This is currently a living document. It may be updated at anytime!
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.
Difficulty | Description | “STAT” Value |
---|---|---|
Easy | Tying a shoelace, Starting a fire with tools | 17 |
Medium | Picking berries in summer, Preparing a meal | 14 |
50/50 | Identifying flora, Calm a spooked horse | 10 |
Hard | Recall someone’s heraldry, Diagnose an illness | 8 |
Very Hard | Predict the weather, Track something a day ahead | 6 |
Nearly Impossible | Spot a troll in darkness, Start a fire in a thunder storm | 3 |
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/A CF F S CS CF Miss Both - Atk - Def + Def + * F Atk Def - Miss Def Def + S Atk + Atk + Atk Def Def + CS Atk + * Atk + * Atk + Atk Def (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
1d10 1 2 3 4 Lower Loc. Feet* Calf* Thigh* Stomach 5 6 7 8-9 10 Upper Loc. Hands* Forearms* Upper Arm* Chest Head†
*
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:
Result Outcome 0 Unscathed. No Damage. 1 Scathing Blow. No Injury. 2-3 Minor Injury. +1 Tear 4-5 Serious Injury. +2 Tear 6 Grievous 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:
Type Super Light Light Medium Heavy Super Heavy Load 0 1 2 3 4+
Melee Weapons & Shields
Melee Weapons | Atk./Def. | Type | Cost | Features |
---|---|---|---|---|
Battleaxe | 20/10 | Medium | 10 | -10 1h, Slashing |
Broadsword | 15/10 | Medium | 12 | +10 to Counter, Slashing, Piercing |
Club | 15/5 | Light | 5 | Bludgeoning |
Dagger | 5/5 | Light | 5 | Piercing |
Flail | 20/10 | Medium | 8 | Bludgeoning |
Greatsword | 25/10 | Heavy | 40 | -20 1h, Slashing, Piercing |
Glaive/Bill (L) | 25/10 | S. Heavy | 50 | -25 1h, Slashing |
Handaxe | 10/5 | Light | 6 | Thrown, Slashing |
Javelin | 15/5 | Medium | 5 | -10 1h, Thrown, Piercing |
Lance | 25/5 | Heavy | 30 | -15 1h, Piercing |
Mace | 15/5 | Medium | 8 | Bludgeoning |
Pike (L) | 25/5 | Heavy | 15 | -25 1h, Piercing |
Poleaxe (L) | 25/5 | S. Heavy | 20 | -25 1h, Piercing, Slashing |
Quarterstaff | 20/15 | Medium | 5 | -10 1h, Bludegoning |
Shortsword | 10/5 | Light | 8 | +15 to Counter, Slashing, Piercing |
Spear | 20/10 | Medium | 4 | -10 1h, Piercing |
Two-Handed Axe | 20/10 | Heavy | 25 | -15 1h, Slashing |
Warhammer | 15/5 | Heavy | 25 | -10 1h, Bludegoning |
Unarmed | 0/10 | S. Light | - | Bludgeoning |
Buckler | 5/15 | Light | 10 | Counts as Super Light for Damage, Bludgeoning |
Heater Shield | 5/20 | Medium | 15 | Counts as Light for Damage/Load, Bludgeoning |
Round Shield | 10/20 | Medium | 15 | Counts as Light for Damage, Bludgeoning |
Kite Shield | 5/25 | Heavy | 20 | Counts as Light for Damage, Bludgeoning |
Tower Shield | 5/25 | Super Heavy | 30 | Counts 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 Weapons | Range | Type | Cost | Features |
---|---|---|---|---|
Crossbow | 20 | Heavy | 50 | -10 when moving, Reload, Piercing |
Dagger | Body/2 | Light | 5 | Piercing |
Handaxe | Body/2 | Light | 6 | May be thrown as part of a charge -10, Slashing |
Javelin | Body | Medium | 5 | May be thrown as part of a charge -10, Piercing |
Longbow | 25 | Heavy | 30 | -20 when moving, requires BODY > 14, Piercing |
Shortbow | 20 | Medium | 15 | -20 when moving, can charge after firing, Piercing |
Sling | 15 | Light | 1 | -20 when moving, Piercing |
Spear | Body | Medium | 4 | Piercing |
Thrown Melee | 2 | As Melee | - | As Melee. |
Powder Gun | 15 | Medium | 200 | Cannot Defend, Slow Reload, Piercing |
Powder Rifle | 20 | Heavy | 300 | Cannot 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.
Material | AC | Type | Load | Cost | Features |
---|---|---|---|---|---|
Cloth | 0 | S. Light | 1 | 15† | - |
Padded | 2 | Light | 2 | 30 | +2 AC against Bludgeoning |
Leather | 3 | Medium | 4 | 55 | |
4 | Heavy | 6 | 75 | ||
Full Mail | 6 | Heavy | 8 | 100 | +2 AC against Bludgeoning |
Scale/Splint | 8 | Heavy | 10 | 150 | +2 AC against Bludgeoning |
Half Plate | 10 | Heavy | 8 | 200 | +2 AC against Bludgeoning |
Plate | 12 | Super Heavy | 10 | 350 | +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.
Armour | AC Modifier | Cost Multiplier | Load Multiplier | Features | |
---|---|---|---|---|---|
Cap | -2 | 1 | 0.25 | Cloth/Padded/Leather/Plate | |
Cowl | 0 | 1.5 | 0.5 | Cloth/Padded/Leather/Mail | |
Half Helm | +1 | 2 | 1 | Leather/Scale/Splint/Plate | |
Full Helm | +2 | 4 | 2 | Leather/Scale/Splint/Plate | |
Great Helm | +4 | 5 | 2.5 | Gain the Half-blind Reputation while wearing. Plate Only. |
Material | AC | Type | Load | Cost | Features |
---|---|---|---|---|---|
Cloth | 0 | S. Light | 0 | 1 | |
Padded | 1 | Light | 0.25 | 5 | +2 AC against Bludgeoning Caps and Cowls Only. Can be worn underneath. |
Leather | 2 | Medium | 0.5 | 10 | |
3 | Heavy | 1 | 20 | Cowls Only | |
Scale/Splint | 4 | Heavy | 2 | 25 | |
Plate | 6 | Heavy | 2 | 50 |
Other
Copied from Wolves Upon the Coast
Supplies | Cost | Load | Supplies | Cost | Load |
---|---|---|---|---|---|
Arrows (20) | 20 | 1 | Manacles | 5 | 1 |
Backpack | 5 | - | Mirror, Large Metal | 10 | 2 |
Bandages (5) | 10 | 1 | Mirror, Small Metal | 5 | 1 |
Bolts (10) | 20 | 1 | Mirror, Small Silver | 20 | 0.5 |
Bottle | 5 | 0.25 | Net | 10 | 1 |
Box, Large Iron | 30 | 4 | Oil, Flask | 5 | 1 |
Box, Small Iron | 15 | 2 | Pole, 10’ | 5 | 1 |
Candle, Tallow | 1 | 0.25 | Quiver, Empty | 2 | - |
Candle, Wax | 2 | 0.25 | Ration, Day | 5 | 0.5 |
Cart | 50 | - | Ration, Trail | 2 | 1 |
Case, Map | 5 | 0.5 | Rope, 50’ Silk | 70 | 1 |
Checkers | 5 | 1 | Rope, 50’ Hemp | 5 | 1 |
Chest, Large Wooden | 15 | 4 | Sack | 1 | - |
Chest, Small Wooden | 8 | 2 | Shovel | 5 | 1 |
Compass | 100 | 0.25 | Shovel, Wooden | 5 | 1 |
Crowbar | 5 | 1 | Waterskin | 15 | 1 |
Dice | 2 | 0.25 | Skis and Ski Poles | 15 | 2 |
Flint & Steel | 5 | 0.25 | Sled | 20 | 2 |
Grappling Hook | 10 | 1 | Sleeping Bag | 2 | 1 |
Hammer & Wooden Stakes | 5 | 1 | Snare | 1 | 1 |
Laboratory (Portable) | 150 | 4 | Iron Spike | 3 | 1 |
Lantern, Bullseye | 12 | 1 | Tent | 15 | 4 |
Lantern, Hooded | 7 | 1 | Tinderbox | 10 | 0.25 |
Lockpicks | 25 | 1 | Torches (4) | 1 | 1 |
Map, Local | 20 | 0.25 | Wagon | 150 | - |
250 silver coins = 1 Load
Livestock | Cost | Livestock | Cost |
---|---|---|---|
Chicken | 1 | Mule | 20 |
Cow | 10 | Ox | 15 |
Dog | 15 | Pigeon | 1 |
Donkey | 8 | Piglet | 1 |
Goat | 3 | Pig | 3 |
Hawk | 20 | Pony | 15 |
Horse, Draught | 30 | Sheep | 2 |
Horse, War | 200 | Songbird | 25 |
Horse, Riding | 25 |
Appendix N
Inspired by:
- Wolves Upon the Coast - Luke Gearing
- Inevitable - Soulmuppet
- HârnMaster - Columbia Games