Sample‘Chivalry & Sorcery’ and ‘C&S’ are regist ered trademarks of Britt annia Game fileDesigns Ltd. Sample file 2H 2H 2H 2H M M M M M M M H H H H H H L L L L L L L L Weapon Type Knights Broadsword Tournament 2 HandedScimitar Throwing Knives Slashing Swords Chivalric Lance Orcish Scimitar Goblin Scimitar Roman Gladius Roman Spatha Cavalry Arab Scimitar Great Swords Short Swords Zweihander Greatsword Greatsword Longsword Yatagham Claymore Weapon Name Poignard Falchion Dagger Knives Skean Lance Knife Seax Dirk 10 P 15C 10S 8 P 5 P 9S 9S 8S 6S 6S 5S 5S 6S 5S 4S 4S 4S 1P 1P 2P 2P 3P 4P 4P 3P Sample fileBase Damage +0 +1 +5 +4 +1 +0 +0 +0 +2 +2 +1 +1 +1 +1 +1 +1 +1 +0 +1 +0 +0 +0 +0 +0 +0 Crit Die Modifi er 10 10 10 10 10 10 10 7 7 8 6 6 6 7 7 7 7 7 8 8 9 9 8 0 9 Bash Chance MH LM 2H 2H 2H 2H 2H 2H 2H 2H 2H 2H 2H M M M M M M M M M M M Flails, Maces&Hammers Weapon Type Dwarven Hammer Dwarven Hammer Lucerne Hammer Fishing Fighting Staves Hunting Infantry Spear Infantry Spear Civilian Roman Pilum Maul, Sledge Cavalry Flail Military Flail Morningstar Warhammer War Javelin War Spears Shod Staff Battle Axe Weapon Name War Axes Polearms Pole Axe Harpoon Billhook War Axe Mace 10C 10S 10P 6C 5C 6C 9C 6C 8C 5C 8C 5S 8S 8S 7P 6P 5P 5P 5P 7P 5P 5P 8P 5P Base Damage +1 +1 +1 +0 +1 +1 +1 +1 +0 +2 +1 +0 +1 +1 +2 +1 +1 +0 +0 +2 +1 +2 +2 +0 Crit Die Modifi er 10 10 10 10 10 10 9 9 9 7 7 7 7 9 6 9 9 8 9 9 8 8 7 6 Bash Chance M M M M M H L L L L L ------Weapon Type 2H M L L Weapon Type Medium CrossbowBolts Armour Piercing Arrows Armour Heavy CrossbowBolts Light CrossbowBolts Medium Crossbow Medium Club Shepherds Sling Elvish Longbow Heavy Crossbow Hunting Arrows Large Club Weapon Name Small Club Composite Bow Light Crossbow Blackjack

Hunting Bolts Weapon Name Arrow Quiver Lead Bullets War Arrows Bolt Quiver Clubs War Darts Short Bow Longbow Slingstaff 3C 2C 5C 1C 3,4 14 13 12 10 11 11 11 9 9 8 7 6 5 3 3 2 Base Damage +5 +5 +5 +3 +0 18 12 10 12 10 +0 +0 +1 +0 4 4 6 9 - Base Damage Crit Die Modifi er 8 9 8 9 +2 +1 +2 +1 +1 +2 +2 +0 +0 +0 +2 - - - - Crit Die Modifi er Bash Chance 10 10 10 10 10 8 9 9 8 ------Bash Chance Level Attribute Chance (SC%) Success Level Attribute Chance (SC%) Success Unskilled Skilled Dice Dice DF Description BCS BCS MIN MAX EXPO Attribute Modifi er Attribute Modifi er 1 Very simple 50% 60% 08% 99% 300 Exp <3 -10% 13 +1% 2 Simple 40% 50% 06% 98% 400 Exp 3 -9% 14 +2% 3 Average 30% 40% 05% 97% 500 Exp 4 -7% 15 +3% 2 20% 14 73% 4 Challenging 20% 30% 04% 95% 600 Exp 5 -5% 16 +4% 3 25% 15 76% 5 Demanding 10% 20% 03% 92% 700 Exp 6 -4% 17 +5% 4 30% 16 79% 6 Diffi cult 05% 10% 02% 90% 800 Exp 7 -3% 18 +6% 5 35% 17 82% 7 Very Diffi cult 03% 07% 01% 85% 1,000 Exp 8 -2% 19 +8% 6 40% 18 85% 8 Extremely Diffi cult 02% 03% 01% 75% 1,200 Exp 9 -1% 20 +10% 7 45% 19 88% 9 Nearly Impossible 01% 02% 01% 65% 1,500 Exp 10 0% 21 +11% 8 50% 20 90% 10 Impossible 00% 01% 01% 50% 2,000 Exp 11 0% 22 +12% 9 54% 21 92% 12 +1% 10 58% 22 94% Table – Diffi culty Factors +1% / point over 20 11 62% 23 96% Success Table – Attribute Bonus Penalty 12 66% 24 98% with Crit 13 70% 25 99% Die The task is just barely successful. It could easily have been a total failure. However luck intervened. 01 A scarcely adequate technique led to marginal success. Table - Attribute Rolls & Success Chance

The task is performed with a colourless and an uninspiring show of basic competence. Flawed 02 - 05 technique can be discerned in the work, so beware of future mistakes.

The task is accomplished with real style and expertise. It is a fi ne display of competence and skill Modifi er % 06 - 09 that comes close to perfect execution of the skill in practice. +/- 01 - 10 The character has a slight advantage or slight disadvantage due The task is accomplished with fl are and professionalism, a stunning display of outstanding skill to circumstances. worthy of a true Master of the craft. If it is a resisted skill, the one who is resisting the effects must obtain Critical Success to fully resist the character. A regular success in resisting it will only reduce +/- 11 - 20 The character has a middling but hardly substantial 10 the Critical Success to a regular success. advantage/disadvantage. +/- 21 - 30 The character has a signifi cant but not entirely decisive Failure advantage/disadvantage. with Crit +/- 31 - 40 The character enjoys a huge advantage or is handicapped Die by a grievous disadvantage. The task is a failure, but it could so easily have been a success save for blind luck. Better luck 01 next time! +/- 41 - 50 The character enjoys a massive advantage or is labouring The task is a disappointing effort marked by some potentially disastrous fl aws in execution that under a truly crushing disadvantage. 02 - 05 could result in disaster if they become habitual. +/- 51 - 75 The character enjoys a decisive advantage or is at an almost The task fails. The reasons are obvious. The attempt was so sadly incompetent and so badly 06 - 09 insurmountable disadvantage. fl awed that such efforts will prove to be catastrophic if repeated very often. The task is a complete and dismal failure and maybe dire consequences might arise. One 10 cannot do any worse even if one were trying to fail! Table – Skill roll modifi ers Table – Critical Outcomes - GeneralSample file Combat Sequence for Action Points Armour Worn Fatigue AP Modifi er Movement Penalty The sequence for a combat round is as None 0 +3 AP Caster is moving faster than 10 feet per turn -10% follows: Light Armour 0 0 Target is stationary and in view +10% 1. Each ch aract er rolls a 1D10 as a random addition Heavy Armour 1 -3 AP Target is moving faster than 30 feet per turn -5% to their Base Act ion Points (BAP) to provide Battle Armour 2 -5 AP them with their Act ion Point (AP) Pool for this Target is moving faster than 100 feet per turn -15% Combat Round. Th is random roll is modifi ed as Target is advancing toward spell caster +10% Table - Armour Modifi ers shown in Table 7.1 Armour Modifi ers in order to take into account any armour the ch aract ers are Targeting A Spell Table - Targeting Movement Penalty wearing. To calculate the cast er’s Targeting %: 2. In the order of the highest current AP Pool, the ch aract ers, monst ers and NPCs declare 1. Cast er’s Mode of Magick TSC%, less Target is at: Penalty and resolve their act ions in turn, reducing their Short Range (10% of Max Range) 0 2. Target’s MR, less AP Pool by the number of Act ion Points sp ent. Long Range (50% of Max Range) -10% Once all of the ch aract ers have done this, this 3. Any Movement, Range and Obst acle penalties, Maximal Range1 -30% completes the Act ion Phase. less 1Maximal Range for a Mage is given with each spell. 3. Repeat Step 2 above until all the ch aract er’s have 4. Dodge PSF% if the sp ell eff ect is of physical used up their AP Pool or have decided to hold nature, plus Table - Targeting Range Modifi ers over AP’s to the next Combat Round. Once all the AP’s for that round have been used, the next 5. Method Bonus as detailed under Modes of Combat Round begins from Step 1 onwards. Magick in Chapter - Skills Any single Combat Round may be made up of a To fi nd out the target’s MR consult Table – Target’s Obstacle Penalty number of Act ion Phases. Magick Resist ance to fi nd the creature’s MR, or use Target invisible but generally located -25% Within any Combat Round ch aract ers have the the values given in the Creature’s Best iary. Target obscured by foliage -10% opportunity to: or partial cover Target seen in a mirror or pond • Use up all of their available AP’s for that Combat Round. -10% Target MR Target MR refl ection • Hold over remaining AP’s to the next Combat Round Human 0 Haefl in 15 Target behind wall of dust, -15% where they are added to the AP’s available in that Combat Dwarf, Clan 20 Dwarf, Noble 25 spray, fog, fi re, light or darkness Round. Wood Elf 10 Noble Elf 15 Target behind wall of water, -20% • Begin actions in one round and complete them in the fi rst True Elf 20 Lycanthrope 15 ice, rock or metal Action Phase of the next Combat Round. Skeleton 10 Zombie 10 Target behind wall of lead -25% Act ions which can be undertaken during the combat Target behind wall of True Lead No penetration sequence are to att ack , defend, move, cast sp ells, Death 15 Ghoul 10 Target clad in full armour drop items (including weapons) and draw weapons. Wight 25 Wraith 25 -10% of Dwarvish Steel Ghost 25 Spectre, Phantom 30 A maximum of 10 act ion points can be expended on Target clad in full armour -20% any one act ion during any single Act ion Phase. Th e Vampire 10 Mummy 20 of Enchanted Dwarvish Steel number of Act ion Points available for each combat Lich 40 Small Animal 25 sequence is modifi ed as shown in Table – Armour Target by Astrology, Divination Large Animal 0 Non-sentient 0 -20% Modifi ers when the ch aract er is wearing armour. or a scrying device Th e ch aract er also suff ers a Fatigue cost for wearing Table - Target’s Magick Resistance armour. Table - Targeting Modifi ers for Obstacles • Sample file AP Cost based on Character's PSF% Fatigue or AP Cost based on Character's PSF% Action 1-25% 26-45% 46-60% 61-70% 75%+ Action 1-25% 26-45% 46-60% 61-70% 75%+ Mounting/Dismounting War-horse 4 4 3 3 2 Dodging a blow 1 1 1 1 1 Attack with Natural Light Weapon 5 5 4 4 3 Parry with Light Weapon 1 1 1 1 1 Attack with Natural Medium Weapon 7 6 6 5 4 Parry with Medium Weapon 2 2 2 1 1 Attack with Natural Heavy Weapon 9 8 7 6 5 Parry with Heavy or 2 handed Weapon 3 3 2 2 2 Attack with Light Weapon 7 6 6 5 4 Parry with Polearm 4 4 3 3 2 Attack with Medium Weapon 9 8 7 6 5 Shield Block with Buckler 1 1 1 1 1 Attack with Heavy or 2 handed Shield Bash with Buckler 2 2 2 1 1 11 10 9 8 7 Weapon (1 action) Shield Block with Target or Heater 2 2 2 1 1 Attack with Polearm (1 action) 12 11 9 8 7 Shield Bash with Target or Heater 4 4 3 3 2 Drop weapon 0 0 0 0 0 Shield Block with Large Shield 3 3 2 2 2 Drawing a sheathed weapon (Light or 1 1 1 1 1 Shield Bash with Large Shield 7 6 6 5 4 Medium) Unslinging a weapon (Heavy) or shield 3 3 2 2 2 Table - Combat Actions Sheathing or slinging a weapon 4 4 3 3 2 Reloading and fi ring a sling 10 9 8 7 6 Damage Nock, draw and fi re bow (from quiver) 9 8 7 6 5 Nock, draw and fi re bow (fast draw)1 6 5 5 4 4 Each weapon infl ict s damage equal to the following: Load light crossbow (2 actions) 15 14 12 11 9 • Base Damage for the weapon, plus Load medium crossbow (3 Actions) 30 27 24 12 18 • Strength Bonus calculated as the Strength Attribute Load heavy crossbow (Arbalist) (5 divided by 4 for Light weapons and by 2 for weapons 60 54 48 42 36 actions) heavier than Light, plus Fire Crossbow 1 1 1 1 1 • Attacker’s Bonus as shown in Table – Attacker’s Bonus, Draw and throw hurled weapon 7 6 6 5 4 plus Setting a Polearm to receive charge 3 3 2 2 2 • The adjusted Crit Die result Setting a Lance to receive attack 3 3 2 2 2 Shields and armour will absorb damage but the Cast Cantrip 9 8 7 6 5 ch aract er will take any damage that is not absorbed. Cast Hex (2 actions) 19 17 15 13 11 Any damage suff ered by the ch aract er will fi rst ly Cast Sorcery (3 actions) 29 26 23 20 17 reduce the ch aract er’s Fatigue Points and then once Utter Word of Guard 3 3 2 2 2 all Fatigue is used, will reduce the ch aract er’s Body Points. 1The act of fast draw with a bow involves the nocking, drawing and fi ring the bow in one action, but it also suffers a penalty of -20% to hitting the target. A hit that is a Critical Success, where the adjust ed Crit Die is 10 or higher, has all of the damage, not absorbed by the shield or armour taken off the Body of the ch aract er. In addition to this, a further 1D10 is Table - Combat Actions rolled which is damage that is also ignored by any armour defences and comes st raight from the PC’s SampleBody. file