PRESENCE Perceive, aim, charm, wield Powers 1–3 Enemies begin STRENGTH Crush, lift, strike, grapple 4–6 Player Characters begin TOUGHNESS Resist poison/cold/heat, survive falling individual: Agility + d6 TESTS DIFFICULTY RATINGS (DR) Roll d20 ± ability equal 6 incredibly simple to or greater than DR 8 routine MELEE DR12 STRENGTH to succeed. Creatures 10 pretty simple RANGED DR12 PRESENCE don’t add any ability, 12 normal DEFENCE DR12 AGILITY only roll an unmodified 14 difficult d20 against the DR. 16 really hard 18 should not be possible CRIT (NATURAL 20) Attack: ×2 damage, armor/
Adventuring protection reduced one tier.
Defence: PC gains a free attack.
REACTION (2D6) REST FUMBLE (NATURAL 1)
2–3 Kill! Catch breath heal d4 HP Attack: Weapon breaks or is lost. 4–6 Angered A night's sleep heal d6 HP Defence: PC takes double 7–8 Indifferent damage, armor is reduced 9–10 Almost friendly Infection: No healing when one tier. 11–12 Helpful resting. Take d6 damage each day.
MORALE (2D6) ROLL MORALE IF ARMOR TIERS
If you roll over the • The leader is killed 1. light 2. medium* 3. heavy** creature's Morale, d6: • Half the group is eliminated −d2 −d4 −d6 1–3 Flees • Lone enemy has 1/3 HP left *+2 DR Agility tests 4–6 Surrenders **+4 DR Agility tests (Defence +2 DR)
BROKEN (0 HP) D4:
1 Fall unconscious for d4 rounds, Powers /scrolls awaken with d4 HP. 2 Roll a d6: 1–5 = Broken or severed limb. 6 = Lost eye. AMOUNT PER DAY WIELD A POWER Can’t act for d4 rounds then A PC can use their Make a Presence DR12 test. become active with d4 HP. Powers a total of Failure means the Power doesn't 3 Haemorrhage: death in d2 Presence + d4 times work and the caster takes d2 HP hours unless treated. All tests per day. Roll the total damage, becomes dizzy for an hour are DR16 the first hour. DR18 amount every day. and cannot use Powers during that the last hour. time. For fumbles, see page 44. 4 Dead.