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RULES SUMMARY
version 1.4
by Anders H. Larsen
COMBAT ROUND (pg. 83)
START OF COMBAT ROLL REACTION
Draw initiative cards Dodge: Agility + Move Skill + Bonus
Surprise: Draw 2 initiative cards, choose better Parry: Strength + Melee Skill + Bonus
Each subtracts one from the attack.
START OF ROUND
Players may exchange initiative cards here. ARMOR SAVE
1. Combine armor & helmet rating, and roll
DECLARE ACTIONS that amount of gear dice.
You have two actions, either: 2. Each subtracts 1 from damage
● 1 Fast Action + 1 Slow Action 3. If damage penetrates the armor - each
● 2 Fast Actions reduces armor rating by 1
TARGET DECLARES REACTION Helmet Special: If you take a critical injury, you
may sacrifice your helmet for reduction. See
BEFORE the attack dice are rolled, if the
rules pg. 105 for details.
defender has fast actions remaining, they may
dodge or parry.
APPLY DAMAGE
ROLL ACTION Remaining are applied as damage.
Melee: Strength + Melee Skill + Wpn Bonus First adds the Weapon Damage to total.
Ranged: Agility + Marksman Skill + Wpn Bonus Additional adds +1 to total.
Magic: Spell Power Level
Other: Attribute + Skill + Gear If an attribute reaches zero, you are Broken
A single does the weapon’s damage rating (pg. 107).
to the target, additional do +1 for each.
END ROUND
When all have acted, the round is over.
Shoot Ranged weapon Marksmanship Effect: +1 to weapon damage. Next action must be
Slash or Stab to gain effect.
Persuade The opponent can Manipulation
hear you Get Up* You are prone -
Taunt The opponent can Performance Shove* (Hook wpn or shield) Melee
hear you Effect: Target goes Prone.
Cast Spell Druid or Sorcerer Cast (pg. 117) Target stronger than you goes prone.
Flee No enemy at Arm’s Move Disarm Your target holds a Melee
Length weapon
Crawl* You are Prone None Effect: Disarms one-hander. Two-hander.
Effect: Move from one zone to a neighboring zone. Feint Enemy at Arm’s Length -
Charge At Near range Melee Charge Effect: Trade initiative card with enemy.
talent (pg. 78)
Run No enemy at Arm’s Move (in
Heal other No enemy at Arm’s Healing (pg. 56) Length Rough zone)
Length / Performance
Effect: Move a zone. When entering a Rough Zone, roll
* Can be performed while Prone
Move or fall Prone.
Retreat Enemy at Arm’s Length Move
MODIFIERS (pg. 42) Effect: Safely move away in the same zone. If failed,
the enemy gets a free attack (no Parry or Dodge).
Grapple Grappling an opponent Melee
DEFENCE Attack
Slash Stab Punch / Shove Ranged Effect: Like Punch/Kick (no Parry or Dodge).
Kick
Ready Weapon Ranged weapon -
Parry with - -2 +2 N/A N/A*
weapon Effect: Ready your bow or sling. Next action must be
Shoot or Aim to gain effect.
Parry with - +2 +2 - -
shield Aim Ranged weapon, not in -
Arm’s Length.
Dodge +2 - - - -
Effect: Adds +1 bonus to attack.
Parry without Parrying weapons: -2 Aim and Shoot must happen in the same turn.
Dodge without going prone: -2
Power Word You are a Druid or a Cast (pg. 117)
* Available with Parrying weapon and rank 2 talent
Sorcerer
DIFFICULTY Use Item Varies Varies
Difficulty Modification * Can be performed while Prone
Trivial +3 RANGED
Simple +2 Range Modification
Easy +1 Arm’s Length -3 (+3 defenceless/oblivious)
Average 0 Near -
Demanding -1 (vs. mounted rider) Short -1
Hard -2 Long -2
Formidable -3 Distant -3 (requires Aim)
Help from others +1 pr. Person (up to +3)
MODIFIERS (cont.)
RANGED CATEGORIES
Range Description SOCIAL CONFLICT
Arm’s Length Right next to you Negotiation Position Mod
Near A few steps away, in the same zone More people on your side / their side +1 / -1
as you You ask for something trivial / somthing +1 / -1
Short Up to 25 meters away, in a bordering costly or dangerous
zone Your reputation is higher / lower than your +1 / -1
Long Up to four segments away opponents (if twice the reputation) (+2/-2)
Distant As far as the eye can see Your opponent has suffered damage to any +1
attribute
SNEAK/AMBUSH & FLEEING You have helped your opponent previously +1
Range Sneak/Ambush Fleeing You present your case very well (determined +1
Arm’s Length -2 - by the GM)
Near -1 -1 Your opponent has nothing to gain by -1
helping you
Short 0 0
You are having trouble understanding each -1
Long +1 +1 other
Open Zone - -1 The range between you is Short or longer -1
Rough Zone - +1
HORSES
ZONE FEATURES Range Modification
Range Modification Close Combat -1 on Attacks vs mounted riders.
Cramped Heavy Weapons -2, impossible to Only 1-h weapons
use Swing Weapon action Archery No move and fire. Requires talent
Rough Roll to Move when entering, fall Move Move rolls = Animal Handling +
prone on failure animal’s Agility
Dark / Foggy Ranged attacks into zone are -2,
can’t pass through
MISCELLANEOUS
WEAPON FEATURES CONDITIONS
Feature Action Special Condition Effects
Blunt Slash Blunt trauma crit Hungry Cannot recover Strength.
A day without 1 damage to Strength per week.
Edged Slash Slash wound crit
food If Broken, you die after another week.
Heavy Swing Weapon Takes up two gear slots
Thirsty Cannot recover any attributes.
Hook Shove - A day without 1 damage to both Strength and Agility
Light - Takes up half a gear slot water every day.
If Broken, you die after another day.
Parrying Parry -
Sleepy Cannot recover Wits.
Pointed Stab Stab wound crit A Day without 1 damage to your Wits each day.
sleep If Broken, you collapse and sleep for
BROKEN at least one Quarter Day.
Attribute Effect Actions Cold Cannot recover Strength or Wits.
Strength Knocked prone, roll Critical Crawl No shelter in 1 damage to Strength and Wits
Injury of damage type (pg. 196+) cold weather immediately – as the cold seeps in.
Possible hallucinations.
Agility Collapse from exhaustion, prone Crawl Roll Keep rolling Endurance at the
Wits Roll on the Critical Injury - Run Endurance same interval, with the same effect.
Horror table (unless by pushing) regularly If Strength is Broken, you die the
based on next time you have to roll.
Empathy Violent outburst, breaking -
coldness. Fail
everything around you OR
means Cold
withdraw from everyone