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WEAPON L OA D H A NDL I NG DI ST A N C E QU A L I T I E S TYPE ENC PRICE

U n h arm ed
V A L UE
Arbalest crossbow 2 AP Two-handed 9+[PB] yards Fast, Punishing Missile 3 5gc
Arquebus 4 AP Two-handed 6+[PB] yards Gunpowder, Volatile Gunpowder 3 33gc
Bare-handed 0 One-handed Engaged Pummeling, Slow Brawling NONE NONE
Battle axe 0 One or two-handed Engaged Adaptable, Slow Bladed 2 2gc
Blackjack 0 One-handed Engaged Powerful, Pummeling Brawling 1 2ss
Blunderbus 4 AP Two-handed 3+[PB] yards Gunpowder, Shrapnel, Volatile, Weak Gunpowder 3 13gc
Bolas 1 AP One-handed 1+[PB] yards Entangling, Ineffective, Throwing Missile 1 2ss
Bottle bomb 1 AP One-handed 1+[PB] yards Fiery, Ineffective, Throwing, Volatile NONE 1 12ss
Bullwhip 0 One-handed Engaged or 1 yard Entangling, Ineffective, Reach Crushing 1 5ss
Composite bow 2 AP Two-handed 12+[PB] yards Fast, Finesse Missile 3 7gc
Court sword 0 One-handed Engaged Fast, Finesse Bladed 1 7gc
Cudgel 0 One-handed Engaged Light, Powerful, Weak Crushing 1 5ss
Dirk 0 One-handed Engaged Fast, Finesse, Light, Weak Bladed 1 5ss
W o und ed
L igh tl y

Dragon pistol 4 AP One-handed 1+[PB] yards Gunpowder, Shrapnel, Volatile, Weak Gunpowder 2 40gc
Dueling pistol 3 AP One-handed 3+[PB] yards Gunpowder Gunpowder 2 50gc
Estoc 0 One or two-handed Engaged Adaptable, Finesse Bladed 2 7gc
Fire-hardened spear 0 One or two-handed Engaged or 1 yard Adaptable, Reach, Weak Bladed 2 7ss
Flanged mace 0 One-handed Engaged Powerful Crushing 1 5gc
Flintlock pistol 3 AP One-handed 3+[PB] yards Gunpowder, Volatile Gunpowder 2 20gc
Francisca 1 AP One-handed 1+[PB] yards Throwing, Weak Missile 1 2gc
Garrote 0 Two-handed Engaged Entangling, Fast, Ineffective Brawling 1 2ss
Hunting bow 1 AP Two-handed 9+[PB] yards Finesse, Weak Missile 3 4gc
Improv. hand weapon 0 One-handed Engaged Pummeling Varies 1 Varies
Improv. throwing weapon 1 AP One-handed 1+[PB] yards Pummeling, Slow, Throwing Missile 1 Varies
Javelin 1 AP One-handed 3+[PB] yards Throwing, Weak Missile 1 6ss
Moderately

Knuckleduster 0 One-handed Engaged Fast, Pummeling Brawling 1 7ss


Wounded

Light crossbow 2 AP Two-handed 6+[PB] yards Fast, Punishing, Weak Missile 3 3gc
Longbow 1 AP Two-handed 12+[PB] yards Finesse Missile 3 5gc
Main gauche 0 One-handed Engaged Defensive, Finesse, Weak Bladed 1 1gc
Military lance 0 One or two-handed Engaged or 1 yard Powerful, Reach, Vicious Bladed 3 1gc
Misericorde 0 One-handed Engaged Fast, Finesse Bladed 1 2gc
Morgenstern 0 One or two-handed Engaged Adaptable, Powerful, Vicious Crushing 2 5gc
Mortuary sword 0 One-handed Engaged Vicious Bladed 1 10gc
Musket 4 AP Two-handed 9+[PB] yards Gunpowder Gunpowder 3 67gc
Pike 0 Two-handed Engaged or 1 yard Finesse, Reach Bladed 3 1gc
Pole cleaver 0 Two-handed Engaged or 1 yard Reach Bladed 3 4gc
Rapier 0 One-handed Engaged Fast, Finesse, Weak Bladed 1 5gc
Sabre 0 One-handed Engaged Defensive Bladed 1 6gc
Shepherd’s sling 1 AP One-handed 3+[PB] yards Fast, Throwing, Weak Missile 1 2ss
Seriously
Wounded

Shiv 0 One-handed Engaged Fast, Weak Bladed 1 2ss


Splitting maul 0 Two-handed Engaged Slow, Weak Bladed 3 4ss
Staff 0 One or two-handed Engaged Adaptable, Defensive, Pummeling Crushing 2 1ss
Stiletto 0 One-handed Engaged Fast, Vicious, Weak Bladed 1 1gc
Three-barrel pistol 4 AP One-handed 3+[PB] yards Gunpowder, Repeating, Volatile Gunpowder 2 83gc
Threshing flail 0 One or two-handed Engaged Adaptable, Weak Crushing 2 1ss
Torch 0 One-handed Engaged Immolate, Ineffective, Slow NONE 1 3bp
War hammer 0 Two-handed Engaged Powerful, Slow Crushing 3 5gc
Woodsman’s axe 0 One or two-handed Engaged Adaptable, Slow, Weak Bladed 2 4ss
Zweihänder 0 Two-handed Engaged or 1 yard Punishing, Reach, Slow Bladed 3 12gc

E NC C O N E , B U RST &
SHIELDS HANDLING QUALITIES PRICE F I RE & F LAMES
VA L U E EXPLOSION TEMPLATE
G r ie vo us l y
W ou n de d

Buckler One-handed Defensive 1 1gc Extends straight in a 16 yard line Mildly Routine
Wooden shield One-handed Defensive, Light 1 2gc from where you stand, 1 yard Dangerous +10%
Defensive, wide at its starting point and 5 (candle, Coordination
Metal shield One-handed 2 3gc yards wide at its end point. You
Protective cooking oil, or 1D10+1
Cone can aim weapons and Magick, so hot coal, lamp) Damage
that it can be used to affect only
DMG
ARMOR T.HOLD QUALITIES E NC P RI C E
foes. However, you will need to Moderately Standard
VA L U E succeed at an Awareness Test to Dangerous +/-0%
MOD not harm your allies. (bottle bomb, Coordination
Clothing 0 Dangerous, Natural 0 Varies Radiates outwards in a circle campfire, or 2D10+2
Fur or Hide 1 NONE 3 6gc with a diameter of 6 yards in all hearth, torch) Damage
Quilted 1 NONE 2 11gc directions. Select a point of origin
Seriously Challenging
Leather 2 NONE 3 20gc Burst within sight – whether it is a crea-
Dangerous -10%
Brigandine 3 NONE 4 33gc ture, object, person or place – and
(boiling oil in Coordination
the Burst then takes effect. A Burst
Mail 4 Heavy 5 65gc siege, building or 3D10+3
affects both allies and foe alike.
Munitions or forest fire) Damage
5 Heavy 6 88gc Radiates outwards in a circle
Plate with a diameter of 10 yards in
S l ain !

Full Plate 6 Heavy 7 179gc all directions. Select a point of 3D10+3


origin within sight – whether it is Damage
Explosion On Fire!
a creature, object, person or place every
A M M U NI TI ON minute
Arrow 1 ss Gunpowder & shot 3 ss – and the Explosion then takes
effect. An Explosion affects both
Crossbow bolt 2 ss Sling stone 1 bp
allies and foe alike.
C ONDITI ONA L E FFE CTS I N COM B A T
Blinded Cannot use Counterspell, Dodge or Parry
D 10 0 GRI EVOUS
I N J U RY D E SC RI P T I O N
Cannot use any Action In Combat, unless attempting to Resist to
Choked
escape Ignore Injury, keep your Fate Point and continue
Defenseless Cannot use any Reactions whatsoever 1 to 8 Fortune’s Mercy!
fighting onwards!
Lose weapon from primary hand 3 yards away and cannot use hand
Disarmed
until next Turn Until fully recuperated, you cannot move as you’re
Cannot use any Reactions whatsoever, and may be Slain! with a in pain. You must undergo a successful surgery
Helpless
successful attack or suffer the consequences. Once a Butchered
9 to 16 Butchered Leg
Temporarily add +1 to Damage and Peril Thresholds until end of Leg has undergone a failed surgery, you gain the
Inspired
combat Veteran’s Leg Drawback. If you already have this
Temporarily suffer a -1 to Damage and Peril Thresholds until end of Drawback, you permanently lose 9% Agility.
Intimidated
combat Until fully recuperated, you remain unconscious.
Knocked You must undergo a successful surgery or suffer
Left unconscious and Helpless until awakening
Out Cerebral the consequences. Once a Cerebral Contusion
17 to 25
Prone On the ground, and suffers an additional 1D6 Fury Die in Damage Contusion has undergone a failed surgery, you gain the
Stunned Begin Turn with one less AP Dunderhead Drawback. If you already have this
Surprised Suffer additional 1D6 Fury Die in Damage and cannot use Reactions Drawback, you permanently lose 9% Intelligence.
Until fully recuperated, you cannot hear as you’re
in pain. You must undergo a successful surgery or
D10 0 MODERATE DE S CR I PTI O N 26 to 33 Detached Ear
suffer the consequences. Once a Detached Ear has
INJURY undergone a failed surgery, you suffer the Crop
Ignore Injury, keep your Fate Point and continue Ear Drawback. If you already have this Drawback,
1 to 8 Fortune’s Mercy! you permanently lose 9% Perception.
fighting onwards!
Until fully recuperated, you cannot use any weapon
Until fully recuperated, you must flip the results with an Encumbrance Value of 2 or more, as you’re
9 to 16 Black Eye
to fail Skill Tests which rely on vision. in pain. You must undergo a successful surgery or
Until fully recuperated, reduce your Encumbrance suffer the consequences. Once a Maimed Foot has
17 to 25 Bruised Ribs
Limit by 3. 34 to 41 Maimed Foot undergone a failed surgery, you lose 1D6-1 toes.
Dislocated Until fully recuperated, you start your Turn with For every toe lost, you permanently lose 1% Brawn.
26 to 33 If you lose all toes, you gain the Veteran’s Boot
Shoulder 1 less AP.
Until fully recuperated, you must flip the results Drawback. If you already have this Drawback, you
Hyperextended permanently lose 9% Brawn.
34 to 41 to fail all Actions in Combat that rely on ranged
Elbow Until fully recuperated, you remain Incapacitated!.
weapons.
You immediately drop whatever you are holding. You must undergo a successful surgery or suffer
Until fully recuperated, you must flip the results the consequences. Once a Mangled Organ has
42 to 49 Jammed Finger 42 to 49 Mangled Organ
to fail all melee weapon attacks with your undergone a failed surgery, you permanently gain
primary hand. the Eunuch Drawback. If you already have this
Until fully recuperated, you must flip the results Drawback, you permanently lose 9% Fellowship.
50 to 58 Pulled Muscle Until fully recuperated, you cannot use your
to fail all Brawn-based Skill Tests.
primary hand as you’re in pain. You must undergo
Until fully recuperated, reduce your Initiative by a successful surgery or suffer the consequences.
59 to 67 Rattled Brain
3. Once a Mutilated Hand has undergone a failed
Until fully recuperated, you cannot hold anything 50 to 58 Mutilated Hand surgery, you lose 1D6-1 fingers. For every finger
68 to 76 Sprained Wrist in your primary hand, and must rely on your lost, you permanently lose 1% Agility. If you
off-hand. lose all fingers, you gain the Veteran’s Hand
Until fully recuperated, you cannot use any Drawback. If you already have this Drawback, you
77 to 85 Strained Groin Movement Actions besides Take Cover or Walk permanently lose 9% Agility.
in combat. Until fully recuperated, you cannot smell as you’re
Until fully recuperated, reduce your Movement in pain. You must undergo a successful surgery or
86 to 92 Twisted Ankle
by 3. suffer the consequences. Once a Mutilated Nose
59 to 67 Mutilated Nose has undergone a failed surgery, you permanently
93 to 100 Misfortune! Roll on the Serious Injury table instead! must flip the results to fail all Skill Tests which
rely on smell and taste. If you already have this
Drawback, you permanently lose 9% Perception.
D100 SERIOUS DESCRIPTION Until fully recuperated, you remain unconscious.
INJURY You must undergo a successful surgery or suffer
Fortune’s Ignore Injury, keep your Fate Point and continue the consequences. Once a Punctured Lung has
1 to 8
Mercy! fighting onwards! 68 to 76 Punctured Lung undergone a failed surgery, you permanently
Your armor gains the Ruined! Quality. Until fully gain the Weak Lungs Drawback. If you already
9 to 16 Broken Rib recuperated, you cannot add Skill Ranks to Combat, have this Drawback, you permanently lose 9%
Brawn or Agility-based Skills. Willpower.
Until fully recuperated, any time you fail a Skill Test Until fully recuperated, you cannot use one
Busted of your arms as in pain. You must undergo a
17 to 25 that relies on Brawn or Agility, you suffer 2D10+2
Kneecap successful surgery or suffer the consequences.
physical Peril. Splintered
Fractured Until fully recuperated, you must succeed at a 77 to 85 Once a Splintered Elbow has undergone a failed
26 to 33 Elbow
Larynx Scrutinize Test to speak. surgery, you can no longer use two-handed ranged
weapons. If you already have this Drawback, you
Until fully recuperated, you cannot use Special
34 to 41 Head Trauma permanently lose 9% Combat.
Actions in combat.
Until fully recuperated, you cannot see as you’re
Minor blinded. You must undergo a successful surgery
42 to 49 Until fully recuperated, you remain Incapacitated!
Concussion or suffer the consequences. Once a Vitreous
Vitreous
Until fully recuperated, you cannot add Fury Dice 86 to 92 Hemorrhage has undergone a failed surgery, you
50 to 58 Shell Shock Hemorrhage
to Damage. gain the Black Cataract Drawback. If you already
Until fully recuperated, you must flip the results to have this Drawback, you permanently lose 9%
59 to 67 Skull Fracture Perception.
fail all Skill Tests.
Until fully recuperated, you cannot Counterspell,
68 to 76 Stress Fracture An arterial spray of blood marks your doom; you
Dodge or Parry. 93 to 100 Severed Artery
are instantly Slain!
Temporary You are knocked Prone. Until fully recuperated, you
77 to 85
Paralysis cannot move as your paralyzed.
Whatever you are holding in your primary hand
86 to 92 Torn Shoulder gains the Ruined! Quality. Until fully recuperated,
you start your Turn with 2 less AP.
93 to 100 Misfortune! Roll on the Grievous Injury table instead!
MOVEMENT AP DE S CR I PTI O N ATTACK
ACTIONS ACTION UNITS HIT LOCATION
O V E RV I E W DIE
Charge at Movement x2 and add 1D6 Fury Die to
Charge 2 I.Which Weapon
Damage. 1 Head
Stand up from Prone and move 1 yard, step II.Total Chance for Success
into a vehicle or mount an animal. Invokes III.Make the Attack 2 to 4 Arms
Get Up 2 5 to 8 Body
an Opportunity Attack if moving out of an IV. Enemy Defends
Engagement. V. Roll Damage 9 to 10 Legs
Maneuver 1 yard out of an Engagement, avoiding VI. Determine Damage
Maneuver 2
all Opportunity Attacks. Condition
Run at Movement x3, gain +3 Damage Threshold. VII. Determine Injury
Run 3 Invokes an Opportunity Attack if moving out of an
Engagement.
Take Cover 1 yard away. Gain +3, +6 or +9 Damage C A S T M A GI C K
O V E RV I E W F A L L I N G D A MAG E
Threshold, depending on height of cover. Invokes
Take Cover 1 I. Select Magick Spell 1D10 +1 Damage every
an Opportunity Attack if moving out of an
Engagement. II. Channel Power Normal Falling yard fallen, ignore Damage
Walk at Movement x1. Invokes an Opportunity III. Determine Results Threshold Mod from armor
Walk 1 IV. Roll Chaos Dice As above, reduce Damage
Attack if moving out of an Engagement. Fall in Water
by 9 (to a min. of 1)
V. Unfetter Spell
ATTACK AP DE S CR I PTI ON
ACTIONS
Make a Combat-based Test. Cannot Dodge or C A ST M A GI C K D I F F I C U L T Y MORALE
Called Shot 2 CHECKS
Parry the attack. Petty Magick Routine +10% Incantation
Lesser Magick Standard +/-0% Incantation
Cast Magick Varies See Grimoire for description. ❖ (Trivial +30%):
Greater Magick Challenging -10% Incantation Companion suffers
Make a Combat-based Test. Foe must Parry or Moderate Injury
Melee Attack 1
suffer Damage. C HA N N E L P O W E R
Make a Combat-based Test. Foe must Dodge or ❖ (Easy +20%):
Suffer 1 Corruption. Roll Companion suffers
Parry with shield or suffer Damage. Cannot be Increase DR by +1 step
Ranged Attack 1 1D6 Chaos Die Serious Injury
Engaged by enemies to make Ranged Attack unless
using a Gunpowder weapon. Suffer 2 Corruption. Roll ❖ (Routine +10%):
Increase DR by +2 steps
2D6 Chaos Dice Companion suffers
PERILOUS
AP DE S CR I PTI O N Grievous Injury
S TUNTS Suffer 3 Corruption. Roll
Increase DR by +3 steps
Make an Athletics Test. Foe must Resist Athletics 3D6 Chaos Dice ❖ (Standard +/- 0%):
Chokehold 1 or be Choked. Suffer 1D10+[BB] Peril immediately Companion is Slain!
and on your Turns when maintained, until Resisted.
Make a Guile Test. Foe must Resist Awareness or MOVEMENT SUBTYPES ❖ (Challenging -10%):
Dirty Tricks 1 be Blinded. Cannot Counterspell, Dodge or Parry [BB]-3 when climbing (minimum of 1) Characters outnumber
until their next Turn. [AB]-1 when sneaking (minimum of 1) foe 3:1
Make a Coordination Test. Foe must Resist [BB]-1 when swimming (minimum of 1)
Disarm 1 Coordination or be Disarmed. Lose weapon and ❖ (Hard -20%):
[AB]+4 on dog sled Characters
cannot use primary hand until next Turn. outnumber foe 6:1
When foe is Defenseless or Surprised, make an [AB]+5 on dray horse
Athletics Test or be Knocked Out. Foe Helpless, [BB]+5 on stagecoach or wagon
Knockout! 1 ❖ (Arduous -30%):
left unconscious for [BB] Turns and suffers [AB]+6 on palfrey horse Leader is Slain!
2D10+[BB] Peril. [BB]+6 on fancy coach
Make a Combat-based Skill Test. Foe must Resist [AB]+7 on rouncey horse
Splinter Shield 1
Toughness or shield is Ruined! [BB]+7 on carriage
Make an Athletics Test. Foe must Resist Toughness [AB]+8 on courser horse
Stunning Blow 1 or be Stunned. Start with 1 less AP until Resist
[BB]+8 on chariot
Toughness is successful.
Make a Coordination Test or Athletics Test if [AB]+9 on destrier horse or flying
Takedown 1 you Charged. Foe must Resist Coordination or be
knocked Prone. Attacks gain 1D6 Fury Die. LIGHT PERFECT FLEETING TOTAL
SPECIAL SOURCE DURATION LIGHT SHADOWS DARKNESS
AP DE S CR I PTI ON Bonfire 3 hours 1 to 30 yards 31 to 59 yards 60 yards +
ACTIONS
You can attempt to increase your chances of success Campfire 9 hours 1 to 15 yards 16 to 39 yards 40 yards +
Channel Power 1
to Cast Magick during combat. Candle 3 hours 1 to 5 yards 6 to 9 yards 10 yards +
Make a Leadership Test, # of allies equal to [FB] Lamp 6 hours 1 to 5 yards 6 to 19 yards 20 yards +
Inspiring Words 1 add +1 Damage and Peril Threshold. Use once per Lantern 6 hours 1 to 15 yards 16 to 39 yards 40 yards +
combat. Match 1 minute 1 yard 2 to 4 yards 5 yards +
Make an Intimidate Test, # foes equal to [FB]
Torch 1 hour 1 to 10 yards 11 to 29 yards 30 yards +
Litany Of Hatred 1 suffer -1 Damage and Peril Threshold. Use once per
combat.
Load Varies Load a ranged weapon.
Spend 1 AP for +10 Base Chance to your next
Take Aim 1 or 2 Attack Action or Perilous Stunt on this Turn. If you
spend 2 AP, +20 Base Chance instead.
Wait until later to use your APs, but place yourself
Wait 0
lower down on the Initiative Ladder. C U RRE N C Y
REACTIONS AP DE S CR I PTI ON COIN TYPE
BRASS SILVER GOLD
Make an Incantation Test. Dispels Magick PENNY SHILLING CROWN
Counterspell 1 Brass Penny (bp) 1 1/12 1/240
immediately
Make a Coordination Test to Dodge ranged Silver Shilling (ss) 12 1 1/20
Dodge 1 Gold Crown (gc) 240 20 1
weapons for 1 AP deficit. Avoids all Damage.
Opportunity Make a melee attack in specific situations, foe left
0
Attack Defenseless. SELLING HAGGLING
Make a Combat-based Skill Test to Parry melee SCAVENGED GOODS FOR GOODS
Parry 1 [FB] 1 to 6 resell at 60% of price [FB] 1 to 6 buy at 90% of price
weapons for 1 AP deficit. Avoids all Damage.
Resist the effects of Perilous Stunts and Special [FB] 7 to 12 resell at 70% of price [FB] 7 to 12 buy at 80% of price
Resist 0
Actions. [FB] 13+ resell at 80% of price [FB] 13+ buy at 70% of price
FATE POINTS DIFFICULTY PRIMARY

U n h in d ered
QUICK SK I L L TYPE
Can only be gained when ATTRIBUTE
Order Rank grows, or as a REFERENCE GUIDE RATING Alchemy Intelligence Special
reward from GM.
Trivial +30% Athletics Brawn Common
TOPIC PAGES
You may sacrifice your Fate Awareness Perception Common
Point to either: Armor & Shield Easy +20%
226 to 229 Bargain Fellowship Common
Qualities Charm Fellowship Common
❖ Ignore gaining one Chaos Manifestation
Injury 398 to 400 Routine +10% Coordination Agility Common
Tables
Counterfeit Intelligence Special
❖ Ignore being Slain! Chase Scene 377 to 379 Standard +/-0%
Disguise Fellowship Special

FORTUNE Divine Punishments & Challenging -10% Drive Brawn Common


401 to 404
POINTS Atonement Eavesdrop Perception Common
Each session have access to 1 Flying Creatures & Hard -20% Education Intelligence Special
+ Number of Players Fortune Larger Creatures in 368 to 369

Im p eril ed
Folklore Intelligence Common
Points. Pool refreshes each Arduous -30%
session. Does not accrue. When Combat Gamble Intelligence Common
Fortune Point is spent, GM Guile Fellowship Common
gains a Misfortune Point, Hazards & Healing 258 to 274
NPC Handle Animal Fellowship Special
which is discarded after using.
Mounted Combat 246 D 10 0 MOTIVA-
Heal Intelligence Special
TION
❖ Re-roll a failed Skill Incantation Willpower Special
1 to 5 Absolution
Test, but must accept Rituals 343 to 351 6 to 10 Ascendancy Interrogation Willpower Special
the outcome
11 to 15 Decorum Intimidate Brawn Common
Social Intrigue 411 to 420
❖ Gain an additional 16 to 20 Defiance Leadership Fellowship Special
AP during combat 21 to 25 Destruction Martial Melee Combat Special
on your Turn Taints of Chaos Table 674 to 676
26 to 30 Dominion Martial Ranged Combat Special
Trappings & Crafting 216 to 238 31 to 35 Emancipation
❖ Treat a rolled D6 Navigation Intelligence Special

Skill Rank
Chaos or Fury Die as 36 to 40 Homage
Pilot Agility Special

Ignore 1
a face value of ‘6’ Weapon Qualities 218 to 220 41 to 45 Innovation
46 to 50 Judgement Resolve Willpower Common
When Foes are Slain! 51 to 55 Largesse Ride Agility Special
370 to 371
Table 56 to 60 Legacy Rumor Fellowship Common
Wilderness Travel 380 to 389 61 to 65 Metamorphosis Scrutinize Perception Common
66 to 70 Nihilism Simple Melee Combat Common
71 to 75 Peace Simple Ranged Combat Common
D100 NPC ALIGNMENT D1 00 NPC SOCIAL C L A S S 76 to 80 Perfection Skulduggery Agility Special
1 to 50 Chaos 1 to 60 Lowborn 81 to 85 Revelation Stealth Agility Common
51 to 100 Order 61 to 90 Burgher 86 to 90 Secrecy
Survival Perception Common
91 to 100 Aristocrat 91 to 95 Veneration
96 to 100 Vengeance Toughness Brawn Common
Tradecraft Willpower Special

S kill Ranks
Warfare Intelligence Special

Ignore 2
NPC is SAME DIFF. NPC is SAME DIFF.
CHAOS- SOCIAL SOCIAL ORDER- SOCIAL SOCIAL
ALIGNED CLASS CLASS ALIGNED CLASS CLASS
Standard Routine
PC’s Order Ranks > Hard -20% PC’s Order Ranks > Easy +20%
+/-0% +10%
Routine PC’s Chaos Ranks Standard
PC’s Chaos Ranks > Easy +20% Hard -20%
+10% > +/-0%
Routine Standard Routine Standard
PC’s Ranks = PC’s Ranks =
+10% +/-0% +10% +/-0%

C O RRU P T I V E O F F E N S E S
MINOR OFFENSES: 1-3 CORRUPTION MIDDLING OFFENSES: 4-6 CORRUPTION MAJOR OFFENSES: 7-9 CORRUPTION
Bigotry or intolerance of another race Assaulting the innocent Binding an Abyssal servant to your service, such as an imp

Sk i ll R an k s
Bullying the innocent Becoming Incapacitated! on the Peril Condition Track Committing a sex crime

I gn or e 3
Defacing a tomb Implicating another for your crimes Creation of a powerful, unholy Artifact or Relic
Gas-lighting a friend or loved one Murdering another for a crime of passion Desecration of a holy place
Perform a ritual which requires a blood sacrifice of an in-
Grave robbery Openly mocking the gods
nocent
Petty thievery of the poor or underprivileged Political assassination Premeditated murder
Read a heretical or profane grimoire Suffer a Serious Injury Sadistic torture
Strike a bargain with an Abyssal Prince or other chaotic
Suffer a Moderate Injury Treachery of your closest friends and loved ones
entity
Threaten violence upon an innocent Use physical torture Suffer a Grievous Injury
Use psychological torture Violation of your god’s strictures if you practice Divine Magick Using a cursed Artifact or Relic to alter reality
In c a pa ci tat e d!

WITH S TA NDI NG M A DNE S S C O RRU P T I O N I N T O O RD E R & C H AO S


Ensure players track Corruption gained during each session. At end of every session,
On a Critical Success add a Fortune Point to Fortune Pool. On a Critical Fail- have players compare their total accumulated Corruption for that session to a single
ure, you are Incapacitated! and suffer indicated Corruption 1D10 rolled by GM. If the number rolled is ≤ Corruption gained, increase Chaos
Rank one step. If number rolled is > Corruption gained, increase Order rank one step.
Stress (Easy +20%) Resolve, or 1D10+1 mental Peril and 3 Corruption
❖ Once a Characer gains 10 Order Ranks, gain a Fate Point and reset both
Fear (Standard +/-0%) Resolve, or 2D10+2 mental Peril and 6 Corruption their Order & Chaos Ranks to 0 (with exception to permanent Ranks)

Terror (Hard -20%) Resolve, or 3D10+3 mental Peril and 9 Corruption ❖ Once a Character gains 10 Chaos Ranks, gain a Disorder and reset both
their Order & Chaos Ranks to 0 (with exception to permanent Ranks)

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