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Initiative Act in Initiative order, from highest to lowest. If same Initiative, act in Agility order,
from highest to lowest. If same Agility, roll Opposed Agility Test, winner chooses
who goes first.
Surprise Hiding: Make a successful Stealth Test in appropriate cover. Characters may oppose
with a Perception Test if warranted.
Sneaky Tactics: Attacks from behind, in the dark, through heavy fog, from above, …
GM may allow a Perception Test if appropriate.
Distractions: Loud bangs, milling crowds, an especially engaging sermon, …
Unprepared Defenders: If enemy is unwary, attackers automatically surprise
victims.
List
Gaining Advantage Losing Advantage
Advantage is secured each time you win an If you lose an Opposed Test during combat,
Opposed Test in combat, you assess the suffer any Conditions (page 167) or lose any
battlefield using your Skills, or when your Wounds, you automatically lose all
spirits are lifted. Advantage. Further, should the combat end,
all Advantage you’ve gained is lost.
Assess situation using Skills +1 Disengage using advantage (p.165) =0
(See chapter 4: Skills and Talents) If your advantage > opponent’s
Attacking Surprised enemies (p. 169) +1 Gaining no advantage for the round -1
Charge (p.165) +1 Lose opposed test during combat -1
Defeat an important NPC +1 Outnumbered at round’s end (p.162) -1
Defeat a party nemesis +2
Win opposed Test during combat +1
Wound opponent without engaging in an +1
Opposed Test
Note: See Movement during Combat - Fleeing and Disengaging for more
Movement Table
Movement Walk Run
0 0 0
1 2 4
2 4 8
3 6 12
4 8 16
5 10 20
6 12 24
7 14 28
8 16 32
9 18 26
10 20 40
Movement during Combat
Charging If not Engaged in combat already, you can use your Move to Charge. If you Charge,
your Action must be a Melee Test to attack an opponent. If your opponent is at
least your Move characteristic in meters away before you Charge, but within your
Run range (see Movement Table).
Climbing Climbing a ladder or similarly easy-to-climb surface does not require a Test but does
slow you down. You move at half rate up or down ladders or other easily climbed
surfaces. If you want to climb more quickly, spend your Action to make an Average
(+20) Climb Test. You will Climb an extra Movement + SL meters.
If both hands are free, you can climb a surface with suitable handholds with a Climb
Test using your Action for the turn. You ascend or descend at a rate of ½ Movement
+ SL in meters. Climbing difficulty is set by the GM. Some climbs will be beyond the
ability of most characters without the Scale Sheer Surface Talent (page 144).
Disengaging If Engaged in combat (page 159) and no longer wish to be trading blows with your
opponent, you have the following two options for leaving combat safely:
Advantage: Only if you have more Advantage than your opponents, you may
choose to drop your Advantage to 0. You can then disengage without penalty whilst
retaining your Move (which you can safely use afterwards).
Dodge: If you have lower or equal Advantage to your opponents or do not wish to
spend your Advantage, you are pinned in place. If you wish to escape, use your
Action to make an Opposed Dodge/Melee Test. If you succeed, you gain +1
Advantage and disengage whilst retaining your move. If you fail, each opponent
defeating you gains +1 Advantage and makes it impossible for you to escape
without a blow to your back.
Fleeing If you flee, engaged opponents immediately gain 1 Advantage and may attempt 1
free attack. The free attack is an unopposed Melee Test using whatever weapon is
currently held, using the SL scored to Damage you as normal. Your opponent gains
+20 to hit you. If you are hit, your opponent gains +1 Advantage, and you must
enact a Challenging (+0) Cool Test. If failed, gain a Broken Condition, and another
Broken condition per SL below 0. Once the free attack is concluded, you may move
up to your Run Movement (see Movement Table) directly away from your
opponent, assuming you still can.
Often, Fleeing is involuntary, caused by Terror (page 191) or magic.
Running You can use your Action to sprint. This requires an Average (+20) Athletics Test. The
distance covered is in addition to your Move this round. You sprint your Run
movement + SL in meters (See Movement table). E.g.: A character with Move 4 who
rolled –2 SL would sprint an additional 14 meters (16–2=14).
Pursuit
Determine The GM decides how far ahead the pursued are, and assigns a number to
Distance represent the size of the head start, called the Distance. Typically, this will range
from 1 for those almost in reach, to 4 for those with a good lead, to 8 for those
almost beyond reach when the pursuit begins.
Test Everyone actively moving in the pursuit rolls a Test for their movement: Either
Drive, Ride, or Athletics Test depending upon the circumstances.
Update New Distance = Distance + Pursued’s SL – Pursuer’s SL.
Distance E.g.: Distance = 4; Pursued’ SL = -2; Pursuer’s SL = 2 => Distance = 4+(-2)-2 = 0
Determine - If the Distance falls to 0 or less, the pursuers have caught their quarry! The
Outcome pursued can then sacrifice their slowest member that Round to delay the
pursuers as the rest continue to flee, or they can stop and confront their
pursuers. If the slowest of the pursued is abandoned, the pursuers decide
who stops to confront the unfortunate and who continues in pursuit. If the
poor abandoned runner is not a priority target it’s quite likely the pursuers
will continue their pursuit of their target.
- If Distance reaches 10+, the pursuers have lost their quarry and the pursuit
is over… for now!
- If the Distance is still 1–9, the pursuit continues, return to step 2.