloss from that wound and halves the amount of pain caused by it.
Perform Surgery: A lengthy process generally requiring tools, the character can attempt to at the least patch up a wound. In order to stop
a wound from Bleeding, and to reduce the Pain it causes, the Surgery skill must come into play. A Surgery check made at appropriate
difficulty for wound level Treats the wound. Treated wounds have their Bloodloss reduced to 0 (unless reopened somehow), and their
Pain reduced by half. Treated wounds begin healing immediately. Healing time depends on the characters maximum normal HLT, and
the level of the wound.
Once a Wound has fully healed, the Wound, and any remaining pain, are removed from the character.
Perform Surgery on Self (WIL): Surgery can be performed on the character by themselves, but it requires a willpower test to push
through the pain and fear.
Restoring Functionality (routine): Setting a damaged limb, pulling a tooth.
Restoring Functionality (difficult): Performing a birth, fixing shattered jaw, restoring voice to cut throat.
Restoring Functionality (miracle): Fixing a seriously damaged eye, restoring partially severed limb.
Remove projectile (tiny): Bullet, arrowhead
Remove projectile (small): Dart, bolt, thrown knife
Remove projectile (medium): Arrow, thrown axe
Remove projectile (large): Javelin, spear
Sterile Conditions: Having clean, safe conditions with little distraction is helpful.
Proper Tools: Having the proper tools is important.
Competent Assistants: Having competent, knowledgeable helpers, ones that also have the surgery skill or at the least have helped before,
is even more invaluable.
SWIMMING
Swimming (END, STR) Generally the checks will simply be END based, with occasional STR checks such as swimming through rapids
or swimming in armor. Average breath 30-60 seconds, up to 5 minutes until loss of consciousness. Many sailors historically were actually
hesitant to learn how to swim, figuring that if the ship sank, it would be preferable to drown quickly than to linger for hours above water.
It was eventually made mandatory. Sailors would learn how to swim, at gunpoint if necessary!
Swimming is unique in that not having the Swimming skill actually increases the RS required for all rolls, rather than reducing the
number of dice rolled.
Swimming itself is generally not difficult. What is difficult is swimming, or even remaining afloat, for an extended period of time.
Characters gain Fatigue while swimming at a rate of 15+Current Weight-Endurance per hour, and at a rate of 10+Weight-Endurance per
hour when merely staying afloat.
There is no way to rest while swimming without a flotation device or something to hold onto. This means that barring superhuman
endurance, no character can remain swimming indefinitely, their Fatigue will gradually build up and eventually, exhausted, they will
drown. So when swimming, its best if you have a destination in mind!
Table X.X: Climbing
Skill Test
Require
d
Successe
s
Float
No check
Swimming
in calm
water
1 RS
Level 1
rapids
2 RS
Level 2
rapids
3 RS
Level 3
rapids
4 RS
Level 4
rapids
5 RS
Level 5
rapids
6 RS
Level 6
rapids
10 RS
Modifiers
RS
Change
Lightly
Encumbered
+1 RS
Medium
Encumbered
+2 RS
Heavy
Encumbered
+3 RS
Overburdene
d
+4 RS
*Many other checks are still required, this is simply an attached swimming check.
Multiple Checks: A Swim test covers 1 minute of swimming, meaning a character must make another check for every minute swam.
Every bonus success above the RS grants another minute to the swimmers time. Generally, a single swim check will carry a swimmer
120 feet.
Failure: Failure generally means that the person cannot keep their head above water, and needs to begin holding their breath. They can
continue to attempt normal swim checks for a number of attempts equal to their END score before they run out of breath and begin
drowning.
Float: Simply floating in calm water is simple: do nothing.
Swimming in Calm Water: Simply swimming a distance in calm waters.
Level 1 rapids: Small waves, no deadly obstacles, passage clear.
Level 2 rapids: Slightly larger waves, some maneuvering and strength required.
Level 3 rapids: Numerous waves, jutting and irregular rocks, narrower passages, greater strength and skill required.
Level 4 rapids: Long rapids, large and irregular waves, deadly rocks and eddies, power and precision required.
Level 5 rapids: Very long and violent rapids without break, large drops, violent current, very steep, small passageways, perfect power and
precision required.
Level 6 rapids: Nearly impassable and suicidal to swim in, only extreme luck can help you survive. Roll a d10 three times. If all three of
them come up as 10, the character survives.
When failed:
Drowning
If the character is in danger of drowning, they must immediately make a swim check using their STR at an increasing difficulty. For each
round they fail the strength check, their HLT is decreased by one until zero, where the character has drowned. The HLT lost from
drowning is temporary and returns to the character once they are revived. All modifiers for swim tests apply. If a character makes a
successful strength check, they can then make another normal swim check to make it the rest of the way. If they fail again, repeat the
process. For Drowning, losing all of ones HLT represents the character passing out and not their immediate death; if the character is
pulled from the water within 5 minutes, they can be revived by a Medical test at RS 3; revival attempts can be made up to the drowned
characters total HLT score. If a character cannot be revived, they die. If the character is pulled out within 5 minutes plus half their
normal HLT score, they can still be revived, but they must make a HLT check at RS 3 or gain the bane Brain Damage (major).
Modifier
No modifier.
+1 RS, -1 HLT
+2 RS, -1 HLT
+3 RS, -1 HLT
+*
+*
*Continue on in like fashion until the character makes a successful strength check, or until the character reaches 0 HLT.
TACTICS
Tactics (WIT): Tactics is the art of maneuvering smaller contingents of forces effectively, so as to bring them to bear with maximum
efficacy. Tactics is often a skill well used by officers, gang leaders, and those in command of armies. A good tactician understands how
different troops should be used, how to command and move men, how to organize them into formations on the battlefield, and how to
identify threats and enemy movements in the field, and counter them.
Table X.X: Tactics
Example Skill Tests
Required Successes
Form Ranks
1 RS
2 RS
3 RS
1 RS
1-5 RS
Rapid Redirection/Maneuver
of unit
4 RS
1 RS
3 RS
2 RS
4 RS
Modifiers
RS Change
+1-10 RS
-1-10 RS
+1-5 RS
-1-3 RS
-1-3 RS
-1-0 RS
+1-5 RS
+1-8 RS
-1-8 RS
Chapter 4: Proficiencies
The Proficiency system is a characters means of tracking their combat capabilities. An individual Proficiency is not just how effective a
character is at wielding a certain, but a broad type of weapon.
Each Melee Weapon proficiency is leveled up separately, and all of them level up using the same chart: Table 4.1. However, each
proficiency has a unique set of Maneuvers at each tier (Core, Tiers 1 & 2, Mastery), as well as having different Talents available to them.
Pool
Unlock
Cost
Core Maneuvers
Novice Talent
Novice Talent
Tier 1 Maneuvers
Journeyman Talent
Journeyman Talent
10
10
Tier 2 Maneuvers,
Journeyman Talent
11
11
12
12
Master Talent
13
13
14
14
Master Talent
15
15
Mastery Maneuvers
13
Leveling a Proficiency
When leveling a Proficiency, check the cost to of the next level up. Levels must be bought in order: To get from level 1 to level 5, you
must purchase levels 2, 3, 4 and 5, not just 5. Pay the amount of Arc Points required, and write the changes on your sheet.
Proficiency Components
Level: The Proficiencys level can be used to quickly ascertain how much Pool and of what tier a characters Maneuvers are
for that Proficiency.
Pool: Pool The Proficiencys most important component: This is the number which, combined with the characters Adroitness
stat, determines the characters Combat Pool.
Tiers: The current Maneuver Tier available to the character. A character unlocks new Tiers as they increase their Level. A
character at Level 2 in a Proficiency will only have Core Maneuvers, whereas a character at Level 5 will have access to Tier 1
Maneuvers, one at Level 10 will have Tier 2 Maneuvers, and one at Level 15 will have Mastery Maneuvers. A character has
access to every Maneuver in his Tier, as well as in the Tiers below.
Talents: Talents are small bonuses picked from a list. Some Talents are Universal, others are specific to the Proficiency.
Proficiency Defaults
If a character ends up wielding a weapon they are not familiar with, and has no appropriate Proficiency to use it with, they can instead
Default to one of their other Proficiencies at a slight penalty. When defaulting, the character effectively gains a temporary Proficiency,
which is a number of levels lower than the Proficiency being Defaulted from as illustrated on Table 4.2. When Defaulting, a character
neither enjoys the benefits of their Talents, nor the benefits of any School bonuses. They can only use the CP and Maneuvers appropriate
to the Level of the Proficiency they are Defaulting to.
I.E., Bale has been disarmed of his sword, and must defend himself with only a hatchet. He was never trained in the weapons use, but he
has an alright idea of how it works, and only suffers a -1 with it. His 1H Sword level is 5, which gave him access to Tier 1 Maneuvers, but
with the -1, his level in 1H Blunt is only 4, meaning he can only use Core Maneuvers. Bad luck Bale!
Table 4.2
Grappling
Pugilism
Dagger
1H Sword
1H Blunt
2H Blunt
2H Sword
Spear
Polearm
Grappling
-1
-1
-3
-3
-4
-4
-5
-5
Pugilism
-1
-1
-3
-3
-4
-4
-5
-5
Dagger
-1
-1
-1
-1
-3
-3
-4
-4
1H Sword
-3
-3
-1
-1
-3
-2
-4
-4
1H Blunt
-3
-3
-1
-1
-1
-3
-3
-3
2H Blunt
-4
-4
-3
-3
-1
-2
-3
-3
2H Sword
-4
-4
-3
-2
-3
-2
-3
-3
Spear
-5
-5
-4
-4
-3
-3
-3
-1
Polearm
-5
-5
-4
-4
-3
-3
-3
-1
Schools
Schools are a method of leveling multiple Proficiencies at once, at a discounted cost for each, as well as School Bonuses. Schools level
more slowly and expensively than single Proficiencies, but they bring a wealth of benefits with them to offset their cost.
There are several different kinds of Schools, each with a different structure and unique benefits, as well as their own costs for buying in
(either at Character Generation or earlier) and leveling.
Becoming part of a School
A character can be part of a School at Character Generation, or can form a School during gameplay, as long as they have access to the
proper facilities or training. (Self-Taught schools require no teachers or infrastructure).
Buying into a School in order to gain its benefits is easy. The base cost in Arc of a School is listed in brackets in its Cost section. Each
Proficiency added to the School must be bought at level 1 (at cost listed in Table 4.1), and an additional cost might be necessary for some
Schools (the cost per Proficiency added).
Once these steps are done, the School is created at Level 1, and can be used/leveled normally.
Remember! Humans reduce the cost of Proficiencies by 1 when buying them for Schools, so the Core of each Proficiency only costs 1 for
a Human!
Leveling a School
Once youve bought into a School, it levels just like any other proficiency, using the same number of points as individual proficiencies.
The level of the School is tracked independently. The individual proficiencies in the School are listed as -1, 0, or +1, this being
their level relative to the Schools level, and representing the different focus that the School places on different weapons.
Gallant is part of a Self-Taught School that has 2H Sword at 0, Dagger at -1 and 1H Sword at 1. His School Level is 8, which means that
he effectively has 2H Sword at 8 (8+0), Dagger at 7 (8-1) and 1H Sword at 9 (8+1).
School Types
Self-Taught: You taught yourself, or learned through hard knocks, that its better to have a few Jacks up your sleeve than one Ace. SelfTaught Schools tend to contain few weapons, and practitioners tend to develop bad habits, but at the same time they are also uniquely well
suited for picking up dirty tricks, and thinking outside of the box.
Who Uses it?: Criminals, Peasants, Militia without formal training, Bored eccentric nobles
What Weapons?: Self-Taught schools can involve any weapons, but tend towards swords and polearms used afoot, pugilism, wrestling,
and maybe a missile proficiency.
Proficiencies: 1 primary (0), 0-2 secondary (-1) 0-3 Missile (-2)
Bonuses: Gain Special Move for either Throw Weapon, Blind-Toss, or Quick Draw.
[Special Move means that one time per opponent, you may use a Maneuver at -1 TN and no Activation Cost. You may never use your
Special Move against an opponent after youve used it once--theyre onto you.]
Penalties: When you reach a new Tier of Maneuvers (including Core) with any proficiency within this School, you must pick two nonUniversal maneuvers that you can perform in or before that Tier. You suffer from Poor Form when using those Maneuvers with that
Proficiency.
[Poor Form increases the Activation Cost of the maneuver when used in combat by 1. An instance of Poor Form can be bought off for 1
Arc Point so that it no longer applies to that maneuver.]
Cost: [0]+0 per prof at adoption.
Noble
Noble Schools exist to teach wealthy aristocrats and other interested, affluent parties how to conduct themselves in battle. Noble schools
are expensive, and can afford the best tutors to school their charges in how to properly murder their fellow men. The primary advantage of
Noble Schools is the exquisite form, and speed that come with constant repetition, constant correction, and no shortage of training
equipment. These assets come together to produce excellently practiced fighters with a great technical understanding of combat.
Who Uses it?: Young aristocrats, The sons of very wealthy merchants, Prodigious peasants allowed access because of natural talent
What Weapons?: Noble Schools tend to include civilized upper class weapons, like long swords, sabers, lances, rapiers, and perhaps
some missile weapons like bows or crossbows. Pugilism and Wrestling are generally beneath the dignity of these men, but sometimes are
included if dueling in armor is in vogue.
Proficiencies: 1-2 Primary (+2) 1-5 Secondary (+0) 0-3 Missile (+0)
Bonuses: You automatically gain a Novice Talent for your Primary Proficiency at School Level 1, a Journeyman Talent at level 5, and a
Master Talent at level 10. You gain Good Form for all maneuvers within all of the schools Proficiencies.
[Good Form decreases the Activation Cost of using a maneuver by 1 to a minimum of 0.]
Penalties: None. Youre just superior.
Cost: [2]+1 per Primary prof, +0 per Secondary/Missile Prof at adoption.
Soldier
Soldier Schools emphasize quantity and practicality. These schools are intended to instruct large quantities of men how to use a large
variety of weapons, to confront whatever situation they might be forced into on the battlefield. The methods used are often rough, with
less of a focus on sparring and more on the use of pells, training posts and courses to build strength and skill.
Who Uses it?: Soldiers, Mercenaries, Civilian Militias with training
What Weapons?: Soldier Schools can include a broad array of weapons, including swords, daggers, spears, maces, axes, bows,
crossbows, javelins and slings, as well as almost certainly including wrestling in their regimen.
Proficiencies: 3-9 Primary (+0) 0-3 Missile (-1)
Bonuses: Maneuver Tier 1 and Maneuver Tier 2 cost 1 less for this School.
Proficiencies
What Proficiency do I use?
When in combat, a character determines their Combat Pool by combining their Proficiency Level with their ADR. The question then is,
what Proficiency can the character use?
A character must use a Proficiency of the type of weapon that they are holding. If a character is holding a sword in their dominant
hand, then they must use the Sword proficiency. If the sword is a 2H Sword, then the proficiency being used will almost always be 2H
Sword. If the character is wielding a spear, then they must use the Spear proficiency. There are a few exceptions to this, such as the OffHand rule for some 2H weapons that allows them to be wielded one-handed while still using the 2H proficiency of their type.
When Dual-Wielding, a character must use the proficiency for the weapon held in their dominant hand.
If ambidextrous and Dual-Wielding, the character must decide which hand is being treated as dominant at the beginning of each
Round.
When unarmed, a character may either use Pugilism or Wrestling as their proficiency.
If a character is forced into using a different proficiency, either by Grappling, Disarming, or other circumstances, they
immediately gain or lose CP equal to the difference between their current proficiency and the one being switched to. If theyre
the same level, then nothing is lost. This can result in a character being forced to use a Default from their current proficiency,
often to disastrous results. A character with CP reduced to 0 in this way is not subject to Overshock.
If a character is eligible to use multiple Proficiencies (I.E., while wielding a 2H Sword in one hand using Off-Hand) they may
not change between them except at the beginning of the Round.
If a character draws a new weapon mid-action, say with Quick Draw, the new proficiency is immediately applied.
Proficiencies
Wrestling
Core
Superior Clinch
Tier 1
Superior Trip
Superior Disarm
Tier 2
Superior Riposte
2H Sword
Core
Pommel Strike
Hilt Push
Simultaneous Parry/Attack
Halfsword
Murderstrike
Tier 1
Quickdraw
Riposte
Deep Draw Cut
Superior Hilt Push
Superior Disarm
Superior Pommel Strike
Superior Murderstrike
Superior Simultaneous Parry/Attack
Superior Shield Bash
Superior Shield Beat
Tier 2
Superior Riposte
Superior Break
1H Blunt
Core
Tier 1
Shield Bind
Superior Hook
Superior Break
Superior Hew
Superior Shield Bash
Tier 2
Riposte
Quick Draw
Simultaneous Parry/Attack
Superior Disarm
Superior Shield Beat
2H Blunt
Core
Tier 1
Shield Bind
Superior Hook
Superior Break
Superior Hew
Missile Proficiencies
Missile Proficiencies work very similarly to Melee proficiencies, but with a few small differences.
-Missile Proficiencies have no Defaults.
-Missile Proficiencies have a different leveling scheme as displayed on Table 4.1 below, having only Core and Tier 1.
-Missile Proficiencies have their own slots in Schools, and cannot be taken in place of normal melee proficiencies.
36-25
Table 4.1: Missile Proficiencies
Level
Pool
Unlock
Cost
Core Maneuvers
10
10
11
11
12
12
13
13
14
14
15
15
Tier 1 Maneuvers
Tier 2 Maneuvers
Mastery Maneuvers
Bow
Core
Shoot
Aim
Melee Shot
Tier 1
Quick Shot OR Full Bend
Tier 2
Superior Quick Shot OR Superior Full Bend (The one chosen at Tier 1)
Trick Shot
Crossbow
Core
Shoot
Aim
Tier 1
Melee Shot
Superior Aim
Pistol
Core
Shoot
Melee Shot
Tier 1
13
Aim
Superior Melee Shot
Arquebus/Musket
Core
Shoot
Melee Shot
Aim
Tier 1
Superior Aim
Javelin
Core
Fling
Tier 1
Aim
Catch
Sling
Core
Fling
Tier 1
Aim
Dual Wielding
Dual wielding involves using a weapon in each hand. This has come up many times throughout history and legend, and is often associated
with exceptional skill or prodigious talent. In reality, two-weapon fighting was not merely the province of legendary swordsmen like
Miyamoto Musashi, or Pal Kiniszi. Though fighting with two swords was very unusual, fighting with a sword and a smaller companion
weapon, like a dagger, was not at all unusual at many points in history. References to double-rapier styles (the infamous Case of
Rapiers) abound, though it was never taken as seriously as the more formal styles of dueling.
The chief advantages of using two weapons instead of a single weapon, or a weapon and a shield, are that the secondary weapon can be
used to parry, trap, or bind the opponents weapon, or make a counter-attack on its own. The disadvantages range from not having a shield
to the awkwardness of using a large weapon in ones off-hand, the inability to quickly grasp something with the free hand.
When Dual-Wielding, always use the Proficiency of the weapon in your primary hand (if you are Ambidextrous, you may
choose which Proficiency you use) for terms of CP and available maneuvers.
Dual Wielding with two daggers or other S reach or smaller weapons incurs no penalty.
Dual Wielding with a dagger or other S reach or small in the off-hand and a proper weapon in the primary hand incurs no
penalty.
Dual Wielding with two larger weapons in each hand incurs a -2 penalty to CP, unless the character has the Ambidexterity
Boon, in which case no penalty is suffered.
Maneuvers
Maneuvers are essentially moves used in combat. This can be anything from parrying a blow to firing a pistol. Most Maneuvers involve
devoting Combat Pool dice to them, and then rolling these as an attack or a defense against an enemy. Some have more subtle effects, like
changing the way a weapon is held, distracting or blinding an enemy, or maneuvering around them in combat.
Maneuvers are divided into simple categories based on what they do, and when they can be used. For example, a Parry is a Weapon
Defense, because it involves parrying an attack with a weapon. A Lance Charge is a Mounted Weapon Attack Maneuver, since it involves
a kind of attack that can only be performed when mounted with a weapon.
Some Maneuvers are Universal, meaning that they are known automatically at Character Generation, while others are Advanced, and
must be learned through Proficiencies in order to be used. Advanced maneuvers are noted with a * in the lists.
Remember, Basic Maneuvers are always available, but a character can only use an Advanced Maneuver if he is currently fighting
with a Proficiency that has that Maneuver unlocked.
Maneuvers all follow the following format.
Maneuver Types
These tags identify a Maneuvers
Attack Maneuvers
Weapon
Strike, Thrust, Weapon Throw, Beat, Break, Deep Draw Cut, Disarm, Hew, Hook, Melee-Fire, Pommel Strike,
Push Cut
Unarmed
Elbow, Headbutt, Kick, Knee, Punch, Trip, Offensive Clinch
Shield
Shield Bash, Shield Beat, Shield Feint
Special Attacks
Blind-Toss, Strangle
Defensive Maneuvers
Parries
Parry, Riposte
Unarmed
Arm Parry, Defensive Clinch
Blocks
Block
Voids
Closing Void, Dart-Out, Void, Evade, Take Cover
Special Defenses
Do Nothing
Grappling
Advantage
Limb-Break, Coup de Grace, Pin, Strangle, Takedown, Throw, Trap
Disadvantage
Slip, Twist
Universal
Force, Unarmed Attack, Use Weapon
Mounted
Offensive
Bite, Horse Kick, Lance Charge
Defensive
Disengage, Lean, Swirve
Passing
Rideby, Trample
Cross-Fighting Maneuvers
General Actions
There are lots of things in combat that a character could do (or be forced to do) that do not quite warrant a Maneuvers complexity.
Standing up after being knocked down, drawing a sword or other weapon, unshouldering a musket, picking up a dropped weapon,
lowering the visor on a helmet, or shouting something to an ally.
General Actions cover these small affairs. A General Action can be performed in addition to Maneuvers during the Bout. Only one
General Action can be performed in each Action Phase.
Draw a Weapon
Drawing a weapon can be done automatically as long as there is a weapon sheathed or affixed in a place where it can be drawn easily (a
spear or similar weapon stuck in the ground sticking up so that it is easily accessable also counts) a hand free to draw the weapon, and
nothing interrupts the Action. At the end of the Action, the weapon is considered drawn and can be used normally from the start of the
next Action. The removal of the weapon or free hand, or the suffering Overshock, all cancel a Draw Weapon General Action.
Pick Up a Weapon
Picking up a weapon off the ground is a bit harder than drawing one from a sheath at the belt. This involves bending over and grabbing
the weapon, or manipulating it with ones feet somehow. This is not so simple. It requires a weapon to pick up, a free hand to grab the
weapon, and that you spend 4 CP and roll a Mobility Test at RS equal to 1+Weapon Weight+Terrain Modifiers. If successful, the weapon
is picked up at the end of the Action. The removal of the weapon or free hand, or the suffering Overshock, all cancel a Draw Weapon
General Action. An opponent near the weapon may spend 3 CP to roll their Mobility at the same RS, and add Bonus Successes to the RS
required for you to successfully pick the weapon up.
Failure results in the weapon not being picked up.
Stand Up
Standing Up is done when in a Prone position. A character can attempt to Stand Up during an Action at no cost. They still suffer the
halved pool this Action, but are no longer Prone at the end of the Action. Once a character begins a Refresh standing up, they regain their
full CP as normal.
If a character is forced to make a Stability roll while Standing Up, the RS is increased by 1. Failure does not halve their Combat Pool
again, but cancels the Stand Up action.
Say something
A character can speak at no cost as a General Action, but remember that each Action is about 1 second long on average. This is generally
enough for two or three syllables. Kill him! or Watch out! or Formation! are appropriate examples of something that can be said
(or barked) as a Say Something action.
Retrieve something from Pack/Pockets/Pouch
Retrieving something from a backpack or belt pouch can take between 1-3 Actions performed consequtively. This General Action requires
at least one free hand (possibly two, GMs discretion) and access to the thing that is to be retrieved. If any are interrupted (Overshock
resulting in a failed Stability roll, loss of the retrieving hand(s), loss of the pack/pouch, etc) then the action is failed.
Attack Maneuvers
Attack Maneuvers are generally (though not always) declared with Initiative. These all involve some sort of offense aimed at an enemy.
Attack Maneuvers are divided into sub-categories, which when referenced should be denoted with Attack (I.E., an Unarmed Maneuver in
this category is an Unarmed Attack, a Weapon Maneuver in this category is a Weapon Attack, etc.)
Weapon Attacks
Strike [X]
Universal
Requirements: Wielding a weapon with a Strike value
Maneuver: Weapon Attack at Weapon Range with X dice rolled at Weapon Strike TN, aimed on the Strike Table.
Success: Inflicts damage equal to [STR+Weapon Strike Damage+Bonus Successes] to Strike Location. Damage is of listed
Weapon Strike Damage Type.
Power Attack (1-2): When declaring Strike, you may spend up to (2) CP to increase Strike damage by an amount equal to the
number of CP spent.
Gallant declares a Strike with 6 dice, and Power Attacks for 2 additional CP. If he hits, hell inflict STR+Weapon Strike
Damage+Bonus Successes+2 for Power Attack.
Thrust [X]
Universal
Requirements: Wielding a weapon with a Thrust value.
Maneuver: Weapon Attack at Weapon Range, rolled at Weapon Thrust TN, aimed on the Thrust Table.
Success: Inflicts damage equal to [STR+Weapon Thrust Damage+Bonus Successes] to Thrust Location. Damage is of listed
Beat [0]
Universal, Strike-Like
Requirements: Have a weapon with a Strike TN. It must be the Round immediately after Orientation Declaration, and you
must have declared Aggressive.
Maneuver: Strike-Like Weapon Attack at Strike TN of weapon targeting enemy Weapon or Shield. Halve all Range costs for
this maneuver.
Success: Enemy cannot use targeted Weapon or Shield to perform any action until Refresh. Enemy suffers Stun equal to Bonus
Successes.
Superior: You may now declare this Maneuver in any Action immediately after the Refresh if you have Initiative.
Break [2]
Universal, Strike-Like
Requirements: Have a weapon with Strike TN. Target has a weapon.
Maneuver: Strike-Like Weapon Attack at Weapon Range at Strike TN, aimed at enemy's weapon.
Success: Enemy weapon sustains damage equal to [STR+Weapon Strike Damage+Bonus Successes]. If the amount of damage
dealt exceeds the Damage Threshold (listed below) for the targeted weapon, it Breaks, and becomes useless except as a potential
improvised weapon. (at GMs discretion, a spear or polearm may effectively become a quarterstaff after being Broken, a woodhafted blunt weapon might become a truncheon, etc).
Special: This Maneuver cannot be Parried, and ignores Range modifiers. The user does not move to their weapons range on a
successful attack, but may if the weapon is broken.
Superior: With a successful Break, enemy suffers Stun equal to Half Bonus Successes.
Weapon
Damage Threshold
Dagger
Light Sword
12
Robust Sword
15
Wood-Hafted Blunt
10
Metal-Hafted Blunt
15
Spear/Polearm
10
Langeted/Reinforced
Spear/Polearm
12
Disarm [X+1/2]
Universal, Strike-Like OR Punch-Like
Requirements: None
Maneuver: Strike-Like Weapon Attack at Weapon Range at Parry TN, OR Punch-Like Unarmed Attack at Hand range at Punch
TN 6, targeting enemy weapon.
Success: Enemy must make a Knockdown test with RS equal to Bonus Successes. If this test is failed, the targeted weapon is
removed from the enemy's grasp, and either retained by you, dropped at your feet, or thrown several yards away at your
discretion.
Special: The second Activation Cost represents the use of this maneuver as a defense. If an enemys weapon is Two Handed
(2H) the enemy gains a +3 bonus to his Knockdown test.
The enemy may opt to drop the weapon by letting the disarm go through without resisting it and retaining CP. This does not
automatically give initiative, however.
Superior: When disarming an enemy Defensively with a 2H weapon, they do not gain the normal +3 bonus to the Stability test.
Hew [0]
Universal, Strike-Like
Requirements: Have a weapon with Strike TN.
Maneuver: Strike-Like Weapon Attack at Weapon Range, at Weapon Strike TN targeting enemy Shield.
Success: Defender takes Stun equal to half of Bonus Successes. Defender's Shield then sustains damage equal to
[STR+Weapon Damage+Bonus Successes] against its Durability. If the damage equals or exceeds the Durability, the shield is
destroyed and any excess damage is applied to the defender's Shield-Arm (roll on Arm Strike Table).
Special: Block-Like Maneuvers made to defend against this Maneuver are made at +1 TN.
Superior: When successfully Hewing a shield, you may, instead of transferring excess damage to the shield-arm, instead move
it to the Chest zone (roll on Chest Strike Table).
Hook [1]
Universal, Strike-Like OR Thrust-Like
Requirements: Have a weapon with the Hook quality.
Maneuver: Strike-Like Weapon Attack at Weapon Range, at Weapon Strike TN, OR Thrust-Like Weapon Attack at Weapon
Range at Thrust TN, targeting enemy Shield or Enemy Legs.
Success:
If targeting Enemy, Enemy must make a KD roll equal to Bonus Successes or be rendered Prone, and suffer Stun equal to bonus
Successes.
If targeting Shield, Enemy cannot use his shield in the following Action, and must make a KD roll equal to Bonus Successes or
lose Shield altogether as it is dragged away.
Superior: If targeting an Enemy on a mount, add Bonus Successes to the number of feet that the character effectively falls after
being pulled from saddle.
Melee-Fire [Variable+X]
Universal, Thrust-Like
Requirements: Have a loaded Shooting Weapon ready in the hand, or declare this maneuver with Quickdraw on an
holstered/slung loaded Shooting Weapon.
Activation Cost: If weapon is already in hand and readied, 0. If weapon has just been Quick-Drawn, 2.
Description: Thrust-Like Weapon Attack with X not exceeding Missile Weapon Proficiency at LL OR Current Range with
Shoot TN of weapon, aimed on Thrust Table.
Success: Inflicts damage appropriate for a ranged attack with the weapon used, using Bonus Successes from the roll as normal,
but rolling on Thrust Target Zone.
Failure: Attack fails. If this attack is successfully Blocked, do not negate the attack, instead add the Shield AV+Bonus
Successes to the AV of the location hit, and then resolve attack as though it had been Successful with 0 Bonus Successes.
Special: If this attack is defended against with a Parry-Like Maneuver, there is an additional Activation Cost to the defense
equal to Reach Difference between the shooter and defender.
Unarmed Attacks
Elbow [X]
Universal, Unarmed
Requirements: An arm with which to strike. This can be done while holding a weapon, at GM's discretion.
Maneuver: Unarmed Attack Attack at Half-Arm range with X dice at Punch TN 7 at Swinging or Thrust Target Zone.
Success: Inflicts Bludgeoning Damage equal to [STR-2+Bonus Successes] to chosen (Swinging or Thrust) Location.
Failure: If parried, suffer a Strike or Thrust (opponents choice, GM adjugates) to Elbowing Arm with dice equal to half of
Defense successes from parrying weapon.
Special: If elbow is armored in metal, add +1 to damage.
Superior: Your elbows now inflict an additional +2 damage.
Gallant has Pinned his opponents arm, torso, and neck using the Grappling rules, and delivers a savage elbow to his victims
head with 12 dice. He rolls 8 successes to the defenseless fool, and inflicts STR-2(4)+8 damage, for a total of 12!
Alas, poor Goofus...
Headbutt [X+1]
Universal, Unarmed
Requirements: None. No hands required.
Maneuver: Unarmed Attack at Half-Arm range with X dice at Headbutt TN 8 at Thrusting Target Zone (Must aim for Head or
Chest)
Success: Inflicts Bludgeoning Damage equal to [STR-2+Half Bonus Successes] to Thrust Location. Target suffers Stun equal to
Bonus Successes. Half of damage done is inflicted back on Upper Head.
Failure: If parried, suffer a Strike or Thrust (opponents choice, GM adjugates) to Upper Head with dice equal to half of
Defense successes from parrying weapon. If Blocked, suffer a Shield Bash to Upper Head with dice equal to half of Defense
successes from Shield used.
Special: If head is protected with a Helmet (chain coifs do not count) the Head receives no damage back upon it from this
attack, and the Headbutt instead inflicts [STR+0+Half Bonus Successes] Damage.
Kick [X+0/1]
Universal, Unarmed
Requirements: Have a leg free to kick.
Maneuver: Unarmed Attack at Short range with X dice at Kick TN 8 at Thrusting or Swinging Target Zone.
Success: Inflicts Bludgeoning Damage equal to [STR-1+Bonus Successes] to Thrust/Strike Location.
Additionally forces Knockdown at RS equal to Bonus Successes or be knocked prone.
Failure: If parried, suffer a Strike or Thrust (opponents choice, GM adjugates) to Kicking Leg with dice equal to half of
Defense successes from parrying weapon.
Special: If aiming a Kick attack above the waist, Activation Cost is 1. If wearing Sabatons/Steel Boots, add +1 to damage.
Superior: Your kicks now inflict an additional +2 damage.
Gaston has just discharged his blunderbuss into a dubious brigand, but he has no melee weapon with which to defend himself
from yon brigands comrade! He levels a kick at the blaggard with 14 dice, and after opponents defense succeeds with 3 Bonus
Successes. He inflicts negligible damage to the brigandine armored brigand, but the enemy must make an RS 3 Knockdown test
or be rendered prone.
The brigand fails, and is flung backwards onto the ground, giving Gaston enough time to pour a fistfull of silverware down the
barrel of his blunderbuss, and.
Knee [X+0/2]
Universal, Unarmed
Requirements: Have a leg free to knee.
Maneuver: Unarmed Attack at Half-Arm range with X dice at Knee TN 7 at Thrusting Target Zone
Success: Inflicts Bludgeoning Damage equal to [STR+0+Bonus Successes] to Thrust Location.
Failure: If parried, suffer a Strike or Thrust (opponents choice, GM adjugates) to Kneeing Leg with dice equal to half of
Defense successes from parrying weapon.
Special: If aiming a Knee above the waist, Activation Cost is 2. If wearing metal knee-armor, add +1 to damage.
Superior: Your knees now inflict an additional +2 damage.
Inspector Direm is casually going about his business oppressing the peasantry, when, upon turning around, he is met by the
infamous bandit Skiddro, who delivers a flying knee to the villainous villeins face. Surprised, the Inspectors defense is only 4
dice, and Skiddros Flying Knee, delivered with 10 dice (plus two for aiming above the waist) succeeds with 8. Skiddro inflicts 6
damage (Strength+0+4 Bonus Successes) against the Inspectors 4 TOU, inflicting a level 2 Wound.
Oh, its on now.
Punch [X]
Universal, Unarmed
Requirements: Have a hand with which to strike. This can be done while holding a weapon, at GM's discretion.
Maneuver: Unarmed Attack at Hand range with X dice at Punch TN 6 at Thrusting Target Zone. Half of damage done is
inflicted back on Hand. If you strike a hard surface (metal armor, the upper head, a shield) you receive full damage back upon
your hand.
Success: Inflicts Bludgeoning damage equal to [STR-2+Half Bonus Successes] to Thrust Location.
Failure: If parried, suffer a Strike or Thrust (opponents choice, GM adjugates) to Punching Arm with dice equal to half of
Defense successes from parrying weapon.
Special: If fist is armored in metal/has brass knuckles/knuckledusters etc, add +1 to damage, and suffer no damage back upon
hand.
Superior: Your punches now inflict an additional +2 damage.
Goofus declares a Punch with 12 dice, and scores 8 successes. Amazing!
However, he strikes his opponent squarely in the chest, which is armored with a Heartguard! He inflicts Strength(4)-2+Half
Bonus Successes (6) for a total of 8 damage, which unfortunately does absolutely nothing to his foes plate-armored chest. This
damage is inflicted back on Goofus, and after TOU inflicts a Level 3 wound to his hand! Poor man!
Trip [X]
Universal, Unarmed
Requirement: None
Maneuver: Unarmed Attack at Half-Arm Range, at TN 8.
Success: Enemy must make Knockdown at Bonus Successes or be rendered Prone.
Special: This maneuver may not be Blocked or Parried, it can only be Voided.
Superior: If the enemy is successfully Tripped, he also suffers Falling damage as though he had just fallen a number of feet
equal to Bonus Successes.
Shield Attacks
Shield Bash [X]
Universal
Requirements: Have a Shield
Maneuver: Attack with X dice at Hand Range at Shield Bash TN at Thrusting Target Zone.
Success: Inflicts Bludgeoning damage equal to [STR+Shield Bash Damage+Bonus Successes] to Thrust Location.
Special: Parry-Like defenses made against a.Shield Bash are made at +1 TN. Shield Bash cannot be performed as part of any
Simultaneous maneuver, Off-Hand maneuver or Double Attack.
Superior: Successful Shield Bash additionally forces a Stability test at RS equal to Bonus Successes or be knocked prone.
Dietrich, having just spitted a Bohemian rebel on his sidesword, finds an officer in full armor approaching him from an unseen
quarter. His sword wont be able to penetrate that armor, so he declares a Shield Bash to the face on the Hussite rascal with his
rodela with 8 dice. The Hussite is in full armor, so his Void costs would be high. He attempts to Parry with 10 dice. Dietrich
rolls 5 successes, while the Hussite rolls 5, but because Parry Successes are halved against Shield Bash, Dietrich succeeds
with 5 Bonus Success, and inflicts 11 damage, inflicting a level 1 wound to the Hussite through his helmet. That might give him
the leg-up he needs to take this guy down.
against a Shield Bash, it is negated, and half of the CP devoted to it is lost, while the other half is returned to the defenders
Combat Pool. The target must then either declare a Quick Defense in order to use a legal defensive maneuver against the Shield
Bash, or suffer its full impact.
Gallant declares a Cut with his arming sword to his opponents neck with 6 dice. His opponent, who is well armored, declares a
Parry with 8 dice. Gallant activates Shield Feint, switching his Cut to a Shield Bash with 6 dice to the face. He has to pay an
additional 2 dice for Reach, but his opponents defensive successes are halved, because of Parrys penalties against Shield
Bash.
Special Attacks
Blind-Toss [X+Variable]
Universal
Requirements: Have something to throw in-hand or within quick and easy reach (hat, scarf, cloak, sand/dirt, etc) must be at EL
range or shorter.
Maneuver: Attack at TN 5, ignores all Range modifiers.
Success: Enemy's ATN and DTN is increased by 1 per Bonus Success to a maximum of 10 until the end of the next Action
Phase.
Special: This maneuver Activation Cost is equal to X+half of the target's Perception Score, +1 for each time you have used this
maneuver on that character before. This is not limited to one fightevery single time you use this maneuver on a character,
your activation cost for it increases by 1 against that character.
This Maneuver cannot be used as part of any sort of Simultaneous action.
If this man
This maneuver cannot be Parried, but may be Blocked or Void.
When rolling an Initiative Test to determine attack order while making a Blind-Toss, you may roll 3 additional dice in the Test
for the Blind-Toss.
Gallants saber has just been knocked out of his hand by his intrepid foe, Goofus. Desperate, and having just won the initiative
back with a Duck, Gallant flings a fistfull of sand at his foe with 5 dice. Goofus ignores it, and tries to launch a Strike past it.
Gallant scores 3 successes, moving Goofuss Strike TN to 10. Goofus scores no successes, having been caught in the face with
a fistful of sand. He wipes the stuff from his eyes, and opens them, enraged, to the sight of Gallant pulling back the hammer of
his raised pistol with a thumb.
Alas, poor Goofus
Strangle [X]
Universal, Clinch-Like
Requirements: Are behind an enemy, either through stealth, Outmaneuver, etc. Have two arms (hands optional), a wire/cord,
some sort of bar, any other potential strangling device, etc.
Maneuver: Clinch-Like Attack with X dice at Strangle TN 8.
Success: Immediately enter the Clinch, with your opponents Head trapped, and resolve a Choke maneuver (using whatever tool
you initiated the Strangle with) with Bonus Successes as automatic successes. You may maintain the Choke as normal in the
coming rounds.
Special:.If using a wire or a bar, Strangle TN is 7.
Defense Maneuvers
Parries
Parry
Universal
Requirements: Have a weapon/device/anything with a parry TN
Maneuver: Defense with X at Weapon Parry TN.
If you are using this maneuver with Initiative, wait until characters without Initiative have declared their Defenses to declare the
target of this defense. If nobody declares attacks against you, you can return the Defensive Dice to your Combat Pool. Then,
resolve maneuvers at Initiative.
If you are using this maneuver without Initiative, declare it against an enemy attack.
Success: Enemy attack negated. Gain Initiative if any Bonus Successes are scored.
Special: You may only declare this maneuver once per Action with a weapon. If you have two weapons, you may declare a
Parry and an Off-Hand Parry simultaneously, against two separate attacks.
Riposte [2+X]
Advanced: 1H Sword, 2H Sword, Polearm, Spear, 1H Blunt, 2H Blunt
Requirement: Have a weapon with a Parry TN and a Strike or Cut TN.
Maneuver: Parry-Like Defense with X at Weapon Parry TN.
If you are using this maneuver with Initiative, wait until characters without Initiative have declared their Defenses to declare the
target of this defense. If nobody declares attacks against you, you can return the Defensive Dice to your Combat Pool. Then,
resolve maneuvers at Initiative.
If you are using this maneuver without Initiative, declare it against an enemy attack.
Success: Negates enemy attack and gains initiative. You may follow through Riposte next Action by declaring a Strike-Like or
Thrust-Like Maneuver on enemy whose attack was negated by this maneuver. If you do so, your attack gains bonus dice equal
to enemy successes on Countered attack.
Superior Riposte: You may, in addition to a Strike or a Thrust, follow through Riposte with a Grapple, Half-Sword, Hook, or
Trip (paid for normally) gaining bonus dice equal to enemy successes on the Countered attack as normal.]
Special: You may only declare this maneuver once per Action with a weapon.
Unarmed
Arm Parry
Universal
Requirement: Have a free arm that at least extends to the forearm (prosthetics can be used for this) with which to parry.
Maneuver: Parry-Like Unarmed Defense with X at Arm Parry TN 7.
If you are using this maneuver with Initiative, wait until characters without Initiative have declared their Defenses to declare the
target of this defense. If nobody declares attacks against you, you can return the Defensive Dice to your Combat Pool. Then,
resolve maneuvers at Initiative.
If you are using this maneuver without Initiative, declare it against an enemy attack.
Success: Enemy Attack Negated. If Enemy Attack was a Strike or Thrust, or Strike-Like/Thrust-Like, it inflicts a Strike or
Thrust to parrying limb with 0 Bonus Successes. Total Damage is reduced by Arm Parry Bonus Successes.
Faulure: Enemy Attack Resolves as normal. If Enemy Attack was Strike or Thrust, or Strike-Like/Thrust-Like, it inflicts a
Strike or Thrust to parrying limb with 0 Bonus Successes in addition.
Special: If Arm Parry is used against an attack targeting the limb used for Arm Parry, the Arm Parry TN increases to 8.
[Superior: Your Arm Parry TN is improved by 1, to a base TN of 6.
Clinch (Defensive)
Universal
Requirements: None, requires limbs
Maneuver: Unarmed Attack at Hand range with X dice at Clinch TN 8.
If you are using this maneuver with Initiative, wait until characters without Initiative have declared their Defenses to declare the
target of this defense. If nobody declares attacks against you, you can return the Defensive Dice to your Combat Pool. Then,
resolve maneuvers at Initiative.
If you are using this maneuver without Initiative, declare it against an enemy attack.
Success: You and your target are now Grappling. Any unresolved Actions between you are negated and refunded for half the
CP invested. You may immediately as part of this action declare and resolve a Grappling Advantage Maneuver with your
Bonus Successes from this roll. Your opponent may only defend against this with a Quick Defense, and may not use any of the
CP refunded from his cancelled Maneuvers, if any.
Failure: If Parried or Blocked, you suffer a Strike, Thrust, or Shield Bash (depending on Parrying/Blocking device, GM's
discretion) to your arms (left 1-3, right 4-6), chest (7-8) or head (9-10) without Bonus Successes.
Superior: Clinch resolves at Clinch TN 7.
Blocks
Block [X]
Universal, Block
Requirements: A shield or other item with a Block TN
Maneuver: Block with X dice at Shield TN.
If you are using this maneuver with Initiative, wait until characters without Initiative have declared their Defenses to declare the
target of this defense. If nobody declares attacks against you, you can return the Defensive Dice to your Combat Pool. Then,
resolve maneuvers at Initiative.
If you are using this maneuver without Initiative, declare it against an enemy attack.
Success: Enemy attack negated. You gain Initiative.
Special: You may declare this maneuver any number of times per Action, if there are multiple incoming attacks to defend
against.
Voids
Closing Void
Universal, Void
Requirements: None.
Maneuver: Void at TN 8 with X.
If you are using this maneuver with Initiative, wait until characters without Initiative have declared their Defenses to declare the
target of this defense. If nobody declares attacks against you, you can return the Defensive Dice to your Combat Pool. Then,
Cover AV
Fence
12
Wooden Wall
18
Piled Dirt
24
Stone Wall
30
Special Defenses
Pass (Do Nothing) [None]
Universal
Requirements: None. You may ALWAYS choose to Do Nothing.
Maneuver: You do nothing this Action. As you are undergoing no activity, you count as idle for purposes of Fatigue, meaning
you may actually regain your breath in this time.
If you are attacked and forced to perform a Quick Defense, you do not gain the Fatigue bonus from this maneuver.
Grappling Maneuvers
Grappling Advantage
considered to be Open.
This attack does NOT suffer the increased activation cost for Ground Fighting.
If your weapon being used (not enemys weapon) is a Dagger of Short length or less, you do not suffer a +1 TN for this
maneuver.
Limb-Break
Universal, Grappling, Advantage
Requirements: At least one of enemy's body parts are Trapped as-per Trap maneuver above.
Maneuver: Grappling Attack on Trapped Body Part at Break TN of Body Part with X dice.
Arms: TN 6
Leg: TN 7
Head: TN 8
Torso: TN 9
Success: Inflict Bludgeoning Damage equal to [STR-2+Half Bonus Successes] to area chosen from list. This attack ignores all
non-Hard armor, and Hard Armor only provides half its normal AV.
Arms: Elbow, Wrist, Shoulder
Head: Face, Neck/Throat.
Leg: Knee, Foot, Hip
Torso: Chest, Shoulder, Hip, Back
Special: If the limb being targeted is Pinned, Break inflicts [STR-2+Bonus Successes] instead of its original amount, making it
more effective.
Superior: Break Damage is increased by 2.
Pin [X]
Universal, Grappling, Advantage
Requirements: In the Clinch, at least one of enemy's body parts is Trapped.
Maneuver: Grappling Attack on Trapped Body Part at Pin TN 8 with X dice.
Success: Target body part becomes Pinned. This is identical in effect to being Trapped, except that TNs increase by 2, instead of
1. Some maneuvers have a special bonus if used against a Pinned body part.
Choke [X]
Universal, Grappling, Advantage
Requirements: In the Clinch, enemy's Head is Trapped or Pinned.
Maneuver: Grappling Attack at Choke TN 7 with X dice.
Success: Enemy suffers Stun equal to Bonus Successes, and begins to suffocate.
Each Action after the first, Choke can be maintained in place of performing another action. Maintaining a Choke is the same
as performing the Choke action, but at TN 6, against enemy defense (if any). The enemy takes 1 Pain every Action that Choke
is maintained (not the Action it is initiated) along with the Stun.
When a character's Pain from Choke becomes equal to his Mobility score, he must make a WIL test each Action (at RS equal to
1 per point of Pain over the character's Mobility score) or lose consciousness for 1d10 minutes. If a character is Choked into
unconsciousness, they must make a HLT test at RS 2 or die from a crushed glottis/windpipe/etc. Each Choke action after
unconsciousness forces an additional test at +1 RS.
If a character breaks the choke and manages to get free, they lose 1 pain for every 10 seconds they have to breathe without
exertion (but only to a maximum of the pain inflicted by Choke).
Special:
If a Garrote, like a wire or cord, is used instead of bare hands or arms, the TN for Choke is 6, maintaining it is done at TN 5, and
the Pain inflicted every Action that it is maintained is 2 instead of 1. If a character is Garroted into unconsciousness, they must
make a HLT test at RS 4 or die after going unconscious, from a crushed glottis/windpipe/etc. Each Choke action after
unconsciousness forces an additional test at +1 RS.
If the neck is protected by plate armor like a Gorget or Bevor, the TN of Choke increases to TN 9, and maintaining it increases
to TN 8. Garrotes cannot be used over characters with such protection.
Takedown [X]
Universal, Grappling, Advantage
Requirements: In the Clinch, have the Advantage.
Maneuver: Grapplin Attack at Takedown TN 8 with X dice.
Success: Grapple goes to Ground. While on the Ground, all maneuvers have a +1 activation cost, and the fighter with
Advantage gains a -1 bonus to all maneuver TNs while retaining it.
Throw [X+2]
Universal, Grappling, Advantage
Requirements: In the Clinch, have the Advantage.
Maneuver: Grappling Attack at Throw TN 7 with X dice.
Success: Victim is rendered prone, and suffers falling damage as though falling a number of feet equal to [(Strength+Bonus
Successes)x2] onto whatever surface they are being thrown upon. (See Falling Damage on page [Q] for more details).
Clinch ends unless the Takedown option detailed below is taken. If the Clinch ends, the Range of combat is set to Long.
Special:
-If you have Pinned one of the target's body parts and successfully Throw the target, you may move the result on the Falling
Table by 1 per body part Pinned.
-The +2 Activation Cost for throwing on the ground includes the penalty for being on the ground.
Superior: You may re-roll on the Falling Table to see where damage is inflicted.
Trap [X]
Universal, Grappling, Advantage
Requirements: In the Clinch, have Advantage.
Maneuver: Grappling Attack at Trap TN 7 with X dice, Targeting Head, Right Arm, Left Arm, Right Leg, Left Leg, or Torso.
Success: Body part targeted becomes Trapped. All TNs increase by 1 for the victim until it is released. No actions can be taken
involving the Trapped body-part (except for Force, to try and free the limb, or defenses as appropriate) until it is released. If a
weapon is being held in a Trapped limb, the weapon itself is also considered to be Trapped.
Superior: Trap TN is reduced to 6.
Grappling Disadvantage
Slip [X]
Universal, Grappling, Disadvantage
Requirements: In the Clinch.
Maneuver: Grappling Defense at Slip TN 6 with X dice.
Success: Enemy maneuver negated, you gain Advantage.
Special: If fight is on the Ground when performing a successful Slip, you may spend 2 CP after success to attempt to Stand
(MOB test, opponent can oppose by spending 2 CP). Success moves the Clinch to Standing position.
If Bonus Successes exceed 2, you may pay 2 CP to end Clinch, and return both characters to regular combat. If the fight is on
the Ground, both characters are Prone.
Twist [X]
Universal, Grappling, Disadvantage
Requirements: In the Clinch.
Maneuver: Grappling Defense at Twist TN 7 with X dice.
Success: Enemy maneuver negated, you gain Advantage, you gain CP equal to Bonus Successes for the next maneuver.
Special: If fight is on the Ground when performing a successful Twist, you may automatically move to Standing position.
If successful, you may end Clinch, and return both characters to regular combat at Half-Arm Range. If the fight is on the
Ground, both characters are Prone.
Grappling General
Force [X+1]
Universal, Grappling
Requirements: In the Clinch, have one body part currently Trapped or Pinned. (You do NOT need to have Advantage to
perform this maneuver, but it resolves after the character with Advantage's maneuver, and may NOT undo a Trap or Pin
implemented by that maneuver).
Maneuver: Select one of your Body Parts that is currently Trapped/Pinned. Grappling Attack at Force TN 7 (if Trapped) or
Force TN 8 (if Pinned) with X dice.
Success: Body part is no longer Trapped or Pinned.
Special: This maneuver does not increase this TN any further for Traps or pins than is detailed in this maneuver, it is immune to
the normal cumulative +1 TNs.
Mounted Maneuvers
Offensive Mounted Maneuvers
Bite [2] {RS 4 Ride Check}
Universal, Mounted
Requirements: In a Bout, Mounted, Mount has a Bite attack.
Maneuver: Mount makes Unarmed Attack at Hand Range with Full CP at Bite TN 6 aimed on the Swing Table to either Head,
Neck, or Arm.
Success: Inflict damage equal to [Half Mount Strength+Mount Bite Damage+Bonus Successes] in Cutting Damage to Swing
Location.
[Ride Fail: You cannot convince your mount to bite anything.]
Cross-Fighting Maneuvers
Offensive Cross Maneuvers
Cleaving Blow
Universal, Cross
Requirements: Wielding a weapon with a Strike value, Facing multiple opponents that are valid Targets for you.
Maneuver: At any time that a Strike is successful and the Requirements are met, you may pay the Cleaving Blow Activation Cost to
immediately (as same Action) declare and resolve a Strike maneuver against new Target with Bonus Successes. If the target is at the same
Range as the previous target, you do not need to pay Range Costs. If the target is at a different Range, you must pay whatever the
difference between the previous target and the new targets Range is.
You may add additional dice to this Strike at a 2:1 ratio (2 CP spent for 1 CP added). You may continue doing this until you are out of CP,
until you are out of potential Targets, or until you have activated Cleaving Blow a number of times equal to the Reach Value of your
weapon (4 times for a Medium length weapon, 6 times for a Very Long length weapon, etc).
Cross-Attack
Universal, Cross, Attack
Requirements: Facing multiple opponents that are valid Targets for you.
Maneuver: Spend 1 to change Targets immediately upon declaring this maneuver. You may then declare maneuvers normally against this
new Target.
Instant Maneuvers
Instant Weapon Maneuvers
Hilt-Push [2]
Advanced: 1H Sword, 2H Sword, Instant
Requirements: Weapon has a Parry TN. Activate this Maneuver if you have just Parried an enemy attack, or the enemy has just Parried
one of your attacks, and your weapons are not more than one step of Range different.
The Defender of the Parried Attack has the first opportunity to initiate Hilt Push. If he elects not to, the Attacker may then initiate the Hilt
Push.
Maneuver: When Activated, the two characters enter The Push. During The Push, these two characters can only utilize Push Maneuvers
against each other, and may not use the involved weapons (the two that contacted each other when the Push began) in other Maneuvers.
The Push has its own form of Initiative (called Advantage) and a character can ONLY utilize Push Maneuvers of his state of Advantage
(Advantage or Disadvantage).
Immediately upon the Hilt Push being activated, both characters must roll either a Wind or Withdraw Maneuver, to determine who has
Advantage. The character who declared the Hilt Push maneuver gains -1 to the TN of his first Wind or Evade action. After this, until the
Push ends, these characters must utilize Push Maneuvers against each other with these weapons.
Special: A second weapon, if held, can be used to make Off-Hand maneuvers, though while in the Hilt-Push these maneuvers always
resolve without Initiative, and cannot parry (or be parried by) any Push maneuvers, or it can be added to the Push, providing an
additional +1 CP to any Actions taken.
No Push Maneuvers can be blocked.
When the Push ends, the Range of the fight becomes the reach of the weapon held by the character that ended the Push.
Superior: Binding and Winding: When you activate Hilt Push, you gain -2 to the TN of your first Wind or Evade action instead of -1.
Halfsword [1]
Advanced: 1H Sword, 2H Sword, Instant
Requirements: Have a 2H or 1H Sword, and both hands available with which to hold it.
Maneuver: When activated, reduce the Length of your weapon temporarily by 1 or 2 stages, and reduce Strike damage by 2, while
increasing Thrust damage by 1, and improving Parry TN by 1. If the weapon was 1H, it is now 2H. If it was 2H, it remains 2H. You may
change the Hit Location result of Thrusts made with this weapon by 1 location (upper head to face, face to neck, etc). You may deactivate
this Maneuver instantly and at no cost before an Action or during a thrust. If done during a Thrust, the weapon's Thrust damage increases
by 2 instead of 1 for this final attack, after which it regains its normal stats.
This Maneuver can be activated instantly before declaring another Maneuver.
Special: If the weapon being Halfsworded had the Hand-Off quality, determine its Halfsword attributes based on its 2H version,
regardless of whether the maneuver was activated from 1H or 2H mode.
Murderstrike [2]
Advanced: 1H Sword, 2H Sword, Instant
Requirements: Have a 2H or 1H Sword, and both hands available with which to hold it.
Maneuver: When activated OR deactivated, immediately roll ADR at RS 2+Weapon Length. If successful, this Maneuver is instant. If
unsuccessful, the weapon still changes its stats, but cannot be used for any Maneuver this Action. If no successes are rolled, you drop the
weapon.
Success: Change Strike and Thrust damage to Str+0, but change the damage type to Bludgeoning. If the weapon was 1H, it is now 2H.
This weapon gains Shock 1 if it strikes the targets Head or Face.
Special: You may Deactivate this Maneuver at any time, returning the weapon to its normal stats after a roll. This Maneuver can be
activated or deactivated instantly before declaring another Maneuver IF its ADR test is passed. Otherwise, it occupies a full Action.
Quickdraw
Advanced: 1H Sword, 2H Sword, 1H Blunt, Instant
Requirements: Have a weapon on you that you want drawn, and have the capacity to draw it.
Maneuver: When activated, you may roll ADR at the Strike TN of your weapon, with RS of 1 per Length Category of the weapon past
Hand Length. This is instant, and does not resolve in Initiative. Hand Length weapons automatically succeed. Weapon cannot be longer
than the Long.
Success: You immediately draw the weapon, and may declare a Strike, Thrust, or Pommel Strike maneuver in this same Action. You can
also Parry.
Quick Defense
Universal, Instant
Requirements: You may declare this maneuver in response to having any attack directed at you, regardless of whether or not you have
already declared Maneuvers for this Action. You must have some means of mounting a Defense available.
Maneuver: Declare any Defensive Maneuver, Universal or otherwise, in response to the attack, paying for that Maneuver as normal.
However, that Maneuver TN increases by 1 for being activated as a Quick Defense.
Special: You may declare any number of Quick Defenses in an Action, against any number of attacks. However, the Defensive
Maneuvers chosen cannot be used more times than normally allowed.
Feint [2+Variable]
Universal, Instant
Requirements: Activate after having declared a Strike-Like or Thrust-Like Maneuver, and after any other maneuvers have been declared,
but before any are resolved. You may only activate this maneuver from a Thrust-Like Maneuver if the weapon being used has the Fluid
Thrusts quality.
Maneuver: When Activated, change either the type of the attack (To either a Strike-Like or Thrust-Like Maneuver) or (if the Maneuver
targets an area) the target location of the attack (Head to Chest, Chest to Arm, etc). You may elect to change both if applicable, but you
must choose at least one. You may pay 2 CP to add 1 CP to this attack, as many times as you can afford.
When changing the Target Location, if this would render any Defensive Maneuver the enemy has declared illegal, that Maneuver is not
cancelled, but resolves at +1 TN.
Missile Maneuvers
Missile Maneuvers refer specifically to Maneuvers that can only be used in the Bystander Phase with Missile Weapons. Using Missile
Weapons in close quarters or melee (I.E., in a Bout) is covered by maneuvers like Melee-Fire and Throw Weapon.
ONLY Missile Proficiencies can have these Maneuvers, even if they are listed Universal.
Remember, a characters MP is normally equal only to their Proficiency with the Missile Weapon, but can be increased with Talents,
and with the Aim Maneuver below.
Shooting Manuevers
Shoot
Universal, Shooting, Missile
Requirements: Have Shooting weapon (Crossbow, Bow, Firearm, etc) that is ready to shoot or be loosed.
Maneuver: Missile Attack with full MP at [Shoot TN+1 per Range Increment.]
Success: Inflicts [Weapon Damage+Bonus Successes] to zone rolled on Missile Hit Table.
Special
-This attack cannot be Parried. Only Block, Void, and Cover maneuvers can be made against it.
-If the weapon being used is a firearm, then in addition to Parry, Block and Void maneuvers cannot normally* be made against it either.
-Before rolling this attack, you may spend up to 4 MP. If you do so, and the attack hits, you may modify your roll on the Missile Hit Table
by a number up to the amount of MP spent in this manner. This is in addition to other sources of Hit Table modification.
*The Burdinadin special rule Stains of Time allows them to Void and Parry attacks made by firearms. A Parry made against a firearm attack counts as a Break attempt
against the parrying weapon with 0 Bonus Successes. If the base damage is sufficient to destroy the weapon, it does so, and the attack hits the defender as normal.
Rapid Shot
Universal, Shooting, Missile
Requirements: Have a bow, or a shooting weapon with multiple shots (multi-barreled pistol, revolver, multi-prod crossbow, repeating
crossbow, etc)
Maneuver: When Activating this Maneuver, you may declare multiple Shoot maneuvers at once. You may aim these maneuvers at
multiple targets, or at a single target. Each shot after the first reduces your full MP for all of them by 2. Resolve each shot separately,
after all have been declared. You may not declare more Shoot maneuvers than the number allowed by your weapon, or 5 in the case of
bows.
Power Draw
Advanced: Self Bow, Missile
Requirements: Bows only.
Maneuver: Missile Attack with MP-2 at [Shoot TN+1 per Range Increment.]
Success: Inflicts [Weapon Damage+Strength+Bonus Successes] to zone rolled on Missile Hit Table.
Special
-This attack cannot be Parried. Only Block, Void, and Cover maneuvers can be made against it.
-Before rolling this attack, you may spend up to 4 MP. If you do so, and the attack hits, you may modify your roll on the Missile Hit Table
by a number up to the amount of MP spent in this manner. This is in addition to other sources of Hit Table modification.
Braced Shot
Advanced: Crossbow, Firearm, Shooting Missile
Requirements: Have a shooting weapon that can be fired from a rest, and a rest ready to be used. A portable gun rest can be used in
conjunction with this action, but a fence, table, crenallation, mantlet, pavise etc. can be used if available.
Maneuver: Make a Shoot Attack as detailed for that Maneuver, except that instead of making the attack with full MP, make the attack
with Full MP+Perception, as though you had performed an Aim Maneuver in the previous Action. If you performed an Aim Maneuver in
the previous Action, the effects are cumulative.
Special: This Maneuver cannot be made if you have moved in this phase, and it cannot be made at all on Horseback or while mounted,
barring unusual circumstances (you are riding an elephant the carriage of which has a gun rest. You are riding a camel with a harnessmounted musket on a pivot.)
Reload
Universal, Shooting, Missile
Requirements: Have a shooting weapon that requires reloading (Gun, Crossbow, etc) that is unloaded. Have ammunition with which to
reload it.
Maneuver: Roll [Weapon Proficiency+Agility] at TN determined by Loading Method.
Success: The weapon gains a number of Load Points or Span Points equal to Successes. If the weapon reaches its Load or Span
requirement, it is now loaded and ready to be used.
Throwing Maneuvers
Fling
Universal, Missile
Requirements: Have Missile Weapon (Javelin, Sling, Rock, etc) that is ready to be flung, thrown, slung, or slang.
Maneuver: Missile Attack with full MP at [Shoot TN+1 per Range Increment]
Success: Inflicts [STR+Weapon Damage+Bonus Successes] to zone rolled on Missile Hit Table.
-This attack cannot be Parried. Only Block, Void, and Cover maneuvers can be made against it.
-If this attack is a throwing weapon (a Javelin, thrown sword, axe, hammer, spear, etc) it can be Countered with the Catch maneuver.
Superior: If your target is within the first range increment of your weapon, you may spend up to 2 MP to increase damage.
Aim [0]
Universal, Missile, Bystander
Requirements: Have missile weapon that is ready to shoot/fling
Maneuver: Spend Action aiming at visible target. No roll is required, failure is only possible if you are interrupted by force, injury, death,
etc.
Success: Next Action, if you take a Missile Attack with the aiming weapon at the target, you gain an Aim Bonus equal to your Perception
to your MP for that attack.
[Superior: Upon taking an Aim action, add 10 yards to the Range Increments of your weapon.]
Mobility Maneuvers
Basic
Talents are small improvements to a characters combat skills that are acquired as the characters Proficiency score increases. At set
intervals in a Proficiencys progression, a character earns Talents of Novice, Journeyman, or Master Rank. These Talents may be chosen
from the Talent List at the end of Chapter 4.
------------NEED BETTER SPREAD (WEAPONS, LEVELS, PIERCING) [Hayward]
[ADJUST TEXT FOR CONSISTENCY] (Crkr, Rome, Bone)
-------------
Getting Talents
A character gets a Talent whenever a Proficiency or a School reaches a level in which a Talent is the reward (see Table 2.4 for details.)
Proficiencies that are a part of a School do not gain Talents, the School as a whole gains only one set of Talents, but these Talents
apply to all Proficiencies within the School, and can use any Proficiency in the School to satisfy their requirements.
Choosing Talents.
When your character receives a Talent from a Proficiency Level that theyve just acquired, you may choose any Talent for which your
character meets the requirements that is of the Rank of Talent gained (Novice, Journeyman or Master) or lower. You may take a Novice
Talent in a Journeyman Talent slot, but you may not take a Journeyman level Talent in a Novice slot.
Some Talents have Attribute Requirements, which your character must match or exceed in order to take the Talent. Others have
Proficiency requirements, meaning that they can only be taken as Talents for that Proficiency or a School containing that Proficiency.
Using Talents
Any time a Talent would be applicable for activation, simply announce that it is in effect or not in effect. If it is simply an automatic
improvement to a Maneuver or similar, assume that it is in effect unless you say otherwise.
Unless the Talent is chosen for a School, Talents cannot be used cross-proficiency or when Defaulting from a proficiency.
NOVICE TALENTS
Accuracy
[Novice Talent]
Requirements: Universal, AGI 4 or higher
Description: You have a natural knack for hitting in the right spot. It's not always conscious, but your attacks just seem to find their way
towards your target.
Effect: Whenever you hit with a melee attack that rolls for Hit Location on a Target Zone, you may choose one result on that Target Zone
before rolling. Whatever your roll is, modify it by 1 to be closer to the targeted number. If you roll the targeted number initially, you do
not add or subtract 1 to the roll, but instead count as having rolled an additional Bonus Success on your attack.
Darius declares a cut to the neck, and specifically targets 5 on the Neck Table... Which is Neck. He rolls an 8, and automatically modifies
it by to 7, to be one closer to 5. If he had rolled a 3, it would have become a 4. if he had rolled a 5 outright, he wouldn't have changed the
number at all, but his attack would've counted as having one additional Bonus Success.
Flourishing Drills
[Novice Talent]
Requirements: Dagger, Sword or Blunt proficiency (1H and 2H varieties are both eligible.)
Description: You have practiced a series of tight, circular cutting or striking drills to the point that you can perform them in your sleep. In
battle, you are a whirlwind of rapid strikes, each snapping into another faster than the eye can see.
Effect: Whenever you perform a Strike, at the beginning of the next Action you gain 1 CP per Consecutive Action that you have
performed Strikes, to a maximum of 4 CP for 4 consecutive Strikes and every Strike thereafter.
Good Form
[Novice Talent]
Requirements: Noble School, or high-quality tutelage.
Description: You have been excessively drilled in the performance of a specific maneuver, and can now execute it flawlessly, every time.
This is the hallmark of high quality training in swordsmanship, and it requires more than just practice, but the careful guidance of more
experienced masters who can correct inadequacies as they form.
Effect: Pick a Maneuver for Good Form. That Maneuver has a -1 to its Activation cost (to a minimum of 0)
Helm-Splitter
[Novice Talent]
Requirements: Universal, STR 4 or higher
Description: Maybe you've spent a lot of time practicing for helmet-cutting competitions, or maybe you've just chopped a lot of wood.
You've mastered the simple art of hitting things as hard as physically possible with downwards blows.
Effect: When you hit with a Strike-like maneuver that inflicts damage to the Head or Neck, you inflict an additional +2 damage.
Shield-Breaker
[Novice Talent]
Requirements: 1H or 2H Blunt, STR 4 or higher.
Description: You have a knack for smashing shields, and have practiced at sundering them to deprive your enemies of their defenses.
Effect: You gain +2 damage when making Hew attacks.
Shield Sidearm
[Novice Talent]
Requirements: Shield, Hand or Short range weapon, STR 4
Description: Youre perfected the simple but sensible practice of keeping a spare weapon held in the same hand as your shield. It might
be gripped in addition, or it might be attached to the shield. Either way, this can be handy in close encounters.
Effect: You may store a Short or Hand reach weapon in your shield. This weapon can be Quickdrawn as though from a sheath at your
side. Quickdrawing this weapon benefits from a -1 Activation Cost.
Shield Trick
[Novice Talent]
Requirements: Shield, STR 4
Description: Youve learned a simple trick--when advancing with your shield, you position it such that your weapons movements are
obscured behind it.
Effect: After making a successful Block, Shield Bash, or other shield-related maneuver, if you perform a Strike or Thrust with the weapon
in your other hand in the next Action, your opponent suffers a +1 increase in Activation Cost to any defensive maneuver he performs
against it.
Special Move
[Novice Talent]
Requirements: Universal
Description: You have a very unconventional way of performing a certain move. Those who haven't seen it before are put off by the
speed and sureness with which you conduct this strange maneuver, and, at least the first time, it's much harder to defend against.
Effect: Choose a Maneuver from the following list: Throw Weapon, Blind Toss, Quick Draw, Grapple: Use Weapon, Trip, or Melee Fire.
When you use this Maneuver against an individual for the first time, you perform a Special Move version of that Maneuver. A Special
Move has no Activation Cost, and its TN is reduced by 1.
If a character witnesses you using a Special Move against someone else, on a Perception test at RS 3, he can count as having had it used
against him before, and as such you can never gain the bonus against him.
Rapid Reaction
[Novice Talent]
Requirements: Universal, AGI 4
Description: While you might not always be able to move out of the way, you sure know how to take a hit in the right spot.
Effect: When you are hit by a melee attack in combat, you may alter the roll to see which location is hit by 1 in either direction.
Specialist
[Novice Talent]
Requirements:
Description: One was just more important than the rest.
Effect: One maneuver of your choice (chosen at the time of acquiring this Talent) can be performed at 1 less X cost from now on as long
as you are using this proficiency.
Arm-Guard
[Novice Talent]
Requirements: Universal
Description: Paranoid about your arms. Who needs both arms? You do!
Effect: You gain +1 dice when defending attacks made to your arms. Can only be used when the character is already defending. Even if a
defender character has no dice, once this area is attacked, the defender gets the extra die.
Leg-Guard
[Novice Talent]
Requirements: Universal
Description: Paranoid about your legs. Who needs both legs? You do!
Effect: You gain +1 dice when defending attacks made to your legs. Can only be used when the character is already defending. Even if a
defender character has no dice, once this area is attacked, the defender gets the extra die.
Head-Guard
[Novice Talent]
Requirements: Universal
Description: Paranoid about your head. Who needs a head? You do!
Effect: You gain +1 dice when defending attacks made to your head. Can only be used when the character is already defending. Even if a
defender character has no dice, once this area is attacked, the defender gets the extra die.
Infighter
[Novice Talent]
Requirements: Universal, Reach L or greater.
Description:
Effect: When fighting an enemy inside of your weapon's reach, your penalty to attacks is 1 less than it would be normally.
Stop-Cut
[Novice Talent]
Requirements: Universal, AGI 4
Description: Hit the arm thats swinging for you!
Effect:When buying the initiative to attack an attacking enemy's weapon-arm, you gain +1 dice to the Initiative Contest.
JOURNEYMAN TALENTS
11
[Journeyman Talent]
Requirements: Sword or Blunt proficiency (1H or 2H varieties are both eligible.)
Description: You know how to use a sword in the grapple, using the weapon to gain leverage and lock joints, and also how to avoid the
weapon getting in your way during a struggle on the ground.
Effect: You gain Offensive and Defensive Clinch for this proficiency, and can use this proficiency when grappling. The maximum Reach
for Grappling: Use Weapon is increased by 1.
Precision
[Journeyman Talent]
Requirements: Universal, AGI 6 or higher, Accuracy Talent.
Description: You have an unusual amount of control over your weapon. Perhaps you've practiced long hours striking small targets over
and over, or maybe it's just something you have a knack for. You can target weak points on your enemy's armor with unnerving precision.
Effect: Whenever you hit with a melee attack that rolls for Hit Location on a Target Zone, you may adjust the rolled result by up to 2 in
any direction. I.E., you can change a roll of 6 to either 4, 5, 6, 7, or 8. This effect comes after the effects of the Accuracy Talent.
Lightning Reflexes
[Journeyman Talent]
Requirements: Universal, AGI 6 or higher, Roll With It Talent.
Description: Extensive training in avoiding attacks has paid off. If an attack is going to hit you, at least you have some say in where it
will hit thanks to your quick reactions.
Effect: Whenever you are hit by an attack that rolls on a Target Zone, you may adjust the rolled result by up to 2 in any direction. I.E.,
you can change a roll of 6 to either 4, 5, 6, 7, or 8.
Swift Sword
[Journeyman Talent]
Requirements: Sword, AGI 5
Description: Youve got a swift hand when it comes to swords.
Effect: You gain +1 dice to Initiative Contests.
Roll With It
[Journeyman Talent]
Requirements: Universal, AGI 5 or higher.
Description: It's natural to cringe from potential injury, but your reactions are much more practical, and you have a natural understanding
of how force transfers from one body to another. You instinctively roll away from blows and other sources of harm, and this tends to
lessen their effects on you.
Effect: Whenever you are hit by a strike-like or thrust-like attack that succeeded with Bonus Successes, you may reduce the number of
Bonus Successes by 1. You cannot prevent the attack from hitting in this wayit is possible for an attack to hit with 0 Bonus Successes if
reduced by Roll With It.
Ground Wrestler
[Journeyman Talent]
Requirements: Wrestling
Description: Youre more practiced in grappling on the ground than standing. Many fighters fear this kind of fight for how hard it can go
wrong, but you revel in it.
Effect: When in the Clinch, and the fight has gone to the ground, you do not suffer the associated Activation Cost Penalty for Clinch
Maneuvers.
Stepping Parry
[Journeyman Talent]
Requirements: MOB 7 or higher
Description: You have learned to step close, to take the initiative, and most importantly, how to do so through clever manipulation of the
opponents weapon, and its position relative to you.
Effect: Add the following section to your Parry maneuver with one proficiency: [Special] On success, you may change the range between
yourself and your opponent by 1 for every 2 BS
Rapid Rechamber
[Journeyman Talent]
Requirements: Universal, AGI 5 or higher.
Description: You're very skilled at striking with weapons in both hands, striking with one while the other returns to an ideal position to
strike from, and repeating this over and over to strike fast, hard, and often.
Effect: Whenever you make a Double Attack, you gain a +1 CP bonus to the Offhand attack. Each consecutive Double Attack increases
this bonus by +1, to a maximum of 4.
Slippery
[Journeyman Talent]
Requirements: Universal, AGI 6 or higher.
Description: You know how to move. In combat you're fast, fluid, and can change direction on a dime. Your enemies often find
themselves looking at nothingand nothing is the last thing they see.
Effect: As long as you are Unencumbered, you gain a -1 TN when making Outmaneuver and Thread the Needle Maneuvers.
Quick Reload
[Journeyman Talent]
Requirements: Pistol or Arquebus/Musket, AGI 5 or higher.
Description: A great deal of practice and some finely-tuned muscle memory have made reloading a breech-loading firearm into one
quick, fluid motion.
Effect: Successes while using the Load maneuver count for double the load points.
Straight Blast
[Journeyman Talent]
Requirements: Pugilism, AGI 6
Description: Commonly associated with Wing Chun and certain styles of boxing, you have mastered a rapid, piston-like punching style
that can wear down any defense. Combined with centerline control, this technique is absolutely devastating.
Effect: When making One-Two Punches, if you declare a non-Superior Punch, you may reduce the Activation Cost of One-Two Punches
chained off of the first by 1. This does stack with Good Form, making One-Two Punches after the first cost 0 CP to activate.
Technical Boxer
[Journeyman Talent]
Requirements: Pugilism, INT 5 or higher
Description: You are a more measured fighter, preferring to fight at longer ranges, peppering opponents with strikes intended to wear
them down, and only striking them when they present an opening.
Effect: You may increase the range of Punch by 1, but not Superior Punch.
Whirling Defense
[Journeyman Talent]
Requirements: 2H Sword, Polearm, Spear
Description:You know how to move your weapon in circular defensive patterns that can deflect multiple attacks.
Effect: When Parrying (not using Parry-Like Maneuvers, Parry only), if you are being attacked by multiple sources, you may spend 1 CP
per additional attack to have your Parry apply against all of these attacks. Roll only once, and use the successes against each attack
defended against.
Catstep
[Journeyman Talent]
Requirements: Universal, AGI 6
Description: Ready to react, with violence!
Effect: When successfully Voiding an enemy attack, you may gain Initiative with 1 Bonus Success, rather than 2.
Ironwall
[Journeyman Talent]
Requirements: Universal, End 5
Description: Youre good at staying on your feet. Bullets, arrows, axes, swords, whatever! Better to die on your feet than on the ground.
Effect: You gain +2 bonus dice to Stability tests made to avoid falling over or being shoved, pushed, or dislodged from your position.
Up-tempo
[Journeyman Talent]
Requirements: Universal, AGI 6
Description: Combat tends to fall into a rhythm, a speed of comfortable human action. By accelerating past this, you can gain an
advantage, but this is a potentially exhausting activity.
Effect: You may increase your level of encumbrance by up to [ your AGI]. for each level of encumbrance you give yourself, another
Action is added to the Round of combat you are in. Thus, with Agility 8, you can force an opponent to fight in 4 Actions instead of 2.
Your opponent can also increase his encumbrance to allow him to act in these new exchanges. If he chooses not to, he must Do Nothing,
or Quick Defend.
Mutilate
[Journeyman Talent]
Requirements: Universal, ADR 5, Wit 5
Description: Youve got a knack for taking peoples arms off. Maybe its just preference, or maybe youve got a lot of practice in.
Effect: If you inflict a Wound to a damage location that has a Limb Severed! result in it, increase the Wound Level you inflict by 1.
Shield Charge
[Journeyman Talent]
Requirements: Shield, STR 5, MOB 8
Description: When slamming a shield properly into someones face, you know how to throw your shoulder into it, potentially flinging
them from their feet.
Effect: Add this special rule to Shield Bashes you perform: Additionally forces Stability test at RS equal to Bonus Successes or be
knocked prone.
Rim Bash
[Journeyman Talent]
Requirements: Shield, STR 5
Description: Most shield-bashes are done with the boss in the center of the shield, or with its flat surface, but youve learned that it is
also useful to know how to strike with the rim of the shield, giving you slightly more reach at the cost of some power.
Effect: When making a Shield-Bash, you may choose to increase Reach by 1 (to Short), but inflict 1 less damage.
MASTER TALENTS
Bad War
[Master Talent]
Requirements: 2H Sword or Polearm, STR 6, AGI 6
Description: Its a rare man who can survive in the Bad War. When two pike formations meet, and the world turns into an infinity of
spearpoints, halberds, katzbalgers and screaming, dying men, theyll be glad they brought you along.
Effect: You may use Cleaving Blow with Breaks in addition to Strikes.
Stern
[Master Talent]
Requirements: Universal, HLT 8
Description: Few people can match your physical resolve.
Effect: You suffer 2 fewer Stun from all injuries.
Superior Void
[Master Talent]
Requirements: Universal, AGI 8
Description: You dont even remember what it feels like to fear being hit.
Effect: You perform all Void maneuvers are performed at -1 TN.
Juggernaut
[Master Talent]
Requirements: Universal, END 8
Description: While you might not always be X, you sure know how to take a X in the right X.
Effect: When you suffer damage, you may spend 2 CP to delay the Stun inflicted on you from coming into play until the next Refresh.
Jarring Blows
[Master Talent]
Requirements: Universal, STR 8
Description: Its not about hitting. Its about sending a message.
Effect: Any Strike or Thrust that hits your opponent forces a Stability Test at RS equal to your BS vs becoming Prone.
Bruiser
[Master Talent]
Requirements: Universal
Description: A veteran of many battles, you know where to strike to make your opponents suffer.
Effect: When you inflict damage with a melee attack, you cause 1 additional Pain per Wound Level, before subtracting WIP.
Wealth System
In reality, currency is a tricky business, particularly when you're talking about multiple eras, kingdoms, languages and trade routes.
To keep things from becoming too labyrinthine, Song of Swords uses a Generic Wealth system, with each item assigned a value in a
currency system based on the Carolingian Pound, a system developed by Charlamagne that was in use in Europe for nearly 1000 years in
one form or another. This system is divided into three denominations of currency: Copper, Silver and Gold, representing (in English
terms) the Denarius, the Shilling, and the Pound, the lattermost of which was worth (theoretically) a pound of silver.
This system may be familiar to players of certain other RPGs who have drawn similar inspiration. We adopt it because of that familiarity,
and because the bulk of materials priced in historical documents from Medieval Europe are either already in, or can be easily translated to
the Carolignian system.
If you prefer a local currency for your campaign, fear not, conversion tables for older, newer, or foreign currencies will be provided in
upcoming Song of Swords Culture Expansions
Currency
Worth
Historical value
1gp
20 sp
1 Pound
1 sp
12 cp
1 Shilling
1 cp
A loaf of black
bread
1 Denarius
Assets
Assets represent less tangible sources of wealth than simple piles of money. Most people, particularly the wealthy, keep most of their
wealth in the form of lands, cattle, business and debt, rather than cold hard cash.
Assets come in three levels: Minor, Moderate and Major. You can buy Assets with money for 150% of their Liquidated Value, or you
can purchase them at character creation, or acquire them through the events of a campaign.
Table 5.1 Assets
Asset Level
Withdraw Amount
Liquidated Value
Example
Minor
20 sp
6gp (120sp)
Moderate
40 sp
12gp (240sp)
Major
60 sp
18gp (360sp)
Once per session (or month, whichever comes first), a character can Withdraw wealth from his assets, essentially picking up the profits
for his personal use. This has no consequences, and assumes that enough of the funds have been cycled back into the Asset to keep it
running.
A character can also liquify an asset in order to convert it directly into wealth, permanently exhausting it but extracting a large sum of
cash from it. This removes the asset from the characters control--or at least renders it null until it is revitalized through re-investment (the
same as purchasing a new asset of the same value).
The act of withdrawing wealth from an Asset generally takes from several hours to a month, depending on the distance from the place and
the ease of having the money (or letters of credit) sent over. Liquefaction can take longer or shorter at GM discretion.
Imagine walking five hundred miles over the course of two weeks, carrying an arquebus, a bardiche, a stone of grain, another stone of
water, ten pounds of shot, your own armor, your tent, whatever amenities you want for yourself, and your lords favorite dog. In the rain.
In winter. With dysentery. Alright, are you imagining that? Now imagine that as soon as youre done with that, you need to actually fight
the enemy. You have a horse, but a Senators nephew is riding it. Youre knee-deep in mud, and youve just been assigned a new recruitto
train. He speaks four languages, none of which are yours, and has something to prove. Now hes drunk and arguing with your superiors,
you havent slept in thirty hours, youve just discovered that the fop has broken your horses leg in a gopher hole, and your guns
wheellock is broken, when just then out of the dark comes the beating of war-drums. Someone screams, and a cannonball lands in your
cooking fire, where you were drying your boots.
Encumbrance
Level
CP Effect
Mobility
Effect
Skill
Penalty
Exhaustion
Speed
Recover
Speed
Unencumbered
x1
1x
Equal to END
Light
-1
-2
+1 RS
x 1.5
1x
2x END
Medium
-2
-4
+2 RS
x2
1/2x
3x END
Heavy
-3
-6
+3 RS
x3
1/4x
4x END
Overloaded
-4
-8
+4 RS
x3.5
None
At 5x Endurance and beyond, the character is too heavily encumbered to move, and cannot engage in combat or make any sort of skill or
attribute tests that involves moving. Reducing the load is the only way to continue moving.
Exhaustion & Fatigue
As characters exerts themselves physically, either in combat or other strenuous activities like running, jumping or severe lifting, fatigue
will begin to set in.
-side bar[Fatigue rules add another layer of realism to combat, but also another layer of complexity. These should be considered Optional
Rules, and can be safely ignored in campaigns with new players, those more interested in heroic action, and those who wish to
keep bookkeeping to a minimum.]
Fatigue Points
At the beginning of each Bout Cycle (go to page X.X), while in combat, all characters in the combat who acted in the previous Cycle gain
one Fatigue point. Encumbrance and Environmental effects can increase this amount (being Medium Encumbered, for example, causes a
character to gain double the normal number of Fatigue). Once a character reaches the amount of Fatigue to move to the next level of
Exhaustion, they suffer penalties until theyve had a chance to rest.
Table X.X Fatigue Level
Fatigue Level
Exhaustion Level
CP Penalty
Mobility
Penalty
Skill Penalty
Less than 10
Fresh
11-20
Winded
-1
-1
-1
21-30
Tired
-2
-2
-2
31-40
Very Tired
-4
-4
-4
41+
Exhausted
-6
-6
-6
Resting
A character who takes no Actions during a Bout Cycle (or who only takes Actions that do not cause Fatigue) loses Fatigue equal to his
Endurance score, modified by his Encumbrance level (see Recovery Speed). Full-Face Helmets and Visors halve a characters Endurance
for this purpose, unless lifted or removed (see Movable Visors later in this section for more details.)
Sitting down and having a drink double a characters effective Endurance (after Encumbrance) for the purposes of Resting.
Armor
Armor Value
The Armor Value, or AV of a piece of armor, has three entries. Armor versus Cutting (AVC), Armor versus Piercing (AVP) and Armor
versus Bludgeoning (AVB).
When an individual is attacked with a weapon and suffers damage, the Armor adds its AV to his Toughness for the purposes of
resisting that damage. The AV used is, obviously, of the category of damage that is being suffered. So if a piece of armor has AV
8/7/6, and a character suffers a Piercing attack to the area protected by this armor, then he benefits from 7 AV.
Armor Weight
Armor Weight is a measurement not on the literal weight in pounds of the armor, but of the amount of subjective weight that the wearing
of it imposes upon the character. Much as modern backpacks endeavor to distribute weight evenly between shoulders and hips, armor
worn on the torso is much less encumbering than armor worn on extremities.
Armor Weight across the character is added together, and used for determining their current Encumbrance. Dont forget that backpacks
and other non-armor loads are also used in determining Encumbrance.
Coverage
The Coverage of a piece of armor details what hit locations the piece covers, and provides AV to. Some Armor provides only Half AV to
certain Hit Locations. These will be marked with an Asterisk (*) in their entries.
Armor can be layered within reason, but the AVs do not combine unless specifically stated in the Special section of the armor. However,
layered armor always uses the highest AV of the layered pieces against any attack to that area. This can be very advantageous
against certain kinds of weapons.
For example, combining Padded Armor with Chainmail provides a character with an extremely high bonus against armorpiercing arrows (AV 8 from the Textile Armor), as well as the Mails exceptional AV against broadhead arrows (AV 6 or 8,
depending on the Mails weight), and thoroughly taking the bite out of arrows with the Spatulate-Tip rules, like those infernal
Swallowtail arrows.
Some armor cannot be layered. Obviously only one helmet can be worn at a time, but a coif or padding can be worn beneath a
helmet. In general, it is impossible for multiple armors of the same type (quilted, leather, chain, plate, etc) to occupy the same
space unless one of them has the Layer special quality.
If an armors Coverage ever lists Full X, with X being a limb (Arm, Leg), the Torso, or the Head, then every hit location on
that section of the body is covered by the armor.
The Neck/Throat and Groin, are never included in Full armor listings, and are not covered unless they are listed separately.
All Armor is considered symmetrical by default. The cost and weight of any Shoulder, Arm, Hip or Leg armor includes two
pieces, one for each arm/leg/shoulder/hip/etc. For Asymmetrical armor (a pauldron on one arm, a greave on one shin, etc) halve
the cost and weight of the armor piece. If the Weight is .5, reduce it to 0.
Special
The Special rules of a piece of armor note any unusual and special effects of that armor, like it layering with other armor in a unique way,
providing unique armor bonuses against certain types of attacks, influencing encumbrance/exhaustion differently than normal, etc. Some
of these rules are Generic, and are compiled at the end of the Armor section in their own table.
Perception Penalty
Only Helmets and other head-covering pieces of armor have this category. Perception Penalty (PP) is a penalty applied to Perception, so
long as the helmet is being worn. This represents the obscured vision and limited breathing of the helmet. This penalty can sometimes be
alleviated by raising or lowering the helmets visor, as detailed in the helmets Special section, or the section of its Visor if the visor is
attached.
Cost
This is the cost of the piece of armor. At the GMs discretion, this number can vary greatly depending on availability and local economic
climate. If a gigantic battle was fought in the fields outside of the city, and the markets are now flooded with the looted swords, armor and
other goods of the dead, then it is quite reasonable for the cost of second-hand gear to have gone down significantly.
Armor List
Table X.X Helmets
Helmets
AVC
AVP
AVB
Coverage
Special
Wt.
PP
Cost
Skullcap
Upper Head
Hard, Layer 2
(Upper Head)
1 sp
Kettle Helm
Hard, No
Upper Head, Lower
protection vs
Head*
Upwards Strikes
3 sp
Open Sallet
-1
5 sp
Conical Helm
Upper Head
Hard, +2 vs
Downward
Strikes
-1
2 sp
Burgonet
Hard, +1 vs
Upper Head, Lower
Downward
Head
Strikes
-1
10 sp
Barbute
.5
-1
10 sp
Morion
Hard, +1 vs
Upper Head, Lower
Downward
Head*
Strikes
.5
12 sp
Bascinet
Hard, +1 vs
Upper Head, Lower
Downward
Head
Strikes
1.5
-1
12 sp
Full Head,
Neck/Throat,
Shoulder
-2
15 sp
1.5
-1
10 sp
1.0
15 sp
1.5
20 sp
Hard, +4 AV
Lower Head,
Face,
Neck/Throat
-3
20 sp
Hard, Can be
-3
30 sp
Great Bascinet
Zischagge/
Szyszak
Roman Helm
(Gallic Style)
Reinforced
Roman Helm
(Dacian
Campaign)
Stechhelm
10
Full Head,
Neck/Throat
Great Helm
Full Head
Hard, Integrated
Visor, Shoulders
protected by
Mail (6/4/3) +1
vs Downward
Strikes
worn with a
Skullcap for +2
AVB
Armet
Full Head,
Neck/Throat
Hard, Integrated
Visor
-2
40 sp
Close Helmet
Full Head,
Neck/Throat
Hard, Integrated
Visor
-1
50 sp
Closed Sallet
Full Head
Hard, No armor
vs Upward face
strikes
-1
10 sp
Tailed Sallet
Full Head,
Shoulders,*
Neck/Throat*
Hard, No armor
vs Upward face
strikes
-1
12 sp
Leather
Skullcap
Upper Head
6 cp
Leather Pot
Helm
.5
-1
10 cp
Double Piercing
AV vs NonUpper Head, Lower
Firearm Missiles
Head
with Armor
Piercing rule.
8 cp
Quilted
Helmet
Optional Visors
Any Helmet that does not cover the Face can be equipped with a Visor, which can be chosen from the list below. The Visor then becomes
part of the helmet, applying AV and coverage as normal. If a Visor type covers more than the Face, it cannot be attached to any Helmet
that already covers any of those additional areas.
Movable Visors
A Visor can be opened or closed at will (in combat this requires an ADR test (RS 1) and an expenditure of 3 CP). When open, a Visor
ceases to provide any AV for the target area, but also removes all PP and Wt. penalties from the Visor for as long as it is open. Closing a
visor is much easier than opening one, and can be done with a sharp nod of the head (no ADR test, 1 CP in combat)
There is a darker side to this as well. Opening an enemys visor during a grapple is easier than trying to pull off his helmet (see that
section).
Table X.X Visors
Visors
AVC
AVP
AVB
Coverage
Special
Goggle Type
Face
Bar-Nasel
Tri-Bar Nasel
Cage Visor
Wt.
PP
Cost
Hard, No
protection from
0
Upwards Strikes.
-1
3 sp
Face
Hard, No
protection from
0
Upwards Strikes.
1 sp
Face
Hard, No
protection from
Upwards Strikes
.5
3 sp
Face
Hard, Movable
.5
-1
5 sp
Full Visor
Face
Hard, Movable
-1
10 sp
Falling Buff
(Hinged
Gorget)
Face,
Neck/Throat
Hard, Movable
-1
1 gp
Chain
Aventail
Face
Hard
-1
2 sp
Crest Description
Wt
Cost
Intimidatin
g
1 sp
Ruthlessly
Fashionabl
e
1 gp
Identifying
1 sp
AVC
AVP
AVB
Coverage
Special
Wt.
Per
Pen
Cost
Double
Piercing AV vs
Non-Firearm
Missiles with
Armor
Piercing rule.
4 cp
Padded Coif
Upper Head,
Lower Head,
Neck/Throat
Chain Coif
Upper Head,
Lower Head,
Neck/Throat
Hard
.5
2 sp
-1
1 cp
Padded
Ventail
Face
Double
Piercing AV vs
Non-Firearm
Missiles with
Armor
Piercing rule.
Chain Ventail
Face
Hard
-1
1 sp
Chain Camail
Lower Head,
Neck/Throat,
Shoulders
Hard
.5
4 sp
Padded
Camail
Lower Head,
Neck/Throat,
Shoulders
Double
Piercing AV vs
Non-Firearm
8 cp
Missiles with
Armor
Piercing rule.
AV
C
AVP
AVB
Coverage
Special
Wt.
Per
Pen
Cost
Gorget
Neck/Throat
Hard
.5
10 sp
Bevor
Neck/Throat,
Lower Head
Hard
12 sp
Leather
Neck/ThroatStock
Neck/Throat
8 cp
ReinforcedLeathe
r Neck/ThroatStock
Neck/Throat
1 sp
Hard
Torso Armor
Table X.X Plate Torso Armor
Armor
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Heartguard
Chest
Hard
1 sp
Mirror-Plate
10
Chest
Hard
1 gp
Munitions
Breastplate
Chest
Hard
1.5
10 sp
Breastplate
Hard
1 gp
Bulletproof
Breastplate
10
Hard
2 gp
Munitions
Cuirass
Hard
15 sp
Cuirass
Hard
1.5
2 gp
Bulletproof
Cuirass
10
Hard
4 gp
Plackart
.5
1 gp
Munitions
Fauld
Hips, Thighs,
Groin
Hard
.5
10 sp
Fauld
Hips, Thighs,
Groin
Hard
.5
10 sp
Codpiece
Groin
Hard
5 sp
Bulletproof
Codpiece
10
Groin
Hard
.5
1 gp
Armor
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Anima
Cuirass
Hard
1.5
1 sp
Laminar
Cuirass
Hard
1 gp
Anima Fauld
Hips, Thighs,
Groin
Hard
.5
1 gp
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Chain Vest
Full Torso
Hard
18 sp
Chain Shirt
Full Torso,
Shoulders
Hard
.5
1 gp
Chain Coat
Full Torso,
Shoulders, Groin,
Upper Legs
Hard
2 gp
Brigandine
Vest
Full Torso
Hard
3 gp
Brigandine
Shirt
Full Torso,
Shoulders
Hard
.5
4 gp
Brigandine
Coat
Full Torso,
Shoulders, Groin,
Upper Legs
Hard
5 gp
Lamellar Vest
Full Torso
Hard
.5
3 gp
Lamellar Shirt 5
Full Torso,
Shoulders
Hard
4 gp
Lamellar Coat
Full Torso,
Shoulders, Groin,
Upper Legs
Hard
5 gp
AVB
Coverage
Special
Wt.
Cost
Full Torso
Double Piercing AV vs
Non-Firearm Missiles
with Armor Piercing
rule.
5 cp
Full Torso,
Shoulders
Double Piercing AV vs
Non-Firearm Missiles
with Armor Piercing
rule.
1 sp
Full Torso,
Shoulders, Groin,
Upper Legs
Double Piercing AV vs
Non-Firearm Missiles
with Armor Piercing
.5
1 sp 5
cp
Quilted Vest
AV
C
AVP
Quilted Shirt
Quilted Coat
rule.
Heavy Quilted
Vest
Heavy Quilted
Shirt
Heavy Quilted
Coat
Full Torso
Double Piercing AV vs
Non-Firearm Missiles
with Armor Piercing
rule.
.5
2 sp
Full Torso,
Shoulders
Double Piercing AV vs
Non-Firearm Missiles
with Armor Piercing
rule.
.5
3 sp
Full Torso,
Shoulders, Groin,
Upper Legs
Double Piercing AV vs
Non-Firearm Missiles
with Armor Piercing
rule.
5 sp
Special
Wt.
Cost
AV
C
AVP
AVB
Coverage
Leather Vest
Full Torso
1 sp
Leather Jack
Full Torso,
Shoulders
2 sp
Leather
Buffcoat
Full Torso,
Shoulders, Groin,
Upper Legs
5 sp
Hardened
Leather
Breastplate
5 sp
Hardened
Leather
Cuirass
.5
8 sp
Leather
Lamellar Vest
Full Torso
3 sp
Leather
Lamellar
Shirt
Full Torso,
Shoulders
6 sp
Leather
Lamellar Coat
Full Torso,
Shoulders, Groin,
Upper Legs
.5
9 sp
Armor
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Munitions
Breastplate
Chest
Hard
1.5
10 sp
Breastplate
Hard
1 gp
Bulletproof
Breastplate
10
Hard
2 gp
Hardened
Leather
Cuirass
6 sp
Munitions
Cuirass
Full Torso
Hard
15 sp
Cuirass
Full Torso
Hard
1.5
2 gp
Bulletproof
Cuirass
10
Full Torso
Hard
4 gp
Hardened
Leather
Cuirass
Full Torso
.5
8 sp
Leather
Lamellar Vest
Full Torso
8 sp
Arm Armor
Table X.X Plate Arm Armor
Armor
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Munitions
Pauldrons
Shoulder, Upper
Arm
Hard
2.5
8 sp
Pauldrons
10
Shoulder, Upper
Arm
Hard
1 gp
Spaulders
Shoulder, Upper
Arm
Hard. Provides
protection against Thrusts
.5
to the Shoulder and
Upper Arm.
6 sp
Hard. Provides
protection against Thrusts
1
to the Shoulder and
Upper Arm.
4 sp
8 sp
Munitions
Spaulders
Shoulder, Upper
Arm
Besagews
Shoulder (Thrust
Only), Upper Arm
(Thrust Only)
Rerebraces
Upper Arm
Hard
5 sp
Munitions
Rerebraces
Upper Arm
Hard
1.5
2 sp
Jack Chains
Upper Arm,
Forearm, Elbow
1 sp
Couters
Elbow
Hard
.5
5 sp
Vambraces
Forearm
Hard
1.5
5 sp
Munitions
Vambraces
Forearm
Hard
2 sp
Bulletproof
Vambraces
10
Forearm
Hard
1 gp
Gauntlets
Hard
1.5
5 sp
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Mail ShortSleeves
Shoulder, Upper
Arm
Hard
.5
12 sp
Mail LongSleeves
Shoulder, Upper
Arm, Elbow,
Lower Arm
Hard
1 gp
Mail
Glove/Mittens
Hard
.5
5 sp
Brigandine ShortSleeves
Shoulder, Upper
Arm
Hard
14 sp
Brigandine LongSleeves
Shoulder, Upper
Arm, Elbow,
Lower Arm
Hard
1.5
2 gp
Brigandine
Glove/Mittens
Hard
.5
8 sp
Lamellar ShortSleeves
Shoulder, Upper
Arm
Hard
12 sp
Lamellar LongSleeves
Shoulder, Upper
Arm, Elbow,
Lower Arm
Hard
1 gp
Lamellar
Glove/Mittens
Hard
.5
1 gp
Wt.
Cost
AV
C
AVP
AVB
Coverage
Leather
Sleeves
Shoulder, Upper
Arm, Lower Arm
2 sp
Hardened
Leather
Pauldrons
Shoulder, Upper
Arm,
5 sp
Special
Hardened
Leather
Rerebraces
Upper Arm
3 sp
Hardened
Leather
Vambraces
Lower Arm
3 sp
Leather
Gloves
Hand, Wrist
1 sp
Leather
Lamellar
Short-Sleeve
1 sp
Leather
Lamellar
Longsleeve
1 sp
Reinforced
Leather
Gloves
Hand, Wrist
2 sp
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Padded ShortSleeves
Shoulder, Upper
Arm
Double Piercing AV vs
missiles with Armor
Piercing Thrust rule.
2 cp
Padded LongSleeves
Shoulder, Upper
Arm, Elbow,
Lower Arm
Double Piercing AV vs
missiles with Armor
Piercing Thrust rule.
4 cp
Padded
Arming
Gloves
Hand, Wrist
Double Piercing AV vs
missiles with Armor
Piercing Thrust rule.
1 cp
Leg Armor
Table X.X Plate Leg Armor
Armor
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Munitions
Cuisses
Thigh
Hard
1.5
4 sp
Cuisses
Thigh
Hard
8 sp
Bulletproof
Cuisses
10
Thigh
Hard
2 gp
Poleyns
Knee
Hard
.5
5 sp
Bulletproof
Poleyn
10
Knee
Hard
1 gp
Munitions
Greaves
Shin
Hard
3 sp
Greaves
Shin
Hard
1.5
6 sp
Bulletproof
Greaves
10
Shin
Hard
2 gp
Sabatons
Foot
Hard
5 sp
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Mail Skirt
Hips, Groin,
Thighs
Hard
5 sp
Mail Leggings
Hips, Groin,
Thighs, Knees,
Shins
Hard
8 sp
Mailed Boots
Feet
Hard
.5
5 sp
Mail Groin
Gusset
Groin
Hard
3 sp
Brigandine
Skirt
Hips, Groin,
Thighs
Hard
8 sp
Brigandine
Leggings
Hips, Groin,
Thighs, Knees,
Shins
Hard
10 sp
Brigandine
Boots
Feet
Hard
.5
8 sp
Lamellar
Skirt
Hips, Groin,
Thighs
Hard
10 sp
Lamellar
Leggings
Hips, Groin,
Thighs, Knees,
Shins
Hard
12 sp
Lamellar
Boots
Feet
Hard
.5
10 sp
Special
Wt.
Cost
AV
C
AVP
AVB
Coverage
Leather
Leggings
Thighs, Groin,
Knees, Shins
1 sp
Leather Skirt
Hips, Thighs,
Groin
1 sp
Leather Boots
Feet
1 sp
Hardened
Leather
Cuisses
Thighs
1 sp
Hardened
Leather KneeGuards
Knee
1 sp
Hardened
Leather
Greaves
Shins
1 sp
Leather
Lamellar
Cuisses
Thighs
1 sp
Leather
Lamellar
Greaves
Shins
1 sp
AV
C
AVP
AVB
Coverage
Special
Wt.
Cost
Quilted
Leggings
Thighs, Groin,
Knees, Shins
Double Piercing AV vs
missiles with Armor
Piercing Thrust rule.
2 cp
Quilted Skirt
Hips, Thighs,
Groin
Double Piercing AV vs
missiles with Armor
Piercing Thrust rule.
1 cp
Special
Wt.
Cost
AV
C
AVP
AVB
Coverage
Caprisoning
Horse
5 sp
Hardened
Leather
Barding
Horse
1 gp
Chain
Barding
Horse
10 gp
Lamellar
Barding
Horse
15 gp
Brigandine
Barding
Horse
20 gp
Plate Barding
Horse
30 gp
Effect
Hard
Armor with this quality is more resistant to certain Weapon Special Rules (such as
Draw), and triggers certain effects with others. In and of itself, it has no effect.
Layer [X]
If worn on the same Hit Location as another armor of equal to or higher AVC, AVP,
and/or
AVB, this armor increases the appropriate AV on that area (or multiple, if multiple are
higher)
by X. Multiple instances of Layer do not combine.
Munitions plate is a cheap, mass-produced variety of plate armor, often produced in large batches in factory-style armories. Much
cheaper than regular plate, it was generally made of iron, and lacked the careful design and fittings of superior plate armor. As such, it is
less protective and more cumbersome than proper plate, but it is still a formidable defense, especially against cutting and slashing attacks.
This can also be used to represent more primitive iron plate armor.
Plate Armor
Plate is the type of armor typically associated with Western European knights and men at arms. Made from large steel or hardened iron
plates crafted to fit comfortably on the body, plate armor provides great protection from cutting, bludgeoning and piercing weapons. Even
heavy armor-penetrating weapons do not easily pierce plate, and rely on multiple blows and weakpoints to smash through over time.
Plate armor is often
Bulletproof Plate Armor
Mail Armor
Brigandine Armor
Lamellar Armor
Leather Lamellar Armor
Leather Armor
Hardened Leather Armor
Quilted Armor
Heavy Quilted Armor
Shields
Shields are useful tools that are typically held in a fighters off-hand, and used to block, bind and bash in conjunction with a proper
weapon held in the other hand.
Shields have a long history in a lot of places, and come in a huge variety of shapes and compositions.
Shield Name
The variety of shield. Sometimes there will be multiple names, if very similar shields appeared in different cultures.
Shield Bash TN/Damage
This is the ease with which a shield is used to Bash or otherwise use actively to disrupt an opponent, and the amount of additional
Bludgeoning Damage it does on strike.
Spiked shields, when used this way, inflict Piercing instead of Bludgeoning.
Block Target Number
This is the ease with which a shield is used to block, deflect, or otherwise thwart opponents. The Block TN is used in Block, and similar
maneuvers.
AV
This is the amount of passive AV that is applied to any body part Covered by the shield when it is attacked. Certain effects can ignore
shield AV or remove it temporarily from the body part. The AV stated is the same for all damage types.
Durability
This is the resistance of the shield to physical damage. Whenever a Shield is hit
Coverage
Coverage represents the hit locations that are covered by the shield. Much like armor, when a shield is carried on the arm, it provides AV
equal to the amount listed in its AV column to the body-parts listed. All of this AV stacks with regularly armored AV.
Weight
This is the Weight added to encumbrance as long as the shield is carried on the arm. When a shield is held on the back or belt, it does not
add to effective Weight.
Cost
The cost of the shield.
Table X.X Shields
Shield Name
Bash
TN
Block
TN
AV
Durability
Coverage
Wt.
Cost
Buckler
7(+0b)
15
Hand, Forearm
5 sp
Targe
7(+0b)
10
10 cp
Rodela
8(+0b)
15
10 sp
Bulletproof
Rodela/Round
Shield
8(+1b)
10
20
30 sp
10
1 sp
10
2 sp
10
1 sp
12
5 sp
12
5 sp
Heater Shield
Kite Shield
Large Round
Shield
Scutum
Hand Pavise
8(+0b)
9(+0b)
9(+0b)
6(+1b)
9(+0b)
Melee Weapons
Weapon Name
The name of the weapon.
Hands/Reach
The number of hands required to use the weapon, and the Reach of the weapon. Weapon Reach has important effects in combat, as you
Example
Half-Arm/HA (1)
Hand/H (2)
Dagger
Short/S (3)
Short Sword
Medium/M (4)
Arming Sword
Long/L (5)
Poleaxe
Arming Spear
Halberd
Pike
Strike
The Strike TN of the weapon is the Target Number against which attacks that use Strike TN are rolled. The number in (Parentheses) is
the weapons base damage,, and the letter accompanying it is the type of damage the weapons Strike inflicts.
Thrust
The Thrust TN of the weapon is the Target Number against which attacks that use Thrust TN are rolled. The number in (Parentheses) is
the weapons base damage,, and the letter accompanying it is the type of damage the weapons Thrust inflicts.
Defense
The Defense TN of the weapon is the Target Number against which defenses that use the Parry TN are rolled.
Guard
The number in parenthesis next to the Defense TN is the Guard Value of the weapon. This value is applied as AV against any attacks that
hit the weapon-hand of the wielder while the weapon is being held normally. This AV layers with any actual armor worn on the weaponhand.
Special
The special qualities of a weapon that can be referenced on the Melee Qualities table [Table X.X]
Max STR S/T
This is the maximum Strength score you may benefit from when wielding this weapon. The first value is for Strike maneuvers, the second
value is for Thrusts.
Weapons not listed here, like unarmed attacks, shields, and improvised weapons, always have a Max STR equal to of the characters
Strength.
Weight
This is the weight of the weapon added to Encumbrance when sheathed/holstered/stored. When being held, a weapon has no Weight
value.
Cost
The weapons cost. May vary regionally.
Daggers
Table X.X Daggers
Weapon
Weapon
Type
Hands/
Reach
Strike
Thrust
Defense/
Guard
Special
Max
STR
S/T
Wt
Cost
Ballock Dagger
Dagger
1H/H
7(-1c)
6(+1p)
8(1)
Fluid Thrusts
4/4
5 cp
Baselard
Dagger
1H/S
6(+0c)
6(+0p)
7(1)
Fluid Thrusts
4/4
2 sp
Bowie Knife
Dagger
1H/S
6(+0c)
6(+1p)
9(1)
Draw 2
5/5
10 cp
Cinquedea
Dagger,
Sword
1H/S
6(+0c)
7(+2p)
8(0)
5/6
3 sp
Curved Dagger
Dagger
1H/H
6(+0c)
8(-1p)
8(0)
Draw 1
4/4
1 sp
Degan
Dagger,
Sword
1H/S
6(-1c)
6(+1p)
7(0)
Fluid Thrusts
4/4
1 sp
Dirk
Dagger
1H/H
7(-1c)
6(+0p)
7(0)
Fluid Thrusts
4/5
4 cp
Knife (Large)
Dagger
1H/S
6(-1c)
6(+0p)
9(0)
Draw 2
5/5
7 cp
Knife (Small)
Dagger
1H/H
6(-2c)
6(-1p)
9(0)
Draw 2, Thin
Blade
4/4
6 cp
Main Gauche
Dagger
1H/H
7(-1c)
7(+0p)
6(2)
Companion
Dagger
4/4
3 sp
Misericorde
Dagger
1H/H
9(-2c)
5(-2p)
10(0)
Fluid Thrusts,
Thin Blade
4/4
3 cp
Navaja
Dagger
1H/H
6(+0c)
7(-1p)
8(0)
Draw 2
4/4
6 cp
Poignard
Dagger
1H/H
6(-1c)
6(+0p)
8(1)
Fluid Thrusts,
Thin Blade
4/5
6 cp
Pugio
Dagger
1H/H
7(-1c)
6(+1p)
7(0)
Spatulate Tip 2
4/5
6 cp
Puukko
Dagger
1H/H
6(-0c)
6(+0p)
9(0)
Fluid Thrusts
4/4
4 cp
Rondel Dagger
Dagger
1H/S
7(-1c)
6(+1p)
7(1)
Fluid Thrusts,
Thin Blade
4/5
6 cp
Short Katzbalger
Dagger,
Sword
1H/S
7(+0c)
7(+0p)
7(1)
Spatulate Tip 2
5/5
6 sp
Stiletto
Dagger
1H/H
7(-1c)
6(+0p)
8(1)
Fluid Thrusts,
Thin Blade
4/4
Swordbreaker
Dagger
1H/S
6(-1c)
6(+0p)
7(2)
Companion
Dagger,
Parrying Teeth
4/4
1 sp
Tanto
Dagger
1H/H
7(+0c)
6(+0p)
8(1)
Draw 2, Thin
Blade
4/4
3 sp
Hands/
Reach
Strike
Thrust
1-Handed Swords
Table X.X One-Handed Swords
Weapon
Weapon
Type
Defense
Special
Max
STR
S/T
Wt
Cost
Chivalric Arming
Sword
Sword
1H/M
7(+1c)
7(+0p)
7(2)
6/6
.5
20 sp
Late Arming
Sword
Sword
1H/M
7(+0c)
7(+1p)
7(2)
6/6
.5
20 sp
Backsword
Sword
1H/M
7(+1c)
8(+1p)
7(4)
6/6
.5
20 sp
Heavy
Backsword
Sword
1H/L
7(+2c)
8(+1p)
8(3)
6/6
.5
25 sp
Basket Hilted
Claymore
Sword
1H/M
7(+1c)
8(+0p)
7(4)
6/6
.5
20 sp
Cutlass
Sword
1H/S
7(+2c)
8(+0p)
7(3)
6/6
.5
1 sp
Dussack
Sword
1H/S
7(+1c)
7(-1p)
7(3)
6/6
.5
1 sp
Espada Ropera
Sword
1H/L
8(+0c)
7(+1p)
8(3)
6/6
.5
25 sp
Falcata
Sword
1H/S
6(+3c)
8(-1p)
8(3)
7/6
.5
15 sp
Falchion
Sword
1H/M
7(+2c)
8(+0p)
8(2)
7/6
.5
1 sp 6
cp
Gladius
Sword
1H/S
7(+1c)
7(+1p)
7(0)
6/6
8 sp
Katzbalger
Sword
1H/M
7(+1c)
8(+0p)
7(2)
Spatulate Tip
2
6/6
.5
4 sp
Kilij
Sword
1H/M
7(+1c)
8(+0p)
7(2)
Draw 2
6/6
.5
30 sp
Koncerz
Sword
1H/VL
7(-2c)
7(+2p)
8(3)
Armor
Piercing 2,
Lance Charge
6/6
.5
25 sp
Kopesh
Sword,
Blunt
1H/S
6(+2c)
9(-1p)
8(0)
Forward
Swept, Hook
7/6
.5
1 sp
Kriegsmesser
Sword
1H/M
7(+1c)
8(+0p)
7(2)
Draw 3
6/6
.5
10 sp
Langes Messer
Sword
1H/M
7(+1c)
7(+0p)
8(2)
Draw 3
6/6
.5
1 sp
Pallasch
Sword
1H/L
7(+1c)
8(+1p)
7(3)
6/6
.5
35 sp
Rapier
Sword
1H/L
6(-1c)
6(+0p)
7(3)
Fluid Thrusts
3/5
.5
30 sp
Early Saber
Sword
1H/M
7(+0c)
8(+0p)
8(1)
Draw 2
5/5
.5
10 sp
Hussar Saber
Sword
1H/M
7(+1c)
7(-1p)
7(3)
Draw 2
6/5
.5
25 sp
Karabela Saber
Sword
1H/M
7(+0c)
8(-1p)
7(3)
Draw 1
6/5
.5
30 sp
Zellish Saber
Sword
1H/M
7(+2c)
8(+0p)
8(3)
Forward
Swept
6/5
.5
15 sp
Scimitar
Sword
1H/M
7(+0c)
7(-1p)
7(2)
Draw 2
6/5
.5
15 sp
Scythe-Sword
Sword
1H/S
8(+1c)
9(-1p)
8(1)
Draw 2,
Forward
Swept
4/4
.5
16 cp
Shaska
Sword
1H/M
7(+0c)
7(+0p)
7(0)
Draw 2
4/4
.5
15 sp
Short Sword
Sword
1H/S
7(+0c)
6(+1p)
7(1)
5/5
8 sp
Tight Grip
Draw 2, Tight
Grip
Forward
Swept
Sidesword
Sword
1H/L
7(+1c)
7(+1p)
8(3)
4/4
.5
15 sp
Tesshake
Sword
1H/S
7(+2c)
7(+0p)
8(3)
5/4
.5
1 sp
Tulwar
Sword
1H/S
7(+0c)
7(-2p)
8(2)
Draw 1, Tight
Grip
5/4
.5
25 sp
Urumi
Sword
1H/VL
7(+0c)
NA
9(1)
Chain 3, Draw
1
2/2
30 sp
Wakizashi
Sword
1H/S
7(+0c)
8(+0p)
7(1)
Draw 2
4/4
10 sp
War Cleaver
Sword
1H/M
8(+4c)
8(-1p)
8(0)
6/4
.5
6 cp
Yataghan
Sword
1H/S
7(+2c)
8(+0p)
7(0)
Forward
Swept
5/4
.5
10 sp
2H-Swords
Table X.X Two-Handed Swords
Hands/
Reach
Strike
Thrust
Defense
Special
Max
STR
S/T
Wt
Cost
2H/L
7(+1c)
7(+2p)
7(2)
Hand-Off
5/5
50 sp
1H/L
7(+0c)
7(+1p)
8(2)
4/4
50 sp
Claymore
Sword
2H/L
7(+3c)
7(+1p)
7(2)
6/5
50 sp
Estoc
Sword
2H/L
8(+0b)
6(+2p)
7(2)
Armor
Piercing
Thrust 2, Fluid
Thrusts
3/6
45 sp
Flammenschwert
Sword
2H/VL
8(+3c)
8(+3p)
8(3)
Draw 3,
Crushing 1
7/6
80 sp
Godenak
Sword
2H/M
7(+4c)
8(-1p)
8(0)
Armor
Piercing Strike
2
7/4
2 sp
Grosses Messer
Sword
2H/L
7(+3c)
8(+0p)
8(1)
Draw 2
5/5
20 sp
Katana 2H
Sword
2H/M
7(+2c)
7(+1p)
7(1)
Draw 1, HandOff
5/5
40 sp
Katana 1H
Sword
1H/M
7(+1c)
8(+1p)
8(1)
Draw 2
5/5
40 sp
Large Katzbalger
Sword
2H/L
7(+1c)
8(+0p)
7(2)
40 sp
Longsword 2H
Sword
2H/L
7(+2c)
7(+1p)
7(2)
Hand-Off
5/5
50 sp
Longsword 1H
Sword
1H/L
7(+1c)
7(+0p)
8(2)
5/5
50 sp
Montante
Sword
2H/VL
7(+3c)
8(+1p)
7(2)
6/6
80 sp
No-Dachi
Sword
2H/L
7(+2c)
8(+0p)
8(1)
Draw 1
5/5
60 sp
Swiss Saber
(Schnepf)
Sword
2H/L
7(+1c)
7(+0p)
7(3)
Draw 2
5/5
45 sp
Zweihander
Sword
2H/VL
8(+4c)
8(+2p)
7(2)
7/6
75 sp
Weapon
Weapo
n Type
Grutte
Zweihander
Sword
2H/EL
8(+4c)
9(+2p)
9(2)
10/6
120 sp
1H-Blunt
Table X.X One-Handed Blunt
Weapon
Weapon
Type
Hands/
Reach
Strike
Thrust
Defense
Special
Bar Mace
Blunt
1H/S
7(+1b)
7(-2b)
7(0)
Double Headed
Flail
Blunt
1H/M
8(+2b)
8(-2b)
Hand
Axe/Hatchet
Blunt
1H/S
7(+1c)
7(-2b)
Max
STR
S/T
Wt
Cost
Armor Piercing
Strike 1, Shock
6/3
1, Thrusting Slot
1 sp
10(0)
Chain 1, Shock
2, Multi-Hit
(Strike 2)
6/3
9 cp
8(0)
Armor Piercing
Strike 1, Shock
1, Strike Slot,
Thrusting Slot,
Hook
6/3
6 cp
6/3
2 sp
Horsemans Pick
Blunt
1H/S
7(+2p)
7(-2b)
8(0)
Armor Piercing
Strike 2,
Reverse Slot,
Thrusting Slot,
Hook
Light Flail
Blunt
1H/M
7(+2b)
8(-2b)
9(0)
Chain 2, Shock
2
7/3
6 sp
Light Mace
(Flanged)
Blunt
1H/S
7(+1b)
7(-2b)
7(0)
Armor Piercing
Strike 2,
Thrusting Slot
6/3
3 sp
Light Mace
(Knobbed)
Blunt
1H/S
7(+0b)
7(-2b)
7(0)
Armor Piercing
Strike 1, Shock
2, Crushing 1,
Thrusting Slot
6/3
4 cp
Light Mace
(Spiked)
Blunt
1H/S
7(+0b)
7(-2b)
7(0)
Bleed 2, Shock
6/3
2, Thrusting Slot
8 cp
Truncheon/Club
Blunt
1H/S
6(-1b)
7(-2b)
6(0)
Thrusting Slot,
Striking Slot
4/3
1 cp
6/3
6 cp
Warhammer
Blunt
1H/S
7(+1)
7(-2b)
8(0)
Armor Piercing
Strike 1,
Crushing 1,
Reverse Slot,
Thrusting Slot
Arming Spike
Blunt
NA
NA
(+0p)
NA
Weapon
Attachment
(Thrust)
-/4
2 cp
Reverse Blade
Blunt
NA
7(+1c)
NA
NA
Weapon
Attachment
(Strike)
6/-
6 cp
Reverse Hammer
Blunt
NA
7(+0b)
NA
NA
6/-
6 cp
Weapon
Attachment
(Strike), Armor
Piercing Strike
1, Shock 1,
Crushing 1
Reverse Spike
Blunt
NA
7(+0p)
Hands/
Reach
Strike
NA
NA
Weapon
Attachment
(Strike), Armor
Piercing Strike
2, Hook
6/-
6 cp
2H-Blunt
Table X.X Two-Handed Blunt
Weapon
Battleaxe
Battleaxe 1H
Weapon
Type
Blunt
Blunt
2H/M
1H/M
7(+2c)
7(+2c)
Thrust
7(-2b)
7(-2b)
Defense
Special
Max
STR
S/T
Wt
Cost
8(0)
Armor Piercing
Strike 1, Shock
2, Hand Off,
Thrusting Slot,
Striking Slot
8/4
6 sp
9(0)
Armor Piercing
Strike 1, Shock
2, Hand Off,
Thrusting Slot,
Striking Slot
7/3
6 sp
10/3
7 sp
Dane Axe
Blunt
2H/L
8(+3c)
8(-2b)
Shock 2, Armor
Piercing Strike
2, Thrusting
Slot, Striking
Slot, Hook
Large Club
Blunt
2H/M
6(+0b)
7(-1b)
Shock 1,
Thrusting Slot,
Striking Slot
8/4
3 cp
Goedendag
Blunt/Pol
earm
Armor Piercing
Strike 2, Armor
Piercing Thrust
2, Shock 2
8/5
1 sp
8/4
7 cp
2H/L
8(+3b)
8(+2p)
Gunstock Club
Blunt
2H/M
7(+1b)
7(-1b)
Shock 1
(Bludgeoning)
Armor Piercing
Strike 1
(Bludgeoning),
Striking Slot
Heavy Mace
(Flanged)
Blunt
2H/M
7(+3b)
7(-2b)
Armor Piercing
Strike 2, Shock
1, Crushing 1
8/3
6 sp
Heavy Mace
(Knobbed)
Blunt
2H/M
7(+2b)
7(-2b)
Armor Piercing
Strike 1, Shock
3, Crushing 2
8/3
1 sp
Heavy Mace
(Spiked)
Blunt
2H/M
7(+2b)
7(-2b)
Armor Piercing
Strike 1, Bleed
3, Crushing 1
8/3
2 sp
Heavy
Warhammer
Blunt
Pole-Flail
Blunt/Pol
earm
Tabarzin
Blunt
2H/M
2H/L
2H/L
7(+3b)
8(+3b)
7(+2c)
7(-2b)
7(-2b)
8(+0p)
Shock 2/0,
Armor Piercing
Strike 1/2,
Crushing 2,
Thrusting Slot,
Striking Slot
8/3
2 cp
Chain 2, Armor
Piercing Strike
2, Shock 2,
Crushing 2
9/2
2 sp
Shock 2, Armor
Piercing Strike
2, Hand Off,
Thrusting Slot,
Striking Slot,
Hook
7/4
10 sp
6/4
Tabarzin 1H
Blunt
2H/L
7(+1c)
8(+0p)
Shock 1, Armor
Piercing Strike
1, Hand Off,
Thrusting Slot,
Striking Slot,
Hook
War Maul
Blunt
2H/M
8(+3b)
8(-2b)
Shock 4, Armor
Piercing Strike
1, Crushing 2
10/1
2 sp
Wood Axe
Blunt
2H/M
8(+2c)
8(-2b)
Shock 2, Armor
Piercing Strike
1, Hook
8/2
2 sp
Arming Spike
Blunt
NA
NA
(+0p)
NA
Weapon
Attachment
(Thrust)
-/4
1 cp
Reverse Blade
Blunt
NA
7(+2c)
NA
NA
Weapon
Attachment
(Strike)
7/-
6 cp
NA
Weapon
Attachment
(Strike), Armor
Piercing Strike
1, Shock 1,
Crushing 1,
7/-
6 cp
7/-
6 cp
Max
STR
S/T
Wt
Cost
4 sp
Reverse
Hammer
Blunt
Reverse Spike
Blunt
NA
NA
7(+1b)
NA
7(+1p)
NA
NA
Weapon
Attachment
(Strike), Armor
Piercing Strike
2, Hook
Polearms
Table X.X Polearms
Weapon
Weapon
Type
Hands/
Reach
Strike
Thrust
Defense
Special
Ahlspiess
Polearm,
Spear
2H/L
8(-1b)
8(+3p)
Armor Piercing
4/10
Thrust 3
Bardiche
Polearm
2H/VL
8(+3c)
9(-1p)
Armor Piercing
Strike 2, Shock 10/4
2, Crushing 2
2 sp
Bec de Corbin
Polearm
2H/VL
8(+3p)
8(+2p)
Armor Piercing
Strike 2, Hook, 9/6
Striking Slot
1 sp
Armor Piercing
Strike 1, Shock
2, Hook,
9/6
Crushing 1,
Striking Slot
1 sp
1 sp
Bill (Black)
Polearm
2H/VL
7(+3c)
8(+2p)
Bill (Forest)
Polearm
2H/EL
8(+3c)
8(+2p)
Armor Piercing
Strike 2, Shock
2, Hook,
9/6
Crushing 1,
Striking Slot
Falx
Polearm
2H/L
8(+3c)
10(-1p)
Forward Swept
8/2
1 sp
Fauchard
Polearm,
Spear
2H/VL
7(+2c)
8(+1p)
Forward
Swept, Striking
Slot
8/4
1 sp
Ge (Chinese
Dagger-Axe
Halberd)
Polearm,
Spear
2H/VL
8(+3p)
8(+2p)
Armor Piercing
8/6
Strike 1, Hook
1 sp
Glaive
Polearm
2H/VL
7(+2c)
8(+1p)
Draw 2, Hook
7/4
3 sp
Guandao
(Chinese
Glaive)
Polearm
2H/VL
8(+2c)
8(+2p)
Draw 2, Armor
Piercing Strike
1
8/4
5 sp
3 sp
Halberd
Polearm
2H/VL
8(+3c)
8(+2p)
Armor Piercing
Strike 2,
9/7
Crushing 2,
Striking Slot
Lance (Light)
Spear
1H/VL
10(-1c)
7(+2p)
10
Couched
Charge
1/6
1 cp
Lance (Heavy)
Polearm
1H/LL
10(-1c)
8(+3p)
10
Couched
Charge
1/5
1 sp
Lance (Hollow)
Spear
1H/LL
10(-1c)
10(+3p)
10
Couched
Charge
1/4
4 sp
Lochaber Axe
Polearm
2H/VL
8(+3c)
9(-1p)
Armor Piercing
Strike 2, Shock 9/4
2, Hook
2 sp
Longstaff
Polearm,
Spear
2H/EL
8(+0b)
7(-1b)
7/7
4 cp
1 sp
Lucerne
Hammer
Polearm
2H/VL
8(+3b)
8(+2p)
Armor Piercing
Strike 2,
8/6
Crushing 2,
Striking Slot
Military Fork
Polearm,
Spear
2H/VL
10(-1c)
8(+2p)
Multi-Hit
(Thrust 2),
Strike Slot
4/8
3 cp
Morningstar
Polearm,
2H/L
7(+3b)
8(+1p)
1 sp
Strike 2, Bleed
3
Blunt
Musket (Butt)
Spear
2H/H
7(+1b)
7(-1 b)
Musket
(Bayonet)
Spear
2H/L
9(-1c)
8(+2p)
Naginata
Polearm
2H/VL
7(+2c)
8(+1p)
Partisan
Polearm,
Spear
2H/EL
8(+2c)
8(+3p)
Pike
Spear
2H/LL
10(-2c)
9(+3p)
Poleaxe
Polearm,
Spear,
Blunt
2H/L
7(+2c)
Quarterstaff
Polearm,
Spear
2H/VL
Ranseur
Polearm,
Spear
2H/EL
Shock 2
5/5
3/6
3 cp
Draw 2, Fluid
Thrusts
6/6
10 sp
Fluid Thrusts
6/6
10 sp
Brace
1/8
1 sp
7(+2p)
Armor Piercing
Strike 1, Armor
Piercing Thrust 8/8
1, Shock 2,
Striking Slot
8 sp
7(+0b)
7(-1b)
Fluid Thrusts
7/7
3 cp
8(+2c)
8(+2p)
7/7
1 sp
15 sp
6 cp
4/5
3 cp
4/8
8 cp
Saber-Halberd
Polearm
2H/VL
8(+3c)
8(+0p)
Armor Piercing
Strike 1,
Crushing 1,
8/6
Draw 2,
Striking Slot
Spear (Arming)
Spear
2H/VL
7(+0c)
7(+3p)
Hand Off,
Fluid Thrusts
Spear (Arming)
1H
Spear
1H/VL
9(-1c)
7(+2p)
Spear (Short)
Spear
1H/M
8(+0c)
7(+2p)
Spear 1H
Spear
1H/EL
9(+0c)
8(+3p)
Spear 2H
Spear
2H/EL
8(+0c)
7(+3p)
Hand Off,
Fluid Thrusts
4/9
8 cp
Spetum
Polearm,
Spear
2H/VL
8(+1c)
7(+2p)
Fluid Thrusts
4/8
2 sp
Spontoon
Spear
2H/L
7(+1c)
7(+2p)
Fluid Thrusts
6/6
1 sp
Spontoon 1H
Spear
1H/L
8(+0c)
7(+1p)
Fluid Thrusts
6/6
Swordstaff
Polearm,
Spear
2H/EL
8(+3c)
8(+3p)
6/6
3 sp
Trident
Polearm,
Spear
1H/L
10(-1c)
8(+0p)
Multi-Hit
(Thrust 3)
Hand-Off
3/6
5 cp
Trident 2H
Polearm,
Spear
2H/L
9(+0c)
8(+1p)
Multi-Hit
(Thrust 3)
4/7
5 cp
Voulge
Polearm
2H/VL
7(+2c)
8(+1p)
Armor Piercing
Strike 1,
7/6
Striking Slot
4 sp
4/8
4/7
Fluid Thrusts
War-Scythe
Polearm
2H/VL
8(+3c)
9(+0p)
Yari (Jumonji)
Polearm,
Spear
2H/VL
8(+2c)
8(+2p)
Yari (Bishamon)
Polearm,
Spear
2H/VL
8(+3c)
Yari (Kata
Kama)
Polearm,
Spear
2H/VL
Reverse Blade
Blunt
NA
Reverse
Hammer
Reverse Spike
Blunt
Blunt
NA
NA
8/3
4 cp
6/6
2 sp
8(+2p)
Armor Piercing
6/6
Strike 1
3 sp
8(+2p/
+2c)
7(+2p)
Armor Piercing
8/6
Strike 1, Hook
3 sp
7(+2c)
NA
NA
Weapon
Attachment
(Strike)
7/-
6 cp
NA
Weapon
Attachment
(Strike), Armor
Piercing Strike
1, Shock 1,
Crushing 1
7/-
6 cp
NA
Weapon
Attachment
(Strike), Armor
Piercing Strike
2, Hook
7/-
6 cp
7(+1b)
7(+1p)
NA
NA
Forward Swept
Effect
Thin Blade
Draw [X]
When making a Strike attack that would inflict Cutting damage, inflict
one point of additional damage for every X bonus successes scored.
This Special Rule does not come into play if the target benefits from
any sort of Hard Armor on the target-location being hit.
Tight Grip
When using the Power Attack option on a Strike attack, you add an
additional +1 to damage, and increase the Max Strike Strength of your
weapon by 1.
When testing against Weapon Loss because of a Disarm maneuver or
similar event, you may roll 2 additional dice.
Crushing [X]
that Hit Location by [X]. This is done after damage is resolved for this
attack, and only counts for future attacks.
Only the highest AV armor on that location is reduced by Crushing. If
that armor is reduced to AVN 0 in all areas, then Crushing begins to
effect lesser Hard Armors beneath it.
Hand-Off
Thrusting Slot
This weapon can have its Thrust profile replaced with a Thrusting
Weapon Attachment.
Striking Slot
Companion Weapon
Chain [X]
Any attack made at Strike TN with this weapon ignores the first X
successes of an enemys Parry or Block defense, including
Parry/Block-like Maneuvers like Counter or Arm-Parry.
Forward-Swept
When this weapon is used in a Strike attack against which the target
would receive an AV bonus, use the lower value between the armors
Cut and Piercing AV. The Strike still inflicts Cut damage regardless of
which AV is used.
When this weapon is used in a [Y] type (Strike or Thrust) attack that
targets Hit Locations that successfully hits the target, instead of
resolving one attack, [X] identical attacks of equal strength hit instead.
Roll on the the same Hit Location Table to see where these additional
attacks land.
Hook
This weapon can be used with the Hook maneuver (see Hook
maneuver for details).
Fluid Thrusts
This weapon can Feint from a Thrust into another Thrust (see Thrust
and Feint maneuvers for details).
Couched Charge
When making a Lance Charge attack with this weapon, use the
Horses Strength as the base for damage instead of your own. This
weapon has no Max Strength limit for this attack.
In addition, if a Mounted Charge attack made by this weapon is
Blocked, it carries through on the intended target zone anyway as
though it hit with 0 Bonus Successes, and is reduced by the Shields
AV regardless of where it hit.
Weapon Attachment
This attachment can be attached to any weapon of the type listed. Use
its attack TN and Damage instead of the original where listed, use
original where no new number is listed.
Parrying Teeth
Shock
Any hit from this weapon inflicts additional Stun equal to the listed
number.
Any Strike from this weapon inflicts Bleed equal to X. If the Strikes
total Damage
Bleed [X]
Missile Weapons
Weapon Name
This is the name of the weapon listed.
Weapon Type
This is the Weapon Type of the weapon, and thus the Proficiency that it can be used with.
Range
This is the distance in Yards that a missile weapon can be used and considered to be at Short range. Every multiple of this distance the
weapon is used at past the first increases the range modifier by one. See Missile Weapons in Combat in the Combat section for more
details.
Missile TN
This is the attack TN used when making a missile attack with this weapon.
Damage
This is the strength (before modification by arrowheads or maneuvers/talents) of an attack made by the Missile Weapon, as well as the
damage-type done. This will invariably be Piercing (p) damage.
Weight
This is the Weight of the weapon when it is being stored. When in use, a weapons Weight is 0.
Cost
This is the cost of the weapon.
Self Bow Specific
Loading Time
Self Bows, like Thrown weapons, have no loading time. They can be drawn and fired in the same Action.
Required Strength
If a user does not match the required strength of a Self Bow, he cannot string it. If already strung, the bow can be used with inferior
strength, but the ATN increases by 1, and Strength decreases by 1, per point of users Strength beneath Required Strength.
Weapon
Type
Range
Missile
TN
Damage
Req Str.
Wt
Cost
Horsebow
Bow
20
4p
2 sp
Longbow
Bow
25
5p
.5
3 sp
Warbow
Bow
30
6p
.5
4 sp
Composite
Horsebow
Bow
5p
6 sp
25
Composite Warbow
Bow
30
6p
.5
8 sp
Zellish Wheelbow
Bow
50
7p
5 gp
Effect
Catch Chance
Cost
Barbed Broadhead
Winged 3
10/10
4 sp/20
Bodkin
+10 Range, AP 1
1/10
1 sp/20
Broadhead
+1 Strength, Winged 2
5/10
2 sp/20
Fire Arrow
5/10
2 sp/20
Lozenge-Head
-5 Range, AP 3
2/10
2 sp/20
Swallowtail
-3 Str, Winged 1
8/10
4 sp/20
Crossbow Specific
Load
This is the number of Reloading successes that must be put into the weapon before it can be shot. With crossbows, some Loading Tools
cannot store Load in between Rounds--if a weapon has N in its Store Span section, it must be fully reloading in one Reload action, not
over multiple Rounds.
Tool
Tool lists the different types of Spanning tools that can be used with a crossbow to Span it. Each Spanning tool has different effects.
Table X.X Crossbows
Weapon Name
Weapon
Type
Range
Missile
TN
Span
Tool
Damage
Wt
Cost
Hand Crossbow
Crossbow
15
Lever, Screw
4p
36 cp
Light Crossbow
Crossbow
20
Lever
6p
48 cp
Hunting Crossbow
Crossbow
25
Hand, Lever,
Stirrup
8p
60 cp
Heavy Crossbow
Crossbow
30
10
Hand, Lever,
Stirrup,
Crank
10p
72 cp
Arbalest
Crossbow
35
25
Crank,
Windlass
12p
84 cp
Manuballista
Crossbow
40
40
Winch
15p
120 cp
Spanning Tools
Table X.X Spanning Tools
Tool
Effect
Store Span
Wt
Cost
Hand
TN 6
Screw
TN 8
Lever
TN 5
Stirrup
TN 4
Crannequin (Crank)
TN 7
12 cp
Windlass
TN 6
12 cp
Winch
TN 5
7 cp
Firearm Specific
Load
This is the number of Reloading successes required before the weapon is ready to fire. (See Reload maneuver for Reloading details).
Ammunition
This is the type of ammunition that can be fired from the weapon. Obviously the ammunition must first be loaded before it can be fired.
Table X.X Firearms
Weapon Name
Weapon
Type
Range
Missile
TN
Load
Ammunition
Dam
Wt
Cost
Arquebus
Firearm
20
15
Ball, Shot
8p
12 sp
Blunderbuss
Firearm
15
15
8p
12 sp
Dragon
Firearm
10
13
Ball, Shot
7p
18 sp
Hand-Bombard
Firearm
20
10
14p
10 sp
Musket
Firearm
25
20
10p
20 sp
Pistol
Firearm
15
15
Ball, Shot
8p
10 sp
Rifle
Firearm
50
45
12p
40 sp
Effect
Catch Chance
Cost
Ball
AP 4
9/10
1 cp/10
9/10
1 cp/10
Spike
1/10
1 cp
Shot
9/10
1 cp/10
Heavy Shot
9/10
3 cp/10
Rifle Ball
AP 4, -1 MTN
8/10
6 cp/10
Effect
Cost
Firelock
Matchlock
6 cp
Wheellock
100 cp
Snaplock
24 cp
Flintlock
36 cp
Load TN
Ammunitio
n Cost
Manual
TN 8
x1
Paper Cartridge
TN 6
x2
Effect
AP [X]
Winged [X]
Bleed [X]
Scatter [X/Y]
Throwing Weapons
Table X.X Throwing Weapons
Weapon Name
Weapon
Type
Range
Missile
TN
Strength
Stuck
Chance
Wt
Cost
Axe
Thrown
10
+3c/+1b
5/10
Club
Thrown
10
+1b
0/10
Hammer
Thrown
10
+2b
AP 1
0/10
Heavy Dart
Thrown
20
+2p
AP 1
6/10
1 cp
Light Javelin
Thrown
15
+2p
5/10
1 cp
Heavy Javelin
Thrown
10
+3p
AP 1
5/10
2 cp
Lead Javelin
Thrown
+4p
AP 2,
Shield Stick
10/10
3 cp
Knife
Thrown
+1p/+0c
4/10
Metal Weight
Thrown
10
+2b
0/10
1 cp
Rock
Thrown
15
+1b
0/10
Spear
Thrown
10
+2p
5/10
Soliferrum
Thrown
+3p
8/10
4 cp
Sword
Thrown
+3p
8/10
Throwing Knife
Thrown
10
+1p/+0c
4/10
8 cp
Light Sling
Thrown
15
+1b
0/10
1 cp
Long Sling
Thrown
20
+2b
0/10
2 cp
Pole-Sling
Thrown
25
+3b
0/10
5 cp
Qualities
AP 3
Notes
Cost/U
nit
Animals
Notes
Cost
Per
Anima
l
Chicken
Annoying
5 cp
Courser
Fast
60 sp
Cow
10 sp
Donkey
Plotting something
5 sp
Friendly Doge
Much fur.
1 cp
Item
Goat
8 cp
100 sp
Hunting Dog
Relentless
1 sp
Hunting Falcon
20 sp
Ox
Stubborn
12 sp
Palfrey
Noble
40 sp
Pig
Disgusting
3 sp
Sheep
Fluffy
6 sp
Tiger
Fearfully symmetrical
15 gp
Wrathful, murderous
5 cp
Workhorse
Feathering optional
15 sp
Clothing
Notes
Cos
t
per
suit
Work clothes
1 cp
Traveling cloak
1 cp
Urban attire
1 sp
Wealthy Garment
1 gp
Noble Dress
5 gp
Court Attire
10
gp
2050
gp
10
gp
2050
gp
Drink
Unit
Cost
per
unit
Ale/Beer
Flagon
1 cp per
10
Ale/Beer
Gallon
1-2 cp
Brandy
Flask
2 cp
Cider
Gallon
1 cp
Mead
Gallon
2 cp
Rakia
Flask
1 cp
Waterskin
Skin (1 Gallon)
1 cp
(water
not
include
d)
Wine
Flagon
1 cp per
8
Wine
Gallon
2-4 cp
Food
Unit
Cos
t
Traveling Bread
(brick)
1
cp/1
0
Black Bread
(loaf)
1 cp
Brown Bread
(loaf)
5 cp
(loaf)
10
cp
(lb)
3 cp
Cheese
(lb)
1 cp
Common Fish
(lb)
1 cp
(lb)
1 sp
Fruit
(lb)
1 cp
Lavish Banquet
Per 10 people
5 sp
Meal (Poor)
Per 1 person
1 cp
Meal (Good)
Per 1 person
4 cp
Meal (Fine)
Per 1 person
1 sp
Meal (Exquisite)
Per 1 Person
1 gp
Vegetables
(lb)
1 cp
Rare Fish
(lb)
6 cp
Week's Rations
(lb)
4 cp
(lb)
1 cp
(lb)
3 cp
(lb)
5 cp
Unit
Cos
t
Pound (5 Candles)
2 cp
Pound (5 Candles)
7 cp
Torch
Per 10
3 cp
Lamp
Per item
5 cp
Candle Lantern
Per item
9 cp
Oil Lantern
Per item
1 sp
Oil
Pint
1 sp
Services
Unit (Duration
Cost
Guide (Frontier)
1 Day
6 cp
Mercenary (Poor)
1 Week
1 sp
Mercenary (Mediocre)
1 Week
3 sp
Mercenary (Good)
1 Week
6 sp
Mercenary (Excellent)
1 Week
1 gp
Servant (Domestic)
1 Year
1 gp
(countin
g board)
Ship (Cog)
1 Month
10 gp
Ship (Caravel)
1 Month
25 gp
Poor Inn
1 Night
1
cp/Perso
n
Decent Inn
1 Night
4
cp/Perso
n
Fine Inn
1 Night
1
sp/Perso
n
1 Night
1
cp/Horse
3
cp/Horse
Unit
Cos
t
Surgeons Tools
15
sp
Surgeons Kit
5 sp
1 gp
Poultice Ingredients
10
sp
6 cp
Prescription Remedy
1 cp
to 1
gp
1 sp
1 gp
10
gp
Miscellanea
Unit
Cos
t
Anvil
One, heavy
5 sp
One, handy
1 sp
Flints (Flintlock)
1 cp
Gunpowder
5 cp
One, pleasant
1 sp
to
10
gp
Leather (Cowskin)
One, tanned
1 sp
1 cp
Musketballs/Shot
1 cp
Paper
4 cp
Parchment
8 cp
50 feet, useful
2 cp
Smiths Tools
4 sp
Tinderbox
One, rugged
3 cp
Tradesmans Tools
10
sp
Whetstone
One, dry
1 cp
Woodsmans Axe
One, trusty
1 sp
Trade Goods
Textiles
By the Yard
Cos
t
Canvas
2 cp
Linen
6 cp
Kersey
3 cp
Broadcloth
20
cp
Broadcloth (dyed)
3040
cp
Scarlet Broadcloth
150
cp
Plain Silk
100
cp
Plain Velvet
180
cp
Exquisite Velvet
280
cp
Spices
By the Pound
Cos
t
Cyrv
1 cp
Pepper
18
cp
Ginger
12
cp
Cinnamon
24
cp
Cloves
35
cp
Salt
12
cp
Safforn
182
cp
Sugar
16
cp
Karspice
150
cp
Trade Metal
Ingot
Cost
per
Pound
/Ingot
Copper
3
cp/33
cp
Tin
6
cp/54
cp
Iron
3
cp/30
cp
Silver
1
sp/14
sp
Gold
5 sp/
135 sp
Bronze
5
cp/55
cp
Steel
5
cp/50
cp
Magestone
50 gp
Orichalcum
500
gp/550
0 gp
Trade Goods
Unit
Cos
t
Cotton
Ton
30
gp
Coffee
Pound
1 sp
Coffee (Bulk)
Ton
100
gp
Cocoa
Pound
10
cp
Cocoa (Bulk)
Ton
80
gp
Fine Rug
Throw
5 gp
Common Tea
brick (pound)
1 sp
Ton
100
gp
Fine Tea
brick (pound)
1 gp
Ton
200
0 gp
Tea
brick (pound)
1 sp
Slave
Details
Cost
Labor Slave
1 gp
House Slave
3 gp
Educated Slave
10 gp
Pit Fighter/Gladiator
20 gp
Exotic
x2
Inferior Race
Goblins
Cost
Exotic Race
x3
Especially Loyal
+50%
Especially Beautiful
+100
%
Especially Intelligent
+100
%
Especially Strong
+150
%
Slaves
Prosthetics
Prosthetics are tools created to replace some or all of the function of a lost limb. They vary in nature from sticks stuck on with glue to
devices that can almost replicate the actual motion of the lost body part using a large amount of mechanical trickery.
Armor may not be worn over prosthetics unless otherwise specified.
Damage does not stack between attacks.
Location refers to the area the prosthetic is replacing.
Arm
Prosthetic
Location
Cost
Effect
Stick
Any
8 cp
Extender
Forearm
2 cp
the prosthetic.
Hook
Clamp
Weapon
Hand
Hand
Hand/Forearm
5 sp
10 sp
Weapon
+10 sp
Articulated
Hand
Hand
25 gp
Armored
Articulated
Hand
Hand
75 gp
200 gp
250 gp
Full Arm
300 gp
Prosthetic
Location
Cost
Effect
Wood Foot
Foot
10 cp
Pegleg
Shin
1 sp
Long Pegleg
Thigh/Shin
1 sp
Cane
Any
10 cp
Burdinadin
Prosthetic
Hand
Burdinadin
Prosthetic
Forearm
Burdinadin
Prosthetic Full
Arm
Hand
Hand/Forearm
Leg
Crutch
Any
10 cp
Burdinadin
Prosthetic Foot
Foot
100 gp
Burdinadn
Prosthetic
Lower
Leg/Foot
Foot/Lower
Leg
150 gp
Burdinadin
Prosthetic Full
Leg
Foot/Lower
Leg/Upper Leg
200 gp
-15
-10
-5
10
15
20
25
10
30
Boons
Table 6.2 Boons
Boon
Description
Allies
Ambidextrous
Arc Cost
1/5/10
Animal Affinity
2/4/6
Beautiful
2/4
Berserker
1/4
Bloodthirsty
Brave
Contacts
1/4/6/8
Direction Sense
Estate
10
Favor
1-3
Famous
2-4
3/6/8
Follower
Good Ears
Good Eyes
Good Nose
2/4
Languages
1/2/3
Literate
Lucky
6/12/18
Natural Leader
Prodigious Strength
15
Prodigious Agility
10
Prodigious Health
10
Prodigious Endurance
10
Prodigious Willpower
10
Prodigious Wit
10
Prodigious Intelligence
10
Prodigious Perception
10
Impressive Voice
Retinue
5/10/15
Skilled
3/5/7/10
Tall
8/12
True Grit
2/4/6
Rich
3/6/9
Allies (1/5/10)
The Allies Boon represents a character's positive relationship with a powerful figure, or organization, or group. At its lowest level, it could
simply be somebody important or competent around town. At its highest, it should represent the attention and favor of kings. This Boon
can be taken multiple times to gain multiple allies, and can be gained (or lost) in the course of play through player actions.
A character can appeal to an Ally for aid, but that is no guarantee that it will come, or that it will be sufficient for the task at hand. More
often, an Ally will be able to tie up loose ends, or swoop in to save a character's bacon when things
1: Minor local power. Crime boss, mayor, town sheriff, etc.
5: Moderate regional power. Baron, trade tycoon, colonel in the army, etc.
10: Major international power. King, Powerful Cardinal, the Pope, etc.
Ambidextrous (3)
Ambidextrous characters are equally capable of using either hand well, and are not affected negatively by using a weapon or tool in their
off hand. Ambidextrous characters gain certain benefits when using two weapons, as detailed in the relevant Maneuvers and
Proficiencies. In addition, if a character's arm is injured and they are forced to use their weapon in their off hand, an Ambidextrous
character suffers no penalties.
Character Generation Only.
Beautiful (2/4)
You're pretty. Really pretty. A character with this Boon is easy on the eyes. This can take many forms, and different cultures have greatly
different standards of beauty that may not translate well to each other, but for the most part, this is universal. Beautiful people are
generally treated better, as they make a good first impression.
2: You gain a +2 bonus to Charisma when dealing with everyone, if your beauty is apparent. You gain a +4 bonus to Charisma when
dealing with characters who would find you sexually attractive.
4: You cause Carriage Crashes. You gain a +3 bonus to Charisma when dealing with everyone if your beauty is apparent. You gain a +6
bonus to Charisma when dealing with characters who would find you sexually attractive. Beauty of this caliber often comes with
unwanted attention.
Berserker (6/12)
You are prone to flying into uncontrollable periods of bloodthirsty shield-gnawing lunacy, during which which you cannot be prevented
from cleaving every head within arm's reach from its shoulders.
How you enter a Berserk Rage varies depending on the level of this Boon, but the effects of Berserking are generally the same.
Berserk Rages last for 3d10 Rounds. To come down from a Berserk rage early, you must initiate a Willpower test at RS 5. Success ends
the Berserk Rage. This can be attempted once per Round.
- You reduce all Pain by half.
- You ignore ALL Stun inflicted by wounds, but not that inflicted by weapon effects.
- You ignore all effects of Exhaustion.
- You reduce the RS of Bleed tests by 2.
- You may not take any sort of Parry-Like or Block-Like Action. (You may still Void.)
- You must attack the nearest active enemy, or, barring the presence of enemies, the nearest living creature.
After a character comes down from a Berserk Rage, all effects end, and they are immediately Exhausted, regardless of their Endurance
or current Encumbrance. If, at this point, a Berserker's Bloodloss total is above 25, they must make a HLT check at RS 5 or drop dead
instantly.
Characters that Berserk often will frequently develop mental derangements over time, including Depression, Alcoholism, and
Schizophrenia.
How a character enters a Berserk Rage depends on their level in this Boon.
1: Any frustration or irritation, physical pain, insult, or vexation requires that the character make a WIL check at RS 4 or fly into a berserk
rage. He can voluntarily fly into such a rage at will, though only when not Exhausted.
4: The character can enter a berserk rage at will (as long as theyre not Exhausted), by taking a few seconds (one round) to roar, gnaw
upon their shield, and generally work themself into a fury. They can still fly into an involuntary rage as above, but ytheir RS for the WIL
test is only 2.
Bloodthirsty (4)
Your eagerness to join battle has stripped from you any form of hesitation or restraint when moving in for the kill. Whenever you take an
Initiative Test brought on by going Red/Red (tests forced by maneuvers do NOT count) you gain +2 dice for that test. There is no limit to
the number of times this can occur in combat.
Any character who faces you in combat will immediately become aware that you have this Boon unless you pass a Sincerity vs.
Perception Contest.
Brave (3)
You're courageous and firm of heart. When faced with any non-magical situation which would require a Willpower test vs. fear, you may
choose to pass, even if you fail the roll.
If magic is involved, you must still take the test, but you get +2 dice for it.
Contacts (1/4/6/8)
You have access to a network of informants, friends of a friend, cousins, and entire flocks of talkative little birds whom you can call upon
for information.
You can use Contacts to gain insight, information, intelligence and other tidbits about any subject you please. Usually this requires the
expenditure of a few coins (rarely more than 2-3 sp per RS of the roll, see below), and may take anywhere from ten minutes to a week or
so. Roll your Charisma at the TN decided by your level in this Gift, and if you meet the RS required, you gain the information you need,
with more Bonus Successes supplying more information.
The GM can set the RS for the roll anywhere from 1 (effortless) to 8 (world-shatteringly obscure). If there is absolutely no way that
information can be gained through Contacts, it should be evident after the first roll.
1: TN 7; You know some guys.
4: TN 6; You know some guys who know some guys.
6: TN 5; You know some guys in every city and service in the country.
8: TN 4; You know everyone.
Favor (1/3)
Someone owes you a favor. You may take this Boon multiple times, and for each time you do, you gain an additional favor that you can
call in to get something done. Confer with the GM to see who could potentially owe your character one.
Once a Favor is called in, the debt is settled. However, if things are still amicable, there's no reason why another exchange of favors
couldn't be arranged.
1: Minor Favor. A serious favor from a regular man, or a trifling favor from someone of power. (Let me hide in your house from the
Baron's men/Get me off of this larceny charge)
3: Major favor. A serious favor from a powerful individual. (Vouch for my innocence, your majesty)
Famous (2/4)
People know you. Maybe you killed the Manticore of Marienburg, or saved a princess or something. Whatever the reason, you gain a
bonus to Charisma when dealing with people overawed by your star-power. This Boon has its drawbacks thoughbeing recognizable
makes it hard to hide, and harder still to get away with mischief.
2: +2 bonus to Charisma, -2 to Disguise or Bluff rolls to avoid recognition.
4: +4 bonus to Charisma, -4 to Disguise or Bluff rolls to avoid recognition.
Follower (5)
You've got a sidekick, a buddy, a comrade, a henchman, or a right-hand-man, etc. Followers can be anything from unusually loyal
mercenaries to childhood friends to spouses who aren't about to stand by while your character fights heretics, bandits and shoggoths
without them.
A Follower is distinguished from an Ally or a Retinue-member in that the Follower is an actual Character. Either you, or your GM, can
write up the stats for the Follower (GM's discretion), usually of a power level the same as or lower than their PC master. In some
situations, an existing NPC can be drafted into Follower position, at the GM's discretion.
Followers aren't directly under the player's control, in that they are still technically NPCs under the GM's purview, but there's nothing
wrong with a player controlling a Follower while his character is injured or tied to an interrogator's chair somewhere.
If the current PC of the Follower dies, the Follower ceases to be a Follower. At the GM's discretion, the Follower might stay of their own
discretion, leave, or even become a PC under the control of the player whose character died.
(General rule: Don't let Followers take Follower, Retinue, Contacts etc. It just makes things confusing).
(Even more General Rule: Don't let this Boon get out of control and swell the group up to double its original number. It is acceptable to
limit the taking of this Boon, or of Group Followers altogether, see Optional Rules for more details).
2: You reduce the Infection Chance of injuries you suffer by 1. Your Health for the purposes of resisting poison, disease and other ill
effects (not Infection) is increased by 2.
4: You reduce the Infection Chance of injuries you suffer by 2. Your Health for the purposes of resisting poison, disease and other ill
effects (not Infection) is increased by 4.
Languages (1/2/3)
You know how to speak languages besides your native one.
1: You know another native language. You may purchase this Boon multiple times during Character Generation, each time learning a new
language.
2: You've got a knack for languages. You know another native language, and you may purchase additional languages after Character
Generation for 1 point each, assuming you have a month or so to practice.
3: You're a proper polyglot. You know a number of new languages equal to your Intelligence +2. In addition, you automatically learn any
language you are exposed to for more than a week by spending 1 point.
Literate (1)
You know how to write your own language. If you can speak another language, and it has the same alphabet or writing system, then you
might be able to piece together its writing as well. This Boon can be taken multiple times. Each time, you can learn another language's
writing system. As before, if you can speak a language, and it shares a writing system or alphabet with a language you know, you can
probably read in that language as well.
Lucky (5)
(You may only take this Boon if the Luck optional rules are being used).
You've got something in your corner that defies description: You're lucky. Once per session, you may activate a Lucky Break or Close
Call without paying the Arc Point cost.
easy for you to organize and lead groups of people. When making Charisma-based rolls to lead others, either in a military setting or for
some other purpose, you gain +2 to your Social score.
Retinue (5/10/15)
(Note: You may only take this boon if your campaign is using the optional Followers & Retinue rules)
You're a leader of men, and have a group of loyal followers who aid you in your endeavors. When you take this Boon, you gain a group of
NPCs who act as your personal bodyguards, aids, crew, etc. The size of this group varies on the version of this Boon you buy. See the
Followers & Retinue section in Optional Rules for more details.
5: You have a group of 10 Minions, and 1 Henchman.
10: You have a group of 25 Minions, and 5 Henchmen.
15: You have a group of 50 Minions, 25 Henchmen, and 1 Alpha Henchman.
Skilled (3/5/7/10)
You've got some natural talent that surpasses the norm in one area. When you pick Skill Focus, choose one Skill, and apply the benefits
listed to that skill.
You can buy this Boon multiple times for multiple Skills, only once for each Skill.
3: You gain a +1 die bonus.
5: You may reroll one failed die per skill test.
7: You gain one automatic success before rolling.
10: The TN for the chosen skill is lowered to 6.
Tall (4/8)
You're tall, ranging from somewhat above average to freakish, with the gorilla arms and inhuman reach to match!
4: Youre noticeably taller than most other people, around a head or so. You gain +1 to initiative as you have a slightly longer reach and
better vantage over your peers.
8: You dwarf your peers, to the point you have to squeeze yourself through normal doorways. You gain +1 to initiative and +1 to reach
with all weapons due to how long your arms are.
Rich (1/3/5)
Money, dinero, shekels, cash, bank, the sinews of war, the wealth of nations! You've got an unusual amount of money for someone of your
social class. This is cold cash, not Assets, and once you've spent it, it's gone.
1: Extra 10% of your base money
3: Extra 50% of your base money.
5: Extra 100% of your base money.
Character Generation Only.
Banes
Table 6.3 Banes
Bane
Description
Arrow Magnet
Arc Cost
+3
Bad Ears
Cannot be Removed
+2/-4
Bad Eyes
Cannot be Removed
+4/+6
Bad Reputation
+3/+6/-9
Barren/Sterility
Cannot be Removed
-1/-3
Blind
Cannot be Removed
-20
Braggart
-3
Brain Damage
Cannot be Removed
-4/-8
Broken Limb/Appendage
Cannot be Removed
Complete Monster
-10
Craven
-4/-8
Crippled Limb/Appendage
Cannot be Removed
-8
Dead
Cannot be Removed
-100
Debt
Dire Past
-2/-4/-8
Cannot be Removed
Enemies
Facial Deformity
0
-3/-10/-15
Cannot be Removed
-2/-4/-8
Fat
Haemophilia
-5
Cannot be Removed
-7
Hothead
-3
Honor
-15
Lasting Pain
Cannot be Removed
-4/-8
Mute
Cannot be Removed
-5/-8
Oath
-2 to -10
Old Wound
Cannot be Removed
-1
One-eyed
Cannot be Removed
-10
Poor
Severed Limb/Appendage
-4/-6/-8
Cannot be Removed
-15
Short
-8/-15
Skinny
-3
Technologically Impaired
-5
Unhappily Married
-1/-2/-3
Virtuous
-10
Wanted
-5/-10/-15
Banes
Arrow Magnet (-3)
You've got a way with arrows. They just can't stay away from you. In any situation in which someone would be targeted at random by
missiles, you will be targeted first, and anyone making missile attacks gain a +1 dice bonus against you.
You aren't a popular fellow. Perhaps you're a member of an unsavory group that people generally mistrust, or maybe your personal deeds
(real or attributed) have made you a pariah. Either way, folks are less likely to cooperate with you and might even try to hurt you if they
take particular offense to you! Of course there will often be certain people who don't care about your reputation. Some might even
approve!
In certain situations, the GM may choose to waive your penalty, or even turn it into a bonus. For example, while intimidating some
yokels.
-3: You're unpopular. You suffer a -2 to all social rolls made with people who disapprove of your reputation.
-6: You're generally disliked. You suffer a -4 to all social rolls made with people who disapprove of your reputation.
-9: You're nearly universally despised. You suffer a -6 to all social rolls made with people who disapprove of your reputation.
Barren/Sterility (-1/-3)
You are incapable of producing offspring. There are dozens of causes of this Perhaps it is genetic, or perhaps you are a eunuch Or
perhaps you had an unfortunate encounter with a low-flying halberd. This is not unique to either gender.
-1 (Barren/Sterile): Youre simply sterile. No children for you. (Or no more children, if you already have them). You may still feel sexual
urges, depending on the nature of your condition.
-3 (Eunuch): You were made a eunuch before puberty (male only). This is a different situation from the above, because the process has a
serious effect on the development of young men. In addition to all of the obvious effects of the process and the sterility associated with it,
you must also pay 2 additional Arc to level up Strength or Health.
However, as a side effect, you gain a +2 bonus against all manner of Social rolls made with the intent to deceive, and a +2 bonus against
Intimidation and Taunt attempts.
Cannot be Removed.
Blind (-20)
You're stone fucking blind.This brings with it certain problems. While blind men have been known to fight before, it is by no means easy,
and few would advise it of you.
Blind characters cannot make Sight based Perception checks, nor can they do anything that strictly requires the use of their eyes.
However, they do gain a +2 bonus to Perception checks involving sound, touch, and other senses to which they are naturally better
attuned, due to their lack of sight.
In combat, a Blind individual must make a Perception Check before performing any Action. The number of Successes on that Check is
the maximum number of CP he can dedicate to his Action. (This does not include Activation Costs, which are paid normally).
Cannot be Removed.
Braggart (-3)
You've got a big mouth. You can't help but boast of your strength/intelligence/achievements, and you also can't stand the notion of being
shown up. Maybe your claims are baseless... Maybe they aren't. Either way, you get yourself in trouble a lot, and you're incredibly easy to
rile up.
You suffer a -2 WIL penalty to resist Ridicule rolls, and you must regularly relate your greatness to anyone who will listen. You can
suppress your boastful urges for a few minutes when it's important by making a WIL test at RS 3.
Brain Damage (-4/-8)
You've suffered an injury that has significantly damaged your brain. You suffer from decreased mental faculties, and possibly some
neurological failures (tics, partial paralysis of limbs, etc).
You may take or suffer each level of this Bane multiple times.
[When inflicted by an injury, also suffer 1d2 Int damage for Minor, and 1d5 Int damage for Major. If this puts you at 0 or below,
you are an irrecoverable vegetable, unless you have the Arc Points required to buy yourself back into the positives, in which case
you emerge from a coma after a period of time determined by the GM. Do not suffer this damage at character Generation.]
Brain Damage can be bought off for double the cost of the Bane (8 for minor, 16 for major). If Brain Damage is Bought Off, the character
does not regain the Int damage from the Bane, but does recover from the Banes rolled on the Table.
-4 (Minor): Roll on the Brain Damage. The result is the effect of the Bane.
-8 (Major): Roll on the Brain Damage Table and add 2 to your roll.
Cannot be Removed.
Table 6.4 Head Trauma Table
Roll
Effect
Old Wound
10
11
12
Broken Limb/Appendage
A broken limb is a serious occurrence, but with some time and rest, the arm'll be as good as new. Right?
Well, theoretically anyway. If a limb is used while broken, it may not heal properly, and repeated injuries to a wounded limb can
permanently cripple it. A broken limb cannot be used for anything (wielding a sword, walking, etc), until the Wound that caused it heals.
(A treated broken leg can be walked on with the aid of cruches, but at 1/4th of normal Mobility, and no intense movement is possible).
You may not choose this Bane at character Generation, and it cannot be bought off. The Wound must heal normally.
Cannot be Removed.
Craven (-4/-8)
You're a coward. There's a difference between feeling fear, and being incapable of overcoming it. A coward cannot bring himself to
confront any sort of danger head-on, and will often try to hide, avoid, or simply flee from any possible injury or harm to himself.
-4: You suffer a -2 penalty to CP in any combat situation in which you do not have a decisive and obvious advantage. You must make a
WIL test at RS 4 to bring yourself to confront any sort of danger. If you are injured by violence, you must make a WIL test at RS 6 or
panic and try to escape.
-8: You suffer a -4 penalty to CP in any combat situation in which you do not have a decisive and obvious advantage. You must make a
WIL test at RS 6 to bring yourself to confront any sort of danger. If you are injured by violence, you must make a WIL test at RS 8 or
panic and try to escape.
Craven cannot be taken with the Honorable Bane.
Dead (-100)
You are dead. You may take no actions except the Decompose Maneuver.
Cannot be Removed.
Debt (-2/-4/-8)
You owe people money. This amount is always significant, but you'll have some time to pay it off before bad things start happening.
In a lot of cases, nobody can actually force you to repay your debts (particularly if you're an armed man with few if any solid assets and a
horse), but moneylenders have long arms and longer memories, and a great incentive to either make you pay in gold, or in a pound of
flesh, as an example to others. Characters that start with no money cannot take this bane.
-2: You owe an amount of money equal to the money you have at the time of the game's beginning, not-including Assets. This is after
other Boons/Banes that modify wealth/assets.
-4: You owe an amount of money equal to half again your starting money. This is after other Boons/Banes that modify wealth/assets.
-8: You owe an amount of money equal to twice your starting money, and starting Assets. This is after other Boons/Banes that modify
wealth/assets.
Enemies (-3/-10/-15)
You have some powerful enemies who mean to do you serious harm. It might not be bodily, maybe they just want to ruin you and crush
your name, or perhaps they want to cut your head off and put it on a pike. Either way, they're willing to go out of their waypotentially
FAR out of their wayto do it. The level of this Bane indicates just how serious of an enemy you've made. Enemies can either be
individuals of significant power, or entire organizations or countries.
-3: Single, dangerous individual, small group, minor organization. (Rival merchant, local guild).
-10: Single powerful individual, large group or organization, regional authorities. (Sheriff of Nottingham, The City Guard, )
-15: Incredibly powerful enemies with long arms, continent-spanning organizations. (The Holy Roman Emperor, The Church, The
Teutonic Order)
Fat (-5)
You are rotund! A lot of folks have a bit of extra meat on them, but you look like you just caused a famine in England. Put the fork down,
fatty!
You suffer a -2 to your Endurance for the purposes of determining Fatigue, and a -2 to Mobility.
On the upside, you gain a +1 to Stability rolls.
A character cannot have Fat at the same time as the Skinny bane.
Haemophilia (-8)
A genetic disorder that impairs the bodys ability to control blood clotting or coagulation, the characters body has trouble stopping
bleeding when any vessel is broken.
Whenever the character is made to bleed, increase the result by 3.
Hothead (-3)
What the hell is wrong with you!? is the first phrase you hear after every battle. You get angry easily, and you're prone to overreacting
to perceived threats or insults. Whenever you feel threatened, insulted, or aggravated by somebody, or generally frustrated with a
situation, you must make a WIL check at RS 5 or begin either a serious verbal, or physical, confrontation immediately.
If you are in a situation in which starting such a confrontation would clearly not solve anything (not even being able to vent your anger by
smashing something), or would very obviously result in your own death, the WIL check is reduced to RS 3.
Honorable (-15)
You're genuinely honorable. You might not be a nice guy, you might not be a philanthropist, but you have a real sense of honor. Honor
can't be bought, nor can it be awarded. Honor is fought for, acquired, and maintained with diligence. To never break one's word, freely
given, to never violate certain rules, to treat others, and oneself, with respect. You've got this, and it is representative of real strength of
character. However, those bound by honor can also be dragged down by it. Honorable behavior is not always smart behavior, and those
who break their own codes of honor are lessened by it, as an essential part of themselves dies in the act.
Honorable characters gain a +2 bonus to resist subterfuge, intimidation, torture, and other means of prying information from them.
Additionally, he gains a +1 bonus to all social checks made to persuade, reason with, or debate those who know the character to be
honorable (this could be everyone, if the character is famous, or just those who know him well or have been impressed with his conduct).
However, a character with this Bane must always conduct himself in an honorable manner (discuss with your GM what precisely
constitutes honor for your character, establish the principles, and stick to them) or else suffer serious consequences.
A character who goes against his own principles loses this Bane, and must pay the next ten Arc Points earned as a penalty, as his character
works through the crisis of conscience brought on by the collapse of his worldview. (The GM can waive this Arc penalty at his discretion
if the character's collapse was not due to moral weakness so much as extreme circumstances). Honorable can also be purchased again (at
GM's discretion) after being lost, to represent the character regaining his principles for 2 Arc.
A character cannot have Honorable at the same time as the Complete Monster bane.
Lasting Pain (-4/-8)
You've got an injury that not only hasn't healed properly, but that costs you chronic or constant pain in the limb. You may learn to live
with the pain, but it is never truly far from your mind.
Choose a Target Zone area like hand, thigh, face, neck, belly, etc (if you get this Bane through an injury as detailed in the Healing section
of chapter [X], you do not get to choose the area).
This is the location of the injury/defect that causes the Lasting Pain.
-4 (Minor): It hurts, but not too much. Each day, roll 1d10. On a 1-8, you suffer 2 Pain throughout the day. Any injury to the area
awakens this pain for the full duration of the injury's healing.
-8 (Major): The pain can be crippling. Each day, roll 1d10. On a 1-9, you suffer 4 Pain throughout the day. Any injury to the area
awakens this pain for the full duration of the injury's healing.
Cannot be Removed.
Mute (-5/-8)
You can't talk. Perhaps you've suffered a throat injury or had your tongue cut out. Perhaps you've been that way since birth, or maybe a
disease ravaged your vocal chords. Either way, you cannot communicate verbally in a meaningful fashion.
-5 (Minor): You cannot form words, but you can cry out, shout, or otherwise make vocal sounds to, say, alert your sleeping friends that
you are surrounded by giant spiders.
-8 (Severe): You can neither speak nor make any other vocal sounds, and must communicate entirely by writing or sign language.
Cannot be Removed.
One-eyed (-10)
You've lost an eye! Perhaps it was an accident, or combat, or maybe you were born with only one functional eye. Stuff happens.
Either way, having one eye can be a disadvantage in combat and in daily life. One-eyed people can learn to compensate for their lack of
depth perception with simple tricks, but it's still awkward to gauge distances and estimate. Perception tests to spot things, gauge distance,
etc, suffer a +1 RS. You also suffer a -1 to your CP in combat, and a -2 to your Missile Pool when making ranged attacks, (though not for
using missile weapons in melee, those instead use the CP penalty listed earlier).
If you buy off this Bane, you don't grow a new eye, but become so accustomed to only having one that you no longer suffer the penalties.
Do not remove the Bane, but don't apply the penalties anymore.
If, through violence, you acquire two One-Eyed Banes, then you regrettably gain the Blind Bane, unless you have more than two eyes
somehow. (I.E., if you are a giant goliath spider possessed by the ghost of Black Hand Lee).
Cannot be Removed.
Poor (-4/-6/-8)
You're unusually poor for your class in society. You lack funds, perhaps because you made poor investments (or because your ancestors
did). without falling too far in social status. Either way, it's likely that you're still trying to claw your way back into relative affluence.
Maybe it's even what motivates you.
-4: You start with Half (50%) the Wealth of a normal character of your Social Class/Wealth level. (You may only take this level of the
Bane if your character is of Wealth level 2 or higher, or with GM's permission).
-6: You start with a Quarter (25%) the Wealth of a normal character of your Social Class/Wealth level. (You may only take this level of
the Bane if your character is of Wealth level 3 or higher, or with GM's permission).
-8: You start with no money. (You may only take this level of the Bane if your character is of Wealth level 4 or higher, or with GM's
permission).
Severed Limb/Appendage (-10/-15/-18)
You're missing an arm or a leg. This could be the whole arm or leg, or just the hand/foot, but the loss of the manipulator at the end is
what's important.
If you choose this Bane at character Generation, choose a limb to have lost, and the point at which you've lost the limb.
-10: The hand or foot is cut off.
-15: The limb is cut off up to the elbow/knee.
-18: The limb is cut off past the elbow/knee up to the shoulder/hip.
If you suffer this Bane because of an injury, then of course you have no say in where the limb has been lost.
The penalty for having lost a limb is serious.
Hand
You cannot perform any task that requires both hands, or use any two-handed weapon. Gripped shields cannot be used (strapped shields
can, with minor modification. GMs discretion.) When Grappling, making a Slip attempt to prevent this arm from being Trapped or
Pinned has a -1 TN, unless you get a Prosthetic, and Force attempts to untrap the limb are made at a -1 TN as well. Your Punches inflict -2
damage without a prosthetic.
Arm (Elbow)
You cannot perform any task that requires both hands, or use any two-handed weapon. No shields of any kind can be used. All Weapon
Maneuvers suffer a +1 Activation Cost because of your loss of balance. You may pay 5 Arc to remove this Activation Cost (representing
getting used to it.) You can no longer perform the Punch or Elbow maneuvers without a prosthetic. All Grappling maneuver TNs are
increased by 1.
Full Arm (Upper Arm to Shoulder)
You cannot perform any task that requires both hands, or use any two-handed weapon. No shields of any kind can be used. All Weapon
Maneuvers suffer a +2 Activation Cost because of your loss of balance. You may pay 8 Arc to remove this Activation Cost (representing
getting used to it.) All Grappling maneuver TNs are increased by 2.
Missing both hands or arms prevents you from using any held weapons. It is still possible to Grapple unless you are missing both arms to
the Elbow or more, but the penalties are cumulative.
Lower Leg (Foot or part of Shin)
You suffer a -2 penalty to Mobility, and must make a Stability Roll at RS 2 whenever moving faster than a slow limp ( normal speed) or
fall. All Stability Rolls forced upon you by other sources have their RS increased by 1. You suffer a CP penalty of 2 in combat in addition
to these other penalties, and all Dodge Maneuvers have their TNs increased by 2.
Knee (upper shin to knee)
You cannot walk except to possibly hop at normal Mobility. You must make a Stability test every turn you move like this at RS 3 or fall
and be prone. All Stability Rolls forced upon you by other sources have their RS increased by 2. You suffer a CP penalty of 4 in combat in
addition to these other penalties, and all Dodge Maneuvers have a +2 activation cost, and their TNs increased by 2. A Crutch can allow
you to move at normal mobility without a chane of falling, and reduce the CP penalty to 2, but you cannot run, and a crutch precludes
using a weapon on the lost-leg-side hand, and the use of 2H weapons. You cannot perform Knee or Kick maneuvers with your lost leg,
and may only perform kicks with your remaining leg (if you have one) while prone, or with a crutch at +1 TN and +1 activation cost.
If both legs are lost, movement is extremely difficult. Mobility is reduced to an effective 1, running is not possible. Combat is
unthinkable. You are permanently Prone, and can perform no Dodge maneuvers.
If a severed limb is used without having been given time to heal, the user immediately gains 4 shock and 1 pain.
Prosthetics are available in Chapter 5 and will mitigate some of the issues with missing limbs.
Cannot be Removed.
Short (-8/-15)
You're much shorter than normal for your people. This negatively affects your Reach and your Mobility, but because the human body
scales down in efficiency very well, you get tired less easily, and you're a harder target for archers and other attackers with missiles.
-8: You're about six inches shorter than the average person. You suffer -1 to both Reach and Mobility, but you reduce your Exhaustion
Rate by 1x (to a minimum of 1x) for the purposes of acquiring Fatigue. Missile Attacks reduce their MP against you by 1 (or their CP by
1, if they are made as Melee Maneuvers in close combat).
-15: You're a foot shorter than the average person, and quite possibly have some form of dwarfism. You suffer a -2 to both Reach and
Mobility, but you reduce your Exhaustion gain by 1x (to a minimum of 1x) for the purposes of acquiring Fatigue. Missile Attacks reduce
their MP against you by 1 (or their CP by 1, if they are made as Melee Maneuvers in close combat).
Skinny (-3)
Youre thin as a rail, a regular beanpole, unwholesomely thin! Italian grandmothers everywhere actively seek you out and attempt to feed
you delicious pasta.
You suffer a -1 to your Stability rolls, and your effective Endurance for determining Encumbrance is reduced by 1. However, your
Exhaustion Rate is reduced by 1x (to a minimum of 1x) for the purposes of acquiring Fatigue.
A character cannot have Skinny at the same time as the Fat bane.
Virtuous (-10)
You possess that greatest of weaknesses, the one flaw that has been the bane of more otherwise perfectly competent and ambitious heroes
than any other: You are a genuinely moral, honest, righteous person. Perhaps it's just in your nature, or perhaps you were just raised well.
You've got a conscience, a desire to help people, and while you might not be a pacifist, you're no murderer, and you despise senseless
violence, drawing the sword only when necessary.
This isn't an easy way to live. Historically, paragons of morality were few and far between, and it has often been said that The good die
young.
If you ever act in an immoral, unnecessarily cruel or ruthless fashion, you must pay the next ten Arc Points you earn, as you are wracked
by your conscience. However, if you immediately act to try and make up for your moral transgression, by making amends with the
wronged or through atonement to society or God, this loss is reduced to five points.
A character cannot have Virtuous at the same time as the Complete Monster bane.
Wanted (-5/-10/-15)
You're wanted by the law, of this or of several other countries. Believe it or not, even in the medieval era, people often acknowledged the
criminals of other kingdoms. Often, but not always. Whomever you've committed a crime against, they're willing to go to lengths to
retrieve you.
-5: Alive.
-10: Dead.
-15: Alive, and to be kept alive. For a long, long time.
Chapter 7: Combat
Whatever the Way, the master of strategy does not appear fast.
-Miyamoto Musashi
Combat Overview
Combat in Song of Swords is broken up into Rounds. Each Round contains two Action phases. In an Action Phase, each character
involved in the fight declares an action, called a Maneuver, using dice from or simply those who don't want to fight, are called
Bystanders, and they all act at one time during the their Combat Pool (CP). These Maneuvers are then carried out, and the next Action
begins, in which the characters devote their remaining Combat Pool to additional maneuversassuming they are still alive.
After both Actions play out, a new Round begins with a Refresh, and all characters have their Combat Pools re-filled to maximum
(possibly modified by the Stun and Pain from injuries from enemy maneuvers), and the cycle repeats itself.
Sidebar: A Word on GM Arbitration
In a game like Song of Swords, you must expect the unexpected. In a game with so many rules, possible situations, character options and
potential playstyles, you are bound at some point or another to find yourself in a situation where something is technically legal by the
rules, but just doesnt make sense.
We have designed this game to the best of our ability to minimize these incidents, but if you ever encounter one, GMs, it is your
responsibility to ensure suspension of disbelief (not to mention the enjoyment of your players!) by ruling in the direction of common
sense, regardless of what the rules say. If some bizarre twist of system terminology makes it legal to do something patently absurd, like
Shield Bash an enemy with a Pike instead of a Shield, or Grapple an opponent despite you not having arms or legs, you need not, and
should not allow it.
If you feel like it, take note of such failures in the rules, and let us know so that we can fix them.
[Combat Overview Diagram]
Because of the in-depth nature of this process, combat is further broken up into small groups of combatants, called Bouts. Each Bout
runs through a number of Rounds equal to its Clash Count, before another Bout gets its turn to go. The order in which Bouts act is
called the Bout Order. When each Bout has run its course, the Bout Order resets and the cycle begins again, like a larger Round. This
continues until combat ends.
Individuals who are not part of a Bout, including archers, opportunists looking for a place to enter combat, Bout Order, called the
Bystander phase.
Sounds complicated? It really isn't. Most combats will involve two or three Bouts at the most, and these are easy to keep track of.
1: Important Concepts
Combat Pool
CP = (Adroitness+Proficiency Pool+Misc)-(Encumbrance+Fatigue+Pain+Misc)
Combat Pool represents a character's skill with the weapon theyre using, and is used to activate and power maneuvers of all sorts. It is
made up of a character's Adroitness score combined with their Proficiency Pool, and thus a character who is quicker and better trained
will have a higher score than one who is slower and less experienced.
Combat Pool can be reduced by a character's Encumbrance, their injuries or exhaustion, or other miscellaneous factors. Because Combat
Pool refreshes at the beginning of every Round, not between Actions, it is important for a character to keep careful track of how much CP
they uses in the first Action, so as to have some left over for the second.
Encumbrance represents how much weight a character is currently burdened by, and reduces the character's Combat Pool by
the amount listed. For more details on Encumbrance, see Page [X] of Chapter 5: Equipment and Encumbrance.
Missile Pool
MP=(Missile Proficiency Pool+Misc)-(Encumbrance+Fatigue+Pain+Perception Penalty from Headgear)
Missile Pool represents a characters skill with the missile weapon theyre using, much like Combat Pool.
There are differences. Missile Pool is only used when making Missile Attacks outside of a Bout. There is no Refresh for the Missile Pool,
it is never used up. Otherwise, Missile Pool works the same way that Combat Pool does.
Stun and Pain (and Grit)
Stun and Pain are inflicted on characters most often as a result of being hit by an attack and injured, but sometimes by other events or
non-offensive maneuvers.
Stun is a one-time deduction from a character's Combat Pool. It does not decrease a character's maximum CP, but rather their
current reserves. Stun cannot reduce a character's CP below 0. If Stun would bring a character's CP below 0, the CP is only
reduced to 0, and the character has a chance of getting knocked off their feet and rendering them Prone, unless they can pass an
Endurance Test at RS equal to the amount of Stun remaining.
Ex. Goofus is hit in the face with a mallet, and suffers--among other things--12 Stun. His Combat Pool of 6 is reduced to 0, and
he must make an Endurance Test at RS 6 to avoid being rendered prone. He rolls his Endurance of 5, and unsurprisingly rolls
fewer than 6 successes. Goofus is flung off of his feet to the ground.
Pain is a permanent deduction from a character's MAXIMUM Combat Pool. It does not take effect until the next Refresh after a
character suffers it, at which point the character only gains CP up to their new Maximum. Pain remains with a character until
the injury that caused it is healed, which could take months. For the purposes of combat, Pain is a permanent affliction. If a
character is reduced to 0 Maximum CP by Pain, then that character is rendered incapacitated, either in so much pain that they
can take no actions, or unconscious from sheer agony.
Pain from Wounds is Always reduced by Willpower as well as Grit.
Grit is a character's acquired resistance to Stun and Pain, and represents the character's experience, battle-hardened willpower,
and general grit. A character who suffers Stun or Pain reduces the amount suffered by his Grit score. This is in addition to the
Willpower reduction of Pain.
Note: Grit ONLY reduces the effects of Wounds. Other effects, like being rendered prone, or maneuvers like Beat, are not
reduced by Grit.
Maneuvers
Maneuvers are things characters do in combat. Striking with a sword, Thrusting with a spear, Blocking with a shield, trying to Disarm
an enemy of his weapon, etc, are all Maneuvers. Maneuvers are declared during the Action Phases, often with an Activation Cost and
an Investment of CP. Each Maneuver has its own rules and effects, and you can read more about them in the Maneuvers Section of
Chapter 4: Proficiencies. In brief, however, here is how Maneuvers generally work in combat.
Attack Maneuvers are used to try and inflict some effect on the enemy. When an Attack Maneuver is declared, its Investment
in CP is also declared. This is the number of dice rolled against weapons TN when the Maneuver is resolved. Attack
Maneuvers resolve in order of initiative.
Defense Maneuvers are used to try and defeat an opponent's Attack Maneuver, and sometimes inflict some effect upon the
attacker as well, or set up some condition that the defender can take advantage of. When a Defense Maneuver is declared, its
Investment in CP is also declared, just like an Attack Maneuver. This is the number rolled against TN when the Maneuver is
resolved. However, Defense Maneuvers always resolve at the same time as the Attack Maneuver that they were declared
against.
Action Initiative is the order in which Maneuvers declared in an Action resolve. Action Initiative, or just Initiative, is held by
one character against another character that they are Targeting. If two characters are Targeting each other, only one of them
can hold Initiative.
When Maneuvers in a Bout resolve, all Maneuvers made with Initiative resolve in the reverse order that they were declared,
(unless a Steal Initiative attempt is made), and then all Maneuvers made without initiative resolve in reverse order of
declaration.
The exception to this is that Defensive Maneuvers resolve simultaneously with the Attack Maneuver they are defending against.
What this means is that if two characters are attacking each other, the one with Initiative resolves their Maneuver first, and only
afterwards does the Initiative-less character (if they survives) resolve their Maneuver.
Interrupted Maneuvers
In the case of a Maneuver that prevents another Maneuver from acting out, the Maneuver is cancelled and half the CP invested in the
prevented Maneuver is refunded. This includes attacks prevented by Grappling or Hilt Push or dropping a weapon or shield in response to
a Beat, Hook, Hew or Break, or any other situation where a maneuver would not feasibly activate.
Damage and Injuries
When a character is hit by an attack, there's a chance that they suffer an Injury. These are bad.
When a character is hit by an attack that causes damage, calculate the total amount of damage dealt, and compare it to the character's
Toughness and Armor for the kind of damage inflicted, in the location that was hit (see Attack Resolution for more details on hit location).
If the total amount of damage exceeds the character's Toughness and Armor, then a Wound is inflicted equal to the amount of excess
damage, ie if a character with Toughness 4 and AV 4, and they take 9 damage, they would receive a Level 1 wound. Wounds cap out at
Level 5, and excess damage from a single attack/source does not increase the effects of a Wound past Level 5.
Wounds cause Stun and Pain (see above) and also Bloodloss, and can result in knockdown tests (identical to those caused by Stun, but
with an RS decided by the Wound) and other terrible things including dismemberment and death.
Remember that Pain from Wounds is always reduced by Willpower in addition to Grit.
Bloodloss represents how much blood a character is losing due to their injuries. Each round, a character who is suffering more
than 5 Bloodloss from all wounds must make an Endurance Test, with an RS equal to 1 per 5 Bloodloss suffered. If they fail,
their Health decreases temporarily by 1, and if their Health is reduced to 0, they die. In order to stop the bleeding, the character
and or another must make a Medical test (see page. X in Chapter 3). For information on how a character recovers from Wounds
over time and regains lost HLT, see page. X in Chapter 8.
Dismemberment is when a Wound removes a character's arm, leg, hand, foot, etc. Dismemberment is an extremely
traumatizing experience that obviously renders a character much less able to defend themself, even if the Pain and Stun don't put
them out of the fight immediately. When a character suffers a Dismemberment, they immediately gain the Bane appropriate for
the injury (Lost Foot, Lost Arm, Lost Hand, etc) in addition to the Bloodloss, Pain and Stun appropriate for the Wound. This
also applies for various other crippling injuries, like losing an eye, suffering damage to the vocal chords or internal organs and
more. Each Wound will mention what Bane it causes. Some Wounds have a Medical test involvedthis means that the
character's injury might be recoverable with the skill use.
Reach
Reach is an important factor in combat. The fighter with longer reach tends to have an advantage so long as the fight stays at their desired
range. Entire philosophies of warfare are built around the simple advantage of having reach over ones enemies. Of course, long reach
also has its weaknesses. When the distance is closed, longer weapons lose much of their strength and can become a liability for a fighter
without a sidearm or a backup weapon!
In Combat, there are 8 Stages of Reach, from Half-Arm to Ludicrously Long. In combat, unless the gap has been closed between two
fighters, they are assumed to be at the longer Reach between the two.
- If a character successfully hits their target with an attack that has a Reach value, the combat moves to the Reach of the attack,
which will usually be the favored Reach of the attacker.
- When declaring an Attack maneuver against an enemy at a longer Reach than a characters own, an Activation Cost must be
paid in addition to any others equal to the difference between the disadvantaged attacker and the defender with longer reach.
EXAMPLE
- When declaring an Attack OR Defense maneuver against an enemy at a shorter Reach than a characters own, an Activation
Cost must be paid in addition to any others equal to the difference between the disadvantaged party and the opposition at the
shorter Reach.
This does not affect Defenses that do not involve defending with a weapon. Shield-based and Dodging maneuvers suffer no
penalty.
-When making Initiative Tests for Offensive/Offensive contests or Steal Initiative, a character whose Reach is currently favored
(either the enemy is outranged, or the fight is occurring within the enemys range to their disadvantage) gains a +1 bonus to the
Initiative Test per step of Reach advantage they enjoy over their enemy.
-If a character leaves Combat or the Bout, and returns later or is reengaged, the Reach is refreshed to the longest between the
two fighters.
Example: Goofus has a short sword, whereas Gallant has a pike. Goofuss Short Sword is Short Ranged, whereas Gallants pike
is Ludicrously Long range. If Goofus wants to attack Gallant, thats 5 stages of reach--hed have to pay 5 CP just to try and
make the attack. If the attack succeeds, then he would move the fight to Short range, since he got close enough to hit. At Short
range, Gallant is now the one at the disadvantage, and his attack AND defensive maneuvers using his weapon each suffer a 5
CP activation cost. He could still Void incoming attacks without penalty, since these do not use his now cumbersome weapon.
Stages of Reach
Example
Half-Arm
Hand
Dagger
Short
Short Sword
Medium
Arming Sword
Long
Poleaxe
Very Long
Arming Spear
Extremely Long
Halberd
Ludicrously Long
Pike
Step 1: Combat Begins, characters roll Adroitness to decide who chooses Bouts first.
Step 2: Characters approach targets and form into Bouts.
Step 3: Bout Order and Clash Counts are decided.
Step 4: Bystanders Act
Step 5: First Bout fights a number of Rounds equal to its Clash Count.
Step 6: Switch to next Bout in the Bout Order, which fights a number of Rounds equal to its Clash Count.
Step 7: Repeat Step 6 until all Bouts have fought, then start again from Step 4. Repeat this until there is nobody left fighting. Combats
generally end when all characters on one side of the fight are dead or incapacitated, but can also end for other reasons, like surrender,
interruption, etc. The GM decides when combat is overbut generally, if anyone is still fighting, then the Combat isn't over.
3: The Steps of Combat
Step 1-3: Preliminary Steps
When Combat Begins, every character in the combat rolls their Adroitness Score at TN 5 (this is an exception to the attribute tests being
taken at TN 8 rule). The character with the most successes picks an enemy within their Mobility score in Yards to engage in a Bout, or
remains a Bystander (in this case, they can still move their Mobility score in Yards at this time). In the case of ties, the character with the
highest Adroitness goes first, in case of a tie there, the character with the highest Proficiency goes first, in case of a tie there, flip a coin.
Each character, in order from highest roll to lowest, chooses to either join an existing Bout, move to a new enemy and begin a new Bout,
or remain a Bystander. Characters who have declared Bystander status are eligible to be engaged in new Bouts by following combatants.
Characters who are engaged in Bouts before they have a chance to act do not get to act. They are locked into the Bout.
Once all characters are involved in a Bout or have declared Bystander status, Bout Order and Clash Count for each Bout is decided.
Bout Order is the order in which Bouts resolve their Clash Counts before starting again from the top. Determined by the
highest Adroitness Score in the Bout, minus the number of Combatants in the bout. (This number can go into the negatives, if
thats necessary to determine Order easily). Bouts move in order from highest Bout Order to lowest. In the event of ties, the
members of the two (or more) Bouts with the highest Adroitness Scores roll a Test at TN 5 to decide who goes first.
When a new Bout is formed in the middle of combat, it determines its place in the Bout Order in this way as well. Bouts do not
change their Bout Order if they lose members or the highest Adroitness in them changes. The Bout Order only matters to
determine the starting order.
Clash Count is the number of Rounds that a Bout runs through before the spotlight moves onto the next Bout in the Bout Order.
Clash Count is equal to the Lowest Adroitness Score in the Bout, minus the Number of Combatants in the Bout, to a
minimum of 1.
beginning of their Bout, and any CP spent on a Quick Defense against a Missile Attack also counts as having been spent
immediately after the first Refresh of that Bout.
Other Bystanders targeted with Missile Attacks can attempt a Steal Initiative, to try and get their shot off first. If this is not done,
shots are resolved in declaration order.
Characters with missile weapons can also load or ready them with this Action using the Reload maneuver, if that is necessary.
Join a Bout
A Bystander can move to a Bout already in progress and join it. They enter that Bout at the beginning of its Clash Count, and
must declare Orientation and choose a target as described in the Bout section below.
Do Nothing
Taking this action causes the Bystander to just sort of sit around and twiddle their thumbs until something happens to them, or
the next Bystander Phase.
Declaring Orientation
Before the first Round of a Bout, right after it is formed and before any blows are struck, all of the characters involved must
declare their orientations simultaneously. This is only done once for a Bout, and each Round thereafter all combatants simply
use the Initiative and Targets from the previous Round.
Orientations are essentially a characters attitude entering the combat, and whether or not he intends to attack, defend or remain
cautious in the first Round. There are three Orientations: Aggressive, Defensive and Cautious.
First, all fighters in the Bout declare which of the three they are not potentially going, to narrow things down. This can be either
Aggressive, Cautious or Defensive, and is best done by having each player (or the GM, in the case of NPCs) hold a colored die
signifying the Orientation (Red for Aggressive, Yellow for Cautious, Blue for Defensive) and then drop it at the count of 3.
After this, everyone repeats the action, this time with the Orientation that they are Declaring. The Orientation chosen at this
time determines the order in which characters choose Targets, their Initiative for the coming Round, and what special
maneuvers are available in this first Round.
{Sidebar: GMs and multiple NPCs at Orientation Declaration
So youre the GM, and youve got three baddies going up against one PC. How the heck do you declare Orientations?
Our advice: Dont bother holding the wrong type of dice in your hand, just decide what each mook is going to throw,
and then put those dice under a cup and lift it all at once, or load em all into your hand and drop them, or, if youre the
boring sort, just write them down and reveal them when the player dramatically tosses his die.}
Aggressive means that the character is actively engaging an enemy. When a character throws Aggressive, they commit to
offensive action in the first Round, and chooses a Target before Defensive and Cautious characters do, and gain Initiative
against any Defensive or Cautious character they Target. Characters who throw Aggressive have access to the Beat and Lance
Charge Maneuvers in the first Action of combat.
Cautious means that the character is approaching cautiously, ready to take advantage of openings, but not willing to leave
themselves open. When a character throws Cautious, they commit to nothing in the first Round, and chooses a Target after
Aggressive characters do, and gain Initiative against any Defensive character they Target. If Targeted by an Offensive character,
Cautious characters automatically Target them back, but do not gain Action Initiative. Characters who throw Cautious have
access to the Dart Maneuvers in the first Action of combat.
Defensive means that the character is approaching defensively, and intends to repel enemy attacks rather than looking for
openings to attack. When a character throws Defensive, they cannot declare any Attack Maneuvers in the first Action, and
chooses a Target after both Aggressive and Cautious characters do. Characters who throw Defensive have access to the Full
Evasion and Total Shielding Maneuvers in the first Action of Combat.
Once all characters have tossed Orientation dice, and know their attitudes for the coming combat, Targets are declared.
A Characters Target is the individual that he is actively attempting to attack. A characters regular Attack Maneuvers can only
be directed at his Target. Cross-Maneuvers must be used to declare Attack Maneuvers on non-Target characters.
Characters declare Targets within their Bout in order of Orientation, with Aggressive characters picking Targets first (in order of
highest Adroitness to lowest, rolling off for ties), followed by Cautious characters, and then by Defensive characters.
When a character picks a Target, he gains Initiative against that Target, unless that character also targets them. If two characters
Target each other, something special happens depending on their Orientation.
Aggressive/Aggressive: If two Aggressive characters Target each other, they both act as though they have the Initiative over the
other. Roll an ADR test. The loser must declare his Action first, after whic hthe winner declares. Both still proceed as though
they had Initiative (I.E., they must both declare Attack Maneuvers), right up until the time comes to resolve those Maneuvers. At
that time, the two characters must roll an Initiative Test (Adroitness+Length Advantage+Misc) at RS 5. In the case of a Tie, the
two characters resolve their maneuvers against each other simultaneously, with all Stun and Pain being deferred until after both
maneuvers go through; this has the great potential to kill both fighters! If one fighter wins, than he resolves his Maneuver first,
applies all effects of that Maneuver against his opponent, and only afterwards (if able) does the other character resolve their
Maneuver.
Aggressive/Anyone Else: If an Aggressive character and any other character Target each other, the Aggressive Character has
Initiative.
Cautious/Cautious: If two Cautious characters Target each other, they roll an Initiative Test (Adroitness+Length
Advantage+Misc) at TN 5, prior to declaring Maneuvers. The winner gains Initiative, the loser does not, both may then declare
Actions.
Cautious/Defensive: If a Cautious character and a Defensive character Target each other, the Cautious character has Initiative.
Defensive/Defensive: If two Defensive characters Target each other, neither of them can declare Attack Actions against each
other this Round. They can still declare Defensive Maneuvers against any Attack Maneuvers aimed at them.
This system of Orientations only matters for the First Action. After that, all Targeting and Initiative follow naturally out of the
flow of Combat.
First Round
At this time, all characters should have their Targets and Initiatives worked out, either due to Orientation Declaration, if this is
the First Bout, or left over from the previous Round, if this is the second or more time this Bout has come up in Initiative.
Every Round works the same, so this explanation covers all Combat Rounds.
Steps of the Round
1. Refresh
2. First Action
3. Second Action
After this is done, just repeat steps 1-3 until the Bout has run through a number of Rounds equal to its Clash Count. At that time, the Bout
is over, and you can move the spotlight to the next Bout, and resolve it the same way.
Round Mechanics
The Refresh
At this time, all characters fill their Combat Pools up to their current maximums. Any Pain or Exhaustion should be factored in to this, as
characters Maximum CP might change over the course of a battle. Some Maneuvers or effects might specify that they reduce an enemys
CP at the next Refresh, if such effects are in place, simply subtract them from the characters CP immediately after the Refresh, but
before taking any Actions.
First Action
In the First Action phase, characters declare Maneuvers, first characters with Initiative (in order of lowest Adroitness to highest, roll off to
resolve ties) and then characters without Initiative. A Character can only direct an Attack Maneuver at his Target. Cross Maneuvers (See
the Maneuver Section in Chapter 4) can be used to attack non-Target enemies, or to switch Targets mid-Round.
Maneuvers are declared by naming the maneuver being used, on whom it is going to be used and then how many dice are being Invested
into it. The more dice in the Investment, the higher the chance that the Maneuver will be successful.
Defenses declared against Attack Maneuvers also have Investment. The goal of Defense Maneuvers is usually to roll more successes than
the Attacker.
After Maneuvers are Declared, they are resolved. Attack Maneuvers are resolved in the opposite order that they were Declared, such that
the last Maneuver declared is the first one resolved.
Maneuvers are resolved as detailed in their Maneuver Descriptions in Chapter 4, but the basic concepts will be repeated here.
For example, the Thrust Maneuvers description:
Thrust
Requirements: Weapon has a Thrust TN
Basic Attack with Investment on Target at Thrust TN, aimed on Thrusting Table.
Success: Inflict [Str+Weapon Thrust Damage+Bonus Successes] of the damage type indicated by your weapon.
If Steal Initiative is used in conjunction with a Thrust, you gain +1 to the Initiative Roll.
What this means is that when a character resolves a Thrust on their Target, they do so by rolling the Investment put into the
maneuver at the Thrusting TN of the weapon they are using to make the attack, to a location on the Thrusting Attack Table, as
shown on Table 7.2: Hit Location on the following page.
If successful, this attack deals the amount of damage described in the Success section (Strength+the Weapons Thrust Damage
rating+Any Successes above the enemy Defense), of the weapons Thrusting damage entry.
If a Character was attacked by a character other than his current Target, and successfully defended against that attack,
the Character may switch his Target to the Character that attacked him, and gains Initiative over that Character if his
Defense Maneuver granted it.
If a Characters current Target has been rendered Un-Targetable, either by being incapacitated, dying, or use of
Maneuver, the Character may choose a new Target, prioritizing those who have attacked him this Action.
If a Characters Maneuver allows them to switch Targets, they may change to a new Target in the manner prescribed by
the Maneuver.
After this is done, the first Action is over.
Second Action
The Second Action is identical to the first. Initiative and Targets set in place during the First Action remain in place for the
Second Action, and characters may spend their remaining CP Declaring Maneuvers and resolving them, just as described in the
First Action entry.
Round Ends
After this, the Round Ends.
This is everything you need to know to conduct a basic combat in Song of Swords.
Hit Locations
Attacks that hit a Target Zone must be aimed on a Target Zone. Striking and Thrusting attacks have different Zones available to them, and
each Zone contains three Hit Locations.
If the attack hits, roll 1d10 to decide the Hit Location that the attack actually lands on, and then calculate damage based on the armor
covering that Hit Location.
The amount of damage done is then applied on the Damage Charts, in Chapter 8, using the damage table appropriate to the type of
damage dealt (Piercing, Cutting, Bludgeoning).
Certain other sources of damage make use of Target Zones, and these will specify whether they count as Swing or Thrust attacks for the
purposes of which set of Zones they use.
Attacks and Missing Limbs
If the target is missing a body part or limb on the Target Zone that is being attacked, and the roll dictates that that location would be hit,
the attack automatically misses and has no effect.
Throat Thrust
1-3: Chest
4-7: Neck/Throat
8-10: Face
Chest Thrust
1-3: Belly
4-7: Chest
8-9: Shoulder
10: Throat
Belly Thrust
1: Groin
2-3: Hip
4-7: Belly
8-10: Chest
Upper Arm Thrust
1-3: Elbow
4-7: Upper Arm
8-10: Shoulder
Lower Arm Thrust
1-3: Hand
4-7: Forearm
8-10: Elbow
Groin Thrust
1-3: Thigh
3-7: Groin
8-10: Belly
Upper Leg Thrust
1-3: Knee
4-7: Thigh
8-10: Hip
Lower Leg Thrust
1-3: Foot
4-7: Shin
8-10: Knee
Missile Hit Locations
When rolling for Hit Location with a missile weapon, first roll 1d10 on the Missile Hit Table, and then roll again on the indicated
Thrusting Table that your result indicates to determine the final hit location of the missile attack. The thrusting tables are the same as
those used in melee attacks.
Missile Hit Table X.X
Roll
Target Zone
Head
Chest
Chest
Belly
Belly
Groin
10
Side: -1
Upper Leg: -0/-1
Lower Leg: -1/-2
Upwards Groin: -2
Horses
Horses have attributes very similar to those of humans, with the addition of the Loyalty Attribute, which varies depending on the horses
training.
Horse Carrying Capacity
Horses are incredibly strong, and can carry loads enormously larger than those of humans. For determining Encumbrance, Horses add
their Mass to their Endurance score.
For purposes of riding, Humans have a weight equal to everything that they themselves are wearing/carrying, plus 8. Fat and Tall both
add 1 to this Weight per level of them, whereas Skinny and Short each reduce 1 per level.
Loyalty: Loyalty ranges from 0 to 10, but can only be purchased up to 5 when buying a horse. Each point of Loyalty gives a +1 bonus to
the riders Ride Checks if the mount is friendly to them, either the rider himself or an individual gently introduced to the horse by the
rider. If the mount is unfriendly to the rider, then the Loyalty score is suffered as increased RS instead.
Loyalty Costs: Each point of Loyalty increases the cost of a horse by 50% of its original value.
Increasing Loyalty: A horses Loyalty can be increased (or attempted to be increased) once for every month that its rider has been
actively interacting with it. Up until Loyalty 5, this simply requires a Ride check at RS equal to the current Loyalty of the Horse. Success
increases the Horses Loyalty by 1.
From Level 5 onwards however, increasing Loyalty costs Arc Points as well as a Ride check. If the check fails, the Arc Points are not
refunded.
New Loyalty
Arc Cost
1 Arc
2 Arc
3 Arc
4 Arc
10
5 Arc
Horse Qualities
Some horses have special qualities, abilities, or traits that make them more useful. Horses with good combinations of Qualities are highly
sought after, and their cost can rapidly increase beyond the means of anyone except kings and high nobility!
Horse Qualities increase the cost of the horse after Loyalty.
Sample Qualities & Costs
Smooth Gait [+100% Cost]: Missile Attacks made from this horse while moving suffer half of the normal penalty (-2.) In addition, the
horse is very comfortable and less exhausting to ride, and so a rider can cover 20% additional distance in a day of hard riding before
suffering Exhaustion.
This Horses Agility is increased by 1.
Murderous [Special Cost]: Horse gains 5 additional dice when making Horse Attacks, and no Ride test is required to convince the horse
to attack. The horses unruly and violent character makes its loyalty suspect. The cost of this trait is equal to the cost of its Loyalty score.
(I.E., if a Destriers Loyalty score of 3 cost 30 gp, then Murderous would cost 30 gp.) Increasing Loyalty through Ride checks is also
more difficult, suffering a +4 RS to the roll.
Additionally, the horse gains the Complete Monster Bane. If this horse is also Unusually Intelligent, it will plot the downfall of rival
horses, or, if its Loyalty is low, its rider. A Murderous horse with 0 Loyalty is impossible to ride.
This Horses Willpower is increased by 5.
Unusually Intelligent [+50% Cost]: The horse is unusually, even frighteningly intelligent. Its intelligence equals that of a human, but its
perspectives are still animal. This horse can be given instructions that would be totally lost upon a slower animal, and it will work to
serve, protect, or even save its master if its Loyalty is high enough. In addition, it is much easier to convince the horse to do something
essential to its survival. When making any sort of Ride Test the failure of which would result in possible injury to the horse (excluding
Horse Attack maneuvers) the rider gains +2 dice to the Ride Test.
This Horses Intelligence is increased by 2.
Freakishly Robust [+150% Cost]: This horse is big for its class. Very big. Most warhorses were not actually known for their enormous
size, but this one sure is. Standing as high as 20 hands, this animal looks like it could kill and eat a smaller horse.
Maybe it has.
This horse gains a +2 bonus to its Strength and Health, gains an additional +1 damage to its Bite and Kick Attacks, and counts its Reach
for purposes of those attacks as 1 longer than normal. In Horse Crashes, this horse adds 2 to its own Mass, and reduces its targets Mass
by 2.
Beautiful [+100% Cost]: Some horses just have a gorgeous mien. For millennia, mankind has admired beautiful horses, and they have
always fetched a high price both for the pleasure of owning them, and for the prestige of riding such an animal.
A Beautiful horse is incredibly easy to recognize if you have seen it before (automatic), and confers a +2 to Leadership rolls made while
riding it, or after having dismounted from it when its visage is still fresh in the minds of the subjects of the roll.
A horse like this must be maintained by competent servants (or its own diligent owner), or its good looks might temporarily be ruined by
the rigors of the road or warfare.
Dunkey
Str: 4 Wip: 10
Agi: 4 Wit: 2
End: 8 Int: 2
Het: 5 Per: 7
Adr: 3 Loyalty: X-2
Tou: 6 Mob: 8
Mass: 4
Horse Attack Dice: 1
Bite Attack: Str-2c
Kick Attack: Str-2b
Cost: 10 cp
Pony
Str: 5 Wip: 2
Agi: 4 Wit: 2
End: 10 Int: 1
Het: 6 Per: 5
Adr: 3 Loyalty: X
Tou: 7 Mob: 9
Mass: 5
Horse Attack Dice: 1
Bite Attack: Str-2c
Kick Attack: Str-2b
Cost: 2 sp
Workhorse
Str: 7 Wip: 2
Agi: 4 Wit: 2
End: 9 Int: 1
Het: 7 Per: 5
Adr: 3 Loyalty: X
Tou: 7 Mob: 10
Mass: 9
Horse Attack Dice: 1
Bite Attack: Str-2c
Kick Attack: Str-2b
Cost: 10 sp
Rouncey (Multi-purpose War/Riding horse)
Str: 7 Wip: 2
Agi: 6 Wit: 2
End: 9 Int: 1
Het: 8 Per: 5
Adr: 4 Loyalty: X
Tou: 8 Mob: 10
Mass: 10
Horse Attack Dice: 1
Bite Attack: Str-2c
Kick Attack: Str-2b
Cost: 1 gp
Courser (Swift Warhorse)
Str: 7 Wip: 3
Agi: 8 Wit: 3
End: 10 Int: 1
Het: 7 Per: 5
Adr: 5 Loyalty: X
Tou: 8 Mob: 12
Mass: 10
Horse Attack Dice: 3
Bite Attack: Str-2c
Kick Attack: Str-2b
Cost: 5 gp
Destrier (Heavy Warhorse)
Str: 12 Wip: 3
Agi: 3 Wit: 3
End: 6 Int: 1
Het: 10 Per: 5
Adr 3: Loyalty: X
Tou: 9 Mob: 10
Mass: 11
Horse Attack Dice: 5
Bite Attack: Str-2c
Kick Attack: Str-2b
Cost: 20 gp
Mounted Advantages/Disadvantages
Mounted Characters gain the following advantages while Mounted.
- A +1 bonus to Reach.
- All armor below the waist is ignored for purposes of Encumbrance.
- The Mount's Mobility score is used instead of the character's own for all tasks taken while Mounted unless otherwise stated or ruled by
the GM.
- The Character has access to Mounted Combat Maneuvers.
- The Character can move as Mounted.
- The Character cannot be attacked from the Chest up by attacks made at Reach shorter than Long by dismounted opponents.
- The Character cannot attack dismounted opponents below the Chest with an attack made at Reach shorter than Long.
- The Character cannot perform non-Mounted Void maneuvers.
-Missile Attacks made by the Character suffer a -4 die penalty if the mount is moving, unless it has Smooth Gait.
Trampling
Trampling is similar mechanically to Falling, and represents a character being trampled under hoof by a horse or other animal.
Trampling damage is randomized in delivery location on the following table, and resolves as Bludgeoning damage. The listed damage for
a Trampling event (normally equal to Mount Weight) is always delivered 3 times on the table. However, if multiple instances of the
damage land on the same area, the instances combine rather than being resolved separately.
If the body part listed is one of which there are two (left/right), then flip a coin for which is hit, but combine all damage to that result on
the table to the chosen limb.
Trampling damage is reduced by TOU and Armor, but only half of Armor is applied to the total damage on an area.
Table 7.2 Trample Zones
Result
Zone
Thigh
Groin
Side
Chest
Face
Upper Head
Shoulder
Upper Arm/Bicep
Forearm
10
Hand
Attacking Horses
Horses can be injured much as humans can. However, to spare you the complexities of a damage table for the Horse, horse-damage is
simplified here into a generic damage table for each damage type. The table has five levels, just as the normal one.
Just as with a human, when a horse suffers damage, the Strength of the attack is reduced by the Toughness of the horse, and the excess
amount of damage (if any) determines the damage level of the Wound.
Any attacks made against a Horse assume that the Horses base Reach is Short, for purposes of Reach penalties.
Stun only affects a horse if it reduces its CP to 0, at which point the Horse will panic, and must be Calmed as-per the Ride Skill before it
can be commanded again.
Pain affects a horse's CP for maneuvers, and if its CP is reduced to 0 by Pain, the horse will collapse and suffer until it is treated or put
out of its misery.
Horse Damage
Horse: Bludgeoning
Woun
d
Level
Stun
Pain
Bleed
Speci
al
Level
1
Level
2
Level
3
15
Level
4
Total
10
Level
5
Dead
Instantly Slain.
Description
Horse: Cutting
Woun
d
Level
Stun
Pain
Bleed
Speci
al
Description
Level
1
Level
2
Level
3
10
Level
4
Total
Level
5
Dead
Instantly Slain.
Horse: Piercing
Woun
d
Level
Stun
Pain
Bleed
Speci
al
Description
Level
1
Level
2
Level
3
12
Level
4
Total
Total
20
Level
Dead
Instantly Slain.
Horse Crashes
In the event of a Horse Crash, in which two or more Horses slam into each other, each suffers bludgeoning damage equal to the other
horses Weight, reduced by TOU. Both riders must make Hard [RS 5] difficulty Ride checks or suffer Falling damage equal to 18' onto
the ground. If they succeed their Ride checks, they instead suffer Falling damage equal to 9 onto the ground.
If the Horse instead crashes into an obstacle, the ground, or a person, use the Weight guidelines below and resolve it the same way.
Weight
Example Object
Miscellaneous Furniture
Man
Wooden Fence
Construction Scaffolding
Workhorse, a Cow
10
Courser, Rouncey,
11
12
An Armored Courser or
Rouncey, Freakishly Robust
Courser/Rouncey
13
15
Surprise Attacks
If characters are caught unawares in an ambush or another surprise attack, they may not move or choose their own Bouts in the first stage
of combat, and their Maximum Combat Pools are halved for the first Round of combat.
Characters who detect the ambush beforehand may still act normally, only those surprised suffer in this way.
Example Combat
Gizka, Lincko and Mago look up from their dice game to find six members of the City Guard facing them down in the alehouse. Unwilling
to get brought in for questioning, they draw steel, and assault the guards!
The Combat begins, and the characters involved (six guards, and Gizka, Lincko and Mago) roll for initiative to see who can act first.
The results:
Gizka
Mago
2 Guards
Lincko
4 Guards
Gizka and Mago each charge a Guard, both of them being the Guards who would come up next in the Bystander Initiative. Lincko pulls
out a pistol and shoots one of the remaining Guards, rolling only his Proficiency (4) against the Guards 6 ADR in a Void. Lincko rolls 3
successes, while the Guard rolls 2, meaning that Lincko hits with 1 Bonus Success. He rolls on the Missile Hit Table, and finds that he
hits the Chest of the Guard.
Linckos pistol inflicts 8 damage, +1 for Bonus Successes, and ignores 4 points of Armor (AP4 from Ball ammunition) for a total of 9
damage, ignoring 4 points of armor.
The Guard has TOU 4, and is wearing a brigandine vest with AVP 4.
The guard sustains a level 5 Piercing wound to the Chest, and is killed instantly.
The remaining 3 guards split up, 1 engaging Gizka, Mago and Lincko each.
The first Bout (Gizka and 2 Guards, A and B) begins. It has a CC of 3 (6-3), meaning it will last 3 Rounds.
Since its the First Round, each character throws an Orientation. Gizka declares Offensive, and both Guards declare Cautious. Gizka
declares one (Guard A) as her Target, and has Initiative over him. She has a CP of 18, and declares a Thrust with 12 dice to the first
Guards groin with her rapier. The first Guard, terrified, declares a Parry with his backsword with his entire pool (10 dice). The second
Guard, seeing an opening and not being attacked himself, declares a Strike on Gizkas neck with 4 dice. Gizka Quick Defenses for 2
herself (spending 2 on a Quick Defense) with a Duck.
Action 1
Gizkas Thrust resolves first, scoring 8 successes to the Guards 5 pary successes, for a hit with 3 Bonus Successes. Gizka rolls for hit
location, and scores the Groin. She inflicts 7 damage (Strength+Weapon Damage+Bonus Successes, 4+0+3) to the Guards undefended
Groin for a level 3 Piercing wound. The Guard is run through, and collapses into a heap, with 14 Pain (18-4 WIP) and 15 Stun
necessitating a RS 15 Knockdown test that the Guard cannot possibly pass.
Action 2
The other Guards Strike resolves now, its 4 dice scoring 2 successes, and Gizkas duck narrowly scoring 2 as well. She ducks the Guards
attack, and spends 1 CP to take the Initiative.
The second Round begins. Gizka has Initiative, and declares an easy Thrust with 1 die to the guards knee to keep him busy. He puts 3
dice on a Parry. The roll comes, and the Guard handily parrys Gizka lazy attack. The Guard gains initiative.
The Refresh comes, and Round 2 begins. The Guard puts all 10 dice on a Strike to Gizkas side. Gizka declares a Thrust to the Guards
groin with 8 dice, and declares a Steal Initiative maneuver, spending the Guards Perception (3, after his Helmet modifier) to try and Steal
Initiative from him and hit first. Since Gizka is making a Thrusting attack, she gets a +1 bonus to her Initiative test (her Rapier is longer
than the guards Backsword, but she has the Short Bane, which negates this) so it is her ADR (8) +1, versus the Guards ADR (6) at TN
5.
Gizka wins handily, and her attack hits first, scoring 5 successes. Rolling on the random hit table, her attack lands on the Guards
undefended Thigh.
Gizka inflicts 9 damage (4+0+5), inflicting a level 5 wound. Because her attack resolved first, the 15 Stun hits the Guard before his
attack resolves, completely eating up his attacks CP.
[Visually, Gizka just ran up to two men, ran one through the groin, and ducked under the other ones attack. The second man
then parried a counter-attack from Gizka, but could not strike again before her sword pierced his thigh, severing the femoral
artery and putting him out of the fight as well. If there was a surgeon in the room, both of the men would still probably die.]
With Gizkas fight over, the next Bout in the order is Mago and his two guards.
Just like Gizka, Mago and his two Guards are in their first Round. However, while Mago declares Offensive as well, one of the Guards
also declares Offensive, whereas the other declares Cautious. Mago has a CP of 15, and declares a Thrust to the Offensive Guards chest
with 8 dice. The Guard declares a Strike to Magos neck with 10 dice. The other Guard declares a Strike to Magos Side with 5, which
Mago Defends against with a Quick Defense of Clinch at 3 (paying 2 for activation, and 2 more for Reach).
Action 1
Mago and the first Guard roll Initiative to see who hits first. Mago is Thrusting (+1 advantage) and has a Long weapon, and ADR 6, for
a total of 8 to the Guards total of 6.
Mago wins the Initiative test, and hits with his 8-die Thrust with 5 successes, for a total of 12 damage (Strength+Weapon Damage+Bonus
Successes, 5+2+5) to the Guards Chest, where his Quilted Vest provides 3 AV. Combined with the Guards TOU of 5, this is a level 4
Piercing wound to the chest. The Guards Grit of 3 reduces that Stun to 7, which leaves him able to take his swing with his 3 remaining
dice, and he hits with 2, but only inflicts 7 damage (STR 4+Weapon Damage 1+2 Bonus success) to Magos Breastplate, which is AV 8
vs Cutting damage, and so has no effect.
The second Guard takes his Swing with 5 dice, Magos defense is a Clinch with 3 dice, which necessitates that he drop his Spontoon.
Mago matches the Guards successes, and the two enter the Clinch.
Action 2
The Guard doesnt have the Wrestling Proficiency, and the Default (see Chapter 4) from 1H Sword to Wrestling is -2, so his Combat Pool
is reduced by 2 (as hes already spent 5 CP, he is now at 4 remaining), whereas Mago is actually better at Wrestling than he is at Polearm
fighting, and so he gains 2 CP, putting him up to 2.
Mago has initiative, and declares a Trap to the Guards weapon-arm with 2 CP, while the Guard declares a Twist with 3. Mago has
Superior Trap, so he makes this attempt at TN 6, and scores 2 successes to the Guards 1, successfully trapping the Guards arm.
Round 2
Action 1
Both Mago and the Guards Combat Pools Refresh. Mago has 17 dice and has trapped the Guards arm, while the Guard has 8 dice.
Mago declares a second Trap attempt on the Guards head with 10 dice. The Guard desperately attempts to Twist with 8.
The Guard mercifully manages to match Magos 5 successes, and so Magos Trap doesnt resolve. However, the Guard now has no dice
remaining, and Mago still has 7.
Action 2
Mago declares a Throw maneuver with 7 dice. The Guard is unable to defend. Mago scores 5 Successes, for a total effective falling
distance of 20 feet (5+5)x2. The location rolled is Neck and Mago doesnt choose to re-roll it with his Superior Throw. The ground is
hardwood floor, so 1 damage per 3 (6) is inflicted by this Fall, rounding down, reduced by half of the Guards TOU (2) to 4.
The Guard suffers a level 4 Bludgeoning wound to the neck, breaking his collarbone, as well as level 2 wounds to his Head and Shoulder.
The first Wound alone has Stun and Pain beyond the guards ability to resist. Hes lucky to be alive.
[Another Visual Recap: Mago charges in and impales one guard on his spear. The dying mans blow glances off of the warriors
breastplate. Mago lets go of his spear to catch the other guards sword-arm, hooks his own around it, and then shoulder-throws the
man straight into the hardwood floor. The guard lands awkwardly, breaking his collarbone. Hes not going to be guarding anything
for a while.]
Mago and Gizka have dispatched their enemies. However, one enemy got through to Lincko, and that Bout must be resolved too.
Lincko and the Guard both throw Offensive. Lincko has Proficiency 10 with his pistol, though it is unloaded.
Round 1
Action 1
Lincko Quickdraws another Pistol with 2 CP, and declares a Shot to the Guards Chest with 4 dice. The Guard declares a Strike to
Linckos neck with all 10.
The two roll Initiative to see who hits first because of their Offensive/Offensive orientations. Lincko has (effectively) LL Range and a
Thrusting attack to the Guards M Range Strike, so Lincko enjoys a +5 bonus total, and has 7 ADR to the Guards 6.
Lincko somehow loses the Initiatives Test. Rather than just give up a die, however, he uses Steal Initiative with his reserved dice (he has 4,
more than enough to match the Guards effective Perception of 3) and the two roll off again. This time Lincko wins, and resolves his Shot
with 4 dice.
He gets 2 successes, and rolling to hit, strikes the Guards unprotected face with a Strength 10 (8+2) attack, killing the guard instantly
with a level 5 Wound.
[The Guard charges Lincko, who draws another pistol from his belt with his free hand, and casually shoots the him in the face.]
The combat is over. This entire engagement has taken less than 4 seconds.
Location: The hit-location of the injury. This is identical to the Hit Location determined on the Hit Location Tables below.
Type: This is the kind of damage that has been inflicted. Most weapons inflict Cutting, Piercing, or Bludgeoning damage. Other
types of damage include Fire and Acid.
Bloodloss: This is the amount of blood being lost from the wound. Different kinds of wounds inflict different amounts of
Bloodloss, as detailed in their Wound Description. Bloodloss is used for Bleeding Rolls, detailed below.
Stun: Stun is the immediate impact of the injury, its stopping power, so to speak. Stun is reduced by Grit before being
applied.
The remaining Stun, after Grit, is subtracted from the victims Combat Pool immediately, starting with any CP currently
being used in Actions or Maneuvers of any sort. If Stun reduces a characters Combat Pool to 0, then the character is
overwhelmed, and must make an Endurance Test, with additional RS equal to the amount of Stun in left over after the victims
Combat Pool hits zero, or else be knocked prone.
Stun cannot reduce a Combat Pool below 0. If a character is ever reduced below zero, they are subject to Overshock. Going
into Overshock forces a Stability Test at RS equal to the amount of Stun suffered.
Pain: Pain is similar to Stun, but rather than the immediate jarring effect of the injury, it is a lasting effect. Pain inflicted by any
source reduces the characters Refresh by 1 per point of Pain, reducing the amount of Combat Pool the character gains at the
start of each Round to a minimum of 0. Pain is reduced at the time of infliction by the characters Grit score, and their
Willpower score.
If Pain reduces a characters Combat Pool at Refresh to 0, the character is rendered helpless and incapable of doing anything
meaningful (talking may or may not be possible, GMs choice). The character must also make a Willpower test (with an RS
equal to any excess Pain over that required to reduce the characters CP to 0) or lose consciousness.
Bloodloss and Bleeding Rolls
Whenever a character has an amount of Bloodloss equal to 5 or more, they must make an END test at the end of each Round. For every
five points of Bloodloss that a character has, the test requires one more success. If the Bloodloss test is ever failed, the character suffers
HTL loss equal to the amount they failed the test by.
1 success
10
2 successes
15
3 successes
20
4 successes
Losing Health:
Any time that a Bloodloss test is failed, a number of points of Health (HLT) are temporarily removed. This number is equal to the amount
of successes the Bloodloss Test failed by. i.e., if a character with 20 Bloodloss scores only 2 successes to the required 4, two (2) HTL
points are lost. When a character's HLT reaches 1, all of their other Attributes are temporarily halved. When a characters HLT reaches 0,
they immediately pass out and continue to bleed, making END tests and losing HLT into negative amounts. When their HLT reaches a
negative amount equal to their unmodified total HLT, they die.
Regaining Health:
Once a wound has been treated via Surgery so that no more Bloodloss can occur, HLT lost to Bloodloss will begin replenishing at a rate
of 1 HLT per week.
HLT lowered by Infection is also recovered in this manner, but only after all of a characters Infections have been defeated.
Staunching Bloodloss
Characters can attempt to staunch the loss of blood with the Surgery skill and whatever materials are at hand. A wound must be targeted
with this skill which, if successful, terminates all bloodloss from that wound and halves the amount of pain caused by it.
Treating Wounds
In order to stop a wound from Bleeding, and to reduce the Pain it causes, the Surgery skill must come into play. A Surgery check made at
appropriate difficulty for wound level Treats the wound. Treated wounds have their Bloodloss reduced to 0 (unless reopened somehow),
and their Pain reduced by half. Treated wounds begin healing immediately. Healing time depends on the characters maximum normal
HLT, and the level of the wound.
Once a Wound has fully healed, the Wound, and any remaining pain, are removed from the character.
Table 8.2 Wound Healing Times (in Weeks)
Healt
h
Wound
Level
8
+
6
0
6
0
6
0
48
4
8
4
8
3
6
3
6
Special Wounds
Punctured Lung: A person with a punctured lung increases their Fatigue Level by 1 every Nout until they are Exhausted, and then must
make HLT rolls against a TN of 8, with 1 RS for each turn making HLT rolls, or is rendered unconscious. The RS resets and the HLT
rolls continue until another failure, at which point the victim dies of suffocation.
Damage Tests:
Knockout:
When making a Knockout (KO) test, roll an End test. You need a number of successes specified by the event. Failure causes the
character to be knocked unconscious for an amount of time equal to 1d10 minutes. A character that is knocked out cannot defend
themselves and is entirely helpless. Whenever a character is knocked out, they must make a TOU vs. 2 RS test, or gain the Brain Damage
(minor) bane.
Stability
When a character makes a Stability test (either as specified by a wound or effect, or because their CP has been reduced to the negatives
by Stun or Pain) roll an Agility test for Required Success found on table 7.2. Failure results in the character being knocked prone.
Table 8.3 Stability
Cause of Stability
Required Successes
Tripped
Stun
Damage or Effect
Specified in Effect
Prone
Whenever a character is laying flat on the ground, they are considered to be Prone. While a character is prone, their maximum combat
pools for all melee proficiencies, and their Mobility, is halved.
Being knocked prone (after failing a Stability test, being knocked down, etc.) causes a character to lose half their total combat pool
immediately. A character can stand up at no cost over the course of one Action phase (other actions can be taken as normal), but until the
character starts an Action Phase standing, their maximum combat pool remains halved, and any Refresh only restores them to that halfmaximum. If a character suffers an effect that would knock them down again while standing up, they do not suffer the CP loss again, but
also do not stand up at the end of the round.
The use of the Rapid-Rise Maneuver allows a character to stand up immediately upon falling down, if they have the remaining CP. Check
Chapter 4: Proficiencies & Manuevers for more information.
Falling Damage
When a character falls, they roll on the first table below to determine what body part they land with. They then take a wound as if struck
with a blunt object to the area hit at Strength determined by the distance fallen, and the surface fallen onto. Both Armor and TOU are
halved for purposes of resisting this damage. The character also takes additional wounds to the adjacent body parts as determined by the
falling table at half damage.
Table 8.4 Falling Damage
d10
Area Hit
Adjacent Areas
Head
Neck
Upper Back
Chest
Right Foot
Left Foot
R. Side
L. Side
R. Forearm
10
L. Forearm
Ground Type
1 per 3 fallen
1 per 6 fallen
1 per 12 fallen
1 per 20 fallen
1 per 15 fallen
1 per 30 fallen
1 per 60 fallen
Falling onto certain materials or hazards might justify changing the damage type inflicted from Bludgeoning to Cutting or Piercing
damage. Use your judgment, GM!
Burning & Fire Damage
When characters come into contact with fire, bad things tend to happen. Fire damage is much simpler than damage from blunt, cutting, or
piercing weapons. Its table is generic, and any part of the body may suffer a Burn Wound using the same chart, seen below.
When a character suffers Fire Damage, the format looks like this:
(X)/TN5
X is the number of dice rolled, and the TN is always 5. Each success on this roll inflicts a level of Burn Damage to the body part (or body
parts) affected.
A characters TOU cannot reduce Burn Damage, but Armor coverage can, but by small amounts. Cloth, Leather and other light armors do
nothing to reduce burn damage. In fact, they might make it worse. Mail armor reduces burn damage by 1. Plate reduces burn damage by
2.
Importantly, Burn Damage accumulates over time. Repeated Burn Damage to the same part of the body (prior to healing of course) does
not create multiple Burns of the same level, but increases the level of the previous Burn. So suffering a Level 1 Burn to the head, and then
a level 2 Burn to the head, results in a Level 3 Burn to the head.
Burning damage often lasts for multiple Rounds, inflicting damage at the beginning of each, and clothing or armor may also catch fire,
continuing the blaze for still longer!
Table 8.5 Burn Area
Exampl
e Burn
Source
Coverag
e
Damag
e
Burning
Time
Boiling
Oil
Usually
head,
shoulder
s, neck,
back,
possibly
face or
arms.
4/TN5
4 Rounds
Flaming
Arrow
Point of
Impact
2/TN5
10 Rounds
Hair
Caught
Fire
Head(?)
1/TN5
1-3
Rounds
(length of
hair)
Burning
Sleeve
Arm
2/TN5
5 Rounds
3/TN5
Indefinitel
y, 3
Rounds
after
exiting
Bonfire
Bonfire
Full
Body
Extinguishing a fire on ones person is either very easy (patting out, smothering with a blanket or cloth, dropping and rolling) or
excessively difficult (boiling oil, burning pitch, chainmail grown dangerously hot in a fire, acid). You may try to Extinguish a source of
burn damage by spending a Full Action in the Bystander Phase doing so. This is an Agility check, with the RS ranging from 1 (burning
sleeve) to 8 (covered in burning gasoline).
So, a character may suffer a pot of boiling oil being dumped on his head while climbing up a siege ladder. The GM estimates this as a
4/TN5 burn attack that hits the upper head, neck, shoulders, and back. The roll is made, 4 at TN 5.
2 successes are scored, however the character is wearing a Plate helmet and a Mail shirt, which reduces burn damage to the upper head by
2, the back and shoulders by 1. The neck suffers all damage.
The result is a Level 1 Burn to both shoulders (two wounds), and a Level 2 burn to the neck. The next Round, he suffers additional
damage.
Table 8.6 Burn Damage
Burn
Level
Level 1
Level 2
Level 3
Level 4
Level 5
Effect
Stun: 4
Pain: 4-WIL
-3 Infection
Chance
Stun: 8
Pain: 6-WIL
-1 Infection
Chance
Stun: 12
Pain: 10-WIL
Infection
Chance +1
Stun: 20
Pain: 20-WIL
Infection
Chance +3
Stun: All
Pain: 30-WIL
, Infection Chance
+5
Woun
d
Level
Level
1
Level
2
Level
3
Level
4
Level
5
Stun
12
20
Total
Pain
10
20
30
Bleed
Special
Description
[-3
Infectio
n
Chance
]
[-1
Infectio
n
Chance
]
[+1
Infectio
n
Chance
]
[+3
Infectio
n
Chance
]
[+5
Infectio
n
Chance
]
Infection
The shock of a wound can kill a man, or he can bleed out before the injury can be staunched, but the most insidious and terrible way to
die of a wound is by corruption, or infection. In the course of healing, a wound can become infested with bacteria and parasites which
quickly cause the wound to become gangrenous or septic, which can eventually result in necrosis and death.
Infection has a chance of occurring 24 hours after the infliction of the wound. Roll a HLT Test at RS equal to the Infection Level of the
Wound. The Infection Level equal to the Wound Level, plus any miscellaneous modifiers. Both Wound descriptions and exterior
circumstances (see Table 7.1) can increase or decrease Infection Chance.
Table 8.7 Infection Modifiers
Modifier
Amount
-1 per 2 Bonus
Successes
-2
-2
-1
-2
-1
+1
+1
+2
+1
+2
+3
If the character succeeds, then the Wound does not become infected, and heals normally. However, if something occurs to infect the
Wound again (the wound is exposed to filth, or reopened, or stripped of its coverings and left unprotected for some time) then an
additional roll may be necessary.
If the Infection Roll fails, then the Wound becomes Infected. Once a Wound becomes Infected, the characters body begins to fight against
the infection by all means possible, some of which are quite detrimental. Characters with Infections become Feverish within 24 hours, and
remain Feverish until the Infection is defeated. (See Illness and Disease section for the effects of Fever. Short version: The character
suffers a Halved Combat and Mobility pool, and gains Exhaustion at double the normal rate).
Every 24 hours, the character must roll a Health Check at RS equal to the Infection Level of the Wound. This roll can be modified with
Medical skill, as detailed on Table 7.2, and this will greatly increase a characters chance of survival. If unsuccessful, the characters
Health is reduced temporarily by 1. This Health does not recover until after the Infection is defeated. If the characters Health is reduced
to 1 by Infection, then all current Infections become Septic.
If a character succeeds a number of these Health Checks equal to the Infection Level of the wound, that Infection is defeated, and the
character can begin recovering Health, assuming there are no other Infections to struggle against.
In the case of multiple Infections developing, only one Health Check is rolled per 24 hour period, at the highest Infection Level of the
infected wounds suffered. If the Check succeeds, all of the Infections are resisted. If the Check fails, the character only loses 1 point of
Health, not 1 per Infection.
Table 8.8 Infection Treatment
Modifier
Amoun
t
Characters
infections
are treated
by a
Surgeon
-2
Character
is kept in a
comfortabl
e, clean
environmen
t
-2
Character
has enough
to eat/drink
-1
Character
-1
partakes of
no
strenuous
activity
Septic Infections
Septic Infections (when the injury becomes gangrenous and decaying) are almost invariably lethal. After a wound becomes Septic, it
rapidly spreads across the body, eventually reaching the heart or brain, and killing the victim. The character becomes delusional, weak,
and likely unconscious, and dies within 2d10+HLT hours. If the character can pass a WIL+HLT test at RS 5, the character can struggle
on for another 24 hours, but will still die before the next day.
There is no treatment for Sepsis, but if the Infection is in a limb, it can be Amputated immediately upon the onset of Sepsis to prevent it
from spreading. This increases the Infection Level of the resulting Amputated wound by 1, whereas Amputating before Sepsis develops
does not increase the Infection Level at all. Surgeons must be careful when deciding whether or not to amputate too early on what
mightve been a salvageable limb.
Amputation
When a limb is Amputated (which itself requires a Surgery check at RS 3), the limb suffers the equivalent of a level 5 cutting wound on
the location where the Infection is located, but with no Bleed. This automatically removes the Infection that occupied the amputated limb,
and the wound can then be treated like a normal wound for terms of surgery checks to end bloodloss and begin the healing process.
Amputations also confer an automatic -2 to the Infection Chance of the wound, due to the care that goes into the procedure to make it as
clean as possible, and may benefit from other factors as well, such as a clean environment with proper tools, to minimize the chance of the
new wound becoming Infected as well.
If a wound becomes Septic before being amputated, as detailed in the Septic Infection section above, then the Amputations -2 to Infection
Chance is reduced to -1, increasing the possibility of repeated Infection, as some of it may have already spread beyond the limb.
Location: The hit-location of the injury. This is identical to the Hit Location determined on the Hit Location Tables below.
Type: This is the kind of damage that has been inflicted. Most weapons inflict Cutting, Piercing, or Bludgeoning damage. Other
types of damage include Fire and Acid.
Bloodloss: This is the amount of blood being lost from the wound. Different kinds of wounds inflict different amounts of
Bloodloss, as detailed in their Wound Description. Bloodloss is used for Bleeding Rolls, detailed below.
Stun: Stun is the immediate impact of the injury, its stopping power, so to speak. Stun is reduced by Grit before being
applied.
The remaining Stun, after Grit, is subtracted from the victims Combat Pool immediately, starting with any CP currently
being used in Actions or Maneuvers of any sort. If Stun reduces a characters Combat Pool to 0, then the character is
overwhelmed, and must make an Endurance Test, with additional RS equal to the amount of Stun in left over after the victims
Combat Pool hits zero, or else be knocked prone.
Stun cannot reduce a Combat Pool below 0. If a character is ever reduced below zero, they are subject to Overshock. Going
into Overshock forces a Stability Test at RS equal to the amount of Stun suffered.
Pain: Pain is similar to Stun, but rather than the immediate jarring effect of the injury, it is a lasting effect. Pain inflicted by any
source reduces the characters Refresh by 1 per point of Pain, reducing the amount of Combat Pool the character gains at the
start of each Round to a minimum of 0. Pain is reduced at the time of infliction by the characters Grit score, and their
Willpower score.
If Pain reduces a characters Combat Pool at Refresh to 0, the character is rendered helpless and incapable of doing anything
meaningful (talking may or may not be possible, GMs choice). The character must also make a Willpower test (with an RS
equal to any excess Pain over that required to reduce the characters CP to 0) or lose consciousness.
Bloodloss and Bleeding Rolls
Whenever a character has an amount of Bloodloss equal to 5 or more, they must make an END test at the end of each Round. For every
five points of Bloodloss that a character has, the test requires one more success. If the Bloodloss test is ever failed, the character suffers
HTL loss equal to the amount they failed the test by.
1 success
10
2 successes
15
3 successes
20
4 successes
Losing Health:
Any time that a Bloodloss test is failed, a number of points of Health (HLT) are temporarily removed. This number is equal to the amount
of successes the Bloodloss Test failed by. i.e., if a character with 20 Bloodloss scores only 2 successes to the required 4, two (2) HTL
points are lost. When a character's HLT reaches 1, all of their other Attributes are temporarily halved. When a characters HLT reaches 0,
they immediately pass out and continue to bleed, making END tests and losing HLT into negative amounts. When their HLT reaches a
negative amount equal to their unmodified total HLT, they die.
Regaining Health:
Once a wound has been treated via Surgery so that no more Bloodloss can occur, HLT lost to Bloodloss will begin replenishing at a rate
of 1 HLT per week.
HLT lowered by Infection is also recovered in this manner, but only after all of a characters Infections have been defeated.
Staunching Bloodloss
Characters can attempt to staunch the loss of blood with the Surgery skill and whatever materials are at hand. A wound must be targeted
with this skill which, if successful, terminates all bloodloss from that wound and halves the amount of pain caused by it.
Treating Wounds
In order to stop a wound from Bleeding, and to reduce the Pain it causes, the Surgery skill must come into play. A Surgery check made at
appropriate difficulty for wound level Treats the wound. Treated wounds have their Bloodloss reduced to 0 (unless reopened somehow),
and their Pain reduced by half. Treated wounds begin healing immediately. Healing time depends on the characters maximum normal
HLT, and the level of the wound.
Once a Wound has fully healed, the Wound, and any remaining pain, are removed from the character.
Table 8.2 Wound Healing Times (in Weeks)
Healt
h
Wound
Level
8
+
6
0
6
0
6
0
48
4
8
4
8
3
6
3
6
Special Wounds
Punctured Lung: A person with a punctured lung increases their Fatigue Level by 1 every Nout until they are Exhausted, and then must
make HLT rolls against a TN of 8, with 1 RS for each turn making HLT rolls, or is rendered unconscious. The RS resets and the HLT
rolls continue until another failure, at which point the victim dies of suffocation.
Damage Tests:
Knockout:
When making a Knockout (KO) test, roll an End test. You need a number of successes specified by the event. Failure causes the
character to be knocked unconscious for an amount of time equal to 1d10 minutes. A character that is knocked out cannot defend
themselves and is entirely helpless. Whenever a character is knocked out, they must make a TOU vs. 2 RS test, or gain the Brain Damage
(minor) bane.
Stability
When a character makes a Stability test (either as specified by a wound or effect, or because their CP has been reduced to the negatives
by Stun or Pain) roll an Agility test for Required Success found on table 7.2. Failure results in the character being knocked prone.
Table 8.3 Stability
Cause of Stability
Required Successes
Tripped
Stun
Damage or Effect
Specified in Effect
Prone
Whenever a character is laying flat on the ground, they are considered to be Prone. While a character is prone, their maximum combat
pools for all melee proficiencies, and their Mobility, is halved.
Being knocked prone (after failing a Stability test, being knocked down, etc.) causes a character to lose half their total combat pool
immediately. A character can stand up at no cost over the course of one Action phase (other actions can be taken as normal), but until the
character starts an Action Phase standing, their maximum combat pool remains halved, and any Refresh only restores them to that halfmaximum. If a character suffers an effect that would knock them down again while standing up, they do not suffer the CP loss again, but
also do not stand up at the end of the round.
The use of the Rapid-Rise Maneuver allows a character to stand up immediately upon falling down, if they have the remaining CP. Check
Chapter 4: Proficiencies & Manuevers for more information.
Falling Damage
When a character falls, they roll on the first table below to determine what body part they land with. They then take a wound as if struck
with a blunt object to the area hit at Strength determined by the distance fallen, and the surface fallen onto. Both Armor and TOU are
halved for purposes of resisting this damage. The character also takes additional wounds to the adjacent body parts as determined by the
falling table at half damage.
Table 8.4 Falling Damage
d10
Area Hit
Adjacent Areas
Head
Neck
Upper Back
Chest
Right Foot
Left Foot
R. Side
L. Side
R. Forearm
10
L. Forearm
Ground Type
1 per 3 fallen
1 per 6 fallen
1 per 12 fallen
1 per 20 fallen
1 per 15 fallen
1 per 30 fallen
1 per 60 fallen
Falling onto certain materials or hazards might justify changing the damage type inflicted from Bludgeoning to Cutting or Piercing
damage. Use your judgment, GM!
Burning & Fire Damage
When characters come into contact with fire, bad things tend to happen. Fire damage is much simpler than damage from blunt, cutting, or
piercing weapons. Its table is generic, and any part of the body may suffer a Burn Wound using the same chart, seen below.
When a character suffers Fire Damage, the format looks like this:
(X)/TN5
X is the number of dice rolled, and the TN is always 5. Each success on this roll inflicts a level of Burn Damage to the body part (or body
parts) affected.
A characters TOU cannot reduce Burn Damage, but Armor coverage can, but by small amounts. Cloth, Leather and other light armors do
nothing to reduce burn damage. In fact, they might make it worse. Mail armor reduces burn damage by 1. Plate reduces burn damage by
2.
Importantly, Burn Damage accumulates over time. Repeated Burn Damage to the same part of the body (prior to healing of course) does
not create multiple Burns of the same level, but increases the level of the previous Burn. So suffering a Level 1 Burn to the head, and then
a level 2 Burn to the head, results in a Level 3 Burn to the head.
Burning damage often lasts for multiple Rounds, inflicting damage at the beginning of each, and clothing or armor may also catch fire,
continuing the blaze for still longer!
Table 8.5 Burn Area
Exampl
e Burn
Source
Coverag
e
Damag
e
Burning
Time
Boiling
Oil
Usually
head,
shoulder
s, neck,
back,
possibly
face or
arms.
4/TN5
4 Rounds
Flaming
Arrow
Point of
Impact
2/TN5
10 Rounds
Hair
Caught
Fire
Head(?)
1/TN5
1-3
Rounds
(length of
hair)
Burning
Sleeve
Arm
2/TN5
5 Rounds
3/TN5
Indefinitel
y, 3
Rounds
after
exiting
Bonfire
Bonfire
Full
Body
Extinguishing a fire on ones person is either very easy (patting out, smothering with a blanket or cloth, dropping and rolling) or
excessively difficult (boiling oil, burning pitch, chainmail grown dangerously hot in a fire, acid). You may try to Extinguish a source of
burn damage by spending a Full Action in the Bystander Phase doing so. This is an Agility check, with the RS ranging from 1 (burning
sleeve) to 8 (covered in burning gasoline).
So, a character may suffer a pot of boiling oil being dumped on his head while climbing up a siege ladder. The GM estimates this as a
4/TN5 burn attack that hits the upper head, neck, shoulders, and back. The roll is made, 4 at TN 5.
2 successes are scored, however the character is wearing a Plate helmet and a Mail shirt, which reduces burn damage to the upper head by
2, the back and shoulders by 1. The neck suffers all damage.
The result is a Level 1 Burn to both shoulders (two wounds), and a Level 2 burn to the neck. The next Round, he suffers additional
damage.
Table 8.6 Burn Damage
Burn
Level
Level 1
Level 2
Level 3
Level 4
Level 5
Effect
Stun: 4
Pain: 4-WIL
-3 Infection
Chance
Stun: 8
Pain: 6-WIL
-1 Infection
Chance
Stun: 12
Pain: 10-WIL
Infection
Chance +1
Stun: 20
Pain: 20-WIL
Infection
Chance +3
Stun: All
Pain: 30-WIL
, Infection Chance
+5
Woun
d
Level
Level
1
Level
2
Level
3
Level
4
Level
5
Stun
12
20
Total
Pain
10
20
30
Bleed
Special
Description
[-3
Infectio
n
Chance
]
[-1
Infectio
n
Chance
]
[+1
Infectio
n
Chance
]
[+3
Infectio
n
Chance
]
[+5
Infectio
n
Chance
]
Infection
The shock of a wound can kill a man, or he can bleed out before the injury can be staunched, but the most insidious and terrible way to
die of a wound is by corruption, or infection. In the course of healing, a wound can become infested with bacteria and parasites which
quickly cause the wound to become gangrenous or septic, which can eventually result in necrosis and death.
Infection has a chance of occurring 24 hours after the infliction of the wound. Roll a HLT Test at RS equal to the Infection Level of the
Wound. The Infection Level equal to the Wound Level, plus any miscellaneous modifiers. Both Wound descriptions and exterior
circumstances (see Table 7.1) can increase or decrease Infection Chance.
Table 8.7 Infection Modifiers
Modifier
Amount
-1 per 2 Bonus
Successes
-2
-2
-1
-2
-1
+1
+1
+2
+1
+2
+3
If the character succeeds, then the Wound does not become infected, and heals normally. However, if something occurs to infect the
Wound again (the wound is exposed to filth, or reopened, or stripped of its coverings and left unprotected for some time) then an
additional roll may be necessary.
If the Infection Roll fails, then the Wound becomes Infected. Once a Wound becomes Infected, the characters body begins to fight against
the infection by all means possible, some of which are quite detrimental. Characters with Infections become Feverish within 24 hours, and
remain Feverish until the Infection is defeated. (See Illness and Disease section for the effects of Fever. Short version: The character
suffers a Halved Combat and Mobility pool, and gains Exhaustion at double the normal rate).
Every 24 hours, the character must roll a Health Check at RS equal to the Infection Level of the Wound. This roll can be modified with
Medical skill, as detailed on Table 7.2, and this will greatly increase a characters chance of survival. If unsuccessful, the characters
Health is reduced temporarily by 1. This Health does not recover until after the Infection is defeated. If the characters Health is reduced
to 1 by Infection, then all current Infections become Septic.
If a character succeeds a number of these Health Checks equal to the Infection Level of the wound, that Infection is defeated, and the
character can begin recovering Health, assuming there are no other Infections to struggle against.
In the case of multiple Infections developing, only one Health Check is rolled per 24 hour period, at the highest Infection Level of the
infected wounds suffered. If the Check succeeds, all of the Infections are resisted. If the Check fails, the character only loses 1 point of
Health, not 1 per Infection.
Amoun
t
Characters
infections
are treated
by a
Surgeon
-2
Character
is kept in a
comfortabl
e, clean
environmen
t
-2
Character
has enough
to eat/drink
-1
Character
partakes of
no
strenuous
activity
-1
Septic Infections
Septic Infections (when the injury becomes gangrenous and decaying) are almost invariably lethal. After a wound becomes Septic, it
rapidly spreads across the body, eventually reaching the heart or brain, and killing the victim. The character becomes delusional, weak,
and likely unconscious, and dies within 2d10+HLT hours. If the character can pass a WIL+HLT test at RS 5, the character can struggle
on for another 24 hours, but will still die before the next day.
There is no treatment for Sepsis, but if the Infection is in a limb, it can be Amputated immediately upon the onset of Sepsis to prevent it
from spreading. This increases the Infection Level of the resulting Amputated wound by 1, whereas Amputating before Sepsis develops
does not increase the Infection Level at all. Surgeons must be careful when deciding whether or not to amputate too early on what
mightve been a salvageable limb.
Amputation
When a limb is Amputated (which itself requires a Surgery check at RS 3), the limb suffers the equivalent of a level 5 cutting wound on
the location where the Infection is located, but with no Bleed. This automatically removes the Infection that occupied the amputated limb,
and the wound can then be treated like a normal wound for terms of surgery checks to end bloodloss and begin the healing process.
Amputations also confer an automatic -2 to the Infection Chance of the wound, due to the care that goes into the procedure to make it as
clean as possible, and may benefit from other factors as well, such as a clean environment with proper tools, to minimize the chance of the
new wound becoming Infected as well.
If a wound becomes Septic before being amputated, as detailed in the Septic Infection section above, then the Amputations -2 to Infection
Chance is reduced to -1, increasing the possibility of repeated Infection, as some of it may have already spread beyond the limb.
Damage
This is the part where you learn about what its like to die.
Hit Locations
Attacks that hit a Target Zone must, obviously, be aimed on a Target Zone. Striking and Thrusting attacks have different Zones available
to them, and each Zone contains three Hit Locations, listed below.
If the attack hits, roll 1d10 to decide the Hit Location that the attack actually lands on, and then calculate damage based on the following
formula:
Total Damage Done (Maneuver Damage+Miscellaneous) versus Total Defensive Value (TOU+AV of appropriate damage
type+Miscellaneous)
If Total Damage exceeds Total Defense, the result is a Wound of the a level equal to the excess damage.
The amount of damage done is then applied on the Damage Charts located later in this section.
- ADD IN HIT LOCATION CHART Swinging Target Zones
Head Swing
1-3: Shoulder
4-5: Lower Head
6-7: Face
8-10 Upper Head
Neck Swing
1-3: Shoulder
4-6: Neck
7-8: Lower Head
9-10: Face
Torso Swing
1-3: Hip
4-7: Side
8-10: Chest
Upper Arm Swing
1-3: Elbow
4-7: Upper Arm
8-10: Shoulder
Lower Arm Swing
1-3: Hand
4-7: Forearm
8-10: Elbow
Upper Leg Swing
1-3: Knee
4-7: Thigh
8-10: Hip
Lower Leg Swing
1-3: Foot
4-7: Shin
8-10: Knee
Groin Swing
1-3: Groin
4-7: Belly
8-10 Face
Thrusting Zones
Face Thrust
1-3: Neck/Throat
4-7: Face
8-10: Upper Head
Throat Thrust
1-3: Chest
4-7: Neck/Throat
8-10: Face
Chest Thrust
1-3: Belly
4-7: Chest
8-9: Shoulder
10: Throat
Belly Thrust
1: Groin
2-3: Hip
4-7: Belly
8-10: Chest
Upper Arm Thrust
1-3: Elbow
4-7: Upper Arm
8-10: Shoulder
Lower Arm Thrust
1-3: Hand
4-7: Forearm
8-10: Elbow
Groin Thrust
1-3: Thigh
3-7: Groin
8-10: Belly
Upper Leg Thrust
1-3: Knee
4-7: Thigh
8-10: Hip
Lower Leg Thrust
1-3: Foot
4-7: Shin
8-10: Knee
Quality
Description/Effect
You must make a Disarm (AGI+Misc) test at X RS or drop anyting held in the
afflicted arm.
KO vs. [X] RS
Autodrop
Auto-Prone
Auto-KO
Infection Risk+[X]
Stun: Total
Pain: Total
Your effective Pain is considered infinite until this wound has healed.
Limb Severed!
The limb in question is severed! You receive the Severed Limb Bane.
Dead
UPPER HEAD
Upper Head: Cutting
Woun
d
Level
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
Level
3
10
12
KO vs.
4 RS
Level
4
Total
Total
14
AutoKO
[Difficul
t
Surgery
vs.
Brain
Damage
]
Level
5
Dead
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
Level
3
10
12
KO vs. 3 RS
Level
4
Total
Total
20
Auto-KO
[Miracle
Surgery vs.
Brain
Damage]
Level
5
Dead
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
KO vs.
1 RS
Level
3
12
KO vs.
5 RS
Level
4
Total
Total
AutoKO
[Difficul
t
Surgery
vs.
Brain
Damage
]
Level
5
Dead
Face
Face: Cutting
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
16
[Miracle
Surgery vs.
One-Eyed]
Level 4
18
20
18
[Miracle
Surgery vs.
Facial
Deformity
(50/50
Eye/Nose)]
[Infection
Chance +2]
Level 5
Dead
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
10
Face: Piercing
Level 4
12
15
[Difficult
Surgery vs.
Lost Voice]
Level 5
Dead
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
14
KO vs. 3 RS
Level 4
20
12
KO vs. 5 RS
Level 5
Dead
Face: Bludgeoning
LOWER HEAD
Lower Head: Cutting
Woun
Stun
Pain
Bleed
Special
Description
d
Level
Level
1
Level
2
Level
3
12
KO vs. 3
RS
12
KO vs. 4
RS
[Difficult
Surgery vs.
Face
Deformatio
n]
Dead
Level
4
Level
5
12
18
Stun
Pain
Bleed
Special
Description
Level
1
Grazed jaw.
Level
2
Level
3
KO vs.
3 RS
Level
4
14
14
KO vs.
5 RS
[Difficu
lt
Jaw shattered, many teeth destroyed,
Surgery may lose tongue.
vs.
Speech
Loss]
Level
5
Dead
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
KO vs. 3 RS
Level
3
12
KO vs. 4 RS
Broken jaw.
Level
4
15
10
KO vs. 5 RS
[Routine
Surgery vs.
Face
Deformation]
Level
5
Dead
NECK/THROAT
Neck/Throat: Cut
Woun
d
Level
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
12
[Difficu
lt
Slashed throat, possible vocal chord
Surgery
damage.
vs.
Mute]
Level
3
12
Level
4
12
14
20
[Miracl
e
Throat and jugular cut, spray of blood,
Surgery
needs a surgeon immediately.
vs.
Mute]
Level
5
Dead
Neck/Throat: Pierce
Woun
d
Level
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
10
20
[Difficu
lt
Punctured carotid or jugular, extreme
Surgery bleeding! Possible vocal chord
vs.
damage.
Mute]
Level
3
Level
4
10
12
25
[Miracl
e
Severed carotid or jugular, carcked
Surgery
vertebrae, vocal chord damage!
vs.
Mute]
Level
5
Dead
Neck/Throat: Bludgeon
Woun
d
Level
Stun
Pain
Bleed
Specia
l
Description
Level
1
Level
2
10
Level
3
15
Level
4
Total
Total
KO vs.
3 RS,
[Hard
Surger
y vs.
Mute]
Level
5
Dead
SHOULDER
Shoulder: Cutting
Woun
d
Level
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
Level
3
12
Autodro
p
14
Autodro
p
Level
4
[Difficul
t
Surgery
vs.
Ruined
Limb]
Level
5
Dead
Shoulder: Piercing
Woun
d
Level
Stun
Pain
Bleed
Speci
al
Description
Level
1
Level
2
Level
3
Level
4
12
12
Level
5
15
15
20
Shoulder: Bludgeoning
Woun
d
Level
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
Autodro
p
[Routine
Surgery
vs.
Ruined
limb]
Autodro
p
[Difficult
y
Surgery
vs.
Ruined
Limb]
Autodro
p
Level
3
Level
4
Level
5
12
15
10
20
15
12
[Miracle
Surgery
vs.
Ruined
limb]
RIBS/CHEST
Chest: Cutting
Woun
d
Level
Stun
Pain
Bleed
Speci
al
Description
Level
1
Level
2
Level
3
10
Level
4
12
15
20
Dead
Level
5
Chest: Piercing
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
Level 4
10
14
25
[Difficult
Surgery vs.
Punctured
Lung]
Level 5
Dead
Chest: Bludgeoning
Woun
d
Level
Stun
Pain
Bleed
Speci
al
Description
Level
1
Level
2
Level
3
12
Level
4
20
12
Level
5
Total
Total
15
SIDE
Side: Cutting
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
12
[Infection Risk
+3]
Level 4
25
20
20
KO vs. 5 RS
[Infection +5]
Level 5
Dead
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
Level 4
11
12
14
[Infection Risk
+2]
Level 5
14
16
18
[Infection Risk
+5]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Side: Piercing
Side: Bludgeoning
Level 3
12
Level 4
15
12
Level 5
Total
Total
25
[Infection Risk
+5]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
12
Stability vs. RS
3
Level 4
12
16
10
Stability vs. RS
4
Description
HIP
Hip: Cutting
15
20
20
Auto-Prone,
[Difficult
Surgery vs.
Crippled Leg]
Wound Level
Stun
Pain
Bleed
Special
Level 1
Level 2
Stability vs. RS
1
Level 3
10
Stability vs. RS
3
Level 4
10
12
Stability vs. RS
4
Description
Level 5
Hip: Piercing
12
14
12
Stability vs. RS
5 [Miracle
Surgery vs.
Crippled Leg]
Wound Level
Stun
Pain
Bleed
Special
Level 1
Level 2
Stability RS 2
Level 3
12
10
Stability RS 3
Level 4
15
12
Auto-Prone,
[Difficult
Surgery vs.
Level 5
Hip: Bludgeoning
Crippled Leg]
Level 5
20
18
Auto-Prone,
[Miracle
Surgery vs.
Crippled Leg]
Special
Description
UPPER ARM
Upper Arm: Cutting
Wound Level
Stun
Pain
Bleed
Level 1
Level 2
Level 3
10
Level 4
14
[Difficult
Surgery vs.
Crippled Arm]
Level 5
20
15
20
Limb Severed!
[Infection +3]
Special
Description
Stun
Pain
Bleed
Level 1
Level 2
Level 3
Level 4
12
[Difficult
Surgery vs.
Crippled Arm]
Level 5
15
15
15
[Miracle
Surgery vs.
Crippled Arm]
Special
Description
Stun
Pain
Bleed
Level 1
Level 2
Level 3
Autodrop
Level 4
12
Autodrop
[Difficult
Surgery vs.
Crippled Arm]
treatment.
20
12
Autodrop
[Miracle
Surgery vs.
Crippled Arm]
Infection Risk
+2
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Disarm vs. RS
2
Level 3
Autodrop
Level 4
12
12
Autodrop
[Difficult
Surgery vs.
Crippled Arm]
Level 5
ELBOW
Elbow: Cutting
20
20
20
Autodrop
[Infection Risk
+3]
Severed Limb!
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Disarm vs. RS
1
Level 2
Disarm vs. RS
3
10
Autodrop
[Difficult
Surgery vs.
Crippled Arm]
14
Autodrop
[Miracle
Surgery vs.
Crippled Arm]
20
Autodrop
[Arm
automatically
crippled]
[Infection Risk
+4]
Level 5
Elbow: Piercing
Level 3
Level 4
Level 5
12
20
10
14
18
Elbow: Bludgeoning
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Disarm vs. RS
1
Level 2
10
Disarm vs. RS
3
Level 3
15
10
Disarm vs. RS
5
Level 4
20
14
Autodrop
[Easy Surgery
vs. Crippled
Arm]
25
18
Autodrop
[Miracle
Surgery vs.
Crippled Arm]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
10
10
Disarm vs. RS
4
Autodrop
[Difficult
Surgery vs.
Crippled Arm]
Level 5
FOREARM
Forearm: Cutting
Level 4
12
15
15
20
20
Autodrop
[Infection
Chance +3]
Severed Limb!
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
10
Disarm vs. RS
2
Level 4
14
Disarm vs. RS
3
Level 5
Forearm: Piercing
Level 5
12
12
18
Autodrop
[Difficult
Surgery vs.
Crippled Arm]
[Infection Risk
+4]
Forearm: Bludgeoning
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Disarm vs. RS
3
Disarm vs. RS
4
[Routine
Surgery vs.
Crippled Arm]
Autodrop
[Difficult
Surgery vs.
Crippled
Limb]
Level 3
Level 4
12
15
10
14
17
15
10
Autodrop
[Difficult
Surgery vs.
Crippled Arm]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Disarm vs. RS
2
Level 3
Disarm vs. RS
5
Level 4
12
12
Autodrop
Level 5
HAND
Hand: Cutting
15
15
15
Autodrop
[Infection
Chance +5]
Severed Limb!
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 5
Hand: Piercing
Level 2
Level 3
Level 4
10
Disarm vs. RS
1
Disarm vs. RS
3
[Routine
Surgery vs.
Crippled
Hand]
Autodrop
[Difficult
Surgery vs.
Crippled
Hand]
15
15
18
Autodrop
[Miracle
Surgery vs.
Crippled
Hand]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Disarm vs. RS
2
Disarm vs. RS
4
[Routine
Surgery vs.
Crippled
Hand]
Autodrop
[Difficult
Surgery vs.
Crippled
Hand]
Level 5
Hand: Bludgeoning
Level 3
Level 4
10
12
12
Autodrop
[Miracle
Surgery vs.
Crippled
Hand]
[Infection Risk
+3]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 5
THIGH
Thigh: Cutting
Level 2
Level 3
12
10
20
Auto-prone
[Difficult
Surgery vs.
Crippled Leg]
Level 4
12
15
Total
Total
25
Auto-prone
[Infection Risk
+5]
Severed Limb!
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
10
10
Stability vs. 1
Level 4
10
12
15
Stability vs. 3
14
20
Auto-prone
[Difficult
Surgery vs.
Crippled Leg]
Level 5
Thigh: Piercing
Level 5
15
Thigh: Bludgeoning
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
10
Stability vs. 2
Auto-prone
[Routine
Surgery vs.
Crippled Leg]
Auto-prone
[Difficult
Surgery vs.
Crippled Leg]
Level 4
Level 5
KNEE
15
20
10
20
Knee: Cutting
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Motherf-
Level 2
Stability vs. 1
Level 3
10
10
Stability vs. 3
Auto-prone
[Difficult
Surgery vs.
Crippled
Knee]
Level 4
15
15
Total
Total
20
[Infection
Chance +3]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Stability vs. 2
Knee injured.
Level 3
Stability vs. 4
12
Auto-prone
[Difficult
Surgery vs.
Crippled
Knee]
Level 5
Knee: Piercing
Level 4
16
16
20
20
15
Auto-prone
[Miracle
Surgery vs.
Crippled
Knee]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Stability vs. 2
Level 2
Stability vs. 3
Level 3
12
Stability vs. 5
Level 5
Knee: Bludgeoning
Level 4
15
10
Auto-prone
[Difficult
Broken knee, automatic knockdown,
Surgery vs.
may never recover.
Crippled knee]
Level 5
Total
18
Auto-prone
[Miracle
Surgery vs.
Would take an act of God to recover.
Crippled knee]
SHIN
Shin: Cutting
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Stability vs. 1
Level 3
11
Stability vs. 3
Level 4
16
14
Auto-prone
[Difficult
Surgery vs.
Crippled Leg]
Level 5
20
20
15
[Infection
Chance +3]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Stability: 2 RS
Level 3
10
Stability: 3 RS
10
Stability: Auto
[Routine
Surgery vs.
Crippled Leg]
Shin: Piercing
Level 4
12
10
16
20
17
Stability: Auto
[Difficult
Surgery vs.
Crippled Leg]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
10
Stability vs. 1
Level 3
14
Stability vs. 4
Level 4
20
14
Auto-prone.
[Routine
Surgery vs.
Level 5
Shin: Bludgeoning
Crippled Leg]
20
16
10
[Miracle
surgery vs.
Crippled Leg]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
Stability: 3 RS
Level 4
12
10
Stability: Auto
Level 5
15
12
10
[Infection
chance +3]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Stability: 1 RS
Foot stabbed.
Level 3
10
Stability: 3 RS
Level 4
12
Stability: 5 RS
Level 5
FOOT
Foot: Cutting
Foot: Piercing
12
18
Autoprone
[Difficult
Surgery vs.
Crippled Leg]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Stability: 2 RS
Level 3
Stability: 4 RS
Level 4
10
10
[Routine
Level 5
Foot: Bludgeoning
Surgery vs.
Crippled Leg]
15
18
[Miracle
Surgery vs.
Crippled Leg]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
14
Level 2
12
16
[Difficult
Surgery vs.
Sterility]
Level 3
20
KO vs. 3 RS
[Miracle
Surgery vs.
Sterility]
Level 4
Total
Total
20
KO vs. 5 RS
Level 5
Dead
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
12
Level 2
10
15
[Difficult
Surgery vs.
Sterility]
Level 3
15
18
15
[Miracle
Surgery vs.
Sterility]
Level 4
Total
Total
25
KO vs. 5 RS
Sterility
Dead
Special
Description
Level 5
GROIN
Groin: Cutting
Groin: Piercing
Level 5
Groin: Bludgeoning
Wound Level
Stun
Pain
Bleed
Level 1
10
10
Level 2
15
15
KO vs. 2 RS
KO vs. 3 RS
[Routine
Surgery vs.
Sterility]
10
KO vs. 5 RS
[Difficult
Surgery vs.
Sterility]
Level 3
Level 4
20
Total
20
Total
Total
Total
15
[Miracle
Surgery vs.
Sterility]
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
10
10
Level 4
12
15
15
[Infection Risk
+4]
Level 5
Dead
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
10
12
10
[Infection
Chance +4]
Level 4
10
14
20
[Infection
Chance +4]
Level 5
BELLY
Belly: Cutting
Belly: Piercing
Dead
Wound Level
Stun
Pain
Bleed
Special
Description
Level 1
Level 2
Level 3
10
KO vs. 3 RS
Level 4
15
KO vs. 4 RS
Level 5
20
KO vs. 6 RS
Level 5
Belly: Bludgeoning
UPPER BACK:
Upper Back: Cutting
Woun
d
Level
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
Level
3
Level
4
Level
5
11
13
Stability:
1 RS
[Paralyze
d (Not in
Beta)]
Dead
hours.
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
Level
3
20
[Miracle
Surgery
vs.
Puncture
d Lung]
[Paralyze
d (Not in
Beta)]
Dead
Level
4
Level
5
10
13
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
Level
3
10
Stability:
1 RS
Level
4
13
Autopron
e
[Paralyze
d (Not in
Beta)]
Level
5
Dead
LOWER BACK:
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
Level
3
10
10
Stability:
2 RS
Level
4
12
15
15
Autopron
e
[Paralyze
d (Not in
Beta)]
Level
5
Dead
Stun
Pain
Bleed
Special
Description
Level
1
Level
2
Level
3
12
10
10
Stability:
1 RS
Level
4
14
12
20
[Infection
Risk +2]
Autopron
e
[Paralyze
d
(Not in
Beta)]
Level
5
Dead
Stun
Pain
Bleed
Special
Description
Level
2
Level
3
10
Stability:
3 RS
Level
4
15
Autopron
e
[Paralyze
d (Not in
Beta)]
Level
5
Dead