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STAT (3-18)

4d6k1 per stat

BODY -  Smash, Carry, Climb, Strike
MOVE - Run, Dodge, Balance, Shoot
GRIT - Endure Poison/Disease/Death etc.

Only roll Tests and Saves when necessary.

AWE (+0)

A measure of your character’s renown/esteem/honor/recognition.
Gain AWE when completing Oaths. May be used to modify Generic Tests/Saves and oracles. It can also be spent to change the outcome of any roll.

Negative AWE?

There are ways that AWE can become negative, but rarely by your own choice. It cannot be spent if there are none to spend.

TEST

When you want to test a stat.

D100 <= (STAT × 5) ± mod

Success: Roll Equal to or Under.
Failure: Roll over.
Crit: Test roll ends in 0 or 5.
1-5: Always Success. 95-00: Always Failure

FEUD

In opposed tests, better result wins, same result is a draw.

Crit Failure < Failure < Success < Crit Success

SAVE

When you risk falling/stumbling/dropping/poison/magic/death etc.

2d6/3d6/4d6+ <= STAT

Results in a straight pass or fail.

General TEST/SAVE

When you need a check for something not already covered.

DifficultyDescription“STAT” Value
EasyTying a shoelace, Starting a fire with tools17
MediumPicking berries in summer, Preparing a meal14
50/50Identifying flora, Calm a spooked horse10
HardRecall someone’s heraldry, Diagnose an illness8
Very HardPredict the weather, Track something a day ahead6
Nearly ImpossibleSpot a troll in darkness, Start a fire in a thunder storm3

These can still be modified. Usually AWE is added as a positive modifier. The GM may choose to make all of these rolls to keep pacing up.

Flipping the Dice

Sometimes you might be asked to flip the dice with Advantage/Disadvantage;
On a d100 roll that has not CRIT, “flip” the unit and tens of a roll around to produce the new result.

Advantage - Take the Better
Disadvantage - Take the Worse

MARK

Marks are used to track level/progress/degradation/time. If something has been marked, draw a line next to it.
A single concept can typically have up to four marks (forming a star with 8 points).

Rounding

When the result is not whole after dividing some numbers.

Rounding

Round fractions to the nearest whole number. Halves are rounded up.


FRAY

Rules for combat.

Initiative

Save against 10 modified by AWE. If you succeed go before the enemies. 2d6 - Ambushing, 3d6 - Expected, 4d6 - Surprised

Speed (SPD)

Your speed is equal to MOVE/2.

You can charge +1d6 units. Roll after the initial move or action.

You can run 2x SPD if you remain unengaged throughout.

You cannot move through the space of others unless they are prone or otherwise incapacitated.

Engaged!

You are considered engaged when you move within range of their melee strikes.

When engaged you must stop immediately.

Charging
If you are engaged as part of a charge you must perform an attack. If there are no targets in range (maybe due to them using Long (L) weapons) you may step towards an engaged foe and make an attack, doing so they may make one free attack against you that can be defended as usual.

Leaving
To leave an engagement you must use your whole SPD to move one unit out of a single target’s engagement zone. You cannot charge.
If doing so makes you engaged with another target, you must stop immediately, the same rules apply.

Fleeing
If a target flees they may “charge” out of an engagement. During this movement anyone in range may make a melee strike against the target, this cannot be defended against.

Defensive Penalty
-10 to all defensive actions for each enemy engaged past the first.

Turn

Move up to your SPD and then perform an action in an arbitrary 6s of time.

Duel

Attacker engages, aware defender may always respond. Roll opposing Test, and compare:

Atk.\ Def.N/ACFFSCS
CFMissBoth -Atk -Def +Def + *
FAtkDef -MissDefDef +
SAtk +Atk +AtkDefDef +
CSAtk + *Atk + *Atk +AtkDef

(Miss) All miss, (Atk/Def/Both -) Something goes wrong.
(Atk.) Hits. (Atk. +) Strong Hit. (Def.) Defends. (Def. +) Immediate free attack (1/turn).
(*): Make Prone/Disarm/Grapple etc.

Offensive actions

Strike: Test BODY: Success means you hit.

Shoot: Test MOVE: Success means you hit. A critical miss leads to a wild shot.

Other: Decide possible outcomes as a table then make the relevant test and resolve.

Defensive actions

Block: Test BODY. Success means you block the strike. See Weapon Damage.

Dodge: Test MOVE: Success means you avoid the strike.

Counter: Test BODY: Success means you hit your target. Both equally succeed; both hit. Failure gives the attacker a bonus on their damage roll.

Other: Decide the possible outcomes as a table then make the relevant test and resolve.

Weapon Degradation

Compare the loads of the different weapons. Apply the difference as Marks to the lighter weapon.

If the same type, the weapon wielded by the lowest BODY takes the mark.

When a weapon gains its 4th mark, it is broken and needs repairing.

Damage

Hit Location

Roll 1d10 for Hit Location. +3 Aim High, -3 Aim Low

1d101234
Lower Loc.Feet*Calf*Thigh*Stomach
5678-910
Upper Loc.Hands*Forearms*Upper Arm*ChestHead†

* 1d10: Even: Right, Odd: Left 1d10: 1: Jaw 2-3: Mouth 4-5: Cheek 6: Nose 7: Eye 8: Ear 9-10: Forehead

Damage

Damage for the weapon is determined by weight; roll and take the highest.
S. Light: 2d6 (lowest) Light: 1d6 Medium: 2d6 Heavy: 3d6 S. Heavy: 4d6
+1 if strong hit. +1 if unarmoured. +1 if head. +1 target counter failed.

Armour Save

Roll a number of d6 equal to your Armour Class. Each result of 6 reduces the Wear by 1 and makes the injury outcome one lower.

Injury

Compare the result below:

ResultOutcome
0Unscathed. No Damage.
1Scathing Blow. No Injury.
2-3Minor Injury. +1 Tear
4-5Serious Injury. +2 Tear
6Grievous Wound. +3 Tear
7+Lethal Force. +4 Tear. Make 4d6 GRIT save or die

Take an amount of WEAR equal to the result.
Note the Injury down as a Reputation with Marks equal to the TEAR inflicted.
e.g. Minor Leg Cut, Grievious Chest Crush (or a more flavourful descriptor!)

Stumble Rolls

A character dealt a Serious Injury or worse to the Arm or Leg adds rolls a d6 and adds it to the damage dice rolled by the attacker. If the total value of the dice exceeds their MOVE they drop whatever they were holding or fall prone.

Bleeders and Amputation!

A Grievous strike is one to be wary of as it causes you to bleed.

Bleeding: When dealt a grievous injury also add bleeding as a reputation with 0 Marks. Add a Mark each minute. If a minute passes and bleeding is already at 4 Marks, gain a new reputation dying with 0 Marks. Add a Mark each further minute and each time make a GRIT save rolling a number of dice equal to your Marks in dying, a failure results in death.

Amputations: When dealt a grievous injury by a slashing attack to the Arms/Legs/Head,a character rolls a d6 and adds it to the damage dice rolled by the attacker. If the total value of the dice exceeds their BODY the body part is amputated. Note this down as a permanent reputation. In the case of decapitation, the target dies immediately. (Just to be clear!)

Heavy Blows

When struck in the Chest or Head add up the damage dice rolled. If this exceeds your BODY you are knocked back 1 unit (hex). If this value also exceeds your MOVE you also fall prone.

Wear & Tear

Wear is a measure of your fatigue and exhaustion.

When Wear + Equipped Load <= GRIT/2 you become Weary

Tear is a measure of your physical injuries.

Each point of Tear applies -5 to all Tests and +1 to all Save results.

Stun Roll

Whenever you take Wear or Tear, roll a GRIT Save using a number of d6 equal to your current TEAR (including any ignored).
If you fail you are Stunned. Repeat the save each turn; regaining consciousness on a success.

A stunned character can be executed…

REST

Hour

An hour’s rest, once a day, is enough to regain some Wear and tend to your wounds.
You can apply bandages or other suitable treatment to allow the target to ignore the effects of injuries for the rest of the Day. After completing the rest reduce your wear by 1d6.

Full Night

After a full night’s rest you can reduce a single injury’s Tear by 1 if it has been treated.
After completing the rest reduce your Wear by 1d10. You may then tend to your wounds before you set out in the same way as an Hour’s rest.

Full Day

A full day not adventuring recovers all your Wear but still only 1 Tear as per a Full Night’s rest. You can perform light downtime during this rest.


FAME

Your character’s reputations, whether claimed or earned. Start with one earned in your Past.
A single reputation might offer benefits in certain situations but hinder in others.

Positive Reputation

When a reputation applies postively to a:
Test: For each Mark gain a +5 modifier to the target number. Save: For each Mark reduce the die result by 1.

Negative Reputation

When a reputation applies negatively to a:
Test: For each Mark apply -5 modifier to the target number. Save: For each Mark increase the die result by 1.

Multiple reputations can apply to a single TEST/SAVE.

Sometimes reputations may apply to other rolls or derived stats. Usually they provide a +1/-1 bonus respectively. For example “Swift” might provide +1 to SPD and “weak” might apply a -1 to GRIT when dealing with LOAD. Decide as a table when these modifiers apply.

Reputation Marks

Each reputation has a number of Marks associated with them, the more marks, the more you embody that reputation, the more proficient you are at performing related tasks. Each Mark increases the modifier applied to a TEST/SAVE by another amount. Reputations are usually measured on a scale of 0-4 Marks.

Gaining/Losing Reputation

A reputation must be earned, but also maintained. Usually you start with some starting reputations at character creation.

Whenever you are about to perform a test, out of the reputations applied determine whether any of them could be considered ‘on the line’ and choose as many of them you would like the chance to improve in future. You may also suggest a new reputation to stake having 0 Marks.
Once you have determined which reputations are ‘on the line’ roll the test.
If it is successful underline 1 reputation that was ‘on the line’, this can now be improved. If however the check was a failure you may instead cross a reputation that was ‘on the line’ and re-roll. If this re-roll is successful nothing further happens, this reputation remains crossed out until you succeed a related check or spend a point of AWE to gain it back. If instead you fail a related check while the reputation is crossed out, immediately lose a mark (or gain a mark if negative) and uncross it. Your reputation has taken a beating.

Losing your reputation

If the table decides you have performed an action that acts against your reputation or have failed a check where this reputation is ‘on the line’; Lose a Mark.

If a reputation has no marks to remove; Lose it immediately or earn it’s opposite (negative reputation) with 1 Mark.

A permanent reputation is one you have no control of. It counts as a rank 4 reputation and cannot be lost. So it is written.

Oaths

Your character may decide to make an oath to guide their path. This could be inline with their current “Quest” or something much greater. All that really matters is that your character follows their oath. If they break their oath, they are considered an Oathbreaker and may never make an Oath again. You may only ever have one Oath at a time. The only way a character can move past an oath is if it is completed or made impossible to achieve. The other rule of oaths are they must always be of greater risk than your previous Oath. Whenever an Oath is completed gain 1 AWE.

XP

At the end of a session gain 1XP for each of the following:

  • Did you participate in the game session?
  • Did you explore a new location?
  • Did you defeat one or more dangerous adversaries?
  • Did you handle a difficult situation by violent or non-violent means?
  • Did you make progress towards your current Oath?

A character may spend XP whenever they take time to rest in safety. They may improve any underlined reputation by spending XP equal to 4x the number of Marks you are improving it to. When a reputation is improved, immediately remove its underline. It cannot be improved again until it has been put ‘on the line’ once again.

A ‘negative’ reputation can also be improved, spend XP equal to the current number of Marks and remove 1 instead.

The Round Table

It is the table’s responsibility to determine whether an Oath is Heroic enough and whether someone has neglected their Oath enough to earn the reputation of Oathbreaker.


LOAD

Load is a measure of the weight/bulk of all equipment a character is laden with. Add all the Load values of all items being worn or carried. Round any fractions to the nearest whole number.

Weary

A character is considered weary if their..total Load and Wear equals or exceeds half of their GRIT score.
When this is the case apply Weary as a reputation with 1 Mark.
For each multiple of this value their Load and Wear equals or exceeds add an additional Mark.

GEAR

Weapon Load

Weapon Load is calculated by type to keep things simple:

TypeSuper LightLightMediumHeavySuper Heavy
Load01234+

Melee Weapons & Shields

Melee WeaponsAtk./Def.TypeCostFeatures
Battleaxe20/10Medium10-10 1h, Slashing
Broadsword15/10Medium12+10 to Counter, Slashing, Piercing
Club15/5Light5Bludgeoning
Dagger5/5Light5Piercing
Flail20/10Medium8Bludgeoning
Greatsword25/10Heavy40-20 1h, Slashing, Piercing
Glaive/Bill (L)25/10S. Heavy50-25 1h, Slashing
Handaxe10/5Light6Thrown, Slashing
Javelin15/5Medium5-10 1h, Thrown, Piercing
Lance25/5Heavy30-15 1h, Piercing
Mace15/5Medium8Bludgeoning
Pike (L)25/5Heavy15-25 1h, Piercing
Poleaxe (L)25/5S. Heavy20-25 1h, Piercing, Slashing
Quarterstaff20/15Medium5-10 1h, Bludegoning
Shortsword10/5Light8+15 to Counter, Slashing, Piercing
Spear20/10Medium4-10 1h, Piercing
Two-Handed Axe20/10Heavy25-15 1h, Slashing
Warhammer15/5Heavy25-10 1h, Bludegoning
Unarmed0/10S. Light-Bludgeoning
Buckler5/15Light10Counts as Super Light for Damage, Bludgeoning
Heater Shield5/20Medium15Counts as Light for Damage/Load, Bludgeoning
Round Shield10/20Medium15Counts as Light for Damage, Bludgeoning
Kite Shield5/25Heavy20Counts as Light for Damage, Bludgeoning
Tower Shield5/25Super Heavy30Counts as Light for Damage, Bludgeoning

Long weapons (L) can be used from a hex away and over other characters.

Ranged weapons used as Melee are usually considered Super Light for damage.

Mounted Combat

Hits from moving horseback are considered one type heavier for damage.

Ranged Weapons

Ranged WeaponsRangeTypeCostFeatures
Crossbow20Heavy50-10 when moving, Reload, Piercing
DaggerBody/2Light5Piercing
HandaxeBody/2Light6May be thrown as part of a charge -10, Slashing
JavelinBodyMedium5May be thrown as part of a charge -10, Piercing
Longbow25Heavy30-20 when moving, requires BODY > 14, Piercing
Shortbow20Medium15-20 when moving, can charge after firing, Piercing
Sling15Light1-20 when moving, Piercing
SpearBodyMedium4Piercing
Thrown Melee2As Melee-As Melee.
Powder Gun15Medium200Cannot Defend, Slow Reload, Piercing
Powder Rifle20Heavy300Cannot Defend, Slow Reload, Piercing

Range is measured in units. Each band past first applies -10 to test and is considered 1 type smaller for damage.

Thrown weapons use BODY.

Firing while engaged applies an additional -10 modifier to the roll.

Moving

A character is considered moving if they use any movement on their turn.

Armour

The simple armour sets assume a full set covering torso, arms and legs.

MaterialACTypeLoadCostFeatures
Cloth0S. Light115†-
Padded2Light230+2 AC against Bludgeoning
Leather3Medium455
Mail4Heavy675
Full Mail6Heavy8100+2 AC against Bludgeoning
Scale/Splint8Heavy10150+2 AC against Bludgeoning
Half Plate10Heavy8200+2 AC against Bludgeoning
Plate12Super Heavy10350+2 AC against Bludgeoning

Head Hit!

Roll 1d10, a 10 strikes the head! (+1 to damage roll)
Without a helmet consider it an unarmoured hit. (+1 to damage roll)

Helmets

You can add a piece of head armour of any material type. Use the two tables below to create a helm.

ArmourAC ModifierCost MultiplierLoad MultiplierFeatures
Cap-210.25Cloth/Padded/Leather/Plate
Cowl01.50.5Cloth/Padded/Leather/Mail
Half Helm+121Leather/Scale/Splint/Plate
Full Helm+242Leather/Scale/Splint/Plate
Great Helm+452.5Gain the Half-blind Reputation while wearing. Plate Only.
MaterialACTypeLoadCostFeatures
Cloth0S. Light01
Padded1Light0.255+2 AC against Bludgeoning
Caps and Cowls Only.
Can be worn underneath.
Leather2Medium0.510
Mail3Heavy120Cowls Only
Scale/Splint4Heavy225
Plate6Heavy250

Other

Copied from Wolves Upon the Coast

SuppliesCostLoadSuppliesCostLoad
Arrows (20)201Manacles51
Backpack5-Mirror, Large Metal102
Bandages (5)101Mirror, Small Metal51
Bolts (10)201Mirror, Small Silver200.5
Bottle50.25Net101
Box, Large Iron304Oil, Flask51
Box, Small Iron152Pole, 10’51
Candle, Tallow10.25Quiver, Empty2-
Candle, Wax20.25Ration, Day50.5
Cart50-Ration, Trail21
Case, Map50.5Rope, 50’ Silk701
Checkers51Rope, 50’ Hemp51
Chest, Large Wooden154Sack1-
Chest, Small Wooden82Shovel51
Compass1000.25Shovel, Wooden51
Crowbar51Waterskin151
Dice20.25Skis and Ski Poles152
Flint & Steel50.25Sled202
Grappling Hook101Sleeping Bag21
Hammer & Wooden Stakes51Snare11
Laboratory (Portable)1504Iron Spike31
Lantern, Bullseye121Tent154
Lantern, Hooded71Tinderbox100.25
Lockpicks251Torches (4)11
Map, Local200.25Wagon150-

250 silver coins = 1 Load

LivestockCostLivestockCost
Chicken1Mule20
Cow10Ox15
Dog15Pigeon1
Donkey8Piglet1
Goat3Pig3
Hawk20Pony15
Horse, Draught30Sheep2
Horse, War200Songbird25
Horse, Riding25Lantern Boy0

Appendix N

Inspired by: