Song of Swords Beta 1.9.1 from Opaque Industries

© Zachary Irwin, James Lacombe, 2014. All Rights Reserved.

Beta Rules for Song of Swords Roleplaying Game Song of Swords is a fantasy tabletop roleplaying game that emphasizes the harsh reality of battle, the human motivations that drive heroes to adventure and danger, and the gripping narratives that arise from conflict and struggle to provide great roleplaying campaigns. The focus of the game is on enjoyable realism. We have drawn from historical sources and research to create a game with gritty, in-depth combat and arms and armors taken straight from the annals of history. You’ll find no madcap fantasy weapons here, just the goods. Cold steel, the way it was really wielded and worn. Sometimes, though, you may find that truth is stranger than fiction. Whether you play campaigns set in our own history or in the far-flung realms of fantasy, the grounded realism of Song of Swords will bring you straight into the game and make you feel each tooth-jarring blow and battle-cry in your bones. The system is D10 based and highly modular, facilitating campaigns from historical fiction to low-magic realism to robust fantasy. A core fantasy setting our own creation, called Tattered Realms, will be included in the core book alongside a guide to playing in 15th century Europe, and many expansions and supplements are to follow, detailing new venues for your games and providing resources for your own creations. The first production of Opaque Industries, Song of Swords is to be our flagship product, the foundation upon which our company is built, and the core of our productive enterprise. We have put our souls into this game, and we hope you enjoy playing it as much as we enjoyed making it. [The art assets are not final and do not reflect the final product.] Lead Designer: James ”Rome” Lacombe Designer, Producer, Layout: Zachary T. Irwin Supplementary Design Team: Daniel Leiendecker, Forrest Phanton, Taylor Davis Art Director: Taylor Davis Cover Art: Kenneth Solis Book Art: Darren Tan, Frankie Perez, Duc Pham, Taylor Davis, Kassandra Swager Additional Development: Justin Hazen, Travis Thomas, Alex Gann, Nicholas Henry, Alan Baird, The Four Cells, Dusan Nadimakovic CEO: Zachary T. Irwin All contents copyright © 2013-2014 by Zachary T. Irwin, James T. Lacombe. All rights reserved. This book is dedicated to Daniel Paris. Special thanks to our families, friends, teachers, Bret Sweet , Sherri Paris, Kenneth Solis, Charlie Krank, Nicholas Nacario and our fans met on /tg/ and other places.

opaquegames.com www.facebook.com/OpaqueIndustries opaque.freeforums.net

Introduction & Beta Talk It’s been an adventure getting here. A full year of open development with some of the finest men and women I have ever known, and we’re still not done. Song of Swords began as a pipe-dream, a continuation of a legacy of gritty fights in multiple systems. From its humble gladiatorial roots, it has become what it is today, a rarity in today’s increasingly abstract and narrativistic Indie RPG market: A crunchy tactical RPG with an emphasis on realism, detail, and fun gameplay. This is a game where no punches are pulled. Characters who are injured suffer wounds that debilitate or kill, and even if they don’t prove immediately fatal, there’s still infection, sepsis, poor healing, and possible permanent disfigurement or maiming to worry about. It’s a game that demands that you approach combat with caution, but that punishes indecision. It requires courage, but suffers no foolhardiness. Whether you’re looking for a hard-nosed historical campaign or a serious reimagining of classic fantasy where all the nonsense is done away with, and sensible people wear bloody helmets, this is the game for you. Now, this might not be the most complete Beta ever released. We’re a young company of inexperienced designers. We went into this with —and I mean this literally now—no idea what we were doing. We had only the advice of an alcoholic 30-something Serb we met in a Greyhound station to go off of, and now look where we are. It was a recipe for disaster, but what came out of the oven was the best fanbase any game has ever had, and a game that, while not perfect, is miles ahead of what we expected to produce. And we’re not done yet. The next part is up to you. After this Beta, and possibly one more update in response to criticism, we’re going to move to the Kickstarter phase of our grand publication plan. Crowdfunding is the business model of the future, but a lot of people are (rightfully) skeptical of it because of the ease by which it can be exploited by unscrupulous individuals. The fact of the matter is, for a game to succeed in this day and age, it needs artwork. Quality art isn’t cheap. There are licensing fees, registration fees, printing costs. We want to release the best game possible, but we can’t do it alone. We need your help, so if you want to be a part of it, check out our Facebook page for information on our Kickstarter when it rolls out March 21st, and donate if this is the sort of game you want to see more of in the years to come. So check this Beta. Rip it to shreds. Give us both barrels for every syllable out of place. Feel free to Email us with specific complaints (or, if you’re feeling bored, condemnations of our incompetence), But when the kickstarter comes, please support us if you like what you see. I suppose this should end with a quote from somebody. “Talkers are usually more articulate than doers, since talk is their specialty.” -Thomas Sowell ...Wait, don’t print that. -Jimmy Rome & the Lads

Chapter 0 What is Song of Swords?

Mago laughed despite himself as he vaulted the barricade. The enemy was broken, and this was their last bastion, but his unit had caught them here before they could reform. Mago landed before a man struggling with the match of his arquebus. The man looked up. With an exultant whoop, Mago drew his saber and cut the man’s right arm off at the elbow in the same motion. The limb fell, its fingers still holding the powder-horn, and Mago walked past, pushing the man out of his way just as he began to scream at the stump of his own arm. A lancer approached, and Mago wove out of the way of the polearm, two-stepped forward, and snapped out with a cut that caught fingers between blade and haft, cleaving all of the digits from the spearman’s forward hand. He barked aloud in wordless triumph, and swept in to hammer aside a high blow from another swordsman. Grasping his foe by the collar, Mago saw his face. Little more than a child, brown eyes wide, mouth moving in wordless fear. Mago blinked, and then caved the boy’s head in with three terrible blows from the spiked pommel of his sword. He threw the corpse away, and flung himself into the melee, as his brothers closed the net. The slaughter was absolute, men who had raided and pillaged Dacian land for years died on their knees, begging for Dacian mercy. They got what they asked for. Mago brought his sword down, cleaving a pleading nomad’s head down through to the teeth. He wrenched his sword free and flung his arms wide. There were no more left to kill. The Fighting Volkodavs howled in triumph on a mountain of corpses. A gunshot rang out. Mago heard someone scream. The voice sounded familiar. Then he hit the ground. White-hot pain erupted from his upper thigh, where the bullet had struck him in the back. He realized that he was screaming, and all at once it hit him. The cold mud in his hair, on his face. He knew that he would live, somehow. Limping for life, but alive. He forced open his eyes, through the tears of pain, and scanned the perimeter for the source. Who? he tried to breathe through gritted teeth, pain and fury foaming in his mouth. Who shot me? I must know, he felt a tooth crack as his eyes settled on the source of his ruin. The one-armed man, pale from loss of blood and fading fast, grinned over the smoking barrel of his arquebus.

Song of Swords is a historical and fantasy tabletop role-playing game that puts its emphasis on realism. It's a game about intense life or death conflicts, adventure with peril around every corner, deep stories, involved characters and no holds-barred combat. Song of Swords isn't a game with hit points or ablative health. Here, injuries are devastating, debilitating, and dead-serious affairs. Even blows that don't kill immediately can kill with blood loss, or infection from sloppy treatment. Injuries survived can leave limps, lameness or even crippling disabilities. Your armor can protect you, but so can your speed and mobility, quick wits and skill at arms.

You decide your characters' goals, and through the use of the Arc Points system, your character grows by following the goals that you decide for him, in addition to those chosen by the Game-Master to give structure to the game's narrative. Violence may be a means to an end, but its danger means that you must pick your battles wisely, instead of charging headfirst into every combat situation. These elements combine to create a game in which the heroism of the characters is genuinely heroic. When even one slip-up can mean dismemberment or death, it takes real courage to face danger, and courage is what heroes are made of. This isn't a game for the faint of heart.

Whether you fancy a campaign as 15th century Englishmen fighting in France under Henry V, or a desperate last stand against the Mongols in Hungary, Song of Swords can provide your Historical role playing experience. Or perhaps you’re more interested in fighting Grues in the hideous depths of the Kaselreich, or fighting Goblins in the brutal tunnels of Cross Way beneath the iron hills of Dace. Again, we’ve got you covered. Welcome to the Song of Swords.

Basic Mechanics Explained Song of Swords works on a simple Dice Pool system, using only 10 sided dice, or d10s. Whenever there is a situation in which a character must accomplish a task that has some chance of failure, or that is reliant upon his own abilities for degree of success or failure, this is done through rolling dice.

Dice Pool Operation When rolling in Song of Swords, there are a few simple things to remember. The first: Dice are not cumulative. When rolling a test involving several, or a “Pool,” of dice, you do not add all of the numbers together. Instead, every kind of Test, Roll or Check in Song of Swords has a “Target Number.” Each die from the Pool rolled that equals or exceeds the Target Number is a “Success.” So, when rolling, the object is to score as many Successes as possible. Many tests only require one Success to succeed, but some—particularly Contests, where two characters roll against each other, require multiple Successes, or a number of Successes exceeding the opponent's in the case of a Contest, in order to emerge successful.

In the case of a tie during a Contest, if there is a ‘defender,’ the defender will have victory. If it is an equal contest with no defender and there is a tie, then the Contest must be rerolled by both sides until a victor is named.

There are many kinds of Tests and Checks in Song of Swords, including Skill Tests, Attribute Checks, and Attack Rolls. These work in different ways, as described in their own sections. These can include characters rolling against each other and comparing their Successes, as in Skill or Initiative Contests, or subtracting from each others’ Successes, as in Combat Rolls.

Rounding In any situation in which a number would be divided, such as a Compound Attribute, or Bonus Successes in certain maneuvers or other actions, always Round Down.

Critical Failures A critical failure is when a character fails to roll any Successes on a Test. This represents a spectacular failure on the part of the attempting character. Some Tests have pre-set Critical Failure rule, others should be made up on the spot by the GM based on the situation.

Attribute Checks An Attribute Check is any situation in which a character’s raw ability is put to the test, not through the medium of a skill or proficiency with a weapon, but in an act of sheer, brute ability. Examples of an Attribute Check would be Strength at 4 required success, for trying to hold up the primary support beam to a collapsing building while others escape, or Intelligence at 1 required success, for attempting a simple logic puzzle. The Target Number (TN) for all Attribute Checks is 8.

When making an Attribute Check, the character has a Difficulty established for the Check in the number of Required Succes (RS), as normal, and rolls a Pool equal to the Attribute at TN 8 to try and defeat that Difficulty. The TN for Attribute Checks does not normally change (it can be altered by certain Boons and Banes) and the Difficulty is the primary measure for deciding the Check’s level of challenge. As a rule, Difficulty 1 (one success required) is effortless, whereas Difficulty 4 is excruciatingly difficult, and Difficulty 6 is the equivalent of catching a fruit fly with a spoon while riding on a bobsled, blindfolded, in the rain.

Example: Maya, the intrepid merchant, is attempting to climb a cliff to avoid some bandits on the road. Checking the Athletics skill for details, her Mobility score is 10, and her Athletics skill has set the TN for this attempt at 7. The Difficulty of this roll is 3 , so Maya needs 3 Successes in order to reach the top without incident. Rolling her Pool of 10, she gets a 3, 7, 5, 10, 4, 7, 10, 9, 1, and a 9. Six of the dice she rolled met or exceeded the TN, giving her 6 Successes. Since the Difficulty of the roll was 3, this means she won the Test, and had 3 Bonus Successes in addition. The GM decides that 3 Bonus Successes means she performed the action very quickly, in addition to succeeding, and so Maya makes it to the top of the hill in record time. If Maya had only rolled 2 Successes, then she would not have succeeded in climbing up the cliff. If she had rolled no Successes, then it would've been a Critical Failure (see above) which could have had disastrous consequences—like her falling off the cliff to serious injury, or worse, attracting the attention of the bandits she was trying to avoid! Chapter 1: Character Generation

Song of Swords is a game about characters. Characters controlled by the players are called Player Characters (PCs) while the rest are controlled by the Gamemaster (GM), called Non-player Characters (NPCs). In order to ensure a fun and balanced game for everyone, all characters are created using a system called Character Generation. In Character Generation, the GM establishes the Power Level that the players will use, so they can be balanced relative to each other. The GM should also establish if the campaign will be a Fantasy Campaign or a Historical one, as some aspects of Character Generation may be different.

Character Generation Character Generation is a multi-step process for creating a character. Players and the GM alike use this section to create characters. Characters are built using Creation Points (CrP) which are spent on different aspects of the characters like their attributes, skills, proficiencies, and so on. The amount of CrP a character has to spend at Character Generation is based on the Power Level of the campaign, which is decided by the GM.

Table 1.1 Power Level Maximu m CrP Campaign Power CrP per Category

Gritty Power (Recommended for Realistic, low- 14 6 powered Historical Campaigns)

Low Power (Recommended for Realistic medium- 16 7 powered Historical and Fantasy Campaigns)

Medium Power (Recommended for Heroic Historical 22 8 and Fantasy Campaigns)

High Power (Recommended for High Fantasy 30 10 Campaigns)

Legendary Power (Epic Fantasy) 38 10

Campaign Power: Level of power of the characters. CrP: Total amount of Creation Points to spend. Maximum CrP: Total amount of Creation Points that can be put into a single category.

The steps to Character Generation are as follows:

Step 1: Creation Points The GM decides the Power Level of the campaign, and thus the amount of Creation Points. The more CrP in a category, the more potent the character will be in that category, as the CrP translate into higher scores, skills and abilities in that area.

Step 2: Concept Decide what kind of character is being made. A character is an avatar for interacting with the game world, and the nature of the character created will dramatically change the roleplaying experience in the game. When deciding on a character concept, it’s smart to look what the GM has said the campaign might be like and what the other players are building. It’s good for players to communicate with one another in order to coordinate Character Generation, either to create a group with fun dynamics, prior relationships and complementary or conflicting personalities. This makes for a more engaging group dynamic when play begins!

Step 3: Spending CrP Categories are a the sub-sections of a character in which the player creating them devotes CrP. There are Seven categories, which are listed here and below:

• Race: A character’s birth race. • Attributes: A character’s base physical and mental ability scores. • Skills: A character’s level of aptitude in various disciplines. • Proficiencies: A character’s proficiency in fighting. • Social Class: A character’s standing in the world. • Magic: Not in Beta • Boons & Banes: A character’s various traits, quirks and flaws.

General CrP Rules: • CrP must be spent in this order, starting with Race and ending with Boons & Banes. • No Category can have more CrP devoted to it than the Maximum for the Power Level of the Campaign. • No Category can have zero points spent on it, save for Magic. Even Historical campaigns must spend 1 CrP in the race category.

Table 1.2 CrP Investment Chart Boons & CrP Race Attributes Skills Profs Social Class/Wealth Magic¹ Banes

1 Tier 1 26 0 0 Slave/Nothing -15

2 Tier 2 29 3 3 Peasant/(1 gp) -10

3 32 6 6 Poor Freeman/(3 gp) -5

4 Tier 3 35 9 9 Freeman/(5 gp, [1W]) 0

5 38 12 12 High Freeman/(10 gp, [2W]) 5

6 Tier¹ 4 40 15 15 Minor Noble/(100 gp, [3W]) 10

7 42 18 18 Landed Noble/(250 gp, [6W]) 15

8 Tier¹ 5 44 21 21 High Noble/(500 gp, [10W]) 20

9 46 24 24 Royalty/(1000 gp, [15W]) 25

High Royalty/(1500 gp, 10 48 27 27 30 [20W]) ¹Not in Beta.

Race Race refers to a character’s race in the context of fantasy settings, in which races other than Humans exist. Not all races are created equal, and some possess powers, abilities, weaknesses or qualities that set them apart from (and thus worth more or less than) Humans. The amount of CrP devoted to a character’s Race score determines what Races are available. Abilities and traits given by choosing a race can be recording in the Boons and Banes section on the character sheet, but do not affect the purchasing of Boons and Banes at Character Generation.

The number of CrP placed into the Race section determines what “tier” of races are available for the Character, as shown in Table 1.2 above.

- Add sidebar about Historical campaigns and race - All characters in a historical campaign will, naturally, be human (at least until the aliens figure out how to use wi-fi), so assume that all historical characters automatically spend 1 CrP in Race.

Table 1.3 Race Tier Chart Tie Races CrP Cost r

Tie Human, Goblin 1 r 1

Tie Dwarf, Zell 2 r 2

Tie Burdinadin, Ohanedin 4 r 3

Tie Orredin 6 r 4

Tie Star Vampire, Paladin, Paleolithic Elf 8 r 5

Attributes These are a character’s raw physical and mental abilities, unhoned by acquired skill or knowledge of arms. These are the base components of a character’s makeup, their strength, their perceptiveness, their agility of body and mind. There are eight Attributes, which are listed in the Attributes section of Character Generation in greater detail. Attributes also contribute to Compound Attributes (see further below), which are essentially combinations of a character’s qualities, that are frequently used for tasks that would logically involve more than one Attribute. The number of CrP devoted into Attributes grants a character more Attribute points, which can be placed into the Attributes as desired. There are eight Core Attributes: Strength, Agility, Health, Endurance, Willpower, Wit, Intelligence and Perception. When devoting CrP into the Attribute Category, consult Table 1.2 to see how many Attribute Points you get for your CrP investment.

Strength (STR) Strength is a character's ability to apply force, whether it be lifting a cart off of a trapped child, or smashing someone's head in with an axe. This covers full body strength, not just how many phone books he can rip in half. Strength influences many physical activities that are based off of force and strength, but also determines the base damage inflicted by melee weapons in combat. Strength is part of the Toughness and Mobility Compound Attributes. Agility (AGI) Agility is how dextrous a character is, a gestalt of physical flexibility, speed and coordination. Performing delicate tasks, balancing on difficult terrain, and the quick, dance-like footwork of high-speed combat are all the realm of Agility. Agility influences many physical activities that are based off of mobility and manual adroitness. Agility is part of the Adroitness and Mobility Compound Attributes.

Endurance (END) Endurance is a character’s stamina, and ability to cope with physical strain and exertion over long periods of time. Endurance is a combination of qualities, like cardiovascular development, that contribute to a character being able to continue strenuous activity for long periods of time. Endurance factors into a character’s Encumbrace score, which allows them to wear more armor, carry more equipment, and lug around more shekels before becoming hindered by the extra weight. Endurance also factors into how well a character can handle bloodloss, and governs certain skills. Endurance is part of the Toughness and Mobility Compound Attributes.

Health (HLT) Health is a character's raw constitution. Health is a character’s physical robustness, resistance to disease and infection and the general state of their health. When injuries are sustained, having a higher Health makes wounds easier to recover from. Health is part of the Toughness Compound Attribute.

Willpower (WIL) Willpower is a character’s force of will, determination and force of personality. Willpower is also the ability to focus through distraction, control one’s emotions, and resist pain, intoxication, and other (sometimes magical) things that affect the mind. It is also a core component in a strong personality, and thus factors heavily into human interactions. Willpower is part of the Charisma Compound Attribute, as well as Grit (see Grit, pg. X.X).

Wit (WIT) Wit is the speed and flexibility of the mind. Wit is a character’s quick-thinking, improvisational skills and ability to cope with rapid bursts of information and activity without being overwhelmed. From telling jokes to dueling with swords, Wit is important for many activities, and is one of the Attributes that no hero should be without. Wit factors into the Adroitness and Charisma Compound Attributes, and also influences a great many skills. Wit is part of the Adroitness and Charisma Compound Attributes.

Intelligence (INT) Intelligence is a character's ability to collate, process, recall and connect information in a logical manner. It isn't how 'smart' a character sounds or acts, but rather how good he is at truly understanding concepts and analyzing facts. Intelligence comes up primarily in engineering, architecture, linguistics and sciences, in which thinking fast isn't as important as thinking clearly and meticulously. Intelligence also aids greatly in analyzing ideas for contradictions or inconsistencies. Intelligence is a character’s ability to analyze and retain information, and also to apply logical processes to facts. Intelligence is used extensively in the Skill and Magic systems.

Perception (PER) Perception is a character's awareness of their surroundings. It includes visual, audible, and even olfactory (smell) awareness. Perception is important, it allows a character to spot ambushes and gauge distances, providing the basis of many skills, and provides half of your Missile pool when using ranged weapons. In addition, it allows characters to read the expressions of others, spotting miniscule movements and cues, allowing greater control over social interactions with other people. Perception is part of the Charisma Compound Attribute.

The amount of CrP devoted to this Category grants a Character a certain amount of Attribute Points to be divided up between their 8 Attributes.

When determining starting Attributes, remember these rules: 1: No character can have an Attribute lower than 1 at Character Generation. This includes racial modifiers, and you may not build a character whose Attributes would be lowered below 1 by racial modifiers or any other factors. 2: When purchasing Attributes during Character Generation, a Character may not have higher than 8 in any Attribute. Racial or other modifiers can move a character’s attributes above 8, to a maximum of their racial limit for those Attributes, but the initial number must be 8 or lower. See table X.X on page X.X for the racial limits for Attributes in Chapter 2.

Compound Attributes Compound Attributes are essentially Attributes that are made up of an average or aggregate of multiple regular Attributes. These Attributes are determined after Character Generation is completed, and factor in a character’s Attributes as well as any Racial or Boons & Banes related penalties or bonuses. For more details about each Compound Attribute, read their sections below.

Adroitness (ADR) (AGI+WIT)/2 Adroitness is a combination of physical articulation and speed, and mental alacrity. It is a character’s reflexes, their reactions, and their sheer coordination between mind and body. It's obviously very important in fighting, as it contributes directly to a character’s Combat Pool, but also helps them avoid being tripped, knocked over, thrown off rocking horses, flung over the sides of ships, and other things that can be avoided with a combination of quick thinking and quick action.

Toughness (TOU) (STR+END+HLT)/3 Toughness is how resilient a character is to harm. It represents thickness of skin, hardness of bone, and layers of callous and scar tissue. Toughness provides the damage threshold for a character when they are injured.

Charisma (CHA) (WIL+PER +WIT)/3 Charisma is how well a character interacts with other characters. It’s their animal magnetism, their ability to read people and appeal to other’s emotions, or ‘get’ them. It’s also their ability to hide their own emotions, or to express themselves in an impassioned manner. It is used in social interactions of all sorts, and can also see use in combat, to “psyche out” or bait opponents.

Mobility (MOB) (STR+AGI+END)/2 Running, jumping, climbing, dancing, these are all determined by Mobility. A character can walk a number of Yards equal to his Mobility each Round during combat, or run twice that number.

Grit (GRIT) (WIL)/2 Grit is a character’s accumulated resistance to pain, fear, and the shock of injury. At Character Generation Grit is equal to half of the character’s Willpower score, but as explained in Chapter II: Character Advancement, it does not increase with Willpower, and it cannot be bought with Arc. Instead, a character gains Grit by surviving ever-increasingly dire situations, starting with simply surviving combat, but eventually moving on to surviving serious injury, near-death experiences, etc. See Chapter II for more details.

Skills Skills represent a character’s acquired knowledge and expertise in a wide variety of activities, from translating ancient scripture to carving stone to rigging the sails on a ship. The full list of Skills can be found in Chapter 3. The amount of CrP devoted to Skills determines the number of Skills a character has access to at Character Generation, and the level of these Skills.

Skills represent a character's acquired knowledge and abilities, including things like Historical Knowledge, Surgical Skill, and Tracking. There are dozens of such skills, each detailed in the Skills section. Skills are leveled up by spending Skill Points on them.

At Character Generation, the number of skill points the character have receives is determined by the Creation Points placed in the section. These points can be spent freely on any skills within the section, barring those the GM excludes from the campaign, and up to the maximum starting skill level. The maximum skill level attainable at Character Generation is equal to your Intelligence (INT) score.

Proficiencies Proficiencies are a character’s combat skills, their prowess at using certain weapons or fighting styles. The list of Proficiencies is extensive, and an experienced fighter will usually be versed in several. The number of CrP devoted into Proficiencies grants a character more Proficiency Points, which are used to buy and advance Proficiencies. Proficiencies are distinct from Skills in that they use a different system, but whereas some Skills might conceivably be used in combat, there is almost no situation in which a Proficiency will be used outside of combat, or demonstrations of martial ability. Proficiencies are a character’s combat skills. Proficiencies increase a character’s Combat Pool in combat, allowing them to perform more deadly maneuvers with greater accuracy, as well as providing them with Talents, which provide special bonuses to certain actions in (and sometimes out of) combat. When purchasing Proficiencies with CrP, you receive a number of Points as indicated on Table 1.2, and may then use those Points to purchase and advance one or more Proficiencies, as detailed in the Combat Proficiencies section in Chapter 4. Buying Proficiencies with these CrP bought points works identically to buying them with Arc, with the prices remaining the same.

Social Class & Wealth A character’s Social Class is their standing in a generic society, the amount of Wealth available to them at base (this can be modified by the GM as well as Boons & Banes), and what their privileges and obligations are within society. This Category determines what position the character holds in society, and what sort of wealth they have access to. The social classes listed in Table 1.2 are generic, and every culture will have different names for these rankings, often multiple for each one. Confer with your GM to decide what your character’s social class means. The number in [brackets] is the character’s Wealth, which can be used either to acquire additional money or Assets, as detailed in the table below. These can be purchased multiple times, and Wealth must be spent at Character Generation.

Table 1.4 Wealth/Asset/Gold Chart Wealt Gold Asset h Gaine Gained Spent d

Minor 1 6gp Asset

Moderat 2 12gp e Asset Major 3 18gp Asset

Boons & Banes Boons and Banes are special qualities of a character, quirks that affect specific things in small but enduring ways. Boons are positive, whereas Banes are negative. Things like being unusually tall, having a knack for languages, or having a particular aptitude for climbing are Boons. Things like hemophilia, a prominent speech impediment, or a total ineptitude for swimming are Banes. See the Boons & Banes section in Character Generation below for more details on their part in Character Generation, and Chapter 6 for a complete list and details on all Boons & Banes.

Table 1.5 Boons & Banes Cost Chart CrP Boons & Banes

1 -15

2 -10

3 -5

4 0

5 5

6 10

7 15

8 20

9 25

10 30

Magic

-ADD MAGIC IMAGE OF CONFUSED LOOKING MAGE, UNDER CONSTRUCTION-

Arc Points:

The final step of Character Generation is deciding a character’s Arc Points. Arc Points are a representation of a character’s goals, drives and beliefs that guide them through life, especially during the campaign itself. For more information on Arc Points, go to Chapter 2: Character Advancement.

-sidebox- Though they don’t all have to be chosen at Character Generation, it’s good to set out a few. Races

Overview Basic description of the race, the place it holds in the setting, and its general qualities. “Pitch” the race.

Characteristics Physical characteristics of the race, features. Describe the race's chief abilities.

Characteristic Mechanics Individually name and list and describe the racial abilities outlined in the prior section.

Culture & Society Describe some of the tendencies of the race's various cultures and civilizations. Be sure to clarify that the race is not monolithic, and that it contains many diverse groups.

Ecology Describe natural processes and behaviors that differ fundamentally from those of humans. I.E., the race is entirely carnivorous.

Humans

“Humans pursue death with zeal because they know their mortality. Deep down, they do not want to live long enough to die.” -Nikephoros, Helian Philosopher

“My arms are tired, my feet are cold; I wish I was at home eating boar.” -Sir Wilhelm Von Savok, Beleaguered Knight

Overview Human beings, also called the Race of Men, the Hostoadin and a host of other names and monikers, are the most populous and widespread race in the Tattered Realms, rivaled only by the Zells, and potentially the Goblins. Humanity is a flexible race, and one that builds communities naturally. Humans form nomadic tribes and pastoral communities as easily as they form city-states and great empires; there seems to be no environment which they favor over any other; from burning deserts to frozen tundras, lush valleys to desolate wastelands -- everywhere men can live, men do live. The human tendency to build communities brings with it a sense of tribalism that too often turns them against one another, and thus war is the one constant of human civilization. Yet, so too have they contributed universally to art, philosophy, science and religious wisdom. The human race is one of infinite potential, both for civilization and debauchery.

Characteristics Human height varies depending on climate, diet and social conditions, but the average man is about 5’6 and 160 pounds, while the average woman is 5’4, weighing about 120 pounds. Human beings come in many pigments and colorations, though all are descended from common ancestors and are ultimately similar. Human beings are young adults by 16, middle aged by 40 and elderly by 60, give or take a few years depending on constitution and lifestyle. Infant mortality is very high, but in most societies, if a child can survive his first six years, he is likely to live until a ripe age.

Characteristic Mechanics Attribute Modifiers: None • Willing to Learn : Humans are flexible creatures by nature, and learning is something most can do very quickly, particularly when instructed. Many of the other races, having the mindset of immortality, or simply lacking this flexibility of mind, take to structured teaching less well, and require more practice to reach the same level of competence. This particularly shines in the arts of battle, which the human mind adopts easy. When purchasing Schools, Human characters reduce the cost of each Proficiency Core added to the School by 1.

• The Human Condition : Human beings live short, brutal lives by the standards of the elder races. Moreso than any other race, Humans are characterized by their ability to overcome their own weaknesses. Only Humans may benefit from the Flaw Arc.

Culture & Society There is no single unified human culture. The diaspora of humanity across Mundus has created an enormous field of differing cultures and civilizations, most of which vary dramatically from each other. No blanket statement can be said about human cultures, except that they are almost always predominantly made up of humans.

Goblin “Do you see those wretched creatures, slinking in the dark? Once upon a time, they too had hopes and dreams, and built great empires to challenge the gods. From mud and grime they came, to mud and grime we returned them. Take this lesson to heart. Human.” -Petraclius Volkanius, Helian Dux

“Don’t you know my boy? The best seasoning is hunger.” - King Rudger the Reclaimer, Goblin ruler to his young prince

Overview The Goblins are a crafty, slight subterranean race, driven into the deep places of the world in eras long past by other races invading their homelands and defeating them in battle. Now the Goblins live brutish, violent lives in the deep places, struggling for survival against the terrors of the dark, and occasionally slipping away to the surface, to seek better lives among their historic enemies.

Characteristics Goblins are physically slight, and have thin, downy hair on their heads. They have alarmingly large eyes due to their environment, and can see in the dark with great precision. The average goblin stands at 3 feet 5 inches, and weighs 50 lbs. Their eyes are large, and filled almost entirely with pupil. Their hair is usually white or pale yellow.

Characteristic Mechanics Attribute Modifiers: -2 STR, +1 AGI, +1 PER Regeneration: Goblins can recover from any injury that is not fatal. Lost limbs, lost eyes, etc, regrow after twice the Healing Time of the wound has elapsed. As such, Goblins cannot take Banes that they would heal from, like Severed Limb, at Character Generation. Small: Goblins reduce the Reach of all weapons they operate by 2 steps. This includes unarmed and Hand reach attacks, which are made at “Hand-2” range. Scarce Environment: Goblins only have to eat half as much as other races in order to survive. Tight Spot: Goblins are very short, but also highly flexible and double-jointed. They can fit through any space large enough for their small heads to pass through. See in Darkness: Goblins can see in Pitch Blackness, Poorly Lit and Dimly Lit as though it were Evenly Lit. Photophobia: When in Brightly Lit, goblins count as being in Poorly Lit. When in Evenly Lit, Goblins count as being in Dimly Lit. Blinding is still Blinding.

Culture & Society The Goblins live in the deep places, in the vast volcanic tunnels beneath the surface. In these scarce, dark places the Goblins form tight- knit tribes and communities where survival is a daily struggle, and there is no room for waste or rivalry. The males live in the outer cordon of war-camps and outposts, protecting the inner villages from the predation of hostile subterranean beasts, while the women and the young dwell in the inner lands, scraping a living from the stones, and crafting weapons, armor, food, and supplies for their beleaguered defenders. Goblin leadership tends to be split between the inner (female) and the outer (male) halves of each tribe, and traditionally only the greatest warriors of each generation are allowed to breed, producing new generations to fling their lives away in defense of the nest. Goblins are suicidally courageous, but fear sunlight more than death. Only the bravest and most determined of raiders will venture above ground to seek supplies, loot, or even allies on the surface-world. Goblin religion is simple, and practical. They have no concept of gods, an afterlife (the thought is horrifying to them, as life is grotesque enough without the added horror of being unable to die) or divinity. They do understand sacredness, however, and hold sacred the idea of continuation through transformation of the body into other forms. Thus, even the beasts which consume the Goblins are, in a way, sacred, because they are composed of Goblins, and even dirt can be sacred, because it may someday be a Goblin. However, taking the place of evil, hell, dark gods, etc in the Goblin religion are very real demons called “The Horned Ones,” depicted as terrible lanky figures with sharp protrusions jutting from their heads in artwork and myth. They are known to hunt and kill Goblins, but not as part of the natural cycle of death and rebirth, instead as part of something profane, terminal, and unnatural. Some are quite famous, and have elaborate mythos attached to them, with fanciful names like Sharphorror, Paindeath, Killsfast, Toothcutter, and Circlebreaker.

Ecology The Goblins have spent millennia struggling to survive in one of the most hostile, resource-scarce environments conceivable. Their diet largely consists of algae, roots, insects, and the flesh of beasts hideous beyond imagining. They have no particular aversion to cannibalism, and often ritually eat their own dead, both as celebration of their fallen comrades, and to take their nutrients back into the community. Because of this harsh diet, Goblins can digest truly foul substances and still glean nutrition from them. Famously, on the surface, they can actually sustain themselves largely off of the nutrient-rich earth of farmland, simply shoveling it into their mouths like a human would pottage. Goblins reach maturity within three years, but rarely live longer than 10, due to their extreme environment and malnutrition. Legends state that a Goblin with ample food and no threat of being devoured can live as long, or longer, than humans.

Dwarves

“The stone has called us for an eternity, It rings unceasingly behind the ears, It calls in a voice that can be ignored, But only just, and not forever.” -Kordi Sticcor Dwarvish Engineer-Poet

“Dwarvish social behavior is more consistent with that of carpenter ants, than of men or Din. Their appearance is a trick. The smiling face on a cobra’s hood.”

-Igone Zorezai, Burdinadin Writer & Researcher “Encyclopedia Subterrania, Dwarves & Star-nosed Moles,” Library of Glade Lagu

Overview The Dwarves, or Fedarshin, are a race of short, sturdily built folk who live primarily underground in isolated strongholds typically called forts, or holds. The Dwarves don’t fit in on Mundus. They have a compulsive urge to dig, to scrape away dirt and to strike the earth, and seek out something in the deep. They combat these urges with obligation. Dwarves value anything that can keep them focused on life, even if the depths of are never far from their mind. Dwarves also know, instinctively, what the moment of their death by age will be, down to the second. They do not know how, or where, but they know when. Many Dwarves, upon reaching an old age and knowing their time has come, will finally indulge in one final dig, heading down to die in the deep, as so many have done before.

Characteristics Dwarves stand about 4'10 tall, with black or brown hair, often braided with metals and stone insignias woven in. Their compact, stocky frames weigh about as much as humans who stand a foot or more taller. Females stand almost exactly the same height, but lack beards, and have softer (if still very sturdy) facial features. Dwarves can see in the dark. They are hardy, and very resistant to injury, toxin, and hardship, and are famous for their capacity for drink. They are also long lived, though not immortal, and after reaching adulthood at about 20, many live to the very old age of 200, though interestingly, Dwarves never become decrepit, they simply persist in a sort of middle age until dropping dead.

Characteristic Mechanics Attribute Modifiers: +2 END, +1 HLT Short & Stout: -1 Reach, -2 to total Mobility. Robust Immunities -1 to Infection Chance against all wounds, +2 to Bloodloss Rolls. See in Shadow: When in low-light conditions, Dwarves treat each stage of Lighting as one step less severe on the table, because of their excellent eyesight in the dark (ie., Pitch Black becomes Poorly Lit, Poorly Lit becomes Dimly Lit, Dimly Lit becomes Evenly Lit). However, they cannot see colors when in the dark. Prodigious Livers: Dwarves gain a +6 to their effective Health when rolling to resist toxins (poisons, alcohol, general toxins) that are ingested, and a +2 to their effective Health against poisoned arrows, weapons or other toxins that enter the body through injury. The Call of the Deep: Dwarves get +4 to any roll involving digging downwards. A Dwarf must make a WIP roll at RS 5 to stop himself from digging once he has begun. A dwarf who is currently under the effects of alcohol reduces this RS to 1. Hammer of Industry: Dwarves always get one extra die in each step of crafting the roll in. (Not in Beta)

Culture & Society Dwarvish culture varies greatly depending on the Hold in question, but most Dwarvish communities are close-knit, with individual clans within the Hold each having a hereditary occupation, and jealously guarding their secrets from others while perfecting their techniques endlessly. Contact with outsiders is greatly restricted, and trade with the general public is often divided into two groups, the “outer” market, where strangers and poor traders trade at inflated prices, and the “inner” market, where trusted merchants are allowed to see the real stock without price-gouging. It is not uncommon for three generations of merchants from the same family to deal with a clan of dwarves before being granted trust-- usually in the form of a tattoo by the Hold’s inkweaver that grants access to the inner bazaar. Dwarven goods are of obscenely high quality, but growingly, their exquisite craftsmanship has begun to meet competition, both from the Burdinadin’s precision engineering, and from the raw mass-production power of some human production houses. The Dwarvish system of writing, which is written as dots in three columns going downwards, was born of their primary means of identification in the dark tunnels, where facial features are hard to discern: Thick beards (or necklaces, for women) with large elaborate braids studded with beads, clever knots, and medals, allowed individuals to recognize each other by “reading” them. Many dwarves of status take great pride in their elaborate, dignified beards, while those who leave the Holds usually either cease the practice, after realizing that nobody can read their beards except dwarves, or else increase the practice and flatter themselves by braiding their beads ostentatiously, perhaps for that very same reason. Internally, each Hold is ruled by an anonymous King, who sits upon a stone throne in the deepest heart of the Hold, and wears the Hold’s ancestral mask. The King chooses his own successor off of merit, and the death of the King is never announced--officially, most Dwarf Holds have only ever had one King. Instead, each new King is called a “Mood,” such that King Ulric may have had the Mood of Reform, the Mood of Innovation, the Mood of The Rat War, and the Mood of Decadent Feasting over the course of several centuries. Dwarves have a deep, overriding urge to dig. Those who tear themselves away from the underground eventually lose this urge, but for most Dwarves it’s a constant presence in their minds. If they begin to dig, Dwarves find that it is difficult to stop, and if left to their own devices, most would simply dig until they died of thirst in the deep, hammering ever downwards in an ecstasy of picking. The Dwarves know this as “The Call,” and they consider it a natural thing. Most of them combat it with alcohol, as a a drunk dwarf becomes temporarily deaf to The Call. A common strategy for ambitous miners is to carry two canteens, one with water, and one with strong turnip-wine or dark ale. After the water runs out, the Dwarf will quickly become intoxicated enough to realize that he’s out of supplies, and return to the surface. Of course, this is a dangerous technique, given Dwarven alcohol resistance, and also given the carelessness of drunken miners, so the foreman and overseers of Dwarvish dig operations usually drink enough to keep the edge off at all times, so that they can spot anyone who has spilled his drink, or watered down their ale too much to pull themselves away from the pick.

Ecology The Dwarvish diet is very similar to that of humans, with a few exceptions. Dwarves can ingest extremely toxic substances without fear, and their diet includes many things that would be outright poisonous to men or elves. Dwarves are also highly resistant to the effects of alcohol, and have had to develop singularly strong mixes to achieve the same effect as humans get from softer drinks. Because the Dwarvish eye is much more optimized for tracking the outline of shapes than it is for discerning fine details within those shapes, Dwarves have trouble identifying people by their facial features. Dwarves mate for life, and rarely seek a second mate if separated from the first by death or misfortune.

Din The Din are a category of humanoids characterized by their possession of “The Focus.” A Focus is a sort of practice, aversion, taboo or belief that grants the Din immortality so long as it is held to, as well as certain other powers or abilities, based on the sub-race of Din. The Din themselves often quarrel over what precisely constitutes a Din. The Ohanedin, for example, maintain that Humans are also Din (they call them the Hostoadin) because of their ability to Ascend, which they consider a form of Focus. The Burdinadin, by contrast, do not believe that the Zells or the Ohanedin are Din at all, because both receive their immortality from higher powers, rather than from within. The Orredin believe that the Goblins are a degenerate and fallen form of Din that has forgotten its Focus (and thus, justify by precedent that the Orredin themselves are an ascended, superior race, while the rest are merely average). Whatever the truth of the matter, for the purposes of Races, any race with a Focus can be considered a Din, and remain ageless so long as they practice their Focus. They are also susceptible to any effects, magic, etc that specifies an effect against Din. In terms of appearance, the Din as a whole are generally similar to humans, but are usually marked by slightly tapered ears (though this varies between the modest and delicate Orredin, and the grand, some would say obnoxiously large Zells). Humans (for those Din who hold that the Humans can be counted amongst them) are simply a logical continuation down from the Orredin. Zells “Zells are humanoid, flightless bees. They are born from the hulls of ships, or from docks that are not meticulously cleaned; barnacles form on the pilings, and then turn into Zells. Zells live in community, choose the most long-eared among them as Captain, have wars, and make scrimshaw.” -Gavin of Illegon Bestiary of Western Vosca

“My race sailed these waters before yours crawled out of them.” -Rade Sark Captain of the Krutost

Overview The Zells, or Zellish Elves, or Sugaardin, are a race of humanoids who favor a maritime existence, mentally and spiritually bonded to their crews, as well as to the living ships on which they sail. The Zells rule the seas of Mundus, and can be found in every maritime role, from mercenary to merchant. Though at heart they are not as warlike a people as humans are, the Zells have proven that on the high seas, they have no equals.

Characteristics Zells resemble humans, but it would be difficult to mistake the two. Their ears are long and tapered, and grow longer with age, with truly ancient Zells having ears in excess of a foot in length. The average Zell of both genders stands at about 5 feet 10 inches. Males tend to weigh about 150 pounds, and females slightly less. The “Classic Zell” is fair skinned, with straight black hair, black eyes, and an aquiline nose. However, most Zells have some human ancestry, and so show diverse traits much as humans do.

Characteristic Mechanics Attribute Modifiers: +1 AGI, +2 PER Elvish Agelessness: Elves reach physical maturity by the age of 20, much like humans do. However, after that, their bodies' aging process halts, so long as they retain their Focus. Each breed of Elf has a different Focus. Focus: Like all members of the Din, the Zells have a focus that allows them to remain Ageless. The focus for Zells is The Dream. As long as a Zell is a member of a Dream, the Zell does not age significantly past physical maturity. This effect does not stop the Zell’s ears from growing longer over time. Zells who leave their dream begin to age normally. Each breed of Elf has a different Focus. Zellish Dream: The Dream is a sort of psychic connection that occurs between Zells. It is a form of semi-voluntary communal bonding, the trigger for which is some sort of vessel on open water. When it takes root, the Zells begin to share thoughts, become aware of each others’ well being and feelings, and, perhaps more importantly, begin to hear the thoughts of the ship itself, which is naturally drawn into the bond. The Dream allows Zells to communicate nonverbally over a distance of about a mile, and to communicate instructions to their ship (assuming it is a Zellislava) as well as being the requirement for their Elvish Focus. Becoming part of a Dream requires that two or more Zells spend about a week as the sole occupants of a vessel or ship. Even a rowboat will do. Importantly, these Zells must at least agree on which of The Seven Gods of Chaos has primacy. They do not need to be of the same Tribe or of the same exact beliefs. Even Zells who were raised on land with no contact with other Zells can form Crews by fulfilling these requirements. Additional, dreamless Zells can be incorporated into this dream later by spending a similar amount of time on the ship with its crew. Zellislava: Any ship that serves as the “founding” vessel for a Zellish Dream (I.E., the Rowboat that the Zells spend a week on to merge their consciousnesses) becomes a Zellislava immediately. Alternatively, if a pre-established Dream of Zells make up the primary crew of a vessel of any size for about a year, that ship will gradually become a Zellislava over that period. The Zellislava itself will be aligned to the member of The Seven Gods of Chaos that the Zellish Crew worship. A Zellislava is a living ship that gradually grows and expands off of the framework of its original body, increasing evermore in sophistication and complexity, and eventually gaining moving components. For more details on Zellislava, and for their mechanics in gameplay, [Back our Kickstarter maybe.] Holy Race: All Zells, even those without much interests in the affairs of gods and spirits, inevitably find themselves with the attention of some sort of god. Most of them have the attention of one of The Seven, but many who grow up on land find themselves the (often unwilling) recipients of blessings from Genosus or Bocanadessia. For this reason, Zells do tend to be very religious, since their affinity for deific attunement suggests that they are greatly favored by all deities. Others consider it a curse, since the blessings of a god can be more trouble than they’re worth. All Zells automatically gain a Blessing from a chosen deity at Character Generation. Friends in Deep Places: Zells in open water, either at sea or inland oceans or large lakes, have the peculiar ability to vanish into the depths, and reappear at the nearest shore. This involves them emptying their lungs, losing consciousness, and sinking into the deep. Through a barely understood force (believed by the Zells to be the machinations of their gods) the Zell will emerge anywhere from a few hours to a month later on the nearest coast, feeling reasonably well rested, but hungry and sore. Everything on their person, including objects held in all but the most airtight containers, will be thoroughly soaked. Additionally, anything that a Zell personally drops into the ocean, intentionally or unintentionally, can be recovered during the Zell’s time in the deep, but this requires a Willpower roll of RS of at least 3, and possibly more if the item is very heavy. Objects too large or heavy to be carried by one person cannot be recovered. If a Zell is somehow prevented from sinking while attempting to use this ability, they do not vanish and reappear, but they also do not reawaken until either released into the deep, at which point the ability takes effect as normal, or until they are pulled up to the surface, at which time they awaken, confused and disoriented. Regardless of the status of their Focus, a Zell does not age while in this state, and Fish and other animals will not eat or even touch a Zell who is in this sort of stasis. Theoretically a Zell could spend centuries submerged in this manner… Racial Glossophobia: Zells suffer a -4 pool penalty to CHA related Tests involving communicating with others verbally. This does not apply for Intimidation checks. Race of Sailors: Zells gain a +2 racial pool bonus to Boating tests. This bonus increases to +4 if the boat being operated is a Zellislava. This bonus decreases to -2 if the boat being operated is a Zellislava of a Chaos God hostile to the Zell in question. (Not in Beta) Resistance to Disease: Zells cannot contract some diseases, including any transmitted by insects or rats, and some vitamin deficiencies, like scurvy. They are also curiously immune to botulism. Strange Tastes: Zells suffer a -2 penalty to Perception to detect poison in food or drink. However, they may drink and live off of saltwater, and cannot suffer nausea from smells or tastes, no matter how vile.

Culture and Society The Zells are not a very well organized race. They live primarily on the sea in independent ships, each with its own small community and goals. These ships belong to Tribes, of which there are 42, but these Tribes do not have any sort of permanent leadership above the individual ship level. Instead, Tribes have a “creed,” which is decided upon every hundred years in a great meeting, in which all ships of the Tribe gather together (if able), and hold talks about any possible changes to their creed. If a captain or his crew breaks the creed, and it is discovered, punishment is usually meted out quickly, according to the creed, by the rest of the Tribe. The actual culture and values of the Zells vary dramatically along tribal lines, but a constant is the worship of The Seven, who are believed to be the source of The Dream, and who are venerated almost universally by seabound Zells. Each Tribe has a “primarch,” or a member of The Seven whom they believe is first among equals, and with whom they are associated. . Many Zells have simply been assimilated into human culture (usually because their ancestors couldn’t afford a ship) and these people are not generally much different from regular humans, though they tend to be taciturn, as the natural aversion to words stays with them.

Ecology Zells are social animals. In their natural state, they exist in tight-knit groups that live, travel, fight, eat, and generally act together as one. The Zellish diet does not differ much from the human one, though their sense of taste is far less acute, and Zells are poor at discerning tastes unless they are very strong. This has led to most of their food being extremely pungent. They also drink (mostly) salt water, which would be fatal for most, but treasure the taste of fresh water, and consider it inherently aristocratic. Most Elves are resistant to disease, but Zells in particular have adapted immunities to a few conditions that are commonly the bane of sailors. They cannot contract Scurvy, and their skin, blood, and bodily oils are highly toxic to insects of all sorts, making infections from mosquitoes, lice or fleas unlikely. Zells do not mate for life, and in fact have great difficulty feeling attraction for those that inhabit a Dream with them. They are prone to short relationships in passing, either with their own kind, other Din, or humans, and the offspring are almost always Zells, regardless of the mate.

Burdinadin “I’ve been inside of an Iron Glade. The construction is admirable, though lacking in aesthetics. They bathe in rooms full of steam. Their halls are lit by panels of glowing glass, and the great towers stretch as far underground as above, but there is no personal element. It was not a home, it was an emergency shelter. A bolthole. A temporary solution become terribly permanent.” - Zoph Escher, Lord of Kar-Ischil “On Elves” Report to The Hurtsickle Society

“If we thought death was a way out, we would have built gibbets, not Glades.” - Skillithingtorix Amljatijakove, Burdinadin Radical “No Way Out” Master Thesis, Lagu University of Natural Philosophy

Overview The Burdinadin, or “Iron Elves,” are a race of intellectuals and shut-ins who have sealed themselves away from the outer world within the great Iron Glades, huge metallic fortresses that shield them from the impurities of the outside. They are gifted scientists, in large part because the same quasi-magical senses that made the outside world so intimidating to them can also be turned inwards, to analyze the subtle mechanics of natural law around them.

Characteristics The Burdinadin range from chestnut-skinned to fair, and tend to have pale hair and green or red eyes. They rarely stand over 5’6, and tend to hover between 100 and 140 pounds. Females are not noticeably smaller than males.

Characteristic Mechanics Attribute Modifiers: +1 INT, +1 AGI Elvish Agelessness: Elves reach physical maturity by the age of 20, much like humans do. However, after that, their bodies' aging process halts, so long as they retain their Focus. Each breed of Elf has a different Focus. Focus: The Burdinadins do not currently know what their Focus is, but so long as they are within the Iron Glades or properly shielded while outside, they retain their Elvish Agelessness. - Properly shielded? Natural Philosophy: So long as the Burdinadin is not suffering Pain from spirit contamination (see Sterile Soul below) Burdinadin may make a special Education test to discern the function, purpose, composition, and/or mechanics of any object, device or technology. For this Test, the Burdinadin adds Perception to Intelligence. This kind of check is omni-sensory, utilizing sight, smell, touch, hearing, even taste. If the Burdinadin is allowed to disassemble and play with the subject manually, a +4 bonus is gained. When used in this way, Natural Philosophy requires time to study the object determined by the RS of the test. See the table below. After a successful use of this ability to analyze something, any Craft rolls made to improve, redesign, copy, forge, disable or otherwise take advantage of this knowledge gain a bonus equal to the Bonus Successes from the Natural Philosophy roll. The same object can be analyzed multiple times, but the Craft bonus does not stack, only the highest number of Bonus Successes is used. There is a cost to using this power. Every hour that is spent using Natural Philosophy, the Burdinadin must make a WIP test at RS 1, +1 per hour they have already been using the ability. If they fail, they attract the attention of That Which Stares Back, and begin suffering Spirit Contamination, as-per being outside and unshielded. Once this begins, the Burdinadin cannot break free of the trance, and thus the Spirit Contamination, until they make a WIP test at RS 1+1 per hour since That Which Stares Back has fixed its gaze upon them.

Test RS Time Required Example Subject

1 Less than a second Mace

2 10 Seconds Lever

3 1 minute Mousetrap

4 10 minutes Crossbow

5 1 hour Matchlock

6 12 hours Pocket Watch 7 1 day Steam Engine

8 1 week 1960s Supercomputer

9 6 weeks Nuclear Submarine

10+ x10 per RS Alcubierre Drive

The Stains of Time: The Burdinadin can see trails of causality through the air before them when in tense situations, much as humans see strange patterns on the insides of their eyelids after looking at bright lights. Unlike the human visions, which are thoroughly ignorable traces of dying cells on the cornea, the Burdinadin’s visions are glimpses of the future, brought forth by their ability to gaze into the interior mechanics of the universe’s functions. So long as a Burdinadin is not suffering from Spirit Contamination (see Sterile Soul below) and is not suffering more than Light Encumbrance, the TN of all Void maneuvers is reduced by 1. Additionally, The Stains of Time allows a Burdinadin to Void or Parry missile attack from Firearms.

Sterile Soul: The Burdinadin cannot handle contact with the outside world, and all of its spirit-contamination, without proper shielding. If a Burdinadin is ever forced to leave the Glade without a protective suit or other protection, he will suffer 1 Pain per hour from spirit contamination. If the Pain suffered exceeds the Burdinadin’s combined Health and Willpower score, he must pass an RS 3 Willpower Check each hour or die, as his nervous system is systematically dismantled by aggressive spirits. If the Burdinadin finds shelter in a sterile location, or is moved to a safe place after suffering Pain in this way, the Pain will fade at a rate of 1 Pain per 1 week spent in the sterile location. For faster contamination cleansing methods, and for protective suits and items, see the Equipment chapter. (Not in yet) Burdinadin Armory: Special access to Burdinadin equipment. (Not in Beta)

Culture & Society The Burdinadin live almost exclusively in the Iron Glades, which were built to shield them from the spiritual contaminations of the outside world. Having learned to retain their sanity in such claustrophobic environments, the Burdinadin combine gregariousness and privacy, and greatly value their personal space, often retreating into seclusion for weeks or months at a time to ponder over problems, or come to terms with personal dilemmas. Their society recognizes and respects this withdrawal, but expects conformity and reservation in public. The result is a highly dignified society, with extreme standards of decency, conduct, and morality, but for which anything is permissible in private. The Burdinadin cannot perform meaningful agriculture inside the Glades, and so they trade for food and materials with the outside world, often trading back cheap steel, mass-produced goods, and wondrous inventions for bored kings.

Ecology The Burdinadin have relatively tame dietary quirks compared to humans. They do have difficulties digesting milk (having almost no evolutionary history of domesticated cattle) and are especially susceptible to food poisoning from meat near spoiling. Most eat a largely vegetarian diet, with meat being eaten fresh, or not at all. Burdinadin generally mate for life, and pregnancies last about 12 months. They can breed with humans and other Din, though the offspring is generally of the mother’s race, except for Zells, whom almost invariably produce Zells.

Ohanedin

“The Ohanedin hate bows, did you know that? We all think of those feisty wood-elves with their bows, but they hate ‘em. It’s Zells what like bows. The stick-eaters don’t like bows, ‘cause you’ve got to be far away to use ‘em. Can’t enjoy it that way.” - Sir Roger Westridge, Knight of the Green Brotherhood

“This isn’t your land, infidel.” - Zoga Ganix, Ohanedin Ranger The Slaughter at Occi (Attributed)

Overview The Ohanedin are a race of fiercely individualistic and independent tribesmen from the northern hills, cliffs and forests of Iber. They treasure their freedom and their way of life, and fight ruthlessly and without restraint to defend their ancestral homes. They are rightly feared by all who neighbor them, and are often (rightly) accused of the cannibalism, human sacrifice, and depraved tortures that befall those who trespass into their lands without license. Conversely, they are also known for their nobility, iron-bound senses of honor, and undying loyalty to those who win their friendship, and many leave their hilly homelands to seek employment in the retinues of noble families. Some Ohanedin have acted as retainers, bodyguards and teachers for ten generations of the same noble human family. Their word is their bond--more literally than any human could hope to understand.

Characteristics Ohanedin are usually fair-skinned, with eyes ranging from brown to bright blue, and black, brown, or greenish-blonde hair. They are taller than their Burdinadin cousins, standing between 5’8 and 6’0 on average, and weighing about 140 pounds. Females are not much smaller than males, but the difference is noticeable.

Characteristic Mechanics Attribute Modifiers: +1 STR, +2 AGI, +1 PER Elvish Agelessness: Elves reach physical maturity by the age of 20, much like humans do. However, after that, their bodies' aging process halts, so long as they retain their Focus. Each breed of Elf has a different Focus. Focus: To preserve their immortality, Ohanedin must obey the mandates of their Patron Spirits. Never clothing themselves in metal (metal weapons are acceptable, as long as the Ohanedin doesn’t actually have to touch the metal part), never betraying an oath freely given, and never eating meat from animals that cannot speak are the three basic prerequisites, but many have significantly more. Because of the complexity of the Ohanedin Focus, it is broken down into its individual qualities below. Metallophobia: Ohanedin have a particularly rigid Focus, particularly when it comes to metal. Wearing metal covering the torso inflicts 8 Pain on an Ohanedin for as long as it is worn. Wearing it on the head inflicts 10, whereas the limbs only inflict 4 each. Wielding a weapon made of metal inflicts no pain, unless that metal is part of the grip that must be touched. A wood grip can insulate an Ohanedin from this effect, but cloth, leather or similar materials do not. Of course, the Ohanedin also ages so long as metal is contacting their flesh, since its Focus is being denied. Focus Oaths: An Ohanedin who gives his word freely is compelled to keep it, until such a time as he fulfils his promise, or the compact is broken by the other party. An Ohanedin who breaks his Oath loses Focus for a year and a day, and can no longer take advantage of Natural Awareness or Murderous Speed (though he does still suffer from Metallophobia). This period can be cut short if the individual to whom he made the broken Oath names a penance for him that is deemed acceptable by the spirits (this is a fine art, and the rules are not clear to anyone, even the highest wisemen of the Ohanedin) which the guilty party then fulfils. A common penance is to cut off one of one’s own fingers, another is to serve the offended party for ten years. Natural Awareness: An Ohanedin is automatically aware of any wounded or frightened life forms within 100 yards of it in any natural (non-urban) environment. This awareness is accurate to an area of about ten yards, at which point it cannot pinpoint it any further. This ability does not work on other Ohanedin, or creatures with the Soulless descriptor. Ohanedin lose this ability if their Focus is lost. Murderous Speed: When declaring Orientations during the First Round of combat, an Ohanedin is not required to reveal which Orientation they are not picking. They must still declare which Orientation they are picking at the same time as everyone else. Ohanedin do not lose this ability if their Focus is lost.

Culture & Society The Ohanedin have one rule, as a society. That rule is that no Din can be ruled except by consent. Their analogue to feudalism is a system of voluntary slavery, but it is not hereditary. Instead, individuals who excel are offered land and status in return for years of their life in service to powerful lords, during which time they gain experience, wealth, and connections. Because these arrangements are sealed by oaths to the Spirits, which an Ohanedin cannot break without sacrificing his Focus, the arrangement is highly functional, as the power structures are simply incapable of betraying and plotting against themselves. This results in extremely bloody battles, where the Zaldunak (Knights, or Cavaliers) can be ordered to attack by their lords, and are literally unable to retreat until ordered to, or until their masters are killed. Ohanedin culture holds a certain reverence for these sort of oaths, and it is commonly believed that one can become a living god by holding to one for long enough, and unconditionally enough, and their religion venerates several of these entities, some of whom are very much alive and active, still acting to fulfil their oaths.

Ecologys The Ohanedin cannot consume the flesh of beasts that cannot speak--this is not just a religious conviction, but a biological one imposed upon them by the Spirits, and they become violently ill if they consume animal flesh. As such, they have complex dietary requirements, which they must supplement (when possible) with meat that they are allowed to eat… Generally human, or that of slain rivals or fallen friends of their own race. Certain mimicking birds are considered fair game as well, though these are generally scrawny and make for poor meals. Blood, however, is considered perfectly fair game wherever it comes from. Thus, the most important component of the Ohanedin diet is a mixture of milk and cow blood, which they carefully extract from their cows without killing them. Chapter 2: Character Progression

Introduction:

Character advancement is defined by the spending of Arc Points to increase the attributes and abilities of a character. This system is to represent a character improving as they go along their journey, their abilities improved not only by their success and survival, but also by advancing their own storyline.

Arc Points:

-sidebar- Arc Points are the only way that a character can advance in the game. While others games might have experience systems that give you points when you kill things until you level up, in Song of Swords you improve each aspect of your character individually, in the order and amount that you choose to. You can pour everything into Skills at character creation, and continue to do so until the heat death of the universe, its your choice.

The Arc Points system is a mechanic within the game that tracks a characters’ goals, beliefs and motivations, and allows the GM to reward the character with Arc Points (Arc) for acting along those motivations. These points can then be spent to improve a character’s abilities, skills, and attributes. Characters do not become stronger merely by killing enemies or winning fights, they become stronger by pursuing their goals, fighting for what they believe in, and for moving along their part in the story through action.

The following are a list of the different Arcs a character may fill out in order to begin earning Arc Points throughout the session. Earned Arc Points can be spent to increase most aspects of the character, including attributes, proficiencies, skills, Boons & Banes, etc. At character creation, the player sets out as many of the Arc Point goals as they can, giving a different one for each category. These goals have to be relevant to the character, as they are there to reward the player for acting according to their character’s motivations, and helping to advance the character and the group through the plot, as well as advancing mechanically. A player does not need to begin with any Arcs chosen (except Saga, which is shared by the entire group) and can choose them at any point during the session, or in between them, though all Arcs must be approved by the GM, as well as the times at which they are chosen.

Table 2.1 Arc Point Format Arc Points Arc Descriptions Arc

Saga Free Scotland from British Rule 3

Epic Kill Edward the Longshanks 4

Belief Christianity 1

Glory Glory in Battle 4

Flaw Quick to Trust 2

Saga: The Saga Arc is one shared by the entire group of player character. It’s either decided by the GM, or by the group as a whole, at the GM’s discretion. It can also be shared by any group or organization, such as an entire Crusade to take “Take Damascus”, but it is best used with a group of players, unless that organization is integral to the plot/premise of the campaign. The reward for pursuing a Saga is gradual, with a large payoff. Taking a significant step towards a Saga, winning a major battle, defeating a major enemy, or overcoming a significant obstacle grants each group member sharing the Saga Arc points, or simply “Arc.” Examples: “Slay the dragon that destroyed our ancestors’ kingdom and reclaim our legacy,” “Win Swiss Independence from Austrian Rule,” “Fight Prince John’s tyranny until the return of the True King.”

-sidebar- Suspending Saga: In cases where players are not working as a team, not a part of the same storyline or acting in opposition to each other, the Saga Arc should be suspended or completely removed from the campaign.

Epic: An Epic is much like a Saga in that it covers a wide ranging, deeply important goal, save for the fact that it applies only to the character taking it. They should be deeply personal to the character and be one of their larger drives in life, during the Arc. Rewards for the Epic should be more frequently staged than Saga rewards, but smaller for their frequency. Examples: “Save my wife from slavers,” “Avenge my Father’s murder,” “Obtain enlightenment.”

Belief: The Belief Arc is similar to the others, but with a special difference. It doesn’t cover a specific storyline or arc, instead focusing on a core belief, concept, maxim, faith, oath, value, virtue or code that the character believes in, even if they don’t actively live it. When acting in accordance with the Belief, especially when it causes a story or encounter to happen, or in the face of adversity, the character is rewarded. Many cultures had very rigid code of honor, not just for battle, but in all areas of life. All characters, both historical and fantasy, can make good use of this Arc by picking their culture’s code of honor, or one of their own devising. Belief differs from other Arcs in that it can cover a broad variety of concepts, principles and motivations. In essence, any concept that a character would be willing to fight for, not for direct gain, but simply out of principle, is a Belief. Examples: “Islam”, “Christianity”, “The Glory of Rome”, “The Honor of my family”, “The Pursuit of Knowledge.”

Glory: The Glory arc has no strict storyline or goal save for the acquisition of Glory, defined here as praise, renown, honor or fame by common consent for accomplishing daring, dangerous deeds. These are typically rewarded for doing anything wildly impressive, surviving perilous situations like combat or out running a massive boulder; any feat of success when the odds are stacked against the character. Good situations to award Arc Points for Glory are winning a fight against someone better, against multiple people, accomplishing a difficult skill test, rolling particularly well on any pool roll or test. The character is also encouraged to define what their own version of Glory is, such as honorable behavior, earning adoration/fame, triumph above peers, for which the GM should offer more Arc. Examples: “Glory in Battle”, “Protecting the Weak”, “Fame.” Flaw: A Flaw Arc represents a character’s impulses that lead them contrary to their goals. Heroic characters often have great flaws or weaknesses of character, and these weaknesses provide part of the narrative of a character’s story that is indispensable to their growth. A Flaw is chosen at character creation, and may be altered in the event of the Flaw being resolved, or being rendered somehow superfluous to the character. A Flaw is indulged when it actively complicates a character’s larger endeavors. Only humans may take the Flaw Arc, because of their racial characteristic, The Human Condition. Examples: “Debilitating vices (alcoholism, etc),” “Prejudices that can lead a character to trouble (racism, religious radicalism, nationalism),” “Conflicting character motivations (divided loyalties between two kingdoms, conflicting oaths, religious loyalties contrary to goals, etc).”

A special section for GM’s on how to award Arc Points is at the end of the chapter, starting on page. XX

Arcs Ending and Changing It’s fully expected that Arcs will be finished or changed throughout the course of play. Should a character be successful enough to complete their Saga or their Epic, they are more than allowed to find new ones. If a character has adequate reason to change their Saga or Epic mid-session, they are fully welcome to. If a player doesn’t have a real reason for changing either Arc, but merely wants to, then they should be not allowed to gain Arc for the changed one until the next session, at the GM’s discretion.

Character Advancement: At any time (including during combat), a character can perform Character Advancement, spending Arc to upgrade some element of their character. Arc spent this way are removed from the character’s total, and the upgrades (unless otherwise specified by the GM or the rules) take effect immediately. Each level must be taken in order. This means for a character to go from having Strength 2 to Strength 5, they must pay a total of 12 (4+4+4).

Table 2.2 Attributes New Attribute Level Arc Cost

1 -

2 4

3 4

4 Human Average 4 5 4

6 4

7 4

8 4

9 6

10, Human Maximum 6

11 6

12 6

13, Mortal Maximum 6

-Sidebar: Non-Human Races and Attribute Maximums- Humans max out their stats at 10, but what about races who have bonuses to their Attributes? A character with such a Racial Bonus to an Attribute can raise that Attribute to 10+the Bonus, at the costs detailed on Table 2.2.

Table 2.3 Skills Skill Level Skill Pool Skill Bonus Arc Cost

1 +1 Focus*/New Subskill** 1

2 +1 - 1

3 +1 Focus 2

4 +1 - 2

5 +1 Focus/New Subskill 3

6 +1 - 3

7 +1 Focus 4

8 +1 - 4

9 +1 Focus/New Subskill 5

10 +1 Mastery*** 6 *Focus: Grants one extra Die when using a chosen sub-skill. Can be taken multiple times for the same sub-skill. **New Subskill: Choose a new sub-skill to add to the skill. ***Mastery: Grants 1 automatic success in all subskills, after the pool has been rolled.

Table 2.4 Proficiencies Level Pool Unlock Arc Cost

1 1 Core Maneuvers 2

2 2 Novice Talent 1

3 3 - 1

4 4 Novice Talent 1

5 5 Tier 1 Maneuvers 4

6 6 Journeyman Talent 1 7 7 - 1

8 8 Journeyman Talent 1

9 9 - 1

10 10 Tier 2 Maneuvers 6

11 11 - 1

12 12 Master Talent 1

13 13 - 1

14 14 Master Talent 1

15 15 Mastery Maneuvers 13 *Talents are not in the Beta [NOTE: WHEN TAKING PROFICIENCIES, BE SURE TO CHECK OUT SCHOOLS IN CHAPTER 4 FOR ADDITIONAL OPTIONS AND GROUPED PROFICIENCY LEVELING.]

Boons & Banes The prices of individual Boons and Banes would be too extensive to list here. They are instead listed in Chapter 6.

Grit Grit is a special character quality in Song of Swords that represents a character’s accumulated mental callous to pain, alarm, fear, and shock. Characters with high Grit can continue fighting through terrible injuries, and keep calm in the face of unspeakable horror. Many people acquire high Grit by surviving combats, slaying foes, and enduring injuries. Individuals of more dubious character may rise to high Grit through cruelty and merciless behavior.

Grit reduces the shock and pain incurred through wounds directly, reducing both by one point per point of grit to a minimum of 0.

When a character witnesses, endures or conducts any sort of violent, disturbing act (examples listed below) that is above their current level of Grit, they have a chance of increasing their Grit level. Roll a Willpower (WIL) check at Required Success (RS) equal to the difference between the character’s current Grit and the level of the event witnessed (I.E., if a character’s Grit is 1, and they witness any form of physical violence taken upon an animal or person (2), they must roll at RS 1). Success: You gain 1 Grit. Failure: You gain no Grit. If you critically fail this roll by rolling 0 successes, you have a chance of contracting an Insanity*.

If the amount of RS required for this check was 3 or higher, the character gains an additional point of Grit if successful, but also has a chance of contracting an additional Insanity.

If a character gains more than 1 level of Grit in a short period of time or within a single session, particularly if they were at low Grit to begin with (4 or lower), they have another chance of contracting an Insanity.

Table 2.5 Grit Advancement Grit Condition for Advancement

1 Fear momentarily for your life. See blood, or a disturbing image. 2 Witness any form of physical violence taken upon an animal or person.

Suffer a Wound, inflict an injury upon another person or animal in a combat 3 situation.

Witness the violent death of another person. Witness and interact with the severe 4 injury of another person.

Inflict a potentially life-threatening injury on another person in combat. Be severely 5 injured oneself. Witness the death of a friend or family member.

Kill somebody in combat. Fail to save someone from dying of an injury. Suffer the 6 loss of a limb, eye, or other disfigurement. Endure torture.

Kill someone in cold blood, witness the deaths of numerous people, suffer a Level 4 7 Wound or higher. Torture somebody for information.

Kill numerous people in one combat. Survive a serious Infection, witness a truly 8 grotesque scene of horror.

9 Suffer a Level 5 Wound and live. Witness the apocalypse, or visions of hell.

*Insanity is not in the Beta

Awarding Arc Points

Arc Points are awarded by the GM when the player has acted in accordance with any of the Arcs, and can be awarded either at the moment of successful accordance or at the end of the gaming session, at the GM’s discretion. There is no limit to the amount that a player can earn in a session, or that a GM can give, but some moderation is advised. A very well played session should run at about 8-14 Arc Points to each player.

Awarding the correct amount of Arc Points can be tricky. It’s easiest if done at the end of every session, but that doesn’t work for every group, nor every session. We’re providing guidelines here for a good amount of each kind of Arc to give each session, but generally characters will focus on certain ones they enjoy seeing through, or simply want to see through, and its always good to reward a character for going the extra mile. Vice versa, refrain from rewarding players with Arc for just messing around the entire session without playing the game at all. These are all simply guidelines though, as each group is truly different.

It can be helpful to compare Arc Points to an action movie. Each different Arc represents a motivation for a character, whether they know it or not at the beginning. Each Arc can be an important scene in the session, with Belief referencing the characters’ convictions, Glory representing the action scenes that drive the narrative forward, and Saga being progress for the over-arching plot with Epic being what drove them into the plot in the first place.

Table 2.6 Awarding Arc Arc Award per Session

Saga 0-6/18

Epic 0-6/18 Belief 0-4

Glory 0-4

Flaw 0-2

Instruct your players to keep track of the amount of Arc they’ve actually spent. It can be invaluable to planning encounters, especially with stronger adversaries.

Saga and Epic have higher caps as they are representative of greater plot points and should be rewarded a bit more heavily, albeit obtaining the goals should be more difficult as well. Generally any great advancement towards the goals of the Saga and Epic should be worthy of be rewarding, though the amount should be tempered with the effort put in, level of roleplaying, success in rolls and finally just how much was done in obtaining the goals. Final completion of the a Saga or Epic should award the character with 18 Arc. Chapter 3: Skills

Skills List:

Athletics - Climbing - Jumping - Swimming Education - History - Politics - Research Linguistics (not in beta) Medical - Surgery - Chemystry (not in beta) - Diagnosis (not in beta) Observation - Analyze - Awareness Profession (not in beta) Ride Sailing (not in beta) Speech - Intimidate - Orate - Persuasion - Sincerity Stealth - Hiding - Sneaking Strategy & Tactics (not in beta) Survival - Tracking - Camouflage - Hunting/Trapping/Foraging - Navigation

Skills are a diverse set of abilities and talents that a character may learn. Skills are a unique system within the game that cover things like how well and far a character can jump or a character’s knowledge of the history of a neighboring kingdom. Each skill comes into play in the form of a skill test, which uses a character’s attributes and skill level to generate a pool against a static difficulty provided further in the book. Skills are used in “skill tests” where a character uses their skill pool to roll against the situation’s difficulty (measured in required successes or RS) at a static Target Number (TN). Each skill covers a few different disciplines, here called subskills. Example: Athletics Skill has both the Climbing and the Swimming Subskill.

Table 3.1 Skills Overview Skill Level Skill Pool Skill Bonus Arc Price

1 +1 Focus*/New Subskill** 1

2 +1 - 1 3 +1 Focus 2

4 +1 - 2

5 +1 Focus/New Subskill 3

6 +1 - 3

7 +1 Focus 4

8 +1 - 4

9 +1 Focus/New Subskill 5

10 +1 Mastery*** 6 *Focus: Grants one extra Die when using a chosen sub-skill. Can be taken multiple times for the same sub-skill. **New Subskill: Choose a new sub-skill to add to the skill. ***Mastery: Grants 1 automatic success in all of the relevant skill’s roll, in addition to the pool.

Skill Level: Each skill has a level (ranged from 1 to 10) decided by the characters investment of Creation Points (at character creation) or Arc (later game). The skill level gives the character dice equal to their skill level for skill tests, as well as other bonuses at various skill levels. Skills cost Arc to increase. Upon obtaining a level with a listed Skill Bonus, the character receives a Focus, New Subskill or a Mastery, which must be chosen upon reaching the skill level.

Skill Pool (SP): A skill pool is a pool of dice used during a skill test. The pool is generated from the relevant Attribute at one die per Attribute value, added with dice equal to the character’s skill level in the relevant skill. Only one attribute can be referenced per skill test; if the situation ever calls upon a different attribute, it becomes a second test. For instance, when using the Climb sub-skill, the character might be called on to make both STR and END based tests.

Skill Tests: There are many situation in the game in which a character’s skills will be tested, such as trying to negotiate a hostile deal or simply leaping from one roof to another during a chase. Every test of a skill will state a required number of successes (RS) for the skill test to be successful. The character must roll their pool and get equal to or above the skills target number (TN), and get equal to or more than the number of required successes (RS) for the test to be passed. Skills tests have modifiers to the situation that affect the skill check’s RS, such as trying to climb a wall slanted against the character or knowing the history of a foreign kingdom. If the number of RS is ever raised above the characters dice pool plus automatic successes the character might get from other factors, then the skill attempt immediately becomes impossible. Situational modifiers can lower RS as well, though it can never be lowered beneath 1. If there is something that a skill or sub-skill doesn’t seem to cover, the GM should use their best judgement to create a test based on similar difficulties to the situation.

The Target Number (TN) for skill checks is 8.

Unskilled: If a character has no levels in a skill, or if they have a skill but not the sub-skill they are attempting to use, then they are consdiered unskilled in it. A character can still make a skill attempt, though this sets their Target Number to 9 and may bar them from some uses of the skills. The character also cannot use the dice gained from the Skill level.

Table 3.2 Difficulty Table Difficulty Level Required Successes

Unfailable 0 RS

Effortless 1 RS

Easy 2 RS

Routine 3 RS Bothersome 4 RS

Moderate 5 RS

Challenging 6 RS

Difficult 7 RS

Hard 8 RS

Severe 9 RS

Nigh Impossible 10 RS

Leveling up Skills: Skills have a leveling system based on the amount of points spent in any given skill to increase it to the next level. Skill levels are bought simply by paying the Arc price. All sub-skills levels are equal to that of the Skill’s level.

Starting Sub-skills: Each Skill starts out with only one of its possible subskills, chosen by the character when the skill is first taken. Other sub-skills can be obtained by leveling up the skill and choosing the New Sub-skill reward.

Retrying Skill Attempts: For physical skills, they can be retried any amount of times, unless injuries or situation stops the character from doing so. For mental ones, such as History and Politics, a single check is allowed, any retries have to be done through the Research skill. For social skills, it’s best to wait before trying again, if tried again too soon, the people may get angry and leave, turn hostile, or clam up, at the GM’s discretion.

Terminology:

No Check: At the GM’s discretion, if anything is an absolute, zero-chance of failure, then a skill check is not required. Opposed Skills: There are many skills that in their use oppose each other, most commonly Analyze and Stealth. In general, two or more characters that are using skills that are opposed simply add up their totals. Characters with successes higher than others have succeeded in their skill. In the case of a tie, each character gets to roll one additional die to roll at the same TN, continuing to roll opposed until one person fails at the same time as one person succeeding. Whoever loses the tie-breaker roll-off is counted as having scored one lower success in regards to the winner. 2 RS + vs. Awareness: When a skill difficulty is listed as having both a required number of successes and a vs. amount, then the player must first meet the required number of successes to pass the skill at all. The required successes are still added to the total. If there is no one to oppose the role, the character must still meet the 2 successes or other requirement to succeed the skill. No modifier: If in the modifier section, the amount is ever set at “no modifier,” it just gives an example of what even conditions might be for the attempt to be made in. Plus Plus: ++: Seeing a “+ | +” within a skill means that the difficulty increases by the same amount as its previous levels into infinity. Focus: Grants one extra Die when using a chosen sub-skill. Can be taken multiple times for the same sub-skill. New Subskill: Choose a new sub-skill to add to the skill. Mastery is obtained at level 10 for the skill. It gives the character, in addition to their pool, one automatic success, as though they had rolled one extra die ahead of time and it had been a success. This does not count for skills made impossible by the TN going to 11 or above. Absolute/Impossible: If the RS is ever raised to above by the characters dice pool, then the skill attempt immediately becomes impossible (having the Exploding Skill boon stops this rule). Situational modifiers can lower RS as well, though it can never be lowered beneath 1. Modifier: A modifier changes the amount of Required Successes (RS) for the skill test. It represents supplementary variables in a given test that affect the character’s chance of success, whether it directly affect the test or just changes the likelihood of success. Athletics

Climbing

Climbing (STR, END) will be strength based usually, with a need to make endurance checks every few 10 feet. Climbing a ladder does not require a check.

Rope Difficulties: (STR) Skill Test Required Successes

Climbing rope 1 RS

Wall with some hand-holds 2 RS

Wall with many hand-holds 1 RS

Wall with few hand-holds 3 RS

Impossible (unless heavily favorably slanted Wall with no hand-holds and not slippery, in which case it its 1 RS)

Modifiers RS Change

Heavily favorably slanted wall -4 RS

Knotted Rope -2 RS

Favorably slanted wall -2 RS

swinging/moving rope +1 RS

Maliciously slanted wall +2 RS

Slippery Rope +3 RS

Slippery Surface/Rope +3 RS

Heavily maliciously slanted wall +4 RS

Lightly Encumbered +1 RS

Medium Encumbered +2 RS

Heavy Encumbered +3 RS

Overburdened +4 RS

Climbing Aids Between -1 and -4 RS

Climbing rope: Climbing an unknotted rope hanging securely. Wall with some hand-holds: While there are places to hold oneself the path is not easy-going. Wall with many hand-holds: Many places to grip ensuring a relatively easy ascent. Wall with few hand-holds: Few handholds make the task of scaling such a wall a tricky proposition. Wall with no hand-holds: Scaling such a wall is physically impossible without specialized equipment made for such a task, or if you are a gecko. Knotted rope: Climbing a knotted rope. Ordered grips make it significantly easier to climb. Swinging/moving rope: The shifting motion while trying to climb hinders your ability to proceed. Slippery rope: Rope with decreased friction, whether it be rain, oil, or sweat making it difficult to climb. Favorably slanted wall: The wall is slanted making it easier to climb than a vertical wall. Heavily favorably slanted wall: A wall whose is angled greatly which allows climbing to be much easier. Maliciously slanted wall: A wall angled towards you making it harder to keep a hold. Heavily maliciously slanted wall: A heavily angled wall making you nearly have to hang in order to scale. Slippery: Coated with a substance making it more difficult to maintain your grip. Medium armor/lightly encumbered: The extra weight you bear makes it not only more difficult on you muscles, but on the hand holds that support you. Heavy armor/heavily encumbered: The considerable weight on your person makes it very difficult for you to maintain grip, and for the holds to not break under the weight

Exhaustion Difficulties: (END) Every 10 feet of climbing requires an END based test to avoid gaining a level of Exhaustion. If at any point they can reach a flat area or effort-free hanging spot of some kind, and rest for a moment or two, then they can continue forward, restarting the process. Distanc Require e d Interva Successe l s

1st 10- 1 RS feet

2nd 10- 2 RS feet

3rd 10- 3 RS feet

4th 10- 4 RS feet

5th+ +1 RS 10-feet

When failed: When failed, the character falls short in their jump, ending at either the distance that they achieved, or in the case of a critical failure (no successes), they fall close to their original jumping point. If there are hand-holds of any kind, and they have any dice left, they can attempt to grab onto the wall to stop their fall. See Table 8.4 Falling Damage in Chapter 8 for determining damage taken from falling.

Jumping

Leaping (MOB) The skill of true coordination, agility and gymnastic feats. Used in actions that require extreme balance and coordination, like jumping impressive distances or heights, walking along a tightrope, or effectively rolling.

Horizontal Leaping Difficulties: (MOB) Assuming running start. Triple required successes for not having a running start. Generally, the amount of successes dictates the distance leapt, but the character can choose to have landed at a shorter distance within the distance that their successes allows. Skill Test Require d Successe s

0 (No 3 feet check)

6 feet 1 RS

9 feet 2 RS

12 feet 3 RS

15 feet 4 RS

18 feet 5 RS

21 feet 6 RS

+ +

RS Modifiers Change

Slippery +2 RS

Very +4 RS Slippery

Jumping onto a thin +3 RS surface

Jumping from +2 RS unstable surface

Lightly +1 RS Encumbered

Medium +2 RS Encumbered

Heavy +3 RS Encumbered

Overburdene +4 RS d

Vertical Jumping Difficulties: Single step. Is not a separate roll, but is simply the reachable height, based on the successes of the Leap. The character can choose to have not jumped as high as their successes might allow for. Ski Require ll d Tes Successe t s

1 1 RS foot

2 3 RS feet

3 5 RS feet

4 feet 7 RS 5 9 RS feet

Encumbered: Your legs can only push so hard. The extra weight make it harder to reach desired height/distance. Slippery: Jumping on a slippery increases the risk of making a mistake. Very Slippery: An extremely slippery surface make it dangerous to attempt jumping without error. Jumping onto a thin surface: Landing on a thin surface without breaking it requires careful coordination. Jumping from unstable surface: The unstable surface makes hinders your ability to successfully complete the jump.

When failed: When failed, the character falls short in their jump, ending at either the distance that they achieved, or in the case of a critical failure (no successes), they fall close to their original jumping point. If there are hand-holds of any kind, and they have any dice left, they can attempt to grab onto the wall to stop their fall.

Swimming

Swimming (END, STR) Generally the checks will simply be END based, with occasional STR checks such as swimming through rapids or swimming in armor. Average breath 30-60 seconds, up to 5 minutes until loss of consciousness. Require d Skill Test Successe s

Float No check

Swimming in calm 1 RS water

Level 1 2 RS rapids

Level 2 3 RS rapids

Level 3 4 RS rapids

Level 4 5 RS rapids

Level 5 6 RS rapids

Level 6 10 RS rapids

RS Modifiers Change

Lightly +1 RS Encumbered

Medium +2 RS Encumbered

Heavy +3 RS Encumbered

Overburdene +4 RS d *Many other checks are still required, this is simply an attached swimming check.

Multiple Checks: A Swim test covers 1 minute of swimming, meaning a character must make another check for every minute swam. Every bonus success above the RS grants another minute to the swimmer’s time. Generally, a single swim check will carry a swimmer 120 feet.

Failure: Failure generally means that the person cannot keep their head above water, and needs to begin holding their breath. They can continue to attempt normal swim checks for a number of attempts equal to their END score before they run out of breath and begin drowning.

Drowning: If the character is in danger of drowning, they must immediately make a swim check using their STR at an increasing difficulty. For each round they fail the strength check, their HLT is decreased by one until zero, where the character has drowned. The HLT lost from drowning is temporary and returns to the character once they are revived. All modifiers for swim tests apply. If a character makes a successful strength check, they can then make another normal swim check to make it the rest of the way. If they fail again, repeat the process. For Drowning, losing all of one’s HLT represents the character passing out and not their immediate death; if the character is pulled from the water within 5 minutes, they can be revived by a Medical test at RS 3; revival attempts can be made up to the drowned character’s total HLT score. If a character cannot be revived, they die. If the character is pulled out within 5 minutes plus half their normal HLT score, they can still be revived, but they must make a HLT check at RS 3 or gain the bane Brain Damage (major).

Check Modifier

First STR Check No modifier.

2nd STR Check +1 RS, -1 HLT

3rd STR Check +2 RS, -1 HLT

4th STR Check +3 RS, -1 HLT

+* +* *Continue on in like fashion until the character makes a successful strength check, or until the character reaches 0 HLT.

Float: Simply floating in calm water is simple: do nothing. Swimming in Calm Water: Simply swimming a distance in calm waters. Level 1 rapids: Small waves, no deadly obstacles, passage clear. Level 2 rapids: Slightly larger waves, some maneuvering and strength required. Level 3 rapids: Numerous waves, jutting and irregular rocks, narrower passages, greater strength and skill required. Level 4 rapids: Long rapids, large and irregular waves, deadly rocks and eddies, power and precision required. Level 5 rapids: Very long and violent rapids without break, large drops, violent current, very steep, small passageways, perfect power and precision required. Level 6 rapids: Nearly impassable and suicidal to swim in, only extreme luck can help you survive. Roll a d10 three times. If all three of them come up as 10, the character survives.

Education History

History (INT) is the ability to give an accurate account of historical events (factions involved, family lineages, famous battles, histories of countries and organizations) Skill Test Required Successes

Recent History 1 RS

History 3 RS

Ancient History 5 RS

Modifiers RS Change

Personal Faction/Nation -1 RS History

Local History -2 RS

Scholarly culture -2 RS

Libraries burned/Records +3 RS Lost

Foreign Faction/Nation +3 RS History

Foreign Local History +5 RS

Recent History: Events within the last 10 years. History: Between 11-500 years ago. Ancient History: Events 500+ years ago.

Local History: Events local to the character’s home region. Personal Faction/Nation History: Events to do with the character’s personal Faction or Nation. Scholarly Culture: Events tied to a culture of scholarly tradition, be it written or oral traditions. Libraries Burned/Records Lost: Events tied to an area that has had its records or libraries destroyed in the past, or for other reasons doesn’t have a good understanding of its past. Foreign Faction/Nation History: Events specific to another Faction or Nation other than the character’s home. Foreign Local History: Events local to another place distant from the character’s home.

Politics

Politics (INT) is a character’s knowledge of current events, from the local level to the national to all of the known world. It covers things from what nations are at war with each other, what nobles are courting others, etc.

Required Skill Test Successes

Well known 1 success

Known 3 RS

Largely Unknown 5 RS

Modifiers RS Change

Local -2 RS Personal -1 RS Faction/Nation

Gossipy culture -2 RS

Propaganda +3 RS

Foreign +1 RS Faction/Nation

Foreign Local +3 RS

Well Known: If the events are often talked about and common knowledge, then the attempt is very simple remembrance. Known: The events are known by some, but not all. Largely Unknown: The event lapsed into obscurity and is known by only a few.

Local: The event was local to the character. Personal Faction/Nation: The event was specific to the character’s faction/nation. Gossipy culture: The event occurred in a culture or place where gossiping is frequent and common place. Propaganda: Events are largely changed, spun and twisted, making it very difficult to know the truth. Failing the roll with some successes allows the character to know the Propaganda. Foreign Faction/Nation: Events specific to foreign faction or nation to the character's home. Foreign Local: Events local to foreign, far-away area to the character’s home.

Research

Research (INT) The skill of finding out information, either through pouring through libraries or finding the correct people to speak to. Requires one or both and time being spent for a Research attempt to be made. Required Skill Test Successes

Commonly Known/Recent 1 RS Information

Known/Near-Recent Information 3 RS

Unknown Information 5 RS

Modifiers RS Change

Purposefully Hidden Information +4 RS

Foreign Language +3 RS

Unwelcome Guest +2 RS

Familiar Subject -1 RS

Light Bribe -2 RS

Heavy Bribe -4 RS

Commonly Known/Recent Information: The information trying to be found is commonly known, recent or well document. Known/Near-Recent Information: The information is known by some or there is little documentation. Unknown Information: Information known by the few with barely any documentation, if any.

Purposefully Hidden Information: Information that is closely guarded and hidden away. Foreign Language: Trying to learn information from a foreign language, usually through a translator. Unwelcome Guest: Character is an unwelcome foreigner attempting to gain information. Familiar Subject: Requires the character to have already attempted the check through another skill, and failed. Light Bribe: Character gives a light bribe in order to gain information, Wealth 2. Bribe must go to someone that can actually help. Heavy Bribe: Character gives a heavy bribe in order to gain information, Wealth 5. Bribe must go to someone that can actually help.

Medical

Surgery

Surgery: (INT, WIL) The skill of tending to the wounded, saving lives. Skill Test Required Successes

Cut off bloodloss from single area, vs. culmilative Staunch Bloodloss bloodloss of the area

vs. Wound Level, Stops (Removes) Bloodloss and Perform Surgery half of Pain. Test done per wound.

Perform Miracle Surgery 7 RS

Perform Surgery on Self (WIL) vs. Wound Level

Restoring Functionality (routine) 2 RS

Restoring Functionality (difficult) 4 RS

Restoring Functionality (miracle) 6 RS

Remove projectile (tiny) 5 RS

Remove projectile (small) 4 RS

Remove projectile (medium) 3 RS

Remove projectile (large) 2 RS

Modifiers RS Change

Competent Assistants -2 RS

Sterile Conditions -1 RS

On Self +1 RS

Proper Tools -2 RS

No Help +3 RS

Staunch Bloodloss: Staunch bloodloss is something anyone can do, simply applying pressure to stop bloodloss. Perform Surgery: A lengthy process generally requiring tools, the character can attempt to at the least patch up a wound. Perform Surgery on Self (WIL): Surgery can be performed on the character by themselves, but it requires a willpower test to push through the pain and fear. Restoring Functionality (routine): Setting a damaged limb, pulling a tooth. Restoring Functionality (difficult): Performing a birth, fixing shattered jaw, restoring voice to cut throat. Restoring Functionality (miracle): Fixing a seriously damaged eye, restoring partially severed limb. Remove projectile (tiny): Bullet, arrowhead Remove projectile (small): Dart, bolt, thrown knife Remove projectile (medium): Arrow, thrown axe Remove projectile (large): Javelin, spear

No Help: Even unskilled helpers can be invaluable to a surgery. On Self: Simply due to poor vision and awkward angles, performing surgery on oneself is harder. Sterile Conditions: Having clean, safe conditions with little distraction is helpful. Proper Tools: Having the proper tools is important. Competent Assistants: Having competent, knowledgeable helpers, ones that also have the surgery skill or at the least have helped before, is even more invaluable.

- Leeching (not in beta)

Chemystry (not in beta) - Dwale - Anesthesia

Diagnosis (not in beta)

Observation

Analyze

Analyze/Study (PER) is to closely examine a person or scene to try to gleam a deeper insight to them. Learn aspects of a person’s appearance or a room’s make up or discern someone’s emotions. To use analyze/study, the character declares what they are trying to do, and rolls their full pool in doing so.

Skill Test Required Successes

Notice Concealed/Hidden Weapon vs. Stealth

Seeing through Fake Emotions vs. Sincerity

Gain Minor Insight (Person or Room) 2 RS

Reading emotions/tones from people speaking in 3 RS foreign language

Gain Moderate Insight 4 RS

Gain Great Insight 6 RS

Modifiers RS Change

Person in emotional state -1 RS

Lightning Table Pg. ___

Reading emotions/tones from people speaking in foreign language: Analyze/Study can be used to try to understand the tones and themes of a conversation, even if the character doesn’t speak the language. Gain Minor Insight (Person or Room): This lets a character gain a minor insight into a person or a room. These are things like noticing a person is wearing a ring on their right hand instead of their left, and know that that means they’re considering a proposal instead of actually married, or it can let you look around a room to notice that the rooms owner has an interest in northern mythological traditions. Insight checks are never automatic; the character must choose to do them. Gain Moderate Insight (Person or Room): Moderate insight might let a character see two different tattoos a person might have and be able to know where they probably grew up, or it might let a character find hidden doors and compartments inside a room. Gain Great Insight (Person or Room): This might let a character see a dull yellowing in a person’s eyes, and realize that they are a werewolf in human form or to find masterfully hidden doors and compartments. Notice Concealed/Hidden Weapon: If a person is trying to conceal a weapon, choosing to study a person doing so might reveal that, what and where they are are carrying one. Seeing through Fake Emotions: If a person is trying to put up a front or act, then this lets the character try to see through it.

Person in emotional state: When trying to read someone Masking their Emotions while they are truly in a very emotional state, the character receives a bonus.

Awareness

Awarenes: (PER) is a character’s passive level of awareness and alertness. Characters have different levels of awareness as they go through the world, depending on their current situation. All character are somewhere on this scale at all times, save for when they are sleeping. Tunneled and Focussed levels causes the character to count as Heavily and Lightly distracted respectively when it is versus other factors. The different levels of awareness are decided by whether or not there are distractions or not and whether or not the charactered is actively looking for it.

See/Hear (PER) is to passively notice something relevant. An Awareness attempt for sound should be tried only when theres a chance that a character could not hear or understand something audible, due to the given situation. Require d Skill Test Successe s

Seeing RS

Notice Extremely 1 RS Simple

Notice Very 2 RS Simple

Notice 3 RS Simple

Notice 4 RS

Notice Slightly 5 RS Difficult

Notice Moderatel 6 RS y Difficult

Notice Very 7 RS Difficult

Hearing RS

Hearing 1 RS through a minor disturbanc e

Hearing through a 2 RS thick barrier

Hearing through a battle or 4 RS loud disturbanc e

Wake up from minor 2 RS vs. disturbanc Stealth e

Wake up from major No check disturbanc e

RS Modifiers Change

Heavily Distracted +3 RS awareness

Slightly Distracted +1 RS awareness

Passive No awareness Modifier

Focussed -1 RS awareness

Tunneled -3 RS awareness

Lighting See pg. Table _____

Notice Extremely Simple: Something that is easily seeable but might have some minor distractions. Notice Very Simple: Something slightly less noticeable due to distractions or only being visible for a small amount of time. Notice Simple: Something slightly less that noticeable Notice: Notice something noticeable, though the situation makes it not instant. Notice Slightly Difficult: Notice something with a smaller chance to do so. Notice Moderately Difficult: Notice something with little chance to do so. Notice Very Difficult: Notice something incredibly obscure with almost no chance to do so.

Hearing through a minor disturbance: Hearing someone around 20 feet away, or through a minor amount of disturbance like other people talking. Hearing through a thick barrier: Hearing through a slightly louder disturbance like a busy street or through a thick wall. Hearing through a battle or loud disturbance: Hearing through a loud disturbance like music or combat or at great distances. Wake up from minor disturbance: A chance for a character to wake up at a minor disturbance, like someone walking in the room or something touching them gently. Wake up from major disturbance: Any sort of loud noise or touch against the character causes them to wake up, so long as they are within hearing range.

Heavily Distracted awareness: Something big is happening like an explosion or something is keeping the character’s focus heavily. Slightly Distracted awareness: Something minor is happening to draw attention, but isn’t completely enthralling or doesn’t last very long. Passive awareness: Basic passive awareness with no distractions and nothing focused on, walking down a street with just one’s thoughts. Focussed awareness: Performing mindless or simple tasks or otherwise not heavily taxing engagements, like light conversation. Tunneled awareness: Something heavily consuming and distracting, like performing surgery or fighting someone.

Lighting table, changes depending on the situation. Examples given below. Pitch Impossibl Black e

Poorly + 3 RS Lit

Dimly + 1 RS Lit

Evenly No Lit change.

Brightl -1 RS y Lit

Blindin Impossibl g e

Pitch Black: If it is pitch black a the situation, then it becomes impossible to make a check based off vision, but once that can be made through feeling the walls or hearing can still be made at a negative. Poorly Lit: Low moonlight Dimly Lit: Dim candlelight. Evenly Lit: Normal daylight. Brightly Lit: Bright, sunny day. Blinding: Skill attempt is impossible.

Profession (not in beta)

Blacksmithing Craft of smithing done in stages. Distribute total Smithing pool (skill + END)

Ride Ride: (AGI) is a character’s ability to command an animal or contraption to successfully drive, steer and/or ride it. At it’s base, the character will understand the core of riding obvious creatures, such as a horse or a camel. Generally the riding skill only covers controlling the animal; for anything beyond controlling it, the animal itself makes the check, meaning the rider makes a Ride attempt to make the horse jump, and if successful, the horse then makes a jump check. All horses have a loyalty level, or are treated as Untrained. While there are not different sub-skills for Ride, choosing a different one allows a character too ride a new kind of animal, depending on the setting the character exists in. Rider’s encumberance is halved, but the horse’s encumberance is stacked with the rider’s.

Riding tricks: Skill Test Required Successes

Jump a Fence 3

Crouch/Kneel 3

Rear 4

Turn Rapidly 4

Calm 3-5

Call (Trainer only) 2

Horse Acrobatics 1-8

Modifiers RS Change

Untrained +3 RS

Loyalty 0 +2 RS

Loyalty 1 +1 RS

Loyalty 2 0 RS

Loyalty 3 -1 RS

Loyalty 4 -2 RS

Loyalty 5 -5 RS

Lightly Encumbered +1 RS

Medium Encumbered +2 RS

Heavy Encumbered +3 RS

Overburdened +4 RS

Untrained: Controlling an untrained horse is a difficult task. Any time the rider fails a Ride attempt, they must immediately test against being thrown off the horse. If a horse ever goes under any formal training is no longer untrained, and has a Loyalty level.

Sailing

Sailing

Sailing (AGI) (NOT IN BETA) Speech

Intimidate

Intimidate (CHA) lets the character get their way by threatening people with harm, physical, emotional or social, and overpowering them with force of will. If the character successfully Intimidate a person, they either give the character what they want, move out of their way, or at least are more hesitant about resisting them, and make some concession. The roll is opposed by the opponent’s Willpower, rolled at TN equal to the character’s Willpower. Required Skill Test Successes

vs. WIL Interrogate (TN (gain info) equal to character’ s WIL)

Bend to Will (perform 2 RS vs. simple WIL favor)

RS Modifiers Change

The target has friends +2 RS with him

The target has seen you fail in +2 RS some way before.

The target has defeated +3 RS you in some way before.

The target has just witnessed you -2 RS demonstrat e your prowess or threat.

Target +5 RS, knows for Sincerity an check can objective negate fact that this. you can not harm him in any way.

Upon success or failure, the victim of intimidation now dislikes the character for a great amount of time and will avoid them, or come back for vengeance.

Interrogate (gain info): Coerce someone into giving away otherwise undisclosed info. Bend to Will (perform simple favor): Force someone into doing something for you that poses low risk to them. The target has friends with him: Having someone to provide support makes it harder to coerce them. The target has seen you fail in some way before: Past failures make it harder to back up your threats. The target has defeated you in some way before: Not only have have you failed in front of them, but they have caused the failure making it extremely difficult to force your will upon them. The target has just witnessed you demonstrate your prowess or threat: Fear is a natural motivator, and sets in more when you can back up your threats. Target knows for an objective fact that you can not harm him in any way: They called your bluff, and know you can't hurt them making it all but impossible to coerce them.

Orate

Orate (CHA) is a character’s ability to hold the attention of a crowd and how well they speak to and manipulate an audience. This skill only applies to speaking to crowds or people.

Skill Test Required Successes

Captivate 2 RS vs. average WIL

3 RS if severely demoralized Inspire 2 RS if just apathetic 1 RS if eager but disunified

3 RS vs Average WIL if tranquil Stir to Violence 2 RS vs Average WIL if calm but discontent 1 RS vs Average WIL if already angry

Diffuse Violence 5 RS vs Average WIL

Spread Word/Lies 3 RS vs Average PER

Modifiers RS Change

Foreigner/Outsider +2 RS

Bad Reputation +3 RS

Trusting Crowd -1 RS

Known Authority -2 RS

Folk Hero, Religious -3 RS Leader

Captivate: Catch the attention of the crowd and make them actively listen. Inspire: Moves people to act at varying difficulties depending on their willingness to complete the act. Stir to Violence: Causes people to riot becoming harder the more passive the crowd is. Diffuse Violence: Stops a riot in it’s tracks; however it is difficult to accomplish as people do not listen well in rage. Spread Word/Lies: Convince people to hear and spread what you say, be it truths or falsehood.

Foreigner/Outsider: Being unrelated to the person/people in question makes them question your motives. Bad Reputation: You are not known for not being trustworthy, so people are unwilling to listen. Trusting Crowd: The people are eager to listen and believe your words. Known Authority: You are well known and people heed your words.

Persuasion

Persuasion (CHA) is the ability to influence and change an individual’s persons disposition towards the character or to change their point of view or opinion on an issue or subject. Influence another person is largely based on their starting disposition, the character's charisma and choice of words. All attempts should be within the realm of reason; outrageous attempts like convincing a King to give up their crown to a stranger no one knows should be impossible. Skill Test Required Successes

Ask favor vs. WIL, unless Willing.

Get someone to Agree 2 RS vs. WIL

Modifiers RS Change

Hated +3 RS

Disliked +1 RS

Indifferent/Unknown No modifier

Liked -1 RS

Loved -3 RS

Ask favor: If an character has successfully persuaded a person, then they can ask for a single favor. More successes over the person allow for greater favors, though it should never reach ridiculous demands. Get someone to Agree: Getting someone to agree is simply to get people on the characters side in an argument or to convince them that one course of action is better than another, as long as it stays within the realm of reason. Any time falsehoods are used, it stops being a Persuasion attempts and instead Sincerity must be used.

Hated: If the person hates the character, then it is considerably harder to have the character’s words heard. Disliked: If the character is disliked, then it becomes harder, or is a stranger in a xenophobic place, then it is more difficult. Indifferent/Unknown: If the character is regarded indifferently, then there is no modifier. Liked: If the character is well-liked, then it certainly makes getting their way easier. Loved: If the character is loved by the target, (either in a platonic, parently way, or in an enamored fashion) then it becomes very easy to get what they want.

Sincerity

Sincerity (CHA) is the ability to lie and act, keeping on a strong front and convincing people that it is true. Skill Test Required Successes

Lie vs. Awareness/PER

Present Fake Emotions 1 RS vs. Awareness/PER Modifiers RS Change

Rehearsed -3 RS

Believable Lie -2 RS

Unbelieveable Lie +2 RS

Lie: From simple to complex, this allows the character to lie. Present Fake Emotions: In more common terms, this is Acting.

Believable Lie: If the lie isn’t far from the believable truth, then the character gets a bonus. Unbelieveable Lie: If the lie is a great departure from the truth or what is believable, then the character gets a negative. Rehearsed: Helpful for both lying and acting, if the lines are set ahead of time and the part premeditated and rehearsed, then the character gets a bonus.

Stealth

Hiding

Hiding: (AGI) Not moving while in some kind of concealment, or hiding along with other things in motion (blending). Required Skill Test Successes

Hiding with Concealment vs. Awareness

Applying camouflage 2 RS

vs. Concealing a weapon PER/Awareness

Modifiers RS Change

Total Concealment No check

Partial Concealment No Modifier

No Concealment Impossible

Hiding with Concealment: Concealment, silence and no movement are all that a character needs for make a hide attempt. Applying camouflage: Applying heavy camouflage can take time and require materials like paints, or more simply just dirt and properly colored clothing. Concealing a weapon: Within the realm of reason, a person can conceal weapons, against other people’s Perception or Awareness.

Total Concealment: Total concealment, meaning being on the other side of a wall or staying in total darkness with no noise or movement. Partial Concealment: Partial Concealment, standing in a corner behind a door, light shadows, light camouflage. No Concealment: Standing in the open.

Sneaking

Sneaking: (AGI) Moving without a sound, sneaking covers a character’s general guile and silent, tactical movement. Skill Test Required Successes

Slinking without sound vs. Awareness

Falling/Jumping without sound (max 10 feet) 4 RS+ vs. Awareness

Dodging sight 2 RS + vs. Awareness

Trailing without notice 2 RS + vs. Awareness

Modifiers RS Change

Running +4 RS

Folk count as Distracted, Distraction depending on level

Moving over loud material +3 RS

Moving over soft material -3 RS

Lightly Encumbered +1 RS

Medium Encumbered +2 RS

Heavy Encumbered +3 RS

Overburdened +4 RS

Slinking without sound: Halved movement or slower Falling/Jumping without sound (max 10 feet): The art of falling onto a surface without making noise. Requires landing on all fours, and landing on a non-loud material. Dodging sight: Dodging sight is the ability to stay out of someone’s range by moving quickly and quietly. Trailing without notice: Is the ability to follow someone without them knowing.

Running: Trying to do things quickly makes them considerably harder. Distraction: Causing a distraction is always a good idea. Moving over loud material: Materials like gravel. Moving over soft material: Hard packed dirt, cobblestone Things that don’t make noise when being walked over. Non-creaking wood.

Strategy & Tactics (not in beta)

Strategy & Tactics: - Group: any unit of if 5+ people - Give groups of people stat blocks, wounds remove numbers or get applied to a certain amount of people. - Groups take actions at the same time and roll the same way: red, blue or yellow. special groups of mixed units could possibly take different actions, or that would just define a different group. - can get into formations for bonuses, work like talents - generally assumed to have the same weapon, having a variety can have a modifier - most groups need to have a leader, role can be filled by the player instead -

Skill lets you give orders in a given turn: Advance/Backup 10 paces? Change Formation Mount/Dismount Charge Attack Route Retreat Go to Ground Bring it Down!!1!

Survival Tracking

Tracking (PER) is the art of following the tracks and trails of anything that moves. It’s most commonly used for hunting in the wilderness. Required Skill Test Successes

Tracking in Soft Ground 1 RS

Tracking in Hard Ground 3 RS

Modifiers RS Change

Recent -3 RS

Storm/Weather +3 RS

Heavy/Clumsy creature -2 RS

Light-footed +2 RS

Hidden tracks +5 RS

Dim Light +2 RS

Very Low Light +4 RS

Pitch Black Impossible

Tracking in Soft Ground: Tracking in soft ground like sand or dirt or snow Tracking in Hard Ground: Tracking in hard ground like small amounts of dirt over rock, or a field.

Recent: Tracks that have been made within the last 6 hours. Storm/Weather: Recent or current storm or other bad weather that might damage or remove tracks. Heavy/Clumsy Creature: Creatures larger than a man, or other heavy creatures that might be called clumsy can leave larger tracks. Light-footed: Some creatures, regardless of their size, may have the light-footed trait, and leave litle to no tracks. Hidden tracks: Tracks that were intentionally hidden. Dim Light: Lanterns or torches or a very foggy day. Very Low Light: Moonlight. Pitch Black: Pure darkness, no light whatsoever. Camouflage

Camouflage Camouflage Masking oneself in the animals scent, understanding their motions/characteristics and matching their appearance. This can convince an sub-sapient creature that you are the same as it, or at the least, harmless. Sneaking around animals is still covered in the Stealth skill. (Not in Beta) Hunting/Trapping Hunting/Trapping setting traps large and small, quickened version instead of treating hunting like ranged combat (Not in Beta)

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(Not in Beta)

Foragin’/Scroungin’ Foragin’/Scroungin’ (Not in Beta) Chapter 4: Proficiencies

The Proficiency system is a character’s means of tracking their combat capabilities. An individual Proficiency is essentially how effective a character is at wielding a certain, but broad type of weapon. Each Melee Weapon proficiency is leveled up separately, and all of them level up using the same chart: Table 4.1. However, each proficiency has a unique set of Maneuvers at each tier (Core, Tiers 1 & 2, Mastery), as well as having different Talents available to them.

Table 2.4: Proficiencies Level Pool Unlock Cost

1 1 Core Maneuvers 2

2 2 Novice Talent 1

3 3 - 1

4 4 Novice Talent 1

5 5 Tier 1 Maneuvers 4

6 6 Journeyman Talent 1

7 7 - 1

8 8 Journeyman Talent 1

9 9 - 1

Tier 2 Maneuvers, 10 10 6 Journeyman Talent

11 11 - 1

12 12 Master Talent 1

13 13 - 1

14 14 Master Talent 1

15 15 Mastery Maneuvers 13

Leveling a Proficiency When leveling a Proficiency, check the cost to of the next level up. Levels must be bought in order: To get from level 1 to level 5, you must purchase levels 2, 3, 4 and 5, not just 5. Pay the amount of Arc Points required, and write the changes on your sheet.

Proficiency Components • Level: The Proficiency’s level can be used to quickly ascertain how much Pool and of what tier a character’s Maneuvers are for that Proficiency.

• Pool: Pool The Proficiency’s most important component: This is the number which, combined with the character’s Adroitness stat, determines the character’s Combat Pool.

• Tiers: The current Maneuver Tier available to the character. A character unlocks new Tiers as they increase their Level. A character at Level 2 in a Proficiency will only have Core Maneuvers, whereas a character at Level 5 will have access to Tier 1 Maneuvers, one at Level 10 will have Tier 2 Maneuvers, and one at Level 15 will have Mastery Maneuvers. A character has access to every Maneuver in his Tier, as well as in the Tiers below. • Talents: Talents are small bonuses picked from a list. Some Talents are Universal, others are specific to the Proficiency.

Proficiency Defaults If a character ends up wielding a weapon they are not familiar with, and has no appropriate Proficiency to use it with, they can instead “Default” to one of their other Proficiencies at a slight penalty. When defaulting, the character effectively gains a temporary Proficiency, which is a number of levels lower than the Proficiency being Defaulted from as illustrated on Table 4.2. When Defaulting, a character neither enjoys the benefits of their Talents, nor the benefits of any School bonuses. They can only use the CP and Maneuvers appropriate to the Level of the Proficiency they are Defaulting to.

I.E., Bale has been disarmed of his sword, and must defend himself with only a hatchet. He was never trained in the weapon’s use, but he has an alright idea of how it works, and only suffers a -1 with it. His 1H Sword level is 5, which gave him access to Tier 1 Maneuvers, but with the -1, his level in 1H Blunt is only 4, meaning he can only use Core Maneuvers. Bad luck Bale!

Table 4.2

Grappling Pugilism Dagger 1H Sword 1H Blunt 2H Blunt 2H Sword Spear Polearm

Grappling 0 -1 -1 -3 -3 -4 -4 -5 -5

Pugilism -1 0 -1 -3 -3 -4 -4 -5 -5

Dagger -1 -1 0 -1 -1 -3 -3 -4 -4

1H Sword -3 -3 -1 0 -1 -3 -2 -4 -4

1H Blunt -3 -3 -1 -1 0 -1 -3 -3 -3

2H Blunt -4 -4 -3 -3 -1 0 -2 -3 -3

2H Sword -4 -4 -3 -2 -3 -2 0 -3 -3

Spear -5 -5 -4 -4 -3 -3 -3 0 -1

Polearm -5 -5 -4 -4 -3 -3 -3 -1 0

Schools Schools are a method of leveling multiple Proficiencies at once, at a discounted cost for each, as well as School Bonuses. Schools level more slowly and expensively than single Proficiencies, but they bring a wealth of benefits with them to offset their cost. There are several different kinds of Schools, each with a different structure and unique benefits, as well as their own costs for buying in (either at Character Generation or earlier) and leveling.

Becoming part of a School A character can be part of a School at Character Generation, or can form a School during gameplay, as long as they have access to the proper facilities or training. (Self-Taught schools require no teachers or infrastructure).

Buying into a School in order to gain its benefits is easy. The base cost in Arc of a School is listed in brackets in its Cost section. Each Proficiency added to the School must be bought at level 1 (at cost listed in Table 4.1), and an additional cost might be necessary for some Schools (the cost “per Proficiency added”).

Once these steps are done, the School is created at Level 1, and can be used/leveled normally. Remember! Humans reduce the cost of Proficiencies by 1 when buying them for Schools, so the Core of each Proficiency only costs 1 for a Human! Leveling a School Once you’ve bought into a School, it levels just like any other proficiency, using the same number of points as individual proficiencies. The “level” of the School is tracked independently. The individual proficiencies in the School are listed as “-1,” “0,” or “+1,” this being their level relative to the School’s level, and representing the different focus that the School places on different weapons. Gallant is part of a Self-Taught School that has 2H Sword at 0, Dagger at -1 and 1H Sword at 1. His School Level is 8, which means that he effectively has 2H Sword at 8 (8+0), Dagger at 7 (8-1) and 1H Sword at 9 (8+1).

School Types

Self-Taught: You taught yourself, or learned through hard knocks, that it’s better to have a few Jacks up your sleeve than one Ace. Self- Taught Schools tend to contain few weapons, and practitioners tend to develop bad habits, but at the same time they are also uniquely well suited for picking up dirty tricks, and thinking outside of the box. Who Uses it?: Criminals, Peasants, Militia without formal training, Bored eccentric nobles What Weapons?: Self-Taught schools can involve any weapons, but tend towards swords and polearms used afoot, pugilism, wrestling, and maybe a missile proficiency. Proficiencies: 1 primary (0), 0-2 secondary (-1) 0-3 Missile (-2) Bonuses: Gain Special Move for either Throw Weapon, Blind-Toss, or Quick Draw. [Special Move means that one time per opponent, you may use a Maneuver at -1 TN and no Activation Cost. You may never use your Special Move against an opponent after you’ve used it once--they’re onto you.] Penalties: When you reach a new Tier of Maneuvers (including Core) with any proficiency within this School, you must pick two non- Universal maneuvers that you can perform in or before that Tier. You suffer from Poor Form when using those Maneuvers with that Proficiency. [Poor Form increases the Activation Cost of the maneuver when used in combat by 1. An instance of Poor Form can be bought off for 1 Arc Point so that it no longer applies to that maneuver.] Cost: [0]+0 per prof at adoption.

Noble Noble Schools exist to teach wealthy aristocrats and other interested, affluent parties how to conduct themselves in battle. Noble schools are expensive, and can afford the best tutors to school their charges in how to properly murder their fellow men. The primary advantage of Noble Schools is the exquisite form, and speed that come with constant repetition, constant correction, and no shortage of training equipment. These assets come together to produce excellently practiced fighters with a great technical understanding of combat. Who Uses it?: Young aristocrats, The sons of very wealthy merchants, Prodigious peasants allowed access because of natural talent What Weapons?: Noble Schools tend to include civilized upper class weapons, like long swords, sabers, lances, rapiers, and perhaps some missile weapons like bows or crossbows. Pugilism and Wrestling are generally beneath the dignity of these men, but sometimes are included if dueling in armor is in vogue. Proficiencies: 1-2 Primary (+2) 1-5 Secondary (+0) 0-3 Missile (+0) Bonuses: You automatically gain a Novice Talent for your Primary Proficiency at School Level 1, a Journeyman Talent at level 5, and a Master Talent at level 10. You gain Good Form for all maneuvers within all of the school’s Proficiencies. [Good Form decreases the Activation Cost of using a maneuver by 1 to a minimum of 0.] Penalties: None. You’re just superior. Cost: [2]+1 per Primary prof, +0 per Secondary/Missile Prof at adoption.

Soldier Soldier Schools emphasize quantity and practicality. These schools are intended to instruct large quantities of men how to use a large variety of weapons, to confront whatever situation they might be forced into on the battlefield. The methods used are often rough, with less of a focus on sparring and more on the use of pells, training posts and courses to build strength and skill. Who Uses it?: Soldiers, Mercenaries, Civilian Militias with training What Weapons?: Soldier Schools can include a broad array of weapons, including swords, daggers, spears, maces, axes, bows, crossbows, javelins and slings, as well as almost certainly including wrestling in their regimen. Proficiencies: 3-9 Primary (+0) 0-3 Missile (-1) Bonuses: Maneuver Tier 1 and Maneuver Tier 2 cost 1 less for this School. Penalties: Mastery Tier costs 1 more for this School. Cost: [1]+0 per prof at adoption.

Officer Officer schools can be considered something in the middle of a Soldier School and a Noble School. Officers may not necessarily be of noble birth, but they have standards of dignity and decorum to uphold, while also expecting to get their hands dirty from time to time. Officer Schools teach the weapons of a gentleman, as well as the weapons of war, and how to conduct oneself in both. Who Uses it?: Officers, The sons of officers, Martially-minded aristocrats, The sons of martially-minded aristocrats, Janissaries What Weapons?: Officer Schools teach a mix of weapons of both martial and civilian bent, including missile and melee weapons. Many officers will expect to do their fighting mounted even if they command infantry units, and schools that cater to cavalry officers may focus on weapons like sabers, lances, horsebows or carbines, etc. Proficiencies: 1-3 Primary (+1), 1-6 Secondary (+0), 0-2 Missile (-1) Bonuses: You automatically gain a Novice Talent for your Primary Proficiency at School Level 1, a Journeyman Talent at level 5, and a Master Talent at level 10. Penalties: None. Cost: [2]+0 per Primary prof at adoption, +0 per Secondary/Missile

Proficiencies

What Proficiency do I use? When in combat, a character determines their Combat Pool by combining their Proficiency Level with their ADR. The question then is, what Proficiency can the character use? A character must use a Proficiency of the type of weapon that they are holding. If a character is holding a sword in their dominant hand, then they must use the Sword proficiency. If the sword is a 2H Sword, then the proficiency being used will almost always be 2H Sword. If the character is wielding a spear, then they must use the Spear proficiency. There are a few exceptions to this, such as the Off- Hand rule for some 2H weapons that allows them to be wielded one-handed while still using the 2H proficiency of their type. • When Dual-Wielding, a character must use the proficiency for the weapon held in their dominant hand. • If ambidextrous and Dual-Wielding, the character must decide which hand is being treated as dominant at the beginning of each Round. • When unarmed, a character may either use Pugilism or Wrestling as their proficiency. • If a character is forced into using a different proficiency, either by Grappling, Disarming, or other circumstances, they immediately gain or lose CP equal to the difference between their current proficiency and the one being switched to. If they’re the same level, then nothing is lost. This can result in a character being forced to use a Default from their current proficiency, often to disastrous results. A character with CP reduced to 0 in this way is not subject to Overshock. • If a character is eligible to use multiple Proficiencies (I.E., while wielding a 2H Sword in one hand using Off-Hand) they may not change between them except at the beginning of the Round. • If a character draws a new weapon mid-action, say with Quick Draw, the new proficiency is immediately applied.

Proficiencies

Wrestling Core Superior Clinch Superior Trip Superior Disarm Superior Grapple

Tier 1 Grapple Upgrade: Superior Trap Grapple Upgrade: Superior Takedown Grapple Upgrade: Superior Throw Feint

Tier 2 Grapple Upgrade: Superior Break Grapple Upgrade: Superior Reversal Grapple Upgrade: Superior Escape

Pugilism Core Disarm Unarmed Upgrade: Superior Unarmed Strike (Choose Two, Kick, Punch, Elbow, Knee) Clinch Superior Arm Parry

Tier 1 Superior Void & Strike Unarmed Upgrade: Superior Unarmed Strike (Choose one, Kick, Punch, Elbow, Knee) Superior Disarm Superior Trip Superior Duck Superior Dodge

Tier 2 Superior Clinch Unarmed Upgrade: Superior Unarmed Strike (Whatever is left, Kick, Punch, Elbow, Knee)

Dagger Core Disarm Deep Draw-Cut Quick Draw Clinch

Tier 1 Feint Superior Arm-Parry Superior Disarm

Tier 2 Superior Feint Riposte Cross-Riposte

1H Sword Core Push Cut Deep Draw Cut Beat Pommel Strike Riposte Tier 1 Simultaneous Block/Attack Simultaneous Parry/Attack Half-Sword Quick Draw Hilt Push Feint Shield Bind Superior Riposte Cross-Riposte Superior Pommel Strike

Tier 2 Superior Beat Superior Feint Murderstrike Superior Shield Beat Superior Shield Bash

2H Sword Core

Tier 1

Tier 2

1H Blunt Core

Tier 1

Tier 2

2H Blunt Core

Tier 1

Tier 2

Spear Core

Tier 1 Shield Bind Beat Feint Simultaneous Block/Attack Tier 2 Disarm Superior Feint Simultaneous Parry/Attack

Polearm Core Beat

Tier 1 Disarm Simultaneous Parry/Attack Superior Hew Superior Break Superior Hook

Tier 2 Feint Riposte Cross-Riposte Superior Disarm Superior Beat

Missile Proficiencies Missile Proficiencies work very similarly to Melee proficiencies, but with a few small differences. -Missile Proficiencies have no Defaults. -Missile Proficiencies have a different leveling scheme as displayed on Table 4.1 below, having only Core and Tier 1. -Missile Proficiencies have their own slots in Schools, and cannot be taken in place of normal melee proficiencies. 36-25 Table 4.1: Missile Proficiencies Level Pool Unlock Cost

1 1 Core Maneuvers 3

2 2 1

3 3 1

4 4 1

5 5 1

6 6 1

7 7 1

8 8 1

9 9 1

10 10 Tier 1 6

Bow Core Shoot Aim Quick Shot OR Full Bend

Tier 1 Melee Shot [Upgrade Quick Shot or Full Bend to Superior level, OR gain the one you didn't choose in Core.]

Crossbow Core Shoot Aim

Tier 1 Melee Shot Superior Aim

Pistol Core Shoot Melee Shot

Tier 1 Aim Superior Melee Shot

Arquebus/Musket Core Shoot Melee Shot Aim

Tier 1 Superior Aim

Javelin Core Fling

Tier 1 Aim Catch

Sling Core Fling

Tier 1 Aim Alternate Weapon Usages Many weapons can be used in ways that differ from their primary usage. This includes wielding two weapons at once, one in each hand, and wielding certain two-handed swords in one hand. These have very simple rules for ease of use.

Dual Wielding Dual wielding involves using a weapon in each hand. This has come up many times throughout history and legend, and is often associated with exceptional skill or prodigious talent. In reality, two-weapon fighting was not merely the province of legendary swordsmen like Miyamoto Musashi, or Pal Kiniszi. Though fighting with two swords was very unusual, fighting with a sword and a smaller companion weapon, like a dagger, was not at all unusual at many points in history. References to double-rapier styles (the infamous “Case of Rapiers”) abound, though it was never taken as seriously as the more formal styles of dueling.

The chief advantages of using two weapons instead of a single weapon, or a weapon and a shield, are that the secondary weapon can be used to parry, trap, or bind the opponent’s weapon, or make a counter-attack on its own. The disadvantages range from not having a shield to the awkwardness of using a large weapon in one’s off-hand, the inability to quickly grasp something with the free hand.

• When Dual-Wielding, always use the Proficiency of the weapon in your primary hand (if you are Ambidextrous, you may choose which Proficiency you use) for terms of CP and available maneuvers. • Dual Wielding with two daggers or other S reach or smaller weapons incurs no penalty. • Dual Wielding with a dagger or other S reach or small in the off-hand and a proper weapon in the primary hand incurs no penalty. • Dual Wielding with two larger weapons in each hand incurs a -2 penalty to CP, unless the character has the Ambidexterity Boon, in which case no penalty is suffered.

One-Handing Large Weapons Certain weapons, while designed foremost to be used with two hands, could be wielded in one when the situation demanded it, most often as cavalry swords while mounted, where one hand is needed to control the reins. To represent this, certain 2H weapons (generally swords) have a “Hand-Off” rule, and a second profile that is 1H instead of 2H. Use the stats appropriate to the number of hands being used to hold the weapon. Switching from the 2H grip of a sword to a 1H grip has no cost, and can be done at the beginning of any Action. Switching back, assuming the other hand is still free (and attached to the body) can be done the same way. Maneuvers

Maneuvers are essentially “moves” used in combat. This can be anything from parrying a blow to firing a pistol. Most Maneuvers involve devoting Combat Pool dice to them, and then rolling these as an attack or a defense against an enemy. Some have more subtle effects, like changing the way a weapon is held, distracting or blinding an enemy, or maneuvering around them in combat.

Maneuvers are divided into simple categories based on what they do, and when they can be used. For example, a Parry is a Weapon Defense, because it involves parrying an attack with a weapon. A Lance Charge is a Mounted Weapon Attack Maneuver, since it involves a kind of attack that can only be performed when mounted with a weapon.

Some Maneuvers are “Universal,” meaning that they are known automatically at Character Generation, while others are “Advanced,” and must be learned through Proficiencies in order to be used. Advanced maneuvers are noted with a * in the lists.

Remember, Basic Maneuvers are always available, but a character can only use an Advanced Maneuver if he is currently fighting with a Proficiency that has that Maneuver unlocked.

Maneuvers all follow the following format.

Maneuver Name [Cost] Type [This is the type of the maneuver, for reference to how it can be used. If the proficiency is tagged as Universal, it can be used with any Proficiency. If it is tagged as Advanced instead, the entry will also list which Proficiencies receive the maneuver.] Requirements: [These are the requirements to perform the maneuver. Maneuver: [This is the actual mechanic for performing the maneuver.] Success: [This is what happens in the maneuver succeeds.] Failure: [This is what happens if the maneuver fails. If a maneuver has no Failure listed, then it is simply “Negated,” a generic failure that has no special effect. Special: [Additional Mechanics, Conditions and Restrictions go here.] Superior: [Some Maneuvers have “Superior” versions that increase the effectiveness of the Maneuver, reduce its cost, or otherwise improve it. Using the Superior version of a Maneuver is optional, the lesser version can always be used.]

Some Maneuvers, like Grappling and Hilt-Push, result in a special state in which additional Maneuvers become available. These are indicated by having the parent Maneuver’s name before theirs. I.E., Hilt Push: Grapple, or Hilt Push: Lever-Down.

Attack Maneuvers Weapon Strike, Thrust, Weapon Throw, Beat, Break, Deep Draw Cut, Disarm, Hew, Hook, Melee-Fire, Pommel Strike, Push Cut

Unarmed Elbow, Headbutt, Kick, Knee, Punch, Trip, Offensive Clinch

Shield Shield Bash, Shield Beat, Shield Feint

Special Attacks Blind-Toss, Strangle

Defensive Maneuvers Parries Parry, Riposte

Unarmed Arm Parry, Defensive Clinch

Blocks Block

Voids Closing Void, Dart-Out, Dodge, Evade, Take Cover

Special Defenses Do Nothing

Grappling Advantage Limb-Break, Coup de Grace, Pin, Strangle, Takedown, Throw, Trap

Disadvantage Slip, Twist

Universal Force, Unarmed Attack, Use Weapon

Mounted Offensive Bite, Horse Kick, Lance Charge

Defensive Disengage, Lean, Swirve

Passing Rideby, Trample

Cross-Fighting Maneuvers Cleaving Blow, Cross-Attack, Cross-Riposte

Hilt Push Advantage Hilt Push: Lever-Down, Hilt Push: Slide-Cut, Hilt Push: Slide-Thrust, Hilt Push: Clinch, Hilt Push: Halfsword, Hilt Push: Pommel Strike

Disadvantage Hilt Push: Wind, Hilt Push: Bind, Hilt Push: Withdraw Instant Maneuvers Instant Weapon Maneuvers Halfsword, Quickdraw, Quick Defense, Murderstrike

Instant Special Maneuvers Steal Initiative

Simultaneous Maneuvers Simultaneous Parry/Attack, Simultaneous Block/Attack, Double Attack, Double Shot

Missile Shooting Shoot, Rapid-Shot, Power-Draw, Braced Shot, Reload Throwing Fling, Double-Fling Universal Aim

Mobility Basic Thread the Needle, Obstruction, Outmaneuver

General Actions There are lots of things in combat that a character could do (or be forced to do) that do not quite warrant a Maneuver’s complexity. Standing up after being knocked down, drawing a sword or other weapon, unshouldering a musket, picking up a dropped weapon, lowering the on a helmet, or shouting something to an ally.

General Actions cover these small affairs. A General Action can be performed in addition to Maneuvers during the Bout. Only one General Action can be performed in each Action Phase.

Draw a Weapon Drawing a weapon can be done automatically as long as there is a weapon sheathed or affixed in a place where it can be drawn easily (a spear or similar weapon stuck in the ground sticking up so that it is easily accessable also counts) a hand free to draw the weapon, and nothing interrupts the Action. At the end of the Action, the weapon is considered drawn and can be used normally from the start of the next Action. The removal of the weapon or free hand, or the suffering Overshock, all cancel a Draw Weapon General Action.

Pick Up a Weapon Picking up a weapon off the ground is a bit harder than drawing one from a sheath at the belt. This involves bending over and grabbing the weapon, or manipulating it with one’s feet somehow. This is not so simple. It requires a weapon to pick up, a free hand to grab the weapon, and that you spend 4 CP and roll a Mobility Test at RS equal to 1+Weapon Weight+Terrain Modifiers. If successful, the weapon is picked up at the end of the Action. The removal of the weapon or free hand, or the suffering Overshock, all cancel a Draw Weapon General Action. An opponent near the weapon may spend 3 CP to roll their Mobility at the same RS, and add Bonus Successes to the RS required for you to successfully pick the weapon up. Failure results in the weapon not being picked up.

Stand Up Standing Up is done when in a Prone position. A character can attempt to Stand Up during an Action at no cost. They still suffer the halved pool this Action, but are no longer Prone at the end of the Action. Once a character begins a Refresh standing up, they regain their full CP as normal. If a character is forced to make a Stability roll while Standing Up, the RS is increased by 1. Failure does not halve their Combat Pool again, but cancels the Stand Up action.

Say something A character can speak at no cost as a General Action, but remember that each Action is about 1 second long on average. This is generally enough for two or three syllables. “Kill him!” or “Watch out!” or “Formation!” are appropriate examples of something that can be said (or barked) as a Say Something action.

Retrieve something from Pack/Pockets/Pouch Retrieving something from a backpack or belt pouch can take between 1-3 Actions performed consequtively. This General Action requires at least one free hand (possibly two, GM’s discretion) and access to the thing that is to be retrieved. If any are interrupted (Overshock resulting in a failed Stability roll, loss of the retrieving hand(s), loss of the pack/pouch, etc) then the action is failed.

Attack Maneuvers

Attack Maneuvers are generally (though not always) declared with Initiative. These all involve some sort of offense aimed at an enemy. Attack Maneuvers are divided into sub-categories, which when referenced should be denoted with Attack (I.E., an Unarmed Maneuver in this category is an Unarmed Attack, a Weapon Maneuver in this category is a Weapon Attack, etc.)

Weapon Attacks

Strike [X] Universal Requirements: Wielding a weapon with a Strike value Maneuver: Weapon Attack at Weapon Range with X dice rolled at Weapon Strike TN, aimed on the Strike Table. Success: Inflicts damage equal to [STR+Weapon Strike Damage+Bonus Successes] to Strike Location. Damage is of listed Weapon Strike Damage Type. Power Attack (1-2): When declaring Strike, you may spend up to (2) CP to increase Strike damage by an amount equal to the number of CP spent.

Gallant declares a Strike with 6 dice, and Power Attacks for 2 additional CP. If he hits, he’ll inflict STR+Weapon Strike Damage+Bonus Successes+2 for Power Attack.

Thrust [X] Universal Requirements: Wielding a weapon with a Thrust value. Maneuver: Weapon Attack at Weapon Range, rolled at Weapon Thrust TN, aimed on the Thrust Table. Success: Inflicts damage equal to [STR+Weapon Thrust Damage+Bonus Successes] to Thrust Location. Damage is of listed Weapon Thrust Damage Type. Special: When rolling an Initiative Test to determine attack order while making a Thrust, you may roll 1 additional die in the Test for the Thrust.

Goofus declares a Thrust with his hatchet, knowing that the Special rule gives him a bonus on Initiative Tests, and he’s going Red/Red. Unfortunately, though he wins the Initiative test, the hatchet inflicts virtually no damage on the thrust. His opponent’s flail finishes its high arc, and... Weapon Throw [X+1] Universal, Thrust-Like Requirements: Have a weapon to throw. Maneuver: Thrust-Like Weapon Attack at either LL range or current Combat Range with X dice at the Throw TN of the weapon (see Throwing Weapon Table) aimed on Thrusting Target Zone. Weapon is thrown. Success: Inflicts [STR+Weapon Throwing Damage+Bonus Successes] to hit location determined on Thrusting Zone Table. Weapon may be embedded in target, or fallen nearby (see Catch Chance rules) Failure: In addition to having no effect, weapon has likely flown past target or is stuck in shield. Special: These attacks can be parried at +2 activation cost, or Blocked/Voided as normal.

Richtofen looks up from the pitiful pagan dog he has just eviscerated, and sees a brave, greataxe-armed warrior approaching him, shouting a challenge, and swearing victory by his heathen thunder-god’s mighty hammer. Richtofen, having a sense of humor, declares a Throw to huck his warhammer at the infidel with 8 dice. His foe attempts to Void for 6 dice. Richtofen succeeds by 3, and inflicts 11 Bludgeoning damage (6+2+3) with AP 1 from the hammer. The pagan’s sternum is caved in by the blow. Richtofen takes a moment to slap his thigh in mirth, before returning to the massacre.

Beat [0] Universal, Strike-Like Requirements: Have a weapon with a Strike TN. It must be the Round immediately after Orientation Declaration, and you must have declared Aggressive. Maneuver: Strike-Like Weapon Attack at Strike TN of weapon targeting enemy Weapon or Shield. Halve all Range costs for this maneuver. Success: Enemy cannot use targeted Weapon or Shield to perform any action until Refresh. Enemy suffers Stun equal to Bonus Successes. Superior: You may now declare this Maneuver in any Action immediately after the Refresh if you have Initiative.

Break [2] Universal, Strike-Like Requirements: Have a weapon with Strike TN. Target has a weapon. Maneuver: Strike-Like Weapon Attack at Weapon Range at Strike TN, aimed at enemy's weapon. Success: Enemy weapon sustains damage equal to [STR+Weapon Strike Damage+Bonus Successes]. If the amount of damage dealt exceeds the Damage Threshold (listed below) for the targeted weapon, it Breaks, and becomes useless except as a potential improvised weapon. (at GM’s discretion, a spear or polearm may effectively become a quarterstaff after being Broken, a wood- hafted blunt weapon might become a truncheon, etc). Special: This Maneuver cannot be Parried, and ignores Range modifiers. The user does not move to their weapon’s range on a successful attack, but may if the weapon is broken. Superior: With a successful Break, enemy suffers Stun equal to Half Bonus Successes.

Weapon Damage Threshold

Dagger 8

Light Sword 12

Robust Sword 15

Wood-Hafted Blunt 10

Metal-Hafted Blunt 15

Spear/Polearm 10

Langeted/Reinforced 12 Spear/Polearm Deep Draw-Cut [0] Advanced: 1H Sword, 2H Sword, Strike-Like Requirements: You have a weapon with the Draw quality. Maneuver: Declare a Strike attack as normal with your weapon that would apply the Draw quality, but decrease the Range of the weapon by one step (Medium to Short, Short to Hand, etc) paying Range costs for the new Range if necessary. If this attack is successful and inflicts Draw damage, double the amount of Draw damage inflicted.

Disarm [X+1/2] Advanced: Grapple, Pugilism, 1H Sword, 2H Sword, 1H Blunt, 2H Blunt, Spear, Polearm, Strike-Like OR Punch-Like Requirements: None Maneuver: Strike-Like Weapon Attack at Weapon Range at Parry TN, OR Punch-Like Unarmed Attack at Hand range at Punch TN 6, targeting enemy weapon. Success: Enemy must make a Knockdown test with RS equal to Bonus Successes. If this test is failed, the targeted weapon is removed from the enemy's grasp, and either retained by you, dropped at your feet, or thrown several yards away at your discretion. Special: The second Activation Cost represents the use of this maneuver as a defense. If an enemy’s weapon is Two Handed (2H) the enemy gains a +3 bonus to his Knockdown test. The enemy may opt to ‘drop’ the weapon by letting the disarm go through without resisting it and retaining CP. This does not automatically give initiative, however. Superior: When disarming an enemy Defensively with a 2H weapon, they do not gain the normal +3 bonus to the Knockdown test.

Hew [0] Universal, Strike-Like Requirements: Have a weapon with Strike TN. Maneuver: Strike-Like Weapon Attack at Weapon Range, at Weapon Strike TN targeting enemy Shield. Success: Defender takes Stun equal to half of Bonus Successes. Defender's Shield then sustains damage equal to [STR+Weapon Damage+Bonus Successes] against its AV. If the damage equals or exceeds the AV, the shield is destroyed and any excess damage is applied to the defender's Shield-Arm (roll on Arm Strike Table). Special: This maneuver cannot be Blocked, but can be Parried or Voided, or Dodged if the shield is a buckler. This does not count as an attack aimed at a limb for the purposes of Voiding. Superior: When successfully Hewing a shield, you may, instead of transferring excess damage to the shield-arm, instead move it to the Chest zone (roll on Chest Strike Table).

Hook [1] Universal, Strike-Like OR Thrust-Like Requirements: Have a weapon with the Hook quality. Maneuver: Strike-Like Weapon Attack at Weapon Range, at Weapon Strike TN, OR Thrust-Like Weapon Attack at Weapon Range at Thrust TN, targeting enemy Shield or Enemy Legs. Success: If targeting Enemy, Enemy must make a KD roll equal to Bonus Successes or be rendered Prone, and suffer Stun equal to bonus Successes. If targeting Shield, Enemy cannot use his shield in the following Action, and must make a KD roll equal to Bonus Successes or lose Shield altogether as it is dragged away. Superior: If targeting an Enemy on a mount, add Bonus Successes to the number of feet that the character effectively falls after being pulled from saddle.

Melee-Fire [Variable+X] Universal, Thrust-Like Requirements: Have a loaded Shooting Weapon ready in the hand, or declare this maneuver with Quickdraw on an holstered/slung loaded Shooting Weapon. Activation Cost: If weapon is already in hand and readied, 0. If weapon has just been Quick-Drawn, 2. Description: Thrust-Like Weapon Attack with X not exceeding Missile Weapon Proficiency at LL OR Current Range with Shoot TN of weapon, aimed on Thrust Table. Success: Inflicts damage appropriate for a ranged attack with the weapon used, using Bonus Successes from the roll as normal, but rolling on Thrust Target Zone. Failure: Attack fails. If this attack is successfully Blocked, do not negate the attack, instead add the Shield AV+Bonus Successes to the AV of the location hit, and then resolve attack as though it had been Successful with 0 Bonus Successes. Special: If this attack is defended against with a Parry-Like Maneuver, there is an additional Activation Cost to the defense equal to Reach Difference between the shooter and defender.

Pommel Strike [0] Advanced: 1H Sword 2H Sword, Thrust-Like OR Strike-Like Requirements: Have a sword or any other weapon with a pommel. Maneuver: Thrust-Like Weapon Attack at Hand Range at Weapon Thrust TN-1, aimed on Thrust Table, OR Strike-Like Weapon Attack at Hand-Range at Weapon Strike TN-1, aimed on Strike Table. Success: Inflicts Bludgeoning damage equal to [STR+0+Bonus Successes] to Thrust/Strike Location. Superior: Pommel Strike also inflicts [2 Stun+Bonus Successes] on hit.if targeting the Head Zone.

Push-Cut [1] Advanced: 1H Sword 2H Sword, Thrust-Like Requirements: You have a weapon with both a Strike profile that inflicts Cut damage, and a Thrust profile. Maneuver: Thrust-Like Weapon Attack at Weapon Range, rolled at [Weapon Thrust TN+1], aimed on the Thrust Table. Success: Inflicts damage equal to [STR+Weapon Cut Damage-1+Bonus Successes] to Thrust Location. Damage is of Cutting Damage Type. Special: When rolling an Initiative Test to determine attack order while making a Thrust, you may roll 1 additional die in the Test for the Thrust. This Attack does not apply any Crushing, Armor Piercing Strike, Armor Piercing Thrust, or Shock effects. It does inflict Draw damage.

Unarmed Attacks

Elbow [X] Universal, Unarmed Requirements: An arm with which to strike. This can be done while holding a weapon, at GM's discretion. Maneuver: Unarmed Attack Attack at Half-Arm range with X dice at Punch TN 7 at Swinging or Thrust Target Zone. Success: Inflicts Bludgeoning Damage equal to [STR-2+Bonus Successes] to chosen (Swinging or Thrust) Location. Failure: If parried, suffer a Strike or Thrust (opponent’s choice, GM adjugates) to Elbowing Arm with dice equal to half of Defense successes from parrying weapon. Special: If elbow is armored in metal, add +1 to damage. Superior: Your elbows now inflict an additional +2 damage.

Gallant has Pinned his opponent’s arm, torso, and neck using the Grappling rules, and delivers a savage elbow to his victim’s head with 12 dice. He rolls 8 successes to the defenseless fool, and inflicts STR-2(4)+8 damage, for a total of 12! Alas, poor Goofus... Headbutt [X+1] Universal, Unarmed Requirements: None. No hands required. Maneuver: Unarmed Attack at Half-Arm range with X dice at Headbutt TN 8 at Thrusting Target Zone (Must aim for Head or Chest) Success: Inflicts Bludgeoning Damage equal to [STR-2+Half Bonus Successes] to Thrust Location. Target suffers Stun equal to Bonus Successes. Half of damage done is inflicted back on Upper Head. Failure: If parried, suffer a Strike or Thrust (opponent’s choice, GM adjugates) to Upper Head with dice equal to half of Defense successes from parrying weapon. If Blocked, suffer a Shield Bash to Upper Head with dice equal to half of Defense successes from Shield used. Special: If head is protected with a Helmet (chain coifs do not count) the Head receives no damage back upon it from this attack, and the Headbutt instead inflicts [STR+0+Half Bonus Successes] Damage.

Kick [X+0/1] Universal, Unarmed Requirements: Have a leg free to kick. Maneuver: Unarmed Attack at Short range with X dice at Kick TN 8 at Thrusting or Swinging Target Zone. Success: Inflicts Bludgeoning Damage equal to [STR-1+Bonus Successes] to Thrust/Strike Location. Additionally forces Knockdown at RS equal to Bonus Successes or be knocked prone. Failure: If parried, suffer a Strike or Thrust (opponent’s choice, GM adjugates) to Kicking Leg with dice equal to half of Defense successes from parrying weapon. Special: If aiming a Kick attack above the waist, Activation Cost is 1. If wearing /Steel Boots, add +1 to damage. Superior: Your kicks now inflict an additional +2 damage.

Gaston has just discharged his blunderbuss into a dubious brigand, but he has no melee weapon with which to defend himself from yon brigand’s comrade! He levels a kick at the blaggard with 14 dice, and after opponent’s defense succeeds with 3 Bonus Successes. He inflicts negligible damage to the armored brigand, but the enemy must make an RS 3 Knockdown test or be rendered prone. The brigand fails, and is flung backwards onto the ground, giving Gaston enough time to pour a fistfull of silverware down the barrel of his blunderbuss, and….

Knee [X+0/2] Universal, Unarmed Requirements: Have a leg free to knee. Maneuver: Unarmed Attack at Half-Arm range with X dice at Knee TN 7 at Thrusting Target Zone Success: Inflicts Bludgeoning Damage equal to [STR+0+Bonus Successes] to Thrust Location. Failure: If parried, suffer a Strike or Thrust (opponent’s choice, GM adjugates) to Kneeing Leg with dice equal to half of Defense successes from parrying weapon. Special: If aiming a Knee above the waist, Activation Cost is 2. If wearing metal knee-armor, add +1 to damage. Superior: Your knees now inflict an additional +2 damage.

Inspector Direm is casually going about his business oppressing the peasantry, when, upon turning around, he is met by the infamous bandit Skiddro, who delivers a flying knee to the villainous villein’s face. Surprised, the Inspector’s defense is only 4 dice, and Skiddro’s Flying Knee, delivered with 10 dice (plus two for aiming above the waist) succeeds with 8. Skiddro inflicts 6 damage (Strength+0+4 Bonus Successes) against the Inspector’s 4 TOU, inflicting a level 2 Wound. Oh, it’s on now.

Punch [X] Universal, Unarmed Requirements: Have a hand with which to strike. This can be done while holding a weapon, at GM's discretion. Maneuver: Unarmed Attack at Hand range with X dice at Punch TN 6 at Thrusting Target Zone. Half of damage done is inflicted back on Hand. If you strike a hard surface (metal armor, the upper head, a shield) you receive full damage back upon your hand. Success: Inflicts Bludgeoning damage equal to [STR-2+Half Bonus Successes] to Thrust Location. Failure: If parried, suffer a Strike or Thrust (opponent’s choice, GM adjugates) to Punching Arm with dice equal to half of Defense successes from parrying weapon. Special: If fist is armored in metal/has brass knuckles/knuckledusters etc, add +1 to damage, and suffer no damage back upon hand. Superior: Your punches now inflict an additional +2 damage.

Goofus declares a Punch with 12 dice, and scores 8 successes. Amazing! However, he strikes his opponent squarely in the chest, which is armored with a Heartguard! He inflicts Strength(4)-2+Half Bonus Successes (6) for a total of 8 damage, which unfortunately does absolutely nothing to his foe’s plate-armored chest. This damage is inflicted back on Goofus, and after TOU inflicts a Level 3 wound to his hand! Poor man!

One-Two Punch [X+2] Advanced: Pugilism, Unarmed Requirements: Have two hands with which to strike. This can be done while holding a weapon or weapons, at GM’s discretion. Maneuver: Activate this Maneuver after resolving a Punch. Pay 2 CP, and immediately declare a second Punch to the same Target Zone as the first with X. X cannot be more than the dice devoted to the original Punch. This new Punch resolves in the same Action, at the same Initiative, as the first Punch. The enemy’s Defense to the original Punch (if any) is used against this second Punch without rolling, at the same Successes as the original. The target may declare a Quick Defense to add dice to the original defense, but if this is done, all dice must be re-rolled at the new TN for Quick Defense. Special: You may declare another One-Two Punch after resolving a One-Two Punch, but you must pay the costs again.

Trip [X] Universal, Unarmed Requirement: None Maneuver: Unarmed Attack at Half-Arm Range, at TN 8. Success: Enemy must make Knockdown at Bonus Successes or be rendered Prone. Special: This maneuver may not be Blocked or Parried, it can only be Voided with the Dodge or Void maneuver. Superior: If the enemy is successfully Tripped, he also suffers Falling damage as though he had just fallen a number of feet equal to Bonus Successes.

Clinch (Offensive) [X] Universal Requirements: None, requires limbs Maneuver: Grappling Attack at Hand range with X dice at Clinch TN 8. Success: You and your target are now Grappling. Any unresolved Actions between you are negated and refunded for half the CP invested. You gain additional CP equal to Bonus Successes at the start of the next Action. When you enter the Grapple, you must either switch to your Wrestling Proficiency, or Default to Wrestling from your current Proficiency. Failure: If Parried or Blocked, you suffer a Strike, Thrust, or Shield Bash (depending on Parrying/Blocking device, GM's discretion) to your arms (left 1-3, right 4-6), chest (7-8) or head (9-10) without Bonus Successes. Superior: Clinch resolves at Clinch TN 7. Shield Attacks

Shield Bash [X] Universal Requirements: Have a Shield Maneuver: Attack with X dice dice at Hand Range at Shield Bash TN at Thrusting Target Zone. Success: Inflicts Bludgeoning damage equal to [STR+Shield Bash Damage+Bonus Successes] to Thrust Location. Special: Parry-Like defenses made against a.Shield Bash are made at +1 TN. Shield Bash cannot be performed as part of any Simultaneous maneuver, Off-Hand maneuver or Double Attack. Superior: Successful Shield Bash additionally forces a Stability test at RS equal to Bonus Successes or be knocked prone.

Dietrich, having just spitted a Bohemian rebel on his sidesword, finds an officer in full armor approaching him from an unseen quarter. His sword won’t be able to penetrate that armor, so he declares a Shield Bash to the face on the Hussite rascal with his rodela with 8 dice. The Hussite is in full armor, so his Void costs would be high. He attempts to Parry with 10 dice. Dietrich rolls 5 successes, while the Hussite rolls 5, but because Parry Successes are halved against Shield Bash, Dietrich succeeds with 5 Bonus Success, and inflicts 11 damage, inflicting a level 1 wound to the Hussite through his helmet. That might give him the leg-up he needs to take this guy down.

Shield Beat [2] Universal, Bash-Like Requirements: Have a Shield. Maneuver: Bash-Like Shield Attack at Shield Bash TN targeting enemy Shield or Weapon. Success (Shield): Target Shield does not grant AV for this or the next Action, and cannot be used to Block for the next Action. You do not gain AV from your Shield in the next Action. Succeess (Weapon): Target Weapon cannot be used as part of any Maneuvers in the next Action. You cannot Block with your Shield in the next Action. Superior: By paying 2 additional CP, you may target both an enemy’s Weapon and Shield with this Maneuver with the same Shield Beat, and both effects occur if the Maneuver is successful.

Shield Feint [1] Universal Requirements: Have a Shield, make an attack with another weapon. Maneuver: Spend Activation Cost to change declared attack from current one to a Shield Bash maneuver, aimed at the same or a new location, using the same dice. Pay CP for Range Costs, if necessary. You may activate this maneuver after an enemy has declared a defense against your other attack. Special: If the target’s defense against the attack that Shield Feint turns into a Shield Bash would have been illegal to use against a Shield Bash, it is negated, and half of the CP devoted to it is lost, while the other half is returned to the defender’s Combat Pool. The target must then either declare a Quick Defense in order to use a legal defensive maneuver against the Shield Bash, or suffer its full impact.

Gallant declares a Cut with his arming sword to his opponent’s neck with 6 dice. His opponent, who is well armored, declares a Parry with 8 dice. Gallant activates Shield Feint, switching his Cut to a Shield Bash with 6 dice to the face. He has to pay an additional 2 dice for Reach, but his opponent’s defensive successes are halved, because of Parry’s penalties against Shield Bash.

Special Attacks Blind-Toss [X+Variable] Universal Requirements: Have something to throw in-hand or within quick and easy reach (hat, scarf, cloak, sand/dirt, etc) must be at EL range or shorter. Maneuver: Attack at TN 5, ignores all Range modifiers. Success: Enemy's ATN and DTN is increased by 1 per Bonus Success to a maximum of 10 until the end of the next Action Phase. Special: This maneuver Activation Cost is equal to X+half of the target's Perception Score, +1 for each time you have used this maneuver on that character before. This is not limited to one fight—every single time you use this maneuver on a character, your activation cost for it increases by 1 against that character. This Maneuver cannot be used as part of any sort of Simultaneous action. If this man This maneuver cannot be Parried, but may be Blocked or Voided. When rolling an Initiative Test to determine attack order while making a Blind-Toss, you may roll 3 additional dice in the Test for the Blind-Toss.

Gallant’s saber has just been knocked out of his hand by his intrepid foe, Goofus. Desperate, and having just won the initiative back with a Duck, Gallant flings a fistfull of sand at his foe with 5 dice. Goofus ignores it, and tries to launch a Strike past it. Gallant scores 3 successes, moving Goofus’s Strike TN to 10. Goofus scores no successes, having been caught in the face with a fistful of sand. He wipes the stuff from his eyes, and opens them, enraged, to the sight of Gallant pulling back the hammer of his raised pistol with a thumb. Alas, poor Goofus…

Strangle [X] Universal, Clinch-Like Requirements: Are behind an enemy, either through stealth, Outmaneuver, etc. Have two arms (hands optional), a wire/cord, some sort of bar, any other potential strangling device, etc. Maneuver: Clinch-Like Attack with X dice at Strangle TN 8. Success: Immediately enter the Clinch, with your opponent’s Head trapped, and resolve a Choke maneuver (using whatever tool you initiated the Strangle with) with Bonus Successes as automatic successes. You may maintain the Choke as normal in the coming rounds. Special:.If using a wire or a bar, Strangle TN is 7.

Defense Maneuvers

Parries Parry Universal Requirements: Have a weapon/device/anything with a parry TN Maneuver: Defense with X at Weapon Parry TN. Success: Enemy attack negated. Gain Initiative if any Bonus Successes are scored. Special: You may only declare this maneuver once per Action with a weapon. If you have two weapons, you may declare a Parry and an Off-Hand Parry simultaneously, against two separate attacks.

Riposte [2+X] Advanced: 1H Sword, 2H Sword, Polearm, Spear, 1H Blunt, 2H Blunt Requirement: Have a weapon with a Parry TN and a Strike or Cut TN. Maneuver: Parry-Like Defense with X at Weapon Parry TN. Success: Negates enemy attack and gains initiative. You may follow through Riposte next Action by declaring a Strike-Like or Thrust-Like Maneuver on enemy whose attack was negated by this maneuver. If you do so, your attack gains bonus dice equal to enemy successes on Countered attack. Superior Riposte: You may, in addition to a Strike or a Thrust, follow through Riposte with a Grapple, Half-Sword, Hook, or Trip (paid for normally) gaining bonus dice equal to enemy successes on the Countered attack as normal.] Special: You may only declare this maneuver once per Action with a weapon.

Unarmed Arm Parry Universal Requirement: Have a free arm that at least extends to the forearm (prosthetics can be used for this) with which to parry. Maneuver: Parry-Like Defense with X at Arm Parry TN 7. Success: Enemy Attack Negated. If Enemy Attack was a Strike or Thrust, or Strike-Like/Thrust-Like, it inflicts a Strike or Thrust to parrying limb with 0 Bonus Successes. Total Damage is reduced by Arm Parry Bonus Successes. Faulure: Enemy Attack Resolves as normal. If Enemy Attack was Strike or Thrust, or Strike-Like/Thrust-Like, it inflicts a Strike or Thrust to parrying limb with 0 Bonus Successes in addition. Special: If Arm Parry is used against an attack targeting the limb used for Arm Parry, the Arm Parry TN increases to 8.

Defensive Clinch Universal Requirements: None, requires limbs Maneuver: Unarmed Attack at Hand range with X dice at Clinch TN 8. Success: You and your target are now Grappling. Any unresolved Actions between you are negated and refunded for half the CP invested. You gain additional CP equal to Bonus Successes at the start of the next Action. Failure: If Parried or Blocked, you suffer a Strike, Thrust, or Shield Bash (depending on Parrying/Blocking device, GM's discretion) to your arms (left 1-3, right 4-6), chest (7-8) or head (9-10) without Bonus Successes. Superior: Clinch resolves at Clinch TN 7.

Blocks Block Universal, Block Requirements: A shield or other item with a Block TN Maneuver: Block with X dice at Shield TN. Success: Enemy attack negated. You gain Initiative. Special: You may declare this maneuver any number of times per Action, if there are multiple incoming attacks to defend against.

Voids Closing Void Universal, Dodge Requirements: None. Maneuver: Dodge at TN 8 with X. Success: Enemy attack negated. You close a number of Reach Steps equal to Bonus Successes. You may choose to close fewer steps than your Bonus Successes. Failure: Enemy attack is not reduced by Successes from this maneuver, and hits with all Successes as Bonus Successes. Special: You may declare this maneuver any number of times per Action, if there are multiple incoming attacks to defend against. Dart Out [X+Encumbrance Penalty] Universal, Dodge Requirements: None Maneuver: Dodge at TN 8 with X. Success: Enemy attack negated. You retreat a number of Reach Steps equal to Bonus Successes, until you are at chosen range. Failure: You must make a Stability Test at RS equal to 1+Enemy Bonus Successes or become Prone. Special: If you increase the Reach between you and an enemy to LL, and still have Bonus Successes left, and no additional enemies are Targeting you who are closer than LL or Outflanking, you may choose to leave the Bout. Dart Out may be used as a Quick Defense without increasing its TN.

Void [X+Encumbrance Penalty] Universal, Dodge Requirements: None Maneuver: Dodge with X dice at TN 8 Success: Enemy attack negated. Does not Gain Initiative without 2 Bonus Successes. Special: You may declare this maneuver any number of times per Action, if there are multiple incoming attacks to defend against.

Gallant is being assaulted by a psychotic carpenter with a sledgehammer. The carpenter is making a Strike with 8 dice. Seeing an attack incoming, and having no weapon with which to parry, he declares a Void with 10 dice. He succeeds with 5 successes, the carpenter getting only 2. Gallant got lucky, and with his 3 successes he takes the Initiative, so that he can react before the nutball gets lucky.

Flee [X+Encumbrance Penalty] Universal, Dodge Requirements: Have not declared an Attack in either this or the previous Action. If it is the First Action, must have chosen Defensive Orientation. Maneuver: Dodge with X dice at TN 5. You may not declare more dice on this Maneuver than your current Mobility. Success: Enemy attack negated. You leave the Bout, and reenter the Bystander Pool. Special: If it is the First Round, and you have just declared Orientation, you cannot use this Maneuver unless you declared Defensive. You may declare this maneuver any number of times per Action, if there are multiple incoming attacks to defend against. Performing this Action triples your Fatigue gain for the Round (add Fatigue immediately if the Bout is ended by success). This does not combine with multiple uses of Flee in the same Action.

Take Cover [X+Encumbrance Penalty] Universal, Dodge, Requirements: The ability to move. This Maneuver can be used Defensively against an enemy roll, or Passively to assume a defensive position against future attacks. Maneuver: Cover Defense with X at Cover TN 5. Success [VS Maneuver] You gain Cover AV+Bonus Successes AV against enemy missile attack (and all sub-attacks, I.E. from multiple barrels, Scatter, etc) and retain it until you break cover. If enemy attack does not defeat Cover AV, it is not considered to have Hit you at all. Success [Passive] You gain a Full Cover AV (see Missile Combat Rules in Chapter 7 for details) equal to Cover AV+Bonus Successes, and retain it until you Break Cover. Failure [VS Maneuver] You do not gain Cover AV, but your Successes still reduce enemy Successes. Special: Take Cover immediately ends your actions in the Bystander Phase. If there is nothing at all that you can use to Take Cover, you can instead hit the dirt, and gain the lowest Cover AV (6) on the Table below. You become Prone as a result of Hitting the Dirt. If you are being targeted by multiple missile attacks, a Take Cover maneuver applies against all of them, there is no additional cost, and the maneuver must be declared only once. Apply the Take Cover roll individually to each separate attack.

Cover AV Table X.X Cover Cover AV

Tall Grass/Hit the 6 Dirt

Fence 12

Wooden Wall 18

Piled Dirt 24

Stone Wall 30

Special Defenses

Pass (Do Nothing) [None] Universal Requirements: None. You may ALWAYS choose to Do Nothing. Maneuver: You do nothing this Action. As you are undergoing no activity, you count as idle for purposes of Fatigue, meaning you may actually regain your breath in this time. If you are attacked and forced to perform a Quick Defense, you do not gain the Fatigue bonus from this maneuver.

Grappling Maneuvers Grappling Advantage

Coup de Grace [X+2] Universal, Grappling, Advantage Requirements: In the Clinch, have Advantage, wielding a weapon of Short reach or shorter with an arm that is not Trapped, Pinned or Locked. This weapon must inflict Piercing damage on the Thrust. Maneuver: Thrust-Like Grappling Attack with X at Weapon Thrust TN+1 aimed on specific location within Thrust Table. Success: Inflicts damage equal to [STR+Weapon Thrust Damage+Bonus Successes] to CHOSEN Thrust Location. Do not roll on table. This attack reduces AV from armor on Thrust Location by half. Special: If Face is chosen as Thrust Location for this maneuver, and the Target has either no helmet or a Helmet with the “Movable Visor” quality that is currently “down,” this maneuver optionally ignores all AV on Face from that helmet. (If there is additional armor beneath the visor, that still applies.) If the maneuver is successful, the helmet’s Movable Visor is also now considered to be Open. This attack does NOT suffer the increased activation cost for Ground Fighting. If your weapon being used (not enemy’s weapon) is a Dagger of Short length or less, you do not suffer a +1 TN for this maneuver.

Limb-Break Universal, Grappling, Advantage Requirements: At least one of enemy's body parts are Trapped as-per Trap maneuver above. Maneuver: Grappling Attack on Trapped Body Part at Break TN of Body Part with X dice. Arms: TN 6 Leg: TN 7 Head: TN 8 Torso: TN 9 Success: Inflict Bludgeoning Damage equal to [STR-2+Half Bonus Successes] to area chosen from list. This attack ignores all non-Hard armor, and Hard Armor only provides half its normal AV. Arms: Elbow, Wrist, Shoulder Head: Face, Neck/Throat. Leg: Knee, Foot, Hip Torso: Chest, Shoulder, Hip, Back Special: If the limb being targeted is Pinned, Break inflicts [STR-2+Bonus Successes] instead of its original amount, making it more effective. Superior: Break Damage is increased by 2.

Pin [X] Universal, Grappling, Advantage Requirements: In the Clinch, at least one of enemy's body parts is Trapped. Maneuver: Grappling Attack on Trapped Body Part at Pin TN 8 with X dice. Success: Target body part becomes Pinned. This is identical in effect to being Trapped, except that TNs increase by 2, instead of 1. Some maneuvers have a special bonus if used against a Pinned body part.

Choke [X] Universal, Grappling, Advantage Requirements: In the Clinch, enemy's Head is Trapped or Pinned. Maneuver: Grappling Attack at Choke TN 7 with X dice. Success: Enemy suffers Stun equal to Bonus Successes, and begins to suffocate. Each Action after the first, Choke can be “maintained” in place of performing another action. Maintaining a Choke is the same as performing the Choke action, but at TN 6, against enemy defense (if any). The enemy takes 1 Pain every Action that Choke is maintained (not the Action it is initiated) along with the Stun. When a character's Pain from Choke becomes equal to his Mobility score, he must make a WIL test each Action (at RS equal to 1 per point of Pain over the character's Mobility score) or lose consciousness for 1d10 minutes. If a character is Choked into unconsciousness, they must make a HLT test at RS 2 or die from a crushed glottis/windpipe/etc. Each Choke action after unconsciousness forces an additional test at +1 RS. If a character breaks the choke and manages to get free, they lose 1 pain for every 10 seconds they have to breathe without exertion (but only to a maximum of the pain inflicted by Choke). Special: If a Garrote, like a wire or cord, is used instead of bare hands or arms, the TN for Choke is 6, maintaining it is done at TN 5, and the Pain inflicted every Action that it is maintained is 2 instead of 1. If a character is Garroted into unconsciousness, they must make a HLT test at RS 4 or die after going unconscious, from a crushed glottis/windpipe/etc. Each Choke action after unconsciousness forces an additional test at +1 RS. If the neck is protected by plate armor like a or , the TN of Choke increases to TN 9, and maintaining it increases to TN 8. Garrotes cannot be used over characters with such protection.

Takedown [X] Universal, Grappling, Advantage Requirements: In the Clinch, have the Advantage. Maneuver: Grapplin Attack at Takedown TN 8 with X dice. Success: Grapple goes to Ground. While on the Ground, all maneuvers have a +1 activation cost, and the fighter with Advantage gains a -1 bonus to all maneuver TNs while retaining it. Throw [X+2] Universal, Grappling, Advantage Requirements: In the Clinch, have the Advantage. Maneuver: Grappling Attack at Throw TN 7 with X dice. Success: Victim is rendered prone, and suffers falling damage as though falling a number of feet equal to [(Strength+Bonus Successes)x2] onto whatever surface they are being thrown upon. (See Falling Damage on page [Q] for more details). Clinch ends unless the Takedown option detailed below is taken. If the Clinch ends, the Range of combat is set to Long. Special: -If you have Pinned one of the target's body parts and successfully Throw the target, you may move the result on the Falling Table by 1 per body part Pinned. -The +2 Activation Cost for throwing on the ground includes the penalty for being on the ground. Superior: You may re-roll on the Falling Table to see where damage is inflicted.

Trap [X] Universal, Grappling, Advantage Requirements: In the Clinch, have Advantage. Maneuver: Grappling Attack at Trap TN 7 with X dice, Targeting Head, Right Arm, Left Arm, Right Leg, Left Leg, or Torso. Success: Body part targeted becomes Trapped. All TNs increase by 1 for the victim until it is released. No actions can be taken involving the Trapped body-part (except for Force, to try and free the limb, or defenses as appropriate) until it is released. If a weapon is being held in a Trapped limb, the weapon itself is also considered to be Trapped. Superior: Trap TN is reduced to 6.

Grappling Disadvantage Slip [X] Universal, Grappling, Disadvantage Requirements: In the Clinch. Maneuver: Grappling Defense at Slip TN 6 with X dice. Success: Enemy maneuver negated, you gain Advantage. Special: If fight is on the Ground when performing a successful Slip, you may spend 2 CP after success to attempt to Stand (MOB test, opponent can oppose by spending 2 CP). Success moves the Clinch to Standing position. If Bonus Successes exceed 2, you may pay 2 CP to end Clinch, and return both characters to regular combat. If the fight is on the Ground, both characters are Prone.

Twist [X] Universal, Grappling, Disadvantage Requirements: In the Clinch. Maneuver: Grappling Defense at Twist TN 7 with X dice. Success: Enemy maneuver negated, you gain Advantage, you gain CP equal to Bonus Successes for the next maneuver. Special: If fight is on the Ground when performing a successful Twist, you may automatically move to Standing position. If successful, you may end Clinch, and return both characters to regular combat at Half-Arm Range. If the fight is on the Ground, both characters are Prone.

Grappling General Force [X+1] Universal, Grappling Requirements: In the Clinch, have one body part currently Trapped or Pinned. (You do NOT need to have Advantage to perform this maneuver, but it resolves after the character with Advantage's maneuver, and may NOT undo a Trap or Pin implemented by that maneuver). Maneuver: Select one of your Body Parts that is currently Trapped/Pinned. Grappling Attack at Force TN 7 (if Trapped) or Force TN 8 (if Pinned) with X dice. Success: Body part is no longer Trapped or Pinned. Special: This maneuver does not increase this TN any further for Traps or pins than is detailed in this maneuver, it is immune to the normal cumulative +1 TNs.

Unarmed Attack [X] Universal, Grappling Requirements: Be in Clinch, have at least one Unpinned limb. (You do NOT need to have Advantage to perform this maneuver, but it resolves after the character with Advantage's maneuver). Maneuver: Perform an Unarmed Attack maneuver (besides Clinch) as a Grappling Maneuver. Special: This attack does NOT suffer the increased activation cost for Ground Fighting. If a character is rendered Prone or pushed back as a result of a Kick, the Clinch ends immediately, and the Range of combat is set to Long.

Use Weapon [X] Universal, Grappling Requirement: Be in the Clinch. Have a weapon, OR have an opponent's weapon-arm Trapped or Pinned. In either case weapon must be of Short length or less (Half-Sworded weapons whose effective length is Short or less can be used.) (You do NOT need to have Advantage to perform this maneuver, but it resolves after the character with Advantage's maneuver). Maneuver: Perform a Strike or Thrust attack as a Grappling Maneuver with your own weapon at +1 TN with X dice, or with your opponent's trapped/pinned weapon, at +2 TN if trapped, or +1 TN if pinned with X dice.Success inflicts damage with weapon as normal for maneuver used. All weapon special rules are applied as normal, target can be chosen as normal. Special: This attack does NOT suffer the increased activation cost for Ground Fighting. If your weapon being used (not enemy’s weapon) is a Dagger of Short length or less, you do not suffer a +1 TN for this maneuver. Note: If yours or the enemy's weapon is a Missile Weapon that could be fired in this way (a pistol, small crossbow, carbine, etc) it can be fired instead, count it as a Thrust at Weapon Missile TN that inflicts damage as normal for that firearm.

Grappling Pommel Strike [2] Universal, Grappling Requirements: Be in the Clinch. Have a sword or any other weapon with a pommel, weapon-arm is not trapped. Maneuver: Grappling Attack at Weapon Thrust TN-1, aimed on Thrust Table. Success: Inflicts Bludgeoning damage equal to [STR+0+Bonus Successes] to Thrust Location. Superior: Pommel Strike also inflicts [2 Stun+Bonus Successes] on hit. (You have this maneuver if you have Superior Pommel Strike.)

Mounted Maneuvers Offensive Mounted Maneuvers Bite [2] {RS 4 Ride Check} Universal, Mounted Requirements: In a Bout, Mounted, Mount has a Bite attack. Maneuver: Mount makes Unarmed Attack at Hand Range with Full CP at Bite TN 6 aimed on the Swing Table to either Head, Neck, or Arm. Success: Inflict damage equal to [Half Mount Strength+Mount Bite Damage+Bonus Successes] in Cutting Damage to Swing Location. [Ride Fail: You cannot convince your mount to bite anything.]

Horse Kick [2] {RS 3 Ride Check} Universal, Mounted Requirements: In a Bout, Mounted, Mount has a Kick attack. Maneuver: Mount makes Unarmed Attack at Long Range with Full CP at Bite TN 7 aimed on the Thrust Table. Success: Inflict damage equal to [Mount Strength+Mount Kick Damage+Bonus Successes] in Bludgeoning Damage to Thrust Location. [Ride Fail: You cannot convince your mount to kick anything.]

Lance Charge [X+2] {RS 3 Ride Check} Universal, Mounted, Requirements: Charging into a Bout while mounted, have a weapon with the Couched Charge quality. Maneuver: Attack at Weapon Range with X, rolled at Weapon Thrust TN, aimed on the Thrust Table. Success: Inflicts damage equal to [Mount Strength+Weapon Thrust Damage+Bonus Successes] of Weapon Thrust Damage Type to Thrust Location. Failure: If this maneuver is Blocked, it is not negated, and instead inflicts Mount Strength+Weapon Thrust Damage damage to Thrust Location, but automatically adds Shield AV to the attack, regardless of its ultimate hit location. Special: When rolling an Initiative Test to determine attack order while making a Thrust, you may roll 2 additional dice in the Test for the Thrust. [Ride Fail: Your mount rears in Stun at the last minute and refuses to charge home. You enter the Bout, but you lose all CP devoted to Lance Charge.]

Defensive Mounted Maneuvers Disengage

Lean [X+Encumbrance Level] {RS 2 Ride Check} Universal, Mounted, Dodge Requirements: Mounted, you are being attacked above the Waist. Maneuver: Void at Lean TN 8 with X. Make a Ride Check. Success: Enemy attack negated. You may pay 1 CP to gain Initiative. Special: Remember, Armor Weight is halved while Mounted for purposes of Encumbrance. [Ride Fail: Lean still resolves, but you potentially fall from the saddle! Make a Knockdown test at RS 3 or suffer Falling Damage equal to 6 feet onto ground, and be rendered Prone and Dismounted.]

Swirve [X+Horse Encumbrance Level] {RS 2 Ride Check} Universal, Mounted, Dodge Requirements: Mounted, either your Horse or your own body beneath the Waist is being attacked. Maneuver: If Successful, roll Void at Swirve TN 8 with X. Success: Enemy attack negated. You gain Initiative. Special: Remember, Armor Weight is halved while Mounted for purposes of Encumbrance. [Ride Fail: You fail to convince your horse to swirve away! Enemy attack resolves as normal.]

Passing Mounted Manuevers Rideby [2] {RS 3 Ride Check} Universal, Mounted Requirements: Charging into a Bout while mounted. Declare this Maneuver in addition to any other Maneuver. It is always resolved after all other Maneuvers, and can be used in combination with any except for other Passing Mounted Maneuvers. Maneuver: Make a Ride Check after resolving Maneuvers for this Action Phase. Success: You leave the Bout immediately, and re-enter the Bystander Phase. You do not participate in the second Action Phase. [Ride Fail: Your horse panics, and accidentally rams the thing you were trying to ride past. Resolve a Horse Crash as detailed in the Mounted Combat section.]

Trample [4] {RS 4 Ride Check} Universal, Mounted Requirements: Charging into a Bout while mounted, declare this maneuver in addition to any other Maneuver. It is always resolved after all other Maneuvers, and can be used in combination with any except for other Passing Mounted Maneuvers. Maneuver: Make a Ride Check after resolving Maneuvers for this Action Phase. Success (Ride): Mount makes Unarmed Attack at Half-Arm range with Full CP at Trample TN 6 on target. Success (Trample): Inflicts Trampling Damage equal to [Mount Strength+Mount Weight+Bonus Successes] must make Knockdown test equal to Bonus Successes or be rendered prone. [Ride Fail: Your Horse does not successfully overrun the target, and misses it. If Critical Failure, Resolve a Horse Crash as detailed in the Mounted Combat section!]

Cross-Fighting Maneuvers Offensive Cross Maneuvers Cleaving Blow Universal, Cross Requirements: Wielding a weapon with a Strike value, Facing multiple opponents that are valid Targets for you. Maneuver: At any time that a Strike is successful and the Requirements are met, you may pay the Cleaving Blow Activation Cost to immediately (as same Action) declare and resolve a Strike maneuver against new Target with Bonus Successes. If the target is at the same Range as the previous target, you do not need to pay Range Costs. If the target is at a different Range, you must pay whatever the difference between the previous target and the new target’s Range is. You may add additional dice to this Strike at a 2:1 ratio (2 CP spent for 1 CP added). You may continue doing this until you are out of CP, until you are out of potential Targets, or until you have activated Cleaving Blow a number of times equal to the Reach Value of your weapon (4 times for a Medium length weapon, 6 times for a Very Long length weapon, etc).

Cross-Attack Universal, Cross, Attack Requirements: Facing multiple opponents that are valid Targets for you. Maneuver: Spend 1 to change Targets immediately upon declaring this maneuver. You may then declare maneuvers normally against this new Target.

Defensive Cross Maneuvers

Cross-Defense [2] Universal, Cross, Defense Requirements: Facing multiple opponents that are valid Targets for you., at least one of which is launching an attack that is directed at a character other than you. Maneuver: Pay Activation Cost, and then declare a Defensive Maneuver against enemy’s attack aimed at a character other than you. Resolve this defense normally. If you succeed in this defense, the opponent may choose to Target you. Hilt-Push Manuevers Hilt Push Advantage Lever Down Slide Cut Slide Thrust Hilt Push Clinch Hilt Push Halfsword Hilt Push Pommel Strike

Hilt Push Disadvantage Wind Bind Withdraw

Instant Maneuvers Instant Weapon Maneuvers Hilt-Push Halfsword Quickdraw Quick Defense

Instant Unarmed Maneuvers Steal Initiative

Simultaneous Action Maneuvers Simultaneous Parry/Attack Simultaneous Block/Attack Double Attack Double Shot

Missile Maneuvers Shooting Manuevers Shoot Rapid Shot Power Draw Braced Shot Reload Throwing Maneuvers Fling Double Fling

Universal Missile Maneuvers Aim

Mobility Maneuvers Basic

Thread the Needle [X+Y+Encumbrance Penalty] Universal, Mobility, Instant Requirements: Multiple Adversaries. Activate this Maneuver before Actions are declared in a Round. You may not perform this Maneuver while Prone. Maneuver: Pay 2 CP per Opponent who is currently Targeting you (Y) and then roll X+Current Mobility versus Battlefield Terrain TN. All Targeting Opponents roll Mobility at TN+1, but may spend 2+X CP to roll Mobility+X at this difficulty. Compare Successes individually to your Opponents. Success: You may choose to Un-Target yourself from Targeting Opponent. If you do, you cannot continue Targeting this Opponent. Failure: Targeting Opponent retains you as their Target. Special: Performing this Action increases your Fatigue Gain for this Round by 1.

Obstruction

Outmaneuver [2+X+Encumbrance Penalty] Universal, Mobility, Instant Requirements: You and at least one other Character are Targeting an Opponent. Activate this Maneuver before declaring an Action. You may not perform this Maneuver while Prone. Maneuver: Roll X+Mobility versus Battlefield Terrain TN. Targeting Opponent rolls Mobility at same difficulty, and may spend X+Encumbrance Penalty CP to add X dice to his Mobility roll. Success: You are now Outflanking your Opponent. Failure: You do not Outflank your Opponent. If your Opponent succeeds by 2 or more Bonus Successes, he may elect to Untarget himself from you,, while also Untargeting you. Special: Performing this Action increases your Fatigue Gain for this Round by 1. When you activate this Maneuver, the other Character (or Characters) targeting your Opponent may elect to Activate it as well by spending X+Encumbrance Penalty CP, and resolving identically. This can result in multiple successes, or you failing to succeed but another Character succeeding.

Slip-About [X+Encumbrance Penalty+Special] Universal, Mobility, Instant Requirements: None. Declare this Maneuver before declaring Maneuvers for this Action. Maneuver: Pay CP equal to enemy Mobility. Roll X+Mobility vs Battlefield Terrain TN. Opponent rolls Mobility at same difficulty. Success: You are now Outflanking the Target. This condition does not require a Failure: Special: Performing this Action increases your Fatigue Gain for this Round by 1.

Mounted Mounted Outmaneuver The Basics of Talents

Talents are small improvements to a character’s combat skills that are acquired as the character’s Proficiency score increases. At set intervals in a Proficiency’s progression, a character earns Talents of Novice, Journeyman, or Master Rank. These Talents may be chosen from the Talent List at the end of Chapter 4.

------NEED BETTER SPREAD (WEAPONS, LEVELS, PIERCING) [Hayward] [ADJUST TEXT FOR CONSISTENCY] (Crkr, Rome, Bone) ------

Getting Talents A character gets a Talent whenever a Proficiency or a School reaches a level in which a Talent is the reward (see Table 2.4 for details.) Proficiencies that are a part of a School do not gain Talents, the School as a whole gains only one set of Talents, but these Talents apply to all Proficiencies within the School.

Choosing Talents. When your character receives a Talent from a Proficiency Level that they’ve just acquired, you may choose any Talent for which your character meets the requirements that is of the Rank of Talent gained (Novice, Journeyman or Master) or lower. You may take a Novice Talent in a Journeyman Talent slot, but you may not take a Journeyman level Talent in a Novice slot. Some Talents have Attribute Requirements, which your character must match or exceed in order to take the Talent. Others have Proficiency requirements, meaning that they can only be taken as Talents for that Proficiency or a School containing that Proficiency.

NOVICE TALENTS

7

Accuracy [Novice Talent] Requirements: Universal, Agi 6 or higher Description: You have a natural knack for hitting in the right spot. It's not always conscious, but your attacks just seem to find their way towards your target. Effect: Whenever you hit with a melee attack that rolls for Hit Location on a Target Zone, you may choose one result on that Target Zone before rolling. Whatever your roll is, modify it by 1 to be closer to the targeted number. If you roll the targeted number initially, you do not add or subtract 1 to the roll, but instead count as having rolled an additional Bonus Success on your attack. Darius declares a cut to the neck, and specifically targets 5 on the Neck Table... Which is Neck. He rolls an 8, and automatically modifies it by to 7, to be one closer to 5. If he had rolled a 3, it would have become a 4. if he had rolled a 5 outright, he wouldn't have changed the number at all, but his attack would've counted as having one additional Bonus Success.

Flourishing Drills [Novice Talent] Requirements: Dagger, Sword or Blunt proficiency (1H and 2H varieties are both eligible.) Description: You have practiced a series of tight, circular cutting or striking drills to the point that you can perform them in your sleep. In battle, you are a whirlwind of rapid strikes, each snapping into another faster than the eye can see. Effect: Whenever you perform a Strike, at the beginning of the next Action you gain 1 CP per Consecutive Action that you have performed Strikes, to a maximum of 4 CP for 4 consecutive Strikes and every Strike thereafter. Good Form [Novice Talent] Requirements: Noble School, or high-quality tutelage. Description: You have been excessively drilled in the performance of a specific maneuver, and can now execute it flawlessly, every time. This is the hallmark of high quality training in swordsmanship, and it requires more than just practice, but the careful guidance of more experienced masters who can correct inadequacies as they form. Effect: Pick a Maneuver for Good Form. That Maneuver has a -1 to its Activation cost (to a minimum of 0)

Helm-Splitter [Novice Talent] Requirements: Universal, Str 5 or higher Description: Maybe you've spent a lot of time practicing for helmet-cutting competitions, or maybe you've just chopped a lot of wood. You've mastered the simple art of hitting things as hard as physically possible with downwards blows. Effect: When you hit with a Strike-like maneuver that inflicts damage to the Head or Neck, you inflict an additional +2 damage.

Roll With It [Novice Talent] Requirements: Universal, Agi 6 or higher. Description: It's natural to cringe from potential injury, but your reactions are much more practical, and you have a natural understanding of how force transfers from one body to another. You instinctively roll away from blows and other sources of harm, and this tends to lessen their effects on you. Effect: Whenever you are hit by a strike-like or thrust-like attack that succeeded with Bonus Successes, you may reduce the number of Bonus Successes by 1. You cannot prevent the attack from hitting in this way—it is possible for an attack to hit with 0 Bonus Successes if reduced by Roll With It.

Shield-Breaker [Novice Talent] Requirements: 1H or 2H Blunt, Str 5 or higher. Description: You have a knack for smashing shields, and have practiced at sundering them to deprive your enemies of their defenses. Effect: You gain +2 damage when making Hew attacks.

Special Move [Novice Talent] Requirements: Universal Description: You have a very unconventional way of performing a certain move. Those who haven't seen it before are put off by the speed and sureness with which you conduct this strange maneuver, and, at least the first time, it's much harder to defend against. Effect: Choose a Maneuver from the following list: Throw Weapon, Blind Toss, Quick Draw, Grapple: Use Weapon, Trip, or Melee Fire. When you use this Maneuver against an individual for the first time, you perform a Special Move version of that Maneuver. A Special Move has no Activation Cost, and its TN is reduced by 1. If a character witnesses you using a Special Move against someone else, on a Perception test at RS 3, he can count as having had it used against him before, and as such you can never gain the bonus against him.

Rapid Reaction [Novice Talent] Requirements: Universal, AGI 6 Description: While you might not always be able to move out of the way, you sure know how to take a hit in the right spot. Effect: When you are hit by a melee attack in combat, you may alter the roll to see which location is hit by 1 in either direction.

Swift Sword [Novice Talent] Requirements: Using Swords at M or lower, AGI 6 Description: The lightest sword is the fastest. Effect: You gain +1 dice to Initiative Contests.

Specialist [Novice Talent] Requirements: Description: One was just more important than the rest. Effect: One maneuver of your choice (chosen at the time of acquiring this Talent) can be performed at 1 less X cost from now on as long as you are using this proficiency.

Arm-Guard [Novice Talent] Requirements: Universal Description: Paranoid about your arms. Who need’s both arms? You do! Effect: You gain +1 dice when defending attacks made to your arms. Can only be used when the character is already defending. Even if a defender character has no dice, once this area is attacked, the defender gets the extra die.

Leg-Guard [Novice Talent] Requirements: Universal Description: Paranoid about your legs. Who need’s both legs? You do! Effect: You gain +1 dice when defending attacks made to your legs. Can only be used when the character is already defending. Even if a defender character has no dice, once this area is attacked, the defender gets the extra die.

Head-Guard [Novice Talent] Requirements: Universal Description: Paranoid about your head. Who need’s a head? You do! Effect: You gain +1 dice when defending attacks made to your head. Can only be used when the character is already defending. Even if a defender character has no dice, once this area is attacked, the defender gets the extra die.

Infighter [Novice Talent] Requirements: Universal, Reach L or greater. Description: Effect: When fighting an enemy inside of your weapon's reach, your penalty to attacks is 1 less than it would be normally.

Stop-Cut [Novice Talent] Requirements: Universal, AGI 4 Description: Hit the arm thats swinging for you! Effect:When buying the initiative to attack an attacking enemy's weapon-arm, you gain +1 dice to the Initiative Contest.

JOURNEYMAN TALENTS 11

Bob & Weave [Journeyman Talent] Requirements: Universal, Agi 5 or higher Description: Your training and natural agility has allowed you to develop a system of upper-body movement that makes you more effective at evading attacks. Effect: So long as you are currently Unencumbered, you gain a -1 TN to Dodge Maneuvers aimed at the Head, Neck, Torso, Upper Arm, or Lower Arm.

Grappling at the Sword [Journeyman Talent] Requirements: Sword or Blunt proficiency (1H or 2H varieties are both eligible.) Description: You know how to use a sword in the grapple, using the weapon to gain leverage and lock joints, and also how to avoid the weapon getting in your way during a struggle on the ground. Effect: You gain Offensive and Defensive Clinch for this proficiency, and can use this proficiency when grappling. The maximum Reach for Grappling: Use Weapon is increased by 1.

Precision [Journeyman Talent] Requirements: Universal, Agi 6 or higher, Accuracy Talent. Description: You have an unusual amount of control over your weapon. Perhaps you've practiced long hours striking small targets over and over, or maybe it's just something you have a knack for. You can target weak points on your enemy's armor with unnerving precision. Effect: Whenever you hit with a melee attack that rolls for Hit Location on a Target Zone, you may adjust the rolled result by up to 2 in any direction. I.E., you can change a roll of 6 to either 4, 5, 6, 7, or 8. This effect comes after the effects of the Accuracy Talent. Lightning Reflexes [Journeyman Talent] Requirements: Universal, Agi 6 or higher, Roll With It Talent. Description: Extensive training in avoiding attacks has paid off. If an attack is going to hit you, at least you have some say in where it will hit thanks to your quick reactions. Effect: Whenever you are hit by an attack that rolls on a Target Zone, you may adjust the rolled result by up to 2 in any direction. I.E., you can change a roll of 6 to either 4, 5, 6, 7, or 8.

Stepping Parry [Journeyman Talent] Requirements: MOB 6 or higher Description: You have learned to step close, to take the initiative, and most importantly, how to do so through clever manipulation of the opponents weapon, and it’s position relative to you. Effect: Add the following section to your Parry maneuver with one proficiency: [Special] On success, you may change the range between yourself and your opponent by 1 for every 3 BS

Rapid Rechamber [Journeyman Talent] Requirements: Universal, Agi 5 or higher. Description: You're very skilled at striking with weapons in both hands, striking with one while the other returns to an ideal position to strike from, and repeating this over and over to strike fast, hard, and often. Effect: Whenever you make a Double Attack, you gain a +1 CP bonus to the Offhand attack. Each consecutive Double Attack increases this bonus by +1, to a maximum of 4.

Slippery [Journeyman Talent] Requirements: Universal, Agi 6 or higher. Description: You know how to move. In combat you're fast, fluid, and can change direction on a dime. Your enemies often find themselves looking at nothing—and nothing is the last thing they see. Effect: As long as you are Unencumbered, you gain a -1 TN when making Outmaneuver and Thread the Needle Maneuvers.

Quick Reload [Journeyman Talent] Requirements: Pistol or Arquebus/Musket, AGI 5 or higher. Description: A great deal of practice and some finely-tuned muscle memory have made reloading a breech-loading firearm into one quick, fluid motion. Effect: Successes while using the Load maneuver count for double the load points.

Straight Blast [Journeyman Talent] Requirements: Pugilism, AGI 6 Description: Commonly associated with Wing Chun and certain styles of boxing, you have mastered a rapid, piston-like punching style that can weather down any defense. Combined with centerline control, this technique is absolutely devastating. Effect: When making One-Two Punches, if you declare a non-Superior Punch, you may reduce the Activation Cost of One-Two Punches chained off of the first by 1. This does stack with Good Form, making One-Two Punches after the first cost 0 CP to activate.

Technical Boxer [Journeyman Talent] Requirements: Pugilism, INT 5 or higher Description: You are a more measured fighter, preferring to fight at longer ranges, peppering opponents with strikes intended to wear them down, and only striking them when they present an opening. Effect: You may increase the range of Punch to Short, but not Superior Punch.

Whirling Defense [Journeyman Talent] Requirements: Polearm or Spear as Primary Proficiency Description: Your defenses are the stuff of legends. With a spin of your large stick like weapon, you can parry many weak strikes. This move is exemplified by the monk Benkei, and his mythical feat of parrying arrows. Effect: When parrying thrusting attacks, you return your Bonus Successes to your pool, and do not need to use Quick Defend to parry additional Thrusts after the first.

Catstep [Journeyman Talent] Requirements: Universal, AGI 6 Description: Ready to react, with violence! Effect: When successfully Voiding an enemy attack, you may choose to take the Initiative for 1 CP instead of 2.

Ironwall [Journeyman Talent] Requirements: Universal Description: Just gotta stay up. Effect: You gain +2 bonus dice to Stability tests made in combat.

Up-tempo [Journeyman Talent] Requirements: Universal, AGI 4 Description: You have learned to fight faster, a tiring endeavour, but worth it for those who can do it. Effect: You may increase your level of encumbrance by up to (¼ your AGI). for each level of encumbrance you give yourself, another exchange is added to the bout of combat you are in. Thus, with Agility 8, you can force an opponent to fight in 4 exchanges instead of 2. Your opponent can also increase his encumbrance to allow him to act in these new exchanges.

MASTER TALENTS Stern [Master Talent] Requirements: Universal, HLT 8 Description: Few people can match your physical resolve. Effect: You suffer 2 fewer Stun from all injuries.

Superior Void [Master Talent] Requirements: Universal, AGI 8 Description: While you might not always be X, you sure know how to take a X in the right X. Effect: You perform all Void maneuvers are performed at -1 TN.

Juggernaut [Master Talent] Requirements: Universal, END 8 Description: While you might not always be X, you sure know how to take a X in the right X. Effect: When you suffer damage, you may spend 2 CP to delay the Stun inflicted on you from coming into play until the next Refresh.

Abomination [Master Talent] Requirements: Universal, STR 8 Description: Effect: Injuries inflicted by attacks you perform inflict an extra 1 Stun per bonus success.

Bruiser [Master Talent] Requirements: Universal Description: Just gotta stay up. Effect: When you inflict damage with a melee weapon, you cause 1 additional Pain per Wound Level, before subtracting WIP.

TALENT IDEAS

Title [X Talent] Requirements: Universal, AGI 6 Description: While you might not always be X, you sure know how to take a Y in the right Z. Effect: When you are hit by a A in combat, you may B. Bad War

Ground Wrestler Battle Brothers Excellent Footwork Closing the Gap

Rebel Yell Without Fear Choose Death Choose Life

Dirty Fighting (Wrestling) Dirty Fighting (Pugilism) Dirty Fighting (Evasion)

Loose Order Fighting Close Order Fighting

Centerline Control Winding & Binding

Up Tempo Snap-Off

------Needs stances ------Unorthodox Style [X Talent] Requirements: Universal, Int 4 or higher OR Self-Taught School. Description: You fight weird. Strange stances and unconventional approaches to combat are not unusual in history, and many of the greatest fighters benefited from the unpredictability of this kind of fighting style. You practice one (though this does not necessarily mean that you are incapable of Orthodox fighting) and can use it to great effect to confuse and dismantle enemies' preconceptions about the fight to gain an advantage. Effect: When adopting Stances, you do not need to identify what Stance you are taking by name. Instead, use a made-up name for the Stance (Crow, Macintosh, Hitman, Horse-Snuggler), and tell that to your opponent. The true nature of the Stance is not revealed until after attacks are declared that the Stance effects, at which point only those effects are made known. Orthodox Style [X Talent] Requirements: Universal, WIP 5 or higher, Good Form in at least 3 maneuvers in your Proficiency. Description: Your attention to detail is impeccable, and you have learned how to hold an orthodox () stance in combat through thick and thin. In boxing, you'd be an ultra-technical fighter, in swordsmanship, you are an absolute horror to face. Effect: You gain a +4 bonus when attempting to keep your stance after Actions. You may change Stances without cost between actions.

Rome, go buy me a pizza. ------Needs stances ------Chapter 5: Wealth & Inventory

Introduction Every soldier who marches to war does so with the labors of a hundred other men and women on his back. His pistol was made in Vienna, the frog for his sword was crafted in York. The fur for his cap was hunted in Russia, the cowhide for his pack was herded in Scotland, his boots were cobbled in Normandy, his sword was made in Solingen, his halberd is Swiss, his from Milan, his from Flanders, his booze from Toulouse. Your characters need to be outfitted if they’re going to survive an adventure. Outfitting costs money. In this chapter, you’ll learn how the very simple currency system in Song of Swords works, and what the cost of equipment bought from outfitters is.

Wealth System In reality, currency is a tricky business, particularly when you're talking about multiple eras, kingdoms, languages and trade routes.

To keep things from becoming too labyrinthine, Song of Swords uses a Generic Wealth system, with each item assigned a value in a currency system based on the Carolingian Pound, a system developed by Charlamagne that was in use in Europe for nearly 1000 years in one form or another. This system is divided into three denominations of currency: Copper, Silver and Gold, representing (in English terms) the Denarius, the Shilling, and the Pound, the lattermost of which was worth (theoretically) a “pound” of silver. This system may be familiar to players of certain other RPGs who have drawn similar inspiration. We adopt it because of that familiarity, and because the bulk of materials priced in historical documents from Medieval Europe are either already in, or can be easily translated to the Carolignian system. If you prefer a local currency for your campaign, fear not, conversion tables for older, newer, or foreign currencies will be provided in upcoming Song of Swords Culture Expansions

Currency Worth Historical value

1gp 20 sp 1 Pound

1 sp 12 cp 1 Shilling

A loaf of black 1 cp 1 Denarius bread

Assets Assets represent less tangible sources of wealth than simple piles of money. Most people, particularly the wealthy, keep most of their wealth in the form of lands, cattle, business and debt, rather than cold hard cash. Assets come in three levels: Minor, Moderate and Major. You can buy Assets with money for 150% of their Liquidated Value, or you can purchase them at character creation, or acquire them through the events of a campaign.

Table 5.1 Assets Asset Level Withdraw Amount Liquidated Value Example

Small Farm, Small Business, Small Cattle Minor 20 sp 6gp (120sp) Herd

Large Farm, Respectable Business, Large Moderate 40 sp 12gp (240sp) Cattle Herd

Huge Farm, Powerful Guild, Large Major 60 sp 18gp (360sp) Coaching House, Massive Cattle Herd

Once per session (or month, whichever comes first), a character can “Withdraw” wealth from his assets, essentially picking up the profits for his personal use. This has no consequences, and assumes that enough of the funds have been cycled back into the Asset to keep it running. A character can also liquify an asset in order to convert it directly into wealth, permanently exhausting it but extracting a large sum of cash from it. This removes the asset from the character’s control--or at least renders it null until it is revitalized through re-investment (the same as purchasing a new asset of the same value). The act of withdrawing wealth from an Asset generally takes from several hours to a month, depending on the distance from the place and the ease of having the money (or letters of credit) sent over. Liquefaction can take longer or shorter at GM discretion.

Weaponry & Armor

“Imagine walking five hundred miles over the course of two weeks, carrying an arquebus, a bardiche, a stone of grain, another stone of water, ten pounds of shot, your own armor, your tent, whatever amenities you want for yourself, and your lord’s favorite dog. In the rain. In winter. With dysentery. Alright, are you imagining that? Now imagine that as soon as you’re done with that, you need to actually fight the enemy. You have a horse, but a Senator’s nephew is riding it. You’re knee-deep in mud, and you’ve just been assigned a rookie to train. He speaks four languages, none of which are yours, and has something to prove. Now he’s drunk and arguing with your superiors, you haven’t slept in thirty hours, you’ve just discovered that the fop has broken your horse’s leg in a gopher hole, and your gun’s wheellock is broken, when just then out of the dark comes the beating of war-drums. Someone screams, and a cannonball lands in your cooking fire, where you were drying your boots. “Welcome to war. Enjoy your stay.” -Mago Straddock Dacian Volkodav

You’re probably going to see a lot of combat in Song of Swords, and you’re going to want to be ready for it. This section includes everything you need to know about weapons, armor, and the cost of carrying them to battle. That includes fatigue and encumbrance. When you kit up, remember that you don’t have to wear all of your armor all of the time, nor do you need to carry everything physically on your person. Buy a horse, and load him up instead, don’t carry more hardware on your person than is strictly necessary, unless you expect a fight to go down around the next corner.

Weight & Encumbrance A character’s Encumbrance is the degree to which they are hindered by the equipment, baggage and armor that they’re wearing and carrying. This is as much tied to the awkwardness of the things being carried as it is to the weight. A character’s Encumbrance Level is determined by their Endurance Score, and the total Weight they are currently carrying. Weight is determined by the following: -Stowed/Sheathed/Holstered Weapons (Weapons currently being wielded do not add to Encumbrance) -Worn or carried Armor -Miscellaneous Gear/Equipment/Items carried in pockets, satchels, and backpacks. Generally, 20 lbs in a backpack or 10 lbs in pockets/over the shoulder should equal 1 Weight. Superior carrying equipment, like a large framed backpack or a harness may further decrease these numbers, situationally.

There are four Levels of Encumbrance. Unencumbered, Light, Medium, and Heavy. Each Encumbrance Level has a different effect on a character’s Combat Pool, Mobility, certain Skill Checks, and also on Exhaustion. Skills that suffer additional difficulty from Encumbrance have a special tag, as shown in the Skills section.

Table X.X Encumbrance Level Encumbrance Mobility Skill Exhaustion Recover Weight CP Effect Level Effect Penalty Speed Speed

Less than END Unencumbered 0 0 0 x1 1x

Equal to END Light -1 -2 +1 RS x 1.5 1x

2x END Medium -2 -4 +2 RS x 2 1/2x 3x END Heavy -3 -6 +3 RS x 3 1/4x

4x END Overloaded -4 -8 +4 RS x3.5 None

At 5x Endurance and beyond, the character is too heavily encumbered to move, and cannot engage in combat or make any sort of skill or attribute tests that involves moving. Reducing the load is the only way to continue moving.

Exhaustion & Fatigue

As characters exerts themselves physically, either in combat or other strenuous activities like running, jumping or severe lifting, fatigue will begin to set in.

-side bar- [Fatigue rules add another layer of realism to combat, but also another layer of complexity. These should be considered Optional Rules, and can be safely ignored in campaigns with new players, those more interested in heroic action, and those who wish to keep bookkeeping to a minimum.]

Fatigue Points At the beginning of each Bout Cycle (go to page X.X), while in combat, all characters in the combat who acted in the previous Cycle gain one Fatigue point. Encumbrance and Environmental effects can increase this amount (being Medium Encumbered, for example, causes a character to gain double the normal number of Fatigue). Once a character reaches the amount of Fatigue to move to the next level of Exhaustion, they suffer penalties until they’ve had a chance to rest.

Table X.X Fatigue Level Mobility Fatigue Level Exhaustion Level CP Penalty Skill Penalty Penalty

Less than 10 Fresh 0 0 0

11-20 Winded -1 -1 -1

21-30 Tired -2 -2 -2

31-40 Very Tired -4 -4 -4

41+ Exhausted -6 -6 -6

Resting A character who takes no Actions during a Bout Cycle (or who only takes Actions that do not cause Fatigue) loses Fatigue equal to his Endurance score, modified by his Encumbrance level (see Recovery Speed). Full-Face Helmets and Visors half a character’s Endurance for this purpose, unless lifted or removed (see Movable Visors later in this section for more details.

Armor

Armor Value The Armor Value, or “AV” of a piece of armor, has three entries. Armor versus Cutting (AVC), Armor versus Piercing (AVP) and Armor versus Bludgeoning (AVB).

• When an individual is attacked with a weapon and suffers damage, the Armor adds its AV to his Toughness for the purposes of resisting that damage. The AV used is, obviously, of the category of damage that is being suffered. So if a piece of armor has AV 8/7/6, and a character suffers a Piercing attack to the area protected by this armor, then he benefits from 7 AV. Armor Weight Armor Weight is a measurement not on the literal weight in pounds of the armor, but of the amount of subjective weight that the wearing of it imposes upon the character. Much as modern backpacks endeavor to distribute weight evenly between shoulders and hips, armor worn on the torso is much less encumbering than armor worn on extremities.

Armor Weight across the character is added together, and used for determining their current Encumbrance. Don’t forget that backpacks and other non-armor loads are also used in determining Encumbrance.

Coverage The Coverage of a piece of armor details what hit locations the piece covers, and provides AV to. Some Armor provides only Half AV to certain Hit Locations. These will be marked with an Asterisk (*) in their entries. Armor can be layered within reason, but the AVs do not combine unless specifically stated in the Special section of the armor. However, layered armor always uses the highest AV of the layered pieces against any attack to that area. This can be very advantageous against certain kinds of weapons. • For example, combining Padded Armor with Chainmail provides a character with an extremely high bonus against armor- piercing arrows (AV 8 from the Textile Armor), as well as the Mail’s exceptional AV against broadhead arrows (AV 6 or 8, depending on the Mail’s weight), and thoroughly taking the bite out of arrows with the Spatulate-Tip rules, like those infernal “Swallowtail” arrows. • Some armor cannot be layered. Obviously only one helmet can be worn at a time, but a or padding can be worn beneath a helmet. In general, it is impossible for multiple armors of the same type (quilted, leather, chain, plate, etc) to occupy the same space unless one of them has the Layer special quality. • If an armor’s Coverage ever lists “Full X,” with X being a limb (Arm, Leg), the Torso, or the Head, then every hit location on that section of the body is covered by the armor. “Leg” refers to the Thigh, Knee, Shin and Foot. “Arm” refers to the Upper Arm, Elbow, Forearm and Hand. “Torso” refers to the Chest, side, hip, and belly. “Head” refers to the Upper Head, Lower Head, and Face. • The Neck/Throat, Groin, and Shoulders are never included in “Full” armor listings, and are not covered unless they are listed separately. • All Armor is considered symmetrical by default. The cost and weight of any Shoulder, Arm, Hip or Leg armor includes two pieces, one for each arm/leg/shoulder/hip/etc. For Asymmetrical armor (a on one arm, a on one shin, etc) halve the cost and weight of the armor piece. If the Weight is .5, reduce it to 0.

Special The Special rules of a piece of armor note any unusual and special effects of that armor, like it layering with other armor in a unique way, providing unique armor bonuses against certain types of attacks, influencing encumbrance/exhaustion differently than normal, etc. Some of these rules are Generic, and are compiled at the end of the Armor section in their own table.

Perception Penalty Only Helmets and other head-covering pieces of armor have this category. Perception Penalty (PP) is a penalty applied to Perception, so long as the helmet is being worn. This represents the obscured vision and limited breathing of the helmet. This penalty can sometimes be alleviated by raising or lowering the helmet’s visor, as detailed in the helmet’s Special section, or the section of its Visor if the visor is attached.

Cost This is the cost of the piece of armor. At the GM’s discretion, this number can vary greatly depending on availability and local economic climate. If a gigantic battle was fought in the fields outside of the city, and the markets are now flooded with the looted swords, armor and other goods of the dead, then it is quite reasonable for the cost of second-hand gear to have gone down significantly.

Armor List Table X.X Helmets Helmets AVC AVP AVB Coverage Special Wt. PP Cost

Hard, Layer 2 Skullcap 8 7 6 Upper Head 0 0 1 sp (Upper Head)

Hard, No Upper Head, Lower Kettle Helm 8 7 6 protection vs 0 0 3 sp Head* Upwards Strikes

Upper Head, Lower Open 8 7 6 Hard 1 -1 5 sp Head

Hard, +2 vs Conical Helm 8 7 6 Upper Head Downward 1 -1 2 sp Strikes

Hard, +1 vs Upper Head, Lower 8 7 6 Downward 2 -1 10 sp Head Strikes

Upper Head, Lower 8 7 6 Hard .5 -1 10 sp Head, Face*

Hard, +1 vs Upper Head, Lower 8 7 6 Downward .5 0 12 sp Head* Strikes

Hard, +1 vs Upper Head, Lower 8 7 6 Downward 1.5 -1 12 sp Head Strikes

Hard, Integrated Visor, Shoulders Full Head, protected by Great Bascinet 8 7 6 Neck/Throat, 3 -2 15 sp Mail (6/4/3) +1 Shoulder vs Downward Strikes

Upper Head, Lower Zischagge/ Head, 8 7 6 Hard 1.5 -1 10 sp Szyszak Neck/Throat*, Shoulders*

Hard, +4 AV Full Head, Stechhelm 10 9 8 Lower Head, 4 -3 20 sp Neck/Throat Face, Neck/Throat

Hard, Can be worn with a 8 7 6 Full Head 3 -3 30 sp Skullcap for +2 AVB

Full Head, Hard, Integrated Armet 8 7 6 2 -2 40 sp Neck/Throat Visor

Full Head, Hard, Integrated 8 7 6 1 -1 50 sp Neck/Throat Visor

Hard, No armor Closed Sallet 8 7 6 Full Head vs Upward face 1 -1 10 sp strikes

Tailed Sallet 8 7 6 Full Head, Hard, No armor 2 -1 12 sp Shoulders,* vs Upward face Neck/Throat* strikes

Leather 4 4 4 Upper Head 0 0 6 cp Skullcap

Leather Pot Upper Head, Lower 4 4 4 .5 -1 10 cp Helm Head

Double Piercing AV vs Non- Quilted Upper Head, Lower 2 4 5 Firearm Missiles 0 0 8 cp Helmet Head with “Armor Piercing” rule. *Armor provides only Half AV to certain Hit Locations.

Optional Visors Any Helmet that does not cover the Face can be equipped with a Visor, which can be chosen from the list below. The Visor then becomes “part” of the helmet, applying AV and coverage as normal. If a Visor type covers more than the Face, it cannot be attached to any Helmet that already covers any of those additional areas.

Movable Visors A Visor can be opened or closed at will (in combat this requires an ADR test (RS 1) and an expenditure of 3 CP). When open, a Visor ceases to provide any AV for the target area, but also removes all PP and Wt. penalties from the Visor for as long as it is open. Closing a visor is much easier than opening one, and can be done with a sharp nod of the head (no ADR test, 1 CP in combat) There is a darker side to this as well. Opening an enemy’s visor during a grapple is easier than trying to pull off his helmet (see that section).

Table X.X Visors Visors AVC AVP AVB Coverage Special Wt. PP Cost

Hard, No Goggle Type 5 4 3 Face protection from 0 -1 3 sp Upwards Strikes.

Hard, No Bar-Nasel 4 2 1 Face protection from 0 0 1 sp Upwards Strikes.

Hard, No Tri-Bar Nasel 6 3 2 Face protection from .5 0 3 sp Upwards Strikes

Cage Visor 7 6 5 Face Hard, Movable .5 -1 5 sp

Full Visor 8 7 6 Face Hard, Movable 1 -1 10 sp

Falling Buff Face, (Hinged 8 7 6 Hard, Movable 1 -1 1 gp Neck/Throat Gorget)

Chain 6 4 3 Face Hard 0 -1 2 sp

Optional Helmet Crests You may add an optional decorative crest to your helmet by paying the additional cost and adding the listed weight (if any) to the helmet.

Table X.X Helmet Crests Crest Crest Description Wt Cost Type

Intimidating war-crests, horns, demonic imagery, Intimidatin heightening effect, etc.Opponents in Bout with WIL lower 0 1 sp g than yours suffer -1 to Initiative for Red/Red or Steal Initiative tests made against you. You gain a +1 bonus to Intimidate rolls.

Ruthlessly Magnificent paper maché or wooden crests, possibly with Fashionabl mechanical movements. You gain a +1 bonus to Leadership 1 1 gp e rolls made in battle.

Large and visible crest or plume, (see: Roman Centurion), Identifying aids in troop identification. You gain a +1 bonus to Tactics 0 1 sp or Strategy rolls made in battle.

Table X.X Non-Helmet Head Protection Per Headwear AVC AVP AVB Coverage Special Wt. Cost Pen

Double Piercing AV vs Upper Head, Non-Firearm Padded Coif 1 3 4 Lower Head, 0 0 4 cp Missiles with Neck/Throat “Armor Piercing” rule.

Upper Head, Chain Coif 6 4 3 Lower Head, Hard .5 0 2 sp Neck/Throat

Double Piercing AV vs Padded Non-Firearm 1 3 4 Face 0 -1 1 cp Ventail Missiles with “Armor Piercing” rule.

Chain Ventail 6 4 3 Face Hard 0 -1 1 sp

Lower Head, Chain Camail 6 4 3 Neck/Throat, Hard .5 0 4 sp Shoulders

Double Piercing AV vs Lower Head, Padded Non-Firearm 1 3 4 Neck/Throat, 0 0 8 cp Camail Missiles with Shoulders “Armor Piercing” rule.

Table X.X Neck/Throat Protection AV Per Headwear AVP AVB Coverage Special Wt. Cost C Pen

Gorget 8 7 6 Neck/Throat Hard .5 0 10 sp

Neck/Throat, Bevor 8 7 6 Hard 1 0 12 sp Lower Head

Leather 1 2 2 Neck/Throat 0 0 8 cp Neck/Throat- Stock

ReinforcedLeathe r Neck/Throat- 3 3 3 Neck/Throat Hard 0 0 1 sp Stock

Torso Armor

Table X.X Plate Torso Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Heartguard 8 7 6 Chest Hard 0 1 sp

Mirror-Plate 10 9 8 Chest Hard 1 1 gp

Munitions 7 6 5 Chest Hard 1.5 10 sp Breastplate

Breastplate 8 7 6 Chest, Belly, Side Hard 1 1 gp

Bulletproof 10 9 8 Chest, Belly, Side Hard 2 2 gp Breastplate

Munitions 7 6 5 Chest, Belly, Side Hard 2 15 sp

Chest, Belly, Side, Cuirass 8 7 6 Hard 1.5 2 gp Back

Bulletproof Chest, Belly, Side, 10 9 8 Hard 3 4 gp Cuirass Back

Hard, Layers 2 (Belly, Plackart 8 7 6 Belly, Side, Hips .5 1 gp Side)

Munitions Hips, Thighs, 7 6 5 Hard .5 10 sp Fauld Groin

Hips, Thighs, Fauld 8 7 6 Hard .5 10 sp Groin

Codpiece 8 7 6 Groin Hard 0 5 sp

Bulletproof 10 9 8 Groin Hard .5 1 gp Codpiece

Table X.X Laminar Torso Armor

AV Armor AVP AVB Coverage Special Wt. Cost C

Anima 7 7 7 Chest, Belly, Side Hard 1.5 1 sp Cuirass

Laminar 8 7 5 Chest, Belly, Side Hard 1 1 gp Cuirass

Hips, Thighs, Anima Fauld 7 7 7 Hard .5 1 gp Groin Table X.X Mail Torso Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Chain Vest 6 4 3 Full Torso Hard 0 18 sp

Full Torso, Chain Shirt 6 4 3 Hard .5 1 gp Shoulders

Full Torso, Chain Coat 6 4 3 Shoulders, Groin, Hard 1 2 gp Upper Legs

Plated Vest 5 6 4 Full Torso Hard 0 3 gp

Full Torso, Plated Shirt 5 6 4 Hard .5 4 gp Shoulders

Full Torso, Plated Coat 5 6 4 Shoulders, Groin, Hard 1 5 gp Upper Legs

Lamellar Vest 5 5 5 Full Torso Hard .5 3 gp

Full Torso, Lamellar Shirt 5 5 5 Hard 1 4 gp Shoulders

Full Torso, Lamellar Coat 5 5 5 Shoulders, Groin, Hard 2 5 gp Upper Legs

Table X.X Textile Torso Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Double Piercing AV vs Non-Firearm Missiles Quilted Vest 1 3 4 Full Torso 0 5 cp with “Armor Piercing” rule.

Double Piercing AV vs Full Torso, Non-Firearm Missiles Quilted Shirt 1 3 4 0 1 sp Shoulders with “Armor Piercing” rule.

Double Piercing AV vs Full Torso, Non-Firearm Missiles 1 sp 5 Quilted Coat 1 3 4 Shoulders, Groin, .5 with “Armor Piercing” cp Upper Legs rule.

Double Piercing AV vs Heavy Quilted Non-Firearm Missiles 2 4 5 Full Torso .5 2 sp Vest with “Armor Piercing” rule.

Double Piercing AV vs Heavy Quilted Full Torso, Non-Firearm Missiles 2 4 5 .5 3 sp Shirt Shoulders with “Armor Piercing” rule.

Double Piercing AV vs Full Torso, Heavy Quilted Non-Firearm Missiles 2 4 5 Shoulders, Groin, 1 5 sp Coat with “Armor Piercing” Upper Legs rule. Table X.X Leather Torso Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Leather Vest 2 1 2 Full Torso 0 1 sp

Full Torso, Leather Jack 2 1 2 0 2 sp Shoulders

Full Torso, Leather 2 1 2 Shoulders, Groin, 0 5 sp Buffcoat Upper Legs

Hardened Leather 4 2 3 Chest, Belly, Side 0 5 sp Breastplate

Hardened Chest, Belly, Side, Leather 4 2 3 .5 8 sp Back Cuirass

Leather 4 5 4 Full Torso 0 3 sp Lamellar Vest

Leather Full Torso, Lamellar 4 5 4 0 6 sp Shoulders Shirt

Full Torso, Leather 4 5 4 Shoulders, Groin, .5 9 sp Lamellar Coat Upper Legs

AV Armor AVP AVB Coverage Special Wt. Cost C

Munitions 7 6 5 Chest Hard 1.5 10 sp Breastplate

Breastplate 8 7 6 Chest, Belly, Side Hard 1 1 gp

Bulletproof 10 9 8 Chest, Belly, Side Hard 2 2 gp Breastplate

Hardened Leather 5 4 4 Chest, Belly, Side 9 6 sp Cuirass

Munitions 7 6 5 Full Torso Hard 2 15 sp Cuirass

Cuirass 8 7 6 Full Torso Hard 1.5 2 gp

Bulletproof 10 9 8 Full Torso Hard 3 4 gp Cuirass

Hardened Leather 5 4 4 Full Torso .5 8 sp Cuirass

Leather 4 5 4 Full Torso 0 8 sp Lamellar Vest

Arm Armor

Table X.X Plate Arm Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Munitions Shoulder, Upper 8 7 6 Hard 2 1 gp Arm

Shoulder, Upper Pauldrons 10 9 8 Hard 2 1 gp Arm

Hard. Provides ½ Shoulder, Upper protection against Thrusts Spaulders 8 7 6 .5 6 sp Arm to the Shoulder and Upper Arm.

Shoulder (Thrust Hard, When layered with Besagews 8 7 6 Only), Upper Arm Spaulder, use Besagew 0 8 sp (Thrust Only) value against Thrusts.

Rerebraces 8 7 6 Upper Arm Hard 1 5 sp

Upper Arm, Hard, No effect against Jack Chains 6 0 3 0 1 sp Forearm, Elbow Thrusts

Couters 8 7 6 Elbow Hard 0 5 sp

Vambraces 8 7 6 Forearm Hard 1 5 sp

Bulletproof 10 9 8 Forearm Hard 3 1 gp

Gauntlets 8 7 6 Hand & Wrist Hard 1 5 sp

Table X.X Mail Arm Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Mail Short- Shoulder, Upper 6 4 3 Hard .5 12 sp Sleeves Arm Shoulder, Upper Mail Long- 6 4 3 Arm, Elbow, Hard 1 1 gp Sleeves Lower Arm

Mail 6 4 3 Wrist & Hand Hard .5 5 sp Glove/Mittens

Brigandine Short- Shoulder, Upper 5 6 4 Hard 1 14 sp Sleeves Arm

Shoulder, Upper Brigandine Long- 5 6 4 Arm, Elbow, Hard 1.5 2 gp Sleeves Lower Arm

Brigandine 5 6 4 Wrist & Hand Hard .5 8 sp Glove/Mittens

Lamellar Short- Shoulder, Upper 5 5 5 Hard 1 12 sp Sleeves Arm

Shoulder, Upper Lamellar Long- 5 5 5 Arm, Elbow, Hard 2 1 gp Sleeves Lower Arm

Lamellar 5 5 5 Wrist & Hand Hard .5 1 gp Glove/Mittens

Table X.X Leather Arm Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Leather Shoulder, Upper 3 3 3 0 2 sp Sleeves Arm, Lower Arm

Hardened Shoulder, Upper Leather 5 4 4 0 5 sp Arm, Pauldrons

Hardened Leather 5 4 4 Upper Arm 0 3 sp Rerebraces

Hardened Leather 5 4 4 Lower Arm 0 3 sp Vambraces

Leather 3 3 3 Hand, Wrist 0 1 sp Gloves

Leather Lamellar 4 5 4 0 1 sp Short-Sleeve

Leather Lamellar 4 5 4 0 1 sp Longsleeve

Reinforced Leather 5 4 4 Hand, Wrist 0 2 sp Gloves

Table X.X Textile Arm Armor Armor AV AVP AVB Coverage Special Wt. Cost C

Padded Short- Shoulder, Upper Double Piercing AV vs 1 3 4 0 2 cp Sleeves Arm missiles with “Armor Piercing Thrust” rule.

Shoulder, Upper Padded Long- Double Piercing AV vs 1 3 4 Arm, Elbow, 0 4 cp Sleeves missiles with “Armor Lower Arm Piercing Thrust” rule.

Padded Double Piercing AV vs Arming 1 3 4 Hand, Wrist missiles with “Armor 0 1 cp Gloves Piercing Thrust” rule.

Leg Armor

Table X.X Plate Leg Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Cuisses 8 7 6 Thigh Hard .5 8 sp

Bulletproof 10 9 8 Thigh Hard 2 2 gp

Poleyns 8 7 6 Knee Hard .5 5 sp

Bulletproof 10 9 8 Knee Hard 1 1 gp

Greaves 8 7 6 Shin Hard 1 6 sp

Bulletproof 10 9 8 Shin Hard 2 2 gp

Sabatons 8 7 6 Foot Hard .5 5 sp

Table X.X Mail Leg Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Hips, Groin, Mail Skirt 6 4 3 Hard 1 5 sp Thighs

Hips, Groin, Mail Leggings 6 4 3 Thighs, Knees, Hard 2 8 sp Shins

Mailed Boots 6 4 3 Feet Hard .5 5 sp

Mail Groin 6 4 3 Groin Hard 0 3 sp Gusset

Hips, Groin, Plated Skirt 5 6 4 Hard 1 8 sp Thighs

Hips, Groin, Plated 5 6 4 Thighs, Knees, Hard 1 10 sp Leggings Shins

Plated Boots 5 6 4 Feet Hard .5 8 sp Lamellar Hips, Groin, 5 5 5 Hard 1 10 sp Skirt Thighs

Hips, Groin, Lamellar 5 5 5 Thighs, Knees, Hard 1 12 sp Leggings Shins

Lamellar 5 5 5 Feet Hard .5 10 sp Boots

Table X.X Leather Leg Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Leather Thighs, Groin, 3 3 3 0 1 sp Leggings Knees, Shins

Hips, Thighs, Leather Skirt 3 3 3 0 1 sp Groin

Leather Boots 3 3 3 Feet 0 1 sp

Hardened Leather 5 4 4 Thighs 0 1 sp Cuisses

Hardened Leather Knee- 5 4 4 Knee 0 1 sp Guards

Hardened Leather 5 4 4 Shins 0 1 sp Greaves

Leather Lamellar 4 5 4 Thighs 0 1 sp Cuisses

Leather Lamellar 4 5 4 Shins 0 1 sp Greaves

Table X.X Textile Leg Armor AV Armor AVP AVB Coverage Special Wt. Cost C

Quilted Thighs, Groin, Double Piercing AV vs 1 3 4 0 2 cp Leggings Knees, Shins missiles with “Armor Piercing Thrust” rule.

Hips, Thighs, Double Piercing AV vs Quilted Skirt 1 3 4 0 1 cp Groin missiles with “Armor Piercing Thrust” rule.

AV Armor AVP AVB Coverage Special Wt. Cost C

Caprisoning 2 4 5 Horse

Hardened Leather Barding

Chain Barding

Lamellar Barding

Brigandine Barding

Plate Barding

Table X.X Armor Special Rules Quality Effect

Armor with this quality is more resistant to certain Weapon Special Rules (such as Hard Draw), and triggers certain effects with others. In and of itself, it has no effect.

If worn on the same Hit Location as another armor of equal to or higher AVC, AVP, and/or AVB, this armor increases the appropriate AV on that area (or multiple, if multiple are Layer [X] higher) by X. Multiple instances of Layer do not combine.

Shields Shields are useful tools that are typically held in a fighter’s off-hand, and used to block, bind and bash in conjunction with a proper weapon held in the other hand. Shields have a long history in a lot of places, and come in a huge variety of shapes and compositions.

Shield Name The variety of shield. Sometimes there will be multiple names, if very similar shields appeared in different cultures.

Shield Bash TN/Damage This is the ease with which a shield is used to Bash or otherwise use “actively” to disrupt an opponent, and the amount of additional Bludgeoning Damage it does on strike. Spiked shields, when used this way, inflict Piercing instead of Bludgeoning.

Block Target Number This is the ease with which a shield is used to block, deflect, or otherwise thwart opponents. The Block TN is used in Block, and similar maneuvers.

AV This is the amount of passive AV that is applied to any body part Covered by the shield when it is attacked. Certain effects can ignore shield AV or remove it temporarily from the body part. The AV stated is the same for all damage types.

Durability This is the resistance of the shield to physical damage. Whenever a Shield is hit

Coverage Coverage represents the hit locations that are covered by the shield. Much like armor, when a shield is carried on the arm, it provides AV equal to the amount listed in its AV column to the body-parts listed. All of this AV stacks with regularly armored AV.

Weight This is the Weight added to encumbrance as long as the shield is carried on the arm. When a shield is held on the back or belt, it does not add to effective Weight.

Cost The cost of the shield.

Table X.X Shields Bash Block Shield Name AV Durability Coverage Wt. Cost TN TN

Buckler 7(+0b) 6 8 15 Hand, Forearm 0 5 sp

Targe 7(+0b) 7 6 10 Hand, Forearm, Chest 0 10 cp

Hand, Forearm, Upper Rodela 8(+0b) 7 8 15 1 10 sp Arm, Chest, Side

Bulletproof Hand, Forearm, Upper Rodela/Round 8(+1b) 7 10 20 2 30 sp Arm, Chest, Side Shield

Hand, Forearm Upper Arm, Shoulder, Chest, Heater Shield 8(+0b) 7 6 10 1 1 sp Side, Belly, Hip, Groin, Thigh

Hand, Forearm Upper Arm, Shoulder, Chest, Kite Shield 9(+0b) 7 6 10 2 2 sp Side, Belly, Hip, Groin, Upper Leg, Knee

Hand, Forearm Upper Large Round Arm, Shoulders, 9(+0b) 7 6 10 2 1 sp Shield Neck/Throat, Chest, Sides, Belly, Hips, Groin, Thighs

Hand, Forearm Upper Arm, Shoulders, Scutum 6(+1b) 7 6 12 2 5 sp Neck/Throat, Chest, Sides, Belly, Hips, Groin, Thighs

Hand, Forearm Upper Arm, Shoulders, Hand Pavise 9(+0b) 7 6 12 1 5 sp Neck/Throat, Chest, Sides, Belly, Hips, Groin, Thighs

Melee Weapons

Weapon Name The name of the weapon.

Hands/Reach The number of hands required to use the weapon, and the Reach of the weapon. Weapon Reach has important effects in combat, as you can read about in Chapter 7. Table X.X Reach Stages of Reach Example

Half-Arm/HA (1) Knee, Elbow, Grapple

Hand/H (2) Dagger

Short/S (3) Short Sword

Medium/M (4) Arming Sword

Long/L (5) Poleaxe

Very Long/VL (6) Arming Spear

Extremely Long/EL (7) Halberd

Ludicrously Long/LL (8) Pike

Strike The Strike TN of the weapon is the Target Number against which attacks that use Strike TN are rolled.

Thrust The Thrust TN of the weapon is the Target Number against which attacks that use Thrust TN are rolled.

Defense The Defense TN of the weapon is the Target Number against which defenses that use the Parry TN are rolled.

Guard The number in parenthesis next to the Defense TN is the Guard Value of the weapon. This value is applied as AV against any attacks that hit the weapon-hand of the wielder while the weapon is being held normally. This AV layers with any actual armor worn on the weapon- hand.

Special The special qualities of a weapon that can be referenced on the Melee Qualities table [Table X.X]

Weight This is the weight of the weapon added to Encumbrance when sheathed/holstered/stored. When being held, a weapon has no Weight value.

Cost The weapon’s cost. May vary regionally.

Daggers

Table X.X Daggers Weapon Hands/ Defense/Gua Weapon Strike Thrust Special Wt. Cost Type Reach rd

Companion Main Gauche Dagger 1H/H 7(-1c) 7(+0p) 6(2) 0 3 sp Dagger Companion Swordbreaker Dagger 1H/S 6(-1c) 6(+0p) 7(2) Dagger, 0 1 sp Parrying Teeth

Fluid Thrusts, Poignard Dagger 1H/H 6(-1c) 6(+0p) 8(1) 0 6 cp Thin Blade

Dirk Dagger 1H/H 7(-1c) 6(+0p) 7(0) Fluid Thrusts 0 4 cp

Ballock Dagger Dagger 1H/H 7(-1c) 6(+1p) 8(1) Fluid Thrusts 0 5 cp

Draw 2, Thin Small Knife Dagger 1H/H 6(-2c) 6(-1p) 9(0) 0 6 cp Blade

Large Knife Dagger 1H/S 6(-1c) 6(+0p) 9(0) Draw 2 0 7 cp

Bowie Knife Dagger 1H/S 6(+0c) 6(+0p) 9(1) Draw 2 0 10 cp

Tanto Dagger 1H/H 6(+0c) 7(+0p) 8(1) Draw 2 0 3 sp

Fluid Thrusts, Dagger Dagger 1H/S 7(-1c) 6(+1p) 7(1) 0 6 cp Thin Blade

Baselard Dagger 1H/S 6(+0c) 6(+0p) 7(1) Fluid Thrusts 0 2 sp

Fluid Thrusts, Misericorde Dagger 1H/H 9(-2c) 5(-2p) 10(0) 0 3 cp Thin Blade

Curved Dagger Dagger 1H/H 6(+0c) 8(-1p) 8(0) 0 1 sp

Fluid Thrusts, Stiletto Dagger 1H/H 8(-2c) 6(+0p) 8(1) 0 Thin Blade

Puukko Dagger 1H/H 7(-0c) 8(+0p) 9(0) Fluid Thrusts 0 4 cp

Navaja Dagger 1H/H 6(+0c) 7(-1p) 8(0) 0 6 cp

Dagger, Cinqueda 1H/S 6(+0c) 7(+2p) 8(0) 0 3 sp Sword

Dagger, Degan 1H/S 6(-1c) 6(+1p) 7(0) Fluid Thrusts 0 1 sp Sword

Dagger, Short Katzbalger 1H/S 7(+0c) 7(+1p) 7(1) Spatulate Tip 2 0 6 sp Sword

1-Handed Swords

Table X.X One-Handed Swords Weapo Hands/ Weapon Strike Thrust Defense Special Wt Cost n Type Reach

Chivalric Arming Sword 1H/M 7(+1c) 7(+0p) 7(2) .5 20 sp Sword

Late Arming Sword 1H/M 7(+0c) 7(+1p) 7(2) .5 20 sp Sword

Short Sword Sword 1H/S 7(+0c) 6(+1p) 7(1) 0 8 sp

Katzbalger Sword 1H/M 7(+0c) 7(+0p) 7(2) Spatulate Tip 2 .5 4 sp

Espada Ropera Sword 1H/L 8(+0c) 7(+1p) 8(3) .5 25 sp Sidesword Sword 1H/L 7(+1c) 7(+1p) 8(3) .5 15 sp

Cutlass Sword 1H/S 7(+2c) 8(+0p) 7(3) .5 1 sp

Tesshake Sword 1H/S 7(+2c) 7(+0p) 8(3) .5 1 sp

1 sp 6 Falchion Sword 1H/M 7(+2c) 8(+0p) 8(2) .5 cp

Langes Messer Sword 1H/M 7(+1c) 7(+0p) 8(2) Draw 3 .5 1 sp

War Cleaver Sword 1H/M 8(+4c) 8(-1p) 8(0) .5 6 cp

Rapier Sword 1H/L 6(-1c) 6(+0p) 7(3) Fluid Thrusts .5 30 sp

Scimitar Sword 1H/M 7(+0c) 7(-1p) 7(2) Draw 2 .5 15 sp

Tulwar Sword 1H/S 7(+0c) 7(-2p) 8(2) Draw 1, Tight Grip .5 25 sp

Wakizashi Sword 1H/S 7(+0c) 8(+0p) 7(1) Draw 3 0 10 sp

Early Saber Sword 1H/M 7(+0c) 8(+0p) 8(1) Draw 2 .5 10 sp

Hussar Saber Sword 1H/M 7(+1c) 8(-1p) 8(3) Draw 3 .5 25 sp

Karabela Saber Sword 1H/M 7(+0c) 8(-1p) 7(3) Draw 2 .5 30 sp

Draw 2, Forward Scythe-Sword Sword 1H/S 8(+1c) 9(-1p) 8(1) .5 16 cp Swept

Urumi Sword 1H/VL 8(+0c) NA 9(1) Chain 3, Draw 2 0 30 sp

Basket Hilted Sword 1H/M 7(+1c) 8(+0p) 7(4) Tight Grip .5 20 sp Claymore

Backsword Sword 1H/M 7(+1c) 8(+1p) 7(4) .5 20 sp

Kriegsmesser Sword 1H/M 7(+1c) 8(+0p) 7(2) Draw 3 .5 10 sp

Pallasch Sword 1H/L 7(+1c) 8(+1p) 7(3) .5 35 sp

Heavy Backsword Sword 1H/L 8(+2c) 8(+1p) 8(3) .5 25 sp

Armor Piercing 2, Koncerz Sword 1H/VL 9(-2c) 7(+2p) 8(3) .5 25 sp Lance Charge

Shaska Sword 1H/M 7(+0c) 7(+0p) 7(0) Draw 3 .5 15 sp

Kilij Sword 1H/M 7(+1c) 8(+0p) 7(2) Draw 3 .5 30 sp

Dussack Sword 1H/S 7(+1c) 7(-1p) 7(3) Draw 2, Tight Grip .5 1 sp

Yataghan Sword 1H/S 7(+2c) 8(+0p) 7(0) Forward Swept .5 10 sp

Zellish Saber Sword 1H/M 7(+2c) 8(+0p) 8(3) Forward Swept .5 15 sp

Falcata Sword 1H/S 6(+3c) 8(-1p) 8(3) Forward Swept .5 15 sp

Sword, Forward Swept, Kopesh 1H/S 6(+2c) 9(-1p) 8(0) .5 1 sp Blunt Hook

2H-Swords

Table X.X Two-Handed Swords Weapo Hands/ Defens Weapon Strike Thrust Special Wt Cost n Type Reach e

Bastard Sword 2H Sword 2H/L 7(+1c) 7(+2p) 7 Hand-Off 1 50 sp

Bastard Sword 1H Sword 1H/L 7(+0c) 7(+1p) 8 1 50 sp

Armor Piercing Estoc Sword 2H/L 8(+0b) 6(+2p) 7 Thrust 2, Fluid 1 45 sp Thrusts

Armor Piercing Godenak Sword 2H/M 7(+4c) 8(-1p) 8 1 2 sp Strike 2

Katana 2H Sword 2H/M 7(+2c) 7(+1p) 7 Draw 1, Hand-Off 1 40 sp

Katana 1H Sword 1H/M 7(+1c) 8(+1p) 8 Draw 2 1 40 sp

Longsword 2H Sword 2H/L 7(+2c) 7(+1p) 7 Hand-Off 1 50 sp

Longsword 1H Sword 1H/L 7(+1c) 7(+0p) 8 1 50 sp

No-Dachi Sword 2H/L 7(+2c) 8(+0p) 8 Draw 1 1 60 sp

Swiss Saber Sword 2H/L 7(+1c) 7(+0p) 7 Draw 2 1 45 sp (“Schnepf”)

Claymore Sword 2H/L 7(+3c) 7(+1p) 7 2 50 sp

Large Katzbalger Sword 2H/L 7(+1c) 7(+0p) 7 Spatulate Tip 1 1 40 sp

Grosses Messer Sword 2H/L 7(+3c) 8(+0p) 8 Draw 2 2 20 sp

Zweihander Sword 2H/VL 8(+4c) 8(+2p) 8(3) 2 75 sp

Flammenschwert Sword 2H/VL 8(+3c) 8(+3p) 8(3) Draw 3, Crushing 1 2 80 sp

Grutte Sword 2H/EL 8(+5c) 9(+2p) 9(3) 3 120 sp Zweihander

Montante Sword 2H/VL 7(+3c) 8(+1p) 8(2) 2 80 sp

1H-Blunt

Table X.X One-Handed Blunt Weapon Hands/ Weapon Strike Thrust Defense Special Wt Cost Type Reach

Thrusting Slot, Truncheon/Club Blunt 1H/S 6(-1b) 7(-2b) 6(0) 0 1 cp Striking Slot

Armor Piercing Strike 1, Crushing 1, Warhammer Blunt 1H/S 7(+1) 7(-2b) 8(0) 0 6 cp Reverse Slot, Thrusting Slot

Armor Piercing Strike 2, Reverse Horseman’s Pick Blunt 1H/S 7(+2p) 7(-2b) 8(0) 0 2 sp Slot, Thrusting Slot, Hook

Light Mace Blunt 1H/S 7(+0b) 7(-2b) 7(0) Armor Piercing 0 4 cp (Knobbed) Strike 1, Shock 2, Crushing 1, Thrusting Slot

Light Mace Bleed 2, Shock 2, Blunt 1H/S 7(+0b) 7(-2b) 7(0) 0 8 cp (Spiked) Thrusting Slot

Armor Piercing Light Mace Blunt 1H/S 7(+1b) 7(-2b) 7(0) Strike 2, Thrusting 0 3 sp (Flanged) Slot

Armor Piercing Bar Mace Blunt 1H/S 7(+1b) 7(-2b) 7(0) Strike 1, Shock 1, 0 1 sp Thrusting Slot

Armor Piercing Strike 1, Shock 1, Hand Blunt 1H/S 7(+1c) 7(-2b) 8(0) Strike Slot, 0 6 cp Axe/Hatchet Thrusting Slot, Hook

Light Flail Blunt 1H/M 7(+2b) 8(-2b) 9(0) Chain 2, Shock 2 1 6 sp

Double Headed Chain 1, Shock 2, Blunt 1H/M 8(+2b) 8(-2b) 10(0) 1 9 cp Flail Multi-Hit (Strike 2)

Weapon Attachment Arming Spike Blunt NA NA (+0p) NA 0 2 cp (Thrust)

Weapon Attachment Reverse Blade Blunt NA 7(+1c) NA NA 0 6 cp (Strike)

Weapon Attachment (Strike), Armor Reverse Spike Blunt NA 7(+0p) NA NA 0 6 cp Piercing Strike 2, Hook

Weapon Attachment (Strike), Armor Reverse Hammer Blunt NA 7(+0b) NA NA 0 6 cp Piercing Strike 1, Shock 1, Crushing 1

2H-Blunt

Table X.X Two-Handed Blunt Weapon Hands/ Weapon Strike Thrust Defense Special Wt Cost Type Reach

Shock 1, Thrusting Large Club Blunt 2H/M 6(+0b) 7(-1b) 7 1 3 cp Slot, Striking Slot

Shock 1 (Bludgeoning) Armor Piercing Gunstock Club Blunt 2H/M 7(+1b) 7(-1b) 7 1 7 cp Strike 1 (Bludgeoning), Striking Slot

Armor Piercing Strike 1, Shock 2, Battleaxe Blunt 2H/M 7(+2c) 7(-2b) 8(0) 1 6 sp Hand Off, Thrusting Slot, Striking Slot

Battleaxe 1H Blunt 1H/M 7(+2c) 7(-2b) 9(0) Armor Piercing 1 6 sp Strike 1, Shock 2, Hand Off, Thrusting Slot, Striking Slot

Shock 2, Armor Wood Axe Blunt 2H/M 8(+2c) 8(-2b) 8 Piercing Strike 1, 1 2 sp Hook

Shock 4, Armor War Maul Blunt 2H/M 8(+4b) 8(-2b) 8 Piercing Strike 1, 2 2 sp Crushing 2

Shock 2, Armor Piercing Strike 2, Dane Axe Blunt 2H/L 8(+4c) 8(-2b) 9 2 7 sp Thrusting Slot, Striking Slot, Hook

Shock 2, Armor Piercing Strike 2, Tabarzin Blunt 2H/L 7(+2c) 8(+0p) 8 Hand Off, Thrusting 2 10 sp Slot, Striking Slot, Hook

Shock 1, Armor Piercing Strike 1, Tabarzin 1H Blunt 2H/L 7(+1c) 8(+0p) 9 Hand Off, Thrusting 2 Slot, Striking Slot, Hook

Shock 2/0, Armor Piercing Strike 1/2, Heavy Blunt 2H/M 7(+3b) 7(-2b) 8 Crushing 2, 1 2 cp Warhammer Thrusting Slot, Striking Slot

Armor Piercing Heavy Mace Blunt 2H/M 7(+2b) 7(-2b) 7 Strike 1, Shock 3, 1 1 sp (Knobbed) Crushing 2

Armor Piercing Heavy Mace Blunt 2H/M 7(+2b) 7(-2b) 7 Strike 1, Bleed 3, 1 2 sp (Spiked) Crushing 1

Armor Piercing Heavy Mace Blunt 2H/M 7(+3b) 7(-2b) 7 Strike 2, Shock 1, 1 6 sp (Flanged) Crushing 1

Chain 2, Armor Blunt/Pol Pole-Flail 2H/L 8(+4b) 7(-2b) 8 Piercing Strike 2, 2 2 sp earm Shock 2, Crushing 2

Armor Piercing Blunt/Pol Strike 2, Armor Goedendag 2H/L 8(+3b) 8(+2p) 8 2 1 sp earm Piercing Thrust 2, Shock 2

Weapon Attachment Arming Spike Blunt NA NA (+0p) NA 0 1 cp (Thrust)

Weapon Attachment Reverse Blade Blunt NA 7(+2c) NA NA 0 6 cp (Strike)

Weapon Attachment (Strike), Armor Reverse Spike Blunt NA 7(+1p) NA NA 0 6 cp Piercing Strike 2, Hook

Reverse Blunt NA 7(+1b) NA NA Weapon Attachment 0 6 cp Hammer (Strike), Armor Piercing Strike 1, Shock 1, Crushing 1,

Polearms

Table X.X Polearms Weapon Hands/ Defens Weapon Strike Thrust Special Wt Cost Type Reach e

Short Spear Spear 1H/M 8(+0c) 7(+2p) 8 Fluid Thrusts 0 3 cp

Arming Spear Spear 1H/VL 9(-1c) 7(+2p) 9 2 6 cp 1H

Arming Spear Hand Off, Fluid Spear 2H/VL 7(+0c) 7(+3p) 8 2 6 cp 2H Thrusts

Spear 1H Spear 1H/EL 9(+0c) 8(+3p) 9 4 8 cp

Hand Off, Fluid Spear 2H Spear 2H/EL 8(+0c) 7(+3p) 8 4 8 cp Thrusts

Pike Spear 2H/LL 10(-2c) 9(+3p) 9 6 1 sp

Light Lance Spear 1H/VL 10(-1c) 7(+2p) 10 Couched Charge 4 1 cp

Heavy Lance Polearm 1H/EL 10(-1c) 8(+3p) 10 Couched Charge 6 1 sp

Hollow Lance Spear 1H/LL 10(-1c) 10(+3p) 10 Couched Charge 8 4 sp

Polearm, Spetum 2H/VL 8(+1c) 7(+2p) 7 Fluid Thrusts 4 2 sp Spear

Polearm, Jumonji Yari 2H/VL 8(+2c) 8(+2p) 7 4 2 sp Spear

Polearm, Armor Piercing Bishamon Yari 2H/VL 8(+3c) 8(+2p) 8 4 3 sp Spear Strike 1

Kata Kama Polearm, 8(+2p/ Armor Piercing 2H/VL 7(+2p) 8 4 3 sp Yari Spear +2c) Strike 1, Hook

Guandao Draw 2, Armor (Chinese Polearm 2H/VL 8(+3c) 8(+2p) 8 5 5 sp Piercing Strike 1 Glaive)

Ge (Chinese Polearm, Armor Piercing Dagger-Axe 2H/VL 8(+3p) 8(+2p) 8 5 1 sp Spear Strike 1, Hook Halberd)

Draw 2, Fluid Naginata Polearm 2H/VL 7(+2c) 8(+1p) 8 4 10 sp Thrusts

Polearm, Partisan 2H/EL 8(+2c) 8(+3p) 7 Fluid Thrusts 5 10 sp Spear

Polearm, Swordstaff 2H/EL 8(+3c) 8(+3p) 8 8 3 sp Spear

Polearm, Armor Piercing Ahlspiess 2H/L 8(-1b) 8(+4p) 8 5 4 sp Spear Thrust 3

Quarterstaff Polearm, 2H/VL 7(+0b) 7(-1b) 7 Fluid Thrusts 4 3 cp Spear

Polearm, Forward Swept, Fauchard 2H/VL 7(+2c) 8(+1p) 8 4 1 sp Spear Striking Slot

Polearm, Longstaff 2H/EL 8(+0b) 7(-1b) 7 6 4 cp Spear

Armor Piercing Strike 2, Shock 2, Forest Bill Polearm 2H/EL 8(+3c) 8(+2p) 8 5 1 sp Hook, Crushing 1, Striking Slot

Armor Piercing Strike 1, Shock 2, Black Bill Polearm 2H/VL 7(+3c) 8(+2p) 7 5 1 sp Hook, Crushing 1, Striking Slot

Polearm, Ranseur 2H/EL 8(+2c) 8(+2p) 8 5 1 sp Spear

Armor Piercing Bardiche Polearm 2H/VL 8(+5c) 9(-1p) 8 Strike 2, Shock 2, 5 2 sp Crushing 2

Armor Piercing Lochaber Axe Polearm 2H/VL 8(+4c) 9(-1p) 8 Strike 2, Shock 2, 5 2 sp Hook

Glaive Polearm 2H/VL 7(+2c) 8(+1p) 8 Draw 2, Hook 5 3 s

Armor Piercing Voulge Polearm 2H/VL 7(+2c) 8(+1p) 8 Strike 1, Striking 5 4 sp Slot

Armor Piercing Halberd Polearm 2H/EL 8(+5c) 8(+2p) 8 Strike 2, Crushing 5 3 sp 2, Striking Slot

Armor Piercing Strike 2, Crushing Saber-Halberd Polearm 2H/EL 8(+3c) 8(+0p) 8 5 15 sp 2, Draw 2, Striking Slot

Armor Piercing Bec de Corbin Polearm 2H/VL 8(+5p) 8(+2p) 7 Strike 2, Hook, 5 1 sp Striking Slot

Armor Piercing Lucerne Polearm 2H/VL 8(+5b) 8(+2p) 7 Strike 2, Crushing 5 1 sp Hammer 2, Striking Slot

Polearm, Armor Piercing Morningstar 2H/L 7(+4b) 8(+1p) 8 5 1 sp Blunt Strike 2, Bleed 3

Armor Piercing Polearm, Strike 1, Armor Poleaxe Spear, 2H/L 7(+2c) 7(+2p) 8 Piercing Thrust 1, 5 8 sp Blunt Shock 2, Striking Slot

Spontoon Spear 2H/L 7(+1c) 7(+2p) 7 Fluid Thrusts 4 1 sp

Spontoon 1H Spear 1H/L 8(+0c) 7(+1p) 8 Fluid Thrusts

Polearm, Multi-Hit (Thrust Military Fork 2H/VL 10(-1c) 8(+2p) 7 5 3 cp Spear 2), Strike Slot Polearm, Multi-Hit (Thrust Trident 1H/L 10(-1c) 8(+0p) 9 4 5 cp Spear 3) Hand-Off

Polearm, Multi-Hit (Thrust Trident 2H 2H/L 9(+0c) 8(+1p) 7 4 5 cp Spear 3)

Falx Polearm 2H/L 8(+4c) 10(-1p) 8 Forward Swept 4 1 sp

Musket (Butt) Spear 2H/H 7(+1b) 7(-1 b) 8 Shock 2 0 0

Musket Spear 2H/L 9(-1c) 8(+2p) 8 0 3 cp (Bayonet)

Weapon Reverse Blade Blunt NA 7(+2c) NA NA 0 6 cp Attachment (Strike)

Weapon Attachment Reverse Spike Blunt NA 7(+1p) NA NA (Strike), Armor 0 6 cp Piercing Strike 2, Hook

Weapon Attachment Reverse (Strike), Armor Blunt NA 7(+1b) NA NA 0 6 cp Hammer Piercing Strike 1, Shock 1, Crushing 1,

Special Melee Weapon Qualities

Table X.X Melee Weapon Qualities Quality Effect

When making a Coup de Grace attack, this weapon’s Thrust TN is Thin Blade decreased by 1. In addition, against mail armor this weapon gains Armor Piercing Thrust 3.

When making a Strike attack that would inflict Cutting damage, inflict one point of additional damage for every X bonus successes scored. Draw [X] This Special Rule does not come into play if the target benefits from any sort of Hard Armor on the target-location being hit.

When making a Thrust attack that would inflict Piercing damage, inflict one point of additional damage for every X bonus successes Spatulate Tip [X] scored. This Special Rule does not come into play if the target benefits from any sort of Hard Armor on the target-location being hit.

When making a Strike attack against on a Hit Location with Armor Armor Piercing Strike [X] protection that has the Hard quality, this weapon inflicts additional damage equal to [X]

When making a Thrust attack against on a Hit Location with Armor Armor Piercing Thrust [X] protection that has the Hard quality, this weapon inflicts additional damage equal to [X]

When using the Power Attack option on a Strike attack, you add an Tight Grip additional +1 to damage. When testing against Weapon Loss because of a Disarm maneuver or similar event, you may roll 2 additional dice.

Crushing [X] When this weapon successfully hits with a Strike attack on a Hit Location with any sort of Hard Armor, reduce all AVs of the armor on that Hit Location by [X]. This is done after damage is resolved for this attack, and only counts for future attacks. Only the highest AV armor on that location is reduced by Crushing. If that armor is reduced to AVN 0 in all areas, then Crushing begins to effect lesser Hard Armors beneath it. Additionally, each level of Crushing imposes a 1 CP penalty to parries and Blocks made against the attack.

This weapon can be wielded with one hand in addition to 2. If used in this fashion, you may continue using it with its normal Proficiency, or with a 1H version of either Blunt or Sword proficiency (depending on the base type of the weapon). However, instead of using the normal Hand-Off profile of the weapon, use the 1H version of the weapon with an * next to it. Switching from 1H to 2H versions of a weapon can be done at the beginning of any Action (or in response to an injury) and requires no CP expenditure.

This weapon can have its Thrust profile replaced with a Thrusting Thrusting Slot Weapon Attachment.

This weapon can have a Striking Weapon Attachment added to its Striking Slot Strike Profile. This does not replace the current Strike Profile, but can be used instead of it at the time of declaring a maneuver.

When this weapon is used to make any sort of defensive maneuver, Companion Weapon one of the dice devoted automatically succeeds before rolling.

Any attack made at Strike TN with this weapon ignores the first X Chain [X] successes of an enemy’s Parry or Block defense, including Parry/Block-like Maneuvers like Counter or Arm-Parry.

When this weapon is used in a Strike attack against which the target would receive an AV bonus, use the lower value between the armor’s Forward-Swept Cut and Piercing AV. The Strike still inflicts Cut damage regardless of which AV is used.

When this weapon is used in a [Y] type (Strike or Thrust) attack that targets Hit Locations that successfully hits the target, instead of Multi-Hit [Y] [X] resolving one attack, [X] identical attacks of equal strength hit instead. Roll on the the same Hit Location Table to see where these additional attacks land.

This weapon can be used with the Hook maneuver (see Hook Hook maneuver for details).

This weapon can Feint from a Thrust into another Thrust (see Thrust Fluid Thrusts and Feint maneuvers for details).

When making a Lance Charge attack with this weapon, use the Horse’s Strength as the base for damage instead of your own. In addition, if a Mounted Charge attack made by this weapon is Couched Charge Blocked, it carries through on the intended target zone anyway as though it hit with 0 Bonus Successes, and is reduced by the Shield’s AV regardless of where it hit.

This attachment can be attached to any weapon of the type listed. Use Weapon Attachment its attack TN and Damage instead of the original where listed, use original where no new number is listed.

Parrying Teeth -1 Parry TN vs attacks made by Swords and Daggers.

Any hit from this weapon inflicts additional Stun equal to the listed Shock number. Any Strike from this weapon inflicts Bleed equal to X. If the Strike’s Bleed [X] total Damage

Missile Weapons

Weapon Name This is the name of the weapon listed.

Weapon Type This is the Weapon Type of the weapon, and thus the Proficiency that it can be used with.

Range This is the distance in Yards that a missile weapon can be used and considered to be at “Short” range. Every multiple of this distance the weapon is used at past the first increases the range modifier by one. See Missile Weapons in Combat in the Combat section for more details.

Missile TN This is the attack TN used when making a missile attack with this weapon.

Damage This is the strength (before modification by arrowheads or maneuvers/talents) of an attack made by the Missile Weapon, as well as the damage-type done. This will invariably be Piercing (p) damage.

Weight This is the Weight of the weapon when it is being stored. When in use, a weapon’s Weight is 0.

Cost This is the cost of the weapon.

Self Bow Specific Loading Time Self Bows, like Thrown weapons, have no loading time. They can be drawn and fired in the same Action.

Required Strength If a user does not match the required strength of a Self Bow, he cannot string it. If already strung, the bow can be used with inferior strength, but the ATN increases by 1, and Strength decreases by 1, per point of user’s Strength beneath Required Strength.

Table X.X Bows Weapon Missile Weapon Name Range Damage Req Str. Wt Cost Type TN

Horsebow Bow 20 7 4p 3 0 2 sp

Longbow Bow 25 7 5p 4 .5 3 sp

Warbow Bow 30 7 6p 5 .5 4 sp

Composite 25 Bow 7 5p 4 0 6 sp Horsebow Composite Warbow Bow 30 7 6p 5 .5 8 sp

Zellish Wheelbow Bow 50 7 7p 4 3 5 gp

Table X.X Ammunition Ammunition Effect Catch Chance Cost

Bodkin +10 Range, AP 1 1/10 8 cp/20

Barbed Broadhead - 10/10 15 cp/20

Broadhead +1 Strength 5/10 10 cp/20

Swallowtail -3 Str, Winged 1 8/10 10 cp/20

Lozenge-Head -5 Range, AP 3 2/10 17 cp/20

Fire Arrow -1 Strength, +1 ATN, -10 Range, Flaming 5/10 13 cp/20

Crossbow Specific

Load This is the number of Reloading successes that must be put into the weapon before it can be shot. With crossbows, some Loading Tools cannot store Load in between Rounds--if a weapon has N in its Store Span section, it must be fully reloading in one Reload action, not over multiple Rounds.

Tool “Tool” lists the different types of Spanning tools that can be used with a crossbow to Span it. Each Spanning tool has different effects.

Table X.X Crossbows Weapon Missile Weapon Name Range Span Tool Damage Wt Cost Type TN

Hand Crossbow Crossbow 15 5 2 Lever, Screw 4p 0 36 cp

Light Crossbow Crossbow 20 6 4 Lever 6p 1 48 cp

Hand, Lever, Hunting Crossbow Crossbow 25 6 6 8p 1 60 cp Stirrup

Hand, Lever, Heavy Crossbow Crossbow 30 6 10 Stirrup, 10p 2 72 cp Crank

Crank, Arbalest Crossbow 35 6 25 12p 3 84 cp Windlass Manuballista Crossbow 40 7 40 Winch 15p 5 120 cp

Spanning Tools

Table X.X Spanning Tools Tool Effect Store Span Wt Cost

Hand TN 6 N 0 -

Screw TN 8 Y 0 -

Lever TN 5 N 0 -

Stirrup TN 4 N 1 -

Crannequin (Crank) TN 7 Y 0 12 cp

Windlass TN 6 Y 1 12 cp

Winch TN 5 Y 2 7 cp

Firearm Specific

Load This is the number of Reloading successes required before the weapon is ready to fire. (See Reload maneuver for Reloading details).

Ammunition This is the type of ammunition that can be fired from the weapon. Obviously the ammunition must first be loaded before it can be fired.

Table X.X Firearms Weapon Missile Weapon Name Range Load Ammunition Dam Wt Cost Type TN

Hand-Bombard Firearm 20 8 10 Ball, Shot, Spike 14p 2 10 sp

Arquebus Firearm 20 7 15 Ball, Shot 8p 1 12 sp

Pistol Firearm 15 7 15 Ball, Shot 8p 0 10 sp

Blunderbuss Firearm 15 6 15 Ball, Heavy Shot 8p 1 12 sp

Dragon Firearm 10 6 13 Ball, Shot 7p 1 18 sp

Ball, Shot, Buck & Musket Firearm 25 7 20 10p 2 20 sp Ball

Rifle Firearm 50 7 45 Ball, Rifle Ball 12p 1 40 sp

Table X.X Ammunition Ammunition Effect Catch Chance Cost Spike +2 Str, -1 MTN, +5 Range, +2 Load 1/10 1 cp

Ball AP 4 9/10 1 cp/10

Shot Scatter [6/6], -1 MTN 9/10 1 cp/10

Heavy Shot Scatter [8/6], -1 MTN 9/10 3 cp/10

Buck & Ball AP 2 (First Hit Only), Scatter (3/6) +3 Load 9/10 1 cp/10

Rifle Ball AP 4, -1 MTN 8/10 6 cp/10

Table X.X Firing Mechanism Firing Mechanis Effect Cost m

Must be touched off by hand to fire [+10 Load], Gun Firelock 0 Explodes on Critical Failure

Fuse must be lit before being fired [+20 Load First Matchlock Shot Only] Won’t work if wet (rain, splash, etc), burns 6 cp 1 foot of match per hour if kept lit. Match is extinguished on Critical Failure

Wheellock -1 MTN, Wheel Breaks on Critical Failure 100 cp

Flint must be changed every 10 Shots, Flint Breaks on Snaplock 24 cp Critical Failure

Flint must be changed every 20 shots. Flint Breaks on Flintlock 36 cp Critical Failure

Table X.X Firearm Loading Mechanism Ammunitio Reloading Mechanism Load TN n Cost

Manual TN 8 x1

Paper Cartridge TN 6 x2

Table X.X Missile Rules Missile Special Rules Effect

AP [X] Ignores the AV of Hard Armor equal to X.

When this weapon hits, it inflicts 1 bonus damage per X bonus Winged [X] successes scored. This damage is not inflicted if the missile hits Hard Armor.

Any Wounds inflicted by this missile cause X additional Bleeding Bleed [X] damage.

Scatter [X/Y] In addition to the primary shot, which resolves normally, you automaticaly hit with a number of additional attacks equal to X (roll for Hit Location with each) at Strength Y. Attacks that hit the same location combine their damage before subtracting AV and TOU. No special rules apply to these additional attacks unless they are listed in parenthesis after X/Y. Scattered attacks do not gain Bonus Successes as damage. Each Range Increment past the first reduces X by 1.

Throwing Weapons

Table X.X Throwing Weapons Weapon Missile Stuck Weapon Name Range Strength Qualities Wt Cost Type TN Chance

Light Javelin Thrown 15 7 +2p 5/10 0 1 cp

Heavy Javelin Thrown 10 8 +3p AP 1 5/10 1 2 cp

Lead Javelin Thrown 5 8 +4p AP 2, 10/10 1 3 cp Shield Stick

Soliferrum Thrown 5 8 +3p AP 3 8/10 1 4 cp

Heavy Dart Thrown 20 8 +2p AP 1 6/10 0 1 cp

Axe Thrown 10 8 +3c/+1b 5/10 - -

Knife Thrown 5 8 +1p/+0c 4/10 0 -

Throwing Knife Thrown 10 7 +1p/+0c 4/10 0 8 cp

Spear Thrown 10 7 +2p 5/10 - -

Hammer Thrown 10 7 +2b AP 1 0/10 - -

Club Thrown 10 7 +1b 0/10 - -

Sword Thrown 5 8 +3p 8/10 - -

Rock Thrown 15 7 +1b 0/10 0 -

Metal Weight Thrown 10 7 +2b 0/10 1 1 cp

Light Sling Thrown 15 7 +1b 0/10 0 1 cp

Long Sling Thrown 20 7 +2b 0/10 0 2 cp

Pole-Sling Thrown 25 7 +3b 0/10 2 5 cp

Table 5.4 Common Item Costs Item Unit Cost

Animals Unit Cost

Chicken One, annoying 5 cp

Courser One, fast 60 sp

One, mercifully ignorant of the Cow 10 sp ways of the world Donkey One, plotting something 5 sp

Friendly Doge One, much fur 1 cp

Heavy Warhorse (Destrier) One, thirsts for blood 100 sp

Hunting Dog One, relentless 1 sp

Hunting Falcon One, merciless towards rabbits 20 sp

Ox One, stubborn 12 sp

Palfrey One, noble 40 sp

Pig One, disgusting 3 sp

Sheep One, fluffy 6 sp

Tiger One, fearfully symmetrical 15 gp

Vicious Attack Dog One, wrathful, murderous 5 cp

Workhorse One, feathering optional 15 sp

Clothing Unit Cost

Work clothes One, hardy 1 cp

Traveling cloak One, cozy 1 cp

Urban attire One, trendy 1 sp

Wealthy Garment One, pretty 1 gp

Noble Dress One, gorgeous 5 gp

Court Attire One, ostentatious 10 gp

Finery fit for a King One, ludicrously splendorous 20-50 gp

Drink Unit Cost

1 cp per Ale/Beer Flagon 10

Ale/Beer Gallon 1-2 cp

Brandy Flask 2 cp

Cider Gallon 1 cp

Mead Gallon 2 cp

Rakia Flask 1 cp

1 cp (water Waterskin Skin (1 Gallon) not included )

1 cp per Wine Flagon 8

Wine Gallon 2-4 cp

Food Unit Cost

Black Bread (loaf) 1 cp Cheap Meat (Beef, Pork, (lb) 3 cp Chicken, etc)

Cheese (lb) 1 cp

Common Fish (lb) 1 cp

Expensive Meat (Swan, (lb) 1 sp Dormouse, Giraffe, Bork, etc)

Fruit (lb) 1 cp

Lavish Banquet Per 10 people 5 sp

Meal (Poor) Per 1 person 1 cp

Meal (Fine) Per 1 person 4 cp

Meal (Extravagant) Per 1 person 1 sp

Vegetables (lb) 1 cp

Rare Fish (lb) 6 cp

Week's Rations (lb) 4 cp

White Bread (loaf) 10 cp

Trade Goods Unit Cost

Cotton Ton 30 gp

Coffee Pound 1 sp

Coffee (Bulk) Ton 100 gp

Expensive Spices Pound 1 gp

Fine Rug Throw 5 gp

Common Tea brick (pound) 1 sp

Common Tea (Bulk) Ton 100 gp

Fine Tea brick (pound) 1 gp

Fine Tea (Bulk) Ton 2000 gp

Linen Bolt (50 yards) 1 gp

Pepper Pound 3 sp

Salt Pound 1 sp

Silk Bolt (50 yards) 25 gp

Tea brick (pound) 1 sp

Velvet or Satin Bolt (50 yards) 40 gp

Travel Unit Cost

Bedroll One, replace often 1 cp

Carriage One, with replacement wheel 2 gp

Ship (Cog, Galley) One, bring your own sailors 150 gp

Rucksack One, fitted straps 2 cp Saddle (Riding) One, well-oiled 1 sp

Saddle (War) One, blankets optional 3 sp

Two, please load evenly Saddlebags 2 cp - horse

Small Boat One, oars/sails included 10 gp

One, could fit 2-4 men Tent (small) 3 cp uncomfortably

Tent (large) One, houses ten men easily 1 sp

Wagon One, sturdy 1 gp

Warship One, bring your own guns 300 gp

Services Unit (Duration Cost

Guide (Frontier) 1 Day 6 cp

Mercenary (Poor) 1 Week 1 sp

Mercenary (Mediocre) 1 Week 3 sp

Mercenary (Good) 1 Week 6 sp

Mercenary (Excellent) 1 Week 1 gp

1 gp Servant (Domestic) 1 Year (countin g board)

Ship (Cog) 1 Month 10 gp

Ship (Caravel) 1 Month 25 gp

Miscellanea Unit Cost

Anvil One, heavy 5 sp

Farm Implement (Hoe, Shovel, One, handy 1 sp etc)

Flints (Flintlock) 10, also good for lighting fires 1 cp

Instrument (Lute, drum, flute, 1 sp to One, pleasant horn) 10 gp

Leather (Cowskin) One, tanned 1 sp

50 feet, you’ll go through it Matchcord (50 ft) 1 cp quick

Paper One sheet, useful 4 cp

Parchment One sheet, fancy 8 cp

Rope (50 ft) 50 feet, useful 2 cp

Smith’s Tools Set, anvil not included 4 sp

Tinderbox One, rugged 3 cp

Tradesman’s Tools Set, guild approved! 10 sp

Whetstone One, dry 1 cp

Woodsman’s Axe One, trusty 1 sp Prosthetics [Needs testing. Discuss with Doc] Prosthetics are tools created to replace some or all of the function of a lost limb. They vary in nature from sticks stuck on with glue to devices that can almost replicate the actual motion of the lost body part using a large amount of mechanical trickery. Armor may not be worn over prosthetics unless otherwise specified. Damage does not stack between attacks. Location refers to the area the prosthetic is replacing.

Arm Prosthetic Location Cost Effect

The limb can punch or arm-parry as normal, but will break Stick Any 8 cp upon receiving 4 or more damage. May be armored.

A hand prosthetic may be attached to this. 5 damage breaks Extender Forearm 2 cp the prosthetic.

Grappling suffers no penalties, but a Hook cannot hold a weapon, including a 1H or 2H weapon. Punch becomes a Hook Hand 5 sp swing and does piercing damage. 6 damage breaks the prosthetic.

Grappling suffers no penalties. A Clamp can hold either a 1H weapon, or be used in combination with a real hand to hold a 2H weapon. CP is reduced by 2 when using a Clamp in combat. Clamp Hand 10 sp Because of the locked design of the Clamp, Disarming or Beating a weapon held by a Clamp has a +2 Activation Cost. A successful disarm breaks the clamp, rendering it useless. 6 damage breaks the prosthetic.

A 1-handed melee weapon, or a hand crossbow, pistol, or dragon, may be attached to the stump, and functions as the Weapon weapon would. If attached at the Forearm, decrease Range Weapon Hand/Forearm +10 sp and damage by 1 unless ranged. Ranged weapons must be fired using the other hand, or by the lost limb using a special mechanism costing 5 sp.

The hand functions as normal except for a +1 Activation Cost to Weapon Maneuvers when using it to hold a 1H weapon by Articulated itself. Wielding a 2H weapon with an Articulated Hand and a Hand 25 gp Hand real hand incurs no penalty. Wielding a 2H weapon with two Articulated Hands incurs a +1 Activation Cost for all maneuvers. 3 damage breaks the prosthetic.

Armored The hand functions as normal except for a +1 Activation Cost Articulated Hand 75 gp on all maneuvers using it. 8 damage breaks the prosthetic. Hand

Leg Prosthetic Location Cost Effect

Allows you to move with only -2 Mobility. 5 damage breaks Wood Foot Foot 10 cp the prosthetic. May be armored.

Pegleg Shin 1 sp Allows you to move with -¼ Mobility. 4 damage breaks the prosthetic. May be armored.

Allows you to move with -½ Mobility. 4 damage breaks the Long Pegleg Thigh+Shin 1 sp prosthetic. May be armored.

Allows you to move with -½ Mobility. Requires a free hand Cane Any 10 cp to use. May include a weapon of medium length or shorter (add the cost of the weapon). 5 damage breaks the cane.

Allows you to move with -¼ Mobility, or normal Mobility if two are used. Each requires a free arm to use. May be used as Crutch Any 10 cp a Large Club with +1 to Range and all TNs. 5 damage breaks the crutch. Chapter 6: Boons & Banes

Boons & Banes are special qualities of a character; quirks that affect specific things in small but enduring ways. Boons are positive, whereas Banes are negative. Things like Ambidexterity, a knack for languages, or a particular aptitude for climbing are Boons. Things like hemophilia, a prominent speech impediment, or a total inaptitude for swimming are Banes. The Boons & Bane system is important at character creation and many times afterwards as well; characters can often buy new Boons or buy off Banes through the course of play, or various situations within the course of play can cause a character to gain one!

Boons & Banes at Character Creation Boons and Bane are the last step of character creation, meaning every other section must be completed before they are taken. Depending on what the Creation Point (CrP) investment is, the character will start with either an amount of points to spend on Boons, or a deficit of Points that must be made up for using Banes. Taking Banes gives more points. Taking Boons diminishes one’s points. A character cannot begin play with a negative B&B Point Score. A character can take any number of Banes, but Banes stop granting points after 30 points total. This means that if a character began play with -15 B&B Points, they could reach a maximum of 15 points by taking 30+ points worth of Banes, but they could never reach 16 or 20 points.

Table 6.1 Creation Point Cost CrP Boons & Banes

1 -15

2 -10

3 -5

4 0

5 5

6 10

7 15

8 20

9 25

10 30

CrP Boons Banes

1 15 0

2 10 0

3 5 0

4 0 0

5 0 5

6 0 10

7 0 15 8 0 20

9 0 25

10 0 30

Table 6.1 Creation Point Cost CrP Boons & Banes

1 0

2 5

3 10

4 15

5 20

6 25

7 30

8 35

9 40

10 50

Adding Boons and Removing Banes Most Boons and Banes can be added/removed throughout the course of gameplay. Both are bought or removed with the spending of Arc at their cost. Any Boons bought must have an ingame reason; Allies cannot just spawn out of no where, there needs to be an in-game explanation of it. The cost to remove a Bane is simply their the positive version of their negative value; Craven at -4 would cost 4 Arc to remove. Boons marked “Character Creation Only” can only be bought at Character Creation. Banes marked “Cannot be Removed” are permanent and thus can never be removed.

Boons

Table 6.2 Boons Boon Description Arc Cost

Allies -1/5/10

Ambidextrous Character Generation Only -3

Animal Affinity -2/4/6

Beautiful -2/4

Berserker -1/4

Bloodthirsty -4

Brave -3

Contacts -1/4/6/8

Direction Sense -3

Estate Character Generation Only 10

Favor 1-3

Famous 2-4

Folks Back Home 3/6/8

Follower 5

Good Ears 3

Good Eyes 3

Good Nose 3

Hale and Hearty 2/4

Known for Virtue 5

Languages 1/2/3

Literate 1

Lucky 5

Natural Born Killer 6/12/18

Natural Leader 3

Impressive Voice 2

Retinue 5/10/15

Skill Focus 3/5/7

Tall Character Generation Only 4/8

True Grit Character Generation Only 2/4/6

Rich Character Generation Only 1/3/5 Allies (1/5/10) The Allies Boon represents a character's positive relationship with a powerful figure, or organization, or group. At its lowest level, it could simply be somebody important or competent around town. At its highest, it should represent the attention and favor of kings. This Boon can be taken multiple times to gain multiple allies, and can be gained (or lost) in the course of play through player actions. A character can appeal to an Ally for aid, but that is no guarantee that it will come, or that it will be sufficient for the task at hand. More often, an Ally will be able to tie up loose ends, or swoop in to save a character's bacon when things 1: Minor local power. Crime boss, mayor, town sheriff, etc. 5: Moderate regional power. Baron, trade tycoon, colonel in the army, etc. 10: Major international power. King, Powerful Cardinal, the Pope, etc.

Ambidextrous (3) Ambidextrous characters are equally capable of using either hand well, and are not affected negatively by using a weapon or tool in their “off” hand. Ambidextrous characters gain certain benefits when using two weapons, as detailed in the relevant Maneuvers and Proficiencies. In addition, if a character's arm is injured and they are forced to use their weapon in their “off” hand, an Ambidextrous character suffers no penalties. Character Creation Only.

Animal Affinity (2/4/6) A character with this ability has an unusual affinity for animals. 2: Gain a +2 bonus to Charisma when interacting with animals, and to Ride checks. 4: As above, and may select one type of domestic animal (dogs, cats, horses), these animals will always cooperate with you within reason. 6: As above, and you may select one type of wild animal (wolves, cougars, bears) these animals will never attack you unprovoked, and might even come to your aid in certain situations.

Beautiful (2/4) You're pretty. Really pretty. A character with this Boon is easy on the eyes. This can take many forms, and different cultures have greatly different standards of beauty that may not translate well to each other, but for the most part, this is universal. Beautiful people are generally treated better, as they make a good first impression. 2: You gain a +2 bonus to Charisma when dealing with everyone, if your beauty is apparent. You gain a +4 bonus to Charisma when dealing with characters who would find you sexually attractive. 4: You cause Carriage Crashes. You gain a +3 bonus to Charisma when dealing with everyone if your beauty is apparent. You gain a +6 bonus to Charisma when dealing with characters who would find you sexually attractive. Beauty of this caliber often comes with unwanted attention.

Berserker (1/4) You are prone to flying into uncontrollable periods of bloodthirsty shield-gnawing lunacy, during which which you cannot be prevented from cleaving every head within arm's reach from its shoulders. How you enter a Berserk Rage varies depending on the level of this Boon, but the effects of Berserking are generally the same. Berserk Rages last for 3d10 Rounds. To come down from a Berserk rage early, you must initiate a Willpower test at RS 5. Success ends the Berserk Rage. This can be attempted once per Round. - You gain a temporary +2 to Combat Pool. - You reduce all Pain by half. - You ignore ALL Stun inflicted by wounds, but not that inflicted by weapon effects. - You ignore all effects of Exhaustion. - You reduce the RS of Bleed tests by 2. - You may not take any sort of Parry action (you may still Block and Void). - You must attack the nearest active enemy, or, barring the presence of enemies, the nearest living creature. After a character comes “down” from a Berserk Rage, all effects end, and they are immediately Exhausted, regardless of their Endurance or current Encumbrance. If, at this point, a Berserker's Bloodloss total is above 25, they must make a HLT check at RS 5 or drop dead instantly. Characters that Berserk often will frequently develop mental derangements over time, including Depression, Alcoholism, and Schizophrenia. How a character enters a Berserk Rage depends on their level in this Boon. 1: Any frustration or irritation, physical pain, insult, or vexation requires that the character make a WIL check at RS 4 or fly into a berserk rage. He can voluntarily fly into such a rage at will, though only when not Exhausted. 4: The character can enter a berserk rage at will (as long as they’re not Exhausted), by taking a few seconds (one round) to roar, gnaw upon their shield, and generally work themself into a fury. They can still fly into an involuntary rage as above, but ytheir RS for the WIL test is only 2.

Bloodthirsty (4) Your eagerness to join battle has stripped from you any form of hesitation or restraint when moving in for the kill. Whenever you take an Initiative Test brought on by going Red/Red (tests forced by maneuvers do NOT count) you gain +2 dice for that test. There is no limit to the number of times this can occur in combat. Any character who faces you in combat will immediately become aware that you have this Boon unless you pass a Sincerity vs. Perception Contest.

Brave (3) You're courageous and firm of heart. When faced with any non-magical situation which would require a Willpower test vs. fear, you may choose to pass, even if you fail the roll. If magic is involved, you must still take the test, but you get +2 dice for it.

Contacts (1/4/6/8) You have access to a network of informants, friends of a friend, cousins, and entire flocks of talkative little birds whom you can call upon for information. You can use Contacts to gain insight, information, intelligence and other tidbits about any subject you please. Usually this requires the expenditure of a few coins (rarely more than 2-3 sp per RS of the roll, see below), and may take anywhere from ten minutes to a week or so. Roll your Charisma at the TN decided by your level in this Gift, and if you meet the RS required, you gain the information you need, with more Bonus Successes supplying more information. The GM can set the RS for the roll anywhere from 1 (effortless) to 8 (world-shatteringly obscure). If there is absolutely no way that information can be gained through Contacts, it should be evident after the first roll. 1: TN 7; You know some guys. 4: TN 6; You know some guys who know some guys. 6: TN 5; You know some guys in every city and service in the country. 8: TN 4; You know everyone.

Direction Sense (3) You've got an infallible sense of direction. Wherever you are, you can figure out which way is North. Your skill in this regard borders on the supernatural, and grants you a +4 to Navigation tests.

Estate (10) You own lands, businesses, or other static wealth that you can't really spend, but which provides you with a steady stream of income. Most of the time there will also be living spaces available. Taking this Boon grants you an Asset worth 2 Wealth. See the Assets section of Wealth & Equipment for more details. This Boon can be taken multiple times, either to gain multiple 2-Wealth Assets, or to combine them into a bigger, badder Asset. Note: You cannot acquire more Wealth worth of Assets than the amount your Social Class granted you. (So if you are a Lesser Noble, and start the game with 6 Wealth, you could take Estate a maximum of three times for 6 additional Wealth, for a total of 12, but no more).

Favor (1-3) Someone owes you a favor. You may take this Boon multiple times, and for each time you do, you gain an additional favor that you can “call in” to get something done. Confer with the GM to see who could potentially owe your character one. Once a Favor is called in, the debt is settled. However, if things are still amicable, there's no reason why another exchange of favors couldn't be arranged. 1: Minor Favor. A serious favor from a regular man, or a trifling favor from someone of power. (Let me hide in your house from the Baron's men/Get me off of this larceny charge) 3: Major favor. A serious favor from a powerful individual. (Vouch for my innocence, your majesty)

Famous (2-4) People know you. Maybe you killed the Manticore of Marienburg, or saved a princess or something. Whatever the reason, you gain a bonus to Charisma when dealing with people overawed by your star-power. This Boon has its drawbacks though—being recognizable makes it hard to hide, and harder still to get away with mischief. 2: +2 bonus to Charisma, -2 to Disguise or Bluff rolls to avoid recognition. 4: +4 bonus to Charisma, -4 to Disguise or Bluff rolls to avoid recognition. Folks back Home (3/6/8) You've got a family, a clan, a tribe or household or some other social group that you're a part of that cares for you. You're probably away from them right now, but they're there, waiting for your return. The level of this Boon determines just how influential and wealthy these folks are, and how much they might be able to help in the event that you go to them for aid. Not having this Boon doesn't necessarily mean your character is an orphan or family-less, just that the family is scattered, disunited, or otherwise unlikely to be able to provide cohesive aid. 3: 6: Well to do, and somewhat influential. 8: Powerful, important people.

Follower (5) You've got a sidekick, a buddy, a comrade, a henchman, or a right-hand-man, etc. Followers can be anything from unusually loyal mercenaries to childhood friends to spouses who aren't about to stand by while your character fights heretics, bandits and shoggoths without them. A Follower is distinguished from an Ally or a Retinue-member in that the Follower is an actual Character. Either you, or your GM, can write up the stats for the Follower (GM's discretion), usually of a power level the same as or lower than their PC master. In some situations, an existing NPC can be drafted into Follower position, at the GM's discretion. Followers aren't directly under the player's control, in that they are still technically NPCs under the GM's purview, but there's nothing wrong with a player controlling a Follower while his character is injured or tied to an interrogator's chair somewhere. If the current PC of the Follower dies, the Follower ceases to be a Follower. At the GM's discretion, the Follower might stay of their own discretion, leave, or even become a PC under the control of the player whose character died. (General rule: Don't let Followers take Follower, Retinue, Contacts etc. It just makes things confusing). (Even more General Rule: Don't let this Boon get out of control and swell the group up to double its original number. It is acceptable to limit the taking of this Boon, or of Group Followers altogether, see Optional Rules for more details).

Good Ears (3) You've got the ears of a fox. When making a Perception check involving your auditory senses, you gain a bonus of +2 to the roll.

Good Eyes (3) You've got the eyes of a hawk. When making a Perception check involving sight, you gain a bonus of +2 to the roll.

Good Nose (3) The nose knows. You've got an exceptionally good sense of smell. Whenever making a Perception check of any sort, you gain a bonus of +1 to the roll. This does not work underwater, or in situations where an overpowering smell would mask everything around you. If you lose your nose, you lose this Bane.

Hale and Hearty (2/4) You're really healthy, and you hardly ever seem to become sick or suffer from poorly-healed wounds. 2: You reduce the Infection Chance of injuries you suffer by 1. Your Health for the purposes of resisting poison, disease and other ill effects (not Infection) is increased by 2. 4: You reduce the Infection Chance of injuries you suffer by 2. Your Health for the purposes of resisting poison, disease and other ill effects (not Infection) is increased by 4.

Known for Virtue (5) You are known as a paragon of virtue, a protector of the weak, a champion of justice, a practitioner of mercy, a truly honorable man, etc. Whether or not this is true is not important. Being known for Virtue gives you a degree of moral authority over the virtuous. People will assume that you are working for the best, and when dealing with principled individuals, their favorable view of you grants you a +2 bonus to Charisma to all social rolls, and will also be much more inclined to give you the benefit of the doubt if you're caught in a sticky situation. If you ever gravely dishonor yourself or otherwise compromise your perceived moral highground, you may lose this Boon at the GM's discretion. For particularly egregious acts, you might even gain the Bad Reputation Bane.

Languages (1/2/3) You know how to speak languages besides your native one. 1: You know another native language. You may purchase this Boon multiple times during Character Generation, each time learning a new language. 2: You've got a knack for languages. You know another native language, and you may purchase additional languages after Character Generation for 1 point each, assuming you have a month or so to practice. 3: You're a proper polyglot. You know a number of new languages equal to your Intelligence +2. In addition, you automatically learn any language you are exposed to for more than a week by spending 1 point.

Literate (1) You know how to write your own language. If you can speak another language, and it has the same alphabet or writing system, then you might be able to piece together its writing as well. This Boon can be taken multiple times. Each time, you can learn another language's writing system. As before, if you can speak a language, and it shares a writing system or alphabet with a language you know, you can probably read in that language as well.

Lucky (5) (You may only take this Boon if the Luck optional rules are being used). You've got something in your corner that defies description: You're lucky. Once per session, you may activate a Lucky Break or Close Call without paying the Arc Point cost.

Natural Born Killer (6/12/18) You were born to kill. Maybe you just have an exceptional, intuitive understanding of violence, or maybe you just lack inhibitions that normal people have against striking hard, fast, and first. Either way your killer instincts give you an edge over other fighters. 6: You gain +1 to your CP. 12: You gain +2 to your CP. 18: You gain +3 to your CP.

Natural Leader (3) Some people just have a knack for leadership. You're confident when dealing with other people, and your force of personality makes it easy for you to organize and lead groups of people. When making Charisma-based rolls to lead others, either in a military setting or for some other purpose, you gain +2 to your Social score.

Impressive Voice (2) You've got a characteristic tone to your voice that lets you influence people in certain ways. This comes in three varieties: Powerful, Grating, and Soothing. You can take this Boon multiple times, each time allows you to gain another one of the three qualities to your voice. Powerful: Your voice is strong, commanding, and intimidating. You gain a +2 bonus to Leadership and Intimidation. Grating: You've got a sneering honk of a voice that can peel the skin straight from someone's bones with a single insult. You gain a +2 bonus to Ridicule rolls, and a +2 bonus to resisting them as well. Soothing: You've got a pleasant voice, that can calm the heart and soothe the soul. You gain a +2 bonus to Diplomacy rolls with the intent to sooth, calm, or convince. You also gain a +4 bonus to performance tests that involve the voice (Song, Drama, etc).

Retinue (5/10/15) (Note: You may only take this boon if your campaign is using the optional Followers & Retinue rules) You're a leader of men, and have a group of loyal followers who aid you in your endeavors. When you take this Boon, you gain a group of NPCs who act as your personal bodyguards, aids, crew, etc. The size of this group varies on the version of this Boon you buy. See the Followers & Retinue section in Optional Rules for more details. 5: You have a group of 10 Minions, and 1 Henchman. 10: You have a group of 25 Minions, and 5 Henchmen. 15: You have a group of 50 Minions, 25 Henchmen, and 1 Alpha Henchman.

Skill Focus (3/5/7) You've got some natural talent that surpasses the norm in one area. When you pick Skill Focus, choose one Skill, and apply the benefits listed to that skill and its sub-skills. You can buy this Boon multiple times for multiple Skills, only once for each Skill. 3: You gain a +1 die bonus. 5: You may reroll one failed die per skill test. 7: You gain one automatic success before rolling. 10: The TN for the chosen skill is lowered to 6.

Tall (4/8) You're tall, ranging from somewhat above average to freakish, with the gorilla arms and inhuman reach to match! 4: You’re noticeably taller than most other people, around a head or so. You gain +1 to initiative as you have a slightly longer reach and better vantage over your peers. 8: You dwarf your peers, to the point you have to squeeze yourself through normal doorways. You gain +1 to initiative and +1 to reach with all weapons due to how long your arms are.

True Grit (2/4/6) Whether by hard experience, early exposure to a grim, violent world, or some natural strength of character, you've got an amazing resistance to fear, pain, and shock. Each level of True Grit awards you an additional starting point of Grit. 2: Will of Iron +1 Grit 4: Nerves of Steel +2 Grit 6: Heart of Stone +3 Grit Character Creation Only.

Rich (1/3/5) Money, dinero, shekels, cash, bank, the sinews of war, the wealth of nations! You've got an unusual amount of money for someone of your social class. This is cold cash, not Assets, and once you've spent it, it's gone. 1: Extra 10% of your base money 3: Extra 50% of your base money. 5: Extra 100% of your base money. Character Creation Only.

Banes

Table 6.3 Banes Bane Description Arc Cost

Arrow Magnet +3

Bad Ears Cannot be Removed +2/-4

Bad Eyes Cannot be Removed +4/+6

Bad Reputation +3/+6/-9

Barren/Sterility Cannot be Removed -1/-3

Blind Cannot be Removed -20

Braggart -3

Brain Damage Cannot be Removed -4/-8

Broken Limb/Appendage Cannot be Removed -

Complete Monster -10 Craven -4/-8

Crippled Limb/Appendage Cannot be Removed -8

Dead Cannot be Removed -100

Debt -2/-4/-8

Dire Past Cannot be Removed 0

Enemies -3/-10/-15

Facial Deformity Cannot be Removed -2/-4/-8

Fat -5

Hothead -3

Honor -15

Lasting Pain Cannot be Removed -4/-8

Mute Cannot be Removed -5/-8

Oath -2 to -10

Old Wound Cannot be Removed -1

One-eyed Cannot be Removed -10

Poor -4/-6/-8

Severed Limb/Appendage Cannot be Removed -15

Short -8/-15

Skinny -3

Technologically Impaired -5

Unhappily Married -1/-2/-3

Virtuous -10

Wanted -5/-10/-15

Banes

Arrow Magnet (-3) You've got a way with arrows. They just can't stay away from you. In any situation in which someone would be targeted at random by missiles, you will be targeted first, and anyone making missile attacks gain a +1 dice bonus against you.

Bad Ears (-2/-4) You just don't have good hearing. Maybe you worked on a howitzer range, or maybe it's congenital. -2 (Minor): You suffer a -2 to all Perception checks involving hearing. -4 (Severe): You're stone deaf. You suffer a -2 to all Perception checks involving hearing, and if a check requires hearing, you can't roll at all. You can also only understand people if you can see their mouths, or through sign language. Cannot be Removed. Bad Eyes (-4/-6) You don't see too well. Corrective eyeglasses may be available in your time period, but if not... Well, maybe you shouldn't be the one carrying the blunderbuss. -4: You suffer a -2 to Perception if not wearing Glasses. -6: You suffer a -4 to Perception if not wearing Glasses, and a -2 to Perception even if you are. Cannot be Removed.

Bad Reputation (-3/-6/-9) You aren't a popular fellow. Perhaps you're a member of an unsavory group that people generally mistrust, or maybe your personal deeds (real or attributed) have made you a pariah. Either way, folks are less likely to cooperate with you and might even try to hurt you if they take particular offense to you! Of course there will often be certain people who don't care about your reputation. Some might even approve! In certain situations, the GM may choose to waive your penalty, or even turn it into a bonus. For example, while intimidating some yokels. -3: You're unpopular. You suffer a -2 to all social rolls made with people who disapprove of your reputation. -6: You're generally disliked. You suffer a -4 to all social rolls made with people who disapprove of your reputation. -9: You're nearly universally despised. You suffer a -6 to all social rolls made with people who disapprove of your reputation.

Barren/Sterility (-1/-3) You are incapable of producing offspring. There are dozens of causes of this… Perhaps it is genetic, or perhaps you are a eunuch… Or perhaps you had an unfortunate encounter with a low-flying halberd. This is not unique to either gender. -1 (Barren/Sterile): You’re simply sterile. No children for you. (Or no more children, if you already have them). You may still feel sexual urges, depending on the nature of your condition. -3 (Eunuch): You were made a eunuch before puberty (male only). This is a different situation from the above, because the process has a serious effect on the development of young men. In addition to all of the obvious effects of the process and the sterility associated with it, you must also pay 2 additional Arc to level up Strength or Health. However, as a side effect, you gain a +2 bonus against all manner of Social rolls made with the intent to deceive, and a +2 bonus against Intimidation and Taunt attempts. Cannot be Removed.

Blind (-20) You're stone fucking blind.This brings with it certain problems. While blind men have been known to fight before, it is by no means easy, and few would advise it of you. Blind characters cannot make Sight based Perception checks, nor can they do anything that strictly requires the use of their eyes. However, they do gain a +2 bonus to Perception checks involving sound, touch, and other senses to which they are naturally better attuned, due to their lack of sight. In combat, a Blind individual must make a Perception Check before performing any Action. The number of Successes on that Check is the maximum number of CP he can dedicate to his Action. (This does not include Activation Costs, which are paid normally). Cannot be Removed.

Braggart (-3) You've got a big mouth. You can't help but boast of your strength/intelligence/achievements, and you also can't stand the notion of being shown up. Maybe your claims are baseless... Maybe they aren't. Either way, you get yourself in trouble a lot, and you're incredibly easy to rile up. You suffer a -2 WIL penalty to resist Ridicule rolls, and you must regularly relate your greatness to anyone who will listen. You can suppress your boastful urges for a few minutes when it's important by making a WIL test at RS 3.

Brain Damage (-4/-8) You've suffered an injury that has significantly damaged your brain. You suffer from decreased mental faculties, and possibly some neurological failures (tics, partial paralysis of limbs, etc). You may take or suffer each level of this Bane multiple times. [When inflicted by an injury, also suffer 1d2 Int damage for Minor, and 1d5 Int damage for Major. If this puts you at 0 or below, you are an irrecoverable vegetable, unless you have the Arc Points required to buy yourself back into the positives, in which case you emerge from a coma after a period of time determined by the GM. Do not suffer this damage at character creation.] Brain Damage can be bought off for double the cost of the Bane (8 for minor, 16 for major). If Brain Damage is Bought Off, the character does not regain the Int damage from the Bane, but does recover from the Banes rolled on the Table. -4 (Minor): Roll on the Brain Damage. The result is the effect of the Bane. -8 (Major): Roll on the Brain Damage Table and add 2 to your roll. Cannot be Removed.

Table 6.4 Head Trauma Table Roll Effect

No Long-Term Effect, INT loss fades 1 in 1d10 days (concussion)

No Long Term Effect, INT loss fades 2 in 2d10 days (concussion)

No Long Term Effect, severe dizziness and loss of coordination for 1d10 days, 3 int loss fades in 3d10 days (severe concussion).

4 Damaged Vision (gain Poor Eyesight)

5 Damaged Hearing (gain Poor Hearing)

6 Old Wound, Deafness (gain Deaf)

Old Wound, Vision lost in One Eye 7 (gain One-Eye)

Old Wound, Loss of Speech (gain 8 Mute)

9 Old Wound

10 Lasting Pain, Old Wound

Old Wound, Lasting Pain, Severe 11 Brain Damage (+2 Int Loss)

12 Old Wound, Lasting Pain, Blindness

Broken Limb/Appendage A broken limb is a serious occurrence, but with some time and rest, the arm'll be as good as new. Right? Well, theoretically anyway. If a limb is used while broken, it may not heal properly, and repeated injuries to a wounded limb can permanently cripple it. A broken limb cannot be used for anything (wielding a sword, walking, etc), until the Wound that caused it heals. (A treated broken leg can be walked on with the aid of cruches, but at 1/4th of normal Mobility, and no intense movement is possible). You may not choose this Bane at character creation, and it cannot be bought off. The Wound must heal normally. Cannot be Removed.

Complete Monster (-10) Some people are cruel, petty, mean, or spiteful because they had bad upbringings, a rough environment, an unpleasant childhood. Their insecurities manifest themselves as these antisocial traits as a form of inverting the pain of their relationship with the world. Not you. You might have excuses, but they're not legitimate. You are wolf to man. Maybe you're crazy, or maybe you're just too sane. You view human social concessions as an idiotic charade, proof that the people around you are just machines, automatons with no real agency in their own behavior. You're the only real person. They're just puppets made out of meat. You can play the game, but your definition of winning and losing is much more practical. You win if you get what you want, you lose if you don't, and everyone else is just an tool to be used or an obstacle to be overcome in the pursuit of your desires. You've also got an uncontrollable urge to kick puppies and steal pies. You gain a +2 bonus to Sincerity rolls, because of your superficial charm, and this remains as long as the true depths of your soulless evil remain unknown. It is possible to retain a good reputation with this Bane, if you're very clever, but anyone who realizes your true nature realizes the depths of your monstrosity, and you gain a permanent -4 penalty to Social rolls against them, as well as losing your normal bonus to Sincerity against them. Characters may glimpse your true nature whenever you fail a Sincerity or Persuasion roll against them (context is everything, GM's discretion), but are much more likely to realize it if they witness you actually behave like a complete monster. You also do not have a Belief Arc, and you cannot gain one unless this Bane is bought off. This Bane can be bought off, but only at double its purchasing cost (a total of 20 Arc), and requires some sort of serious soul-searching epiphany. A character cannot have Complete Monster at the same time as the Honorable and/or Virtuous banes.

Craven (-4/-8) You're a coward. There's a difference between feeling fear, and being incapable of overcoming it. A coward cannot bring himself to confront any sort of danger head-on, and will often try to hide, avoid, or simply flee from any possible injury or harm to himself. -4: You suffer a -2 penalty to CP in any combat situation in which you do not have a decisive and obvious advantage. You must make a WIL test at RS 4 to bring yourself to confront any sort of danger. If you are injured by violence, you must make a WIL test at RS 6 or panic and try to escape. -8: You suffer a -4 penalty to CP in any combat situation in which you do not have a decisive and obvious advantage. You must make a WIL test at RS 6 to bring yourself to confront any sort of danger. If you are injured by violence, you must make a WIL test at RS 8 or panic and try to escape. Craven cannot be taken with the Honorable Bane.

Crippled Limb/Appendage (-8) A crippled limb is one that has suffered such significant damage, or that has been injured and not allowed to heal properly. As a result, it has lost most or all of its functionality, and is essentially dead weight—or close to it. Someone with a crippled leg is still better off than someone with no leg at all, but not by much. The Crippled Limb can be used, but at severe penalties. Any Skill Checks made that require the limb suffer a +4 to their RS. Attack or Defense maneuvers made with the limb suffer a +3 to their TN. If the limb crippled is being used for locomotion (like a leg, let us say, or an arm while climbing) Mobility is reduced by half. Cannot be Removed.

Dead (-100) You are dead. You may take no actions except the Decompose Maneuver. Cannot be Removed.

Debt (-2/-4/-8) You owe people money. This amount is always significant, but you'll have some time to pay it off before bad things start happening. In a lot of cases, nobody can actually force you to repay your debts (particularly if you're an armed man with few if any solid assets and a horse), but moneylenders have long arms and longer memories, and a great incentive to either make you pay in gold, or in a pound of flesh, as an example to others. Characters that start with no money cannot take this bane. -2: You owe an amount of money equal to the money you have at the time of the game's beginning, not-including Assets. This is after other Boons/Banes that modify wealth/assets. -4: You owe an amount of money equal to half again your starting money. This is after other Boons/Banes that modify wealth/assets. -8: You owe an amount of money equal to twice your starting money, and starting Assets. This is after other Boons/Banes that modify wealth/assets.

Dire Past (0) You've been through some serious stuff. Maybe you're a survivor of a terrible battle, or maybe you're a veteran of years of fighting in the crusades. Maybe you spent your childhood as a cabin boy on a witch-hunter's ship, fighting infidels and blasphemous cults on the islands along the Barbary coast. Maybe you were born in the dark, where others merely adopted it. Write or explain a brief backstory for your character to the GM. He will choose (or design) several Banes for you, to represent the scars and looming shadows of your dark past (you don't get points for these Banes directly). Because you are a veteran, however, you gain 10 additional points to spend on Boons. These ten points do NOT count towards your maximum points from Banes. Cannot be Removed.

-sidebar- (GM: Don't be light on this. Be vicious. Old wounds, a missing eye, enemies, a bad reputation, even things like Hotheated, Honor and Virtuous are appropriate to apply for this Bane. This isn't just 10 points, it's 10 points in addition to what else can be bought with banes, make them work for it!)

Enemies (-3/-10/-15) You have some powerful enemies who mean to do you serious harm. It might not be bodily, maybe they just want to ruin you and crush your name, or perhaps they want to cut your head off and put it on a pike. Either way, they're willing to go out of their way—potentially FAR out of their way—to do it. The level of this Bane indicates just how serious of an enemy you've made. Enemies can either be individuals of significant power, or entire organizations or countries. -3: Single, dangerous individual, small group, minor organization. (Rival merchant, local guild). -10: Single powerful individual, large group or organization, regional authorities. (Sheriff of Nottingham, The City Guard, ) -15: Incredibly powerful enemies with long arms, continent-spanning organizations. (The Holy Roman Emperor, The Church, The Teutonic Order)

Facial Deformity (-2/-4/-8) People remember your face, and not in a good way. An injury, disease, or birth defect has marred your looks, and you tend to draw looks from your peers. You may not buy this Bane off, barring some miraculous treatment or magic (GM's discretion). -2: You have a distinctive (though not particularly disfiguring) mark on your face. You suffer a -2 to checks to disguise yourself or lie about your identity, and people will have an easy time describing you. The mark is not significant enough to disturb people. Ex. Otto Skorzeny, Ernst Blofield. -4: Your face has suffered serious injury or disfigurement. You suffer a -4 to checks to disguise yourself or lie about your identity, and people will have a very easy time describing you. In addition, you also suffer a -2 to the first Social Checks you make with any person, as your first impressions are poor. Intimidation rolls are exempt from this penalty, and may (situationally) be enhanced. Ex. Sandor Clegane, Tycho Brahe (without prosthetic) -8: Your face is a horrific ruin, and people may have difficulty realizing that you are human, if they see you without warning. You suffer -6 to checks to disguise yourself or lie about your identity, and people will have an incredibly easy time describing you. In addition, you suffer a -4 to the first Social Checks you make with any person, as your first impressions are poor, and continue to suffer -2 afterwards, as you simply make people uncomfortable. (Long-time friends and the particularly understanding might be exempt from these penalties). Intimidation rolls are exempt from this penalty, and may (situationally) be enhanced. Ex. Baldwin IV of Jerusalem, Joe Bonham. Cannot be Removed.

Fat (-5) You are rotund! A lot of folks have a bit of extra meat on them, but you look like you just caused a famine in England. Put the fork down, fatty! You suffer a -2 to your Endurance for the purposes of determining Fatigue, and a -2 to Mobility. On the upside, you gain a +1 to Stability rolls. A character cannot have Fat at the same time as the Skinny bane.

Hothead (-3) “What the hell is wrong with you!?” is the first phrase you hear after every battle. You get angry easily, and you're prone to overreacting to perceived threats or insults. Whenever you feel threatened, insulted, or aggravated by somebody, or generally frustrated with a situation, you must make a WIL check at RS 5 or begin either a serious verbal, or physical, confrontation immediately. If you are in a situation in which starting such a confrontation would clearly not solve anything (not even being able to vent your anger by smashing something), or would very obviously result in your own death, the WIL check is reduced to RS 3.

Honorable (-15) You're genuinely honorable. You might not be a nice guy, you might not be a philanthropist, but you have a real sense of honor. Honor can't be bought, nor can it be awarded. Honor is fought for, acquired, and maintained with diligence. To never break one's word, freely given, to never violate certain rules, to treat others, and oneself, with respect. You've got this, and it is representative of real strength of character. However, those bound by honor can also be dragged down by it. Honorable behavior is not always smart behavior, and those who break their own codes of honor are lessened by it, as an essential part of themselves dies in the act. Honorable characters gain a +2 bonus to resist subterfuge, intimidation, torture, and other means of prying information from them. Additionally, he gains a +1 bonus to all social checks made to persuade, reason with, or debate those who know the character to be honorable (this could be everyone, if the character is famous, or just those who know him well or have been impressed with his conduct). However, a character with this Bane must always conduct himself in an honorable manner (discuss with your GM what precisely constitutes “honor” for your character, establish the principles, and stick to them) or else suffer serious consequences. A character who goes against his own principles loses this Bane, and must pay the next ten Arc Points earned as a penalty, as his character works through the crisis of conscience brought on by the collapse of his worldview. (The GM can waive this Arc penalty at his discretion if the character's collapse was not due to moral weakness so much as extreme circumstances). Honorable can also be purchased again (at GM's discretion) after being lost, to represent the character regaining his principles for 2 Arc. A character cannot have Honorable at the same time as the Complete Monster bane. Lasting Pain (-4/-8) You've got an injury that not only hasn't healed properly, but that costs you chronic or constant pain in the limb. You may learn to live with the pain, but it is never truly far from your mind. Choose a Target Zone area like hand, thigh, face, neck, belly, etc (if you get this Bane through an injury as detailed in the Healing section of chapter [X], you do not get to choose the area). This is the location of the injury/defect that causes the Lasting Pain. -4 (Minor): It hurts, but not too much. Each day, roll 1d10. On a 1-8, you suffer 2 Pain throughout the day. Any injury to the area awakens this pain for the full duration of the injury's healing. -8 (Major): The pain can be crippling. Each day, roll 1d10. On a 1-9, you suffer 4 Pain throughout the day. Any injury to the area awakens this pain for the full duration of the injury's healing. Cannot be Removed.

Mute (-5/-8) You can't talk. Perhaps you've suffered a throat injury or had your tongue cut out. Perhaps you've been that way since birth, or maybe a disease ravaged your vocal chords. Either way, you cannot communicate verbally in a meaningful fashion. -5 (Minor): You cannot form words, but you can cry out, shout, or otherwise make vocal sounds to, say, alert your sleeping friends that you are surrounded by giant spiders. -8 (Severe): You can neither speak nor make any other vocal sounds, and must communicate entirely by writing or sign language. Cannot be Removed.

Oath (-2 to -10) You've sworn a solemn oath, in good conscience and of your own accord. An Oath is a vow or obligation that a character has made, to himself, to others, or to God. This Bane assumes that the Oath in question was made honestly—simply taking an oath and then breaking it casually when out of sight doesn't count. If you ever break the Oath (setting aside mitigating circumstances—for example, breaking a Vow of Silence to warn a child of danger, or to inform the Pope of the assassin drawing up behind him) you must pay Arc as you earn it equal to twice the value of the Bane, as you struggle emotionally with your failure. You may choose to retain your Oath after these Arc Points have been paid, or to abandon it and lose this Bane at no cost. Oaths can be worth between -2 and -10 depending on the severity of the Oath being taken. An Oath of Fealty for a knight might be worth -2, since it's not something that would be hard for him to keep, whereas a Vow of Silence could be worth more, and a Vow of Pacifism could be worth as much as -10, depending on the character's background and premise. Consult with your GM to decide what an Oath should be worth. Generally, the harder it would be to keep, the more it should be worth.

Old Wound (-1) You've suffered a severe injury that has never quite healed properly, and still pains you from time to time, particularly being sensitive to further injury. Choose an Target Zone area like hand, thigh, face, neck, belly, etc (if you gain this Bane through an injury as detailed in the Healing section of chapter [X], you do not get to choose the area). Any attack that hits this location automatically inflicts Stun equal to a Level 1 wound to that area, ignoring all reductions, even if the attack inflicts no Wound. If this Bane is bought off, its cost is 5, instead of the 1 suggested by its cost.

One-eyed (-10) You've lost an eye! Perhaps it was an accident, or combat, or maybe you were born with only one functional eye. Stuff happens. Either way, having one eye can be a disadvantage in combat and in daily life. One-eyed people can learn to compensate for their lack of depth perception with simple tricks, but it's still awkward to gauge distances and estimate. Perception tests to spot things, gauge distance, etc, suffer a +1 RS. You also suffer a -1 to your CP in combat, and a -2 to your Missile Pool when making ranged attacks, (though not for using missile weapons in melee, those instead use the CP penalty listed earlier). If you buy off this Bane, you don't grow a new eye, but become so accustomed to only having one that you no longer suffer the penalties. Do not remove the Bane, but don't apply the penalties anymore. If, through violence, you acquire two One-Eyed Banes, then you regrettably gain the Blind Bane, unless you have more than two eyes somehow. (I.E., if you are a giant goliath spider possessed by the ghost of Black Hand Lee). Cannot be Removed.

Poor (-4/-6/-8) You're unusually poor for your class in society. You lack funds, perhaps because you made poor investments (or because your ancestors did). without falling too far in social status. Either way, it's likely that you're still trying to claw your way back into relative affluence. Maybe it's even what motivates you. -4: You start with Half (50%) the Wealth of a normal character of your Social Class/Wealth level. (You may only take this level of the Bane if your character is of Wealth level 2 or higher, or with GM's permission). -6: You start with a Quarter (25%) the Wealth of a normal character of your Social Class/Wealth level. (You may only take this level of the Bane if your character is of Wealth level 3 or higher, or with GM's permission). -8: You start with no money. (You may only take this level of the Bane if your character is of Wealth level 4 or higher, or with GM's permission).

Severed Limb/Appendage (-10/-15/-18) You're missing an arm or a leg. This could be the whole arm or leg, or just the hand/foot, but the loss of the manipulator at the end is what's important. If you choose this Bane at character creation, choose a limb to have lost, and the point at which you've lost the limb. -10: The hand or foot is cut off. -15: The limb is cut off up to the elbow/knee. -18: The limb is cut off past the elbow/knee up to the shoulder/hip. If you suffer this Bane because of an injury, then of course you have no say in where the limb has been lost. The penalty for having lost a limb is serious. Hand You cannot perform any task that requires both hands, or use any two-handed weapon. Gripped shields cannot be used (strapped shields can, with minor modification. GM’s discretion.) When Grappling, making a Slip attempt to prevent this arm from being Trapped or Pinned has a -1 TN, unless you get a Prosthetic, and Force attempts to untrap the limb are made at a -1 TN as well. Your Punches inflict -2 damage without a prosthetic.

Arm (Elbow) You cannot perform any task that requires both hands, or use any two-handed weapon. No shields of any kind can be used. All Weapon Maneuvers suffer a +1 Activation Cost because of your loss of balance. You may pay 5 Arc to remove this Activation Cost (representing “getting used” to it.) You can no longer perform the Punch or Elbow maneuvers without a prosthetic. All Grappling maneuver TNs are increased by 1.

Full Arm (Upper Arm to Shoulder) You cannot perform any task that requires both hands, or use any two-handed weapon. No shields of any kind can be used. All Weapon Maneuvers suffer a +2 Activation Cost because of your loss of balance. You may pay 8 Arc to remove this Activation Cost (representing “getting used” to it.) All Grappling maneuver TNs are increased by 2.

Missing both hands or arms prevents you from using any held weapons. It is still possible to Grapple unless you are missing both arms to the Elbow or more, but the penalties are cumulative.

Lower Leg (Foot or part of Shin) You suffer a -2 penalty to Mobility, and must make a Stability Roll at RS 2 whenever moving faster than a slow limp (¼ normal speed) or fall. All Stability Rolls forced upon you by other sources have their RS increased by 1. You suffer a CP penalty of 2 in combat in addition to these other penalties, and all Dodge Maneuvers have their TNs increased by 2.

Knee (upper shin to knee) You cannot walk except to possibly hop at ¼ normal Mobility. You must make a Stability test every turn you move like this at RS 3 or fall and be prone. All Stability Rolls forced upon you by other sources have their RS increased by 2. You suffer a CP penalty of 4 in combat in addition to these other penalties, and all Dodge Maneuvers have a +2 activation cost, and their TNs increased by 2. A Crutch can allow you to move at ½ normal mobility without a chane of falling, and reduce the CP penalty to 2, but you cannot run, and a crutch precludes using a weapon on the lost-leg-side hand, and the use of 2H weapons. You cannot perform Knee or Kick maneuvers with your lost leg, and may only perform kicks with your remaining leg (if you have one) while prone, or with a crutch at +1 TN and +1 activation cost.

If both legs are lost, movement is extremely difficult. Mobility is reduced to an effective 1, running is not possible. Combat is unthinkable. You are permanently Prone, and can perform no Dodge maneuvers.

If a severed limb is used without having been given time to heal, the user immediately gains 4 shock and 1 pain. Prosthetics are available in Chapter 5 and will mitigate some of the issues with missing limbs. Cannot be Removed. Short (-8/-15) You're much shorter than normal for your people. This negatively affects your Reach and your Mobility, but because the human body scales down in efficiency very well, you get tired less easily, and you're a harder target for archers and other attackers with missiles. -8: You're about six inches shorter than the average person. You suffer -1 to both Reach and Mobility, but you reduce your Exhaustion Rate by 1x (to a minimum of 1x) for the purposes of acquiring Fatigue. Missile Attacks reduce their MP against you by 1 (or their CP by 1, if they are made as Melee Maneuvers in close combat). -15: You're a foot shorter than the average person, and quite possibly have some form of dwarfism. You suffer a -2 to both Reach and Mobility, but you reduce your Exhaustion gain by 1x (to a minimum of 1x) for the purposes of acquiring Fatigue. Missile Attacks reduce their MP against you by 1 (or their CP by 1, if they are made as Melee Maneuvers in close combat).

Skinny (-3) You’re thin as a rail, a regular beanpole, unwholesomely thin! Italian grandmothers everywhere actively seek you out and attempt to feed you delicious pasta. You suffer a -1 to your Stability rolls, and your effective Endurance for determining Encumbrance is reduced by 1. However, your Exhaustion Rate is reduced by 1x (to a minimum of 1x) for the purposes of acquiring Fatigue. A character cannot have Skinny at the same time as the Fat bane.

Technologically Impaired (-5) You lack a working knowledge of modern technology, and have great difficulty working out how all these newfangled devices work. You may not have any proficiency in a weapon considered modern, nor knowledge of or Skills pertaining to any sciences that are on the cutting edge. (You might have outdated or obsolete expertise, though. Confer with your GM). If you want to acquire a new Proficiency involving a modern weapon, or to acquire Skills pertaining to modern technology or knowledge, the first point/rank you buy in any such new Proficiency/Skill costs double the normal amount, if you have schooling. If you’re trying to acquire a new Proficiency without instruction, you must first spend twice the normal amount of Arc to begin a proficiency, and then make an Intelligence check at an RS determined by the complexity of the device (A hand-spanned crossbow being RS 2, a crannequin spanned crossbow being RS 4, a wheellock musket being RS 5, and a Puckle Gun being RS 6. GM has final say on what the RS for figuring out a weapon is. Some might be impossible without instruction). Success means that you manage to figure out the weapon sufficiently to take Proficiency in it. Failure means you still spend the Arc Points, but do not gain Proficiency in it. However, you may try again, this time with a cumulative -1 to the RS

Unhappily Married (-1/-2/-3) Your significant other doesn’t like you very much, whether or not the feeling is mutual. They will go through lengths to make your life more difficult, and will generally be a pain in the neck. They can be eluded for a short time, but they always catch up in the end. -1: The spouse only makes a minor fuss, whether treating guests badly and bringing disgrace to your name or spreading rumors around about you while you’re out adventuring. -2: The spouse is actively trying to disrupt your life in some way. The gravity of this torment depends on the wealth and class of the spouse--a disgruntled peasant wife might intentionally undercook your lunch, but your treacherous husband the Duke might humiliate you in court. -3: The spouse really has it out for you, and they have your in-laws to back them up. A poorer family might just regularly harangue you or work to make your life miserable. In noble courts, this sort of bitterness results in assassins with ropes hiding in your bedroom, and having to drink out of a hip flask at every meal.

Virtuous (-10) You possess that greatest of weaknesses, the one flaw that has been the bane of more otherwise perfectly competent and ambitious heroes than any other: You are a genuinely moral, honest, righteous person. Perhaps it's just in your nature, or perhaps you were just raised well. You've got a conscience, a desire to help people, and while you might not be a pacifist, you're no murderer, and you despise senseless violence, drawing the sword only when necessary. This isn't an easy way to live. Historically, paragons of morality were few and far between, and it has often been said that “The good die young.” If you ever act in an immoral, unnecessarily cruel or ruthless fashion, you must pay the next ten Arc Points you earn, as you are wracked by your conscience. However, if you immediately act to try and make up for your moral transgression, by making amends with the wronged or through atonement to society or God, this loss is reduced to five points. A character cannot have Virtuous at the same time as the Complete Monster bane.

Wanted (-5/-10/-15) You're wanted by the law, of this or of several other countries. Believe it or not, even in the medieval era, people often acknowledged the criminals of other kingdoms. Often, but not always. Whomever you've committed a crime against, they're willing to go to lengths to retrieve you. -5: Alive. -10: Dead. -15: Alive, and to be kept alive. For a long, long time. Chapter 7: Combat

“Whatever the Way, the master of strategy does not appear fast.” -Miyamoto Musashi

“If you are easy to scare, No fencing should you dare.” -Johannes Lichtenhaur

Combat Overview Combat in Song of Swords is broken up into “Rounds.” Each Round contains two Action phases. In an Action Phase, each character involved in the fight declares an action, called a Maneuver, using dice from or simply those who don't want to fight, are called “Bystanders,” and they all act at one time during the their Combat Pool (CP). These Maneuvers are then carried out, and the next Action begins, in which the characters devote their remaining Combat Pool to additional maneuvers—assuming they are still alive. After both Actions play out, a new Round begins with a Refresh, and all characters have their Combat Pools re-filled to maximum (possibly modified by the Stun and Pain from injuries from enemy maneuvers), and the cycle repeats itself.

Sidebar: A Word on GM Arbitration In a game like Song of Swords, you must expect the unexpected. In a game with so many rules, possible situations, character options and potential playstyles, you are bound at some point or another to find yourself in a situation where something is technically legal by the rules, but just doesn’t make sense. We have designed this game to the best of our ability to minimize these incidents, but if you ever encounter one, GMs, it is your responsibility to ensure suspension of disbelief (not to mention the enjoyment of your players!) to rule in the direction of common sense, regardless of what the rules say. If some bizarre twist of system terminology makes it “legal” to do something patently absurd, like Shield Bash an enemy with a Pike instead of a Shield, or Grapple an opponent despite you not having arms or legs, you need not, and should not allow it. Take note of such failures in the rules, and let us know so that we can fix it.

[Combat Overview Diagram]

Because of the in-depth nature of this process, combat is further broken up into small groups of combatants, called “Bouts.” Each Bout runs through a number of Rounds equal to its “Clash Count,” before another Bout gets its turn to go. The order in which Bouts act is called the “Bout Order.” When each Bout has run its course, the Bout Order resets and the cycle begins again, like a larger Round. This continues until combat ends.

Individuals who are not part of a Bout, including archers, opportunists looking for a place to enter combat, Bout Order, called the Bystander phase.

Sounds complicated? It really isn't. Most combats will involve two or three Bouts at the most, and these are easy to keep track of.

1: Important Concepts

Combat Pool CP = (Adroitness+Proficiency Pool+Misc)-(Encumbrance+Fatigue+Pain) Combat Pool represents a character's skill with the weapon they’re using, and is used to activate and power maneuvers of all sorts. It is made up of a character's Adroitness score combined with their Proficiency Pool, and thus a character who is quicker and better trained will have a higher score than one who is slower and less experienced. Combat Pool can be reduced by a character's Encumbrance, their injuries or exhaustion, or other miscellaneous factors. Because Combat Pool refreshes at the beginning of every Round, not between Actions, it is important for a character to keep careful track of how much CP they uses in the first Action, so as to have some left over for the second.

• Encumbrance represents how much weight a character is currently burdened by, and reduces the character's Combat Pool by the amount listed. For more details on Encumbrance, see Page [X] of Chapter 5: Equipment and Encumbrance.

Missile Pool MP=(Missile Proficiency Pool+Misc)-(Encumbrance+Fatigue+Pain+Perception Penalty from Headgear) Missile Pool represents a character’s skill with the missile weapon they’re using, much like Combat Pool. There are differences. Missile Pool is only used when making Missile Attacks outside of a Bout. There is no Refresh for the Missile Pool, it is never ‘used up.’ Otherwise, Missile Pool works the same way that Combat Pool does.

Stun and Pain (and Grit) Stun and Pain are inflicted on characters most often as a result of being hit by an attack and injured, but sometimes by other events or non-offensive maneuvers.

• Stun is a one-time deduction from a character's Combat Pool. It does not decrease a character's maximum CP, but rather their current reserves. Stun cannot reduce a character's CP below 0. If Stun would bring a character's CP below 0, the CP is only reduced to 0, and the character has a chance of getting knocked off their feet and rendering them Prone, unless they can pass an Endurance Test at RS equal to the amount of Stun remaining.

Ex. Goofus is hit in the face with a mallet, and suffers--among other things--12 Stun. His Combat Pool of 6 is reduced to 0, and he must make an Endurance Test at RS 6 to avoid being rendered prone. He rolls his Endurance of 5, and unsurprisingly rolls fewer than 6 successes. Goofus is flung off of his feet to the ground.

• Pain is a permanent deduction from a character's MAXIMUM Combat Pool. It does not take effect until the next Refresh after a character suffers it, at which point the character only gains CP up to their new Maximum. Pain remains with a character until the injury that caused it is healed, which could take months. For the purposes of combat, Pain is a permanent affliction. If a character is reduced to 0 Maximum CP by Pain, then that character is rendered incapacitated, either in so much pain that they can take no actions, or unconscious from sheer agony. • Pain from Wounds is Always reduced by Willpower as well as Grit.

• Grit is a character's acquired resistance to Stun and Pain, and represents the character's experience, battle-hardened willpower, and general… grit. A character who suffers Stun or Pain reduces the amount suffered by his Grit score. This is in addition to the Willpower reduction of Pain.

Note: Grit ONLY reduces the effects of Wounds. Other effects, like being rendered prone, or maneuvers like Beat, are not reduced by Grit.

Maneuvers Maneuvers are things characters do in combat. Striking with a sword, Thrusting with a spear, Blocking with a shield, trying to Disarm an enemy of his weapon, etc, are all Maneuvers. Maneuvers are declared during the Action Phases, often with an “Activation Cost” and an “Investment” of CP. Each Maneuver has its own rules and effects, and you can read more about them in the Maneuvers Section of Chapter 4: Proficiencies. In brief, however, here is how Maneuvers generally work in combat.

• Attack Maneuvers are used to try and inflict some effect on the enemy. When an Attack Maneuver is declared, its Investment in CP is also declared. This is the number of dice rolled against weapon’s TN when the Maneuver is resolved. Attack Maneuvers resolve in order of initiative. • Defense Maneuvers are used to try and defeat an opponent's Attack Maneuver, and sometimes inflict some effect upon the attacker as well, or set up some condition that the defender can take advantage of. When a Defense Maneuver is declared, its Investment in CP is also declared, just like an Attack Maneuver. This is the number rolled against TN when the Maneuver is resolved. However, Defense Maneuvers always resolve at the same time as the Attack Maneuver that they were declared against. • Action Initiative is the order in which Maneuvers declared in an Action resolve. Action Initiative, or just Initiative, is held by one character against another character that they are “Targeting.” If two characters are Targeting each other, only one of them can hold Initiative. When Maneuvers in a Bout resolve, all Maneuvers made with Initiative resolve simultaneously (unless a Steal Initiative attempt is made), and then all Maneuvers made without initiative resolve.

The exception to this is that Defensive Maneuvers resolve simultaneously with the Attack Maneuver they are defending against. What this means is that if two characters are attacking each other, the one with Initiative resolves their Maneuver first, and only afterwards does the Initiative-less character (if they survives) resolve their Maneuver.

Interrupted Maneuvers

Damage and Injuries When a character is hit by an attack, there's a chance that they suffer an Injury. These are bad. When a character is hit by an attack that causes damage, calculate the total amount of damage dealt, and compare it to the character's Toughness and Armor for the kind of damage inflicted, in the location that was hit (see Attack Resolution for more details on hit location). If the total amount of damage exceeds the character's Toughness and Armor, then a Wound is inflicted equal to the amount of excess damage, ie if a character with Toughness 4 and AV 4, and they take 9 damage, they would receive a Level 1 wound. Wounds cap out at Level 5, and excess damage from a single attack/source does not increase the effects of a Wound past Level 5. Wounds cause Stun and Pain (see above) and also Bloodloss, and can result in knockdown tests (identical to those caused by Stun, but with an RS decided by the Wound) and other terrible things including dismemberment and death. Remember that Pain from Wounds is always reduced by Willpower in addition to Grit.

• Bloodloss represents how much blood a character is losing due to their injuries. Each round, a character who is suffering more than 5 Bloodloss from all wounds must make an Endurance Test, with an RS equal to 1 per 5 Bloodloss suffered. If they fail, their Health decreases temporarily by 1, and if their Health is reduced to 0, they die. In order to stop the bleeding, the character and or another must make a Medical test (see page. X in Chapter 3). For information on how a character recovers from Wounds over time and regains lost HLT, see page. X in Chapter 8. • Dismemberment is when a Wound removes a character's arm, leg, hand, foot, etc. Dismemberment is an extremely traumatizing experience that obviously renders a character much less able to defend themself, even if the Pain and Stun don't put them out of the fight immediately. When a character suffers a Dismemberment, they immediately gain the Bane appropriate for the injury (Lost Foot, Lost Arm, Lost Hand, etc) in addition to the Bloodloss, Pain and Stun appropriate for the Wound. This also applies for various other crippling injuries, like losing an eye, suffering damage to the vocal chords or internal organs and more. Each Wound will mention what Bane it causes. Some Wounds have a Medical test involved—this means that the character's injury might be recoverable with the skill use.

Reach Reach is an important factor in combat. The fighter with longer reach tends to have an advantage so long as the fight stays at their desired range. Entire philosophies of warfare are built around the simple advantage of having reach over one’s enemies. Of course, long reach also has its weaknesses. When the distance is closed, longer weapons lose much of their strength and can become a liability for a fighter without a sidearm or a backup weapon! In Combat, there are 8 Stages of Reach, from Half-Arm to Ludicrously Long. In combat, unless the gap has been closed between two fighters, they are assumed to be at the longer Reach between the two.

- If a character successfully hits their target with an attack that has a Reach value, the combat moves to the Reach of the attack, which will usually be the favored Reach of the attacker.

- When declaring an Attack maneuver against an enemy at a longer Reach than a character’s own, an Activation Cost must be paid in addition to any others equal to the difference between the disadvantaged attacker and the defender with longer reach. EXAMPLE

- When declaring an Attack OR Defense maneuver against an enemy at a shorter Reach than a character’s own, an Activation Cost must be paid in addition to any others equal to the difference between the disadvantaged party and the opposition at the shorter Reach. This does not affect Defenses that do not involve defending with a weapon. Shield-based and Dodging maneuvers suffer no penalty.

-When making Initiative Tests for Offensive/Offensive contests or Steal Initiative, a character whose Reach is currently favored (either the enemy is outranged, or the fight is occurring within the enemy’s range to their disadvantage) gains a +1 bonus to the Initiative Test per step of Reach advantage they enjoy over their enemy.

-If a character leaves Combat or the Bout, and returns later or is reengaged, the Reach is refreshed to the longest between the two fighters.

Example: Goofus has a short sword, whereas Gallant has a pike. Goofus’s Short Sword is Short Ranged, whereas Gallant’s pike is Ludicrously Long range. If Goofus wants to attack Gallant, that’s 5 stages of reach--he’d have to pay 5 CP just to try and make the attack. If the attack succeeds, then he would move the fight to Short range, since he got close enough to hit. At Short range, Gallant is now the one at the disadvantage, and his attack AND defensive maneuvers using his weapon each suffer a 5 CP activation cost. He could still Void incoming attacks without penalty, since these do not use his now cumbersome weapon.

Table 7.1: Reach Number Stages of Reach Example

1 Half-Arm Knee, Elbow, Grapple

2 Hand Dagger

3 Short Short Sword

4 Medium Arming Sword

5 Long Poleaxe

6 Very Long Arming Spear

7 Extremely Long Halberd

8 Ludicrously Long Pike

2: The Flow of Combat

Combat is made up of the following steps, each of which will be detailed in their own sections below.

Step 1: Combat Begins, characters roll Adroitness to decide who chooses Bouts first. Step 2: Characters approach targets and form into Bouts. Step 3: Bout Order and Clash Counts are decided. Step 4: Bystanders Act Step 5: First Bout fights a number of Rounds equal to its Clash Count. Step 6: Switch to next Bout in the Bout Order, which fights a number of Rounds equal to its Clash Count. Step 7: Repeat Step 6 until all Bouts have fought, then start again from Step 4. Repeat this until there is nobody left fighting. Combats generally end when all characters on one “side” of the fight are dead or incapacitated, but can also end for other reasons, like surrender, interruption, etc. The GM decides when combat is over—but generally, if anyone is still fighting, then the Combat isn't over.

3: The Steps of Combat

Step 1-3: Preliminary Steps When Combat Begins, every character in the combat rolls their Adroitness Score at TN 5 (this is an exception to the attribute tests being taken at TN 8 rule). The character with the most successes picks an enemy within their Mobility score in Yards to engage in a Bout, or remains a Bystander (in this case, they can still move their Mobility score in Yards at this time). In the case of ties, the character with the highest Adroitness goes first, in case of a tie there, the character with the highest Proficiency goes first, in case of a tie there, flip a coin. Each character, in order from highest roll to lowest, chooses to either join an existing Bout, move to a new enemy and begin a new Bout, or remain a Bystander. Characters who have declared Bystander status are eligible to be engaged in new Bouts by following combatants.

Characters who are engaged in Bouts before they have a chance to act do not get to act. They are “locked” into the Bout.

Once all characters are involved in a Bout or have declared Bystander status, Bout Order and Clash Count for each Bout is decided.

• Bout Order is the order in which Bouts resolve their Clash Counts before starting again from the top. Determined by the highest Adroitness Score in the Bout, minus the number of Combatants in the bout. (This number can go into the negatives, if that’s necessary to determine Order easily). Bouts move in order from highest Bout Order to lowest. In the event of ties, the members of the two (or more) Bouts with the highest Adroitness Scores roll a Test at TN 5 to decide who goes first. When a new Bout is formed in the middle of combat, it determines its place in the Bout Order in this way as well. Bouts do not change their Bout Order if they lose members or the highest Adroitness in them changes. The Bout Order only matters to determine the starting order.

• Clash Count is the number of Rounds that a Bout runs through before the spotlight moves onto the next Bout in the Bout Order. Clash Count is equal to the Lowest Adroitness Score in the Bout, minus the Number of Combatants in the Bout, to a minimum of 1.

When this is done, Combat begins in earnest.

Step 4: Bystander Phase The Bystander Phase is the period in which characters who are not involved in Bouts may act. There are a few things that Bystanders can do at this time. Each Bystander acts in order of Highest Adroitness to lowest (roll an Adroitness Test to determine ties), and may delay their place in the order until after another Bystander for that phase, if desired.

• Load, Ready or Launch a Missile Weapon A character with some sort of missile weapon can use it during the Bystander Phase. If the weapon is ready, loaded, primed or otherwise can be used immediately, the character simply declares a Missile Maneuver against a target and resolves it. Individuals targeted by Missile Attacks can declare Quick Defenses as determined by the Missile Maneuver being used (gunshots cannot be Voided, for example) with CP up to their Perception. Penalties from Helmets do count for this purpose. Pain and Stun inflicted by a Missile Attack during the Bystander Phase effect the injured party as though inflicted during the beginning of their Bout, and any CP spent on a Quick Defense against a Missile Attack also counts as having been spent immediately after the first Refresh of that Bout. Other Bystanders targeted with Missile Attacks can attempt a Steal Initiative, to try and get their shot off first. If this is not done, shots are resolved in declaration order.

Characters with missile weapons can also load or ready them with this Action using the Reload maneuver, if that is necessary. • Move, Take Miscellaneous Actions or Flee A Bystander can move up to their Mobility Score in Yards (or can run four times that distance) or take any miscellaneous action that would take up to five seconds or so, during the Bystander Phase. Fleeing from combat (I.E., sprinting away) can also be done, simply by moving away from combat until nobody can reach them to attack anymore, or they escape out of sight.

• Join a Bout A Bystander can move to a Bout already in progress and join it. They enter that Bout at the beginning of its Clash Count, and must declare Orientation and choose a target as described in the Bout section below.

• Engage another Bystander in a new Bout A Bystander can move to another Bystander, and immediately begin a new Bout by attacking them. If this occurs, both Bystanders immediately cease to be Bystanders and determine a Bout Order and Clash Count. They then act normally as a Bout in the Bout Order. A Bystander being engaged by another Bystander in this way can attempt a Steal Missile Initiative Maneuver, to try and get a shot off before being engaged. If they succeed, they resolve their Missile Attack before being engaged in the Bout.

• Hoo and Hiss/Cheer and Encourage A Bystander can use his action to shout encouragement, or derogatory jeers at other combatants.

• Do Nothing Taking this action causes the Bystander to just sort of sit around and twiddle their thumbs until something happens to them, or the next Bystander Phase.

Step 5: Bout Resolution The Bout Resolution Phase is the time when melee occurs. Each Bout, starting with the first one in the Bout Order, resolves a number of Rounds equal to its Clash Count before moving on to the next Bout in the Order.

Flow of a Bout 1: Bout Begins. [If this is the first Round of combat for this Bout, the characters involved must Declare Orientations to decide Target status and Action Initiative. If the Bout has ] 2: First Round begins 3: Combat Pools refresh. First Actions are declared and resolved. 4: Second Actions are declared and resolved. 5: Round ends 6: Repeat steps 3-5 until a number of Rounds have passed equal to the Bout’s Clash Count. 7: Bout ends, next Bout in the Bout Order begins.

• Declaring Orientation Before the first Round of a Bout, right after it is formed and before any blows are struck, all of the characters involved must declare their orientations simultaneously. This is only done once for a Bout, and each Round thereafter all combatants simply use the Initiative and Targets from the previous Round. Orientations are essentially a character’s attitude entering the combat, and whether or not he intends to attack, defend or remain cautious in the first Round. There are three Orientations: Aggressive, Defensive and Cautious. First, all fighters in the Bout declare which of the three they are not potentially going, to narrow things down. This can be either Aggressive, Cautious or Defensive, and is best done by having each player (or the GM, in the case of NPCs) hold a colored die signifying the Orientation (Red for Aggressive, Yellow for Cautious, Blue for Defensive) and then drop it at the count of 3. After this, everyone repeats the action, this time with the Orientation that they are Declaring. The Orientation chosen at this time determines the order in which characters choose Targets, their Initiative for the coming Round, and what special maneuvers are available in this first Round.

{Sidebar: GMs and multiple NPCs at Orientation Declaration So you’re the GM, and you’ve got three baddies going up against one PC. How the heck do you declare Orientations? Our advice: Don’t bother holding the wrong type of dice in your hand, just decide what each mook is going to throw, and then put those dice under a cup and lift it all at once, or load ‘em all into your hand and drop them, or, if you’re the boring sort, just write them down and reveal them when the player dramatically tosses his die.}

• Aggressive means that the character is actively engaging an enemy. When a character throws Aggressive, they commit to offensive action in the first Round, and chooses a Target before Defensive and Cautious characters do, and gain Initiative against any Defensive or Cautious character they Target. Characters who throw Aggressive have access to the Beat and Lance Charge Maneuvers in the first Action of combat. • Cautious means that the character is approaching cautiously, ready to take advantage of openings, but not willing to leave themselves open. When a character throws Cautious, they commit to nothing in the first Round, and chooses a Target after Aggressive characters do, and gain Initiative against any Defensive character they Target. If Targeted by an Offensive character, Cautious characters automatically Target them back, but do not gain Action Initiative. Characters who throw Cautious have access to the Dart Maneuvers in the first Action of combat. • Defensive means that the character is approaching defensively, and intends to repel enemy attacks rather than looking for openings to attack. When a character throws Defensive, they cannot declare any Attack Maneuvers in the first Action, and chooses a Target after both Aggressive and Cautious characters do. Characters who throw Defensive have access to the Full Evasion and Total Shielding Maneuvers in the first Action of Combat.

Once all characters have tossed Orientation dice, and know their attitudes for the coming combat, Targets are declared. A Character’s Target is the individual that he is actively attempting to attack. A character’s regular Attack Maneuvers can only be directed at his Target. Cross-Maneuvers must be used to declare Attack Maneuvers on non-Target characters. Characters declare Targets within their Bout in order of Orientation, with Aggressive characters picking Targets first (in order of highest Adroitness to lowest, rolling off for ties), followed by Cautious characters, and then by Defensive characters. When a character picks a Target, he gains Initiative against that Target, unless that character also targets them. If two characters Target each other, something special happens depending on their Orientation.

• Aggressive/Aggressive: If two Aggressive characters Target each other, they both act as though they have the Initiative over the other. Roll an ADR test. The loser must declare his Action first, after whic hthe winner declares. Both still proceed as though they had Initiative (I.E., they must both declare Attack Maneuvers), right up until the time comes to resolve those Maneuvers. At that time, the two characters must roll an Initiative Test (Adroitness+Length Advantage+Misc) at RS 5. In the case of a Tie, the two characters resolve their maneuvers against each other simultaneously, with all Stun and Pain being deferred until after both maneuvers go through; this has the great potential to kill both fighters! If one fighter wins, than he resolves his Maneuver first, applies all effects of that Maneuver against his opponent, and only afterwards (if able) does the other character resolve their Maneuver. • Aggressive/Anyone Else: If an Aggressive character and any other character Target each other, the Aggressive Character has Initiative. • Cautious/Cautious: If two Cautious characters Target each other, they roll an Initiative Test (Adroitness+Length Advantage+Misc) at TN 5, prior to declaring Maneuvers. The winner gains Initiative, the loser does not, both may then declare Actions. • Cautious/Defensive: If a Cautious character and a Defensive character Target each other, the Cautious character has Initiative. • Defensive/Defensive: If two Defensive characters Target each other, neither of them can declare Attack Actions against each other this Round. They can still declare Defensive Maneuvers against any Attack Maneuvers aimed at them.

This system of Orientations only matters for the First Action. After that, all Targeting and Initiative follow naturally out of the flow of Combat.

• First Round

At this time, all characters should have their Targets and Initiatives worked out, either due to Orientation Declaration, if this is the First Bout, or left over from the previous Round, if this is the second or more time this Bout has come up in Initiative. Every Round works the same, so this explanation covers all Combat Rounds. Steps of the Round

1. Refresh 2. First Action 3. Second Action

After this is done, just repeat steps 1-3 until the Bout has run through a number of Rounds equal to its Clash Count. At that time, the Bout is over, and you can move the spotlight to the next Bout, and resolve it the same way.

Round Mechanics

• The Refresh At this time, all characters fill their Combat Pools up to their current maximums. Any Pain or Exhaustion should be factored in to this, as characters’ Maximum CP might change over the course of a battle. Some Maneuvers or effects might specify that they reduce an enemy’s CP “at the next Refresh,” if such effects are in place, simply subtract them from the character’s CP immediately after the Refresh, but before taking any Actions.

• First Action In the First Action phase, characters declare Maneuvers, first characters with Initiative (in order of lowest Adroitness to highest, roll off to resolve ties) and then characters without Initiative. A Character can only direct an Attack Maneuver at his Target. Cross Maneuvers (See the Maneuver Section in Chapter 4) can be used to attack non-Target enemies, or to switch Targets mid-Round. Maneuvers are declared by naming the maneuver being used, on whom it is going to be used and then how many dice are being Invested into it. The more dice in the Investment, the higher the chance that the Maneuver will be successful. Defenses declared against Attack Maneuvers also have Investment. The goal of Defense Maneuvers is usually to roll more successes than the Attacker. After Maneuvers are Declared, they are resolved. Attack Maneuvers are resolved in the opposite order that they were Declared, such that the last Maneuver declared is the first one resolved. • Maneuvers are resolved as detailed in their Maneuver Descriptions in Chapter 4, but the basic concepts will be repeated here. For example, the Thrust Maneuver’s description:

Thrust Requirements: Weapon has a Thrust TN Basic Attack with Investment on Target at Thrust TN, aimed on Thrusting Table. Success: Inflict [Str+Weapon Thrust Damage+Bonus Successes] of the damage type indicated by your weapon. If Steal Initiative is used in conjunction with a Thrust, you gain +1 to the Initiative Roll.

What this means is that when a character resolves a Thrust on their Target, they do so by rolling the Investment put into the maneuver at the Thrusting TN of the weapon they are using to make the attack, to a location on the Thrusting Attack Table, as shown on Table 7.2: Hit Location on the following page. If successful, this attack deals the amount of damage described in the Success section (Strength+the Weapon’s Thrust Damage rating+Any Successes above the enemy Defense), of the weapon’s Thrusting damage entry.

Defense works similarly, let’s look at the Block Maneuver’s description:

Block Requirements: Have a shield or device with a Block TN. Basic Defense with Investment at Shield Block TN against Basic or Ranged Attack. Success: Negates enemy attack, gains Initiative. What this means is that when a character declares a Block against an attack aimed at him, he rolls his Investment in that maneuver at the Block TN of his Shield. If he scores AS MANY AS or more successes than the Attacker does, than the Attack is negated, and the character who Blocked gains the Initiative over his opponent.

After Maneuvers are resolved, Targets may shift if one or more characters were killed. These are the circumstances in which Targets may change, and how:

• If a Character was attacked by a character other than his current Target, and successfully defended against that attack, the Character may switch his Target to the Character that attacked him, and gains Initiative over that Character if his Defense Maneuver granted it. • If a Character’s current Target has been rendered Un-Targetable, either by being incapacitated, dying, or use of Maneuver, the Character may choose a new Target, prioritizing those who have attacked him this Action. • If a Character’s Maneuver allows them to switch Targets, they may change to a new Target in the manner prescribed by the Maneuver.

After this is done, the first Action is over.

• Second Action The Second Action is identical to the first. Initiative and Targets set in place during the First Action remain in place for the Second Action, and characters may spend their remaining CP Declaring Maneuvers and resolving them, just as described in the First Action entry.

• Round Ends After this, the Round Ends.

This is everything you need to know to conduct a basic combat in Song of Swords.

Hit Locations Attacks that hit a Target Zone must be aimed on a Target Zone. Striking and Thrusting attacks have different Zones available to them, and each Zone contains three Hit Locations.

If the attack hits, roll 1d10 to decide the Hit Location that the attack actually lands on, and then calculate damage based on the armor covering that Hit Location. The amount of damage done is then applied on the Damage Charts, in Chapter 8, using the damage table appropriate to the type of damage dealt (Piercing, Cutting, Bludgeoning).

Certain other sources of damage make use of Target Zones, and these will specify whether they count as Swing or Thrust attacks for the purposes of which set of Zones they use.

Attacks and Missing Limbs If the target is missing a body part or limb on the Target Zone that is being attacked, and the roll dictates that that location would be hit, the attack automatically misses and has no effect.

Swinging Target Zones

Head Swing 1-3: Shoulder 4-5: Lower Head 6-7: Face 8-10 Upper Head Neck Swing 1-3: Shoulder 4-6: Neck 7-8: Lower Head 9-10: Face

Torso Swing 1-3: Hip 4-7: Side 8-10: Chest

Upper Arm Swing 1-3: Elbow 4-7: Upper Arm 8-10: Shoulder

Lower Arm Swing 1-3: Hand 4-7: Forearm 8-10: Elbow

Upper Leg Swing 1-3: Knee 4-7: Thigh 8-10: Hip

Lower Leg Swing 1-3: Foot 4-7: Shin 8-10: Knee

Groin Swing 1-3: Groin 4-7: Belly 8-10 Face

Thrusting Zones

Face Thrust 1-3: Neck/Throat 4-7: Face 8-10: Upper Head

Chest Thrust 1-3: Belly 4-7: Chest 8-9: Shoulder 10: Throat

Belly Thrust 1: Groin 2-3: Hip 4-7: Belly 8-10: Chest Upper Arm Thrust 1-3: Elbow 4-7: Upper Arm 8-10: Shoulder

Lower Arm Thrust 1-3: Hand 4-7: Forearm 8-10: Elbow

Groin Thrust 1-3: Thigh 3-7: Groin 8-10: Belly

Upper Leg Thrust 1-3: Knee 4-7: Thigh 8-10: Hip

Lower Leg Thrust 1-3: Foot 4-7: Shin 8-10: Knee

Missile Hit Locations When rolling for Hit Location with a missile weapon, first roll 1d10 on the Missile Hit Table, and then roll again on the indicated Thrusting Table that your result indicates to determine the final hit location of the missile attack. The thrusting tables are the same as those used in melee attacks.

Missile Hit Table X.X Roll Target Zone

1 Head

2 Chest

3 Chest

4 Belly

5 Belly

6 Groin

7 Upper Arm (1-5 left, 6-10 right)

8 Lower Arm (1-5 left, 6-10 right)

9 Upper Leg (1-5 left, 6-10 right)

10 Lower Leg (1-5 left, 6-10 right)

Additional Combat Rules

Cancelled Attacks In the case of a Maneuver that prevents another Maneuver from acting out, half the CP invested in the prevented Maneuver is refunded. This includes attacks prevented by Grappling or Hilt Push or dropping a weapon or shield in response to a Beat, Hook, Hew or Break, or any other situation where a maneuver would not feasibly activate.

Mounted Combat Characters in combat will often fight on horseback, or else mounted on exotic beasts like elephants or dinosaurs. Fighting in such a manner confers special bonuses in combat, as well as opening up new opportunities for characters to use special maneuvers.

Mounting and Dismounting (Horses) Most of the time, at the start of combat, characters who fight mounted will already be mounted. However, in the event that they are not (or that an opportunity to do so arises over the course of battle), Mounting can be performed during the Bystander Phase by spending a Half- Action leaping onto the horse. If the horse is stationary, this requires an Easy [RS 2] Ride check. If the horse is moving, it requires a Routine [RS 3] check. Dismounting requires an Effortless [RS 1] check if the horse is stationary, but a Routine [RS 3] check if the horse is moving. Dismounting and Mounting a horse are both Half-Actions.

Horses Horses have attributes very similar to those of humans, with the addition of the Loyalty Attribute, which varies depending on the horse’s training.

Horse Carrying Capacity Horses are incredibly strong, and can carry loads enormously larger than those of humans. For determining Encumbrance, Horses add their Mass to their Endurance score. For purposes of riding, Humans have a “weight” equal to everything that they themselves are wearing/carrying, plus 8. Fat and Tall both add 1 to this Weight per level of them, whereas Skinny and Short each reduce 1 per level.

Loyalty: Loyalty ranges from 0 to 10, but can only be purchased up to 5 when buying a horse. Each point of Loyalty gives a +1 bonus to the rider’s Ride Checks if the mount is friendly to them, either the rider himself or an individual gently introduced to the horse by the rider. If the mount is unfriendly to the rider, then the Loyalty score is suffered as increased RS instead. Loyalty Costs: Each point of Loyalty increases the cost of a horse by 50% of its original value.

Increasing Loyalty: A horse’s Loyalty can be increased (or attempted to be increased) once for every month that its rider has been actively interacting with it. Up until Loyalty 5, this simply requires a Ride check at RS equal to the current Loyalty of the Horse. Success increases the Horse’s Loyalty by 1. From Level 5 onwards however, increasing Loyalty costs Arc Points as well as a Ride check. If the check fails, the Arc Points are not refunded.

New Loyalty Arc Cost

6 1 Arc

7 2 Arc

8 3 Arc

9 4 Arc

10 5 Arc

Horse Qualities Some horses have special qualities, abilities, or traits that make them more useful. Horses with good combinations of Qualities are highly sought after, and their cost can rapidly increase beyond the means of anyone except kings and high nobility! Horse Qualities increase the cost of the horse after Loyalty. Sample Qualities & Costs

Smooth Gait [+100% Cost]: Missile Attacks made from this horse while moving suffer half of the normal penalty (-2.) In addition, the horse is very comfortable and less exhausting to ride, and so a rider can cover 20% additional distance in a day of hard riding before suffering Exhaustion. This Horse’s Agility is increased by 1.

Murderous [Special Cost]: Horse gains 5 additional dice when making Horse Attacks, and no Ride test is required to convince the horse to attack. The horse’s unruly and violent character makes its loyalty suspect. The cost of this trait is equal to the cost of its Loyalty score. (I.E., if a Destrier’s Loyalty score of 3 cost 30 gp, then Murderous would cost 30 gp.) Increasing Loyalty through Ride checks is also more difficult, suffering a +4 RS to the roll. Additionally, the horse gains the Complete Monster Bane. If this horse is also Unusually Intelligent, it will plot the downfall of rival horses, or, if its Loyalty is low, its rider. A Murderous horse with 0 Loyalty is impossible to ride. This Horse’s Willpower is increased by 5.

Unusually Intelligent [+50% Cost]: The horse is unusually, even frighteningly intelligent. Its intelligence equals that of a human, but its perspectives are still animal. This horse can be given instructions that would be totally lost upon a slower animal, and it will work to serve, protect, or even save its master if its Loyalty is high enough. In addition, it is much easier to convince the horse to do something essential to its survival. When making any sort of Ride Test the failure of which would result in possible injury to the horse (excluding Horse Attack maneuvers) the rider gains +2 dice to the Ride Test. This Horse’s Intelligence is increased by 2.

Freakishly Robust [+150% Cost]: This horse is big for its class. Very big. Most warhorses were not actually known for their enormous size, but this one sure is. Standing as high as 20 hands, this animal looks like it could kill and eat a smaller horse. Maybe it has. This horse gains a +2 bonus to its Strength and Health, gains an additional +1 damage to its Bite and Kick Attacks, and counts its Reach for purposes of those attacks as 1 longer than normal. In Horse Crashes, this horse adds 2 to its own Mass, and reduces its target’s Mass by 2.

Beautiful [+100% Cost]: Some horses just have a gorgeous mien. For millennia, mankind has admired beautiful horses, and they have always fetched a high price both for the pleasure of owning them, and for the prestige of riding such an animal. A Beautiful horse is incredibly easy to recognize if you have seen it before (automatic), and confers a +2 to Leadership rolls made while riding it, or after having dismounted from it when its visage is still fresh in the minds of the subjects of the roll. A horse like this must be maintained by competent servants (or its own diligent owner), or its good looks might temporarily be ruined by the rigors of the road or warfare.

Dunkey Str: 4 Wip: 10 Agi: 4 Wit: 2 End: 8 Int: 2 Het: 5 Per: 7 Adr: 3 Loyalty: X-2 Tou: 6 Mob: 8 Mass: 4 Horse Attack Dice: 1 Bite Attack: Str-2c Kick Attack: Str-2b Cost: 10 cp

Pony Str: 5 Wip: 2 Agi: 4 Wit: 2 End: 10 Int: 1 Het: 6 Per: 5 Adr: 3 Loyalty: X Tou: 7 Mob: 9 Mass: 5 Horse Attack Dice: 1 Bite Attack: Str-2c Kick Attack: Str-2b Cost: 2 sp

Workhorse Str: 7 Wip: 2 Agi: 4 Wit: 2 End: 9 Int: 1 Het: 7 Per: 5 Adr: 3 Loyalty: X Tou: 7 Mob: 10 Mass: 9 Horse Attack Dice: 1 Bite Attack: Str-2c Kick Attack: Str-2b Cost: 10 sp

Rouncey (Multi-purpose War/Riding horse) Str: 7 Wip: 2 Agi: 6 Wit: 2 End: 9 Int: 1 Het: 8 Per: 5 Adr: 4 Loyalty: X Tou: 8 Mob: 10 Mass: 10 Horse Attack Dice: 1 Bite Attack: Str-2c Kick Attack: Str-2b Cost: 1 gp

Courser (Swift Warhorse) Str: 7 Wip: 3 Agi: 8 Wit: 3 End: 10 Int: 1 Het: 7 Per: 5 Adr: 5 Loyalty: X Tou: 8 Mob: 12 Mass: 10 Horse Attack Dice: 3 Bite Attack: Str-2c Kick Attack: Str-2b Cost: 5 gp

Destrier (Heavy Warhorse) Str: 12 Wip: 3 Agi: 3 Wit: 3 End: 6 Int: 1 Het: 10 Per: 5 Adr 3: Loyalty: X Tou: 9 Mob: 10 Mass: 11 Horse Attack Dice: 5 Bite Attack: Str-2c Kick Attack: Str-2b Cost: 20 gp

Mounted Advantages/Disadvantages Mounted Characters gain the following advantages while Mounted. - A +1 bonus to Reach. - All armor below the waist is ignored for purposes of Encumbrance. - The Mount's Mobility score is used instead of the character's own for all tasks taken while Mounted unless otherwise stated or ruled by the GM. - The Character has access to Mounted Combat Maneuvers. - The Character can move as Mounted. - The Character cannot be attacked from the Chest up by attacks made at Reach shorter than Long by dismounted opponents. - The Character cannot attack dismounted opponents below the Chest with an attack made at Reach shorter than Long. - The Character cannot perform non-Mounted Void maneuvers. -Missile Attacks made by the Character suffer a -4 die penalty if the mount is moving, unless it has Smooth Gait.

Trampling Trampling is similar mechanically to Falling, and represents a character being trampled under hoof by a horse or other animal. Trampling damage is randomized in delivery location on the following table, and resolves as Bludgeoning damage. The listed damage for a Trampling event (normally equal to Mount Weight) is always delivered 3 times on the table. However, if multiple instances of the damage land on the same area, the instances combine rather than being resolved separately. If the body part listed is one of which there are two (left/right), then flip a coin for which is hit, but combine all damage to that result on the table to the chosen limb. Trampling damage is reduced by TOU and Armor, but only half of Armor is applied to the total damage on an area.

Table 7.2 Trample Zones Result Zone

1 Thigh

2 Groin

3 Side

4 Chest

5 Face

6 Upper Head

7 Shoulder

8 Upper Arm/Bicep

9 Forearm

10 Hand

Attacking Horses Horses can be injured much as humans can. However, to spare you the complexities of a damage table for the Horse, horse-damage is simplified here into a generic damage table for each damage type. The table has five levels, just as the normal one. Just as with a human, when a horse suffers damage, the Strength of the attack is reduced by the Toughness of the horse, and the excess amount of damage (if any) determines the damage level of the Wound. Any attacks made against a Horse assume that the Horse’s base Reach is Short, for purposes of Reach penalties. Stun only affects a horse if it reduces its CP to 0, at which point the Horse will panic, and must be Calmed as-per the Ride Skill before it can be commanded again. Pain affects a horse's CP for maneuvers, and if its CP is reduced to 0 by Pain, the horse will collapse and suffer until it is treated or put out of its misery.

Horse Damage

Horse: Bludgeoning Woun Speci d Stun Pain Bleed Description al Level

Level 3 0 0 - 1 Level 8 2 0 - 2

Level 15 5 3 - 3

Level Total 10 5 - 4

Level - - - Dead Instantly Slain. 5

Horse: Cutting Woun Speci d Stun Pain Bleed Description al Level

Level 2 3 2 - - 1

Level 3 5 3 - - 2

Level 5 10 5 - - 3

Level 8 Total 8 - - 4

Level - - - Dead Instantly Slain. 5

Horse: Piercing Woun Speci d Stun Pain Bleed Description al Level

Level 1 1 4 - - 1

Level 2 3 8 - - 2

Level 4 5 12 - - 3

Level Total Total 20 - - 4

Level - - - Dead Instantly Slain. 5

Horse Crashes In the event of a Horse Crash, in which two or more Horses slam into each other, each suffers bludgeoning damage equal to the other horse’s Weight, reduced by TOU. Both riders must make Hard [RS 5] difficulty Ride checks or suffer Falling damage equal to 18' onto the ground. If they succeed their Ride checks, they instead suffer Falling damage equal to 9’ onto the ground.

If the Horse instead crashes into an obstacle, the ground, or a person, use the Weight guidelines below and resolve it the same way. Weight Example Object

1 Miscellaneous Furniture

2 Wooden Door, Picket Fence

3 Man

4 Armored Man, Donkey

5 Pony, Huge Man

6 Wooden Fence

7 Construction Scaffolding

8 A Small Crowd of People

9 Workhorse, a Cow

10 Courser, Rouncey,

Destrier, Freakishly Robust 11 Workhorse

An Armored Courser or 12 Rouncey, Freakishly Robust Courser/Rouncey

A Freakishly Robust Destrier, or 13 an armored normal Destrier.

A Brick Wall, A Freakishly Robust Armored Destrier, a 15 Destrier with two saddlebags full of bricks carrying a concrete statue of Mark Henry.

Surprise Attacks If characters are caught unawares in an ambush or another surprise attack, they may not move or choose their own Bouts in the first stage of combat, and their Maximum Combat Pools are halved for the first Round of combat. Characters who detect the ambush beforehand may still act normally, only those surprised suffer in this way.

Miscellaneous Combat Actions There are a lot of things that can happen during Bout combat that aren’t covered by maneuvers. Picking up a weapon, or drawing a sword at an easy pace shouldn’t require a complex roll. For that, there’s Miscellaneous Combat Actions.

A Miscellaneous Combat Action is something that can be done in combat more or less concurrently with the rest of the Bout, but which isn’t any sort of action taken against another character. Examples include drawing a sword, grabbing a fallen weapon off of the ground, Example Combat Gizka, Lincko and Mago look up from their dice game to find six members of the City Guard facing them down in the alehouse. Unwilling to get brought in for questioning, they draw steel, and assault the guards!

The Combat begins, and the characters involved (six guards, and Gizka, Lincko and Mago) roll for initiative to see who can act first.

The results: Gizka Mago 2 Guards Lincko 4 Guards

Gizka and Mago each charge a Guard, both of them being the Guards who would come up next in the Bystander Initiative. Lincko pulls out a pistol and shoots one of the remaining Guards, rolling only his Proficiency (4) against the Guard’s 6 ADR in a Void. Lincko rolls 3 successes, while the Guard rolls 2, meaning that Lincko hits with 1 Bonus Success. He rolls on the Missile Hit Table, and finds that he hits the Chest of the Guard.

Lincko’s pistol inflicts 8 damage, +1 for Bonus Successes, and ignores 4 points of Armor (AP4 from Ball ammunition) for a total of 9 damage, ignoring 4 points of armor. The Guard has TOU 4, and is wearing a brigandine vest with AVP 4. The guard sustains a level 5 Piercing wound to the Chest, and is killed instantly.

The remaining 3 guards split up, 1 engaging Gizka, Mago and Lincko each.

The first Bout (Gizka and 2 Guards, A and B) begins. It has a CC of 3 (6-3), meaning it will last 3 Rounds. Since it’s the First Round, each character throws an Orientation. Gizka declares Offensive, and both Guards declare Cautious. Gizka declares one (Guard A) as her Target, and has Initiative over him. She has a CP of 18, and declares a Thrust with 12 dice to the first Guard’s groin with her rapier. The first Guard, terrified, declares a Parry with his backsword with his entire pool (10 dice). The second Guard, seeing an opening and not being attacked himself, declares a Strike on Gizka’s neck with 4 dice. Gizka Quick Defenses for 2 herself (spending 2 on a Quick Defense) with a Duck.

Action 1 Gizka’s Thrust resolves first, scoring 8 successes to the Guard’s 5 pary successes, for a hit with 3 Bonus Successes. Gizka rolls for hit location, and scores the Groin. She inflicts 7 damage (Strength+Weapon Damage+Bonus Successes, 4+0+3) to the Guard’s undefended Groin for a level 3 Piercing wound. The Guard is run through, and collapses into a heap, with 14 Pain (18-4 WIP) and 15 Stun necessitating a RS 15 Knockdown test that the Guard cannot possibly pass.

Action 2

The other Guard’s Strike resolves now, its 4 dice scoring 2 successes, and Gizka’s duck narrowly scoring 2 as well. She ducks the Guard’s attack, and spends 1 CP to take the Initiative.

The second Round begins. Gizka has Initiative, and declares an easy Thrust with 1 die to the guard’s knee to keep him busy. He puts 3 dice on a Parry. The roll comes, and the Guard handily parry’s Gizka lazy attack. The Guard gains initiative.

The Refresh comes, and Round 2 begins. The Guard puts all 10 dice on a Strike to Gizka’s side. Gizka declares a Thrust to the Guard’s groin with 8 dice, and declares a Steal Initiative maneuver, spending the Guard’s Perception (3, after his Helmet modifier) to try and Steal Initiative from him and hit first. Since Gizka is making a Thrusting attack, she gets a +1 bonus to her Initiative test (her Rapier is longer than the guard’s Backsword, but she has the Short Bane, which negates this) so it is her ADR (8) +1, versus the Guard’s ADR (6) at TN 5. Gizka wins handily, and her attack hits first, scoring 5 successes. Rolling on the random hit table, her attack lands on the Guard’s undefended Thigh. Gizka inflicts 9 damage (4+0+5), inflicting a level 5 wound. Because her attack resolved first, the 15 Stun hits the Guard before his attack resolves, completely eating up his attack’s CP.

[Visually, Gizka just ran up to two men, ran one through the groin, and ducked under the other one’s attack. The second man then parried a counter-attack from Gizka, but could not strike again before her sword pierced his thigh, severing the femoral artery and putting him out of the fight as well. If there was a surgeon in the room, both of the men would still probably die.]

With Gizka’s fight over, the next Bout in the order is Mago and his two guards.

Just like Gizka, Mago and his two Guards are in their first Round. However, while Mago declares Offensive as well, one of the Guards also declares Offensive, whereas the other declares Cautious. Mago has a CP of 15, and declares a Thrust to the Offensive Guard’s chest with 8 dice. The Guard declares a Strike to Mago’s neck with 10 dice. The other Guard declares a Strike to Mago’s Side with 5, which Mago Defends against with a Quick Defense of Clinch at 3 (paying 2 for activation, and 2 more for Reach).

Action 1

Mago and the first Guard roll Initiative to see who hits first. Mago is Thrusting (+1 advantage) and has a Long weapon, and ADR 6, for a total of 8 to the Guard’s total of 6. Mago wins the Initiative test, and hits with his 8-die Thrust with 5 successes, for a total of 12 damage (Strength+Weapon Damage+Bonus Successes, 5+2+5) to the Guard’s Chest, where his Quilted Vest provides 3 AV. Combined with the Guard’s TOU of 5, this is a level 4 Piercing wound to the chest. The Guard’s Grit of 3 reduces that Stun to 7, which leaves him able to take his swing with his 3 remaining dice, and he hits with 2, but only inflicts 7 damage (STR 4+Weapon Damage 1+2 Bonus success) to Mago’s Breastplate, which is AV 8 vs Cutting damage, and so has no effect.

The second Guard takes his Swing with 5 dice, Mago’s defense is a Clinch with 3 dice, which necessitates that he drop his Spontoon. Mago matches the Guard’s successes, and the two enter the Clinch.

Action 2 The Guard doesn’t have the Wrestling Proficiency, and the Default (see Chapter 4) from 1H Sword to Wrestling is -2, so his Combat Pool is reduced by 2 (as he’s already spent 5 CP, he is now at 4 remaining), whereas Mago is actually better at Wrestling than he is at Polearm fighting, and so he gains 2 CP, putting him up to 2.

Mago has initiative, and declares a Trap to the Guard’s weapon-arm with 2 CP, while the Guard declares a Twist with 3. Mago has Superior Trap, so he makes this attempt at TN 6, and scores 2 successes to the Guard’s 1, successfully trapping the Guard’s arm.

Round 2 Action 1 Both Mago and the Guard’s Combat Pools Refresh. Mago has 17 dice and has trapped the Guard’s arm, while the Guard has 8 dice. Mago declares a second Trap attempt on the Guard’s head with 10 dice. The Guard desperately attempts to Twist with 8. The Guard mercifully manages to match Mago’s 5 successes, and so Mago’s Trap doesn’t resolve. However, the Guard now has no dice remaining, and Mago still has 7.

Action 2 Mago declares a Throw maneuver with 7 dice. The Guard is unable to defend. Mago scores 5 Successes, for a total effective falling distance of 20 feet (5+5)x2. The location rolled is Neck and Mago doesn’t choose to re-roll it with his Superior Throw. The ground is hardwood floor, so 1 damage per 3’ (6) is inflicted by this Fall, rounding down, reduced by half of the Guard’s TOU (2) to 4. The Guard suffers a level 4 Bludgeoning wound to the neck, breaking his collarbone, as well as level 2 wounds to his Head and Shoulder. The first Wound alone has Stun and Pain beyond the guard’s ability to resist. He’s lucky to be alive. [Another Visual Recap: Mago charges in and impales one guard on his spear. The dying man’s blow glances off of the warrior’s breastplate. Mago lets go of his spear to catch the other guard’s sword-arm, hooks his own around it, and then shoulder-throws the man straight into the hardwood floor. The guard lands awkwardly, breaking his collarbone. He’s not going to be guarding anything for a while.]

Mago and Gizka have dispatched their enemies. However, one enemy got through to Lincko, and that Bout must be resolved too.

Lincko and the Guard both throw Offensive. Lincko has Proficiency 10 with his pistol, though it is unloaded. Round 1 Action 1 Lincko Quickdraws another Pistol with 2 CP, and declares a Shot to the Guard’s Chest with 4 dice. The Guard declares a Strike to Lincko’s neck with all 10. The two roll Initiative to see who hits first because of their Offensive/Offensive orientations. Lincko has (effectively) LL Range and a Thrusting attack to the Guard’s M Range Strike, so Lincko enjoys a +5 bonus total, and has 7 ADR to the Guard’s 6.

Lincko somehow loses the Initiatives Test. Rather than just give up a die, however, he uses Steal Initiative with his reserved dice (he has 4, more than enough to match the Guard’s effective Perception of 3) and the two roll off again. This time Lincko wins, and resolves his Shot with 4 dice. He gets 2 successes, and rolling to hit, strikes the Guard’s unprotected face with a Strength 10 (8+2) attack, killing the guard instantly with a level 5 Wound.

[The Guard charges Lincko, who draws another pistol from his belt with his free hand, and casually shoots the him in the face.]

The combat is over. This entire engagement has taken less than 4 seconds. Chapter 8: Character Injury & Recovery

The Basics of Injury When characters sustain injuries, they sustain them in the form of Wound Levels. These come in five levels, from Level 1 (the least serious) to Level 5 (crippling or fatal). In minor cases, Wound Levels are temporary inconveniences, though the Pain and Stun they cause can cause a character great trouble in battle. In major cases however, high level wounds can inflict permanent Banes, like disfiguring injuries or lost limbs. Wound Levels can quite possibly cause death by bloodloss, infection, or sheer damage.

Anatomy of a Wound Wounds have a few components, illustrated here. When a Wound is suffered by a character, the level, location and type of the wound should be recorded, in addition to the Bloodloss, Stun and Pain. Injuries are not removed from a character’s sheet until they are healed (see Recovery and Healing below).

Location: The hit-location of the injury. This is identical to the Hit Location determined on the Hit Location Tables below.

Type: This is the kind of damage that has been inflicted. Most weapons inflict Cutting, Piercing, or Bludgeoning damage. Other types of damage include Fire and Acid.

Bloodloss: This is the amount of blood being lost from the wound. Different kinds of wounds inflict different amounts of Bloodloss, as detailed in their Wound Description. Bloodloss is used for Bleeding Rolls, detailed below.

Stun: Stun is the immediate impact of the injury, its “stopping power,” so to speak. Stun is reduced by Grit before being applied. The remaining Stun, after Grit, is subtracted from the victim’s Combat Pool immediately, starting with any CP currently being used in Actions or Maneuvers of any sort. If Stun reduces a character’s Combat Pool to 0, then the character is overwhelmed, and must make an Endurance Test, with additional RS equal to the amount of Stun in left over after the victim’s Combat Pool hits zero, or else be knocked prone. Stun cannot reduce a Combat Pool below 0. If a character is ever reduced below zero, they are subject to Overshock. Going into Overshock forces a Stability Test at RS equal to the amount of Stun suffered.

Pain: Pain is similar to Stun, but rather than the immediate jarring effect of the injury, it is a lasting effect. Pain inflicted by any source reduces the character’s Refresh by 1 per point of Pain, reducing the amount of Combat Pool the character gains at the start of each Round to a minimum of 0. Pain is reduced at the time of infliction by the character’s Grit score, and their Willpower score. If Pain reduces a character’s Combat Pool at Refresh to 0, the character is rendered helpless and incapable of doing anything meaningful (talking may or may not be possible, GM’s choice). The character must also make a Willpower test (with an RS equal to any excess Pain over that required to reduce the character’s CP to 0) or lose consciousness.

Bloodloss and Bleeding Rolls

Whenever a character has an amount of Bloodloss equal to 5 or more, they must make an END test at the end of each Round. For every five points of Bloodloss that a character has, the test requires one more success. If the Bloodloss test is ever failed, the character suffers HTL loss equal to the amount they failed the test by.

Table 8.1 Bloodloss Total Bloodloss Required Successes to Stave Off

5 1 success

10 2 successes

15 3 successes

20 4 successes

+ +

Losing Health: Any time that a Bloodloss test is failed, a number of points of Health (HLT) are temporarily removed. This number is equal to the amount of successes the Bloodloss Test failed by. i.e., if a character with 20 Bloodloss scores only 2 successes to the required 4, two (2) HTL points are lost. When a character's HLT reaches 1, all of their other Attributes are temporarily halved. When a character’s HLT reaches 0, they immediately pass out and continue to bleed, making END tests and losing HLT into negative amounts. When their HLT reaches a negative amount equal to their unmodified total HLT, they die.

Regaining Health: Once a wound has been treated via Surgery so that no more Bloodloss can occur, HLT lost to Bloodloss will begin replenishing at a rate of 1 HLT per week. HLT lowered by Infection is also recovered in this manner, but only after all of a character’s Infections have been defeated.

Staunching Bloodloss Characters can attempt to staunch the loss of blood with the Surgery skill and whatever materials are at hand. A wound must be targeted with this skill which, if successful, terminates all bloodloss from that wound and halves the amount of pain caused by it.

Treating Wounds In order to stop a wound from Bleeding, and to reduce the Pain it causes, the Surgery skill must come into play. A Surgery check made at appropriate difficulty for wound level Treats the wound. Treated wounds have their Bloodloss reduced to 0 (unless reopened somehow), and their Pain reduced by half. Treated wounds begin healing immediately. Healing time depends on the character’s maximum normal HLT, and the level of the wound. Once a Wound has fully healed, the Wound, and any remaining pain, are removed from the character.

Table 8.2 Wound Healing Times (in Weeks) Healt h

8 1 2 3 4 5 6 7 +

1 2 2 2 1 1 1 1 0

2 3 3 2 2 2 1 1 1

Wound 3 4 4 4 3 3 3 2 2 Level

4 8 8 8 6 6 6 5 5

6 6 6 4 4 3 3 5 48 0 0 0 8 8 6 6

Special Wounds Punctured Lung: A person with a punctured lung increases their Fatigue Level by 1 every Nout until they are Exhausted, and then must make HLT rolls against a TN of 8, with 1 RS for each turn making HLT rolls, or is rendered unconscious. The RS resets and the HLT rolls continue until another failure, at which point the victim dies of suffocation.

Damage Tests:

Knockout: When making a Knockout (KO) test, roll an End test. You need a number of successes specified by the event. Failure causes the character to be knocked unconscious for an amount of time equal to 1d10 minutes. A character that is knocked out cannot defend themselves and is entirely helpless. Whenever a character is knocked out, they must make a TOU vs. 2 RS test, or gain the Brain Damage (minor) bane.

Stability When a character makes a Stability test (either as specified by a wound or effect, or because their CP has been reduced to the negatives by Stun or Pain) roll an Agility test for Required Success found on table 7.2. Failure results in the character being knocked prone.

Table 8.3 Stability Cause of Stability Required Successes

Tripped Enemy Bonus Successes

Stun Excess Stun past 0

Damage or Effect Specified in Effect

Prone Whenever a character is laying flat on the ground, they are considered to be Prone. While a character is prone, their maximum combat pools for all melee proficiencies, and their Mobility, is halved. Being knocked prone (after failing a Stability test, being knocked down, etc.) causes a character to lose half their total combat pool immediately. A character can stand up at no cost over the course of one Action phase (other actions can be taken as normal), but until the character starts an Action Phase standing, their maximum combat pool remains halved, and any Refresh only restores them to that half- maximum. If a character suffers an effect that would knock them down again while standing up, they do not suffer the CP loss again, but also do not stand up at the end of the round. The use of the Rapid-Rise Maneuver allows a character to stand up immediately upon falling down, if they have the remaining CP. Check Chapter 4: Proficiencies & Manuevers for more information.

Falling Damage: When a character falls, they roll on the first table below to determine what body part they land with. They then take a wound as if struck with a blunt object to the area hit at Strength determined by the distance fallen, and the surface fallen onto. Both Armor and TOU are halved for purposes of resisting this damage. The character also takes additional wounds to the adjacent body parts as determined by the falling table at half damage.

Table 8.4 Falling Damage d10 Area Hit Adjacent Areas

1 Head Neck and Shoulder

2 Neck Shoulder and Head

3 Upper Back Lower Back and Head

4 Chest Upper Abdomen and Head 5 Right Foot Thigh and Lower Leg (Right)

6 Left Foot Thigh and Lower Leg (Left)

7 R. Side Upper Arm and Thigh

8 L. Side Upper Arm and Thigh

9 R. Forearm Hand and Upper arm

10 L. Forearm Hand and Upper arm

Ground Type Damage per Feet fallen

Hard (Cement, Stone, Packed Dirt, Cobblestones, Hardwood floor, a 1 per 3’ fallen thoughtlessly placed pile of bricks)

Solid (Earth, carpeted floor, collapsible structure (falling through a cart, wagon, 1 per 6’ fallen canopy, an armored man)

Soft (Straw, trampled battlefield earth, mud, Sand, a Person, a pile of dead 1 per 12’ fallen people)

Water (clumsily fallen) 1 per 30’ fallen

Water (controlled dive) 1 per 60’ fallen

Burning & Fire Damage When characters come into contact with fire, bad things tend to happen. Fire damage is much simpler than damage from blunt, cutting, or piercing weapons. Its table is generic, and any part of the body may suffer a Burn Wound using the same chart, seen below.

When a character suffers Fire Damage, the format looks like this: (X)/TN5 X is the number of dice rolled, and the TN is always 5. Each success on this roll inflicts a level of Burn Damage to the body part (or body parts) affected. A character’s TOU cannot reduce Burn Damage, but Armor coverage can, but by small amounts. Cloth, Leather and other light armors do nothing to reduce burn damage. In fact, they might make it worse. Mail armor reduces burn damage by 1. Plate reduces burn damage by 2. Importantly, Burn Damage accumulates over time. Repeated Burn Damage to the same part of the body (prior to healing of course) does not create multiple Burns of the same level, but increases the level of the previous Burn. So suffering a Level 1 Burn to the head, and then a level 2 Burn to the head, results in a Level 3 Burn to the head.

Burning damage often lasts for multiple Rounds, inflicting damage at the beginning of each, and clothing or armor may also catch fire, continuing the blaze for still longer!

Table 8.5 Burn Area Exampl Coverag Damag Burning e Burn e e Time Source

Boiling Usually 4/TN5 4 Rounds Oil head, shoulder s, neck, back, possibly face or arms.

Flaming Point of 2/TN5 10 Rounds Arrow Impact

1-3 Hair Rounds Caught Head(?) 1/TN5 (length of Fire hair)

Burning Arm 2/TN5 5 Rounds Sleeve

Indefinitel y, 3 Full Rounds Bonfire 3/TN5 Body after exiting Bonfire

Extinguishing a fire on one’s person is either very easy (patting out, smothering with a blanket or cloth, dropping and rolling) or excessively difficult (boiling oil, burning pitch, chainmail grown dangerously hot in a fire, acid). You may try to Extinguish a source of burn damage by spending a Full Action in the Bystander Phase doing so. This is an Agility check, with the RS ranging from 1 (burning sleeve) to 8 (covered in burning gasoline).

So, a character may suffer a pot of boiling oil being dumped on his head while climbing up a siege ladder. The GM estimates this as a 4/TN5 burn attack that hits the upper head, neck, shoulders, and back. The roll is made, 4 at TN 5. 2 successes are scored, however the character is wearing a Plate helmet and a Mail shirt, which reduces burn damage to the upper head by 2, the back and shoulders by 1. The neck suffers all damage. The result is a Level 1 Burn to both shoulders (two wounds), and a Level 2 burn to the neck. The next Round, he suffers additional damage.

Table 8.6 Burn Damage Burn Level 1 Level 2 Level 3 Level 4 Level 5 Level

Stun: 4 Stun: 8 Stun: 12 Stun: 20 Stun: All Pain: 4-WIL Pain: 6-WIL Pain: 10-WIL Pain: 20-WIL Pain: 30-WIL Effect -3 Infection -1 Infection Infection Infection , Infection Chance Chance Chance Chance +1 Chance +3 +5

Woun d Stun Pain Bleed Special Description Level

[-3 Infectio Level 1st degree Burn, painful but not 4 4 - n 1 serious. Chance ]

[-1 Infectio Level Minor 2nd degree burn with swelling, 8 6 - n 2 but no probable scarring. Chance ] [+1 Infectio Level Bad 2nd degree burn, skin lost, 12 10 - n 3 scarring probable. Chance ]

[+3 Infectio Level 3rd degree burn, serious scarring and 20 20 - n 4 injury. Consider disfigurement Banes. Chance ]

[+5 4th degree burn or worse, flesh Infectio Level destroyed, bone exposed and charred, Total 30 - n 5 almost certainly lethal if located on Chance ] vitals (HLT at RS 5)

Infection The shock of a wound can kill a man, or he can bleed out before the injury can be staunched, but the most insidious and terrible way to die of a wound is by corruption, or infection. In the course of healing, a wound can become infested with bacteria and parasites which quickly cause the wound to become gangrenous or septic, which can eventually result in necrosis and death.

Infection has a chance of occurring 24 hours after the infliction of the wound. Roll a HLT Test at RS equal to the Infection Level of the Wound. The Infection Level equal to the Wound Level, plus any miscellaneous modifiers. Both Wound descriptions and exterior circumstances (see Table 7.1) can increase or decrease Infection Chance.

Table 8.7 Infection Modifiers Modifier Amount

Wound was successfully treated with Surgery -1 per 2 Bonus immediately after it was inflicted. Successes

Wound is treated with an expensive poultice during -2 Surgery

Wound is the result of an Amputation -2

Wounded party is allowed to rest immediately -1

Wound was inflicted in a fairly clean environment free of filth (being cut with a well maintained dress sword -2 during a parade, being injured by a practice weapon).

Wound was inflicted by a bludgeoning weapon. -1

Wound was inflicted by a piercing weapon. +1

Wound was inflicted in an unclean environment. +1

Wound was inflicted with a filthy weapon. +2

Wounded party has strenuously exerted himself since being injured. +1

Wounded party did not receive adequate care after the injury. +2

Wound was intentionally infected after being sustained. +3 If the character succeeds, then the Wound does not become infected, and heals normally. However, if something occurs to infect the Wound again (the wound is exposed to filth, or reopened, or stripped of its coverings and left unprotected for some time) then an additional roll may be necessary.

If the Infection Roll fails, then the Wound becomes Infected. Once a Wound becomes Infected, the character’s body begins to fight against the infection by all means possible, some of which are quite detrimental. Characters with Infections become Feverish within 24 hours, and remain Feverish until the Infection is defeated. (See Illness and Disease section for the effects of Fever. Short version: The character suffers a Halved Combat and Mobility pool, and gains Exhaustion at double the normal rate).

Every 24 hours, the character must roll a Health Check at RS equal to the Infection Level of the Wound. This roll can be modified with Medical skill, as detailed on Table 7.2, and this will greatly increase a character’s chance of survival. If unsuccessful, the character’s Health is reduced temporarily by 1. This Health does not recover until after the Infection is defeated. If the character’s Health is reduced to 1 by Infection, then all current Infections become Septic. If a character succeeds a number of these Health Checks equal to the Infection Level of the wound, that Infection is defeated, and the character can begin recovering Health, assuming there are no other Infections to struggle against. In the case of multiple Infections developing, only one Health Check is rolled per 24 hour period, at the highest Infection Level of the infected wounds suffered. If the Check succeeds, all of the Infections are resisted. If the Check fails, the character only loses 1 point of Health, not 1 per Infection.

Table 8.8 Infection Treatment Amoun Modifier t

Character’s infections are treated -2 by a Surgeon

Character is kept in a comfortabl -2 e, clean environmen t

Character has enough -1 to eat/drink

Character partakes of no -1 strenuous activity

Septic Infections Septic Infections (when the injury becomes gangrenous and decaying) are almost invariably lethal. After a wound becomes Septic, it rapidly spreads across the body, eventually reaching the heart or brain, and killing the victim. The character becomes delusional, weak, and likely unconscious, and dies within 2d10+HLT hours. If the character can pass a WIL+HLT test at RS 5, the character can struggle on for another 24 hours, but will still die before the next day. There is no treatment for Sepsis, but if the Infection is in a limb, it can be Amputated immediately upon the onset of Sepsis to prevent it from spreading. This increases the Infection Level of the resulting Amputated wound by 1, whereas Amputating before Sepsis develops does not increase the Infection Level at all. Surgeons must be careful when deciding whether or not to amputate too early on what might’ve been a salvageable limb. Amputation When a limb is Amputated (which itself requires a Surgery check at RS 3), the limb suffers the equivalent of a level 5 cutting wound on the location where the Infection is located, but with no Bleed. This automatically removes the Infection that occupied the amputated limb, and the wound can then be treated like a normal wound for terms of surgery checks to end bloodloss and begin the healing process. Amputations also confer an automatic -2 to the Infection Chance of the wound, due to the care that goes into the procedure to make it as clean as possible, and may benefit from other factors as well, such as a clean environment with proper tools, to minimize the chance of the new wound becoming Infected as well. If a wound becomes Septic before being amputated, as detailed in the Septic Infection section above, then the Amputation’s -2 to Infection Chance is reduced to -1, increasing the possibility of repeated Infection, as some of it may have already spread beyond the limb.

Damage This is the part where you learn about what it’s like to die.

Hit Locations Attacks that hit a Target Zone must, obviously, be aimed on a Target Zone. Striking and Thrusting attacks have different Zones available to them, and each Zone contains three Hit Locations, listed below.

If the attack hits, roll 1d10 to decide the Hit Location that the attack actually lands on, and then calculate damage based on the following formula: Total Damage Done (Maneuver Damage+Miscellaneous) versus Total Defensive Value (TOU+AV of appropriate damage type+Miscellaneous) If Total Damage exceeds Total Defense, the result is a Wound of the a level equal to the excess damage. The amount of damage done is then applied on the Damage Charts located later in this section.

- ADD IN HIT LOCATION CHART -

Swinging Target Zones

Head Swing 1-3: Shoulder 4-5: Lower Head 6-7: Face 8-10 Upper Head

Neck Swing 1-3: Shoulder 4-6: Neck 7-8: Lower Head 9-10: Face

Torso Swing 1-3: Hip 4-7: Side 8-10: Chest

Upper Arm Swing 1-3: Elbow 4-7: Upper Arm 8-10: Shoulder

Lower Arm Swing 1-3: Hand 4-7: Forearm 8-10: Elbow

Upper Leg Swing 1-3: Knee 4-7: Thigh 8-10: Hip

Lower Leg Swing 1-3: Foot 4-7: Shin 8-10: Knee

Groin Swing 1-3: Groin 4-7: Belly 8-10 Face

Thrusting Zones

Face Thrust 1-3: Neck/Throat 4-7: Face 8-10: Upper Head

Chest Thrust 1-3: Belly 4-7: Chest 8-9: Shoulder 10: Throat

Belly Thrust 1: Groin 2-3: Hip 4-7: Belly 8-10: Chest

Upper Arm Thrust 1-3: Elbow 4-7: Upper Arm 8-10: Shoulder

Lower Arm Thrust 1-3: Hand 4-7: Forearm 8-10: Elbow

Groin Thrust 1-3: Thigh 3-7: Groin 8-10: Belly Upper Leg Thrust 1-3: Knee 4-7: Thigh 8-10: Hip

Lower Leg Thrust 1-3: Foot 4-7: Shin 8-10: Knee

Universal Wound Qualities

Quality Description/Effect

Stability vs. [X] RS You must make a Stability (AGI+Misc) test at X RS or be rendered Prone.

You must make a Disarm (AGI+Misc) test at X RS or drop anyting held in the Disarm vs. [X] RS afflicted arm.

KO vs. [X] RS You must make a Knockout (END+Misc) test at X RS or be rendered unconscious for 1d10 minutes.

You immediately gain Y Bane, which cannot be removed without a successful [X] Surgery vs. [Y] Surgery test at X difficulty before the wound heals. If the wound heals (or the surgery test fails) then Y Bane becomes permanent.

Autodrop You automatically drop anything held in the afflicted arm.

Auto-Prone You are automatically rendered Prone.

Auto-KO

Infection Risk+[X] This Wound suffers an increased Infection Risk equal to X.

Stun: Total Automatically reduces Combat Pool to 0, and immediately renders you Prone.

Pain: Total Your effective Pain is considered infinite until this wound has healed.

Limb Severed! The limb in question is severed! You receive the Severed Limb Bane.

Dead You’re Dead. You get the Dead Bane.

UPPER HEAD

Upper Head: Cutting Woun d Stun Pain Bleed Special Description Level Level 2 6 3 - Cut on the scalp, not serious. 1

Level Deep cut on scalp, blood runs into 4 8 5 - 2 face.

Level KO vs. Cracked skull, nearly invisible, but 10 12 8 3 4 RS devastating.

Auto- KO [Difficul t Level Severe skull fracture, brain damage, Total Total 14 Surgery 4 immediate unconsciousness. vs. Brain Damage ]

Level Blade cleaves through top of skull - - - Dead 5 down to the teeth. Instant death.

Upper Head: Piercing Woun d Stun Pain Bleed Special Description Level

Level 3 4 4 - Raking glance to the side of the head. 1

Level Deeper rake across scalp lots of 6 6 6 - 2 blood.

Level 5 10 12 KO vs. 3 RS Skull cracked, gushing blood. 3

Auto-KO [Miracle Level Skull penetrated, instantly Total Total 20 Surgery vs. 4 unconscious. Brain Damage]

Level Point penetrates straight through skull - - - Dead 5 into brain, instant death.

Upper Head: Bludgeoning Woun d Stun Pain Bleed Special Description Level

Level 4 4 1 - Blow to the side of the head. Ow. 1

Level KO vs. Temple is glanced. May lose 8 6 2 2 1 RS consciousness.

Level KO vs. Skull fracture, may lose 12 8 4 3 5 RS consciousness.

Level Total Total 6 Auto- Skull shatters, immediately 4 KO unconscious. [Difficul t Surgery vs. Brain Damage ]

Level Skull crushed. Brain and bone - - - Dead 5 everywhere. Death.

Face

Face: Cutting Wound Level Stun Pain Bleed Special Description

Cut vertically across the chin or lips. Level 1 4 6 1 - Going to leave a scar

Deeper cut, possible chipping of jaw, Level 2 5 8 3 - may contact chin, lip, cheek, brow.

[Miracle Slash catches eye! Severe damage, Level 3 8 16 8 Surgery vs. may lose eye. One-Eyed]

[Miracle Surgery vs. Facial Face bisected, extreme damage to jaw, Deformity teeth, and skull. May lose eye or nose, Level 4 18 20 18 (50/50 serious medical complications either Eye/Nose)] way. [Infection Chance +2]

Head cloven through to the teeth, Level 5 - - - Dead instant death.

Face: Piercing Wound Level Stun Pain Bleed Special Description

Point glances off jaw, terrible Level 1 4 5 3 - bleeding below mouth.

Point sticks into neck behind jaw, Level 2 4 6 6 - moderate bloodloss.

Serious puncture in sub-mandible, Level 3 7 8 10 - severe bleeding.

Point penetrates through jaw, breaking [Difficult it, into roof of mouth. Not quite lethal, Level 4 12 5 15 Surgery vs. but close. Tongue may be damaged, Lost Voice] surgery required.

Point penetrates into brain through Level 5 - - - Dead bottom of head. Death.

Face: Bludgeoning Wound Level Stun Pain Bleed Special Description

Level 1 5 4 0 - Blow to the jaw, head rolls with it well.

Firmer blow, blood in mouth, possible Level 2 8 5 2 - lost tooth. Youch.

Serious damage to jaw, fracture Level 3 14 8 3 KO vs. 3 RS maybe, head jerked hard, may lose consciousness and several teeth.

Broken jaw, almost certain Level 4 20 12 7 KO vs. 5 RS unconsciousness.

Jaw smashed, skull shattered, neck Level 5 - - - Dead broken. Instant death.

LOWER HEAD

Lower Head: Cutting Woun d Stun Pain Bleed Special Description Level

Level Cross cut on the face, probably on the 2 6 1 - 1 cheek, mouth or chin.

Level Direct hit on side of face, classic 4 8 4 - 2 German dueling scar.

Level KO vs. 3 Direct hit cleaves through cheek, 8 12 8 3 RS damaging several teeth.

KO vs. 4 RS [Difficult Blade cuts cheek from corner of Level 12 18 12 Surgery vs. mouth to behind the ear, lots of teeth 4 Face lost, cheek muscle damage. Deformatio n]

Blade either cleaves through entire Level side of head, decapitating above the - - - Dead 5 jaw, or most of the way through. Death is mercifully instantaneous.

Lower Head: Piercing Woun d Stun Pain Bleed Special Description Level

Level 2 4 2 - Grazed jaw. 1

Level 3 6 4 - Stabs through cheek, chipped tooth! 2

Level KO vs. Several teeth broken, cheek ripped 6 9 8 3 3 RS open, jaw fractured.

Level 9 14 14 KO vs. Jaw shattered, many teeth destroyed, 4 5 RS may lose tongue. [Difficu lt Surgery vs. Speech Loss]

Level Point slams through brainstem. Instant - - - Dead 5 death.

Lower Head: Bludgeoning Woun d Stun Pain Bleed Special Description Level

Level 5 3 0 - Tapped jaw, possibly bruised. 1

Level 8 4 1 KO vs. 3 RS Solid strike to jaw, jarring! 2

Level Fractured jaw, possibly several lost 12 6 3 KO vs. 4 RS 3 teeth!

KO vs. 5 RS [Routine Level 15 10 4 Surgery vs. Broken jaw. 4 Face Deformation]

Level - - - Dead Neck Broken. Instant death. 5

NECK/THROAT

Neck/Throat: Cut Woun d Stun Pain Bleed Special Description Level

Level 4 4 4 - Cut on the neck, painful but not deep. 1

Level Serious cut to the side of neck, passes 6 8 6 - 2 dangerously close to windpipe.

[Difficu lt Level Slashed throat, possible vocal chord 8 12 12 Surgery 3 damage. vs. Mute]

Level 12 14 20 [Miracl Throat and jugular cut, spray of blood, 4 e needs a surgeon immediately. Surgery vs. Mute]

Level - - - Dead Decapitation. Instant death. 5

Neck/Throat: Pierce Woun d Stun Pain Bleed Special Description Level

Level 4 5 6 - Puncture wound in neck, not good! 1

Level Deeper puncture wound, necks major 5 5 10 - 2 artery!

[Difficu lt Punctured carotid or jugular, extreme Level 7 8 20 Surgery bleeding! Possible vocal chord 3 vs. damage. Mute]

[Miracl e Level Severed carotid or jugular, carcked 10 12 25 Surgery 4 vertebrae, vocal chord damage! vs. Mute]

Throat impaled, neck possibly broken. Level - - - Dead Exsanguination is almost instant. 5 Death.

Neck/Throat: Bludgeon Woun Specia d Stun Pain Bleed Description l Level

Level 6 2 0 - Painful blow to neck, bruised flesh. 1

Level Heavy blow, momentary choking, 10 3 0 - 2 significantly stunned.

Level Severely bruised windpipe, vochal 15 6 3 - 3 chords damaged.

KO vs. 3 RS, Level [Hard Severe damage to windpipe, brachial Total Total 7 4 Surger nerve damage, Chipped spinal cord y vs. Mute]

Level - - - Dead Snapped neck, instantaneous death. 5 SHOULDER

Shoulder: Cutting Woun d Stun Pain Bleed Special Description Level

Level 1 4 1 - Shallow cut to the shoulder. 1

Level Deep cut, significant pain and 2 6 3 - 2 bleeding.

Level Autodro Cleaves into the meat of shoulder, 6 12 6 3 p halts at collarbone.

Autodro p [Difficul Level t Broken collarbone and cracked ribs, 8 14 8 4 Surgery shoulder severely injured vs. Ruined Limb]

Level Cloven from shoulder to hip. Near or - - - Dead 5 near-instant death.

Shoulder: Piercing Woun Speci d Stun Pain Bleed Description al Level

Level Shallow stab to the shoulder. Painful, 1 3 2 - 1 bloody, not serious.

Level 2 5 5 - Deeper stab, point halts in muscle. 2

Level Deep into the muscle, chipped 4 9 7 - 3 collarbone.

Level Collarbone cracked, nicked artery, lots 8 12 12 - 4 of blood.

Level 15 15 20 - Penetration into the subclavicle. 5

Shoulder: Bludgeoning Woun d Stun Pain Bleed Special Description Level

Level 3 3 0 - Blow to the shoulder. No real damage. 1 Level Hard blow to shoulder, severe muscle 7 5 2 - 2 bruising.

Autodro p [Routine Level 12 6 4 Surgery Dislocated shoulder, arm useless. 3 vs. Ruined limb]

Autodro p [Difficult Level y Shoulder broken, may not recover 15 10 5 4 Surgery properly. vs. Ruined Limb]

Autodro p [Miracle Level Shoulder collapsed, internal bleeding, 20 15 12 Surgery 5 recovery unlikely, death possible. vs. Ruined limb]

RIBS/CHEST

Chest: Cutting Woun Speci d Stun Pain Bleed Description al Level

Level Shallow cut across chest, ribs do their 2 4 0 - 1 job, no serious effect.

Level 4 5 2 - Deeper cut, raking ribs. 2

Cracked ribs, laceration within Level 6 10 5 - ribcage, no organ damage but very 3 painful.

Level Ribs broken or cloven, bleeding in 12 15 20 - 4 chest cavity.

Blade cleaves through ribs and into Level center of chest cavity. Lungs, heart, - - - Dead 5 major blood vessels cut, near-instant death.

Chest: Piercing Wound Level Stun Pain Bleed Special Description

Level 1 2 3 2 - Attack rakes across ribs. Minor penetration, point halted by Level 2 4 4 4 - ribs.

Penetration into chest, no organ Level 3 6 7 6 - damage but significant bleeding.

[Difficult Surgery vs. Deep penetration into chest cavity! Level 4 10 14 25 Punctured Extreme bleeding and organ damage! Lung]

Heart or spine pierced, death is Level 5 - - - Dead instantaneous.

Chest: Bludgeoning Woun Speci d Stun Pain Bleed Description al Level

Level 5 3 0 - Blow to chest, shock absorbed by ribs. 1

Level 8 6 1 - Bruised ribs, minor bleeding. 2

Level Cracked ribs, bleeding, exceptional 12 8 2 - 3 pain.

Level Ribs broken, fragments lacerate flesh, 20 12 8 - 4 severe bleeding.

Level Ribcage shattered, possible organ Total Total 15 - 5 damage.

SIDE

Side: Cutting Wound Level Stun Pain Bleed Special Description

Cut across the side and belly, painful Level 1 2 6 2 - but shallow.

Level 2 3 7 4 - Deeper cut, lots of blood.

[Infection Risk Blade penetrates into side, serious but Level 3 7 12 6 +3] survivable. Possible organ damage.

KO vs. 5 RS Disembowelment, extreme damage Level 4 25 20 20 [Infection +5] and survivable is close to unthinkable.

Individual is cloven nearly or totally Level 5 - - - Dead in half. Death is instantaneous.

Side: Piercing Wound Level Stun Pain Bleed Special Description

Shallow penetration to the side, bit of Level 1 2 4 4 - blood, nothing serious. Penetration at an oblique angle, might Level 2 5 5 6 - be through-and-through, significant bleeding but no lasting harm.

Side pierced, severe bleeding but no Level 3 7 9 9 - organ damage.

Deep penetration, organ damage, [Infection Risk Level 4 11 12 14 severe bleeding, serious risk of +2] infection.

[Infection Risk Extreme penetration, possible exit Level 5 14 16 18 +5] wound, organ and intestinal damage!

Side: Bludgeoning Wound Level Stun Pain Bleed Special Description

Smacked in the side. Bad bruise, but Level 1 4 4 0 - that’s it.

Level 2 8 5 0 - Hard blow, winded, may cause nausea

Severe blow to side or belly, nausea Level 3 12 7 1 - and pain, but no internal damage.

Blood in mouth, organ damage. Level 4 15 12 5 - Mercifully little risk of infection.

[Infection Risk Internal organs ruptured, survival Level 5 Total Total 25 +5] would be nothing short of a miracle.

HIP Hip: Cutting Wound Level Stun Pain Bleed Special Description

Shallow cut on the hip. No significant Level 1 1 5 1 damage.

Level 2 3 7 2 Deeper cut, bleeding, painful.

Stability vs. RS Blade chips hipbone, excruciatingly Level 3 5 12 5 3 painful.

Stability vs. RS Level 4 12 16 10 Broken hip, blade nicks artery. 4

Auto-Prone, Blade cleaves fully into hip, cuts [Difficult Level 5 15 20 20 artery, severe and very likely lethal Surgery vs. injury. Crippled Leg]

Hip: Piercing Wound Level Stun Pain Bleed Special Description

Level 1 3 4 1 Shallow penetration over the hip.

Stability vs. RS Level 2 5 6 3 Deeper penetration, glances off bone. 1

Stability vs. RS Bone chips, but weapon does not Level 3 9 10 6 3 benetrate deeper. Stability vs. RS Hip fractures beneath penetration, Level 4 10 12 8 4 severe bleeding.

Stability vs. RS 5 [Miracle Hip is smashed, may never recover, Level 5 12 14 12 Surgery vs. potentially lethal. Crippled Leg]

Hip: Bludgeoning Wound Level Stun Pain Bleed Special Description

Level 1 5 3 0 Glancing blow to the hip.

Level 2 9 5 1 Stability RS 2 Solid blow to hip, jarring and painful.

Level 3 12 10 3 Stability RS 3 Cracked hip, bruised bone.

Auto-Prone, [Difficult Hip broken, leg may be crippled Level 4 15 12 5 Surgery vs. permanently. Crippled Leg]

Auto-Prone, [Miracle Hip is destroyed. Leg probably won’t Level 5 20 18 7 Surgery vs. recover. Crippled Leg]

UPPER ARM

Upper Arm: Cutting Wound Level Stun Pain Bleed Special Description

Level 1 2 4 1 Cut on arm. Trivial.

Painful cut on upper arm. No serious Level 2 3 7 2 damage, but some blood.

Blade cuts through muscle, chips Level 3 5 10 3 humerus.

[Difficult Blade breaks humerus, arm is severely Level 4 6 14 6 Surgery vs. damaged, may never recover use of Crippled Arm] arm.

Limb Severed! Arm severed just below the shoulder! Level 5 20 15 20 [Infection +3] Extreme bloodloss, seek help!

Upper Arm: Piercing Wound Level Stun Pain Bleed Special Description

Shallow puncture on upepr arm. Level 1 1 4 2 Trivial injury.

Deeper puncture, some muscle Level 2 3 5 3 damage, bleeding.

Penetration deep into humerus, Level 3 5 8 5 terrible bleeding and extreme pain. [Difficult Grievous bone damage, going to be Level 4 8 12 8 Surgery vs. difficult to set. Crippled Arm]

[Miracle Bone shattered, clipped artery, may Level 5 15 15 15 Surgery vs. never recover, extreme bleeding. Crippled Arm]

Upper Arm: Bludgeoning Wound Level Stun Pain Bleed Special Description

Bruise on the upper arm, not Level 1 2 2 0 significant harm.

Harder blow, severe bruising on Level 2 5 3 0 tricep.

Level 3 8 5 1 Autodrop Intense trauma, fractured humerus.

Autodrop [Difficult Broken humerus, extreme pain, needs Level 4 12 9 2 Surgery vs. treatment. Crippled Arm]

Autodrop [Miracle Humerus shattered, fragments driven Surgery vs. Level 5 20 12 5 into surrounding flesh, limb may be Crippled Arm] unsalvageable. Infection Risk +2

ELBOW

Elbow: Cutting Wound Level Stun Pain Bleed Special Description

Level 1 5 5 1 - Shallow cut to elbow.

Disarm vs. RS Deeper cut to elbow, nerves nicked, Level 2 6 6 3 2 may drop item.

Nerves cut, bone chipped, item Level 3 8 8 5 Autodrop automatically dropped. Arm will not function until healed.

Autodrop Nerves severed, arm nearly cloven [Difficult off, bone broken. Item automatically Level 4 12 12 7 Surgery vs. dropped. Arm may not recover Crippled Arm] functionality.

Autodrop Arm severed at the elbow, massive [Infection Risk Level 5 20 20 20 bloodloss, limb irrecoverable, +3] infection is a serious risk. Severed Limb!

Elbow: Piercing Wound Level Stun Pain Bleed Special Description

Level 1 5 4 3 Disarm vs. RS Painful stab in elbow. May drop item. 1

Disarm vs. RS Deeper penetration, nerve injury, may Level 2 5 6 6 3 drop item.

Autodrop Spike penetrates clear through elbow, [Difficult Level 3 8 10 10 automatic weapon drop, arm may not Surgery vs. recover. Crippled Arm]

Autodrop Extreme injury to elbow joint, nerves [Miracle Level 4 12 14 14 destroyed, arm loses functionality and Surgery vs. may not recover. Crippled Arm]

Autodrop [Arm Arm rendered totally unusable, will automatically probably need to be amputated, Level 5 20 18 20 crippled] definitely will not recover [Infection Risk functionality. +4]

Elbow: Bludgeoning Wound Level Stun Pain Bleed Special Description

Straight blow to the elbow. Arm goes Disarm vs. RS Level 1 6 4 0 temporarily numb, but no lasting 1 damage.

More severe impact, bruising, impact Disarm vs. RS Level 2 10 6 0 to nerves, painful tingling and 3 numbness in whole arm.

Disarm vs. RS Fractured elbow, severe pain, Level 3 15 10 1 5 hopefully no lasting damage.

Autodrop [Easy Surgery Elbow broken or severely dislocated. Level 4 20 14 3 vs. Crippled Needs treatment. Arm]

Autodrop Elbow smashed to pieces, arm bent [Miracle Level 5 25 18 6 the wrong way, exquisite pain. Surgery vs. Unfathomable horror. Crippled Arm]

FOREARM

Forearm: Cutting Wound Level Stun Pain Bleed Special Description

Shallow cut on the forearm. Will be Level 1 1 3 1 - fine without treatment.

Level 2 3 6 3 - Deep cut, painful but not debilitating.

Serious cut, muscle and tendon Disarm vs. RS Level 3 10 10 6 damage, possible fracture. May drop 4 held item

Level 4 12 15 8 Autodrop Broken bones, serious muscle [Difficult damage, automatically drop held item, Surgery vs. arm may not recover. Crippled Arm]

Autodrop [Infection Arm cloven off just beneath the Level 5 15 20 20 Chance +3] elbow. Serious bloodloss. Severed Limb!

Forearm: Piercing Wound Level Stun Pain Bleed Special Description

Level 1 1 2 2 - Puncture wound on the forearm.

Deep puncture on the forearm, more Level 2 4 5 5 - blood, no vital damage.

A deep puncture to the forearm, Disarm vs. RS Level 3 6 7 10 chipping bone, nicked vein. May drop 2 item.

Disarm vs. RS Veins are torn, blood everywhere. Level 4 8 9 14 3 May drop item.

Autodrop [Difficult Complete penetration of the arm, Surgery vs. Level 5 12 12 18 bloodloss serious. Item automatically Crippled Arm] dropped. [Infection Risk +4]

Forearm: Bludgeoning Wound Level Stun Pain Bleed Special Description

Sharp blow to the forearm. That Level 1 3 2 0 - stings!

Disarm vs. RS Hard strike to the wrist, severe bruise, Level 2 7 4 1 3 may drop held items.

Disarm vs. RS 4 Broken bones, possible snapped wrist. Level 3 12 10 3 [Routine May drop held items. Surgery vs. Crippled Arm]

Autodrop [Difficult Forearm is shattered, automatically Level 4 15 14 6 Surgery vs. drop held items. Crippled Limb]

Autodrop Forearm crushed, staggering damage, [Difficult Level 5 17 15 10 automatically drop item, limb may Surgery vs. never recover. Crippled Arm]

HAND

Hand: Cutting Wound Level Stun Pain Bleed Special Description Level 1 2 4 1 - Painful cut on hand.

Disarm vs. RS Deep cut, bruised bones, may drop Level 2 4 6 3 2 held item.

Disarm vs. RS Level 3 8 9 5 Broken hand, may drop held item. 5

Severe damage to hand, 1-3 fingers Level 4 12 12 8 Autodrop severed, automatically drop held items.

Autodrop [Infection Hand destroyed or severed. Jet of Level 5 15 15 15 Chance +5] blood erupts from wound. Severed Limb!

Hand: Piercing Wound Level Stun Pain Bleed Special Description

Level 1 2 3 1 - Glancing hit on back of hand.

Disarm vs. RS Deeper penetration of hand. May drop Level 2 3 4 2 1 held items

Disarm vs. RS 3 [Routine Hand impaled, item automatically Level 3 5 6 4 Surgery vs. dropped, may not recover. Crippled Hand]

Autodrop [Difficult Hand seriously damaged, probably Level 4 9 10 4 Surgery vs. won't recover. Crippled Hand]

Autodrop [Miracle Point tears through hand to forearm, Level 5 15 15 18 Surgery vs. tearing open vein. Extreme bloodloss. Crippled Hand]

Hand: Bludgeoning Wound Level Stun Pain Bleed Special Description

Level 1 5 3 1 - Painful strike on hand.

Disarm vs. RS A severe blow to hand. Fractured Level 2 6 5 2 2 phalanges. May drop items.

Disarm vs. RS 4 [Routine Hand smashed, items probably Level 3 7 6 2 Surgery vs. dropped. Crippled Hand]

Level 4 10 8 3 Autodrop Hand bones shattered, damage severe, [Difficult item automatically dropped, may not Surgery vs. recover. Crippled Hand]

Autodrop [Miracle Surgery vs. Hand completely smashed. Will Level 5 12 12 8 Crippled probably need to be amputated. Time Hand] to consider a hook. [Infection Risk +3]

THIGH

Thigh: Cutting Wound Level Stun Pain Bleed Special Description

Level 1 1 4 2 - Shallow cut on thigh.

Deeper cut on thigh. Superficial Level 2 3 5 4 - damage.

Serious cut cleaves to bone, anguish, Level 3 6 12 10 - possible knockdown.

Auto-prone [Difficult Deep cut to thigh, chipped femur, Level 4 12 15 20 Surgery vs. severed artery. Medic! Crippled Leg]

Auto-prone Blade cleaves through the femur and [Infection Risk either severs leg entirely or gets stuck Level 5 Total Total 25 +5] in hip/pelvis. This is close to Severed Limb! unsurvivable.

Thigh: Piercing Wound Level Stun Pain Bleed Special Description

Level 1 2 3 4 - Shallow penetration of thigh.

Deeper penetration of thigh, lots of Level 2 5 5 6 - blood.

Level 3 9 10 10 Stability vs. 1 Bone is glanced, artery nicked.

Level 4 10 12 15 Stability vs. 3 Femur cracked, artery severed.

Auto-prone Leg completely impaled, artery [Difficult Level 5 15 14 20 severed, bone broken. Automatic Surgery vs. Knockdown Crippled Leg]

Thigh: Bludgeoning Wound Level Stun Pain Bleed Special Description

Hit on thigh. Impact totally absorbed Level 1 3 3 0 - by dense muscle. More solid hit, painful bruising on Level 2 5 4 0 - thigh, still nothing serious.

Severe bruising, minor femur damage Level 3 10 7 1 Stability vs. 2 possible knockdown

Auto-prone [Routine Femur fractured, automatic Level 4 15 10 3 Surgery vs. knockdown. Crippled Leg]

Auto-prone Compound Fracture of Femur. [Difficult Level 5 20 20 5 Unspeakably horrific, does not bear Surgery vs. thinking about. Crippled Leg]

KNEE

Knee: Cutting Wound Level Stun Pain Bleed Special Description

Level 1 3 6 0 - “Motherf-”

Deep cut to knee, painful contact with Level 2 5 8 1 Stability vs. 1 bone. May fall.

Level 3 10 10 2 Stability vs. 3 Chipped bone, jarring and painful.

Auto-prone [Difficult Knee shattered. Automatic Level 4 15 15 3 Surgery vs. Knockdown. Leg may never recover. Crippled Knee]

Leg severed at knee. Knockdown [Infection automatic. Death by exsanguination Level 5 Total Total 20 Chance +3] likely to follow without medical attention.

Knee: Piercing Wound Level Stun Pain Bleed Special Description

Level 1 6 5 2 - A glancing stab to the knee.

Level 2 8 7 4 Stability vs. 2 Knee injured.

Level 3 9 9 7 Stability vs. 4 Knee fractures, pain is intense.

Auto-prone [Difficult Kneecap shattered. Probably won't Level 4 16 16 12 Surgery vs. recover. Automatic Knockdown. Crippled Knee]

Level 5 20 20 15 Auto-prone Knee shatters, leg bends wrong way. [Miracle Automatic Knockdown. Odds of Surgery vs. Crippled recovery: Dubious at best. Knee]

Knee: Bludgeoning Wound Level Stun Pain Bleed Special Description

Glancing blow to the knee. Level 1 6 3 0 Stability vs. 2 Disruptive, but no major damage. May trip.

Solid blow to the knee, bruising, may Level 2 8 5 0 Stability vs. 3 trip.

Damaged knee, bruised or chipped Level 3 12 7 2 Stability vs. 5 bone, may fall down.

Auto-prone [Difficult Broken knee, automatic knockdown, Level 4 15 10 3 Surgery vs. may never recover. Crippled knee]

Auto-prone [Miracle Knee smashed, automatic knockdown. Level 5 Total 18 5 Surgery vs. Would take an act of God to recover. Crippled knee]

SHIN

Shin: Cutting Wound Level Stun Pain Bleed Special Description

Grazed shin, painful but no lasting Level 1 4 5 0 - harm.

Level 2 6 7 1 Stability vs. 1 Deep cut, bone contact.

Chipped shinbone, some blood, may Level 3 11 9 2 Stability vs. 3 fall.

Auto-prone [Difficult Deep cut cleaves into bone, automatic Level 4 16 14 3 Surgery vs. knockdown. May never recover. Crippled Leg]

[Infection Leg severed halfway down shin. Level 5 20 20 15 Chance +3] Automatic Knockdown.

Shin: Piercing Wound Level Stun Pain Bleed Special Description

Level 1 4 4 2 - A light fracture to the shin.

Level 2 5 6 5 Stability: 2 RS Deep puncture, chipped bone.

Tendon grazed, leg freezes up. Level 3 10 8 8 Stability: 3 RS Possible bone fracture.

Level 4 12 10 10 Stability: Auto Shinbone breaks, tendon damage. [Routine Severe muscle damage. Automatic Surgery vs. Knockdown. Crippled Leg]

Stability: Auto Compound fracture of shinbone, leg [Difficult Level 5 16 20 17 ruined, may never recover. Automatic Surgery vs. Knockdown. Crippled Leg]

Shin: Bludgeoning Wound Level Stun Pain Bleed Special Description

Glancing blow to shin. No real Level 1 6 4 0 - damage, but man that stings.

Level 2 10 6 0 Stability vs. 1 Harder blow, may fall.

Fractured shin, agonizing, and may Level 3 14 8 3 Stability vs. 4 fall.

Auto-prone. [Routine Shin breaks, excessive pain. Level 4 20 14 5 Surgery vs. Automatic Knockdown. Crippled Leg]

[Miracle Compound fracture of the shinbone, Level 5 20 16 10 surgery vs. excessive damage. Leg may never Crippled Leg] recover. Automatic Knockdown.

FOOT

Foot: Cutting Wound Level Stun Pain Bleed Special Description

Level 1 2 4 0 - Light cut on foot, unpleasant

Deep cut into the meat of foot. Painful Level 2 4 5 1 - but not serious.

Serious damage to foot, possible bone Level 3 8 6 1 Stability: 3 RS fractures.

Broken foot, tendon damage, possible Level 4 12 10 3 Stability: Auto toe loss. Automatic knockdown.

Foot destroyed or severed at the [Infection Level 5 15 12 10 ankle. Automatic Knockdown, severe chance +3] bleeding.

Foot: Piercing Wound Level Stun Pain Bleed Special Description

Glancing blow to foot, no major Level 1 2 2 2 - damage.

Level 2 4 5 3 Stability: 1 RS Foot stabbed. Level 3 6 10 4 Stability: 3 RS Foot impaled, fracture of small bones.

Level 4 9 12 5 Stability: 5 RS Foot is nailed to the floor.

Autoprone Foot impaled, ankle damaged, tendons [Difficult Level 5 12 18 7 damaged. Automatic Knockdown, Surgery vs. may not regain functionality. Crippled Leg]

Foot: Bludgeoning Wound Level Stun Pain Bleed Special Description

Foot thumped. Unfortunately, feet are Level 1 2 2 0 - kind of designed for that. Minimal damage.

Level 2 5 3 0 Stability: 2 RS Foot hit harder, actual pain, may trip.

Equivalent to an ankle sprain, painful Level 3 8 7 2 Stability: 4 RS and debilitating.

[Routine Foot is broken, automatic knockdown. Level 4 10 10 3 Surgery vs. May not recover, stay off it. Crippled Leg]

[Miracle Foot is smashed entirely, multiple Level 5 15 18 5 Surgery vs. compound fractures. May not recover, Crippled Leg] amputation worth considering.

GROIN

Groin: Cutting Wound Level Stun Pain Bleed Special Description

Level 1 8 14 2 - Jimmies rustled, not a good day.

[Difficult Severe cut, significant damage. May Level 2 12 16 4 Surgery vs. lose consciousness. Sterility]

KO vs. 3 RS Excessive damage, blade strikes [Miracle Level 3 1 20 8 pelvis, internal bleeding and terrible Surgery vs. damage. Sterility]

Blade cleaves deep, artery cut, Level 4 Total Total 20 KO vs. 5 RS excessive damage to reproductive organs within and without.

Blade cleaves pelvis in twain, coming Level 5 - - - Dead to rest deep in torso. Mercifully near- instant death.

Groin: Piercing Wound Level Stun Pain Bleed Special Description

Your lizard brain cries, Level 1 8 12 4 - vehemently,“Do not make a habit of getting hit like this.” [Difficult Stabbed in groin. Excruciatingly Level 2 10 15 8 Surgery vs. painful, chance of reproductive organ Sterility] damage.

[Miracle Deep stab in groin nicks artery. Level 3 15 18 15 Surgery vs. Possible loss of reproductive Sterility] capability.

Artery severed, reproductive organs KO vs. 5 RS Level 4 Total Total 25 damaged beyond repair, Sterility unconsciousness likely.

Point slams through groin into abdomen, severing major artery and Level 5 - - - Dead cracking pelvis. Death from shock and exsanguination follow instantly.

Groin: Bludgeoning Wound Level Stun Pain Bleed Special Description

A modest thump between the legs. Level 1 10 10 0 - Painful and debilitating.

A harder blow, enough to cause Level 2 15 15 0 KO vs. 2 RS bruising and extreme nausea. May lose consciousness.

KO vs. 3 RS Serious damage, reproductive organs [Routine Level 3 20 20 3 may be damaged, surgical assessment Surgery vs. advised. May lose consciousness. Sterility]

KO vs. 5 RS Severe damage to reproductive [Difficult organs, but also to pelvis and innards. Level 4 Total Total 10 Surgery vs. Possible organ damage. May lose Sterility] consciousness.

The horrors borne within this wound [Miracle level do not bear consideration. Level 5 Total Total 15 Surgery vs. Severe internal organ damage, instant Sterility] knockout, may never recover.

BELLY

Belly: Cutting Wound Level Stun Pain Bleed Special Description

Cut straight up across belly-button. Level 1 3 5 1 - Not deep, but damn close.

Deeper cut, significant flesh wound, Level 2 5 8 4 - some muscle damage. Not pretty.

Serious cut belly, muscle damage, lots Level 3 8 10 10 - of bleeding, near organ damage. [Infection Risk Cut belly, intestinal and organ Level 4 12 15 15 +4] damage. Get a doctor. Get one fast.

Blade cleaves into belly, through Level 5 - - - Dead organs and sternum. Instant death.

Belly: Piercing Wound Level Stun Pain Bleed Special Description

Shallow stab to side of midriff. No Level 1 3 4 3 - real damage.

Deeper stab, muscle damage and lots Level 2 5 6 6 - of bleeding, but mercifully no organs hit.

[Infection Stabbed in the gut, organ and intestine Level 3 10 12 10 Chance +4] damage, this is serious.

Severe internal damage. If this [Infection Level 4 10 14 20 happened in a hospital today, your Chance +4] odds would be poor.

Point slams straight through guts to sever central artery of trunk. Level 5 - - - Dead Exsanguination occurs within seconds, unconsciousness is instant.

Belly: Bludgeoning Wound Level Stun Pain Bleed Special Description

A solid blow to the stomach, winding Level 1 5 4 0 - but not serious.

Level 2 8 5 0 - A harder, bruising blow to the midriff.

Severe blow to the stomach, brachial Level 3 10 6 0 KO vs. 3 RS response might result in unconsciousness.

Tremendous winding blow to the Level 4 15 7 3 KO vs. 4 RS stomach, may vomit (END at 2), may lose consciousness.

Possible organ damage, will be sick, Level 5 20 8 5 KO vs. 6 RS will almost certainly lose consciousness.

UPPER BACK:

Upper Back: Cutting Woun d Stun Pain Bleed Special Description Level

Level Light lacerations, noticeable 2 2 2 - 1 discomfort.

Level 4 4 4 - Long cuts, heavy bleeding. 2

Level Deep gashes, wounds noticeable. 7 9 6 - 3 Scars that will never heal.

Stability: 1 RS Level Spine nicked, cuts heavy and bleeding 11 13 8 [Paralyze 4 heavily. d (Not in Beta)]

Shoulders cleaved, spine severed. Level Spine destroyed. While death is not - - - Dead 5 instantaneous, it will come within 24 hours.

Upper Back: Piercing Woun d Stun Pain Bleed Special Description Level

Level Light piercing, minor bleeding, 1 3 2 - 1 noticable pain.

Level Point in one end and out the other, 3 4 5 - 2 missing bone.

Level 5 9 8 - Point slams in, skids off bone. 3

[Miracle Surgery vs. Level Puncture Point hits home, piercing deep and 10 13 20 4 d Lung] nicking a few important things. [Paralyze d (Not in Beta)]

Spine severed or heart pierced, its all Level bad. Spine destroyed. While death is - - - Dead 5 not instantaneous, it will come within 24 hours.

Upper Back: Bludgeoning Woun d Stun Pain Bleed Special Description Level

Level 4 2 0 - Light bruising, minor displacement. 1

Level Heavy bruising, feels like something 7 3 1 - 2 chipped. Level Stability: 10 4 2 Severe bruising, noticeable bleeding. 3 1 RS

Autopron e Something definitely made a cracking Level 13 5 3 [Paralyze sound. Spine damaged, may never 4 d (Not in walk again. Beta)]

Spine completely destroyed, severe Level - - - Dead rupturing of internal organs, instant 5 death.

LOWER BACK:

Lower Back: Cutting Woun d Stun Pain Bleed Special Description Level

Level Light lacerations, noticeable 3 5 1 - 1 discomfort.

Level 5 8 4 - Long cuts, heavy bleeding. 2

Level Stability: Deep gashes, wounds noticeable. 8 10 10 3 2 RS Terrible scarring.

Autopron e Level Blow cracks spine, and cleaves 12 15 15 [Paralyze 4 muscle and flesh. Possible paralysis. d (Not in Beta)]

Spine severed, severe intestinal Level - - - Dead damage, central artery in trunk 5 severed. Near-instant death.

Lower Back: Piercing Woun d Stun Pain Bleed Special Description Level

Level 5 2 3 - Shallow piercings, cuts to the side. 1

Level 7 4 6 - 2

Penetrates the flesh of the side, Level Stability: 12 10 10 emerges from the front. Bloody and 3 1 RS painful, but not lethal.

Level 14 12 20 [Infection In one end and out the other, possible 4 Risk +2] organ damage. Autopron e [Paralyze d (Not in Beta)]

Total Impalement, central artery in Level - - - Dead truck and spine severed. Death is 5 instantaneous.

Lower Back: Bludgeoning Woun d Stun Pain Bleed Special Description Level

Level 5 4 0 - Light bruising, shocking pain. 1

Level 8 5 0 - Heavy bruising, stunning pain. 2

Level Stability: Spine struck, traumatic pain. Light 10 6 1 3 3 RS bleeding.

Autopron e Level 15 7 3 [Paralyze Spine damaged, footing lost instantly. 4 d (Not in Beta)]

Level Spine broken just above tailbone, - - - Dead 5 intestinal rupture, Tanto [8th Century AD to 19th century AD] A Japanese knife, akin to its larger cousins, the Katana and Wakazashi. The Tanto was not traditionally part of the “Daisho,” or pair of swords, but it was a very common sidearm. The Tanto ranged in size from 6 to 12 inches, and usually lacked a handguard. The blade and tip of the tanto is famously robust and hard to break, while providing a good stabbing point and a fine cutting edge. For this reason, tanto-patterned knives are made across the world, and are held in high esteem. In addition to its martial and practical uses, the Tanto was usually the tool used for the ritual suicide of “seppuku,” for which purpose it was often gripped by the blade for leverage, with the help of a cloth or paper padding.

“No no, it makes sense. Why cut your hands? Fucking morons.”