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Weapons, Armor, and Special Materials Guide

1) Armor prices listed are for Size 1 and Size 1/2 creatures. To determine prices for larger or smaller creatures, multiply the base price by the creature's Size. 2) Extreme heat or cold can cause creatures to become fatigued after an hour of exposure. Additional exposure results in cumulative damage penalties until the creature rests in a comfortable environment. 3) Putting on and taking off armor takes time: 1 minute for light armor, 5 minutes for medium armor, and 10 minutes for heavy armor. With help, these times are halved.

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0% found this document useful (0 votes)
1K views7 pages

Weapons, Armor, and Special Materials Guide

1) Armor prices listed are for Size 1 and Size 1/2 creatures. To determine prices for larger or smaller creatures, multiply the base price by the creature's Size. 2) Extreme heat or cold can cause creatures to become fatigued after an hour of exposure. Additional exposure results in cumulative damage penalties until the creature rests in a comfortable environment. 3) Putting on and taking off armor takes time: 1 minute for light armor, 5 minutes for medium armor, and 10 minutes for heavy armor. With help, these times are halved.

Uploaded by

Marimariachi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Ammunition Recovery

When using ammunition other than bullets, you


can recover about half of every projectile used.
Weapons & Armor
Armor for Larger & Smaller Creatures
Listed armor prices are for creatures of Size 1 and Size
1/2. To determine the price of armor for larger or smaller
creatures, multiply the price by the creature’s Size. A suit
of mail for a Size 2 creature would cost 2 gc, for example.

Cumbersome: When you attack with this weapon, you make the attack roll with 1 bane.
Clothing & Armor
Finesse: You can make a Strength attack roll or an Agility attack roll for attacks made using this weapon.
Misfire: When you attack with this weapon and the total of your attack roll is 0 or less, the weapon misfires.
Roll a d6. On an even number, the weapon simply misfired and can be fired again once you spend 1 minute
using tools to clear the barrel and repair the weapon. On an odd number, the weapon explodes and you take
2d6 damage.
Weapons for Larger Creatures
Multiply the weapon’s price by the creature’s Size to determine its price if it was created for a creature of Size
2 or larger. As well, a weapon for a larger creature (including unarmed strikes) deals 1d6 extra damage for
each point of Size above 1. If the weapon normally deals less than 1d6 damage, fist increase the damage to
1d6 for Size 2 and then increase the damage by 1d6 for each point of Size the creature is larger than 2.
Special Materials
Many peoples, such as faerie, cannot tolerate touching iron. They instead construct their armor and weapons
from other materials, using bronze, bone, or wood for iron. The prices for armor and weapons made from
other materials are the same.
• Shattering Weapons: When you attack with a weapon that is normally made of metal and that is made from a material other
than metal, it is at risk of breaking. If the total of the roll is 0 or less, the weapon takes damage equal to its Health and breaks.
• Silvered Weapons: Weapons plated in silver are useful when fighting certain monstrous creatures.
You can silver any weapon with a metal component by multiplying its price by 3. Silvered weapons Type: Armor is clothing, light armor, medium armor, or
count as exotic items. heavy armor. You make Strength challenge rolls with 1

Exposure
Each hour a living creature is subject to extreme cold
Putting On and Taking Off Armor
bane to swim while you wear medium armor. You take
a –2 penalty to Speed and you make Strength challenge
You can put on or take off clothing using an
(temperatures of -50 degrees Fahrenheit or lower) or rolls with 2 banes to swim while you wear heavy armor.
extreme heat (temperatures of 150 degrees Fahrenheit action, but it takes time to put on and take
• Requirement: If you wear armor and do not meet or ex-
or higher), it must make a Strength challenge roll. On a off heavier armor. Light armor takes 1 mi-
ceed its requirements listed in the table, you make all
failure, the creature becomes fatigued. If it is already nute, medium armor 5 minutes, and heavy
fatigued, it instead takes a cumulative -1d6 penalty to Strength and Agility rolls with 1 bane. In addition, you take a
armor 10 minutes. With help, you can put on
Health. This penalty remains until the creature is no –2 penalty to Speed. The effects of not meeting the armor’s
and take off armor in half the time.
longer fatigued and is no longer subject to exposure. A requirements are cumulative with the other effects of wearing
creature fatigued from exposure removes this affliction armor.
when it completes a rest in a comfortable environment

Attack Multiple Targets Maximum Defense


A creature’s Defense
As with extra damage, multiple attacks normally require talents to pull off In some situations, though,
cannot exceed 25, even if
allowing the attempt might be appropriate: a magician wielding a staff attempts to push two bandits weapons, armor, and
away; a dwarf launches a wild roundhouse swing with a war-hammer; an orc kicks a table at a group of goblins. other effects would I
When a player describes an attack that can affect multiple targets and you rule it’s possible, have the player crease it beyond that
make the attack roll with 2 banes for each target beyond the fist. number.
You also need to decide what attribute or characteristic is being attacked. For example, the magician in the
above example might make the attack roll against each bandit’s Strength score; the dwarf ’s swing would attack
the enemies’ Defense; and the orc’s kick would target the goblins’ Agility.
Pg.208

Creating Enchanted Objects


The ability to make enchanted objects belongs to
the most powerful individuals in the world, and thus
is out of the reach of characters created using the
rules in this book. Player characters must seek out
these objects, wrest them from their owners, or
discover them by chance.

Relics Pg.212
Legendary objects whose discovery and recovery
are events of great and lasting significance in the
game.

Pg.104

Using Potions Potions & Incantations


You can use an action to drink a potion or administer it to a willing, defenseless, or unconscious crea-
ture you can reach. The potion takes effect at the end of the round in which it is consumed.
Injecting Potions
You can buy potions loaded into syringes by increas-
ing the price by 1 ss. You can use an action or trig- Pg.109 Pg.106
gered action on your turn to inject the potion into a
Pg.109
willing, defenseless, or unconscious creature you can
reach. The potion takes effect immediately.
Creating Incantations
You can create an incantation of a spell you have
learned or copy an incantation you already possess. In
either case, you must have a writing kit, special inks
worth at least half the incantation’s price, and a surface
on which to write. It takes 1 hour to create an incanta-
tion.
Using Incantations
You use an incantation by reading it aloud. You can
read the incantation regardless of the language in
which it was inscribed since the magic makes the text
legible. If your Power is greater than the spell’s rank,
you expend the spell’s casting and resolve its effects.
If your Power is equal to or less than the spell’s rank,
make an Intellect challenge roll. You have 1 bane
imposed on you for every rank your Power is lower
than the spell’s rank. So, if your Power is 1 and you
attempt to cast a rank 4 spell, you would have 3 banes
imposed on you for your challenge roll. On a success,
you cast the spell as above. On a failure, the attempt fails and the incantation is ruined.

Finding a Trap
Traps Examples of Traps Pg 203

Nearly all traps are hidden. A creature examining an area that contains a trap can make a Perception chal-  Collapsing Ceiling  Flesh-Eating Slime
lenge roll to locate it. You secretly decide how many banes apply to the roll, based on how well hidden the
trap is and other circumstances, such as time pressure. Unlike other challenge rolls, you roll that many d6  Concealed Pit  Magical Rune
instead of the player and adjust the player’s roll accordingly. If the total of the player’s roll is 0 or less, the
character makes challenge rolls to find the trap or avoid its effects with 1 bane.  Concealed Spiked  Pendulum Blade
Disarming a Trap Pit
 Poison Gas
A character can use a tool kit to disarm a trap by succeeding on an Intellect challenge roll. Complex traps  Dart Trap
might impose 1 or more banes on the roll. Failure to disarm a trap might spring it, at your discretion. A char-  Poisoned Needle
acter might attempt an unorthodox action or improvise tools to neutralize a trap. You decide whether to  Falling Portcullis
allow the attempt, imposing banes if necessary. Refer to the guidelines for improvisation earlier in this chap-  Spear Trap
ter.  Flame Jet
 Webs
Carrying Limits
You can reasonably carry or wear a number of items
equal to your Strength score by holding them in your
hands or strapping them to your body. If you exceed
your limit, but no more than twice your Strength
score, you become encumbered. While encumbered,
you’re slowed and you make all Strength and Agility
rolls with 1 bane.
Clothing and Accessories: Wearable items such as
clothing, necklaces, rings, crowns, and the like count
as one item. Elaborate apparel, heavy clothing, and
costumes count as two items.
Coins and Gems: Every ten loose bits and coins, as
well as every fie loose gems you carry count as one
item.
Containers: A container and everything it contains
counts as a single item. You could, for example, stuff
your backpack with adventuring gear. While you
keep the stuff in your pack, it counts as one item. You
can fi about 500 coins or a 1-foot cube of items in a
sack or backpack, 1,000 coins or a 2-foot cube of
items in a metal box, and 5,000 coins or a 4-foot cube
of items in a typical chest. A chest or an iron box are
quite heavy and become heavier when loaded up.
Such containers count as three items instead of one.

Lighting Living Expenses


Pg.104
Destitute —
Poor: 2 cp
Getting: By 1 ss
Comfortable: 2 ss
Wealthy: 1 gc
Rich: 2 gc or more
You remain at that life-
style for the duration of
Deprivation the adventure

Living creatures have three basic necessities: food,


water, and sleep. Depriving them of any of these
quickly leads to weakness and ultimately death. At the Oil
end of each day a creature goes without food, it must You can attack with a flask of oil by throwing it at one
make a Strength challenge roll, with 1 bane for each creature or object within medium range. Make an
day of deprivation after the fist. For each day it goes Agility attack roll against the target’s Agility. On a
without sleep or water, increase the number of banes
success, the oil covers the target and it remains cov-
by 1. If a creature is deprived of two necessities for a
day (for example, both food and water), increase the ered until it spends 1 minute clearing it away. If a
number of banes by 1. On a failure, the creature be- creature or object covered in oil takes damage from
comes fatigued. If it is already fatigued, it instead takes fire or lightning, the oil catches fire and deals 1d6
1d6 damage. The creature cannot heal this damage damage to the target. The target takes 1d6 damage at
until has a steady supply of the necessity for a number
the end of each round for 1d6 rounds. A creature can
of days equal to the number of days it was deprived.
use an action to extinguish the flames.
Suffocation
A living creature generally needs to breathe air (or
Fire

water, if it is aquatic). It can go without breathing for a Fire ignites combustible materials it touches. Ob-
number of minutes equal to one-quarter its Strength jects/creatures that catch fire take 1d6 damage at the
score. If the creature uses an action during this time, it end of each round until they are destroyed or the fire
reduces the minutes it has remaining by 1 unless it is extinguished
gets a success on a Strength challenge roll.
When the creature runs out of time, it must make
a Strength challenge roll. On a failure, it takes a -2d6
penalty to Health. At the end of each additional round
it goes without breathing, the creature repeats the roll,
but with 1 bane for each additional round it has gone
Pg.108
without breathing. If the creature uses an action during
a round when it cannot breathe, it makes this roll with
1 additional bane. Each failure imposes another cumu-
lative 1d6 penalty to Health. If the accumulated penal-
ty reduces the creature’s Health to 0, it dies. The pen-
alty to Health ends after the creature spends a few Land Prone
If you take damage from landing after a fall, you fall prone.
minutes breathing clean air or water
Falling onto Other Creatures & Objects
If you land on another creature or an object other than the
ground, both you and the creature or object on which you fell
If you take damage from landing after fall, you fall prone
take the half the damage from landing after the fall.
Instant Death: Taking full damage from a single source.
Random Encounters
Travel can be dangerous beyond the reach of civiliza-
tion. While traveling or resting in the wilderness, the
group might run across a potential hazard. The En-
counter Frequency table shows how often you
should check for such random encounters based on
the threat level of the group’s current location.
• Extreme: A haunted ruin or underground complex
infested by foes.
• Major: Within 1 mile of a place of extreme danger.
• Moderate: A wilderness capable of sustaining living
things.
• Minor: A barren wilderness
Getting Lost
Unless the characters follow a road, use a map, or
hire a guide, they have a chance of becoming lost
while traveling. At the start of each day, secretly roll a
d20. On a 10 or higher, the characters move in the
direction they intended. Otherwise, they get turned
around and move in a direction you choose, becom-
ing lost in the process. Boons or banes might apply to
the roll based on prevailing conditions, as shown on
the Travel Conditions table. These are cumulative;
for example, traveling through forested hills during
rain would impose a total of 4 banes. ―Navigator‖
means a character with some ability to find the cor-
• Cautious: At this pace, you move quietly and watch-
rect path, such as the navigation or guide profession.
fully. While moving at a cautious pace, you make all
Perception rolls with 1 boon.
• Walk: You move at a steady pace. You can typically walk for 8 hours
without difficulty. Walking for longer is considered a force march.
• Jog: You move at a quick pace. Each hour spent jogging counts as 2 hours
of walking. You make all Perception rolls with 1 bane while moving at this
pace.
• Run: You sprint, moving as fast as you can. Each hour of running counts as
4 hours of walking. You make all Perception rolls with 2 banes while mov-
ing at this pace. It’s typically not possible to run for 8 consecutive hours
Helpful: A person or group of people offers assistance, such
without taking periods of rest.
Battlefield Elements
Complex battlefields make combats more challenging, but they also make them more exciting. Introducing battlefield elements
as information, healing, food and water, or shelter. Examples
include pilgrims, a wandering knight, caravan, a band of
merchants, or nomads.
gives the player characters new tactical options and lets them engage with the game in different ways. Be careful about adding
too many battlefield elements, though, since they can slow down game play. Simple fights shouldn’t include more than one Harmless: The characters notice a creature or creatures at
element. For big, set-piece battles, three or four is a good limit. some distance from them. The creatures might be dangerous
• Obscured Terrain: Reduced visibility from precipitation, shadows, darkness, foliage, and other factors can make a combat or not, but they are too far away to pose a threat to the group.
more challenging, imposing banes on attack rolls against obscured targets. Obscured terrain also creates opportunities for Alternatively, the characters come upon an interesting but
characters and their enemies to become hidden. harmless site; a ruined building, the wreckage from an old
• Obstacles: Large objects such as doors, pillars, altars, and idols can block sightlines and grant varying degrees of cover to battlefield, a toppled statue, or a forgotten monument.
one or both sides.
• Difficult Terrain: Rubble, undergrowth, staircases, slippery surfaces, and narrow surfaces hinder movement on the battle- Environment: Something changes in the characters’ imme-
field, channeling combatants into cleared areas where they can maneuver more easily. diate environs. The event is not dangerous but can heighten
tension or build atmosphere. Examples include a cold wind
• Challenging Terrain: Some kinds of terrain require a success on a challenge roll to traverse safely can also make combats
through the trees, thunder, a rising fog, a shrill scream in the
more exciting. For instance, a battle might start while the group is climbing up the side of a cliff the increased danger means a
distance, weird knocking noises, rain or snow, or anything else
character might fall at any time.
suitable to the setting.
• Hazards and Traps: You can turn an ordinary battle into a memorable one by adding dangerous elements such as explo-
sive spores, hidden traps, magical energy fields, teleportation zones, and anything else you can think of. See Traps later in this Combat Encounters: A combat encounter features hostile
chapter for some ideas. creatures that are likely to attack the group. Most combat
• Interactive Elements: You can create opportunities for the player characters to improvise in combat by adding ways to encounters are planned, but if a random encounter is combat,
interact with the battlefield environment. Examples include a chandelier to swing from, ropes to climb, banisters to slide down, you can quickly create an appropriate threat by consulting the
furniture to knock over or smash, and staircases for thrilling sword fights. appropriate encounter difficulty table for the group’s level.

Pg.196

Traps Pg.203
You can use traps to create tension when the player
• Force March: If you travel more than the equivalent
of 8 hours without taking a break for 1 hour or longer,
characters explore dangerous areas. Try not to you risk exhaustion. At the end of each additional
overuse them though. A character can use a tool kit hour of travel (regardless of pace), make a Strength
to disarm a trap by succeeding on an Intellect chal- challenge roll. This roll is made with 1 bane if you are
lenge roll. Complex traps might impose 1 or more jogging or with 2 banes if you are running. On a fail-
banes on the roll. Failure to disarm a trap might ure, you take 1d6 damage and become fatigued until
spring it, at your discretion. you complete a rest.
Corruption
Player characters gain Corruption when they commit
Gaining Corruption
Your Corruption score might increase during the
truly heinous acts driven by selfishness, greed, ha- game, usually as a result of performing an act of great
tred, or some other dark motive. Frequently, situa- evil. As your Corruption score increases, you suffer
tions arise in which the characters might do question-
able things, such as minor theft or killing someone increasingly unpleasant effects. In addition, whenever
who probably deserves to die. But only seriously dark you gain Corruption, roll a d20. If the number rolled
acts are worthy of Corruption— things that make the is less than your new Corruption score, roll a d20
world a little worse than it was before. Examples again and consult the Mark of Darkness table. If you
include torturing an innocent person, burning down a would gain a mark of darkness you already have, you
town, stealing from the poor and hungry, or commit-
instead gain 2d6 Insanity
ting cold-blooded murder. Such an act should earn 1
Corruption for the character responsible.

Insanity
The player characters might gain Insanity whenever
they encounter the truly horrific. Various creatures,
spells, and other special effects impose Insanity, but
characters are also at risk when they witness acts of
terrible depravity or experience events that cause
them to doubt everything they believe. Situations that
might impose Insanity

Minor: Finding a mutilated corpse in a place where


it’s least expected; witnessing a ritual sacrifice; dis-
covering a parasite in one’s body.
• Moderate: Witnessing a loved one’s violent death;
being tortured; returning from the dead; seeing a
person eaten alive by ghouls; discovering a weird
mutation on one’s body.
• Major: Speaking with the shade of a loved one in
the Underworld; being buried alive.
Atonement
• Severe: Seeing Hell for the first time. Corruption, once gained, is hard to lose without the
• Extreme: Witnessing the arrival of a demon prince tender attentions of the devils that feed on it. Powerful
and the devastation it wreaks. magic can cleanse a soul that is only lightly stained,
though such magic is rare and hard to come by. Re-
Insanity Total pentant mortals can erase some or even all Corrup-
Most characters begin with Insanity 0. You cannot
gain more Insanity than your Will score. tion by committing their lives to good works, making

Gaining Insanity amends for past misdeeds, and conducting them-


selves selflessly and with charity, virtue, and compas-
When a character encounters some thing that could sion for others
impose Insanity, he or she must make a Will chal-
lenge roll. Boons or banes might apply to the roll Examples of Quirks
depending on the severity of the experience, as set
out in the Resisting Insanity table. On a failure, the
 Addiction  Nightmares
character gains 1 Insanity.you become frightened for
a number of rounds equal to your new Insanity total. If  Compulsion  Phobia
you are already frightened, you instead become
stunned for the duration. When your Insanity total  Delusion  Stammering
reaches your Will score, you instead go mad.
Going Mad  Depression  Unhinged
Acceptance
When you go mad, remove the frightened affliction
gained from Insanity and roll a d20, then consult the Quirks Pg.201  Flashbacks
Madness table to determine what happens to you. A character can reduce his or her Insanity total by
 Unusual
Most forms of madness are temporary. Once the gaining a quirk. You should fit the quirk to the charac-  Memory Loss
madness ends, reduce your Insanity total by 1d6 + ter’s story, either by choosing from the following Behavior
possibilities or by designing one of your own
your Will modifier (minimum 1).  Narcolepsy
Strength Dying
Strength describes brawn, constitution, physical
power, and durability.
• Health: If your Strength score increases, your Health
Stat Attributes Incapacitated
Injured A creature becomes incapacitated when its da age
increases by the same amount. total equals its Health score. Upon becoming incapac-
You are injured while your damage equals or ex-
• Attack Rolls: When you use brute force to shove,
ceeds one-half your Health. Being injured doesn’t itated, the creature falls prone. A creature remains
grab, or knock down another creature.
normally change your capabilities, though some incapacitated until its damage total no longer equals
• Challenge Rolls: You make a Strength challenge
effects, talents, and traits can interact with this state. its Health. If the creature takes any damage while
roll when you attempt an athletic activity, such as
climbing, running long distances, or swimming. You
also make Strength challenge rolls to resist the effects
Perception
Perception works just like an attribute. It has both a
incapacitated, it dies. Creatures other than player
characters that become incapacitated either die or fall
of poison, disease, and similar harmful substances or unconscious for 1d3 hours, as the GM decides.
score and a modifier. A high Perception indicates
situations.
sharp senses, while a lower number indicates a crea- Player characters, however, become disabled and
• Lifting Weights: Your Strength score determines
how much weight you can normally lift, as shown on ture has poor vision or hearing, or its senses are make fate rolls to determine what happens to them.
the Lifting Weights by Strength table. otherwise limited. Disabled
• Size: Larger creatures can lift greater weights, while • Score: A creature’s Perception score cannot exceed Disabled characters are defenseless.
smaller creatures can’t lift as much. Multiply a
creature’s lifting weight for its Strength by its Size
25. Fate Roll
•Dragging and Shoving: A creature can drag up to • Challenge Rolls: You make Perception challenge At the end of each round you are disabled, roll a d6.
about 5 times the weight it can normally lift. Using an rolls when you try to listen for sounds, notice a detail On a 1, you start dying. On a 6, you heal 1 damage
action (see Combat), a creature can drag or shove in your environment, or recognize an illusion for what and become impaired for 1 minute. A roll of any
such an object up to 2 yards across a reasonably flat it is.
surface, 1 yard up a sloped surface, or 3 yards down a Resting other number has no effect. If after 3 consecutive
rounds you are still disabled, you become uncon-
sloped surface.
Agility You can benefit from a rest once per 24 hours. A rest
is a period of inactivity that lasts about 8 hours. Dur-
scious for 1d3 hours and stop making the fate roll. At
the end of this time, you heal 1 damage and become
Agility describes quickness, poise, and reflexes.
• Score: Your Agility score is the target number for ing this time, you can sleep, meditate, read, eat and impaired for 1 minute.
any kind of attack that needs only to touch you or that drink, or perform other non-strenuous tasks. When
would rap you.
Dying
you complete the rest, you heal damage equal to your Dying characters are unconscious.
• Defense: Your Defense score is the target number
for enemy attack rolls using weapons. It equals your healing rate. You can extend the period of rest to a Fate Roll
Agility score when you are not wearing armor or full 24 hours. At the end of this time, you heal damage
At the end of each round you are dying, roll a d6. On
using a shield. equal to twice your healing rate instead.
a 1, you die. On a 6, you become disabled but remain
• Attack Rolls: You make Agility attack rolls when If something interrupts the rest for more than 1 mi-
you attack with ranged weapons or with melee weap- unconscious for 1d3 hours. A roll of any other number
nute, the time spent resting is wasted and you must
ons that have the finesse property (see Combat). has no effect.
start the rest over from the beginning to gain any
• Challenge Rolls: You make Agility challenge rolls
benefit from it.
when you attempt physical activities that involve
quickness and dexterity, such as jumping, leaping,
escaping bonds, or squeezing through a tight space.
Asleep
Afflictions Grabbed
A sleeping creature is prone and unconscious. Another The effects of the affliction depend on the creature’s Size. If
You also make Agility challenge rolls to reduce dam-
creature that can reach it can use an action to wake it up. the grabbed creature’s Size is equal to or less than that of the
age from being caught in an explosion or to avoid
Unless otherwise noted, taking damage removes this afflic- creature grabbing it, the grabbed creature cannot move
sudden danger, such as a sprung trap.
tion. away from the creature that grabbed it until it removes the

Intellect
Intellect describes cunning, wit, memory, and educa-
Blinded
A blinded creature cannot see. It treats everything else as
affliction. If the grabbed creature’s Size is larger than that of
the creature grabbing it, whenever the grabbed creature
totally obscured (see Obscurement). Other creatures make moves, the creature grabbing it can choose to move with it
tion.
attack rolls with 1 boon against a blinded creature’s Defense (by clinging to the grabbed creature’s body) or end the
• Score: Your Intellect score is the target number for or Agility. Perception challenge rolls that rely on sight auto- grab. (See Grab for more information on how to grab, and
any kind of attack that would deceive or confuse your matically result in a failure. Finally, the blinded creature’s Escape for how to escape a grab.)
mind, thoughts, and senses. Speed becomes 2 unless its normal Speed is lower. Immobilized
• Perception: You use Perception to notice and inter- Charmed An immobilized creature has Speed 0 and cannot benefit
A charmed creature sees the source of the affliction as a from bonuses to Speed. Other creatures make all attack rolls
act with your surroundings. Your base Perception
trusted friend and ally. The charmed creature cannot choose against the immobilized creature with 1 boon
score normally equals your Intellect score, but your
the creature that bestowed the affliction as the target of its Impaired
ancestry can adjust this score. attacks. An impaired creature makes all attack rolls and challenge
• Attack Rolls: You make Intellect attack when you Compelled rolls with 1 bane.
try to deceive another creature. A compelled creature cannot use actions or move. Instead, Poisoned
• Challenge Rolls: You make Intellect challenge rolls during each fast turn (see Combat), the creature that be- A poisoned creature makes all attack rolls and challenge
stowed the affliction can force the compelled creature to rolls with 1 bane.
when you try to recall obscure information, use logic
move up to its Speed or to use an action. The creature that Prone
to solve a problem, or attempt any other activity that
bestowed the affliction makes all decisions on the compelled A prone creature lies on the ground. Other creatures can
requires knowledge or education. You also make creature’s behalf. move through its space. While prone, the creature can move
Intellect challenge rolls to resist effects that would Dazed only by crawling or use its move to stand up. The prone
weaken or harm your mind, deceive your senses, or A dazed creature cannot use actions. creature makes Strength and Agility rolls with 1 bane. Crea-
confound or confuse you. Deafened tures that can reach the prone creature make all attack rolls

Will A deafened creature cannot hear. Perception challenge rolls


made to listen automatically result in failure.
against it with 1 boon, while creatures that cannot reach it
make attack rolls against its Defense with 1 bane.
Will describes courage, discipline, and sense of self. Defenseless Slowed
• Score: Your Will score is the target number for any A defenseless creature cannot defend itself. Its Defense is 5, A slowed creature can take only a slow turn (see Combat),
attack that would force you to act against your will, such it cannot use actions, and its challenge rolls using attributes its Speed is halved, and it cannot benefit from increases to
as being charmed, compelled, or frightened. result in failure. The creature can still perceive its surround- Speed.
ings, however, and can make Perception challenge rolls as Stunned
• Insanity: Terrifying or unnatural experiences can
normal. A stunned creature cannot move or use actions. The creature
drive characters insane. Your Will score is the maximum
Diseased automatically gets failures on all challenge rolls it would
amount of Insanity you can gain before you go mad. A diseased creature makes all attack rolls and challenge make. Other creatures make all attack rolls against the
• Attack Rolls: You make Will attack rolls when you cast rolls with 1 bane. stunned creature with 1 boon.
certain spells or try to persuade or intimidate another Fatigued Surprised
creature. A fatigued creature makes all attack rolls and challenge rolls A surprised creature cannot use actions, cannot move, and
with 1 bane. automatically gets a failure on all challenge rolls it would
• Challenge Rolls: You make Will challenge rolls when
Frightened make.
you use determination to overcome a challenge. You
A frightened creature makes all attack rolls and challenge Unconscious
also make Will challenge rolls to resist effects that rolls with 1 bane. As well, frightened creatures cannot take An unconscious creature is unable to act, move, or perceive
would determine or restrict actions or to avoid gaining fast turns (see Combat). its surroundings. The creature’s Defen se is 5. It cannot use
Insanity. actions or move, and all its challenge rolls result in failure.
Range Movement Pg. 47
• Reach: The target or the point from which the effect
Balance
originates must be within your reach, and you must
be able to touch it. If you attempt to touch an unwill- Climb Ride*
ing creature, you must make a Strength or Agility
Crawl* Sneak
attack roll against the target’s Agility. On a success,
you touch the target. Fly Swim
• Short: The target or the point from which the effect
Jump* Teleport
originates must be within 5 yards of you.
• Medium: The target or the point from which the
effect originates must be within 20 yards of you.
• Long: The target or the point from which the effect
Actions
originates must be within 100 yards of you. Attack Hide
• Extreme: The target or the point from which the
effect originates must be within 500 yards of you Cast Utility spell Prepare*
Concentrate
Reload
Ranged Attack Options
When you make an attack with a ranged weapon, you
Defend
Retreat
can choose one of the following options. End of Effect
Rush
• Called Shot: You attack a specific location on the
Find
Stabilize
target’s body. You can use this option only if the tar- Help
get has a physical body. Make the attack roll with 2 Use Item
banes. On a success, the attack has an additional Melee Attack Options
effect as determined by the GM. Attacking a crea-
ture’s eyes might impose 1 bane on all rolls the target
Cover
Terrain and objects on the battlefield can provide
When you make an attack with a melee weapon, you
can choose one of the following options. You must
makes that rely on sight, for example. protection against attacks with ranged weapons or
spells that target things at a distance. make the choice before you make the attack roll.

• Distant Shot: You can attack a target that is be- • Driving Attack: You make the attack roll with 1
Half Covered
yond your weapon’s range, but no more than twice bane. On a success, you and the target move a num-
the weapon’s range. You make the attack roll with 1 If an object between you and the attacker covers at
ber of yards equal to your Strength modifier in the
bane. least half your body, ranged attack rolls against you
are made with 1 bane. same direction.

• Staggering Shot: You make the attack roll with 2 • Guarded Attack: You make the attack roll with 1
Three-Quarters Covered
banes. On a success, a target that is your Size or bane, but the next creature to make an attack roll
smaller must make an Agility challenge roll. On a If an object between you and the attacker covers at
least three-quarters of your body, ranged attack rolls against your Defense before the end of the round
failure, the target falls prone. Other Actions against you are made with 2 banes. does so with 1 bane.

Disarm: Choose one target creature within your end of the next round. If you are prevented from • Lunging Attack: You can increase your reach by
reach that’s holding an object. Make a Strength or using actions (such as because you are dazed, 1 yard, but you make the attack roll with 1 bane.
Agility attack roll against the higher of the target’s stunned, or unconscious), the grabbed affliction
Strength or Agility. If you are unarmed, you make this ends. The grabbed affliction also ends if you move or • Shifting Attack: You make the attack roll with 1
roll with 2 banes. On a success, the target drops one are moved to a position where you can no longer bane. On a success, your movement does not trigger
object it is holding of your choice. reach the grabbed target. (See Grabbed for more free attacks from the target until the end of the round.
information on the effects of being grabbed, and
Distract: Choose one target creature within short • Unbalancing Attack: You make the attack roll
Escape for how to escape a grab.)
range of you that can see you. Make an Intellect with 1 bane. On a success, if the target is your Size or
attack roll against the target’s Intellect. On a success, Knock Down: Choose one target creature within your smaller, it must make an Agility challenge roll. On a
the target makes its next attack roll or challenge roll reach. Make a Strength attack roll against the target’s failure, the target falls prone.
before the end of the round with 2 banes. Agility. If the target is larger than you, you make this

Escape: You can use this action if you are grabbed.


roll with 1 bane for each 1 Size it is larger. You make
this roll with 1 boon if the target is smaller than you.
Attack with Two Weapons
Make a Strength or Agility attack roll against the If you are wielding a weapon in each hand, and nei-
On a success, the target falls prone. ther of them is cumbersome (see Chapter 6), you can
Strength of the creature that has grabbed you. A
success removes the grabbed affliction and lets you Pull: Choose one target creature of your Size or use an action to attack with them at the same time.
move up to half your Speed. This movement does not smaller that you are grabbing. Make a Strength at- You can use them either to attack one target or to
trigger free attacks from the creature that had tack roll against the target’s Strength. On a success, attack two different targets.
grabbed you. (See Grabbed for information on the you move up to half your Speed and the grabbed If you attack one target, you attack with the weapon in
effects of being grabbed, and Grab for how to grab.) creature moves with you so that it remains within your main hand, making the attack roll with 2 banes.
your reach. On a success, you deal normal damage from that
Feint: Choose one target creature within short range
of you that can see you. Make an Agility attack roll Shove: Choose one target creature within your reach. weapon plus extra damage from the weapon in your
against the target’s Perception. On a success, you Make a Strength attack roll against the target’s off hand.
make the next attack roll against the target’s Defense Strength. If the target is larger than you, you make If you attack two targets, you attack with the weapon
or Agility before the end of the next round with 2 this roll with 1 bane for each 1 Size it is larger. You in your main hand against one target and then attack
boons. Alternatively, your movement does not trig- make this roll with 1 boon if the target is smaller than the other with the weapon in your off hand. You make
ger free attacks from the target for 1 round. you. On a success, you move the target 1 yard away both attack rolls with 3 banes.
from you, plus a number of yards equal to your
Grab: You must have at least one hand free to grab, In either case, if you attack with a shield, it loses the
Strength modifier (minimum total distance 1 yard).
and you cannot be grabbing another creature. defensive property (see Chapter 6) until the end of
Choose one target creature within your reach that Charge: When you use an action to charge, you make the round.
has a physical body (not a spirit, for example) and attack rolls and challenge rolls with 1 bane until the
make a Strength or Agility attack roll against the end of the round. Move up to your Speed. At any
target’s Agility. If you choose a creature you are point during your movement, make one attack with a
already grabbing, you automatically get a success. melee weapon or with an attribute to knock down or
On a success, the target becomes grabbed until the shove a creature.

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