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Sword & Scoundrel: Experimental

Fecht Book
From its earliest incarnation, S&S has been the descendant of an older game called The Riddle of Steel, by Jake
Norwood. The original project's aim was simple: create an unofficial fan-sequel to the then out-of-print Riddle. In the
time since, it's been iterated and expanded upon and eventually developed a scope and identity of its own. Even still,
the Riddle heritage has remained. This is most keenly felt in the approach to combat, producing an experience that is
uniquely satisfying in both narrative and mechanics.

This hasn't come without some cost, however. The TROS-like system comes with a steep learning curve. Much of the
player skill comes from understanding the counters and counters-to-counters to mistakes your opponent might
make. It is by necessity a rigid system whose development has involved codifying various edge cases as they come
up and rebuilding around them. The result has grown into a glorious piece of clockwork, but one that is both rigidly
inflexible and has made other parts of the game more difficult to develop around.

This document is a radical departure from the existing rules. It is an attempt to take the existing design goals and
accomplish them from a different angle while providing a similarly cinematic experience. If successful, the result will
be easier to teach and more flexible in play. They may unstick a lot of currently-stuck parts of the game's
development.

Using These Rules


This pdf presents the rules required for the testing. If it isn't mentioned here, assume that it functions as per the
existing rules. If in doubt, pester Agamemnon.
Core Mechanic
This core of this remains the same. Most rolls are some form of ability check. You roll a pool of dice equal to your
attribute, skill, or proficiency. Each die whose face value is equal to or greater than your target number (TN) counts
as a hit. The number of hits is compared against the required hits (req), based on the difficulty. If you have at least as
many hits as the req, you have rolled a success.

Wagers
This is where things begin to change. Unlike before, there is no Margin of Success. Instead, success is binary. You pass
or you fail. If you want to go above and beyond, you are playing with wagers.

After you've formed your pool, but before any dice are rolled, you can choose to set aside any number of dice from
that pool as a wager. These dice are not rolled, but instead spent for additional benefits if the remaining dice generate
a success. In some places, the rules will be very specific on what benefits wagered dice bring. At other times, their use
is more narrative. When not specified, example uses may include:

Add a narrative detail or embellishment to the outcome.


Improving the quality of a result for a fictional benefit.
Improving the speed at which a task was completed.
Improving the duration of resulting effect.
Improving your positioning for a future, related conflict (see Cascading Rolls, pg XX).

If in doubt, always feel free to ask your GM "What can I wager on this?" They may have a specific answer to offer
you, or others at the table may have suggestions of their own. Sometimes you may bump into scenarios where you
can't come up with any likely or interesting wagers. That's okay, too. Don't overthink it.

Contests
Contests function much the same as before, save for wagers and ties. In an unopposed roll, you can declare your
wagers openly. In a contest, wagers are made in secret so that your opponent doesn't know how many dice will
actually be rolled. In person, the easiest way is to divide them up in your hands beneath the table: wagers in one
hand, dice pool in the other. In a virtual tabletop environment, both parties can type out their rolling command head
of time and hit enter simultaneously. Whatever you didn't roll can be assumed to have been a wager.
Ties
If there is a tie for most hits rolled in a contest, the winner is the party who wagered the most dice on that roll. If both
sides made wagers, the winner's wager dice are reduced by any wagers the loser made. Note this only happens on a
tie.

In the case of equal wagers on either side, ties go to the aggressor, though their wagered dice are cancelled out.
Combat
Ignore simple melee for now. We instead focus where the changes will be most profoundly felt. Pay close attention to
the structure here. The two-tempo structure has been removed in these rules in place of a simpler, more fluid rotation.

The Bout
When two or more characters are engaged in melee, they start a bout. This is the scene-within-a-scene with which we
are all familiar. Each bout is broken up into a series of turns called plays, which go through three distinct phases.

1. Opening the Play.


Gather dice. Each side gathers their combat pool. For melee, this is their proficiency and Reflex tap (tap, not the
whole attribute.) Unlike before, you may tap in other skills or traits if contextually appropriate. Fighting on a rocky
deck? Trade: Sailor may come in, representing your footing. Trying to use the dense forest to your advantage? Tap in
survival. Fighting against someone with whom you have a 3d Bond? Tap that in. Fighting explicitly to protect that
someone? Yep. Tap it.

Declare Favoring. Before anything else is done, declare any favoring you're using.

Determine Initiative Determined as it was before.

2. The Clash.
The Aggressor declares to their opponent the maneuver they will be using, their target, and if necessary, what
weapon they will be using. Note that they do not reveal how many dice they will be rolling or wagering. This is done
in secret, as per Contests, mentioned earlier.

The Defender declares their defense, along with any particulars required by it.

Both parties make their wagers in secret, then roll their dice simultaneously.
3. Resolution
Resolve the roll as per the description in Contests and Ties. The victor will gain the benefit of their maneuver, as per its
description. The primary change here is that in the absence of MoS, maneuver effects scale based on the number of
dice wagered. If the attacker was successful, they retain initiative. If the defender was successful, they take initiative
only if the maneuver declares it.

4. Repeat.
Go back to the opening phase and repeat. In practice, after the first round, the opening of a play is a formality. Unless
there is a hazard roll (below), or someone wants to change their favoring, you can move from clash to clash without
missing a beat.

Positioning Rolls
Positioning rolls as they previously existed have had their functions subsumed into other mechanisms. Hazard rolls
remain untouched, save that you gain your entire Reflex attribute as the basis of the pool.

Anything that was previously "positioning for effect" has been broken into one of the following:

Offensive positioning is taken care of by the Press and Stunt maneuvers.


Drawing a weapon has its own rules, covered in Melee Minutiae.
The Dodge maneuver takes on additional significance. Recovering a disarmed weapon is a Dodge wager. Getting
up from Prone requires a pause in the bout, also a function of Dodge.

Melee Minutiae
Most of these changes are minor.

Dual-wielding, favoring, and standing down work the same as they did before.
Unarmed Combat works the same as before, save that unarmed Deflection suffers a hit equal to the opponent's
Btap+Swing DR. No MoS referenced.
Pulling a punch is a 2d wager, rather than +1r.
Alternate Initiative
Much of the time, the way in which a fight began will make it obvious who starts with initiative. This is particularly
true if a bout begins as the result of a skirmish action. Here are a few other scenarios that might come up:

Ambush & Sucker Punch


Some fights are won before they've started. Catching your target by surprise grants a significant edge over your
opposition. For our purposes, this is either an ambush or a sucker punch.

Sucker Punch

You launch a sudden and abrupt attack, such as throwing a punch in the middle of a debate. A sucker punch doesn't
require any kind of stealth. The only real criteria is that your target didn't expect the attack to come. They are caught
off-guard, but not unaware.

The sucker punching character automatically takes initiative. If reach control is being used, the fight begins at the
attacker's preferred distance. Further, the fight begins with whatever weapons the combatants had out when the
sucker punch was dealt. If your opponent didn't already have their weapon drawn, they begin the fight unarmed.

Ambush

You've gotten the drop on someone, or they've gotten the drop on you. This is more extreme than a sucker punch and
usually requires sneaking up on someone or attacking from an unseen position. If you successfully ambush an
opponent, you gain all the benefits of a sucker punch.

Further stacking the deck, the defender only gains one half their CP during the first play of the bout. This benefit only
affects the first play of the bout. If they survive to the following refresh, they will gain their full combat pool as
normal. As you might imagine, ambushes are extremely effective.

Dueling
You square off with your opponent, weapon drawn. Sometimes it isn't clear who will make the first move. You circle,
each trying to read the other. When this happens, initiative is established by a die throw. Each player secretly grabs
either a red or white die and then both sides roll simultaneously. The red die declares an intent to attack. The white
declares an intent to defend.

If both characters throw white, then the parties continue circling each other. Wait a moment (a perfect opportunity for
some dramatic banter) and then repeat the red/white throw. If you get a white/white again, roll a contest of Will
between the characters involved. Warfare may be tapped into this roll, as well as any traits that might indicate steady
nerves. Alternatively, Manipulate or Coerce could be tapped in if you are trying to goad your opponent into
attacking. The victor decides who will make the first move. Taking the initiative might represent seizing on your
opponent's moment of hesitation. Forcing your opponent to take the initiative might represent them losing their
nerve and launching into an attack. Victor's choice. Regardless of which role the loser is forced into, they suffer a
disadvantage on their maneuvers in this tempo.
If both characters throw red, things can get messy. Known as a "double without defense," both parties launch an attack
simultaneously. Resolve this with Stealing Initiative (below). The character with the lowest face value on their red d6 is
considered the original attacker for steps 1, 3, 4 and 7. If for whatever reason the other party does not try to steal the
initiative, this character's attack will land first.

Dueling puts a little more space between the attacker and their opponent. If either side began without a weapon in
hand, they can draw a readied weapon for free before the red/white throw.

Drawing and Dropping Weapons


A readied weapon can be drawn in combat by declaring the intent to do so, either during the opening of a play or
alongside another maneuver. Doing so requires a cost in dice depending on the size of the weapon in question. These
dice are discarded immediately and are neither rolled nor wagered this play. The weapon can be considered drawn as
part of the maneuver and can be used in the same maneuver in which it was drawn.

Cost Reach

1d Hand or Close

2d Short

3d Medium

4d Long or Extended

Curved Weapons reduce this by 1d, to a minimum of 1. Basket-hilt or folding weapons increase this by 1d.

Weapons can be usually dropped at any time without cost or penalty. Exceptions apply when using locking gauntlets
or using the enarmed grip of an appropriate shield.

Prone
There are a number of ways to end up with your butt in the dirt. Prone is a condition that applies to a character any
time they have been knocked off their feet. This may be due to a failed hazard roll, an opponent's successful
maneuver, or a significant injury to the legs. Regardless of source, it is a difficult position to fight from. Any
maneuver attempted while prone is at a disadvantage. Once knocked prone, you remain prone until either:

You gain initiative and give it up, effectively choosing to Stand Down (below) to stand up. Your opponent is free to
take initiative, and you suffer a disadvantage this play to any defense you may declare. Afterwards, you may
continue unhindered.
There is a pause in the bout. Either party can be assumed to get to their feet.
Falling prone limits your choice of maneuvers. Pressing while prone is basically impossible and the sorts of Stunts
you can attempt are limited by the fact that you are on the ground. Hazard rolls involving movement (avoiding an
object, dealing with multiple opponents) are made at a disadvantage, though hazard rolls to keep your footing
(balancing on a narrow beam) may either grant you an advantage or even become irrelevant. After all, if the
consequence of a mud-based hazard is falling prone, failing it can't render you double-prone.

Stealing Initiative
Same concept as before, but now works as follows:

Attacker declares their maneuver and target.


Defender declares their intent to steal. Declares maneuver and target.
Both parties create a Speed pool, using their (whole) Speed attribute as the basis. Dice can be added to this pool on
a 1:1 basis from their CP. Adding dice is done in secret. No wagers are made.
Both parties roll their Speed pools in contest, with the original attacker taking an advantage. If this is due to a
red/red, neither party is advantaged.
The winner of the Speed contest makes their attack first and resolves it unopposed. If the contest was a tie, both
attacks are made and resolved simultaneously.
The attacking party now divides their remaining CP between dice to be rolled and wagers made. If the attacks are
being resolved simultaneously, do this in secret. Note that you need to score at least one hit in order to succeed on
the maneuver itself, regardless of opposition.
Resolve the attack per the maneuver description. If the opponent has yet to make their attack, subtract any impact
from their die pool. If both attacks are resolved simultaneously, then subtract it from either party's dice in the next
play.
If the other party has not yet gone, has dice left, and has not been in restrained or disabled, resolve their attack.
Thereafter, initiative goes to whomever won the speed contest.

Basic Maneuvers
Each maneuver is presented much as before, with the following addition: Several maneuvers will list tiers of effects
based on wagers. This will be notated as 1w, 2w, 3w, indicating the number of dice required as wager to achieve the
effect. Normally, the effects are cumulative unless an effect requires discarding a listed number of dice from the wager.
Discarded dice do not count towards other effects on the maneuver.
Offensive Maneuvers

Strike | Off | N/F* | Swing or Thrust Wheel


The most basic attack, swinging or thrusting at your opponent. Declare as a Swing or Thrust and your target wheel.
Roll r0 vs. Base TN. On a success, deal damage per the relevant weapon profile. Damage Total increases by +1 DR for
each die wagered on the attack.

Disarm | Off | r1 | A | Weapon


Leverage your weapon against your opponent's in an attempt to wrench it from their grasp. Declare one of your
opponent's weapons as the target and roll r1 vs Base TN. Take an advantage if you're holding the longer weapon or
have the Hook trait. Take a disadvantage if you're holding the shorter weapon, or attempting this unarmed outside a
grapple.

On a success, the targeted weapon is disabled in this and the following play. For 1w, you can declare the opponent's
weapon knocked out of their grasp. It will remain on the ground until they can recover it as part of a successful
Dodge defense. For 2w, you can choose for the weapon to be sent flying out of their reach, removing it from play
until a pause in the bout. For 3w, you can choose to have grabbed the weapon yourself, should you have a hand to do
so. If the reach control rules are in play, you may set the distance to your preference.

Grab | Off | r0 | N | Restraining


Grab an opponent by their limb, clothes, or even hair to initiate a grapple. Roll r0 vs Base TN. On a success, you
initiate a grapple. Wagers become bonus dice for a grapple maneuver in the next play.

Grab requires at least one free hand. You can hold (but not use) a 2h weapon with one hand in order to make a grab,
but you can't have a weapon in each hand without dropping one.

Point Blank | Off | r0 | F | Thrust Wheel


Discharge a firearm or throw a weapon at an opponent in melee combat. Roll r0 vs Base TN. On a success, deal
damage per the weapon's most advantageous profile. Weapons with the Thrown trait improve this by +1 DR.
Damage total further increases by +1 DR for each die wagered.

Point blank requires a firearm or a weapon thrown in the proper grip. Throwing anything else (a cloak, a pocket full
of sand) is a Stunt.

Press | Off | r0 | N/F


Press your attack in such a way as to gain a superior position over your opponent. Declare alongside a Strike with its
target, then describe what your character is doing in the environment and how. Roll r0 vs Base TN. On a success, you
can claim one of the following benefits:

Claim advantageous terrain (e.g., the high ground) and take an advantage on offensive maneuvers while you hold
it.
Force your opponent into cramped terrain or draw them out into open terrain.
Force your opponent into a hazard, forcing them to make hazard rolls at each opening of the play.
Bypass your opponent's favoring for the next play.

Wagers become bonus dice on your attack in the following play. If your opponent decides to try to steal initiative
instead, you may choose to ignore all the above and treat the roll as a the Strike you initially declared, with wagers
converting into a bonus to your damage total.

Stunt | Off | r0 | F | Restraining


Use the environment itself as part of your attack. Describe what you're doing and how. For instance:

Topple a bookshelf on your opponent.


Throw your cloak in their face.
Flip a table up between you or on top of them.
Make cunning use of pocket sand.

Roll r0 vs Base TN. On a success, choose one of the following effects:

Inflict wager worth of impact.


Take Wager as bonus dice in the following play.
Force a KO, KD, or similar. Begins at r1, but is improved by +1r for every 2w.
Put your opponent at a disadvantage in the following play, or place yourself at an advantage. For 3w, both.
Do damage to your opponent based on the context. GM sets base DR, assuming 0b for anything light enough to
chuck at them, 2b for a heavy piece of furniture. Alternate or higher DRs may apply where appropriate. Wagers
increase damage dealt.

Moreso than anything else in the combat system, Stunts require some GM adjudication. Do whatever makes sense for
the narrative. This includes improvising other unlisted effects.

Defensive Maneuvers

Deflect | Def | r0 | A
Knock aside an incoming attack with your forearm, weapon, or shield. Roll r0 vs. Base TN. If you are unarmed, using
a Close-reach or shorter weapon, or deflecting with a hafted weapon used one-handed, take a disadvantage. A
complex guard or basket hilt negates this penalty. If you are using a large or medium shield, take an advantage on the
roll. On a success, you deflect the opponent's blow and take initiative. Dice wagered become bonus dice for the
following play.
Dodge | Def | r0 | F
Evade a blow by moving out of its path. Roll r0 vs Base TN. On a success, you avoid the opponent's maneuver. Dice
wagered become bonus dice for the following play. If you succeed and your wagered dice equal to or exceed the
wagers made on your opponent's maneuver, you can instead choose to Disengage, creating a pause in the bout. Go to
the Red/White throw or turn tail and start a chase sequence. Bonus dice from wagers do not carry over if you chose
to Disengage.

Dodge has additional effects that can be purchased by discarding wagered dice. Discarding 2w allows you to take
initiative in the following play or allows you to either recover a discarded weapon or grab one from the environment.
Discarding 4w allows you to do both.Dice discarded do not count as bonus dice in the following play.

Expulsion | Def | r1 | A
Deflect a blow with sufficient force to create an opening. Roll r1 vs Base TN. If you are using a Close-reach or shorter
weapon, or using a hafted-weapon one-handed, take a disadvantage. A complex guard or basket hilt will negate this
penalty. If you are using a medium or large shield, take an advantage. On a success, deflect open the oncoming blow
and the weapon your opponent used on that attack is disabled in the following tempo. You gain initiative and if the
reach control rules are in play you may set your preferred distance. For every 2w, gain one bonus die for use in the
following play.

Grappling Maneuvers
Grappling remains the same but for two exceptions:

1. You may choose to use your Brawn tap instead of your Reflex tap for the basis of the combat pool, if higher.
2. In addition to the listed grappling maneuvers, you may make use of any standard offensive melee maneuver (save
for Grab), Slice, and Pinpoint. Firearms may also use Point Blank.

Offensive Maneuvers

Bite | Off | r0 | Grapple | Any


Bite into an opponent's expose flesh. Specify a target wound location rather than a wheel. If both combatants are
humanoid and standing, this must be on the upper wheel locations (Head, Chest, Arms). Roll r0 vs Base TN. On a
success, you deal damage to the location according to the relevant bite profile. For humans, this is 0c and caps at a
level 4 wound. If the target location is clothed, this becomes -1b and caps at level 2.Damage Total increases by +1 DR
for each die wagered on the attack. Any AV from armor on the location negates human bite damage entirely.
Gouge | Off | r1 | Grapple | Eyes
Grab an opponent's head and press your thumbs into their eyes with the intent of causing pain, blindness, or death.
Roll r1 vs Base TN. On a success, deal 2 impact. Impact is further increased by +1 for each die wagered on the attack.
Further, at 3w, you put out one of your target's eyes (attacker's choice, 2d Permanent Injury, see pg XX). At 5w, you
can choose to either put out both eyes or push into the brain causing a messy death. Closed helms or wearing the
visor down will almost universally prevent this.

Hold | Off | r1 | Grapple | Limb/Neck


Use pain-locks or submission holds on one's opponent, usually by twisting or pinning a limb. Declare target limb and
roll r1 vs Base TN. On a success, the limb is disabled and cannot be used until the Hold is released or broken. Start a
TN clock for your opponent called Pinned, and inflict Impact equal to dice wagered.

Each subsequent clash, declare Hold again and target the same location. Roll r0 vs Base TN. On a success, fill in a
segment and inflict Impact equal to dice wagered. In addition, at 3w, you may choose to fill in two segments instead
of one. At 5w, you may fill in three segments instead of one. If the clock fills, the opponent is helpless. They have lost
the fight and may be restrained, bound, or dispatched if you have the means to do so.

Alternatively, Hold can be declared as a Strangle. The same rules apply as above, but you do not gain the benefit of
disabling anything. On the other hand your target is unable to call for help and your clock is labelled Strangled. If
you have a garrote, you take advantage on all Strangle rolls after the clock begins. If it fills, the target passes out. If
you continue to hold the Strangle, they suffocate. Rigid neck protection prevents this.

Snap | Off | r0 | Grapple | Joint


Hyperextend one your opponent's limb to inflict pain or damage. Declare a target joint location (neck, elbow, fingers)
and roll r0 vs Base TN. If successful, treat snap as though it had a damage profile of 0b. Damage total increases by +1
DR per die wagered. Snap ignores armor, but Plate armor will cap the wound to level 3. Finger breaking caps at level
3 regardless. By its nature, Snap can target anatomy that does not correspond to a specific wound location. When
figuring the resulting wound, use the nearest location that would apply. For instance, targeting the shoulder, use
Upper Arm. Targeting the knee, use Thigh or Shin.

Throw | Off | r0 | Grapple | Other


Throw your opponent over your hip or shoulder. Roll r0 vs Base TN. On a success, target is thrown in a direction of
your choosing and takes blunt damage equal to your Brawn tap+wagers to a random location. Against a soft surface
(sand, grassy earth), halve this. If the throw would result in other effects (e.g., falling from a second story balcony) the
GM may modify the results appropriately.

If you want to continue the grapple, you can go down with your opponent and take the fight to the ground. You do
not count as prone, even if your opponent is. Alternatively, a Throw can be used to end the grapple. If reach control
rules are used, you are placed at your preferred distance.
Defensive Maneuvers

Resist | Def | r0 | Grapple


Push, pull, or contort yourself to fend off an attack. This includes both grapple-specific maneuver and any regular
maneuver that may be attempted in a grapple, such as a dagger Thrust. Roll r0 vs Base TN. On a success, you resist
your opponent's maneuver and gain initiative. Wagers become bonus dice for the following play. By discarding 2w,
you can also choose to recover a dropped weapon or grab an available weapon from the environment (sword
hanging on the wall, conveniently large rock.)

Alternatively, if you succeed on the roll and made a number of wagers equal to or greater than your opponent, you
can choose to Break. You create a pause in the bout. Both parties have the ability to get up from Prone. If reach
control is in play, distance is set to Far. Throw initiative or turn tail and start a chase sequence.

Advanced Maneuvers
Nothing new in structure, here. New maneuvers are available to proficiencies as follows:

Brawling Longsword Mass Weapons Polearms Swords

Pinpoint Master-Strike Bind Bind Bind

Slam Pinpoint Heavy Blow Heavy Blow Master-Strike

Slice Slam Hook Pinpoint Pinpoint

Wrap Slice Slam Slam Slam

Compound Wrap Wrap Wrap Slice

Duck-and-Weave Compound Compound Compound Wrap

Reverse Grip Duck-and-Weave Duck-and-Weave Duck-and-Weave Compound

Half-Sword Grip Enarmed Grip Enarmed Grip Duck-and-Weave

Staff Grip Overarm Grip Enarmed Grip

Staff Grip Half-Sword Grip


Offensive Maneuvers

Bind | Off | r1 | A | Weapon | Restraining


Use an off-hand weapon or shield to pin your opponent's weapon aside, blocking off their line of attack. Declare Bind
alongside a secondary attack with your primary weapon as Bind & [Secondary Maneuver] (e.g., Bind & Thrust.) Roll
r1 vs Base TN. If you're using a shield or buckler, take an advantage. On a success, take wagered dice for a bonus
attack in this same play. As it is a secondary attack in the same play, your opponent mounts no defense against it. It is
resolved unopposed. Split these dice between pool and wager, as you would for a normal attack and resolve per the
secondary attack's description. Note that you need to score at least one hit on the roll to take effect. If reach control is
in use, the secondary attack does not suffer an additional penalty for being at the wrong distance. On a success, it
may change the distance if it would have done so normally. Bind requires and must be performed with the off-hand
weapon.

Heavy Blow | Off | r1 | N/F* | Swing Wheel


Wind up for a massive blow, delivering power at the expense of telegraphing the blow. Roll r1 vs Base TN. On a
success, deal damage per your weapon's swing profile, +1 DR for Heavy Blow. Damage Total increases by an
additional +1 DR for each die wagered on the attack, and inflicts an additional +1 impact for every 2w.

Punch weapons and Overhand-Gripped spears can perform Heavy Blow as though it were a thrust-based maneuver.
These use their weapon's thrust profile for the damage rating and use the thrust locations on the wheel.

Hook | Off | r1 | N/F* | Restraining


Target an opponent's joints in order to bring them to the ground. Roll r1 vs Base TN. On a success, your opponent
suffers impact equal to dice wagered. On 3w+, they are also knocked prone. Requires a weapon with the Hook trait.

Master-Strike | Off | r1 | N/F* | Swing or Thrust Wheel | Restraining


Strike with your weapon at such an angle as to prevent retaliation, cutting off your opponent's line of attack. Declare
whether your attack will be a Swing or Thrust and the target wheel. Roll vs Base TN. On a success, you deal damage
per the weapon's relevant profile to the target wheel. Damage Total increases by +1 DR for every 2w on the attack.

Pinpoint | Off | r1 | N/F* | Thrust Wheel


Sacrifice some force from the blow in exchange for more precise control over where it will land. Declare target wheel.
Roll r1 vs Base TN. On a success, deal damage per the weapon's thrust profile. Damage total increases by +1 DR for
every 2w on the attack.

When rolling for final location, each die wagered allows you the option of shifting the blow by 1 position on the
wheel. If you are at Near and have at least 3w, you can further choose to target the gaps in armor with the rigid or
plate qualities, bypassing the AV of that armor. This can only be targeted at large joints, such as the elbow (upper or
forearm), armpit (ribs or upper arm), pelvis, and knee (thighs or shin). If the target is wearing flexible armor beneath
the rigid location (gambeson, maille), the flexible armor's AV still applies. Targeting the gaps requires a blade or awl-
tipped weapon.
Slam | Off | r0 | N | Weapon
Throw your weight into your opponent to knock them off balance. This can be done with an elbow, shoulder or a
kick, but it is most easily done with either a shield or the central portion of a weapon held in half-sword or staff-grip.
Roll r0 vs Base TN. If performed unarmed, take a disadvantage. On a success, opponent takes impact equal to
Wagers. If reach control is in play, distance is set to F. At 3w+, your opponent is knocked prone.

Slice | Off | r0 | N/F* | Swing Wheel


Drag the blade along your target as you move into or out of position. Declare your target wheel and roll r0 vs Base
TN. On a success, deal damage equal to the weapon's swing profile, but at a -1 DR penalty. Slashing weapons negate
this penalty, dealing their full damage. Damage total increases by +1 DR for every 2w on the attack.

What Slice lacks in raw momentum, it gains in close-quarters maneuverability. Slice ignores the disadvantage on
swings imposed by terrain relative to weapon length. If reach control is in play, Slice also ignores the req penalty for
being too close to your target (at N with an F weapon).

Wrap | Off | r1 | N | Swing wheel


Attack in an arc that allows the weapon's edge to wrap around the opponent's guard, bypassing their shield and
other defense at the cost of raw power. Target a wheel of your choosing, ignoring any favoring your opponent has
declared. Roll r1 vs Base TN. On a success, you deal damage per the weapon's swing profile. Damage total is
increased by +1 DR for every 2w on the attack.

Curved weapons and Reverse-Gripped daggers can perform a Wrap as though it were a thrust-based maneuver.
These use their weapon's thrust profile for the damage rating and use the thrust locations on the wheel. Thrust-Wraps
are considered N/F* for the purposes of reach control.

Defensive Maneuvers

Compound | Def | r1 | A
Simultaneously attack and defend as part of a single complex action, striking while your opponent is otherwise
occupied. Declare Compound alongside a defensive maneuver and any single offensive maneuver, as [Defense] &
[Offense] (e.g., Deflect & Thrust.) Any defensive maneuver can be used for this.

Roll per the defensive maneuver's description, +1r for Compound. On a success, you gain the basic success of that
maneuver. You do not gain any additional benefit from wagers on that maneuver. Instead, the wagered dice become a
pool for your offensive maneuver as a bonus attack in this play. As it is a secondary attack in the same play, your
opponent mounts no defense against it. It is resolved unopposed. Split these dice between pool and wager, as you
would for a normal attack and then resolve per the secondary maneuver's description. Note that you need to score at
least one hit on the roll to take effect.
If the secondary maneuver is executed with the same weapon as the defense (Deflect with a sword and then thrusting
with the same sword), the bonus attack suffers a disadvantage. This penalty does not apply to secondary striking
surfaces of the same weapon (pommel strike, knob), to unarmed attacks, or to attacks that do not deal direct damage
(Disarm, Slam, Hook, etc.) If reach control is in use, the secondary attack does not suffer a penalty for being at the
wrong distance. On a success, it may change the distance if it would have done so normally.

Duck-and-Weave | Def | r1 | F
Side-step or duck under a blow, closing the distance to your opponent in the process. Roll r1 vs Base TN. On a
success, you avoid the opponent's blow and gain initiative. For the next play, you may ignore your opponent's
favoring dice. For every two 2w, gain one bonus die for use in the following play. If reach control is in play, distance is
set to Near.

Duck-and-Weave is an unusually risky defense, requiring you to move into the oncoming blow. On a failure, you
suffer opponent's wagers as impact in addition to the effects of their maneuver. In the case of multiple opponents, take
only the highest wager of those that beat your roll.

Grips
Grips aren't true maneuvers, instead augmenting the way other maneuvers perform. You can start any fight off with
either the default grip or an alternate grip, if one is available. To change grips during the bout, you can announce the
grip-change either at the opening of the play or along-side a maneuver. Openly discard a single die from your pool or
the grip-change to take effect.

Enarmed Grip
Shift a shield from centrally-gripped to wearing your forearm through the straps. Once enarmed, offensive
maneuvers with the shield (Bind, Slam, Strikes performed with the shield) suffer +1r to perform. In exchange, the
shield cannot be disarmed and the off-hand can be used to some degree. The most common of these are to hold the
reigns of a horse or similar. Small-sized shields can allow the user to hold a secondary weapon in the same hand as
the shield. Small or Medium-sized shields can use a two-handed weapon in conjunction with the shield. Attacks from
either the secondary weapon or two-handed weapon held in this fashion are at +1r.

Enarmed Grip requires a shield with the Enarmed trait and may be used in combination with other grips.

Half-Sword Grip
Shift your grip on your sword, placing your off-hand forward of the guard, turning the weapon into a short spear.
Swing attacks from the blade are at -1 DR, but any attack from the quills or pommel is at +1 DR. In addition, the
weapon gains access to Hook and the central portion of the blade can be used to Slam. You may also make use of the
Maille Piercing trait, if it has it. Finally, the weapon is one reach category shorter for the purposes of terrain. If reach
control is in play, all attacks are considered N maneuvers.
Overhand Grip
Take a spear in a one-handed, overarm grip. The weapon loses the ability to make swing-based maneuvers and
deflects at a disadvantage, but can now be Thrown with Point Blank. Further, spears held in this grip can use Heavy
Blow as though it were a Thrust-based maneuver, using the thrust locations and DR.

Reverse Grip
Hold your knife or dagger blade-down, or "ice pick" style. Deflections and Expulsions performed with the weapon is
at a disadvantage and can no longer be thrown. In exchange, the weapon gains the Hook trait and it's accompanying
Maneuver and can use Wrap as though it were a thrust-based maneuver, per its description.

Staff Grip
Polearms are generally gripped with one hand near th ebutt of the weapon and the other somewhere near the first
third or middle of the shaft, in order to maximize the weapon's reach and leverage. Staff grip shifts the weapon back,
centering the grip on the haft about a fourth of its total length apart. While in staff grip, swing-based attacks from the
primary heads are at -1 DR. Staves without heads are unaffected. The weapons queue counts as though you had a
separate, off-hand weapon for the purposes of declaring defenses, Compound, or fighting multiple opponents. In
addition, the weapon ignores the Near requirement for Pinpoint to target the gaps, and can make use of the Maille
Piercing quality, if the weapon possesses it. Finally, the weapon count as one reach category shorter for the purposes
of terrain.
Armor
Armor is functionally the same as it has been up to this point, save for an adjustment made to the AVs. In the
previous, two-tempo system, all weapons had an implicit +1DR to their minimum rating, as DR improved by MoS
and you needed an MoS1 to land a blow at all. In moving to the Wager system, this results in an effective -1DR nerf.
To address this shift, I've chosen to reduce the AVs by -1. This has a number of benefits, including making unarmored
characters more survivable (benefiting both pirate shenanigans and beasts) and making metal armors marginally less
impossible to overcome. For your convenience, the new codices are provided.

Codex: Helms
The head and neck are the first location soldiers choose to protect when going to war. Like any armor, there is a trade-
off between restrictions and protection. Any significant armor worn on the head or neck will incur a penalty, and any
helmet is going to impose a disadvantage on hearing-based ability checks. Closed helmets and lowered visors take
this a step further, imposing a disadvantage on vision-based checks, including ranged attacks.

Material (Choose 1)

Heavy Boiled Leather or Organic Lamellar (AV2R, r2)


Banded, Scale, or Brigandine (AV2P, r3)
Steel (AV3P, r4)

Helm Type (Choose 1)

Open (Covers Crown, +0.25AP)


Closed (Covers Crown, Face. +1AP, Cost+1)

Modify Material (Choose Any)

Light Gauge(On selected locations, -1AV, Halve AP. Closed Helm and Visor AP unaffected. Light Gauge locations
cannot be Proofed)*
Heavy Gauge(On selected locations, +1AV, Double AP)*
Superior Metallurgy (Whole helm, +1AV. Cost+2. Requires Plate helm.)
Proofed Plate (Crown gains Proofed. Cost+1. Material must be Steel, Crown cannot be Light Gauge)
*Can apply to maille upgrades.

Additional Upgrades (Choose Any)

Aventail/Camail (Maille skirt attached to the bottom of the helmet. Applies AV2M to Neck. Cost+1)
Coif (Maille Hood providing AV2M to Crown and Neck. +0.25AP, Cost+1 or r3 on its own)
Gorget/Bevor (Rigid collar to protect the throat. Applies material's AV* to Neck. +0.25AP, Cost+1. To purchase on
its own, use price and options as though it were an open helm.)
Sallet/Visor(Hinged plate attached to an open helm allowing it to be lowered to protect the face. When lowered,
provides material's AV* to Face, adds +1AP. Raising or lowering the visor mid-bout is a positioning roll. Cost+1)
Ventail (Integral maille flap attached to an aventail or coif that can be fastened over the face for additional
protection. Unlike a visor, does not affect vision checks. When worn, +0.5AP and AV2M to Face. Cannot be
fastened or removed mid-bout. Requires Aventail or Coif)
*If Superior Metallurgy is taken, improves these as well.

Codex: Textile
Underrated in fiction and role-playing games, the gambeson (also called an aketon or padded jack) was arguably the
single-most common armor in history. Padded armors of this type were made from layers of thick linen or wool,
quilted together as a stiff and surprisingly formidable protective garment. They served admirably both as stand-alone
protection and as the foundational garment for other suits of armor. These are eventually superseded by leather
equivalents in the form of padded buff coats. In earlier periods, certain leather garments may also have had limited
popularity as protection in civilian settings where more obvious forms of armor might draw unwanted attention.

Core Garment Coverage (Choose 1)

Quilted or Leather Doublet (AV1. Covers Ribs, Abs. r1)


Gambeson or Leather Jack (AV1, Covers Ribs, Abs, Upper Arm, Forearm, Pelvis. r2)
Long Gambeson or Buff Coat (AV1, Covers Neck, Ribs, Abs, Upper Arm, Forearm, Pelvis, Thigh. r3)

Upgrade Material (Choose up to 1)

Boiled Leather Doublet (Increase Ribs and Abs to AV1R, +0.25AP. Counts as AV1 against attacks that bypass
Rigid armor)
Heavy Core (Increase Ribs and Abs to AV2, +0.25AP)
Heavy Jack (Increase whole core garment to AV2, +0.5AP)
Quilted Silk (Increase whole core garment to AV2, Cost+3)

Add Hose/Leggings (Choose up to 1)

Leather/Wool (AV1, Covers Thigh, Shin. Cost+1, or r1 on their own)


Quilted Silk (AV2, Covers Thigh, Shin. Cost+2, or r3 on their own)

Additional Upgrades (Choose Any)

Jack Chains (Metal splints sewn into the sleeves. Upper and Lower Arms gain the Plate quality, but only against
Swing-based attacks. Cost+1)
Gussets/Brayettes (Maille links sewn into a gambeson or hose to protect the gaps in plate. When worn under Plate
or Rigid armor, core garment and leggings count as Maille against attacks that bypass Rigid/Plate armor. Cost+1)
Codex: Maille
Maille is a "cloth" of interwoven rings, fashioned into a protective garment. While not as protective as later plate, it
was effective against most weapons and easy to repair and maintain. Maille remained the dominant battlefield armor
for more than a millennium, ousted from its primacy only when plate armors became sophisticated enough to encase
most of the body. Even then, maille continued to find use in the form of gussets and undershirts to protect the gaps
historically found in rigid armor.

Contrary to popular belief, maille was not especially light or cheap in comparison to plate. While it placed fewer
demands on a smith's skill and metallurgical ability, the sheer man-hours that went into producing a garment kept
the price high.

Garment Coverage (Choose 1)

Byrnie (AV2M. Covers Ribs, Abs. +0.25AP, r3)


Haubergeon (AV2M, Covers Ribs, Abs, Upper Arm, Pelvis. +0.5 AP, r4)
Hauberk (AV2M, Covers Ribs, Abs, Pelvis, Upper Arm, Forearm, Thigh. +0.75AP, r5)

Upgrade Material (Choose up to 1)

Heavy Core (Increase Ribs and Abs to AV3M. +0.25AP, Cost+1)


Doubled Maille (Increase whole garment to AV3M. Locations become exo. Double AP, Cost+1)
Light Maille (Reduces whole garment to AV1M. -0.25AP. Can be visually concealed by wearing under robes,
heavy clothing, etc.)

Additional Upgrades (Choose Any)

Plated Maille (Strips of thin plate replacing sections of maille. Adds Plate quality to Ribs and Abs. Still provides
it's normal (non-Rigid) AV against attacks that bypass Rigid armor. +0.25AP, Cost+1)
Chausses (Maille hose. AV2M, Covers Thigh, Shin, Foot. +0.5AP, Cost+1. Can be Doubled Maille for no additional
cost, but AP doubles as above. Can be purchased as a separate garment at r3, or r4 for Doubled Maille.)

Codex: Plate
Plate covers a broad swath of rigid armors, from thick cuts of boiled leather, to lamellar of wood and bone, to full
encasements of gleaming steel. Early armors were limited by metallurgical capability, limiting their construction to
smaller overlapping plates which were laced or riveted onto a backing material. As the technology improved,
individual pieces could be made larger and take on more complex shapes until entire regions could be covered in a
single sturdy plate. Even at the height of plate, armor quality still varied. Lower-class soldiers occasionally made use
of brigandines or wore "munitions plate," mass produced to lower standards. The finest plate was out of reach to all
but the wealthiest of nobles.
Plate is rarely worn without a buff coat or arming jack beneath. At the Half Harness coverage and above, you can
assume that a suit of plate comes with a basic textile garment (AV1, covers as Gambeson) for free. Purchasing a Full
Harness will additionally include basic leggings (AV1). These garments are provided as-is. If you want to customize
or add options to them, you need to generate them separately from the plate at their normal cost.

The Individual Piece coverage is meant to facilitate piecemeal armor creation. It can cover any one location that isn't
otherwise covered by the helm codex or armor accessories section. If you need two locations, use the AP and Cost of
Cuirass. Three locations, AP and Cost of Pikeman, and so on.

Matched Sets
Suits purchased at Corselet or above have the option of being purchased as a a matched set, allowing you to bake in
the cost of a helmet and gauntlets into the suit as a whole. Increase the cost of the suit by +2r, then use Codex: Helms
and Accessories to generate the items themselves. Assume the items in question conform to the choices made with suit
below. If you choose Brigandine (AV2P) as the material, the gauntlets and helmet will be made of the same. If you
upgrade Steel armor to Proofed Plate, then you can apply it to the helmet as allowed by its codex. When taking
options for the helmet and gauntlets, you can ignore any cost modifiers. Any AP must still be tracked and added
separately.

Material (Choose 1)

Heavy Boiled Leather or Organic Lamellar (AV2R, r1)


Banded, Scale, or Brigandine (AV2P, r3)
Steel (AV3P, r4)

Coverage (Choose 1)

Individual Piece (Covers one location. +0.25AP)


Cuirass (Covers Ribs, Abs. +0.5AP, Cost+1)
Pikeman (Covers Ribs, Abs, Pelvis. +0.75AP, Cost+1)
Half Harness (Covers Ribs, Abs, Upper Arm, and Forearm OR Pelvis. +1AP, Cost+2)
Corselet (Covers Ribs, Abs, Pelvis, Upper Arm, and Forearm OR Thigh. +1.25AP, Cost+2)
Demilance or Three-Quarter (Covers Ribs, Abs, Pelvis, Upper Arm, Forearm, Thigh. +1.5AP, Cost+3)
Full Harness (Covers Ribs, Abs, Pelvis, Upper Arm, Forearm, Thigh, Shin, Foot. +2AP, Cost+4)

Upgrade Material (Choose Any)

Light Gauge (On selected locations, -1AV, Halve AP. Cost+1. Light Gauge locations cannot be Proofed)
Heavy Gauge (On selected locations, +1AV, Double AP)
Superior Metallurgy (Whole suit, +1AV. Cost+2. Requires Plate armor)
Proofed Plate (Ribs and Abs gain Proofed. Cost+1. Material must be Steel, locations cannot be Light Gauge)

Other Accessories
While the codices serve to create armor by the suit, various pieces of modular protection exist which can be mixed-
and-matched accordingly. Most of these entries are explained in their own notes, but two things are worth
mentioning.

First, any item whose name has an asterisk* can be modified with the Upgrade Material chart relevant to its type. A
Bishop's Mantle, for instance, would use the Codex: Maille codex. Gauntlets would use Codex: Plate. Keep in mind
that any location-based restrictions continue to apply. Something whose upgrade states it can only be applied to the
Ribs and Abs can't be added to an accessory that only covers the Crown, for instance.

Second, any form of hand protection has some tradeoffs. Gauntlets count as knuckle-dusters for the purposes of
unarmed strikes, but their bulk prevents the use of any weapon with a complex guard (such as some swords or
daggers) or any kind of ranged weapons (bows, crossbows, firearms). The clamshell design most gauntlets use in
order to maximize structural integrity also renders tasks of fine manual dexterity (picking a lock, playing an
instrument) impossible. Gauntlets with articulated fingers can attempt fine tasks, but do so at a disadvantage.
Leather gloves thick enough to have an AV suffer no weapon restrictions, but retain the disadvantage on fine tasks.
Item AV AP Req Notes

Arming 1 0 r1 Padded cap, often worn under a helm. Covers Crown.


Cap*

Gamboised 1 0 r2 Padded hood, often worn under a helm. Covers Crown, Neck.
Coif*

Secret 1P 0 r3 Thin metal cap. Can be worn under a fancy hat!** Covers Crown.

Bishop's 2M 0.25 r3 Long maille cape or mantle. Covers Neck, Ribs, Upper Arm.
Mantle*

Retention - 0.25 r2 Upgrade to Plate torso armor. Thin chains connect a helm or weapons to attachment
Chain points on the chest. If items are dropped or disarmed in combat, they always remain
in reach. Positioning rolls to draw or re-equip them are made at an advantage.

Leather 1 0 r1 Covers Hand.


Gloves

Weighted - - +1r Enhancement to leather gloves. Count as knuckle dusters.


Gloves

Mufflers 2M 0 r2 Maille mittens covering the Hand. Gauntlets* Lamellar / Splint / Steel

Articulated - - +1r Gauntlet is made with individually articulated fingers rather than a standard
Fingers clamshell. Fine tasks can be attempted at a disadvantage. Crossbows and Firearms
can be used, but similarly suffer a disadvantage. Incompatible with Locking Gauntlet.

Locking - - +1r Allows gauntlet to be locked around the handle of a weapon. Once locked, weapon
Gauntlets cannot be disarmed or change grips. It can be disabled during a play, but not
dropped. Gauntlet cannot be locked mid-bout, but it can be unlocked either by a
successful positioning roll or by relaxing one's hand and sliding it out of the gauntlet
entirely. The latter is a free action. Requires Plate gauntlet.

Leather 1 0 r1 Thick leather footwear. Covers Foot, optionally Shin. For r2, can extend coverage to
Boots Thigh.

Greaves* 2R 0.25 r2 Molded protection for the lower leg. Covers Shin. For +1r and +0.25AP, can also
Lamellar / 2P 0.25 r3 include sabatons to cover the Foot.
Splint / 3P 0.25 r4
Steel

Example Armors
The following pages contain example armors you might encounter. These serve both as both examples of completed
suits for your own inspiration and as a shortcut for when you need to assemble armor but don't have the time or
inclination to customize something through the codex.
Conscript

Location AV Location AV

Crown 1 Upper Arm 2

Face 0 Forearm 2

Neck 0 Hand 2

Ribs 2 Thigh 0

Abs 2 Shin 0

Pelvis 2 Foot 0

The bare minimum for the unlucky soul who needs it, common among conscripts and woodland bandits alike.
Consists of an arming cap and heavy gambeson.
AP: 0.5 Costs: r2, r1

Basic Infantry

Location AV Location AV

Crown 2P Upper Arm 2

Face 0 Forearm 2

Neck 0 Hand 1

Ribs 2 Thigh 1

Abs 2 Shin 1

Pelvis 2 Foot 1

The basic coverage you'd expect from a poor soldier spending time in the field or anyone else who lives a violent life
of little means. Consists of a kettle hat or similar open helm of cheap construction, a heavy gambeson and wool hose,
along with sturdy pairs of gloves and boots.
AP: 0.75 Costs: r3, r3, r1, r1
Mercenary

Location AV Location AV

Crown 3P Upper Arm 2M(P)*

Face 0 Forearm 2(P)*

Neck 2M Hand 1

Ribs 2P Thigh 1

Abs 2P Shin 1

Pelvis 2M Foot 1

The ramshackle gear you might see on a professional mercenary out in the field. Consists of an open-faced sallet
helm, bishop's mantle, brigandine, and heavy gambeson with jack chains, along with wool hose, gloves, and boots.
Jack Chains*
AP:** 1.5 Costs: r4, r4, r4, r3, r1, r1

Man-At-Arms

Location AV Location AV

Crown 3P Upper Arm 2M

Face 0 Forearm 2M

Neck 2M Hand 1

Ribs 2P Thigh 2M

Abs 2P Shin 1

Pelvis 2M Foot 1

A more expensive set of armor typical of professional men-at-arms. Consists of a steel open helm with aventail,
hauberk, brigandine, leather gloves and sturdy leather boots.
Jack Chains*
AP:** 0.5 Costs: r5, r5, r4, r1, r1
Skirmisher

Location AV Location AV

Crown 3P Upper Arm 2M

Face 2M* Forearm 2M

Neck 2M Hand 2M

Ribs 2P Thigh 2M

Abs 2P Shin 2P

Pelvis 2M Foot 2

A plated maille suit popular with light horseman and skirmishers, Consists of a steel helm with aventail and ventail,
plated maille hauberk, splinted gauntlets and greaves, sturdy leather boots.
AP: 1.75/2* Costs: r6, r5, r3, r3, r2

Beggar Knight

Location AV Location AV

Crown 2P Upper Arm 2P

Face 2P* Forearm 2P

Neck 2P Hand 1

Ribs 2P Thigh 2P

Abs 2P Shin 1

Pelvis 2P Foot 1

Plate harness for the warrior prioritizing mobility… and their purse. Consists of an open helm with sallet and bevor.
Three-Quarter harness, leather gloves and sturdy leather boots
AP: 1.75/2* Costs: r6, r5, r3, r3, r2
Wealthy Mercenary

Location AV Location AV

Crown 2P Upper Arm 2

Face 0 Forearm 2

Neck 0 Hand 1

Ribs 3P+ Thigh 2

Abs 3P+ Shin 2

Pelvis 3P Foot 1

For the wealthy mercenary who values style and mobility every bit as much as protection. Consists of a quilted silk
gambeson and hose, proofed steel pikeman's harness, secret, leather gloves and boots. Fancy hat not included.
AP: 0.75 Costs: r6, r5, r3, r3, r1, r1

Basic Plate

Location AV Location AV

Crown 3P Upper Arm 3P

Face 3P* Forearm 3P

Neck 2M Hand 3P

Ribs 3P Thigh 3P

Abs 3P Shin 3P

Pelvis 3P Foot 3P

A basic suit of plate, protecting noble backsides far and wide. Consists of a visored steel helm with aventail, steel full
plate harness and gauntlets, along with an arming jack with gussets and brayettes (1M in gaps).
AP: 2.5/3.5* Costs: r8, r6, r4, r4
Lordly Harness

Location AV Location AV

Crown 4P+ Upper Arm 4P

Face 4P* Forearm 4P

Neck 4P Hand 4P

Ribs 4P+ Thigh 4P

Abs 4P+ Shin 4P

Pelvis 4P Foot 4P

The best protection, for when money is no object. Consists of a proofed steel helm with visor and gorget, silken
gambeson and hose, with gussets and brayettes (2M in gaps), a full harness of superior proofed plate
AP: 2.5/3.5* Costs: r11, r9, r8, r6
Weapons
The weapons have been changed to reflect the changes in maneuvers, but they've also benefitted from some
significant retooling of certain codices. Presented are the codices relevant to this test.

Melee Weapon Traits


Weapons can gain traits that effect how they are used. If an option you select gives your weapon a trait, list it under
notes.

1h, 1.5h, 2h: Denotes hands required to wield. 1h weapons require one hand. 2h requires two hands to use. The
damage increase for 2h weapons will be baked into the stats given. 1.5h allows you to choose between one or two-
handed use. When used two-handed, a 1.5h weapon's DR improves by +1 swing/+1 thrust. Damage listed in the
examples will be for the 1h profile. You can choose for yourself whether you want to record the 1h or 2h damage
profile on your sheet. Extended 1.5h weapons cannot use queue/butt strikes one-handed.

Bulky: Weapon is too large or cumbersome to be worn comfortably. Most such weapons are not meant to be worn at
all. If you insist on strapping it to your back, it bumps you to Heavily Encumbered while worn (see Encumbrance,
pgXX).

Basket Hilt: A steel cage around the hand. In melee, grants favoring to the arms. A blow to the hands glances off.
Shots from firearms pass right through. Incompatible with gauntlets, but counts as a knuckle duster for unarmed
strikes. A basket hilt can make it more difficult to draw your weapon in a pinch, increasing the die cost to do so in
combat by 1d.

Broad: Weapon possesses a broad blade, letting it pack more of a punch than its profile would suggest. Any
wounding strike does +1 Impact, including on level 0 wounds through armor

Complex Guard: a knuckle-bow or similar level of compound hilt. Counts as a knuckle duster for unarmed strikes.
Swinging blows to the hand glance off.

Crushing: A heavy-hitting surface, swing-based attacks ignore the Rigid and Plate qualities when dealing with
armor.

Curved: The curvature of the blade allows it to attack at unconventional angles. Loses access to Pinpoint, but can use
Wrap as though it were a Thrust maneuver. Curved blades are easier to draw in a pinch, reducing the die cost to
deploy a readied weapon in combat by 1d.

Flexible: Weapon has a flexible component, such as a rope or chain. Ignores the opponent's favoring dice, but cannot
be used to for any thrust-based attack, Deflect, or Expulsion.

Folding: Weapon can be considered readied without taking up a readied slot and is treated as one size smaller for
the purposes of concealment. Unfolding it is harder than unsheathing a normal weapon, however. Deploying it in a
bout costs +1d.
Hook: Weapon has an angled protrusion allowing it to use the Hook maneuver and gaining a benefit to Disarm.

Light: Weapon is particularly light and nimble, taking an advantage on Deflect rolls against unarmed attacks or one-
handed Bladed weapons of Long-reach or shorter. 1.5h Light weapons used two-handed maintain this advantage
against other 1.5h weapons, but the reach limit still applies. Against anything else, the weapon suffers a disadvantage
to Deflect and Expulsion. Light weapons lose their advantage (but retain their disadvantage) when used in Half-
Sword Grip. A pair of light weapons would retain their advantage and disadvantage conditions when fighting
multiple opponents, otherwise use the listed modifiers.

Maille Piercing: Weapon features a reinforced tip intended to counter maille. When the quality is active, the weapon
ignores the Maille quality in encountered armor. Swing-based or ranged piercing weapons with this quality always
have Maille Piercing active. Thrust-based weapons require Staff, Half-Sword, or Reverse grip to be considered active.

Needle: Weapon features a finely honed and narrow blade that it is particularly effective against textile armors.
Ignores AV from fabric or soft (not Rigid) leather armors.

Pick: Ignores the double-AV modifier for piercing attacks against Maille and Plate armors. Against Plate, any damage
dealt converts to blunt, but it ignores the damage cap as though it had Crushing.

Punch: Blade is mounted in a grip parallel to the arm, limiting its angles but increasing the power it can generate. The
weapon loses access to Half-Sword or Reverse Grip, but can use Heavy Blow as a Thrust maneuver even if the
proficiency does not normally have access to this maneuver.

Recurve: Blade features a forward swell, allowing it to be cast with greater force. Gain access to the Heavy Blow
maneuver, even if it is unavailable to the proficiency the weapon uses. Optionally, the weapon can also be used with
the Mass Weapon proficiency.

Scythe: A concave blade capable of devastating cuts. Any attack from the blade that strikes a target location not
protected by an armor trait adds +1DR to its damage total. Optionally, scythe-weapons can choose to tip cut, losing
the benefit to DR but allowing the weapon to use its Thrust profile for Swing attacks.

Slashing: Weapon has an acute bevel, giving it a better profile for slicing actions. Ignores the damage penalty when
using the Slice maneuver.

Thrown: Weapon can be used with the Point Blank maneuver or be treated as a ranged weapon without penalty.

Trap: Blade is made with teeth or tines intended to bind an opponent’s weapon. On a successful Deflection with the
weapon, you can discard two wagered dice to trap the weapon your opponent used in their attack. In both this and
the following play, neither the trapped nor trapping weapon may be used.

Wave: Weapon features an undulating blade that imparts a saw-like motion to strikes made with it. Difficult to
produce and maintain, it is devastating in the right hands. Any attack from the blade that strikes a location not
protected by an armor trait adds +1DR to its damage total.

Codex: Bladed Weapons


The bladed weapon codex applies to any weapon that consists of a blade and a handle, generating everything from
pocket knives to massive two-handed swords. The proficiency a bladed weapon uses depends on its length.

If making a blade for a hafted weapon, ignore any options involving length or hilt. Use the created blade's profile as
the top head for the hafted weapon. This head is further subject to any of the subsequent modifiers from the hafted
weapons chart. When calculating quality (and cost) of the final weapon, use whichever of the two charts yield the
higher result. If the blade would be Fine (r4) but the polearm would otherwise be Cheap (r2), then the final quality
and cost would be Fine (r4).

Cheap r2

Profile (Choose 1)

Choppy* (1c/0p)
Stabby* (0c/1p)
*This is a technical term.

Length (Choose 1)

Hand (-2 swing/-1 thrust. Uses Brawling. Gains 1h. Cost -1)
Close (-1 swing/-1 thrust. Uses Brawling. Gains 1h.)
Short (Uses Swords. Gains 1h.)

Hilt (Choose 1)

Standard (No change)


Folding (gains Folding. Hand-Short blades only)
Plug (Can be used normally, or as a bayonet. See Codex: Firearms. Close blades only)
Throwing (gains Thrown. Hand-Close blades only)

Common, r3

Upgrade Length to Medium or Long (Uses Swords. Gains 1h.)

Add blade shape (Choose 1)

Curved (-1 thrust, gains Curved and either Slashing or Scythe.)


Needle (-2 swing, gains Needle. Close-Long blades only)
Recurve (-1 thrust, gains Recurve. Close-Medium blades only. Can be used with Mass Weapons)
Tuck (-1 swing, gains Maille Piercing. Close-Long blades only.)

Add Quality (Choose 1)

Balanced (increase the lower DR by +1. If equal DRs, increase the one of your choosing.)
Broad-Bladed (gains Broad. Requires Close-Long blade. Incompatible with Needle or Tuck.)
Lightweight Construction (gains Light. Requires Close-Long blade. Incompatible with Broad, Breaker, Wave,
Basket Hilt, or hafted weapons)
Honed (gains Slashing. Incompatible with Tuck.)

Upgrade Hilt (Choose 1)

Basket (gains Basket Hilt, requires 1h blade.)


Bastard (removes 1h, gains 1.5h. Medium-Long blades only. When used one-handed, can use Swords or
Longswords. When used two-handed, uses Longswords)
Complex Guard (gains Complex Guard. Close-Long blades only)
Punch Blade (gains Punch. Close-Long blades only)

Fine, r4

Upgrade length to Extended (+1 Swing, +1 Thrust. Removes 1h or 1.5h, gains 2h and Bulky. Uses Longswords)

Upgrade blade shape (Choose 1)

Breaker (-1 Thrust, gains Trap. Close-Short blades only)


Wave (gains Slashing and Wave. Cost+1)

Upgrade Quality (Choose 1)

Combine two common-tier qualities (Cost +1)


Specialist (Increase the higher DR by +1.)

Upgrade Hilt (Choose 1)

Combine Basket and Punch Blade, above.


Combine Bastard and Complex Guard, above.

Daggers DR Reach Cost Notes

Baselard -1c/0p Close r2 1h.

Katar -1c/0p Close r3 1h. Broad, Punch

Maine Gauche -1c/0p Close r3 1h. Compound Hilt, Light.

Peasant Knife -1c/-1p Hand r2 1h. Folding.

Rondel -1c/0p Close r3 1h. Maille Piercing.

Seax 0c/-1p Close r3 1h. Slashing.

Stiletto -3c/1p Close r4 1h. Needle.


1h Swords DR Reach Cost Notes

Smallsword -2c/1p Medium r3 1h. Complex Guard, Needle, Light.

Rapier 0c/2p Long r4 1h. Complex Guard.

Hanger 1c/0p Short r2 1h.

Cinquedea 0c/1p Short r3 1h. Broad.

Arming Sword 1c/1p Medium r3 1h.

2h Swords DR Reach Cost Notes

Zweihander 3c/1p Ext r4 2h. Bulky

Longsword 1c/0p Long r3 1.5h. Maille Piercing.

Estoc -1c/2p Long r4 1.5h. Complex Guard, Maille Piercing.

Codex: Hafted Weapons


Hafted weapons refer to any weapon that relies on a central pole, whether that's an axe, spear, or quarterstaff. Any
one-handed hafted weapon uses the Mass Weapons proficiency by default, though any Medium or longer-reach
hafted weapon can use Polearms instead.

Hafted weapons can have multiple heads. Each type of head either applies to the top or side of the weapon. The
number of heads allowed is based on quality, up to a maximum of a single top head and up to two sides.

Cheap r2

Head (Choose 1)

None (0b/0b. Cost -1. If the only head, gains 1.5h at Medium reach or longer)
Awl (0b/1p. Top. Gains Maille Piercing. If the only head, remains 1.5h at Medium reach or longer.)
Axe (2c/0p. Side. Gains Broad and Hook)
Beak (0p/0b. Side. Gains Hook and Pick)
Blade (Top or Side. See Codex: Bladed Weapons. If the only head, remains 1.5h at Medium reach or longer.)
Flail (1b/- Top. Gains Crushing and Flexible. No other heads allowed)
Hammer/Mace (1b/0b. Side. Gains Crushing)
Spear (0c/2p. Top. If the only head, gains Thrown and remains 1.5h at Medium reach or longer)

Haft Length (Choose 1)

Close (gains 1h. -1 swing/-1 thrust. Side heads only, maximum of 1. An Axe or Hammer head gains Thrown)
Short (gains 1h)
Medium (gains 1.5h)
Long (+1 swing/+1 thrust, gains 2h and Bulky)*
Extended (+1 swing/+1 thrust, gains 2h and Bulky)*
*If the only head, Awls, Blades, Spears and Staves change reach only, remaining 1.5h and using those rules for damage.

Common r3

Choose 1:

Add second head


Add Hefty (If currently 1.5h, +2 swing to all heads, removes 1.5h and gains 2h. If currently 2h, +1 swing to all
heads, -1 thrust to all heads. Requires Medium or Long haft. Loses Nimble.)
Add Queue Spike (thrusts from the butt or queue deal piercing damage)

Add Lugs/hooks/wings (Adds Hook. Loses Thrown. Not compatible with Flail)

Fine r4

Add up to three heads total

Add Queue Spike (thrusts from the butt or queue deal piercing damage)

Add Hefty (If currently 1.5h, +2 swing to all heads, removes 1.5h and gains 2h. If currently 2h, +1 swing to all heads,
-1 thrust to all heads. Requires Medium or Long haft. Loses Nimble.)

1h Weapons DR Reach Cost Notes

Battle Axe 2c/0p Short r2 1h. Broad, Hook.

Flail 1b/- Medium r2 1.5h. Crushing, Flexible.

Hatchet 1c/-1p Close r2 1h. Broad, Hook, Thrown.

Horseman's Axe 2c, 0p/0p Medium r3 1.5h, Broad* Hook, Pick

Mace 1b/0b Short r2 1h. Crushing

Warhammer 1b, 0p/0b Medium r3 1.5h. Crushing, Hook, Pick

Wooden Club 0b/0b Medium r1 1.5h.


2h Weapons DR Reach Cost Notes

Spear 0c/2p Ext r2 1.5h. Bulky, Thrown

Quarter Staff 1b/1b Ext r1 2h. Bulky

Pollax 3c*, 2b/2p Long r4 2h. Broad*, Bulky, Hook, Crushing, Maille Piercing (Thrust)

Halberd 3c, 1p/2p Ext r4 2h. Bulky, Hook, Maille Piercing (Thrust), Pick (Swing)

Goedendag 2b/2p Long r3 2h. Bulky, Crushing, Maille Piercing.

Dane Axe 3c/1p Long r2 2h. Broad, Bulky, Hook

Bec de Corbin 2b, 1p/1p Long r4 2h. Bulky, Crushing, Hook, Pick (Swing), Maille Piercing (Thrust)

Bardiche 4c/0p Long r3 2h. Broad, Bulky, Hook

Codex: Shields
Shields have a number of their own unique traits that don’t apply to other weapons. For convenience, we list them
separately here:

AP: Larger shields impose an armor penalty, just like armor. Add this to your total AP.

Enarmed: Can be worn strapped to the forearm. Enables the Enarmed Grip.

Guiged: Allows a shield to be worn passively over the back or hung over your side. While passively worn, the shield
can't be used for defensive maneuvers but continues to count as cover either from the side or back and leaves both
hands free. Switching between active and passive modes follows the normal rules for grips, allowing it to be done
freely at the beginning of a bout or for +1r when declared alongside a maneuver.

Steel: Counts as 3P vs. firearms. This follows the normal rules for layering armor. Use only the highest AV that
applies.

Cheap r2

Size (Choose 1):

Small (Covers Arm+1 wheels. Strikes at -1b. Cost -1)


Medium. (Covers Arm+2 wheels. AP 0.5, Strikes at 0b)
Large. (Covers Arm+3 wheels. AP1, Strikes at 0b)
Common r3

Upgrade to Steel (+1 DR, Counts as 4P vs Firearms. Medium or Large shields are Cost+1)

Add Arm Straps (Gains Enarmed.)

Add Lightweight (Gains Light. Small shield only.)

Add Shoulder Strap (Gains Guiged. Requires Medium or Large Shield. Increases AP by 0.25)

Add Spiked (Strikes can do piercing damage)

Shield DR Cost Notes

Buckler -1b r1 Covers Arm+1.

Kite 0b r3 Covers Arm+3. AP1.25 Bulky, Enarmed, Guiged.

Heater 0b r3 Covers Arm+2. AP0.5 Enarmed

Rodela 1b r4 Covers Arm+2. AP0.5. Enarmed, Steel

Targe -1p, -1b r3 Covers Arm+1. Enarmed, Spiked


Encumbrance
Many games want to keep meticulous track of a character's inventory and equipment. This really isn't one of them.
Most of the time, you won't need these rules. Encumbrance only really comes into play when you have a character
wearing significant armor or the campaign is such that your character is lugging around a lot of personal gear.

Bulk
For our purposes, the weight and general burden of a character's gear is abstracted into their bulk, which is a
combination of armor penalty and encumbrance level.

Armor Penalty is a property of armor, discussed in that chapter. Each piece of armor will have an accompanying AP,
intended to be added together. Record the total, even if it is not a whole number.

Encumbrance level is an abstract tally of the stuff the character is wearing on their person. Each level has its own
description and penalty. Use the most severe that would apply. Use some common sense, here.

Penalty Description

0 Unencumbered. Up to three readied items. Normal clothing, a small coin purse or belt pouch.

-1 Lightly Encumbered. Up to six readied items. Heavy winter clothing. A satchel or small backpack, assume
the carrying capacity of a messenger bag or similar.

-3 Heavily Encumbered. A large backpack worth of supplies or several bags. Assume the capacity of a
framed hiking backpack with bedroll and similar.

6 Overburdened. Multiple large bags, a full camping set strapped to the back, along with pans, etc.

The total of the character's armor penalty and encumbrance level is their bulk, which is a penalty subtracting dice
from any pools involving physical tasks such as running, climbing, balance, or melee combat. If this number is
anything other than a whole number (due to AP) round down to the next whole number when applying the die
penalty. For obvious reasons, you may want to take off the camping supplies before getting into a fight.

Readied Items
Readied items are those worn in such a way that they can be quickly accessed, such as a weapon worn on a belt or a
lock-pick tucked up the sleeve. Readied items can be drawn with a positioning roll in melee, or as part of an action in
skirmish. Otherwise, accessing an item requires a slow action to rummage through one's belongings for it.

You can have up to three items readied without any sort of penalty. 4-6 items gets you bumped up to lightly
encumbered even if you aren't carrying any other gear. You can't carry more than 6 items readied at a time.
Ready status is specifically about worn items. Items carried, but not meant to be worn (any long-reach hafted weapon,
or extended-reach weapon of any sort) do not need to be readied and do not count towards encumbrance level.
You're either carrying them, or you aren't. If you insist on lashing a zweihander to your back, consider it to consume
readied slot as normal and bumps you straight to Heavily Encumbered. Similarly, if you pick up sword off the
ground, it doesn't count towards encumbrance unless you shove it through your belt or strap on a scabbard for it.

Heavy Loads
If you find yourself having to make physical tasks while carrying other things, the GM may apply further penalties.
Use common sense. Carrying a small wine cask may only be a further -1. Carrying an unconscious person may be -3
or more. If multiple characters are trying to help carry the load, the normal help rules may apply.
Wounds
This section has gone largely untouched, but is presented here for ease of reference.

The Cookies
Some wounds will have other effects listed in their bold text. These are knock out, knock down, drop, injury, and
contamination. These effects are both mechanical and narrative in nature, based on their type. The first three will
often be listed with a number, indicating the req for the appropriate attribute check to resist the effect. If no number is
listed, assume the effect is an automatic failure.

Knock out (KO) refers to a blow that can potentially render you unconscious. If you fail a Grit check, the fight is
over and your character is out cold. They will remain so for the duration of the scene, or for d6 hours if not
revived.
Knock down (KD) refers to a blow that can potentially knock you off your feet. If you fail a Reflex check, your
character is knocked prone. Inside of a melee, they will remain disadvantaged until a break in the bout or until you
succeed on a positioning roll to get your footing.
Drop refers to refers to a blow that could force an item out of your hands, usually due to a blow to the arm. If you
fail a Brawn check, you drop whatever was held in the affected hand.
1d, 2d, 3d indicate that the wound result causes a permanent injury (pg XX) of the severity indicated. When
prefaced with an S/, it indicates that the injury will become permanent unless a successful surgery is performed
(pg XX). When prefaced with an asterisk (e.g., *2d), it only applies if the indicated results are rolled within the
flavor text.
C is for contamination. The nature or placement of the wound is more difficult to heal and significantly more likely
to take infection. All recovery rolls (see XX) are made at a disadvantage.

Impact & TN Shifts


Impact and TN shift values are based on whether the location is considered a Core or Limb location. These are
exactly what you would assume they would be.

Core Locations: Crown, Face, Neck, Ribs, Abs, Pelvis, Back.


Limb Locations: Upper Arm, Forearm, Hand, Thigh, Shin, Foot, Wings, Tail.

Any injury dealt with either a thrust maneuver (but not ranged attacks) or an unarmed strike deals 1 less Impact than
the wound result would otherwise indicate. Gauntlets/Knuckle Dusters negate this penalty for unarmed attacks.

Generic damage (burn wounds, and so on) use the Cutting/Piercing results when determining TN and Impact.
Location Type Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5

Core Cutting,Piercing Imp2 Imp3 Imp3, TN4 Imp4, TN5 Imp4, TN6 Imp5, TN6

Core Blunt Imp2 Imp3 Imp4 Imp4, TN4 Imp4, TN5 Imp5, TN5

Limb All Imp1 Imp2 Imp3 Imp3, TN4 Imp3, TN5 Imp4, TN6

Core
Crown Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting A graze, but Small cut, hair Flap of loose scalp 1-2 or Cracked skull and a lot of blood. The skull cracks open
nothing thick with deeper cut with skull intact Severe concussion 1-2, brain damage like an egg, blood
serious. Some blood. Itches 3-6. Dizziness and * 3-4 or ear trauma**5-6. BL2, KO2, spurting high in the
blood in the like hell. BL1 bleeding. BL1, KO1 *1d, C air. Instant death.
hair.

Piercing Some torn Grazed scalp or Long graze along the skull. Skull is pierced. Brain damaged. BL2, The brain is pierced.
skin, a little temple. Serious bleeding. BL1, instant KO, 2d, C Body goes limp and
blood Surprising KO1 collapses. Instant
amount of death.
blood. BL1

Blunt Glancing Solid blow, Mild concussion. Ears Cracked skull. Severe concussion 1-4, The skull shatters like
blow. causing ringing, bad headache and brain damage 4-5* or ear trauma 6*. a ripe melon. Really
momentary dizziness. Some blood in Wound starts bleeding immediately. messy. Instant death.
dizziness. the hair. KO2 BL1, KO3, *1d
Face Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Small cut Handsome scar on Ugly scar on forehead1 Face mangled. Shattered jaw 1-2 or Cerebellum destroyed in a
on cheek 1- cheek 1, brow 2, or nose 2. Jaw 3 or cheekbone 3. Loss of an eye** 4, fountain of blood. Instant
2, Temple temple 3, forehead cheek 4 cut to the teeth whole ear** 5 or part of the nose* 6 death.
3-4 or jaw 4, jaw 5 or mouth or partial loss of an ear BL2, KO2, *1d, **2d
5-6, some 6. Some blood. 5-6. BL1, KO1
blood.

Piercing A graze, Grazed cheek 1-2, Scarring slice on Part of the face pierced, but misses Head pierced through the
but nothing temple 3-4 or jaw cheekbone 1, temple2, the brain. It’s bad. Hideous scar on eye 1, cheek 2-3, temple 4,
serious 5-6. Surprising jaw 3, lip 4 or ear 5. jaw 1, cheek 2, cheek’n’ear 3 or nose 5 or mouth 6. Body
amount of blood. Pierced cheek with forehead 4. Eye damaged 5 or lost** goes limp and collapses.
BL1 tongue laceration 6. 6. BL1, KO2, 1d or **2d Death is almost
KO1 instantaneous.

Blunt Slight Solid blow. Will Blunt eye trauma1, Face mangled. Shattered jaw 1-2, Face caves in from a massive
bump. leave a shiner 1-2 which can swell shut2, cheekbone 3-4, eye damaged 5 or blow. Death is almost
Won’t even , split a lip 3-4 or broken nose 3-4, lost* 6. BL1, KO2, *1d instantaneous.
leave a cause a nosebleed dislocated jaw 5 or split
shiner. 5-6. lip with lost teeth 6.
KO1

Neck Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Just a A close Lacerates throat. Eerie Jugular vein 1-2, the carotid artery 3-4 or Total or near-total decapitation
scratch. shave. sucking noise, difficult throat cut 5-6. Lots of blood. BL3 in a fountain of blood. Instant
Trickle of to breathe. BL2 death.
blood.

Piercing But a Deflected Pierced above the Throat is pierced, damaging the windpipe. Neck is pierced, severely
sting! by collarbone, missing Esophagus 1-3 or vocal cord 4 injury. Or damaging the carotid artery 1-
collarbone. major blood vessels. causes suffocation 5-6 (instant first aid 3 or the jugular vein 4-6. Lots
Some BL1 needed). BL2 of blood. BL3
blood.

Blunt Barely Solid blow Something cracks. Damaged windpipe. Esophagus 1-3 or vocal Head tilts in an unnatural
connects. leaves Hard and painful to cord 4 injury. On 5-6, causes suffocation. angle. Neck snapped. Instant
neck stiff breathe, but no danger Fatal unless first aid is immediately death.
and sore. of suffocation. available.
Ribs Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Minor slash. Nasty cut Deep gash with Cut goes deep, breaking and Weapon is lodged in the
Some torn scrapes on enough force to fracturing ribs. Lot of the chest. Death is imminent.
skin. the ribs, but fracture ribs and bleeding is internal. BL2, KO2 KO2
does little knock the wind out of
damage. you. KO1

Piercing Blow grazes Long, Pierces rib cage, but Punctured lung leads to Pierced heart 1-3 or clean
skin and shallow misses major organs. stabbing pain, shortness of through the chest 4-6.
muscle, but wound BL1 breath and eerie sucking sound Death is almost
is deflected along the with bubbles in the blood. BL2, instantaneous.
by bone. ribs. KO2, C

Blunt Thump. Solid blow, Knocks out the wind. Fractured ribs 1-3 or broken Several broken ribs and
minor Bad bruising. Taking collarbone 4-6. Chest swells up internal bleeding.
bruising. deep breaths is going and painful to breathe. KO2 Punctured lung 1-2,
to be painful for a bruised heart 3-4 or flail
while. chest 5-6. BL1, KO2

Abs Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Just a red Painful, Deeper cut that bleeds Nasty cut with a lot of blood and some Total disembowelment with
slash. bleeding cut. hard. No organ damage. internal damage (aorta 1, diaphragm 2, entrails everywhere. Legs buckle
Looks worse BL1 intestines 3, liver 4, spleen 5, stomach 6). and the blood keeps coming.
than it is. BL2, KD1, C Death is imminent. KD2

Piercing Lacerates Pierces skin Pierces body without Bad puncture with a lot of blood and some Punctured liver 1-2, massive
skin and surface fat, puncturing any major internal damage (aorta 1, diaphragm 2, organ damage 3-4 or hopeless
without passing organs. Painful and intestines 3, kidney 4, spleen 5, stomach internal bleeding 5-6. Death is
puncturing straight bleeds hard. BL1 6). BL2, KO2, C imminent.
it. through.

Blunt Bump. Blow to the gut Knocks out the wind. Bad Ruptured internal organs (pancreas 1-3, Damage to internal organs (liver
forces to bend bruising and concussed stomach 4-6) and internal bleeding. BL1, 1-3, spleen 4-6) causes heavy
over. organs. KD2, KO1 (to instant KD internal bleeding. BL2, instant
not vomit) KD, KO3
Pelvis Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Glancing Surface A deep gash in the fleshy Fractured pelvis 1-2 or hipbone 3-5. Weapon stuck in pelvis with massive
blow to the wound. parts. KD1 Possible bone fragments. On a 6*, Say amount of blood. Death is imminent.
hip1-4, or Painful, but goodbye to reproduction. BL2, KO2, KO3
lower 5-6. nothing *1d
serious.

Piercing Grazed. Shallow Penetrates muscle on upper Deep into the pelvis, clean exit. Stable Pelvis pierced. Messy and lots of blood.
puncture1- hip 1-2, low belly 3-4 or fracture 1-3 or minor damage to Unstable fracture 1-3 or major damage to
3 or pierces buttocks 5-6, but misses bladder 4, diaphragm 5 or bladder 4, diaphragm 5 or
fat layer.4-6 major organs. KD1 prostate/uterus 6. BL1, KD2, C prostate/uterus 6. BL2, KD3, C

Blunt Thump. Solid blow Bad bruising and Fractured pelvis 1-2 or hipbone 3-5. Shattered pelvis. Character will never
leaves a abdominal pains. KD1 Possible bone fragments. On a 6, Say walk again. BL3, instant KD, 3d, C
bruise. goodbye to reproduction. KD2, S/1d,
C

Back Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Just a red Painful, bleeding Dislocated vertebrae. Blood, Nasty cut with a lot of blood and Spine and spinal cord
slash. cut. Looks worse pain and swelling. Moving some internal damage (aorta1, completely severed. Lower
than it is. difficult, can cause intestines2, kidney3, liver4, body paralysis even when
permanent spinal cord spleen5, stomach6). BL2, KD2, healed. BL2, instant KO,
damage. BL1 C 3d

Piercing Lacerates Pierces skin and Pierces body without Passes between the shoulder Pierces heart from the
skin surface fat, passing puncturing any major blades, very close to the spine. behind 1-3 or tears clean
without straight through, organs. Painful and bleeds BL2 through the chest 4-6.
puncturing. missing major hard. BL1 Death is almost
organs. instantaneous.

Blunt Blow to the An eye watering Dislocated vertebrae. Pain Vertebrae fractured and spinal Spine shattered beyond
fleshy part blow to the and swelling. Moving cord damaged or partially repair. Spinal cord
of the back. kidneys. KD1 difficult and can cause severed. Random limb completely severed. Lower
permanent spinal cord paralyzed. KD3, 2d body paralysis. Instant
damage. KD2 KO, 3d, C

Limbs
Upper
Arm Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Shaves Long gash by the Deeper flesh wound on Blade bites through the muscle Arm severed above the
off some elbow 1-2, upper the outer arm 1-4 or and reached bone on the outer elbow 1-4 or at the
skin. arm 3-4, or inner arm 5-6. BL1, arm 1-4 or shoulder 5-6. BL2, shoulder 5-6 in a shower
Shoulder 5-6. Drop1 Drop2, S/2d of blood. BL3, 3d

Piercing Stings Outer 1-4 or Deeper flesh wound on Passes through the arm, Goes clean through the
like a inner 5-6 bicep the outer arm 1-3 or chipping the bone. BL1, Drop2 arm, tearing the flesh.
famished laceration. inner arm 4-6. Drop1 Major blood vessel cut.
horse BL2, Drop2
fly.

Blunt Thump Will leave a Swollen bruise 1-3 or a Fractured humerus 1-3 or major Open humerus fracture.
bruise. minor fracture 4-6 swelling 4-6. Arm disabled. Arm useless/numb.
makes the arm hard to Drop item. Disabled. Drop item.
use. Drop1 S/1d, C

Forearm Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Light Long but Nasty cut damages Arm broken with a lot of blood Forearm completely mangled 1-3*
slash shallow ulnar nerve. 1-4 or severed tendons disable or cut off above the wrist** 4-6 .
along the gash. Bleeds Fingers are numb some fingers* 5-6. Arm BL2, *S/2d, **3d
forearm. a lot. Drop1 for a while. Drop3 disabled. Drop item. BL1,
Some *1d
blood.

Piercing Glancing Glancing Punctures skin and Passes through the arm, Passes through the arm, spurting
blow blow leaves a hits bone with pain missing bone. Lots of blood. blood. Major vessel cut1-2,
leaves a cut. Roll for running through Drop item. BL1 radius3-4 or ulna bone 5-6
scratch. item drop. the whole arm. fractured. Arm Disabled. Drop
Drop1 Drop3 item. BL2

Blunt Minor Arm Brutal blow knocks Radius 1-3 or ulna bone 4-6 Open compound fracture with
bump. knocked arm aside. Sudden fractured with blinding pain. severed blood vessels. Arm
Barely aside, some movements are Arm disabled. Drop item. disabled. Drop item. BL2, C
notice it. bruising. painful. Drop3
Drop1
Hand Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Grazed hand. Small cut, but Deep, bleeding cut on hand Some fingers Hand completely mangled 1-3
Drop1 hand flinches 1-3 or fingers 4-6. Drop3. lost. Drop or cut off at the wrist 4-6.
from the BL1 item. BL1, 1d Hand disabled. BL2, 2d
pain.Drop2

Piercing Stings, but Minor puncture Deeper puncture hitting Hand pierced Hand pierced. Roll 2d6.
nothing of hand or bone. Hand 1-3 or fingers 4- with lots of Matching result means a finger
serious. Roll fingers. Roll for 6. Roll 1d6 for finger, 6 is blood. Drop is lost*, double 6 punctures
for item drop. item drop. palm. Drop3 item. BL1 wrist. Drop item. BL1, *1d
Drop1 Drop2

Blunt Blow connects Hand knocked Fingers smashed. Roll 1d6 to Hand or wrist Hand completely crushed and
to the hand. aside, some see which finger is broken mangled. mangled by the brutal blow.
Roll for item bruising. Drop2 with a 6 indicating fractures Hand Hand disabled. S/2d
drop. Drop1 in hand. Drop3 disabled.
Drop item.

Thigh Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Surface Slash Cut penetrates muscle Blade bites deep. Femur chipped 1- Femur broken with lots of
graze. across tissue, but doesn’t reach 2, tendons torn 3-4 (limp)* or blood. Epic feat of surgery
the bone. BL1, KD1 femoral nerves 5-6 damaged needed to save the leg. BL2,
thigh. (numb). BL2, KD2, *1d instant KD, S/3d
Not
deep.

Piercing Just a Surface Thigh muscles penetrated Thigh completely pierced. Leg can Inner thigh pierced, femoral
scratch. layer almost to the bone. BL1 support weight for only short artery cut. Massive amount
pierced. periods of time. BL1, KD1 of blood. BL3, KD2
Some
blood.

Blunt Bump. Solid Minor fracture in the Broken femur with bad swelling. Open femur fracture with
blow. femur. Putting weight on Putting weight on the leg is sharp bone ends showing
Will the leg is painful. Some impossible. KD3 through the tissue. BL2,
leave a swelling. KD1 instant KD, S/1d, C
bruise
Shin Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Funny Shallow wound Deep cut that glances Bone fractured 1-3 or broken 4-6 Limb cut off with lots of blood.
bone across the shin, but off bone, drawing blood with blood. BL1, instant KD BL2, instant KD, 3d
effect. blow compromises and compromising
balance. KD1 balance. KD2

Piercing Hurts, Bounces off from Shallow puncture or Shin completely pierced with bone Shin completely pierced with
but no the bone. Some surface wound. Chipped damage 1-4, tendon injury 5 tendon injury 1-3 (limp) or
blood. blood. KD1 bone and minor (limp) or femoral nerve damage 6 femoral nerve damage 4-6
ligament damage. KD2 (numb). BL1, KD3 (numb). BL2, instant KD, 1d

Blunt Bump. An eye watering Minor fracture in the Closed shin bone fracture with Shin bends into an unnatural
thump. shin. Putting weight on bad swelling. Putting weight on shape with sharp bone fragments
the leg is painful. Some the leg is impossible. KD2 poking out from an open wound.
swelling. KD1 BL1, instant KD, C

Foot Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Close Minor cut, but Hits bone, but foot stays Some toes Foot destroyed or cut off. BL2, instant
one. balance is intact. KD2 lost. BL1, KD, 2d
compromised. KD3, 1d
KD1

Piercing Just a Minor Deeper puncture hitting bone. Foot pierced Foot pierced. Roll 2d6. Matching result
graze. puncture, but Minor fractures. KD2 with lots of means a toe is lost, double 6 severs
balance is blood. BL1, tendons, causing limp. BL2, instant
compromised. KD2 KD, 1d
KD1

Blunt Ow. An eye Minor foot 1-3 or toe 4-6 Some toes Foot completely smashed. Will impair
watering fractures. Putting weight on smashed. movement even when healed. BL1,
crunch. the leg is painful. Some KD2 instant KD, C, 2d. 1d with successful
swelling. KD1 surgery.
Wings Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Glancing Long, but Nasty cut damages ulnar nerve. Wing broken with a lot of Wing mangled
blow shallow The wing is barely functional. Roll blood 1-4 or tendons beyond repair 1-3* or
leaves a gash. Bleeds to stay airborne. A new roll must severed* 5-6. Can’t stay entirely cut off 4-6**.
scratch. a lot. Roll to be made each round to stay airborne. Roll to prevent Full falling damage.
stay airborne. KD2 falling damage. BL1, KD2, BL2, *2d, **3d
airborne. *2d
KD1

Piercing Flicks off Glancing Punctures the wing and hits bone Passes through the wing, Passes through the
the blow leaves a with pain running through the lots of blood. Can’t stay wing, spurting blood.
feathers cut. Roll to whole limb. Roll to stay airborne. airborne. Roll to prevent Major vessel cut,
or skin. stay A new roll must be made each falling damage. BL1, KD2 fractures possible.
airborne. round to stay airborne. KD2 Full falling damage.
KD1 BL2

Blunt Minor Wing Brutal blow knocks wing aside. Radius 1-2, ulna bone 3-4 Open compound
bump. knocked Sudden movements are painful. or humerus 5-6 fractured fracture with severed
Barely aside, some Roll to stay airborne. A new roll with blinding pain. Can’t blood vessels. Full
notice it. bruising. must be made each round to stay stay airborne. Roll to falling damage. BL2
Roll to stay airborne. KD2 prevent falling damage.
airborne. KD3
KD1

Tail Lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cutting Surface Slash Cut penetrates muscle Blade bites deep. Muscle 1-2 or Tail severed. Massive amount of
graze. across tissue, but doesn’t reach nerve 3-4 damage or the tip cut off blood. Movement painful, but
the tail. bone. BL1 5-6. Tail movement is painful, but doable. BL2, KD1 if bipedal,
Not doable. BL1, KD1 if bipedal 2d
deep.

Piercing Just a Surface Tail muscles penetrated Tail deeply pierced. Some swelling. Tail run through, major artery
scratch. layer almost to the bone. BL1 Tail movement is painful, but doable cut. Massive amount of blood.
pierced. BL1 Movement painful, but doable.
Some BL2, KD1 if bipedal
blood.

Blunt Bump. Solid A broken bone with bad Minor fracture in the tail. Some Tail snapped, major bone
blow. swelling. Tail swelling. KD2 if bipedal damage. Movement seriously
Will movement is painful, compromised. BL2, KD2 if
leave a but doable. KD1 if bipedal
bruise. bipedal

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