Epic Fantasy Role Playing at its Best
Table of Contents
- 1. INTRODUCTION
- 2. NEW PLAYER QUICK-START
- 3. CHARACTER STATS
- 4. SKILLS
- 4.1. COMBAT SKILLS (STRENGTH BASED)
- 4.2. COMBAT SKILLS (AGILITY BASED)
- 4.3. MOVEMENT SKILLS (AGILITY BASED)
- 4.4. MOVEMENT SKILLS (CONSTITUTION BASED)
- 4.5. RESISTANCE SKILLS (CONSTITUTION BASED)
- 4.6. MANUAL DEXTERITY SKILLS (AGILITY BASED)
- 4.7. PERCEPTION SKILLS (INTUITION BASED)
- 4.8. PRAYER SKILLS (INTUITION BASED)
- 4.9. SKILL LEVELS
- 5. THE UNIVERSAL ACTION MATRIX
- 6. COMBAT
- 7. NON-COMBAT
- 8. ARMOR
- 9. SHIELDS
- 10. WEAPONS
- 11. PRAYER
- 12. RESIST PAIN (DEFERRED DAMAGE)
- 13. HEALING AND RECOVERY
- 14. RESISTANCE
- 15. POISONS AND THEIR EFFECTS
- 16. EXHAUSTION AND FORCED MARCH
- 17. LANGUAGES
- 18. CHARACTER CREATION
- 19. SAMPLE CHARACTERS
- 19.1. SAMPLE CHARACTERS AND EMERGENT ARCHETYPES
- 19.2. FIGHTER - DISCIPLINED SOLDIER
- 19.3. BARBARIAN - RUGGED MOUNTAIN MAN
- 19.4. PALADIN - PIOUS SOLDIER OF FAITH
- 19.5. ROGUE - SHIFTY, CLEVER SURVIVOR
- 19.6. RANGER - QUICK-MOVING TRACKER AND HUNTER
- 19.7. CLERIC - DEVOUT, SELFLESS HEALER
- 19.8. SEER - MYSTERIOUS, ELUSIVE, AND SCARY
- 19.9. SAMPLE CHARACTER SHEET
- 19.10. ADVANCEMENT CHART
- 19.11. MONTE CARLO SIMULATION
- 20. SHOPPING GUIDE
- 21. MONSTERS
- 22. APPENDIX
- 22.1. CORE GAME FEATURES
- 22.2. WEAPONS, ARMOR AND GEAR
- 22.2.1. ARMOR TYPES
- 22.2.2. ARMOR PRICES
- 22.2.3. ARMOR PROTECTION COMBAT LENGTH REFERENCE
- 22.2.4. ARMOR REPAIR COSTS
- 22.2.5. SHIELD TYPES
- 22.2.6. SHIELD PRICES
- 22.2.7. WEAPON TYPES
- 22.2.8. WEAPON PRICES
- 22.2.9. WEAPON OPTIMAL BAND
- 22.2.10. WEAPON AVERAGE DAMAGE QUICK REFERENCE
- 22.2.11. AMMO PRICES
- 22.2.12. ADVENTURING GEAR / SUNDRIES PRICES
- 22.3. PRAYER
- 22.3.1. HEALING SCOPE AND DIFFICULTY BY LEVEL
- 22.3.2. CURSES ON PERSONS
- 22.3.3. CURSES ON LAND
- 22.3.4. CURSE BREAKING DAMAGE
- 22.3.5. REBUKE SCOPE BY LEVEL
- 22.3.6. DIVINATION DIFFICULTY
- 22.3.7. SPIRIT WALKING DIFFICULTY
- 22.3.8. PROTECTION AND BATTLE COURAGE PROTECTION LEVELS
- 22.3.9. PROTECTION AND BATTLE COURAGE SCOPE
- 22.3.10. PROTECTION AND BATTLE COURAGE DIFFICULTY
- 22.3.11. PROTECTION AND BATTLE COURAGE PROBABILITIES
- 22.4. HEALING, EXHAUSTION AND ENDURANCE
- 22.5. GAME MASTER GUIDES
1. INTRODUCTION
Welcome to Epic Fantasy Role Playing at its Best. You are about to enter a world of mighty heroes, dastardly rogues, pious clerics and evil wizards.
This game is all about speed and enjoyability of play. Combat is fast and brutal. Magic is epic.
"If you fight long enough, you learn to endure pain, and you learn to ask for help." – Grandmaster Laoshe
Strap on your armor! The fun starts now.
2. NEW PLAYER QUICK-START
2.1. WHAT THIS GAME IS
This is a game of epic fantasy adventure where heroes face danger, explore ancient ruins, battle terrifying foes, and call upon divine powers.
The system is designed to be:
- Fast - combat resolves quickly
- Brutal - danger is real
- Cinematic - big hits matter
- Simple to learn - one core mechanic runs everything
If you've never played before, don't worry. You'll be rolling dice and making heroic decisions in minutes.
2.2. THE CORE MECHANIC (HOW YOU DO ANYTHING)
Everything in the game uses six-sided dice. Most rolls use 3d6. Special rolls, e.g. Stun Check resolution use 1d6. Damage uses from 1d6 to 4d6.
- You choose a Skill.
- The GM assigns a Difficulty.
- Cross-index your Skill Level and the Difficulty on the Universal Action Matrix.
- Roll 3d6.
- If your roll equals or exceeds the target number then Success.
That's it. One mechanic for everything.
2.3. YOUR CHARACTER (WHAT YOU NEED TO KNOW)
Your character has:
2.3.1. STATS
- Strength (ST) - power, damage
- Agility (AG) - speed, movement, finesse
- Constitution (CO) - endurance, resistance, healing
- Intuition (IN) - perception, awareness, divine magic
Stats give bonuses (-3 to +3).
2.3.2. SKILLS
Skills represent training. Higher skill = better chance of success.
Skill Levels range from:
- 0 Unskilled
- 1-3 Learner
- 4-6 Journeyman
- 7-9 Master
- 10-12 Grandmaster
- 13-15 Supernatural
2.3.3. HIT POINTS (HP)
Your health.
- If your hit points drop to 0 or below, you fall unconscious. You're allowed to go negative, but not too far.
- If you take a big hit, roll 1d6 against Stun Check resolution.
2.4. COMBAT BASICS (WHAT YOU DO IN A FIGHT)
2.4.1. COMBAT ROUND
A combat round is approximately three to six seconds of chaotic frenzy. Players usually only have time to perform one action (attack, run, hide, etc) during the combat cycle. If your declared action becomes impossible through no fault of your own, you may choose an alternate action with GM permission. Otherwise you lose your action that round.
For Example: You declare that you will fire your crossbow at the charging rider. Your opponent wins initiative but before it is your turn to attack they fall from their horse and land behind a small wall. It makes no sense to fire now but since your crossbow is already raised and aiming in the direction of the rider, you can't just abandon that action and draw a sword instead. If there is an alternate target in the direction you face then the GM allows you to fire upon that, otherwise you lose your turn.
Simplified Combat Round:
- Declare your action.
- Check difficulty against the Universal Action Matrix.
- Make your attack roll.
- Roll damage.
- Apply special effects (Critical Damage, Stun, etc.), if any.
- Prepare for the next round.
2.4.2. CRITICAL DAMAGE
The better the hit, the greater the damage. Critical Damage is based on how much the attack roll exceeds the target number.
For every two points the roll exceeds the target number, add +1 Critical Damage.
For Example:
- Marcus needs 11 to hit.
- He rolls 15. Fifteen is 4 points more than the target number so he receives +2 Critical Damage
2.4.3. DAMAGE RESOLUTION
Resolve damage in the following order:
- Roll weapon damage.
- Add Critical Damage.
- Add ST bonus.
- Add Battle Courage.
- Subtract Protection.
- Reduce Armor HP by the resulting damage.
- Subtract Armor DR from the damage.
- Any remaining damage passes through to the character.
- Optionally divert damage to Deferred Damage.
- If remaining damage equals or exceeds the character's Stun Check, roll Stun Check Resolution.
- Subtract the remaining damage from HP.
A character reduced to HP equal to their negative Stun Check dies immediately.
2.5. WHAT YOU NEED TO GET STARTED
You only need a few simple things to begin your first adventure:
- Three six-sided dice (3d6)
- A character sheet (your GM may provide one)
- A pencil for tracking HP, armor, and notes
- This Quick-start for reference
- A willingness to take risks and think creatively
That is it. No deep rules knowledge is required. If you can roll dice, make choices, and imagine your hero's actions, you are ready to play.
2.6. WELCOME TO YOUR FIRST ADVENTURE
Stepping into this game means stepping into a world of danger, mystery, and mythic possibility. Your character is more than numbers on a page. They are a living hero in a world where steel rings, magic surges, and every decision carries weight.
This first adventure is designed to ease you into the rules while showcasing the heart of the game: fast action, meaningful choices, and cinematic moments where a single roll can turn the tide.
You do not need to know every rule to begin. You will learn by doing: exploring ancient ruins, crossing treacherous terrain, fighting desperate battles, and calling upon divine power when all seems lost. The GM will guide you, the Quick-start will support you, and the story will carry you forward.
Your journey begins now.
2.6.1. WHAT THE GM DOES
The Game Master (GM) describes the world and controls monsters, traps, and other dangers.
The GM also:
- Sets the Difficulty of actions
- Determines target numbers from the Universal Action Matrix
- Plays enemies and NPCs
- Adjudicates all resolutions
- Awards skill checks at the end of adventures
2.6.2. THE PARTY
- MARCUS
The Fighter – big, strong and fiercely loyal to his friends.
- Strength: 15 (+1)
- Agility: 11
- Constitution: 13 (+1)
- Intuition: 9
- Hit Points: 28
- Stun Check: 9
- Armor: Rigid Leather (DR3)
- Weapon: Two-Hand War-hammer (damage 3d6 +1)
- Skills:
- Crushing: 4
- Sprinting: 3
- Resist Pain: 4
- Cross Country: 4
- LYDIA
The Cleric - wise, sensitive and caring – a natural leader.
- Strength: 11
- Agility: 9
- Constitution: 11
- Intuition: 16 (+2)
- Hit Points: 22
- Stun Check: 7
- Armor: Rigid Leather (DR3)
- Shield: Buckler (+1 defense)
- Weapon: One-Hand Sword (damage 2d6)
- Skills:
- Tracking: 3
- First Aid: 3
- Cutting: 4
- Heal: 4
- Battle Courage: 4
- Protection: 2
- CALEB
The Rogue - athletic, nimble, and skilled with his hands.
- Strength: 10
- Agility: 15 (+1)
- Constitution: 13 (+1)
- Intuition: 12
- Hit Points: 23
- Stun Check: 8
- Armor: Soft Leather (DR2)
- Weapons: Throwing Knives (damage 1d6)
- Skills:
- Throwing Weapons: 4
- Climbing: 3
- Balancing: 3
- Sneaking: 4
- General Perception: 3
- Sense Danger: 2
- Pick Locks: 3
- BACKSTORY
The three adventurers grew up in the same river town. Lydia spent years studying at the temple, Caleb's family often relied on the temple's kindness during hard winters, and Marcus frequently volunteered his strength to help repair buildings or haul supplies for the clerics.
They have known each other since childhood and are fast friends. Previously they had gone on adventures supervised by mentors, but this is their first adventure on their own and they are excited to prove themselves.
2.6.3. DAY ONE
The three young adventurers are trekking through the forest in search of ancient ruins. They crest a low ridge, the afternoon sun glinting off Lydia's small silver compass. She spreads a worn parchment across a flat rock, tracing lines and landmarks with her finger.
- The GM determines the Difficulty of a task and looks up the target number to roll by cross indexing the Player's skill with the Difficulty on the Universal Action Matrix.
- Skill checks are resolved by rolling 3d6 and comparing the result to the required target number.
- If the roll meets or exceeds the target number, the action succeeds.
- Lydia checks her Tracking skill.
- Tracking helps players find trails, follow footsteps and navigate forested areas.
"The river bends here, and that stand of trees lines up with this hill," she murmurs. "If the map is correct, the ruins should be just over that ridge." She lifts her eyes, scanning the terrain carefully. "We'll need to be cautious–anything could be waiting."
- Caleb checks his General Perception skill.
- General Perception helps players learn information about their environment.
Marcus tightens his grip on his mighty war-hammer. Caleb crouches, already looking for alternate paths and hidden dangers. Together, they begin the slow descent toward the ancient stones half-buried in moss and vines.
The Three adventurers find themselves at the edge of sprawling, ancient ruins, half buried in vines and moss. The broken stones hint at a civilization long gone, and the dark openings in the walls seem to watch them like silent eyes.
Marcus rests his heavy hammer on his shoulder. He is the largest of the three and the most eager for action. Lydia adjusts the straps of her satchel, full of bandages, herbs, and the small silver symbol of her faith. Caleb crouches nearby, already studying the crumbling walls for hidden paths.
- The Group checks Sense Danger skill.
- Sense Danger helps adventurers know when threats are near or when to take precaution.
- The GM sets the Difficulty at 2. Marcus must roll 12, whereas Lydia and Caleb must roll 11 since their skill is higher than his.
- They roll 11, 9, and 10.
"Looks quiet," Caleb says.
"Then we go in," Marcus replies.
- Sense Danger Fail
- None of the players were successful in their previous skill check. As a result they fail to detect the signs of danger ahead.
The adventurers step carefully between the ruined pillars, unaware of the small, scuttling figures watching from the shadows. No instinct warns them, no strange movement catches their eye.
The first Kobold shrieks and leaps from the cracks, spear raised. The party barely has time to react.
Small reptilian figures about three to four feet tall burst from cracks in the stone, clutching crude spears and rusted blades. There are half a dozen of them, yipping and hissing, waving their weapons before them.
Marcus grins…
- Marcus uses his Crushing skill to attack the nearest Kobold.
- Crushing skill applies to all blunt and heavy weapons such as clubs, maces, warhammers and even axes.
- The GM says that Marcus needs to roll 9 to hit them.
- Marcus rolls 10 and hits.
- He rolls 13 and adds +1 Strength for a total of 14 damage.
The fighter charges forward, hammer swinging in a wide arc. The first Kobold flies backward with a squeal. Another tries to stab him, but Marcus smashes it aside with the hammer's head. The Kobolds are quick, but they are no match for his strength and brutality.
- Caleb uses this Throwing Weapons skill to attack from a distance.
- Throwing Weapons applies to a variety or ranged attacks using knives, axes and spears.
- Throwing weapons cause less damage than melee weapons but they also expose the fighter to less risk.
- He also needs to roll 9 or more to hit, and rolls 13.
- 13 is 4 points more than he needs to he earns +2 Critical Damage.
- He rolls 5 damage and adds +2 Critical Damage for a total of 7 damage.
Caleb darts in and out of the shadows, distracting them with quick strikes. His knives fly with deadly precision.
Lydia stands behind Marcus, calling out warnings and preparing a Protection prayer.
- Protection is a prayer of powerful defense.
- Players can pray for Divine aid, both for offense and defense.
Within moments the Kobolds break. Screeching in fear, they scramble back into the cracks and tunnels of the ruins, leaving their dead and wounded behind.
Marcus laughs and raises his hammer in triumph.
"Did you see that?"
Lydia stares at him.
"You're bleeding!"
The fighter looks down. A thin red line runs along his side where a spear caught him.
"Oh."
- Lydia uses her First Aid skill to tend to Marcus' recent wound.
- First Aid is a skill that may be used soon after a battle to restore up to 1d6 hit points.
They quickly set to work. Lydia cleans the wound and applies alcohol to it. Marcus grumbles but sits still while the cleric wraps the bandage tight.
- The GM determines this is a Level 1 Difficulty and Lydia must roll 8 or more. She rolls 10 and successfully cleans and bandages his wound.
- Lydia rolls 1 so Marcus recovers only 1 HP from her attempt.
"Enough already! I'm fine" Marcus interjects. Satisfied, Lydia leaves him be.
"That's enough excitement for today," Lydia says firmly. Let's find some place safe to camp. We'll return at first light.
So they retreat to their small camp at the forest edge.
Marcus collects wood to make a small fire while Caleb searches for anything edible in the nearby forest.
- Make Fire skill is useful to build fires under difficult circumstances.
- Foraging skill is used to search forest areas for resources.
- The GM determines the fire is trivial to make since the group has flint and tinder, and the forest is dry, but he makes Caleb roll to see if his foraging is successful. It's not.
"Sorry, guys. There's nothing out there to eat", Caleb says.
"That's alright. We still have enough", Lydia replies.
The three rest by the fire as the sun grows low in the sky.
The night passes quietly.
2.6.4. DAY TWO
Early the next morning they break camp and return to the ruins.
The ruins look even older in the pale morning light. A rusted portcullis blocks the main entrance to a deeper courtyard.
Caleb smiles.
"Give me a minute."
- Caleb uses Climbing skill to scale the stone wall.
- He uses Balancing skill to safely traverse the top.
- He uses Picking Locks to activate the release mechanism on the portcullis.
The rogue climbs the cracked stone wall with ease, fingers slipping into gaps between the ancient blocks. At the top he finds the old mechanism hidden beneath a slab of fallen rock. Rust protests loudly, but with careful work and a bit of leverage the ancient lock shifts.
With a grinding rumble the counterweight begins to fall, lifting the massive portcullis.
Marcus and Lydia slip inside. The air beyond is cooler and damp. Broken statues line the corridor. Carefully, the party moves slowly, keeping low and quiet.
Shadows swallow the farther reaches of the hallway. Light from the morning barely reaches past the first few broken pillars.
"Hold on", Caleb says.
He reaches into his pack and pulls out a small lantern. With a flick of flint, the wick catches, casting a soft glow along the nearer stones.
"Good idea", Marcus says, while tearing some rags that he pulls from his cloak pocket. He wraps it around a short stick, and carefully douses it with oil from yet another pocket while lighting it from Caleb's lantern. He holds it high, the flickering flame driving back the darkness just enough to reveal jagged rubble and statues.
"Well aren't you full of surprises!", Lydia says while fetching a candle from her pack.
- The GM asks Lydia for her Sense Danger skill level and secretly rolls 3d6.
Lydia leads the way, scanning carefully. She hesitates where the shadows are deepest, where the light barely penetrates.
A fat black spider leaps from the dark stone and sinks its fangs into her arm!
- Poison Damage
- The GM tells Lydia she suffers 1HP poison damage and will suffer another 1HP unless she can quickly clean the wound.
"Oof! It bit me!" she gasps, stumbling back.
- Lydia uses her First Aid skill to clean the wound.
- Lydia rolls 14.
- the GM tells her that's enough to prevent further harm but not to heal the HP she already lost.
She sits on the floor and begins tending her wound using herbs from her satchel while Marcus kneels beside her, holding his improvised torch high to give light for her work.
Meanwhile, Caleb melts into the shadows beyond the torchlight, moving quietly to scout the darker halls ahead.
- Caleb uses his Sneaking skill to move silently.
Several minutes pass. Lydia cleans the bite and wraps it carefully, while Marcus keeps watch. Shorty after, Caleb signals that he found the first hint of a hidden passage.
The duo follow him deeper into the tunnels. The stone hall opens into a large underground chamber supported by thick pillars.
Suddenly something moves between them!
The creature is massive. It stands taller than Marcus, with the body of a hulking warrior and the head of a horned beast. Its snout snorts steam in the cool air.
A Minotaur!
It roars and attacks!
The Minotaur swings a massive horn like a falling tree.
The blow slams into Marcus' side, driving him backward across the stone floor.
- The Minotaur uses its horns to perform a Gouging attack on Marcus.
- The Minotaur hits Marcus for a massive 13 points of damage.
- Marcus subtracts his armor's 3 DR but 10 points still pass through, enough to force a Stun Check.
For a moment the world rings in his ears. Then Marcus shakes his head violently, planting his boots against the ground and tightening his grip on the hammer.
- Marcus uses his Resist Pain skill to temporarily ignore 2 points of damage from a single attack, reducing the attack to 8 points, just below his Stun Check threshold.
"Not today, beast!" he growls.
- Marcus uses his Crushing skill to strike the Minotaur.
He steps forward and swings his hammer at the beast, smashing it across a massive horn, The Minotaur roars in pain as it thrashes violently.
- Caleb uses his Throwing Weapons skill.
Caleb darts behind it, his blades flashing from the shadows. He throws at the beasts massive flank but it's too dark to know whether he hits.
- Lydia uses her Battle Courage prayer to bolster the group.
- The GM determines this an Epic Battle and Lydia must roll 8 or higher to pray for Battle Courage.
- She rolls 11 and her prayer is heard.
Lydia draws her sword and lifts her holy symbol high. "Stand firm!" she cries. A surge of divine courage washes over her companions, strengthening them and herself.
- Lydia used her Cutting skill to attack with her sword.
- The GM says she must roll 10 to succeed but she rolls only 8.
- Normally this means failure but Battle Courage can convert a near miss to a hit.
Lydia steps forward and slashes at the Minotaur but it jumps aside at the last second. She feels a holy energy guide her hand and remarkably her blade bites into the beast's flesh.
The Minotaur snorts and lunges, and slams its massive shoulder into her in rage and pain.
- The Minotaur performs a Body Slam attack acts like a Shield Bash and forcibly knocks defenders back.
The impact knocks Lydia backward several steps. Her buckler clangs against the stone pillar as she struggles to keep her balance.
Marcus watches helplessly as Lydia flies back.
With a furious roar he steps between Lydia and the beast, hammer furiously swinging.
- Marcus uses his Crushing skill to attack.
- The GM says he needs to roll 10 to hit. He rolls 16. Not only does this hit but it causes +3 Critical Damage.
- He rolls 14, adds +3 Critical Damage and +1 strength for a total of 18 damage!
"Back off!" he shouts as the the maul crashes into the Minotaur's horned skull. The creature staggers, then collapses onto the stone floor with a thunderous crash.
Marcus lowers the hammer slowly, glaring at the fallen monster.
"Is it dead?" Caleb asks.
"I certainly hope so!" Marcus replies, with fury and disgust in his voice.
Then he glances over his shoulder.
"You alright, Lydia?"
"I'm… fine, thanks", she replies while regaining her feet.
- Caleb uses General Perception to search the room.
Caleb darts quickly about the room. He smiles as he approaches a stone pedestal near the back wall. Several small statuettes rest there, dull with dust. Marcus wipes one clean, and it gleams in the lantern light.
"Gold…," he whispers.
Marcus hefts one in his hand, weighing it thoughtfully.
"This might be enough," he says.
"Enough for what?" Caleb asks.
Marcus grins.
"This is enough to finally commission my armor."
Lydia raises an eyebrow.
"You mean better armor?"
Marcus nods eagerly.
"Old Durnan the smith has been promising he could make me a proper suit if I ever brought him enough gold."
Caleb laughs.
- The GM tells the Group to roll for their Sense Danger skill.
Then they hear it: footsteps. Many of them. High-pitched voices echoing down the tunnels.
"Kobolds!".
They quickly gather the statues and pack them away, and exchange a quick look.
"Run!"
- The Group uses their Sprinting skill to dash from the ruins towards the tree line.
They bolt from the chamber, racing through the corridors and out the ancient gate. Behind them dozens of Kobolds shriek in furious pursuit.
- Lydia uses her Tracking skill to find their way back to the river.
- The GM tells Lydia she needs a 9 but she rolls 8 and fails.
"Where is it, where is it?" she exclaims.
"Which way do we go?" Marcus yells as the sounds of pursuit grow louder.
- Caleb attempts to use his Tracking skill.
- The GM tells him he needs an 11 to succeed.
- He rolls 5, 4 and 2 – exactly 11 – and manages to find the trail.
"This way!" Caleb yells. "I see the broken branch we left to mark our path!"
"Thank the gods!" Lydia yells as they take off running.
Through the forest they run, following their own broken trail of bent grass and snapped twigs.
- The GM checks each players Cross Country skill to determine how fast and how far they can run under duress.
Over roots and fallen branches they push themselves onward, exhaustion setting into their legs. The forest feels like it goes on forever when suddenly the river finally appears through the trees. Their canoe awaits, tied to the shore just where they hid it the day before.
They untie and shove it into the water and leap in, paddling hard as the Kobolds burst from the forest behind them. The creatures reach the riverbank just as the canoe pushes into deeper water.
Marcus stands up in the canoe and raises his hammer.
"You'll have to swim for it!"
The Kobolds scream and wave their spears helplessly from shore. Some throw their weapons towards our heroes with no effect.
Caleb bursts out laughing. Soon Lydia joins in.
Marcus sits back down heavily.
Then the pain hits him.
- Deferred Damage Resolution
- Marcus deferred 2 points of damage during the battle with the Minotaur. Now that he is safe, that pain converts to HP damage and returns to him all at once.
All the pain from the injuries he had ignored during the fight rushes back at once. His strength drains, the hammer slips from his hand and clatters against the wooden hull.
He sucks in a sharp breath and presses a hand against his side.
"Gods… that hurts…"
Caleb glances over.
"Still glad they can't swim?"
Marcus winces but manages a crooked grin.
"Oh… very glad."
- Lydia uses her Heal prayer to comfort Marcus.
- The GM tells her she needs to roll 8 or more. She rolls 11. The prayer succeeds.
- She then rolls 2 using 1d6 and adds her level 4 healing skill.
- Marcus receives 6 HP in healing.
Lydia leans over and offers a quiet prayer. Warmth spreads through Marcus' body as the pain eases, and she checks over Caleb as well.
With the gold safely packed and the ruins far behind them, the three young adventurers sit back in the boat as the current carries them downstream toward their home.
2.6.5. END OF ADVENTURE: SKILL CHECKS
At the end of the session the GM awards checks for meaningful events completed during the adventure.
- MARCUS
- Crushing +2 (defeating Kobolds and Minotaur)
- Resist Pain +1 (fighting the Minotaur)
- Sprinting +1 (escaping the ruins)
- Cross Country +1 (running through forest)
- LYDIA
- Tracking +1 (locating the ruins)
- First Aid +1 (treating Marcus after Kobold fight)
- Cutting +1 (fighting the Minotaur)
- Battle Courage +1 (empowering party during Minotaur battle)
- Sprinting +1 (escaping the ruins)
- Cross Country +1 (running through forest)
- Heal +1 (healing Marcus in the canoe)
- CALEB
- Throwing Weapons +2 (attacking Kobolds and Minotaur)
- Climbing +1 (scaling wall to reach portcullis)
- Balancing +1 (traversing the top of the wall)
- Pick Locks +1 (opening the gate mechanism)
- Sneaking +1 (scouting the ruins)
- General Perception +1 (finding the gold statuettes)
- Sprinting +1 (escaping the ruins)
- Tracking +1 (finding the trail during escape)
- Cross Country +1 (running through forest)
- GM NOTES
Remember that checks represent meaningful accomplishments rather than individual dice rolls.
Multiple minor actions in a single scene usually grant only one check, while separate challenges may grant multiple checks.
Skill advancement occurs during rest according to the Advancement Chart.
2.6.6. MONSTERS USED IN THIS WALK-THROUGH
- KOBOLD
Small and fierce lizard-like creatures
- Hit Points: 9
- Stun Check: 3
- Armor: None (DR0)
- Weapons: Spear or sword (damage 1d6)
- Skills:
- Spear/Polearm: 2
- Cutting: 2
Kobolds are pack hunters. They are brave in large numbers but quickly run away upon taking casualties.
- SPIDER
Large, poisonous arachnid about the size of a fist
- Hit Points: 1
- Stun Check: N/A
- Armor: None (DR0)
- Weapon: Poison bite (1-2 Poison Damage)
Hunts in the dark. Uses surprise.
- MINOTAUR
Massive humanoid beast with the head of a bull
- Hit Points: 35
- Stun Check: 12
- Armor: Thick Hide (DR1)
- Attacks:
- Gouging Horns:
- Skill level: 3
- Damage: 2d6 +3
- Body Slam:
- Skill level: 3
- Damage: 1d6 +3
- Has Shield Bash effect
- Gouging Horns:
The Minotaur fiercely defends his territory and will attack players by surprise if they venture into his lair.
2.6.7. ADVICE FOR GAME MASTERS
This walk-through demonstrates several important points of role playing.
- The ultimate goal is to have fun. In practice this means that no matter what the players do, the story should move forward. When players fail their skill checks it's not the end of the story but an opportunity to pivot.
- There are many ways to solve problems. It's not always about swinging a sword. Campaigns should contain varying challenges to engage multiple play styles.
- Give each player opportunities to shine. For example, Caleb found the trail back to the canoe, avoiding a protracted fight with the Kobolds. Allow players to attempt skills they normally would not if the narrative supports it.
- Don't be afraid to let players run away. Sometimes that's the smartest choice. You don't always have to fight to the death.
- Provide appropriate rewards. This does not always mean gold coins. In this story the heroes collected golden statuettes, the ultimate value of which is undetermined. Use that ambiguity to further the story in a way that makes sense to everyone.
3. CHARACTER STATS
3.1. STAT DESCRIPTIONS
| STAT | ABBRV | DESCRIPTION |
|---|---|---|
| Strength | ST | Physical power, armor requirements, damage potential |
| Agility | AG | Maneuvering, riding, reflexive and precision skills |
| Constitution | CO | Endurance, natural healing rate, resistance |
| Intuition | IN | Perception, awareness, healing, divine insight |
Character statistics are generated by rolling 3d6. Three dice are used because of their non-linear probability curve: most results cluster between 9 and 12, representing typical human capability, while extreme values, both high and low, are increasingly rare.
During character creation, roll 3d6 four times and record the results together as a single slate.
Assign the values in the order they were rolled.
For Example:
- Strength (ST): 11
- Agility (AG): 10
- Constitution (CO): 14
- Intuition (IN): 15
You may roll as many slates as you wish, however once you choose a slate, you must use all four values exactly as rolled.
For Example: Bob wants to generate melee fighter. He rolls 3d6 four times and is not happy with the results so he continues to roll 3d6 in groups of four (a slate) until he finds something he likes. He then records these values as his character's stats.
3.2. STAT ODDS
| NUMBER | COUNT | ODDS (%) | HISTOGRAM | CUMULATIVE (%) |
|---|---|---|---|---|
| 3 | 1 | 0.46 | X | 100.00 |
| 4 | 3 | 1.39 | XXX | 99.54 |
| 5 | 6 | 2.78 | XXXXXX | 98.15 |
| 6 | 10 | 4.63 | XXXXXXXXXX | 95.37 |
| 7 | 15 | 6.94 | XXXXXXXXXXXXXXX | 90.74 |
| 8 | 21 | 9.72 | XXXXXXXXXXXXXXXXXXXXX | 83.80 |
| 9 | 25 | 11.57 | XXXXXXXXXXXXXXXXXXXXXXXXX | 74.07 |
| 10 | 27 | 12.50 | XXXXXXXXXXXXXXXXXXXXXXXXXXX | 62.50 |
| 11 | 27 | 12.50 | XXXXXXXXXXXXXXXXXXXXXXXXXXX | 50.00 |
| 12 | 25 | 11.57 | XXXXXXXXXXXXXXXXXXXXXXXXX | 37.50 |
| 13 | 21 | 9.72 | XXXXXXXXXXXXXXXXXXXXX | 25.93 |
| 14 | 15 | 6.94 | XXXXXXXXXXXXXXX | 16.20 |
| 15 | 10 | 4.63 | XXXXXXXXXX | 9.26 |
| 16 | 6 | 2.78 | XXXXXX | 4.63 |
| 17 | 3 | 1.39 | XXX | 1.85 |
| 18 | 1 | 0.46 | X | 0.46 |
This table shows the probability distribution of rolling 3d6. It lists the odds of rolling each individual result from 3 to 18, as well as the cumulative chance of rolling at or above a given number.
For Example: The chance of rolling exactly a 14 is 6.94%. The chance of rolling a 14 or higher is 16.20%.
Players may consult this table when creating their characters and when making tactical decisions. For instance, if an action requires a roll of 12 to succeed, the table shows a 37.50% chance of success.
Normal Distribution:
The above table approximates a normal distribution, i.e. a bell curve.
- Results 9 - 12 form the bulk of the distribution, approximately 48% of all rolls.
- Results 6 - 8 (low) and 13 - 15 (high) account for another 42% of all rolls.
- Results 4 - 5 (low) and 16 - 17 (high) represent roughly 9% of all rolls.
- Results 3 (low) and 18 (high) account for the remaining 1%.
4. SKILLS
4.1. COMBAT SKILLS (STRENGTH BASED)
These brutal, close-quarters techniques rely on raw muscle and ferocity.
- Brawling : Fists, elbows, headbutts, improvised weapons
- Grappling : Holds, throws, joint locks, pins, and choking maneuvers
- Cutting : Swords, daggers, knives, and edged weapons
- Crushing : Maces, warhammers, axes, mauls, staves, blunt weapons
- Spears/Polearms : Spears, pikes, glaives, halberds, long-reach weapons
- Shield Bash : Striking, shoving, knocking foes off balance
4.2. COMBAT SKILLS (AGILITY BASED)
Precision and mobility define these ranged and fluid fighting styles.
- Throwing Weapons : Javelins, knives, axes, darts
- Bow and Arrow : Longbows, shortbows, composite bows
- Sling : Stones, bullets, lead shot
- Mounted Combat : Fighting effectively from horseback or other mounts
4.3. MOVEMENT SKILLS (AGILITY BASED)
Control, balance, and quick movement under pressure.
- Sprinting : Short bursts of speed to escape or close distance
- Climbing : Scaling walls, rocks, or structures safely
- Jumping : Leaping across gaps, obstacles, or hazards
- Swimming : Moving through water efficiently and safely
- Sneaking : Moving quietly and remaining unseen
- Balancing : Maintain footing on narrow, unstable, moving surfaces
- Riding : Controlling mounts; prerequisite for Mounted Combat
Please Note:
- These skills are affected by both armor and shields.
- See Movement in Armor and Movement with Shields under Armor and Shields.
4.4. MOVEMENT SKILLS (CONSTITUTION BASED)
Endurance-based mobility over long distances.
- Cross Country : Long-distance travel or pursuit over rough terrain
4.5. RESISTANCE SKILLS (CONSTITUTION BASED)
The body's ability to endure hardship. Each level provides incremental protection.
- Resist Cold/Heat : Endure extreme temperatures (20 mins/lvl)
- Resist Hunger/Thirst : Delay starvation or dehydration (12 hours/lvl)
- Resist Exhaustion : Continue activity despite fatigue (20%/lvl)
- Resist Poison : Reduce or ignore poison effects (severity and duration/lvl))
- Resist Pain : Delay damage via Deferred Damage mechanic (1 Deferred Damage/lvl)
4.6. MANUAL DEXTERITY SKILLS (AGILITY BASED)
Fine motor control and practical craftsmanship.
- Picking Locks : Open mechanical locks without keys
- Making Fire : Start and maintain fires under various conditions
- Set/Disarm Traps : Create, detect, or neutralize mechanical hazards
- Tie Knots : Secure lines for climbing, restraint, or rigging
- First Aid : Stabilize injuries and reduce hp loss (1d6 HP)
4.7. PERCEPTION SKILLS (INTUITION BASED)
Awareness of people, places, and unseen threats.
- Persuasion : Influence, negotiate, inspire, or intimidate others
- Detect Lies : Sense deception or inconsistencies in speech or behavior
- Find Traps : Spot hidden mechanical or environmental dangers
- Foraging : Locate food, herbs, water, or usable materials
- Tracking : Follow creatures or people by signs and trails
- General Perception : Notice subtle details, movement, or changes
- Sense Magic : Detect magical presence, auras, curses or enchantments
- Sense Danger : Intuitive awareness of imminent threats or ambushes
4.8. PRAYER SKILLS (INTUITION BASED)
Divine appeals that bend fate, restore life, or guide action.
- Heal : Restore HP or cleanse afflictions
- Curse : Bring misfortune upon a target
- Rebuke : Smite enemies who dare to threaten you
- Divination : Reveal hidden truths or foresee danger
- Spirit Walking : Commune with spirits or other realms
- Protection : Shield allies or alter hostile outcomes
- Battle Courage : Inspire resolve and turn failure into success
4.9. SKILL LEVELS
Skill Levels represent learning and ultimately mastery. Mortals can reach Grandmaster (10-12) through dedication. Supernatural (13-15) is beyond human limits – reserved for gods, angels, demons, or those touched by the divine in ways no mortal training can achieve.
Unskilled Level 0 represents Unskilled players who are at a severe disadvantage when attempting a skill. Even the simplest tasks are daunting. For example: youths lacking any training.
Learner Levels 1-3 represent Learners. These characters are studying and practicing but lack any significant field experience. For example: Students.
Journeyman Levels 4-6 are Journeymen. These are players who have completed the basic training for their skill and are qualified to practice it in real-world situations. For example: Academy graduates after assigned their first station.
Master Levels 7-9 are Masters of their skill. These represent experts in their field with years of real-world experience who are capable of teaching others. For example: The rugged veteran who oversees training of cadets.
Grandmaster Levels 10-12 are Grandmasters of their skill, experts with decades of experience who operate at the pinnacle of human ability. For example: The elusive swordmaster, now retired to the mountaintops to pray in peace.
Supernatural Skill levels of 13-15 enter the realm of Supernatural and are off limits to mortal adventurers. Such characters represent the theoretical maximum achievement possible and should be reserved for the rarest of cases. For example: the Immortal Centurion, forever guarding his entombed wife until the return of the Doctor.
Player characters typically start as Journeymen level 4 in their defining skills.
5. THE UNIVERSAL ACTION MATRIX
All actions are resolved by rolling 3d6. A result of 3 is the minimum possible roll and 18 is maximum but special modifiers may move these values up or down by as much as 5 points.
PLAYER LEVEL (First Column) TASK DIFFICULTY (Top Row)
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 10 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- | -- | -- |
| 1 | 8 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- |
| 2 | 7 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 |
| 3 | 6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 |
| 4 | 5 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 5 | 4 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 6 | 3 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| 7 | 2 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| 8 | 1 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
| 9 | 0 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
| 10 | -1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 11 | -2 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
| 12 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 13 | -- | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 14 | -- | -- | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| 15 | -- | -- | -- | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
5.1. USING THE UNIVERSAL ACTION MATRIX
- Identify the skill the character is using (left-hand column).
- Determine the difficulty of the task (top row, 0-15). The GM assigns this based on circumstances.
- Cross-reference skill and difficulty to find the target number.
- Roll 3d6.
- If the roll is equal or greater than the target number, the action succeeds. Otherwise, it fails.
Special Cells Cells marked with -- mean either the task is impossible (top right) or that it is so simple it cannot fail (lower left).
6. COMBAT
Combat is resolved by cross-referencing the attacker's skill (listed in the left-hand column of the Universal Action Matrix) with the defender's skill or defensive rating (listed across the top).
The intersection of these values determines the target number.
Players roll 3d6:
- If the roll is less than the target number, the attack misses.
- Apply Battle Courage, if applicable. This may convert a miss to a hit,
- If the roll is equal or greater than the target number, the attack hits.
- Apply Protection, if applicable. This may convert a hit to a miss.
After a successful hit, apply damage and resolve any special modifiers.
Shields modify defense whereas armor, resistances and Deferred Damage modify damage.
6.1. COMBAT PHILOSOPHY
In many systems, combat is expected. Victory is assumed. Encounters are calibrated for slaughter.
In this system, combat is consequential.
You do not enter battle casually. You enter because you must.
Victory is earned. Defeat is possible. Survival is uncertain.
6.2. DEFENSE SKILL
- Your defense skill is normally equal to your skill with your current weapon.
- If you use a buckler shield then add +1 to your defense skill.
- If you use a wall shield then add +2 to your defense skill.
- When defending with a weapon you are less skilled in, your defense cannot drop more than 2 points below your highest weapon skill.
For Example:
- Cutting skill: 5
- Spear/Polearm skill: 1
- If you are defending with a sword, your defense is 5
- If you are defending with the spear, your defense is 3
- maximum of Cutting skill minus 2,
(5 - 2 = *3*), or Spear/Polearm (1)
- maximum of Cutting skill minus 2,
- This ensures:
- You can still defend reasonably even with a less familiar weapon
- Special Modifiers may further reduce defense
- Using a weapon out of its Optimal Band, e.g. spear in Medium or Close Band
- Combat trauma, e.g. Stunned -1 or -2
6.2.1. DEFENDING WITHOUT ATTACK
If you are using a shield without a weapon or without attacking, then you may apply your highest attack skill to calculate defense. This applies only when you choose not to attack. This does not apply when Stunned.
For Example:
- Spear/Polearm skill: 4 (highest weapon skill)
- Crushing skill: 2
- Brawling skill: 1
- Buckler shield (+1 defense)
- Defend with Spear/Polearm:
4 + 1 = *5* - Defend with Crushing:
2 + 1 = *3* - Defend with Brawling: maximum of 3 or 5
- Defend with no attack (does not apply when Stunned):
4 + 1 = *5*
- Defend with Spear/Polearm:
6.3. REACH AND COMBAT BANDS
A Band represents the distance between two combatants.
There are three possible Bands in melee combat:
- Close - Knife fighting, Shield Bash, Brawling and Grappling.
- Medium - Sword and Club range.
- Long - Spear and Polearm range.
At any time, two engaged combatants share one current Band.
6.3.1. WEAPON BANDS
Weapon Types and Bands
| WEAPON TYPE | OPTIMAL BAND | USABLE BAND | PENALTY BAND |
|---|---|---|---|
| Unarmed/Shield Bash/Dagger | Close | N/A | N/A |
| Sword/Axe/Club/Mace | Medium | Close | N/A |
| Spear/Polearm | Long | Medium | Close |
Optimal Band:
- Attack normally
- Defend normally
Usable Band:
- Attack at -1
- Defend normally
Penalty Band:
- Attack at -1
- Defend at -1
6.3.2. MOVEMENT BETWEEN BANDS
Movement between Bands creates tactical risk. You may only cross one Band per round. Crossing a Band counts as a player's action for that round. If one player moves and the other does not, the player who does not move is allowed to attack the player who does if their weapon allows it within the current Band.
- WHICH BAND APPLIES?
- Weapon attack modifiers based on Band are determined at the start of the round.
- Band changes take effect at the start of the next round.
For Example:
- If the round begins at Long, all actions that round resolve using Long band effects, even if someone moves during the round.
This keeps resolution simple and prevents mid-round recalculation.
- ADVANCING INTO A BAND
Crossing into a new Band costs your action for the round.
- If you move inward, your opponent may attack you this round if their weapon is usable in the current Band.
- Band changes take effect at the start of the next round.
This represents closing distance under threat.
- EXAMPLE 1: BARBARIAN VS TROGLODYTE
Round 1:
- The Barbarian is using a two-handed maul (a Medium Band weapon).
- He spots a Troglodyte guarding a cave with a pike (a Long Band weapon).
Round 2 – Long Band:
- The Troglodyte lowers his pike toward the Barbarian, who decides to engage and steps into the Long Band moving toward the Medium Band. This consumes the Barbarian's action for that round.
- The Troglodyte is allowed to attack. He rolls 12 and hits for 11 damage. The Barbarian's armor reduces the hit to 8 HP, and he defers 2 points for later. The round ends with the Barbarian's HP reduced by 6 points and 2 points placed in Deferred Damage. The Barbarian is wounded but still fully in the fight.
Round 3 – Medium Band:
- Both contestants are now in Medium Band. The Barbarian's maul is in its Optimal Band whereas the Troglodyte's pike is in its Usable Band, putting him at -1 for attack.
- The combatants roll initiative and fight.
- EXAMPLE 2: THE DAGGER FIGHTER
The Rogue attempts to sneak past the Sentry on duty.
Rogue
- Level 5 Sneaking
- Level 4 Cutting
- Weapon: Dagger (Close Band) 2d6
- Armor: Light Leather (DR 2)
- Shield: None
Sentry
- Level 4 Spear/Polearm
- Weapon: Halberd (Long Band) 3d6
- Armor: Chain Mail (DR 4)
- Shield: None
Round 1:
- The Rogue attempts to sneak past the Sentry
- GM sets this as a level 6 Medium task
- Rogue has needs 12 to succeed but rolls 9 and fails
- "Halt!" yells the Sentry as he lowers his halberd
Round 2 – Long Band:
- Rogue has been spotted and advances toward the Medium Band
- Sentry attacks
- Weapon is in Optimal Band
- Needs 11 to hit
- Rolls 8 and misses
Round 3 – Medium Band:
- Rogue moves toward the Close Band
- Sentry attacks again
- Halberd is in Usable Band, -1 attack but defend normally
- Needs 12 to hit
- Rolls 13 and hits!
- Rolls 6 damage. The Rogue is hurt but does not stop.
Round 4 – Close Band:
- Both fighters are in the Close Band
- Each rolls initiative
- Rogue rolls 3
- Sentry rolls 5 and attacks first
- Sentry's halberd is now in Penalty Band, -1 attack and defense
- Needs 12 to hit
- Rolls 11 and misses
- Rogue attacks
- Needs 10 to hit
- Rolls 16 and hits! with +3 Critical Damage
- Rolls 10 for a total of
10 + 3 = *13*damage
- Sentry wears Chain Mail (DR 4) armor
- He received
13 - 4 = *9*HP damage, possible enough to force a Stun Check
- He received
- WITHDRAWAL
If you step outside of the current Band:
- You may not attack this round.
- That movement counts as your action.
- You defend using modifiers from the Band at the start of the round.
- Your opponent may attack using the current Band modifiers.
Withdrawal sacrifices offense but avoids gifting tempo.
6.3.3. TACTICAL NOTES
Front-Loaded Advantage:
- Long weapons dominate the approach. Advancing inward grants the longer weapon opportunity to attack.
Risk / Reward Decisions:
- Moving inward is dangerous.
- You sacrifice your action
- You gift an attack opportunity to your opponent
- You may gain superior position once inside.
Versatility Matters:
- Medium weapons avoid extremes.
- They rarely dominate the approach but they function reliably in most engagements.
Adventurers would be wise to carry a Dagger. When combat collapses into Close band, it may be the difference between life and death.
6.4. ROUNDS
- Players take turns one at a time; a turn is called a round.
- The exact length of a round varies:
- Non-combat rounds: potentially several minutes.
- Combat rounds: typically several seconds.
6.5. INITIATIVE
Initiative is the tool combatants use to determine who swings first.
Action Declaration:
- Players declare and execute actions in seating order.
- During declaration, players may discuss tactics.
Calculating Initiative:
- Each combatant rolls 1d6 + IN bonus at the start of combat.
- Highest result acts first.
- Initiative is determined per combat encounter, not globally.
- Example:
- Player A vs Orc: Player A wins initiative and attacks first.
- Player B vs two Goblins: Goblins win initiative and attack first.
- Example:
Ties:
If two or more combatants tie on initiative:
- Thrown Weapons (rock, knife, hatchet, javelin)
- Unarmed or Close arms (Brawling, Grappling, dagger)
- Medium arms, 1H (short spear, sword, mace, hand axe)
- Medium arms, 2H (greatsword, great axe)
- Long arms, 2H (lance, spear, poleaxe)
- Bows (all kinds) and slings
- If still tied within the same category, the highest IN bonus acts first.
- If still tied, roll off.
Boris vs Cave Troll:
- Boris rolls
4 +1 IN = *5* - Cave Troll rolls
5 -1 IN = *4* - Boris swings first.
6.6. CRITICAL DAMAGE
Critical Damage occurs when an attacker's roll not only hits but significantly exceeds the required target number.
It represents precision, timing, and exploiting an opponent's weakness.
Calculation:
For every two points the roll exceeds the required hit value, add +1 Critical Damage.
For Example:
- Faust needs to roll 10 to hit.
- He rolls 14.
- 14 is 4 higher so he receives +2 critical damage.
6.7. STUN CHECK
Even the mightiest hero can stagger under a cataclysmic strike. When a single blow delivers massive trauma, the world spins-bones rattle, vision blurs, and survival hangs by a thread. Stun Checks represent these moments of overwhelming impact, turning raw damage into cinematic peril.
6.7.1. WHEN TO MAKE A STUN CHECK
A character must make a Stun Check when a single attack deals damage equal to or greater than their Stun Check, after armor and Deferred Damage are applied.
6.7.2. CALCULATING STUN CHECK
A character's Stun Check (SC) value is their Hit Points (HP) divided by 3, rounded to the nearest whole number.
SC = HP / 3
For Example:
- Boris has the following stats:
- Strength (ST) : 16 (+2)
- Constitution (CO) : 15 (+1)
- HP: 31
- SC: 10
31 / 3 = 10.33, rounded to 10.
Only hits dealing 10+ damage after subtracting armor Damage Reduction and Resist Pain (described in their own sections) may force a Stun Check.
6.7.3. STUN CHECK RESOLUTION
When:
- Incoming damage from one attack meets or exceeds the Stun Check.
Roll:
- 1d6 immediately after damage application.
Result:
- Consult the table below.
| ROLL | EFFECT |
|---|---|
| 6 | No effect |
| 5 | No effect |
| 4 | Stunned: cannot attack; defend only next action |
| 3 | Stunned: cannot attack; defend only next action |
| 2 | Stunned: move back one Band; cannot attack; defend at -1 next action |
| 1 | Stunned: move back one Band; cannot attack; defend at -2 next action |
6.7.4. STUN CHECK ACTION ORDER
Please note: the order of attack affects Stun Check outcomes.
When a player is Stunned they lose their next action, which might affect the current round or the next round depending upon the order of attack.
Example 1 - Player A Attacks First:
- Player A attacks Player B and forces a Stun Check.
- Player B rolls 2.
- Player B is Stunned:
- Cannot attack for the remainder of the current round.
- Defends at -1 if attacked for the remainder of the current round.
- Next round, Player B acts normally.
Example 2 - Player B Attacks First:
- Player B attacks Player A as normal.
- Player A attacks Player B and forces a Stun Check.
- Player B rolls 2.
- Player B is Stunned:
- Cannot attack for the remainder of the current round.
- Defends at -1 for the remainder of the current round.
- Cannot attack and defends at -1 on their next action in the following round.
If a character's HP falls to less than or equal to the negative value of their Stun Check, the character dies.
For Example:
The Barbarian has:
- HP: 7 out of 30
- Stun Check: 10
- Armor: Rigid Leather (DR 3)
He is hit by mounted cavalry for 20 damage. His armor reduces this to 17 damage.
He subtracts 17 from his current 7 Hit Points: 7 - 17 = *-10*
This is a fatal strike. The Barbarian fought valiantly but succumbs to his wounds.
6.8. THROWN WEAPONS
Thrown weapons may be used as a tactical option instead of moving into melee.
- You may throw a weapon while moving at half speed.
- You may not throw a weapon while crossing a Band.
- Throwing weapon rules:
- Range: 25'
- Damage: 1d6 + ST bonus
- Even when throwing, the Band used for modifiers is the one at the start of the round.
Notes
- Throwing a weapon consumes your action for the round.
- The target applies all normal defenses and armor.
6.9. SHIELD BASH
A Shield Bash is a fast, aggressive maneuver meant to disrupt an opponent and seize the initiative.
- Can only attack foes in Close Band
- You act first, before initiative is rolled
- Roll attack
- Damage: 1d6 + ST bonus
- On a hit, the target makes a Moderated Stun Check
6.9.1. MODERATED STUN CHECK
Roll 1d6:
- 4-6: No additional effect
- 1-3: Target:
- Shoved back into the Medium Band (effective next round)
- Stunned (no action) remainder of current round
6.9.2. EXAMPLE
The fighter is guarding the palace gate when a group of ruffians approaches, shouting threats. Without warning, the fighter launches a Shield Bash.
He rolls to hit and succeeds. He then rolls 1d6 for damage and gets a 5. Adding his +1 ST bonus, the Shield Bash deals 6 damage.
The ruffian takes 6 HP damage and fails his Moderated Stun Check. He is knocked back, Stunned and cannot fight or move for the remainder of the round.
The fighter uses this opening to draw his gladius, ready for the fight to come.
6.10. BOXING
Boxing is a gentlemanly form of brawling in which participants wear special gloves and adhere to limited engagement rules.
6.10.1. RULES
- No weapons, armor, or Grappling allowed.
- Damage: 1d6 - 3 + ST per successful hit.
- Minimum damage: 1
- Rounds: Combat lasts no more than twenty consecutive rounds.
- Loser: The first player to fall below 5 HP loses.
- If neither player falls below 5 HP, the player who loses the most HP loses.
6.10.2. OPTIONAL RULE: SOFT DAMAGE
At the GM's discretion, damage from boxing may be treated as soft damage. If so, participants recover their full HP immediately after the fight, allowing them to continue adventuring without requiring significant rest or healing.
6.10.3. OPTIONAL RULE: WAGERING
Players may wager on themselves in the ring. Wagers do not affect combat mechanics but may influence role-play and stakes.
Suggested Payouts:
- Evenly matched opponents: 1:1.
- ST difference of +1 or more: weaker fighter pays 2:1.
- ST difference of +3 or more: weaker fighter pays 3:1.
No new wagers may be placed after the first round begins.
Excessive success in the ring may attract unwanted attention from local criminal or political interests.
6.11. GRAPPLING
6.11.1. TIMING
Grappling may only be attempted before weapons are fully engaged or when the fiction forces combat at Close Band.
When an attacker successfully grapples, the defender must immediately make a Grapple Check.
6.11.2. GRAPPLE CHECK
Defender rolls:
1d6 + (Defender ST bonus - Attacker ST bonus)
Apply the final result to the Grappling Resolution Table.
A stronger attacker lowers the result. A stronger defender raises the result. Exception:
- A natural 6 or 1 remain regardless of strength difference.
- This allows opportunity for pinning and escaping regardless of strength.
6.11.3. GRAPPLING RESOLUTION TABLE
| ROLL | EFFECT |
|---|---|
| 6 | Defender breaks free. Normal action. |
| 5 | Defender Held, no movement, next action at -1. |
| 4 | Defender Held, same as above, next action at -2. |
| 3 | Defender Thrown, Stunned next action. No fight/move; Defend at -1 |
| 2 | Defender Thrown, same as above, 1d6 + ST damage. |
| 1 | Defender pinned/choked, 1d6 + ST damage, no escape. |
| Optional 1d6 +ST per round. |
Results 2-5 apply to the defender's next action. This may occur during the current round (if the defender has not yet acted) or during the next round (if they already have).
After their next action, the defender automatically breaks free unless the attacker successfully re-grapples them.
6.11.4. RESULT 1: PIN OR CHOKE
A result of 1 represents a true pin or choke hold. The hold continues indefinitely until the attacker releases the defender or a third party intervenes.
While maintaining the hold, the attacker may optionally inflict 1d6 + ST damage each round.
Damage inflicted from grappling is unaffected by armor or Resist Pain.
If multiple grapples occur, resolve in initiative order. The first successful grapple sets the state of the target. Mutual pins do not occur but it is possible for simultaneous holds.
6.11.5. FOR EXAMPLE
Jacob has 4 Grapple skill points and +1 ST. Morris has 5 Grapple skill points and +0 ST. The two roll initiative and Jacob goes first.
Jacob needs a 12 or more to succeed and rolls a 13. The grapple is successful. Morris must now roll 1d6 on the Grappling Resolution Table.
Morris rolls a 5, but must adjust that number according to the combatants' relative strength. Since Morris' ST is +0 and Jacob's is +1, Morris subtracts 1 from the roll:
5 - 1 = 4
Looking up 4 on the Grappling Resolution Table, Morris is Held and suffers -2 to his next action.
Morris now attempts to grapple Jacob. Normally he would need a 10 to succeed, but since he is held he must apply the -2 penalty. Morris rolls a 16. After subtracting the penalty:
16 - 2 = 14
The attempt succeeds and Morris successfully grapples Jacob. The two are now locked in mutual combat.
Jacob now rolls 1d6 and gets a 2. Because he is one point stronger than Morris, he adds his strength modifier:
2 + 1 = 3
Looking up 3 on the Grappling Resolution Table shows that Jacob is Thrown, Stunned for his next action, and must Defend at -1.
6.11.6. EXAMPLE REVIEW
Both Jacob and Morris successfully grappled one another. Despite Jacob's initial success, Morris ultimately threw him and left him Stunned for one round. Neither player suffered any HP loss, though Jacob's superior strength slightly improved his roll during the resolution step.
6.12. MOUNTED COMBAT
Mounted Combat is a specialized skill representing a character's ability to fight effectively from horseback. It reflects timing, balance, momentum control, and coordination with the mount.
Mounted Combat emphasizes momentum and impact rather than continuous toe-to-toe exchanges.
6.12.1. RESOLUTION
- Mounted Combat rolls use 4d6 + ST for damage.
- Reflects increased force and impact of mounted strikes.
- Applies only when mounted and using:
- Spears
- One-handed, Medium Band weapons
6.12.2. SKILL LIMITS
The effective Mounted Combat value is limited by:
- Mounted Combat skill
- Riding (AG)
- Relevant Weapon Skill (ST)
- Only the lowest value counts.
- Ensures:
- A master swordsman may be ineffective on horseback.
- A skilled rider without weapon mastery lacks lethality.
- Elite cavalry must train both Riding and arms.
6.12.3. MOUNTED COMBAT AND ARMOR / SHIELD MOBILITY
Heavy metal armor (chain, scale, plate) imposes penalties on all Agility-based movement skills. Wall shields also contribute to mobility penalties.
- During Mounted Combat (Charge / Impact Phase)
- Agility penalties from armor and shields are waived.
- Riders may use two-handed weapons (e.g., lance) one-handed while braced.
- Momentum reduces the effect of encumbrance on control.
- During Repositioning / Regroup Phase
- Full armor and shield AG penalties apply.
- Maneuvering, turning, or controlling the mount becomes more difficult.
- Riders are at increased risk of failure (e.g., losing balance, dropping weapon, or falling).
Notes
- This distinction emphasizes the difference between braced momentum and controlled maneuver.
- Heavy cavalry excels in straight-line impact but becomes vulnerable during recovery.
- Light cavalry or lightly armored riders maintain mobility during regroup.
6.12.4. COMBAT RHYTHM
Mounted combat follows a momentum cycle:
- Round 1: Attack
- Round 2: Regroup
- Round 3: Attack
- Repeat
During the Regroup round, the rider may:
- Reposition
- Withdraw safely
- Establish charge distance
- Avoid being surrounded
No attack is made during Regroup unless the GM overrides this rule on a per-encounter basis.
This structure reinforces cavalry as shock troops rather than static melee combatants.
6.12.5. TERRAIN CONSIDERATIONS
- Open ground favors cavalry.
- Difficult terrain may prevent Regroup.
- Tight quarters may negate Mounted Combat entirely.
- Infantry formations and bracing tactics may counter charges.
6.12.6. EXAMPLE: SIR ALRIC
Sir Alric has:
- Riding (AG): 7
- One-Handed Sword (ST): 8
- Mounted Combat: 5
- Strength (ST): +1
Effective Mounted Combat rating: 5, limited by his Riding skill.
- ROUND 1 - ATTACK
- Sir Alric charges an orc.
- Rolls 3d6 against target number 11:
1, 6, 5 = 12is Success! - Mounted strike lands with full force.
- Damage: 4d6 + ST:
4, 5, 4, 4 + 1 = 18 - This likely forces a Stun Check.
- ROUND 2 - REGROUP
- Sir Alric cannot attack.
- He wheels the horse to create space and avoid encirclement.
- ROUND 3 - ATTACK
- Sir Alric charges again. He rolls
4, 4, 2 = 10– Failure! - Strike misses.
- Orc remains standing but cannot easily close distance due to Alric's mobility.
- Sir Alric charges again. He rolls
6.13. ATTACK SEQUENCE
Combat actions follow a clear sequence. Each step is resolved in order.
6.13.1. STEP 1: DECLARE ATTACK
- Announce which weapon or action you are using.
- Note if mounted, charging, maneuvering or praying.
6.13.2. STEP 2: DETERMINE REQUIRED ROLL
- Cross-reference the attacker's relevant skill against the defender's skill using the Universal Action Matrix.
- This gives the Required to Hit value.
For Example: Boris vs Orc Raider; Target number to hit = 11
6.13.3. STEP 3: ROLL TO HIT
- Roll 3d6.
- If roll >= Target Number then attack hits.
- If roll < Target Number then attack misses.
For Example: Boris needs 11 and rolls 12; he hits!
6.13.4. STEP 4: ROLL DAMAGE
- Roll the appropriate weapon damage dice.
- Add Strength bonus and/or Critical Damage modifiers if applicable.
Weapon Damage Reference:
- 1H weapon: 2d6 + ST
- 2H weapon: 3d6 + ST
- Mounted charge: 4d6 + ST
- Ranged: 1-3d6 depending on weapon
For Example:
Boris rolls 2d6 = 8 + 1 ST = 9 damage
6.13.5. STEP 5: APPLY DAMAGE TO ARMOR
- Subtract the armor's Damage Resistance (DR) from the rolled damage.
- If damage <= 0 then no damage passes through.
- Armor HP is reduced by the full rolled damage, regardless of DR.
For Example:
- Orc chain armor (-4 DR)
- Boris hits the orc for 9 damage. The orc's armor HP reduced by full 9 points.
6.13.6. STEP 6: APPLY DAMAGE TO DEFENDER HP
- Subtract remaining damage after armor from the defender's HP.
- If defender HP <= 0 -> defender is incapacitated.
For Example:
- Boris's 9 damage: 4 points are absorbed by the orc's armor
- The remaining 5 points passe through
9 - 4 = 5; Orc loses 5 HP
6.13.7. STEP 7: SPECIAL CONSIDERATIONS FOR MOUNTED COMBAT
- After the charge, the horse re-positions therefore the rider cannot attack next round.
- If charging, apply mounted weapon damage: 4d6 + ST.
- Mounted attacks require: Riding skill, Mounted Combat skill, and weapon skill.
For Example:
Knight charges with lance: 4d6 = 18 + 2 ST = 20 damage
Apply to enemy armor and HP as normal.
Horse re-positions next round -> cannot attack.
6.14. HOW TO STAY ALIVE (PLAYER TIPS)
Combat is dangerous, and survival depends as much on judgment as on statistics. Keep the following in mind:
- Do not fight fair. Fight smart.
- Use terrain to your advantage.
- Retreat when the fight turns against you.
- Armor breaks; track Armor HP.
- A single heavy hit can leave you Stunned.
- Prayer is powerful, but it carries risk.
- Work as a team rather than as individuals.
- Ask the GM about creative options and improvised tactics.
7. NON-COMBAT
7.1. NON-COMBAT ACTIONS
All actions taken outside of combat are resolved using the Universal Action Matrix. The same core mechanic applies whether a character is climbing a wall, tracking prey, or persuading a guard.
Common non-combat actions include:
- Climbing
- Sneaking
- Tracking
- Persuasion
- Foraging
- Detecting traps
- Swimming
- Jumping
See Skills section for a full list of skills and abilities.
Non-combat actions are resolved by cross-referencing the player's skill (left-hand column) with the task difficulty (top row).
Task difficulty should be assigned by the GM based on the situation, context, and stakes.
Roll 3d6. A result equal to or greater than the matrix number succeeds.
Cells containing – indicate the task is effectively impossible (top right) or cannot fail (lower left) at that skill level.
At GM discretion, task results may be modified by narrative conditions, divine intervention, environmental factors, or creative player solutions.
7.2. TASK DIFFICULTIES
| DIFFICULTY | RATING | EXAMPLE TASKS |
|---|---|---|
| Trivial | N/A | - Walk across a quiet room without stumbling |
| - Lift a light object (torch, small basket) | ||
| - Listen for a single sound in silence | ||
| Easy | 0 | - Light a fire in normal conditions |
| - Negotiate a small trade in the market | ||
| - Pick up a dropped item quickly | ||
| Medium | 1-2 | - Find a hidden door or trap in a dungeon-like ruin |
| - Forage edible plants in semi-wilderness | ||
| - Persuade a minor NPC to reveal useful information | ||
| Hard | 3-4 | - Track a fleeing person or animal over uneven terrain |
| - Translate a complex document in an unfamiliar dialect | ||
| - Climb a sheer cliff without ropes | ||
| Very | 5-6 | - Interpret cryptic divine signs or omens |
| Hard | - Swim through a strong current while carrying gear | |
| - Sneak past heavily armed guards at night | ||
| Nearly | 7+ | - Survive alone in a blizzard or desert for days |
| Impossible | - Lift or move a massive stone blocking a doorway | |
| - Persuade a stubborn, powerful lord to act against his | ||
| own interests |
For Example: Locke has level 5 Lock Picking. He wants to pick the lock of a chest in a commoner's home. The GM determines this is an Easy task and assigns it a level 0 difficulty. Locke must roll 5 or higher to successfully pick this lock.
Had this been a lock box in a nobleman's home, the GM would have judged it to be a Hard task with a level 3 difficulty and Locke would have needed to roll 9 to succeed.
The difference in difficulty is due to the difference in quality of the craftsmanship between a lock sold to a commoner vs a nobleman.
7.3. PERSUASION
Persuasion never compels action; it convinces. A persuaded character believes the choice is their own and will not perform actions that violate core beliefs, self-preservation, or identity.
Persuasion as Attack: Persuasion can be treated like an attack roll using 3d6 and the Universal Action Matrix. The persuader rolls against the target's own Persuasion (or Detect Lies) to determine success, with results modified by how reasonable the suggested action or thought is for the target. Success can range from full compliance to partial consideration, while failure results in resistance or suspicion. Legendary persuaders may gain bonuses or automatic effects against susceptible targets.
Design Note: A character skilled in Persuasion and Flare functions much like a bard-using performance, rhetoric, and presence to influence others. These effects rely on belief and emotion, not compulsion, and follow the normal rules for plausibility and resistance.
- Define the Rolls:
The acting character uses their Persuasion skill, opposed by the defender's Persuasion or Detect Lies skill.
- Use the Universal Action Matrix for Resolution:
Cross-index the acting skill and the opposing skill to determine the target value. The acting character then rolls 3d6; meeting or exceeding the target value indicates success.
- Plausibility Modifier:
Before rolling, GM judges the degree to which the request is plausible and applies the following mods as needed.
| PLAUSIBILITY | EFFECT | DESCRIPTION |
|---|---|---|
| Agreeable | -1 to defender resistance | Something the defender already wants |
| to do but feels hesitant or conflicted | ||
| Reasonable | Normal roll applies | Defender has a neutral stance |
| Questionable | +1 to defender resistance | An unusual request |
| Implausible | +2 to defender resistance | A highly unusual request |
| Offensive | +3 to defender resistance | Violates norms or beliefs but is still |
| conceivable | ||
| Impossible | Automatic failure | Illegal, identity-violating, or |
| fundamentally inconceivable request |
- Persuasion outcome: "Degrees of success are measured by how much the roll exceeds the required number from the Universal Action Matrix."
| ROLL | RESULT | OUTCOME |
|---|---|---|
| >= 2 | Strong Success (Hit/Critical) | Target fully accepts suggestion. |
| >= hit | Moderate Success (Hit/Normal) | Target considers or partially complies. |
| < hit | Failure (Miss) | Target resists or reacts negatively. |
For Example:
Sarumon the Wise has a preternatural skill at persuasion (level 11). He encounters a group of horsemen from Rohan who are there to arrest him. The riders are not skilled at persuasion but are skilled at telling truth from lies (Detect Lies level 6).
Sarumon meets them at the gate and tells them he is but an old and loving wizard with no desire to harm anyone. Quite the contrary he has worked tirelessly for Rohan and Gondor and they should be ashamed to have thought so scandalously of him.
The GM decides that this is a reasonable request according to the probability modifier so no modifiers apply.
We look up Sarumon's 11 skill on the left of the matrix and the
riders' 6 on the top and see that Sarumon must roll >= 6 to
succeed. Sarumon rolls 3d6 and receives 3, 3, and 4 = 10. Ten is
greater than the requires six so his persuasion succeeds.
Looking at the Persuasion outcome we see this is a "Strong Success" since it succeeds by at least two points. The outcome is target "fully accepts" the suggestion. In this instance the riders apologize for their rudeness and inconvenience and ride away feeling quite shameful for having caused a disturbance.
7.4. FEATS OF PURE STRENGTH
Some challenges rely on raw physical power rather than skill. Characters may attempt feats of strength such as kicking down a door, lifting a fallen log, bending bars, or breaking chains.
7.4.1. MECHANICS
- Effective Skill Level =
ST / 2 (round up)
Example:
- ST 13 is
13 / 2 = 6.5 is 7 - The GM assigns a Difficulty Level using based on the Task Difficulties chart.
- Resolve the action as a normal skill check against that Difficulty Level.
These checks represent pure physical force without specialized training.
8. ARMOR
Armor protects by absorbing damage, not by making you harder to hit. Each armor type has a Strength requirement. Characters who do not meet the ST requirement cannot wear the armor.
8.1. ARMOR TYPES
| ARMOR TYPE | ST | DR | HP | DESCRIPTION / FLAVOR |
|---|---|---|---|---|
| Padding | 7 | 1 | 40 | Quilted or layered fabric with minimal leather |
| reinforcement. Basic protection against bruises | ||||
| and glancing cuts. Fails quickly under sustained | ||||
| violence. | ||||
| Soft | 9 | 2 | 80 | Flexible hides or treated leather. Absorbs light |
| Leather | blows and shallow cuts while preserving mobility. | |||
| Favored by hunters, scouts, and lightly equipped | ||||
| warriors. | ||||
| Rigid | 11 | 3 | 120 | Hardened leather cuirasses with reinforced pieces |
| Leather | Standard adventuring armor, balancing protection | |||
| and ease of movement without the burden of metal. | ||||
| This is the highest DR without movement penalty. | ||||
| Chain Mail | 13 | 4 | 200 | Interlocking rings or overlapping scales. |
| or Scale | Excellent against slashing attacks and moderate | |||
| thrusts, though weight and noise reduce agility. | ||||
| Chain armor carries a -1 movement penalty. | ||||
| Plate | 15 | 5 | 220 | Full metal plate offering exceptional protection. |
| Heavy, exhausting, and restrictive, but capable | ||||
| of turning lethal blows into survivable impacts. | ||||
| The armor of knights and elite soldiers. | ||||
| Plate armor carries a -2 movement penalty. |
8.2. HOW ARMOR WORKS
Armor Takes Damage First Armor has its own Hit Points (Armor HP). Damage is applied to the armor before the wearer.
Damage Reduction (DR) While the armor still has HP, it reduces the damage that passes through to the wearer by its DR value.
Armor DR cannot exceed its HP. This means severely damaged armor may provide less protection and it typically would.
Wearer Takes Remaining Damage Any damage left after armor damage reduction is applied to the character.
Broken Armor When armor HP is reduced to 0, it is broken. Broken armor is DR 0 and no longer provides protection until it is repaired or replaced.
8.3. MOVEMENT IN ARMOR
Metal armor is heavy and inflexible. As a result, all Agility-based movement skills suffer a penalty while worn.
The following skills are affected:
- Sprinting : Short bursts of speed to escape or close distance
- Climbing : Scaling walls, rocks, or structures safely
- Jumping : Leaping across gaps, obstacles, or hazards
- Swimming : Moving through water efficiently and safely
- Sneaking : Moving quietly and remaining unseen
- Balancing : Maintaining footing on narrow, unstable, or moving surfaces
- Riding : Controlling mounts; prerequisite for Mounted Combat
8.4. ARMOR PENALTIES
- Padded : no penalty
- Soft Leather : no penalty
- Rigid Leather : no penalty
- Chain / Scale : -1
- Plate : -2
8.5. IMPORTANT NOTES
- Armor HP absorbs the full damage of each hit before DR is applied.
- DR applies only while armor has HP remaining.
- DR cannot exceed remaining armor HP.
- Armor does not protect against damage that ignores armor, such as Rebuke (prayer).
- Deferred Damage from Resist Pain is applied after armor DR.
- Armor buys time by taking punishment for the wearer but can break over time.
8.6. DAMAGE QUICK REFERENCE (AVERAGE ROLLS)
| WEAPON TYPE | AVG DAMAGE | NOTES |
|---|---|---|
| Unarmed | 3-4 | +ST bonus |
| One-Handed | 7 | +ST bonus |
| Two-Handed/Bow | 10-11 | |
| Cavalry (Charge) | 14 | +ST bonus. Requires Riding and Mounted Combat |
The above table lists the average damage per weapon type. Players may use this to estimate the effectiveness per hit of their desired armor.
8.7. EXPECTED COMBAT LENGTH VS. ARMOR DR
Combat is brutal and deadly. Armor absorbs damage and extends survival
time. The following table shows average damage per round for
typical combatants (2d6 damage, target number 13, both fighters 21 HP) along with
average combat length.
As can be seen, a player with no armor can expect to last 11 or 12 rounds whereas a player with plate armor may endure upward of 40 rounds – fully four times as long.
| ARMOR | DR | EXPECTED DAMAGE PER ROUND | COMBAT LENGTH |
|---|---|---|---|
| None | 0 | 1.81 | 11.6 |
| Padded | 1 | 1.56 | 13.5 |
| Soft Leather | 2 | 1.30 | 16.1 |
| Rigid Leather | 3 | 1.04 | 20.2 |
| Chain / Scale | 4 | 0.78 | 26.9 |
| Plate | 5 | 0.52 | 40.4 |
8.8. ARMOR REPAIR COSTS
Armor breaks and must be repaired or replaced. Actual repair costs depend on armor type and the amount of damage restored. The following table lists typical repair costs per 10 HP restored.
| ARMOR TYPE | ST | DR | HP | REPAIR COST | NOTES |
|---|---|---|---|---|---|
| Padding | 7 | 1 | 40 | 1 sp | Quilted or layered fabric |
| Soft Leather | 9 | 2 | 80 | 2 sp | Flexible |
| Rigid Leather | 11 | 3 | 120 | 3 sp | Hardened leather |
| Chain / Scale | 13 | 4 | 200 | 4 sp | Interlocking rings or scales |
| Plate | 15 | 5 | 220 | 5 sp | Metal plate, very heavy |
8.8.1. NOTES
- Multiply the Repair Cost by the number of 10 HP increments restored.
- All repairs are performed in 10 HP increments.
- Fractions are always rounded up.
8.8.2. FOR EXAMPLE
Boris' scale armor has taken 163 HP of damage. He wants it fully repaired.
First determine the number of repair increments:
163 / 10 = 16.3 -> 17 increments (rounded up)Scale armor costs 4 sp per increment:
17 x 4 = 68 spFinal repair cost: 68 sp
9. SHIELDS
Shields are active defenses that make you harder to hit. Unlike armor, which absorbs damage, shields prevent hits when used effectively.
9.1. MECHANICS
- A shield occupies the off-hand.
- Adds directly to Defense when fighting defensively.
- The shield's Defense bonus is added to your Attack rating for resolving defensive combat.
9.2. EXAMPLE
A hero with Attack 5 using a buckler (+1 Defense) defends at 6.
9.3. SHIELD TYPES
| SHIELD | ST | DEFENSE | DESCRIPTION |
|---|---|---|---|
| Buckler | 11 | 1 | Small, light, highly mobile. |
| Perfect for scouts or rogues. | |||
| Wall Shield | 13 | 2 | Large and heavy. Designed for |
| front-line infantry. | |||
| -1 movement penalty |
9.4. MOVEMENT WITH SHIELDS
Shields affect the following Agility-based movement skills:
- Sprinting : Short bursts of speed to escape or close distance
- Climbing : Scaling walls, rocks, or structures safely
- Jumping : Leaping across gaps, obstacles, or hazards
- Swimming : Moving through water efficiently and safely
- Sneaking : Moving quietly and remaining unseen
- Balancing : Maintaining footing on narrow, unstable, or moving surfaces
- Riding : Controlling mounts; prerequisite for Mounted Combat
9.5. SHIELD PENALTIES
- Buckler : no penalty
- Wall Shield : -1
9.6. SHIELD RULES
- Shields prevent hits, they do not reduce or absorb damage.
- Shields function only when the wielder is aware of the attack and able to react.
- Shields require the listed Strength to wield. Characters who do not meet the requirement cannot equip the shield.
- Shields may be used alongside armor, providing both increased Defense (shield) and damage reduction (armor).
10. WEAPONS
Weapons define how characters deal damage and interact with combat. Each weapon type lists damage, hands required, and notable usage or mechanics.
10.1. WEAPON TYPES
| WEAPON TYPE | DAMAGE | HANDS | NOTES |
|---|---|---|---|
| Unarmed | 1d6 +ST | N/A | Brawling, grappling, and improvised weapons. |
| Low damage but always available. | |||
| One-Handed | 2d6 +ST | 1 | Swords, maces, axes, daggers. Allows |
| off-hand or shield use. | |||
| Two-Handed | 3d6 +ST | 2 | Greatswords, warhammers, polearms, quarterstaffs. |
| High damage, no off-hand options. | |||
| Thrown | 1d6 +ST | 1 | 25' range. short spear, javelin, knife or axe. |
| Can be combined with shield. | |||
| Sling | 2d6 +ST | 1 | 50' range. Can be combined with shield. |
| Ammo is plentiful. | |||
| Bows | 2d6 | 2 | Requires Bow and Arrow skill. |
| 100' range (short bow) or 150' (long bow) | |||
| Crossbow | 3d6 | 2 | Requires Bow and Arrow skill. 150' range. |
| High damage. Attack every other round. | |||
| Cavalry Charge | 4d6 +ST | 1 | Mounted Combat only. |
| Attack every other round. |
10.1.1. NOTES ON WEAPONS
A melee weapon is 2h if it cannot reasonably be used with only one hand. For example: a claymore sword, maul, or lance. Exception: A lance or large spear can be used with one hand while engaged in mounted combat.
If in doubt, assume a weapon is 1h and apply 2d6 +ST damage.
A thrown weapon is 1d6 +ST. This reflects the fact that a thrown weapon lacks the weight of the fighter behind it.
A walking stick or wizard staff is primarily a mobility tool and not a weapon. Either can be used as a 1h weapon causing 2d6 +ST damage.
- Damage includes base roll plus ST bonus and and special mods, if any.
- Hands Required indicates whether off-hand or shield is possible.
- Special Use: Certain weapons (bows, crossbows, cavalry weapons) have range, reload, or mounted combat restrictions.
- Improvised weapons (rocks, bottles, etc.) use Unarmed damage unless the GM rules otherwise.
- Critical hits can modify damage beyond the base roll (see Critical Damage rules).
- Battle Courage can also modify damage beyond the base roll, (see Battle Courage under Prayer).
- Strength increases melee damage and affects thrown weapon range/power.
- Mounted Combat benefits from ST bonus on charge attacks.
11. PRAYER
Prayer allows heroes to call upon divine, spiritual, or natural forces to influence the world, heal, protect, or gain insight. Its effectiveness is determined by skill level and narrative context.
Important:
The divine does not suffer amateurs. A character with skill level 0 in a Prayer skill is Unskilled and receives no response from the gods or spirits. No prayer, however desperate or heartfelt, will produce an effect-divine favor must be earned through study, trial, and devotion.
11.1. HEAL
A divine appeal performed after combat, during triage, or at camp. Healing Prayers cannot be performed during active combat, pursuit, or any situation involving immediate danger.
Healing may also be used to break curses (see the Curse section for rules on Spiritual Severance).
11.1.1. PROCEDURE
- The wounded are gathered within the healer's scope.
- The healer assesses their condition.
- The healer selects those most in need.
- Only those retained remain eligible to receive the prayer.
- The number retained may not exceed the healer's Scope limit.
- The healer performs the Healing Prayer.
11.1.2. RESOLUTION
- On Success:
- Each retained recipient regains
1d6 + healer's Skill levelHP.
- Each retained recipient regains
- On Failure:
- No recipients regain HP.
- The healer may not attempt to heal those specific recipients again today.
- The healer may attempt to heal other recipients if they have not reached their daily limit.
11.1.3. LIMITS
- A character may benefit from Healing Prayer only once per day.
- Multiple healing attempts on the same character, by the same or different healers, automatically fail.
- Healing Prayer is never a combat action and cannot be prepared, delayed, or conditionally triggered.
11.1.4. SCOPE AND DIFFICULTY BY PRAYER LEVEL
| LEVEL | SCOPE | DIFFICULTY |
|---|---|---|
| 1-3 | Self | 0 |
| 4-6 | Up to 3 persons (laying of hands) | 1 |
| 7-9 | Up to 20 persons | 4 |
| 10-12 | Up to 200 persons | 7 |
| 13-15 | 200+ persons | 10 |
Characters may pray for healing at any level equal to or below their skill.
For example: Lydia has Level 4 Heal Prayer. She can pray to heal herself at difficulty 0 or heal another by laying of hands at difficulty 1. She can not, however, pray to heal larger groups. If she gains skill level 7 then she will acquire that ability.
11.1.5. NOTE
- Groups of 3 or fewer are healed individually.
- This represents the laying on of hands.
- Groups of 4 or more are healed collectively.
11.1.6. EXAMPLE: INDIVIDUAL HEALING
A cleric with Heal Skill 5 gathers the three most wounded members of her party. She prays to her goddess for their recovery.
- The GM determines this is a Difficulty 1 task.
- The cleric must roll 7 or higher to succeed.
Since there are three recipients, the cleric performs individual prayers for each.
The player rolls 3d6 three times:
14, 6, 10
- The first and third prayers succeed.
- The second prayer fails.
For each successful prayer, the cleric rolls 1d6 for healing:
4, 5
Healing results:
- First recipient:
4 + 5 = 9 HP - Second recipient: no healing
- Third recipient:
5 + 5 = 10 HP
Healing is now complete for the day.
- The cleric may not perform additional Healing Prayers today.
- All recipients, including those who failed to receive healing, may not receive another Healing Prayer today.
11.1.7. EXAMPLE: GROUP HEALING
Zastra, Holy Deacon of the Cosmic Void, has Heal Skill 7 and can confer blessing on up to 20 people. A group of battle wounded are gathered in the atrium for healing.
- The GM determines this is a Difficulty 4 task.
- The Holy Deacon must roll 8 or higher to succeed.
Since there are at least four recipients, the Holy Deacon performs one collective prayer for all the wounded.
The player rolls 3d6 once and receives a 9. The prayer succeeds.
The Holy Deacon now rolls 1d6 for healing and receives a 4.
- Each recipient heals
4 + 7 = 11 HP.
The Holy Deacon is now finished healing for the day. He returns to his chambers to pray and give thanks.
11.2. CURSE
A Curse is a ritualized prayer to the divine or to spirits, calling misfortune upon a chosen target. It is never improvised and never instantaneous. The caster invests hours, days, or longer in deliberate preparation before the curse may be invoked.
Curses afflict both flesh and land. Those struck suffer grave weakness of body and spirit.
11.2.1. LIMITATION
- A caster may have only one active Curse at a time.
- A caster may also prepare a second curse without affecting the active one.
- A cast may prepare only one curse at a time.
A Curse represents an ongoing spiritual tether between caster and target.
11.2.2. PROCEDURE
- The caster identifies a specific target and intended effect.
- The caster performs the required ritual over the appropriate
preparation period.
- Length and complexity depend on Caster Level and intended scope.
- The prepared Curse is set aside until a defined trigger occurs.
- Example: An oath is broken.
- A tyrant refuses a warning.
- A sacred boundary is violated.
- When the trigger condition is met, the caster invokes the Curse.
- The curse recipient may be allowed to attempt to resist the curse.
11.2.3. RESOLUTION
At the moment of invocation:
- GM determines difficulty level and target number.
- Player rolls
3d6. Rolling equal to or higher than target number succeeds.- Success: The Curse takes effect according to its scope and intensity.
- The curse recipient is allowed to resist the curse in some cases.
- Failure: The Curse collapses; the ritual effort is lost. The caster suffers a Level 4 Curse for one week.
- Success: The Curse takes effect according to its scope and intensity.
11.2.4. SCOPE AND EFFECT
A Curse may target persons or land, but never both.
11.2.5. CURSES ON PERSONS
| CASTER LVL | SCOPE | PENALTY | DIFFICULTY | DURATION |
|---|---|---|---|---|
| 1-3 | N/a | N/A | N/A | N/A |
| 4-6 | Up to 1 person | -2 | 5 | One week |
| 7-9 | Up to 3 persons | -3 | 8 | One month |
| 10-12 | Up to 10 persons | -4 | 11 | One year |
| 13-15 | Up to 30 persons | -5 | 14 | Ten years |
Curse Effects:
Curse victims are physically and spiritually weakened, suffering penalties both of the body and mind.
The listed Penalty applies to:
- All Agility, Constitution, or Intuition based Skills
- All feats of pure Strength
- All melee and thrown damage rolls
Resisting a Curse:
A curse victim is allowed one attempt to resist the curse before it takes effect. This functions the same as attempting to break a curse except the victim is allowed to use their highest prayer skill for defense. See Breaking a Curse section below.
For Example:
An ogre with Divination Skill level 4 is cursed by a witch with Curse Skill level 5. Levels 4 and 5 are in the same band (Journeyman) so the ogre may attempt to resist.
- The GM compares Level 5 attack against level 4 defense and determines the ogre needs to roll 12 to succeed.
- The ogre rolls
11and fails to resist the curse.- The ogre suffers -2 penalty to all actions and feats of strength.
For one week:
- All Agility skills (Running, Jumping, Swimming, etc.) are reduced by 2.
- All Constitution skills (Resist Pain, Resist Exhaustion, etc.) are reduced by 2.
- All Intuition skills (General Perception, etc.) are reduced by 2.
- All melee and thrown damage is reduced by 2.
The Curse weakens both body and resolve.
If the ogre had rolled 12:
- The curse would have broken immediately after succeeding but before taking effect.
11.2.6. CURSES ON LAND
| CASTER LVL | SCOPE | DIFFICULTY | DURATION |
|---|---|---|---|
| 1-3 | 10' x 10' area | 1 | One week |
| 4-6 | 100' x 100' area | 4 | One month |
| 7-9 | 1,000' x 1,000' area | 7 | One year |
| 10-12 | 10,000' x 10,000' area | 10 | One decade |
| 13-15 | All visible land | 13 | Until death |
Curse Effects
Cursed land cannot sustain plant life.
- Crops immediately wither.
- Grass yellows and dies.
- Natural springs dry up or turn foul.
- Wells become brackish and undrinkable.
- Birds and Animals avoid cursed areas.
- Insects thrive on cursed ground.
The land remains blighted for the full duration of the Curse.
11.2.7. BREAKING A CURSE
A Curse ends by one of the following:
- Expiration of its duration
- Death or voluntary release by the original caster
- Forcible spiritual severance by another caster
- Successful resistance by its intended victim.
Breaking a Curse is an act of spiritual warfare. The healer and the curser clash through faith and will.
- PROCEDURE
- Scope Requirement
- The healer must be in the same skill grouping or higher.
LEVELS SKILL GROUP 1-3 Learner 4-6 Journeyman 7-9 Master 10-12 Grandmaster 13-15 Supernatural - Determine Target Number
- Use the Universal Attack Matrix:
- Healer's Heal skill = row
- Curser's Curse skill = column
- Cross-reference to determine the Target Number (TN).
- Use the Universal Attack Matrix:
- Roll Resolution
- Roll 3d6.
- If Roll >= TN -> The Curse is broken.
- If Roll < TN -> The Curse remains.
- Scope Requirement
- MARGIN OF RESULT
The margin of result is calculated as:
Margin = Roll - TN- If the margin is positive, the originator of the curse suffers that much HP.
- If the margin is negative, the healer suffers that much HP.
- A margin of 0 indicates a clean severance; no backlash occurs.
MARGIN EFFECT +X The original curser suffers X HP. -X The healer suffers X HP under the same restrictions. 0 Clean severance. No backlash; the Curse ends safely. - EXAMPLE
Count Maledict curses the local village for failing to properly glorify him.
A traveling cleric comes into the land and attempts to cleanse the curse. During the spiritual battle:
- The cleric needs an 11 to break the curse.
- She rolls a 16.
Result: Margin = 16 - 11 = +5
- Count Maledict suffers 5 HP as the backlash from the severance.
- The curse ends, and the villagers are freed.
- SPECIAL NOTES
- This damage ignores armor and cannot be healed via first aid or magic.
- Recovery occurs naturally over time only.
- STUN CHECK
Spiritual backlash counts as a combat blow. If damage >= SC, roll on the Stun table.
- HP DAMAGE
- Cannot be healed by First Aid or Heal.
- Only rest restores HP diminished in this manner.
- Represents divine or metaphysical strain.
- DAILY LIMIT
A caster may perform only one major Heal act per day:
- Restore HP, or
- Attempt to Break a Curse (Not both.)
- WARNING
Failed or violently broken Curses may result in Stun, collapse, or death.
The gods judge such contests harshly.
- EXAMPLE: THE KING IN DECLINE
This example demonstrates a high-level Curse placed upon a ruler, its political consequences, and a dramatic Spiritual Severance.
- THE CURSE
A powerful Voice of Isengard (Caster Level 9) prepares a Curse against King Theoden of Rohan.
- Scope: One person
- Penalty: -3
- Difficulty Level: 8
- Duration: One month (renewable)
- Trigger: Theoden ignores repeated warnings and places trust in false counsel.
The ritual is completed in secret and set aside.
When the King publicly rejects loyal advice and elevates a corrupt advisor, the trigger condition is met. The Curse is invoked.
The caster rolls his 3d6 and needs a 10 or greater. The roll succeeds.
The Curse takes hold.
- EFFECTS ON THEODEN
For the duration:
- All Agility-, Constitution-, and Intuition-based skills suffer -3.
- All feats of pure Strength suffer -3.
- All melee and thrown damage suffers -3.
But more importantly:
Theoden's General Perception, Sense Danger, and other Intuition-based judgment skills are reduced by 3.
His will weakens. His clarity fades. His vitality diminishes.
He becomes physically frail and mentally clouded.
- POLITICAL CONSEQUENCES
With Intuition and perception dulled, Theoden becomes far more susceptible to manipulation.
His advisor, Wormtongue, exploits this weakness.
When Wormtongue makes Persuasion attempts:
- Theoden's reduced Intuition lowers resistance.
- His diminished Sense Danger prevents him from recognizing deceit.
- His weakened Constitution reflects visible frailty, reinforcing the illusion of decline.
The Curse does not directly control Theoden.
It creates vulnerability.
Wormtongue supplies the corruption.
- THE BREAKING OF THE CURSE
A wandering Grey Pilgrim (Heal 10) confronts the spiritual tether.
This is not simple healing. It is Spiritual Severance.
- STEP 1 - SCOPE MATCH
The healer's Grandmaster Heal (10) exceeds the Curser's Master Curse (9); the attempt is allowed
- STEP 2 - UAM CONTEST
Healer's Heal skill (10) vs Curser's Curse skill (9)
Consult Universal Attack Matrix -> Target Number determined.
- STEP 3 - ROLL
3d6 is rolled.
The result equals or exceeds the Target.
The Curse is broken.
- MARGIN OF RESULT
The healer exceeds the Target by +3.
The original curser suffers 3 Spiritual HP.
(If the healer had failed by 3, the healer would instead suffer 3 Spiritual HP.)
- STUN CHECK
Spiritual backlash counts as a combat blow. In this instance no Stun Check was warranted but if it were, the losing party would roll 1d6 and consult the Stun Check table for effect.
- AFTERMATH
With the spiritual tether severed:
- Theoden's penalties immediately end.
- His posture straightens.
- His perception returns.
- His authority reasserts itself.
Wormtongue's influence collapses.
Without the Curse amplifying weakness, his manipulation loses power.
- DESIGN NOTE
A Curse does not impose mind control.
It weakens the body and clouds judgment.
Corruption enters through opportunity.
In this example, the Curse reduced Theoden's Intuition-based resistance, making successful Persuasion far more likely. The villain did not rule the King through magic alone - he ruled him through exploitation of spiritual frailty.
The Severance was not simply healing.
It was a contest of wills between distant powers.
- STEP 1 - SCOPE MATCH
- THE CURSE
- GM NOTE: SCALING HIGH-LEVEL CURSES
Curses can affect individuals, groups, or entire regions. Use these guidelines:
- Groups or Armies:
- Treat each target as a single "unit" for scope, applying the appropriate Penalty based on caster level.
- Roll once for the group's Curse effect if the group is smaller than the caster's maximum scope.
- Cities or Regions:
- Refer to the Curses on Land table for scope and duration.
- Focus on narrative consequences: famine, disease, fear, or political unrest, rather than detailed HP penalties.
- Spiritual Severance:
- Breaking large-scale or high-level curses works the same way as individual curses.
- Treat the target's "skill" as equivalent to the effective Curse level for the purpose of determining TN.
- Consider multiple clerics pooling effort to reduce TN or increase the margin of success.
- Story Hooks:
- A powerful curse may drive adventures:
- Recovering a sympathetic token
- Purifying land
- Countering the influence of a corrupt advisor
- Use Curse effects to create dramatic tension and plot momentum, not just numerical penalties.
- A powerful curse may drive adventures:
High-level curses are intended to shape story and create narrative stakes. Players should feel the consequences immediately, but mechanical resolution remains simple.
- Groups or Armies:
- EXAMPLE: THE BLIGHTED WELL
This example demonstrates a low-level land Curse, its gradual consequences, and a dangerous attempt at Spiritual Severance.
- THE CURSE
A hedge-witch (Caster Level 3) bears a grudge against a small farming hamlet that drove her from its borders.
She prepares a Curse against the village well.
- Target: Land
- Scope: 10' x 10' area (the well and surrounding stones)
- Difficulty Level: 2
- Duration: One week
- Trigger: The villagers draw water at sunrise on market day.
The ritual takes two nights of chanting, offerings, and bitter prayer.
At sunrise, when the first bucket is drawn, the trigger condition is met. The witch invokes the Curse.
She rolls 3d6 and needs to roll 10 or greater.
The roll succeeds.
The well is cursed.
- EFFECTS ON THE LAND
Immediately:
- The water turns cloudy and foul.
- Livestock refuse to drink.
- Crops watered from the well begin to yellow.
- Within two days, those who drink from it complain of weakness.
This is not mundane poison.
The land itself is spiritually blighted.
The Curse prevents the well from sustaining life for its duration.
- SECONDARY EFFECTS ON THE VILLAGERS
The Referee rules that villagers who continue drinking from the well must make daily Constitution-based checks.
Failures result in:
- Fatigue
- Reduced Resist Exhaustion
- -1 to physical skill checks due to malaise
The Curse does not directly target the villagers - but proximity to cursed land spreads hardship.
- BREAKING THE CURSE
A traveling priest (Heal 2) agrees to attempt Spiritual Severance.
- STEP 1 - SCOPE MATCH
Heal 2 (Learner) vs Curse 3 (Learner). Same band - attempt permitted.
- STEP 2 - UAM CONTEST
Healer's Heal skill (2) vs Witch's Curse skill (3)
Consult Universal Attack Matrix -> Target Number determined.
- STEP 3 - ROLL
3d6 is rolled.
The result is 1 below the Target.
The severance attempt fails.
- MARGIN OF RESULT
Failure by -1.
The healer suffers 1 Spiritual HP.
- STUN CHECK
Spiritual backlash counts as a combat blow. The damage does not exceed SC. The healer remains conscious but shaken.
The Curse persists.
- STEP 1 - SCOPE MATCH
- SECOND ATTEMPT
The next day, after rest (Spiritual HP restores only by rest), the priest attempts again.
This time the roll exceeds the Target by +2.
The Curse is broken.
The witch suffers 2 Spiritual HP.
If this exceeds her SC, she must make a Stun Check.
- AFTERMATH
The water clears slowly over several hours.
Livestock drink again. The crops recover if not too far gone.
The witch feels the severance like a snapped cord - painful, humiliating, and dangerous.
She may attempt revenge. Or she may think twice before cursing this village again.
- DESIGN NOTES
- Low-level Curses are localized but disruptive.
- Land Curses create environmental crisis rather than direct combat.
- Breaking a Curse carries real risk, even at low levels.
- Spiritual backlash keeps divine magic from being trivial.
This example shows how even a minor Curse can destabilize a community - and how Spiritual Severance becomes a meaningful dramatic event rather than a routine spell.
- THE CURSE
11.3. REBUKE
Rebuke is an instantaneous prayer meant to smite your enemies and bring them back into the fear of your god. It must be your first action in the round. If successful then you may perform a second non-combat action, e.g. movement, perception, Protection or Battle Courage prayer.
Damage caused by Rebuke is physical but ignores armor and cannot be resisted using Resist Pain. Recipients of Rebuke are subject to normal Stun Check rules.
Protection prayer does apply when resisting Rebuke per combat rules.
Rebuke damage can be healed like normal physical damage, e.g., First Aid or rest but cannot be healed using Heal Prayer.
Enemies affected by Rebuke are Stunned with fear for one round and cannot attack. They may continue to move or perform non-combat actions.
11.3.1. TIMING
Rebuke must be declared as the caster's first action in the round. If the caster has already acted, they may not use Rebuke this round.
11.3.2. PROCEDURE
- Rebuke may only be used in close (20') proximity. All hostile targets visible within area of effect are affected. Friendly players are immune unless specifically targeted.
- Caster must roll attack and damage individually for each target.
- Caster attacks with Rebuke skill.
- Defender defends with their highest Prayer skill (e.g., Heal, Protection, Battle Courage, etc.).
- Rebuke is subject to Critical Damage in the same manner as combat.
11.3.3. RESOLUTION
- GM lists all enemies in range.
- GM declares each enemy's resistance using their highest Prayer skill.
- Player rolls attack individually for each enemy.
- Player rolls damage individually for each hit.
- Normal Stun Check rules apply.
11.3.4. ON SUCCESS
If Rebuke succeeds and at least one enemy is affected, the caster may immediately take one additional non-combat action this round.
This may include:
- movement
- Perception
- Protection
- Battle Courage
- Other non-attack actions
The bonus action may not be an attack or another prayer that directly harms enemies.
11.3.5. ON FAILURE
If the caster fails the Rebuke roll (e.g. no enemy is affected), divine force recoils violently. The caster is Stunned for the remainder of the round and loses their additional action.
They may defend normally but may not attack, move, or cast a prayer on their next turn.
11.3.6. SCOPE
| CASTER LEVEL | DAMAGE | EFFECT |
|---|---|---|
| 1-3 | IN | Your foes pause in fear |
| 4-6 | 1d6 + IN | Your foes know your wrath |
| 7-9 | 2d6 + IN | Your enemies reel in pain |
| 10-12 | 3d6 + IN | You smite your foes |
| 13-15 | 4d6 + IN | Divine judgment |
11.3.7. EXAMPLE
Caleb is a priest of the Unified Void. He has level 5 Rebuke skill and an Intuition (IN) bonus of +2.
Two armed men burst into his chambers seeking to take him captive. The men are wearing scale armor (-4 DR) and are carrying short swords. Neither man is a believer, both have prayer skills at level 0.
Caleb decides to Rebuke them. Cross indexing Caleb's level 5 skill against their level 0 defense we find Caleb needs to roll 5 or more to succeed.
Caleb rolls 8 and 11 against the men. Both are success.
- CRITICAL DAMAGE
- First man receives
(8 - 5) = 3, (3 / 2) = 1point Critical Damage. - Second man receives
(11 - 5) = 6, (6 / 2) = 3points Critical Damage
- First man receives
- ROLL DAMAGE
- Roll 1d6 + IN bonus
- First man:
4 + 1 (Critical Damage) + 2 (IN) = 7 - Second man:
1 + 2 (Critical Damage) + 2 (IN) = 5
- STUN CHECK
- Assume each man has an SC of 7.
- First man rolls Stun Check 1d6: 3 (Knocked down, defend at -1)
Divine power knocks the men back. The first man falls down; the second remains standing but is unable to act for one round. Caleb uses this opportunity to slip out the side door, hopefully to safety.
11.3.8. EXAMPLE WITH PROTECTION
The Goblin king orders his Shaman to protect his special envoy before their mission to assault the local village. The goblin shaman has Protection level 4 (-2).
Three goblins attack the village church. The deacon (IN +1) casts Rebuke level 4 on them. The GM looks up the to-hit value in the UAM (assuming goblin defense of level 1) and says the deacon needs an 8 to hit.
The deacon rolls three 3d6 attacks: 8, 11, and 12.
The GM checks whether Protection applies:
(8 - 2) = 6: miss!(11 - 2) = 9: hit!(12 - 2) = 10: hit!
- CRITICAL DAMAGE
Second goblin:
11 - 8 = 3, 3 / 2 = 1Critical Damage Third goblin:12 - 8 = 4, 4 / 2 = 2Critical DamageThe first goblin is unaffected and can perform action as normal. The second and third goblin receive damage.
- First goblin check Probabilistic Continuation: 1d6 = 3, Protection expires.
- Second goblin takes damage:
1 + 1 (Critical Damage) + 1 (IN) = 3HP loss. - Third goblin takes damage:
4 + 2 (Critical Damage) + 1 (IN) = 7HP loss.
- STUN CHECK
Assume each goblin has a 6 SC. The third goblin takes 7 damage,
7 >6= : Stun Check!Third goblin rolls 1d6 and checks the Stun Check Resolution chart.
1d6 = 6: no effect - FINAL RESULT INTERPRETATION
- First goblin: unaffected, can act normally.
- Second goblin: takes 3 HP, cannot attack this round (Rebuke effect).
- Third goblin: takes 7 HP; Stun Check triggered, rolls 6 -> no extra effect. Cannot attack this round (Rebuke effect).
11.4. DIVINATION
A ritualized skill to perceive hidden knowledge, distant events, or future possibilities.
- Not for combat; guides the party and informs decisions.
- Examples:
- Locate a dragon's lair across the mountains.
- Identify which paths are safe or cursed.
- Understand the tendencies of a powerful NPC before meeting them.
Divination may require time, preparation, or rare components. Success is measured by clarity and usefulness, not damage.
11.4.1. PROCEDURE
- Declare the subject of inquiry:
- Person, place, object, event, or course of action.
- GM determines difficulty and sets Target Number.
- Prepare - e.g. crystal ball, scrying bowl, trance - and roll Divination.
- GM interprets the vision according to scope and success.
11.4.2. ON SUCCESS
- Vision appropriate to Skill Level.
- May reveal:
- Hidden truths
- Distant events
- Past causes
- Possible futures
- Visions are symbolic unless the caster's level permits clarity.
11.4.3. ON FAILURE
- Vision is unclear, misleading, or fragmentary.
- Cannot attempt Divination again that day.
- Limit: 1 Divination per day.
11.4.4. DIFFICULTY
| DIFFICULTY | DESCRIPTION |
|---|---|
| 1 | Observe nearby scene or immediate future |
| Recent past (hours); Very near future (minutes) | |
| 4 | Observe distant locations or short-term future |
| Known locations within a day's travel; past or future within 1 day | |
| 7 | Foresee events up to 1 month away |
| Any known person or place; past or future within 1 month | |
| 10 | Foresee events up to 1 year |
| Distant or unknown locations; past or future within 1 year | |
| 13 | Cosmic insight, any place/time |
| Any place, any time; deep past or far future; hidden cosmic truths |
11.4.5. EXAMPLE
- STEP 1 - DECLARE SUBJECT
Elara, Journeyman Diviner (Level 5), seeks the location of the dragon's lair.
- STEP 2 - PERFORM DIVINATION
- Cast Time: 2 hours (ritual)
- GM determines this is difficulty level 4 and set Target Number to 10
- Roll:
3d6 = 11; Success!
- STEP 3 - RECEIVE VISION
- Scope: Known locations within a day's travel; past/future within 1 day
- Clarity: Recognizable scenes, partial detail
- Vision reveals:
- A rocky valley north of the pass
- Smoke rising from the east entrance
- A winged silhouette approaching at dusk
- PLAYER GUIDANCE
- Players search for matching landmarks on local maps and plan their mission.
11.4.6. EXAMPLE WITH FAILURE
- STEP 1 - DECLARE SUBJECT
Lyra, Grandmaster Diviner (Level 12), attempts to pinpoint the exact chamber where a hidden artifact rests under ancient ruins buried hundreds of years ago.
- STEP 2 - PERFORM DIVINATION
- Cast Time: 4 hours (ritual)
- GM determines this is Distant or Unknown Place and sets Target Number 10
- Roll: Lyra rolls
3d6 = 9, Failure!
- STEP 3 - VISION INTERPRETATION
- Scope: Distant or unknown locations; past/future within 1 year
- Clarity: Vision is unclear, symbolic, and misleading
- Vision shows:
- Shifting corridors with false doors
- Shadows of creatures that aren't actually present
- Symbols that seem important but are unrelated to the artifact
- PLAYER GUIDANCE
- Lyra's vision misleads the party; they may go down the wrong corridor
- Critical details are missing; the artifact's true location remains hidden
- Divination cannot be attempted again until the next day
- This failure can create tension or narrative hooks (traps, ambushes, time pressure)
11.5. SPIRIT WALKING
A mystical skill allowing the caster to temporarily leave their body and commune with spirits.
- Not for combat; used to gather hidden knowledge, secrets of the dead, or forbidden lore.
- Examples:
- Speak with a recently deceased guard to learn the key to a tomb.
- Consult a wandering spirit to uncover past events in a haunted house.
- Learn hidden codes, passwords, or secret locations.
Spirit Walking requires preparation, a safe environment, and often a symbolic focus (e.g., ritual circle, personal artifact). Success grants insights; failure may confuse or endanger the caster's spirit.
11.5.1. PROCEDURE
- Declare the spirit or knowledge to contact.
- Enter a trance and roll Spirit Walking.
- Referee interprets the vision or communication according to scope and success.
11.5.2. ON SUCCESS
- Spirit communicates truthfully within its knowledge.
- Caster may learn:
- Secrets of the past
- Hidden locations
- Forgotten codes or rituals
- Warnings about future events
- Messages may be symbolic unless clarity level permits precision.
11.5.3. ON FAILURE
- Spirit is uncooperative, messages are cryptic, or the caster risks harm.
- Cannot attempt again that day.
- Limit: 1 Spirit Walk per day.
11.5.4. DIFFICULTY
| DIFFICULTY | DESCRIPTION |
|---|---|
| 1 | Contact nearby, recent spirit |
| Immediate area; recently deceased spirits only | |
| 4 | Contact distant or unknown minor spirit |
| Known spirits within a day's travel; short-term past | |
| 7 | Learn hidden secrets of past month |
| Any known spirit; past month; minor secrets revealed | |
| 10 | Learn major secrets of past year |
| Distant or unknown spirits; past year; major secrets | |
| 13 | Forbidden knowledge, cosmic spirits |
| Any spirit, any time; deep past; forbidden knowledge |
11.5.5. EXAMPLE
- STEP 1 - DECLARE SUBJECT
Toran, Journeyman Spirit Walker (Level 4), seeks the recently deceased tomb guardian spirit to learn the code needed to unlock a sealed tomb.
- STEP 2 - ENTER TRANCE and ROLL
The GM determines this is a Difficulty level 4
- The Target Number to roll is 11
- Toran rolls
3d6 = 12Success!
- STEP 3 - SPIRIT INTERACTION
- Scope: Known spirits within a day's travel; short-term past
- Clarity: Recognizable words or actions; partial understanding
- Spirit communicates:
- "Three knocks, then twist the left rune, twice…"
- Warns of a trap in the antechamber
- PLAYER GUIDANCE
- Party can safely open the tomb and avoid the trap
- Some details are symbolic; exact phrasing or timing may require a skill check (Perception/Logic)
- Spirit's guidance limited to its knowledge; other hidden threats remain unknown
11.5.6. EXAMPLE FAILURE
- STEP 1 - DECLARE SUBJECT
Arion, Master Spirit Walker (Level 9), visiting ancient ruins, attempts to communicate with the spirits of the ancients to learn how the city fell.
- STEP 2 - ENTER TRANCE AND ROLL
The GM determines this is a Difficulty level 13 since it involves the ancient past.
- Player rolls
3d6 = 10Failure!
- Player rolls
- STEP 3 - SPIRIT INTERACTION
The GM could decide that no spirits make contact, however he decides that roaming spirits haunting this location decide to cause trouble because they can.
- Scope: Any spirit, any time; deep past; forbidden knowledge
- Clarity: Spirit's words are fragmented, contradictory, or symbolic
- Attempted communication results in:
- Whispered warnings of danger, not betrayal
- Conflicting visions of multiple people
- Strong emotion conveyed, but unclear who acted maliciously
- PLAYER GUIDANCE
- The party gains hints and atmosphere, but not actionable intelligence
- Spirit Walking cannot be attempted again until next day
- Failure can foreshadow narrative complications or moral ambiguity
11.6. PROTECTION AND BATTLE COURAGE
Protection and Battle Courage are pre-battle buffs cast on one or more characters. Each recipient tracks the buff individually. Buffs may be cast multiple times before combat, but only one buff can be active per character (Protection or Battle Courage).
11.6.1. PROTECTION
Protection is an after-the-fact defensive buff that reduces an enemy's roll by -2 to -5, but only if the reduction turns a hit into a miss.
- The penalty is applied after the enemy's dice are rolled.
- If the modified roll still meets or exceeds the target, Protection does not activate.
- The magnitude of the reduction is determined by the relevant table (see Level of Effect below).
This represents divine shielding, or supernatural intervention at the last possible moment.
11.6.2. BATTLE COURAGE
Battle Courage is an after-the-fact buff that increases a player's roll by +2 to +5, but only if the increase turns a miss into a hit.
The original roll must miss. If the modified roll still misses, Battle Courage has no effect.
- EXAMPLE
- Sir Alric needs a 10 to hit the Hobgoblin Shaman.
- He rolls a 9, which would normally miss.
- His level 5 Battle Courage adds +3, bringing the roll to 12 -> this now hits.
- To determine Critical Damage from over-roll:
- Adjusted roll - target =
12 - 10 = 2,2 / 2 = 1, +1 Critical Damage! - Add +1 damage for Divine Justice
- Adjusted roll - target =
- Total Damage:
Weapon damage + Critical Damage + ST bonus + Divine Justice - Sir Alric rolls
2d6 3, 5 = 8,8 + 1 + 110=, 10 damage - He rolls
1d6to determine if Probabilistic Continuation applies.1d6 = 1, Battle Courage continues. Sir Alric continues to be protected and all future hits will add +1 Divine Justice while it lasts.
Battle Courage rescues a missed attack and adds additional damage to all future attacks while in effect.
11.6.3. LEVEL OF EFFECT
Protection and Battle Courage provide a degree of effect based on the caster's skill level.
The bonus (or penalty) represents the maximum adjustment that may be applied when the ability successfully triggers.
| SKILL LEVEL | BONUS |
|---|---|
| 1-3 | 2 |
| 4-6 | 3 |
| 7-9 | 4 |
| 10-12 | 5 |
| 13-15 | SPECIAL |
Please Note: Levels 13-15 are Reserved For the gods and are not accessible to player characters. GMs should choose to use those levels sparingly, applying results with care.
The bonus is based on the caster's Protection or Battle Courage skill level.
- The listed value is the maximum modifier applied.
- The modifier is only used if it converts failure into success (Battle Courage) or success into failure (Protection).
- Minimum Effect: If an ability triggers, it always applies at least +/-2, even if a +/-1 would have been sufficient.
This creates meaningful power scaling without changing core mechanics.
11.6.4. SCOPE OF EFFECT
Protection and Battle Courage also scale in scope and duration based on the caster's skill level.
Scope determines how many individuals may benefit from the effect. Duration determines how long the granted effect remains available.
| CASTER LEVEL | SCOPE |
|---|---|
| 1-3 | Self |
| 4-6 | Self and 1 other person |
| 7-9 | Self and Small group (up to 10) |
| 10-12 | Self and Large group (up to 50) |
| 13-15 | Self and very large group (50+) |
Effects last for the duration of the current scene, e.g. battle or other dramatic event.
Protection and Battle Courage may be cast repeatedly as needed, although to do so takes one full round of uninterrupted prayer.
For group effects:
- The caster must declare the affected group at time of activation.
- Individuals entering the group later are not automatically covered.
- If the group disperses, the effect persists only for originally designated recipients and for the duration of the current scene.
This structure preserves the dramatic, faith-driven nature of these abilities while preventing indefinite stacking or battlefield-wide abuse at lower levels.
11.6.5. DIFFICULTY LEVELS
Difficulty is based on the danger presented by the upcoming battle. The more difficult the Battle, the more favor the gods show you.
| NARRATIVE SITUATION | DIFFICULTY | DESCRIPTION / NOTES |
|---|---|---|
| Suicidal Struggle | 0 | Minimal chance of success. |
| Epic Battle | 1 | Survival uncertain. |
| Fair Fight | 2 | Opponents evenly matched. |
| Victory Expected | 3 | You are favored to prevail. |
| No imminent threat | 5 | Nothing threatens you at this time. |
Before battle commences, the GM determines the likely outcome and compares it to the chart above.
Difficulty values represent the opposing benchmark to compare against on the Universal Action Matrix. In short, they reflect how stacked the situation is before dice are ever rolled.
- EXAMPLE
Sir Harold the Pious has a Protection skill of 4 and seeks divine aid in his upcoming battle against the orc chieftain.
The GM determines the orc is stronger than Sir Harold, making this an Epic Battle (Difficulty 4).
Cross-indexing Sir Harold's Protection skill of 4 against Difficulty 4 on the Universal Action Matrix shows that Sir Harold must achieve a roll of 11 or greater to succeed.
Sir Harold kneels and prays.
The player rolls:
3 5 1 = 9Failure. His prayer falls on deaf ears, and Sir Harold must earn this victory without divine protection.
However, had Sir Harold rolled differently e.g.
4 5 6 = 15his prayer would have succeeded. The gods would have blessed him with -3 to an enemy roll, usable when Protection triggers (i.e., only if it converts a hit into a miss).
11.6.6. MECHANICS
- CASTING
- Pre-battle: Blessings must be invoked before combat begins.
- In-battle casting: A blessing may be cast during combat only if the caster spends one full round in uninterrupted prayer then rolls 3d6 per rules above.
- Scope: A blessing's reach depends on the caster's level (see Level of Effect table above).
- One guaranteed effect: Each recipient gains the blessing's full effect
the first time it matters in a scene. Afterwards, players must roll
1d6for Probabilistic Continuation.
- PROBABILISTIC CONTINUATION
After a blessing successfully alters an outcome, roll 1d6 for that character:
- 4-6: The blessing remains active until it triggers again or the scene ends.
- Player also received Divine Justice, meaning they receive a +1 to damage (Battle Courage) or +1 to DR (Protection).
- 1-3: The blessing ends, along with any Divine Justice in effect.
- 4-6: The blessing remains active until it triggers again or the scene ends.
- DIVINE JUSTICE
A successful continuation roll represents the gods' direct intervention. Players receive additional blessings as follow:
- Protection: Increase Damage Resistance by +1 for the remainder of this Protection prayer. This bonus does not stack with itself.
- Battle Courage: Increase Damage by +1 for the remainder of this Battle Courage prayer. This bonus does not stack with itself.
- MULTI-TARGET BLESSINGS
A single blessing may affect multiple allies. Each target tracks their own triggers and continuation rolls independently.
One Blessing at a Time Only one of the following may be active in a scene:
- Protection
- Battle Courage
They cannot be stacked.
- EXAMPLE - PROBABILISTIC CONTINUATION
- A cleric prays Protection (Level 4) on a fighter before combat.
- The fighter is hit:
- Protection triggers.
- Roll 1d6 -> 5 -> Protection continues.
- Fighter receives Divine Justice
- The fighter is hit again:
- Protection triggers again.
- Roll 1d6 -> 3 -> Protection expires.
- EXAMPLE - DIVINE JUSTICE :: PROTECTION
- A Paladin prays Protection (Level 4) for himself in preparation for battle.
- The Paladin is hit within the Protection threshold:
- Protection triggers.
- Roll 1d6 -> 4 -> Protection continues, Divine Justice activates
- The player adds +1 to his Damage Reduction while Protection remains
- The Paladin is hit outside of the Protection threshold:
- Protection does not trigger and their enemy rolls 11 points of damage.
- Divine Justice reduces damage by 1 point,
10 - 1 = 9 - The Paladin reduces his armor's HP by 9 points
- He subtracts his armor DR rating from the damage, e.g.
9 - 4 = 5, this is the value that passes through. - The Paladin subtracts 5 HP.
- EXAMPLE - DIVINE JUSTICE :: BATTLE COURAGE
- A Paladin prays Battle Courage (Level 4) for himself in preparation for battle.
- The Paladin is barely misses within the Battle Courage threshold:
- Battle Courage triggers.
- Roll 1d6 -> 4 -> Battle Courage continues, Divine Justice activates
- The player adds +1 to his Damage rolls while Battle Courage remains
- The Paladin hits his opponent without needing assistance:
- Battle Courage does not trigger and he rolls 7 points of damage.
- Divine Justice increases damage by 1 point,
7 + 1 = 8 - The Enemy is struck for 10 points of damage
- DESIGN NOTE
Protection prevents a hits entirely.
Battle Courage enable hits that otherwise would have missed.
Probabilistic Continuation and Divine Justice allows the blessing to linger, turning divine intervention into sustained resilience rather than a single negation.
11.6.7. EXAMPLE PROBABILITIES
This table shows common hit probabilities on a 3D6 roll and how Battle Courage can shift the outcome. Even a small bonus dramatically improves chances due to the bell curve.
| TARGET | CHANCE | +2 BONUS | +3 BONUS | +4 BONUS | +5 BONUS |
|---|---|---|---|---|---|
| 11 | 50.00% | 74.07% | 84.80% | 90.74% | 95.37% |
| 12 | 37.50% | 62.50% | 74.07% | 83.80% | 90.74% |
| 13 | 25.93% | 50.00% | 62.50% | 74.07% | 83.80% |
| 14 | 16.20% | 37.50% | 50.00% | 62.50% | 74.07% |
| 15 | 9.26% | 25.93% | 37.50% | 50.00% | 62.50% |
| 16 | 4.63% | 16.20% | 25.93% | 37.50% | 50.00% |
| 17 | 1.85% | 9.26% | 16.20% | 25.93% | 37.50% |
| 18 | 0.46% | 4.63% | 9.26% | 16.20% | 25.93% |
- USAGE
Find the required Target Number in the Target column. Navigate rightward to the appropriate bonus level (2 - 5). That number shows the effective to-hit percentage.
For Example:
Sir Alric needs a 14 to hit the Fell Beast. His chance of rolling 14 or higher is 16.20%. He has 4 points (+3) in Battle Courage and successfully prays for strength. Adding +3 to his potential roll gives him an effective chance to hit of 50.00%.
11.6.8. EXTENDED EXAMPLE
Sir Harold the Pious battles the Orc Chieftain.
Sir Harold the Pious, Paladin of the Sublime Virtue Strength : 14 (+1) Intuition : 16 (+2) HP : 27 SC : 9 Crushing : 5 Weapon : Flanged Mace Damage : 2d6 +1 Armor : Chain Hauberk, Wall Shield (+2 defense) DR : -4 Protection : 3 (-2)
Orc Chieftain, Leader of the Skull Clan Strength : 17 (+2) Intuition : 9 (+0) HP : 31 SC : 10 Crushing : 6 Weapon : Battle Axe Damage : 3d6 +2 Armor : Rigid Leather DR : -3
Sir Harold the Pious prays before battle and is blessed with +3 Protection for his faith and courage.
- Sir Harold needs to roll 12 or more to hit the Orc Chieftain.
- The Orc Chieftain needs to roll 12 or more to hit Sir Harold.
- For brevity, armor HP is not tracked in this example.
Round One
- Initiative: Sir Harold 5, The Orc Chieftain 5 - tie. Sir Harold goes first (1H vs 2H).
- Sir Harold rolls 11 - miss.
- The Orc Chieftain rolls 16 - hit!
16 - 3 = 13, 13 >= 12, no Protection trigger. - Margin:
16 - 12 = 4,4 / 2 = 2+2 Critical Damage. - The Orc Chieftain rolls 7 damage.
7 + 2 (STR) + 2 (critical) = 11. 11 absorbed by armor, remaining11 - 4 = 7passes through.7 < SC 9– no Stun Check. - Sir Harold HP: reduced from 27 to 20
- The Orc Chieftain HP: 31
Round Two
- Initiative: Sir Harold 6, The Orc Chieftain 4 - Sir Harold goes first.
- Sir Harold rolls 7 - miss.
- The Orc Chieftain rolls 11 - miss.
Round Three
- Initiative: Sir Harold 4, The Orc Chieftain 4 - Sir Harold is first.
- Sir Harold rolls 10 - miss.
- The Orc Chieftain rolls 13 - hit!
13 - 2 (Protection) = 11thus hit is converted to miss. - Sir Harold rolls 1d6 for Probabilistic Continuation: 5 – continues. Protection remains active and Sir Alric now gains +1 to his DR.
Round Four
- Initiative: Sir Harold 3, The Orc Chieftain 4 - The Orc Chieftain first.
- The Orc Chieftain rolls 8 - miss.
- Sir Harold rolls 13 - hit!
- Sir Harold rolls 7 damage.
7 - 3 (DR) = 4passes through.4 < SC 10thus no Stun Check. - Sir Harold HP: 20
- The Orc Chieftain HP: 31 becomes 27
Round Five
- Initiative: Sir Harold 3, The Orc Chieftain 1 - Sir Harold first.
- Sir Harold rolls 5 - miss.
- The Orc Chieftain rolls 11 - miss.
Round Six
- Initiative: Sir Harold 8 (6+2), The Orc Chieftain 5 - Sir Harold first.
- Sir Harold rolls 11 - miss.
- The Orc Chieftain rolls 12 - hit!
12 - 2 (Protection) = 10hit converted to miss. - Continuation roll: 5 thus Protection continues. Protection remains active. (This is statistically rare.)
Round Seven
- Initiative: Sir Harold 8, The Orc Chieftain 5 - Sir Harold first.
- Sir Harold rolls 10 - miss.
- The Orc Chieftain rolls 6 - miss.
Round Eight
- Initiative: Sir Harold 8, The Orc Chieftain 3 - Sir Harold first.
- Sir Harold rolls 5 - miss.
- The Orc Chieftain rolls 8 - miss.
Round Nine
- Initiative: Sir Harold 5, The Orc Chieftain 2 - Sir Harold first.
- Sir Harold rolls 11 - miss.
- The Orc Chieftain rolls 10 - miss.
Round Ten
- Initiative: Sir Harold 7, The Orc Chieftain 5 - Sir Harold first.
- Sir Harold rolls 15 - hit!
- Margin:
15 - 12 = 3yields3 / 2 = 1(rounded down) +1 Critical Damage. - Sir Harold rolls 8 damage.
8 + 1 (STR) + 1 (critical) = 10.10 - 3 (DR) = 7passes through.7 < SC 10thus no Stun Check. - The Orc Chieftain rolls 10 - miss.
- Sir Harold HP: 20
- The Orc Chieftain HP: 27 down to 20
Round Eleven
- Initiative: 3-3 tie - Sir Harold first (1H vs 2H).
- Sir Harold rolls 12 - hit!
- Damage:
4 + 1 = 5.5 - 3 = 2passes through. - The Orc Chieftain rolls 3 - miss.
- Sir Harold HP: 20
- The Orc Chieftain HP: 20 reduced to 18
Round Twelve
- Initiative: Sir Harold 8, The Orc Chieftain 3 - Sir Harold first.
- Sir Harold rolls 13 - hit!
- Damage:
6 + 1 = 7.7 - 3 = 4passes through. - The Orc Chieftain rolls 12 - hit!
12 - 2 (Protection) = 10hit converted to miss. - Continuation roll: 1 thus Protection expires.
- Sir Harold HP: 20
- The Orc Chieftain HP: 18 becomes 16
Round Thirteen
- Initiative: Sir Harold 8, The Orc Chieftain 5 - Sir Harold first.
- Sir Harold rolls 12 - hit!
- Damage:
10 + 1 = 11.11 - 3 = 7passes through. - The Orc Chieftain rolls 14 - hit!
- The Orc Chieftain rolls 12 damage.
12 + 2 = 14.14 - 4 = 10passes through.10 >SC 9= Sir Harold must roll Stun Check Resolution. - Sir Harold rolls
1d6 = 3– he's stunned and cannot attack. - Sir Harold HP: 20 becomes 10
- The Orc Chieftain HP: 16 becomes 9
Round Fourteen
- Sir Harold is Stunned.
- The Orc Chieftain goes first.
- The Orc Chieftain rolls 12 - hit!
- The Orc Chieftain rolls 13 damage.
13 + 2 = 15.15 - 4 = 11passes through. 11 >= SC 9 therefore he must roll a Stun Check. - Sir Harold rolls 1 and is knocked down, stunned at -2
- Sir Harold HP: 10 becomes -1 and his is knocked unconscious
- The Orc Chieftain HP: 9
Final Result
The Orc Chieftain wins the fight.
- Sir Harold: -1 HP, unconscious and out of the fight.
- The Orc Chieftain: 9 HP remaining, bloodied but victorious. The coup de grace is his right if he chooses it.
Sir Harold's Protection saved him three times - a literal godsend. It extended the battle dramatically, but was not enough to turn the tide. The Orc Chieftain howls in brutal triumph.
11.6.9. NARRATIVE IMPACT
- Makes near-impossible feats possible without breaking tension.
- Keeps heroic actions cinematic: "Your prayer steadies your hand - the strike finds its mark."
- Preserves risk: even with Battle Courage, failure remains possible on extreme tasks.
These abilities do not guarantee victory. They create turning points.
Because they only trigger when converting failure into success (or success into failure), they:
- Heighten drama at the exact moment it matters most.
- Encourage bold play without encouraging reckless certainty.
- Preserve the integrity of the dice.
The player still rolls. The gods merely decide whether the story bends.
12. RESIST PAIN (DEFERRED DAMAGE)
Resist Pain represents adrenaline, grit, and the sheer refusal to fall.
Resist Pain is primarily used to reduce the likelihood of a Stun Check, and secondarily to delay reaching zero HP.
| LEVEL | MAX PER HIT |
|---|---|
| 0 | 0 |
| 1-3 | 1 |
| 4-6 | 2 |
| 7-9 | 3 |
| 10-12 | 4 |
| 13-15 | 5 |
When you take damage from an attack, you may defer up to your max per hit instead of taking it immediately. Deferred damage is tracked separately and cannot exceed your Resist Pain skill level.
- Deferred damage reduces the damage of each hit, functioning like virtual armor.
- Deferred damage does not prevent the damage – it only delays it.
- You cannot defer damage if you are surprised, Stunned, unconscious, or otherwise unable to react.
- At the end of the scene or combat, all deferred damage is applied at once, ignoring armor and damage reduction.
This damage can knock you unconscious or even kill you.
12.1. RESIST PAIN EXAMPLE
A step-by-step example of how Resist Pain interacts with armor, damage, and stun checks.
12.1.1. THE BARBARIAN'S ENDURANCE
Rurik the Barbarian
- Crushing Skill: 4
- Armor HP: 10
- Armor DR: 3
- HP: 18
- Stun Check: 6
- Resist Pain: 2
- Deferred Damage: 0 / 2 (0 point deferred out of 2 allowed by Resist Pain skill)
Hobgoblin Captain
- Crushing Skill: 6
- Strength Bonus: +2
- Weapon Damage: 2d6+2
- STEP-BY-STEP RESOLUTION
1. Attack Roll
- Hobgoblin rolls: 3d6 = 13
- Required number
(6 vs 4) = 9; (13 >9)= and Hits
2. Roll Weapon Damage
2d6 +2 = 7
3. Add Critical Damage
Critical = (Roll - Target) / 2- Critical =
(13 - 9) / 2 = 2 - Total Damage =
(7 + 2) = 9
4. Apply FULL Damage to Armor HP
- Armor HP before hit: 10
- Armor HP after hit:
(10 - 9) = 1 - Armor is nearly destroyed but remains intact.
5. Apply Armor DR
- DR = 3
- Pass-through damage =
(9 - 3) = 6
6. Apply Resist Pain
- Rurik may reduce 1 incoming HP damage per hit (Resist Pain 1-3)…
- He chooses to Resist Pain on this attack.
- Immediate HP damage:
6 - 1 = 5 - Deferred Damage: 1 / 2 (1 point deferred out of 2 allowed by Resist Pain skill)
7. Apply Damage to HP
- HP before hit: 18
- HP after hit:
18 - 5 = 13
8. Stun Check
- Final applied damage = 5
- Stun Check threshold = 6
5 < 6so No Stun Check required
9. Update Status
- HP: 13
- Armor HP: 1
- Effective DR (next hit): 1
- Deferred Damage: 1 / 2 (1 point deferred out of 2 allowed by Resist Pain skill)
- FINAL OUTCOME
The hobgoblin's brutal strike nearly destroys Rurik's armor and would have forced a Stun Check.
By using 1 point of Resist Pain, Rurik reduces the damage just enough to stay below his Stun threshold.
He remains fully functional - wounded, but still in control - and retains one remaining use of Resist Pain.
- WHAT THIS EXAMPLE DEMONSTRATES
Order of resolution:
- -> Armor HP
- -> Armor DR
- -> Resist Pain
- -> HP
- -> Stun Check
- May be applied selectively per attack
- Cumulative Deferred Damage cannot exceed Resist Pain skill level
- Reducing damage below the Stun Check can prevent knockdown
- At the end of the scene or combat (the release), all Deferred Damage is applied at once and converts to HP damage, ignoring armor and damage reduction.
- Once Deferred Damage is released, the Deferred Damage track is cleared to zero. The character may freely use their full Resist Pain capacity again in future scenes or combats, assuming they survived this battle.
13. HEALING AND RECOVERY
13.1. NEGATIVE HP AND THE ABSOLUTE DEATH THRESHOLD
Characters with zero or fewer hit points are unconscious. At GM discretion, characters may remain conscious in an extremely feeble state.
13.1.1. NEGATIVE HP
Characters with negative HP represent extreme injury or shock. Their capabilities are severely limited:
- EFFECT ON CHARACTERS
- Cannot fight, defend, or run.
- Minimal movement (e.g., slow walking) may be allowed if the narrative permits.
- Become unconscious unless stabilized by magic, prayer, or first aid.
- HEALING
- Characters naturally heal while at negative HP until their HP becomes positive.
- Healing can be accelerated through First Aid or Prayer.
- LIMITATIONS
- Unconscious characters cannot eat or drink, and require prolonged recovery.
- Very weak characters risk failing to recover without external assistance.
- DESIGN NOTES
- Negative HP represents extreme injury or shock.
- Deferred Damage may interact with negative HP; remaining damage is applied once the immediate danger ends.
- Narrative moments can temporarily allow survival even at extreme negative HP, creating cinematic tension.
13.1.2. ABSOLUTE DEATH THRESHOLD
Definition: A character cannot survive if their HP falls below negative Stun Check.
For Example:
A character with 27 HP and a Stun Check of 9 dies immediately upon reaching -9 HP. GMs may delay death for a limited time to suit the needs of the story.
13.1.3. INTERACTION WITH DEFERRED DAMAGE
Characters may continue to hold Deferred Damage while at negative HP, as long as they remain conscious. Healing (First Aid, or Prayer) applies to Deferred Damage first, then to HP.
13.1.4. EXAMPLE
Elric has -2 HP and is holding 3 points of Deferred Damage. The GM allows him to maintain consciousness to retreat slowly with his group:
- Movement is reduced to 1/2 of normal.
- He can carry no items other than clothes and primary weapon.
A teammate performs First Aid, healing 2 points:
- Healing applies to Deferred Damage first:
3 -> 1point. - Elric remains at -2 HP.
- Once safe, Elric passes out.
- Remaining Deferred Damage (1) is applied to HP:
-2 -> -3HP, Deferred Damage = 0. - Healing then resumes according to normal rules.
13.1.5. NOTES
- Deferred Damage allows characters to temporarily hold off injury, enabling cinematic retreats or heroic actions.
- Maintaining consciousness under negative HP is taxing; movement and capabilities are heavily restricted.
- Deferred Damage mechanics interact seamlessly with First Aid and Prayer, providing tactical options for both players and GMs.
- GMs may allow temporary narrative exceptions for cinematic effect, but consequences (e.g., permanent injury or penalties) should follow.
13.2. DEATH
Characters die when their HP reaches a negative value equal to their Stun Check (SC).
Example:
- Henrick
- HP: 21
- SC: 7
Death occurs at -7 HP.
Death is not always immediate. The GM determines how long a character lingers before dying, depending on the situation.
| SITUATION | SUGGESTED DYING WINDOW (GM DISCRETION) |
|---|---|
| Battlefield, no allies nearby | 1-3 rounds (coup de grace likely) |
| Allies reach the body quickly | 3-10 rounds |
| Dragged to safety / stable camp | Several hours |
| Major hero, redemption arc | Long enough for key dialogue or action |
| Prayer Healing | Immediate stabilization if successful |
| and HP rises above -SC |
Death can be averted using Healing Prayer if applied immediately after falling below -SC, provided that:
- The prayer succeeds, and
- HP is restored to a value above -SC.
Death cannot be prevented by First Aid or normal rest.
Example:
Boris has SC 9 and is struck by several arrows. His HP falls to -13, which is 4 points below his death threshold (-9).
His companions reach him within a few rounds. He is still alive but dying quickly.
The Paladin has Heal skill 3 and attempts a Healing Prayer. The GM rules this is Difficulty 1, requiring a roll of 9 or higher.
The Paladin kneels beside his companion, places his hands on the wounds, and prays.
- Roll: 3d6 = 10 -> Success
- Healing: 1d6 = 2
- Heal skill: +3
Total healing: 5 HP
Boris recovers 5 HP, bringing him from -13 to -8 HP.
Because -8 is above his death threshold (-9), Boris survives. He remains critically wounded but will live unless he suffers further damage.
13.3. HEALING
Characters recover HP in three ways:
- First Aid – Battlefield treatment and triage medicine.
- Healing Prayer – Divine healing performed during crisis or rest.
- Rest – Natural recovery while safe in camp or shelter.
First Aid is the most common form of healing during or immediately after combat. Healing Prayer is stronger but requires divine favor. Rest restores health slowly over time when characters are safe.
13.3.1. FIRST AID
First Aid allows a character to treat wounds using basic medical knowledge, herbs, bandages, and water.
- Can treat one person at a time
- Restores 1d6 HP
- Each character may receive First Aid only once per combat
- A healer may treat multiple characters in the same combat
- Cannot restore more HP than the character lost during the current combat
- Only the first successful First Aid attempt per character per combat restores HP. Subsequent attempts, whether by the same healer or others, have no further effect.
| DIFFICULTY | DESCRIPTION |
|---|---|
| 1 | Giving aid without distraction or stress |
| 2 | Giving aid while moving or hiding |
| 3 | Giving aid during crisis or combat |
For Example:
Michael takes 12 HP damage in a fight with a gargoyle. After the fight, the ranger (First Aid level 3) gathers herbs, water, and clean cloth to treat his wounds.
- The GM determines this is a Difficulty 1 task and sets a Target Number of 9.
- Player rolls 3d6 = 15 -> Success
- Player rolls 1d6 = 4 and restores 4 HP.
- Michael is now ineligible for additional First Aid during this combat unless he takes further damage.
- However, he remains eligible for Healing Prayer.
13.3.2. HEALING PRAYER
See Heal under Prayer.
13.3.3. HEALING REST
Heroes heal 4 HP + CO bonus every 24 hours of rest.
Rest means no strenuous activity: no running, marching, or fighting. Normal day-to-day tasks (e.g., eating, bathing, light chores) are allowed.
HP recovery may be prorated every 12 hours at GM discretion.
14. RESISTANCE
Player characters can resist environmental hazards and deprivation through dedicated abilities.
14.1. RESIST COLD / HEAT
Extreme temperatures sap strength and, if ignored, cause bodily harm.
- Extreme cold requires proper clothing and shelter.
- Extreme heat requires shade and ample water.
- Every 1 hour unprotected in extreme heat or cold causes 1d6 damage.
- Each point invested in Resist Cold/Heat extends this duration by 20 minutes.
For Example:
Grundy has 3 points in Resist Cold/Heat. He can endure extreme
temperatures for an additional 3 x 20 = 60 minutes. He can now
survive 120 minutes total before suffering damage.
14.1.1. EXAMPLES OF EXTREME COLD
- 1 hour in cold water (50f/10c) without heat insulating clothing (e.g. wet-suit)
- 1 hour without a jacket in 25f/-4c degree temperature
- 1 hour with only a light coat in -20f/-29c degree temperature
- 1 hour without shelter in a blizzard
14.1.2. EXAMPLES OF EXTREME HEAT
- 1 hour in blistering (110f/45c) desert heat without water
- 1 hour working a hot forge in a confined space with little ventilation
Use these examples to define your own extreme conditions. Game Masters remain the final arbiter of what qualifies as "extreme heat or cold" in their campaigns. Be creative! Let the dragon's lair be oppressively hot or the the haunted castle bitter cold.
14.2. RESIST HUNGER / THIRST
Player characters need food and water daily, but sometimes supplies run short.
- Every 1 day (24 hours) without food or water causes 1d6 damage.
- Each point invested in Resist Hunger/Thirst extends this duration by 12 hours.
For Example:
Darion hides from a horde of orcs without food or water. Normally, he
would begin suffering damage after 24 hours.
With 4 points in Resist Hunger/Thirst, he extends this by 4 x 12 = 48
hours. He can now survive 3 days total before hunger or thirst begins
to harm him.
14.3. RESIST POISON
Each poison is unique. See Poisons and Their Effects for details about specific poisons and their effects.
Each point invested in Resist Poison mitigates both the severity and duration of poison.
Poison Mitigation Table
| LEVEL | SEVERITY | DURATION |
|---|---|---|
| 1 | 90% | 90% |
| 2 | 80% | 80% |
| 3 | 70% | 70% |
| 4 | 60% | 60% |
| 5 | 50% | 50% |
| 6 | 45% | 45% |
| 7 | 40% | 40% |
| 8 | 35% | 35% |
| 9 | 30% | 30% |
| 10 | 25% | 25% |
| 11 | 20% | 20% |
| 12 | 15% | 15% |
For Example:
Xandar has 3 points in Resist Poison and is bitten by a poisonous spider.
The GM determines the spider's venom is a Hard Poison:
- Immediate damage: 1d6
- Ongoing damage: 1 HP per hour for 10 hours
The GM rolls 4 for immediate damage. Checking the Poison Mitigation table for level 3, Xandar mitigates 70% of both damage and duration.
- Immediate Damage:
4 x 70% = 2.8, rounded to 3 HP - Hourly Damage:
1 x 70% = 0.7HP per hour - Duration:
10 hours x 70% = 7hours
Result: Xandar takes 3 HP immediately and will suffer 5 HP total over the next 7 hours.
15. POISONS AND THEIR EFFECTS
Poisons are a constant threat to adventurers, lurking in blades, darts, herbs, or even food. They vary in potency, onset, and duration, and their effects can range from mild discomfort to immediate life-threatening injury. The following guidance helps GMs and players understand how different poisons interact with characters during play.
15.1. TRIVIAL POISONS
- Typically cause minor irritation or discomfort.
- Effects are mostly cosmetic: itching, slight swelling, mild nausea.
- Rarely require rolls to resist, and generally do not affect combat or adventuring ability.
- Examples: mild insect stings, basic irritant plants, spoiled but non-toxic food.
15.2. EASY POISONS
- Cause minor damage (e.g., 1-2 HP) but rarely impose ongoing harm.
- Often resisted by washing, basic first aid, or a minor Constitution check.
- Adventurers may notice symptoms quickly, giving time to react.
- Examples: weak herbs, spoiled food, minor sting or bite.
15.3. MEDIUM POISONS
- Begin to have a noticeable impact on combat effectiveness.
- Damage may be immediate (1d6 HP) with gradual ongoing effects like 1 HP per hour for several hours.
- May induce fatigue, nausea, or impaired movement.
- Examples: snake bites, scorpion stings, some fungal toxins.
- Requires careful attention from party healers to avoid escalation.
15.4. HARD POISONS
- Cause serious damage (1d6 HP + ongoing damage) and may require multiple rounds of first aid, Healing Prayer, or magical intervention.
- Symptoms include severe pain, weakness, and impaired action, reducing the adventurer's ability to fight or travel.
- Examples: poisoned darts, toxic fungi, venomous plant extracts.
- Without treatment, ongoing damage can quickly escalate to dangerous levels.
15.5. VERY HARD POISONS
- Highly lethal; immediate effects and ongoing damage can threaten life if untreated.
- Adventurers must act quickly to apply healing or antidotes, or risk unconsciousness or death.
- Examples: poison blades, venomous snakes, rare alchemical concoctions.
- These poisons create high tension in encounters and require creative player response.
15.6. NEARLY IMPOSSIBLE POISONS
- Magical or cursed toxins designed for narrative impact and dramatic tension.
- Damage is severe (2d6 HP + 2d6 ongoing per hour) and often continues until treated by specialized means, including divine intervention or powerful magic.
- These poisons test resource management, party coordination, and quick thinking.
- Examples: magical venom, cursed toxins, alchemist's fatal brew.
- Typically used sparingly to make a scenario memorable, often tied to story climax.
15.7. GENERAL NOTES FOR PLAY
- Poison may affect movement, attack rolls, or skill checks depending on severity.
- Characters with high Resist Poison will reduce or avoid effects.
- Ongoing damage continues even during rest unless actively treated.
- GMs should describe symptoms vividly to enhance tension and cinematic feel.
16. EXHAUSTION AND FORCED MARCH
Even the hardiest heroes have limits. Exhaustion creeps in during prolonged exertion-forced marches, endless chases, or days without proper rest. Your Cross Country Running skill and Resist Exhaustion determine how far you can push before the body demands payment.
16.1. BASE FORCED MARCH DISTANCE
- Base distance: 1 mile per level of Cross Country Running skill
- Characters with 0 skill: 1/2 mile per push
- This represents the distance a character can travel in a single sustained push (~20 minutes of hard travel) without triggering exhaustion penalties.
For Example:
Skill level 5 -> 5 miles per forced march before fatigue sets in.
16.2. RESIST EXHAUSTION EXTENSION
- Each level of Resist Exhaustion increases the base distance by +20% per level
- Multiplicative, not additive:
Total -Push- Calculation
Total Distance = Base x (1 + 0.20 x Resist Exhaustion level)
| CROSS COUNTRY | RESIST EXHAUSTION | CALCULATION | TOTAL MILES |
|---|---|---|---|
| LEVEL | LEVEL | PER PUSH | |
| 0 | 2 | 0.5 x (1 + 0.20x2) = 0.5x1.4 | 0.7 miles |
| 4 | 0 | 4 x 1.00 | 4 miles |
| 4 | 3 | 4 x (1 + 0.20x3) = 4x1.6 | 6.4 miles |
| 6 | 5 | 6 x (1 + 0.20x5) = 6x2.0 | 12 miles |
| 8 | 8 | 8 x (1 + 0.20x8) = 8x2.6 | 20.8 miles |
16.3. GM ADJUSTMENT WINDOW
GMs may modify the base miles by +50% (0.5x to 1.5x) based on:
- Terrain: swamp/mountains -30-50%, open plains +20-50%
- Weather: blizzard/rain -20-40%, clear +10%
- Load/Encumbrance: heavy gear -20-30%
- Story needs: pursuit urgency +20%, cursed land -40%
GM Tip: Announce the adjusted base before the march begins so players can strategize: "The muddy foothills halve your base to 2 miles per skill level-push hard or camp?"
16.4. EXHAUSTION EFFECTS
When a character exceeds their adjusted forced march distance in a single push (or fails to rest adequately after multiple pushes), apply exhaustion levels:
| EXHAUSTION LEVEL | PENALTY | RECOVERY |
|---|---|---|
| 1 | -1 to all physical rolls | 1 hour light rest |
| 2 | -2 to all rolls; half speed | 4 hours rest |
| 3 | -3 to all rolls; quarter speed | 8 hours full rest |
| 4 | Unconscious until rested | 12-24 hours full rest |
16.5. EXAMPLE: THE LONG CHASE
The party flees orcs through hilly terrain (GM sets base -30% -> 0.7x).
Boris: Cross Country 6, Resist Exhaustion 4
- Base:
6 miles x 0.7 = 4.2 miles - Extended:
4.2 x (1 + 0.20x4) = 4.2 x 1.8 = *7.56 miles per push*
After 8 miles he receives +1 exhaustion (-1 physical). They push another 6 miles and he receives +1 more exhaustion (-2 total, half speed). Time to camp!
Flavor: "Your legs burn, breath rasps like broken glass. The horizon mocks you-but one more ridge, one more mile, and perhaps the dawn finds you alive."
17. LANGUAGES
- Optional skill
- Placeholder languages: A, B, C, D, E
- A = native tongue
| SKILL | FLUENCY |
|---|---|
| 1-3 | Pidgin |
| 4-6 | Market speak |
| 7-9 | Everyday fluency |
| 10-12 | Educated / fluent |
| 13-15 | Once is a generation poet |
Used for flavor and world-building, not constant rolling.
18. CHARACTER CREATION
The first step in character creation is to choose a concept.
Do you want to play a burly fighter, a stoic ranger, a deft thief, or a shifty rogue? What about a pious cleric or wise sorcerer?
In Epic Fantasy Role Playing, you do not choose a character class. Any character can learn any skill - though not with equal ease. To determine which skills come naturally and which require effort, we first determine your character's basic statistics.
We do that by rolling three six-sided dice (3d6) for each stat.
Basic Stats
The four basic stats are: Strength (ST) Agility (AG) Constitution (CO) Intuition (IN)
Let's roll them now.
| DESCRIPTION | ABBREVIATION | VALUE | BONUS |
|---|---|---|---|
| Strength | ST | 8 | -1 |
| Agility | AG | 14 | +1 |
| Constitution | CO | 12 | 0 |
| Intuition | IN | 14 | +1 |
We can see right away that our character isn't very strong. With a -1 modifier, he is physically weak. He's unlikely to be a front-line fighter.
However, his Agility and Intuition are strong. Perhaps a bowman, scout, or cleric would suit him.
Initial Skill Values
Next, we list the skills we intend to use and apply our stat bonuses as their starting values.
For brevity, we only list relevant skills here. See the Skills chapter for the full list.
| SKILL | STAT | LEVEL | CHECKS |
|---|---|---|---|
| Grappling | ST | 0 | -1 |
| Throwing Weapons | AG | 1 | 1 |
| Bow and Arrow | AG | 1 | 1 |
| Swimming | AG | 1 | 1 |
| Sneaking | AG | 1 | 1 |
| Balancing | AG | 1 | 1 |
| Riding | AG | 1 | 1 |
| Resist Hunger/Thirst | CO | 0 | 0 |
| Resist Exhaustion | CO | 0 | 0 |
| Making Fire | AG | 1 | 1 |
| Tie Knots | AG | 1 | 1 |
| First Aid | AG | 1 | 1 |
| Persuasion | IN | 1 | 1 |
| Detect Lies | IN | 1 | 1 |
| Foraging | IN | 1 | 1 |
| Tracking | IN | 1 | 1 |
| General Perception | IN | 1 | 1 |
| Sense Magic | IN | 1 | 1 |
| Sense Danger | IN | 1 | 1 |
| Healing | IN | 1 | 1 |
| Divination | IN | 1 | 1 |
| Spirit Walking | IN | 1 | 1 |
| Protection | IN | 1 | 1 |
| Battle Courage | IN | 1 | 1 |
Understanding Level and Checks
Level represents your current skill rating.
Checks reflect how easily you learn and improve the skill.
Initial Level equals your relevant Stat bonus (minimum 0).
If your stat bonus is negative, the Level begins at 0 but the Check value reflects the penalty.
For Example: Grappling is Strength-based. Since our ST bonus is -1:
Level starts at 0
Checks are -1
This means grappling is harder for this character to learn or execute effectively.
Development Points
Now we allocate development points.
There are 41 possible skills. Our GM has chosen a Youthful Heroes campaign, meaning teenage or early twenties characters. We receive 30 development points.
| CAMPAIGN STYLE | % OF SKILLS | TALENT POINTS AVAILABLE |
|---|---|---|
| Youthful Heroes | 75% | 30 |
| Balanced Start | 90-100% | 36-40 |
| Veteran Band | 125% | 50 |
No skill may begin higher than Level 4. This prevents extreme min-maxing at character creation.
After allocating points:
| SKILL | STAT | LEVEL | CHECKS |
|---|---|---|---|
| Grappling | ST | 1 | -1 |
| Throwing Weapons | AG | 2 | 1 |
| Bow and Arrow | AG | 1 | 1 |
| Swimming | AG | 2 | 1 |
| Sneaking | AG | 2 | 1 |
| Balancing | AG | 2 | 1 |
| Riding | AG | 2 | 1 |
| Resist Hunger/Thirst | CO | 1 | 0 |
| Resist Exhaustion | CO | 1 | 0 |
| Making Fire | AG | 2 | 1 |
| Tie Knots | AG | 2 | 1 |
| First Aid | AG | 3 | 1 |
| Persuasion | IN | 2 | 1 |
| Detect Lies | IN | 2 | 1 |
| Foraging | IN | 2 | 1 |
| Tracking | IN | 2 | 1 |
| General Perception | IN | 2 | 1 |
| Sense Magic | IN | 2 | 1 |
| Sense Danger | IN | 2 | 1 |
| Healing | IN | 4 | 1 |
| Divination | IN | 4 | 1 |
| Spirit Walking | IN | 2 | 1 |
| Protection | IN | 4 | 1 |
| Battle Courage | IN | 2 | 1 |
Character Summary
This is not a fighter.
He has:
- Minimal weapon skill
- Basic athletic ability
- Competent survival skills
- Strong perception and intuition
- His real strength lies in Prayer.
He is journeyman level in:
- Healing
- Divination
- Protection
He is a young cleric - capable, but not yet seasoned.
Derived Statistics
Hit Points (HP) = ST + CO
8 + 12 = 20 HP
Stun Check (SC) = 1/3 HP (rounded)
20 / 3 = 6.67 -> 7 SC
Equipment
The GM provides 50 silver pieces.
We select:
- Padded armor (DR 1)
- Dagger
- Small bow
- We lack the Strength to carry even a buckler comfortably.
We purchase:
- 20 arrows
- Backpack
- Bedroll
- Rope
- Lantern + oil
- Water-skins
- Several days' rations
- Small shovel
- Pouches
- First aid kit
- Fire-starting kit
At this point, all that remains is:
- Choose a name.
- Write a backstory.
- Join a party.
- Begin adventuring.
19. SAMPLE CHARACTERS
19.1. SAMPLE CHARACTERS AND EMERGENT ARCHETYPES
The following characters demonstrate how distinct archetypes emerge naturally from the core mechanics of the system. There are no formal "classes" in this game. No character is restricted to a predefined path, and no role is locked behind a label.
Instead, archetypes arise from skill choices, stat priorities, and equipment decisions.
- A heavily armored combatant with Discipline and weapon mastery functions as a Fighter.
- A high-Strength warrior with Resist Pain and mobility becomes a Barbarian.
- A character who blends martial skill with Prayer naturally takes on the role of Paladin or Cleric.
- A high-Agility character investing in stealth and technical skills operates as a Rogue.
These are not classes. They are outcomes.
The examples below show how the same mechanical framework supports front-line soldiers, wilderness hunters, divine champions, stealth specialists, and arcane mystics - all without introducing separate subsystems or class restrictions.
Players are free to reproduce these archetypes, hybridize them, or depart from them entirely.
19.2. FIGHTER - DISCIPLINED SOLDIER
The Fighter is the backbone of any war-band: steady, trained, and reliable under pressure. Built around Discipline and strong core combat skills, the Fighter excels in controlled engagements and defensive formations. With solid armor, shield use, and a high Stun Check, the Fighter absorbs punishment while maintaining battlefield order. This character rewards tactical play, positioning, and methodical combat decisions.
Stats
- ST: 13 (+1)
- AG: 11 (+0)
- CO: 15 (+1)
- IN: 10 (+0)
- HP: 28
- SC: 9
- Initiative Bonus: +0
Combat
- Weapon: Spear (Spear/Polearm 4)
- Damage: 2d6 + 1
- Secondary: Short Sword (Cutting 4)
- Damage: 2d6 + 1
- Armor: Rigid Leather
- Armor HP: 120
- DR: 3
- Shield: Wall Shield
- Defend +2
Skills
- Level 4: Spear/Polearm, Cutting, Cross Country
- Level 3: Brawling, Sprinting, General Perception
- Level 2: Resist Pain, Sense Danger, First Aid
- Level 1: Resist Exhaustion, Jumping, Grappling
19.3. BARBARIAN - RUGGED MOUNTAIN MAN
The Barbarian thrives in raw, brutal combat. High Strength and Constitution make him difficult to drop, while Crushing attacks and mobility skills allow him to dominate chaotic fights. Though less refined than the Fighter, the Barbarian compensates with endurance and aggression. Resist Pain and physical resilience make him especially dangerous once wounded - the longer the fight drags on, the more terrifying he becomes.
Stats
- ST: 17 (+2)
- AG: 12 (+0)
- CO: 13 (+1)
- IN: 9 (+0)
- HP: 30
- SC: 10
- Initiative Bonus: +0
Combat
- Weapon: Greataxe (Crushing 4)
- Damage: 3d6 + 2
- Armor: Rigid Leather
- Armor HP: 120
- DR: 3
- Defend: 4
- Shield: none
Skills
- Level 4: Crushing, Resist Pain, Sprinting
- Level 3: Brawling, Grappling, Tracking
- Level 2: Climbing, Swimming, Make Fire
- Level 1: Resist Cold/Heat, Foraging, Sense Danger
19.4. PALADIN - PIOUS SOLDIER OF FAITH
The Paladin blends martial skill with divine authority. Competent in front-line combat, the Paladin also wields prayer-based abilities for healing and protection. This character excels at sustaining allies, reinforcing defenses, and maintaining morale. The Paladin's strength lies not in raw offense, but in battlefield stability - preventing collapse and turning attrition into victory.
Stats
- ST: 13 (+1)
- AG: 10 (+0)
- CO: 12 (+0)
- IN: 14 (+1)
- HP: 25
- SC: 8
- Initiative Bonus: +1
Combat
- Weapon: Arming Sword (Cutting 4)
- Damage: 2d6 +1
- Secondary: Shield Bash 3
- Damage: 1d6 +1
- Always goes first
- Armor: Chain Mail Shirt
- Armor HP: 200
- DR: 4
- Shield: Wall Shield
- Defend +2
Skills
- Level 4: Cutting, Battle Courage (Prayer), Protection (Prayer)
- Level 3: Shield Bash, Heal (Prayer), Sense Danger
- Level 2: Riding, Mounted Combat, Sense Magic
- Level 1: Persuasion, Detect Lies, First Aid
19.5. ROGUE - SHIFTY, CLEVER SURVIVOR
The Rogue survives by agility, awareness, and precision. High Agility and initiative allow the Rogue to act first and strike where opponents are weakest. Skilled in stealth, locks, traps, and deception, this character shines outside direct confrontation - but can still deliver decisive blows when opportunity arises. The Rogue rewards clever play, positioning, and calculated risk.
Stats
- ST: 9 (+0)
- AG: 15 (+1)
- CO: 10 (+0)
- IN: 16 (+2)
- HP: 19
- SC: 6
- Initiative Bonus: +2
Combat
- Weapon: Daggers (Cutting 1)
- Damage: 2d6
- Ranged: Throwing Weapons 1
- Damage: 1d6
- Armor: Light Leather
- Armor HP: 80
- DR: 2
- Shield: none
Skills
- Level 4: Sneaking, Picking Locks, Balancing
- Level 3: Tracking, Brawling, Detect Lies
- Level 2: Climbing, Set/Disarm Traps, Jumping
- Level 1: Throwing Weapons, Persuasion, Foraging
19.6. RANGER - QUICK-MOVING TRACKER AND HUNTER
The Ranger dominates open terrain and fluid engagements. Skilled in ranged combat and wilderness survival, the Ranger controls distance and tempo. High initiative and mobility allow repositioning, scouting, and pursuit. In structured combat the Ranger supports from range; in exploration, the Ranger guides the party safely through hostile environments.
Stats
- ST: 12 (+0)
- AG: 15 (+1)
- CO: 10 (+0)
- IN: 13 (+1)
- HP: 22
- SC: 7
- Initiative Bonus: +1
Combat
- Weapon: Bow and Arrow 4
- Damage: 2d6
- Secondary: Short Sword (Cutting 1)
- Damage: 2d6
- Armor: Rigid Leather
- Armor HP: 120
- DR: 3
- Shield: none
Skills
- Level 4: Bow and Arrow, Tracking, Cross Country
- Level 3: Sneaking, Foraging, Making Fire
- Level 2: Climbing, Swimming, General Perception
- Level 1: Resist Exhaustion, Resist Hunger/Thirst, Resist Poison
19.7. CLERIC - DEVOUT, SELFLESS HEALER
The Cleric sustains the party through faith and endurance. Durable enough to stand near the front, yet focused on healing and protection prayers, the Cleric ensures allies remain functional when fights turn desperate. While not a primary damage dealer, the Cleric's presence dramatically increases a party's survivability. This character is ideal for players who prefer support, foresight, and battlefield stabilization.
Stats
- ST: 12 (+0)
- AG: 9 (+0)
- CO: 14 (+1)
- IN: 15 (+1)
- HP: 26
- SC: 8
- Initiative Bonus: +1
Combat
- Weapon: Mace (Crushing 1)
- Damage: 2d6
- Armor: Soft Leather
- Armor HP: 80
- DR: 2
- Shield: Buckler
- Defend +1
Skills
- Level 4: Heal (Prayer), Protection (Prayer), First Aid
- Level 3: Rebuke (Prayer), Sense Magic, Persuasion
- Level 2: Sense Danger, Making Fire, Tie Knots
- Level 1: Crushing, General Perception, Riding
19.8. SEER - MYSTERIOUS, ELUSIVE, AND SCARY
The Seer is physically fragile but intellectually formidable. With high Intelligence and arcane skills, the Seer manipulates knowledge, perception, and unseen forces. Less armored and less resilient than other archetypes, the Seer depends on positioning, allies, and preparation. In return, the Seer brings capabilities no other character can replicate - foresight, magical detection, and reality-bending influence.
Stats
- ST: 8 (-1)
- AG: 12 (+0)
- CO: 10 (+0)
- IN: 17 (+2)
- HP: 18
- SC: 6
- Initiative Bonus: +2
Combat
- Weapon: Staff (Crushing 0)
- Damage: 2d6 -1
- Armor: Heavy Robes (Padded)
- Armor HP: 40
- DR: 1
- Shield: none
Skills
- Level 4: Spirit Walking (Prayer), Curse (Prayer), Rebuke (Prayer)
- Level 3: Sense Magic, Persuasion, General Perception
- Level 2: Sneaking, Detect Lies, Sense Danger
- Level 1: Making Fire, Foraging, Tracking
19.9. SAMPLE CHARACTER SHEET
NAME: Harold the Wise, Seer |ITEMS:
-----------------------------------+---------------------+--------------------+
STATS: |Gold Pieces: 5 | |
Strength (ST) : 12 (+0) |Silver Pieces: 200 | |
Agility (AG) : 11 (+0) |Backpack | |
Constitution (CO) : 11 (+0) |Bedroll | |
Intuition (IN) : 18 (+3) |Tarp | |
Hit Points (HP) : 23 |Fire starting kit | |
Stun Check (SC) : 8 |First aid kit | |
|Mess kit (cooking) | |
ARMOR DR HP |Rope (50') | |
Rigid Leather 3 120 |Mirror | |
|Pipe and tobacco | |
SHIELD |Whistle | |
Buckler (+1 defense) | | |
| | |
WEAPON HANDS DAMAGE | | |
Rapier 1 2d6 | | |
Dagger 1 2d6 | | |
| | |
+---------------------+--------------------+
SKILLS (STAT) LVL/CHECKS:
------------------------------------------------------------------------------+
Brawling (ST) : 2/0 Cross Country (CO) : 0/0
Grappling (ST) : 0/0 Resist Cold/Heat (CO) : 0/0
Cutting (ST) : 4/0 Resist Hunger/Thirst (CO) : 0/0
Crushing (ST) : 0/0 Resist Exhaustion (CO) : 0/0
Spears/Polearms (ST) : 0/0 Resist Poison (CO) : 1/0
Shield Bash (ST) : 0/0 Resist Pain (CO) : 1/0
Throwing Weapons (AG) : 0/0 Persuasion (IN) : 4/3
Bow and Arrow (AG) : 0/0 Detect Lies (IN) : 4/3
Sling (AG) : 0/0 Find Traps (IN) : 4/3
Mounted Combat (AG) : 0/0 Foraging (IN) : 4/3
Sprinting (AG) : 0/0 Tracking (IN) : 4/3
Climbing (AG) : 2/0 General Perception (IN) : 4/3
Jumping (AG) : 0/0 Sense Magic (IN) : 4/3
Swimming (AG) : 2/0 Sense Danger (IN) : 4/3
Sneaking (AG) : 2/0 Heal (IN) : 4/3
Balancing (AG) : 0/0 Curse (IN) : 4/3
Riding (AG) : 3/0 Rebuke (IN) : 4/3
Picking Locks (AG) : 0/0 Divination (IN) : 4/3
Making Fire (AG) : 2/0 Spirit Walking (IN) : 4/3
Set/Disarm Traps (AG) : 0/0 Protection (IN) : 4/3
Tie Knots (AG) : 1/0 Battle Courage (IN) : 4/3
First Aid (AG) : 4/0
DESCRIPTION/BACKSTORY:
-----------------------------------------------------------------------------+
Harold the Wise lives a life of privilege. Born into a life of luxury
and wealth, studying at the finest schools, and taught by the best of
tutors, he is a man of style, culture and finesse. He adventures not
for wealth or glory but for the pleasure of it.
His passions include Divination and Spirit Walking. He fluently
travels the spirit realms, studying and learning from all he
encounters.
He's also a skilled fencer and quite deadly with his trusted rapier.
Don't judge him by his refined and elegant demeanor, this man is fierce
when cornered.
-----------------------------------------------------------------------------+
19.10. ADVANCEMENT CHART
19.10.1. EARNING CHECKS
- +1 check per successful use of the skill in a completed event.
- Focus on outcomes, not dice rolls or minor actions. A "completed event" is a meaningful, self-contained challenge: slaying a foe, scaling a cliff, persuading a chieftain, or purifying a cursed spring.
Combat Examples
- Sword (Blades) vs. three orcs: +3 checks (one per orc defeated successfully).
- A prolonged melee with a troll: +1 check (one major event, regardless of blows landed).
Non-Combat Examples
- Climbing a sheer mountain face with three ledges/sections: +3 checks (one per successful ascent).
- Foraging in hostile woods for a full day's rations: +1 check (one event).
- Prayer (Healing) three wounded allies in battle: +3 checks (one per subject restored).
- GM ADJUDICATION:
Reward meaningful progress. A desperate chase through a dungeon might yield +2 Sneaking checks (evading two patrols). Training montages or mentorship can grant checks at 1/2 rate (GM discretion).
SKILL LEVEL POINTS TO ADVANCE 0 to 1 1 1 to 2 2 2 to 3 3 3 to 4 5 4 to 5 7 5 to 6 10 6 to 7 15 7 to 8 20 8 to 9 25 9 to 10 50 10 to 11 75 11 to 12 90 12 to 13 N/A - Points reset to stat bonus after attaining new level.
- Skill checks are tracked during play
- Advancement occurs during rest, not mid-battle
- Prevents "jumping levels" during combat
For Example:
- Elarion's Blade Mastery
- Starts Blades at 4 and Needs 7 checks to reach 5.
- His +2 ST gives him 2 checks automatically. He needs 5 more.
- Session 1: Slays 4 goblins (+4 checks).
- Session 2: Finishes the 7th with a troll's minion (+1 check).
- Blades -> 5! Checks reset to stat bonus.
Now a true Journeyman, Elarion's swings land with greater precision, unlocking advanced maneuvers (GM: e.g., disarm on crits).
- BETWEEN ADVENTURES: THE GM'S BOON
While heroes rest in hearth-lit halls or pore over ancient tomes, the Game Master wields the power to grant free checks. These represent off-screen practice, rigorous training, mentorship from sages, or communion with spirits-simulating the quiet grind that sharpens blades and minds alike.
Rules for Free Checks
- Awarded between sessions at GM discretion (e.g., 5-15 total, spread across skills).
- Players allocate them freely to any skills.
- Key Restriction: Free checks cannot elevate a skill *past the next level*.
For Example:
- Boris the Hammer
- Boris wields his mace at level 6 with 8/15 checks toward level 7.
- The GM grants 10 free checks for a winter of forge-work and duels with straw dummies.
Boris needs 7 more checks to advance (15 total). He may allocate only 7, reaching 15/15 and advancing to the next level but no more.
GM Tip Tie free checks to narrative: +5 for library study (Perception/Prayer), +10 for arena bouts (Combat). Limit to 1-2 sessions' worth to avoid power creep. For epic campaigns, require "training quests" (e.g., seek a master smith for Hammers/Clubs).
SESSION VIBE SUGGESTED FREE CHECKS Grind Session (few events, bad rolls) 10-15 Solid Hustle (2-3 meaningful events) 7-10 Epic Grind (boss + complications) 5-7 Narrative Deep Dive (roleplay-heavy, low combat) +3-5 bonus Player Superstars (creative wins, MVP moments) 15+
19.11. MONTE CARLO SIMULATION
Using the sample characters above, we ran a 100,000 iteration monte-carlo simulation between the Fighter, Barbarian and Paladin, without any buffs and alternately with Protection (P) and Battle Courage (BC).
19.11.1. RAW SIMULATION RESULTS
| ATTACKER | WIN % | DEFENDER | WIN % | AVG ROUNDS | BUFF |
|---|---|---|---|---|---|
| Fighter | 42.0 | Barbarian | 58.0 | 9.8 | None |
| Fighter | 50.0 | Paladin | 50.0 | 17.7 | None |
| Fighter | 20.6 | Paladin | 79.4 | 21.1 | Protection |
| Fighter | 25.6 | Paladin | 74.4 | 13.1 | Battle Courage |
| Barbarian | 62.6 | Paladin | 37.4 | 9.3 | None |
| Barbarian | 28.0 | Paladin | 72.0 | 11.7 | Protection |
| Barbarian | 43.6 | Paladin | 56.4 | 7.8 | Battle Courage |
| Paladin | 21.5 | Paladin | 78.5 | 21.1 | Protection |
| Paladin | 26.2 | Paladin | 73.8 | 13.1 | Battle Courage |
| Paladin (P) | 54.7 | Paladin (BC) | 45.3 | 18.1 | -- |
19.11.2. PLAY-STYLE GUIDE
- All Viable: Choose your strategy wisely
- Short Fights: Two handed weapon + Battle Courage
- Long Sieges: Sword/Shield + Protection
20. SHOPPING GUIDE
Prices are listed in silver pieces (sp). 1 sp ~ $10 USD.
20.1. ARMOR
| ARMOR TYPE | ST | DR | HP | COST | NOTES |
|---|---|---|---|---|---|
| Padding | 7 | 1 | 40 | 10 | Quilted or layered fabric |
| Soft Leather | 9 | 2 | 80 | 35 | Flexible, stops minor cuts |
| Rigid Leather | 11 | 3 | 120 | 75 | Hardened leather |
| Chain / Scale | 13 | 4 | 200 | 175 | Interlocking rings or scales |
| Plate | 15 | 5 | 220 | 250 | Metal plate, very heavy, iconic |
20.1.1. NOTES
- New armor includes "fitting cost".
- Bespoke weapons or armor may be recognized by others; stealing them carries social risk.
- Prices may vary slightly by GM discretion.
- Unfit armor can be worn at a -1 penalty.
20.2. SHIELDS
| SHIELD TYPE | ST | DEFENSE | COST | NOTES |
|---|---|---|---|---|
| Buckler | 11 | +1 | 20 | Small, light, mobile |
| Wall Shield | 13 | +2 | 50 | Large, heavy, front-line |
20.3. WEAPONS
| WEAPON TYPE | HANDS | REACH | DAMAGE | COST | NOTES |
|---|---|---|---|---|---|
| Dagger, Gladius | 1 | close | 2d6 +ST | 5 | Easy to carry, can throw, excels in Close |
| Sword, One-Handed | 1 | medium | 2d6 +ST | 30 | Versatile; at Close attacks at -1; optimal in Medium |
| Mace, Flail | 1 | medium | 2d6 +ST | 25 | Blunt, good vs armor; at Close attacks at -1 |
| Hatchet, Hand Axe | 1 | medium | 2d6 +ST | 25 | Brutal, can be thrown; at Close attacks at -1 |
| Short Spear, Javelin | 1 | medium | 2d6 +ST | 15 | Can be thrown; at Close attacks at -1 |
| Greatsword | 2 | medium | 3d6 +ST | 60 | Heavy, two-handed; at Close attacks at -1 |
| Long Spear, Lance | 2 | long | 3d6 +ST | 30 | Long reach; at Medium -1, at Close -2; dominates approach |
| Poleaxe, Glaive | 2 | long | 3d6 +ST | 35 | Long reach; at Medium -1, at Close -2; dominates approach |
| Great Axe | 2 | medium | 3d6 +ST | 25 | High damage potential; at Close attacks at -1 |
| Sling | 1 | 50' | 2d6 +ST | 2 | Simple ranged weapon, plentiful ammo |
| Bow, Short | 2 | 100' | 2d6 | 25 | Close to Medium range |
| Bow, Long | 2 | 150' | 2d6 | 50 | Longer range, more power |
| Crossbow | 2 | 150' | 3d6 | 50 | Requires bolts, slow reload (shoot every other round) |
20.4. AMMO REFERENCE
| AMMO TYPE | QUANTITY | COST | NOTES |
|---|---|---|---|
| Arrows | 20 | 5 | For bows (short or long) |
| Bolts | 10 | 5 | For crossbows |
| Lead Shots | 20 | 1 | For slings |
| Javelins | 1 | 2 | Thrown melee weapon |
| Darts | 5 | 1 | Small thrown weapons |
| Throwing Axes | 1 | 5 | Heavy, versatile; melee or ranged |
20.5. ADVENTURING GEAR / SUNDRIES
| ITEM | COST (SP) | NOTES |
|---|---|---|
| Backpack | 2 | Carrying gear |
| Bedroll | 1 | Sleep comfortably |
| Rope, 50 ft | 3 | Climbing, binding |
| Lantern | 5 | Light source |
| Oil, 1 pint | 1 | For lantern or fire |
| Water-skin | 1 | 1 day's water supply |
| Rations, 1 day | 1 | Dried, preserved food |
| Small Shovel | 2 | Digging, survival tasks |
| Pouch | 1 | Hold coins, small items |
| First Aid Kit | 5 | Healing supplies |
| Fire Starter Kit | 3 | Tinder, flint, etc. |
| Tarp | 2 | Shelter from rain or sun |
| Saddle | 10 | Required for mounted combat/travel |
| Horse | 50 | Standard riding mount |
| Camp Mess Kit | 8 | Individual kit for cooking and eating |
| Bag of Keys | 10 | A curious assortment of tiny keys |
21. MONSTERS
The best monsters are tailored to individual groups. GMs may use the following formulas to craft custom monsters suitable for any campaign.
21.1. MINIONS
Minions are weak and generally pose little threat to players but can be dangerous in large groups. GMs should use minions as cannon fodder to add fun to the game and adjust the narrative as needed.
Examples: Kobolds or Goblins
21.2. CHAMPIONS
A champion is a superior minion, typically the leader of the pack. These show up occasionally just to keep players on their toes.
Examples: Goblin Chief or Orc
21.3. BOSS
The boss is usually the end-game monster. Bosses are often accompanied by one or more champions an several minions.
Examples: Minotaur or Troll
21.4. ELITE
An elite bad guy is often the final boss of the multi-day campaign, or the end-game boss if fought alone. Elites usually fight alone, but may occasionally be supported by a small number of minions.
Examples: Ogre or Black Knight
21.5. MYTHIC
Mythic opponents exist mainly for flavor and are rarely actually fought due to their extreme power. GMs should exercise caution when using these enemies.
Example: Balrog or Dragon
21.6. ENCOUNTER GUIDELINES
A typical encounter might contain:
Minion encounter
- 3-6 minions
Champion encounter
- 1 champion and 2-4 minions
Boss encounter
- 1 boss, 1 champion, and 2-4 minions
Elite encounter
- 1 elite alone, or 1 elite with 1-2 minions
Mythic encounter
- Usually avoided or solved through story, tactics, or environment.
21.7. MONSTER GENERATION
Monsters have strength relative to the average of the players. As such they "level up" along with the characters to provide consistent challenges.
Quick Monster Generator:
- Take party averages.
- Choose monster role.
- Multiply HP and damage by role factors.
- Apply skill modifier.
- Assign DR.
- Add one special ability.
Most monsters should have one simple special ability that reinforces their theme.
First calculate the average of the players HP, damage and primary skill.
Using the Quick-start as our guide:
| PLAYER | HP | AVG DMG | SKILL |
|---|---|---|---|
| Marcus | 28 | 11.5 | 4 |
| Lydia | 22 | 7 | 4 |
| Caleb | 23 | 3.5 | 4 |
| Average | 24.3 | 7.3 | 4 |
Our group has an average HP of 24, damage of 7 (rounded), and level 4 skill.
Next, apply the factors from the table below to our average HP, damage and skill to determine actual values.
For damage: multiply the party average damage by the DAMAGE factor to get the monster's average damage. Convert that number into an appropriate die or dice expression.
Monster Skill = Party Average Skill + Modifier.
GMs may lower DR when using the higher end of the HP range.
| TYPE | HP MIN | HP MAX | DR | SKILL | DAMAGE | EXAMPLE |
|---|---|---|---|---|---|---|
| Minion | .5 | .75 | 0-1 | -2 | 0.5 | Goblin |
| Champion | .75 | 1.0 | 1-2 | -1 | 0.75 | Orc |
| Boss | 1.0 | 1.5 | 2-3 | +0 | 1.0 | Ogre |
| Elite | 1.5 | 2.0 | 3-4 | +1 | 1.25 | Troll |
| Mythic | 2.0 | 4.0 | 4-6 | +2 | 1.5 | Dragon |
The greater the difference between player and monster skill, the easier or more difficult it will be to hit. Ideally players hit monsters 60-85% of the time which is the -1 to -3 sweet spot. Session or campaign bosses should be much more difficult but will rarely be more than +2 above the player characters.
Feel free to adjust these stats as needed to fit the fiction. Be careful with the Skill levels. Ideally they do not exceed the players unless the boss is especially difficult and the players are experienced.
Monster statistics scale relative to the party's average abilities. This keeps encounters challenging without requiring large bestiaries or constant stat tracking. While players increase in power, they also face stronger leaders, better equipment, and more dangerous versions of familiar foes.
21.8. SAMPLE MONSTERS
The following sample monsters may be used as-is or adjusted to fit the needs of the campaign.
| MONSTER | ROLE | HP | SC | DR | SKILL | DMG | NOTES / SPECIAL |
|---|---|---|---|---|---|---|---|
| Kobold | Minion | 9-15 | 3-5 | 0 | -3 | 1d6 | Pack hunters, cowardly |
| Goblin | Minion | 12-18 | 4-6 | 1 | -2 | 1d6+1 | Ambush, sneak attacks |
| Orc | Champion | 18-24 | 6-8 | 2 | -1 | 2d6 | Aggressive, charges nearest PC |
| Minotaur | Boss | 24-36 | 8-12 | 1 | +0 | 2d6+3 | Horns, body-slam |
| Troll | Boss | 24-48 | 8-16 | 2 | +0 | 3d6 | weak to fire/acid |
| Ogre | Elite | 36-48 | 12-16 | 2-3 | -1 | 3d6+3 | Slow, heavy attacks, |
| Black Knight | Elite | 30-36 | 10-12 | 4-5 | +1 | 2d6+2 | Uses shield (+1 defense) |
| Dragon | Mythic | 48-96 | 16-32 | 4-6 | +3 | 3d6 | Breathes fire, flies, can pray |
| Balrog | Mythic | 48-72 | 16-24 | 3-4 | +2 | 2d6+6 | Huge sword, flaming whip |
22. APPENDIX
This section lists the various tables and charts found throughout this manual for quick reference.
22.1. CORE GAME FEATURES
22.1.1. THE UNIVERSAL ACTION MATRIX
PLAYER LEVEL (First Column) TASK DIFFICULTY (Top Row)
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 10 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- | -- | -- |
| 1 | 8 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- |
| 2 | 7 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 |
| 3 | 6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 |
| 4 | 5 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 5 | 4 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 6 | 3 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| 7 | 2 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| 8 | 1 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
| 9 | 0 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
| 10 | -1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 11 | -2 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
| 12 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 13 | -- | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 14 | -- | -- | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| 15 | -- | -- | -- | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
22.1.2. STUN CHECK RESOLUTION
| ROLL | EFFECT |
|---|---|
| 6 | No effect |
| 5 | No effect |
| 4 | Stunned: cannot attack; defend only next action |
| 3 | Stunned: cannot attack; defend only next action |
| 2 | Stunned: move back one Band; cannot attack; defend at -1 next action |
| 1 | Stunned: move back one Band; cannot attack; defend at -2 next action |
22.1.3. GRAPPLING RESOLUTION TABLE
| ROLL | EFFECT |
|---|---|
| 6 | Defender breaks free. Normal action. |
| 5 | Defender Held, no movement, next action at -1. |
| 4 | Defender Held, same as above, next action at -2. |
| 3 | Defender Thrown, Stunned next action. No fight/move; Defend at -1 |
| 2 | Defender Thrown, same as above, 1d6 + ST damage. |
| 1 | Defender pinned/choked, 1d6 + ST damage, no escape. |
| Optional 1d6 +ST per round. |
22.1.4. STAT DESCRIPTIONS
| STAT | ABBRV | DESCRIPTION |
|---|---|---|
| Strength | ST | Physical power, armor requirements, damage potential |
| Agility | AG | Maneuvering, riding, reflexive and precision skills |
| Constitution | CO | Endurance, natural healing rate, resistance |
| Intuition | IN | Perception, awareness, healing, divine insight |
22.1.5. 3D6 ROLL ODDS
| NUMBER | COUNT | ODDS (%) | HISTOGRAM | CUMULATIVE (%) |
|---|---|---|---|---|
| 3 | 1 | 0.46 | X | 100.00 |
| 4 | 3 | 1.39 | XXX | 99.54 |
| 5 | 6 | 2.78 | XXXXXX | 98.15 |
| 6 | 10 | 4.63 | XXXXXXXXXX | 95.37 |
| 7 | 15 | 6.94 | XXXXXXXXXXXXXXX | 90.74 |
| 8 | 21 | 9.72 | XXXXXXXXXXXXXXXXXXXXX | 83.80 |
| 9 | 25 | 11.57 | XXXXXXXXXXXXXXXXXXXXXXXXX | 74.07 |
| 10 | 27 | 12.50 | XXXXXXXXXXXXXXXXXXXXXXXXXXX | 62.50 |
| 11 | 27 | 12.50 | XXXXXXXXXXXXXXXXXXXXXXXXXXX | 50.00 |
| 12 | 25 | 11.57 | XXXXXXXXXXXXXXXXXXXXXXXXX | 37.50 |
| 13 | 21 | 9.72 | XXXXXXXXXXXXXXXXXXXXX | 25.93 |
| 14 | 15 | 6.94 | XXXXXXXXXXXXXXX | 16.20 |
| 15 | 10 | 4.63 | XXXXXXXXXX | 9.26 |
| 16 | 6 | 2.78 | XXXXXX | 4.63 |
| 17 | 3 | 1.39 | XXX | 1.85 |
| 18 | 1 | 0.46 | X | 0.46 |
22.1.6. PERSUASION PLAUSIBILITY
| PLAUSIBILITY | EFFECT | DESCRIPTION |
|---|---|---|
| Agreeable | -1 to defender resistance | Something the defender already wants |
| to do but feels hesitant or conflicted | ||
| Reasonable | Normal roll applies | Defender has a neutral stance |
| Questionable | +1 to defender resistance | An unusual request |
| Implausible | +2 to defender resistance | A highly unusual request |
| Offensive | +3 to defender resistance | Violates norms or beliefs but is still |
| conceivable | ||
| Impossible | Automatic failure | Illegal, identity-violating, or |
| fundamentally inconceivable request |
22.1.7. PERSUASION OUTCOMES
| ROLL | RESULT | OUTCOME |
|---|---|---|
| >= 2 | Strong Success (Hit/Critical) | Target fully accepts suggestion. |
| >= hit | Moderate Success (Hit/Normal) | Target considers or partially complies. |
| < hit | Failure (Miss) | Target resists or reacts negatively. |
22.1.8. SKILL ADVANCEMENT CHECKS
| SKILL LEVEL | POINTS TO ADVANCE |
|---|---|
| 0 to 1 | 1 |
| 1 to 2 | 2 |
| 2 to 3 | 3 |
| 3 to 4 | 5 |
| 4 to 5 | 7 |
| 5 to 6 | 10 |
| 6 to 7 | 15 |
| 7 to 8 | 20 |
| 8 to 9 | 25 |
| 9 to 10 | 50 |
| 10 to 11 | 75 |
| 11 to 12 | 90 |
| 12 to 13 | N/A |
22.2. WEAPONS, ARMOR AND GEAR
22.2.1. ARMOR TYPES
| ARMOR TYPE | ST | DR | HP | DESCRIPTION / FLAVOR |
|---|---|---|---|---|
| Padding | 7 | 1 | 40 | Quilted or layered fabric with minimal leather |
| reinforcement. Basic protection against bruises | ||||
| and glancing cuts. Fails quickly under sustained | ||||
| violence. | ||||
| Soft | 9 | 2 | 80 | Flexible hides or treated leather. Absorbs light |
| Leather | blows and shallow cuts while preserving mobility. | |||
| Favored by hunters, scouts, and lightly equipped | ||||
| warriors. | ||||
| Rigid | 11 | 3 | 120 | Hardened leather cuirasses with reinforced pieces |
| Leather | Standard adventuring armor, balancing protection | |||
| and ease of movement without the burden of metal. | ||||
| This is the highest DR without movement penalty. | ||||
| Chain Mail | 13 | 4 | 200 | Interlocking rings or overlapping scales. |
| or Scale | Excellent against slashing attacks and moderate | |||
| thrusts, though weight and noise reduce agility. | ||||
| Chain armor carries a -1 movement penalty. | ||||
| Plate | 15 | 5 | 220 | Full metal plate offering exceptional protection. |
| Heavy, exhausting, and restrictive, but capable | ||||
| of turning lethal blows into survivable impacts. | ||||
| The armor of knights and elite soldiers. | ||||
| Plate armor carries a -2 movement penalty. |
22.2.2. ARMOR PRICES
| ARMOR TYPE | ST | DR | HP | COST | NOTES |
|---|---|---|---|---|---|
| Padding | 7 | 1 | 40 | 10 | Quilted or layered fabric |
| Soft Leather | 9 | 2 | 80 | 35 | Flexible, stops minor cuts |
| Rigid Leather | 11 | 3 | 120 | 75 | Hardened leather |
| Chain / Scale | 13 | 4 | 200 | 175 | Interlocking rings or scales |
| Plate | 15 | 5 | 220 | 250 | Metal plate, very heavy, iconic |
22.2.3. ARMOR PROTECTION COMBAT LENGTH REFERENCE
| ARMOR | DR | EXPECTED DAMAGE PER ROUND | COMBAT LENGTH |
|---|---|---|---|
| None | 0 | 1.81 | 11.6 |
| Padded | 1 | 1.56 | 13.5 |
| Soft Leather | 2 | 1.30 | 16.1 |
| Rigid Leather | 3 | 1.04 | 20.2 |
| Chain / Scale | 4 | 0.78 | 26.9 |
| Plate | 5 | 0.52 | 40.4 |
22.2.4. ARMOR REPAIR COSTS
| ARMOR TYPE | ST | DR | HP | REPAIR COST | NOTES |
|---|---|---|---|---|---|
| Padding | 7 | 1 | 40 | 1 sp | Quilted or layered fabric |
| Soft Leather | 9 | 2 | 80 | 2 sp | Flexible |
| Rigid Leather | 11 | 3 | 120 | 3 sp | Hardened leather |
| Chain / Scale | 13 | 4 | 200 | 4 sp | Interlocking rings or scales |
| Plate | 15 | 5 | 220 | 5 sp | Metal plate, very heavy |
22.2.5. SHIELD TYPES
| SHIELD | ST | DEFENSE | DESCRIPTION |
|---|---|---|---|
| Buckler | 11 | 1 | Small, light, highly mobile. |
| Perfect for scouts or rogues. | |||
| Wall Shield | 13 | 2 | Large and heavy. Designed for |
| front-line infantry. | |||
| -1 movement penalty |
22.2.6. SHIELD PRICES
| SHIELD TYPE | ST REQ | BONUS | COST (SP) | NOTES |
|---|---|---|---|---|
| Buckler | 11 | +1 | 20 | Small, light, mobile |
| Wall Shield | 13 | +2 | 50 | Large, heavy, front-line |
22.2.7. WEAPON TYPES
| WEAPON TYPE | DAMAGE | HANDS | NOTES |
|---|---|---|---|
| Unarmed | 1d6 +ST | N/A | Brawling, grappling, and improvised weapons. |
| Low damage but always available. | |||
| One-Handed | 2d6 +ST | 1 | Swords, maces, axes, daggers. Allows |
| off-hand or shield use. | |||
| Two-Handed | 3d6 +ST | 2 | Greatswords, warhammers, polearms, quarterstaffs. |
| High damage, no off-hand options. | |||
| Thrown | 1d6 +ST | 1 | 25' range. short spear, javelin, knife or axe. |
| Can be combined with shield. | |||
| Sling | 2d6 +ST | 1 | 50' range. Can be combined with shield. |
| Ammo is plentiful. | |||
| Bows | 2d6 | 2 | Requires Bow and Arrow skill. |
| 100' range (short bow) or 150' (long bow) | |||
| Crossbow | 3d6 | 2 | Requires Bow and Arrow skill. 150' range. |
| High damage. Attack every other round. | |||
| Cavalry Charge | 4d6 +ST | 1 | Mounted Combat only. |
| Attack every other round. |
22.2.8. WEAPON PRICES
| WEAPON TYPE | HANDS | REACH | DAMAGE | COST | NOTES |
|---|---|---|---|---|---|
| Dagger, Gladius | 1 | close | 2d6 +ST | 5 | Easy to carry, can throw, excels in Close |
| Sword, One-Handed | 1 | medium | 2d6 +ST | 30 | Versatile; at Close attacks at -1; optimal in Medium |
| Mace, Flail | 1 | medium | 2d6 +ST | 25 | Blunt, good vs armor; at Close attacks at -1 |
| Hatchet, Hand Axe | 1 | medium | 2d6 +ST | 25 | Brutal, can be thrown; at Close attacks at -1 |
| Short Spear, Javelin | 1 | medium | 2d6 +ST | 15 | Can be thrown; at Close attacks at -1 |
| Greatsword | 2 | medium | 3d6 +ST | 60 | Heavy, two-handed; at Close attacks at -1 |
| Long Spear, Lance | 2 | long | 3d6 +ST | 30 | Long reach; at Medium -1, at Close -2; dominates approach |
| Poleaxe, Glaive | 2 | long | 3d6 +ST | 35 | Long reach; at Medium -1, at Close -2; dominates approach |
| Great Axe | 2 | medium | 3d6 +ST | 25 | High damage potential; at Close attacks at -1 |
| Sling | 1 | 50' | 2d6 +ST | 2 | Simple ranged weapon, plentiful ammo |
| Bow, Short | 2 | 100' | 2d6 | 25 | Close to Medium range |
| Bow, Long | 2 | 150' | 2d6 | 50 | Longer range, more power |
| Crossbow | 2 | 150' | 3d6 | 50 | Requires bolts, slow reload (shoot every other round) |
22.2.9. WEAPON OPTIMAL BAND
| WEAPON TYPE | OPTIMAL BAND | USABLE BAND | PENALTY BAND |
|---|---|---|---|
| Unarmed/Shield Bash/Dagger | Close | N/A | N/A |
| Sword/Axe/Club/Mace | Medium | Close | N/A |
| Spear/Polearm | Long | Medium | Close |
22.2.10. WEAPON AVERAGE DAMAGE QUICK REFERENCE
| WEAPON TYPE | AVG DAMAGE | NOTES |
|---|---|---|
| Unarmed | 3-4 | +ST bonus |
| One-Handed | 7 | +ST bonus |
| Two-Handed/Bow | 10-11 | |
| Cavalry (Charge) | 14 | +ST bonus. Requires Riding and Mounted Combat |
22.2.11. AMMO PRICES
| AMMO TYPE | QUANTITY | COST (SP) | NOTES |
|---|---|---|---|
| Arrows | 20 | 5 | For bows (short or long) |
| Bolts | 10 | 5 | For crossbows |
| Lead Shots | 20 | 1 | For slings |
| Javelins | 1 | 2 | Thrown melee weapon |
| Darts | 5 | 1 | Small thrown weapons |
| Throwing Axes | 1 | 5 | Heavy, versatile; melee or ranged |
22.2.12. ADVENTURING GEAR / SUNDRIES PRICES
| ITEM | COST (SP) | NOTES |
|---|---|---|
| Backpack | 2 | Carrying gear |
| Bedroll | 1 | Sleep comfortably |
| Rope, 50 ft | 3 | Climbing, binding |
| Lantern | 5 | Light source |
| Oil, 1 pint | 1 | For lantern or fire |
| Water-skin | 1 | 1 day's water supply |
| Rations, 1 day | 1 | Dried, preserved food |
| Small Shovel | 2 | Digging, survival tasks |
| Pouch | 1 | Hold coins, small items |
| First Aid Kit | 5 | Healing supplies |
| Fire Starter Kit | 3 | Tinder, flint, etc. |
| Tarp | 2 | Shelter from rain or sun |
| Saddle | 10 | Required for mounted combat/travel |
| Horse | 50 | Standard riding mount |
| Camp Mess Kit | 8 | Individual kit for cooking and eating |
| Bag of Keys | 10 | A curious assortment of tiny keys |
22.3. PRAYER
22.3.1. HEALING SCOPE AND DIFFICULTY BY LEVEL
| LEVEL | SCOPE | DIFFICULTY |
|---|---|---|
| 1-3 | Self | 0 |
| 4-6 | Up to 3 persons (laying of hands) | 1 |
| 7-9 | Up to 20 persons | 4 |
| 10-12 | Up to 200 persons | 7 |
| 13-15 | 200+ persons | 10 |
22.3.2. CURSES ON PERSONS
| CASTER LVL | SCOPE | PENALTY | DIFFICULTY | DURATION |
|---|---|---|---|---|
| 1-3 | N/a | N/A | N/A | N/A |
| 4-6 | Up to 1 person | -2 | 5 | One week |
| 7-9 | Up to 3 persons | -3 | 8 | One month |
| 10-12 | Up to 10 persons | -4 | 11 | One year |
| 13-15 | Up to 30 persons | -5 | 14 | Ten years |
22.3.3. CURSES ON LAND
| CASTER LVL | SCOPE | DIFFICULTY | DURATION |
|---|---|---|---|
| 1-3 | 10' x 10' area | 1 | One week |
| 4-6 | 100' x 100' area | 4 | One month |
| 7-9 | 1,000' x 1,000' area | 7 | One year |
| 10-12 | 10,000' x 10,000' area | 10 | One decade |
| 13-15 | All visible land | 13 | Until death |
22.3.4. CURSE BREAKING DAMAGE
| MARGIN | EFFECT |
|---|---|
| +X | The original curser suffers X HP. |
| -X | The healer suffers X HP under the same restrictions. |
| 0 | Clean severance. No backlash; the Curse ends safely. |
22.3.5. REBUKE SCOPE BY LEVEL
| CASTER LEVEL | DAMAGE | EFFECT |
|---|---|---|
| 1-3 | IN | Your foes pause in fear |
| 4-6 | 1d6 + IN | Your foes know your wrath |
| 7-9 | 2d6 + IN | Your enemies reel in pain |
| 10-12 | 3d6 + IN | You smite your foes |
| 13-15 | 4d6 + IN | Divine judgment |
22.3.6. DIVINATION DIFFICULTY
| DIFFICULTY | DESCRIPTION |
|---|---|
| 1 | Observe nearby scene or immediate future |
| Recent past (hours); Very near future (minutes) | |
| 4 | Observe distant locations or short-term future |
| Known locations within a day's travel; past or future within 1 day | |
| 7 | Foresee events up to 1 month away |
| Any known person or place; past or future within 1 month | |
| 10 | Foresee events up to 1 year |
| Distant or unknown locations; past or future within 1 year | |
| 13 | Cosmic insight, any place/time |
| Any place, any time; deep past or far future; hidden cosmic truths |
22.3.7. SPIRIT WALKING DIFFICULTY
| DIFFICULTY | DESCRIPTION |
|---|---|
| 1 | Contact nearby, recent spirit |
| Immediate area; recently deceased spirits only | |
| 4 | Contact distant or unknown minor spirit |
| Known spirits within a day's travel; short-term past | |
| 7 | Learn hidden secrets of past month |
| Any known spirit; past month; minor secrets revealed | |
| 10 | Learn major secrets of past year |
| Distant or unknown spirits; past year; major secrets | |
| 13 | Forbidden knowledge, cosmic spirits |
| Any spirit, any time; deep past; forbidden knowledge |
22.3.8. PROTECTION AND BATTLE COURAGE PROTECTION LEVELS
| SKILL LEVEL | BONUS |
|---|---|
| 1-3 | 2 |
| 4-6 | 3 |
| 7-9 | 4 |
| 10-12 | 5 |
| 13-15 | SPECIAL |
22.3.9. PROTECTION AND BATTLE COURAGE SCOPE
| CASTER LEVEL | SCOPE |
|---|---|
| 1-3 | Self |
| 4-6 | Self plus one (1) other person |
| 7-9 | Self plus one Small group (up to 10) |
| 10-12 | Self plus one Large group (up to 50) |
| 13-15 | Self plus one very large group (50+) |
22.3.10. PROTECTION AND BATTLE COURAGE DIFFICULTY
| NARRATIVE SITUATION | DIFFICULTY | DESCRIPTION / NOTES |
|---|---|---|
| Suicidal Struggle | 0 | Minimal chance of success. |
| Epic Battle | 1 | Survival uncertain. |
| Fair Fight | 2 | Opponents evenly matched. |
| Victory Expected / Win | 3 | You are favored to prevail. |
| No imminent threat | 5 | Nothing threatens you at this time. |
22.3.11. PROTECTION AND BATTLE COURAGE PROBABILITIES
| TARGET | CHANCE | +2 BONUS | +3 BONUS | +4 BONUS | +5 BONUS |
|---|---|---|---|---|---|
| 11 | 50.00% | 74.07% | 84.80% | 90.74% | 95.37% |
| 12 | 37.50% | 62.50% | 74.07% | 83.80% | 90.74% |
| 13 | 25.93% | 50.00% | 62.50% | 74.07% | 83.80% |
| 14 | 16.20% | 37.50% | 50.00% | 62.50% | 74.07% |
| 15 | 9.26% | 25.93% | 37.50% | 50.00% | 62.50% |
| 16 | 4.63% | 16.20% | 25.93% | 37.50% | 50.00% |
| 17 | 1.85% | 9.26% | 16.20% | 25.93% | 37.50% |
| 18 | 0.46% | 4.63% | 9.26% | 16.20% | 25.93% |
22.4. HEALING, EXHAUSTION AND ENDURANCE
22.4.1. FIRST AID DIFFICULTY
| DIFFICULTY | DESCRIPTION |
|---|---|
| 1 | Giving aid without distraction or stress |
| 2 | Giving aid while moving or hiding |
| 3 | Giving aid during crisis or combat |
22.4.2. RESIST PAIN AMOUNT BY LEVEL
| LEVEL | MAX PER HIT |
|---|---|
| 0 | 0 |
| 1-3 | 1 |
| 4-6 | 2 |
| 7-9 | 3 |
| 10-12 | 4 |
| 13-15 | 5 |
22.4.3. RESIST POISON PERCENTAGE BY LEVEL
| LEVEL | SEVERITY | DURATION |
|---|---|---|
| 1 | 90% | 90% |
| 2 | 80% | 80% |
| 3 | 70% | 70% |
| 4 | 60% | 60% |
| 5 | 50% | 50% |
| 6 | 45% | 45% |
| 7 | 40% | 40% |
| 8 | 35% | 35% |
| 9 | 30% | 30% |
| 10 | 25% | 25% |
| 11 | 20% | 20% |
| 12 | 15% | 15% |
22.4.4. CROSS COUNTRY LENGTHS
| CROSS COUNTRY | RESIST EXHAUSTION | CALCULATION | TOTAL MILES |
|---|---|---|---|
| LEVEL | LEVEL | PER PUSH | |
| 0 | 2 | 0.5 x (1 + 0.20x2) = 0.5x1.4 | 0.7 miles |
| 4 | 0 | 4 x 1.00 | 4 miles |
| 4 | 3 | 4 x (1 + 0.20x3) = 4x1.6 | 6.4 miles |
| 6 | 5 | 6 x (1 + 0.20x5) = 6x2.0 | 12 miles |
| 8 | 8 | 8 x (1 + 0.20x8) = 8x2.6 | 20.8 miles |
22.4.5. EXHAUSTION LEVELS
| EXHAUSTION LEVEL | PENALTY | RECOVERY |
|---|---|---|
| 1 | -1 to all physical rolls | 1 hour light rest |
| 2 | -2 to all rolls; half speed | 4 hours rest |
| 3 | -3 to all rolls; quarter speed | 8 hours full rest |
| 4 | Unconscious until rested | 12-24 hours full rest |
22.5. GAME MASTER GUIDES
22.5.1. TASK DIFFICULTIES
| DIFFICULTY | RATING | EXAMPLE TASKS |
|---|---|---|
| Trivial | N/A | - Walk across a quiet room without stumbling |
| - Lift a light object (torch, small basket) | ||
| - Listen for a single sound in silence | ||
| Easy | 0 | - Light a fire in normal conditions |
| - Negotiate a small trade in the market | ||
| - Pick up a dropped item quickly | ||
| Medium | 1-2 | - Find a hidden door or trap in a dungeon-like ruin |
| - Forage edible plants in semi-wilderness | ||
| - Persuade a minor NPC to reveal useful information | ||
| Hard | 3-4 | - Track a fleeing person or animal over uneven terrain |
| - Translate a complex document in an unfamiliar dialect | ||
| - Climb a sheer cliff without ropes | ||
| Very | 5-6 | - Interpret cryptic divine signs or omens |
| Hard | - Swim through a strong current while carrying gear | |
| - Sneak past heavily armed guards at night | ||
| Nearly | 7+ | - Survive alone in a blizzard or desert for days |
| Impossible | - Lift or move a massive stone blocking a doorway | |
| - Persuade a stubborn, powerful lord to act against his | ||
| own interests |
22.5.2. SUGGESTED DYING WINDOW DURATION
| SITUATION | SUGGESTED DYING WINDOW (GM DISCRETION) |
|---|---|
| Battlefield, no allies nearby | 1-3 rounds (coup de grace likely) |
| Allies reach the body quickly | 3-10 rounds |
| Dragged to safety / stable camp | Several hours |
| Major hero, redemption arc | Long enough for key dialogue / action |
| Prayer Healing | Immediate stabilization if successful |
| and > -SC HP |
22.5.3. SUGGESTED CAMPAIGN DEVELOPMENT POINTS
| CAMPAIGN STYLE | % OF SKILLS | TALENT POINTS AVAILABLE |
|---|---|---|
| Youthful Heroes | 75% | 30 |
| Balanced Start | 90-100% | 36-40 |
| Veteran Band | 125% | 50 |
22.5.4. SUGGESTED INTER-GAME FREE CHECKS
| SESSION VIBE | SUGGESTED FREE CHECKS |
|---|---|
| Grind Session (few events, bad rolls) | 10-15 |
| Solid Hustle (2-3 meaningful events) | 7-10 |
| Epic Grind (boss + complications) | 5-7 |
| Narrative Deep Dive (role-play-heavy, low combat) | +3-5 bonus |
| Player Superstars (creative wins, MVP moments) | 15+ |
22.5.5. LANGUAGE PROFICIENCY
| SKILL | FLUENCY |
|---|---|
| 1-3 | Pidgin |
| 4-6 | Market speak |
| 7-9 | Everyday fluency |
| 10-12 | Educated / fluent |
| 13-15 | Once is a generation poet |
22.5.6. MONTE-CARLO SIMULATION RESULTS
| ATTACKER | WIN % | DEFENDER | WIN % | AVG ROUNDS | BUFF |
|---|---|---|---|---|---|
| Fighter | 42.0 | Barbarian | 58.0 | 9.8 | None |
| Fighter | 50.0 | Paladin | 50.0 | 17.7 | None |
| Fighter | 20.6 | Paladin | 79.4 | 21.1 | Protection |
| Fighter | 25.6 | Paladin | 74.4 | 13.1 | Battle Courage |
| Barbarian | 62.6 | Paladin | 37.4 | 9.3 | None |
| Barbarian | 28.0 | Paladin | 72.0 | 11.7 | Protection |
| Barbarian | 43.6 | Paladin | 56.4 | 7.8 | Battle Courage |
| Paladin | 21.5 | Paladin | 78.5 | 21.1 | Protection |
| Paladin | 26.2 | Paladin | 73.8 | 13.1 | Battle Courage |
| Paladin (P) | 54.7 | Paladin (BC) | 45.3 | 18.1 | -- |
22.5.7. CHARACTER SHEET
NAME: |ITEMS:
-----------------------------------+---------------------+--------------------+
STATS: |Gold Pieces: | |
Strength (ST) : ( ) |Silver Pieces: | |
Agility (AG) : ( ) | | |
Constitution (CO) : ( ) | | |
Intuition (IN) : ( ) | | |
Hit Points (HP) : | | |
Stun Check (SC) : | | |
| | |
ARMOR DR HP | | |
_______________________ ___ ___ | | |
| | |
SHIELD: | | |
_______________________________ | | |
| | |
WEAPON HANDS DAMAGE | | |
____________________ _____ ______ | | |
____________________ _____ ______ | | |
____________________ _____ ______ | | |
____________________ _____ ______ | | |
+---------------------+--------------------+
SKILLS (STAT) LVL/CHECKS:
------------------------------------------------------------------------------+
Brawling (ST) : / Cross Country (CO) : /
Grappling (ST) : / Resist Cold/Heat (CO) : /
Cutting (ST) : / Resist Hunger/Thirst (CO) : /
Crushing (ST) : / Resist Exhaustion (CO) : /
Spears/Polearms (ST) : / Resist Poison (CO) : /
Shield Bash (ST) : / Resist Pain (CO) : /
Throwing Weapons (AG) : / Persuasion (IN) : /
Bow and Arrow (AG) : / Detect Lies (IN) : /
Sling (AG) : / Find Traps (IN) : /
Mounted Combat (AG) : / Foraging (IN) : /
Sprinting (AG) : / Tracking (IN) : /
Climbing (AG) : / General Perception (IN) : /
Jumping (AG) : / Sense Magic (IN) : /
Swimming (AG) : / Sense Danger (IN) : /
Sneaking (AG) : / Heal (IN) : /
Balancing (AG) : / Curse (IN) : /
Riding (AG) : / Rebuke (IN) : /
Picking Locks (AG) : / Divination (IN) : /
Making Fire (AG) : / Spirit Walking (IN) : /
Set/Disarm Traps (AG) : / Protection (IN) : /
Tie Knots (AG) : / Battle Courage (IN) : /
First Aid (AG) : /
DESCRIPTION/BACKSTORY:
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