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Take Slip Free ‐ Entangled, Gripped, or Pinned defender
Aim ‐ add critical% to ranged skill per CA spent. highest. Victim at ‐10% per embedded weapon size breaks the hold on himself or weapon.
Change Range – Use Evade. Defender resists with for all actions. Attacker may spend CA and make Stand Fast ‐ Defender negates Knockback effects.
Evade or counter‐attacks with weapon skill. Brawn roll to remove Weapon doing normal damage. Combat Situations
Change Stance – between any two positions. Maximize Damage ‐ Critical Only. One of the weapon Closed – if weapon 2 sizes larger than closed
Charge – Move at run and attack. dice does maximum damage. opponent you cannot use that weapon to parry.
Delay – wait to future SR. If no action by end of SR 1, Stun Location ‐ Bludgeon Weapons. Target makes Fighting or Firing on Move ‐ Use lower of
action is lost. opposed Resilience vs. original attack roll. If fail, body Riding/Athletics/Drive and combat skill.
Do Nothing – spend a CA to do nothing. part is disabled for CAs equal to penetrating damage. Knockback ‐ Knocked back 1 meter per 5 damage >
Mount/dismount – from a mount. Head = unconscious. Torso = victim can only defend. SIZ. See Bash Combat Manoeuvre.
Move ‐ If unengaged, move at normal rate or sprint at Sunder ‐ 2H Weapons. Apply damage that makes it Reach ‐ if weapon 2 sizes or more smaller than
up to 5 times normal rate. through the armour to the armour itself. opponent’s, you cannot attack that opponent.
Outmanoeuvre ‐ engage multiple opponents in a Offensive or Defensive Manoeuvres Surprise ‐ (‐10) to Initiative for first combat round.
group Opposed Test of Evade skills. Only opponents Change Range ‐ Freely change range or disengage. Surprised characters may only defend attacks made
who win can attack (minimum 1). Damage Weapon –Damage opponent’s weapon. after their first active SR.
Ready an Attack ‐ Declare or set weapon for an attack Disarm Opponent ‐ Target makes opposed roll vs. the Attacking A Target That Is: Helpless: Auto Critical
in advance. If no attack made before next active SR, original parry or attack roll. Loses weapon on failure. Success. Prone, Surprised, From Behind: +20%
action is lost. (house rule) +20% to roll for entangle or 2 handed weapons. Fighting Conditions:
Ready a Parry ‐ Declare a parry in advance. If no parry Trip ‐ Target makes opposed Evade roll against attack Darkness: Partial ‐20%, Full: ‐40%, Pitch Black: ‐60%
made before next active SR, action is lost. roll (+20% if quadrapedal). Fail = victim falls prone. Unstable Ground: ‐20%, Prone: ‐20%,
Ready a Weapon ‐ Draw, sheathe or drop a weapon. Defensive Combat Manoeuvres Attacking in Confined Space: ‐10%,
Offensive Combat Manoeuvres Blind Opponent ‐ Critical Only. Attacker makes Defending on Lower Ground: ‐10%
Bash ‐ Knock target back 1 meter per 5 damage opposed Evade or Shield vs. defender's original Parry Defending Against Mounted Foe: ‐10%
before armour reduction. If target hits obstacle, roll. If fail, blind for 1D3 CAs. Ranged Combat Modifiers
Athletics ‐20% or fall. Enhance Parry ‐ Size of parrying weapon is treated as Wind Strength Light: ‐10% Moderate: ‐20% Strong: ‐
Bleed ‐ Cutting Weapons. Target makes opposed one step larger for parrying. 50% Gale Force: Auto Fail
Resilience vs. original attack roll. If lose, victim bleeds Overextend Opponent ‐ Target can't attack on their Target Move Since Attacker's Last CA >10m: ‐10%
and drops 1 Fatigue at start of each new round next strike rank. >30m: ‐20%
Bypass Armour – Critical Only. Ignore one form of Pin Weapon ‐ Critical Only. Target’s weapon is pinned Target Visibility Smoke, Mist, Partial Dark: ‐20% Thick
armour protection and can't be used. Target may try opposed combat Smoke, Fog, Darkness: ‐40% Totally Obscured: Auto
Bypass Parry ‐ Defender's weapon treated as one skill or Brawn skill to free weapon as a CA. Fail
level less for parrying. Redirect Blow ‐ Defender chooses hit location. Target Size Per 1 SIZ under SIZ 5: ‐10% Per 10 Size
Choose Location ‐ Pick where the blow hits target. Regain Footing ‐ Prone defender may stand. above SIZ 20: +10%
Entangle ‐ Entangle Weapons Location immobilised. Riposte ‐ Spend CA to make an immediate attack. Attacker Condition Prone: ‐20% Unstable Ground: ‐
If head, chest or abdomen, target at ‐20%. Wielder Take Weapon ‐ Unarmed. As Disarm except. 20% Underwater: ‐40% Blind: Auto Fail
can spend CA to make Trip attempt. Victim can Defender gets attacker's weapon on success. Long Range Attacks ‐ At double range, attack skill is
Disarm, Slip Free, or Damage weapon to escape. halved before other modifiers are applied.
Close Combat Fumble Table Natural Weapon Fumbles Ranged Weapon Fumbles
1D20 Result Effect 1D20 Result Effect 1D20 Result Effect
01‐03 Falter Cannot attack on next active 01‐03 Hesitate Cannot attack on next active 01‐03 Disoriented Attacker loses target and next
Strike Rank, but may defend. Strike Rank, but may defend. active Strike Rank.
04‐06 Drop Weapon falls 1D4 metres away. 04‐06 Numb Limb Limb disabled until a successful 04‐06 Drop Weapon Weapon falls 1D2 metres away.
Weapon Resilience roll is made, starting 07‐09 Snare Weapon Lose next 1D3 Combat Actions.
07‐09 Lose Balance Lose next 1D3 Combat Actions. next Combat Action. 10‐12 Lose Weapon Weapon string snaps or
10‐12 Damage Weapon takes damage from 07‐09 Entangle Self Lose next 1D3 Combat Actions. weapon is lost when thrown.
Weapon opponent’s parrying weapon 10‐12 Damage Limb is injured from striking 13‐14 Damage Weapon when fired or thrown
directly to its HP, ignoring its Limb opponent’s parrying weapon, Weapon suffers rolled damage to itself,
Armour Points. Else weapon armour or an inanimate object ignoring Armour Points.
strikes an inanimate object and (tree, wall, ground, etc) and does 15‐16 Hit Ally Accidentally strike a nearby
does damage to itself. damage to itself. companion for normal rolled
13‐14 Stumble Trip and fall prone. Forfeit next 13‐14 Sprawl Trip and fall prone. Forfeit next damage.
1D3 Combat Actions. 1D3 Combat Actions. 17‐18 Misfire Inflict normal damage on self.
15‐16 Lose Armour Roll for hit location. If not 15‐16 Injure Limb Limb is reduced to 0 hit points, 19 Bedevilled Roll twice, re‐rolling any rolls of
armoured, roll again. suffering a Serious Wound. 19 or 20.
17‐18 Hit Ally Accidentally strike a nearby 17‐18 Hit Ally Accidentally strike a nearby 20 Damned Roll three times, re‐rolling any
companion for normal rolled companion for normal rolled rolls of 19 or 20.
damage. If no ally within reach, damage. If no ally within reach, Fatigue Levels
hit self instead. damage is done to self instead.
Fatigue Effects
19 Unlucky Roll twice, re‐rolling any rolls of 19 Fated Roll twice, re‐rolling any rolls of
Fresh None.
19 or 20. 19 or 20. Winded All skill tests at –10%.
20 Doomed Roll three times, re‐rolling any 20 Cursed Roll three times, re‐rolling any Tired All skill tests at –20%. MOV at -1m.
rolls of 19 or 20. rolls of 19 or 20. Wearied All skill tests at –30% penalty. MOV at -1m.
Wounding & Damage First Aid (1D3 minutes) Strike Rank –2.
Serious Wound: HP <= 0 Victim can only defend for Injury Treatment Exhausted All skill tests at –40%. MOV halved. Strike
Impalement Removes item without causing damage. Rank –4. DEX is considered 5 points lower to
1d3 CAs. Opposed Test vs. Resilience. On fail: If leg, determine Combat Actions.
fall. If arm, drop weapon. If head, chest, abdomen, Unconsciousness Revive from unconsciousness,
Minor Injury Location recovers 1D3 Hit Points. Make a Persistence test at end of every minute
unconscious for damage in minutes. Serious Injury Location recovers 1Hit Point and is or fall unconscious for 1D3x2 hours
Major Wound: Lost Twice Starting HP. Incapacitated. restored to functionality (limb) or Debilitated All skill tests at –50%. MOV halved. Strike
Opposed Test vs. Resilience. On fail: if head, chest, consciousness (Torso or Head). Rank -6. DEX is considered 10 points lower
abdomen ‐ death. If limb, unconscious. On succeed, Major Injury Stabilises the patient so that they will to determine Combat Actions.
not die from the injury. Make a Difficult Persistence test at end of
character dies in CON+POW minutes unless treated. every Combat Round or fall unconscious for
1D6x2 hours.
Acid Damage skill or magic to stabilise. 31-50 1 Hit Point per 36 hours
Acid Type per Treatable With… Dumbness Cannot communicate or cast spells. 51-70 1 Hit Point per 24 hours
CR Exhaustion Victim gains an extra level of Fatigue. 71 - 90 1 Hit Point per 18 hours
Weak 1D2 Water. One minute of washing. No Fever All skills halved and nausea. 91+ 1 Hit Point per 12 hours
damage during treatment but if Hallucination Delusions; can’t enter the spirit plane. Inanimate Objects
interrupted, damage resumes. Maiming Permanent loss of 1 HP in the location(s).
Object AP HP
Strong 1D4 First Aid to reduce acid from Strong Mania Driven to follow some compulsion.
Boulder 10 40
to Weak; damage from acid Nausea Can’t eat. Succeed at Resilience when
Castle gate 8 120
continues during treatment. performing physical action to avoid being
Castle wall (2m section) 10 250
Concentrated 1D6 Healing skill to reduce acid from sick for 1D3 CRs. Can’t act while sick; gain
Chain/shackle 8 8
Concentrated to Weak; damage a level of Fatigue until rested.
Club 4 4
continues during treatment. Paralysis Can’t move.
Dagger 6 4
Sapping Loses Magic Points.
Hut wall (2m section) 3 15
Unconscious When consciousness is regained, gain a
Asphyxiation/Suffocation/Drowning Iron door 12 75
level of Fatigue.
Rope 6 3
Prepared: hold breath for CON x5 seconds. Falling Damage War sword 6 10
Unprepared: successful Resilience to hold breath for CON Distance Fallen Damage Taken Wooden chair 2 6
x1D4 seconds 1m or less No damage. Wooden door (normal) 4 25
Asphyxiation/suffocation or drowning process: 2m to 5m 1D6 to a random location. Wooden door (reinforced) 6 30
Resilience roll at end of each Combat Round: 6m to 10m 2D6 to two random locations. Wooden fence (2m section) 4 5
• Critical success: no damage. 10 to 15m 3D6 to three random locations. Magic
• Normal success: 1D3 damage to the Chest. 16m to 20m 4D6 to four random locations. Common Magic: Casting Time: Mag/2 in CAs. Range =
• Failure: 1D3 damage to Chest and Head. +5m +1D6 damage.
POW*5m.
• Fumble: 1D6 damage to the Chest and Head. Fire/Heat Damage Divine Magic: Casting Time: 1 CA, Range: POW*10m,
All skill attempts are Hard (–40%) while asphyxiating. Intensity Example Damage Magnitude = Pact/10.
Poison / Disease Conditions Flame Candle 1 point
Sorcery: Cost =1 +# of Manipulations in Magic Points
Condition Effects Large Flame Flaming brand 1D4 points
Small Fire Camp fire, cooking fire 1D6 points Casting Time: # of Manipulations – minimum 1CA.
Agony Affected location disabled. If affecting the
Large Fire Steam, bonfires, rooms 2D6 points Man Mg Range Duration Tg Combine
whole body, character cannot move.
Inferno Lava, inside a blast furnace 3D6 points 0 1 Touch POW 1 None
Asphyxiation Incapacitated and suffers asphyxiation.
Cold/Freezing Damage 1 2 1m x POW 2xPOW 2 2 Spells
Bleeding 1 HP of damage per hour, from each
2 3 5m x POW 3xPOW 3 3 Spells
location affected, or from internal bleeding Intensity Example Damage 3 4 10m x POW 4xPOW 4 4 Spells
to all hit locations. Chill A winter wind 1 point 4 5 50m x POW 5xPOW 5 5 Spells
Blindness Becomes blind. Cold A frozen pond 1D4 points 5 6 100m x POW 6xPOW 6 6 Spells
Confusion Cannot use any knowledge, communication Intense Cold Ocean waves 1D6 points 6 7 500m x POW 7xPOW 7 7 Spells
or magic skill. Freezing Arctic summer 2D6 points 7 8 1km x POW 8xPOW 8 8 Spells
Contagious poison or disease transmitted by touch. Intense Freeze Arctic winter. 3D6 points 8 9 5km x POW 9xPOW 9 9 Spells
Deafness Victim loses their hearing.
Death Resistance roll. Failure = immediate death.
Natural Healing 9 10 10km x POW 10xPOW 10 10 Spells
Resilience Value Healing Rate 10 11 15km xPOW 11xPOW 11 11 Spells
Success: all hit locations reduced to a
01 – 10 1 Hit Point per 72 hours +1 +1 +5km xPOW +1xPOW +1 +1 Spell
negative equivalent of their starting value
and dies in minutes equal to CON. Healing 11- 30 1 Hit Point per 48 hours