The dice used in this game are the d3 (representing incapacitated characters), d4, d6, d8, d10, d12, and d20 (representing characters of supernatural power).
A character has attributes; the value of an attributes is a size of die. The average human has a d6 in all attributes; a normal human has a maximum of a d12 in a stat.
The attributes are Strength, Agility, Toughness, Perception, Intellect, Wisdom.
Table: Derived Attributes | |
---|---|
Derived Attribute | Derivation |
Physique | (Strength + Agility) / 2 |
Fortitude | (Strength + Toughness) / 2 |
Endurance | (Agility + Toughness) / 2 |
Accuracy | lower of (Agility, Perception) |
Will | (Intellect + Wisdom) / 2 |
Maximum Injury | Maximum of Toughness die/td> |
By default, round down to the next even die. However, odd-sized dice are an optional rule. |
The GM should specify one or more applicable methods of attribute generation, and a starting 'power level' for the campaign, such as Normal, Tyronic, or Heroic.
Distribute one of the available arrays among your attributes, placing each option in a different attribute.
Table: Standard Arrays | ||||||
---|---|---|---|---|---|---|
Power Level | A | B | C | D | E | F |
Normal | d8 | d8 | d6 | d6 | d4 | d4 |
Tyronic | d8 | d8 | d6 | d6 | d6 | d4 |
Heroic | d10 | d8 | d8 | d6 | d6 | d4 |
The base value of a skill is 1 die of the same size as that skill's governing attribute. Skills can consist of any number of dice.
To check a skill, roll all of the dice for that skill, individually, and pair them against the opposing dice, from highest to lowest. You gain 1 each success for:
The GM will specify a number of successes needed to succeed; alternately, if facing active opposition, you will need to either beat, or equal, their successes (depending on the situation and what you are trying to do).
When a character receives a level of training in a skill, they may split that skill die, turning it into two dice of one size lower (1d10 to 2d8, 1d8 to 2d6, etc). When rolling that skill, this gives them a greater chance of more successes, but also lower odds of success on any individual die, and lower odds of gaining an extra success from a paired die.
Alternately, some techniques are trainable; a character may devote that level of training to learning one of said techniques, reducing its cost by 1, which may effectively grant a free level of that technique.
A technique is always associated with a skill; however, if you know a technique with one skill, learning it to the same level with a related skill costs half as much. Related skills must be of the same general category of melee, ranged, or thrown. For example, if you know Power Attack 1 with the long-sword, learning Power Attack 1 with the arming-sword and footsoldier's mace costs just 1 level of training. This has no effect on learning Power Attack 1 with ranged or thrown weapons.
Alternately, if you had Power Attack 2 with long-swords, you could learn Power Attack 2 with another melee weapon with just 1 level of training.
When a character receives a level of experience in a skill, they may pick one of their dice in that skill, increasing its size by 1, to a maximum of 1d12. If there are no dice in that skill they could increase, they may instead split a die, as if the skill had received training.
For the purpose of creatures of supernatural power, or who can attain supernatural power, the difference between 1d12 and 1d20 is 4 levels of experience, or its equivalent.
During a combat round, each character in melee or ranged combat, is engaged in a combat pass.
The first phase of a combat pass is the combat roll. Each character rolls a relevant weapon skill, or their base attribute with the weapon they are using if they are unskilled. If one side wins one or more successes than the other, the GM will allot those success(es) among the winning side according to the flow of the battle and the character's declared intents. Those characters who are allotted successes, may now roll a number of damage dice equal to the successes alloted them versus specific enemy characters, who must rely on their individual toughness, resist damage (if any), and armour (if any).
In general, an improvised action should choose from among the fllowing options:
Fient | Cost: 1 Combat Success |
---|---|
Effect | +1 Combat die of Attribute size in the combat pass immediately following this one. |
Duration | +1 Combat die of Attribute size in the combat pass immediately following this one. |
Power Attack | Cost: 2 Combat Successes |
Effect | +2 damage dice. |
Duration | 1 Combat Pass. |
Precise Attack | Bonus: 2 Combat Successes |
Effect | -2 damage dice. |
Duration | 1 Combat Pass. |
Strike for the Gaps | Cost: 3 Combat Successes |
Effect | -1 target armour die. |
Duration | 1 Combat Pass; your applicable damage rolls only. |
Table: Weapons | |||||
---|---|---|---|---|---|
Weapon | Weight | Cost | Combat Attribute | Damage | Notes |
Unarmed | |||||
Kick | -- | -- | Physique | dStrength+1d | Min Agi (d6) |
Punch | -- | -- | Agility | dPhysique+1d | |
Slam | -- | -- | Physique | dStrength+1d | |
Tackle | -- | -- | Fortitude | dStrength+2d | |
Axes | |||||
Battle-axe | 3 lb | $12.50 | Physique | dStrength+1d | Hands (1 1/2) |
Great-axe | 5.25 lb | $50 | Strength | dStrength+2d | Hands (2) |
Hand-axe | 2.5 lb | $10 | Physique | dStrength+1d | Hands (1), Throwing |
Hatchet | 1.25 lb | $4 | Agility | dPhysique+1d | Hands (1), Throwing |
Bows | |||||
Small-bow | |||||
Composite | 0.75 lb | $20 | Accuracy | 1d4 | Hands (2), Min Str (d6) |
Long | 1 lb | $15 | Accuracy | 1d4 | Hands (2), Min Str (d6) |
Hunting-bow | |||||
Composite | 1.5 lb | $40 | Accuracy | 1d6 | Hands (2), Min Str (d8) |
Long | 2 lb | $30 | Accuracy | 1d6 | Hands (2), Min Str (d8) |
War-bow | |||||
Composite | 3 lb | $100 | Accuracy | 1d8 | Hands (2), Min Str (d10) |
War-bow, heavy | 4 lb | $75 | Accuracy | 1d8 | Hands (2), Min Str (d10) |
Small-bow | |||||
Composite | 4.5 lb | $200 | Accuracy | 1d10 | Hands (2), Min Str (d12) |
Long | 6 lb | $150 | Accuracy | 1d10 | Hands (2), Min Str (d12) |
Swords | |||||
Arming-sword | 3 lb | $12 | Agility | dPhysique+1d | Hands (1) |
Bastard-sword | 3.5 lb | $15 | Agility | dPhysique+1d | Hands (1 1/2) |
Great-sword | 6 lb | $60 | Physique | dStrength+2d | Hands (2) |
Long-sword | 4 lb | $30 | Agility | dPhysique+1d | Hands (2) |
Saber | 1.5 lb | $4.8 | Accuracy | dAgility | Hands (1) |
Table: Weapon Weight | |||
---|---|---|---|
Weight | Dice Modifier | Weight Multiplier | Cost Multiplier |
Light- | -1d | 0.5 | 1 |
Light | +0d | 1 | 2 |
Medium | +1d | 2 | 5 |
Heavy | +2d | 3 | 10 |
Heavy+ | +3d | 5 | 20 |
Table: Axe Weights | |||
---|---|---|---|
Axe Weight | Combat Attribute | Damage | Notes |
Light- | Accuracy | Agility | |
Light | Agility | Physique | |
Medium | Physique | Strength | |
Heavy | Strength | Strength | |
Heavy+ | Fortitude | Strength | |
Table: Bow Weights | |||
Bow Weight | Combat Attribute | Damage | Notes |
Light- | Accuracy | 1d4 | Min Str (d6) |
Light | Accuracy | 1d6 | Min Str (d8) |
Medium | Accuracy | 1d8 | Min Str (d10) |
Heavy | Accuracy | 1d10 | Min Str (d12) |
Heavy+ | Accuracy | 1d12 | Min Str (d20) |
Table: Sword Weights | |||
Sword Weight | Combat Attribute | Damage | Notes |
Light- | Accuracy | Accuracy | |
Light | Accuracy | Agility | |
Medium | Agility | Physique | |
Heavy | Physique | Strength | |
Heavy+ | Strength | Strength |
Table: Axe Templates | |||
---|---|---|---|
Axe Template | Base Weight | Base Cost | Notes |
One-handed | 1.25 | $2 | Hands (1), throwing |
Hand-and-a-half | 1.5 | $2.5 | Hands (1 1/2) |
Two-handed | 1.75 | $5 | Hands (2) |
Table: Bow Templates | |||
Bow Template | Base Weight | Base Cost | Notes |
Composite | 1.5 | $20 | Hands (2) |
Long | 2 | $15 | Hands (2) |
Table: Sword Templates | |||
Sword Template | Base Weight | Base Cost | Notes |
One-handed | 1.5 | $2.4 | Hands (1) |
Hand-and-a-half | 1.75 | $3 | Hands (1 1/2) |
Two-handed | 2 | $6 | Hands (2) |
Table: Armour | ||||||
---|---|---|---|---|---|---|
Armour | Thickness | Weight | Cost | Bypass | Dice | Notes |
Light | ||||||
Chain Coif | Thin | 1.5 lb | $2.80 | -1 | 1d8 | Flexible |
Chain Shirt | Medium | 15 lb | $35 | -2 | 2d8 | Flexible |
Cloth Coif | Thin | 0.75 lb | $1.20 | -1 | 1d6 | Flexible |
Gambeson | Medium | 15 lb | $30 | -6 | 2d6 | Flexible |
Padding | Thin | 7.5 lb | $12 | -6 | 1d6 | Flexible |
Padded Jack | Medium | 11.25 lb | $22.50 | -4 | 2d6 | Flexible |
Padded Shirt | Medium | 7.5 lb | $15 | -2 | 2d6 | Flexible |
Plate Cuirass | Thin | 10 lb | $16 | -2 | 1d12 | Rigid |
Medium | ||||||
Boiled Leather | Medium | 20 lb | $40 | -6 | 2d6 | Rigid |
Chain Jack | Medium | 22.5 lb | $52.50 | -4 | 2d8 | Flexible |
Gambeson | Thick | 22.5 lb | $60 | -6 | 3d6 | Flexible |
Plate | Thin | 20 lb | $32 | -6 | 1d12 | Rigid |
Plate Cuirass | Medium | 20 lb | $40 | -2 | 2d12 | Rigid | Plate, Half | Medium | 28 lb | $56 | -4 | 2d12 | Rigid |
Plate Helm | Thin | 2 lb | $3.20 | -1 | 1d12 | Rigid |
Scale Shirt | Medium | 20 lb | $25 | -2 | 2d10 | |
Heavy | ||||||
Scale Jack | Medium | 30 lb | $37.50 | -4 | 2d10 | |
Plate | Medium | 40 lb | $80 | -6 | 2d12 | Rigid |
Plate | Thick | 60 lb | $160 | -6 | 3d12 | Rigid |
Plate Cuirass | Thick | 30 lb | $80 | -2 | 3d12 | Rigid |
Table: Armour Thickness | ||||
---|---|---|---|---|
Thickness | Dice | Weight Multiplier | Cost Multiplier | |
Thin | 1d | 5 | 2 | |
Medium | 2d | 10 | 5 | |
Thick | 3d | 15 | 10 |
Table: Armour Material | ||||
---|---|---|---|---|
Material | Die Size | Base Weight | Base Cost | Notes |
Leather | d4 | 2 | $7 | Flexible |
Cloth | d6 | 1.5 | $6 | Flexible |
Boiled Leather | d6 | 2 | $8 | Rigid |
Chain | d8 | 3 | $14 | Flexible |
Scale | d10 | 4 | $10 | |
Plate | d12 | 4 | $16 | Rigid |
Table: Armour Coverage | |||
---|---|---|---|
Coverage | Bypass | Weight Multiplier | Cost Multiplier |
Head | -1 | 0.1 | 0.1 |
Torso | -2 | 0.5 | 0.5 |
Arms | -1 | 0.1 | 0.1 |
Upper Legs | -1 | 0.15 | 0.15 |
Lower Legs | -1 | 0.15 | 0.15 |
Table: Shields | ||
---|---|---|
Shield Weight | Attribute | |
Light | Agility | |
Medium | Physique | |
Heavy | Fortitude |
Zombie Plague | Contagious, Supernatural |
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Infection |
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Effects at (cumulative) |
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