Epic Fantasy Role Playing at its Best
Table of Contents
- 1. INTRODUCTION
- 2. NEW PLAYER QUICKSTART
- 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 & RECOVERY
- 14. RESISTANCE
- 15. POISONS AND THEIR EFFECTS
- 16. EXHAUSTION & 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. APPENDIX
- 21.1. CORE GAME FEATURES
- 21.2. WEAPONS, ARMOR AND GEAR
- 21.2.1. ARMOR TYPES
- 21.2.2. ARMOR PRICES
- 21.2.3. ARMOR PROTECTION COMBAT LENGTH REFERENCE
- 21.2.4. ARMOR REPAIR COSTS
- 21.2.5. SHIELD TYPES
- 21.2.6. SHIELD PRICES
- 21.2.7. WEAPON TYPES
- 21.2.8. WEAPON PRICES
- 21.2.9. WEAPON OPTIMAL BAND
- 21.2.10. WEAPON AVERAGE DAMAGE QUICK REFERENCE
- 21.2.11. AMMO PRICES
- 21.2.12. ADVENTURING GEAR / SUNDRIES PRICES
- 21.3. PRAYER
- 21.3.1. HEALING SCOPE BY LEVEL
- 21.3.2. HEALING DIFFICULTY
- 21.3.3. CURSES ON PERSONS
- 21.3.4. CURSES ON LAND
- 21.3.5. CURSE BREAKING DAMAGE
- 21.3.6. REBUKE SCOPE BY LEVEL
- 21.3.7. DIVINATION SCOPE BY CASTER LEVEL
- 21.3.8. DIVINATION DIFFICULTY
- 21.3.9. SPIRIT WALKING SCOPE BY CASTER LEVEL
- 21.3.10. SPIRIT WALKING DIFFICULTY
- 21.3.11. PROTECTION AND BATTLE COURAGE PROTECTION LEVELS
- 21.3.12. PROTECTION AND BATTLE COURAGE SCOPE
- 21.3.13. PROTECTION AND BATTLE COURAGE DIFFICULTY
- 21.3.14. PROTECTION AND BATTLE COURAGE PROBABILITIES
- 21.4. HEALING, EXHAUSTION AND ENDURANCE
- 21.5. 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 in! The fun starts now.
2. NEW PLAYER QUICKSTART
A fast, friendly introduction to the core rules of the game.
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 roles, e.g. Stun Check resolution use 1d6. Damage uses from 1d6 to 4d6.
- You choose a Skill.
- The GM assigns a Difficulty (0-15).
- Cross-index your Skill Level and the Difficulty on the Universal Action Matrix (UAM).
- Roll 3d6.
- If your roll >= the target number >>> 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.
2.3.4. COMBAT BASICS (WHAT YOU DO IN A FIGHT)
Combat Round
A combat round is approximatly 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. After rolling initiative you find yourself last in the round. By the time your turn comes around, the rider has already fallen from their horse and landed 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.
Each combat round is resolved in the following order:
- Declare your action.
- Roll Initiative (1d6 + IN bonus).
- Check difficulty against the Universal Action Matrix.
- Make your attack roll.
- Roll damage.
- Apply special effects (Critical Damage, Stun, etc.).
- Prepare for the next round.
Critical Damage
The better the hit, the greater the damage. Critical Damage is based on how much the attack roll exceeds the required roll.
For every two points the roll exceeds the required hit value, add +1 Critital Damage.
For Example:
- Marcus needs 11 to hit.
- He rolls 15. Fifteen is 4 points more than needed to he receives +2 Critical Damage
Damage Flow
Resolve damage in the following order:
- Roll weapon damage.
- Add Critical Damage, if any.
- Add ST bonus, if any.
- Add Battle Courage bonus, if any.
- Reduce Protection bonus, if any.
- Armor absorbs the full damage.
- Subtract Armor DR; any remainder passes through.
- Optionally divert 1 or more damage to Deferred Damage, if the character knows Resist Pain.
- If remaining damage equals or exceeds the character's Stun Check, roll 1d6 on the Stun Check Resolution table.
- Subtract remaining damage from HP.
Stun Check Resolution
If a Stun Check is required, roll 1d6 and apply the result:
| ROLL | EFFECT |
|---|---|
| 6 | No effect |
| 5 | No effect |
| 4 | No effect |
| 3 | No attack, defend only |
| 2 | No attack, move back one Band, defend at -1 |
| 1 | No attack, move back one Band, defend at -2 |
If a character's HP is less than or equal to the negative value of their Stun Check, the character dies.
For Example:
The Barbarian has:
- HP: 30
- Stun Check: 10
- Rigid Leather Armor (DR 3)
- Resist Pain: 3
He is hit for 13 damage. His armor reduces this to 10 damage, which is enough to force a Stun Check.
He rolls 1d6 and gets a 3. The Barbarian is stunned for one action: he cannot attack or move, but may still defend.
2.4. SPECIAL ACTIONS YOU CAN TAKE
2.4.1. 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
- Roll attack
- Damage: 1d6 + ST bonus
- On a hit, the target makes a Moderated Stun Check
For 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 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.
2.4.2. GRAPPLING
Grappling allows a character to physically control an opponent rather than deal direct damage.
- Uses the Grappling skill
- Can hold, throw, or pin enemies
See the Grappling section for full rules.
2.4.3. MOUNTED COMBAT
Mounted Combat represents the power and momentum of a charging attack.
- Uses the Mounted Combat skill Damage: 4d6 + ST bonus
- Rhythm: Attack >>> Regroup >>> Attack >>> Regroup
See the Mounted Combat section for full rules.
2.5. PRAYER (DIVINE ABILITIES)
Characters trained in Prayer can call upon divine power to influence the world directly. Prayer represents faith, ritual, and favor rather than memorized spells.
Common prayers include:
- Heal - restore HP
- Curse - hinder an enemy
- Divination - gain insight
- Protection - shield allies
- Battle Courage - turn failure into success
The full rules for invoking prayers, resolving their effects, and facing the risks of divine intervention are found in the Prayer section.
2.6. 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
Use the following ranges as general guidance when setting difficulties:
Typical Difficulties
- 0-3: trivial
- 4-6: routine
- 7-9: challenging
- 10-12: hard
- 13-15: extreme
The GM should adjust difficulty based on circumstances, preparation, and narrative stakes.
2.7. 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.
2.8. 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 Quickstart will support you, and the story will carry you forward.
Your journey begins now.
2.8.1. 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 Quickstart 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.
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.
3.2. STAT ODDS
| NUMBER | COUNT | ODDS (%) | CUMULATIVE (%) |
|---|---|---|---|
| 3 | 1 | 0.46 | 100.00 |
| 4 | 3 | 1.39 | 99.54 |
| 5 | 6 | 2.78 | 98.15 |
| 6 | 10 | 4.63 | 95.37 |
| 7 | 15 | 6.94 | 90.74 |
| 8 | 21 | 9.72 | 83.80 |
| 9 | 25 | 11.57 | 74.07 |
| 10 | 27 | 12.50 | 62.50 |
| 11 | 27 | 12.50 | 50.00 |
| 12 | 25 | 11.57 | 37.50 |
| 13 | 21 | 9.72 | 25.93 |
| 14 | 15 | 6.94 | 16.20 |
| 15 | 10 | 4.63 | 9.26 |
| 16 | 6 | 2.78 | 4.63 |
| 17 | 3 | 1.39 | 1.85 |
| 18 | 1 | 0.46 | 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 making tactical decisions. For instance, if an action requires a roll of 12 to succeed, the table shows a 37.50% chance of success.
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 & 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
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 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 Grandmansters 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.
5. THE UNIVERSAL ACTION MATRIX
All actions are resolved by rolling 3d6. A result of 3 is the minimum possible roll.
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 | 11 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- | -- | -- | -- |
| 1 | 9 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- | -- |
| 2 | 8 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- |
| 3 | 7 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 |
| 4 | 6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 |
| 5 | 5 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 6 | 4 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 7 | 3 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| 8 | 2 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| 9 | 1 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
| 10 | 0 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
| 11 | -1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 12 | -- | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
| 13 | -- | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 14 | -- | -- | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 15 | -- | -- | -- | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
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 to 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).
Trivial Success
Cells showing < 3 represent tasks so simple that they normally cannot fail, however, Protection and Curse prayers can force results below three.
Cells showing > 18 are usually impossible, howeverm Battle Courage prayers may force rolls above 18.
6. COMBAT
Combat is resolved by cross-referencing the attacker's relevant 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 applicatable. This may convert a miss to a hit,
- If the roll is equal to 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 mechanics.
Armor, shields, resistances, and deferred damage modify outcomes as described in their respective sections.
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. REACH AND COMBAT BANDS
Every melee weapon has its optimum reach. A weapon cannot attack past its reach and attacks with penalty before its reach.
6.2.1. BANDS
Each combatant exists in one of three concentric engagement bands:
- Long - optimal for polearms, lances, pikes and other long spears.
- Medium - optimal for swords, clubs, maces and most melee weapons.
- Close - optimal for daggers, short-swords and unarmed attacks.
6.2.2. WEAPON RANGES
Each weapon has an Optimal Band, Usable Band(s), and Penalty Band(s):
| WEAPON TYPE | OPTIMAL BAND | USABLE BAND | PENALTY BAND |
|---|---|---|---|
| Spear/Polearm | Long | Medium (-1) | Close (-2) |
| Sword/Club/Mace | Medium | Close (-1) | Long (cannot attack) |
| Dagger/Unarmed | Close | N/A | Medium/Long (cannot attack) |
- Weapons cannot attack beyond their optimal band.
- Weapons may attack inside their optimal band at the indicated penalty.
6.2.3. MOVEMENT AND FREE ATTACKS
Movement between Bands creates tactical risk. Free attacks, i.e. automatically winning initiative, represent exploiting reach and positioning.
- WHICH BAND APPLIES?
- Weapon attack modifiers based on Band are determined at the start of the round.
- If the round begins at Long, all actions that round resolve using Long band effects, even if someone moves during the round.
- Band changes take effect at the start of the next round.
This keeps resolution simple and prevents mid-round recalculation.
- ADVANCING INTO A BAND
If you voluntarily move inward across an opponent's optimal Band:
- The opponent automatically wins initiative for that round.
- The opponent acts first.
- Your movement consumes your action for the round.
- You may not attack during the round you advance inward.
This represents closing distance under threat.
- WITHDRAWAL
If you step outward from the current Band:
- You may not attack this round.
- You defend using modifiers from the Band at the start of the round.
- The opponent may attack normally using the current Band modifiers.
- Initiative is rolled normally next round.
- Withdrawal does not grant initiative advantage.
Withdrawal sacrifices offense but avoids gifting tempo.
- RE-ENGAGEMENT
If you later move forward across a Band you previously left:
- The normal Advancing rule applies.
- The opponent automatically wins initiative for that round.
Each inward advance risks losing tempo.
- DESIGN INTENT
- Longer weapons control space through initiative dominance.
- Shorter weapons must commit to close distance.
- "Free attack" does not add extra actions - it simply determines who swings first.
- The system remains simple and grid-free.
6.2.4. CLOSE BAND EFFECTS
Select weapons in the Close Band gain positional advantages:
- Dagger/Short Sword: Reduces armor DR by 2 points when attacking.
- Polearm/Spear: -2 to attack in Close band.
- Sword/Club/Mace: -1 to attack in Close band.
6.2.5. EXAMPLE ROUNDS
- SPEAR VS SWORD
- Round 1: Sword moves through Long to Medium. Action consumed. Spear gets free attack at normal.
- Round 2: Both at Medium. Sword attacks normally. Spear attacks at -1.
- Round 3: Spear withdraws to Long. Action consumed. Sword gets free attack at normal.
- Round 4: Sword attempts to re-enter Medium. Repeat of Round 1.
- DAGGER VS SPEAR (SIMPLE)
- Round 1: Dagger moves Long to Medium. Action consumed. Spear free attack at normal.
- Round 2: Dagger moves Medium to Close. Action consumed. Spear free attack at -1.
- Round 3: Both at Close. Dagger attacks, ignoring 2 armor. Spear attacks at -2.
- DAGGER VS SPEAR (REALISTIC)
- Round 1: Dagger moves Long to Medium. Action consumed. Spear gets free attack at normal.
- Round 2: Dagger moves Medium to Close. Action consumed. Spear withdraws to Medium. Action consumed.
- Round 3: Stalemate unless terrain prevents movement.
6.2.6. TACTICAL NOTES
- Front-Loaded Advantage: Long weapons dominate the approach. Advancing inward grants the longer weapon automatic initiative advantage for that exchange.
- Close-Range Payoff: Daggers and other Close weapons ignore 2 points of armor when fighting in Close band. If you survive the approach, the reward is decisive.
- Risk / Reward Decisions: Moving inward is dangerous. You sacrifice your action and grant initiative advantage to your opponent, but you may gain superior positional effects once inside.
- Action Economy: Initiative advantage from Band crossing occurs only once per inward crossing per round. There are no extra attacks beyond normal action limits.
- Versatility Matters: Medium weapons avoid extremes. They neither dominate the approach nor ignore armor, but they function reliably in most engagements.
Adventurers would be wise to carry a dagger. When combat collapses into Close band, ignoring 2 points of armor may be the difference between life and death.
6.3. THROWN WEAPONS
Thrown weapons may be used as a tactical option instead of moving into melee or as a transition into melee.
- A combatant may throw a weapon while advancing at half movement speed.
- Cannot enter an opponent's optimal band in the same round as throwing.
- Throwing while moving uses the normal thrown weapon rules:
- Range: 25'
- Damage: 1d6 + ST bonus
- Initiative: Thrown Weapon category
- Band effects for attacks are still determined at the start of the round.
6.3.1. NOTES
- Using a thrown weapon consumes your melee action unless otherwise specified.
- Targets still apply normal defenses and armor.
- Thrown attacks can be made while moving at 1/2 speed.
6.4. INITIATIVE
Initiative is the tool combatants use to determine who swings first.
- Each combatant rolls 1d6 + IN bonus at the start of a round.
- 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:
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 five to ten seconds.
Action Declaration
- Players declare and execute actions in seating order.
- During declaration, players may discuss tactics.
- Once all actions are declared, resolution occurs according to initiative.
Shield Bash
- A character performing a Shield Bash automatically acts first in the round.
- If multiple combatants declare Shield Bash, roll initiative normally among themselves.
- See Shield Bash rules for details.
Ties
If two or more combatants tie on initiative:
- Thrown Weapons (rock, knife, hatchet, javelin)
- Unarmed or Close arms (Brawling, Grappling, dagger, short sword)
- 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.
Example
- Boris vs Cave Troll:
- Boris rolls 4 +1 IN >>> 5
- Cave Troll rolls 5 -1 IN >>> 4
- Boris swings first.
6.5. 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 Critital Damage.
For Example:
- Faust needs to roll 10 to hit.
- He rolls 14.
- 14 is 4 higher so he recieves +2 critical damage.
6.6. STUN CHECK
Stun Checks: Reeling from the Blow
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.
When a Stun Check Is Required
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.
Calculating Stun Check
- Stun Check (SC) = HP / 3, rounded to the nearest whole number.
For Example:
- Boris has the following stats:
- Strength: 16 (+2)
- Constitution: 15 (+1)
- HP: 31
- SC: 10
His Stun Check (SC) is calculated as follows:
(31 / 3) = 10.33 = 10
Only hits dealing 10+ damage after subtracting armor Damage Reduction and Resist Pain (described in their own sections) may force a Stun Check.
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 | No effect |
| 3 | No attack, defend only |
| 2 | No attack, move back one Band, defend at -1 |
| 1 | No attack, move back one Band, defend at -2 |
A character reduced to negative HP equal to their Stun Check dies immediately.
6.7. SHIELD BASH
Shield Bash is a defensive, tempo-control action used to create space and disrupt an opponent.
Effects
- Can only attack foes in Close Band.
- You act first
- Roll attack
- Damage: 1d6 + ST bonus
- On a hit, the target makes a Moderated Stun Check
Moderated Stun Check
Roll 1d6:
- 4-6: No additional effect
- 1-3: Target:
- is shoved back into the Medium Band (effective next round),
- cannot take further action this round
Notes
- Shield Bash is primarily a control action, not a high-damage attack.
- Typical sequence: Shield Bash >>> step back >>> draw weapon.
- Stun penalties from Shield Bash do not stack.
- Reposition or push a target back to Medium Band
6.8. 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.
6.8.1. RESOLUTION
- Mounted Combat rolls use 4d6 + ST for damage.
- This reflects the increased force and impact of mounted strikes.
- The skill applies only when mounted and using:
- Spears
- One-handed swords
- Clubs
- Other weapons do not use Mounted Combat unless explicitly allowed by the GM.
6.8.2. SKILL LIMITS
Mounted Combat may not exceed:
- Riding (AG)
- Relevant Weapon Skill (ST)
The effective Mounted Combat value is the lowest of:
- Mounted Combat skill
- Riding (AG)
- Relevant Weapon Skill (ST)
This 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.
6.8.3. 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 a special ability overrides this rule.
This structure reinforces cavalry as shock troops rather than static melee combatants.
6.8.4. 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.
6.8.5. EXAMPLE: SIR ALRIC
Sir Alric has:
- Riding (AG): 7
- One-Handed Sword (ST): 8
- Mounted Combat: 5
- Strength (ST): +1
His effective Mounted Combat rating is 5, limited by his Riding skill.
- ROUND 1 - ATTACK
Sir Alric charges an orc.
- He rolls 3d6 and must roll > 11 to succeed. Roll: 1 6 5 = 12 >>> Success
- The mounted strike lands with full force.
- He rolls 4d6 + ST: 4 5 4 4 + 1 = 18 damage.
This is a massive amount of damage and will almost certainly force a Stun Check (see Stun Check rules).
- ROUND 2 - REGROUP
- Sir Alric cannot attack this round.
- He wheels his horse, creating space and avoiding encirclement.
- ROUND 3 - ATTACK
- He charges again. Roll: 4 4 2 = 10 >>> Failure
- His timing falters and the blow misses.
- The orc remains standing, but cannot easily close the distance due to Alric's mobility.
6.9. BOXING
Boxing is a gentlemanly form of Brawling where players wear special gloves and adhere to limited engagement rules.
6.9.1. RULES
- No weapons, armor, or Grappling allowed.
- Damage: 1d6 - 3 + ST per successful hit.
- Minimum damage: 1
- Rounds: Engage for six consecutive rounds.
- Winning: The first player reduced to 5 HP remaining loses.
6.9.2. OPTIONAL: WAGERING
Players may wager on themselves in the ring. Wagers do not affect combat mechanics but may influence roleplay 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.
6.10. GRAPPLING
6.10.1. TIMING
Grappling may only be attempted before weapons are fully engaged or when the fiction forces close quarters.
When an attacker successfully grapples, the defender must immediately make a Grapple Check.
6.10.2. 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.
6.10.3. 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 round. 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 only this round. Attacker must role again to grapple next round if desired.
Result of 1 maintains hold indefinitely until attacker releases or 3rd party intervention. This represent a true pin or choke-hold. In addition player can 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.
For Example: Jacob has 4 Grapple skill points and +1 ST. Morris has 5 Grapple skill points and +0 ST. The two role initiative and Jacob goes first. He needs a 12 or more to succeed and roles a 13. Grapple is successful. Morris must now roll 1d6 on the Grappling Resolution Table. He rolls 5 but must adjust that number according to each combattant's relative strength. Since Morris' ST is +0, and Jacob's +1, that means Morris must subtract 1 from his roll for a total of 5 - 1 = 4. He looks up 4 and learns he is held a -2 action.
Morris now attempts to Grapple Jacob. Normally he would need a 10 to succeed but since he's held, must apply a -2 penalty. Morris rolls 16 and after subtracting 2 achieves 14, which is enough to hit. He successfully grapples Jacob. The two are now locked in mutual combat.
Jacob rolls 1d6 and receives a 2, but since he's one point stronger than Morris he adds 2 + 1 = 3. Looking up 3 in the Grappling Resolution Table shows that Jacob is thrown, stunned, and defends next round at -1.
Example Review Both Jacob and Morris successfully grappled one another and, despite Jacob's initial success was ultimately thrown by Morris and stunned for one round. Neither player suffered any HP loss, but Jacob's superior strength did give him an advantage.
6.11. ATTACK SEQUENCE
Combat actions follow a clear sequence. Each step is resolved in order.
Step 1: Declare Attack
- Announce which weapon or action you are using.
- Note if mounted, charging, or performing a special attack.
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 >>> Required to Hit = 11
Step 3: Roll to Hit
- Roll 3d6.
- If roll >= Required to Hit >>> attack hits.
- If roll < Required to Hit >>> attack misses.
For Example: Boris rolls 12 on 3d6 >>> Hit!
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
Step 5: Apply Damage to Armor
- Subtract the armor's Damage Resistance (DR) from the rolled damage.
- If damage <= 0 >>> no damage passes through.
- Armor HP is reduced by the full rolled damage, regardless of DR.
For Example: Orc chain armor (-4 DR) Boris's 9 damage >>> 4 absorbed, 5 passes through Armor HP reduced by 9
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: Orc loses 5 HP (9 rolled - 4 DR)
Step 7: Special Considerations for Mounted Combat
- If charging, apply mounted weapon damage: 4d6 + ST.
- After the charge, the horse repositions >>> the rider cannot attack next round.
- 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 repositions next round >>> cannot attack.
7. NON-COMBAT
Non-combat actions (climbing, persuading, foraging, etc.) 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.
GM Discretion: Task results may be modified by narrative conditions, divine intervention, environmental factors, or creative player solutions.
7.1. TASK DIFFICULTIES
| DIFFICULTY | RATING | EXAMPLE TASKS |
|---|---|---|
| Trivial | 0 | - Walk across a quiet room without stumbling |
| - Lift a light object (torch, small basket) | ||
| - Listen for a single sound in silence | ||
| Easy | 1-3 | - Light a fire in normal conditions |
| - Negotiate a small trade in the market | ||
| - Pick up a dropped item quickly | ||
| Medium | 4-6 | - 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 | 7-9 | - Track a fleeing person or animal over uneven terrain |
| - Translate a complex document in an unfamiliar dialect | ||
| - Climb a sheer cliff without ropes | ||
| Very | 10-12 | - Interpret cryptic divine signs or omens |
| Hard | - Swim through a strong current while carrying gear | |
| - Sneak past heavily armed guards at night | ||
| Nearly | 13-15 | - 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 |
7.2. 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 UAM for Resolution:
Cross-index the acting skill and the opposing skill on the Universal Action Matrix 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 at 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 a 3, 3, and 4 for a total of 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 instane the riders apogise for their rudenes and inconvenience and ride away feeling quite shameful for having caused a disturbance.
7.3. 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.
7.3.1. MECHANICS
- Effective Skill Level = ST / 2 (round up)
- Example: ST 13 >>> 13 / 2 = 6.5 >>> 7
- The GM assigns a Difficulty Level using the standard Difficulty 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, | ||||
| glancing cuts, and fatigue. 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 freedom of movement without the burden of metal. | ||||
| 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. | ||||
| 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. |
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 absorption and DR is applied to the character.
Broken Armor When armor HP is reduced to 0, it is broken. Broken armor provides no DR and no longer absorbs damage until repaired.
8.2.1. EXAMPLE COMBAT: SIR ALRIC VS. THE ORC MARAUDER
The following combat shows a full battle between Sir Alric and the Orc Marauder.
Sir Alric, wearing his full armor but without sword or shield, finds himself under attack by an Orc Marauder, seeking to mug him and take his wealth. Sir Alric is not without resources though. Little does the Orc Marauder know, but Sir Alric was his home town's brawling champion.
The Contestants
Sir Alric - Paladin of the Righteous Slumber
- Strength: 15 (+1)
- Agility: 11 (+0)
- Constitution: 13 (+1)
- Intuition: 14 (+1)
- HP: 28
- SC: 9
- DR: 5 (Plate Armor - HP: 220)
- Brawling (6): 1d6 +1
- Resist Pain (3)
- Battle Courage (4)
Orc Marauder - Opportunistic Mugger
- Strength: 16 (+2)
- Agility: 9 (+0)
- Constitution: 15 (+1)
- Intuition: 10 (+0)
- HP: 31
- SC: 10
- DR: 2 (Patchwork Armor - HP: 23)
- Cutting (5): 3d6 +2
- Resist Pain (3)
The following battle was generated using a combat simulation program.
- ROUND 1
- Sir Alric misses Orc Marauder (roll: 5 < target: 10)
- Orc Marauder misses Sir Alric (roll: 8 < target: 12)
- ROUND 2
- Sir Alric hits Orc Marauder for 6 HP damage
- roll: 9 -> target 10 (Battle Courage converted a miss to a hit!)
- Base dmg: 6, Crit: +1, divine justice: +1, Total before DR: 8
- Armor HP left: 15 | Effective DR: 2
- Deferred: 0 (total 0/3)
- HP now: 25
- Stun:
Sir Alric rolled a 9 but his Battle Courage kicked in and added +3 to his roll, elevating it to a 12. Not only does this now hit but it qaulifies for +1 Critical Damage. Also, Since Battle Courage activated, it now adds Divine Justice, an additional +1 damage while it remains in effect.
- Orc Marauder hits Sir Alric for 6 HP damage
- roll: 12 -> target 12
- Base dmg: 11, Crit: +0, divine justice: +0, Total before DR: 11
- Armor HP left: 209 | Effective DR: 5
- Deferred: 0 (total 0/3)
- HP now: 22
- Stun:
The Orc Marauder hits for 11 damage, but Sir Alric's plate armor's massive 5 DR converts what would have otherwise been a Stun Check into a mere annoyance.
- Sir Alric hits Orc Marauder for 6 HP damage
- ROUND 3
- Sir Alric hits Orc Marauder for 4 HP damage
- roll: 13 -> target 10
- Base dmg: 4, Crit: +1, divine justice: +1, Total before DR: 6
- Armor HP left: 9 | Effective DR: 2
- Deferred: 0 (total 0/3)
- HP now: 21
- Stun:
Notice that Divine Justice remains in effect.
- Orc Marauder misses Sir Alric (roll: 10 < target: 12)
- Sir Alric hits Orc Marauder for 4 HP damage
- ROUND 4
- Orc Marauder misses Sir Alric (roll: 6 < target: 12)
- Sir Alric hits Orc Marauder for 6 HP damage
- roll: 10 -> target 10
- Base dmg: 7, Crit: +0, divine justice: +1, Total before DR: 8
- Armor HP left: 1 | Effective DR: 2
- Deferred: 0 (total 0/3)
- HP now: 15
- Stun:
Notice that the Orc's Patchwork Armor is almost destroyed. It has only 1 HP left. When it reaches 0 HP it will be totally useless.
- ROUND 5
- Sir Alric misses Orc Marauder (roll: 6 < target: 10)
- Orc Marauder misses Sir Alric (roll: 9 < target: 12)
- ROUND 6
- Sir Alric misses Orc Marauder (roll: 5 < target: 10)
- Orc Marauder misses Sir Alric (roll: 11 < target: 12)
- ROUND 7
- Sir Alric hits Orc Marauder for 8 HP damage
- roll: 15 -> target 10
- Base dmg: 5, Crit: +2, divine justice: +1, Total before DR: 8
- Armor HP left: 0 | Effective DR: 0
- Deferred: 0 (total 0/3)
- HP now: 7
- Stun:
Sir Alric continues to hit the Orc Marauder without the help of Battle Courage. As a result, Divine Justice remains in effect. This helps him with every hit. Also notice that the Orc Marauder's armor has reached zero hit points and is no longer providing any protection.
- Orc Marauder misses Sir Alric (roll: 10 < target: 12)
- Sir Alric hits Orc Marauder for 8 HP damage
- ROUND 8
- Sir Alric hits Orc Marauder for 5 HP damage
- roll: 10 -> target 10
- Base dmg: 4, Crit: +0, divine justice: +1, Total before DR: 5
- Armor HP left: 0 | Effective DR: 0
- Deferred: 0 (total 0/3)
- HP now: 2
- Stun:
The Orc Marauder is on the ropes now. His armor is gone and he has only 2 HP left.
- Orc Marauder hits Sir Alric for 7 HP damage
- roll: 12 -> target 12
- Base dmg: 13, Crit: +0, divine justice: +0, Total before DR: 13
- Armor HP left: 196 | Effective DR: 5
- Deferred: 1 (total 1/3)
- HP now: 15
- Stun:
The Orc Marauder's not out of the fight yet! He absolutely pummels Sir Alric for 13 points of damage. Sir Alric's Plate Armor absorbes 5 DR while our knight chooses to defer 1 HP for later.
Also notice Sir Alric's Armor's HP. It started as 220 but has now fallen to 196. The Orc Marauder has landed some good hits but the armor is well maintained and can take it.
- Sir Alric hits Orc Marauder for 5 HP damage
- ROUND 9
- Sir Alric hits Orc Marauder for 4 HP damage
- roll: 10 -> target 10
- Base dmg: 4, Crit: +0, divine justice: +1, Total before DR: 5
- Armor HP left: 0 | Effective DR: 0
- Deferred: 1 (total 1/3)
- HP now: -2
- Stun:
- Sir Alric wins after 9 rounds!
The Orc Marauder moves 1 HP into Deferred Damage in a desperate attempt to save himself but it's too little, too late. He's no match for Sir Alric's fists and hits the ground hard.
It's worth noting that the Orc Marauder is not dead. His 10 SC allows him to go as low as -9 HP before death. He'll live but have one hell of headache when he wakes up, which should be in about 12 hours, give or take.
- Sir Alric hits Orc Marauder for 4 HP damage
8.3. 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 (GM discretion).
- Deferred Damage from Resist Pain ignores armor and DR when applied.
- Armor buys time by taking punishment for the wearer. It can break over time.
- Strength bonus applies to melee (and sometimes thrown) weapons. Mounted attacks always include ST bonus on a charge.
- Critical hits add additional damage or effects (see critical hit rules).
8.4. 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 & Mounted Combat |
8.5. EXPECTED COMBAT LENGTH VS. ARMOR DR
Combat is brutal and deadly. Armor absorbs damage, extending survival without inflating HP. The following table shows average damage per round for typical combatants (2d6 damage, hit >= 13, both fighters 21 HP):
| ARMOR | DR | EXPECTED DAMAGE PER ROUND | COMBAT LENGTH |
|---|---|---|---|
| (2d6, Hit >= 13) | (Rounds to 0 HP) | ||
| 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 |
8.6. ARMOR REPAIR COSTS
Repair costs depend on armor type and damage to be 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 |
Notes
- Multiply "Repair Cost per 10 HP" to restore more damage.
- All repairs are in 10 HP increments. No pro-rating.
For Example: Boris's scale armor has taken 168 points of damage. He wants to have it repaired. His final cost is 68 sp, which accounts for 170 HP of repair.
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 as if their Attack were 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. |
9.4. 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).
9.5. NOTES
- Armor protects you after a hit lands.
- Shields increase your chance to avoid being hit entirely.
- A combination of armor and shield offers both protection and avoidance, enhancing survivability in combat.
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 | Sling, javelin, or dart. |
| Can be used at range. | |||
| Bows | 2d6 | 2 | Requires Bow & Arrow skill. |
| Effective at range. | |||
| Crossbow | 3d6 | 2 | Requires Bow & Arrow skill. Effective at |
| range. 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 0 ranks 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.
Mundane healing remains possible through First Aid (see Manual Dexterity Skills), which any capable person can learn without calling upon higher powers.
11.1. HEAL
A divine appeal performed after combat, during triage, or at camp. Healing Prayers cannot be performed in active combat, during pursuit, or under immediate danger.
Healing can also be used to break curses (see the Curse section for full rules on Spiritual Severance).
11.1.1. PROCEDURE
- The wounded are gathered within the healer's scope.
- The healer assesses their condition.
- Exact HP totals are not known; only visible condition and severity.
- 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 makes a single Healing Prayer roll.
11.1.2. RESOLUTION
- On Success:
- Each retained recipient regains HP equal to the healer's Skill Level.
- On Failure:
- No recipients regain HP.
- The healer may not attempt Healing Prayer again that day.
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 BY CASTER LEVEL
| CASTER LEVEL | SCOPE |
|---|---|
| 1-3 | Self |
| 4-6 | Up to 3 persons |
| 7-9 | Up to 20 persons |
| 10-12 | Up to 200 persons |
| 13-15 | 200+ persons |
- Levels 1-6: Resolve per individual (separate rolls).
- Levels 7+: Resolve once for all retained recipients (single roll).
11.1.5. HEALING DIFFICULTY
| TASK DESCRIPTION | DIFFICULTY |
|---|---|
| Self-heal minor wounds | 1 |
| Heal 1-3 persons (Laying of Hands) | 4 |
| Heal < 20 persons (Small group) | 7 |
| Heal up to 200 persons (Large group) | 10 |
| Heal 200+ persons (Very large group) | 13 |
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 (or prepared/shelved) Curse at a time.
- Attempting to prepare a second Curse automatically fails, or replaces the previous one at the Referee's discretion.
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 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.
11.2.3. RESOLUTION
- At the moment of invocation, the caster rolls a Spirit/Intuition check.
- Success: The Curse takes effect according to its scope and intensity.
- Failure: The Curse collapses; the ritual effort is lost. The caster may suffer spiritual strain or backlash at the GM's discretion.
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
The listed Penalty applies to:
- All Agility-, Constitution-, or Intuition-based skills
- All feats of pure Strength
- All melee and thrown damage rolls
For Example:
An ogre is cursed by a Level 5 caster. 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.
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.
The land remains blighted for the full duration of the Curse.
11.2.7. ON FAILURE
If the Curse roll fails, the malediction rebounds upon the caster. The caster suffers -1 Curse effects for one full day.
This penalty applies to all Curse attempts during that time.
It does not stack; a second failure resets the duration.
The caster may still use other prayers normally.
11.2.8. BREAKING A CURSE
A Curse ends by:
- Expiration of its duration
- Death or voluntary release by the original caster
- Forcible spiritual severance by another caster
Breaking a Curse is an act of spiritual warfare. The healer and the curser clash through faith and will.
- PROCEDURE
- Scope Requirement
- Both must fall within the same band: Learner, Journeyman, Master, or Grandmaster, Supernatural.
- Determine Target Number
- Use the Universal Attack Matrix (UAM):
- Healer's Heal skill = row
- Curser's Curse skill = column
- Cross-reference to determine the Target Number.
- Use the Universal Attack Matrix (UAM):
- Roll Resolution
- Roll 3d6.
- If Roll >= Target >>> The Curse is broken.
- If Roll < Target >>> The Curse remains.
- Scope Requirement
- MARGIN OF RESULT (ROLL - TARGET)
- Subtract the Target Number (TN) from the 3d6 roll.
- If the result is positive, the originator of the curse suffers that much HP.
- If the result is negative, the healer suffers that much HP.
- 0 indicates a clean severance; no backlash occurs.
ROLL - TN 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. For 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 and rolls a 16. Count Maledict receives 5 points (16 minuss 11) of HP damage.
- 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
- 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, Heal prayer, or rest.
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. 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.
11.3.3. PROCEDURE
- Rebuke may only be used in close (20') radius. All hostile targets visible within AOE are affected. Friendlies 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.
11.3.4. 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 enemy hit.
- Normal combat rules apply.
11.3.5. LIMITS
- Rebuke is an inherently defensive action.
- GMs may allow offensive applications, e.g., Cleric Bomb.
11.3.6. SCOPE BY CASTER LEVEL
| CASTER LEVEL | DAMAGE | EFFECT |
|---|---|---|
| 1-3 | None | 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 judgement |
11.3.7. ON FAILURE
If the caster fails the Rebuke roll (no enemy is affected), divine force recoils violently. The caster is stunned for the remainder of the round, defends at -1, and loses their additional action.
They may defend normally but may not attack, move, or cast a prayer on their next turn.
11.3.8. 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 sklls 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) = 1 point Critical Damage.
- Second man receives (11 - 5) = 6, (6 / 2) = 3 points Critical Damage
- 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.
11.3.9. EXAMPLE WITH PROTECTION
The Goblin king orders his Shaman to protect his special envoy before their mission to assault the local village. The golbin shaman has Protection level 4 (-2).
Three golbins 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 = 1 Critical Damage Third goblin: 12 - 8 = 4, 4 / 2 = 2 Critical Damage
The 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) = 3 HP loss.
- Third goblin takes damage: 4 + 2 (Critical Damage) + 1 (IN) = 7 HP 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).
Notes
Protection reduced the effective hit for the first goblin, preventing the Rebuke from affecting him.
Damage from Rebuke ignores armor, ensuring its potency against lightly or heavily armored foes alike.
Stun Check is the main driver of fear and disruption, so higher-level Rebuke naturally feels more terrifying without additional "fear mechanics."
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.
- Enter a trance and roll Divination.
- Referee 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. SCOPE BY CASTER LEVEL
| LEVEL | EXTENT OF VISION |
|---|---|
| 1-3 | Immediate surroundings; recent past (hours); very near future (moments) |
| 4-6 | Known locations within a day's travel; past or future within 1 day |
| 7-9 | Any known person or place; past or future within 1 month |
| 10-12 | Distant or unknown locations; past or future within 1 year |
| 13-15 | Any place, any time; deep past or far future; hidden cosmic truths |
11.4.5. CLARITY BY LEVEL
- 1-3: Symbolic impressions only; no exact details.
- 4-6: Recognizable scenes; important elements emphasized.
- 7-9: Clear sequences; faces, locations, actions identifiable.
- 10-12: Extended scenes with context; causes and consequences revealed.
- 13-15: Direct revelation; minimal symbolic distortion.
11.4.6. DIVINATION DIFFICULTY
| TASK DESCRIPTION | DIFFICULTY |
|---|---|
| Observe nearby scene or immediate future | 1 |
| Observe distant locations or short-term future | 4 |
| Foresee events up to 1 month away | 7 |
| Foresee events up to 1 year | 10 |
| Cosmic insight, any place/time | 13 |
11.4.7. EXAMPLE
- SCENARIO
The party suspects a dragon lair lies somewhere across the mountains.
- CASTER
Elara, Journeyman Diviner (Level 5)
- STEP 1 - DECLARE SUBJECT
Elara seeks the location of the dragon's lair.
- STEP 2 - PERFORM DIVINATION
- Cast Time: 2 hours (ritual + trance)
- Roll: Divination 5 >>> 3d6 = 11
- UAM / Success Threshold: 9 >>> Success
- STEP 3 - VISION INTERPRETATION
- 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 group of winged silhouettes approaching at dusk
- OUTCOME / PLAYER GUIDANCE
- Party can plan a route, avoid ambush, and decide approach
- Vision is partial; lair not fully mapped - further scouting needed
11.4.8. DIVINATION FAILURE - GRANDMASTER LEVEL
- SCENARIO
The party seeks the location of a hidden artifact buried deep beneath the ancient ruins.
- CASTER
Lyra, Grandmaster Diviner (Level 12)
- STEP 1 - DECLARE SUBJECT
Lyra attempts to pinpoint the exact chamber where the artifact rests.
- STEP 2 - PERFORM DIVINATION
- Cast Time: 4 hours (ritual + trance)
- Roll: Divination 12 >>> 3d6 = 9
- Difficulty Threshold: 14 >>> 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
- OUTCOME / 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)
Notes
- Even a Grandmaster can fail: high skill reduces the chance of poor clarity but cannot guarantee perfect insight.
- Players may interpret fragments symbolically, adding uncertainty and roleplaying depth.
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. SCOPE BY CASTER LEVEL
| LEVEL | EXTENT OF COMMUNICATION |
|---|---|
| 1-3 | Immediate area; recently deceased spirits only |
| 4-6 | Known spirits within a day's travel; short-term past |
| 7-9 | Any known spirit; past month; minor secrets revealed |
| 10-12 | Distant or unknown spirits; past year; major secrets |
| 13-15 | Any spirit, any time; deep past; forbidden knowledge |
11.5.5. CLARITY BY LEVEL
- 1-3: Fragments, impressions; messages symbolic only.
- 4-6: Recognizable words or actions; partial understanding.
- 7-9: Clear communication; detailed information identifiable.
- 10-12: Extended conversations; full context and causes revealed.
- 13-15: Direct knowledge; minimal distortion; complete truths revealed.
11.5.6. DIFFICULTY
| TASK DESCRIPTION | DIFFICULTY |
|---|---|
| Contact nearby, recent spirit | 1 |
| Contact distant or unknown minor spirit | 4 |
| Learn hidden secrets of past month | 7 |
| Learn major secrets of past year | 10 |
| Forbidden knowledge, cosmic spirits | 13 |
11.5.7. EXAMPLE
- SCENARIO
The party encounters a sealed tomb. They need the combination to unlock the main chamber.
- CASTER
Toran, Journeyman Spirit Walker (Level 4)
- STEP 1 - DECLARE SUBJECT
Toran seeks the recently deceased tomb guardian spirit to learn the code.
- STEP 2 - ENTER TRANCE & ROLL
- Roll: Spirit Walking 2 >>> 3d6 = 12
- Difficulty Threshold: 9 >>> Success
- 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
- OUTCOME / 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
11.5.8. SPIRIT WALKING FAILURE - MASTER LEVEL
- SCENARIO
The party needs the ghost of a recently deceased sentinel to reveal who betrayed the city watch.
- CASTER
Arion, Master Spirit Walker (Level 9)
- STEP 1 - DECLARE SUBJECT
Arion attempts to communicate with the sentinel spirit.
- STEP 2 - ENTER TRANCE & ROLL
- Roll: Spirit Walking 9 >>> 3d6 = 10
- Difficulty Threshold: 13 >>> Failure
- STEP 3 - SPIRIT INTERACTION
- Scope: Known spirits within a day's travel; short-term past
- 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
- OUTCOME / 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
Notes
- Even skilled Spirit Walkers risk miscommunication with restless or confused spirits.
- This adds suspense, encourages investigation, and supports story-driven consequences.
11.6. PROTECTION AND BATTLE COURAGE
Protection and Battle Courage are pre-battle bufs cast on one or more characters. They follow the same scope as Healing: each recipient tracks the buff individually. Buffs may be cast multiple times before combat, but only one buff type 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, instinctive defense, 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
- Divide by 2 >>> 1 Critical Damage
- Add +1 damage for Divine Justice
- Total Damage: weapon damage + Critical Damage + ST bonus + Divine Justice
- Roll 1d6 to determine if Probabilistic Continuation applies. A roll of 4 or greater continues.
Battle Courage rescues a missed attack and adds additional damage to all future attacks while in effect.
11.6.3. LEVEL & SCOPE OF EFFECT
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.
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.
- 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 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+) 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.
11.6.4. DIFFICULTY LEVELS
Difficulty is based on the danger presented by the upcoming battle. The more difficult the batte, the more favor the gods show you.
| NARRATIVE SITUATION | DIFFICULTY | DESCRIPTION / NOTES |
|---|---|---|
| Suicidal Struggle | 1 | Minimal chance of success. |
| Epic Battle | 4 | Survival uncertain. |
| Fair Fight | 7 | Opponents evenly matched. |
| Victory Expected / Win | 10 | You are favored to prevail. |
| No imminent threat | N/A | 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 5).
Cross-indexing Sir Harold's Protection skill of 4 against Difficulty 5 on the Universal Action Matrix shows that Sir Harold must achieve a 3d6 roll of 12 or greater to succeed.
Sir Harold kneels and prays.
The player rolls: 3 5 1 = 9
Failure. 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 = 15-his prayer would have succeeded. The gods would have blessed him with -2 to an enemy roll, usable when Protection triggers (i.e., only if it converts a hit into a miss).
11.6.5. 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.
- 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.
- 1-3: The blessing 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.
- 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 prepation 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.
- Damage is reduced by 1 points, 10 - 1 = 9
- The Paladin reduced his armor 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 prepation for battle.
- The Paladin is bareley 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 hita his opponent:
- Battle Courage does not trigger and he rolls 7 points of damage.
- Damage is increased by 1 points, 7 + 1 = 8
- The Enemy is struck for 10 points of damage
- DESIGN NOTE
Protection prevents a limited number of hits entirely.
Battle Courage enable hit that otherwise would have missed.
Divine Justice allows the blessing to linger, turning divine intervention into sustained resilience rather than a single negation.
11.6.6. 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 to-hit amount 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%.
11.6.7. EXAMPLE COMBAT
Sir Harold the Pious, Paladin of the Sublime Virtue Strength: 14 (+1) Intuition: 16 (+2) HP: 27 SC: 9 Weapon: Flanged Mace Damage: 2d6 +1 Armor: Chain Hauberk, Wall Shield (+2 defense) DR: -4 Crushing: 5 Protection: 3 (-2)
Orc Chieftain, Leader of the Skull Clan Strength: 17 (+2) Intuition: 9 (+0) HP: 31 SC: 10 Weapon: Battle Axe Damage: 3d6 +2 Armor: Rigid Leather DR: -3 Crushing: 6
Sir Harold the Pious prays for Protection before battle and is blessed 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 >= 12 >>> no Protection trigger.
- Margin: 16 - 12 = 4 >>> 4 / 2 = 2 Critical Damage.
- The Orc Chieftain rolls 7 damage. 7 + 2 (STR) + 2 (critical) = 11. 11 absorbed by armor >>> 11 - 4 = 7 passes through. 7 < SC 9 >>> no Stun Check.
- Sir Harold HP: 27 >>> 20
- The Orc Chieftain HP: 31
Round Two
- Initiative: Sir Harold 6, The Orc Chieftain 4 - Sir Harold first.
- Sir Harold rolls 7 - miss.
- The Orc Chieftain rolls 11 - miss.
Round Three
- Initiative: Sir Harold 4, The Orc Chieftain 4 - Sir Harold first.
- Sir Harold rolls 10 - miss.
- The Orc Chieftain rolls 13 - hit! 13 - 2 (Protection) = 11 >>> converted to miss.
- Sir Harold rolls 1d6 for Probabilistic Continuation: 5 >>> continues. Protection remains active.
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) = 4 passes through. 4 < SC 10 >>> no Stun Check.
- Sir Harold HP: 20
- The Orc Chieftain HP: 31 >>> 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) = 10 >>> converted to miss.
- Continuation roll: 5 >>> 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 = 3 >>> 3 / 2 = 1 (rounded down) Critical Damage.
- Sir Harold rolls 8 damage. 8 + 1 (STR) + 1 (critical) = 10. 10 - 3 (DR) = 7 passes through. 7 < SC 10 >>> no Stun Check.
- The Orc Chieftain rolls 10 - miss.
- Sir Harold HP: 20
- The Orc Chieftain HP: 27 >>> 20
Round Eleven
- Initiative: 3-3 tie - Sir Harold first (1H vs 2H).
- Sir Harold rolls 12 - hit!
- Damage: 4 + 1 = 5. 5 - 3 = 2 passes through.
- The Orc Chieftain rolls 3 - miss.
- Sir Harold HP: 20
- The Orc Chieftain HP: 20 >>> 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 = 4 passes through.
- The Orc Chieftain rolls 12 - hit! 12 - 2 (Protection) = 10 >>> converted to miss.
- Continuation roll: 1 >>> Protection expires.
- Sir Harold HP: 20
- The Orc Chieftain HP: 18 >>> 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 = 7 passes through.
- The Orc Chieftain rolls 14 - hit!
- The Orc Chieftain rolls 12 damage. 12 + 2 = 14. 14 - 4 = 10 passes through. 10 >= SC 9 >>> Stun Check required.
- Sir Harold rolls 3 on 1d6 >>> knocked down. Sir Harold must defend at -1 next round.
- Sir Harold HP: 20 >>> 10
- The Orc Chieftain HP: 16 >>> 9
Round Fourteen
- Sir Harold is stunned (-1 defense).
- The Orc Chieftain goes first and now needs 11 to hit.
- The Orc Chieftain rolls 12 - hit!
- The Orc Chieftain rolls 13 damage. 13 + 2 = 15. 15 - 4 = 11 passes through. 11 >= SC 9 >>> Stun Check.
- Sir Harold rolls 1 >>> Mortal Wound!
- Sir Harold HP: 10 >>> -1
- The Orc Chieftain HP: 9
Final Result
Sir Harold: -1 HP, unconscious and dying. The Orc Chieftain: 9 HP remaining, bloodied but victorious.
The Orc Chieftain wins the fight.
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.
11.6.8. 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.
- You cannot defer more damage than the attack actually deals.
- 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. EXAMPLE: 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) >>> Hit
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 < 6) >>> 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
- It may be applied selectively per attack
- Cumulative Deferred Damage cannot exceed Resist Pain skill level
- Reducing damage below the Stun Check can prevent knockdown
- Deferred Damage represents strain and trauma; reaching your cap means you are fighting on borrowed time.
- 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 & RECOVERY
13.1. NATURAL HEALING
Heroes heal 4 HP + Constitution bonus every 24 hours of rest. Rest means no strenuous activity: no running, marching, or fighting. HP can be pro-rated every 12 hours at GM discretion.
| CO | HEALING PER DAY |
|---|---|
| 18 | 7 |
| 17 | 6 |
| 16 | 6 |
| 15 | 5 |
| 14 | 5 |
| 13 | 5 |
| 12 | 4 |
| 11 | 4 |
| 10 | 4 |
| 9 | 4 |
| 8 | 3 |
| 7 | 3 |
| 6 | 3 |
| 5 | 2 |
| 4 | 2 |
| 3 | 1 |
13.2. 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.
13.2.1. 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.
- Weak characters heal more slowly and may require external aid to survive.
- Healing can be accelerated through First Aid or Prayer.
- LIMITATIONS
- Unconscious characters cannot eat or drink, prolonging 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.
13.2.2. 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.
13.2.3. 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.
13.2.4. 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 >>> 1 point.
- Elric remains at -2 HP.
- Once safe, Elric passes out.
- Remaining Deferred Damage (1) is applied to HP: -2 >>> -3 HP, Deferred Damage = 0.
- Healing then resumes according to normal rules.
13.2.5. 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, Prayer, or magical healing, 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.
13.3. DEATH
Characters die when they reach a negative HP value equal to their Stun Check (SC).
For Example:
- Henrick
- HP: 21
- SC: 7
Death occurs at -7 HP.
Death is not necessarily immediate. GMs can adjust the window of mortality according to the situation.
Death can also be averted using Healing Prayer, if successful.
| 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 |
13.4. HEALING SKILLS
13.4.1. FIRST AID
- Can heal one person at a time
- Heals 1d6 HP
- Can be used on multiple players, but only once every 12 hours per player
13.4.2. HEALING PRAYER
- See Healing under Prayer.
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. If the base duration is 60 minutes, he can now survive 120 minutes total before suffering damage.
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% = 0.7 HP per hour
- Duration: 10 hours x 70% = 7 hours
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, venemous 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 & 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 >>> +1 exhaustion (-1 physical). They push another 6 miles >>> +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 worldbuilding, 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 frontline 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 & 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 & 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
- Waterskins
- 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 warband: 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 & 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 & 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 |Items: -----------------------------------|------------------------------------------ Stats: |Gold Pieces: 5 | Strength: 12 (+0) |Silver Pieces: 200 | Agility: 11 (+0) |Backpack |Mess kit (cooking) Constitution: 11 (+0) |Bedroll |Rope (50') Intuition: 18 (+3) |Tarp |Mirror HP: 23 |Fire starting kit |Pipe and tobacco SC: 8 |First aid kit |Whistle | | Armor: Rigid Leather | | DR: 3 HP: 120 | | Shield: Buckler (+1 defense) | | Weapon: Rapier (4) 2d6 | | Second: Dagger (4) 2d6 | | | | Skills (lvl/checks): |--------------------|--------------------- Brawling (ST): 2/0 Find Traps (IN): 4/3 Cutting (ST): 4/0 Foraging (IN): 4/3 Climbing (AG): 2/0 Tracking (IN): 4/3 Swimming (AG): 2/0 General Perception (IN): 4/3 Sneaking (AG): 2/0 Sense Magic (IN): 4/3 Riding (AG): 3/0 Sense Danger (IN): 4/3 Resist Poison (CO): 1/0 Heal (IN): 4/3 Resist Pain (CO): 1/0 Curse (IN): 4/3 Making Fire (AG): 2/0 Rebuke (IN): 4/3 Tie Knots (AG): 1/0 Divination (IN): 4/3 First Aid (AG): 4/0 Spririt Walking (IN): 4/3 Persuasion (IN): 4/3 Protection (IN): 4/3 Detect Lies (IN): 4/3 Battle Courage (IN): 4/3 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 finess. 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. PLAYSTYLE 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 | 25 | Flexible, stops minor cuts |
| Rigid Leather | 11 | 3 | 120 | 50 | Hardened leather |
| Chain / Scale | 13 | 4 | 200 | 100 | Interlocking rings or scales |
| Plate | 15 | 5 | 220 | 150 | 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 BONUS | 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, ignores 2 DR, 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 |
| Waterskin | 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. APPENDIX
This section lists the various tables and charts found throughout this manual for quick reference.
21.1. CORE GAME FEATURES
21.1.1. 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 | 11 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- | -- | -- | -- |
| 1 | 9 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- | -- |
| 2 | 8 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -- |
| 3 | 7 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 |
| 4 | 6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 |
| 5 | 5 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 6 | 4 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 7 | 3 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| 8 | 2 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| 9 | 1 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
| 10 | 0 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
| 11 | -1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 12 | -- | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
| 13 | -- | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 14 | -- | -- | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 15 | -- | -- | -- | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
21.1.2. STUN CHECK RESOLUTION
| ROLL | EFFECT |
|---|---|
| 6 | No effect |
| 5 | No effect |
| 4 | No effect |
| 3 | Stunned, no attack, defend only |
| 2 | Stunned, no attack, move back one Band, defend at -1 |
| 1 | Stunned, no attack, move back one Band, defend at -2 |
21.1.3. 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 round. 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. |
21.1.4. 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 |
21.1.5. 3D6 ROLL ODDS
| NUMBER | COUNT | ODDS (%) | CUMULATIVE (%) |
|---|---|---|---|
| 3 | 1 | 0.46 | 100.00 |
| 4 | 3 | 1.39 | 99.54 |
| 5 | 6 | 2.78 | 98.15 |
| 6 | 10 | 4.63 | 95.37 |
| 7 | 15 | 6.94 | 90.74 |
| 8 | 21 | 9.72 | 83.80 |
| 9 | 25 | 11.57 | 74.07 |
| 10 | 27 | 12.50 | 62.50 |
| 11 | 27 | 12.50 | 50.00 |
| 12 | 25 | 11.57 | 37.50 |
| 13 | 21 | 9.72 | 25.93 |
| 14 | 15 | 6.94 | 16.20 |
| 15 | 10 | 4.63 | 9.26 |
| 16 | 6 | 2.78 | 4.63 |
| 17 | 3 | 1.39 | 1.85 |
| 18 | 1 | 0.46 | 0.46 |
21.1.6. PERSUASION PLAUSIBILITIES
| 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 |
21.1.7. 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. |
21.1.8. 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 |
21.2. WEAPONS, ARMOR AND GEAR
21.2.1. 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, | ||||
| glancing cuts, and fatigue. 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 freedom of movement without the burden of metal. | ||||
| 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. | ||||
| 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. |
21.2.2. ARMOR PRICES
| ARMOR TYPE | MIN ST | DR | HP | COST (SP) | NOTES |
|---|---|---|---|---|---|
| Padding | 7 | 1 | 40 | 10 | Quilted or layered fabric |
| Soft Leather | 9 | 2 | 80 | 25 | Flexible, stops minor cuts |
| Rigid Leather | 11 | 3 | 120 | 50 | Hardened leather |
| Chain / Scale | 13 | 4 | 200 | 100 | Interlocking rings or scales |
| Plate | 15 | 5 | 220 | 150 | Metal plate, very heavy, iconic |
21.2.3. ARMOR PROTECTION COMBAT LENGTH REFERENCE
| ARMOR | DR | EXPECTED DAMAGE PER ROUND | COMBAT LENGTH |
|---|---|---|---|
| (2d6, Hit >= 13) | (Rounds to 0 HP) | ||
| 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 |
21.2.4. 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 |
21.2.5. 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. |
21.2.6. SHIELD PRICES
| SHIELD TYPE | ST REQ | DEFENSE BONUS | COST (SP) | NOTES |
|---|---|---|---|---|
| Buckler | 11 | +1 | 20 | Small, light, mobile |
| Wall Shield | 13 | +2 | 50 | Large, heavy, front-line |
21.2.7. 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, bo staves. |
| High damage, no off-hand options. | |||
| Thrown | 1d6 +ST | 1 | Sling, javelin, or dart. |
| Can be used at range. | |||
| Bows | 2d6 | 2 | Requires Bow & Arrow skill. |
| Effective at range. | |||
| Crossbow | 3d6 | 2 | Requires Bow & Arrow skill. Effective at |
| range. Attack every other round. | |||
| Cavalry Charge | 4d6 +ST | 1 | Mounted Combat only. |
| Attack every other round. |
21.2.8. WEAPON PRICES
| WEAPON TYPE | HANDS | REACH | DAMAGE | COST | NOTES |
|---|---|---|---|---|---|
| Dagger, Gladius | 1 | close | 2d6 +ST | 5 | Easy to carry, can throw, ignores 2 DR, 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) |
21.2.9. WEAPON OPTIMAL BAND
| WEAPON TYPE | OPTIMAL BAND | USABLE BAND | PENALTY BAND |
|---|---|---|---|
| Spear/Polearm | Long | Medium (-1) | Close (-2) |
| Sword/Club/Mace | Medium | Close (-1) | Long (cannot attack) |
| Dagger/Unarmed | Close | N/A | Medium/Long (cannot attack) |
21.2.10. 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 & Mounted Combat |
21.2.11. 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 |
21.2.12. 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 |
| Waterskin | 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 |
21.3. PRAYER
21.3.1. HEALING SCOPE BY LEVEL
| CASTER LEVEL | SCOPE |
|---|---|
| 1-3 | Self |
| 4-6 | Up to 3 persons |
| 7-9 | Up to 20 persons |
| 10-12 | Up to 200 persons |
| 13-15 | 200+ persons |
21.3.2. HEALING DIFFICULTY
| TASK DESCRIPTION | DIFFICULTY |
|---|---|
| Self-heal minor wounds | 1 |
| Heal 1-3 persons (Laying of Hands) | 4 |
| Heal < 20 persons (Small group) | 7 |
| Heal up to 200 persons (Large group) | 10 |
| Heal 200+ persons (Very large group) | 13 |
21.3.3. 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 |
21.3.4. 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 |
21.3.5. CURSE BREAKING DAMAGE
| ROLL - TN | 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. |
21.3.6. REBUKE SCOPE BY LEVEL
| CASTER LEVEL | DAMAGE | EFFECT |
|---|---|---|
| 1-3 | None | 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 judgement |
21.3.7. DIVINATION SCOPE BY CASTER LEVEL
| LEVEL | EXTENT OF VISION |
|---|---|
| 1-3 | Immediate surroundings; recent past (hours); very near future (moments) |
| 4-6 | Known locations within a day's travel; past or future within 1 day |
| 7-9 | Any known person or place; past or future within 1 month |
| 10-12 | Distant or unknown locations; past or future within 1 year |
| 13-15 | Any place, any time; deep past or far future; hidden cosmic truths |
21.3.8. DIVINATION DIFFICULTY
| TASK DESCRIPTION | DIFFICULTY |
|---|---|
| Observe nearby scene or immediate future | 1 |
| Observe distant locations or short-term future | 4 |
| Foresee events up to 1 month away | 7 |
| Foresee events up to 1 year | 10 |
| Cosmic insight, any place/time | 13 |
21.3.9. SPIRIT WALKING SCOPE BY CASTER LEVEL
| LEVEL | EXTENT OF COMMUNICATION |
|---|---|
| 1-3 | Immediate area; recently deceased spirits only |
| 4-6 | Known spirits within a day's travel; short-term past |
| 7-9 | Any known spirit; past month; minor secrets revealed |
| 10-12 | Distant or unknown spirits; past year; major secrets |
| 13-15 | Any spirit, any time; deep past; forbidden knowledge |
21.3.10. SPIRIT WALKING DIFFICULTY
| TASK DESCRIPTION | DIFFICULTY |
|---|---|
| Contact nearby, recent spirit | 1 |
| Contact distant or unknown minor spirit | 4 |
| Learn hidden secrets of past month | 7 |
| Learn major secrets of past year | 10 |
| Forbidden knowledge, cosmic spirits | 13 |
21.3.11. PROTECTION AND BATTLE COURAGE PROTECTION LEVELS
| SKILL LEVEL | BONUS |
|---|---|
| 1-3 | 2 |
| 4-6 | 3 |
| 7-9 | 4 |
| 10-12 | 5 |
| 13-15 | SPECIAL |
21.3.12. 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+) |
21.3.13. PROTECTION AND BATTLE COURAGE DIFFICULTY
| NARRATIVE SITUATION | DIFFICULTY | DESCRIPTION / NOTES |
|---|---|---|
| Suicidal Struggle | 1 | Minimal chance of success. |
| Epic Battle | 4 | Survival uncertain. |
| Fair Fight | 7 | Opponents evenly matched. |
| Victory Expected / Win | 10 | You are favored to prevail. |
| No imminent threat | N/A | Nothing threatens you at this time. |
21.3.14. 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% |
21.4. HEALING, EXHAUSTION AND ENDURANCE
21.4.1. NATURAL HEALING PER DAY
| CO | HEALING PER DAY |
|---|---|
| 18 | 7 |
| 17 | 6 |
| 16 | 6 |
| 15 | 5 |
| 14 | 5 |
| 13 | 5 |
| 12 | 4 |
| 11 | 4 |
| 10 | 4 |
| 9 | 4 |
| 8 | 3 |
| 7 | 3 |
| 6 | 3 |
| 5 | 2 |
| 4 | 2 |
| 3 | 1 |
21.4.2. 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 |
21.4.3. 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% |
21.4.4. 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 |
21.4.5. 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 |
21.5. GAME MASTER GUIDES
21.5.1. TASK DIFFICULTIES
| DIFFICULTY | RATING | EXAMPLE TASKS |
|---|---|---|
| Trivial | 0 | - Walk across a quiet room without stumbling |
| - Lift a light object (torch, small basket) | ||
| - Listen for a single sound in silence | ||
| Easy | 1-3 | - Light a fire in normal conditions |
| - Negotiate a small trade in the market | ||
| - Pick up a dropped item quickly | ||
| Medium | 4-6 | - 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 | 7-9 | - Track a fleeing person or animal over uneven terrain |
| - Translate a complex document in an unfamiliar dialect | ||
| - Climb a sheer cliff without ropes | ||
| Very | 10-12 | - Interpret cryptic divine signs or omens |
| Hard | - Swim through a strong current while carrying gear | |
| - Sneak past heavily armed guards at night | ||
| Nearly | 13-15 | - 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 |
21.5.2. 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 |
21.5.3. 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 |
21.5.4. SUGGESTED INTERGAME 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 (roleplay-heavy, low combat) | +3-5 bonus |
| Player Superstars (creative wins, MVP moments) | 15+ |
21.5.5. 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 |
21.5.6. 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 | -- |