Basic Rules

Character creation

Hybrid Spell User (HSU): Warrior Instinct I
Non Spell User (NSU): Warrior Instinct I, +1 trait, +1 skill, -2 bonus to 3 skills RD rolls,
           +1 Fortune Point (FP)/Tier2-3-4, no magic allowed
Pure Spell User (PSU): + 1 magic-related or knowledge skill, limited combat
Extra spells, Tier 1: 2 Lesser + 1 Tier, Tier 2+:  1 Lesser + 1 Tier (at mid-xp) / Tier
4 Tiers
- Seasoned (1) / Veteran (2) / Heroic (3) / Legendary (4)
NB: 20XPs to reach next Tier, 5XPs=1 Trait gained

Race
- Human: speak 3 languages, 1 extra Trait, Privilege
- Dwarf: speak Dwarf + 2 languages, +1 Career (Miner, Smith or Stoneworker), Dark Vision, Resilience (Magic/Toxins), Endurance, Tough, Limited Magic, Cannot be Agile
- Dark Elf (Drow): speak Elf, Underdark + 2 languages, Keen Sight, Dark Vision, Trance Sleep, Drow Weapon Training, Drow Magic (Dancing Lights, Faerie Fire, Darkness at Tier 2), Agile, Sunlight Sensitivity, Cannot be Strong, Prejudice
- Elf: speak Elf + 3 languages, +1 Career, Keen Sight, Longbow, Night Vision, Trance Sleep, Mask of Nature (Stealth, -2 extra if skill), Agile, Cannot be Strong
- Gnome: speak Gnome, Dwarf + 2 languages, Dark Vision, Burrowing Mammals Kinship & Natural Illusionist (Tier 1 Illusion) or Artificer/Tinkerer, Luck, Resilience (Magic), Innocuous, Cannot be Strong, Small
- Halfling: speak Halfling + 3 languages, +1 Career (Cook or Farmer), Dark Vision, Luck, Naturally Stealthy (-2 extra if skill), Sling, Agile, Innocuous, Cannot be Strong, Small
- Half-Elf: speak Elf + 3 languages, +1 Career, +1 Skill, Night Vision
- Half-Orc: speak Orc + 2 languages, Dark Vision, Menacing, Strong, Tough, -1 start Trait, no possible extra career at start, cannot be Agile or Intelligent, Prejudice
- Tiefling: speak 3 languages, Dark Vision, Resilience (Fire), Infernal Legacy (Lesser Spell, Tier 1 Spell, Tier 1 Spell at Tier 2), Prejudice

Flaws 2 extra advantages flaw limit - exceptions can be made but should be rare
Minor Flaws (physical -or rarely mental/social- weakness) is worth 1 extra Trait
Example: anemic, bad eyesight, bad luck, big mouth, branded criminal (obvious), clueless, clumsy, hard of hearing, lame limb, obese, one eye, phobia (common)
Major Flaws (severe physical -or rarely mental/social- weakness) is worth 2 extra Traits
Example: loss of limb, loss of hearing or sight, elderly

Traits (BST, CAT, etc) > every PC gets 9 at game start, 1 of which must be a Career
Background (BST) taken at character creation, * can be taken at Tier mentioned if DM judges rules PC actions and traits taken in progression fit.
- Background Skill Traits 1 (BST1) > max 3 trait pts (human: 4 if add racial bonus, half-orc: 2 max.)
Worth 2 Trait points: Agile (A), Intelligent (I), Strong (S), Tough (T), Great Luck (cost 1 for Halflings and Gnomes), Resilience (Magic/Toxins/Disease)
Worth 1 Trait point: Alert*(3), Ambidextrous*(3), Deceitful*(3), Endurance*(3), Fearless*(3), Fleet Footed, Keen senses (specify Sight, Hearing, Smell, Taste), Luck, Menacing*(3), Orator*(3), Patient/Methodical*(3), Pious/Zealot*(3), Quick*(3), Strong Willed*(3)

- Background Skill Traits 2 (BST2)
Abstemious*(3), Alley Cat*(3), Artistic*(4), Career*(2), 2 Languages*(2), Rover*(3), Status (Noble, Merchant House, Crime Family, Clergy, Academy of Magic)*(2), Tunnel Rat*(3)
Career Trait (CAT): a career comes with 3 skills (ex: thief > pick lock, climb & stealth). 2 max at start for HSU, 3 for NSU and 2 or 3 if 3nd scholarly for PSU. * means a prerequisite is required (in parenthesis).
Alchemist, Animal Trainer (specify animal), Apothecary, Armorer/Weaponsmith * (smith), Artist/ Entertainer (Acrobat, Actor, Dancer, Jester, Musician/Minstrel, Painter, Singer, etc), Astronomer/Astrologer, Bailiff, Bandit/Outlaw/Highwayman/Pirate, Barber-Surgeon, Brewer, Bowyer, Butcher, Candlemaker, Calligrapher, Carpenter, Cartographer, Charcoal-Burner, Charlatan/Rapscallion/Rogue, Chimneysweep, Coachman, Cook, Cooper, Courtier, Drover, Dung Collector, Embalmer, Engineer, Exciseman, Farmer, Fence, Ferryman, Fisherman, Forger, Gem Cutter, Goldsmith, Gunsmith, Herald (Genealogy), Herbalist, Historian, Hunter, Innkeeper/Tavernier, Interrogator, Inventor, Knight/Squire* (noble trait), Lawyer/Litigant, Magician (Elementalist, Demonologist, Necromancer, etc), Merchant, Messenger, Miller, Miner, Monk, Outrider, Philosopher, Physician, Pickpocket, Priest/Friar, Rat Catcher, Sailor, Scout, Seer, Servant/Valet, Sewer Jack, Shepherd, Shipwright, Shoemaker, Smith, Smuggler, Soldier, Stevedore, Steward, Stoneworker, Tailor, Tanner, Theologian, Thief/Cat Burglar, Thug, Toll Keeper, Veteran (see NB), Woodsman
NB: at Tier 2 a career called ‘Veteran’ is unlocked, allowing PCs to access a group of Combat Specialist Traits as well as common adventuring skills (ex: Stealth, Swim)

Combat Skill Traits (CST) (in parenthesis is the Tier required, only CS can be career traits)
Combat Specialist ‘CS’ (gain 2 per trait: Armored Combat, Brawler, Cavalry, Entangling, Engineer/Siege, Fencer/Swashbuckler, Gunpowder, Great weapons, Longbow, Sling, Thrown weapons, Wrestler), Dodge I-II (1/3), Frenzy, Level Headed I-II (1/3), Mobile I-II (2/4), Warrior Instinct I-III (1/3/4)
Melee CST branch:
Master of Arms I-IV (1/2/3/4) a prerequisite for:
Assassin I-II (1/3), Martial Arts Master I-III (1/3/4), Melee Specialist I-II (2/4), Mobile I-II (2/4), Parry I-II (1/3), Quick draw, Riposte I-II (2/4), Sentinel (1/3), Sweep I-II (2/4), Trademark Weapon (specify), Weapon Expert I-III (1/2/4)
Missile CST branch:
Marksman I-IV (1/2/3/4) a prerequisite for:
Ambusher I-II (1/3), Rapid Fire I-II (2/4), Sharpshooter I-II (1/3), Trademark Weapon (specify)

Rolled Skill Traits (RST) (Skill focus can be taken once per Tier)
Acrobatics (A), Athletics (S+A), Climb (S+A), Disguise, Drive, Evaluate (I), Heal (I), Knowledge (specify) (I), Literacy (I), Navigation (I), Pick Lock/Disarm Traps (A), Prepare/Use Poison (I), Ride (A), Sail (A), Set Traps (A), Shadowing, Sleight of Hand (A), Stealth (A), Survival, Swim (S+A), Tracking, Trade (profession-specify)

Advantageous Skill Traits (AST) (when appropriate D20 1st roll: 6+, 2nd: 14+, 3rd: 20)
Administrator, Agitator, Arcanist, Brigand, Castellan, Ecclesiastic, Gambler, Gentry, Gossip, Haggle, Inventory, Mimicry, Philanderer, Quartermaster, Scavenger, Schemer, Streetwise, Torture/Interrogation, Well-read

Weird/Rare Skill Traits (WST) DM discretion (in parenthesis is the Tier required)
Artificer/Tinkerer, Blind fighter, Catalepsy, Contortionist, Hard to Kill I-II (3/4), Lip Reading, Scurry, Surgery, Ventriloquism

Spell Skill Traits (SST) (spells are on card, in parenthesis is the Tier required)
Arcane Conduit I-II (1/3), Arcane Mastery I-II (1/3), Armored Casting (Light > Heavy extra point, HSU only), Channeling I-II (2/3), Ritual I-II (1/3), War Caster I-II (2/4)
Spells (L/1/2/3/4, L for Lesser: 2 for 1 Trait, max 4 at start and 3 max/Tier)
Knowledge
Academic: Arts, Astronomy, Engineering, Heraldry/Genealogy, History, Law, Philosophy, Science, Strategy/Tactics, Theology …
Arcane Lore: Demonology, Necromancy, Runes, Schools of Magic (specify), Arcane Lore (Craft, Mythical Beasts) …

Traits details
Abstemious: half cost for food, advantage to resist starvation/hunger & other mundane desires  
Administrator: +10% gold generated from invested income
Agile: +4 to (A) skills (+2 if combined), added Defense result, better general A checks
Agitator: may disseminate information through the common folk
Alley Cat: -4 to certain skills in urban settings only (not cumulative with stats)
Alert: advantage to detect surprise attacks
Ambidextrous: no off hand penalties  
Ambusher I-II: -1/2 Defense missile surprise attacks
Arcanist: may learn information from magicians
Arcane Conduit I-II: recovers spells faster (1/2-3 spells)
Arcane Mastery I-II: ability to trade D3/D6 spells for multiples of other known spell of same Tier or -
Armored Casting Light/ Heavy: can cast certain spells in armor (UL or Lvl2 max/all armor)
Artificer/Tinkerer: can create unusual mechanical contraptions and devices
Assassin I-II: -1/2 Defense melee surprise attacks
Blind fighter: can fight blind with reduced penalties (usually +4 RD/+1BD only)
Brave/Fearless: highly resistant to fear and terror
Brigand: may learn information from outlaws, +10% gold generated from banditry
Castellan: +10% savings on gold from household expenses & can ‘summon’ household aid
Catalepsy: ability to go in meditative state akin to death
Channeling I-II: can focus power of a spell to greater effects, usually 2 rolls pick best (1/3 spells)
CS Armored Combat: +1 BD and +2 RD penalty without this skill for armor 3+
CS Brawler/Wrestler: Damage advantage, advantage vs unskilled unarmed (+/-2RD self/enemy)
CS Cavalry/Entangling/Engineer-Siege/Gunpowder/Great weapons/Longbow/Sling/Thrown weapons: +1 BD and +4RD penalty minimum without this skill
CS Fencer/Swashbuckler: in 1-on1 UL combat Main Gauche-Buckler act as shield (+2RD enemy), rapier/sabre/foil etc vs many weapon act as 1 Defense
Contortionist: ability to contort through bonds into/through tight spaces
Deceitful: ability to successfully tell and maintain lies
Dodge I-II: 1/2 Defense vs Missile, EN must UL or less
Ecclesiastic: may learn information from clergy
Endurance: Ignore 1st fatigue, advantage to resist fatigue
Fleet Footed: +1 Pace, roll extra MD and discard lowest die result
Frenzy: Hit (AP) advantage in melee, fearless, tough but berserk (must attack, may harm allies)
Gambler: better odds at games of chance, ability to cheat
Gentry: may learn information from court and nobles
Gossip: may learn information from common folk
Haggle: +10% gold generated from mercantilism
Hard to Kill I-II: chance (greater chance) to survive killing injuries
Intelligent: +4 to (I) skills (+2 if combined), better general I checks
Inventory: can ‘summon’ useful items linked to gentry
Keen senses (Sight, Hearing, Smell, Taste): advantage on enhanced sense
Level Headed I/II: initiative draw 2/3 cards, keep best
Lip Reading: can read lips
Luck/Great Luck: +1/2 FP
Marksman I-IV: -4/-8/-12/-16 RD (7/3/-1/-5+ base rolls)
Martial Arts Master I-III: Damage unarmed advantage, +1/2/3 WD vs Unarmed AOO,
II and III grant unique maneuvers
Master of Arms I-IV: -4/-8/-12/-16 RD (7/3/-1/-5+ base rolls)
Melee Specialist I-II: reduce team up RD bonus by 2/4
Menacing: advantage when intimidating others
Mimicry: ability to mimic accents and control voice/prosodic tones
Mobile I-II: +1/2 Defense vs AOO, add 1/2 MD discard worst result(s), EN must UL or less
Orator: ability to engage/speak to large number of people
Parry I-II: +1/2 Defense in Melee
Patient/Methodical: advantage when searching or tasks that require patience
Philanderer: may learn information from dalliances with opposite sex
Pious/Zealot: strong willed and fearless but only when faith is concerned
Quartermaster: can ‘summon’ useful items linked to warfare
Quick: initiative discard draws of 5 or less
Quick draw: drawing weapon costs 0 from Move, +2 RD penalty to enemy AOO for drawing weapon
Rapid Fire I-II: -2/4 bonus RD to multiple missile attacks, no extra BD, Damage advantages must be split, II > 3 possible at 0 RD bonus
Resilience (Magic/Toxins/Disease): advantage to resist
Riposte I-II: 2/3 AOO per round, -1/3 RD bonus to AOO
Ritual I-II: ability to perform ritual spells (2> powerful ones)
Rover: -4 to certain skills in outdoor settings only (not cumulative with stats)
Scavenger: can ‘summon’ useful items linked to common folk
Schemer: may disseminate information through political/social intrigue
Scurry: +1 Pace, roll extra MD and discard lowest die result when running away (lasts d6 rounds)
Sentinel I-II: +1 Defense to protect adjacent target, 2> can intercept D6 move (as joker) -2 RD add. bonus to AOO vs those that ignore Sentinel to attack protected target
Sharpshooter I-II: Damage advantage in missile or Defense vs missile (1/2)
Streetwise: may learn information from criminal underworld
Strong: -4 to (S) skills (+2 if combined), Damage advantage in melee, better general S checks
Strong Willed: advantage to resist mind affecting effects
Sweep I-II: -2/4 bonus RD to multiple melee attacks, no extra BD, Damage advantages must be split,
II > 3 possible at 0 RD bonus
Torture/Interrogation: ability to learn information through torture or interrogation
Tough: 1st critical wound (C) requires 3 wounds, added Defense result, better general T checks
Tunnel Rat: -4 to certain skills in underground settings only (not cumulative with stats)
Trademark Weapon: -2 RD to specific weapon
Ventriloquism: ability to project voice
Weapon Expert I-III: Damage advantage in melee or Defense in melee (1/2/3)
War Caster I-II: +1/2 Defense, +2/4 RD penalty to enemy AOO due to spellcasting
Warrior Instincts I-III+1/2/3 Defense

Armor
Cost
EN
AV
Light Helm (or Coif)
0.5
3
(1)
Helm
1.5
6
(2-3)
Leather + Matching Clothes
2
5
1
Gambeson/Aketon + MC
1
6
1
Mail Shirt + MC
15
16
2-
Mail Shirt + Greaves + MC
23
21
2
Brigandine (or Full Mail) + MC
26
25
3-
Brig. + Greaves + MC
42
35
3
Breastplate (same as Brig. but)
+30
-5
3/3-
Full Plate & Great Helm *
150
60
4
AV: armor value
* Full Plate includes an arming jack underneath
(no additional clothes required)
Gambeson = any multi-layered cloth weaved for defense

Weapons
Cost
EN
Axe  (3/6)
.5
3
Arming sword
1.5
2.5
Bola  (4/8)
.2
2
Bow  (12/24)
2.5
2
Buckler/Targe
2
1
Club
.02
2
Crossbow  (15/30 )
2.5
5
Dagger  (3/6 )
.2
1
Demi-Lance
1.5
4
Great weapon (sword, axe, etc.)
5
7
Javelin  (4/8 )
.2
2
Knuckle Duster (Gauntlet)
.5
1
Lance
2
6
Longbow  (15/30 )
5
2
Longsword
2
3
Mace/Flail/Morning Star
1
3
Main Gauche
1
1.5
Polearm - Short
2
8
Polearm - Long
2
10
Rapier
2.5
3
Shield
1.5
8.5
Shield, Large (Tower, Pavis)
2
15
Sling   (8/16 )
.02
-
Spear (6-8’)  (3/6 )
.3
4
Staff
.02
4
Warhammer
1.5
2.5
Ranges are in squares or 2yard (short/ long)
Extreme range is x2 long range

Gear
Cost
EN
Abacus
.3
2
Acid (vial)
2.5
1
Alchemist Fire (flask)
5
1
Ammo – Arrows (10)
.5
1.5
Ammo – Bolts (10)
.5
1.5
Ammo – Bullets (10)
.2
2
Arcane/Religious/Spell Components
1+
(.5+)
Artisan tools
.1-5
(2+)
Backpack or Sling/shoulder bag
.2
1.5
Bedroll
.1
3
Bell
.1
-
Blanket
.05
2
Block and tackle
.1
5
Book
2.5
4
Bottle, glass
.2
1
Bucket
.02
1
Caltrops (bag of 10)
.5
1
Candle (3/8/13, 2hr)
.01
-
Case, map or scroll
.1
1
Chain (10 feet)
.5
8
Chalk
.01
-
Chest
.5
15
Climber’s kit
2.5
10
Clothes, common
.3
3
Clothes, costume
.5
3
Clothes, fine
1.5
3
Clothes > Cloak (common/fine)
.2/1
2
Crowbar
.2
4
Disguise kit
2.5
3
Fishing tackle
.1
2
Flask or tankard
.02
1(f)
Forgery kit
1.5
4
Gaming set
.05+
(0+)
Grappling hook
.2
3
Hammer
.1
3
Hammer, sledge
.2
8
Healer’s kit
1
3
Herbalism kit
.5
3
Hourglass
2.5
1
Hunting trap
.5
10
Ink (1 ounce bottle)
1
-
Ink pen
.03
-
Jug or pitcher
.01
4(f)
Ladder (10-foot)
.03
12
Lamp (3/8/13, 4hr)
.05
1
Lantern (8/20/35, 4hr)
1
3
Lock
1
1
Magnifying glass
10
-
Manacles
.2
3
Match (1/3/6, 1round)
.05
-
Mess kit
.03
1
Mirror, steel
.5
-
Musical Instrument
.2-3
(1+)
Navigator’s tools
2.5
2
Oil (flask)
.03
1
Paper (one sheet)
.03
-
Parchment (one sheet)
.02
-
Perfume (vial)
.5
-
Pick, miner’s
.2
8
Piton
.02
.5
Pole (10-foot)
.02
5
Pot, iron
.2
8
Pouch
.05
.5
Quiver / Bolt Case (20 capacity)
.1
1
Ram, portable
.4
25
Rations (1 day)
.2
2
Robes
.2
3
Rope, hempen (20 yard)
.3
10
Rope, silk (20 yard)
2.5
5
Sack
.02
.5
Scale, merchant’s
.5
3
Sealing wax
.05
-
Shovel
.2
5
Signal whistle
.1
-
Signet ring
.5
-
Soap
.02
-
Spyglass
100
1
Tent, two-person
.4
20
Thieves’ tools
2.5
1
Tinderbox
.05
.5
Torch (6/18/28, 1hr)
.01
1
Vial
.1
-
Waterskin
.05
5(f)
Whetstone
.03
.5
Illumination (normal/maximum/spotting in squares or 2yard, duration)

Transport
Cost
speed
Camel
5
100’
Donkey or Mule
.8
80’
Elephant
20
80’
Horse, Draft
5
80’
Horse, Riding
7.5
120’
Horse, War
40
120’
Mastiff
4.5
80’
Pony
3
80’
Land
Cost
Wgt
Barding
X4
X2
Bit and bridle
.2
1
Carriage
10
600
Cart
1.5
200
Chariot
25
100
Feed (per day)
.01
10
Saddle - Exotic
6
40
Saddle - Military
2
30
Saddle - Pack
.5
15
Saddle - Riding
1
25
Saddlebags
.4
8
Sled
2
300
Stabling (per day)
.05
-
Wagon
3.5
400
Water
Cost
speed
Galley
3000
4 mph
Keelboat
300
1 mph
Longship
1000
3 mph
Rowboat
5
1 1/2 mph
Sailing ship
1000
2 mph
Warship
2500
2 1/2 mph

Lifestyle Expenses                 Price: Day (Month)
Wretched                                               -
Squalid                                                  .01  (.3)
Poor                                                      .02  (.6)
Modest                                                  .1    (3)
Comfortable                                          .2    (6)
Wealthy                                                 .4   (12)
Aristocratic                                           1 minimum (30+)

Services                                                Pay (Month/Day)
Coach cab between towns                    .02 per mile
Coach cab within a city                        .01
Hireling Skilled (greater)                     6 / .2
Hireling Skilled (minor)                       3 / .1
Hireling Untrained                               1.5 / .05
Messenger                                            .02 per mile
Road or gate toll                                  .01
Ship’s passage                     
                 .03 per mile

Currency
1 Gold coin = 10 Silver Coins
1 Silver coin = 10 Copper Coins

Costs are listed in Gold coin or fraction thereof.

Quality:
Poor (1/2 cost): +20% EN for armor, +1 BD for weapons
Average (cost): normal
Superior (x5 cost, 5 gold minimum): -20% EN for armor, 1 RD bonus for weapons

NB: Good items usually also look better (design. preciousness, etc)


Quick Rules Reference Sheet

Round is 20 seconds, it includes 2 phases of fighting with 1 attack max per phase,
2 Tier 1 spells or 1 Tier 2+ spell with 2MD (one per phase).
Targeted enemies can Interrupt after 1st attack but if so they limit their round to a single phase.
Or if weapon has Reach/Missile (or Spell) Readied can Interrupt before 1st attack, then attack again after acting PC/NPC’s 1st attack, thus ending their round.

Initiative Joker: act anytime during round at 4 bonus to attack roll/RD
Delay: decide who you are acting after, Ready: set circumstances for action
Partial surprise: extra card, all others get no extra cards for Level-Headed Trait

Attack Roll (Basic/Resolution Dice D20): # needed for success (natural 1 always a failure)
           >> Natural 20: 1 bonus to Hit, Damage or Defense
           >> Aim: 2 bonus but requires 1st phase action to aim
           >> Surprise: 2/4/6 bonus (partial/surprise in motion/surprise unmoving)
           >> Missile attack in Melee: 2/4 penalty (clear shot / other), miss: 16+ reroll hit adjacent
           >> Target location: 4 penalty                                    ˄ may vary (large target, situation etc)
           >> Fight Defensively: 4 penalty but 2 penalty to opponents
           >> Shields (Large): gives enemies 2 penalty to RD vs melee, 2(4) vs missiles
           >> Multiple Foes: 8 penalty, +1 BD
Hit Bonus (or AP ‘Armor Piercing’): # by which target’s Defense is lowered
           >> Feint: Trade 6 from attack roll for +1 Hit Bonus
Damage Bonus: # by which damage is shifted on Damage table
           >> Extra Damage : Trade 8 from attack roll for +1 Damage
Defense Bonus: # by which defense is shifted on Defense die (D10)
           >> Defense is divided in Avoid, Armor and Partial.
Example: A dwarf warrior (Tough) with Warrior Instinct I in Brigandine (lvl 3) armor is attacked in melee.
When he rolls his Defense D10, 10-9 avoids the attack completely, 8-6 is deflected by his armor, 5-4 is a partial hit doing lesser Damage, 1-3 is a full hit with normal Damage. Same dwarf has Weapon Expert I and put his level on Defense, that would make his Defense D10 for the round 10-8 avoid, 7-5 armor and 4-3 partial hit.
Bane Roll (Bane Dice D20): 1=Chaos, 2=Fatigue (+1 BD, 1 penalty RD and Move)

Injuries base is Scratch (S): roll of 1(2-3) on D6 lose 1 phase (loss of phase same for W or C),
Wounded (W): 2 penalty to RD, +1 BD, -1 penalty to Movement total
Critically Wounded (C): 4 penalty to RD, +2 BD, -3 penalty to Movement total
Stun: lose D3 phases, 11+ roll may move 1MD + Pace
Helpless: lasts D6 phases, then Stun D3 phases

Fortune Points 1 FP can be used to reroll any dice except RD. Reroll only once & new result must be taken. 1 FP can reduce damage by 1 Lvl of Injury. Damage FP can be spent after GM announces failed Defense.

Attacks of Opportunity (AOO) 1 AOO/round (usually penalties to RD), caused by ignoring enemy, unarmed vs armed, vulnerable (prone standing), casting non-war spells in melee, etc

Movement (Dice, or ‘MD’ is D6): combat phase MD (D6) + Pace + Action (attack, Tier 1 spell)
Or Fast move 2D6 + Pace + Action at 8 penalty or charge if applicable
Or Run move 3D6 + Pace + 1 BD (no actions possible, Run cannot have terrain penalty)
Standing costs 2, drawing weapon/item 2, (most) difficult terrain cost 2/square, ready spell 1

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