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+)
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
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
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
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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