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Srep 1, Barrierietp “The Narrator describes the applicable Batleckd Quatiesin ers of heir St their Destiny Eee 1 Effect, a well ‘SrancErencrs: There apply to everyone interacting ‘with the Battlefield Quali [Destiny ErvectS: ‘These apply only to those using a Destiny Point ‘STEP 2: DETECTION Hiding characters test Stealth against passive Auvareness (Awareness «4. ‘Sunrsust: When atackinga surprised opponent you spin +1D on your Fighting and Marksmarship luring che fist ound of combat. Additional, your opponent is denied his Awarenese to hie Combat Defers, Step 3. INITIATIOR Roll an open Agility (Quickness) test. Higher ule goes Fit. “Ties: Characters with the highest Quiceness bonus 0 fst. Dewy: A character may delay his action until later in the roune. In order to interrupt nether chanicter® setion, he must beae them in an ‘opposed Agility (Quickness) test. Barruzrinp Tactics: Instead of rolling Agilty,a chanicter may ope 10 go lst and instead dire allie. He rols Warfare (Tactics), at a Difficuley based on the butlfield (usually 6). Fach degree ‘of eves grants 4 «1B; theve bonus dice can be divided among alles to augatene their Agility Cuaverne Turrtariv (prions: Yoo may reall Tritatie each turn toreflect ebb and flow of bat, ‘Step 4: ACTION ‘Acctaricter may take ithe single Greater Action, for two Lesser Actions. See Atack Actions and Non-Attack Actions, below.for the kinds of actions that can be een, Flies erate te oe st tet on tak, Slit be ered esd espe ak allea'you to make thar Kind of arack, You may only ake ove tas ection per ren If your test result is equal or gretor thaw the target Combat Defense, you hit you hit, you infer damage equal w (base sapon damagen degree of cen). ‘STANDARD ATOACK (LeSGER): Test stack still and inflict damage a deserved above. Dmpep Arne (Gueare): Divile atack skill between canes. Resclve each test and inflce damage sepuraely.If your weapon has the Fast ‘Quality gain 618 10 each tes. Pro(Grearen):Irgrabbing an opponent x thestart ‘of your tun, amy make an opposed Athletics rol to pia tanget. You my then maintain Pin es 2 Greater Action each tur, Proven: Pinned opporents can take no action other than to tr and break fe with an oppesed Fighing (Brawling) test. Pinned opponents are Helpless (losing Agility ftom Combat Defense and granting atackers 1D on Fighting and ‘Mackanarship teats) Chance (Gurare): You may move up to twice Movement and make a Sundari Arack -ID #0 the artack ex, +2 0 weapon damage (Cautious Arisce (Lesser): Increase Combat Defease by 3in exchange fora -1D to test, Courrmarnes (Garsrex): Action immediately ends when decayed You may then uke at atack agains any opponent who engages you (or who entes line of sight for Marksmanship), interrupting their action. If no target presents ‘themselves, atin i wasted, SETTING FOK A Cuanae: Gain 42 base weapon ‘damage with Counterattack aguinst opponents who atach with a Charge action, Drsauns(Guesru): Actack against pasive Fighting, Success with at Teast wo degrees disirms the ‘opponent; Critical Faure disarms you. Weapon lands 146 yards away in a random direction, unless attacker has a fee hand and Fighting 4+, in which ease he may snatch it tof Kyocamown (Lessex): Athletics test against passive Agi If sucessful, target all prone. +2 onus 9 tes if it fllows a Move action, +1D on Fighting tests agains prone opponents Kyockour (Lessen): Fighting test against an unaware foe's passive Endurance. Ona success, foe is stunned and takes ¢-5 to his Combat Defense With 2+ degrees of sucos, target is rendered unconscious. Stun results recover after 105 rounds; unconscloue recovere after 146 minute. You aay snake x1 Endurance (Reelin) (12) cesta ech Lnerval to ehcow off effets Massuven (Lrssen): Fighting test ve passive ighng. Success nfice 11D on opponents tess for one round snd foros target to more 1 yank per degre in attacker's chosen direction. Targets bout to move ito a ethal situation may make an Avareness (6) test to notice, Recuss Armee (Gresrtn) Cain +1D on a Fighting teat in exchange for a -5 Combat ‘Defense unt st of nexe tur, “Tranis (Ganaran|: Resolve as 4 normal attack, with an Animal Handling tert Tangets gin +6 ‘Combat Defeme if moune init trained for wat, Animal moves fall movement, and tmay aac ‘muleple wages in ine of movement, with cach targe gaining + camubitive +5 to Combat Defense aiter the fist. Damage equals mounts Athletes ss base danage, Two-Wearon Armex (Movin): If making ‘any other attack action with weapons in both hhands, add one weapons Of-hand Modifier t0 the other’ damage to determine base camage of tack. This sueomatially upgrades the atack 10 1 Greater Attack, ‘Mount Arrack (Mooirim): If atta horseback, you gain + Movie: Use the mounts Movement in place of your owa, Fromrino: Add 1B to Fighting test gals nor-mounted tages. ‘Wan Sunn: IF iding a war sted and yeu forego movernent during that eur, increnee Fighting demnage by «2 Artackane 4 Steep: Opponents may atack the ‘une instead oft ier, killing iif ins eal reaches 0. Rider may spend a Destiny point to _pply Injuries or Wounds >it daring «given era StarwSre: IF mount des wile being ridden, the der mac txt Animal Handing (12). Succes allows the rider to leap sla anding wile ayer alu inflicts (oun Ades) damage, g- soning AR ana ess in being tapped under he roun¢ corp sferng a5 v0 Combat Delese while tapped. ering ou from under fillen mont rs inga Greater Acton aad an Agr Ares (9 Contrins oe Strength apply ext to exc. You suffer 5 0 Combat Dalene whl so upped Pu Riper rox Mowxr (Mostra: Tn adtion to a noaal tick, ay aempe poll 4 der Go mount with a weapon withthe Gah Qualiy ora pole wim. Ons sue ity mnkx a Fighting tot gain the mepets eve Acid Handing (ding app). Sues pls te eget ‘fom hs mount, lang him roe texte Hota Gaouro (Mooi): When stsking from a higher pston than your forall Fighting ve gulna iD. ‘Uxasate Conner (Sex-11) You may attack with ‘0 weapon with Fighting (Brawling). Dest exe most often i utconacouanea or capa ‘Usarworep Bomv-Arnicks: Athletis-3 damage (min.1) AnMoRED BopY-ATTACKS: Athlets-2 (in, 1); ‘must have armor ofa Bulk 1+ Ivproviseo Wearons: Adil Armckine Onrecrs (Serc1at): You may destroy lyjocts by either Breaking or Smashing them, [BREAKING OWECTS: This allows the character to exert his or he strength alone against an objec as, an Athletis (Srength) test. Success reduces the Difficulty by 5 for next test when the Dificaley is reduced 0 0, the abjee is broken. The object ‘may roqure a specific imteral erween tests, glass, may require only one round, whe pulling chains ‘nu ofa wall maybe rade onl dil, Work onthe object is assumed to go for the majority of that inwral Smiaseune Orprcts: You may use a weapon w Infict damage on objects with a Fighting test. ‘Otherwise, works ss Breaking Objects, above Snasive Weavonss This ie « Fighting tot a above, nace agin che weapons Difficulty or the wicker Combat Defense, whichever is yeae ee Judo toatackactonstheseare te other ations thar may be tikea with Lesser and Greater Actions. Aue (Lissen) Nes attack gains a «1B, Assist (Lessee): Grant an adjacent ally a bous to 2 test equal to one-half your ranks in that rest Abi Ifan ata is assisted, this counts as your stack forthe tam, (Carcat Your Brat (Grearoe Rollan Endarance test Each success restores one pointof damage. Disrascr (Lastex): Roll Cunning test againet targets pasive Wil. Succes causes target to lose Awareness from Combat Defense until atiacked or he end of hismext rum, whichever comes fist. Donor (Grete): Make an Agilcy test; revult replaces Combat Defence forthe rim. You may dd Defomive Bonuses from weapons 10 real, You may alo move up to half Movement. Dave (Lesser): Vebiles require a Lesser Action to contol. Vehicle with a slsin driver counts a: Treacherous Terain. Falling for 3 slow-moving vehicle inficow 106-3 damage, or 1d6e3 from + fat moving vice Fau, Doww/Stap Ur (Lassen: You may deop to round or se fom prone. Standing from prone with an Armor Rating 6 roquirua Greter Acton INTERACT (LESSER): Manipulate an object in ‘environment or on person, including retrieving something fiom one’s possessions or ground, moving an object, ding a weapon (ase Move, below for mom nfs) opening doves and windews, pulling vers and mechenisms, mound a horse fr entringa vehicle, ‘Move (Lessr): You may meve a numberof yards ‘qual to Movement. Duyurve Wearon: Yau may abo draw weapon while ‘moving, nfictnga -ID tal tacks ul next tur, Pass (Ganerun) Assess the stuatin, doing nothing thie tam to gain a 020 on neat teat, Maltple rounds ae not culate Ruwe (cams): Coneoling 4 wartmined mount requires a Lesser Action, or 2 Crester Action otherwise. Injured mount requ a Grester Acton to contol rand ofrining Sear (Gursrte) You may more a number of sands equal to (Movement x 4) ~ Bulk, Opponents receive 2-10 to stre ye unt your net fur. ‘sr Amuury (vases: Many Abilities cin beused in a ‘ingle round asa Lesser or Greater Action, UsrDestmy Ponts (No Acrion} You may spend oe 1m apeint of Destiny (See the Destiny Reference Sheet, ‘Yurwp (Greate): You may sicrender to fs, who ray 0c may not cease thee stacks. Ifyou re-enter ‘theconfict,iie an sctofdshonos inficinge 1D ‘en all Pesucion and Status tests for those who Wwinesed the ueachery until their disposition Is Increaed to Faendly or beter ‘Altemately, may offer terms of defeat to Narroy, acknowledging. impending defest and yielding tothe nartive, choosing own Resclution tend rather shen permitting opponent 1 choose. -CRIMCAL Hits When an attack succeeds by at fast double the targets Combat Defense a Cvcal Hits inflicted, ‘Count the total numberof 6 rolled in the test and refer to the fllowing based on that number: verre wet oa ‘Soup Hr: +2 base weapon damage. owner Hiv: +4 base wespen damage. Broopy Wounb: Target gains an Injury, in addition to nomnal damage (Curoune Wounn:Turget gains a Wound, i addition t normal darnage Kuuurxe Bows Target's liled instant. ‘Tenwumte Buow: Tuget is Kiled, snd all adjacent enemies take base weapon damage. ‘Trtessive: Deans Tee led ane all ales gain +1B onal ests or rest of combat (©) esto take “ID onal! eat due to hore ror and revulsion. Gain +1B on all tes for remainder of combat, FUMBLES | an When an attack tests results in all inchoding on toms dice), « Fumble is inficted. Count the total pumber of Is inthe test, and refer ro the flowing based on that ner. Tyee Siar You tke weapon dasage ‘Stwike Aus: Make a Fighting or Matks- ‘manship test to strike an lly [Daor: Weapon sips ftom your hands and flies 1a yards away. ‘Mixon Barak: Weapon it damaged, reduc- Sng base damage by 1.1 Casle-fongod reat thisas the Drop result instead, Magn Barats Weapon is destroyed. 1f (Caste-foged, reat hit ae the Minos Beale ovlt inetsadsfValgsan wedl test as Drop itatead. ‘Supeeny Gurr, -ID toll attacks until end of next rn {BLOOD IN THE Eves: -1D on all ess until the end of next tue. Ovenmuancrn: -5 to Combat Defeme ul star of nex eum, aSONGa [Cao FIRE ‘When taking damsge, you may opt to “ash in? Health darage fo Injuses and Wounds instead, Tyuues: You may suberac: [Endurance] damage for one Injury. You may have ne more than [Endurance Injures total. All remaining damage isapplied to Health Wouros: You may negate all damage fom a single attack o purchase a Wound. Esch Wound inflicts 1D roall cols. fs chances takes [Endurance] ‘Woundsshe dies. Healing wounds akss ime and ether Endurance (Stamina) ora healer with the Healing Abily. ‘After the Rest Period bas pased, an Endurance ‘or Healing rll is made, with 2 Dificuly based on Activity: Light or No Aesvity (Bed rest. Moderate Ativity (Tes or ily baie exertion) 0 Activity (Sghting riding snd other sain) Iiyuny: Rest Period 24 hours Difficulty Light or No (6), Moderate (9) or Staensois (12). Success heals one Tjary, plas ene more Tajury per dagree ‘of aucces. A Critical Failure inflicts another Injury or Woundif he can tke no more Laurie). Wounp: Rest Period One Week Difficulty Light ‘orNo (9), Modenite (15), Sreruous(21), Sucese heals one Wound, plus ore more Wound per two legres of success Critical Fail inicts another ‘Wound (or kills ifeannot accept mere Wound). Femiaue At any point ring combat, charcter may accept pine of Fatigue in exchange for one of he fllowing, Denes, which lst uns che start ofthe character’ exe cums 1D gnore Armor Penalty @ Ignore 1 Wound 1D Ignore all Injuries 1D Gainone Lesier Action ‘A character takes a1 to all test sesults per point of Fatigue, and may not take more Fatigue than bis Endurunce rating Fasigue eal aa rate of 1 point per four bows. ‘STEP 5: REPEAT Combat contirues i iniatve onder. ‘STEP 6: RESOLUTION (Once one side ha lel arheen defeated the combat is ae an end, and the victors determine the Fats of the bse, ‘Darn The defeated loses hs life ‘Mamie: Opponent leaves the defested alive, but gives him a pemmenent inury, reducing one Ability of the opponents choic: ky one rank. Ranson Capsivity until the Loe’ family can pay sthontage fee. ‘Taxe THE Buice: In exchange for being allowed to live, the loser is permitted to swear hie smerabership to the Nights Watch Unconscious: Opponent is let for dexd, but awakens 2d6 hours lier, Jou ORGANIZATION Jousts are usually organized into anything from three to a dozen rounds, usually three for local, six for regional and twelve for grand ATTACK ROLL ® Each jouster makes a simultancous Fighting (Spears) test. ‘This is considered a Charge, so both get a -LD to the test. Difficulty isthe targer’s passive Animal Handling test, with Ride asa bonus. JOUSTING ACTIONS Jousters choose one of the following kinds of actions with each pass ‘StaxparD Pass No modifiers, other than that associated with a Charge. Acaressive Pass Guin +1 oF +2 to Fighting test; reduce passive Animal Handling by the same amount. RACED Pass Subtract -1 or -2 from Fighting test; increase Animal Handling test to remain in saddle if struck by same amount. DEFENSIVE Pass Gain +1 or +2 to passive Animal Handling; reduce Fighting test by the same amount. ‘Eves FED Guin +1 bonus to Fighting test increase attacker's base damage by +1 Hia wy Sapoue Gain #1 or +2 bor toremain in saddle 10 Fighting test; reduce Animal Handling test struck by same amount STING) GUIDELINES Cuan A jouster may aim for weak point in armor, inficting normal dam- age based on degrees of success. Those viewing may see his perfidy with an Awareness test against his passive Deception Damace @ Toumey lances inflict (Animal Handling +3) damage and are Powerful (adding Strength specialyy to base damage). The pass is a Charge, adding another +2 to base damage. @ Falling from one’s horse inglices damage equal to the jousting attack’s base damage, BETWEEN PASSES © Squires assist nights in knocking dents out of armor and otherwise undertaking repairs © Knight may take a Catch Your Breath action, Endurance (0) text, wih each degree of success regaining 1 point of damage. DEFEAT %& YIELDING ® [fone knight knocks another from his horse while retaining his seat, he wins ® [fone knight reduces another to 0 Health, he wins and fives consequences determined by victor (usually unconsciousness and embarrassment, though maiming and death do occur). If three passes oceus, the one with the greatest total degrees of| success guined in the three passes wins. ‘The loser forfeits his armor and horse. By tradition, he may regain i by ransomng it back from the winnc A jouster caught cheating results in immediate disqualification and potentially a fine or honor price paid the injured party or his family: He alo suffers a loss of reputation (eftcted in the gaining of the Reviled flaw). Additional fhe was the acting champion of a House, that House also loses a point of Influence. oltre elisa (Crrricat, FAILURE FAILURE (One Decree Lance shatters on opponent ‘Two Decrees ‘Tunez Decrees Four Decrees A disastrous strike, infiting regular ance damage for every fll degree by which the attack coll missed. Lance shatters on opponent’ shield, but has no other effect. eld. Opponent takes base damage. Animal Handling (9) res or be unhersed. Lance strikes opponent. Opponent takes base damage. Animal Handling (12) test or be unhorsed. Lance strikes opponent. Opponent takes base damage. Animal Handling (15) rest or be unhorsed. Lance strikes opponent. Opponent takes base damage. Animal Handling (18) test or be unhorsed. INTRIGUE REFERENCE! SHEET STEP 1: TYPE, “The type of inzigue is exablihed: imple, andard ce conmpler. Soni Mest common type, used t reflect simple interactions and when intended outcomes ae not cat of character. + May be used when 2 character attempts to influence another of 3+ points of Stans lower than he. Usually involves two participants, and is one- aed (cour in single exchange Tavolves a single test as shor-term consequence Avan: Used whenchiracterstrytoinduence one another. Involves more dangerous consequens + Used _most often with outcomes that are dangerous or outof-characer Involve two or more participants Oceus ove the course of sever exchange Involve several confit test Have long-term consequences, Pownce: Challenging sitions, _ineoving ‘convolited negotiations, cunning interplays and avariery of opponents Consists of several Standaed Intrigues Used when entcomes are very far-reaching ‘when objectives include several Narator chuactes end when the outcome is very sangerots. Involves several participants Involves numerous conflict est. Requiresa certain numberof Vietory Points to achiew final succes Has far-eaching consequences ‘STEP 2: SCENE Extiblsh the sane, dering bath Laton (and sny Eaviconmental Qualities that might ply to Tntiguer) aad Partkipenti STEP 3: OBJECTIVE Players esubllsh their Otjectves, while the Narrator establishes the Objecuves of ary NC. Some examples include Proexsnrs Establishing 2 relationship with sanecher character intended w create feelings of [inship between yo, Txrorarion: Gaining information fom another character, Stance: An attempt to get another charter to do something for yon Decesr: An attempt to le 10 oF otherwise foo! sanother character, CaeNaine OsjecTivE At the start of any exchange, you may declare x new Obgcive. Your opponent immediatly ecovers an amount of Composure equal to his Will rank when youdo so, however, DISPosit Avrrerionsre Avante Inowsesesr Diu Unrnuencer Maurerous Step 4; Disposition Dispositions how characters regutd one another. Thisis established a the beginning ofan Intrigue. Disposition is basically your “armor” in Incigues Disposition Tears, Dispositions provide a variety of mechanical qualities: Disrosmnion Ravine (DR): Reduce all Infuence damage 19 your Composure by your DR with that person, Deceriow Mowuruat Tiss the penalty or bonus you get to Deceit rest results aginst & chartcter that you regard with this cisposition Ponsussion Mopinea: ‘This is the penalty or bonus you get to Persuasion test rubs aginst a characte that you regard with this depositor, VOIUING Dis?ositiCN [Ar the end of each exchange, each pariipant may improve or worsen their deposition by one step against any character wh fated to Tafluence then ‘Step 5. INTIATIVE Each purdcipane makes an open Stats (Reputation) test. Highest resale goes fist, with subsequently lower results falling in ine in numerical oder ‘STEP 6: TECHNIQUE Where Disposition is your “amor” Techrique is your “wespon.” With each exchange, you can use a different Technique, though the results of ting them make some better suited to mecifc Objectives than others. These Techniques are “wielded” with ther dhe Deception (i you ar lying or practicing, deceit) ox Persuasion (otherwise). See Techmiques, aright Each Technique has several tits, Zyuese is the tat that inflicts the Technique’ bise Influence (Gocial “damage”. Pasuation Speciaty indicates which Specialy under the Persuasion Abily applies to that Technique, and Dawpion Specialy Indicates the same for Deception, Each leo fae & Omepuencs of Defeat entry, Indicating what happens if an opponent is defeated in an Intaigae sing that Teal ® ans eee! Tecawiaues Baaecans Iyftonce(Cunning); Peruarion (Bargsin|s Decstion (Biuf); Coneguencer of Defeat The defeated elects to grant goods or services in exchange for some arrangement or paymest; this Js based on ending Disposition: Offers for nothing Aericrioare Eee Discount of (Cunning « 1085 Paexouy Discount of (Cunning « 5% cor very ensy service. Asnavur Discoune of (Cunring «296 lrservice in exchange, Discount of (Cunsing = 1% ‘orservice in exchange. “Target may renege o8 bargain if demanded service i dangerous. Iwotrresese Distixe [No discoune, or equal Uneriepiy —“envce in exchange. No discount and ier ie shoddy or damaged wil perform service, bat may renege the can getaway with it. Manciows CCuuanst Zafeone Peewasion)s Pension (Chass Daeapeion (Act; Comeguencs of Defeat: Lnprove targers disposition by one step, whic lists une circumstances normally erode it. Gain +1 on all Deception and Persuasion tests during next Intrigue with opponent Convince: Iyfunce (WV Persuasion (Consince’s Deception (Act), Consequences of Defeats Target agrees 10 lend asistance or agwee with your position, though those who are enemies may use itas an opportunity to bet you Incr: Lyjluence (Cunning); Pesuarion (Incite Deception (Slat8); Conepuens of Defeat Targets Disposition towards chosen target of incitement shifts downard (Persuasion) steps. This heals ata mate of one per diy; Malicious is requited to actaully came: meonoes fo atsch ANT Ibermapare:Jyfluence (Will Peraaron Cid, Dacpion (Act oF Bi}, Gonsequener f Deiat Causes target to fee or improves Disposition to Amiable or ore step above, Future Inrgues case target to begin at Unfiendly. Sxovces Fyluene: (Pervasiol Peruasion (Seduce, Decpuion (Bet), Compaen of Defect: Improves ‘ange Disposition by (Persuasion) steps upwar with promises of carality or otherwise “inappronrate” camaraderie. Each day after, Disposition deops by one utili fs one step below orl Taunt: Influence (Awareness); Persuasion (Tau; Davption (Blut), Comeguencs of Deft Character of Amiable or better Disposition does what they ate goaded into, but then Dispesiton drops by one sep. Those who are Neutal or Dislike may not perform the tk ft ie dangervus, nd Disposition worsens by oe step. Those with worse Dispositions may atack o fe, Step 7: ROLEPLAYING Good roleplaying can conerbute vonus dice (one or two, vst but three on oscasen), while serious ‘SteP 8: ACTIONS The following are the actions that may be taken during an Intrigue. INTACUE ACTIONS Assist: You may support another charicter’ sanguments, Test Persiasion (9), succes grants ally bonus of (one-half Persuaion) to his next confit rst res ‘Consipen: Pause to observe and evaluat, giving up ‘tion for the exchange. You may gain 2 +2B on any ove west during next exchange Pasr Tus: Unleash steam of nonsense in hopes ‘of confusing opponent, Persuasion tes vst pasive WIL With 2+ degrees of success, he loses his Cunning rank fiom Iarigue Defense until end of next exchange. DESTIN ‘SPENDING Destiny POINTS RIGUE! REFERENCE, SHEET. Tarwuanee oll 2 Pesuision of Deception est, based on Intrigue. Success infers Technique-bused amount of Influence, maliplied by degrees of succes. Target's Disposition Rating toward you reduces Influence; remaining Influence applies to target’s Composure. Reccing Composie DO defeats him, Most commen action in Tntrigues Mavirotare: Try t manipulate «target into using 1 specific Technique. Persuasion test vs. targets passive Will If successfal, may chocse targets “Technique for next exchange, Mottin: Repair Influence damage to Composure of a participane through suppert. Test Persuasion (2), modifed by Disposition as wsul, Stocess restores Perseasion) Composire to target, pias one Comporute por additional degree of success (Quit: Flee an intrigue Reap Taxco: Awareness test os, tages passive Deception. Success learns target current Disposition and current Technique, and a +1D to all Deception and Persuasion test fr Itigae Simp or Remvrorion: Status ws pasive Will resul success improves by one step. You may wse ‘aly once per inrgue Swrrcn ro Costner: You may discard the Intigue and attack with physical ioknce. Wrmpraw: Shore up defenses and ignore words Will (Dedication) tet, result replaces Intrigue Defense Laneuaces “The inability to speck a target’ language cin severely hamper Intigues,inficting 2 -3D penalty ‘00 all Pesasion and! Deception tests. Conersly pecking multiple languages with someone who night be impeesed by sach grant a+ Bon tests to Tallucace the urge. Step 9: REPEAT “This continues, initiate onde. ® JONING AN INTRIGUE, ‘When a newparicpantjoinsan Enigue al [fluence accumulated is st The invgue begins anew. STEP 10: RESOLUTION ‘Once all the members of one sd of the intrigue hare been defeated, Consequences of Defost (baed en Technique) ae applied to all thne deleted. Inetoence Influence erdes + characters Composure. When a chancter cuns out of Compose, he is defeated in an Tete, FRUSTRATION You may subtract [Wil] poins of Induence from a succesful atack agninst you ia order to accept a point of Frustation. Fach point of Fristition fnflices “1D to all ert daring an Intigue IF your accumulated Frustration ever exceeds your Will sank, you automatically love an Intrigue aswell DeeaT When a character is defeated in an Tovrigur, be sues the Consequences af Defext sessed with the Technique uted agsinet him, Yirxpmo: You may choos to yield to an opponent, offing 2 compromised outcome, rather than song down in defext. This can be done at any time before an actual dfextcccur, Desrinv: LF Defeated, ourmay burn 1 Destiny point to determine the ouscome of your defeat rather than having your stuckerdevermine it FASTER INTRIGUES As a ule of thumb, fa character's Status rank is ‘equal © or greater thin the earge’s Disposition, Rating, the intrigue can generally be bypassed cntirely and dhe characteris ssumed wo stwceslly Tnsluence che target. POINT REFERENCE! BurNINe DesTiNy POINTS ‘Gain «4B. Thi die can exceed the noma limits on bonus dice ‘Coavert one bonus die into est de Remove =10, Add +5 Automs your tes result Convert all bonus dice into tat dike. ly succeed on one test as ifyou ad rolled the Dficaty exact. Bestow -1D en opponent. Take an extra Lesser Action. Ignore Armioe Penalty for one round Remove all damage and injuries (though not wounds) When defeated, decie the consequences of your own deft. Tranefonm another charctor'succosefil test into a fad test. Improve or worsen another chasscter’s diaposition by one step Negaee another characters us ofa spent Destiny Poin. ‘Add a minor deal toa scene such asa shoddy lnc, a minor ‘le, oe another useful but small element that sony slong, Activate environmental quality. Ignore eavitonenental quar. Automatically compel another characer in an intrigue. Penmanently ceriove the penalties associated with 4 negative quality Negae the effects of another charzcter’s burned Destiny Pont Add a significa det to a scene, such as gaining a majoe cle, Siding 1 way out of a rasty predicament of some other significant and useful cle tha moves the sary along in your fivon Avid certsin death (See Chapter of che SLPRP core rch fr det) ‘Ster 1: BATTLEFIELD ‘The Narator desesios the applicable Butte suliies in terms af thei Seupe, Terai, Visti, Werther and Fortifications. See Anatomy of = Battle, Chapter 10 ofc SIPRP core scl. Step 2, UNIT Placement Once the batlefeld s desrbed, both sles place Ui hen eommandessub-ceamandersand heroes ‘Units are placed first with defender going fist, placing one unit. Then the atticker places one and ‘back and forth until all units ace placed, Repeat with commanders, sub-commandes an heroes Coxceaiep UNT When placing a unit, i there ie temin or a ternin foaare chat uit mey make a Seal text against the cecemy’s pamive Awareness Success gals che unit +1 on its frst Fighting cr Marksmanship test, and the une it not actually placed on the map unt i exits concealment Ster 3: Parlay & TERMS 1 dsied both sides may send out envoys to discuss terms, ‘The Attacker offre what he is willing to give for a marender (oiully spacing the lives of troops and taking hostage) “The Defender sometimes offers up resources to appease te aracker ‘Fterms are agreed upon, bute i averted “Artacena a8 ENVOY Attacking someone under a parley is a dishonorable act,cazsing the loss ofa Haase’ Invence by 1 ‘STEP 4: INITIATIVE, Commanders rll Wasfite (Stat) ters Highest spe fet Tnitatve ie detomined each round, rather than remaining the sume forthe wbole bare, ‘Step 5: SIEGE WEAPONS Any siege weapon actions are taken. A numer of, ‘engine equal to the commanders Warfure may be fied a ones; siege weapons can only be fited every ther ra, ‘STEP 6: IST PLAYER ACTIONS Non-Commarder characters my take 5 rounds worth af actions now. Rexounce Covaxn (Guraree): A player character functioning as a commander or sub= commander may renounce comménd, allowing him t take actions daring the next Player Actions phase available Aractt (Gueaten): Player character may attic himself to a anit. Units gin -3 to Discipline rnitiag.+1D on Fighting and Marasmanship texts, and may not take actions dasing Player Action haces RE REFERENCE Armes Uncr (Guest) A player character may attack a single unit, using normal combat rues. Such units guin +20 to their Defense Armes Porrioxs or Uns (Lesien): A plier ‘character may atack a small number of those in & unit Tals causes him tp fight 10 opponents (or 2 cavalrymen), adjudicated through normal combat. Defeating thera reduces unit Heath by 1 Oncamze/Rauas (Gueavin): A character may oxgnize or rally disorganized of routed nis, Roll Wasfue against the unit Discipline. On succes, morale improves by one sep. ‘Step 7: ORDERS The commander of the side that won initiative gives one order to his toops, then the other side fives a singl order. This goss bac and forth; once commander has ron ot of enlers to ge, his be ‘commander give anlen, ‘Wasfae rolls ore made asthe order is given. An onder can be given the same unit maltiple tines, bur each instance incesses the Dificuty of the ‘Warfare est by one seep (+3). Dattage 10 NTs Reapy: ‘The units unimpaired. ‘A Realy uvit that is reduced to 0 Health or lower is Disorgarized A Ready unit that taker twice i maxim Health in damage ie Destroyed. Armcuep Cuanacrans: When 2 unit takes any damage, attached characters take 1 point of clarage Ggroring AR). Disoxaanizin: Once 1 units reduced to 0 Health ot lowers is disrgariaed, taking a -1D on all ‘ests and increasing its Discipline Dificlty by +3, AA Disorganized unit shat aloe any damage ‘becomes Routed ‘A Disorgarized unit that kes twice ies vmaxinnur Heal in damage fs Destroyed ‘A unit can be restored t0 fall Heaith with a Reosganive onde, but it etins any penalties i¢ aeerued while Disorganized. If a unit accrues penalties equal to its Endurance sink, it is destroyed Armouip Crakacrexs: When a unit becomes Disorgunized, atached characters take 2 points cof duvage (ignoring AR). Rovrep: A unit chat is Routed inmedately swumes Mob Formadon and the unle sprints away from the attacking unit during Step Nine. It takes no Order other than the Rally Onder. Once itleaves the battlefield itis moved from phy. ‘A Routed unt that tales any damage becomes Destroyed ‘A Rly Order can restore anit from Reuted to Diserganized. Armacim Cranacres: When a uni becomes Routed, attacked characters tahe 5 points of damage (ignoring AR). DesreoveD: A Destroyed units moved from play. Arncnen Cassscrens When a nit is Dentoyed, sttiched charcters take 10 points of slumage (ignoring AR). SHEET bd Conounoee on Hero Distaucniox: If a ‘commander or hero is killed, any unit they are pare of or adjacent ro mast make a Will est for 2 hem, oF 12 fora commande) Failure in thio rol eases « Ready wait to be come Disorgasized « Dinoxganized unit to be- ce Routed and « Routed unl bevome De stojed. UNIT FaciNG (OnoxaL) FLanks: +1B Fighting to atack an enemy fom its Bink eax: AD Fighting to atk an coemy from treat ‘Stsounpen: If multiple units surourd an enemy uit, forvardattackers gin a «1B, flinke attackers gain «1D, and reareattackers goin +2D to Fighting te ATTACHING THE ArtAcKERS: Antacking enemies at your flank inflicts a -1D 10 the Fighting test ‘You may not stack enemies who are attacking SreP 8: 2ND PLAYER ACTIONS Non-Commander player chancters may take avother5 rounds worth of actions mom: Denicn Cuasacren (Greaves): A chanicter atuched to 2 unit cin deeach himself from thit tat ducing this phate. They may take no other actions ni the next battle phase. Arnicx Untr (Gursren) A player charter may artack & single unit, using normal combat rules, uch units gen +20 to their Defense Armex Poxnions or Ustrs (Listen): A plyer charscer may actacka smull umber of those na unit. This causes him te fight 10 epponenrs (or 2 cavalrymen) adjudicated through normal combet. Defeating them reduces unit Heakh by 1 Oxcanza/Raux (Gaearex): A chasacter may ‘organize oF rally disorganized of ro0"ed units Roll Wariare against the units Discipline. On success, morae improves by one step, Tare Covmaxo (Greares): Another career may scp ia to Bll dhe role of lost commander or sub-commander ‘Step 9, RESOLVE STANDING ORDER Starting with the side har won inisaiv, the commander may ick one unit thar his notated yet nr bas received oxders forthe round and resale sry standing orders Step 10: REPEAT the opponent’ forces have all sumendered, been outed of een destroyed, the bart frat an end Otherwise, return to Step 4, Bach side calculates its Glory and Resources changes, well as determines whit happens 10 captured character and hetoes, and the outcome of ‘ue casualties. Refer t Step Eleven: Resolution & Consequences, in Chapter 10 of SIFRP core rulebook for mate infoemstion Coe ret Envelop Fighting Withdrawal Force Back Var ‘Anvil Nove Pincer Probing Aras Rally es Baile Checkered Column Mob Phare Shield Wal Square ‘Tortoise Shell Wedge WARFARE REFERENCE SHEET (Concealed unit arcs fe, ‘gaining 1 +2 to damage orn om Aracke Unit amacks nother anit fice damage as not. Agen carat Arca ‘Units gana 2D against solo character. Sprine speed in etsight ine; setae every enemy in ange of movement (1D perunit ee ‘Artack Regroup artacked after fst) ‘Unit moves se Spent toatl -1D to Fighting ter, +2 damage Agile est Defense for one rounds “AAD to test with shields Reorganize Artack Remeat Defind Revere Fighting test; success enters enemy square fee attack on enemy if tempts Retreat or Disengege Marksmanship attacks s one inflict damage to both Attack at-ID then Move half Movement back twaeds commander tical Failure = Disongenized. Fighting test spassive Athletics fore back 10 y/degree Change formation: Battie (+0), Checkered (+0), Column (+0), Mob (3), Phalanx (v6), Sup Eevelop Seale Walls More (voward commander) Get Charge ae Slash 8 Burn Spl aac, Shield Wall (+6), Square (+5), “Tortoise Shell (+9), Wedge (3) As Force Buck If units forced back into Readied allied nit, Re Suppress dunt Attack ‘irs immediate arack at +1D Move normal rate; may ‘Sprint in seght line es Serrender Split command dice in two tohave ss ifboth — Amace succeed both vit aetask at +1 Amrack at -1D3+2 Defense Routed unit become Disorganized 45 Defense vt Mashsmnanship; «4D Fights 45 Defens Actack None FORMATIONS None Mob Formation None None 45 Definse ws Fighting Fighting, negate Charge benefits, «5 Defense to units behind Negate Flank nd Rear Effects 45 Defense *1D on Charges © None uni Ready an attic mat denote ger Nove Combine ewo adjacent unlts into ‘ong; remove smaller ant from board and Resources larger unit is healed completly None Restore 1 point of damage co unt degree oes Move away fiom bate; Crscal Move (anay Prize cases unit to become Routed Fecen baile) ‘Unit shits facing from Front to Arak. Engincering uni, Wave (12) scduce Fortification by 1persuccns\-5 Define None Ae roll to climb walls allows half Move up wall Dffialy egsted i unit is cqlpped for climbing Move (climb), hen Attack Prepare for enemy Charge: immediate Fighting attack if Charge infiting «(buce dam) ext Amale Destoy drain and Holdings, removing ptof Population and Wealth No Divide aac dice vs twos enemies, resolve etch separsely Aree ‘Marlamanchip tet increase Discipline of target unit by peraildisonal degree; inflicts one less degree damage Attack Tl Waki heresies Near eect ‘removed from play Cavalry Unie; Spsine spec in ctrsighe Lin attack every enemy in Tighting cage of movers (AD per ante after frst}; +5 damage on damage totals Unie shi facing 90° Slow Movement 13 Dacplne, Slow Movement “1D Fighting 5 Defense, +6 Disciple Shield Required; Non-Cavalys-§ Defense Marksmanship, Very Slow Movement Shield Required: Non-Cavary:No Movement No Movement No Atcks, Very Slow Moverent 5 Defense ws Marksmanship

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