You are on page 1of 2

Volley  1 Volley  2 Volley  3

Number of Actions Number of Actions Number of Actions


Attack Actions Attack Actions Attack Actions
Strike 2 2 2 Great Strike Strike 2 2 2 Great Strike Strike 2 2 2 Great Strike
* * * Block & Strike * * * Lock & Strike * * * Block & Strike * * * Lock & Strike * * * Block & Strike * * * Lock & Strike

— Defense Actions Defense Actions Defense Actions


Avoid Block Avoid Block Avoid Block
Counterstrike Counterstrike Counterstrike

+1 Basic Fighting Actions Basic Fighting Actions Basic Fighting Actions


Ob   Assess Change Stance Assess Change Stance Assess Change Stance
Disadvantage to all actions except Defense actions

Charge/Tackle 2 2 2 Draw Weapon Charge/Tackle 2 2 2 Draw Weapon Charge/Tackle 2 2 2 Draw Weapon



2 2 2 Get Up Lock 2 2 2 Get Up Lock 2 2 2 Get Up Lock
Push 2 2 2 Physical Action Push 2 2 2 Physical Action Push 2 2 2 Physical Action
+2

Advantage to Positioning
Ob  
Special Fighting Actions Special Fighting Actions Special Fighting Actions
Beat Disarm Beat Disarm Beat Disarm
+1D
Feint Throw Person Feint Throw Person Feint Throw Person

+3
Ob Shooting and Throwing Actions Shooting and Throwing Actions Shooting and Throwing Actions
Aim 2 2 2 Fire Gun/Crossbow Aim 2 2 2 Fire Gun/Crossbow Aim 2 2 2 Fire Gun/Crossbow
5 5 5 Nock and Draw Release Bow 5 5 5 Nock and Draw Release Bow 5 5 5 Nock and Draw Release Bow +2D
Snapshot 2 2 2 Throw Weapon Snapshot 2 2 2 Throw Weapon Snapshot 2 2 2 Throw Weapon
+4
Ob   Magic Actions Magic Actions Magic Actions
x x x Cast Spell Drop Spell x x x Cast Spell Drop Spell x x x Cast Spell Drop Spell
Command Spirit § § § Sing, Howl, Pray Command Spirit § § § Sing, Howl, Pray Command Spirit § § § Sing, Howl, Pray

+5 Social Actions Social Actions Social Actions


Ob   2 2 2 Command 2 2 2 Intimidate 2 2 2 Command 2 2 2 Intimidate 2 2 2 Command 2 2 2 Intimidate

Hesitation Actions Hesitation Actions Hesitation Actions


Fall Prone Run Screaming Fall Prone Run Screaming Fall Prone Run Screaming
Stand & Drool Swoon Stand & Drool Swoon Stand & Drool Swoon

*
Block and Strike, Lock and Strike: Block and Strike requires Shield Training. Lock and Strike requires a special trait like Wolf Snout.
§
Sing, Howl, Pray: Singing, Howling, and Praying do not cost actions. They are listed on the action sheet for timing purposes only.
Terrain Compare Weapon Length
Forest Shortest: Knife, Hands, Teeth, Claws
Reduce positioning advantage by -1D. Reduce disadvantage by one step for
all weapon categories unless the weapon holding the advantage is a knife
Short: Mace, Club, Short Sword, Hatchet, Large Shield
(shortest) or a mace (short). Hilts, pommels and hafts
Engage Long: Long Sword, Axe, Staff count as one weapon length
At the start of the first exchange of a fight: Corridors shorter than the weapon to
Reduce positioning advantage for long, longer, longest weapons by -1D and which they’re attached.
Test for Engage Longer: Polearm
the disadvantage they cause by +2 Ob. Unloaded bows and
Speed plus advantages for longer stride and longer weapon. crossbows count as clubs.
Longest: Spear, Lance
Bonus Dice to Engage Tests Narrow Confines
Anything long, longer, longest can only give a maximum +1 Ob Missile: Arrows, Crossbow Bolts
Longer stride +1D
disadvantage. These weapons cannot get advantage dice for positioning,
Stride longer by 4 or more +2D
and they suffer a +1 Ob to all actions themselves. Missiles cannot be used in
Longer Weapon +1D or +2D
these circumstances.

Scripting Instructions Your  Opponent’s  Weapon


Divide actions evenly across all three volleys. Reflexes of 3 has one action Stance Positioning
each volley, Reflexes of 4 has one action per volley plus an extra action to Neutral Stance Advantage Knife Mace Sword Pole Spear Missile
put in a volley of the player’s choice; Reflexes of 5 has two actions in two s .O ADVANTAGE AND NO DISADVANTAGE
volleys and one action in one of the volleys; Reflexes of 6 has two actions Knife, Hands

This  weapon  has  advantage


s #OUNTS AS A &EINT WHEN YOU USE #HANGE 3TANCE TO .EUTRAL —
per volley, and so on. +1D +2D +2D +2D +2D
(shortest)
Defensive Stance

Fighting Skills s $ TO !VOID "LOCK AND #OUNTERSTRIKE


s  /B TO 3TRIKE AND 'REAT 3TRIKE
Mace, Club
(short)
+1D — — +1D +2D +2D
Unskilled s #OUNTS AS A "LOCK WHEN YOU USE #HANGE 3TANCE TO $EFENSIVE
If you’re unskilled in a Fight, you suffer double obstacle penalties to Sword, Axe — —
Aggressive Stance +2D +1D +2D +2D
your standard test actions. In versus test actions, you must generate two
(long)
s $ TO 3TRIKE 'REAT 3TRIKE "LOCK  3TRIKE AND ,OCK  3TRIKE
successes for each one of your opponent’s successes. To overcome a +1 Ob
s  /B TO "LOCK AND #OUNTERSTRIKE
Polearm — —
penalty, however, you only need one success. +2D +2D +1D +1D
s 9OU MAY NOT !VOID )F YOU ACCIDENTLY SCRIPT !VOID WHILE IN AGGRESSIVE
(longer)
Brawling stance, you hesitate for an action. Spear
s #OUNTS AS .O !CTION WHEN YOU #HANGE 3TANCE TO !GGRESSIVE +2D +2D +2D +1D — —
Brawling grants access to attack, defense and basic actions, but not special (longest)
actions. You may use the Brawling skill in place of Power for the Lock and
Stance Restrictions
Push actions at your discretion.
9OU DROP YOUR STANCE IF YOU $ISENGAGE OR #HARGE Missile +2D +2D +2D +2D +1D —
Boxing and Martial Arts
Boxing and Martial Arts skills allow a character to use all attack, defense, Forfeiting an Action to
basic and special actions. You may use the skill in place of Power for Push
and Lock at your discretion.
Change an Action
s 0LAYERS CAN CHANGE UPCOMING ACTIONS IN THE EXCHANGE Opponent’s  disadvantage
Weapon Skills s .O FORFEITING OR CHANGING IN VOLLEY 
Weapon skills grant access to all actions attack, defense, basic and special Knife Mace Sword Pole Spear Missile
s 9OU CANNOT CHANGE AN announced action.
actions except Throw Person. Weapon skill does not replace stat tests for

This  weapon  has  advantage


s 4O CHANGE AN ACTION YOU MUST FORFEIT AN ACTION !CTIONS CAN BE FORFEITED Knife, Hands —
any action. +1 Ob +2 Ob +3 Ob +4 Ob +5 Ob
or changed in any unannounced volley in the exchange. (shortest)
Savage Attack and Other Monstrous Skills s !NY PRAYER SONG OR SPEECH ASSOCIATED WITH THE LOST ACTIONS ARE LOST AS
Mace, Club
Savage Attack gives a monster access to attack, defense, basic and special well. However, for the action being changed, prayer and speech may be +1 Ob — — +1 Ob +2 Ob +3 Ob
(short)
actions. Do not replace any stats for this skill. changed as well.
Sword, Axe — —
+2 Ob +1 Ob +1 Ob +2 Ob
Position Combat Disadvantages (long)
At the start of each exchange after the first, test to maintain or reestablish Positioning Disadvantage: see table at right. Polearm — —
+3 Ob +2 Ob +1 Ob +1 Ob
your position (if fighting with weapons of different length):
Locked: -1D, -2D, -3D, -4D, -5D, -6D
(longer)
Vie for Position Staggered, Off Balance, One Knee: +1 Ob Spear
Speed plus advantages from stride and the Positioning Advantage table— +4 Ob +3 Ob +2 Ob +1 Ob — —
(longest)
do not use the weapon length list. You must win the test, not tie. Knocked Down: +1 Ob to positioning, defense, basic and special actions.
+2 Ob to attacks. —
Disengage Missile +5 Ob +4 Ob +3 Ob +2 Ob +1 Ob
Speed +1D plus advantages from stride and the Positioning Advantage
table. You must win the test, not tie.

You might also like