ROLLING INITIATIVE Common Hit Roll Modifiers Mod
Each side rolls 18 and adds their highest Dexterity modifier, of Seas ee 2
which NPCs usually have none. The side with the highest roll
‘goes first in whatever order they wish, then the other sides in Shooting or melesing an adjacent prone foe +2
‘order, and then turns repeat. Optionally, each individual may roll ‘The target is at least half behind cover 2
Ifa person is successfully surprised or ambushed, they can't act ‘The target is almost completely in cover A
uring the fit round of combat Using @ TH ranged weopon while inmelee 4
Using @ 2H ranged weapon while in melee
ACTING ON Your TURN
Combat is spit into rounds of about six seconds. Each round, a
participant can act on thet initiative turn. hey may take one
Main ation, one Move action, and as many On Turn actions
they wish. They may take Instant actions at any time, even when
itis not their turn or after dice have been rolled,
-Main ations can be used to atack foe, pick something up, dig
something from a pack, use a skill aida friend, take a second
Move action, or anything else that can be done in six seconds.
‘Move actions can be sed to move up to 30 feet, oF half that if
the terran is difficult, You must use Your Main ation to make a
Fighting withdrawal when moving away from a foe in melee or
they receive an Instant free attack on you as you lee
On Turn actions can be used to say afew words, drop something,
fll prone, or otherwise do something very simple.
Instant actions are so fat that they take no meaningful time, Only
4 few maneuvers and actions qualify as Instant.
STABILIZING MORTAL WOUNDS
“Most NPCs will di if reduced to zero hit points by a lethal
attack. A PC of particularly hardy NPC can survive up to six
rounds before perishing, and may be stabilized by an ally.
Stabilizing a target requires an Int or Dex/Heal skill check
21 difficulty 8 plus the numberof rounds since the target went
down. Without a healers kit or similar tools, the difficulty
increases by +2. A failed check can be retried the next round
‘but only one stabilization check can be attempted each round
Magical powers that restore hit points to a target au-
tomatically stabilize and revive them, and allow them to act
normaly on their next turn, Those stabilized with mundane
healing remain Frail until they convalesce, a physician patches
‘them with a dif 10 check, oF they receive magical healing,
Frail heroes die instantly if they ht zero hit points
HITTING AND HURTING A TARGET
‘Attacking a foe requires your Main action for the round, To at~
tack, a PC rolls 1420 and adds their class attack bonus, the at-
tribute modifier used by their weapon, their relevant skill, and
any situational modifiers, An NPC simply adds their listed atack
bonus. Ifthe total is equal or greater than the target’ Armor Class,
they damage the target. A natural roll of I always misses, and
roll of 20s always a succes
(On a success, roll the weapon's damage dice and add the
relevant attribute modifier ifthe attacker is a PC. Subtract the
damage done from the targets hit point total
Ira target uns out of hit points, they are mortally wounded
[NPCs usually die on the spot brought down witha non-lethal
CHECKING MORALE
‘When an NPC group takes its first casualties, and again the
first ime they seem to be losing a fight, they must check Mo-
rale, To do so, roll 246 and compare it to their Morale score,
If greater, they break, and will flee or surrender. If equal or
less, they will keep fighting as long ait seems. rational choice.
‘Animals will ight to the death only if maddened or desperate,
Common Morale Scores far Cambatants Morale
(Ordinary peaceful commoner 6
‘weapon oF method, they may only be incapacitated, or cowed into Opportunistic scavenger beost 6
ving up the fight. Mortally wounded targets must be stabilized
thn scroundsfthyare to survive, Coeser es eee a
‘Shock damage i inflicted by most melee weapons. I'you use Dengerous predatory animal 7
4 weapon that inflicts Shock damage and the target bas an Ar- Commoner ofa savage or violent society 8
mor Class susceptible tothe Shock ofthe weapon, they automat-
ically take Shock damage even if you miss, adding your relevant Dodyovord soldier, or woined Fgher 8
attribute modifier to the weapon's Shock score. Thus, a dagger Hardened combot veteran 9
that uses Dexterity and has a Shock score of I point/AC 15 will Exceptionally savage predator °
automatically inflict 1 plus the wielde's Dexterity modifier in Kaigh, ele sole, or the desperate 1D
ddamage on any target with AC 15 or less, even ifyour atack roll
{sa flure. A successful atack never does less damage than this Fanatic, golem with no sel-preservation 2ae
COMMON COMBAT ACTIONS
Make « Melee or Ranged Attack Main Action
Totel Defense Instant Action
The combatant attacks an enemy within range, rolling @
normal hit roll and inflicting damage on a successful hit. An
attacker's weapon must be Readied in order toattack with i
‘Most melee attacks inflict Shock damage on a miss, ifthe
target's Armor Classis equal or less than the melee weapon's
‘Shock rating. No successful hit does less damage than the
attack would have done on a miss. A shield allows the bearer
to ignore the first Shock they take in around,
Make @ Snap Attack Instant Action
combatant with a Ready weapon can rush thei attack, sac-
rificing accuracy for speed, The combatant must still have
their Main Action impending or available. As an Instant,
they can sacrifice it to Make a Melee Attack or Make a Ranged
Aitack against a foe in range, whether a snap shot with a
hhurlant ora quick thrust at an adjacent melee foe. This attack
takes a ~4 penalty tots hit roll. If multiple combatants decide
to make Snap Attacks at the same time, they are resolved
simultaneously. Usually only very well-trained NPCs have
the reaction speed and presence of mind necessary to make
a Snap Attack, though any PC can attempt one,
Make « Swarm Attack Main Action.
Each assailant takes this action against a target in range
‘of their current weapon, until up to four have done so.
‘When the final participant has taken this action, one of
the mob can electro make an immediate melee or ranged
attack against thei target, gaining a +2 bonus to hit and
+1 to damage for each other surviving attacker, up to
+6/+3, This damage bonus does not add to Shock and
it cannot drive the atack’s damage over the maximum
usually possible for the blow, but Shock from it always
harms the target, even if they have a too-high AC, are
using a shield, or have a Focus immunity to Shock
Cast a Spell Main Action
X spelicaster must usually be unarmored, ungagged, not
bearing a shield, and having at least one hand free to cast,
If they have taken any damage that round or been severely
jostled or grappled they cannot cast. Any damage suffered
while casting spoils the spell, wasting the spell slot.
Use a Skill Action
‘The combatant uses a skill that could be plausibly applied
in a few seconds. An Int/Heal or Dex/Heal skill check to
stabilize a wounded comrade is one such potential use, as is
shouting outa stirring rallying ery to timorous NPC alles,
cor anything else that might be done quickly.
‘As an Instant action, the combatant focuses on nothing oth
cer than avoiding their foes. Using Total Defense costs the
user their Main Action for the round, and cannot be used if
they've already employed their Main Action. They become
immune to Shock damage for the round from melee weap-
‘ons, regardless oftheir Armor Class, and gain a +2 bonus to
their Armor Class until their next turn,
Screen an Ally Move Action
‘The PC moves up to their normal Move rate towards an
ally and then physically blocks opponents from attacking,
them, provided they remain within ten feet. Until the
PC’s next turn, enemies who wish to make a melee or
ranged attack against the sereened ally must sueceed in
a suceessful Str or Dex-based opposed skill check against
the PC using the combat skill applicable to their weapon;
‘ona failure, the attack roll is automatically directed
toward the screening PC.
‘APC can screen against a number of attackers in one
round equal to their combat skill; thus, Stab-2 lets them
block the attacks of two different attackers. PCs with level-O
‘or worse combat skills can't effectively screen.
Multiple PCs can try to screen the same aly; in such a
‘ase, the attacker’ skill check is compared against all block-
cers and the lowest-rolling successful blocker is attacked.
PCs can only screen against foes and attacks they could
plausibly physically parry or block with a shield
Fighting Withdrawal Main Action
‘The combatant disengages from any melee oes around them,
‘They don't actually move away, but they can now get away
from their assailants without giving them a free Instant me-
lee attack.
Run Move Action
‘The combatant moves their normal combat movement rat,
which is 30 feet for most humans. I they/re climbing a sur-
face, swimming, or navigating extremely rough terran, this
movement rate is halved, and they might have to make an
Exert skill check to achieve even that, Prone characters erab
along at half ths rate,
Ready or Stow an Item Main Action
‘The combatant draws weapon, extracts an item from their
backpack, digs an elixir out of a belt pouch, or otherwise
moves an object around on their person. They can Ready
an item this way or Stow it,"a
GAME SYSTEMS
SKILL CHECKS MorTAL WOUNDS
For a PC skill check, roll 246 and ada the relevant skill lev- APC reduced to zero hit points is Mortally Wounded. An
el and most appropriate attribute modifier. If lacking even NPC reduced to zero hit points is usualy dead, though very
level-0 skil, the check may be impossible. If not, take a -1 tough or lucky ones might be Mortally Wounded. A Mor-
penalty on the roll. NPCs roll 246 for skill checks, plus their tally Wounded creature cannot take any useful ations and
default skill bonus if’ something they'd be good at doing, will die six rounds later.
PCs can aida skill check made by another by explaining how ‘A Mortally Wounded creature can be stabilized by an
they're helping and rolling the applicable skill against the Int/Heal or Dex/Heal check at difficulty 8 plus the number
same difficulty, On a suecess, the beneticiary gains a +1 bo- of rounds since they were struck down, Those without @
nus on the roll. On a failure, no negative effects ensue. Mul- healer’ kt or similar tools take a +2 difficulty penalty. Only
tiple PCs can try to help, but successes don't stack. cone stabilization check can be attempted per round, but the
check can be repeated until the target is stable or dis.
Skil Check Diffculies Dificuly A stabilized target wakes up with {hit point ten minutes
Se later and can act normally, but is Frail. A Frail creature dies
Instantly if reduced to zero hit points again, and cannot heal
hit points normally until they have convalesced for atleast a
A relatively simple task hatisaill more thana 6
‘usual task for @ competent practioner
‘A significant challenge to o competent profes- 8 ‘week, Frailty can be removed with a difficulty 10 Heal check
sional hot they'd sill usually overcome, and an hour's work by a physician; only one such attempt
Something too difficult o be expected of any- 10 may be made.
fone buta skilled expert Magical healing, whether from a spell or elixir, auto-
amatically removes any Fralty the target may have. restores
BER Only crue moster could expectto cary this. 12 mail roms phe Coe
ei mene stabilized with magical healing ean rise without any further
penalties or Fray
Only a rue master hos any chance of achiev. 14
ing this ll, ond even they will probably fil
Situational Check Modifiers Modifier HEALING AND First AID
Unusually good or bad creumslances enough +1/-1
to make e significant difernce in eifeuy ‘creature heals lost hit points equal to their level or hit dice
after fll night of warm, well-fed sleep, Creatures that are
the longest wediferssuclly possible, More Frail cannot heal this way until they have convalesced for at
than this should be reason for an automatic least a week.
ee care Magical healing instantly restores hitpoints and climi-
nates any Frail quality the ceatare may have, Most magical
healing adds System Strain to the target, however. :
First aid takes few minutes to apply but heals 146 dam-
SAVING ThROWS age plus the healer’s Heal skill. If they have no skill at all,-1 is
subtracted from the total, This can be done repeatedly during
2 ten-minute break, but each frst ad application ads one
‘Tomakea saving throw, a victim ros 1420and tries to equal System Strain to the target
or exced their relevant saving throve score, NPCs usually ‘Acrestur's maxizanm Sytem Strin is equal tots Com
have saving throw scores of 15 minus half their maximum stitution score, with NPCs having whatever score the GM
hit dice, rounded down. thinks is reasonable. Once this System Strain is maximized,
no farther first aids possible, and any other eect that adds
System Stain i likewise inefectual Creatures lose one ac
culated System Strain point foreach night of good ret.
Extremely good or bad circumstances, ond +2 /-2
Sving Throw. When To Use It
Physical Exhaustion, poisons, diseases, tess of
overall heath ond stomina
Evasion Diving for cover, dodging environmental
perils, tess of quick reaction
Mental Mental esscul, intangible magic, tests
cof pure mental determinationARMOR AND GEAR
ee
Armor Gear and Transport
Ugh Armor AC Cote tom Con Ene
No Armor 10 None N/A ‘rows, 20 2p 1
Wer Shit 1 Sap ° Backpack 2p 18
Buff Coot 2 Sop 0 Boots 2p ns
tinothorox Pe Candle Vep *
War Robe M50 ss 50sp N/A
Pieced Armor 4 0p 2 Clothes, common 250 18
Meum Armor Clothes fine 1005018
Clothes, noble 500 sp 28
Mail Shin 42500 ~~ -
BD Cocking vonsls dep 1
Cuirossond Graves 15. 2505p 2
Sealed Armor 16 500sp. 3 oo ed
Crowbar Asp 1
Heavy Armor Firewood, one night Fre 2ep 4
Mail Hovberk 1% 750" 2 Flask, metal, ene pint ap 1
Plate Armor 17 1000s 2 Cropping hook 5sp 1
Greot Amor 1 2000s 3 Homme or mel oo! 2— 1
Grand Pato* 200039 3 Hecle’s pouch 5sp 1
Hose, ing 200 sp
Shields § Horse, draft 150%
ene Sie ae u Horse, battle-trained 2,000 sp.
large Shield ee J Hurlant bolts, 20 20 sp 1
* Grand plate wearers are immune to non-magical melee
‘can Shock AC 18 or better, or they're being grappled. Lontern 10 sp 1
§ Ife shield user's AC is clready beter thon that granted Miro, hond Wp *
iy the shield, goin a +1 bonus o AC instead ro cos
Oil, one pint Tsp lt
Paper, 10 sheets lip
Services and Living Expenses Ration, one week 5% 4
em cos Rope, 50! 2— 2
Impoverished lifestyle, per week Sap Sack iD 1
Common ifesiyl, per week 205p Ship possoge, per day 26
Rich fey, per week 200 sp eee 4p 2
Noble lifestyle, por week 1,000 sp Tinder box sp .
ieeh 2p
Magical healing of wounds 10 sp/bp* Weterskin, one gallon 1p 1
Mogica cring ofa disease 2005p" Wiig kit 30 1
Ling @ curse or undoing magic 1,000 sp* * the tem is effectively weightless in modes numbers
Casting a minor spell 250 sp* § the item doesn’t count for encumbrance purposes while
* These services are rarely available without personal con:
nections or doing special favors, and many communities
may lack them ently.
being woen
+# can be bundled in units of three forthe some encum=
bance, with a Main Action to breok open a bundle to
get atthe contentsa
ty
Weapon Ding Shock __Atribute__Range in Feet Traits Cost___Ene
“xa, Hond a6 VAC 1S Sr/Dex 10/30 T 10% v
‘xe, Wor wWio3/acis Sr 4 50% 2
Blockiock tae Nowe: S4/Dox sitt le 1
Bow, Lage 18 Nowe Dex 100/600 2H, 8,2 20% 2
Bow, Small 146 None Dox 50/300 2H, 8PM 20 1
Clow Blades vas 2/ac 13 S4/Dex s 10s 1
cub 1a None S4/Dex 10/20 mH 1
hb, Great waio2/ac 5 Se 2H le 2
Conbow 1410 None Dex 100/300 24,58 PM 1059 1
Dogger da Vac is Sir/Dex 30/60 SPM 3p 1
Halberd iio 2/ac is se AL 5059 2
Homer, Groot wio2/AC 18 Sr 4 50% 2
Homer, Wor 1a Vac 18 Se 309 1
10
a2
248
de
1d
146
tas
110
de
aa
de
tas
a
148
16
1d2estal
Huron, Groot
Huron, Hor
None
None
a
Ac 18
acts
2/nc 5
2/013
None
Vac 13
Vac 18
2/015
2/ac 13
2/015
None
Huron, Long
Mace
Phe
Shield Bath, orge
‘hil Bosh, Sal S4/Dex
Sr
S/Dex
Dex
S4/Dex
Dex
Spor Heowy
Spoor, ight
“wowing Blede
Stat
siete
Sword, Groot
Sword, Lng,
Sword, Shot
Unomed Atock
Sr
S4/Dex
S4/Dex
Sr/Dex
2H: Tivo Handed. The weapon requites two hands to use in combat.
Ranged two-handed weapons cannot be fired effectively while an
‘enemy is within melee range,
AP: Armor “Pirsing, This weapon ignores non-magical hides, armor
and shield for purposes ofits hit rolls
FX: Fed. The weapon is too heavy and clumsy to use without a fixed
position and atleast five minute to entrench it
e-Gong The weapon is unusually long allowing melee attacks to be made
at targets up to 10 fet distant, even ifn allyis in the way. Even so,
the wielder sil needs tobe within five feet ofa foeto count as being
in melee with them for purposes of forcing Fighting Withdrawals,
disrupting large ranged weapons, or similar maneuvers.
UL: Gu Qthal. Foes brought to zero hitpoints by this weapon can always
be lft alive atthe wielder’s discretion
Ns Nymerous Five of these count as only one Reade item,
00/2,400
30/60
200/400
7x55, AP
S8,AP
10,000 5»
1,000 sp
4,000 9p
w Se
2H 10s
w .
2H, 55,AR PM
w
4
1
PM: Prvisly CMunderous. When wed for an Execution Attack, the weap
‘on applies an additional -1 penalty to the Physical save and does
double damage even iit succeeds
R: ‘Reload. The weapon takes « Move action to reload, I the wser has t
least Shoot-1 skill, they can reload as an On Turn ation instead
S; Subile, Can be easily hidden in ordinary clothing or concealed in jew.
ely
SR: Slow Reload, [takes a Main Action to reload this Weapon.
SS: Single Shot, This weapon takes ten rounds to reload, and the reloading
cfr is spoiled ifn enemy melees the wilder.
Throwable. While the weapon canbe used in mele, it may be thrown
‘out fo the listed range as wel albeit it does no Shock in that case,
Throwing a weapon while fe isin melee range applies 4 penaley
to the atack rll.EXPLORATION
Travel and Exploration Speeds
"a
‘Supply Encumbrances
Type Ene
Terrain Type Miles per Hour
Plains or savannas 3
Light forest or desert 2
Dense forest or rugged hills 18
Swamp or marsh 1
Mountains or arratu wastelands 05
There is rood through the terain 2
Foul weather, mud, or heavy rain 10.5
Deep snow on the ground x01
Exploring ahex or poinisof interest One day
Exploring erough ormountainovshex Two days
Pack Animal and Porter Loads
Type
Two porters carrying a shored lier
Site Adventure Time Costs
ype of Location Turns
Moving from one room of interest o another
Searching or carefully investigating « room
Getting into o fight
First cid and looting fer o ight
Encounter Checks in an Adventure Site
Type of Location Turns
Alerted site with organized defenders Every 1
Unolert site with organized defenders Every 2
Site with no organized or active defense Every 3
Site with very few mobile inhabitants Every 4
‘Abandoned or disused nook ina ste Every 6
Hidden area or concealed chamber
Riding horse or warhorse, wih laden rider 5
Riding horse or wathorse, pack only 20
Heavy pack horse 30
Mule or donkey 15,
Professional porter 2
Torch/lantern burn duration 6/24
No check.
(One day of food or water
One week of carefully-pocked food
One night load of fire fuel
(One day's fodder for 0 mule or small beast
Daily water for a large beat!
7
4
4
(One day's fodder for @ horse or large beast 4
2
a
4
Daily water for « small beast
Foraging
‘ype of Foraged Terain itt
‘Woodlands or areas of heavy vegetation 8
Mountains, serublands, savannos 9
Deserts, Badlands, or normal borrens 2
‘Aratus or barely humen-survivable lands “4
‘ful day foraging rther hen o hal-day B
Each successive day foraging he some hex 4
(On success, 1d6 units of forage are found, plus the total Survive
skils ofthe foragers. Those without even level-0 skill in it subtract
| from the total found.
Situations That Cause Privation
Circumstance Sys Se
First day without enough food +0
Consecutive day without food "
First day without enough water +2
Consecutive day without water 8
Night without adequate shelter or fire +0
Horsh night without shelter or fre "
Overland Wandering Encounter Checks
Type of Terain Chonce
Dangerous wilderness area Ling
‘Area of civil unrest or heavy bondliry Vind
Ordinary trade road 1in8
‘Well-policed trade rood in 10
Borderlands or rural back country Vins
Ordinary wilderness Tin8