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Major Actions Minor Actions

Repartee (Flair vs. Flair, Savvy, or Daring) Arm Yourself


You try to Taunt (vs. Flair) or Intimidate (vs. Daring) a foe to cause them You draw a weapon or pick one up. You must Yield 1 Advantage to
to lose 1 Composure; or Trick (vs. Savvy), to give them a Penalty Die. A recover a weapon from the ground. Also, see Quick Draw.
taunted foe takes -1 penalty to Defense instead of dice rolls from Composure
Move Far
loss. Each side gets career bonus if appropriate to the situation.
You get to move short distances as part of every action, but sometimes,
Regain Composure (Automatic) you need to cover a lot of ground or go up a ladder. The GM
You spend a Major action collecting yourself, and recover 1 Composure. decides if actions are needed to cover ground & how many.
Bladework (Daring + Melee vs. Defense) Load Weapon
This is a standard armed melee attack. You spend 1 Minor Action towards loading a weapon. Some weapons
require more time loading than others. See also: Quick Load.
Brawling (Daring + Brawl vs. Defense)
Unarmed attacks do 1d2 dmg. Kicks have -1 to hit and do 1d3 dmg. Return Weapon
A classic swashbuckling show of gallantry, you toss your disarmed
Ranged Attack (Savvy + Ranged vs. Defense, Range Modifiers)
opponent a weapon, and gain 1 Advantage and 1 Fortune Point.
A standard ranged attack, requiring aim and finesse, such as a
firearm, bow, or thrown knife. Opponents cannot Yield Advantage, Aim Shot
but can spend a Fortune point to have a Close Call. Increase Range Increment 10’ with your next ranged attack.
Blade Throw (Flair + Melee vs. Defense, Range Modifiers) Barehand Bind (Daring + Brawl vs. Melee)
You hurl your sword at the enemy with a 5’ range increment and You grab a foe’s sword with your hand. Foe makes Daring check or lose 1
+2 Phases sooner. This counts as a Ranged attack. Composure and give you a free attack using other hand. You take 1d3+1 Dmg
per round you maintain this hold- but their weapon is trapped. Freeing their
Choke/Crush (Might + Brawl vs. Brawl)
weapon is a Melee attack against your Might. If it succeeds, you take +1 damage
You do 1+Might damage to a grappled enemy. They cannot Yield Advantage. If the
from their weapon and lose your grip on it. You can also do this as a Reaction
attack fails, the enemy has broken free. If you use a garrote to choke, you have +2 to hit
after a Barehand Parry. Gloves & gauntlets protect vs. the damage you take.
and damage. You are At A Loss and cannot Yield Advantage while choking an enemy.
Dirty Fighting (Flair + Brawl vs. Defense) Beat (Might + Melee vs. Might)*
You hit the foe’s weapon. Next ally to attack foe gets a Bonus
You throw sand in the enemy’s eyes, pull a rug from under their
Die, or foes’s next attack gets a Penalty Die.
feet, kick them in the groin, etc. The enemy is At a Loss until they
expend a Major Action or 1 Advantage to recover. Bind (Might + Melee vs. Melee)*
You trap your enemy’s sword with your own, (or un-trap yours). Neither sword can
Disarm (Might + Melee [or Brawl] vs. Might + Melee)*
be used during a bind (but an off-hand can be used, or the original sword dropped).
You must be in a Bind, a Grapple, or have gotten Mighty Success on a Parry
to Disarm. Success: opponent’s weapon hits the ground 1d6 feet away. Mighty Feint (Flair + Melee vs. Savvy)
Success: you have the weapon. Quick Disarm: Penalty Die, but no Bind/Grapple You get a Bonus Die on your next attack vs. this opponent.
needed; can follow Parry as Reaction, or Free action with Mighty Success Parry.
Footwork (Savvy + Melee vs. Savvy)
Glide (Flair + Melee vs. Might) You can get around an opponent or obstacle that is impeding you. Or, you can take an
When your sword is trapped, you slide it out and slash Advantageous Position that grants +1 Melee or +1 Defense as long as you hold it.
your opponent in the process for Half damage.
Grapple (Might + Brawl vs. Might)
Hilt Punch (Might + Melee vs. Defense) You grab the enemy and hold them, or free yourself from an enemy’s grapple. Grappled
You hit the opponent with the hilt or butt of your weapon for 1d3 Dmg. The opponents can only attack Corps-a-Corps. It is risky to grapple an armed foe.
opponent takes a Penalty Die on their next attack, Reaction, or initiative roll.
Quick Draw (Hard [-2] Flair + Ranged or Melee)
Hurl Axe/Spear (Might + Ranged vs. Defense, Range Modifiers) If you succeed, it takes no action to draw your weapon. If you fail,
Treat this as a Ranged Attack for an axe or spear. you must spend a Minor Action to draw, or split your action.
Lunge (Daring + Melee vs. Defense) Quick Load (Hard [-2] Savvy + Ranged)
+1d6 Dmg with impaling weapon. You get -1 Defense If you succeed, you achieve 2 Load Actions instead of 1. If you fail,
& cannot Yield Advantage till next turn. you achieve 0. You may add Ranks in Soldier to your roll.
Moulinet (Might -1 + Melee vs. Defense) Shove/Trip (Might + Brawl vs. Might)
Using a swung weapon, like an axe, you attack everyone adjacent to You knock an opponent off their feet or into the rails. They are
you- at -1 to hit. You cannot make a Reaction until next turn. At a Loss, until they spend a Minor Action to stand.
Quick Cut (Flair + Melee vs. Defense)
You make two attacks (each does half damage; round down). You go Reactions
1 phase sooner. Must use a light 1-handed cutting weapon. Dodge (Automatic)
You get +2 to your Defense for this Phase, turning a hit into a miss.
Staple (Flair -2 + Melee or Ranged, vs. Defense)
You pin an enemy’s clothing to the wall using an impaling weapon like a dagger, Barehand Parry (Daring + Brawl +1 vs. Attack Roll)
arrow, or rapier. The weapon remains lodged in the wall. Freeing oneself takes You knock aside the foe’s sword with your hand, taking 1d3
a Major Action. Pinning a sword arm sleeve is a -4 difficulty instead of -2. dmg. Gloves and Gauntlets lessen the damage.

Sword Break (Special) Cloak Parry (Flair + Melee vs. Attack Roll)
You must have opponent’s weapon in a Bind, or get a Mighty This works like a Parry, but you use a cloak, hat, etc.
success when parrying. You and foe both roll damage (ignore Parry (Savvy + Melee vs. Attack Roll)
Might). If your roll is greater, their weapon breaks. You block opponent’s attack if your roll ties or exceeds their Attack roll.
Tag (Flair + Melee vs. Defense + Daring, or Flair -4 + Melee) Riposte (Savvy + Melee vs. Defense)
You use your blade to slash initials, put out a candle, etc to impress your foes. If you After a successful Parry or Dodge, you make an attack on your opponent.
succeed vs. one foe, they must Yield Advantage or Lose 1 Composure. Against an
object: All foes engaged with you must spend a Minor Action to recover from awe. Stop-Thrust (Daring + Melee vs. Attack Roll)
Instead of parrying, you hold your blade out to impale your attacking
* If the attacker is using a 2-handed weapon, they get +2 to their modifier. If the foe. Success= you hit w/ +2 Damage. If they live, they hit you. If you fail,
Defender is using a 2-handed weapon, increase the difficulty by 2. the enemy hits you w/ +2 Damage. Neither of you can Yield Advantage.

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