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◆ ACTIONS IN COMBAT ◆

MOVEMENT
ACTIONS AP DESCRIPTION
Charge 2 Charge at Movement x2 and add 1D6 Fury Die to Damage.
Stand up from Prone and move 1 yard, step into a vehicle or mount an animal. Invokes an Opportunity Attack
Get Up 2 if moving out of an Engagement.
Hustle 1 Hustle at Movement x1. Invokes an Opportunity Attack if moving out of an Engagement.

Maneuver 2 Maneuver 1 yard out of an Engagement, avoiding all Opportunity Attacks.


Run at Movement x3, gain +3 Damage Threshold. Invokes an Opportunity Attack if moving out of an
Run 3 Engagement.
Take Cover 1 yard away. Gain +3, +6 or +9 Damage Threshold, depending on height of cover. Invokes an
Take Cover 1 Opportunity Attack if moving out of an Engagement.

ATTACK ACTIONS AP DESCRIPTION


Called Shot 2 Make a Combat-based Test. Cannot Dodge or Parry the attack.

Cast Magick Varies See Grimoire for description.

Melee Attack 1 Make a Combat-based Test. Foe must Parry or suffer Damage.
Make a Combat-based Test. Foe must Dodge or Parry with shield or suffer Damage. Cannot be Engaged by
Ranged Attack 1 enemies to make Ranged Attack unless using a Gunpowder weapon.

PERILOUS STUNTS AP DESCRIPTION


Make an Athletics Test. Foe must Resist Athletics or be Choked. Suffer 1D10+[BB] Peril immediately and on
Chokehold 1 your Turns when maintained, until Resisted.
Make a Guile Test. Foe must Resist Awareness or be Blinded. Cannot Counterspell, Dodge or Parry until their
Dirty Tricks 1 next Turn.
Make a Coordination Test. Foe must Resist Coordination or be Disarmed. Lose weapon and cannot use
Disarm 1 primary hand until next Turn.
When foe is Defenseless or Surprised, make an Athletics Test or be Knocked Out. Foe Helpless, left
Knockout 1 unconscious for [BB] Turns and suffers 2D10+[BB] Peril.
Splinter Shield 1 Make a Combat-based Skill Test. Foe must Resist Toughness or shield is Ruined!
Make an Athletics Test. Foe must Resist Toughness or be Stunned. Start with 1 less AP until Resist Toughness
Stunning Blow 1 is successful.
Make a Coordination Test or Athletics Test if you Charged. Foe must Resist Coordination or be knocked
Takedown 1 Prone. Attacks gain 1D6 Fury Die.

SPECIAL ACTIONS AP DESCRIPTION


Channel Power 1 You can attempt to increase your chances of success to Cast Magick during combat.

Inspiring Words 1 Make a Leadership Test, # of allies equal to [FB] add +1 Damage and Peril Threshold. Use once per combat.

Litany of Hatred 1 Make an Intimidate Test, # foes equal to [FB] suffer -1 Damage and Peril Threshold. Use once per combat.

Load Varies Load a ranged weapon.


You intentionally avoid inflicting Injuries or dealing enough Damage to render a foe Slain! by your melee
Subdue 1 weapon attack.
Spend 1 AP to gain a +10 Base Chance to your next Attack Action or Perilous Stunt. If you spend 2 APs, you
Take Aim 1 or 2 gain a +20 Base Chance instead. You cannot Take Aim to Cast Magick.
Wait 0 Wait until later to use your APs, but place yourself lower down on the Initiative Ladder.

REACTIONS AP DESCRIPTION
Assist Varies You can attempt to Assist an ally’s Skill Test

Counterspell 1 Make an Incantation Test. Dispels Magick immediately

Dodge 1 Make a Coordination Test to Dodge ranged weapons for 1 AP deficit. Avoids all Damage.

Opportunity Attack 0 Make a melee attack in specific situations, foe left Defenseless.

Parry 1 Make a Combat-based Skill Test to Parry melee weapons for 1 AP deficit. Avoids all Damage.

Resist 0 Resist the effects of Perilous Stunts and Special Actions.


◆ QUALITIES ◆
ADAPTABLE: Whenever weapons of this Quality are held in two hands instead of MAKER’S MARK: This Quality is conferred by the handiwork of Guild Masters.
one for Attack Actions, add +1 to Damage Weapons of this Quality gain a +5 Base Chance to strike. Armor of this Quality
reduces its Encumbrance Value by 2 (to a minimum of 1). Shields of this Quality
ARMING: Weapons and shields of this Quality cannot be Disarmed from their add a passive +1 to the Damage Threshold Modifier.
wielder
NATURAL: Armor of this Quality adds a +10 Base Chance to Dodge attacks.
BINDING: Whenever a foe is threatened with Disarm with a weapon of this
Quality, they suffer a -10 Base Chance when Resisting its effects. POWERFUL: Immediately after striking an Engaged foe, weapons of this Quality
force a foe to Resist with Toughness or be shoved out of the Engagement.
BREAKER: Whenever weapons of this Quality successfully Parry a melee weapon
with the Finesse Quality, its wielder can spend 1 Action Point to force the attacking PROTECTIVE: Shields of this Quality can be used to Parry an Attack Action with
foe to Resist with a Warfare Test. If they fail, the foe’s weapon gains the Ruined! a ranged weapon.
Quality.
PUMMELING: Weapons of this Quality always refer to [BB] whenever inflicting
BRACE: A wielder of a weapon with this Quality cannot Charge, Maneuver or Run. Damage, instead of [CB]. Pummeling weapons can only inflict Moderate Injuries,
never Serious or Grievous Injuries. Finally, Pummeling weapons cannot be used to
CASTLE-FORGED: This Quality is typically conferred by the best craftsmanship. cause Bleeding.
Armor, weapons and shields of this Quality cannot acquire the Ruined! Quality,
outside of special exceptions by the GM. PUNISHING: Immediately after striking a foe, weapons of this Quality may add
1d6 Fury Die to Total Damage in exchange for spending 1 additional AP on this
DANGEROUS: Clothing or armor of this Quality cannot adequately protect you Turn.
from harm. Should you suffer an Injury while wearing armor of this type, you begin
to Bleed. REACH: Weapons of this Quality may strike a foe you’re Engaged with or standing
one yard away from outside of Engagement. Additionally, foes who are armed with a
DEFENSIVE: Shields and weapons of this Quality add a +10 Base Chance to Reach weapon can make an Opportunity Attack whenever someone Charges or
Parry. Runs towards them.
DETONATE: Whenever a weapon with this Quality is fired, it affects multiple RECOIL: After being fired, weapons of this Quality force its wielder to Resist with
targets in a Burst Template. In addition, Detonate weapons always inflict Grievous Toughness or be shoved out of Engagement. If they Critically Fail this Skill Test,
Injury whenever a target suffers Damage. they suffer an Injury based on their current Damage Condition. These weapons
require three ammunitions when Loading instead of one.
DISTRACTION: Immediately after Taking Aim at a foe, weapons and shields of
this Quality force the foe to Resist Dirty Tricks. REPEATING: Ranged weapons of this Quality can be fired up to three times
without having to spend Action Points to load.
ENTANGLING: Immediately after striking a foe, weapons of this Quality force a
foe to Resist either a Chokehold or Takedown – you choose which. Additionally, RUINED!: The Ruined! Quality is conferred by specific Traits, Talents or other
whenever a foe is threatened with a Chokehold or Takedown with this weapon, they occasions where the GM may decide that the integrity of your armor, weapon or
must flip the results to fail when Resisting its effects. shield is in a state of disrepair. Armor of this Quality does not add to Damage
Threshold, shields cannot be used to Parry and weapons suffer a -3 penalty to Total
FAST: Whenever a foe is struck by weapons of this Quality, they suffer a -10 Base Damage.
Chance to Dodge or Parry.
SHRAPNEL: Whenever a weapon with this Quality is fired, it affects multiple
FIERY: After a foe is struck with a weapon of this Quality, both the foe and one targets in a Cone Template.
other combatant who is Engaged with them must succeed at a Coordination Test or
be set On Fire. SLOW: Whenever a foe is struck by a weapon of this Quality, they gain a +10 Base
Chance to Dodge or Parry its Damage.
FINESSE: Weapons of the Quality always reference [AB] whenever dealing
Damage, instead of [CB]. SMOKE: Whenever a weapon with this Quality is fired, it affects multiple targets in
a Burst Template. The Smoke’s effects remain immobile for 1d10+1 minutes, but a
FREE-STANDING: Shields of this Quality must be affixed to the ground for 1 heavy wind will disperse it after one minute has passed. Those who stand inside or
AP to be useful. Once affixed, it provides medium cover for the purpose of Take fire into the Smoke cannot use the Medium or Long Distance values of ranged
Cover. In addition, a single person who is Engaged with the shield can take weapons, while attacks made with weapons or Magick outside of Engaged suffer
advantage of the shield’s Protective Quality. If left unfixed, a shield with this Quality additional penalties to strike.
is useless.
SPLINTERED: Immediately after the wielder of a shield with this Quality suffers
GAS: Whenever a weapon with this Quality is fired, it affects multiple targets in a Damage from a melee or ranged weapon, they can spend a Fortune Point to
Burst Template. The Gas effects remain immobile for 1d10+1 minutes, but a heavy automatically ignore it. The shield is then destroyed.
wind will disperse it after one minute has passed.
THROWING: Weapons of this Quality do not have Medium or Long Distance
GUNPOWDER: Weapons of this Quality can be loaded and fired while standing in increments for ranged weapons.
an Engagement. Furthermore, these weapons cannot be Dodged or Parried. Finally,
they explode on a face ‘1’ or ‘6’ VICIOUS: Weapons of this Quality grant an additional 1d6 Chaos Die to determine
whether you inflict an Injury upon a foe.
HEAVY: Armor of this Quality prohibits the use of the Incantation Skill to cast
Magick, and Coordination in order to Dodge attacks. VOLATILE: When you Critically Fail an Attack Action or Perilous Stunt when
using weapons of this Quality, roll a 1d6 Chaos Die. On a result of 1 to 5, the
IMMOLATE: After a foe is struck with a weapon of this Quality, they must weapon misfires, requiring an hour to clean and repair. On a result of face ‘6’, it
succeed at a Coordination Test or be set On Fire. The weapon is immediately explodes, dealing 2d10+2 Damage from fire to you and destroying the weapon. This
extinguished after a successful attack, until relit. Damage cannot be Dodged, Parried or Resisted.
INEFFECTIVE: Weapons of this Quality cannot deal Damage or inflict Injuries. WEAK: Weapons of this Quality can only inflict Moderate or Serious Injuries, never
Grievous Injuries.
LIGHT: Whenever weapons or shields of this Quality are held in your off-hand
when attacking with a melee weapon in your primary hand, add +1 to Total WYTCHFYRE: After a foe is struck with a weapon of this Quality, they must
Damage. succeed at a Coordination Test or be set On Fire. Finally, a foe suffers 3 Corruption
whenever they suffer Damage from these weapons

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