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Movement No opposition Combat Difficulty

A character who refuses to oppose Difficulty Modifier Example


Walk = 2 x Movement value attacks is considered Helpless
Run = 4 x Movement value
Sprint: Run + SL of (+20) Athletics test Very Easy +60 Shooting a Monstrous target (Giant size).
Hit Locations Shooting into a crowd (13+ targets)
Roll Location
Calculating Range Bands Easy +40 Shooting a target at Point Blank Range (see page 297).
Point Blank = Range ÷ 10 01–09 Head
Shooting an Enormous target (Griffon size).
Short = Range ÷ 2 10–24 Left Arm (or
Long = Range x 2 Secondary Arm) Attacking an opponent you outnumber 3 to 1.
Extreme = Range x 3 25–44 Right Arm (or Shooting at a Large group (7–12 targets).
Primary Arm)
Critical Deflection 45–79 Body
Average +20 Shooting a Large target (Ogre size).

You may damage your armour 1AP to ignore a Criti- Shooting at Short Range: less than half weapon range.
80–89 Left Leg
cal Wound on the location. 90–00 Right Leg Shooting at a small group (3–6 targets)
Shooting when you spent your last Action aiming (no Test to aim required).
Advantage
Each Advantage adds +10 to any appropriate combat Test or Psychology Test. Attacking an Engaged opponent in the sides or rear.
Attacking an opponent you outnumber 2 to 1.
• Surprise: Attacking Surprised enemies: +1 Advantage.
• Charging: +1 Advantage. Attacking a target with the Prone Condition (see page 169).
• Assess: Use of Skills to secure a tactical advantage: +1 Advantage. Challenging +0 A standard attack.
• Victory: Defeat an important NPC: +1 Advantage (+2 Advantage for party nemesis).
• Winning: Win an Opposed Test during combat: +1 Advantage. Shooting an Average target (Human size).
• Outmanouevre: Wound an opponent without engaging in an Opposed Test: +1 Ad-
vantage. Difficult –10 Attacking whilst you have the Prone Condition (see page 169), or otherwise
beneath your target.
• If you lose an Opposed Test during combat, suffer any condition, or lose any Wounds: Attacking whilst in the mud, heavy rain or difficult terrain.
lose all Advantage.
Shooting at Long Range: up to double weapon range.
• After combat ends: lose all Advantage
• If you have accrued no Advantage for the Round, or end the Round outnumbered: lose 1 Shooting on a Round where you also use your Move.
point.
Shooting a small target (Child size).
Oops! Table Target in soft cover (behind a hedge for example).
Roll Result Hard –20 A called shot to a specific Hit Location. If you succeed you hit that location.
01–20 You catch a part of your anatomy (we recommend you play this for laughs) — Fighting in an enclosed space with a weapon with a Length longer than
lose 1 Wound, ignoring Toughness Bonus or Armour Points. Medium.
Shooting targets concealed by fog, mist or shadow.
21–40 Your melee weapon jars badly, or ranged weapon malfunctions or slightly breaks
– your weapon suffers 1 Damage. Next round, you will act last regardless of Initi- Attacking in a monsoon, hurricane, thick blizzard, or other extreme weather.
ative order, Talents, or special rules as you recover (see page 156).
Dodging when you have the Prone Condition, or are mounted (see page 163).
41–60 Your manoeuvre was misjudged, leaving you out of position, or you lose grip of a Close combat in darkness.
ranged weapon. Next round, your Action suffers a penalty of –10.
Shooting a Little target (Cat size).
61–70 You stumble badly, finding it hard to right yourself. Lose your next Move. Using a weapon in your off hand.
Target in medium cover (wooden fence for example).
71–80 You mishandle your weapon, or you drop your ammunition. Miss your next Ac-
tion. Very Hard –30 Attacking or dodging in the deep snow, water or other arduous terrain.
81–90 You overextend yourself or stumble and twist your ankle. Suffer a Torn Muscle
(Minor) injury (see page 179). This counts as a Critical Wound. Shooting a tiny target (Mouse size).
Shooting at Extreme range, up to three times weapon range.
91–00 You completely mess up, hitting 1 random ally in range using your rolled units
Shooting in darkness.
die to determine the SL of the hit. If that’s not possible, you somehow hit yourself
in the face and gain a Stunned Condition. Target in hard cover (behind stone wall, for example)

Combat
Basic Stat Effect Difficulty Table Fate & Fortune, Resilience and Resolve
Art (Gr) Dex Create works of Art in your chosen medium. Pg 119. Spending
Difficulty Test Modifier
Athletics Ag General physical activity (run, jump, etc.) pg 119 Fate: Avoid Death (incapacitated rest of encounter) or avoid all
Very Easy +60
Bribery Fel Will tell you if a target may be bribed and allow you damage from one source.
Easy +40
to guess a target number. Pg120
Average +20 Fortune:
Charm Fel Opposed Charm/Cool to influence pg 120.
Challenging no modifier • Reroll a failed Test.
Charm Animal WP Influence an animal. Pg121
Difficult -10 • Add +1 SL to a Test after it is rolled.
Climb S Scale surfaces. Pg 121.
Hard -20 • At the start of the Round, choose when to act in that Round,
Cool WP Resist psychology and charm etc. pg 121
Very Hard -30 disregarding Initiative order.
Consume Alcohol T Resist drunkenness. Pg 121
Resilience:
Dodge Ag Avoid attacks etc. Pg 122
Drive Ag Guide ground vehicles pg122 Assistance Deny a rolled mutation or choose a die roll (min. 1 SL).
Each Character assisting provides a bonus of +10 to Resolve:
Endurance T Withstand hardship pg 122.
the Test. Other than that, the Test is rolled as nor- • Becoming immune to psychology until the end of the next
Entertain (Gr) Fel Entertain with vioce (Act, sing etc) pg 122 mal.
Gamble Int Likelihood of a bet and gambling paying off. Pg 122 round.
Limits on Assistance
Gossip Fel Learn interesting information pg 123 • Ignore all modifiers from all Critical Wounds until the end of
• To assist you require at least 1 Advance in the
Haggle Fel Opposed test to secure better price pg123 Skill being tested. the next round.
Intmidate S Bully. Can cause fear and defend in combat pg 123 • Assisting Characters must normally be adjacent to • Remove one Condition.
Intuiton I Suspect if something is wrong or give you an ad- the Character taking the Test. Regaining
vantage in combat (max. to INT Bonus) pg 124 • You may not assist on Tests made to resist dis- Fate: Act of extreme heroism and significance - GM decision.
ease, poison, fear, hazards, or anything else the GM
Leadership Fel Issue orders or bolster psychology tests pg 126 Fortune: Set to Fate at start of session (or every 4 hours).
deems inappropriate.
Melee (Gr) WS Training with weapons pg 126 • You may not be assisted by more Characters than Resilience: Act of extreme importance to motivation
Navigation I Find way outdoor pg 126 you have in the appropriate Characteristic Bonus - GM decision.
Outdoor Survival Int Forage, build shelters, fish etc. pg 126 (pg 33). Resolve: Acting according to motivation - GM decision.
Perception I Ability to spot things/oppose stealth pg127
Ride(Gr) Ag Ride animals pg129 Psychology
Row S Maneuver rowboat. Pg 129 If you are subject to Psychological traits, you may resist them by passing a Cool Test at the beginning of the Round.
Stealth (gr) Ag Concealment vs opposed perception pg 130 Animosity x
When you meet a member of the group x, take an animosity test.
Advanced Stat Effects Pass: -20 Fellowship Test Penalty to group x.
Animal Care Int Tend sick or wounded animals. Pg 118 Fail: You must attack x either socially or physically. You gain +1SL on attempts attack x. Fear and Terror override
Animosity.
Animal Training Int Train/intimidate animals. Pg 119
Fear (Rating)
(Gr)
X = SL value you need to pass on extended Cool Test. Test at the end of every round until SL >= Fear Raying X.
Channelling WP Control the winds of magic pg 120 When subject to Fear, -1 on all Tests to affect Fear source.
Evaluate Int Determine the value of objects. Pg 122 You may not approach Fear source without passing a Challenging Cool Test. If Fear source approaches you, pass a
Heal Int Heal disease, infection, wounds pg 123. Challenging Cool Test or gain a Broken Condition.
Language (Gr) Int Speak languages. Language(Magick) is used to cast Frenzy
spells. Pg 124 Successful WP Test to become Frenzied. Whilst Frenzied, you are immune to all other psychology. You must move at
Lore(Gr) Int Formally taught in an area. Recall facts pg 126 towards the closest enemy and attack when possible.
Gain a Free Melee attack action each round and +1 SB.
Perform(Gr) Ag Acrobatics, dancing etc pg127.
Remain Frenzied until all enemies are defeated or you gain Stunned or Unconscious Conditions. When Frenzied ends,
Pick lock Dex Opening locked doors etc. pg127 gain the Fatigued Condition.
Play (Gr) Dex Play an instrument pg128 Hatred x
Pray Fel Pray to a deity with blessings pg128 Same as Animosity but must use physical violence to destroy X. +1 SL bonus on all combat checks against X and are
Ranged (Gr) BS Use ranged weapons pg128 immune to Fear and intimidate.
Research Int Get information from libraries, scrolls etc. pg128 Prejudice x
Similar to Animosity except only -10 penalty to Fellowship Tests to group X. It ends when you gain Stunned or Uncon-
Sail (Gr) Ag Manoeuvring with sails. Pg 129
scious Conditions or are subject to another Psychology.
Secret Signs (Gr) Int How to use special markings or signs Pg 129 When affected, you must immediately insult group X, loudly.
Set Trap Dex Set and disarm traps pg 130 Terror (Rating)
Sleight of hand Dex Pick pockets etc pg130 When you first encounter the source of Terror make a Psychology Test.
Swim S Swim without drowning pg 131 Pass: No further effects from source of Terror.
Track I Follow trails and signs left by others. Pg 131 Fail: You gain a number of Broken Conditions = to Terror Rating + number of of SL below 0.
After resolving the Terror Test, the source causes Fear with Fear Rating = Terror Raying.
Trade (Gr) Dex Earn money with a specific trade pg 131
General
Standard Coin Values Armour Qualities Containers
1 gold crown (1GC) Armour can possess the following Armour Qualities:
Item Cost Enc Carries Availability
Flexible
= 20 silver shillings (20/–) Can be worn under a layer of non-Flexible Armour. You gain the benefit of both.
Backpack 4/10 2 4 Common
Impenetrable
= 240 brass pennies (240d) All Critical Wounds caused by an odd number to hit you, such as 11 or 33, are ignored. Barrel 8/– 6 12 Common
Armour Flaws Cask 3/– 2 4 Common
Availability As described by Armour Flaws. Flask 5/– 0 0 Common
Partial Jug 3/2 1 1 Common
Village Town City
An opponent that rolls an even number to hit, or rolls a Critical Hit, ignores the partial Pewter 4/– 0 0 Common
Common In Stock! In Stock! In Stock! armour’s APs. Stein
Scarce 30% 60% 90% Weakpoints Pouch 4d 0 1 Common
Rare 15% 30% 45% The armour has small weakpoints where a blade can slip in if your opponent is suffi- Sack 1/– 2 4 Common
Exotic Not in Not in Not in ciently skilled or lucky. If your opponent has a weapon with the Impale Quality and sco- Sack, 1/6 3 6 Common
Stock Stock Stock res a Critical, the APs of your armour are ignored. Large
Saddlebags 18/– 4 8 Common
Selling Damage and Healing Sling Bag 1/– 1 2 Common
First check for Availability of a buyer in the same If you lose all of your Wounds, gain the Prone Condition. Until you heal at least 1 Scroll Case 16/– 0 0 Scarce
fashion as checking for stock. Then trade using Wound, you cannot lose the Prone Condition; Waterskin 1/8 1 1 Common
Haggle and possibly Evaluate. If you’re not healed within a number of Rounds= TB, gain the Unconscious Condition.
You cannot regain consciousness until you heal back at least 1 Wound (pg 181). Encumbrance Examples
You usually make between a quarter to half an
item’s worth after Haggling. Enc* Example Trappings
If you take enough Damage that you would be taken to negative Wounds, you suffer a
Critical Wound. If you suffer fewer negative Wounds than your TB, subtract –20 from 0 Knives, Coins, Jewelry
Standard Income your Critical Table result (minimum result of 01) (pg 174). Note: You never go into nega- 1 Sword, Mandolin, Sling Bag
tive Wounds. 2 Greatsword, Tent, Backpack
Tier Amount Earned per
Standing 3 Halberd, Cask, Large Sack
Death
Brass 2d10 Brass Pennies * -1 Enc when worn
If you take the Unconscious Condition and have 0 Wounds, and total number of Critical
Silver 1d10 Silver Shillings Wounds is greater than TB you die at the end of the round.
Enc Penalty
If you have the Unconscious Condition, anyone attacking you with suitable weapons
Gold 1 Gold Crown Up to limit No penalties
can kill you, should they wish.
Up to double limit –1 Movement (min: 3), –10
Agility, +1 Travel Fatigue
On Travel Medical Attention
Includes, but is not limited to, the following: Up to triple limit –2 Movement (min: 2), –20
Travel Times
• Successful use of the Heal skill. Agility (min: 10), +2 Travel
Movement speed equates to miles per hour.
• Application of a bandage, healing poultice, or similar. Fatigue
A party can travel 6 hours per day without
• Successful use of a spell or prayer that heals Wounds. More than 3× You’re not moving.
Endurance Tests. If they fail these tests, they
gain a Fatigued Condition.
Healing Wounds Naturally
Ideally there should be at least one event on a You are wounded if you have lost any Wounds.
Food, drink and lodging
journey (pg 269). Item Cost Enc Availability
Attempt an Average (+20) Endurance Test after a good sleep once a day. Heal Wounds
equal to the SL + TB. Ale, pint 3d 0 Common
Travel Costs
For each day you spend taking it easy, also heal Wounds equal to TB. Ale, keg 3s 2 Common
Transport Move Cost Distance
Bugman’s XXXXXX Ale, 9d 0 Exotic
Heal skill pint
COACH 6 Heal wounds equal to your Intelligence Bonus + SL (Note: a patient can only benefit from Food, groceries/day 10d 1 Common
Inside -/2 Per mile one Heal roll after each encounter).
Meal, inn 1/– 0 Common
Outside -/1 Per mile
Healing Draught: Rations, 1 day 2/– 0 Common
BARGE 8 If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: Room, common/night 10d – Common
Cabin -/5 Per mile 1 per encounter.
Room, private/night 10/– – Common
Deck -/2 Per mile
Bandage: A successful Heal Test removes +1 extra Bleeding Status. Spirits, pint 2/– 0 Common
CAB 6 -/3 Per district
Stables/night 10d – Common
Healing Poultice: You do not suffer any Minor Infections from a Critical Wound treated Wine, bottle 10d 0 Common
FERRY 4 -/1 Per 20 yards with a Healing Poultice.
Wine & Spirits, drink 1/– 0 Common

Downtime
Creature Traits Corrupted (Strength)
See pg 182.
Magic Resistance (x)
Spells affecting the creature: SL- x
Stride
Multiply Mov by 1.5 when running.
Afraid (x)
Cunning Mental Corruption Stupid
Fear of ”X”.
+10 Fel, +10 Int, + 10 I Roll on the Mental Corruption Table When not near allies without Stupid, must pass
Amphibious
Dark Vision Miracles (x) an (+40) INT Test at the start of its round or lose
Full Move in water, +AgB to SL of Swim Tests.
Can see in darkness as if it was day. The creature can cast miracles of Deity x. Move and Action.
Arboreal
Daemonic x Mutation Swamp Strider
In woods, +AgB to the SL of Climb and Stealth.
When hit, roll 1D10. Ignore blow on X+ roll. Roll on the Physical Corruption Table. No movement penalties in boggy ground.
Animosity (x)
Die Hard Night Vision Swarm
See Animosity.
Critical Wounds (not Death) can be healed. When The creature has the Night Vision Talent. Ignores Psychology. It ignores Entangled when
Armour (x)
it dies, make an Extended Challenging Endur- Painless moving. Uses death blow rule. Opponents en-
X armour points on all Hit Locations.
ance (SL6) for TB Rounds. If a Test is successful, All non amputation penalties from Critical gaged lose 1 Wound at the end of every Round.
Belligerent
the creature comes back with 1 Wound. Wounds (apart from Conditions) are ignored. Wounds is 5x the normal creature and +10 WS.
If Advantage > opponent, immune to Psychology.
Disease (x) Petrifying Gaze # Tentacles x
Bestial
Carries the disease x. Others Test for contraction. Spend all Advantage as action: Opposed BS/ Gains one Free Attack action per Tentacle for x
Shies away from fire and gains 1 Broken Condi-
Distracting Initiative Test (+1 SL per Advantage spent). Oppo- Dmg. Hits give Entangled and may enter Grapple.
tion if struck by it.
Living within TB yards: –20 penalty to all Tests. nent gains 1 Stunned /2SL. 6SL: turn to stone. Territorial
Will flee if it loses half+ Wounds, unless protect-
Elite Spellcasters may oppose with Language (Magic). It will fight to the death to protect the area.
ing its young or has Territorial Trait (In which
+20 WS, +20 BS +20 WP Prejudice (x) Terror x
case, it enters Frenzy).
Ethereal See Prejudice See Terror
Big
Can only be harmed by Magical attacks. Ranged x (range) Tail Attack x
+10 S and T, - 10 Ag
Fast Has ranged attack with x dmg. (x dmg). Smaller opponents hit gain the Prone
Bite (x)
+1 Mov, +10 Agility Rear Condition.
Spend 1 Advantage: free attack, damage x.
Fear (x) For its move, may Stomp attack if larger. Trained (Trained Skills )
Blessed
Causes Fear with a rating of x. Regenerate Trained in the skill indicated. (see pg 343)
Can enact Blessings.
Flight (x) At start of its round: regenerates 1D10 Wounds. Tongue Attack x (range)
Bounce
Fly max. x yards. –20 to ranged attacks as it flies. If at 0 Wounds, it regenerates 1 Wound on 8+. On Spend 1 Advantage to Free Attack (x dmg). Hit
When Charging/running, 2xMovement and ig-
Frenzy a 10, it also heals a Critical Wound. target gains 1 Entangled condition and if smaller,
nores all intervening terrain and characters.
The creature can Frenzy. Damage caused by fire can never be regenerated. is dragged towards the creature.
Breath (X)
Fury Size Tough
Spend 2 Advantage: Free Attack.
Spend all Advantage: Hatred close combat oppo- Categories: +10 T, + 10 WP
1 target within 20+TB yards. All creatures within
nents. For 3+ Advantage, Frenzy instead. Tiny-Little-Small-Average-Large-Enormous- Tracker
SB Yards and between it and target are struck.
Ghostly Howl Monstrous Add SL = Initiative Bonus to Track Tests.
Opposed BS/Dodge Test for x magical damage +:
Spend all Advantage (Min. 2) as a Free Action: All - Can cause Fear in an opponent 1 step smaller Undead
Cold: 1 Stunned condition per 5 dmg.
targets within I yards gain 3 Deafened + 1D10 and Terror in an opponent two steps. The rating is If engaged with opponent with higher Advantage,
Corrosion: All armour/weapons suffer 1 Dmg.
Wounds, ignoring TB and Armour. Must pass (-0) equal to the size step difference. it loses Wounds = difference at end of round.
Fire: Ignore Armour. Gain Ablaze Condition.
Cool Test or Broken. - A larger creature ignores the need to disengage. At 0 Wounds, it collapses to dust.
Electricity: Ignore Armour. Gain Stunned Condi-
Hardy - Opposed S tests won automatically if 2+ steps Vampiric
tion.
Increase Wounds by a number = TB. larger. If 1 step larger, the opponent must critical Heals: Wounds = dmg with bite attacks. Can only
Poison: Ignore Armour. Gain Poisoned Condition.
Hatred (x) to contest SL. heal this way.
Smoke: Blocks Line of Sight for TB Rounds.
See Hatred. - Larger may Free Attack (Stomp) for 1 Ad- Venom (Difficulty)
Brute
Horns (x) vantage. Dmg = SB +0. Opponent gains a Poisoned when wounded. If no
-1 Mov, -10 Agi + 10 S, +10 T
When charging, may Free Attack. Dmg = x. - Larger creatures have more wounds (pg 341). difficulty is marked, the test is Challenging.
Chill Grasp
Hungry Size combat modifiers: Vomit
Spend 2 Advantage and action: Opposed WS/
When opponent killed/incapacitated, pass (-0) If larger: Spend 3 Advantage to Free Attack: 1 Target with-
Melee or Dodge Test. If it wins, the target loses
WP Test or lose next Action and Move. - Damaging Quality if 1 step larger, Impact if 2+ in TB yards + Targets within 2 yards are hit. Op-
1d10+SL Wounds with no modification.
Immunity (Type) steps. posed BS/ Dodge Test (+40 for attacker, -0 for
Clever
All dmg of Type is ignored. - Dmg multiplied by number of steps larger. Opponents). Dmg = TB +4 +Stunned condition. All
+20 Int, +10 I
Immunity to Psychology - All successful strikes uses death blow rule. Armour and Weapons take 1 dmg.
Cold Blooded
Ignores Psychology rules. If smaller: Ward x
Can reverse all failed WP Tests.
Infected - +10 to hit bigger opponents. Roll 1D10 after any blow is received. If rolled x or
Champion
If wounded, pass (+40) Endurance Test or con- - –2 SL penalty for each step larger the opponent higher, the blow is ignored.
Can cause dmg when defending.
tract Festering Wounds. is when opposing with WS. Wall Crawler
Constrictor
Infestation Skittish Full movement up vertical surfaces and automati-
Successful hit grants Entangled. The creature can
–10 penalty to hit creature in melee. Gain 3 Broken from magic or loud noises. cally passes Climb Tests.
enter Grapple.
Leader Spell Caster (various) Weapon x
Corrosive Blood
+10 Fel, +10 WP The creature can cast spells The weapon causes x dmg.
When Wounded, all Engaged Targets take 1D10
Magical Stealthy Web x
Wounds modified by TB and Armour.
All its attacks count as magical. Adds Ag Bonus to the SL of Stealth Tests. Opponent hit get 1 Entangled with a S=x.

Creature Traits
Size Size Examples Wounds
Conditions
General effects Tiny Butterfly, 1
- If creature is aggressive, will cause Mouse, Pigeon
Little Cat, Hawk, Toughness Bonus Ablaze Fatigued
Fear in an opponent one step smaller
Human Baby Effect: You are on fire! At the end of every round, Effect: You are exhausted, stressed and need
and Terror in an opponent two steps
Small Giant Rat, (2×Toughness Bonus) suffer 1D10 Wounds modified by TB and Armour rest! -10 penalty on all tests.
smaller. The rating is equal to the size
Halfling, + Willpower Bonus with a minimum of 1 wound suffered. Each extra Removal: Rest, Spell or Divine effect.
step difference.
Human Child Ablaze condition adds +1 dmg suffered. Poisoned
- A larger creature ignores the need to
Removal: Successful Athletics check. Each SL Effect: You have been poisoned! At the end of
disengage. Average Dwarf, Elf, Strength Bonus+
removes an extra Ablaze condition. Difficulty is each round, lose 1 Wound ignoring modifiers.
- Opposed S tests won automatically if Human (2×Toughness Bonus)
modified by circumstance. -10 penalty to all tests. If you reach 0 Wounds
2+ steps larger. If 1 step larger, the + Willpower Bonus
Bleeding whilst poisoned, you cannot heal any Wounds
opponent must critical to contest SL. Large Horse, Ogre, (Strength Bonus+ Effect: You are bleeding badly! At the end of eve- until all poisoned conditions are removed. If you
- Larger may Free Attack (Stomp) for 1 Troll (2×Toughness Bonus) ry round, lose 1 Wound. Ignore modifiers. Penal- fall Unconscious whilst poisoned, make a suc-
Advantage. Dmg = SB +0. + Willpower Bonus) ×2 ty of –10 to resist: Festering Wounds, Minor In- cessful Endurance Test after rounds = TB or else
- Larger creatures have more wounds Enormous Griffon, Wyvern, (Strength Bonus+ fection and Blood Rot. you die.
(pg 341). Manticore (2×Toughness Bonus) If you reach 0 Wounds, stop losing Wounds and Removal: At the end of each round, you may
+ Willpower Bonus) ×4 gain Unconscious condition. At the end of every attempt an Endurance/Heal Test. Each SL re-
Size combat modifiers: Monstrous Dragon, Giant, (Strength Bonus+ round, you have a 10% chance of dying per moves an extra Poisoned condition
If larger: Greater Daemon (2×Toughness Bonus) Bleeding Conditi-on your have. You cannot re- Extra: Once Poisoned is removed, gain 1 Fa-
- Damaging (SL or Unit die dmg ) Qual- + Willpower Bonus) ×8 gain consciousness until Bleeding has been re- tigued condition.
ity if 1 step larger, Impact (SL + Unit
moved. Prone
die dmg) if 2+ steps. Generic Creature Traits Removal: Successful Healing check. Each SL Effect: You have been knocked to the ground.
- Dmg multiplied by number of steps
Afraid (x) Elite removes and extra bleeding condition. Any spell Move can only be used to stand up or crawl at
larger.
Fear of ”X”. +20 WS, +20 BS +20 WP or Prayer that heals wounds. 1/2 M in yards. -20 to Tests involving movement
- All successful strikes uses death blow
Animosity (x) Fast Extra: Once all Bleeding conditions have been and opponents in melee get +20 to strike you.
rule.
See Animosity. +1 Mov, +10 Ag resolved, gain 1 Fatigued condition. Removal: Stand up! Not allowed if you are at 0
If smaller:
Armour (x) Hardy Blinded Wounds.
- +10 to hit bigger opponents.
X armour points on all Hit Increase Wounds by a Effect: You are unable to see properly! Suffer –10 Stunned
- –2 SL penalty for each step larger the
Locations. number = TB. to all tests involving sight. Any opponent attack- Effect: You are disorientated and confused! You
opponent is when opposing with WS.
Big Hatred (x) ing you in combat get +10 to hit you. can take no Action and move 1/2 speed. You
Removal: 1 Blinded condition is removed at the may defend yourself in Opposed Tests (Except
Alternative Hit Locations +10 S and T, - 10 Ag
Brute
See Hatred.
Leader end of every other round. with Language (Magick)). -10 Penalty to all tests.
-1 Mov, -10 Ag + 10 S, +10 Fel, +10 WP Broken Any opponent attacking you in melee gets +1
Snakes Spiders +10 T Prejudice (x) Effect: You are terrified. Your Move and Ac-tion Advantage before rolling to attack.
01–19 Head 01–09 Head Clever See Prejudice must be used to run away and hide. –10 penalty Removal: At the end of each round, you may
+20 Int, +10 I Tough to all tests not involving running or hiding. attempt a Challenging Endurance Test. If suc-
20–00 Body 10–79 Legs Cunning +10 T, + 10 WP Removal: If unengaged, you may attempt a Cool cessful, you remove a Stunned condition. Each
+10 Fel, +10 Int, + 10 I Weapon x Test to remove a Broken condition. The difficulty SL removes an extra Stunned condition.
80–00 Body is modified by circumstance. A full round of hid- Surprised
The weapon causes x dmg.
ing out of sight will remove 1 Broken condition. Effect: You have been caught unawares! You can
Extra: Once all Broken conditions are removed, take no Acti-on or Move on your turn, nor can
Useful Creature Traits gain 1 Fati-gued condition. you defend yourself in Opposed Tests. Any oppo-
Arboreal Fury Deafened nent trying to strike you in melee gets +20 to hit.
In woods, +AgB to the SL of Climb and Stealth. Spend all Advantage: Hate close combat oppo- Effect: You are unable to hear properly. -10 pen- Removal: At the end of each round, or after the
Bestial nents. For 3+ Advantage, Frenzy instead. alty to all tests involving hearing. Any opponent first attempt to strike you has been made, you
Shies away from fire + 1 Broken Condition if Horns (x) attack you in combat from the flank or rear lose the Surprised condition.
struck by it. Will flee if it loses half+ Wounds, When charging, may Free Attack. Dmg = x. gains a bonus of +10 to hit. Unconscious
unless protecting young or has Territorial Trait Infected Removal: 1 Deafened condition is removed at the Effect: You are knocked out, asleep or insensible.
(then it gains Frenzy). If wounded, pass (+40) Endurance Test or con- end of every other round. You can do nothing on your turn. You are una-
Bite (x) tract Festering Wounds. Entangled ware of your surroundings. Any close combat hit
Spend 1 Advantage: free attack, damage x. Skittish Effect: Your movement is restricted. On your targeti-ng you hits on the location of the at-
Champion Gain 3 Broken from magic or loud noises. turn, you may not Move. All actions involving tacker’s choice with maximum SL it could score.
Can cause dmg when defending. Stealthy movement suffer -10 penalty (including grap- It inflicts a Crititical Wound. If a ranged shooter
Die Hard Adds Ag Bonus to the SL of Stealth Tests. pling). is in point blank range, the above replies.
Critical Wounds (not Death) can be healed. When Stupid Removal: You can remove an Entangled condi- Removal: Varies on circumstance. You must
it dies, make an Extended –0 Endurance (SL6) for When not near allies without Stupid, must pass tion as an acti-on if you win an opposed resolve the cause of incapacitati-on or gain the
TB Rounds. If a Test is successful, the creature an (+40) INT Test at the start of its round or lose Strength Test against the entangling source. unconscious condition at the end of the round.
comes back with 1 Wound. Move and Action. Each SL removes an extra Entangled condition. Extra: Same combat rules if Helpless .

Creatures and Conditions

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