Success Level
Botch, Over Failure
 
 
Failure
 
 
Tie
 
 
Success
 
 
Over Success
Gossip
Meditation
Bluff
Acrobatics
Take 1 Fatigue, sent reeling and position doesn't change.
 
Sent reeling & position unchanged.
 
Unchanged position
 
 
Change position and act normally for turn
 
Change position and act normally for turn
Lie so badly you insult the other person.
 
The other person sees your bluff.
 
They are suspicious of your claim.
 
They believe you.
 
 
You have converted them to your cause!
You commit an embarrassing faux paux.
 
You get nothing.
 
 
Get the latest buzz. Often wrong.
 
Get the latest news.
 
 
You get the inside information!
Nothing
 
 
Nothing
 
 
Nothing
 
 
1 Spell Point
 
 
2 Spell Points and you get a free reroll!
Distraction Table
Dice
In your private lodge in a place of magic power
 
A nice, quiet spot.
 
A private room at an Inn or normal household.
 
A room shared by others.
 
A noisy, boisterous place
None.
 
 
2d4
 
2d6
 
 
2d8
 
2d10
Contests of Strength
Dice
Break down an inner door.
 
Break down a barred door.
 
Lift a Big Gate
 
Arm wrestle someone else
2d8
 
2d12
 
4d12
 
vs. Str
Mind, Charisma & Fast Talk
vs.
Mind & Psychology
Speed & Acrobatics
vs.
Position Chart Difficulties
Etiquette & Carouse
vs.
Town size
Will & Meditation
vs.
Distraction Table
Sequence Of Battle!
Roll Initiative (Mind & Speed or Lowest of Tactics in group).
Reeling individuals don't get an initiative roll.
 
Count up from 1 to 12. Each person says if they are going to Cover Up (+1 defense)
Use Acrobatics to change position if not reeling or covering up.
 
Those suffering from Reeling, recover from its effects. Those recovering this turn may only defend.
 
Count down from 12 for First Rank Maneuvers.
If injured, roll Resolve & Will vs. Damage Dice or you start Reeling.
 
Count down from 12 for Second Rank Maneuvers.
If injured, roll Resolve & Will vs. Damage Dice or you start Reeling.
 
Count Down from 12 for Third Rank Maneuvers.
If injured, roll Resolve & Will vs. Damage Dice or you start Reeling.
 
If no Maneuver had been performed the character is now considered focused.
 
If injured and are in the Unconscious Band, every turn roll Resolve & Will vs. Unconscious Dice or collapse until injuries are healed with magic or first aid is successfully given.
 
If injured and are in the Death Band, roll Resolve & Will vs. Death Dice or suffer the icy grip of Death.
 
Mind, Will, Camouflage & Stealth
vs.
Mind & Observation
Hiding
Knowledge Tests
Field of Knowledge & Mind
vs.
Difficulty
Field of Knowledge
History
 
Landmarks, Local Offices,
Points of Interest
 
Guild Structure and Procedures
 
Local Laws, Judges & Rules
 
Habits of Animals, marks and breeds
Skill to Use
Lore
 
Area Knowledge
 
 
Appropriate Career
 
Law
 
Animal Handling
Using a skill without any skill
Roll your Mind twice and take the lower value.
-
-
-
-
-
-
-
Leadership Table
Dice
Outnumbered 2-1 or more
 
1/4 of your group is down
 
1/2 of your group is down
 
3/4 of your group is down
 
Charisma & Leadership
vs.
Difficulty
2d8
 
2d4
 
2d8
 
2d10
 
Botch, Over Failure
 
Failure
 
 
Tie
 
 
Success
 
Over Success
Full rout!
 
Partial rout. The number rolled is how many flee.
 
Stand ground unless a coward or craven
 
Rally!
 
Heroic rally! Never say die!
Leadership
Melee Modifiers!
Circumstance
Your weapon is awkward
 
 
Bad footing
 
Torchlight or dusk
 
Starlight or candle
 
Blinded or in pitch darkness
 
Attacking from front or left
 
Attack is unsuspected
Modifier
Strike Awkwardly or charge
 
-1
 
-1
 
-2
 
-3
 
Target gets shield die
 
+1
How to avoid
Use lighter weapon or focus
 
 
Gift of surefootedness
 
Night vision or Echolocation
 
Night vision or Echolocation
 
Echolocation
 
Target gets shield die
 
Get a code of honor
Ranged Modifiers!
Circumstance
Lying down with bow or sling
 
Your weapon is awkward
 
 
Bad footing
 
Torchlight or dusk
 
Starlight or candle
 
Blinded or in Pitch darkness
 
Shielded Target
 
Unsuspecting foe
 
soft cover like bush or fence
 
hard cover like stone or brick
 
trace target through others
 
Braced with gun or crossbow
 
Modifier
How to avoid
Get up
 
Use lighter weapon or focus
 
 
Gift of surefootedness
 
Night vision or Echolocation
 
Night vision or Echolocation
 
Echolocation
 
Target gets shield die
 
Get a code of honor
 
Move to another spot
 
Move to another spot
 
Move to another spot
 
Move or abort to defend
-1
 
Must use Awkward maneuver
 
-1
 
-1
 
-2
 
-3
 
Target gets shield die
 
+1
 
d8
 
d12
 
d8
 
-1, but no defense, can abort to defend
Clear Day
 
Windy, Fog, Ocean Spray
 
Very windy or light drizzle
 
unpleasant rain
 
driving rain or frosted gun
 
underwater
 
Any success means the weapon fires, otherwise the gun Hangfires and drops by one for spark value.
Gun Spark Check
Results
Condition
Dice
None
 
2d4
 
2d6
 
2d8
 
2d10
 
impossible
 
Failed against range dice.
 
Target defended with shield roll.
 
Target saved by shield die.
 
Save by secondary cover.
 
Save by trace die when firing past someone else.
 
Target dodged
 
Missed!
 
Hit shield
 
Hit shield
 
Struck cover
 
Traced person must defend or get hit.
 
Missed and see if someone else got hit
Why you missed
What happened
Distance Modifiers
Point Blank
Short
Medium
Long
Extreme
Dice
None
d12
2d12
3d12
4d12
Throwing
Lift Bonus - 1 Easy
PB
S
M
L
E
0
1
2
3
4
5
6
0
1
2
3
4
5
6
1
2
4
6
8
10
12
2
5
10
15
20
25
30
5
10
20
30
40
50
60
 
 
 
 
 
 
 
Takes two hands
 
 
Takes two hands
 
Takes two hands
 
Takes two hands
 
Takes two hands
 
 
 
 
 
 
Takes two hands
 
Takes two hands & foot
 
Takes two hands
 
Takes two hands
 
 
 
 
 
 
Takes two hands, fire gun that hung earlier.
Don't fail!
 
 
Aim at single target, reduce range die by 1 step
 
You are now focused for next turn
 
 
Second
 
 
First
 
Second
 
Second
 
 
First
 
Second
 
Second
 
Third
 
 
First
 
Second
 
Second
 
Third
 
Third
 
Third
 
 
First
 
Second
 
Third
 
 
 
Third
 
Third
Action
Initiative
Move
Ranged Maneuvers!
Throw
 
Slings
Loose loaded, easy sling
 
Loose loaded, awkward sling
 
Load sling
 
Bows
Loose loaded, easy bow
 
Loose loaded, awkward bow
 
Load and loose Easy bow
 
Load and loose Awkward bow
 
Crossbows
Loose loaded, easy crossbow
 
Loose loaded, awkward crossbow
 
Load a crossbow by hand
 
Load a crossbow using footstrap
 
Prepare cranequelin
 
Load using cranequelin
 
Guns
Fire loaded, easy gun
 
Fire awkward, easy gun
 
Fire hang fired gun
 
 
Other
Aim
 
Focus
Defense
Effect
Stride
 
 
Stride
 
Stride
 
Stride
 
 
Stride
 
Stride
 
Stride
 
Stride
 
 
Stride
 
Stride
 
Stride
 
None
 
None
 
None
 
 
Stride
 
Stride
 
Stride
 
 
 
None
 
Stride
Normal
 
 
Normal
 
Normal
 
Normal
 
 
Normal
 
Normal
 
Normal
 
Normal
 
 
Normal
 
Normal
 
Normal
 
None
 
None
 
None
 
 
Normal
 
Normal
 
Normal
 
 
 
None
 
Normal
Circumstance
Ambush!
Ambusher
Not expecting trouble
 
Ready for trouble!
(Normal during daytime or alert Guards at Night)
 
Known Area
 
Good Hiding Place
 
Traitor in the Midst
Target
Speed
 
 
 
 
 
Area Knowledge
 
Camouflage, Stealth
 
Fast-Talk
Sixth Sense
 
Mind
 
 
 
Area Knowledge
 
Observation
Result
Ambusher
Target
Ambusher Botches
 
Target Succeeds
 
Tie
 
Ambusher Succeeds
 
Target Botches
Normal state
 
Normal state
 
Focused
 
Focused
 
Focused
Focused
 
Normal state
 
Focused
 
Normal state
 
Focused
Ambushers use the lowest Speed score and the highest else wise for multiple characters. Targets use the highest dice of all characters.
Positions!
Position
Standing
 
Kneeling
 
 
Lying Down
 
 
 
Flying
 
Falling
 
 
Reeling
Defense
Normal
 
-1 dodge, no retreat
 
 
-1 on all defense, but can retreat by rolling away.
 
Normal
 
-1 to all defense, no retreat possible
 
-1 to all defense, no retreat possible
Attack
Move
Acrobatics
Normal
 
-1 to all weapons except normal for crossbows and guns.
 
-1 to all weapons except normal for crossbows and guns.
 
 
Normal
 
-1 to all attacks
 
 
No attack possible
 
Normal
 
Stride or Dash
 
 
Roll at stride rate
 
 
 
Flying
 
Only Down
 
 
None
 
None
 
2d8
 
 
2d10
 
 
 
None
 
2d8 to fly
 
 
None
 
Melee Maneuvers!
Change Position
 
Charge!
 
Cover Up
 
Focus
 
Move
 
Recover
 
Run
 
Strike Awkward
 
Strike First
 
Strike Hard
 
Strike Sure
 
Strike Tandem
 
Strike Twice
Maneuvers
Rank
Movement
Defense
Effect
Second
 
First
 
Begin
 
Third
 
One, Two & Three
 
Begin
 
One, Two & Three
 
Second
 
First
 
Second
 
Second
 
Second
 
Second & Third
Normal
 
None
 
+1
 
Normal
 
Normal
 
Normal
 
None
 
Normal
 
Normal
 
Normal
 
Normal
 
Normal
 
Normal
Stride
 
Dash
 
Stride
 
Stride
 
3 Strides
 
Stride
 
3 Dashes
 
Stride
 
Stride
 
Stride
 
Stride
 
Stride
 
Stride
 
Change position with no roll needed.
 
No retreat possible.
 
No attack
 
Build Focus for next turn
 
No attack
 
Recover from Reeling
 
No attack
 
Attack with awkward weapon
 
 
 
+1 damage
 
+1 to hit
 
2 weapons attack, second is at -1 to hit.
 
2 attacks with each doing -1 damage.
Retreats can also be added to nearly every maneuver. By backing away by 1 pace, you get an extra d8 for defense.