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First Law

1
3. Skills ............................................................... 22
Innhold Specialized skills ............................................ 22
Introduction .............................................................. 4
Skill synergy ................................................. 22
1.1. Basic game mechanics ....................................... 5
3.1. Skill Descriptions ......................................... 22
1.2. Actions ......................................................... 6
4. Talents, Resources and Flaws .............................. 33
Standard actions ............................................... 6
4.1. Talents ....................................................... 33
Extended actions .............................................. 6
4.2. Resources .................................................... 60
Opposed actions ................................................. 6
Ally ............................................................ 61
Reflexive actions ............................................... 7
Contacts ........................................................ 62
1.3. Style points .................................................... 7
Fame ............................................................ 62
Chance dice ...................................................... 8
Fencing School ............................................... 63
1.4. Experience...................................................... 8
Followers ....................................................... 71
2.1. Archetype .................................................... 10
Patron........................................................... 71
2.2. Motivation ................................................... 13
Rank ............................................................ 72
2.3. Attributes ................................................... 16
Refuge.......................................................... 73
Body ............................................................. 16
Status .......................................................... 74
Dexterity ....................................................... 16
Wealth .......................................................... 75
Strength ........................................................ 17
4.3. Flaws......................................................... 75
Charisma........................................................ 17
5. Combat and Hazards ........................................... 83
Intelligence..................................................... 17
5.1. Combat Overview .......................................... 83
2.4. Secondary attributes ....................................... 18
5.2. Combat Turns and Actions ........................... 83
Size .............................................................. 18
5.3. Combat Maneuvers ...................................... 85
Move ............................................................ 18
5.4. Attack ....................................................... 89
Perception ....................................................... 18
5.5. Defense ..................................................... 92
Defense ......................................................... 19
5.6. Move ........................................................ 95
Stun.............................................................. 19
Encumbrance .................................................. 95
Health ........................................................... 19
5.7. Damage ...................................................... 96
2.5. Skills ......................................................... 19
5.8. Mounted combat .......................................... 97
2.6. Talents and resources .................................... 20
5.9. Health ........................................................ 97
2.7. Flaws ......................................................... 20
5.10. Healing..................................................... 99
2.8. Finishing touches.......................................... 20
5.11. Social Dueling .......................................... 100
2.9. Permanent Style points ................................... 21
5.12. Environment ............................................ 101

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Deprivation ................................................... 101 Animals ..................................................... 133
Disease........................................................ 102 New inventions ............................................ 133
Drowning & Suffocation.................................. 103 8. The Cycle of the Word....................................... 136
Exposure ..................................................... 103 History ........................................................... 136
Falling ........................................................ 103 The Union ................................................... 138
Fatigue........................................................ 104 *The Northlands .......................................... 140
Caustic Damage ............................................ 104 *Styria ........................................................ 142
Fire ............................................................ 104 *Gurkhul ..................................................... 144
Poisons and Drugs........................................ 105 8.3. Inhabitants of the Circle of the World ........... 145
Attacking Objects ........................................ 107 Friends and Foes ........................................ 145
6. The Gifts of Euz ............................................. 108 Followers ..................................................... 151
6.1. The High Art ........................................... 109 *Animals .................................................... 152
Magickal Energy ......................................... 109 Unnatural.................................................... 155
Channeling Extra Magickal Energy ................ 110 Index ................................................................. 159
6.2. Disciplines of the Art ................................ 110
6.3. Casting Rituals.......................................... 112
Spell Modifiers ........................................... 113
Formulating Rituals ...................................... 114
Examples of Magick Use .............................. 117
6.5. Spirit talkers ............................................. 119
7. Gear................................................................ 121
7.1. Money ................................................ 121
7.2. Weapons .................................................... 121
*Melee Weapons............................................ 121
*Ranged Weapons .......................................... 124
7.3. General Equipment ...................................... 125
*Armor ....................................................... 126
Clothing ....................................................... 127
Outdoor & Survival Gear ................................ 128
Tools & Kits ................................................ 130
Miscellaneous Equipment ............................... 131
Common Services ........................................... 131
Transportation............................................... 132

3
Introduction
First law is set in the Circle of the World created
by Joe Abercrombie. The genre could be best
described as Fantasy Noir. Although there are
heroic actions and sometimes acts, there are no
real heroes. There are those who try their best
against a harsh and careless world, but even the
best intentions often do the worst harm.

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1. Game mechanics
For playing All for One you will need a couple of As mentioned above, each action may achieve
six-sided dice (d6) of any type (d6 are used for different degrees of success/failure. Subtract the
random tables within this book), character sheets difficulty from the rolled successes and compare
and pencils. Additionally, you will need a copy of to the table below. The GM determines what
Hollow Earth Expeditions. each degree of success actually means:

1.1. Basic game mechanics Successes vs. Degree


Difficulty
Dice pool +5 or more Amazing Success
Whenever the GM requests a test, dice are roll. +4 Exceptional Success
The number of dice is called dice pool. Its size
+3 Major Success
depends on the test type. For an Attribute test
the dice pool is the relevant attribute level +/- +2 Complete Success
modifier. The dice pool for a Skill test is equal to
the sum of skill level, attribute level and specialty
+1 Simple Success
+/- modifier. 0 Minor Success
After rolling the dice, each die showing a result of -1 Simple Failure
4 or more is counted a success.
-2 Complete Failure
Difficulty -3 Pitiful Failure
Some tasks are more difficult than others. The -4 Dreadful Failure
GM may set a difficulty rating according to the
task (see table below. This rating is the minimum -5 Abysmal Failure
number of successes necessary to perform the Critical Failure
task. Every success over this number represents a
greater degree of success. If you fail to roll any success at all, the test results
in a critical failure. Depending on the task, this
Difficulty table Rating may be embarrassing or outright dangerous. In
general, the higher the task’s difficulty, the worse
Easy 1 the blunder.
Average 2
Modifiers
Tough 3
There are many things that may help or hinder
Hard 4
performing a task. Exceptional tools may make a
Very Hard 5 test easier as make-shift tools make it more
difficult.
Nigh Impossible 6+
Another factor that may influence the outcome
Degree of success/failure of a test is time. Hasten a job usually makes it

5
more difficult, while taking good time may
increase the quality of the result. See the
1.2. Actions
following table for examples:
There are four basic action types, some take
Modifier Example Dice more time than others, some take no time at all,
and some pit two or more characters against
Pool
each other.
Superior A team of highly trained +8
bonus assistants. Standard actions
Base time x 10 These are straight forward actions like jumping
across a chasm or picking a lock. Any action that
Major Bonus Base time x 5 +4 can be resolved by a single die roll, is considered
Moderate Good tools +2 a standard action. Roll your appropriate dice pool
against the set difficulty to determine the
bonus Base time x 2 outcome of a standard action.
Minor bonus Some practise +1
Extended actions
No modifier Normal conditions 0
Some tasks are more complex, requiring time to
Minor Penalty Obscure vision -1 complete, such as building a lumber hut or
Moderate Improvised tools -2 repairing a stage coach. In such cases the GM sets
a cumulative amount of successes required for
Penalty completion of the task, usually something
between 5 and 10, as well as the time elapsing
Major Penalty Crippling wound -4
between each roll. Just like standard tasks,
Twice as fast extended tasks have difficulties; only successes
exceeding the difficulty are added to the required
Severe Penalty Pitiful Failure -8 total. Extended actions are a good dramatic tool
Three times as fast when characters have limited time to prepare for
a coming event.
Taking the Average
As each die in the pool will have 50/50 chance of Opposed actions
succeeding, the average number of successes is
halve the rolled dice in the pool. If this number is In this case, two or more characters compete
equal to the difficulty set by the GM, no die roll is against each other. The degree of success is
needed. determined by comparing the individual success,
counting the exceeding successes of the winner.
If the dice pool has an odd number, you take A tie means neither part has a success, in combat
halve the value, rounded down, but write a + this would be a near miss.
behind the average number. This means that you
roll just one die, adding a success to the average. In case where two or more characters race
towards a goal, the GM sets required number of
successes as in an extended test. The character
achieving the necessary successes first, wins.

6
Reflexive actions session the game report, diary, or whatever is
handed to the GM .
Some actions require almost no time or happen
* Miscellaneous (Hosting the game, bringing
automatically. Examples would be resisting a
treats, etc.): 1 pt.
poison or instinctive actions. Reflexive actions
area variant of opposed actions, ties go to the There is no limit to the number of Style points
defender. you can earn during play; however, to keep it
from getting out of hand, the Gamemasters may
1.3. Style points limit you to earning five Style points per game
session.
The player characters are the heroes of your
story. And as in fiction, heroes often are lucky, Earning or losing style points during
escaping tight situations or perform over the top. game play
Style points are used to represent that heroic
extra. They can be used to boost skill or talents or
to reduce damage.
The amount of Style points a character begins
At the end of each adventure, all Style points are each adventure with can change, though it
lost. The character begins the next adventure requires something special from the character. A
with Style points equal to his Permanent Style truly honorable, brave, or notable act can earn
point total (see Style points in Character the character a Permanent Style point. The most
creation). At the start of each session, a player he can ever begin an adventure with is five
may also earn Temporary points for real-world points, however.
actions like hosting the game (see below). There
is no advantage to hoarding Style points. To earn a point of Permanent Style, the
character’s action must be witnessed by a large
Earning temporary style points number of people (typically 10 or more). It must
also be an exceptional action or one which
The Gamemaster may award Style points as he involves serious risk to the character. For
sees fit; however, Style points are normally instance, saving the life of the King from an
earned through roleplaying and other activities assassin at a ball is an exceptional and
that generally benefit the game. Style points not noteworthy deed. Helping an old lady carry her
used during an adventure are lost. You may earn shopping, while undoubtedly a good deed, isn’t
Style points during play for a variety of different worth a Permanent Style point.
reasons:
Similarly, any deed must involve a very serious
* Pursuing your character’s Motivation: 1 pt. risk of injury or death. Leaping in front of a blade
meant for a friend is brave, but not if the player
* Succumbing to your character’s Flaw: 1 pt.
knows the blow likely won’t hurt the character
* Heroic actions (Cool Tricks, daring stunts, brave due to a high Defense rating. Leaping in front of a
acts, etc.): 1 pt. cannonball doing 14L damage, however, is a very
risky action, and deserves rewarding. Likewise,
* Character (Roleplaying, humor, etc.): 1 pt. running into a burning building to rescue a
comrade when you know the building is stacked
* Out of Character (Game report, diary, etc.): 1–3
pts. These points are earned at the start of the

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with barrels of gunpowder which could explode may gain up to 10 dice than way. It is not allowed
at any moment is exceptionally brave. to take the Average when using chance dice.

Conversely, public acts of cowardice or


committing a dishonorable or treacherous act
1.4. Experience
causes the character to lose a Permanent Style
After game session or after completing an
point, thus reducing the number of Permanent
adventure the GM may reward experience which
Style points with which he starts each adventure.
can be used to improve your character’s abilities.
A character can never have fewer than one
Resources are usually gained or lost through role-
Permanent Style point.
play.
The GM is the final arbiter on whether a deed
earns or loses a character a Permanent Style Earning Experience points
point.
The GM should be careful when awarding
Spending Style points experience points. The balance of the game may
tip, if the characters improve too fast. Slow
Style points can be spent for a variety of benefits: improvement on the other hand is somewhat
frustrating for the players.
• Bonus dice: You receive 1 additional die for
A good rule of the thumb is an average of 3
each Style point spent for one particular
experience points per game session, rewarding
die roll.
solved key points of the adventure. Remember;
be generous with Style points and cautions with
• Boosting talents: For every 2 Style points experience!
spent you can improve a talent by one
level. This improvement lasts for an
entire scene such as a combat scene. You
must have the talent to boost it! Spending Experience points
Experience reflects what the characters have
• Damage reduction: You may spend 2 Style
learned during their adventures or represents
points to reduce damage taken by 1
training during off–time. Experience may be
point.
spent the following ways:

Chance dice • Improve trait: costs new attribute level x


5 points (unmodified maximum 5)
Sometimes you may run out of Style dice but
desperately need to improve the odds. In that • Improve skill: costs new skill level x 2
case you may as the GM for chance dice. You can points
do this any time, not only when out of Style
points. • Buy new skill: 2 point

For each 2 bonus dice the GM allows you, the • Buy first level of zero-level skill: 1 point
difficulty rating for the task you want to use the
• Buy/improve specialization: costs 3
chance dice for, is increased by one. That way
points (maximum 5)
you take a bigger risk in order to succeed. You
• Buy/improve talent: costs 15 points

8
• Buy/improve resource: costs 15 points
and requires GM permission.

• Buy Zero-level resource: costs 7 points

• Improve zero-level resource to level 1:


costs 8 points

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• Buy/improve specialization: costs 3
2. Character creation points

Player characters are the heroes of your story. • Buy/improve talent: costs 15 points
The following chapter let you create a hero for
• Buy/improve resource: costs 15 points
your game. The character creation is divided into
and requires GM permission.
7 steps:

1. Choose Archetype 2.1. Archetype


2. Choose Motivation The Archetype represents the role of the hero
and is used as a guide for character creation and
3. Use 220 Experience point to buy and role play.
increase Attributes, Skills and Talents.
Attributes start at level 1; you may not
use more than 120 Experience points on
attributes. Otherwise, you may distribute
your Experience points as you wish.
The experience point costs are listed
below.
Attribute and skill maximum for character
generation is 5.
Any remaining experience points are
noted on the character sheet and can be
used later.
Academic
4. Calculate secondary attributes.
The majority of the population in the cycle of the
world is uneducated, academics are a rarity. They
5. Choose a flaw.
may be part-time students or university magisters
(professors) who spend their time researching or
6. Finishing touches.
teaching a particular subject matter (e.g., history,
philosophy, or linguistics). Not all Academics are
7. Permanent Style points at game start.
confined to the library. Many of them thrive and
even excel in the field. Notable universities are
Experience costs
found in Adua, Dagoska, most cities of Styria and
• Improve trait: costs new attribute level x Gurkuhl.
5 points Examples: Scholar, Lawyer, Scribe, Natural
scientist
• Improve skill: costs new skill level x 2
points Adventurer
• Buy new skill: 2 point Adventurers are always on the move in an
endless quest for danger and excitement. They
• Buy first level of zero-level skill: 1 point
are typically well traveled and often have a useful
skill, such as survival training or skill with a blade.

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They are experienced at getting into and out of Everyman
tight spots and can fight when the situation calls
for it. Adventurers are fiercely independent and Not every person is a hero born. Most people
tend to do things for their own reasons. want just to get by. But circumstances and fate
Examples: Explorer, Prospector, Soldier of might change the path of an average man. War,
fortune plague or other troubles may force a man make
unusual decisions. Great heroes and notorious
Barbarian villains began as farmer’s sons or daughters.
Examples: Farmer, Merchant, Craftsman
Although the Union despises Northlanders as
Barbarians, most Northerners do not fall under Guardian
this label. Beyond the Crinna, there are wild
people who do wander the mountains and hunt Guardians are devoted protectors of persons,
for game. They have little knowledge of smith places, or objects. They might be protective for
craft and metallurgy, using stolen blades or stone reasons of greed, ideological conviction, or
tools. The Kantic desert tribes, although a little unexamined subconscious need, but all
more cultivated than the northern tribes, can also Guardians share the will to supplant their
be called barbarians. There are also the pale, red- immediate desires with constant preparation
haired Ghosts of the Far country who roam this and eternal vigilance. Whether the threat is
wilderness west of Starikland. physical, political, or otherwise, Guardians train
Examples: Crinna Barbarian, Tribal warrior, Ghost their minds and bodies for the moment of
crisis, passing their free time contemplating
Criminal every scenario that might present a threat to
what they hold dear.
Criminals have broken the law or been framed for
a crime, and are usually on the run from the Guardians who have lost their charge sometimes
authorities. They are seen as untrustworthy and feel that they owe their own lives as penance, but
unless they’re trying to go straight, they will try most will seek redemption by attaching
to keep their past a secret. Criminals bring many themselves to something or someone else in
useful things to a group of adventures, including need of protection.
money and connections, but may be a liability if Examples: Bodyguard, City watch, Temple guard
their crimes follow them.
Examples: Convict, Highwayman, Outlaw Hunter
Doctor Hunters are expert scouts and trackers. While
initially trained in hunting animals for food
Doctors are highly educated medical and/or sport, their skills make them very useful
professionals who bandage wounds, treat scouts. They are often deadly with ranged
diseases, and dispense medicine. A skilled doctor weapons, but they may seek to challenge
along can make the difference between life and themselves by using less effective weapons.
death when operating away from the amities of Examples: Poacher, Royal huntsman, Scout
civilization. Unfortunately, many who call
themselves doctors are little more than quacks Judiciar
and charlatans.
Examples: Midwife, Physician, Military surgeon The judiciary is a representative of the law. In the
country side, the role of solving crimes are left to

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the constabulary, which consists of little more Nobles are those with titles, wealth, and land, or
than thugs. There are exceptions of cause, but those who aspire to such things. Military service
mostly the constable catches the obvious culprit is a fitting way for a younger son to spend his
and delivers him to the court house. The time, and in a unit such as the King’s Own
delinquents caught by the constabulary or city Regiment one may actually win great favor with
watch must then stand trial presided over by a the King. Nobles can be arrogant and pompous by
judge. If caught red-handed a constable far from nature, a result of their being elevated above the
the next court house might skip the trial and hang unwashed masses, but their experiences outside
the offender at once. The most feared maintainer their pampered home might also open their eyes
of the law in the Union is the Inquisition, which to the suffering that wracks may places in the
has almost unlimited executive power, even Cycle of the World.
nobles get nervous when an Inquisitor is nearby. Examples: Aristocrat, Courtier, Disgraced noble,
The Inquisition’s main task is to find and Poor gentry
eliminate enemies of the Crown, by any means
necessary. This includes torture, black mail, and Magus
intimidation to name the more pleasant ones.
Examples: Constable, Inquisitor, Judge Magi are fascinated by the arcane and unknown
in the world. They have an ear for strange rumors
and they live to investigate mysteries. They have
unique philosophical and religious views that can
make them seem unbalanced or insane. Some
magi are little more than academics, but others
know how to invoke spells. Magick is, however is
tricky and difficult to learn, taking a lifetime to
master.
Example: Student of the Art, Occultist,
Wandering Scholar

Outcast

Luminary Outcasts are rejected, scorned, and shunned by


their people. Some chose this path as a sacrifice
Luminaries are famous for their talent, their for their ideals or their loved ones, but most have
looks, their wealth, or for performing an amazing the role of Outcast thrust upon them as the result
or outrageous action. Some Luminaries have tired of a crime, a plague, or a lowly birth. Many live
of the spotlight, travel to get away from the on the outskirts of the society that rejects them,
pressures of life, while others see adventures as a but more were ejected from their homes and
way to further their quest for fame. These doomed to wander—forever seeking a place to
individuals will go to any lengths to either find settle but never fitting in anywhere. Although the
inspiration or simply to get away from it all. stigma is often unpleasant, many come to value
Examples: Artisan celebrity, Hero of the People, their position, finding it liberating to be free of
Master craftsman the societal expectations that most cultures place
upon their members.
Noble Examples: Ex-Slave, Northern Marauder,
Stariklander Rebel

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Soldier being outlawed.
Examples: Refugee of War, Near Country farmer
Soldiers are professional warriors trained to fight
in a variety of environments and situations. They Swordsman
may be cavalrymen, archers, infantrymen, or
artillerists, city watch, regular army or While many men are trained to use a blade, the
mercenaries. Most soldiers tend to think that any swordsman is a master. Some swordsmen are
problem can be solved with the judicious use of duelists, specialists in one-on-one fighting. Others
force. may be masters of Florentine or experts in
fending off multiple foes. They may also be hired
Examples: Snobbish officer, Grizzled Sergeant,
Mercenary blades—hire a swordsman to insult someone you
want removed, force a duel, and then kill the
victim. Swordsmen may be gruff killers or
dashing, carefree heroes.
Examples: Blade-for-hire, Braggadocio, Duelist

Spy
Spies are secret agents charged with discovering
(and possibly thwarting) the plans of their
enemies. Everyone has spies—the King and
Queen, the Gurkish, nobles, and secret societies.
Some agents may even play one group against
another for their own personal gain. Spies are
masters of deception and subterfuge, capable of
lurking undetected in the shadows, or working in 2.2. Motivation
the open, using an alias. They have a variety of
tools at their disposal including seduction, This is the major motivation of the character and
sabotage, and assassination, and will do the main reason for adventuring. The GM should
whatever it takes to get the job done. encourage role-playing motivation and reward it
Examples: Foreign agent, Intelligence officer, with style points.
Snitch
Duty
Survivor
The character has a strong sense of duty; keeping
Survivors have escaped some kind of disaster or his word and follow his responsibilities.
personal catastrophe. They may be victims of a
You earn Style points when your character acts
famine or plague, or they may be fleeing
according to his obligation or convinces someone
religious, ethnic persecution or the threads of

13
to do so.
Typical for: Soldiers, Guardians

Escape
The character runs from his past, a memory or
the law. He tries to avoid it by any means.

You earn Style points when your character


escapes from danger or helps someone run from
their past.
Typical for: Outcast, Survivor

Faith
The character is a true believer. He is devoted to
a higher power or motivated by strong beliefs or
principles like the Old Ways.

You earn style points whenever his beliefs are


supported or you convert someone to your
beliefs.
Typical for: Guardian, Judiciary

Fame Honour
The character wants to be famous. His actions are Our character keeps always his word and never
flashy and public. lies. He will not tolerate being slandered or
ridiculed and will go great lengths to safeguard
You earn Style points whenever your character
his good reputation.
does something noteworthy or increases his
reputation. Your character earns Style points whenever he
Typical for: Luminary, Swordsman protects his honour or inspires someone to act
honourably.
Greed Typical for: Noble, Soldier

Money makes the world go round, and your


Hope
character. The character is looking for the easy
buck or dreaming of the next big score. Your character is over-optimistic and believes
that everything will work out just fine. He always
You earn Style points whenever your character
tries to see the best in people and often make
makes a lot of money or gets something really
excuses for others.
valuable.
Typical for: Criminal, Noble Your character earns Style points whenever his
optimism is justified or he convinces somebody
not to give up.
Typical for: Survivor, Outcast

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Justice given up hope of setting things right, anyhow,
and he will do anything to achieve redemption.
Your character has a strong sense for what is
Your character earns Style points whenever rights
right and wrong. He will take measures to ensure
a wrong or convinces someone to seek
the law, and protect those not capable of
forgiveness for what they have done.
protecting themselves.
Typical for: Criminal, Outcast
Your character earns Style points whenever he
rights a wrong or convinces someone to do the Revenge
right thing.
Typical for: Guardian, Judiciary Your character has been wronged and wants to
see the felons punished. He might want vigilante
Love justice or a proper trial. Maybe he even extends
his thirst for revenge on other wrong-doers.
Your character will do anything for love.
Your character earns Style points whenever he
Answered or not, the character tries to impress
settles a score or encourages someone to take
or support his loved by any means
revenge.
You earn a Style point whenever your character Typical for: Criminal, Outcast
does something romantic or persuades someone
to follow his heart. Survival
Typical for: Adventurer Everyman
You character simply wants to stay alive. And he
Preservation would go far…. But maybe he extends this
motivation to others, too.
Your character wants to preserve a threatened
Your character earns Style points whenever he
way of life or simply maintain the status quo.
defies death or saves someone’s life.
Northerners defend their way of life fiercely, just
Typical for: Everyman, Survivior
like many nobles want to keep things just as they
were.
Truth
Typical for: Barbarian, Guardian
Your character is obsessed with knowledge,
Power discovery and truth. Mysteries and riddles are
there to be solved.
Your character wants power, controlling others,
overcoming his enemies act as he wishes. He will You character earns a Style points whenever he
scheme or fight for it by any means makes a discovery or finds out a secret.
Typical for: Academic, Magus
You earn Style points whenever your character
acts selfish or persuades someone to use their
power for personal gain.
Typical for: Noble, Spy

Redemption
Your character has done something terrible or
tragic and cannot forgive himself. He has not

15
4 Great 8–9
5 Excellent 10 – 12
6 or more Amazing 13 or more
Body
The constitution and toughness of your character.

Resistance

Dice Pool: Body x 2

Type: Reflexive Action

Make a Body roll when your character is


poisoned or exposed to a contagious disease. The
Difficulty of the roll depends on the potency of
the toxin or disease. Failing the roll means that
Wisdom
your character is poisoned, or has contracted the
Your character is searching for the answers to a illness and will suffer its effects.
dilemma or simply ties to understand the
Disease / Toxin Difficulty
universe. To gain this wisdom he studies at the
feet of a master or travels the world. Mild food poisoning 1
Common cold 2
You earn 1 Style point when you gain insight into
the mysteries of life of help someone else to do Malaria 3
so. Snake venom 4
Cyanide 5
2.3. Attributes
Attributes defines the base abilities of your Dexterity
character. Each primary attribute the first 1 level
but no more than 5 levels (Talents and size may The character’s coordination and agility.
change these limits.) A description of the ratings
is given in the table below. Balance

Attribute Ability Secondary Dice Pool: Dexterity x 2*


rating attribute rating
Type: Reflexive Action
0 Abysmal 0–1
Make a Dexterity roll when your character is in
1 Poor 2–3 danger of losing his balance. The number of
successes you roll must equal or exceed the
2 Average 4–5 Difficulty of the task being attempted in order for
3 Good 6–7 your character to keep his footing. Failing to roll

16
enough successes means that your character Charisma describes the natural charm and to
loses his balance and falls (see Falling). some degree appearance of your character. It
also represents your ability to befriend animals.
Balance Difficulty
Walking uneven ground 1 Influence
Walking across a log 2
Dice Pool: Charisma x 2*
Hopping from stone to stone 3
Type: Standard Action
Walking along a narrow ledge 4
Walking a tight rope 5 Make a Charisma roll whenever your character
* Characters with the Athletics or Acrobatics Skill tries to influence a non-player character (NPC).
may substitute either Skill rating for this roll. The Difficulty of the task is equal to the NPC’s
Willpower rating. Allies loyal to you are easier to
Strength sway, so you receive a +2 bonus to your Charisma
roll. Conversely, sworn enemies are harder to
The character’s vigor and muscular power. It influence, so you suffer a –2 penalty to your
determines how much damage the character Charisma roll. The Gamemaster determines the
deals in close combat and how much weight he NPC’s initial attitude toward your character, and
can carry. each success rolled in excess of their Willpower
rating improves their attitude by one step. Failing
Feats of strength to roll enough successes degrades the NPC’s
opinion of your character by one step for each
Dice Pool: Strength x 2* success fewer than the required number.

Type: Standard Action Influence is not used for Etiquette, Seduction,


Negotiation or Leadership, for that you need the
Make a Strength roll when your character
appropriate skill.
attempts to pick up an item. The Difficulty of the
task depends upon the weight of the object. Attitudes range from Loyal (+2 bonus) over
Failing to roll enough successes means that your Helpful, Friendly, Neutral, Unfriendly, Hostile to
character did not pick up the item, or only Enemy (–2 penalty).
partially lifted it.
* Characters with the Diplomacy Skill may
Weight Difficulty substitute that Skill rating for this roll.
50 lbs 1
Intelligence
100 lbs 2
250 lbs 3 This attribute reflects the character’s ability to
analyse and remember.
500 lbs 4
750 lbs 5 Reason
* Characters with the Athletics Skill may
substitute that Skill rating for this roll. Dice Pool: Intelligence x 2*

Charisma Type: Reflexive Action

17
Make an Intelligence roll when your character
tries to make sense of a piece of information or
2.4. Secondary attributes
understand the reasons behind a series of events.
Secondary attributes are calculated from primary
The Difficulty of the roll depends on the
attributes. Some talents may affect secondary
complexity of the information or situation. Failing
attributes as well (see below for talents).
this roll means that your character is unable to
figure it out, or only figures out part of what is
going on.
Size

Reason Difficulty Most characters have a size of 0. Some Talents


may increase or decrease size by 1. For each
Clear directions 1 point of size over 0 modify Health by +1 and
Complex instructions 2 Active Defence by -1.
Bizarre situations 3 For each point of size under 0 modify Health by -1
Esoteric information 4 and Active Defence by +1.

Arcane mysteries 5 Typical sizes: Elephant +2; Bear, Horse +1; Human
* Characters with Investigation or an appropriate 0; Dog -1; Jackrabbit -2; Rat; -3; Insect -4.
knowledge skill may substitute that Skill rating for
this roll. Move
Willpower Move represents how fast your character can
move in combat and while walking or running.
Willpower represents the resolve and courage of
your character. Move = Strength + Dexterity

Courage The Athletics skill may replace the Move rating.

Dice Pool: Willpower x 2 For each point of Move the character can move 2
yards, Swim, Jump or Climb 1 yard in one turn, or
Type: Reflexive Action walk ½ mile or run 1 mile per hour.
Make a Willpower roll whenever your character is
in a life-threatening situation. The Difficulty of
Perception
the roll depends on how threatening the situation
The ability to notice and observe the
is. Failing this roll means that your character is
surroundings. Degrees of success grant more
shaken and will try to remove himself from the
information.
situation as soon as possible.

Courage Difficulty Perception = Intelligence + Willpower


Facing danger 1
Initiative
Being hurt or wounded 2
Being maimed or disfigured 3 This attribute represent how quickly your
character responds to danger. It determines
Facing certain death 4 when he acts during a combat round.
Facing slow, agonizing death 5

18
Initiative = Dexterity + Intelligence Health = Body + Willpower + Size

Defense Small creatures may have a negative Health. In


this case, first after damage taken, the Health
Defense represents your character’s toughness level has any effect.
and ability to avoid attacks. An attacker must roll
more successes than your character’s Defense 2.5. Skills
rating to hurt him. See chapter combat for more
information about attacks, defense and damage. Skills represent your character’s training and
education. The skill rating or skill total is the
Defense = Active defense + Passive defense number of dice, you may roll to attempt a skill
test, adding or subtracting any modifiers. The skill
Active defense = Dexterity rating – Size rating is the sum of skill level and attribute level.
Your character may not have a higher skill level
Passive defense = Body rating than 5 at character creation.

You may also buy specializations (see below). You


Sometimes, your character will only get to use his
cannot have more than 1 level specialization per
Active or Passive defense. Passive defence is used
skill at character creation.
when the character is unable to avoid an attack.
Active defense applies in cases when the Zero-level skills do not applying the -2 modifier
character wants to avoid being touched or similar for untrained skill. The following list shows Zero-
circumstances. level skills for different cultural backgrounds, you
may pick one package fitting to your character.
Any Defences can never be below 0
This must not necessarily correlate with your
archetype of status. Noble upbringing for
Stun
example could mean that you grew up in a noble
Stun represents the ability to shrug of damage household, as the son of the butler. A peasant’s
and keep fighting. If your character takes more son might has come to the city to be Adua’s most
damage than his Stun rating in a single blow, he is renown gambler!
stunned and loses his next action. Damage higher
Northerner: Athletics, Brawl, Survival, Stealth
than twice the Stun rating results in a knock-out
for a number of minutes equal to the excess Rural: Athletics, Brawl, Survival, Ride
damage the character took.
City: Athletics, Brawl, Diplomacy, Streetwise,
Stun = Body rating Noble: Athletics, Diplomacy, Bureaucracy, Ride,

Health Gurkish: Athletics, Brawl, Ride, Survival

The following list gives an overview over skills in


Health represents the character’s vitality and
First Law. The relevant attribute is given in
capacity to take damage. This covers both lethal
parentheses. Skills marked with ● are specialized
and non-lethal damage. Your character can suffer
skills which must have a focus. Each focus is a
damage equal to his Health rating without ill
single skill; suggestions are given following the
effects. If it falls below 0, he drops unconscious. If
attribute.k
Health is lowered to -5 the character dies.

19
For a complete description of skills see chapter 3.
Melee (Strength)

Academics ● (Intelligence): History, Law, Literature, Occult, Natural Philosophy ● (Intelligence): Biology, Chymistry,

Philosophy, Religion Engineering, Geology, Physics

Acrobatics (Dexterity) Performance (Charisma)

Animal Handling (Charisma) Ride (Dexterity)

Archery (Dexterity) Seamanship (Intelligence)

Art ● (Intelligence): Music, Painting, Sculpture, Writing Spying (Intelligence)

Artillery (Intelligence) Stealth (Dexterity)

Athletics (Strength) Streetwise (Charisma)

Brawl (Strength) Survival (Intelligence)

Bureaucracy (Intelligence) Warfare (Intelligence)

Con (Charisma) 2.6. Talents and resources


Craft ● (Intelligence): Blacksmithing, Carpentry, Masonry,
Talents represent your character’s aptitudes and
Medicines, Weaponsmithing special abilities. Resources represent friends,
riches, influence and special equipment. You may
Diplomacy (Charisma)
choose one talent or one resource at character
Empathy (Intelligence) creation. See chapter 4 Talents, resources and
flaws for more details.
Fencing ● (Strength):
Firearms (Dexterity) 2.7. Flaws
Gambling (Intelligence)
Flaws are physical, mental or social drawbacks,
Intimidation (Charisma) which hinder your character in some way. A
character may choose 1 Flaw at character
Investigation (Intelligence)
creation, but – with GM permission may take
Larceny (Dexterity) additional flaws. For each flaw you choose during
character generation, you gain 1 Style point.
Linguistics (Intelligence)
Additionally, role-playing flaws may grant you
Magick ● (Willpower) (Requires Magickal Aptitude Talent) more Style points during play, if the flaw causes
problems for your character. See chapter 4
Aeromancy, Benignus, Cryomancy, Enchantment,
Talents, Resources and Flaws for more
Faunamancy, Floramancy, Geomancy, Herbalism, information.

Homomancy, Hydromancy, Pyromancy, Transmutation,


2.8. Finishing touches
Transportation
Find a name and fill in details about your
Medicine (Intelligence)
character, how he looks and so on.

20
The GM may give some equipment according to
skills and character background or you just get
some money to buy starting equipment. A proper
sum would be 60 + 2d6 Marks of Silver plus
money granted through the Wealth resource.
Assume one set of clothing according to the
character’s station for free.

Remember to add the weight of the gear your


character as on his person. You should add the
weight of the normal gear the character is
wearing in a combat, armor, all melee and ranged
weapons, ammunition and shields, to determine
encumbrance in combat (see 5.6. Movement).
Only gear listed can be used in combat. Outside
combat, the character might transport some of
his weapons on a horse.

2.9. Permanent Style points


You start every adventure with your permanent
style points. Each character has 1 style point plus
1 per flaw taken. A good written character
background grants another 1-2 permanent Style
points. Giving the GM a plot hook he can exploit
(e.g. a rival or dependent) should be reward with
an additional Style point per plot hook. A
character may never have more than 5
permanent style points.

21
There some common skills most people of a
3. Skills certain background have at least some
Skills represent your character’s training and knowledge of. Treat these skills as level-0 skill if
education. you have not purchased further levels, not
applying the -2 modifier for untrained skill. The
Each skill has an attribute it is based upon. For following list shows Zero-level skills for different
determine the skill rating add the base attribute cultural backgrounds, you may pick one package
level and the skill level. This is your dice pool fitting to your character.
when using the skill.
Northerner: Athletics, Brawl, Survival, Stealth
Skill rating Ability
Rural: Athletics, Brawl, Survival, Ride
0–1 Abysmal
City: Athletics, Brawl, Diplomacy, Streetwise,
2–3 Poor
Noble: Athletics, Diplomacy, Bureaucracy, Ride,
4–5 Average
Gurkish: Athletics, Brawl, Ride, Survival
6–7 Good
8–9 Great
Specialized skills
10 – 11 Excellent Some skills are so broad that they require
focusing on one area. For skills like Academics or
12 or more Amazing Arts you must choose a discipline, like History,
Skill specializations Law, Music or Painting, with is treated as a
separate skill. Specialized skills cannot be used
A specialization represents a specific aspect of a untrained.
skill your character is particularly good at. Maybe
he is a crack shoot with a rifle or poker genius. Skill synergy
Whenever a specialization applies to a test you
add the specialization level to your pool. Whenever your character has more than one skill
applicable to a given situation, you receive bonus
A specialization may never be higher than its skill. dice to the test roll. Use the highest skill rating,
The maximum value for a specialization is 5. but add +2 for each applicable skill with a rating
of 4 or more (max 10 bonus dice).
Untrained skill rolls
If you do not have any levels in a skill but want to 3.1. Skill Descriptions
use it anyway, you may roll the appropriate Academics
attribute rating -2 plus any modifiers. If that
lowers your dice til 0, you automatically fail the Specialized Skill
test. Some skill simply cannot be used by an
untrained person; the GM decides what is Base Attribute: Intelligence
possible.
Academics represent general knowledge of the
Zero-level skills humanities and liberal arts, acquired through
formal education or intensive self-study. Your
character has spent time studying a particular

22
subject (such as history, philosophy, or religion)
Base Attribute: Charisma
and can discuss this topic at length.
Animal Handling represents the ability to train
Your character must focus on a specific Discipline:
and care for animals. This covers befriending or
* History: The study of human history from pre- domesticating an animal, working with it, and
historic to modern times teaching it basic commands. Not all animals are
* Law: The study of law and the understanding of capable of learning tricks, and wild animals are
various legal practices unlikely to obey commands until your character
* Literature: The study of literature, and has earned their trust.
familiarity with writers and their works
Your character may specialize in the following
* Philosophy: The study of logic, thought and the
animals:
meaning of life
* Religion: The study of theology, and familiarity * Cats: The ability to work with cats, tigers, and
with various religious beliefs other large felines
* Dogs: The ability to work with dogs, wolves, and
Acrobatics other canines
* Horses: The ability to work with horses, mules,
Base Attribute: Dexterity and donkeys
* Birds: The ability to work with carrier pigeons,
Acrobatics represents experience and training in falcons, and other birds
performing highly demanding physical feats such * Rodents: The ability to work with mice, rats,
as contortion, juggling, and tumbling. This skill is and other rodents
often performed before an audience but has
more practical uses as well, such as balancing on Archery
a narrow ledge or breaking a fall.
Base Attribute: Dexterity
Characters with this Skill may substitute their
Acrobatics rating for Dexterity rolls. Archery represents proficiency with ranged
weapons, including bows, flatbows and slings. It
Your character may specialize in the following also covers the use of more exotic weapons
activities:
found among the world’s more savage tribesmen,
* Balance: The ability to keep balance in risky and such as blowguns, nets, and bolas.
dangerous situations Your character may specialize in the following
* Breakfall: The ability to break a fall and take less weapons:
damage
* Contortion: Your character’s ability to contort * Bows: Proficiency with short bows, longbows,
his body into unusual shapes and various arrows types
* Juggling: The ability to juggle multiple objects * Flatbows: Proficiency with different flatbows
simultaneously and bolt types
* Tumbling: The ability to roll, flip, and jump with * Nets: Proficiency with nets and other ranged
grace and style entanglement weapons
* Slings: Proficiency with slings and various
Animal Handling projectile types

Art
23
Specialized Skill Athletics represents a talent for performing
common physical activities such as running,
Base Attribute: Intelligence jumping, and swimming. It also covers climbing
Art represents experience and training in a and throwing—including throwing weapons in
specific art form. It covers a wide range of artistic combat. Characters with this Skill may substitute
disciplines such as painting, sculpting, and their Athletics rating for their Move rating,
writing. Characters with this Skill are able to Strength rolls, and Dexterity rolls.
create, design, or critique art within their chosen
Your character may specialize in the following
field. abilities:
Your character must focus on a specific Discipline: * Climbing: The ability to scale trees, walls, and
* Music: The ability to write and compose songs other obstacles
and musical scores * Jumping: The ability to leap horizontally or
* Painting: The ability to draw, illustrate, and vertically into the air
paint images * Running: The ability to run over short and long
* Sculpture: The ability to carve and sculpt both distances
busts and statues * Swimming: The ability to swim across rivers,
* Writing: The ability to write poetry, novels, and lakes, and other bodies of water
short stories Improved healing ability * Throwing: The ability to throw objects
accurately and over a great distance
Artillery
Brawl
Base Attribute: Intelligence
Base Attribute: Strength
Artillery represents skill and accuracy with
emplaced and siege weapons. It covers artillery, Brawl represents your character’s ability to fight
bombs, cannons, and older weapons such as with his bare hands. It covers everything from
catapults and ballistas. Characters with this Skill disciplined martial arts maneuvers to clawing and
are able to destroy enemies with various types of biting. Characters with this Skill are not only
heavy weapons.
adept at hand-to-hand combat, they are able to
Your character may specialize in the following
easily knock down, incapacitate, or throw their
weapons:
* Ballista: Skill in the logistics and firing of opponents.
ballistas
*Catapults: Skill in the logistics and firing of Your character may specialize in the following
catapults attacks:
* Falcon: Skill in the logistics and firing of falcons
* Culverin: Skill in the logistics and firing of * Dirty Tricks: The ability to do whatever it takes
culverins to hurt an opponent
* Great Culverin: Skill in the logistics and firing of * Grappling: The ability to grapple and immobilize
great culverins an opponent
* Cannon: Skill in the logistics and firing of * Kicking: The ability to use knees and feet to hurt
cannons an opponent
* Punching: The ability to use hands and elbows
Athletics to hurt an opponent
* Throws: The ability to flip an opponent or knock
Base Attribute: Strength
him to the ground

24
Note: Animals, Demons, and Monsters may * Fast Talk: Your character’s ability to get what he
specialize in their natural weaponry (e.g., claw, wants by fast-talking someone
bite, and tail attacks). * Lying: The ability to lie convincingly and with
apparent sincerity
Bureaucracy * Tricks: Your character’s ability to trick someone
into doing what he wants
Base Attribute: Intelligence * Seduction: The ability to seduce someone with
charm and wit
Bureaucracy represents knowledge and
understanding of administration and
organization. It also includes familiarity with
Craft
different kinds of power structures such as Specialized Skill
business enterprises, academic institutions, and
various levels of government. Characters with Base Attribute: Intelligence
this Skill know how to manipulate the system to
get what they want. Craft represents experience and training in a
specific profession or trade. It covers a wide
Your character may specialize in the following range of technical skills and crafts, such as
organizations: carpentry, masonry, and smithing of all sorts.
Characters with this Skill are able to build, repair,
* Academia: Knowledge and understanding of or modify items in their chosen craft.
university policies
* Church: Knowledge and understanding of Your character must focus on a specific Discipline:
Church regulations
* Government: Knowledge and understanding of * Blacksmithing: The ability to prepare and create
governmental regulations various non-weapon metal goods
* Legal: The ability to understand and navigate * Carpentry: The ability to build and repair
the legal system wooden structures and furniture
* Military: Knowledge and understanding of * Masonry: The ability to build and repair stone
military protocol structures
* Medicines: The ability to prepare and create
Con various tonics and medicines
* Weapon smithing: The ability to prepare and
Base Attribute: Charisma create metal armor and weapons

Con represents a talent for lies and deception. It Diplomacy


covers bluffing, fast-talking, seduction, and
tricking others. Characters with this Skill may get Base Attribute: Charisma
what they want, but they are mistrusted and may
have to quickly move on before the marks realize Diplomacy represents experience and training in
they’ve been duped. handling various social situations. This covers
leadership, etiquette, and politics. It also covers
Your character may specialize in the following negotiation and swaying others to a particular
deceptions: point of view. Your character is inspiring and has
the ability to motivate others. Characters with
* Bluff: Your character’s ability to appear stronger this Skill may substitute their Diplomacy rating for
or weaker than he really is
Charisma rolls.

25
Your character may specialize in the following armed combat. It includes a variety of
fields: philosophies and fighting styles, each with their
own strengths and weaknesses. Characters with
* Etiquette: The ability to act appropriately in a this Skill have spent time studying a particular
variety of situations style and can use its various techniques to defeat
* Leadership: The ability to motivate and inspire opponents. The various fencing schools are
others described on page 44.
* Negotiation: The ability to bargain with
someone and make a deal In general, Fencing is a more formal form of
* Persuasion: The ability to sway others to a Melee. You may use your fencing skill with any
particular point of view melee weapon, use the same specializations. In
* Politics: The ability to obtain and hold on to combination with the Fencing school resource
political power however, your character gains several bonuses,
but only when using the primary or secondary
Empathy weapons for that fencing (see Fencing schools for
more).
Base Attribute: Intelligence
Your character must specialize in a specific
Empathy represents the ability to read people fencing style:
and understand their feelings and motivations.
This includes interpreting body language and * Anatomy: Fencing style emphasizing precision
detecting lies, as well as general intuition and gut strikes to weak points
feelings about a situation. Characters with this * Cavalry: French fencing style focused on
Skill have very good instincts and are hard to fool. fighting from horseback
* Dance: Fencing style emphasizing grace and
Your character may specialize in the following finesse
areas: * Dardi: Fencing style focusing on using a cloak
for defense
* Body Language: The ability to accurately read
* Gurkhish: Derived from traditional Gurkhish
another’s body language
fighting style with saber and shield.
* Emotions: The ability to correctly identify
* New Keln: Fencing style focused on speed and
someone’s emotional state
effectiveness
* Intuition: The ability to get the feel of an
* Riovarra: Fencing style emphasizing deception
ambiguous situation
and dirty tricks
* Lies: The ability to detect when someone is
* Iron stance: Fencing style focused on holding
lying
your ground
* Motives: The ability to figure out someone’s
* Scarlotti: Fencing style emphasizing patience
true motivation
and defense
* Bold: Fencing style focused on offense over
Fencing
defense
Specialized Skill
Note: Characters with proficiency in more than
Base Attribute: Strength one fencing style (including those with the Well-
Educated Talent) may switch fencing styles as a
Fencing represents your character’s proficiency reflexive action on their turn. The character
with different styles of swordsmanship and immediately gains the benefits of the new

26
fencing style, but also suffers the associated * Card Games: Skill at playing a variety of card
penalties until their next turn. games, such as Bone-Ace and La Bete, and
knowledge of variant rules
Firearms * Cheating: The ability to cheat at a variety of
games of chance
Base Attribute: Dexterity * Dice Games: Skill at various dice games, and
knowledge of variant rules
Note: This skill is very rare, as small fire arms are
still highly unusual. Only Union military
characters should be allowed purchase this skill
Intimidation
at character creation. Base Attribute: Charisma
Firearms represents proficiency with handheld Intimidation represents the ability to browbeat
firearms. This most commonly includes pistols and frighten people. It includes making threats,
and forkguns. Characters with this Skill are able barking orders, and interrogation. If the situation
to shoot and maintain all manner of firearms with calls for it, your character can even torture
skill and accuracy. someone to get what he wants. Characters with
Your character may specialize in the following this Skill are imposing, and generally given a wide
weapons: berth.

* Forkguns: Proficiency with all types of forkguns. Your character may specialize in the following
activities:
* Blunderbuss: Proficiency with all types of
blunderbusses. * Interrogation: The ability to get information out
of someone verbally
* Flutegun: Proficiency with all types of flute guns * Orders: The ability to get someone to obey
direct orders
Gambling * Stare-down: The ability to get someone to back
down by staring at them
Base Attribute: Intelligence * Threats: Your character’s ability to scare
someone into giving him what he wants
Gambling represents expertise at games of skill
* Torture: Your character’s ability to physically or
and chance. It includes everything from chess to
psychologically torture someone to get what he
tennis, as well as more exotic games. Characters
wants
with this Skill have better than average luck and
usually walk away from the gaming table with
more money than they started with.
Investigation

Your character may specialize in the following Base Attribute: Intelligence


games:
Investigation represents the ability to search for
* Active Games: Skill at betting on active sports, clues and uncover evidence. It also includes
such as tennis, and knowledge of variant rules researching information and piecing together the
* Board Games: Skill at playing games like clues that your character discovers. Your
backgammon and chess and knowledge of variant character is able to interview someone to get
rules their story or get his questions answered.
Characters with this Skill are able to unravel
virtually any mystery. Characters with this Skill

27
may substitute their Investigation rating for encrypting written messages, translating spoken
Intelligence rolls. languages, reading lips, and understanding
gestures. It also represents the number of
Your character may specialize in the following additional languages your character speaks.
activities: Characters with this Skill are proficient translators
* Crimes: The ability to investigate crime scenes and usually fluent in many different languages.
and look for clues Note that only around one in ten Union citizens
* Enigmas: The ability to unravel mysteries and are literate, and of those, most know only basic
solve enigmas and riddles grammar. In the North or Starikland, there are
* Interview: The ability to interview someone and even less literate people.
get answers to questions There many languages spoken in the Circle of the
* Research: The ability to do legwork and World: Northern Tongue, Styrian, Kandic,
research to find answers Gurkhun, New Tongue (Union) and Old Tongue
* Search: The ability to search an area for clues (the language of the Old Empire, still in use
and hiding Places among nobles and learned). In the lands South of
the Ghurkish empire, one finds even more
Larceny languaages and dialects. The Ghosts and
Northern barbarian have also their own
Base Attribute: Dexterity
languages and dialects.
Larceny represents an aptitude for stealing and
Your character may specialize in the following
robbing. It covers everything from petty theft
areas:
such as picking someone’s pocket, to disabling
the locks on a duke’s vault. Characters with this * Codes: The ability to encrypt languages and
Skill are able to steal anything that catches their break secret codes
eye, no matter how tricky the security. * Deciphering: The ability to decipher texts,
carvings, or tablets
Your character may specialize in the following
* Gestures: The ability to communicate through
activities:
the use of expressive gestures
* Alarms: The ability to set up or bypass alarms * Lip Reading: The ability to understand someone
* Lockpicking: The ability to pick a lock using any by reading their lips
available tools * Translation: The ability to translate spoken
* Pickpocketing: The ability to pick someone’s words from one language to another
pocket without anyone noticing
* Sleight of Hand: The ability to palm small items Magick
and perform magic tricks
* Strong Boxes: The ability to crack a strong box Specialized Skill
using a variety of methods Base Attribute: Willpower

Linguistics A character must have the Magickal Aptitude


Talent before he can choose this Skill.
Base Attribute: Intelligence
Magick represents experience and training in a
Linguistics represents knowledge and specific disciplinet of magick. It covers a variety of
understanding of language structure. It covers specialized areas, such as geomancy (earth

28
magick), homomancy (human magick), and
pyromancy (fire magick). Characters with this skill
are able to invoke spells within their area of
expertise.

Your character must focus on a specific Discipline.

Each Discipline is referred to as a magickal Art.


See chapter 6. The Gifts of Euz for a fuller
description. When your character takes the
Magickal Aptitude Talent he gains one Level in a
chosen Discipline for free. Your character may
learn other Disciplines as normal, subject to any
restrictions.

* Aeromancy: Knowledge of spirits of air, vapor,


and wind.
* Benignus: The ability to summon beneficial
Medicine
spirits for healing and fighting demons.
* Cryomancy: Knowledge of spirits of ice and Base Attribute: Intelligence
cold.
* Enchantment: The ability to imbue physical Medicine represents medical training and
items with magickal powers. experience. It covers the diagnosis and treatment
* Faunamancy: The ability to control and of diseases for both humans and animals. It also
summon animals. includes bandaging wounds and performing
* Floramancy: The ability to control plant life. surgery. Characters with this Skill are able to treat
* Geomancy: Knowledge of spirits of the earth. illnesses, tend to wounds, and save people’s lives.
* Homomancy: The ability to manipulate the Your character may specialize in the following
human mind and body. fields:
* Hydromancy: Knowledge of spirits of water.
* Diagnosis: The ability to diagnose an illness by
* Pyromancy: Knowledge of spirits of fire and
observing the patient’s symptoms
heat.
* Diseases: The ability to prevent and treat a
* Transmutation: The ability to alter the nature of
disease with the proper medication
materials.
* First Aid: The ability to bandage wounds, stop
* Transportation: The ability to move great
bleeding, and revive a patient
speeds or teleport.
* Surgery: The ability to perform necessary
surgery to correct a medical condition
* Veterinary: The ability to examine and treat
animal maladies

Melee
Base Attribute: Strength

Melee represents proficiency with a variety of


handheld weapons. It includes common weapons

29
such as clubs and knives, as well as axes, swords, Base Attribute: Charisma
and spears. Characters with this Skill are deadly
with virtually any hand-held weapon. Performance represents the talent for
entertaining people through performance arts
Your character may specialize in the following such as acting, dancing or singing. It also covers
weapons: playing musical instruments and delivering a
rousing speech. Characters with this Skill are fun
* Axes: Proficiency with axes, pole-arms, and and interesting, entertaining, and can often move
other chopping weapons
their audience to laughter or tears.
* Clubs: Proficiency with maces, clubs, and other
blunt weapons Your character may specialize in the following
* Knives: Proficiency with knives and other small performance arts:
bladed weapons
* Spears: Proficiency with spears, lances, and * Acting: The ability to play the part of a
other extended weapons character or impersonate a specific person
* Swords: Proficiency with swords, rapiers, and * Dancing: The ability to jump and dance with
style and grace
other bladed weapons
* Musical Instrument: The ability to play a
Natural Philosophy musical instrument with precision and flair
* Oratory: The ability to deliver a persuasive and
Specialized Skill motivational speech
* Singing: The ability to sing with power and
Base Attribute: Intelligence subtlety, with or without music

Natural Philosophy represents your character’s


education and training in the physical or life
Ride
sciences. It covers biology, chymistry, geology, Base Attribute: Dexterity
engineering, and physics. It also covers
mathematics and experimental methods for Riding represents your character’s aptitude for
these Disciplines. Characters with this Skill are riding all different kinds of mounts, including
trained in a specific science and can experiment horses, mules, camels, and more exotic animals.
in their chosen field. Characters with this Skill are able to ride expertly
and control their mounts in combat.
Your character must focus on a specific Discipline:
Your character may specialize in the following:
* Biology: Knowledge of botany, zoology, and
experimental methodology * Dismount/Mount: The ability to mount and
* Chymistry: Knowledge of mundane chemical dismount horses and mules
compounds and experimental methodology * Galloping: The ability to control mounts at the
* Engineering: Knowledge of engineering gallop
principles and design methodology * Jumping: The ability to control mounts while
* Geology: Knowledge of minerals and natural jumping obstacles
resources, and their composition * Remaining Seated: The ability to stay in the
* Physics: Knowledge of forces, motion, and saddle
experimental methodology * Vehicles: The ability to steer carts, wagons, and
carriages
Performance
Mounts in Combat
30
When a character is mounted, the mount shares on the black market, haggling over prices, and
the character's Initiative, and the character uses scrounging for used items. It also covers
his move action to control the mount. The carousing, gathering information, and rumor-
character uses the mount's Move and Active mongering. Characters with this Skill are well
Defense ratings. When attacking, your attack Skill informed and able to get their hands on virtually
is limited to the rating of your Ride Skill (e.g., if any item.
you have Melee 6, but Ride 4, you would attack
with Melee 4). Your character may specialize in the following
areas:
Stealth * Black Market: A talent for buying and selling
items on the black market
Base Attribute: Dexterity
* Carousing: A talent for getting into nightclubs
Stealth represents the ability to avoid detection and having a good time
in a variety of circumstances. It covers shadowing * Haggling: A talent for getting items and services
someone, hiding, and sneaking about. It also for lower prices
includes your character’s affinity for disguising * Rumors: A talent for gathering information and
himself and others. Characters with this Skill spreading rumors
leave no trace of where they have been and are * Scrounging: A talent for tracking down used or
hard to detect. discarded items

Note: Your character’s Size rating modifies your Survival


Stealth rolls. It is harder for larger characters to
go unnoticed, while smaller characters are more Base Attribute: Intelligence
difficult to spot.
Survival represents your character’s ability to find
Your character may specialize in the following food and shelter in the wild. It also covers
activities: navigation, as well as hunting and tracking game.
Characters with this Skill are at home in the
* Camouflage: The ability to hide objects or wilderness and can not only take care of
people by blending them into the surroundings
themselves; they can also feed and guide others.
* Disguise: Your character’s ability to disguise
himself Your character may specialize in the following
* Hiding: The ability to hide by blending into the activities:
surroundings
* Shadowing: The ability to follow someone * Foraging: The ability to gather edible plants and
without being spotted find sources of fresh water
* Sneaking: The ability to move without being * Hunting: The ability to find, trap, and kill
seen or heard animals for food or clothing
* Navigation: The ability to determine general
Streetwise location and direction of travel
* Shelter: The ability to build or locate suitable
Base Attribute: Charisma shelter from the elements
* Tracking: The ability to follow the tracks of
Streetwise represents the ability to get people and animals
information and items from the criminal
underworld. It includes buying and selling items

31
Warfare
Base Attribute: Intelligence

Warfare represents knowledge and skill in the art


of war, whether acquired through classroom
education or direct combat experience. It covers
everything from large scale campaign strategy
and logistics to small unit tactics and
organization. Characters with this Skill are able to
outwit, outmaneuver, and outlast their enemies
on the battlefield.

Your character may specialize in the following


areas:

* Logistics: Ability to move and maintain a


military force
* Organization: Knowledge of military
organization and chain of command
* Strategy: Ability to plan an overall military
campaign
* Tactics: Ability to employ military units in
combat
* Terrain: Select one from Forest, Plains,
Mountains, Naval, or Urban

32
behind cover, and aiming for their vulnerable
4. Talents, Resources and spots.

Flaws Benefit: Your character makes Called Shots at a


reduced penalty. He may ignore up to a –2
penalty for targeting a specific location—such as
when an opponent is wearing armor, or hiding
4.1. Talents behind cover. This Talent also reduces penalties
Talents reflect your character’s aptitudes and for attacking opponents smaller than your
special abilities. They cover a wide range of character.
activities and give your character a new ability or
Normal: When making a Called Shot to hit a
improve one he already has. Talents also let you
specific target, your character suffers a penalty
“break the rules” by ignoring certain penalties, or
between –1 and–8, depending on the size of the
by doing something normally not allowed.
target area, the amount of cover the opponent
There are two types of Talents: standard and has, and other factors.
unique.
Advanced: You may buy this Talent up to four
Unique Talents can only be taken once, while times. Your character may ignore an additional –2
standard Talents may be taken multiple times. A Called Shot penalty per Level (e.g., the first
Talent is available to any character that meets purchase allows him to ignore up to a –2 penalty,
the prerequisites (if any). While most Talents can the second allows up to a –4, and so on).
be purchased anytime, some are only available
during character creation. Agile
Where a Talent lists a Skill as the prerequisite, the Unique; only available during character creation
number is the Skill rating, not the Skill Level.
Prerequisites: None
Advanced Talents Your character is exceptionally graceful, limber,
and coordinated. His speed and agility far exceed
Standard Talents may be purchased more than
that of the average person.
once— representing an even greater expertise or
ability—to provide your character with an Benefit: Your character gains a +1 Dexterity
increased benefit. Advanced Talents may be rating. This bonus affects his Dexterity rolls and
purchased a specified number of times, limiting all Dexterity-based Skills. It also factors into his
their maximum benefit. See the individual Talent Secondary Attributes and raises his maximum
descriptions for more information. Dexterity rating by one point.

Talent Descriptions Normal: Your character’s Dexterity rating is


unmodified.
Accuracy
Alertness
Prerequisites: None
Prerequisites: None
Your character can attack with pinpoint accuracy,
picking targets out of a crowd, hitting them

33
Your character is remarkably attentive to his Normal: Your character’s Charisma rating is
surroundings. He is vigilant and rarely lets his unmodified when dealing with people.
guard down.
Advanced: You may purchase this Talent up to
Benefit: Your character gains a +2 Perception three times, gaining your character an additional
rating. +1 Charisma rating per Level.

Normal: Your character’s Perception rating is Barbed Tongue


unmodified.
Prerequisites: Charisma 3
Advanced: You may purchase this Talent twice,
gaining your character an additional +2 Armed with an astute wit, a cutting tongue, and a
Perception rating. knack for striking raw nerves, your character can
tarnish the reputation of Adua’s great and good
Animal Affinity with a few, well-chosen words.

Prerequisites: None Benefit: The character adds +2 to his rolls in a


social duel (p. 109).
Your character has a way with animals and
intuitively knows how to handle them. As a Normal: You have no modifiers in a social duel.
result, animals like him and tend to react more
positively when he is around. Advanced: You may buy this Talent up to three
times. Your character gains an additional +2
Benefit: Your character gains a +1 Charisma bonus per Level.
rating when dealing with animals. This bonus
affects his Charisma rolls and all Charisma-based Berserker Fury
Skills.
Prerequisites: Fencing school Bold 1, Fencing:
Normal: Your character’s Charisma rating is Bold 6; or Northman
unmodified when dealing with animals.
Your character can enter a state of reckless battle
Advanced: You may purchase this Talent up to frenzy, increasing his power and aggression at a
three times, gaining your character an additional cost to his own health.
+1 Charisma rating per Level.
Benefit: As a free action, your character can exert
Attractive (take one point of nonlethal damage) to gain +2
bonus to all Strength-based Skill and Attribute
Prerequisites: None rolls until the end of the combat turn.

Your character is more attractive and seductive Normal: Your character cannot exert himself in
than the average person. People tend to like him, battle to gain an advantage.
and are more easily influenced when he is
around. Advanced: You may purchase this Talent up to
three times. Your character gains a +4 bonus to
Benefit: Your character gains a +1 Charisma all Strength-based Skill rolls at second level and a
rating when dealing with people. This bonus +8 bonus at third level.
affects his Charisma rolls and all Charisma-based
Skills. Blind Fight

34
Prerequisites: None Blunt Strike
Your character can target opponents without
Prerequisites: Melee 4
having to see them. He might hear them
breathing, catch their scent, or feel their Your character knows how to use weapons to
presence, but he always seems to know where incapacitate opponents without killing them,
they are. pummeling them into submission with the flat of
a blade or the haft of an axe.
Benefit: Your character makes blind attacks at a
reduced penalty. He may ignore up to a –2 Benefit: Your character may do nonlethal
penalty due to poor visibility (e.g., fighting in damage with lethal weapons at no penalty. If
partial darkness or with blurred vision). wielding a nonlethal weapon, such as a club or
staff, your character gains a +2 Melee bonus to
Normal: You suffer a –4 penalty when your
his attack.
character makes a blind attack against an
opponent, if he knows the opponent’s general Normal: You suffer a –2 penalty to your attack
location. Making a blind attack against an roll whenever your character tries to do nonlethal
opponent whose location is unknown results in a (instead of lethal) damage with a melee weapon.
–8 penalty.
Advanced: You may purchase this Talent twice,
Advanced: You may buy this Talent up to four gaining your character an additional +2 Melee
times. Your character may ignore an additional –2 bonus.
visibility penalty per Level.
Bold Attack
Block
Prerequisites: Charisma 3
Prerequisites: Brawl 6
Your character is daring and courageous, and
Your character is adept at defending himself in knows opponents with his unshakable
hand-to-hand combat. He instinctively blocks confidence.
blows and deflects strikes without having to go
on the defensive. Benefit: Your character uses his Charisma rating
as the Base Attribute for a specific combat Skill,
Benefit: Your character performs the Block such as Athletics, Brawl, or Melee (designate one
maneuver as a Reflexive Action (See 5. Combat). when you take this Talent).
Any Defense bonuses provide a bonus to the
Block maneuver as well. If your character loses Normal: Your character uses the standard Base
his Active Defense, he loses his Block ability as Attributes for his combat Skills.
well.
Advanced: You may buy this Talent multiple
Normal: Your character performs the Block times, but the benefit is applied to a different
maneuver as an attack action. Skill each time.

Advanced: You may purchase this Talent up to Bold Defense


three times, gaining your character an additional
+2 Active Defense bonus against Brawl attacks Unique
with each purchase after the first.
Prerequisites: Charisma 3

35
Your character is fearless and confident, using the Normal: Your character uses his Dexterity when
strength of his presence to defend himself. He calculating his Defense ratings.
scares his opponents into making feeble attacks.
Special: You may not buy this Talent if your
Benefit: Your character uses his Charisma instead character already has the Bold Defense Talent.
of Dexterity when calculating his Active Defense
and Defense ratings. Callous Rider
Normal: Your character uses his Dexterity when Prerequisites: Ride 6
calculating his Defense ratings.
Although cruel, your character can coerce and
Special: You may not buy this Talent if your force her mount to perform well beyond its
character already has the Calculated Defense natural abilities.
Talent.
Benefit: Your character can force her mount to
Calculated Attack exert itself (taking one nonlethal wound).
Following this exertion, the character gains a +2
Prerequisites: Intelligence 3 Ride bonus until the end of the scene.

Your character is wily and clever, able to use his Normal: Your character’s mount will not exert
intellect as a weapon. He knows how to take itself.
advantage of an opponent’s mistakes and exploit
weaknesses in defenses. Advanced: You may buy this Talent up to three
times. Your character gains a +4 Ride bonus at
Benefit: Your character uses his Intelligence second level and a +8 Ride bonus at third level.
rating as the Base Attribute for a specific combat
Skill, such as Athletics, Brawl, Archery, or Melee Captivate
(designate one when you take this Talent).
Prerequisites: Performance 6
Normal: Your character uses the standard Base
Attributes for his combat Skills. Your character is a magnetic and attractive
performer. He is able to capture attention with
Advanced: You may buy this Talent multiple his performance abilities and the sheer force of
times, but the benefit is applied to a different his personality.
Skill each time.
Benefit: As an attack action, your character can
Calculated Defense attempt to entrance his opponents during
combat. Make a single Performance roll against
Unique all opponents within 10 feet of your character. If
you roll more successes than an opponent’s
Prerequisites: Intelligence 3 Willpower rating, he is beguiled by your character
Your character is shrewd and smart, anticipating and unable to attack for a number of turns equal
his opponent’s attacks and expertly defending to the number of extra successes you rolled. An
against them. entranced opponent may defend himself
normally, but the spell is broken if he is attacked
Benefit: Your character uses his Intelligence during this time. If you roll more than twice an
instead of Dexterity when calculating his Active opponent’s Willpower rating, he is completely
Defense and Defense ratings. enthralled and loses his Active Defense rating for

36
a number of turns equal to the total number of Prerequisites: Fencing school Dardi 1, Fencing:
extra successes you rolled. Dardi 4

Normal: Your character may only attempt to A character carrying (not simply wearing) a cloak
entrance his audience outside of combat. They can use it to distract foes, deflect weapons, and
automatically lose interest in him if the situation conceal his outline.
turns violent.
Benefit: Your character gains the benefits of half
Advanced: You may buy this Talent up to three cover (+2 Defense) when using his cloak in this
times, gaining your character a +2 Performance manner. He need not take an action to gain this
bonus for each additional Level purchased. benefit—it is automatic. He may simultaneously
use her cloak in his off-hand in this manner and
Charismatic wield a weapon in the dominant hand. Missed
attacks puncture or slash the cloak, but never hit
Unique; only available during character creation the swordsman.

Prerequisites: None Normal: Your character cannot use a cloak to


conceal his form in combat.
Your character is exceptionally charming and
persuasive. His ability to influence people far Advanced: You may purchase this Talent up to
exceeds that of the average person. three times. Your character gains the benefits of
major cover (+4 Defense) at second level and a
Benefit: Your character gains a +1 Charisma
heavy cover (+8 Defense) bonus at third level.
rating. This bonus affects his Charisma rolls and
all Charisma- based Skills. It also factors into his Special: The benefits of this Talent are lost if the
Secondary Attributes and raises his maximum character is disarmed of his cloak.
Charisma rating by one point.

Normal: Your character’s Charisma rating is


Combat Aptitude
unmodified. Unique

Climb Prerequisites: Intelligence 3

Unique Your character has a gift for combat; he knows


how to use his expertise for both offense and
Prerequisites: None defense.

Your character is naturally skilled at climbing Benefit: As a reflexive action on your character’s
trees and scaling walls. He can climb with turn, you may take up to a –4 penalty on his
surprising speed and agility. Defense rating to add an equal amount of bonus
dice to his attack rating, or vice versa. You may
Benefit: Your character’s climbing speed is
not reduce either rating to zero in this manner.
doubled (see Move).
These modifiers remain in effect until your
Normal: Your character climbs at normal speed. character’s next action, when you may reallocate
dice once again.
Cloak the Form

37
Normal: You may suffer a –4 penalty to your Defense bonus when blocking against Brawl at
attack roll to gain a +2 bonus to your Defense second Level and a +4 bonus at third Level.
when your character fights defensively.
Courage
Combat Skill
Prerequisites: Willpower 3
Prerequisites: Non-combat Skill 4
The character has nerves of steel. He resists fear
Your character is adept at keeping himself out of and intimidation.
harm’s way when using a non-combat Skill (such
as Medicine, Larceny, or Diplomacy) during Benefit: Your character gains a +2 bonus to any
combat. Courage test or tests against intimidation, also
those magickally induced.
Benefit: Your character gains a +2 Active Defense
bonus whenever he uses a specific non-combat Normal: Your character does not receive any
Skill in combat (designate one when you take this bonuses.
Talent). Advanced: You may take this Talent three times.
Normal: Your Defense rating is unmodified when Each level granting a cumulative +2 bonus.
using non-combat Skills in combat.
Dance Macabre
Advanced: You may buy this Talent twice for any
one Skill, gaining your character an additional +2 Prerequisites: Fencing school Dance 1, Fencing:
Active Defense bonus when using that Skill in Danse 6
combat.
The character has learned the greatest secret of
the Academy of Dance. The Danse Macabre is a
Counterstrike highly energetic but short dance involving a
whirling combination of slashes.
Prerequisites: Brawl 6
Benefit: As a free action, your character can exert
Your character may counterattack after blocking
a blow, shifting immediately from defense to (taking one point of nonlethal damage) to use
offense. Performance: Dance as a Skill Synergy with
Fencing: Danse. This bonus may only be used to
Benefit: Your character may reflexively attack as make attacks—never to block, dodge, or parry.
part of the Block maneuver. Resolve the Block
normally, but your character inflicts damage if Normal: Your character cannot use Skill Synergy
you roll more successes than the attacker. Any with Performance: Dance to boost his Fencing:
Danse Skill.
Defense modifiers that apply to the Block
maneuver apply to the Counterstrike ability. If Advanced: You may take this Talent three times.
your character loses his Active Defense, he loses The character gains a +4 Skill Synergy bonus at
his Counterstrike ability as well. second level and a +8 Skill Synergy bonus at third
Normal: Your character Blocks normally. level.

Advanced: You may purchase this Talent up to Danger Sense


three times. Your character gains a +2 Active
Unique

38
Prerequisites: None Advanced: You may buy this Talent up to four
times, gaining +2 skill and resilience bonus for
Your character can sense unseen threats, such as each additional level.
sneak attacks and ambushes. Because he is
constantly alert to danger, he’s never caught with Diehard
his guard down.
Prerequisites: None
Benefit: Your character retains his full Defense
rating when surprised or ambushed. This includes Your character is hard to kill! He can continue
attacks he cannot see coming, such as fighting even after taking enough damage to kill
backstabbing and sniper attacks. Sometimes the an ordinary person.
Gamemaster will make an Empathy roll on your
behalf to see if your character gets an unbidden Benefit: Your character does not fall unconscious,
premonition or a bad feeling about a situation. and automatically stabilizes, when reduced to
negative Health. He may continue to act, but will
Normal: Your character loses his Active Defense suffer wound penalties on all actions equal to his
rating when surprised or ambushed. current Health.

Devil blood Normal: Your character falls unconscious when


reduced to negative Health, and will continue to
Prerequisites: Gamemasters permission lose Health unless he stabilizes.

Your character is a descendent from a demon of Advanced: You may purchase this Talent up to
the other side. He has a drop of devil blood in his three times. Each additional Level increases your
veins, giving him the ability of handling things and character’s death threshold by two points (up to
substances from the other side with relative –11 Health).
security. Your character has one skill he exceeds
with. But this skill is tainted in a way, useful for Direction Sense
destructive or damaging deeds, never for
creation of beauty or love. Unique

Benefit: You character gains +2 on any resistence Prerequisites: None


tests when getting in touch with things from the
Your character does not need a compass. He has
other side. You do not need to make a test simply
an innate sense of direction and rarely gets lost.
because you touch something from the other
He knows which way is north even when he can’t
side. Your character gains +2 Skill rating to a
see the sun or stars.
specific Skill (designate one when you take this
Talent). This is a general bonus and does not give Benefit: Even in adverse conditions, your
your character any free Skill Levels. The bonus character automatically knows which direction he
cannot be used for creating something of beauty, is heading without having to make a roll. This
inspire or create positive feelings. A woman can Talent also gives you a +2 bonus to all navigation
be seduced by will not fall in romantic love, for rolls.
example.
Normal: When lost, you must make a Survival:
Normal: Even touching things from the other side Navigation roll (Difficulty 2) for your character to
requires a resistance test. Your Skill ratings are determine his direction of travel.
unmodified.

39
Dirty Blow Special: Bonuses from the Fencing Style Bonus
Table apply as normal. Thus, while any student
Prerequisites: Fencing school 1, Riovarra, who knows the basic style of Del Rio has +1 to
Fencing: Riovarra 6 disarm foes, for a –1 penalty overall, members of
the school who learn the full technique end up
Students are taught how to follow up stunning with a net +1 on taking this Talent for the first
blows with a rapid pommel blow for extra impact. time.

Benefit: If your character makes a Fencing: Del


Rio attack with a blade and stuns an opponent,
Dodge
he may make an immediate attack to deliver a 0N Prerequisites: Athletics 4
pommel strike (using Fencing) against the same
target as a free action. The free attack suffers a – Your character has an innate ability to avoid
4 penalty and must be a straight attack—no ranged combat attacks. He expertly ducks and
maneuvers (such as Called Shot or Total Attack) weaves, making himself harder to hit.
can be used in conjunction with it.
Benefit: Your character performs the Dodge
Normal: Your character cannot follow up a sword maneuver as a Reflexive Action (see Dodge, p.
strike with a pommel bash. 31). Any Defense bonuses provide a bonus to the
Dodge maneuver as well. If your character loses
Advanced: You may purchase this Talent up to his Active Defense, he loses his Dodge ability as
three times. Your character gains a +2 bonus to well.
his Fencing roll to deliver the pommel strike at
second level and a +4 bonus at third level. Normal: Your character performs the Dodge
maneuver as an attack action.
Special: If your character has the Florentine or
Flurry Talents, he may perform a pommel strike Advanced: You may purchase this Talent up to
after each sword attack that leaves his opponent three times, gaining your character an additional
stunned. The Flurry penalty applies only to the +2 Active Defense bonus against ranged combat
initial attacks, not the follow-up blows. attacks.

Disarming Strike Escape Artist


Prerequisites: Fencing school Riovarra 1, Fencing: Prerequisites: Acrobatics 6
Riovarra 6
Your character can wriggle out of tight spaces,
A foe without a weapon presents less of a threat slip out of wrestling holds, or escape from
and is often easier to kill or subdue. Your shackles.
character suffers no penalty when performing a
Disarm maneuver. Benefit: Your character can attempt to escape
from her bonds by contorting her body. Make an
Normal: Your character suffers a –2 penalty to Acrobatics roll versus the difficulty of restraints.
perform a Disarm maneuver. Escaping from reasonably snug ropes around the
wrists is Difficulty 2. Squeezing through the
Advanced: You may purchase this Talent up to bamboo bars of a cage is Difficulty 3 (or Difficulty
three times. Your character gains a +2 bonus to 4 in the instance of iron bars). Wriggling free of a
Disarm a foe at second level and a +4 bonus at straitjacket is Difficulty 5. This Talent does not
third level.

40
assist in picking locks, so your character might be Your character has quick legs, being able to spring
able to slip free of handcuffs but could not unlock back and begin his escape after dealing his foe a
her friends, nor would this Talent help free her sturdy hit.
from a locked room.
Benefit: When your character stuns an opponent,
Additionally, your character can substitute an he may move up to five feet away from him as a
Acrobatics roll to free himself when being free action. This free move may be taken once
grappled. per combat turn, no matter how many opponents
he strikes.
Normal: Your character cannot use Acrobatics to
escape bonds. Your character must make an op- Normal: Your character can only move away from
posed Strength roll to free herself when being an opponent by taking a Move action.
grappled.
Advanced: You may purchase this Talent up to
Advanced: You may purchase this Talent up to three times. Each additional level allows your
three times. Your character gains a +4 escape bo- character to move an extra five feet as part of his
nus at second level and a +8 bonus at third level. free action.

Evasive Riding Fast reload


Prerequisites: Ride 6 Unique

You can direct your mount to weave and dodge in Prerequisites: None
an unpredictable pattern, thereby making you
much harder to hit. Your character can reload weapons with amazing
speed. He is so fast it seems as though he never
Benefit: Whenever your character is mounted on runs out of ammunition.
a cooperative animal, you may substitute your
Ride rating for your character’s or his mount’s Benefit: Your character may reload a ranged
Defense rating. All Defense modifiers apply to the weapon in half the normal time. Bows and slings
new Defense, including the penalty for Size. Your can be shoot every turn as reloading becomes a
character cannot use Evasive Riding if either he or reflexive action. Light flatbows can be fired every
his mount is prevented from using Active other turn, and heavy flatbows can be fired every
Defense. third turn, as long as attack actions are used for
reloading the other turns.
Normal: Your character and the mount must roll
Defense as normal. Normal: Reloading might takes several attack
actions (see Gear, p. 129). Your character must
Advanced: You may purchase this Talent up to wait until his next turn to shoot a weapon after
three times. Your character gains a +2 Defense reloading it.
bonus at second level and a +4 bonus at third
level. Fearsome
Expeditious Retreat Prerequisites: Intimidate 4

Prerequisites: Fencing school Scarlotti 1, Fencing: Your character knows how to use fear and
Scarlotti 6 intimidation as a weapon. He can unnerve his

41
enemies and even cause them to turn tail and Unique
run.
Prerequisites: Fencing school Anatomy 1, Con 6
Benefit: As an attack action, your character may
Advanced students are taught techniques
attempt to scare his opponents. Make an
Intimidation roll against all opponents within 10 allowing them to temporarily slow his
feet of your character. If you roll more successes metabolism to the point where he appears to be
than an opponent’s Willpower rating, he suffers a dead.
–2 penalty to his attack and Skill rolls for a Benefit: Your character can voluntarily suppress
number of turns equal to the number of extra his respiration and slow his heartbeat to the
successes you rolled. If you roll more successes point where even a medical examiner might be
than twice your opponent’s Willpower, he flees in fooled. Your character’s eyes must be closed
terror for a number of turns equal to the total while feigning death, but otherwise remains fully
number of extra successes you rolled. conscious, and may revive himself whenever he
Normal: You may make an Intimidation roll chooses. Anyone attempting to detect signs of
life must make an opposed Medicine roll against
against a single opponent in an attempt to scare
him. your character’s Con roll.

Advanced: You may buy this Talent up to three Normal: Your character is unable to feign death.
times, gaining your character a +2 Intimidation Advanced: You may buy this Talent up to three
bonus per Level. times. Your character gains a +2 Con bonus at
second level and a +4 bonus at third level when
undergoing medical examination.

Finesse Attack
Prerequisites: Dexterity 3

Your character is quick and agile and knows how


to use speed as a weapon, slipping his attacks
past an opponent’s defenses.

Benefit: Your character uses his Dexterity rating


as the Base Attribute for a specific combat Skill,
such as Athletics, Brawl, or Melee (designate one
when you take this Talent).

Normal: Your character uses the standard Base


Attributes for his combat Skills.

Advanced: You may buy this Talent multiple


times, but the benefit is applied to a different
Skill each time.

First Strike
Feign Death

42
Prerequisites: Fencing school Keln 1, Fencing: Advanced: You may buy this Talent up two times,
Keln 6 allowing your character to attack twice without a
penalty at level 2
Your character has learned to kill his enemies
before they can gang up on him. Flurry
Benefit: Once per round, your character may
Prerequisites: Dexterity 3
make a single Fencing: Keln attack one opponent
who moves within reach of his weapon as a free Your character can attack the same opponent
action. No combat maneuvers may be used in twice in quick succession, doubling the amount of
conjunction with this special attack. This damage he inflicts on enemies in close combat.
maneuver does not cost your character his Attack
action for the round if he has not yet acted, nor Benefit: Your character may attack the same
does it change his place in the initiative order if opponent twice by making a Total Attack with a –
he is holding his action. 2 penalty on each attack roll. Both attacks must
be made with the same weapon, a weapon and
Normal: Your character has no ability to attack a an unarmed attack, or two unarmed attacks.
foe that moves adjacent to him unless he is
holding his action and chooses to attack. Normal: Your character may attack the same
opponent twice by making a Total Attack with a –
Advanced: You may buy this Talent up to three 4 penalty on each attack roll (see Total Attack).
times. Your character gains the ability to strike
one additional opponent per combat round who Advanced: You may buy this Talent two times,
moves adjacent to him at each level. allowing your character to attack the same
opponent without a penalty at level 2.
Florentine
Focused Attack
Prerequisites: Dexterity 3
Prerequisites: Willpower 3
Your character can wield a weapon in each hand,
doubling the amount of damage he can inflict on Your character is dogged and relentless, able to
his enemies. use his discipline as a weapon. He focuses his
attacks to wear down an opponent’s defenses.
Benefit: Your character may attack without
penalty when using a weapon in his off-hand. Benefit: Your character uses his Willpower rating
Alternately, he may attack two times (using one as the Base Attribute for a specific combat Skill,
weapon in each hand) by making a Total Attack such as Athletics, Brawl, Firearms, or Melee
with a –2 penalty on both attack roll. These (designate one when you take this Talent).
attacks may be made at different targets.
Normal: Your character uses the standard Base
Normal: Attacking with a weapon in your Attributes for his combat Skills.
character’s off-hand results in a –2 penalty.
Advanced: You may buy this Talent multiple
Alternately, your character may attack twice by
times, but the benefit is applied to a different
making a Total Attack with a –4 penalty to his
Skill each time.
primary attack and a –6 penalty to his off-hand
attack (see Total Attack).
Focused Defense

43
Unique Benefit: Your character is Size 1. In addition, he
gains a +1 Body and +1 Strength rating. Your
Prerequisites: Willpower 3 character’s maximum Body and Strength ratings
Your character is stubborn and unyielding. He are increased and the Damage rating of all
focuses his will to defend himself, shrugging off natural weapons is increased by one (i.e., kicks
blows and never letting his guard down. and punches are increased to 1 N).

Benefit: Your character uses his Willpower Normal: Your character is Size 0.
instead of Body when calculating his Passive Special: Your character’s Size will also penalize
Defense and Defense ratings. attack, Defense, and Stealth ratings (see Size).
Normal: Your character uses his Body when Additionally, your character must eat at least
calculating Defense ratings. twice as much as an average human adult or
suffer from the effects of deprivation.
Special: You may not buy this Talent if your
character already has the Strong Defense Talent. Guardian
Furious Slash Prerequisites: Intelligence 3

Prerequisites: Fencing school Bold 1, Fencing: Your character is gifted at looking out for others
Bold 6 and protecting them from injury. He shouts
warnings, deflects blows, and pulls people out of
The watchwords of the school are “total” and harm’s way.
“aggression.” Students are taught there is no
need to worry about your defense, if your Benefit: As an attack action, your character may
opponent cannot hit you back. grant a +2 Defense bonus to all allies within 10
feet of him. He must be able to see and speak to
Benefit: Your character gains a +4 bonus to his at- his allies in order to grant this bonus.
tack roll when making a Total Attack. This Talent
allows your character to make just a single attack Normal: Your character cannot grant Defense
(it cannot be combined with Florentine or Flurry). bonuses to allies.

Normal: Your character has a +2 bonus when Advanced: You may buy this Talent twice,
making a Total Attack. allowing your character to provide an additional
+2 Defense bonus to his allies.
Giant
Headstrong
Unique; only available during character creation
Unique
Prerequisites: None
Prerequisites: Willpower 3
Your character is over seven feet tall and weighs
more than five hundred pounds. He towers over Your character is steadfast and unshakable, and
normal people and is bigger, stronger, and uses his indomitable will to shake off even the
tougher than they are. Finding clothing is a most powerful blows. He can literally will himself
constant challenge! to keep fighting, even when his body aches to
collapse.

44
Benefit: Your character uses his Willpower Normal: Your character automatically falls
instead of his Body when calculating his Stun unconscious when reduced to negative Health,
rating. and must make a stabilization roll or continue to
lose Health each turn.
Normal: Your character uses his Body when
calculating his Stun rating. Advanced: You may buy this Talent twice,
allowing your character to remain conscious and
Herb Lore ignore wound penalties until he reaches –5
Health (at which point he falls over dead). If your
Prerequisites: Medicine 4 character also has the Diehard Talent, you may
take the High Pain Tolerance Talent one
Science may be taking great leaps forward in the
additional time for each Level of Diehard that he
medical arts, but there was healing long before
possesses. Each Level increase allows your
the study of anatomy. Your character has
character to ignore two additional wound
knowledge of the old ways, of herbs and
penalties.
minerals. Such lore may be considered witchcraft
by some, but to those in need it can be a life
saver.
Inspire

Benefit: When in the wilderness and there is a Prerequisites: Diplomacy 4


reasonable amount of time to search for proper Your character is skilled at motivating others. He
ingredients, your character is always considered can infect people with his confidence and
to have supplies when making Medicine rolls.
enthusiasm, and drive them to perform better
Normal: Without medical supplies, characters than they thought possible.
must make Medicine rolls at a –2 penalty. Benefit: As an attack action, your character may
Advanced: You may purchase this Talent up to grant a +2 Skill bonus to all allies within 10 feet of
three times. Your character gains a +2 Medicine him. He must be able to see and speak to his
bonus at second level and a +4 bonus at third allies in order to grant this bonus.
level. Normal: Your character does not grant any Skill
bonuses to his allies.
High Pain Tolerance
Advanced: You may buy this Talent twice,
Prerequisites: None allowing your character to provide an additional
+2 Skill bonus to allies.
Your character can ignore grievous, nasty
wounds. He still feels pain, but it doesn’t slow
him down the way it would others.
Intelligent

Benefit: Your character doesn’t automatically fall Unique; only available during character creation
unconscious when reduced to negative Health. Prerequisites: None
(You still have to make a stabilization roll or your
character will continue to lose Health each turn.) Your character is exceptionally bright and clever.
He remains conscious and ignores wound His intellect far exceeds that of the average
penalties until reaching –3 Health, at which point person.
he falls unconscious as normal.

45
Benefit: Your character gains a +1 Intelligence to resist Knockback and Knockdown for each level
rating. This bonus affects his Intelligence rolls and of this Talent.
all Intelligence-based Skills. It also factors into his
Secondary Attributes and raises his maximum Iron Will
Intelligence rating by one point.
Unique; only available during character creation
Normal: Your character’s Intelligence rating is
unmodified. Prerequisites: None

Your character is exceptionally courageous and


Iron Jaw driven. His resolve and determination far exceed
Prerequisites: None that of the average person.

Your character is exceptionally sturdy and solid. Benefit: Your character gains a +1 Willpower
He is extremely hard to daze and can take quite a rating. This bonus affects his Willpower rolls and
beating before losing consciousness. all Willpower-based Skills. It also factors into his
Secondary Attributes and raises his maximum
Benefit: Your character gains a +1 Stun rating. Willpower rating by one point.

Normal: Your character’s Stun rating is Normal: Your character’s Willpower rating is
unmodified. unmodified.

Advanced: You may purchase this Talent up to Jack of All Trades


four times. Each additional Level grants your
character an extra +1 Stun rating. Prerequisites: Intelligence 3

Iron Stance Your character has broad familiarity with a


variety of different tasks. He may be a handyman,
Prerequisites: Fencing school Iron stance 1, drifter, or Renaissance man, but he can perform
Fencing: Iron stance 4 tasks without any formal training.

Your character is perpetually aware of her stance Benefit: Your character may ignore the untrained
and her balance. Even when struck violently, she Skill penalty when using any general Skill (see
maintains her footing. “Untrained Skill Rolls,” p. 18). In addition, he may
make an untrained Specialized Skill roll at a –2
Benefit: Treat your character as having +1
penalty.
Strength for the purpose of resisting Knockback
and Knockdown. Normal: Your character makes untrained Skill
rolls with a –2 penalty and may not make
Normal: If your character takes more damage in untrained Specialized Skill rolls at all.
one blow than her Strength rating, she is knocked
backward five feet per point of damage in excess Advanced: You may buy this Talent up to three
of her Strength rating. If the damage is more than times. Your character gains a +1 Skill bonus to
double her Strength rating, she is knocked down untrained Skill rolls at second Level and a +2
as well. bonus at third Level. This bonus also applies to
untrained Specialized Skills.
Advanced: You may buy this Talent up to three
times. Your character gains a +1 Strength bonus Jump

46
Unique makes it possible for your character to stun or
knockout an opponent without doing much
Prerequisites: None damage to him.
Your character is naturally gifted at jumping and
Normal: Your character’s unmodified damage is
leaping. He is capable of jumping surprisingly compared to your opponent’s Stun rating.
large distances, both vertically and horizontally.
Advanced: You may buy this Talent up to four
Benefit: Your character’s jumping distance is times. Each Level grants your character an
doubled (see Move). additional +1 bonus to stun his opponent.
Normal: Your character’s jumping distance is
unmodified. Lethal Blow
Prerequisites: Brawl 6
Keen Sense
Your character’s hands are deadly weapons. He
Only available during character creation knows exactly how and where to hit an opponent
Prerequisites: None to do the most damage. He’s not trying to
incapacitate his opponent— he’s going for the
Your character has a particularly acute sense, kill.
such as vision, hearing, or smell. He has amazing
sensitivity and rarely misses anything. Benefit: Your character’s Brawl attacks do lethal
damage. Every two points of nonlethal damage
Benefit: Your character gains a +4 Perception inflicted does one point of lethal damage instead.
bonus when using a particular sense, such as Leftover points do nonlethal damage, as normal.
vision, hearing, touch, taste, or smell (designate
one when you take this Talent). Normal: Your Brawl attacks do nonlethal damage.

Normal: Your character’s Perception rating is Advanced: You may buy this Talent up to three
unmodified. times. Each Level grants your character an
additional +2 Brawl bonus when making a lethal
Advanced: You may purchase this Talent multiple attack.
times, but the benefit will be applied to a
different sense each time. Lifesaver
Knockout Blow Unique

Prerequisites: Brawl 6 Prerequisites: Medicine 4

Your character is a master of nonlethal combat. Your character is a gifted healer. His touch is
He knows exactly where to hit an opponent to soothing and he has an amazing ability to treat
daze him without hurting him very much. wounds. People under his care heal much quicker
and cleaner than normal.
Benefit: Your character gains a +1 bonus to stun
his opponent. This bonus is only applied to the Benefit: Your character heals one lethal or two
damage total for purposes of the stun check after nonlethal wounds per one success rolled on your
you’ve determined whether or not the blow hit. Medicine roll.
No additional damage is done, but this bonus

47
Normal: Your character heals one lethal or two Your character has the innate ability to channel
nonlethal wounds per two successes rolled on magickal energy, and use them to cast spells and
your Medicine roll (see Healing) perform rituals.

Long Shot Benefit: Your character may perform rituals and


cast spells. Your character must pick one
Unique Discipline when he takes this Talent. He also gains
one Level in a single Discipline of the Magick Skill.
Prerequisites: None
Normal: You character cannot use magick.
Your character is skilled at attacking distant
targets. He intuitively adjusts for the range, and
can hit his target accurately over very long
distances.

Benefit: Your character’s weapon ranges are


doubled, allowing him to shoot or throw at
distant targets with a reduced penalty.

Normal: Your character’s weapon ranges are


unmodified.

Lucky
Magickal Sensitivity
Prerequisites: None
Unique; only available during character creation
Your character is exceptionally lucky and
somehow manages to get out of dangerous Prerequisites: None
situations and pull off tricky maneuvers.
Your character is able to sense magickal energy in
Benefit: Once per game session you receive a +2 his surroundings. He does not display any specific
luck bonus to any dice roll. powers, but occasionally gets flashes of insight,
has prophetic dreams, or senses power in a
Normal: Your dice rolls are unmodified. person, object, or specific area.
Advanced: You may purchase this Talent up to Benefit: You make an Empathy roll whenever
five times. Each additional Level grants your your character tries to sense magickal energy
character an extra +2 luck bonus per game around him. The more successes you roll the
session. These bonuses may either be used more sensitive your character is to the strength
separately or added to the same roll multiple and source of the magickal energy. Sometimes
times. the Gamemaster will make this roll on your
behalf to see if your character gets an unbidden
Magickal Aptitude flash of insight, or senses an unseen power at
work.
Unique; only available during character creation.
Normal: You are unaware of any magickal
Prerequisites: None
phenomena

48
Mobile Attack In combat, your character moves so closely with
his mount that he can use the animal’s
Prerequisites: Dexterity 3 momentum to power and guide his own attacks.

Your character excels at fancy footwork, and can Benefit: When mounted on a cooperative animal,
make accurate and powerful attacks, even while your character can use Ride in place of Brawl or
moving. Melee rolls.

Benefit: Your character may attack without Normal: Your character uses his normal Brawl or
stopping his movement (up to his total Move Melee rating for attack rolls.
rating).
Advanced: You may purchase this Talent up to
Normal: Your character may move and attack, or three times. Your character gains a +2 Ride bonus
attack and then move, but he may not attack at second level and a +4 bonus at third level.
while moving.
Mounted Charge
Advanced: You may buy this Talent twice,
granting your character the ability to Prerequisites: Ride 6
simultaneously run and attack.
Your character may spur her mount into a charge
Mounted archer directed at the enemy and use the full force of
the animal’s momentum in the strike.
Prerequisites: Fencing school Cavalry 1, Ride 6
Benefit: When mounted on a cooperative animal,
Mounted archers are light cavalry trained to fight your character’s mount will perform the charge
mounted and as infantry. The Academy of Cavalry maneuver upon command. Your character and
is the only institution in the Union currently her mount gain the +2 charge bonus to the attack
teaching riders how to use wield firearms in the roll without losing their Active Defense.
saddle effectively.
Normal: Your character can command her mount
Benefit: When mounted on a cooperative animal, to charge, but both character and mount lose
your character can use Ride in place of Archery their Active Defense rating.
rolls.
Advanced: You may buy this Talent up to three
Normal: Your character uses his normal Archery times. Both your character and her mount gain a
rating while mounted. Note that combat skills are +4 charge bonus to attack rolls at second level
limited by your Ride skill (see combat). and a +8 bonus at third level.

Advanced: You may purchase this Talent up to Natural Leader


three times. Your character gains a +2 Ride bonus
at second level and a +4 bonus at third level. Unique

Mounted Attack Prerequisites: Charisma 3

Your character makes friends easily and inspires


Unique
people to help him achieve his goals. When
Prerequisite: Ride 6 necessary, he can call up old friends or recruit
new people to join his cause.

49
Benefit: Your character may recruit a temporary Normal: Your character’s unmodified damage is
Ally. The cost of the new Resource is equivalent compared to your opponent’s Stun rating.
to boosting a Talent (see “Boosting Talents,” p.
94). Your character gains a new Ally equal to the Advanced: You may buy this Talent up to four
number of boosted Levels (see Ally). The boosted times. Each level grants your character an
Resource lasts for the remainder of the scene, at additional +1 damage bonus to stun his
which point the new companion departs. opponent.

Normal: Your character is unable to recruit Parry


temporary allies.
Prerequisites: Fencing or Melee 6
Pack Mule Your character is adept at parrying armed combat
Unique attacks. He automatically deflects cuts and
thrusts without having to go on the defensive.
Prerequisites: None
Benefit: Your character performs the Parry
Your character is able to carry greater weight maneuver as a reflexive action (see Parry). Any
than most people of his stature. Defense bonuses provide a bonus to the Parry
maneuver as well. If your character loses his
Benefit: Your character treats his encumbrance Active Defense, he loses his Parry ability as well.
level as one less than the weight he carries would
normally impose. The character's Maximum Load Normal: Your character performs the Parry
is not increased. For example, a character with maneuver as an attack action.
Strength 3 carrying 200 pounds would only be
carrying a Medium Load rather than a Heavy Advanced: You may purchase this Talent up to
Load. three times, gaining your character an additional
+2 Active Defense bonus against melee attacks.
Normal: Your character is encumbered per
normal rules. Patient Strike
Painful Jab Unique

Requirements: Fencing school Anatomy 1, Prerequisites: Fencing school Scarlotti 1, Fencing:


Fencing: Anatomy 6 Scarlotti 6

Your character knows exactly where to hit an Students are taught how to watch patiently for
opponent to daze him without hurting him very an opening in a foe’s defense while beating a
hasty retreat. Scarlotti taught that wasting energy
much.
on constant attacks was a mistake. “Strike once,”
Benefit: Your character gains a +1 bonus to stun he said, “but strike well!” Proponents of the art
his opponent. This bonus is only applied to the often parry turn after turn, waiting for the right
damage total for purposes of the stun check after time to strike.
you’ve determined whether or not the blow hit.
No additional damage is done, but this bonus Benefit: For each combat turn your character
makes it possible for your character to stun or uses Parry against the same opponent, he gains a
knockout an opponent without doing much +2 bonus to his Fencing: Scarlotti roll when he
damage to him. decides to strike back. The first attack your

50
character makes against the opponent (including Benefit: Your character draws weapons as a
a Cautious Attack or Riposte) uses the reflexive action, allowing him to ready a weapon
accumulated bonus. If the character attacks a and attack in the same turn. Weapons that
different foe, fails to parry a blow from his normally take longer than a turn to ready only
opponent, or does not strike before the take an attack action to draw.
encounter ends, the bonus is immediately lost.
Normal: Drawing a weapon takes an attack
Normal: Your character gains no bonuses for action, but some weapons take longer to ready
delaying his attacks. depending on how they are carried. Your
character must wait until his next turn to use a
Provoke weapon after drawing it.

Prerequisites: Con 4 Quick Healer


Your character is gifted at taunts and insults. He Unique; only available during character creation
can draw attention to himself, and away from his
friends and allies. Prerequisites: Body 3

Benefit: As an attack action, your character may Your character heals at a remarkable rate. Even
attempt to provoke his opponents into attacking life threatening wounds don’t keep him down for
him. Make a Con roll against all opponents within long. He’s back on his feet again in no time!
10 feet of your character. If you roll more
successes than an opponent’s Willpower rating, Benefit: Your character heals at twice the normal
he will attempt to attack your character for a rate. He heals two nonlethal wounds per day, or
number of turns equal to the number of excess one lethal wound per three days of rest. Exerting
successes rolled, or until he is attacked by himself during this time makes him heal twice as
someone else. If you roll more successes than slowly.
twice an opponent’s Willpower, he will continue Normal: Your character heals one nonlethal
to attack your character even if someone else wound per day, or one lethal wound per seven
attacks him. days of rest. Exerting himself during this time
Normal: You may make a Con roll to taunt one makes him heal twice as slowly.
enemy into attacking your character.
Quick Reflexes
Advanced: You may buy this Talent up to three
times, gaining your character an additional +2 Prerequisites: None
Con bonus per Level.
Your character reacts to danger much faster than
the average person, allowing him to take action
Quick Draw well before they do.
Unique Benefit: Your character gains a +2 Initiative
Prerequisites: None rating.

Your character is able to draw weapons with Normal: Your character’s Initiative rating is
amazing speed. He is so fast that his weapons unmodified.
seem to just suddenly appear in his hands.

51
Advanced: You may purchase this Talent twice, Prerequisite: Ride 6
gaining your character an additional +2 Initiative
rating per Level. You character is deft when attacking with a
mount, and can attack at the most opportune
Ramrod-wise moments, even when the mount is moving
erratically.
Unique
Benefit: When mounted on a cooperative animal,
Prerequisites: None your character can attack without stopping his
mount’s movement (up to the mount’s total
Your character can reload weapons with amazing Move rating). Alternatively, while your character
speed. He is so fast it seems as though he never is riding, your mount can attack without stopping
runs out of ammunition. its movement.

Benefit: Your character may reload a Normal: Your character and the mount can move
blackpowder firearm in half the normal time. and then attack, or attack and then move, but
cannot move both before and after the attack.
Normal: Reloading a firearm takes several attack
actions (see Gear). Your character must wait until Advanced: You may purchase this Talent twice,
his next turn to fire a weapon after reloading it. granting your character or the mount the ability
to simultaneously run and attack.
Ricochet Shot
Riposte
Prerequisites: Archery 6
Prerequisites: Fencing School or Melee 10
Your character is skilled at hitting targets with
indirect shots—ricocheting bullets or throwing Your character may immediately attack after
axes off nearby objects to hit opponents hiding parrying with a melee weapon, turning his
behind cover or standing around corners. opponent’s attack to his advantage.

Benefit: Your character may make a Called Shot Benefit: Your character may reflexively attack as
to hit a target hiding behind cover with a reduced part of the Parry maneuver (see Parry). Resolve
penalty. He may ignore up to a –2 penalty due to the Parry normally, but your character inflicts
cover (see “Cover”). To benefit from this ability, damage if you roll more successes than his
there must be an appropriate object to ricochet attacker. Any Defense modifiers that apply to the
off, such as a rock or metal plate. Parry maneuver apply to the Riposte ability
equally. If your character loses his Active
Normal: When making a Called Shot to hit an
Defense, he loses his Riposte ability as well.
opponent hiding behind cover, your character
suffers a penalty equal to the amount of cover his Normal: Your character Parries normally.
target has.
Advanced: You may purchase this Talent up to
Advanced: You may buy this Talent up to three three times, gaining your character a +2 Active
times. Your character may ignore up to a –4 Defense bonus against Melee attacks for each
penalty at second Level and up to a –8 penalty at additional Level.
third Level.
Rising Handspring
Ride by Attack

52
Unique Unique

Prerequisites: None Prerequisites: Dexterity 3

Your character can get back on his feet with Your character is adept at defending himself and
amazing speed and grace. When knocked to the never lets his guard down. He can defend himself
ground, he immediately bounces up again. even while making an aggressive, reckless assault.

Benefit: Your character stands up as a reflexive Benefit: Your character always retains his full
action, allowing him to get up and attack in the Defense rating.
same turn.
Normal: Under certain circumstances, your
Normal: Standing up takes an attack action. character may only use his Active or Passive
Defense rating when defending himself.
Robust
Advanced: You may purchase this Talent up to
Prerequisites: None three times, gaining your character an additional
+2 Defense bonus per Level. This bonus also
Your character is exceptionally hale and hearty. stacks with all other Defense modifiers and
His physical fitness is far superior to the average increases the benefit of the Total Defense
person. As a result, he is able to soak up a lot maneuver (see Total Defense).
more damage before losing consciousness.

Benefit: Your character gains a +2 Health rating.


Shield Bash

Normal: Your character’s Health rating is Prerequisites: Fencing school Gurkish 1, Fencing:
unmodified. Gurkish 6

Advanced: You may purchase this Talent twice, Students are taught how to follow up stunning
gaining your character an additional +2 Health blows with a rapid shield smash for extra impact.
rating per Level. Benefit: If your character makes a Fencing:
Gurkish attack with his sword and stuns an
Run opponent, he may make an immediate attack to
deliver a 0N shield bash (using Fencing) against
Unique
the same target as a free action. The free attack
Prerequisites: None suffers a –4 penalty and must be a straight
attack—no maneuvers (such as Called Shot or
Your character is swift and fleet of foot. He runs Total Attack) can be used in conjunction with it.
much faster than the average person and can No off-hand penalty applies to the shield bash.
even keep up his amazing speed over long
distances. Normal: Your character cannot follow up an
attack with a shield bash.
Benefit: Your character’s running speed is
doubled. (see Move). Advanced: You may purchase this Talent up to
three times. Your character gains a +2 bonus to
Normal: Your character runs at normal speed. his Fencing roll to deliver the shield bash at
second level and a +4 bonus at third level.
Savvy Fighter

53
Special: If your character has the Florentine or bonus at second Level and a +8 bonus at third
Flurry Talents, he may perform a shield bash after Level.
each sword attack that leaves his opponent
stunned. The Flurry penalty applies only to the Special: Regardless of the potential bonus
initial attacks, not the follow-up blows. provided by this Talent, the actual bonus cannot
exceed the Skill rating possessed by the assisting
Skill Aptitude character. For example, if you possess Skilled
Assistant at Level 2 (+4 bonus), but your Skill
Prerequisites: None rating is only 3, then you can provide a maximum
+3 bonus.
Your character has a natural affinity for a
particular activity or subject matter and is Spirit talker
considered a prodigy or expert in his field.
Prerequisites: Northerner, GMs permission
Benefit: Your character gains +2 Skill rating to a
specific Skill (designate one when you take this Your character is one of the few people left who
Talent). This is a general bonus and does not give can talk to spirits and ask them for favors
your character any free Skill Levels.
Benefit: Your character can call upon primeval
Normal: Your Skill ratings are unmodified. spirits of the world, talk to them and ask them for
favors. He must make a Willpower*2 test to call a
Advanced: You may buy this Talent multiple spirit. See chapter 6. The Gifts of Euz for more
times, but the benefit is applied to a different information about Spirit talkers.
Skill each time.
Normal: Your character cannot talk to spirits.
Skilled Assistant
Advanced: You may purchase this Talent up to
Prerequisites: None three times. Your character gains a +4 bonus to
the Calling test at second level and a +8 bonus at
Your character has a knack for helping people, third level.
even if he knows nothing about the task they are
performing. He expertly gathers materials, Staggering Blow
organizes tools, and performs other minor duties
in order to maximize efficiency. Prerequisites: Brawl 6

Benefit: When assisting another character, as Your character’s unarmed blows are extremely
long as your character has even one Level in the powerful; he can stagger an opponent or even
applicable Skill, your character may provide a +2 knock him off his feet.
teamwork bonus, even if his rating is not 4 or
greater (see “Teamwork”). Benefit: Your character gains a +1 bonus to
knockback his opponent. This bonus is only
Normal: Your character only provides a applied to the damage total for purposes of the
teamwork bonus if he has an applicable Skill knockback check after you’ve determined
rating of 4 or higher. whether or not the blow hit. No additional
damage is done but the bonus makes it possible
Advanced: You may buy this Talent up to three for your character to stagger or knockdown his
times. Your character grants a +4 teamwork opponent.

54
Normal: Your character’s unmodified damage is Strong Defense
compared to his opponent’s Strength rating.
Unique
Advanced: You may buy this Talent up to four
times. Each Level grants your character an Prerequisites: Strength 3
additional +1 bonus to knockback your opponent.
Your character is stalwart and vigorous. He uses
Static Defense his powerful build to defend himself and resist
damage.
Prerequisites: Fencing school Iron stance 1,
Fencing: Iron stance 6 Benefit: Your character uses his Strength rating
instead of Body when calculating his Passive
The school’s defensive techniques are built Defense and Defense ratings.
around remaining stationary. Your character has
mastered the secret of moving his body while Normal: Your character uses his Body rating
keeping his feet still. when calculating his Defense ratings.

Benefit: Your character can forfeit his Move Special: You may not buy this Talent if your
action to gain +2 to his Active Defense for that character already has the Focused Defense
round. The bonus is lost even if the character Talent.
moves involuntarily, such as by suffering
Knockback or Knockdown.
Subtle Strike
Normal: Your character gains no bonus to Prerequisites: Stealth 4
Defense by remaining stationary.
Your character is a master assassin, capable of
Advanced: You may purchase this Talent up to disguising himself or sneaking up on prey and
three times. Your character gains a +4 Active striking with lethal accuracy.
Defense bonus at second level and a +8 bonus at
Benefit: Your character may use his Stealth rating
third level.
when making an unarmed or melee attack
against an opponent who is unaware of his
Strong presence. Make a Stealth roll (including weapon
Unique; only available during character creation modifiers) against your opponent’s Passive
Defense (plus armor modifiers). If you roll more
Prerequisites: None successes than your opponent, you inflict one
point of damage per extra success. If you roll
Your character is exceptionally muscular and well fewer successes than your opponent, your attack
built. His might and vigor far exceed that of the
has failed. Once your character attacks his target,
average person. he automatically loses the element of surprise
Benefit: Your character gains a +1 Strength and cannot use this Talent again on the same
rating. This bonus affects his Strength rolls and all opponent (unless he gets away and finds a way to
Strength-based Skills. It also factors into his surprise him again).
Secondary Attributes and raises his maximum Normal: Your character may not use his stealth
Strength rating by one point. offensively.
Normal: Your character’s Strength rating is
unmodified.

55
Advanced: You may buy this Talent up to three Advanced: You may buy this Talent up to three
times. Your character gains a +2 attack bonus at times. You may ignore to a -4 sweep penalty at
second Level and a +4 bonus at third Level. second level and a -8 penalty at third level.

Surgical Precision Swift


Unique Prerequisites: None

Prerequisites: Fencing school Anatomy 1, Your character is exceptionally fast. His speed far
Fencing: Anatomy 6 exceeds that of the average person.

The human body is riddled with weak spots and Benefit: Your character gains a +2 Move rating.
vulnerable areas, both well-known and obscure.
Students are taught how to locate them all, and Normal: Your character’s Move rating is
how to target them in combat. unmodified.

Benefit: The fencer ignores modifiers equal to his Advanced: You may purchase this Talent twice,
Medicine level when making a Called Shot to hit a gaining your character an additional +2 Move
vital area. This has no effect against Cover or rating per Level.
similar modifiers.
Swift Mount
Normal: Your character suffers a penalty to his
opponent’s full Defense rating (including armor Prerequisites: Ride 4
and other Defense modifiers) when trying to
With a little tenderness, the right tone of voice
strike a vital area.
and the occasional spur in the side, your
Special: The bonus applies only when attacking character can get surprising speed out of his
human opponents, not animals or unearthly mount.
beings (werewolves are human for this purpose).
Benefit: When your character is riding a
Taking a Specialization in Veterinary allows this
cooperative animal, that animal gains a +2 Move
ability to be used against animals.
rating.

Sweep Normal: Your character’s mount moves at its


normal Move rating.
Prerequisites: Fencing school Keln 1 or Bold 1,
Fencing: Keln or Bold 6 Advanced: You may buy this Talent twice, gaining
your character’s mount an additional +2 Move
Your character is adept at making wide, swinging rating.
attacks that can hit multiple enemies in one blow.

Benefit: Your character can ignore up to a -2 pen-


Swim
alty for sweeping (see opposite sidebar). If your
Unique
character sweeps over a greater distance, reduce
the sweep penalty by 2. Prerequisites: None

Normal: When performing a sweep, your Your character swims with surprising speed. He is
character suffers a -2 attack penalty per target or a natural in water, and it hardly slows him down
each five-foot distance between targets. at all.

56
Benefit: Your character’s swimming speed is Normal: Your character’s buckler grants +2 Active
doubled (see Move). Defense and it cannot be traded for attack dice.

Normal: Your character swims at normal speed. Advanced: You may purchase this Talent up to
three times. Your character gains a +4 bonus to
Swirl of the Cape his Fencing roll to deliver the twin strike at
second level and a +8 bonus at third level.
Prerequisites: Fencing school Dardi 1, Fencing:
Dardi 6 Special: Because the student has already used his
buckler as a weapon, this Talent cannot be
As well as using a cloak defensively, students combined with Shield Bash.
learn how to ensnare weapons and knock them
from the wielder’s hands, and whip their cloak The Great Dances
around their foe’s feet to pull him off balance.
Prerequisites: Fencing school Dance 1, Fencing:
The character has +2 to perform Disarm and Trip Danse 6
maneuvers when using his cloak in place of his
bare hands or a weapon. The character uses The character has learned one of the great secret
Fencing: Dardi in place of Brawl when making a techniques of his school, allowing him to avoid
Trip in this manner. He suffers no penalty for attacks with his dance-like motions.
wielding his cloak in his off-hand when
attempting these moves. Benefit: The character substitutes his
Performance: Dance rating for his Active Defense
Normal: Your character gains no benefit from in his Defense roll when using either the Block,
using a cloak with either maneuver. Dodge, or Parry maneuvers (pick one when this
Talent is taken). If the character loses his Active
Advanced: You may purchase this Talent up to Defense for any reason, he may not make this
three times. Your character gains a +4 bonus to substitution.
Disarm and Trip a foe at second level and a +8
bonus at third level. Normal: Your character substitute his Athletics,
Brawl, or Melee rating for his Active Defense in
Sword & Shield as One his Defense roll, depending on whether he is
dodging, blocking, or parrying.
Prerequisites: Fencing school Gurkish 1, Fencing:
Gurkish 6 Advanced: This Talent may be taken three times.
Your character picks a second defensive
The student has learned to strike with his sword maneuver at second level. Your character uses his
and buckler to deliver a single, more powerful Performance: Dance in place of his Active
blow, though at the cost of using his buckler for Defense with all three maneuvers at third level.
defense.

Benefit: Your character can forfeit the +2 Active


Time Sense
Defense bonus granted by his buckler and instead Unique
add +2 to his Fencing roll. Defense remains
lowered until the start of the student’s next turn. Prerequisites: None
If the character loses his Active Defense for any
reason, he may not make this substitution.

57
Your character does not need a watch. He has a Gamemaster) to recall a particular piece of
highly accurate internal clock and always knows information.
what time it is or how much time has passed.
Tough
Benefit: Your character always knows what time
it is without having to make a roll. He can even Unique; only available during character creation
tell how much time has passed while sleeping,
and wake up at a predetermined time. Prerequisites: None

Normal: You must make an Intelligence or Your character is exceptionally hardy and robust.
Survival roll (Difficulty 2) to determine the His stamina and endurance far exceed that of the
approximate time of day. average person.

Benefit: Your character gains a +1 Body rating.


Tinker This bonus affects his Body rolls and any Body-
Prerequisites: Craft (Any) 4 based Skills. It also factors into his Secondary
Attributes and raises his maximum Body rating by
Your character is never without the right tools. one point.
He can improvise almost any tool he needs, using
everyday items around him. Normal: Your character’s Body rating is
unmodified.
Benefit: Your character may ignore the penalty
for using improvised tools. Tough Attack
Normal: Your character suffers a –2 penalty for Prerequisites: Body 3
using improvised tools.
Your character is tough and resilient and can use
Advanced: You may buy this Talent up to three his fortitude as a weapon, shrugging off lesser
times. Your character gains a +2 tool bonus at blows and plowing through his opponent’s
second Level and a +4 bonus at third Level. defenses.

Total Recall Benefit: Your character uses his Body rating as


the Base Attribute for a specific combat Skill, such
Unique; only available during character creation as Athletics, Brawl, or Melee (designate one
when you take this Talent).
Prerequisites: None
Normal: Your character uses the standard Base
Your character never forgets anything. He has an Attributes for his combat Skills.
eidetic memory, remembering each detail of
everything he’s ever seen, heard, or read. Advanced: You may buy this Talent multiple
times, but the benefit is applied to a different
Benefit: Your character always remembers Skill each time.
details without having to make an Intelligence
roll. (Taking notes during play is a good aid for Trick Rider
roleplaying this ability.)
Prerequisites: Ride 4
Normal: You must make a successful Intelligence
roll (with a Difficulty determined by the Your character has the ability to guide her mount
through, around, and over difficult terrain and

58
unusual obstacles, as well as perform tricks Normal: Your character suffers a –2 penalty when
involving her mount. attempting to block a Melee attack with his bare
hands.
Benefit: When your character is riding a
cooperative animal, she gains a +2 Ride bonus Advanced: You may buy this Talent up to three
while performing tricks stunts. times. Your character gains a +2 Active Defense
bonus against Melee attacks at second Level and
Normal: Your character’s Ride Skill is unmodified a +4 bonus at third Level.
when performing tricks and stunts.

Advanced: You may purchase this Talent up to Vigorous Defense


three times. Your character gains a +4 Ride bonus
Prerequisites: Dexterity 3
when performing tricks and stunts at second level
and a +8 Ride bonus at third level. Your character keeps up an active defense—
always moving and turning to keep his opponents
Tricky Fighter at bay. Even multiple opponents have difficulty
wearing him down!
Prerequisites: Intelligence 3
Benefit: Your character may be attacked twice in
Some prefer to fight with swords, others prefer the same combat turn without penalty.
firearms. Your preferred weapon is your Additional attacks penalize his Defense rating as
ingenuity and quick wits. normal.
Benefit: You gain a +2 bonus to your roll when
Normal: If your character is attacked more than
you perform a Trick. once during the same combat turn, he suffers a –
Normal: You do not gain a bonus when 2 penalty to his Active Defense rating for each
performing a Trick. additional attack.

Advanced: You may purchase this Talent twice. Advanced: You may buy this Talent up to four
The second time you purchase this Talent you times. Your character can defend against an extra
gain an additional +2 to your roll when attack per combat turn without penalty for each
performing a Trick. additional Level (i.e., the initial purchase lets your
character defend against one additional attack
Unarmed Parry without penalty, the second allows two
additional attacks, and so on).
Prerequisites: Brawl 4
Wary Fighter
Your character is capable of using his bare hands
defending himself against weapons, catching Prerequisites: Fencing school Riovarra 1, Fencing:
blades and deflecting strikes without injuring Riovarra 6
himself.
Your character is a student of tricks. His insight
Benefit: Your character can block Melee attacks allows him to spot tricks coming and respond
with his bare hands at no penalty (see Block). If accordingly.
your character loses his Active Defense, he loses
his Unarmed Parry ability as well. Benefit: Your character has +2 to resist Tricks
made against him. If your character loses his

59
Active Defense, he loses his Wary Fighter ability expertise in all its Disciplines (which are now
as well. treated as Specializations). Fencing does not fall
under this talent.
Normal: Your character has no special bonus to
resist Tricks. Normal: Each Discipline under a Specialized Skill
must be taken as a separate Skill.
Advanced: You may purchase this Talent up to
three times. Your character gains a +4 bonus to Advanced: You may buy this Talent multiple
his roll to resist Tricks at second level and a +8 times, but the benefit is applied to a different
bonus at third level. Specialized Skill each time.

Well-Connected Yield No Ground


Unique Prerequisites: Fencing school Iron stance 1,
Fencing: Iron stance 6
Prerequisites: Charisma 3
Balance is an essential part of the style, and your
Your character has good rapport with people, and character has learned that lesson well. When
a large network of friends and acquaintances. others fall, she bends briefly before straightening.
When he needs something, he either knows
someone who will help him or is able to find Benefit: When your character suffers a
someone who can. Knockback or Knockdown she may make an
Acrobatics: Balance roll as a free action to avoid
Benefit: You may boost your character’s Contacts
moving or falling.
Resource as if it were a Talent, but he does not
need to have this Resource in order to boost it Normal: If your character takes more damage in
(see Boosting Talents). Your character benefits one blow than her Strength rating, she is knocked
from his increased sphere of influence for the backward five feet per point of damage in excess
remainder of the scene, after which his Contacts of her Strength rating. If the damage is more than
reverts back to its normal Level, and any bonus double her Strength rating, she is knocked down
Resources must be returned (see Contacts). as well.

Normal: Your character is unable to boost his Advanced: You may buy this Talent up to three
contact network. times. Your character gains a +2 bonus to his
Acrobatics: Balance to resist Knockback and
Well-Educated Knockdown for each level of this Talent.

Prerequisites: Intelligence 3
4.2. Resources
Your character is a genius in a particular field, Resources represent the various contacts,
with expertise in all its various disciplines. He may friends, influence, and wealth at your character’s
be a master craftsman, general scientific expert, disposal. Characters without any Resources are
or schooled in a variety of academic subjects. neither destitute nor outcasts. They have enough
to get by on but when the going gets tough,
Benefit: Your character may take one Specialized
which it enivitably will, they have to fend for
Skill—Academics, Art, Craft, or Natural
themselves. Characters with Resources get to call
Philosophy (designate one when you take this
on contacts and allies for favors and information.
Talent)—as a general Skill, granting him general
They have followers to help them and enough

60
personal clout to get things done. They may even provided the bonus, granting an increased
be in possession of items with unusual benefit.
properties.
The temporary Resource remains until it is lost
Advanced Resources during play or is used to purchase another
Resource.
Just as with Talents, you may purchase the same
Re-source more than once and provide your Gaining & Losing Resources
character with an even greater benefit. Don’t rely
too heavily on an advanced Resource, however, Resources are not permanent abilities, so they
as it can still be lost, killed, or stolen. Still, can be easily gained or lost during play. Your
advanced Resources can be incredibly useful not character should not abuse his Resources or use
only to your character, but to fellow adventurers them carelessly, or he might lose them. On the
as well. To that end, player characters may wish other hand, your character should not be too
to pool their Resources together to create a more conservative with his Resources. Calling upon the
powerful, shared Resource. As always, the right one at the right time could literally save the
Gamemaster is the final authority on which day.
Resources may be pooled together. Resources are interconnected, and characters
with friends and influence always seem to land
Zero-Level Resources on their feet. If your character loses a Resource
during play through no fault of his own, or
In real life, friendships, influence, and wealth
through good roleplaying, the Gamemaster may
grow and develop over time. They are rarely all-
allow you to replace the lost Resource or swap it
or-nothing propositions. To reflect this, each
out with one of an equivalent Level.
Resource has a zero Level that represents
fledgling Resources providing a lesser benefit for For example, if the Daughters of Medea murder
a lesser cost. your character’s beloved uncle (Patron 2)
because he was attempting to foil their schemes,
Players may choose a Zero-level Resource during
the Gamemaster might allow your character to
character creation instead of a Resource at Level
inherit his stately mansion (Refuge 2).
1. Buying a new Resource at Level 0 costs 7
Experience points; upgrading it later to Level 1
Resource Descriptions
costs 8 Experience points.

Bonus Resources Ally


Many of the Resources listed below grant bonus Ally represents a close friend or family member
Resources at certain Levels. This represents how that your character can count on in times of
fluid and interconnected Resources can be. A trouble. He has Skills, Talents, and Resources of
character with a lot of Contacts may be able to his own, and will go out of his way to help your
call upon them to borrow an important Talisman, character, even if it puts him in danger. However,
recruit a temporary Ally, or find a safe house to he will not throw his life away, so his assistance
hole up in for a while. A character may use a only goes so far.
bonus Resource to buy a temporary Level in any
An Ally starts out loyal to your character, making
other Resource (or two Resources at Level 0). It
him easier for your character to charm and
may even be used to improve the Resource that

61
harder for your character’s enemies to sway (see Contacts represent your character’s network of
Influence). friends and associates. They are not particularly
loyal and will only help if it is worth their while or
While you get to define the nature of your in their own best interest. Nonetheless, having a
character’s relationship with his Ally, the network of contacts enables your character to
Gamemaster ultimately controls this character, track down useful items and information
and determines what he will or will not do. whenever he needs it.
Abusing or taking advantage of an Ally will
negatively affect his attitude toward your Taking this Resource gives your character
character, possibly causing him to abandon him contacts in a particular area such as academia,
when he needs him most. the criminal underworld, or the constabulary. Any
time your character seeks equipment or
Purchasing additional Levels of this Resource information from someone within his sphere of
grants your character a new Ally, or improves an influence, you gain a bonus to the appropriate
existing one. Skill roll. Additionally, for each two Levels of
Level Example Attribute Skill Talent/ Contacts your character has, he may call upon his
Resource network of contacts and temporarily acquire a
bonus Resource. Purchasing additional Levels of
0 Weak 9 5 0
this Resource gives your character a new set of
1 Average 12 10 1 Contacts or increases his influence with existing
2 Talented 15 15 2 ones. Contacts Example Benefit

3 Influential 18 20 3 Level Example Benefit


4 Powerful 21 25 4 0 Dean +1 bonus
5 Mighty 24 30 5 1 Priest +2 bonus

When creating an Ally distribute the given 2 Bishop Bonus resource


number of levels for attribute on the primary 3 Archbishop +4 bonus
attributes, as well as the given skill levels for skill. 4 Cardinal Bonus resource
Additionally, an ally may have a number of
talents or resources as listed under Talents. 5 Pope +8

Example: Robert le Beau has Ally 1, representing


Jacques, a childhood friend and royal envoy who Example: Pierre is investigating the theft of an
helps him out from time to time. Robert likes important holy relic. He has Contacts 2,
having friends around to bail him out of trouble representing his influence with the Catholic
and decides to buy another Level of Ally. He could Church. He gains a +2 bonus when dealing with
improve Jacques, making him Ally 2 and churchmen, and he may use his network of
increasing his skills and abilities, but instead contacts to acquire a temporary Resource. He
decides to purchase a new Ally 1, Louis, a skilled talks it over with the Gamemaster and decides to
magician who can get him out of trouble in a gain Ally 1. Pierre calls in a favor and convinces a
variety of novel ways. scholarly priest named Father Vincenzo to help
track down the missing relic.

Contacts
Fame

62
Fame is a measure of your character’s popularity years of self-training, a fencing master has
and notoriety. It also represents how well known decided to teach him some special moves!
his name and face is. Being recognized as a
luminary has its benefits: people will often do Fencing School
special favors for your character just because he’s
famous. On the other hand, being famous can Prerequisites: see individual school
have its downside—it’s hard to keep a low profile
when your profile is easily recognizable. Your Fencing School represents your character’s
character may be a renowned duelist, membership in a particular school, lessons
knowledgeable academic who has published learned from his teacher and relationship with his
numerous manuscripts, famous artist, or fellow students. It is often an exclusive
daredevil hero. When someone recognizes your organization, full of like-minded individuals that
character, you gain a bonus to all social rolls look out for each other. Each school has a
related to that person. Additionally, for each two prerequisite that must be fulfilled before
Levels of Fame your character has, he may use his membership is extended to an individual (see
popularity to gain a temporary Resource from his below).
adoring fans. Purchasing additional Levels of this
Additionally, Fencing Schools are run by a skilled
Resource increases your character’s popularity
and influential teacher to whom your character
and renown.
defers. Although there is a lot a teacher can do
FLevel Example Benefit for your character, his loyalty is not a given; your
character will occasionally have to complete tasks
0 Local celebrity +1 bonus
to stay in his good graces. Teachers generally stay
1 City council +2 bonus at the school and expect your character to take
member all the risks, though. Still, they can be extremely
helpful—providing advice, training, and
2 Wanted Bonus resource Resources. They don’t even have to be present to
criminal help—they can dispense wisdom through letters,
3 National hero +4 bonus books, riddles, or even dreams and flashbacks.

4 Dashing Bonus resource While you get to define the nature of your
swordsman character’s relationship with his teacher, the GM
ultimately controls this NPC and decides exactly
5 International +8 what she wants and what she is willing to do for
luminary your character. Harassing your teacher or taking
fellow students for granted will negatively affect
their attitude toward your character, possibly
Example: Henri is an up and coming swordsman,
causing him to be ejected from the school.
famous across Paris. He wants to increase his
renown, so he purchases Fame 2. His reputation Fencing Schools provide a bonus to the Fencing
increases and now people are coming from all skill when using the school’s primary or
over to see him fence. When recognized, he gains secondary weapons. This bonus applies also to
a +2 bonus in dealings with that person and can defensive weapons aligned to the school,
use his Fame to gain a temporary Resource. Henri granting a bonus to Active defense.
immediately decides to gain Patron 1—after
Having studied the Fencing school, a student

63
Fencing schools teach certain talents which fit Long Steel, Andre gains a +2 Fencing bonus. He
their style. Since students train more purposeful, also uses a Main gauche, which is a secondary
and higher skill allows for more insight, they learn weapon for the school. He not only gains the
school talent much easier. A student of a fencing usual +1 bonus an d active defense for using a
school may choose one school talent at level 1 for Main gauge but also +2 bonus for his Fencing
free. Other school talents cost only 7 experience school training. He also recalls his teacher
points. This benefit is only granted if the student demonstrating how to instinctively parry blows,
has the Fencing school resource at level 1 or and gains the Parry Talent for the duration of this
higher. Note that level 0 resource does not grant combat.
this advantage. Talents purchased that way must
be marked as school talent (e.g. Flurry: Keln) to Most popular fencing schools
count as such; school talents can only be used
with their school’s primary or secondary All fencing schools have prerequisites which must
weapons. be met before a pupil may attend a school.

In addition, for each two levels of Fencing School Main weapons are those weapons the school
your character has, he may temporarily borrow uses for is fighting style. Secondary weapons are
one of his school’s Talents (as listed under the weapons which can be used in a similar manner
school’s description) or Resources. Because of thus allowing for the bonus and use of school
the strong bond between members of a Fencing talents.
School, you are not merely limited to the Talents
School talents may have their own prerequisites;
and Resources your teacher possesses.
many a talent is unique for its school. Talent
Purchasing additional levels of this Resource descriptions are given in chapter 4.1.
grants your character membership in a new
Fencing School, or improves his standing in an Academy of Anatomy (Union)
existing one.
Prerequisites: Medicine 4
Level Attribute Skill Talents Benefit
Main weapon: Rapier
0 12 10 1 +1 bonus
Secondary weapon: Long Steel, Dagger, Main
1 15 15 2 +2 bonus
gauche, Short Steel
2 18 20 3 Bonus
School Talents
resource/talent
3 21 25 4 +4 Accuracy, Calculated attack, Calculated Defense,
Combat skill (Medicine), Feign death, Lifesaver,
4 24 30 5 Bonus
Painful jab, Surgical precision
resource/talent
Although the Academy of Medicine was founded
5 27 35 6 +8
as a fencing school, it has since gone on to
Teacher Attributes Skills Talents/
become one of the most famous medical
Example: Andre is surrounded by three footpads teaching schools in Dagoda, especially regarding
seemingly intent on robbing him. His character the study of anatomy. While not all medical
has Fencing School 2 (Keln Academy), students must study fencing, all fencing students
representing tutelage under the noted fencing must study medicine.
master. Using its school’s primary weapon, a

64
Training medical students has brought greater from stomach to chin. Advanced students are
wealth to the academy than training swordsmen. capable of inflicting painful yet nonlethal injuries,
As a result, the academy is now run as a giving their opponents chance to surrender, or
university. Lessons are ordered and set down the swordsman the opportunity to run away. If
according to a timetable, students must obey the pushed, they are quite capable of killing.
rules of the academy, and there is clear distinc-
tion between masters (called deans) and Academy of the Bold (Union)
students.
Prerequisites: Strength 3
Since it caters to both fencers and non-
Main weapon: Long Steel
swordsmen, the faculty and student body is
divided into two factions. While they mix in Secondary weapon: Longsword, Short Steel,
lessons, they have separate dormitories and Main gauche, Rapier
recreational facilities—a new practice, introduced
when Jesuit scholars applied to join the faculty. School Talents
This ensures that clerics sent to the academy for
Berserker Fury, Combat Aptitude, Flurry, Furious
training as healers are not tainted by excessively
Slash, Iron Jaw, Strong Defense, High Pain
fraternizing with those who trained to take lives.
Tolerance, Sweep
Students of the basic art, even if not current
Lyander dan Hagen founded the school over 100
members, may attend the university to continue
years ago. Its style is powerful and aggressive.
their medical training. Only those who are full
members are given advanced fencing instruction, The head of the King’s Guard Colonel Bremer dan
however. Gorst, a hero of the last Northern War, is the
most famous pupil of the Bold school. Gorst is a
Many students who learn both fencing and
master of the school’s fighting style. A bull of a
medicine go on to serve with the army, if only to
man, he may easily be the most dangerous
gain actual experience of both combat and
swordsman in the whole Union.
healing. Some see it as a fast track to promotion,
though this is rarely the case. Critics of the Bold style call it uncouth, its
students call it effective. The style favors bold,
Students learn how to defend themselves, since
powerful attacks over defense, the theory being
the ethos of the school is not to train wanton
that a dead opponent is one you no longer have
killers, but instead to instruct men of peace who
to worry about. Students who dally with their
can seek other ways to end violence—while
opponents or try flashy moves in the training
keeping foes at bay by delivering precision
room are punished with a wrap across the
strikes. Slashing attacks are frowned upon, since
knuckles from the master’s blade.
they inflict more damage than is considered
necessary to down a foe. Full members are given Swordsmen schooled in the Bold style can be
special instruction on how to inflict pain while single-minded in combat, seeking only a quick
minimizing physical injury, and how to target victory. They are powerful, brutal, and efficient, if
specific areas of the human body so as to inflict a bit lacking in grace and poise.
quick, clean kills.
Cavalry academy (Union)
When students must fight, they seek to end the
conflict as quickly and humanely as possible, Prerequisities: Ride 4, Rank 2 or Status 0
stabbing at vital organs rather than splitting foes

65
Main weapon: Lance Prerequisites: Charisma 3, Fame 1 or Rank 2 or
Status 1 or Wealth 1
Secondary weapon: Cavalry sword, Shield, Sabre,
Rapier Main weapon: Rapier

School Talents Secondary weapon: Cloak, Mauche gauche,


Long Steel, Dagger
Callous Rider, Evasive Riding, Mounted archer,
Mounted Attack, Mounted Charge, Ride by School talents:
Attack, Swift Mount, Trick rider,
Bold Attack, Bold Defense, Captivate, Dance
The Cavalry Academy is a prestigious school with Macabre, Dodge, Mobile Attack, Quick Reflexes,
a fine pedigree. Many of its masters feel its The Great Dance
reputation has been irrevocably tarnished by
allowing non-noble officers to join. A great rivalry The most pretentious fencing school in Styria, the
exists both inside and outside of the school School of Dance is the exclusive domain of the
between the old guard, formed of cavalry officers rich and famous. Annual fees are high, and all
and noblemen, and the new guard, which members are carefully vetted to ensure their
comprises able officers of more modest suitability. The school has never discriminated by
upbringing. Competition between the two gender, though until sweeping reforms over the
factions is intense, and more than one last few years, their t-raining was limited to
“accidental” injury has occurred. purely defensive maneuvers. As well as being a
fencing school, the institute is a club for the social
While it is acceptable to harm another student elite of Styria. Their facilities boasts grand
(though only by accident, of course) during ballrooms, small theaters, and several salons—
sparring matches, harming a horse during training the latter are available for private hire. Quarters
bouts is an offense punishable by automatic for paid-up members are equal to those of the
banishment for a set period of time. great noble chateaus in size and elegance. Marble
statues and busts adorn the corridors and galler-
Members must possess their own horse. ies, paintings by the master artists hang on the
Extensive stables are available free to full walls, and ornate drapes cover the large
members, while general students of the style may windows.
stable mounts at the school for a small monthly
fee so long as they left in good standing. Within these opulent surroundings, members can
enjoy refined company, gourmet dining, and first-
The basic style provides adequate training in class entertainment, while engaging in gossip,
mounted combat, but there is far more to the politics, backroom dealings, and intrigue. Some,
style. Advanced students are taught to use their however, come here merely to dance and escape
mount as an extension of their own body, to their daily routine, or the backstabbing prevalent
avoid injury by staying low in the saddle, leaning at the royal court.
heavily to one side, or letting the mount take the
blow, as well as pushing their mount to greater Those who wish to avoid social interaction
speeds. Full members have access to specialist beyond dancing or enjoy a degree of anonymity
training. are required to don a mask. The school’s rules
prohibit masked individuals from being spoken
Dancing school to, except by the staff or masters, though they
may speak if they so desire. In order to receive a

66
verbal reply though, they must first remove their prevent blood from staining his fine clothes, the
mask. Most often the conversation is restricted to truth is more prosaic: Dardi realized that the
an invitation to dance or spar, which is answered cloak could be used defensively, buying him
by a simple nod or shake of the head. Regardless opportunity to flee an unfair fight. A man with
of why people come to the school, there is always many enemies, his newfound fencing style saved
a certain amount of rivalry. No blood is permitted his life more than once. Regardless of their actual
to be shed on the plush carpets (perpetrators are social class, Dardi considers its members to be
expelled). This has resulted in verbal dueling gentlemen and expects them to dress and behave
becoming the norm; reputations have been accordingly—or at least while in the academy.
made, tarnished, and broken solely upon the Members must wear clothing appropriate to the
exchange of words within the walls of the School gentry, and always with a cloak, of course. In
of Dance. addition, courtesy to each other and to guests is
de rigueur, as well as the showing of refined
The style is truly beautiful to watch, being a speech and manners. While poorer members are
deadly combination of elaborate footwork and loaned suitable clothing from the school’s
sweeping arms combined with slashing strikes extensive wardrobe, it can do little about the
and wide, flourishing parries. Unlike dances, rest. As a result, there is a certain amount of
which follow carefully choreographed patterns, snobbery between the rich and poor students.
the Danse style teaches only basic steps—
students are expected to develop these into a While the school charter says every member is
unique combat style. Thus, while most schools equal in status and should be accorded due
have set moves a swordsman can recognize and respect as a brother, those without Rank, Status,
counter, the School of Dance has none. or Wealth 1 are known as Aspirants by the
snobbish gentry members (because they aspire to
The school has become popular among the be better than their true social status).
higher nobility in the Union, maybe in honour of
the Queen. A chapter has opened in Adua in one Members in general have a tendency to consider
of the fancier parts of the city, not far from the their art the most refined for a gentleman, often
Argiont, thus sparing the noble pupils the mocking those who favor more militant styles. In
endeavor of travelling through poorer return, they are often mocked for having bad
neighborhoods. vices—a cloak hides many sins. The charter also
forbids guests from wearing cloaks in certain
Dardi School (Styria) areas unless they are full members.

Prerequisites: Willpower 3 The Dardi school’s strength and weakness, not to


mention its signature item, is the cloak. Even
Main weapon: Rapier
without a weapon, they can ward off sword
Secondary weapon: Cloak, Long Steel, Short blows by wrapping the cloak around their arm to
sword, Dagger cushion impacts, entangle axes and daggers,
ensnare arrows, conceal their outline to foil
School Talents musketeers, and disarm and trip foes. They might
not be able to strike back efficiently, but that is
Block, Cloak the form, Dodge, Parry, Florentine,
true of any swordsman caught unarmed.
Swirl of the cape, Tricky fighter, Vigorous defense
Without their cloaks, however, the true
While Dardi mythology claims the founder, Umbo
proponents of the art are robbed of their greatest
Dardi, designed his style around the cloak to

67
asset, leaving them unable to employ their correct an overbalance. After receiving enough
special techniques. bruises students either learn to use their non-
sword arm to help maintain their balance, or they
*In game terms, a student of Dardi without a quit. Basic moves involve parrying and short,
cloak in his hand loses his bonus to Feint and sharp thrusts. Slashes, while a valid tactic, are
Parry. given secondary consideration—a skilled
opponent can quickly turn one’s momentum
School of Iron Stance (Union)
against the swordsman. Feints require too much
Prerequisites: Body 3 movement to be fundamental to the style.

Main weapon: Long Steel There is a common misconception that


practitioners of the style root themselves to the
Secondary weapon: Buckler, Longsword, Shield, spot once combat begins, refusing to budge until
Unarmed it is over. Many stories of Iron Stance swordsmen
refusing to move even to help a comrade are
School Talents
commonplace, but most are fictitious or fail to
Block, Dodge, Iron stance, Parry, Riposte, Rising tell the whole story.
Handspring, Static defense, Yield no ground
Tactical choice of terrain is important to a
While the School of Iron Stance has a good student. After all, only an idiot, a desperate man,
reputation, many swordsmen are not or a confident master chooses to stand in an
comfortable with its fighting mentality. The empty field where he can be attacked from
natural instinct of a swordsman is to give ground multiple sides. Proponents are similarly taught
when necessary and force an opponent back that remaining stationary when someone
when possible. Students of the School of Iron shooting arrows or flatbow bolts is a sure way to
Stance learn to control the battlefield not by invite death.
forcing their enemy to yield ground, but by
So long as they are not engaged in melee with a
denying him the chance to gain ground. True
foe, swordsmen are quite willing to move, either
masters of the style are virtually immovable,
to a more advantageous position or to assist
capable of more effective parries when
friends. But once a foe closes on them, they
stationary. They are, in their own words, the
adopt the stance. Despite rumors that students
immovable cliff upon which the sea futilely
remain static until they are hewn down, never
pounds. While stories about the wooden boots
yielding an inch, only those with a death wish re-
used to train students are legendary, those who
fuse to flee when outnumbered or wounded—
wish to master the art must first learn the art of
there is no honor in a pointless death.
balance. The fighting style can be quite vigorous,
yet all movement is done from the hip upward. A Gurkish Style (Dagoska/Union)
thrust too far or an energetic slash can easily
cause the fencer to lose his balance. Once the Prerequisites: Body 3
student has proven he has a sense of balance, he
next learns how to defend himself while station- Primary weapon: Sabre
ary. This is when he is introduced to the wooden Secondary weapon: Buckler, Rapier
boots. During the earliest days of training
students often fall, for it is natural to try and Special: Gurkhish style can only be used with a
move one’s feet to secure a better position or sabre/rapier and buckler in combination.

68
School talents: The founder of the school, and it’s prime
instructor, is Wirram Werth, a Stariklander
Florentine, Flurry, Knockout Blow, Shield bash, veteran of the Gurkish Wars and the Angland
Staggering blow, Strong Attack, Strong Defense, campaign, and a major in his August Majesty’s
Sword and Shield as One army. After the Gurkish Wars Werth established
The school, which operated out of a disused his school in New Keln. After being handsomely
tavern in Dagoska, focuses entirely on wielding rewarded during the Angland campaign, he could
the long sword and buckler in combination. The afford to open a new chapter in Adua. His son
style comes from the fighting style of Gurkish Marton is the current head of the original school.
sword masters. Uhma, the current master of the Its origin let some swordsmen disdain the school,
school is a native Dagoskian and knows many of not because its style lacks finesse or is easy—far
the Union officers in the city look down their from it in fact—but because it is not a true
nose upon the style. dueling style. Those who must enter combat on a
Students begin with just a long sword, getting regular basis care little for the school’s pedigree if
them used to basic fencing moves. Only when what they learn will keep them alive.
they have proven their competency is the buckler The style focuses on solid defense and sweeping
introduced. As well as learning how to use the slashes designed to drive foes back and inflict
small shield to deflect blows, students are taught
maximum damage. When outnumbered, the last
how to use the buckler as an effective weapon. thing one has is time to toy with opponents—“kill
Rather than academic subjects, the school’s them quickly and reduce the odds” is one of the
curriculum covers more practical skills—Athletics, school’s mantras.
Intimidation, and Warfare.
Students are not given instruction in one-on-one
After the fall of Dagoska, Uhma has relocated his fighting. From the moment they enter the school
school to Adua. Unfortunately, the style is seen they fight first against two opponents, slowly
as quite unpatriotic, which makes recruiting new
building up to greater numbers are they develop
students harder. Luckily for Uhma, there are mastery of the techniques. Werth once fought
some of the wiser officers who want to study the seven opponents simultaneously during a battle
enemy’s weaknesses. against the Gurkish and emerged with only minor
cuts… or so the story goes.
New Keln school (Union)
The premise of the school involves fighting
Prerequisites: Agility 3
multiple opponents when you must, not when
Main weapon: Long Steel you can—only a fool or a madmen craves being
outnumbered by his enemies. Masters make it
Secondary weapon: Long sword, Rapier, Short clear that the longer a swordsman is surrounded,
Steel, Main gauche the greater the chance one of their attacks will
strike home. As such, movement is a key part of
School talents:
any battle, especially if it reduces the number of
Finesse Attack, Flurry, Parry, Riposte, Florentine, foes who can attack you afterward.
First Strike, Sweep, Savvy fighter
Riovarra (Styria)
The New Keln school, or just Keln, is one of the
newest in Adua, but it has proven hugely popular Prerequisites: Con 3
due to its focus on fighting multiple opponents.

69
Main weapon: Rapier tricks—a verbal bluff or quip can be enough to
create a momentary opening the fencer can
Secondary weapon: Long Steel, Short sword, exploit with deadly efficiency. Many opponents
Dagger, Main gauche expect their Riovarra foes to try and trick them at
School Talents: some point, little realizing that winning is all that
matters. Tricks are a valuable part of their
Dirty Blow, Disarming Strike, Tricky Fighter, arsenal, but they are not compelled to employ
Provoke, Rising Handspring, Savvy Fighter, Subtle them. A Riovarra student may simply trick his
strike, Wary Fighter opponent by not playing any tricks, toying with
him for a while to build up a sense of paranoia
The Riovarra Academy, after the school’s
and expectation.
founding master) teaches students that victory is
the only thing that matters. Gentlemanly conduct Visits to the academy can be extremely annoying,
in a duel with a noble opponent may woo a lady, especially for outsiders. Pranks, japes, and jokes
but it will not win against a band of cutthroats or are the nature of the day. Unwary guests may
a gang of mercenaries. find the snuff they have just inhaled contains
pepper, their wine has been spiked with vinegar
Students are taught that anything goes in a fight.
(or worse), and the chair they sit upon has had its
They learn all manner of tricks designed to
legs partially sawn through. But there can be a
confuse, humiliate, and throw foes off their guard
darker side to this japery: members taking a dis-
before delivering the killing blow. While students
like to a comrade or visitor often use pranks as a
love having ample maneuver room and handy
means of provoking a fight.
objects about, they are just as skilled at fighting
in a narrow, deserted alley: with a smooth mo- Scarlotti’s Academy (Styria)
tion, the swordsman may run up a wall, vault
over your head (stealing your hat in the process), Prerequisites: Intelligence 3
and then deliver a blow to your exposed back.
Younger students often like to show off their skill Main weapon: Rapier
by toying with opponents, performing trick after Secondary weapon: Short Steel, Short sword,
trick. They are quickly taught a lesson by a Main gauche, Dagger
master, who performs one trick and then places
his sword at the throat of his befuddled School Talents:
opponent. As Riovarra himself once said, “the cat
Block, Dodge, Expeditious Retreat, Parry, Patient
that plays with its food too long may find the
strike, Quick reflexes, Run, Swift
mouse bites back.” A truly skilled master can
defeat his opponent seemingly without revealing Scarlotti’s Academy is not one for dashing heroes,
his swordsman’s prowess. When the killing blow but certainly ideal for scoundrels and ne’er-do-
comes, it does so from a seemingly innocuous or wells, and those possessed of craven heart. The
lucky move that resulted in the victim simply hardest part in becoming a member of Scarlotti’s
being in the wrong place at the wrong time. Academy is even finding it in the first place. Many
of its members have enemies, and in order to
Once an opponent realizes he is fighting a
keep them away from the school, the master
Riovarra student, he may become cagey, refusing
changes continually changes its location. The
to be drawn by feints, sweeping away scenery his
authorities have long considered Scarlotti’s to be
foe could possibly use to trick him with. But
a den of thieves. Some suspect the master is
Riovarra students are not just skilled at physical

70
actually the head of a thieves’ guild. There is no responsible for paying their expenses while they
evidence to substantiate these claims, and while are working for him. Followers start out loyal to
considered a scoundrel, the master has friends in your character, making them easier for him to
high places. charm and harder for his enemies to sway (see
Influence).
The school’s lengthy official motto is proudly dis-
played on a plaque: “If you cannot run, hide. If You get to define the nature of your character’s
you cannot hide, fight. But always look for a relationship with his Followers, but the
chance to run.” The shorter version is “Run when Gamemaster ultimately controls these characters
you can.” and determines what they will or will not do.
Abusing or taking advantage of Followers will
The first thing students are taught is to put aside negatively affect their attitude toward your
all notions of honor and glory. There is no glory in character, possibly causing them to abandon him
dying or being maimed, no matter how noble the when he needs them most.
cause, and no honor in being captured. Thus, the
core tenet is survival at any cost, even ignominy. Purchasing additional Levels of this Resource
either increases the number of Followers your
While many of its students are the sort of character has, or improves his existing ones.
gentlemen who must flee enraged husbands,
debt collectors, or the authorities on a regular Level Number Attribute Skill Talent
basis, the Academy has a number of members of
with legitimate occupations, such as messengers, followers
envoys, and spies. Many thieves find the school 0 1 9 5 0
of use in their nefarious occupation, especially
1 2 9 5 0
the parts involving stealth and running fast.
2 4 9 5 0
The style’s core focus is on getting out of trouble
3 6 9 5 0
with minimum risk. Knowing how to parry is
essential. Specific training is given to disarming, 4 8 9 5 0
as an opponent without a weapon is less inclined 5 10 9 5 0
to chase an armed man, even one trying to avoid * Instead of increasing the number of Followers,
a fight. Ironically, the style is well-suited to those you may improve them by +3 Attribute points, +5
who must give chase to someone, for it teaches Skill points, and +1 Talent or Resource for each
stealth and athletics as part of its core cur- additional Level.
riculum. Sadly, it doesn’t teach students what to
do when they catch their quarry. Example: Luc has Followers 0, representing his
trusted lackey. He’s helped Luc out more than
Followers once, but he’s not very strong or smart, and the
Musketeer is afraid something will happen to
Followers represent your character’s faithful him. Therefore, he decides to purchase an
friends, retainers, and animal companions. additional Level of Followers to increase his
Followers are not always very skilled or lackey’s abilities, giving him a total of 12
influential, but they are fiercely loyal and will Attribute points, 10 Skill points, and 1 Talent or
accompany your character wherever he goes. Resource.
Followers are tremendously helpful and will take
care of everyday tasks, but your character is Patron

71
with his Patron, the Gamemaster ultimately
controls this NPC and decides exactly what he
wants and what he is willing to do for your
character. Harassing your Patron or taking him
for granted will negatively affect his attitude
toward your character, possibly causing your
Patron to abandon your character when he needs
him most. Purchasing additional Levels of this
Resource grants your character a new Patron, or
improves an existing one.

Level Attribute Skill Talent/ Benefits


Resource
0 12 10 1 +1
Patron represents your character’s mentor,
1 15 15 2 +2
teacher, or protector. He is often a powerful and
influential person, connected to your character in 2 18 20 3 Bonus
some important way. He may be a distant blood resource/talent
relative, a senior member in your character’s
3 21 25 4 +4
organization, or a mysterious stranger who shows
up to provide much-needed information. 4 24 30 5 Bonus
Although there is a lot a Patron can do for your resource/talent
character, loyalty is not a given; your character
will occasionally have to complete tasks to stay in
5 27 35 6 +8
his good graces. Patrons generally stay at home
Example: Michel unwittingly finds himself locked
and expect your character to take all the risks.
in a social duel. The Musketeer has Patron 2,
Still, they can be extremely helpful—providing
representing his old teacher. Remembering his
advice, training, and Resources.
patron’s advice on social duels, Michel gains a +2
Patrons don’t even have to be present to help; Diplomacy bonus. He also recalls how his teacher
they can dispense wisdom through letters, used politeness to hide barbed comments, and
messengers, riddles, or even dreams and gains his Patron’s Barbed Tongue Talent for the
flashbacks. Patrons may provide a bonus to a duration of this social duel.
particular Skill (as long as the Patron has the
applicable Skill rating at 4 or higher, see Rank
Teamwork, p.19). In addition, for each two Levels
of Patron your character has, he may temporarily Rank represents your character’s military rank,
borrow one of his Patron’s Talents or Resources. membership in an exclusive (or secret) society or
Unlike other Resources, which allow your organization. As a result, your character has more
character to gain temporary Resources of their authority when dealing with other members of
choice, you are limited to the Talents and his organization, sometimes ordinary citizens as
Resources your Patron possesses. well, and may request aid or requisition
resources from the group. Depending on the
A Patron’s reasons for helping your character specific organization, he may even be able to give
may be a complete mystery. While you get to orders to junior members, just as he has to obey
define the nature of your character’s relationship the orders of those above him.

72
Ranks of the Royal Inquisition While Rank has its privileges, abusing authority,
squandering resources, or breaking rules could
The Head of the Inquisition is Archlector result in your character being demoted or
Sand dan Glokta. The Archlector is the discharged from his organization. Purchasing
single most powerful person in the Union, additional Levels of this Resource grants your
answering only the King. The highest character membership in another organization,
Inquisition officials in the provinces are
or a higher rank in his existing one.
the Superiors who again answer only the
Archlector. The Superiors are supposed to Level Military Inquisition Benefits
help the Lord Governor of the respective
province, but mostly the relationship is 0 NCO Novice +1
reversed. 1 Lieutnant Practical +2
The Archlector and the Superiors 2 Captain Inquisitor Bonus
command a force of highly skilled
resource/talent
interrogators and investigators, the
Inquisitors. Some Inquisitors directly work 3 Colonel Senior +4
for Superiors or the Archlectors staff,
Inquisitor
quite like staff officers to a general. These
Inquisitors are often called Senior 4 General Superior Bonus
Inquisitors, although there is no official resource/talent
title.
5 Marshall* Archlector* +8
The soldiers, spies and thugs of the *There is just one Archlector and only one
Inquisition are the Practicals. Each Marshall. Players cannot purchase this rank
Inquisitor has 2-4 personal Practicals
without it been vacant!
helping him with investigations, arrests
and torture. Before becoming a practical, Example: Jean-Claude has Rank 1, representing
one have to serve as a Practical novice for his position as a corporal in the Musketeers. After
several months, or sometimes years.
a few adventures, he decides his character is
Unlike, the Army where the richest and ready to take the next step and apply for
noblest obtain the highest ranks, the promotion. Jean-Claude purchases Rank 2,
Inquisition promotes only the most able representing his new position within the
and devoted. Inquisitors are there for Musketeers. He receives a +2 social bonus when
highly skilled and fanatically loyal to the on official Musketeer business, and he can
crown and the Archlector. requisition Resources as well. Since his Rank is
more senior, he decides his character has invested
in a small house in Paris. Jean-Claude decides to
Holding a position of authority grants your
gain Refuge 1 with his bonus Resource.
character respect from other members of his
organization. You receive a social bonus anytime
your character wields his authority or acts in the Refuge
name of his organization. Additionally, for each
Refuge represents your character’s home, private
two Levels of Rank your character has, he can use
retreat, or secret laboratory. He either owns it
his authority to acquire a temporary Resource
free and clear or shares it with other members of
from his organization. This benefit lasts until the
his organization. Whatever the case, this is a
requisitioned Resource is returned, at which
place where he feels safe and productive. A
point a new Resource may be requisitioned.

73
Refuge may provide one of three benefits: Example: Therram, a magus, has Refuge 1 (Size),
Equipment, Security, and Size. Select a primary representing a large townhouse in Sipani. Thanks
benefit when buying this Resource. to a successful sideline business as an apothecary,
he owns the townhouse outright and does not
Equipment: This benefit provides a bonus to all need to worry about mortgage or rent payments.
rolls related to a particular Skill (selected when Therram decides he needs a workshop for his
you purchase this Resource) for anyone inside alchemical experimentations, so he purchases
your character’s retreat. another Level of Refuge. He now has Refuge 2
Security: This benefit inflicts a penalty to all Skill (Size), which grants him a bonus Resource. He
rolls related to investigating or infiltrating your decides to take Refuge 1 (Equipment) to represent
character’s secret lair. his new laboratory

Size: This benefit increases the amount of space Status


encompassed by your character’s retreat, either
referring to the size of the building itself or the Status represents your character’s class and
land it occupies. A Refuge without any Size social status. This may result from success within
benefit is the size of a small apartment or large a respected profession (e.g., doctors or
workshop. Additionally, for each two Levels of academics), member of a guild like the Mercers
Refuge your character has, he may borrow a or Spicers, a member of an aristocratic family, or
temporary Resource from his home, such as a Named man from the Northlands. In any case,
having his butler accompany him on an your character’s position grants him respect that
adventure or taking a Talisman out of his can be used to impress people and get them to
workshop. This benefit lasts until the borrowed do favors. Any time your character’s social status
Resource is returned, at which point a new or position applies to a situation, you receive a
Resource may be borrowed. bonus to any related social rolls. Additionally, for
each two Levels of Status your character has, he
Purchasing additional Levels of this Resource
may use his Status to gain a temporary Resource
grants your character a new Refuge or improves
from his friends and subordinates. Purchasing
an existing one. With the Gamemaster’s
additional Levels of this Resource increases your
approval, characters can pool their Resources
character’s position and social standing.
together into a larger and more impressive
Gamemasters may limit the purchase of this
Refuge. In this case, each character has limited
Resource after character generation. Typically,
ownership and access to the location.
characters must be awarded a noble title—they
Level Equipment Security Example cannot simply claim one. Even those born to high
office must often wait until a relative dies before
0 +1 -1 House
they can secure a higher title unless they attract
1 +2 -2 Large house the king’s eye or their family is promoted in
2 Bonus Bonus status. In different parts of the world your status
may mean nothing.
resource resource
3 +4 -4 Small estate Note: It is fully possible to play a noble character
without the resource Status. This just means that
4 Bonus Bonus
the character is of an insignificant, poor noble
resource resource family, which no one recognizes or respects;
5 +8 -8 Large estate therefore no bonuses.

74
Level Union/Styria Northlands Example food and drinks, extravagant clothing, and
expensive gifts. He’s immensely rich, but he has
0 Esquire Named man +1
no spare cash on hand. Wealthy characters can
1 Baron Carl +2 invest their money in other Resources. For each
2 Margrave Chief of a Bonus two Levels of Wealth your character has, he can
sacrifice a Level in order to buy a temporary
Dozen resource
Resource or grant one to another character
3 Count Thane +4 (subject to Gamemaster approval). The extra
4 Marquis Clan chief Bonus money makes the character more influential. The
temporary Resource lasts until the money is
resource
withdrawn or invested in another area.
5 Duke King +8 bonus Purchasing additional Levels of this Resource
increases the amount of money your character
Example: Benrad is the eldest son of a duke. He
has at his disposal.
has Status 1, representing his title of baron and
granting him a +2 social bonus when using his Wealth Example Monthly
position to get people to do what he wants. After Income
some years adventuring, he decides to purchase
0 Squalid 10Marks
another Level of Status. He suggests to the GM
his older brother has been killed in the war. The 1 Modest 50 Marks
GM agrees. Because he has Status 2, he also 2 Comfortable 100 Marks
gains a bonus Resource. Bernad likes to live life to
3 Affluent 500 Marks
the fullest, but money has always been tight, so
he decides to take Wealth 1, granting him a 4 Luxuriant 100 0Marks
modest income from his new lands. 5 Opulent 2000 Marks

Wealth Example: Mattim is preparing for an expedition.


He has Wealth 2, representing his personal
Wealth represents your character’s lifestyle, fortune, giving him 100 Marks in cash for
income, and assets. It covers the amount of cash purchasing starting equipment. Because he has
he has on hand and money he has to invest. two Levels of Wealth, he may also sacrifice one
Having money does not automatically accord a Level in order to buy a temporary Resource or to
character respect or authority, but a rich boost another character’s Resource. He decides to
character can buy almost anything he wants. buy an Ally to represent his personal valet
Characters without Wealth are not poor; they
simply have to work for a living. Your character 4.3. Flaws
starts play with his monthly income in cash.
Flaws represent your character’s physical,
Unless the character has this Resource, his basic
mental, or social shortcomings. Whenever your
food and lodging needs are covered by his
character is hurt or hindered by his Flaw during
Musketeer wages, but that leaves him with
play, you earn Style points that may be spent for
nothing to spare each month. For NPCs, the
bonus dice when you need them. Therefore, the
monthly income is after all reasonable routine
more you roleplay your character’s Flaw, the
expenses have been settled. Thus, a powerful
stronger and more versatile your character will
noble may not actually have a Wealth Level—he
be.
fritters away his vast income on hosting balls, fine

75
Don’t constantly roleplay your Flaw, however, as whenever a severe blunder or misunderstanding
it will lose potency if overused. For this reason, occurs because of your character’s blindness.
Gamemasters may limit the number of Style
points earned through Flaws to one per game Clumsy: Your character is awkward and
session. uncoordinated. He frequently drops things,
bumps into walls and tables, and knocks things
You get one extra Style point if you take a Flaw over. Your character suffers a –2 penalty to any
during character creation. Characters may start roll where grace and coordination are a factor.
play with only one Flaw but with the You earn a Style point whenever your character
Gamemaster’s permission, you may add, change, suffers harm or causes damage due to his
or remove one during play. Following are bungling.
descriptions of some common Flaws. Feel free to
create your own, but be sure to get the Crippled (Severe): Your character cannot walk.
Gamemaster’s approval first. He may have suffered an accident or illness.
However, your character can still get around
Severe Flaws normally with a wheeled chair. If knocked from
his seat, he can crawl but suffers a –4 penalty to
Not all Flaws are created equally. Some may his Move rating (minimum rating of 0). You earn
come up more often than others during play, or two Style points whenever your character is
be more limiting for different character concepts. limited by his immobility.
For the most part, though, Flaws are self-
Deaf: Your character cannot hear and may have
balancing. Characters that are hurt more often by
to learn to read lips in order to communicate. He
a Flaw get rewarded more often than those
may have suffered an accident or been born that
whose Flaws come up less often in play. For the
way, but he is completely deaf. You automatically
most part, adjusting a Flaw’s reward is not
fail any roll that requires your character to hear.
necessary, unless it is severely limiting and comes
You earn a Style point whenever a severe
up rarely during play.
problem or misunderstanding occurs because of
For example, a crippled character will not earn your character’s deafness.
many Style points as long as he is in a wheeled
Dwarf: Your character is Size –1, causing him
chair. He cannot walk at all if he is thrown out of
both physical and social problems. He is often
it, so his Flaw deserves a higher reward. He earns
looked down upon for not being as big or strong
two Style points when his Severe Flaw comes up
as others. You earn a Style point when your
during play. Some examples of Severe Flaws are
character’s size causes him severe difficulty or
detailed below; feel free to come up with your
when he is rejected because of it. You cannot
own, but be sure to get your Gamemaster’s
take this Flaw if you have the Giant Talent.
approval first.
Dying: Your character is terminally ill and will die
Physical Flaws soon. He may have cancer or some other kind of
incurable disease, but he hasn’t given up on
Blind (Severe): Your character cannot see and is finding a cure. You suffer a –2 penalty to all rolls
forced to rely upon his other senses to get whenever your character’s disease acts up. You
around. He may have suffered an accident or earn a Style point if your character is
been born that way, but he is completely blind. incapacitated by sickness or forced to confront
You automatically fail any roll that requires your his mortality.
character to see. You earn two Style points

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Elderly: Your character is very advanced in years You earn a Style point whenever your character
and not as vigorous as he used to be. He suffers a suffers because of his sensitivity to pain.
–2 penalty to any roll where strength, speed, or
endurance is a factor. You earn a Style point Mute: Your character cannot speak and is only
whenever your character’s age slows him down able to communicate through hand gestures or
or he is taken advantage of because of it. writing. He may have a problem with his vocal
chords, or had his tongue cut out, but it makes
Glass Jaw: Your character has a weak constitution speaking nearly impossible. You automatically fail
and is vulnerable to shocks and blows. As a result, any roll that requires your character to speak.
he suffers a –1 penalty to his Stun rating You earn a Style point whenever a severe
(characters with a Stun rating of 0 are stunned if problem or misunderstanding occurs because of
they take one point of damage, and knocked out your character’s inability to speak.
if they take two points of damage). You earn a
Style point whenever your character’s weakness Obese: Your character is grossly overweight. He
is exploited. may have an eating disorder or medical
condition, but he weighs far more than an
Hard of Hearing: Your character has poor average person his age. Your character suffers a –
hearing. He may be deaf in one ear or just have 2 penalty to his Move rating, unless he exerts
trouble hearing normally. Either way, you suffer a himself (see Encumbrance). You earn a Style
–2 penalty on any roll when hearing is a factor. point whenever your character’s weight slows
You earn a Style point whenever your character’s him down or causes him difficulty.
poor hearing gets him into trouble or causes a
critical misunderstanding. One Arm: Your character is missing an arm. He
cannot wield two-handed weapons and his lifting
Illness (Severe): Your character has a severe capacity is halved. If your character attempts to
illness that is not life threatening, but may perform an action that normally requires two
incapacitate him from time to time. He may have hands, you suffer a –2 penalty on the roll. You
epilepsy or suffer from recurring bouts of earn a Style point when your character drops
malaria. Your character suffers a –4 penalty to all something or makes a critical blunder because of
rolls when feeling sick. You earn two Style points his missing arm. You cannot take the Florentine
whenever your character is incapacitated by his Talent if you have this Flaw.
illness.
One Eye: Your character is missing an eye, but
Lame: Your character has a bad leg or foot that may have a fake eye or wear an eye patch to
slows him down. He may have been in an cover it. As a result, your character has poor
accident or just been born that way. Either way, depth perception and you suffer a –2 penalty on
your character suffers a –2 penalty to his Move any ranged attack rolls. You earn a Style point if
rating. You earn a Style point if your character is your character critically misjudges distance or is
unable to outrun danger, or if his bad leg gets blindsided by someone.
him into trouble.
Poor Vision: Your character has bad eyesight. He
Low Pain Tolerance: Your character is extremely may be nearsighted, farsighted, or just have dim
sensitive to pain. Bumps and bruises that others vision. If your character is not wearing his glasses,
shrug off are debilitating to him. Your character you suffer a –2 penalty on any roll where sight is
suffers a –2 penalty to all rolls when in pain, such a factor. You earn a Style point when your
as when damaged or attempting to resist torture. character’s poor vision gets him into trouble or
causes him to make a critical mistake.

77
Sickly: Your character has a minor illness causing He may recover part of his memory over time,
him discomfort from time to time, such as but it is exceptionally disorienting when it
migraine headaches, chronic arthritis, or happens, so you suffer a –2 penalty on all rolls
hepatitis. When feeling sick, your character until the episode is over. You earn a Style point
suffers a –2 penalty on all rolls. You earn a Style when your character suffers a traumatic
point whenever your character suffers from his flashback, or when something from his past
illness. comes back to haunt him.

Skinny: Your character is scrawny and Blasé: Your character is easily bored, rapidly loses
underdeveloped. He may have an eating disorder interest in anything that he has seen or done
or a medical condition, but he weighs far less before, and is always seeking out new and
than an average person his age. Your character interesting experiences. Your character suffers a
suffers a –2 penalty to any roll where strength or –2 penalty on any repetitive task. You earn a
toughness is a factor. You earn a Style point Style point whenever your character’s
whenever your character’s weak physique causes indifference causes harm.
difficulty.
Coward: Your character is afraid of conflict and
Young: Your character is a child. He is Size –1, won’t stand up for himself. He will run from a
causing him both physical and social problems. fight, or surrender if unable to flee. You suffer a –
He is often prohibited from participating in adult 2 penalty on all rolls when he is threatened with
activities, and looked down upon for being physical violence. You earn a Style point if your
young. You earn a Style point when your character gives up without a fight or abandons
character’s size causes him difficulty or he is his friends to save his own skin.
patronized because of his young age.
Curious: Your character is insatiably curious. The
Mental Flaws unknown fascinates him and he will leave no
stone unturned in his search for answers. He
Absent-Minded: Your character is forgetful and cannot leave well enough alone and often ends
distracted. Whether he’s a daydreamer or just up in trouble. You earn a Style point whenever
preoccupied with more important things, he your character’s curiosity gets him or his
tends to be unaware of what is going on around companions into trouble.
him. As a result, you suffer a –2 penalty on all
Delusion: Your character has a deeply held belief
Perception rolls. You earn a Style point whenever
that is completely false. He may see or hear
your character overlooks a critical detail or
things that aren’t there, or believe that he is at
forgets something important.
the heart of a vast conspiracy. No amount of hard
Addiction: Your character is physically or evidence will convince him otherwise. You earn a
mentally addicted to a specific substance or Style point whenever your character’s delusion
activity and will do anything to satisfy his need. If causes trouble.
he overindulges or goes too long without getting
Depressed: Your character is perpetually sad and
a fix, you suffer a –2 penalty on all rolls until he
gloomy. He is pessimistic and believes the worst
sobers up or overcomes his addiction. You earn a
of himself. No matter what happens, he always
Style point whenever your character’s addiction
expects circumstances to conspire against him.
hurts him or someone he cares about.
You earn a Style point whenever your character’s
Amnesia: Your character has suffered some sort dire predictions come true or something happens
of trauma that caused him to lose his memory. to crush his spirits.

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Envious: Your character is discontent with his lot your character takes a major step toward
in life. Other people always seem to have better realizing his destiny or has his plans foiled
fortune than him, and he doesn’t like that. He because he was gloating over his victims.
isn’t greedy, he just wants to be the same as
those he views as his betters. Feelings of envy Obsession: Your character is fixated on a
may be aroused by those with more wealth, particular activity such as keeping himself clean,
higher military rank, better equipment, or higher organizing his possessions, or wooing the woman
social status. You earn a Style point when your of his dreams. If your character cannot indulge
character’s envy causes trouble for him or his his obsession regularly, you suffer a –2 penalty on
companions. all rolls until he is able to satisfy his compulsion.
You earn a Style point when your character’s
Gluttonous: Your character is continually hungry obsession causes him to do something dangerous
and whines about the lack of food. No matter or endanger someone else’s life.
how much he eats, he always wants more. You
earn a Style point when your character’s appetite Overconfident: Your character has a very high
causes problems for him or his comrades. opinion of himself—perhaps too high. He believes
there is nothing he can’t do better than anyone
Illiterate: Your character is dyslexic, or maybe he else. His foolhardy attitude can get him into
just never learned his letters. Either way, he trouble from time to time. You earn a Style point
cannot read or write. This includes any additional when your character is forced to ask for help or
languages learned through the Linguistics Skill. when his bravado gets him in over his head.
You automatically fail any task that requires your
character to read. You earn a Style point Paranoia: Your character is excessively concerned
whenever your character’s illiteracy causes him with his well-being. He is wary and distrustful of
severe difficulty or embarrassment. everyone, including close family and friends. He
may even have a persecution complex and
Impulsive: Your character is impatient and believe there is a vast conspiracy against him. You
reckless. He detests waiting around and will take earn a Style point whenever your character
action without taking time to plan. As a result, he pushes a friend away or actually catches
is often unprepared for trouble and forced to someone working against him.
improvise. He will jump into dangerous situations
without thinking twice. You earn a Style point Phobia: Your character is scared of a particular
whenever your character’s impulsiveness gets situation, object, or type of person. He will
him or his companions into serious trouble. actively avoid the object of his phobia, and flee if
confronted with it. If he cannot escape, you
Lustful: Your character has powerful urges with suffer a –2 penalty on all rolls until your character
regard to members of the opposite sex. He isn’t a is able to get away. You earn a Style point
romantic; he’s just insatiable when it comes to whenever your character’s fear gets the better of
female companionship. You earn a Style point him.
whenever your character’s overactive libido gets
him or his companions into serious trouble. Short Temper: Your character has a bad temper
and is unable to control his anger when
Megalomania (Severe): Your character fantasizes frustrated or provoked. When enraged, he may
about having extravagant wealth and power, or hurt himself, his friends, or valuable equipment.
performing great deeds. Often this involves Your character suffers a –2 penalty to Willpower
taking over the world or unlocking the secrets of rolls to keep his cool. You earn a Style point
the universe. You earn two Style points whenever

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whenever your character’s short temper causes create the event (or perhaps just a rumor) which
trouble. led to the bad reputation. He has –2 to social
rolls. You earn a Style point when you bad
Skeptic: Your character never takes anything at reputation causes problems.
face value. He questions everything and demands
to see incontrovertible proof before he will Callous: Your character is selfish, uncaring, and
acknowledge the validity of a claim. You earn a insensitive to the suffering of others. He is
Style point whenever your character proves an hardhearted and will not go out of his way to
assertion wrong or convinces someone else to help anyone. Pleas for mercy fall on deaf ears.
question his beliefs. You earn a Style point when your character does
something particularly selfish or refuses to help
Thrill-Seeker: Your character enjoys living at someone in dire need.
fever pitch. He laughs in the face of danger and
revels in putting himself in extreme situations. As Condescending: Your character thinks he is
a result, he is much more likely to get hurt or better than everyone else. It doesn’t matter if he
killed. You earn a Style point when your character is actually superior or not—he knows he’s always
puts himself or his companions in danger just for right; anyone that disagrees with him is clearly
the fun of it. mistaken and must be put in their place. You earn
a Style point whenever your character proves
Timid: Your character is nervous and hesitant. He
someone else wrong or establishes his own
doesn’t like trying new things and hates being put superiority.
into unfamiliar situations. Your character suffers
a –2 penalty on any task that he hasn’t had Criminal: Your character is believed to have
adequate time to prepare for. You earn a Style committed a serious crime, regardless of whether
point whenever your character’s anxiety causes he actually did it. He may be a fugitive on the run
him to miss an opportunity. or he could have done time for his misdeeds.
Regardless, people distrust him and may turn him
Vow (Severe): Your character has made a solemn
in to the authorities if given the chance. You earn
promise or taken a sacred vow to perform a a Style point whenever your character is hurt by
specific deed, remain loyal to one person or his negative reputation.
organization, or to maintain a condition such as
poverty or chastity. Your character earns two Disfigured: Your character has a nasty scar,
Style points whenever he has to make a major birthmark, or deformity that repulses other
sacrifice in order to keep his vow. people. As a result, he is considered ugly and
unattractive. You suffer a –2 penalty on all rolls
Social Flaws where your character’s appearance is a factor.
You earn a Style point whenever your character is
Aloof: Your character is distant and standoffish, rejected because of his appearance.
often more focused on the task at hand than on
the feelings of those around him. Your character Fanatical: Your character is passionately devoted
suffers a –2 penalty on social rolls when trying to to a particular cause, ideal, or organization. He
establish a rapport with other people. You earn a will act in accordance with his beliefs even if it
Style point whenever your character’s business- costs him his life. You earn a Style point
like attitude causes him trouble. whenever your character’s devotion causes harm
or he converts someone else to his way of
Bad Reputation: Whether it is deserved or not, thinking.
your character has a bad name. You should

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Gullible: Your character is naïve and easily affections are rejected or he suffers hardship in
cheated. He takes people at their word, even if the name of love.
they have lied to him in the past. Your character
suffers a –2 penalty on rolls to resist deception. Merciful: Your character is kind-hearted and
You earn a Style point whenever your character is sympathetic. He believes that violence is wrong
taken advantage of because of his trusting and prefers to live and let live. He will do
nature. everything he can to ease the suffering of others.
You earn a Style point whenever your character
Honest: Your character is sincere and shows compassion to an enemy or refuses to
straightforward. He always tells the truth and retaliate when wronged.
plays by the rules, even if his opponents act
dishonestly. Your character suffers a –2 penalty Pacifist: Your character is opposed to violence
on social rolls whenever he tries to lie or cheat. and war under any circumstances. He believes
You earn a Style point whenever your character’s that aggression and use of force are morally
honesty causes trouble. wrong, and he always tries to find peaceful ways
of settling disputes. You earn a Style point
Inscrutable: Your character is mysterious, hard to whenever your character is able to prevent
read, and rarely shares his thoughts. As a result, violence or resolve a dispute peaceably.
he is difficult to relate to and often
Secret: Your character has some sort of shameful
misunderstood. Your character suffers a –2
penalty on social rolls when trying to connect secret that would be extremely embarrassing if it
with other people. You earn a Style point came to light. As a result, he will do everything
whenever your character is misunderstood or his possible to keep his secret hidden. You earn a
mysterious motives cause trouble. Style point if your character is confronted with
the truth or goes out of his way to protect the
Intolerant: Your character is prejudiced against secret.
certain situations, behaviors, or types of people
Shy: Your character is uncomfortable in social
(i.e., a particular race, sex, or religious group). He
may react with disgust or even hostilities when situations and tries to avoid them as much as
confronted with the object of his dislike. You earn possible. He dislikes being the center of attention
a Style point when your character’s intolerance and prefers to let others take center stage. You
causes trouble, or he convinces someone else to earn a Style point if your character misses out on
detest the same thing he does. getting recognition or a reward for his actions
because he won’t assert himself.
Liar: Your character embellishes the truth and
makes up stories to impress people. His lies are Speech Impediment: Your character has trouble
almost always believable, but when confronted speaking clearly. He may have a stutter, lisp, or
with the truth, he will simply make up another some sort of disfigurement that makes
lie. You earn a Style point whenever your understanding him difficult. This may cause
important information to be misunderstood or
character’s dishonesty causes trouble or his lies
catch up with him. delivered too slowly. Your character suffers a -2
penalty to social dueling rolls. You earn a Style
Lovelorn: Your character is unlucky in love. He point whenever a severe problem or
may have lost his sweetheart or be suffering from misunderstanding occurs because of your
unrequited love, but he will go to great lengths to character’s speech impediment.
gain attention from the object of his affection.
You earn a Style point whenever your character’s

81
Stubborn: Your character is obstinate and goods. You earn a Style point whenever your
hardheaded. He becomes unreasonably character spends his money unwisely or is unable
unmoving once his mind is made up. You earn a to buy a basic resource.
Style point when your character’s inflexibility
causes him trouble, or he forces others to go
along with his idea.

Superstitious: Your character is extremely


superstitious and will go out of his way to follow
his unusual beliefs. He will avoid performing any
activity that is considered “bad luck” and will
never miss an opportunity to do something that
will give him good fortune. You earn a Style point
when your character’s eccentricities cause him
trouble, or if one of his beliefs turns out to be
true. Primitive: Your character either comes from a
primitive culture or was raised far from
Vain: Your character is arrogant and egocentric. civilization. As a result, modern technology is
He loves to talk about himself and takes excessive foreign to him. You suffer a –2 penalty on any
pride in his appearance, talents, and Skill roll related to modern technology, such as
accomplishments. Anyone who doesn’t recognize Flatbow and Natural Philosophy. You earn a Style
his greatness is simply jealous. You earn a Style point whenever your character’s primitive nature
point whenever your character steals the hampers him or causes trouble.
spotlight or is forced to confront his
shortcomings. Unlucky: Your character is cursed, jinxed, or just
has chronic bad luck. Whenever anything is left to
Miscellaneous Flaws chance, circumstances will almost always
conspire against him. Once per game session, you
Danger Magnet: Your character attracts trouble suffer a –2 penalty on any one dice roll. You earn
and often ends up in dangerous situations. For a Style point if this causes your character’s action
some reason, he’s always the one picked to be to fail, or if you roll a Critical Failure.
the human sacrifice, the sole survivor of the
shipwreck, or the one targeted by the tempter
demon. You earn a Style point when your
character ends up in danger through no fault of
his own.

Hunted: A highly motivated individual or


organization is pursuing your character. He may
have vital information, a rare artifact, or an
unusual ability that they are desperate to
acquire. You earn a Style point whenever your
character is in danger of being caught.

Poor: Your character is perpetually broke and not


very good with money. He may be rash and
impulsive, or he just doesn’t care about worldly

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5. Combat and Hazards Step Five: Damage
All for One is a game about heroic and If the attacker rolls more successes than his
swashbuckling endeavors in a corrupt, opponent, his attack is successful. Each extra
dangerous, and dark world, where characters will success inflicts one point of damage. If the
come face to face with fierce and deadly foes. As attacker rolls fewer successes than the defender,
such, combat is virtually guaranteed to occur with his attack missed. If both characters roll the same
great regularity. The rules below are designed to number of successes, the attacker narrowly
be quick and easy, while still being fun and misses or strikes his foe without causing any
cinematic or gritty and deadly. The Game master damage.
can control the degree between these two
extremes quite easily with the flow of Style Step Six: Health
points.
If the attack inflicts damage, mark off the
appropriate number of Health levels and resolve
5.1. Combat Overview any additional damage effects, such as stun or
Step One: Roll Initiative knockback. If your character is reduced to
negative Health, he falls unconscious. If he is
Roll Initiative to determine when your character’s reduced to –5 Health, he dies. After damage is
actions are resolved during the combat turn. The resolved, return to step three and go on to the
character with the most successes takes the first next character in the Initiative order.
action, and the character with the fewest
successes goes last.
5.2. Combat Turns and Actions
Step Two: Combat Actions Combat can be very confusing. There is often a
lot going on, and keeping everything straight can
Your character may attack, defend, and move be difficult, especially when there are many
each turn. Declare your character’s Attack action different characters involved. To simplify things,
and determine the Skill or Attribute roll required combat is divided into six-second combat turns,
to resolve it. Defense actions are reflexive and do making it easier for the Gamemaster to keep
not need to be declared. Move actions must be track of all the characters and resolve all their
declared but do not require a dice roll to resolve. actions in order.

Each combat starts with an Initiative phase that


Step Three: Attack determines when each character acts during the
The first attacker calculates his attack rating, turn. This ensures that each character has a
including appropriate modifiers, then rolls his chance to attempt his chosen task during the
modified dice pool. combat turn.

Step Four: Defense Initiative

The defender calculates his Defense rating, At the beginning of combat, every character
including any appropriate modifiers. He rolls his involved rolls their Initiative rating to determine
modified dice pool and compares the number of when they get to act in each combat turn. The
successes rolled to his opponent’s attack roll. number of successes rolled determines the order
of Initiative, with the character scoring the most

83
successes taking the first action and the character There are three different types of actions your
with the fewest successes going last. character can take in combat: attack, defense,
and move actions. Your character may perform
In the case of a tie, the character with the highest one of each type of action every combat turn
Initiative rating goes first. If two characters have without penalty.
the same Initiative rating, the character with the
highest Dexterity rating goes first. If there is still a For example, your character can move, attack,
tie, then both characters actions are resolved at and defend all in the same combat turn. Your
the same time. character doesn’t have to perform all three types
of combat actions if he doesn’t want to; however,
Once a character’s Initiative has been giving up one action doesn’t allow him to
determined, it remains the same for the duration perform two of another type.
of the entire combat, but there are ways to alter
it. If he wants to give up his defense action in order
to make two attack actions in the same combat
Holding Actions turn, he would have to perform the Total Attack
maneuver (see Total Attack). Each type of combat
Sometimes a character will want to hold his action is described below.
action until another character does something in
particular. Attack Action
For example, he may want to hold his attack until Attack actions are used to attempt to hurt an
his opponent goes for his weapon or shows his
opponent. Depending on the type of weapon
head from around a corner. In this case, the held being used, the most common attack actions are
action is resolved before the action that triggers Melee, Brawl, and Ranged attack. Each attack
it. action uses a different combat Skill roll to resolve
Once a character acts, his initiative changes, and the action (see Attack). Unless otherwise stated,
he acts at that point in the Initiative order for the all attacks are general in nature and don’t
remainder of combat, or until he holds his action damage a particular part of the target.
again. An action may be held from one turn to
In addition to attacking an opponent, your
another; a character may also stop holding his character may also use his attack action to
action, in which case he loses the action he was perform a particular combat maneuver (see
holding and his initiative remains unchanged. below).

Surprise Defense Action


Occasionally, a character may be caught Defense actions are a special type of reflexive
unawares by an attack. Usually this is due to an action that are used to prevent damage from an
ambush or an unforeseen accident. When a
attack. Your character’s Defense rating
character is caught by surprise, he does not get to represents his ability to both evade attacks and
act in the first turn of combat. He still rolls resist damage.
Initiative, however, and may take reflexive
actions and defend himself normally. Your character does not have to bother thinking
about defending himself. He does it instinctively.
Combat Actions As a result, you do not have to worry about
taking a defense action. You simply make a

84
Defense roll in response to an opponent’s attack him during the turn. When a Brawl attack is made
action every time your character is attacked. against him, substitute your Brawl rating for your
Active Defense in your Defense roll. If you lose
Move Action your Active Defense for any reason, you may not
make this substitution.
A move action allows a character to move a
certain distance based on his Move rating. Your Normally, only Brawl attacks may be blocked. If
character may perform a Move action in addition your character wants to block Melee attacks, he
to attacking and defending himself. You do not may, but suffers a –2 penalty on the attempt.
have to roll any dice to resolve a move action;
Special: Against attacks which are not being
your character simply moves the appropriate
blocked, your character uses his normal Active
distance based on his Move rating.
Defense rather than substituting his Brawl rating.

5.3. Combat Maneuvers Called Shot


In lieu of taking a standard attack action, your
character can perform a variety of different Sometimes your character will want to strike a
combat maneuvers. Combat maneuvers may specific target location, such as an object held in
provide bonuses and penalties to attack an opponent’s hand, or a weak spot. Conversely,
opponents or allow your character to do other your character may want to avoid hitting
useful things. something—such as a friend grappling with an
opponent. Both scenarios require a Called Shot,
Aim and the attack roll suffers a number of penalty
dice equal to the opponent’s Defense rating or
Aiming improves your character’s accuracy and the Size rating of the object being attacked.
damage with a ranged weapon. For each full turn
Vital Area: If your character really wants to hurt
that your character spends aiming, you gain a +2
his opponent, he can make a Called Shot to hit a
aim bonus on your attack roll, up to a maximum
vital area. He suffers a penalty on his attack roll
+4 aim bonus.
equal to his opponent’s full Defense rating
Special: Aiming takes your character’s full (including armor and other Defense modifiers),
attention, and he cannot move or actively defend but successes rolled automatically inflict damage
himself. If he is attacked, you only get to roll your on the target. If your modified dice pool is zero or
character’s Passive Defense rating (plus any less, your character’s attack automatically misses.
applicable Defense modifiers) for his Defense roll.
Held Object: If your character wants to hit a
Your character may continue aiming as long as he
handheld object, you suffer a penalty equal to
doesn’t take any damage.
the object’s Size rating (see Attacking Objects). If
Alternately, your character may choose to stop the person holding the item is trying to prevent it
aiming when attacked (and forfeit his from being struck, you use the base Defense
accumulated aim bonus) in order to defend rating of the person holding it or the object’s
himself, using his full Defense rating. Defense rating (whichever is greater). Any
successes in excess of the Defense roll do damage
Block as normal.

Instead of making an attack, your character Shooting into Combat: If your character attempts
attempts to block all Brawl attacks made against to shoot around a friend to hit an opponent, he

85
makes a Called Shot with a penalty equal to the Shove: Instead of making a standard Charge
amount of cover his target has (see Cover). attack, your character may attempt to shove his
Obviously, a critical failure on this roll would be opponent rather than damage him. In this case,
disastrous for your character’s friend. he makes a touch attack (see Touch Attacks)
against his opponent. If successful, he does no
Specific Location: If your character wants to hit a damage. Instead, compare the opponent’s
specific target location on an opponent, refer to Strength rating with the amount of damage your
the following chart: character would have done. If you rolled more
Target area Attack modifier damage than his Strength rating, he is moved
back five feet for each success in excess of his
Torso -1 Strength rating.
Limb -2
If the damage you rolled is less than or equal to
Hand -4 your opponent’s Strength rating, your character’s
Head -4 shove attempt failed and he ends his movement
standing directly in front of the opponent.
Eye -8
Special: When making a Charge attack, your
The result of hitting a specific location is up to the
character cannot actively defend himself. If he is
Gamemaster to interpret based on the specific
attacked, you only get to roll your character’s
circumstances, but it can be anything from
Passive Defense rating (plus any applicable
forcing someone to drop a weapon to blinding
defense modifiers) for his Defense roll.
your opponent. It can also be used to target
locations not as well armored. For instance, a
Disarm
breastplate gives a foe +4 Defense, but only to
attacks against his torso. By striking a limb, this Your character may attempt to disarm his
Defense bonus is negated. opponent by knocking the weapon from his hand
with a melee weapon, or by stealing it, using a
Cautious Attack hand-to-hand attack. Make an opposed Melee (or
Brawl) roll against the opponent, but you suffer a
Your character may elect to make a Cautious
–2 penalty for striking at his weapon. In addition,
Attack, focusing more on his defense than on
your opponent receives a +2 bonus if he is
harming his opponent. Your character suffers a –
holding his weapon with both hands. If you roll
4 penalty on his attack roll but gains a +2 bonus
less than or equal to the number of successes
on his Defense roll for the remainder of the
rolled by the opponent, your character fails to
round.
disarm him. If you roll more successes than the
opponent, your character knocks the weapon
Charge
from his grasp, flinging it 2 yards away per extra
When charging an opponent, your character success rolled. Or, if your character was
makes a reckless, headlong assault using either a attempting to steal the weapon with a Brawl
Brawl or Melee attack. Charging grants a +2 attack, he now has the weapon.
charge bonus to your attack roll. Your character
may move up to his normal move before making
Dodge
the attack, but cannot move again afterward.
Instead of making an attack, your character
attempts to dodge all ranged attacks made

86
against him during the turn. When a ranged made against him, substitute your Melee rating
attack is made against him, substitute your for your Active Defense in your Defense roll. If
Athletics rating for your Active Defense in your you lose your Active Defense for any reason, you
Defense roll. If you lose your Active Defense for may not make this substitution. Normally, only
any reason, you may not make this substitution. Melee attacks may be parried. If your character
wants to parry Brawl attacks, he may do so, and
Special: Against attacks which are not being inflicts damage on his attacker if you roll more
dodged, your character uses his normal Active successes on your Defense roll.
Defense rather than substituting his Athletics
rating. Special: Against attacks which are not being
parried, your character uses his normal Active
Note: If your character has the Acrobatics Skill, he Defense rather than substituting his Melee rating.
may use that Skill in place of Athletics when
dodging ranged attacks. Ready Weapon
Grapple Your character draws a weapon and readies it for
combat. Most weapons only take a single action
Your character attempts to immobilize his to ready, but some weapons may take longer to
opponent without harming him. Make a Brawl ready based on how complicated they are and
touch attack (see Touch Attacks) with a penalty how they are being carried.
equal to the Size rating of the opponent. If
successful, you do no damage. Instead, compare Reload Weapon
the opponent’s Strength rating with the amount
of damage your character would have done. Your character reloads a ranged weapon. Note
that flat bows are notoriously slow to reload and
If the damage you rolled is less than or equal to
generally take four turns. Reloading a sling or
your opponent’s Strength rating, your character’s
bow takes one turn.
grapple attempt fails.

If you roll more damage than his Strength rating, Run


your character grabs him. On his next turn, the
grappled character cannot attack and must Instead of making an attack, your character
succeed in an opposed Strength roll in order to doubles his Move rating to determine the
free himself. distance he runs during the combat turn. He may
defend himself normally, but is unable to perform
If you roll more damage than twice the any other actions while running.
opponent’s Strength rating, your character pins
him, and he only gets to use his Passive Defense Sprint
rating for Defense rolls.
Instead of making an attack, your character
Parry quadruples his Move rating to determine the
distance he sprints during the combat turn. He
Instead of making an attack, your character may keep up this speed for a number of turns
attempts to parry all Melee attacks made against equal to his Body rating. After this time, he may
him during the turn. He must have a shield or be exert himself—and suffer a nonlethal wound—to
holding an appropriate weapon in order to continue to sprint for another turn. If he wishes,
perform this maneuver. When a Melee attack is

87
he may continue sprinting until he collapses from Florentine: Your character may make two
exhaustion. attacks, using one weapon in each hand. He may
make two Melee attacks, two Ranged attacks, or
After your character stops sprinting, he must rest one of each. He doesn’t even have to attack the
for a number of turns equal to his Body rating same target. However, attacking with two
before he can sprint again. weapons is difficult: you give up the normal Total
Attack bonus and suffer a –4 penalty to attack
Stand Up with the weapon in his primary hand and a –6
penalty to attack with the weapon in his off-hand
Falling down is easy; it’s getting up that is hard.
Your character may fall prone as a reflexive Flurry: Your character attacks the same target
action, but standing up requires him to give up an twice, in quick succession, using either a melee
attack action. Your character may move and weapon or his bare hands. You give up the
defend normally after getting to his feet. normal Total Attack bonus and suffer a –4
penalty to both attacks when making a flurry
Throw attack.

Your character attempts to throw his opponent Sweep: A sweep is a type of total attack in which
to the ground with a Brawl attack. Make a Brawl your character swings a long weapon in a broad
touch attack against the opponent (see Touch circle with the intent of hitting multiple targets.
Attacks). Your character suffers a penalty equal to Make a Brawl, Fencing, or Melee attack at a -2 for
the Size rating of the opponent. If successful, each target and each empty five-foot space
your character does no damage. Instead, between targets. All targets must be within the
compare the opponent’s Strength rating with the normal reach of your weapon and must form an
amount of damage your character would have uninterrupted line; therefore, if an ally is
done. If the damage you rolled is less than or between two enemies then you may not strike
equal to the opponent’s Strength rating, your both enemies unless you include your ally as a
character fails to throw his opponent. target. Longer reach is an advantage when
performing this maneuver, so a character can
If you rolled more damage than the opponent’s
reduce his total penalty by an amount equal to
Strength rating, your character throws him five
his Size.
feet per success in excess of his Strength rating. If
this causes the opponent to strike an object and Special: When making a Total Attack, your
he cannot move further, he suffers a point of character cannot actively defend himself. If he is
nonlethal damage for each five feet he still needs attacked, you only get to roll your character’s
to move. Additional damage may be done Passive Defense rating (plus any applicable
depending on where the opponent lands. defense modifiers) for his Defense roll.

Total Attack Total Defense


When all that matters is taking an opponent In dire circumstances, your character may focus
down, your character may go entirely on the entirely on his defense: blocking blows, parrying
offensive—disregarding his own safety—and gain strikes, and dodging ranged attacks all at the
a +2 bonus to his attack roll. Instead of making a same time. By giving up his attack action, your
standard Total Attack, your character may make character gains a +4 bonus to his Active Defense
two attacks in the same combat turn. rating until his next turn.

88
Trick the rapier only needs to touch clothing, not pierce
flesh, the GM rules it is a Touch Attack. The
A Trick is a non-damaging attack designed to put Defender resists with his Active Defense. Xavier
an opponent in a disadvantageous position. Tricks rolls 6 successes, while his opponent scores just
never inflict damage, whether lethal or nonlethal. two, so four successes to Xavier. His opponent’s
If a character wants to inflict damage, he must Will is 3, which means the villain is tricked for 1
make an attack as normal. round. The GM describes the opponent as staring
open-mouthed at his slashed tunic.
Tricks make for great cinema, and thus should be
rewarded with a Style point. As an attack action, Trip
your character can attempt to trick his opponent
during combat. The character must describe his Your character attempts to trip his opponent and
trick. The GM then decides what Attribute or Skill knock him down. Make a Brawl touch attack
the character must roll. Tricks involving physically against the opponent (see Touch Attacks). Your
touching your opponent in some manner are character suffers a –2 penalty to his trip attack if
typically Touch Attacks. The GM must also decide his opponent has four or more legs.
how the defender resists. Typically this will
involve Active Defense only as a trick is non- If successful, your character does no damage.
damaging, though sometimes an Attribute or Skill Instead, compare the opponent’s Strength rating
roll may be better suited. with the amount of damage your character would
have done. If you rolled more damage than his
Some examples are shown below. These are not Strength rating, your character knocks him down,
hard rules—individual Tricks may be affected by otherwise your character fails to knock his
circumstances, what the attacker is trying to opponent down.
achieve, and how the defender resists.
Use Item
Trick Attacker Defender
Beer in the face Athletics Active defense Instead of making an attack, your character may
use an item or operate a simple piece of
Hat over eyes Brawl Touch
machinery. He may open doors, pull levers, or
Yanking a rug Strength Acrobatics + size other similar tasks, as long as it doesn’t require a
Skill roll to accomplish.

If you roll more successes than the opponent’s


Use Skill
Willpower rating, the character is tricked and
unable to attack for a number of turns equal to Instead of making an attack, your character
the number of extra successes you rolled. A performs a Skill in combat, such as Diplomacy,
tricked opponent may defend himself normally, Medicine, or Stealth.
but the spell is broken if he is attacked during this
time. If you roll more than twice an opponent’s
Willpower rating, he is completely baffled and
5.4. Attack
loses his Active Defense rating for a number of An attack represents a character’s ability to strike
turns equal to the total number of extra and damage an opponent. It not only determines
successes you rolled. if your character hits his opponent, but more
importantly, how much damage he does to him.
Example: Xavier wants to carve an “X” into a Because an attack covers both the power and
foe’s tunic. Melee is the best Skill for this. Because

89
accuracy of a blow, it is resolved with a single powerful but inaccurate attacks and weaker but
dice roll. highly accurate attacks may end up with the
same attack ratings. One attack uses power to
blow through an opponent’s defenses, while the
Dueling
other targets his weak spots—both are equally
damaging to the opponent.

Combat Skills
Your character’s base attack rating is equal to his
appropriate combat Skill rating:

Ranged Attack: Athletics, Archery, Firearms, or


Gunnery
Duels are fought between two parties when honor
has been impugned. Brawl Attack: Brawl
A duel begins with a challenge. Normally a challenge
Melee Attack: Fencing or Melee
is issued after an insult to one’s honor has been
delivered. Exactly what constitutes an insult is open
to interpretation, but an insult delivered in front of
Attack Modifiers
witnesses is harder to ignore than one delivered
privately. There are numerous factors that can modify your
The insulted party must initiate the duel. Normally character’s attack rating. The weapon being used,
he throws down his glove as a sign of his the size of and range to the target, visibility
displeasure, but he has the option of a verbal conditions, and any wound penalties your
challenge. character has, may all affect the outcome of an
Once the challenge is made, the other party has no attack.
choice but to accept. Refusing to duel is the mark of
a coward and a clear sign the insult is fraudulent. Weapon
Both parties then nominate a second. A friend,
preferably one skilled in blade, is preferable, since a
Each weapon has a damage rating depending on
second may, in rare instances, be called upon to
how powerful and accurate it is. Typically, the
fight.
larger the weapon, the more bonus dice it adds
Gentlemen do not discuss the details of where they
meet. That honor is left to the seconds. to the attack rating. Because this is an abstract
The offended party has the choice when it comes to concept, however, lighter, more accurate
determining victory conditions. Sword duels can weapons may do just as much damage as
have one of three conditions. A duel to first blood is powerful but awkward weapons.
quite literally what it says. To help detect minute
traces, duelists commonly wear white shirts. A Weapons also determine the type of damage
grade up from this is a duel to incapacitation. being inflicted, either lethal or nonlethal.
Fighting continues until one man physically cannot,
or will not, continue. It is permissible to kill a man in Size
such a duel. Finally, the duel may be to the death.
Even though our version of France is filled with
Attack Rating rampaging demons, ghastly undead, and wild
animals, human-sized characters are the norm.
A character’s attack rating represents how
Therefore, everything is scaled for attacking and
powerful and damaging an attack is. Very

90
defending against Size 0 creatures. Average-sized Visibility Example Modifier
humans receive no Size modifier to their attack
Blinding light, direct sunlight -8
rating, but larger and smaller creatures do. Larger
creatures receive a penalty equal to their size Bright light, Spotlight -4
rating to their attack rating, representing how Well-lit, diffused light 0
hard it is for them to hit humans. The same way
Dim light, Candle or Torchlight -2
do smaller creatures receive a bonus to their
attack rating, representing how easy it is for them Near darkness, Moonless night -4
to hit a relatively larger target. Complete darkness, Underground cave -8
Human-sized characters do not have any
modifiers to attack larger or smaller creatures, as
the difficulty of being hit by a Size 0 attacker is
already factored into their Defense rating (see
Defense)

Range
When attacking with a ranged weapon, your
character’s distance from his target modifies his
attack rating. However, different weapons have
different ranges where they are most effective.
You can hit a distant target more accurately with
a flat bow than with a thrown dagger, for
example.

The distance at which a weapon may be used to


attack a target is its effective range. Attacking a
target farther than this suffers a penalty to the Wound Penalties
attack rating.
When your character is seriously wounded, he
Range Modifier suffers wound penalties to his attack rating equal
to his negative Health rating. In addition, his
Short 0
ability to act is limited (see Health).
Medium -2
Long -4 Attack Roll
Extreme -8 The dice pool for your attack roll is equal to your
Range Distance Modifier
character’s attack rating plus or minus any
circumstantial modifiers. If your modified dice
Visibility pool is 0 or less, your character’s attack
automatically misses.
It’s hard to attack effectively when unable to see
clearly. Very dim light, or very bright light shining Roll your modified dice pool and compare the
directly in your character’s eyes, can modify his number of successes to the opponent’s Defense
attack rating. roll. If you roll more successes than the
opponent, your character has damaged him. Each

91
extra success inflicts one point of damage and Your character may be limited to using only his
may have additional effects (see Damage). Active or Passive Defense ratings against certain
attacks, such as Touch Attacks and Area Effect
If you roll fewer successes than the opponent, attacks.
your character’s attack is a clean miss. If you both
roll the same number of successes, your Defense Modifiers
character’s attack narrowly misses or strikes his
target without enough force to do any damage. Several factors can modify your character’s
This is similar to the close calls in television and Defense rating. Your character’s Size and armor
movies where bullets and knives get caught in (if any) are the most common modifiers. Cover,
clothing, are barely deflected by armor, or only wound penalties, and even the number of
graze a character. attackers your character faces also affect how
effective his defense is.
5.5. Defense
While an attack roll represents a character’s
Size
ability to strike his opponent, his Defense rating The standard scale of combat is human-sized.
represents his ability to both evade an attack and
Average-sized characters receive no modifier to
soak up any damage. Because Defense covers their Defense, but larger and smaller ones do.
both a character’s agility and toughness, it is
Larger opponents (like bears) are easier to hit,
resolved with a single dice roll. while smaller creatures are harder to strike.
Consequently, larger creatures suffer a penalty
Defense Rating equal to their size on their Defense rating while
smaller creatures receive a similar bonus.
A character’s Defense rating represents how hard
he is to hit and how resistant he is to damage. To make up for this, larger and smaller creatures
Therefore, frail but agile characters and slow but also receive a modifier to their Health rating.
tough characters may have the same Defense Although larger creatures may be easier to hit,
rating. One defender relies on his natural they are also harder to kill. Conversely, smaller
toughness to shrug off blows while the other creatures may be harder to hit, but they are also
relies on not getting hit in the first place. Both easier to kill because they can’t take as much
characters are equally resistant to damage; damage.
however, there are situations that require a
character to use only one aspect of his Defense Armor
rating.
Armor, whether natural or worn as clothing,
Your character’s Defense rating is calculated as deflects incoming attacks and prevents blows
follows: from doing as much damage as they would
Defense = Passive Defense + Active Defense – without the protection. To represent this, bonus
Size dice from armor are applied to a character’s
Passive Defense rating.
Passive Defense = Body (+ Armor, if applicable)
Armor covers only certain parts of the body, a
Active Defense = Dexterity (+Defense weapon, if helmet protects the head, gauntlets the arms.
applicable) This comes in to play when attacked by a called
shot to a certain area. A general attack, which

92
does not target specifically one part of the body, In game terms, cover provides a bonus to your
the defender uses the armor bonus of the torso Defense rating. The more cover your character
armor. If he is wearing other armor parts with a has, the greater the bonus you receive. Be aware
higher defense bonus than his torso armor, he that missed attacks are likely to hit the object
receives a one-time +1 bonus to his Armor bonus, being used as cover, so think twice before hiding
regardless how much higher the armor value of behind those casks of gunpowder.
the other parts is or if he wears one or more
additional pieces of armor. If a character does not Cover Modifier
wear torso armor but any other piece of armor, Full cover +8
he has an Armor bonus of 1, when attacked by a
Major cover +4
non-targeted attack.
Half cover +2
Note: When the torso is specifically targeted, only the
Partial cover +1
torso armor is counted, no bonus for other armored
areas. No cover 0

Example: Dan Gorst wears a reinforced leather


armor with an armor bonus of +2. He also wears Partial cover: Most of your character is visible to
a visor helmet (+3) and metal gauntlets (+3). His the opponent, such as when hiding behind a
General armor bonus is therefore 3; reinforced small box.
leather covering the torso (+2), +1 for armor parts
with a higher bonus than the torso armor. Half-cover: Half of your character is visible to the
opponent, such as when firing from behind a
Red Jon wears nothing but plain cloths and a tree.
helmet (+3 for head), his General armor bonus is
+1.If targeted at the torso, he does not have any Major cover: Very little of your character is
defense bonus. visible to the opponent, such as when peering
around a corner
Armor is heavy and restrictive, though, and may
also impose penalties on the character wearing it. Full cover: No part of your character is visible to
See the Gear chapter for specific stats on armor. the opponent, such as when hiding behind a huge
boulder.
Defensive weapons
Multiple Attackers
Some weapons, like shield, buckler or main
gauche, are used to block or parry attacks. These As in real life, it’s hard to defend against multiple
weapons provide a bonus to Active defense. See attackers. Groups of opponents can easily
the Gear chapter for specific stats on defensive outmaneuver and overpower your character;
weapons. defending against one attacker leaves him open
to another. Likewise, multiple attacks from a
Cover single attacker are similarly challenging to defend
against.
Taking cover is an excellent way to defend against
Your character may only use his full Defense
attacks, especially against ranged attacks. The
rating against one attack per combat turn. He
more cover your character has, the harder it is for
suffers a –2 penalty to his Active Defense rating
attacks to harm him.
for each additional attack made against him
during the same combat turn.

93
While these penalties may reduce the character’s torch. Because Grapple attacks are not concerned
Active Defense to zero dice (it can never go with doing damage to your character, you do not
negative), his Passive Defense is unaffected. get to use your character’s Passive Defense rating
for your Defense roll. Likewise, when facing an
Example: Henri has Active Defense 3 and Passive opponent wielding a torch or some other highly
Defense 3, for a total Defense of six dice. He is damaging weapon, you only get to use your
attacked three times in the same turn. He rolls his character’s Active Defense rating for your
full Defense against the first attack. Against the Defense roll. With touch attacks, your character’s
second attacker his Active Defense is reduced by size, cover, and wound penalties still factor into
two, giving him just four Defense dice overall. The your Defense roll. Armor does not normally factor
third attacker reduces his Active Defense by four, in unless your character is being attacked with a
which gives him –1 Active Defense. However, the dangerous weapon (or when skin to skin contact
penalties for multiple attackers can never reduce
is important).
this below zero. Henri ends up defending with just
his three Passive Defense dice. Had there been a Note: Touch attacks rarely do damage in and of
fourth or fifth attacker, Henri would still roll his themselves. Often the amount of damage that would
Passive Defense. have been done is compared to one of your character’s
Attributes to determine another effect, such as with a
Size Bonus: Large creatures are able to handle Grapple attack. Touch attacks that result in damage
multiple attackers more easily than smaller ones. (e.g., being attacked with a burning torch) do a
For every two levels in Size, a creature may use specified amount of damage if successful. Extra
successes on the touch attack do not increase the
its full Defense rating against one additional
amount of damage inflicted.
attack per turn. Therefore, a Size 2 creature does
not suffer any penalties for being attacked twice
during the same combat turn and a Size 4
Area Effect Attacks
creature does not suffer any penalties for being Some attacks, such as explosions, damage
attacked three times. A Size 8 creature may everything within a given radius. Because they do
defend itself up to five times per turn using its full widespread damage, there isn’t an effective way
Defense rating! This bonus only applies when to dodge such an attack. Characters caught in the
attacked by human sized (or smaller) creatures. A radius of an area effect attack only get to use
larger creature will suffer normal penalties for their Passive Defense rating for their Defense roll.
multiple attacks by creatures of its own size. Creature Size and wound penalties (if any) are
not factors when defending against area effect
Wound Penalties attacks, but any cover your character has or
armor he is wearing will grant him some
When your character is seriously wounded but
protection.
remains conscious, he suffers wound penalties to
his Defense rating equal to his negative Health Area effect attacks made with fire, acid, or some
rating. In addition, his ability to act is limited (see other caustic material (see Caustic damage)
Health). ignore your character’s Active Defense and
Passive Defense. The only modifiers that factor
Touch Attacks into your Defense roll are armor and cover.

Sometimes you only need to determine if an Note: While area effect attacks are very powerful, only
opponent touches your character, such as when the weapon’s damage rating is used for the attack roll.
An opponent’s Skill rating is not a factor, except when
he is trying to Grapple him or burn him with a

94
it comes to placing or throwing the weapon into a Move = Strength + Dexterity*
particular location. This does not normally require a
roll on his part, except when accuracy is important— * Characters with the Athletics Skill may
such as when tossing a grenade into a Protestant substitute that Skill rating for their Move rating.
encampment.
How far your character moves per combat turn is
Defense Roll based upon your character’s Move rating and the
type of movement he is making.
The dice pool for your Defense roll is equal to
your character’s Defense rating plus or minus any Wounds
conditional modifiers. If your modified dice pool
is 0 or less, then your character is defenseless, Wound penalties reduce your character’s
and any successful attacks will inflict full damage. effective Strength rating for the purposes of
determining his Move rating and the amount of
Roll your modified dice pool and compare the weight he can carry (see Encumbrance).
number of successes to the opponent’s attack
roll. If you roll more successes than your For example, a character with Move 5 and
opponent, his attack is a clean miss. If you both Strength 3 is currently at –2 Health, reducing his
roll the same number of successes, however, Move rating to 3 and his effective Strength rating
then his attack narrowly misses or strikes your to 1 for determining how much weight he can
character without enough force to do any carry.
damage. The blow may have been just a graze or
was deflected by armor, for example. Encumbrance
If you roll fewer successes than your opponent, Carrying too much weight can severely impede
your character has been hit and suffers damage. your character’s movement. While it may be
Each extra success your opponent rolled inflicts tempting to lug around all your character’s gear
one point of damage and may also have and ammunition, there are limits. Carrying
additional effects (see Damage). around more weight will either slow your
character down or tire him out fairly quickly. Both
5.6. Move cases can be potentially fatal. Of course, a strong
lackey is worth his weight in gold when it comes
Movement does not require a dice roll to resolve.
to carrying gear, as is a horse.
Your character simply moves the distance
allowed by his Move rating for the type of The amount of weight your character can carry
movement he is making. Typically, only one sort without penalty is based upon his Strength rating.
of movement may be undertaken in a given
round, though specific circumstances dictate Strength Light load Medium load Heavy load
otherwise. 1 0-10 lbs 11-25 lbs 26-50 lbs

Move Rating 2 0-25 lbs 26-50 lbs 51-100 lbs


3 0-50 lbs 51-100 lbs 101-250 lbs
Your character’s Move rating is a combination of
4 0-100 lbs 101-250 lbs 251-500 lbs
his speed and vigor. Strong and agile characters
are fast, while weak and clumsy characters are 5 0-250 lbs 215-500 lbs 501-750 lbs
slow. Your character’s Move rating is calculated
as follows:

95
The total weight your character is carrying immediately life threatening. Only a few weapons
determines his encumbrance category and the do nonlethal damage, but it is often caused by
associated penalty (if any). environmental conditions.

Light Load: Your character moves and performs Effects of Damage


actions without penalty.
Stunned: If your character takes more damage in
Medium Load: Your character is encumbered and
one blow than his Stun rating, he is stunned and
suffers a –1 penalty to his physical Skill, Active
loses his next action. However, he may still
defense and Move ratings.
perform reflexive actions and defend himself
Heavy Load: Your character is heavily normally.
encumbered and suffers a –2 penalty to his
Knocked Out: If your character takes more
physical Skill, Active defense and Move ratings.
damage in one blow than double his Stun rating,
Maximum Load: Your character can attempt to he is knocked out for one minute per point of
carry up to double his Heavy Load weight, but he damage in excess of his doubled Stun rating. He is
suffers a -4 penalty to physical Skill, Active defenseless and helpless during this time.
defense and Move ratings. If this reduces his
Knockback: If your character takes more damage
Move rating to 0 or less, he can pick up the load
in one blow than his Strength rating, he is
but not carry it. Each turn your character carries a
knocked backward five feet per point of damage
maximum load he must exert himself.
in excess of his Strength rating. He may take
Exerting: If your character is encumbered, he additional damage, fall over, or suffer other
may exert himself—and suffer a nonlethal unforeseen consequences, depending on what is
wound—to move and act normally for a single behind him.
combat turn, or one hour of game time if outside
Knockdown: If your character takes more
of combat.
damage in one blow than double his Strength
rating, he is knocked down in addition to being
5.7. Damage knocked back, and must stand up on his next
There are two types of damage: lethal and action.
nonlethal. Most damage is lethal, which means
Continuous Damage: Some attacks will continue
that you will die if you take enough of this type of
to inflict damage over time. Both fire and poison
damage. Nonlethal damage, on the other hand,
damage, for example, often inflict damage each
will only make you fall unconscious if you take
combat turn until the fire is put out or the poison
enough of it. Massive amounts of nonlethal
wears off. Starvation or exposure to the elements
damage can become lethal, however, so it is
will inflict damage over a longer period of time.
possible to die if you take enough. Basically, all
combat can be very dangerous to your health. Killing Blow: Helpless, unconscious, or dying
characters could potentially be dispatched with a
Lethal: Cutting, slashing, stabbing, bludgeoning
single killing blow. The attacker ignores the
with heavy objects, burning and other major
victim’s Defense, inflicting damage with every
trauma that is highly damaging and will quickly
success rolled on his attack roll.
kill someone. Most weapons do lethal damage.

Nonlethal: Bruising, fatigue, illness, shock, and


other such minor traumas that are not

96
by the Gamemaster. Characters will often
5.8. Mounted combat attempt a stunt while being pursued, forcing a
Riding Animals follower to perform the same stunt, slow down,
or give up the chase. Failing to perform a stunt
Any animal that is at least one Size category successfully may have a variety of consequences,
larger than a rider may serve as a mount, but depending on speed of the mount and the degree
some creatures are much more accommodating of failure, such as minor collisions, the rider being
than others. Mounts are considered either thrown, or even catastrophic crashes.
cooperative or hostile depending on how (and if)
they were trained. Either way, while the mount is 5.9. Health
in motion, Skill rolls made by the rider are limited
Your character’s Health rating represents how
by his Ride Skill level. For example, if a character
much damage he can take before falling
has a rating of Firearms 6 and Ride 4, he attacks
unconscious, suffering wound penalties and
as though he had Firearms 4 in those combat
dying. When your character’s Health falls below
turns during which his mount takes a movement
0, he suffers penalty dice equal to his negative
action.
Health rating to all actions—if he remains
A cooperative mount is any animal that has been conscious at all.
trained or accustomed to take riders, The rider of
There are two types of damage: lethal and
a cooperative animal need not make a Ride check
nonlethal. As their names imply, they represent
to stay mounted except in extreme
different kinds of wounds and have very different
circumstances, such as when the animal jumps
effects on characters.
over an obstacle or suffers Knockback (in which
case the Ride difficulty is equal to the animal’s Lethal damage represents wounds that are
Athletic Skill difficulty or the degree of immediately life threatening, such as broken
Knockback, respectively). bones, lacerations, punctures, etc. If your
character’s Health reaches 0 due to lethal
Rider versus foot wounds, he is disabled and is only capable of
taking limited action. If his Health falls below 0,
A rider fighting an unmounted person has a
he falls unconscious and begins to die. If his
distinctive advantage over his opponent. He gains
Health reaches –5 due to lethal wounds, he dies.
a +1 attack bonus due to his superior position.
Additionally, the opponent’s defense receives a - Nonlethal damage represents non-life-
1 penalty. threatening wounds, such as bruises, fatigue,
shock, etc. If your character’s Health reaches 0
Attacking a mounted opponent is also penalized
due to nonlethal wounds, he is exhausted, and is
by -1; the only exception is when the attacker
only capable of taking limited action. If his Heath
uses a pole arm or spear.
falls below 0, he falls unconscious. If his Health
reaches –5, any additional damage converts his
Stunts nonlethal damage to lethal damage on a point-for
point basis.
Riders can attempt all sorts of stunts such as
turning sharply, dodging between carts, jumping Whenever a character takes damage, lethal
over obstacles blocking the road, or pressing their damage is subtracted first from his Health, and
mount to leap down a steep hill. Such unusual nonlethal damage is subtracted second. The
actions require a Riding roll versus a Difficulty set remaining Health total is used to determine if the

97
character falls unconscious or suffers any wound Health remains negative. If your character takes
penalties. three points of damage, reducing his Health to –
1, he will regain consciousness in one minute.
Example: Whirrun has a base Health of 4. He
suffers two lethal and two nonlethal wounds, Dying: If your character takes enough lethal
making his current Health 0. He is badly beaten damage to reduce his Health below 0, he falls
and exhausted, but still on his feet. Unfortunately, unconscious and begins dying. He will continue to
he suffers two more lethal wounds, making his take one lethal wound per turn until he receives
current Health –2. Instead of falling unconscious medical attention or stabilizes on his own.
and dying, however, he is only unconscious
because it is the two nonlethal wounds that Dead: If your character takes enough lethal
reduced his Health to –2. Without them, he’d damage to reduce his Health to –5, he is dead,
have a current Health of 0 and be merely but may be resuscitated if he receives immediate
disabled. If Whirrun suffers any more lethal medical attention.
damage, he will start dying. He will be in big Remaining Conscious: If your character takes
trouble unless he receives medical attention soon. enough damage to knock him unconscious, he
may try to remain conscious through sheer
States of Being willpower. Make a reflexive Willpower*2 roll with
a Difficulty rating of 2. Your character suffers a
Exhausted: If your character takes enough
penalty to his Willpower roll equal to his negative
nonlethal damage to reduce his Health to 0, he is
Health rating.
exhausted and only capable of taking limited
action. Instead of attacking, defending, and If you roll fewer than two successes, your
moving all in the same combat turn, he may only character falls unconscious as normal. If you roll
perform one of these actions each turn. If he two or more successes, your character remains
wishes, he may exert himself and perform all conscious but is considered exhausted or
three actions normally, but suffers a nonlethal disabled as appropriate, and suffers a penalty to
wound immediately afterward, causing him to fall all actions equal to his negative Health rating. If
unconscious. he takes any additional damage, he must make
another roll to remain conscious using the new
Disabled: If your character takes enough lethal
penalty.
damage to reduce his Health to 0, he is disabled
and only capable of taking limited action. Instead Example: Nicolas takes three lethal wounds,
of attacking, defending, and moving all in the reducing his Health to –3. The hero wants to try
same combat turn, he may perform only one of to remain conscious, but his Willpower rating is 2,
these actions each turn. If he wishes, he may giving him a modified dice pool of 1. He
exert himself and perform all three actions automatically falls unconscious because he
normally, but suffers a lethal wound immediately cannot possibly roll two successes with one die.
afterward, causing him to fall unconscious and
begin dying. Stabilizing: If your character is dying, he may
attempt to stabilize himself each combat turn.
Unconscious: If your character takes enough Make a reflexive Body*2 roll with a Difficulty
nonlethal damage to reduce his Health below 0, rating of 2. Your character suffers a penalty to his
then he falls unconscious. He will remain Body roll equal to his negative Health rating. If
unconscious for one minute per point of damage you roll fewer than two successes, your character
below 0. Even after regaining consciousness, his continues to die as above, but may attempt to

98
stabilize again next combat turn using the new this can actually reduce the severity of his
penalty. If you roll two or more successes, your wound.
character stabilizes and does not lose any
additional Health. When he wakes up, he is Make a Medicine roll to treat a wounded
considered disabled and suffers a penalty to all character. Each rolled success heals one point of
actions equal to his negative Health rating. nonlethal damage, or converts a point of lethal
damage into nonlethal. Nonlethal damage is
Example: Nicolas has been reduced to Health –3 always healed before lethal, representing easing
and is dying. On his turn, he makes a stabilization the shock and trauma of the wounded person.
roll. His Body rating is 3 and he suffers three
penalty dice on the roll, so his final dice pool to First aid takes one minute to perform and must
stabilize is three. He rolls the dice and scores two be administered within one hour after injury to
successes. He stabilizes before he loses any more have any benefit. After the hour is up, the
Health, but he is still unconscious and will be damage becomes permanent and the wound
disabled when he wakes up. must heal naturally. First aid may be
administered each time a character is wounded,
Note: A skilled doctor may attempt to stabilize a but it cannot heal more than the most recent
dying character. Make a Medicine roll with a damage.
Difficulty rating of 2. The doctor attempting to
Example: Rudd is in bad shape. He suffered eight
stabilize the dying character suffers a penalty
equal to the injured character’s negative Health points of lethal damage, reducing his Health to –
rating. If he rolls two or more successes, the 3. The Dogman performs first aid on him. The
dying character is stabilized as normal. If he rolls Dogman makes a Medicine roll and scores three
fewer than two successes, the dying character is successes. The first success converts a point of
not stabilized, but he may try again next turn. lethal damage into nonlethal, and the second
success heals the nonlethal wound completely.
The remaining success converts another point of
5.10. Healing lethal damage into nonlethal, leaving Rudde with
The Cycle of the World is a dangerous place, and six points of lethal damage and one point of
characters will get hurt. They might eat nonlethal. He’s still badly hurt, but better off than
something poisonous, run afoul of a demonic he was before.
entity, or have a fight with Gurkish henchmen.
Player characters lead dangerous and exciting Medical Care
lives, and that means they are going to need
medical attention from time to time if they want Healing takes time, but can be aided with medical
to live to tell the tale. attention. Normally, nonlethal damage heals at
the rate of one point per day, and lethal damage
First Aid heals at the rate of one point per week. Under
the care of a skilled medical professional, a
First aid can literally be a lifesaver. When character heals much faster.
properly administered, first aid can reduce the
severity of an injury or even bring someone back The number of successes rolled by the character
from the brink of death. The most life threatening treating the patient proportionally decreases the
aspect of a wound is the shock and trauma that amount of time it takes to heal a wound. For
go along with it. Treating an injured person for example, a character with one lethal and two
nonlethal wounds receives medical assistance.
The doctor looking after him rolls three

99
successes, meaning that he will heal three times Both characters make a roll of Con, Diplomacy,
faster. Therefore, the two nonlethal wounds will Intimidation, or Streetwise (their choice). Con
heal the first day and the lethal wound two days represents lies and slanderous comments,
later. Diplomacy delivers compliments with a hidden
barb, and Intimidation is essentially being rude,
Trying Again but with style. Streetwise represents starting
malicious rumors, a process which takes much
If a character wishes to treat an injured person longer than a conventional duel of wit.
again, hoping to get a better result, he may do so,
but each successive attempt imposes a Both parties get a bonus based on their Contacts,
cumulative -2 penalty on the Medicine roll. The Fame, Rank, or Status (see the appropriate
new result, for better or for worse, replaces the descriptions). The character only gets to use the
previous result. highest bonus that applies—modifiers from
multiple Resources do not stack. The GM may
wish to disallow certain Resources based on the
5.11. Social Dueling type of duel. For instance, Contacts is ideal for
Social dueling involves using barbed comments, starting and spreading malicious rumors around
overt insults, witty slander, and backhanded Sipani, but of little use when face to face with
compliments rather than swords and fists. These your opponent at a social event.
rules are designed for social occasions, such as
balls and dances, and should never be used Additional bonus dice can be earned through
during standard combat. Insulting someone roleplaying—either by the player delivering a
properly takes time, requires a crowd of witty remark or the character revealing
onlookers to witness the comments, and cannot information discovered during play. Some
be achieved while dodging bullets and parrying examples are included below.
blows.
Example Modifier
Be warned, though, before you open your mouth Delivering a crude insult -4
and insult someone. Trying to smear someone
Relying on an existin bad reputation -2 to -4
with a bad Reputation could easily get turned on
you, and you should not go after famous people Roleplayed a witty quip +1 to +4
unless you’re pretty sure you can win. Rebuke based on dark secret +4

Trading Insults Rebuke based on dark secret with hard +8


evidence to back it up
Social combat uses opposed rolls. The time a roll Example: Tunny wishes to confront the Colonel
takes is variable based on the situation. Two about his “unhealthy animal interests.” Tunny
characters standing face to face might require no decides to use his honor as a Cavalry lieutnant to
more than a few seconds per roll. Insulting a rival back his claims. He has Rank 2 (lieutnant) and
while waltzing around the dance floor may take a thus has a +2 bonus. The Colonel, by comparison,
full minute per roll as the characters may only relies rather on his noble status as a Duke as
exchange comments each time the dance brings defense against slander. He has Status 5, which
them close. Starting a war of rumors might take nets a whopping +8 bonus! Tunny better have
days or weeks to produce any effect.. some damning evidence if he wants to avoid his
slander backfiring.
Dice Pools

100
The Duel Otherwise, the penalty is not so harsh—the Bad
Reputation lasts for the rest of the current
Only two people can actively participate in a adventure and the entirety of the next
social duel and risk their reputations. Friends can adventure. After this time, the social harpies
use the Teamwork rules, adding quips and slight grow bored and find new scandals to sate their
insults to help their compatriot. Whoever begins wagging tongues.
the duel (the attacker) rolls first and tallies his
Example: The Colonel’s retort comes off as weak,
successes. His rival (the defender) then counters
and he is tarred with a reputation as “Colonel
with a defense, a counter insult, or barbed
Mutton”. He suffers a –2 penalty to social rolls for
comment.
the remainder of the adventure and the next
If the defender fails to beat his attacker’s total adventure. The upshot of this is that the Colonel
but scores equal to or greater than half his gets a Style point every time he is hurt by his bad
opponent’s successes, he loses the duel and Reputation. If the Colonel’s player had rolled less
suffers a slight tarnish to his reputation. than half the number of successes as Tunny’s
player, the bad Reputation would last much
If he rolls less than half his attacker’s successes, longer. Now, if the Colonel’s character had rolled
his reputation has taken a serious battering. more successes than Tunny’s player, he’d have
turned the tables and Tunny would have to roll
If the defender scores more successes than his
again to avoid getting a Bad Reputation himself.
accuser, he has turned the tables, forcing the
If he chose to use the collar again, he’d still get
attacking character to roll again or gain a Bad
the bonus, but would get less of a bonus for
Reputation himself.
reusing it (anywhere from –2 to –4 dice). He
Example: Tunny knows that the Colonel has an would also have to think up a brand new quip if
unnatural obsession with sheep and has proof in he wanted to get the bonus dice again.
the form of a bejeweled collar from his latest
favorite. Faced with the Colonel’s social status, 5.12. Environment
Jean-Claude elects to confront his adversary with
Environmental damage comes in many forms.
the necklace, giving him a +8 bonus. Jean-
Your character could have an accident, contract
Claude’s player comes up with a witty remark,
an illness, or suffer from exposure to the
giving him an additional +2 bonus. He rolls his
elements. Depending on the nature of the
modified Con and gets eight successes. The Duc’s
situation, environmental damage can be either
player rolls his Diplomacy rating plus eight bonus
lethal or nonlethal.
dice for his Status. He scores a measly six
successes.
Deprivation
Losing a Duel
Whether due to an accident, miscalculation, or
The loser of a social duel gains an appropriate outright treachery, going without food or water
Bad Reputation Flaw. If he rolled less than half for an extended period of time is bad for your
the victor’s successes, his reputation is sorely health. A character’s Health rating is the primary
tarnished. The Bad Reputation lasts until the factor that determines how long he can
character can disprove it through gameplay or by withstand deprivation before expiring.
make the person that insulted him apologize and
Dehydration: Your character suffers a lethal
recant it.
wound each day he goes without water. He will

101
continue to take lethal damage until he once substitute his Medicine rating for your
again has a steady supply of water. character’s Body roll.

Starvation: Your character suffers one lethal Sample Disease: Pneumonia


wound each week he goes without food. He will
continue to take lethal damage until he gets a Pneumonia, an infection of the lungs, is a
steady supply of food. common malady and a leading cause of death.
Pneumonia can be caused by bacteria, viruses,
Note: If your character goes without both food fungal spores, and even parasites. For game
and water, he suffers damage from lacking both. purposes, all forms of pneumonia are assumed to
Also—as if effects of deprivation weren’t bad be identical.
enough—dehydrated or starving characters lack
the energy to heal their wounds. All healing stops Symptoms: Chest pains, chills, vomiting, clammy
until the character regains regular access to food skin, a hacking cough delivering up thick sputum,
and water. shortness of breath, fatigue, raging fever, and
body aches are all symptomatic of pneumonia.
Disease Different patients often exhibit different
symptoms, which makes diagnosis difficult.
Different diseases pose different problems.
Infection: 2 (3 if in close proximity to a patient).
Whether battling the common cold or a more
Direct, prolonged, face-to-face contact is typically
debilitating disease, a character is likely to take
required to catch pneumonia through airborne
damage over time, and possibly suffer more
particles. Pneumonia kills in a variety of ways.
serious effects if the malady is left untreated.
Blood poisoning, asphyxiation through congested
Most diseases and illnesses have an Infection lungs, and secondary infections like pleurisy due
rating, which represents how hard it is to avoid to a weakened immune system are the most
contracting the disease or to fight off the illness. common, though normally it is the young, elderly,
Make a Body*2 roll whenever your character is and already sick who succumb. After the first
exposed to an illness (see Resistance) and week, the character takes a lethal wound per
compare the number of successes to the week until he recovers or succumbs to the
Infection rating. disease. Characters infected with pneumonia
suffer a –1 penalty to all actions due to lethargy
If you roll at least as many successes as the and fatigue.
disease’s Infection rating, your character avoids
contracting the disease; however, he may Recovery: 2 (6 successes are required to recover
become infected later if he is exposed to it again. from the disease). Each Body roll represents one
week of illness, starting from the day pneumonia
If you roll fewer successes than the Infection is contracted. Long-term rest also aids in the
rating, your character contracts the disease and recovery of pneumonia. A patient who gets
suffers its effects. suitable bed rest gains a +2 bonus to his Body roll
for the purposes of recovery.
To recover from a disease, make an extended
Body*2 roll against the Infection rating of the
Sample Disease: Smallpox
disease. Typically, each roll represents one day of
sickness; you will need to accumulate between Smallpox is a very serious and sometimes fatal
five to ten successes to fully recover from the disease that is only transmitted by humans. The
disease. If being tended by a doctor, he may name is derived from the Latin word for

102
“spotted” and refers to the raised bumps that breathe normally. Your character cannot hold his
appear on an infected person. Infection usually breath again until he has had a chance to catch
occurs by inhaling the virus, which can remain on his breath.
clothing, bedding and other surfaces for up to
one week. As such, the disease usually starts in Exposure
the lungs, invades the bloodstream, and
eventually spreads to the rest of the body. Extremely hot and cold conditions can be
detrimental to your character’s health. Prolonged
Symptoms: At first, the infected character suffers
exposure can even be fatal. Exposure to extreme
from a high fever, lack of energy, aches and
temperatures does nonlethal damage every hour
pains, and sometimes vomiting. Later, sores form
that your character is without shelter. The
in the character’s mouth and a rash spreads all
amount of damage your character takes is
over his body, eventually becoming raised
determined by how extreme the conditions are.
bumps. By this point, the character is usually too
sick to perform normal activities. Temperature (Celsius) Damage

Infection: 2 (3 if in direct contact with bodily Over 50 degrees 4N


fluids). Direct, prolonged, face-to-face contact— 45 to 50 degrees 3N
or contact with infected bodily fluids—is typically
40 to 44 degrees 1N
required to catch smallpox. An infected character
usually feels fine for the first week, and displays 0 to 5 degrees 1N
no symptoms. He gradually begins to suffer -5 to 0 degrees 2N
symptoms over the second week, at which point
the disease has taken hold. After the first week,
-6 to -10 degrees 3N
the character takes a lethal wound per day until below -10 degrees 4N
he recovers or succumbs to the disease. Having adequate protection, such as warm furs,
Characters infected with smallpox suffer a –1 will keep your character from suffering from
penalty to all actions due to lethargy. exposure. However, the Gamemaster will
determine the level to which your character can
Recovery: 2 (10 successes are required to recover afford protection. Even the thickest furs won’t
from the disease). Each Body roll represents one protect him long when the temperature is –30
day of illness, starting from the day smallpox is degrees. Also, weather conditions such as rain,
contracted. Long-term medical attention has wind, or high altitude may intensify the damaging
almost no affect on smallpox. effects of exposure.

Drowning & Suffocation Falling


Under normal circumstances, your character can Characters need to be on their toes all the time.
hold his breath for one minute per point of Body In particular, they need to watch their handholds
rating. In combat, your character holds his breath and footing or they may slip and fall. Whether
for one turn per success on a reflexive Body*2 they fall a few feet off a ladder or hundreds of
roll. After this time passes, your character will be feet off a cliff, landing is likely to hurt your
forced to take a breath and suffer the effects of character. Most falling damage is nonlethal,
whatever he breathes in. If he inhales water or unless your character lands on something sharp
thick smoke, for example, he will receive one and pointed, such as jagged rocks. Your character
nonlethal wound per turn until he is able to

103
takes one nonlethal wound per ten feet he falls Caustic Damage—most notably that caused by
(rounded up). fire and poison—is scaled for human-sized
characters but would prove a greater or lesser
Terminal velocity: Your character reaches threat depending on the victim’s size. To account
terminal velocity once he falls 100 feet and will for this, reduce caustic damage by one point for
take no additional damage for falling farther. each two Size levels above zero, or increase it by
Once he’s reached terminal velocity, however, one point for each two Size levels below zero. For
falling damage is lethal. Size 1 or -1 creatures, a “+” sign is added to the
Breaking a fall: If your character has the damage to indicate the possibility of taking an
Acrobatics Skill, he may try to break his fall by extra point of damage (see Taking the Average of
grabbing objects to slow down, or by trying to Odd Numbers). Larger creatures take no damage
land in a softer spot. The Difficulty rating to break from caustic damage that is reduced to zero, but
a fall is 2, but the Gamemaster may adjust it up may still feel pain when they come in contact
or down based on circumstances. Make an with it.
Acrobatics roll to reduce your character’s falling Example: Luc is armed only with a torch when he
distance. For each success in excess of the is attacked by a gargoyle. Against an average-
Difficulty, the character reduces his effective sized human, the torch would do 1 point of lethal
falling distance by ten feet. damage, but the gargoyle is Size -1, so the
Hard and soft landings: If your character happens damage increases to 1+. As with Taking the
to land in a soft spot, such as water or a snow Average, the “+” indicates a 50% chance of an
bank, the Gamemaster may reduce the amount extra point of damage. In this case, one die is
of damage for the fall, depending on how soft the rolled and it comes up a success, so the gargoyle
landing area is. Conversely, if your character takes two points of fire damage from the torch.
lands on a particularly hard surface, such as Unfortunately, the next opponent Luc encounters
jagged rocks, the Gamemaster may increase the is a huge bear, which is Size 2. The torch’s
amount of damage he takes or convert it to lethal damage is reduced to zero against the large
instead of nonlethal damage. ursine. Burning the bear with a flame that size
would probably startle and enrage it, but not
injure it. If only he could use the torch to make a
Fatigue bigger fire…
A character can do without rest or sleep for a
short time, but he will eventually suffer ill effects. Fire
Your character suffers one nonlethal wound for
each day he goes Your character can perform a Fire is crucial to survival, but it can also be an
strenuous activity, such as jogging or heavy extremely dangerous hazard. Fire consumes
manual labor, for a number of hours equal to his nearly everything it touches, and can be an
Body rating. After this limit, your character extremely potent weapon. Care should be taken,
suffers a nonlethal wound for each additional however, as a fire can easily get out of control
increment of time based on his Body rating. The and turn on the person who set it.
fatigue remains until the character rests or sleeps If burned, your character automatically takes
for eight hours plus the number of wounds he damage based on the intensity of the fire. If an
has suffered. opponent is attacking your character with a
flaming weapon, such as swinging a torch, a
Caustic Damage touch attack is made (see Touch Attacks). Your

104
character gets to roll his Active Defense rating your character may have to inhale it, ingest it,
against the attack, also including armor bonuses, inject it, or simply touch it to suffer its effects.
to avoid taking damage. In general, the hotter the
fire, the more damage it does. Note that fire is There is little defense against ingesting or
caustic damage (see Caustic damage) and will inhaling a drug or poison. Your character either
have a reduced affect against larger creatures. has to detect the poison before eating it, or hold
his breath to avoid inhaling it.
Fire intensity Damage
In the case of an injection or injury, your
Molten rock or metal 4L character defends himself normally. If the
Chemical fire 3L poisoned weapon does damage to your
character, he also has to resist the effects of the
Campfire 2L
poison. If an opponent is merely trying to touch
Torch 1L your character with a toxin, such as a lethal
contact poison, a touch attack is made (see Touch
Attacks). Your character gets to roll his Active
If your character is exposed to flame for more
Defense rating against the attack (also including
than a turn, anything combustible he is wearing
armor bonuses) to avoid skin contact with the
catches fire, and he will continue to take damage
poison.
even if he escapes from the original blaze. Rolling
on the ground or jumping into water will Most drugs and poisons have a Toxin rating,
normally extinguish a fire and prevent your which represents the Difficulty of resisting the
character from continuing to take damage. effects of the substance. Make a Body*2 roll
whenever your character is dosed (see
If there is no water available, you must make a
Resistance), and compare the number of
Dexterity roll with a Difficulty equal to the fire’s
successes to the Toxin rating. If you roll at least as
damage rating in order to extinguish the fire by
many successes as the Toxin rating, your
rolling on the ground. If your successes equal or
character resists the effects of the poison.
exceed the fire’s damage rating, your character
However, he may not be so lucky if he gets
puts the fire out and will not continue to take
another dose.
damage. If you roll fewer successes than the
damage rating, your character continues to take If you roll fewer successes than the Toxin rating,
damage, but may make another attempt to put your character suffers from the effects of the
out the fire on his next turn. poison. If the poison inflicts damage immediately,
your character takes an amount of damage based
Poisons and Drugs on the poison’s potency.

Poisons and drugs can all be detrimental to your If the poison does damage over time, the Toxin
character’s mental and physical well-being. They rating simply determines if the poison takes
can also have a variety of different side effects, effect. The poison will then do damage over time
which usually translate into bonus or penalty dice until your character accumulates enough
on certain actions. Some poisons and drugs affect successes on an extended Body*2 roll to get the
your character only once, while others affect him poison out of his system. Typically, each roll
repeatedly over a period of time. represents one hour and your character will need
to accumulate between five to ten successes to
There are several different methods for ingesting fully clean the poison from his system. The
a drug or poison. Depending on the specific toxin, Recovery entry under each toxin gives the details

105
for time intervals and necessary successes. If difficult to get into action. A character under the
being tended by a doctor, you may substitute the influence of husk must make a Willpower test
doctor’s Medicine rating for your character’s against Difficulty 2, if he wants to act in a given
Body roll. scene (e.g. engaging in a combat). If he fails the
roll he just stares into the air. Even if he makes
Note: Poison is considered caustic damage and the roll, all actions receive -4 penalty due to the
will have a reduced effect against larger slowing effect of husk. On the upside, any pain-
creatures. related modifiers, due to wounds or torture do
Toxin Damage not affect a character under the influence of
husk.
Deadly toxin (Cyanide) 4L
If still under the influence of husk after the scene
Dangerous toxin (snake venom) 3L
is over, new action requires a new test. The
Strong toxin (toxic spores) 2L Gamemaster may also ask for additional tests if
Weak toxin (food poisoning) 1L the character has the chance to be idle.

Husk is very addictive; a character who uses husk


Sample Drugs must make a Willpower + Body test against
Difficulty 2 to resist the urge to take Husk again
within the next 24 hours. Every time a character
Alcohol
uses husk within 2 weeks the difficulty is
Your character can safely consume as many increased by 1. If he fails, the character is
alcoholic drinks per hour as his Body rating. For addicted to husk and must take a dose every 24
each additional drink beyond that, he suffers a –1 hours of suffers a -4 penalty to all actions (except
penalty to all actions. those for obtaining the drug) the first day without
the drug, and -8 for a week after the last use.
However, alcohol can temporarily reduce the During that time After a week the drug is out of
effects of pain and cold. Drinking alcohol the system and the character is considered clean.
increases your character’s tolerance to cold for But any exposure to the drug or any temptation is
the remainder of the hour. The effects of alcohol one step more difficult from now on.
slowly fade at the rate of one penalty die per
hour, until your character is completely sober Hallucinogens
again. However, if your character has more drinks
than twice his Body rating, he will become Hallucinogens can be taken in a variety of ways,
violently ill and suffer a nonlethal wound. If he but whether they are ingested, inhaled, or just
continues to drink beyond that, the Gamemaster touched, they disorient the drugged character
may impose even harsher penalties. and may make him act erratically and possibly
see things that aren’t there. Depending on the
Husk strength of the hallucinogen, the character will
suffer a –1 to –4 penalty to all actions. However,
Husk is made from the resin of the pivot flower. depending on the nature of the drug, the
The dried resin is smoked in a pipe. Inhaling the character may experience tremendous insights or
smoke, calms the use down, reduces pain and visions of the future. The effects of a
causes mild and pleasant hallucinations for for hallucinogen normally last for eight hours minus
eight hours minus the character’s Body rating. the character’s Body rating.
Someone who smokes husk is lethargic and

106
Sample Poisons resistant it is to damage. Attacking an object is
subject to the same modifiers for size and range
Arsenic as attacking an opponent. All successes rolled in
excess of the object’s Defense rating damage the
Toxin rating: 4 (onset ½ hour) item.

Damage: 2L (every hour after onset) Material Defense


Glass 2
Recovery: 8 successes (every hour after onset)
Wood 4
The effects of arsenic poisoning may include
vomiting, convulsions, shortness of breath, loss of
Stone 6
consciousness, and death. It is usually Metal 8
administered as a poison through inhalation or
ingestion.
Structure
Venom
The amount of damage that an item can take
Toxin rating: 4 (onset 10 minutes) depends upon the item’s size and quality of
construction. To calculate an object’s Structure,
Damage: 1 - 4L (every 2 hours after onset)
add the Size modifier below to the object’s
Recovery: 6 successes (every 2 hours after onset) Defense rating. However, the Size modifier
cannot drop an object’s base Structure below
There are plentiful venomous creatures in the zero. Also, unlike humans, an object will break as
world that villains can import for their nefarious soon as its Structure drops below 0. If its
plots. The forests are also home to many species Structure reaches –5, it is utterly destroyed and
of poisonous fungi and berries. The amount of can never be
damage done by a venomous creature is not
necessarily determined by its size. Even very tiny Attacking a Hand Held Object
creatures can be deadly to humans if their venom
is potent enough. In addition, some venom can When attacking an item held in an opponent’s
inflict additional side effects, such as paralysis, hand, the character must make a Called Shot to
that will affect the character for a short time. hit the object, using the base Defense of the
person holding it or the object’s Defense
Attacking Objects (whichever is greater). Any successes in excess of
the object’s Defense roll do damage as normal.
Sometimes a character will want to break an
object, such as smashing in a door or breaking a
lock. Objects take damage much like people do,
but the amount of damage they can take
depends on the size of the object and its
durability. A small object made of metal will be
harder to break than a large one made of glass.

The type of material the item is made out of


determines its Defense rating. In this case, the
Defense rating of the item represents how

107
guiding and advising to shape the Empire's fate.
6. The Gifts of Euz The empire grew to encompass Isparda in the
Euz is a half-human half-demon from the early south, Anconus in the north, and reach to the
days of the world, when there was but chaos. He shores of the Circle Sea in the east.
is also known as Almighty Euz, vanquisher of But Juvens' younger brother Glustrod was
demons, closer of gates, father of the World. He envious of this splendour, and with his demon
rose up against the demons and banished them allies he infiltrated Aulcus and began a rule of
to the Other Side, thus allowing humans to terror and blood. The Empire fell into chaos.
flourish. After that, he gave gifts to his three When Juvens saw this, he called for his other
eldest sons – the three pure disciplines of magic – brothers to aid him. Kanedias would not come,
and then left them, telling his sons to bring order but rather locked himself inside his House. But
to the world. Euz is presumed dead, but his exact Bedesh came, and together he and Juvens raised
fate is unrevealed. an army and armed them with terrible weapons.
The war covered the entire continent, but in the
The sons of Euz end Juvens won and Glustrod was besieged in
Aulcus. As a last resort, Glustrod tried to break
Juvens, who he taught the High Art (magic) the barriers to the Other World that his father
Euz had set, but his ritual went awry, and Aulcus
Kanedias, who he taught Making (crafting of
was destroyed and the surrounding areas became
artifacts)
the Deadlands. Thus the Old Empire fell.
Bedesh, who he taught how to speak with spirits
Juvens and the Order of the Magi
Glustrod, who received no gifts from his father
apart from his blessings Juvens gathered eleven apprentices in all, and
taught them the High Art – these were the eleven
Magi. Exactly when he took these apprentices on
The two Laws of Euz is not known, but his first apprentice Bayaz was
young and inexperienced at the time of the war
Euz commanded his sons (and their followers) to
with Glustrod.
obey two laws:
Because the High Art requires much knowledge
The First Law: Do not communicate with the of the world, each apprentice only specialized in
Other Side. a certain area of expertise. Only Juvens himself
could hope to know all of the High Art.
The Second Law: Do not eat the flesh of men.
The Death of Juvens
After teaching his sons their part of his gifts, Euz
left the world; he bade his sons to bring it to Juvens' death at the hands of his brother
order. Juvens did so by finding a people on the Kanedias signals the beginning of end of the Old
river Aos and grooming them into power. He gave Time. The Magi all rose up in arms against
them laws, government, learning, science, and Kanedias, and after much fighting finally killed
the power to defeat their enemies. This new him. This was the last time the Magi gathered
nation was the Old Empire, as it is now called, together. Kanedias’ gift was lost.
and its capital was Aulcus. Through the years, the
According to Bayaz, Kanedias came for him
Emperors of Aulcus followed one another, but
because he had seduced his daughter Tolomei
always Juvens was there by the Emperor's side,

108
and stolen his secrets from his House. Juvens of the original Eleven Apprentices of Juvens, the
would not give up Bayaz, however, and he fought Original Members of the Order of the Magi.
Kanedias. In the end, Juvens was dead. But his These masters usually live in desolate areas
rival Khalul claimed that Bayaz himself killed keeping for themselves (Most people have only
Juvens and then wrongly accused Kanedias. superstitions about Magick, other think of it as
stuff from myths). There are no magical
Of all the sons of Euz, only Bedesh is unaccounted academies with hundreds of students. A magus
for. But his gift of speaking to spirits suggests that might choose his master as a Patron resource.
he may have passed it on to people in the North, The level depends on the influence the Master
maybe living there in a hidden refugee. has on others. Bayaz or Khalul would definitely go
as a Patron 5!
The War
There are those who have the ability of calling on
Since the death of Juvens and Kanedias the First and talking to the primeval spirits of the world.
of the Magi, Bayas, and Khalul, the Second of the Those have become rare, people with this ability
Magi, also called the prophet, have been at war are now only found in the Northlands. More on
with each other; both claiming the leadership Spirit talkers later on in this chapter.
over the Order of the Magi. Most Magi sided with
Bayaz, as his claim is strongest, and Khalul Note: Khalul’s pupils, or others that have broken
embraced the forbidden Art. the Laws of Euz, like the Eaters, and their special
magick is reserved for non-player characters.
It is said the Prophet has broken the Laws of Euz, These beings have lost much of their humanity in
dabbing in the Other Side, a realm of devils and exchange for immense powers, which would
demons. His pupils, the Hundred Words, are unbalance a regular player group. Users of
Eaters who have broken the Second Law, Forbidden Art should be powerful enemies in
devouring man flesh to increase their unnatural epic campaigns or – very rarely – unreliable allies
powers. who use the characters for their own ends.

It is also said the Prophet is the true power Creatures and people who have broken the First
behind Uthman-ul-Dosht the Gurkish emperor, and Second Law draw much of their power from
but Khalul and Bayaz have fought their thousand the Other Side. For these beings many of the
year-long conflict all over the Cycle of the World, rules for casting spell given below are not
mostly through puppet kings and nations. applied. The GM can therefor invent whichever
magickal effect he might wish for in an adversary
6.1. The High Art without being caught by rule lawers! The magic
of Eaters and some other examples are described
The Art is not an ability everyone can develop.
in 8. The Circle of the World.
Magick requires an aptitude. Without this, one
could study for a hundred years and be no more
capable of creating a tiny flicker of flame than a Magickal Energy
hawk can fly to the Moon. That does not mean
that the Art comes easily to those with the Magi speak of magickal energy, an invisible force
aptitude. Mastering requires yearlong dedicated which pervades the universe. Terms used to
hard work and study und a master of the Art. describe this ethereal energy are always based on
water—tide, flow, river, or ocean—a practice
Every magus character has been the apprentice which dates back many centuries. Magi tap into
under a master of the Art, maybe even under one

109
the magickal energy to bring these forces under The disciplines are not rigid categories set in
their command. stone. Rather, they are general, broad descriptors
with a degree of crossover. For instance, an
There is no limit to magickal energy. A thousand Enchanter could imbue a flat bow with the ability
magi invoking complex spells simultaneously to inflict more damage, but so could a
drain magickal energy from the universe no faster Geomancer. One affects the weapon as a whole,
than breathing drains the world’s atmosphere. while the other imparts power into the steel bolt.
When performing a ritual the magus channels The overall effect is identical, though the rituals
magickal energy through his body, shaping the used differ in their words and gestures.
flow into the desired effect. Thus, despite the
watery allegories, magickal energy is sculpted, Magick is a Specialized Skill, one for each
not unlike the way a potter molds a lump of Discipline. Once a magician has multiple
formless clay into a pot or vase. Disciplines under his belt, he can combine effects.
For example, a student of Aeromancy and
Certain locations and artifacts can help channel Pyromancy could make it rain fire, or create a
magickal energy, but they are rare, and most wind so hot it scorches flesh. The disciplines and
casters must go without. When a practitioner their characteristics are detailed below. The
needs extra power, he must either channel extra examples in each of the disciplines’ descriptions
magick through himself. give ideas as to possible Specializations for each.

Channeling Extra Magickal Energy Aeromancy


When channeling extra magick, the magician Aeromancy is the elemental power of the air.
suffers a nonlethal wound for each +2 Magick Aeromancers, as practitioners are known, can
bonus. For the purposes of calculating stun and bowl over enemies with powerful winds, create
knock out, treat magick as a single blow delivered choking clouds of noxious fumes, fly over castle
immediately after making the Magick roll. Casters walls, levitate foes, breathe underwater by
casting a ritual together may share this cost, wrapping themselves in a bubble of air, raise fog
spreading the damage out among themselves. A clouds, still the winds in a ship’s sails, cause it to
magician can use Style points to negate this rain, or summon lightning bolts from the
damage as normal. heavens.

6.2. Disciplines of the Art Benignus


Every magician follows at least one discipline. An Benignus is beneficial magick. Magicians of this
Art defines a mage’s power by what he cannot do tradition are healers, able to cure diseases and
as much as by what he can. Each discipline sets mend wounds. They can bless allies (by granting a
boundaries from which the caster cannot depart. skill bonus) or protect them with mystic shields
A magus trained only in Pyromancy, for example, (by imbuing an armor bonus), but have absolutely
cannot open a portal in a brick wall by no power to cause harm or hindrance except to
commanding the stones to part, though he could demons and other supernatural evil entities.
blast a hole through a wall or melt the stones.
Similarly, without knowledge of the Benignus Cryomancy
tradition, no magus can cure ills.
Those schooled in the discipline of ice and cold
can perform many wonders. With the right words

110
a cryomancer can freeze a river solid enough to walls from the ground, shatter or bend weapons,
hold horses and wagons, freeze a man solid, force walls to part to allow him access, turn
summon jagged icicles capable of piercing armor, cobblestone roads into quagmires, animate
snuff out fires by draining their heat, or cause it statues, or shower enemies with chunks of rock.
to snow in midsummer.
Homomancy
Enchantment
The homomantic (“homo” meaning “man”)
Enchantment imbues inanimate objects with discipline is simultaneously one of the most
magickal power. A magician wise in this discipline powerful and one of the weakest. Through his
can enchant a blade to unerringly strike foes (a discipline, the magician can make humans faster,
Melee bonus) or inflict grievous wounds (by stronger, smarter, or more attractive. He can
adding to damage), imbue a target’s boots with boost their Skills (though an untrained character
speed or cause them to constrict and slow a foe remains untrained—he just gains bonus dice to
(by altering Speed), harden clothes to the level of help offset his penalty) or lower them, enhance
the toughest steel (giving them an armor bonus), or dampen the five senses, control individuals
or animate a weapon and have it fight on its own. through the power of his mind, change
someone’s physical features, and even rend their
Faunamancy flesh to cause pain. What he cannot do is affect
the greater world in any manner. He has no
Students of this discipline have the power to kill power over animals or plants, nor the four
beasts, make them stronger, faster, or more elemental forces. As such, magicians of this
combat effective, dull their senses, calm the wild, discipline must be versatile in the way they use
and even summon swarms of rats or bees. Their their magick, even if it means having to cast more
powers are just as effective within an urban complex spells than others. For instance, a
environment as in the wilds, and some would hydromancer could part water to help cross a
argue their spells are more useful in a town or river and a Geomancer could raise stepping
city, due to the number of animals present. stones, but a student of this discipline could only
help by boosting the Swimming of everyone who
Floramancy wanted to ford the river.

This ancient discipline is concerned with the living Hydromancy


world, and gives practitioners power over plants.
It also covers “dead” plants, such as wooden Hydromancers understand the power of water.
walls or hemp rope. Floramancers can entangle They can cause a victim’s lungs to fill with water,
foes in vines or grass, create a wall of razor-sharp alter the properties of liquids to cleanse poisons
thorns, shred linen clothing, cause plants to or turn wine into a deadly toxin, speed up and
conceal their presence, shatter wooden walls, slow running water, or summon water to quench
cause barrels or wooden floors to explode in a a thirst.
hail of splinters, wither plants, and bless crops.
Pyromancy
Geomancy
Fire is both life-giver and destroyer. It can warm
Geomancers are masters of the earth. This covers hearths, cook food, and drive away shadows, but
not just rock, but brick, mud, gemstones, and all it can also burn flesh and devour buildings.
metals. Through his rituals a geomancer can grow

111
Pyromancy is often regarded as the most potent By default, each roll represents six seconds (1
form of magick in terms of damaging effects. combat turn). A magician may take more time
with his casting to increase some effects of the
Transmutation spell.

The discipline of transmutation involves altering Once a magus has begun invoking a spell, he
the structure of objects, both living and must devote his attack action to the casting
inanimate. While practitioners can change like to process (using the Use Skill Combat Maneuver)
like, they cannot alter an object into a completely each round until the spell comes into being.
different substance unless he knows the Failure to do so automatically disrupts the energy
appropriate tradition. So while any magician flow or otherwise ruins his ritual—the ritual is
could turn a steel sword into tin or bronze, he ruined and the caster must begin from scratch.
could not transmute it to wood unless he also For this reason, casting in combat poses more
understood Floramancy. problems than quietly sitting in a locked room
reciting words of power.
Transportation
When the magus achieves a number of successes
This unusual form of magick is concerned solely equal to the ritual total, he may delay the spell’s
with travel. Magicians can fly, levitate others, run release for a maximum number of combat turns
faster, heighten their reflexes, make their equal to his Willpower rating. During this time he
enemies stumble and fall, and leap greater suffers a –2 penalty to any other actions as he is
distances. Their most powerful ability is the ritual concentrating on holding back the unearthly
of teleportation, which enables them to travel forces he has unleashed. When he finally releases
instantly to any location they can see, or which the spell, he does so as a reflexive action.
they know intimately. Should he fail to release the spell before reaching
his Willpower rating in elapsed combat turns, the
6.3. Casting Rituals magickal energy dissipates.
In order to work magick, a character must have Rituals are not learned by rote or memorized
the Magickal Aptitude Talent. Without this, he from texts, nor is there any limit on the number
can no more cast magick than he could wield a of spells a caster knows. Every caster has the
sword if missing both arms, or read a text if ability to shape the magickal energy of the world
unschooled in his letters. Taking the Talent allows into whatever pattern he chooses on a whim,
a magus to also take the Magick Specialized Skill. subject to the restrictions of his Discipline. This
When he learns the Skill, he must pick a single means there is no universal spell list. Rather, a
magickal Discipline. system is presented below which allows players
Magi cannot invoke power simply by waving their and GMs to create a spell as required for a
arms, throwing around a few ingredients, and particular situation.
speaking a few words. It takes time to work The system is not designed to be completely
magick, and even a small interruption can cause a restrictive—imagination and interpretation of the
ritual to fail. All magick rituals are extended rules plays as much part in formulating a ritual as
actions that require a number of successes to the strict letter of the rules.
complete (the ritual total, see Formulating
Rituals). The Difficulty for casting any spell is
always 2.

112
As an art rather than a science, it perhaps comes point of nonlethal damage automatically in
as no surprise that while there are treatises on addition to losing successes.
the theory of magick, there are no spellbooks.
* Should his total successes ever drop to zero or
Synergy: A magus casting a spell combining two lower, the spell is ruined and the magus is
or more Disciplines uses the Skill Synergy rule. He automatically stunned. Since he cannot then
rolls the highest Discipline rating when casting, devote an action to casting, it also means the
but gains +2 bonus dice for each applicable ritual is ruined.
Discipline with a rating of 4 or higher. For
example, if your character is trying to conjure a * Every time the number of casting rolls exceeds
scorching wind, and your character has Magick: the magician’s Magick rating he suffers 1N
Aeromancy 6 and Magick: Pyromancy 4, you damage. For instance, a magician with Magick 6
would roll 8 dice for your Skill roll (6 dice for your suffers a single point of nonlethal damage on
character’s Aeromancy rating with +2 bonus dice making his seventh roll, and another point should
for his Pyromancy rating). his spell extend to a 13th or 19th roll. The damage
is suffered after a specific roll – in the previous
Teamwork: Magi may aid each other in the example, the first point of damage would be
casting of rituals. Any helpers must have the dealt after the seventh roll.
same Tradition as the lead character and have a
minimum Magick rating of 4 in the Discipline Spell Modifiers
being used to create the spell. If the spell
combines two or more Disciplines, the helpers While the section on formulating spells details
must have Level 4 or higher in all the Disciplines the number of successes required to successfully
being utilized. cast individual rituals, there are several blanket
modifiers which apply to all casters’ rolls.
As detailed below, helpers may not Take the
Average. They do not suffer nonlethal damage if Event Modifier
the lead caster rolls a critical failure.
Caster channels extra energy +2*
Drawbacks Caster consults a grimore according to +2
his Discipline
Manipulating magick requires immense
concentration, as well as the willpower to Caster has not studied an Discipline -8
harness and channel the energy flow and involved in spell
summon and command spirits. There are many
Caster performs minor hand gestures or -2
drawbacks.
hides his paraphernalia
* A magus cannot Take the Average when casting
Caster performs minor hand gestures or -2
spells. The flow of magickal energy is not smooth
like a road, but swirls with unpredictable eddies hides his paraphernalia
and currents. A magus can Take the Average Caster is unable to speak -4
regarding the effects of his spell, just never the
Caster is unable to gesture -4
actual casting.
Taking another action while performing -4
* Mistakes, while rarely deadly, can have harmful
the ritual
effects on a magus. If the magus suffers a critical
failure on a roll while casting, he suffers one

113
* Your character suffers a nonlethal wound and Spells cast upon the caster or someone he is
gains a +2 bonus. Your character may channel touching are far easier to create than those which
additional magickal energy to gain additional are designed to affect distant targets. Thus,
bonus dice at the rate of one nonlethal wound for healing rituals after combat are easier to perform
every +2 bonus. Should the damage taken in a than trying to stitch up a friend’s wounds when
single round exceed his Stun, he is stunned after he is dozens of feet away. When determining the
the dice roll is made. range, it is often better to use a category higher
than you need, especially when affecting foes. A
Formulating Rituals villain might well be within 10 feet when the
caster begins his enchantment, but if he moves
Creating a ritual involves four steps, as detailed beyond that distance the caster is forced to
be below. During each step, the caster will have abandon the spell, move closer to his target
to make some decisions, such as how complex he (which makes the casting more difficult), or select
wants the casting to be, its range, duration, a new target within range (if one exists).
effect, and so on. The number of successes
Had the mage picked the “Up to 500 feet”
required to complete a ritual is called the ritual
category when sculpting the spell, his foe would
total. The ritual total is always 2 plus a number
have needed to run some distance to avoid being
determined by the formula, with each step
affected. Note that when teleporting, the Range
potentially increasing it with complications.
is that of the final destination. A magician who
The subtlety of working magick, especially in wants to teleport 10 miles, for example, requires
combat situations, is not being able to produce +6 complications. A teleporter need not see his
the most powerful spell, but knowing what power final destination for his spell to work, but he must
level to invoke to make your magick most have a very clear image of the destination.
effective. Crafting a Pyromancy spell capable of Teleporting into one’s own study is quite easy,
incinerating everything within a 100-foot radius is but it is impossible to appear out of thin air in the
all well and good, but it’s of little use to your lair of the evil villain unless the hero has visited
comrades if the fight is over by the time you utter the lair before.
the final syllable.
Complications Range*
Designing a ritual is an art, not an exact science. +0 Touch
The entries are deliberately left open to
+1 Up to 5 yards
interpretation to allow players and GMs to create
a wide range of effects with minimum fuss. As +2 Up to 150 yards
always, the GM has the final say on what entries +4 Up to 1 mile
must be used to create specific effects.
+6 Up to 10 miles
Should the player disagree, encourage him to * For range beyond Touch, the caster must be
accept your ruling for now and discuss it with him able to see the target, or must possess something
after the game—don’t interrupt the flow of play personal belonging to the target (like a lock of
quibbling over the rules. There are example hair).
rituals at the end of this section to show how the
system works. 2. Spell Duration
1. Spell Range The Duration of a spell is, in most cases,
determined by the effect. Spells designed to take

114
effect in the blink of an eye are quick to cast,
+0 Instant** 12 hours
whereas those designed to last longer require
more effort and preparation. Instant spells +1 5 combat turns (30 24 hours
generally inflict damage, heal injuries, or detect sec)
hidden objects. Whether a damaging spell can
+2 1 minute 3 days
have a longer duration is up to the GM’s
discretion. If he approves this, damage is taken +4 1 scene or combat 1 week
every round on the caster’s initiative. However, +8 One hour 1 month
allowing a mage to cause even 3L damage round * Spells with an extended duration require far
after round to a foe by invoking a single spell may greater preparation. Rather than taking one
be a game breaker, especially if the caster is action per Magick roll, the casting time is
allowed to target an individual and extend the extended to one hour per die roll. As always, any
duration. interruptions cause the spell to fail automatically.
The usual rules on Exertion apply.
Ideally, this should only be allowed if the spell has
a radius effect. An example of such a spell is a ** Unless a magus delays his ritual, it takes effect
writhing mass of sharp thorns, which lacerate all immediately after the ritual total is met.
who enter the affected area. By limiting
continuing damage to an area, it allows foes to 3. Spell Area of Effect
avoid the spell’s effect (and creates tactical
choices for the magician’s allies, such as whether A spell’s area of effect must fall into one of three
to forgo an attack and push an opponent into the categories— people, area, or time. The People
area of effect). The GM is strongly advised to entry is used when directly affecting allies or foes
think long and hard before allowing such spells. who aren’t standing close together, or are
And don’t forget, what the player characters can intermingled with those the caster does not wish
do, the villains can as well! to affect. All intended targets must be within
Range of the spell when it is cast. Through this
Spells designed to boost an ally’s Skills or reduce method, a caster can strike down his enemies
those of a foe, provide armor, create solid objects with crackling lightning while leaving allies
(conjuring a sword or brick wall), create holes in unharmed, or aid his comrades with armoring
solid objects (such as allowing the party to pass enchantments without accidentally affecting
through a wall), swathe an area in dense fog, and foes.
so on, are normally cast with a longer duration.
After all, what good is boosting a warrior’s Melee The Area column is used for spells which blanket
if the effect is over before the target gets a an area. Individual targets within the area are
chance to benefit from the magick? affected by the magick, but only for so long as
they remain in the area. Examples include fog
Once a non-instant spell is successfully cast, the clouds or a zone of silence. The center of the area
caster may end it at any time as a free action. of effect need not be determined until the
Otherwise, the spell automatically expires when moment the spell is cast, but once chosen it
the duration is reached. cannot be altered afterward. The center of the
area must be within the chosen Range and the
You cannot extend a spell’s Duration once it is
cast. Complications Standard caster’s line of sight.

The key difference between this entry and People


Complications Duration Extended
Duration* is that an area effect spell is not selective. If you

115
cause a 50’ radius to be filled with flame, Enchanting or blessing a weapon to inflict more
everyone and everything in the area is affected damage does not use this entry—it uses the
equally. Secondary/Skill column as detailed above, as the
weapon’s existing damage is being augmented by
Complications People Area a flat numeric value.
+0 Individual 2 yard radius
When a damaging spell is cast, roll the
+2 2-4 people 5 yard radius appropriate damage just once, regardless of how
+4 5-9 people 10 yard radius many targets are affected. Victims may use only
their Passive Defense to resist.
+6 10-19 people 20 yard radius
+8 20+ people 50 yard radius The Opposed entry is used for effects which
mimic ones requiring an opposed roll or the
simulation of a Skill made at a range the Skill
4. Spell Effect could not normally be used (i.e. healing someone
without touching them). Each entry lists the
The effect of a spell is the most important part to number of dice granted by the spell. If the spell
determine, but can also be the most complex. opposes an attribute, the defender uses twice his
Certain spells may not require an effect. In these attribute rating.
instances, the spell is always cast with a zero
complications from this step. For instance, a spell designed to knock foes down
with a blast of wind would be opposed by the
The Primary column is used only when a magus target’s Strength*2. Creating a spell to animate a
wishes to modify a target’s Primary Attributes. rug to trip up foes works as a regular Trip, with
the spell’s dice acting as the rug’s Brawl.
The Secondary/Skill column applies when
Similarly, binding a foe (perhaps using animated
modifying a Secondary Attribute or Skill, or when
rope) functions as a Grapple. Trying to dominate
a generic modifier is required (such as enhancing
a member of the Duke’s Guard into following
a weapon’s existing damage or changing the
your every order also falls into this category.
ambient visibility level).
When affecting multiple foes, the die pool is
Note that in the case of Primary, Secondary, and rolled only once—every target resists against that
Skill modifiers, only the highest modifier applies value. It is also used when summoning an animal,
when stacking spells of the same type. A soldier demon, or other such entity. The Opposed dice
who has had his Melee 4 magickally enhanced by are rolled against the creature’s Willpower*2,
+4 and who is then subjected to a further +2 with success bringing the entity to the magician’s
Melee spell, regardless of the source, retains his side. Humans and animals are not teleported to
+4 bonus rather than gaining +6. the caster’s location in a puff of smoke, but
rather receive a telepathic urge to come to his
However, if the soldier’s rapier was also imbued aid. Thus, there must be suitable targets within
with a +4 bonus as well, he would have a final Range of the spell. They arrive on the scene the
bonus of +8. instant the spell is finished, having been en route
since the ritual was started and they first
The Damage column is used when inflicting
received the call to the mage’s locale.
harm. The first entry is for nonlethal damage and
the second for lethal damage. The magician must Size is used when affecting inanimate objects or a
pick which type of damage he wishes to inflict creature in a manner not covered in one of the
before he begins casting.

116
other entries. For instance, a caster who wants to taking the 2–4 People entry adds another +2
fly would use the Size column, since no other complications.
category fits the bill. It is also used if the caster
wishes to conjure a creature into existence. Effect: Henri has been considering two options.
When affecting multiple foes, only the highest First, he could control the guards to unlock the
Size rating is used. gates and then walk away until the spell ends.
That gets them out of the way, but it won’t help if
Complicatio Primary Secondary Damage Oppo Size someone notices their absence and sounds the
ns / Skill sed alarm. His second option is to make the guards
+0 +/-2 4N/2L 4 0 think he is their master. He decides the latter
option carries less risk, since he knows the master
+2 +/-1 +-/4 6N/3L 6 1
of the chateau is miles away in Tallins. Since he is
+4 +/-6 8N/4L 8 2+ trying to take control of the guard’s minds, he
+6 +/-8 10N/5L 10 4+ must overcome their Willpower*2. The GM
refuses to tell him the guards’ Willpower ratings.
+8 +/-2 +/-10 12N/6L 12 8+
Henri takes a guess they are only lowly minions,
like to have Willpower 2. Consulting the Opposed
column, which is used for this type of effect, he
Examples of Magick Use decides 8 dice is enough. That’s another +4
complications he needs.
Weak Mind
Henri plans to disguise his appearance as that of
Mordui Lador is a talented magician specializing the guards’ master. However, that won’t alter his
in Homomancy. He is lurking in bushes a few voice or mannerisms, or grant him any special
hundred feet away from a chateau he knowledge, and getting caught up in conversation
desperately needs to enter covertly. A pair of could be disastrous.
guards is standing outside the main gate. Mordui
decides to make them do the work for him. Casting: Henri’s ritual total is 14. With success, he
plans to ride up the path to the gates, hoping the
Range: Mordui is 80 yards from the chateau guards will see their master coming and open the
entrance, so he must pick the “Up to 150 yards” gates without question, thus allowing him to ride
entry (+2 complications). through without having to open his mouth.

Duration: Before his spell wears off, the magician Stemming the Bloodflow
has to cross the open ground between his bushes
and the gates and get inside. He doesn’t feel a Parla is a lackey, albeit one with a working
minute is long enough to safely achieve his goal, knowledge of Benignus. Her master collapses,
so he takes the “1 scene or combat” entry, badly wounded during a skirmish. The sorceress
hoping the GM is kind enough to consider his has no intention of getting involved in the melee
breaking and entering as a single scene. That’s +4 (still raging, as her master was not fighting alone),
complications added to the ritual total. but wants to at least stop him from bleeding to
death. She declares she wishes to stabilize him.
Area: Although the guards are relatively close
together, choosing an Area would free the guards Range: Gordon is 10 yards away, so “Up to 150
from Mordui’s spell if they walked away. He yards” entry is used for the spell (+2
settles on affecting them both, and in doing complications).

117
Duration: The effect will be Instant, just as if fancy spending time in a Union jail, so as the
Parla were making a Medicine roll (+0 prisoners stop for the night on their route to jail
complications). he plans his escape. He lacks the Larceny Skill and
suitable tools, so he has no hope of picking the
Area: She’s trying to stabilize only her master, so lock on his manacles. Instead, he plans to crack
that’s an Individual (+0 complications). them open with his magick. While it would be
Effect: Her master is on –2 wounds when Parla much simpler to escape alone, Arano refuses to
starts casting. Stabilizing someone is covered in leave his men behind. Thus, he is going to have to
the main rules, so the GM uses that as the work his will on multiple sets simultaneously.
baseline. Stabilizing has a Difficulty of 2 and there Arano knows what he is doing could see him
is a penalty equal to the patient’s negative burned as a witch, especially being Gurkish, but
wounds (–2 in this case). For this to work, Parla he has few other options. Arano whispers to his
would need to make an Opposed roll with a –2 comrades that these particular types of manacles
penalty against Difficulty 2. are quite weak—it’s a lie, but he hopes it will be a
Looking at the Opposed column, we see she only plausible enough cover story. He quietly urges
needs to take 6 dice (+2 complications). Her six them to test their bonds.
dice would be reduced to four by the wound Range: Arano is acting as the focal point for his
penalty, but since she only needs to equal the
spell, which makes his life much easier (+0
Difficulty of 2 for her master to be stabilized, with complications).
four dice she could Take the Average to ensure
automatic success. Healing the wounds fully will Duration: The effect Arano desires is to open the
have to wait until the fight is over. locks. He argues that once the locks are opened,
they will act as if he had used a key, thus making
Casting: Parla’s ritual total is 6. With a Magick: it an Instant duration. The GM agrees, so that’s
Benignus Skill of just 6 she will, on average, need +0 complications again.
to make six rolls against Difficulty 2. With her
master on –2 wounds, that’s not enough time to Area: There are 30 prisoners, but all are being
stop him dying. held within a 10 yard radius of the magician. He
checks with the GM and asks whether he can use
Parla cannot spend Style points (she doesn’t have an Area effect. He explains that while the locks
any), but she can channel extra energy. With a are individual targets, they are all within his
Stun rating of just 2, she can afford to channel +4 chosen Area. He adds that if anyone is still
bonus dice, taking two nonlethal wounds per wearing their manacles when they leave the
round (anymore and she would be stunned and radius the locks will snap shut again.
thus unable to hold the spell together). However,
with Health 4 she can boost two rolls safely. (By The GM ponders this, considering for a moment
attempting a third channeling she’ll pass out after whether Arano is trying to misuse the rules. Were
the die roll is made, but then her master only has Arano trying to unlock cell doors, inanimate
that long to live anyway.) It’s going to be touch objects completely incapable of moving outside
and go! his Area, he would have refused. However, since
the manacles are technically part of each person
Instant Access and move with them, he accepts the argument.
Arnaud needs +4 complications.
Arano the geomancer finds himself in manacles
after being captured in battle. He doesn’t much

118
Effect: The Effect is not as easy to determine as ritual. The Spirit talker must be in a remote
Arano would like. He isn’t trying to boost the wilderness place as these ancient spirits shun
Larceny skill of his comrades, nor is he trying to people and cultivated lands.
smash the locks—he just wants to tinker with the
mechanism. The GM proposes a solution to the To call a spirit, its element has to be at the ritual
problem. He suggests Arnaud roll a number of site, calling a fire spirit requires a flame of at least
dice from the Opposed column against the torch size, a water spirit can be call at a pond or
manacles’ material Defense of 8 minus their Size river.
(–4) but plus the complexity of the locks Calling a spirit works similar to ritual casting. The
(Difficulty 2). Arnaud would be looking at a total base difficulty is 2. If the caster wants to call for a
of 8-4+2, or 6 successes needed on his Effect roll. more powerful spirit, he must add complications.
So long as the magician achieves a Degree of Damage is the chosen damage a Spirit may deal,
Success of at least zero on his Effect roll, his spell the Spirit talker decides if it is lethal or non-lethal.
works. Arano agrees this suits his image of how The Spirit strength entry in the table is the dice
the spell will work. He decides upon 8 dice. That’s pool the spirit uses for all tests.
another +4 complications required.
Complicat Damage Spirit
Casting: The ritual total is 10. Arano’s Stone ions strength
specialty in is of no use, so he has just 7 dice in
+0 4N/2L 4
his Magick: Geomancy. Arano achieves the 10
successes required and the spell is cast. Although +2 6N/3L 6
he cannot Take the Average when casting, there +4 8N/4L 8
is no such restriction on the spell’s effect. He
currently has 8 dice to play with for the Effect, an
+6 10N/5L 10
average of just four, not enough to help here. He +8 12N/6L 12
rolls his 8 dice and gets five successes; good, but
not good enough. Arano decides to spend Style
The ritual for calling a spirit involves a small
points on the roll. He burns four Style points and
offering of some sort and takes about 1 hour.
gains four dice. Two successes are rolled, enough
Spirit talker then must make a Willpower*2 test
to push his final tally to 7. In a series of quiet
against the Difficulty (no Take the Average
clicks the locks pop open, freeing the prisoners.
allowed!) If he makes the roll, a spirit will
Whether they can escape their guards or not
approach. If the roll is unsuccessful, no spirit
without incident is another matter!
answers the Talker call.

6.5. Spirit talkers A spirit will not do as the talker bids, just because
he calls the spirit. If the Spirit talker wishes for a
In the desolate wilderness of the Northlands
service or two he has to convince the spirit of
some people still can call upon the ancient spirits
doing so by an opposed Diplomacy test against
of the country. Maybe this was a gift of Bedesh,
Spirit strength. The GM should grant bonuses for
maybe not. Anyhow, there are no masters or
good role play. On a success the spirit will help
mentors who can teach this ability, you are born
the Spirit talker with one task per success. Spirits
with it or you are not.
will vanish when they have provided their help or
The primeval spirits are nature or elemental at sunset/sunrise, whatever comes first. Spirits
spirits who can be called by performing a simple will never go against their nature, a fire spirit will

119
under no circumstances jump into water. Water
spirits must be transported in a bottle, or cask if
they shall be used farther away from their body
of water.

Spirits will also avoid cities and towns, although


one might talk them over to come into a village
or single building which is counted as a service.

120
Range (Rng): The distance in yards for each range
7. Gear increment (Short, Medium, Long, Extreme). Ich
increment beyond Short imposes a penalty to the
attack roll (Medium -2, Long -4 , Extreme -8).
This chapter provides a list of items commonly
available in most part of the Circle of the World Cost: The cost of the weapon in Marks of silver
although some items which are common some (m). If the item is cheaper, the price might be
place maybe unheard of in another. given in bids marked by (b). This number may be
adjusted up or down to account for supply and
demand.
7.1. Money
In civilized areas coin is the standard of payment, Note: There are supreme weapons, made by
high sums may even be moved by Letters of master smiths, most famous of all - the Styrian
Credit, issued by a bank like the powerful Valint & sword smith Calvez, whose blades sell all over the
Balk which has offices all over the Union and Circle of the World. These weapons might provide
even in Styria. a +1 attack bonus, at discretion of the GM. The
costs should by at least 20 times above the listed
The most common coin values used in the Union price.
are the Mark of Silver or just Mark. Most people
have bids in their pockets, for smaller purchases Weight (Wt): The weight of the weapon or item
and services. More seldom but still used are in pounds. Characters that carry too much weight
Marks of Gold and gem stones of assigned value. cannot move as fast and tire out sooner.
The relative values are:
Notes: 2-handed, Shooting rate, melee weapons
1 Mark of Gold = 100 Marks of Silver usable for throwing, all this is marked here. The
weapon description provides further information.
1 Mark of Silver = 10 bids

For simplicity’s sake are other currencies based *Melee Weapons


on their metal value as well, making an Imperial
gold coin equal to a Union Gold Mark or a Styrian The weapons listed below are those known to the
silver piece equal to a Mark of Silver. Union, Styria the North and border regions of
Gurkhul. Truly foreign lands might know of a
bewildering variety of melee weapons.
7.2. Weapons
Damage (Dmg): The number of bonus dice added Acid Dagger: Favored by assassins, the slim,
to your attack roll when using the weapon. It also fragile blades of these weapons are constructed
indicates the type of damage it inflicts: lethal (L) of thin glass. Contained within is a deadly and
or nonlethal (N). powerful acid. Since the glass breaks on impact,
each dagger can be used to make but one
Strength (Str): The minimum Strength rating successful attack. A critical failure means the
needed to wield the weapon effectively. A attacker has broken his blade, perhaps by
character with a lower Strength rating suffers a – slamming it into an inanimate object by error, or
2 penalty to his attack roll for each point of dropping his weapon. Either way, it is broken and
Strength he is under the minimum. Using a two- useless.
handed weapon with one hand increases the
minimum Strength required to wield the weapon Axe: Two-handed axes include battle axes and
by 3 points. more mundane axes used for chopping wood.

121
Northerners wield a variety in battle, but in more Club, Two-handed: Includes any large club wielded
civilized countries, axes are mere tool. to hands, whether a strengthened war club or a
large tree branch.
Axe, Hand: Small one-handed axes, such as
hatchets and throwing axes. Again, outside the Dagger: Daggers are small-bladed weapons.
Northlands these weapons are rarely use as Daggers can be thrown.
something different than tools.
Range (in yards): 2/4/8/12
Range (in yards): 3/6/12/24
Dagger, Concealed: Shorter and with thinner blades
Cavalry sword: Cavalry swords have become than regular daggers these small blades are easily
somewhat out of fashion. Slightly curved, with concealed and thus are favored by assassins. A
only one edge, these are ideal weapons for variety of forms and styles exist, thus enabling
mounted combat, but the more fashionable users to hide them inside fans or disguise them as
rapier has been replacing the cavalry sword long hair pins.
among fashion-conscious officers. Most mounted
troopers, however, still use this effective weapon. Halberd/Pike: Halberds, pikes, and other pole-
arms comprise large blades attached to the end
Chain: Chains make excellent weapons, as they of a heavy pole. They are used by ceremonial
can entangle limbs, strangle opponents, or simply guards, but are most often found in Union and
bludgeon the victim. If using a chain as a ranged Stryian armies, where pikemen fight in densely
weapon, it has a range of 3 yards. Chains longer packed units.
than 3 yards in length cannot be used effectively
as a weapon. Lance: Lances are the heavy-set spears used by
heavy Union cavalry. Gurkhish lances are
To entangle an opponent, make a Melee touch somewhat lighter, more akin to long spears. They
attack. If your character’s attack is successful, no can be used on foot as well as from horseback.
damage is done. Instead, compare the amount of
damage your character would have done versus Long Steel: The Long Steel is a typical weapon for
the opponent’s Strength rating. If you rolled Union swordsmen. Somewhat of a blend
more damage than his Strength rating, the between a long sword and a rapier, the Long
opponent is entangled and must succeed in a Steel is used for slashing attacks as well as
Strength roll in order to break free on his next thrusting. It’s often ornate basket hand guards
turn. The Difficulty is equal to the number of are effective for catching or deflecting an
successes the attacker scored above the bound opponent’s blade.
character’s Strength. If you rolled more damage
than twice your opponent’s Strength rating, he is Improvised Weapon: An improvised weapon can be
completely entangled and may either be any item capable of inflicting damage but which is
disarmed or knocked to the ground. not specifically designed for that purpose. Such
items are often unwieldy and unbalanced. Users
Cleaver: A heavy blade found in most kitchens. of improvised weapons have a –2 penalty to
attack rolls.
Club: Clubs include anything from chair legs,
sturdy wooden branches, and other bludgeoning Main Gauche: A main gauche is similar to a
implements. Because a bat can be fashioned from dagger, but has a wide basket handle or
anything, they have no effective cost. horizontal prongs to aid parrying. The purpose of
this weapon is more defensive than offensive.

122
Held in the off-hand, the main gauche is used to be wielded with one hand and a shield in the
deflect incoming blows, leaving the dominant other. In this case attacks are penalized by -1.
hand to wield a rapier or other one-handed
weapon. A character using a main gauche in his Sword, Great: Two-handed swords include the
offhand has +1 Active Defense against Brawl or Styrian claymore and the more crude
Melee attacks. Greatswords of Northlanders. They are slow to
use, but deliver incredible amounts of damage.
Rapier: The Styrian trademark weapon of a
gentleman, Rapiers have narrower blades than a Sword, Long: Any sword with a blade in excess of
sword or Long Steel, and are designed for 18 inches that can be wielded one- or two-
thrusting rather than slashing attacks. The guard handed counts as a long sword. They are rarely
of the rapier is often large and ornate, used to found in the hands of gentlemen, but more
catch and deflect an opponent’s blade. Rapiers common among the Northerner.
are often used in conjunction with a dagger or
Weighted Cloak: Metal balls sewn into the hem of
main gauche in the off-hand.
the cloak allow it to be swung as a weapon.
Saber: A curved blade favored by the Gurkish, it
Whip: Whips can entangle limbs, wrap around
bears a resemblance to the cavalry sword but is
throats, or safely swing a daring adventurer over
even more curved and somewhat lighter.
pits. Whips do little actual damage, but inflict
Short Steel: Like its counter-part, the Long Steel, incredibly painful wounds, and produce a loud
the Short Steel is a blend of a main gauche and a crack that can intimidate lesser foes. To entangle
Short sword; a broader blade with a basket hand an opponent up to 3 yards away, make a Melee
guard Union swordsmen use the Short Steel touch attack (see Touch Attacks). If your
effectively for defensive Parries, but also for quite character’s attack is successful, no damage is
powerful counter attacks. A character using a done. Instead, compare the amount of damage
Short Steel in his offhand has +1 Active Defense your character would have done versus the
against Brawl or Melee attacks. opponent’s Strength rating.

Sap: A sap is a small leather pouch stuffed with If you rolled more damage than his Strength
lead shot, sand, or other heavy, dense material. rating, the opponent is entangled and he must
Its main use is to strike someone on the head succeed in a Strength roll in order to break free
while they are unaware, more than likely on his next turn. If you rolled more damage than
knocking them out in the process. twice the opponent’s Strength rating, he is
entangled and may be either disarmed or
Short sword: Small swords include large knives and knocked to the ground.
small double-bladed swords. Small swords are
light enough that can be wielded in the off-hand, Melee Weapons
often in conjunction with a larger primary
Weapon Dmg Str Cost Wt Notes
weapon.
Acid dagger 4L 1 100 0.5
Spear: The spear has been replaced by long pikes
Axe 3L 2 20 5 2-handed
and halberd in modern armies but among
Northlanders and colonists in Starikland it still is Axe, Hand 2L 2 15 1.5 Throw
very common, as it is versatile both for hunting Cavalry 3L 2 26 3
and fighting. A spear is a to-hand weapon but can
sword

123
Club 2N 2 - 2 gauntlet
Club, large 3N 2 - 8 2-handed Pick axe 3L 2 2 8
Dagger 1L 1 8 1 Throw Pitch fork 2L 2 1 4
Dagger, 0L 1 12 0.5 Notes Shovel 2N 2 1 5
concealed Torch, 1L 2 3b 1 Fire damage
Halberd/Pike 4L 2 20 8 2-handed burning
Lance 4L 2 32 10 Mounted Weighted 1N 2 8 3
Long Steel 3L 2 27 2.5 cloak
* Fire damage: A torch may be used to club or burn an
Long Sword 3L 2 25 3
opponent. To burn an opponent, male a Melee touch
Main gauche 1L 2 16 1,5 Active attack. If your attack succeeds, he inflicts one point of
lethal damage. If his opponent is wearing something
Defense +1
combustible—such as loose clothing—or has been
Rapier 2L 1 22 2.5 doused with a flammable liquid, he is set on fire and
continues to take fire damage each round until he fire
Sap 1N 1 1 0.5
is extinguished.
Saber 2L 2 18 2
Short Steel 2L 2 18 2 Active *Ranged Weapons
Defense +1
Described here are a variety of ranged weapons.
Short sword 2L 2 18 2
Bow: Bows are used by some hunters and armies
Spear 3L 2 14 5 2-handed
outside the Union as the ranged weapon of
Sword, Great 5L 2 20 8 2-handed choice. They can shoot a variety of different
Whip 0N 2 6 2 entangle arrow types. You can fire a bow every other
action.

Improvised Weapons Flatbow: Flatbows are the main ranged weapon of


the Union army. Flatbows fire projectiles called
Weapon Dmg Str Cost Wt Notes bolts, which are shorter than regular arrows.
Bottle 1N 1 - 1 Breaks after Flatbows come in several sizes, the heavier the
more powerful, but also slower to reload.
1 attack
Flatbows are very accurate; they penetrate armor
Bottle, 1L 1 - 1 more effectively than any other weapon. Reduce
broken any armor bonus of a target by 1 for light
flatbows and by 3 for heavy flatbows.
Buckler 1N 1 20 2 Active
Defense + It takes time to reload a flatbow. Heavy flatbows
have an in-build crack or lever to make reloading
Chain 1N 2 12 5
easier. You can fire a light flatbow every 4 turns
Cleaver 2L 2 25b 2 and a heavy flatbow every 6 turns, when the
Hammer 2N 2 2 1 attack actions during the other turns are used for
reloading.
Metal 1N 1 15 4 See armor

124
Javelin: Javelins are slender, light, throwing 80
weapons. They are ineffective during melee
combat and rarely used in civilized armies. Net - 1 5 20 5/-/-/-
Sling 1N 1 - 0.5 15/30/60/90
Longbow: Bigger, thicker, and requiring more Accessory Cost Weight Notes
strength than a regular bow. They have superior Accessoir Cost Wt
range and penetration. Reduce the armor of a Arrows (20) 1 1
target by 1.
Bolts (20) 1 1
Net: Primarily used for either fishing or trapping Bowstring 15b -
game, nets are found in the hands of those
Quiver (holds 20 bolts or arrows) 2 1.5
wanting to capture their prey alive. A net that can
be carried and thrown by a single person is three
by three yards-wide (large enough to catch a Size
0 creature) and includes a trailing rope used to 7.3. General Equipment
pull the captured victim back. To entangle an As well as weapons, the character might need
opponent, make an Athletics touch attack (see armor and general equipment to survive. Listed
Touch Attacks). If your character’s attack is below are some of the armor, clothing,
successful, no damage is done. Instead, compare equipment, and tools that might come in handy
the amount of damage your character would during the course of an adventure.
have done versus opponent’s Strength rating. If
you rolled more damage than her Strength rating, Defense (Def): The Passive Defense bonus
the opponent is entangled and she must spend a provided by the piece of armor.
turn to free herself from the net. If you rolled
Strength (Str): The minimum Strength rating
more damage than twice the opponent’s
needed to wear the armor. A character with a
Strength rating, she is trapped and cannot escape
lower Strength rating suffers a –2 penalty to
until someone frees her.
attack rolls for each point of Strength he falls
Sling: Slings use either small rocks or lead bullets, below the minimum.
and are still utilized as an effective hunting tool. Cost: The cost of the item in Marks of silver. If the
Because slings are crafted from simple, easy-to- price is given in bids, the number of bids is
find materials, they effectively have no cost. followed by b. This number may be adjusted up
or down to account for supply and demand.
Ranged weapons
Weight (Wt): The weight of the item in pounds.
Weapon Dmg Str Cost Wt Range
Characters that carry too much weight cannot
Bow 2L 2 24 3 15/30/60/90 move as fast and tire out sooner.
Flatbow, 3L 2 30 7 30/60/120/1 Locations (Lc): The areas covered by armor.
light 80 Exposed areas can be targeted with a Called Shot
Flatbow, 4L 2 40 10 50/100/200/ to the specific location. A Called Shot made in this
manner denies the defender his armor’s Passive
Heavy 300 Defense bonus. Unless a Called Shot is made, all
Javelin 1L 2 5b 2 8/15/30/60 attacks are deemed to be made against the torso
Longbow 3L 3 40 3 30/60/120/1 (the largest area). If he is wearing other armor
parts with a higher defense bonus than his torso

125
armor, he receives a single +1 bonus to his Armor Helmets, Faceguard: Helmets serve to protect the
bonus, regardless how much higher the armor head against blows. This one has metal guards to
value of the other parts is or if he wears one or protect the side of the face. It provides a +3
more additional pieces of armor. If a character Passive Defense bonus, but only against blows to
does not wear torso armor but any other piece of the head.
armor, he has an Armor bonus of 1, when
attacked by a non-specificially targeted attack. Helmets, Metal Cap: A basic pot helm designed to
ward blows from above. It provides a +2 Passive
*Armor Defense bonus, but only against blows to the
head. Facial features are unprotected.
Boots: Knee- or thigh-high leather boots designed
Helmets, Leather Cap: A basic cap made of
to protect the legs. A pair of boots grants +1
stiffened leather. It provides a +1 Passive Defense
Passive Defense but only against attacks targeting
bonus, but only against blows to the head.
the legs.
Leather Jacket: Favored by peasants, this armor
Buff Coat: The commonest armor worn by
made of stiff hide or thickened leather provides a
soldiers is a coat made from flexible yet thick
+1 Passive Defense bonus without overly
leather. It gives a +2 Passive Defense bonus, but
affecting mobility. It can be bypassed by a Called
can be bypassed by a Called Shot to the legs.
Shot to the legs.
Chainmail coat: The chainmail is heavy and
Plate: Expensive and cumbersome only generals
cumbersome but protects torso, arms and thighs.
and rich nobles wear plate. Plate armor grants a
This armor is nearly exclusively found among rich
+5 Passive Defense bonus, but slightly restricts
warriors and clan heads of the Northlands. It
movement. Characters wearing plate armor
grants a +3 Passive Defense bonus to the torso,
suffer a –1 Dexterity penalty. This affects all
arms and thighs.
Dexterity based secondary attributes, traits and
Chainmail shirt: A shirt of mail covering the torso skills. Plate includes gauntlets in price and weight.
only. Quite common on Gurkhish soldiers and – in If targeting once specific area, the Defence bonus
a cruder fashion- worn by Northern Carls, is reduced by 1.
chainmail shirt have become old-fashioned in the
Plate, Cuirass: A thick breastplate designed to
Union. It grants a +3 Passive Defense bonus to
protect the front and rear of the torso. Favored
the torso.
by heavy cavalry, heavy infantry and nobles, it
Gauntlets, Leather: Sturdy leather gloves designed offers a +4 Passive Defense bonus without
to protect the hand and lower part of the arm. restricting mobility, but can be bypassed by a
They provide +1 Passive Defense, but only against Called Shot to the head or limbs.
attacks targeting arms and hands Plate, Three-Quarters: Worn by heavy cavalry,
Gauntlets, Metal: Flexible metal plates on a front-rank, pikemen, and officers. Essentially a
leather backing designed to protect the hand and cut-down suit of plate armor, three-quarters
lower part of the arm. They provide +3 Passive plate grants a +4 Passive Defense bonus without
Defense, but only against attacks targeting the affecting mobility. However, the arms and legs
arms and hands. are uncovered at the rear to help reduce weight
and cost, thus granting no protection from Called

126
Shots to the limb made in the wearer’s rear
Leather cap
facing.
Leather +1 1 18 6 Torso, arms
Reinforced leather: A tunic of hardened leather,
jacket
reinforced by metal rings or coins, or hardened
by boiling the leather in wax , it offers a +2 Plate +5 3 130 50 Torso, arms,
Passive Defense bonus to the torso. hands, legs
-1 Dex
Shield, Buckler: A small shield, generally a foot
across, worn strapped to the back of the hand. Plate +4 2 60 20 Torso
Effective against most melee weapons, but cuirass
useless against ranged attacks. It provides a +1
Plate three- +4 3 100 40 Torso, limbs
Active Defense bonus against melee and thrown
attacks, but nothing against Archery or other quarters (front only),
ranged weapons. hands
Shield, Round: A large, wooden or leather shield Reinforced +2 2 30 10 Torso, limbs
with reinforced rim. While uncommon in the leather (front only),
Union or Styria, round shields are often used by
hands
Gurkish infantry and Northland Carls. It provides
a +2 Active Defense bonus against melee and Shield, +1* 1 20 2 *Active
ranged attacks. Buckler defense
bonus
Armor and Shields
Shield, +2* 2 30 6 *Active
Armor Def Str Cost Wt Location Round defense
Boots +1 1 5 5 Legs bonus
Buff coat +2 1 25 8 Torso, arms
Chainmail, +3 3 90 20 Torso, arms, Clothing
coat thighs The Union, especially Adua, considers itself the
Chainmail, +3 2 50 14 torso center of fashion. Hence, styles come and go with
great regularity. A person who wants to be part
shirt
of the social scene needs to keep abreast of such
Gauntlets, +1 1 8 2 Arms, changes, and thus have deep pockets. Any outfit
Leather hands which grants a Charisma bonus remains
fashionable for just one year from the time it is
Gauntlets, +3 1 15 4 Arms,
purchased.
Metal hands
After this, the Charisma bonus drops one point,
Helmet, +3 1 20 8 Head
to a minimum of zero. Royal outfits thus remain
Faceguard partially fashionable until the end of the second
Helmet, +2 1 10 4 Head year, after which they are passé. Wearing an out
of date outfit in the higher echelon social scene
Metal cap
can lead to ridicule from one’s peers.
Helmet, +1 1 4 1 Head

127
Outfit, Average: Average outfits are just that— Clothing Cost Wt
the sort of clothes worn by regular people during Outfit, Average 8 2
the day.
Outfit, Courtly 50 4
Outfit, Courtly: Courtly clothes are worn by Outfit, Crafter 6 4
courtiers and nobles, and by those who wish to
Outfit, Formal 24 3
emulate them socially. They are always of the
latest fashions and cut from the finest cloth. This Outfit, Poor 2 2
outfit may result in a +1 Charisma bonus in Outfit, Royal 100 8
circumstances where a person’s clothing could
Uniform 10 2
have a social impact.
Note: Clothing styles vary much depending on status
Outfit, Crafter: A typical crafter’s outfit comprises
and origin. Most men in the Union or Styria wear a
sturdy pants and shoes, a leather apron, and shirt, trousers and an overcoat or waistcoat. Wide-
possible leather gloves. It is the sort of garb worn brimmed hats are popular, but felt caps or hoods are
by blacksmiths and carpenters, but also not uncommon either. Women wear long dresses,
Inquisition’s Practicals, rather than scribes and often with waist coat and an apron, but it is not
artists. unknown for women to use trousers and blouses.
Ladies of society have more elaborate corselet dresses
Outfit, Formal: Formal clothing is worn during the with accessories like parasols, shawls and fancy hats.
day by wealthy magistrates, merchants, and Long coat and jacket protect against the weather, as
master craftsmen, as well as university magisters well as cloaks worn by flamboyant gentlemen. With
exception of silk, the finest fabrics and softest
(teachers), Inquisitors 8other than Practicals),
leatherworks come from Styria; the embroidered
well-heeled gents, and military officers. Such an
Sipani velvet is highly valued all over the Circle of the
outfit immediately marks the wearer as a person
World.
of some means or status in society.
In the Northlands, clothing is rougher and less colorful.
Outfit, Poor: The typical garb of the peasant class. Fur and wool coats are supposed to keep the wearer
It is dirty, out of date, patched together, or all of warm. Tunics and trousers are worn under by most
the above. This clothing may result in a –1 men, while women use simple dresses with aprons.
Charisma penalty in circumstances where a
person’s clothing could have a social impact. In Gurkhul wide light and flowing fabrics are worn.
Most commoners wear linen kaftans, with caps, fezes,
Outfit, Royal: Extravagant to excess, this is the or shawls on the head as sun protection. The Kantic
use turbans and exquisite weaved silk kaftans.
sort of clothing worn by the king on a daily bases
and by nobles attending a major social function.
This clothing may result in a +2 Charisma bonus in Outdoor & Survival Gear
circumstances where a person’s clothing could
have a social impact. Backpack: A basic leather-over-wicker pack
designed to be worn over the back. Backpacks
Uniform: This is a catchall category covering can hold up to 30 pounds of equipment.
everything from a soldier’s badges or markings to
a doorman’s outfit. Uniforms can be practical and Bedroll: A woolen blanket large enough may a
designed to withstand abuse, or decorative and man to wrap himself in to stay warm and dry.
impractical for anything beyond ceremony.

128
Camp Cot, Portable: A camp cot has a wooden Tarpaulin: A twenty-foot by twenty-foot sheet of
frame which can be disassembled for easy oiled canvas with eyelets on the corner and
transportation. Sleeping on a camp cot always middle edges, making it ideal for protecting an
makes for a comfortable night’s sleep off the encampment from inclement weather.
ground.
Telescope: A rare and expensive item, telescopes
Candles (12): The price and weight are for a are the cutting edge of optical technology. They
dozen tallow candles. Each taper candle burns for can be extended to allow a character to see four
eight hours. times further than the unaided eye, and they
collapse for easy carrying. Because your character
Flint & Steel: Sometimes called a tinderbox, this uses only one eye when looking through a
small, metal box holds a piece of flint and steel telescope, the field of vision is flat and does not
for generating sparks, and a small amount of grant easy depth perception.
tinder for starting fires.
Tent, 1-Person: A canvas, hemp rope, and wooden
Grappling Hook: A three-tined hook used for stake and pole tent small enough to be carried by
climbing, granting a +2 bonus on climbing rolls. If a single person.
used as an improvised weapon, treat as a club.
Tent, 4-person: As above, but with enough room
Kit, Mess: Issued to all soldiers, a mess kit to comfortably hold four people and their gear.
contains a pewter mug, a tin plate, and cutlery.
Tent, 10-Person: As above, but with enough room
Kit, Personal Basics: This basic toiletry kit to comfortably hold ten people and their gear.
comprises a shaving brush, a small razor, combs, These cumbersome items are typically issued to
clippers, soap, and other personal hygiene squads of soldiers, and are transported on mules.
essentials.
Waterskin: A soft bag often made from an animal’s
Lamp Oil, 1-Pint: A ceramic flask containing one bladder for storing liquid. A cork bung prevents
pint of lamp oil. spillages. Holds four pints of liquid.

Lantern, Oil: An oil lantern throws off light is a 10 Survival gear Cost Wt
yard cone (3 yards wide for every 5 yards of
Backpack 2 4
distance) if shuttered and a 5-radius if
unshuttered. A pint of oil lasts for eight hours Bedroll 6b 1
continuous usage. Camp pot, portable 10 8

Rations, Field (per day): Cured or dried meat, a Candles (12) 1 1


few slices of hard bread, and a measure of salt Flint & Steel 3
are the basic provisions contained in field rations.
Grappling hook 4 2
Rope: A coil of strong hemp rope. Kit, Mess 5 2

Satchel: A waterproof leather satchel worn across Mess, Personal basics 10 1


the shoulder. Typically worn by messengers to Lamp oil, 1 pint 5b 1
protect the letters they carry. A satchel can hold Lantern, Oil 6 2
5 pounds of equipment.
Rations, field (per day) 5b 1

129
Rope, 10 yards 1 4 Kit, Carpenter: Includes hammers, awls, planes,
rulers, a saw, and other implement used for
Satchel 3 1 carpentry.
Tarpaulin, 5x5 yards 8 5
Kit, Healer’s Bag: This small kit contains basic
Telescope 500 2
materials to perform first aid. A healer’s bag
Tent, 1-person 20 10 provides a +2 bonus to first aid rolls, and is good
Tent, 4-persons 50 25 for five uses.

Tent, 10-persons 100 50 Kit, Lockpicking: A Lockpicking kit contains picks,


Waterskin 1 1 tongs, tweezers, skeleton keys, and other
implements used to open locks. This kit provides
a +2 bonus to lockpicking rolls.
Tools & Kits
Kit, Surgeon: A surgeon’s kit has everything
The tools described here are typically grouped
necessary to perform surgery. It includes scalpels,
into “kits” of several types of tools and
forceps, bandages, powders designed to sterilize
equipment that are commonly used by a
wounds, and other special medical equipment.
craftsman or artisan. Unique tools, or those
This grants a +2 bonus to Medicine rolls, and is
commonly used alone, receive their own
good for ten uses.
description.
Pickaxe: In addition to loosening dirt and stone, a
Crowbar: A crowbar grants a +2 bonus to Strength
pickaxe can also make an effective melee
rolls when breaking open chests, prying walls
weapon. A mattock is a similar tool, but has a
apart, or performing other feats of brute
broad-bladed end rather than the narrower one
strength. It can also be used as a club.
common to pickaxes.
Handsaw: A small saw designed to cut through
Shovel: An essential wooden tool for peasants
wood.
working in the fields.
Kit, Actor: A portable box that contains basic
Kits and Tools Cost Wt
makeup, fake noses, moustaches, spirit gum, and
other material used to create an effective Crowbar 2 1
disguise. This kit provides a +2 bonus to disguise Handsaw 5 1
rolls, and is good for five uses.
Kit, Actor 10 4
Kit, Alchemist: This small kit contains vials, Kit, Alchemist 24 8
tweezers, tongs, ceramic flaks, glass tubes, small
Kit, Blacksmith 400 100
jars of acids, minerals slats, and powders, and
other equipment vital to the alchemist’s trade. Kit, Carpenter 100 50
An alchemist’s kit provides a +2 bonus to Natural Kit, Lockpick 40 1
Philosophy: Chymistry rolls, and is good for ten
Kit, Surgeon 30 3
uses.
Pickaxe 25b 6
Kit, Blacksmith: Includes small anvil, tongs,
Shovel 2 3
hammers, and other implements used to forge
tools and weapons.

130
Miscellaneous Equipment much and give the owner a +2 bonus to gambling
rolls.
Described below are various pieces of equipment
Writing Equipment: Quills, paper, and ink, ideal for
that do not fall into any given category.
taking notes, keeping a journal, and sending
Chagga: A small leather pouch holding enough communiqués. Good for 10 uses.
dried and ground Chagga leaves for ten full pipe
Miscellaneous Cost Wt
bowls.
Husk (6 pipe bowls) 3 -
Husk: A narcotic substance made from the resin
Chagga (10 pipe bowls) 1 -
of the pivot flower. The resin is dried and smoked
in a pipe. The effect of husk is tranquillizing, pain Pack saddle and harness 6 25
relieving and mildly hallucinogenic. More on Husk Saddle and harness 12 20
under Drugs and Poisons.
Saddlebag 2 4
Pipe: A long- or short-barreled pipe for smoking Manacles 5 1
tobacco or husk. The bowl (where the tobacco is Playing cards 2 -
held) and stem can be plain or intricately carved,
depending on the smoker’s purse. Writing equipment 3 0.5

Pack Saddles and Harness: A wooden frame with Common Services


carrying hooks, breast collar harness, bridge and
reins, halter and hitching straps, etc. Adjustable Unless otherwise noted, all prices are in Marks.
for horses and mules. Accommodation includes one meal of similar
standard, but not drinks.
Riding Gear: Comprises a saddle, bit, harness,
stirrups, and other equipment necessary when Inn (per night and person) Cost
riding a horse. Excellent quality* 7+
Saddle and Harness: A leather saddle with coat Good quality* 3
and stirrup straps, saddle blanket, reins, halter, Common quality** 1
curb bit, and all the other equipment needed
Poor quality 5b
when riding a horse.
Stabling per horse 2b
Saddlebags: A pair of sturdy leather bags for * Private room.
horses or mules. Each saddlebag can hold 5 ** Can be a private room for an extra Mark.
pounds of equipment.
Food and Drink Cost
Manacles: Used to secure either the hands or Ale, 1 gallon 2b
ankles of prisoners, manacles comprise two metal
claps connected by a short length of chain or a
Ale, one mug 1b
rigid iron bar. When used to bind the legs, Brandy, one mug 3b
prisoners have their Speed rating halved and Cider, one mug 2b
cannot run.
Wine, one bottle, good quality 1
Playing Cards: A set of playing cards suitable for a Meal, excellent* 5
variety of games. Marked cards cost five times as

131
* Depending on the establishment, who is
Meal, good** 2
performing, and where one wishes to sit.
Meal, common*** 4b
Meal, poor**** 2b Transportation
Horse feed, per day 8b
* Fresh bread, variety of cheese, meat and Described below are various vehicles.
vegetable soup, beef, pork, lamb, or venison
Size: The relative size of the vehicle as compared
(either sliced or in a creamy sauce), goose liver
pate, stuffed partridge, variety of pastries, to average humans (Size 0). Vehicle Size modifies
potatoes, fresh vegetables. its Defense and Structure and factors into how
** Fresh bread, cheese, meat and vegetable many passengers it can carry.
soup, hunk of beef, pork, rabbit, or chicken,
smoked sausage or bacon, some fresh vegetables, Defense (Def): How difficult it is to hit and
stuffed pastry. damage the vehicle.
*** Bread, cheese, thin vegetable soup with a
single chunk of meat. Structure (Strc): The amount of damage a vehicle
**** Almost stale bread, thin soup with no lumps can take before it is inoperable. Vehicle continue
of vegetable (and definitely no meat), overripe to move until their structure is reduced to zero
cheese. (or less), at which point the stop functioning.

Speed (Spd): The speed at which a vehicle moves


in miles per hour. If driven in combat, a vehicle
moves five times its speed rating in feet (e.g. a
carriage pulled by a pair of horses moves 75 feet
in a single combat turn). The driver may take a
double move with a vehicle, as normal (see
Move, p. 106).

Handling (Han): How maneuverable a vehicle is


and how easy it is to operate. Handling modifies
the operator’s Ride rolls.

Crew: The number of people required to operate


a vehicle.

Passengers (Pass): The number of passengers a


vehicle can carry.

Cost: The amount it costs, in Marks of Silver, to


purchase a vehicle outright.

Land Vehicles
Entertainment Cost
Horse-drawn (or mule-drawn) conveyances base
Lady’s “company” 5b to 100 Marks
their Speed on the vehicle type and number of
Opera ticket 2b to 12 Marks animals (a.k.a., the “team”) used. Carts and
Theater ticket* 1b to 8 Marks wagons, lacking any form of suspension, are
limited to far slower speeds than carriages.

132
Speeds are average speeds based on not A price list of domestic animals. Stats for most of
overworking the animal and allowing for rest these animals are found in chapter 8.
stops every few hours.

Carriage, Enclosed: A four-wheeled wooden box


New inventions
mounted on a chassis. Carriages have primitive
Gurkish fire: Gurkhish fire has been used by the
suspension, making them a more comfortable
Empire in decades; mostly for siege mines or for
ride than a cart or wagon. Although a carriage
bombardments with catapults.
only requires a crew of one (a coachman), those
used by nobility also have a footman, who job it is Gurkhish fire is not difficult to use. To create an
to open the door and lower the folding steps for explosion, one simply inserts a fuse in a cask or
the passengers. barrel of Gurkhish fire, lights the fuse, and then
runs or catapult the barrel over to the enemy.
Carriage, Open: As above, except the passengers
are exposed to the elements (and attacks). Similarly, defusing Gurkish fire requires only the
fuse to be pulled out or extinguished, such as
Cart: A two-wheeled horse-drawn vehicle, used with water or stamping on it.
for transporting goods or people. They lack
suspension, and thus are uncomfortable to ride Styrian grenades: Styrian mercenaries observed
for long periods. the devastating effect of Ghurkish fire when the
walls of Dagosta were brought down by barrels
Sedan Chair: An enclosed wooden box mounted filled with this explosive substance. When a
on two poles and carried by a pair of human barrel of the fire fell into their hands the
bearers. Excellent for short trips across town, but industrial mercenaries filled pottery with a
of little practical use for long journeys. mixture of nails, shards and Gurkish fire to
produce anti-personnel mines. Soon the fragile
Wagon: A four-wheeled horse-drawn vehicle, used
pottery was replaced by metal casings and the
for transporting goods or people. They lack
new Styrian grenade could be found on most
suspension, and thus are uncomfortable to ride
battle fields of the civilized world.
for long periods.
Styrian grenades are iron-spheres packed with a
Water Vehicles small amount of Gurkish fireand ignited by a
slow-burning fuse. A typical fuse burns down in
First Law doesn’t make much use of large
just one round, but this can be extended to
waterborne craft. Should the heroes be aboard
virtually any length of time simply by inserting a
an oceangoing vessel attacked by pirates or a
long fuse. Lighting the fuse requires an attack
foreign nation, the GM should adjudicate any
action.
naval combat as he wishes – ideally skipping
straight to the boarding action, in which the Artillery: Artillery pieces are simply large tubes of
heroes can be involved. metal. Which are filled with Gurkish fire and a
metal or stone ball. The Gurkish fire is then set
Rowboat: A small boat powered by oars. Good for
off and the explosion propels the ball towards the
crossing rivers and lakes, and taking short
enemy. The name of an artillery piece depends
voyages on the open sea.
on the size of the ball and of the artillery piece.
The smallest are called falcons, then culverins
Animals and the largest cannons.

133
Artillery pieces are not designed to target
0/90
individuals. Armies comprise massed ranks of
pikemen and flatbow men, and artillery is used to Culverin 6L 4 3800 1500
smash these formations (and shatter Great 10L 5 6900 3500
strongholds). Attempting to hit a single person
Culverin
inflicts a –10 penalty on the gunner’s Artillery roll.
Cannon 12L 6 10 000 9000
Crew: Artillery pieces require a large number of
crew, as detailed below. These are usually highly-
trained professionals, often mercenaries, rather Explosives Dmg* Str Cost Wt Notes
than regular parts of the army. Operating a gun is Gurkish fire, 10L* 2 45 20
equal parts science, ritual, and faith.
cask
Falcon: 1 master gunner & 2 assistants Gurkish fire, 6L* 2 15 1
Culverin: 1 master gunner & 5 assistants
canister
Great culverin: 2 master gunners & 10 assistants
Cannon: 3 master gunners & 15 assistants Styrian 4L* 2 4 0.5
grenade
Line of Effect: Cannonballs don’t explode on *Area Effect: Accurately throwing a grenade requires
impact. When used against troops, rather than an Athletics roll, but extra successes do not increase
fortifications, cannonballs damage everything on the damage.
When a grenade explodes, it damages everything in its
a straight line measured from the cannon area of effect (see Area Effect, in Chapter 5 Combat).
through the target point. Roll the listed damage Roll the listed damage rating once against all
rating once against all opponents in the line, not opponents in the area, not for each individual target.
for each individual target. The damage inflicted is The damage inflicted is reduced by one point for each
2 yards an opponent is from the explosion.
reduced by one point for each yard an opponent
is from the initial target. Firearms: Once artillery was tested successfully,
intrepid Union engineers have experimented with
Example: A culverin fires into a company of
smaller, portable weapons manageable by a
pikemen. The ball successfully strikes the first
single soldier.
rank and keeps going for a further 5 yards. The
Firearms light the Ghurkish fire by a fuselock,
first pikeman takes the full rolled damage. The
which prone to misfire, especially in humid
man in a direct line behind him from the cannon
conditions. To reflect this, a gunner must make
takes one point less, the next man two points
an Intelligence-base Average (2) Firearms test as
fewer, and so on. Anyone standing 6 yards or
a free action to see if the gun will fire. Rain or
further from the first target suffers no damage–
other impeding conditions raise the difficulty to
the ball runs out of momentum before it reaches
Hard (4) or even Very Hard (5). If the test is
them.
unsuccessful, the result could be everything from
Mobility: Usually artillery is not moved around on an extinguished fuse to an explosion, depending
the battle field; a falcon is small enough, on the failure of the roll.
however, to be loaded and unloaded on a
Forkgun: The Forkgun is the first successful
carriage fast enough to be transported around.
personal firearm in the Cycle of the World. A
Artillery Dmg Line Cost Wt Range fuselock lights the Ghurkish fire to propel a lead
ball with high speed and accuracy towards the
Falcon 4L 2 1900 500 15/30/6
target. Forkguns are heavy and unwieldy, difficult

134
to fire free-standing. Thus, most forkgunners for misfire), but also much more expensive.
carry a staff with the name-giving fork which can Fluteguns penetrate armor quite easily; reduce
be used to brace the gun for better handling. If the armor value of a target by 2. Reloading a
the gun is not braced apply a -2 penalty. flutegun takes 6 turns.

Weapon Dmg Str Cost Wt Range


Forkgun 4L 2 180 10 15/30/60/90
Blunder- 5L 3 154 8 10/20/30/40
buss
Forkguns require 8 turns to reload. The lead ball Flutegun 3L 2 120/ 3 10/20/40/60
fired by a forkgun has excellent penetration 500*
ability. Reduce the target’s armor by 4. *Price for a Wheellock flutegun

Blunderbuss: The blunderbuss is a shorter weapon Firearms accessoirs Cost Wt


than the forkgun, usually not used with a fork.
Bandolier 2 2
The muzzle of a blunderbuss widens to spread a
load of projectiles at the target. The load can Ghurkish fire canister (60 shots) 15 1
consist of anything from shards, stones to smaller Lead shot (20) 1 1
lead balls or a load of forkgun balls. The
Fuse (2 ft) (10 lengths of 10 minutes 6b -
blunderbuss fires a cone of Shot. Each 10-yards
range increment spreads the cone by 1 yard, Powder horn (holds 60 shots) 2 0,5
allowing the targeting of multiple opponents with
Bandolier: Hanging from shoulder diagonally
one shot. The attack is reduced by -2 for every 10
yards. If your character fires a blunderbuss at a across the body to the waist, a bandolier holds 12
target 10 yards away, you suffer a –2 attack roll apostles. An apostle is a wooden tube containing
penalty, but will target the opponent and anyone a measured amount of Ghurkish fire. The loader
standing next to him. Blunderbuss shots do not simply bites or tears off the end, and pours it into
penetrate armor better than other attacks. To the barrel.
reload a blunderbuss takes 10 turns. Canister: a small barrel containing enough
Ghurkish fire for 60 shots. See also under
Flutegun: The flutegun is a smaller version of the explosives.
forkgun, which can be fired with one hand. Lead Shot: Firearms fire balls of different weights
Originally, thought as a backup weapon, the and sizes. For ease of play, we assume all
flutegun has become somewhat popular for firearms use the same size balls.
stationary troops like artillery crews and dug-in Fuse: A length of treated cord designed to glow
defenders. Although small enough to be worn in slowly. A single length is good for creating 10
a sash, the burning fuse makes the flutegun quite fuses for a firearm.
unsafe to carry that way. Clockwork makers of
Powder Flask or Horn: Ranging from crude
Sipani have developed a complicated firing
hollowed-out horns with caps to gilded brass
mechanism using a cranked-up steelwheel
flasks decorated in relief. Can be used as an
scraping against a flintstone when the trigger o
improvised grenade (-4 on throwing accurately).
the flutegun is pressed. The flying sparks ignite
the Gurkish fire. The invention is called wheellock
and is much more reliable than fuselocks (no roll

135
The First Law: Do not communicate with the
8. The Cycle of the Word Other Side.

History Juvens and the Old Empire


When Euz left the world, he bade his sons to
Euz was a half-human half-demon from the early
bring it to order. Juvens did so by finding a people
days of the world, when there was but chaos. He
on the river Aos and grooming them into power.
is also known as Almighty Euz, vanquisher of
He gave them laws, government, learning,
demons, closer of gates, father of the World. He
science, and the power to defeat their enemies.
rose up against the demons and banished them
This new nation was the Old Empire, as it is now
to the Other Side, thus allowing humans to
called, and its capital was Aulcus. Through the
flourish. After that, he gave gifts to his three
years, the Emperors of Aulcus followed one
eldest sons – the three pure disciplines of magic –
another, but always Juvens was there by the
and then left them, telling his sons to bring order
Emperor's side, guiding and advising to shape the
to the world. Euz is presumed dead, but his exact
Empire's fate. The empire grew to encompass
fate is unrevealed.
Isparda in the south, Anconus in the north, and
reach to the shores of the Circle Sea in the east.
The sons of Euz
But Juvens' younger brother Glustrod was
Euz had four sons:
envious of this splendour, and with his demon
Juvens, who he taught the High Art (magic). allies he infiltrated Aulcus and began a rule of
terror and blood. The Empire fell into chaos.
Kanedias, who he taught Making (crafting of When Juvens saw this, he called for his other
artifacts). brothers to aid him. Kanedias would not come,
but rather locked himself inside his House. But
Bedesh, who he taught how to speak with spirits.
Bedesh came, and together he and Juvens raised
Glustrod, who received no gifts from his father an army and armed them with terrible weapons.
apart from his blessings. The war covered the entire continent, but in the
end Juvens won and Glustrod was besieged in
After teaching his sons their part of his gifts, Euz Aulcus. As a last resort, Glustrod tried to break
departed the world and told his sons to bring it to the barriers to the Other side that his father Euz
order. They did so in their own manners, but had set, but his ritual went awry, and Aulcus was
Glustrod was jealous of the gifts the others had, destroyed and the surrounding areas became the
and eventually came to rise against Juvens. Deadlands. Thus the Old Empire fell.
Juvens and Bedesh then made war on Glustrod,
killing him. Later, Juvens was murdered by Juvens and the Order of the Magi
Kanedias (by some accounts), and in revenge
Juvens' apprentices the Magi attacked Kanedias, Juvens gathered eleven apprentices in all, and
and Bayaz killed him. Of the four sons of Euz, only taught them the High Art – these were the eleven
Bedesh is unaccounted for. Magi. Exactly when he took these apprentices on
is not known, but his first apprentice Bayaz was
The two Laws of Euz young and inexperienced at the time of the war
with Glustrod.
Euz commanded his sons (and their followers) to
obey two laws: Because the High Art requires much knowledge
of the world, each apprentice only specialized in

136
a certain area of expertise. Only Juvens himself
could hope to know all of the High Art.

The Death of Juvens


Juvens' death at the hands of his brother
Kanedias signals the beginning of end of the Old
Time. The Magi all rose up in arms agains
Kanedias, and after much fighting finally killed
him. This was the last time the Magi gathered
together.

According to Bayaz, Kanedias came for him


because he had seduced his daughter Tolomei
and stolen his secrets from his House. Juvens
would not give up Bayaz, however, and he fought
Kanedias. In the end, Juvens was dead. But his
rival Khalul claimed that Bayaz himself killed
Juvens and then wrongly accused Kanedias.

The Circle of the World

137
In cities and large towns, nobles and influential
The Union guilds like the Mercers guild compose the city
councils, which control trade, taxes and tolls
The Union is arguably the strongest nation in the
through the city guard. The largest cities in
circle of the world, and is subject to being
Midderland are Keln and Marihof, and of course,
secretly controlled by Bayaz for his own private
Adua!
use in his war against Khalul, who controls the
Gurkish Empire. The Union consists of
Midderlands, Dagoska, and Angland. The colony
of Starikland, once part of the Old Empire, has
been reclaimed a generation ago. But the
rebellion, quenched in the Midderland by the
heroic efforts of his august Majesty Jeazal I., has
been rekindled in Starikland.

Names in the Union


Surnames are mostly used by townspeople
and higher classes. Nobles use ‘dan’ in front
of the surname to indicate their station, f.ex.
‘dan Gorst’ or ‘dan Luthar’.
Lower classes use descriptions as call names, Adua, the capital of the Union, the beacon of
like Tender, Swift, Friendly; often quite Culture and Fashion is quite different to the rest
ironically. of the Union. Adua is a huge city with the Agriont,
Surnames: Blink, Brinkhorm, Burr, Dimbick, the Royal citadel, towering above the sprawling
Eider, Frost, Ganmark, Gorst, Jalenhorm, city. Adua has a University, dozens of academies
Lorzen, Luthar, Marovia Mitternick, Quai, and fencing schools, a large harbor quarter. But
Rews, Severad, Sult, Sworbreck, Tunny, West, all this overshadowed by the House of the Maker.
Zoller
The House of the Maker
Female names: Ardee, Carlot, Corlin,
Demelza, Finree, Luella, Kelzee, Shylo, Vitari A huge structure in the middle of Adua, the home
Male names: Alder, Bremer, Collem, Dab, of Kanedias, the Master Maker. According to
Eltrik, Gregar, Harod, Jezal, Malacus, Nedus, Kanedias, his House was the very center of the
Ravinger, Salem, Sand, Terod, Tostig, Tranter world, its axis, so to speak. The University, the
Midderland Agriont and Adua itself were all built in the
shadow of the House of the Maker, originally as
The large island of Midderland is the heart of The homes for the Maker's apprentices and workers.
Union, where the city of Adua resides, and from
The House of the Maker was locked and
where most decisions are made. It is implied to
impossible to enter without a special key, a
be similiar in terrain to Western Europe, and is
simple rod of metal. In the aftermath of Kanedias'
pre-industrialization, most peasants being farm
death, Bayaz took this key, and later used it to
workers. In the country side the peace is held by
enter with Glokta, Logen and Jezal looking for the
constables and army units, but since the Union is
Seed. The inside of the House seem to possess an
engaged in several conflicts, the constabulary is
impossible geometry, containing vast halls
left on its own. Highwaymen and robbery have
seemingly larger than the outside diameter of the
become a real threat again.

138
House and making it possible to reach the top of The Inquisition has several prisons established in
the tower without walking in stairs or inclines. Angland, where traitors are sent to live out the
remainder of their lives working for the Union.
His eyes slid sideways, towards the great tower
that loomed up over the fortress. Angland was also once part of The Northlands
and while its political and military infrastructure
Ferro knew little about beauty and cared still less, has changed, its social structure is an amalgam,
but that building was a beautiful thing to her which steadily becomes more 'Northern' the
mind. There was no softness, no indulgence in
closer you get to the river Whitestream, whose
that mountain of naked stone. There was a brutal lower course forms the border between the two
honesty in its shape. A merciless precision in its lands. It is a harsh, unrelenting land with
sharp, black angles. Something about it scattered townships. Prominent towns are
fascinated her. Ostenhorn, the harbor to Midderland and Ettrich,
–Last Argument of Kings, So Much in Common another port and step stone to Starikland.

The rest of Midderland is somewhat more rustic The Lord Governor of Angland XXX as his seat at
than Adua. There are cities and towns but mostly Ostenhorn, while the Northern Chief Dogman
the people of Midderland live as peasants in rural holds the border lands for the Union.
communities. Spirits and creatures of demonic
Starikland
influence or origin once roamed the countryside
but have become rare over the last centuries. The Once part of the Old Empire, Starikland was
real threat are brigands and bandits these days. abandoned by people after the fall of Auclus. For
a thousand years the Ghost barbarians and
Angland
Northern outlaws were the only people roaming
North of Midderland is Angland, a province the wilderness of these western lands. A few
carved from the Northlands, which has generations ago the Union sent out settlers and
Midderland culture lain over its own Northern colonist who managed to carve out a living from
one, Angland is between the Union and the the reconquered Starikland. Village became
North. It is a disputed land with both sides towns and some towns became, well, more
claiming sovereignty. Due to this several wars and important. New Keln, Rostod and Starika were
constant border skirmishes have rocked the land. the trade hubs of the colony. But the Gurkish
Empire could not sit idle and watch the enemy
expanding. The emperor sends his own forces to
take a strip of the new, old land. The old city of
Caltis was rebuilt and serves as a commercial and
military outpost for the Empire.

Starikland, at the beginning a cauldron of people


who wanted to get away from the Union laws,
taxes or the Inquisition, became more and more
civilized as the Inquistion supported law and
order for the Lord Governor. Many newcomers
found Starikland even more oppressive than the
old country; so they moved even further west
into the Near Country, the new border to the

139
west. The Ghosts were driven out to the Far Notes: The Union resembles a renaissance version of
Country, and pose rarely threat for the the British Empire; the fashion is described not unlike
Nearlanders. When rebellion broke out in that of early 16th century Europe. Science is on the rise,
suppression through Inquisition and the higher classes
Midderland, the oppressed Stariklander seized
is rampant! Fencing is en vogue; money rules as well
the opportunity and rose against the Lord
as nobility; there are new inventions, like book print
Governor. The situation got worse when gold was
and sowing machines! The most common ranged
found in the Far Country and riffraff from all over weapons still are bows and flatbow, the Union flatbow
the Circle of the World were drawn to Starikland units are renown and feared. Gurkhish fire, an
as starting point to the West. The situation is explosive incendiary is the newest invention, which
explosive; the rebel forces under their leader entered the battle field just the most recent years.
Conthus fights the Union forces under General Bayaz tested his “experiment”, a giant cannon, at the
Brink and the Lord Governor Superior Pike. The battle of Osrung, using Ghurkish fire, and the Union
Gurkhish forces to the South watching carefully army employs now artillery guns of different sizes.
Styrian grenades have become another new
for any violation of the borders as excuse to
contraption of war. The Union has an experimental
engage in a new conflict with the Union.
unit consisting of forkgunners, stationed in Adua. The
The Starikland and especially the Far Country are high command is somewhat scepticla, but the low
costs, compareed to flatbows, were convincing. The
haunted by the past. Demonic and unnatural
military consists of a standing army comparable to
creatures roam the wilds, dwell in ancient ruins
that of Wellington; with those who bought their
and may well prey on the unwary traveller.
commission and those who joined to escape prison or
Groups of cannibalistic Shanka from Aulcus can worse.
be encountered all over the remnants of the Old
Empire. Although most Union people acknowledge the
existence of God, most refer to Juvens or more
Ghosts of the Far Country seldom to Euz, when praying or cursing. Euz and
A barbaric people found in the wide his sons seem to bear resemblance to Saints, who
wilderness of the Far country. They may be are closer and more accessible than a distant god.
derived from people of the Old Empire, but That said, most Union people are pragmatic and
their appearance with red hair and pale do not rely on prayers or the will of some distant
complexion opposes somewhat the old entity.
descriptions of people from the Old Empire,
been described as brown or fair-haired with *The Northlands
somewhat darker complexion.
Sangeed is a legendary chieftain of the The Northlands have an extensive coastline,
Ghosts. which for much of the year is ice-bound at its
northern extremes. Otherwise the land features
large areas of difficult terrain, in the form of
forests, mountain and hill ranges, interspersed
with areas of relatively poor agricultural land. On
the Northbank of the lower Whitestream, a plain
is home to a more fertile area, on which the
largest settlements, Carleon, Dunbrec and Uffrith,
are found.

Elsewhere there is a general lack of large


settlements and the population carries out mixed

140
farming in individual family homesteads, in the form of items, like armor, weapons,
clustered around central fortified villages and jewelry, but occasionally with land, slaves or
small towns. With few exceptions, such cattle.
fortifications tend to be protected by merely a
ditch and stockade. Farming, crafts and a small Long serving and senior Carls may thus become
level of industry, are all conducted at subsistence minor chiefs (Thanes) in their own right, with
level, with barely any surplus. their own, somewhat smaller Warbands, dwelling
on land within the clan's holdings and supported
While this structure of settlement is typical of the by a number of farmsteads. The Thanes and their
area as a whole, the cultural and ethnic make-up forces may be summoned to join those of their
of the population varies between several lord when required. Warbands are quite variable
different groups, of which little is known, other in size, with the smallest numbering around a
than those inhabiting the lower Northlands and
dozen, with the larger ones, when their Thanes
the border with Angland. Tales of giants and are gathered too, numbering in the hundreds.
other fantastic races are common however. The Warband is perpetually under arms and
Spirits are encountered in every forest and pond. active. When not actually guarding the clan chief,
Flatheads - or Shankar as they are also known- they administer his lands, patrol its borders, hunt
may be seen creatures of scary tales, but here in and more importantly raid his enemies. War
the North they pose a real threat.
between the clans is perpetual, which has led to a
Northern society is clan-based, both on a familial complex web of alliances and blood feuds
basis and in a wider social sense, where those between them. To maintain his warband, a chief
dwelling within an area controlled by an must continually reward his followers and as the
individual clan head, are part of the wider clan land itself is unable to do this, taking from other
group. Until recently there has been no tradition clans, or from The Union, is the only way to do
of a centralized kingship and even so the concept this.
of kingship is still multi-layered and based on
individual clan leaders and their war bands The Chief, Thane or Carl conducting the
becoming allied or subservient to individual and Weapontake, appoints those individuals who will
more powerful War Chiefs. command the men raised for service and
oversees the division of them into 'Dozens',
To a degree, clan leadership is reliant on named after these same individuals, i.e. 'Fat Jon's
bloodlines and has become somewhat hereditary, Dozen'. While typically composed of twelve men,
at least in the sense that the strongest son of a the 'Dozen' often numbers somewhat less,
clan chief often succeeds his father. However it is particularly after casualties from the march,
also common for another from within the clan to disease and actual combat have thinned their
take over the leadership by a formal challenge ranks.
and a ritualized duel to the death.
The king of the Northlands rules over all carls,
The Warband is the core of each clan's military thanes and chiefs. King Black Calder established
might. Each clan leader maintains a body of peace with the Union after the battle of Osrung
warriors, his Carls, on a permanent basis. These when he slew his predecessor Black Dow. Black
men live in their Chief's hall and are dependent Calder is a master of politics; he keeps his allies
on him for their subsistence. Generally they are close and his enemies closer. His royal seat is
traditionally bound to their chief by oaths and a Carleon, as it has been for all kings of the
'good lord' rewards his followers by gifts; usually Northlands.

141
Named Men Northman names
People in the northlands use a simple first
Outside of the 'royalty and aristocracy', formed
name and if necessary, the name of the
by the Clan Chiefs and Thanes, the status of
father or the hamlet they are from. But when
'named man' is of great importance. Most
having distinguished themselves in a battle or
Northerners are given a single name at birth,
fight Northmen might get another name,
followed by their clan name, which is shared
becoming a Named man. This name often is
across the clan and rarely used within it. To be
related to the situation where it was earned,
'named', is to receive a nickname from your
but as often as not quite ironically.
peers, which usually denotes some feat or
Female names:
achievement, often performed in battle. Some
Male names: Beck, Calder, Caul, Curden, Dol,
such names are flattering, some are not. Some
Dow, Fenris, Forley, Logen, Rudd, Tul,
names directly relate to the feat performed,
Whirrun
while others are more abstract. Receiving a name
Named men: Black, Cracknut, Ninefingers,
is the first step to developing your renown
Shivers, Threetrees
amongst the people of the North. As a largely
illiterate society, the oral history of the clan and
the telling of tales, is both important and Most named men (and occasionally women) find
entertaining. Stories of named men are amongst service as Carls in the households of Chiefs and
the most popular of these and has contributed to Thanes. Fewer retire to normal life, only to return
what is essentially a hero-worshipping society. to war when the Weapontake is summoned. On
Dignity, prestige, honor and renown are this occasion, they are normally appointed to
extremely important to Northern Warriors and a command a 'Dozen' in the Clan's host. As the
man can be measured by the tales told about easiest way to get yourself 'named' is to kill
him. another named man however, the eventuality of
someone turning up to challenge a 'retired'
named man is almost certain.

Notes: The Northlands can be compared to late


medieval Scandinavia, although the Northmen share
more traits with Scottish or Ango-Saxon society.
Clannish, warring, the Northmen have less advanced
technology than their Southern neighbors. Spear,
sword and shield are common weapons, armor
consists mostly of leather parts. Furs and rough-spun
fabrics are common clothing. Higher technology than
that is not available.

The Northmen believe there is God, but they do not


pray to him. He does not care anyway. A few might
decide to honor God by their deeds, but those are
often seen as cracknuts.

*Styria
Styria is the largest of the Thousand islands. It is
home of a dozen city states competing for control

142
over trade, politics and land. Most cities are ruled provocation to several powers in the world. The
by a Duke or Duchess, some by city councils Union has send troops to Styria to back other city
consisting of bankers, merchants and other rich states in the battle against the vile usurping witch
and powerful families. Styria is culturally rich; arts Murcatto.
and opera, architecture and the Art of fencing, all
sponsored by the wealthiest families. Styria
produces fine wines, finer blades and the finest
fabrics.

Names in Styria
In Styria people are very proud of their
heritage and families, even peasants use a
surname.
Surnames: Alatrist, Bialoveld, Cardotti, Cosca,
Dardi, Gangrier, Morveer, Murcatto, Riovarra,
Salier, Scarlotti, Verturio
Female names: Monza, Sesaria, Terez
Male names: Ario, Andiche, Benna, Brachio, Styrians acknowledge Juvens and Euz just as
Berma, Castor, Coria, Foscar, Nicomo, Orso, Unionists, as they share common ancestry.
Victus
Notes: Styria resembles the renaissance Italian city
states, blended with Flemish trade attitude of the
same period; including proud and long history, high
arts, intrigue, eternal warfare, rich traders, poor gutter
rats; and all with flamboyant demeanor! Inventors are
quick to adopt and improve contraptions of all kinds.
Like Styrian blades, Styrian clockwork is one wonder of
the Circle of the World.

Some say: “Springtime in Styria is wartime.” This


is more true than ever. During centuries the city
states have been battling each other; the most
notorious mercenary bands, like the “Thousand
Swords” or the “Company of the Gracious Hand”
hail from Styria. Traditionally, the city states kept
the quarrels to themselves, keeping good
relations with the Union. Tallins was even bound
by marriage to the Union, as the queen is the
daughter of the Grand Duke of Tallins. But since
Monzcarro Murcatto became Duchess of Tallins,
killing the Grand Duke, she has been a

143
nations to conquer for the Gurkhul: Dawah,
*Gurkhul Muntax and Shamit are all independent nations
to the South. Luckily for these nations, Gurkhul’s
Gurkhul is a continent to the south, but it is also
conflict with the Union kept them off the
synonymous with the Gurkhish Empire. Gurkhul
attention of the emperor.
lies to the south of the Union, on the other side
of the Circle Sea. The Gurkhish Empire is ruled by
Emperor Uthman-ul-Dosht, but the emperor is
largely a puppet. The true rulers of Gurkhul are
the priests of the Prophet, and possibly the
Prophet himself, Khalul.

The Gurkhish Empire has swallowed many


nations on Gurkhul, fuelling its ravenous need for
manpower and slaves. Many nations tried to
resist or rebel, but were swept away. The last
people to try were the Kandic. But there are still

144
Some peasants are too afraid to do more than
Gurkhish names
grumble about their lot in life. Others are willing
The names found on the Gurkish continent
to take up arms, whether because they feel it’s
come from the myriads of cultures on that
the only way justice can be served, because they
continent: Dagoskan, Kantic, Dawahli or
are greedy or lazy and see crime as the quickest
Shamito. In some cultures surnames are
solution to securing wealth, or because they have
found in others unknown.
been forced in outlawry by their own deeds or
Surnames: Maljinn
the deeds of others. Regardless of their motives,
Female names: Ferro
bandits are a threat to all travelers. While they
Male names: Jubair, Kahdia, Mamun, Uhma,
may allow a heavily armed party to pass in peace,
Sufeen
weak parties are liable to come under attack.
Most assaults take place on the open road, but
Gurkhul is currently in a state of war against the some bandits hang around taverns or other rural
Union, resulting in the siege and taking of buildings, such as windmills and farms, thus
Dagoska, and the Siege of Adua. Only heroic making use of cover to launch an ambush.
measures of the First of the Magi and his August Ally 1
Majesty himself (as well as the fleet of the Duke Style: 0 Health: 4
of Tallins) could repel the Ghurkish hordes in the Body: 2 Charisma: 2 Dexterity: 2
last moment. Adua was saved, but Dagoska, an Intelligence: 2 Strength: 2 Willpower: 2
Union-governed culturally diverse trade hub on Size: 0 Initiative: 4
the northern shore of Gurkhul was lost to the Move: 4 Defense: 4
Empire. Perception: 6* Stun: 2
Skills: Brawl 4, Archery 4, Intimidation 4, Melee
It is said that the influence of the other side is
4, Survival 4
strong in Gurkhul. Stories of half-demons in the
Talents/Resources: Alertness (+2 Perception
desert, weird creatures in the mountains and
rating*)
mad half-men are said to be more than just
Flaw: Criminal (+1 Style point when his negative
legends.
reputation causes problems)
Note: The Gurkhish Empire and its neighbors are Weapons: Punch 4N, Bow 6L, Short sword 6L
somewhat similar to the Ottoman Empire, with Persian
and African influences, resulting in the culturally most Citywatch (Guardian/Duty)
diverse part in the Circle of the World. The Gurkhish
believe in God (which most people in the Circle of the
These men are in charge of keeping the peace
World do) in their own way: everything is determined with in a town or a city, usually paid by the city
by God! The priests for God and their leader the council, which members might use the guards as
Prophet Kalhul reign with iron hand, justifying personal thugs from time to time. The citywatch
everything with the will of God. often knows about major crime operations in
town, but is usually not interested, too scared or
8.3. Inhabitants of the Circle of simply paid off to not take care of the situation.
The average street urchin, riff-raff or pocket thief,
the World however, must be on his guard.
Ally 1
Friends and Foes Style: 0 Health: 4
Body: 2 Charisma: 2 Dexterity: 2
Intelligence: 2 Strength: 2 Willpower: 2
Bandit (Criminal/Greed)
Size: 0 Initiative: 4

145
Move: 4 Defense: 4[6]*
Perception: 4 Stun: 2
Skills: Brawl 5, Intimidation 4, Melee 5, Streetwise
4
Talents/Resources: Rank 0 (City watch)
Flaw: None
Weapons: Punch 5N, Short sword7L, Halberd 8L
*Steel helmet, Leather armor

Duelist (Swordsman/Honor)
Some duelists live for the thrill of the fight.
Others are gentlemen who intend to keep their
reputation intact when insulted and so train in
the blade. A small few are little better than thugs,
challenging weaker individuals to duels simply for
their own amusement or in the vain attempt of
making a name for themselves. By changing the Foreign Agent (Spy/Duty)
duelist’s Motivation and Flaw, one can reuse
The foreign agent may fill a variety of roles. While
these statistics with a wide variety of swordsmen.
he or he may be an official envoy from his
Ally 2
homeland, the agent might just as easily be in
Style: 1 Health: 4
disguise. Likewise, an agent can be involved in
Body: 2 Charisma: 3 Dexterity: 3
any of a multitudinous number of plots—
Intelligence: 2 Strength: 3 Willpower: 2
assassination, intelligence gathering, playing false
Size: 0 Initiative: 5
information, and blackmail are the most
Move: 6 Defense: 5
common. While not a skilled combatant, foreign
Perception: 4 Stun: 2
agents often, but not always, have other
Skills: Academics: History 4, Acrobatics 6, Brawl
resources at their disposal. This ranges from a
5, Diplomacy 5, Fencing*8, Performance 5
few hired lackeys to a deeply seated intelligence
Talents/Resources: Fencing school 1, Any two
network. As such, the foreign agent’s statistics
school talents
represent a general overview. Specialists, such as
Flaw: Merciful (+1 Style point when he shows
seducers, assassins, cryptologists, and agitators,
mercy to an enemy)
can easily be created by the GM by reassigning
Weapons: Punch 5N, Rapier** 10L
attribute and skill points, or by picking skill
* Pick one Fencing school
Specialties.
** Or Fencing school primary weapon
Ally 3
Style: 2 Health: 6
Body: 3 Charisma: 3 Dexterity: 3
Intelligence: 3 Strength: 3 Willpower: 3
Size: 0 Initiative: 6
Move: 6 Defense: 6
Perception: 8* Stun: 3
Skills: Athletics (Throwing) 4(6), Con 6,
Larceny 5, Linguistics 7, Melee 5, Ride 4, Stealth 5,
Streetwise 6

146
Talents/Resources: *Alertness (+2 Perception These are the statistics for an experienced
rating, Danger Sense (Always retains full Defense surgeon or physician in one of the larger cities of
rating), Contacts 1 (Varies; +2 Social bonus) Midderland, Styria or Gurkhul. Doctors have
Flaw become more scientific over last century. Many
Paranoid (+1 Style point when he discovers doctors, however, still cling to the old ways and
someone working against him) even those that have forsaken them are still
Weapons: Punch 1N, Acid dagger 9L, 2 Throwing knowledgeable about medieval medical practices.
knife7L Range: 2/4/8/12
Ally 2
Style: 0 Health: 5
Kings Guard(Guardian/Duty)
Body: 2 Charisma: 3 Dexterity: 2
Ally 2 Intelligence: 4 Strength: 2 Willpower: 3
Style: 0 Health: 6 Size: 0 Initiative: 6
Body: 3 Charisma: 2 Dexterity: 2(1)* Move: 4 Defense: 4
Intelligence: 2 Strength: 3 Willpower: 3 Perception: 7 Stun: 2
Size: 0 Initiative: 4(3)* Skills: Academics: Occult 7, Empathy 6,
Move: 6 (5)* Defense: 5[9]*
Investigation 6, Medicine 9, Natural Philosophy 6
Perception: 5 Stun: 3 Talents/Resources: Intelligence (+1 to Intelligence
Skills: Athletics 6, Brawl 6, Diplomacy 4, rating), Well-Educated (Natural Philosophy)
Intimidation (Orders) 4(5) Melee 6, Flaw: None
Talents/Resources: Rank 1 (Kings guard) +2 Weapons: Punch 2N, Knife 3L
Social bonus)
Flaw: Fanatical (+1 Style point when his devotion
Merchant (Everyman/Greed)
causes harm)
Weapons: Punch 6N, Long sword 9L
*Plate armor (-1 Dex) Noble (Nobel/Power)
Ally 2
Magus Style: 1 Health: 5
Ally 3 Body: 2 Charisma: 3 Dexterity: 2
Style: 0 Health: 7 Intelligence: 3 Strength: 2 Willpower: 3
Body: 2 Charisma: 3 Dexterity: 2 Size: 0 Initiative: 5
Intelligence: 4 Strength: 2 Willpower: 5 Move: 4 Defense: 4
Size: 0 Initiative: 6 Perception: 6 Stun: 2
Move: 4 Defense: 4 Skills: Bureaucracy 5, Con 6, Diplomatics (Politics)
Perception: 9 Stun: 2 6(7), Intimidation (Orders) 5 (6), Melee 5, Ride 4
Talents/Resources: Contacts 1 (Nobility; +2 Social
Skills: Academics: Occult 7, Empathy 6,
bonus), Status 1 (Baron; +2 Social bonus)
Investigation 6, Magick: any 2 Arts 10, Natural
Flaw: Callous (+1 Style point when he refuses to
Philosophy (choose one) 6
help someone in dire need)
Talents/Resources: Iron will (+1 to Willpower
Weapons: Punch 2N, Rapier 7L
rating), Magical aptitude, Refuge 1
Flaw: None
Weapons: Punch 2N, Knife 3L Northmen
The statistics below represent typical Northmen:
Medical Doctor (Doctor/Duty) Carl
Ally 2
Style: 1 Health: 5

147
Body: 3 Charisma: 2 Dexterity: 3 Inquisitors are the officers of the inquisition. They
Intelligence: 2 Strength: 3 Willpower: 2 lead investigations and interrogations to find any
Size: 0 Initiative: 5 threat to the king and the Union. An Inquisitor
Move: 4 Defense: 6[12]* has the power to arrest even nobles if there is
Perception: 5 Stun: 3 enough evidence. Their bonus resource would
Skills: Brawl 6, Intimidation 6, Melee 6, Ride 5, usually be their gang of personal Practicals.
Survival 5
Talents/Resources: Flurry, Parry Ally 3
Flaw: Short temper (-2 Willpower to keep his cool, Style: 4 Health: 6
+1 Style point when his short temper causes Body: 3 Charisma: 3 Dexterity: 3
trouble) Intelligence: 3 Strength: 3 Willpower: 3
Weapons: Size: 0 Initiative: 6
Punch 6N, Broadsword 9L Move: 6 Defense: 6
*Round shield, Chainmail shirt, Helmet Perception: 6 Stun: 3
Named Man Skills: Academics: Law 8, Brawl 4, Intimidation
(Torture) 10(11), Investigation (Interview)8(9),
Ally 3 Melee 7
Style: 2 Health: 5 Talents/resources: Fearsome (he can scare
Body: 4 Charisma: 2 Dexterity: 3 opponents as an Attack action), Skill Aptitude (+2
Intelligence: 2 Strength: 4 Willpower: 3 Intimidation rating, Rank 2 (Inquisition, +2 Social
Size: 0 Initiative: 5 bonus, Bonus resource)
Move: 7 Defense: 7[10]* Flaw
Perception: 5 Stun: 4 Fanatical (+1 Style point when his devotion causes
Skills: Athletics 6, Brawl 7, Diplomacy harm)
(Leadership) 3(4), Intimidation 7, Melee 8, Weapons: Punch 4N, Club 9N, Cane sword 9L,
Survival 5
Dagger 8L
Talents/Resources: Fearsome, Flurry, Berserker
Fury
Flaw: Short temper (-2 Willpower to keep his cool, Practical of the Inquisition (Soldier/Faith)
+1 Style point when his short temper causes Practicals are the men and women who get their
trouble) hands dirty for the Inquisition. Inquisitors use
Weapons: them as thugs, guards and torturers.
Punch 6N, Axe 11L, 6 Throwing knifes 7L As well as locating, torturing, and executing
(2/4/8/12) traitors to the Crown, heretics and other
* Chainmail shirt, Helmet individuals dangerous to the crown, Practicals are
Northern Barbarian the soldiers of the Inquisition.
Scout Although quite different in their talents, most
Practicals are experienced back-alley fighters,
Royal Inquisition streetwise and of cause students of the art of
torture.
The statistics below represent typical Even nobles are careful in the presence of a
experienced members of the Royal Inquisition of practical, he may not have the power to arrest
The Union: without an order, but each practical serves an
Inquisitor to whom he reports, and who may
Inquisitor (Judiciary/Faith) indeed order the arrest even a Grand Duke!
Ally 2

148
Style: 1 Health: 5 The statistics below represent a variety of
Body: 2 Charisma: 3 Dexterity: 2 experienced soldiers the characters may
Intelligence: 3 Strength: 2 Willpower: 3 encounter as allies or enemies.
Size: 0 Initiative: 5
Move: 4 Defense: 4[5]* Officer
Perception: 6 Stun: 2 Ally 2
Skills: Academics: Law 5, Brawl 5, Intimidation Style: 1 Health: 5
(Torture) 9(10), Melee 5, Streetwise 4 Body: 2 Charisma: 3 Dexterity: 2
Talents/Resources: Skill Aptitude (+2 Intimidation
Intelligence: 3 Strength: 2 Willpower: 3
rating), Rank 1 (Practical; +2 Social bonus)
Size: 0 Initiative: 5
Flaw: Fanatical (+1 Style point when his devotion
Move: 4 Defense: 4 [8]*
causes harm)
Perception: 6 Stun: 2
Weapons: Punch 5N, Short Sword 7L
Skills: Diplomacy (Leadership) 5 (6), Intimidation
*Includes Leather uniform (Orders) 5 (6), Melee 5, Ride 4, Warfare 6
Talents/Resources: Rank 2 (Lieutenant; +2 Social
Senior Inquisitor (Judiciary/Faith) bonus, Bonus Resource)
Senior Inquisitors are the most cunning members Flaw: Stubborn (+1 Style point when his
of the Inquisition. Most started as Practicals, and inflexibility causes problems)
climbed up the ranks within the Inquisition, Weapons:
playing the dangerous game power. Only the Punch 2N, Cavalry sword 8L
smartest and most ruthless advance to the rank * Plate cuirass and visor helmet
of a Senior Inquisitor.
Cavalryman
Ally 5
Ally 1
Style: 4 Health: 8
Style: 0 Health: 4
Body: 4 Charisma: 5 Dexterity: 4
Body: 2 Charisma: 2 Dexterity: 2
Intelligence: 4 Strength: 4 Willpower: 4
Intelligence: 2 Strength: 2 Willpower: 2
Size: 0 Initiative: 8
Size: 0 Initiative: 4
Move: 8 Defense: 8
Move: 4 Defense: 4 [8]*
Perception: 8 Stun: 4
Perception: 4 Stun: 2
Skills: Academics: Law 11, Brawl 6, Intimidation
(Torture) 14(15), Investigation (Interview)11(12), Skills: Brawl 3, Melee 5, Ride 4, Survival 4
Melee 8 Talents/Resource: Combat Skill (+2 Defense when
Talents/resources: Charismatic (+1 Charisma using Ride)
rating), Fearsome (he can scare opponents as an Flaw: Overconfident (+1 Style point when his
Attack action), Skill Aptitude (+2 Intimidation bravado gets him in over his head)
rating, Skilled Assistant (grant +2 teamwork Weapons: Punch 3N, Cavalry sword 8L
bonus), Rank 3 (Inquisition; +4 Social bonus, * Plate cuirass and helmet
Bonus resource)
Flaw Flatbow trooper
Fanatical (+1 Style point when his devotion causes Ally 1
harm) Style: 0 Health: 4
Weapons: Punch 6N, Club 10N, Cane sword 10L, Body: 2 Charisma: 2 Dexterity: 2
Dagger 9L Intelligence: 2 Strength: 2 Willpower: 2
Size: 0 Initiative: 4
Soldier (Soldier/Duty) Move: 4 Defense: 4 [6]*

149
Perception: 4 Stun: 2 Size: 0 Initiative: 5
Skills: Brawl 3, Archery 5, Melee 4, Stealth 4, Move: 4 Defense: 6
Survival 4 Perception: 5 Stun: 3
Talents/Resources: Long Shot (Doubles weapon Skills: Archery (Bow) 5 (6), Brawl 5, Survival
ranges) (Tracking) 5 (6), Melee 6, Ride 4, Stealth 6
Flaw: Aloof (+1 Style point when his businesslike Talents/Resources: Danger sense, Direction sense
attitude causes problems) Flaw: Primitive (+1 Style point when his primitive
Weapons: Punch3N, Short sword 6L, Heavy nature hampers him or causes trouble)
flatbow 9L Range: 50/100/200/300 Weapons:
* Buff coat and steel cap Punch 5N, Bow 8L, Spear 9L

Pikeman Assassin (Power)


Ally 1 Ally 3
Style: 0 Health: 4 Style: 2 Health: 5
Body: 2 Charisma: 1 Dexterity: 2 Body: 3 Charisma: 4 Dexterity: 3
Intelligence: 2 Strength: 3 Willpower: 2 Intelligence: 3 Strength: 3 Willpower: 2
Size: 0 Initiative: 4 Size: 0 Initiative: 6
Move: 5 Defense: 4 [8]* Move: 6 Defense: 6
Perception: 4 Stun: 2 Perception: 5 Stun: 3
Skills: Athletics 5, Brawl 5, Melee 5, Stealth 4, Skills: Brawl 4, Con 6, Diplomacy 5, Empathy 6,
Survival 4 Larceny 6, Linguistics 5, Melee 6, Stealth 6,
Talents/Resources: Strong (+1 Strength rating) Streetwise 6
Flaw: Aloof (+1 Style point when his businesslike Talents/Resources: Flurry (attack same opponent
attitude causes problems) twice at -2), Quick draw (draws weapon as
Weapons: Punch 5N, Pike 9L, Dagger 6L reflexive action), Assassins Guild (+2 Social bonus)
* Cuirass and helmet. Flaw: Aloof (+1 Style point when his businesslike
attitude causes problems)
Weapons: Punch 4N, Acid dagger 10L, Concealed
Dagger 6L

Lore master

Ghurkish

Ghost
Ally 2
Style: 1 Health: 5
Body: 3 Charisma: 2 Dexterity: 3
Intelligence: 2 Strength: 2 Willpower: 3
Soldier

150
Cavalryman Talents/Resources: None
Flaws: Speech Impediment (+1 Style point when
Archer his speech impediment causes severe problems)
Sea captain Weapons: Dagger 3L

Followers Lady
Follower 1
A list of possible followers: for player Primary Attributes: Body 2, Dexterity 1, Strength
characters, or simply minor characters for a 1, Charisma 4, Intelligence 2, Willpower 2
Secondary Attributes: Size 0, Move 3, Perception
scene.
4, Initiative 4, Defense 3, Stun 2, Health 3
Skills: Arts: Music (Singing) 4(5), Con (Seduction)
Bouncer 5(6), Diplomacy 6 (Etiquette 7), Empathy 7, Ride 4
Follower 0 Talents/Resources: Rank 1 (Baroness, +2 to
Primary Attributes: Body 2, Dexterity 1, Strength social rolls)
2, Charisma 1, Intelligence 1, Willpower 2 Flaws: Timid(–2 penalty on any task that she
Secondary Attributes: Size 0, Move 2, Perception hasn’t had adequate time to prepare for)
3, Initiative 2, Defense 3, Stun 2, Health 3 Weapons: Punch 1N
Skills: Brawl 4, Intimidation 4
Talents/Resources: None
Flaws: Short Temper (–2 penalty to Willpower
Midwife (Everyman/Survival)
rolls to keep his cool. +1 Style point when his short
Follower 0
temper causes trouble)
Primary Attributes: Body 1, Dexterity 2, Strength
Weapons: Punch 4N
1, Charisma 1, Intelligence 3, Willpower 1
Secondary Attributes: Size 0, Move 4, Perception
Tavern Keeper 2, Initiative 3, Defense 2, Stun 2, Health 3
Follower 0 Skills: Medicine 4, Empathy 3, Survival 3
Primary Attributes: Body 1, Dexterity 1, Strength Talents/Resources: Herblore
2, Charisma 2, Intelligence 2, Willpower 1 Flaws: Poor (+1 Style point when he is unable to
Secondary Attributes: Size 0, Move 3, Perception buy a basic resource)
3, Initiative 3, Defense 2, Stun 1, Health 2 Weapons: Punch 2N, Farming tools 3L*
Skills: Brawl 3, Diplomacy 4, Streetwise 4 * Includes –2 improvised weapon penalty
Talents/Resources: None
Flaws: Curious (+1 Style point whenever his Peasant (Everyman/Survival)
curiosity gets him or his companions into trouble)
Follower 0
Weapons: Punch 3N
Primary Attributes: Body 2, Dexterity 2, Strength
2, Charisma 1, Intelligence 1, Willpower 1
Herald Secondary Attributes: Size 0, Move 4, Perception
Follower 0 2, Initiative 3, Defense 4, Stun 2, Health 3
Primary Attributes: Body 1, Dexterity 1, Strength Skills: Craft: any one 4, Melee 3, Ride 3
1, Charisma 3, Intelligence 2, Willpower 1 Talents/Resources: None
Secondary Attributes: Size 0, Move 2, Perception Flaws: Poor (+1 Style point when he is unable to
3, Initiative 3, Defense 2, Stun 1, Health 2 buy a basic resource)
Skills: Diplomacy 4, Empathy 4, Melee 2, Weapons: Punch 2N, Farming tools 3L*
Streetwise 4

151
* Includes –2 improvised weapon penalty Secondary Attributes: Size 0, Move 6, Perception
2, Initiative 3, Defense 5, Stun 3, Health 4
Seductress Skills: Brawl 7, Intimidation 3, Melee 7, Streetwise
Follower 0 3
Primary Attributes: Body 1, Dexterity 1, Strength Talents/Resources: Lethal Blow (every 2 points
1, Charisma 3, Intelligence 2, Willpower 1 Brawl damage does 1 lethal damage instead, +4
Secondary Attributes: Size 0, Move 2, Perception for Brawl when making a lethal attack)
3, Initiative 3, Defense 2, Stun 1, Health 2 Flaws: Impulsive (+1 Style point when his
Skills: Con 6 (Seduction 7), Streetwise 4 (Rumors impulsiveness causes problems)
5) Weapons: Punch 7N, Dagger 8L
Talents/Resources: None
Flaws: Vain (+1 Style point when she steals the
spotlight) *Animals
Weapons: Punch 1N
Bears (Follower 2)
Serving wench There are three more common kinds of bears in
Follower 0 the Circle of the World.
Primary Attributes: Body 1, Dexterity 1, Strength
2, Charisma 3, Intelligence 1, Willpower 1 Common bear
Secondary Attributes: Size 0, Move 3, Perception The common or brown bear is quite curious and
2, Initiative 3, Defense 2, Stun 1, Health 2 can be found in wilderness areas all over the
Skills: Brawl 3, Diplomacy 6, Streetwise 3 (Rumors Circle of the World.
4) Primary attributes: Body 4, Dexterity 3, Strength
Talents/Resources: None 4, Charisma 0, Intelligence 0, Willpower 4
Flaws: Secondary attributes: Size 0, Move 6 (Run 12),
Weapons: Punch 3N Perception 6, Initiative 2, Defense 7, Stun 4,
Health 8
Thief Skills: Brawl 7, Stealth 6, Survival 6, Athletics 7
Follower 0 Talents: Alertness (+2 Perception)
Primary Attributes: Body 1, Dexterity 3, Strength Weapons: Bite 9L, Claw 9L
1, Charisma 1, Intelligence 2, Willpower 1
Secondary Attributes: Size 0, Move 4, Perception
Red bear
3, Initiative 5, Defense 4, Stun 1, Health 2 The large Red bear, found in Angland, Northlands
Skills: Athletics 4, Larceny 4, Stealth 4 and Starikland, is a dangerous animal, as it does
Talents/Resources: None not fear humans.
Flaws: Curious (+1 Style point when his curiosity Primary attributes: Body 5, Dexterity 3, Strength
causes problems) 5, Charisma 0, Intelligence 0, Willpower 4
Weapons: Dagger 5L (thrown) Secondary attributes: Size 1, Move 6 (Run 12),
Perception 6, Initiative 2, Defense 8, Stun 5,
Health 10
Skills: Brawl 8, Stealth 6, Survival 6, Athletics 8
Local Riff-Raff
Talents: Alertness (+2 Perception)
Follower 1
Weapons: Bite 10L, Claw 10L
Primary Attributes: Body 3, Dexterity 2, Strength
4, Charisma 1, Intelligence 1, Willpower 1

152
Ice bear Weapons: Horns 7L, Kick 5L
The Ice bear is even larger than the Black bear. It
is found in the frozen wastes of the Northlands.
Eagle (Follower 1)
Sometimes Ice bears stray south and cause havoc These large raptors are found in many wild areas.
in Northland communities. Primary attributes: Body 2, Dexterity 5, Strength
Primary attributes: Body 6, Dexterity 3, Strength 1, Charisma 0, Intelligence 0, Willpower 4
6, Charisma 0, Intelligence 0, Willpower 4 Secondary attributes: Size -1, Move 3 (Fly 6),
Secondary attributes: Size 1, Move 6 (Run 12), Perception 4 (Sight 8), Initiative 5, Defense 8, Stun
Perception 6, Initiative 2, Defense 9, Stun 5, 2, Health 5
Health 11 Skills: Athletics 2, Brawl 4, Stealth 8, Survival 4
Skills: Brawl 7, Stealth 6, Survival 6, Athletics 8 Talents: Keen sense (+4 Sight)
Talents: Alertness (+2 Perception) Weapons: Bite 4L, Talons 4L
Weapons: Bite 11L, Claw 11L
Horses (Follower 1)
Wood buffalo Horses are the standard mean of transportation,
as mounts or draft animals for wagons and
The Wood buffalo is found in large forest areas of coaches. There are several horse breeds
Starikland and northover. It is extinct on Styria described below.
and probably also on Midderland ue to heavy
hunting. Kantic breed
These horses are bred for speed and endurance.
Primary attributes: Body 5, Dexterity 2, Strength
First bred in Gurkhul for races, these animals
5, Charisma 0, Intelligence 1, Willpower 2
have become prized all over Circle of the World.
Secondary attributes: Size 1, Move 7 (Run 14), Primary attributes: Body 3, Dexterity 5, Strength
Perception 5, Initiative 3, Defense 6, Stun 5, 3, Charisma 0, Intelligence 0, Willpower 2
Health 10 Secondary attributes: Size 1, Move 10 (Run 20),
Perception 4, Initiative 5, Defense 7, Stun 3,
Skills: Brawl 7, Stealth 2, Survival 6 Health 6
Skills: Brawl 8, Stealth 4, Survival 4
Talents: Alertness (+2 Perception)
Talents: Alertness (+2 Perception)
Weapons: Horns 9L, Kick 7L Weapons: Kick 8N

Cattle (Follower 1) Destrier


Most domestic cattle is quite tranquil but in the Destrier are bred for war. They carry armored
border lands on Near country where colonists let warriors into lance charges. These animals are
their cattle roam freely, bulls can develop a war-trained and very expensive indeed.
aggressive attitude against possible threats. Primary attributes: Body 4, Dexterity 4, Strength
Primary attributes: Body 5, Dexterity 2, Strength 5, Charisma 0, Intelligence 0, Willpower 2
3, Charisma 0, Intelligence 0, Willpower 2 Secondary attributes: Size 1, Move 9 (Run 18),
Secondary attributes: Size 1, Move 5 (Run 10), Perception 4, Initiative 4, Defense 6, Stun 3,
Perception 4, Initiative 2, Defense 6, Stun 5, Health 7
Health 8 Skills: Brawl 8, Stealth 4, Survival 4
Skills: Brawl 5, Stealth 2, Survival 5 Talents: Alertness (+2 Perception), Pack mule
Talents: Alertness (+2 Perception) (treats encumbrance as one level less),
Run(double run speed)

153
Weapons: Kick 9N Weapons: Kick 8N

Average riding horse Mountain lion (Follower 1)


These are the average horses, used by most The mountain lion or cougar usually avoids
riders, and armies. They have stamina and a human beings, but if cornered it will fight. The
kindly nature. War training may increase their cougar lives in forest and brush area.
price tremendous. Primary attributes: Body 2, Dexterity 5, Strength
Primary attributes: Body 3, Dexterity 4, Strength 2, Charisma 0, Intelligence 1, Willpower 3
3, Charisma 0, Intelligence 0, Willpower 2 Secondary attributes: Size 0, Move 8 (Run 16),
Secondary attributes: Size 1, Move 9 (Run 18), Perception 6, Initiative 6, Defense 7, Stun 2,
Perception 4, Initiative 4, Defense 6, Stun 3, Health 5
Health 6 Skills: Brawl 8, Stealth 8, Survival 6, Atheltics 8
Skills: Brawl 8, Stealth 4, Survival 4 Talents: Alertness (+2 Perception)
Talents: Alertness (+2 Perception), Pack mule Weapons: Bite 8L, Claw 8L
(treats encumbrance as one level less), Run
(double run speed) Stag, Deer or Elk (Follower 1)
Weapons: Kick 8N Elk are hunting game and a good food source in
woodland areas.
Mule
Primary attributes: Body 2, Dexterity 4, Strength
Often used as beasts of burden, especially in
2, Charisma 0, Intelligence 0, Willpower 4
rough terrain. Mules are very sure-footed.
Secondary attributes: Size 0, Move 8 (Run 16),
Primary attributes: Body 4, Dexterity 2, Strength
Perception 4, Initiative 4, Defense 6, Stun 2,
3, Charisma 0, Intelligence 0, Willpower 4
Health 6
Secondary attributes: Size 1, Move 6 (Run 12),
Skills: Athletics 4, Brawl 4, Stealth 6, Survival 4
Perception 4, Initiative 2, Defense 6, Stun 4,
Talents: Alertness (+2 Perception)
Health 8
Weapons: Antlers 6L
Skills: Athletics (Balance) 8, Brawl 6, Stealth 4,
Survival 6 Swamp dragon (Follower 2)
Talents: Alertness (+2 Perception)
A large scaly and amphibious lizard. The swamp
Weapons: Kick 8N
dragon lies just under the surface to attack prey
Mustang drinking on the shore. These dangerous animals
are found in Southern Gurkhul
Mustangs are feral horses living in areas with
Primary attributes: Body 5, Dexterity 4, Strength
scrub-type vegetation. They are durable and
5, Charisma 0, Intelligence 0, Willpower 4
sure-footed. Once broken, Mustangs are reliable
Secondary attributes: Size 1, Move 4 (Swim 9),
horses with “cow-sense” (+2 to Animal handling
Perception 6, Initiative 4, Defense 8, Stun 5,
(Herd) rolls).
Health 10
Primary attributes: Body 3, Dexterity 4, Strength
Skills: Brawl 8, Stealth 6, Survival 6
3, Charisma 0, Intelligence 0, Willpower 2
Talents: Alertness (+2 Perception)
Secondary attributes: Size 1, Move 8 (Run 16),
Weapons: Bite 10L, Tail 8N
Perception 4, Initiative 4, Defense 6, Stun 3,
Health 6
Skills: Athletics (Balance) 6, Brawl 8, Stealth 4,
Poisonous snake (Follower 1)
Survival 6 There are all kinds of poisonous snakes. Although
Talents: Alertness (+2 Perception) they can be found everywhere, as a rule of the

154
thumb, the farer South you come the more Eaters
poisonous the snakes get. There are some
exceptions of this rule. The Stariklander Eaters follow the Forbidden Arts; they have
Dustworm, for example, has a very potent venom broken the Second Law, and sometimes even the
and can get over 2 yards long. First one.
Primary attributes: Body 1, Dexterity 4, Strength
2, Charisma 0, Intelligence 0, Willpower 2
Secondary attributes: Size -1, Move 4, Perception
2, Initiative 2, Defense 6, Stun 1, Health 2
Skills: Brawl 4, Stealth 6, Survival 2
Talents: -
Weapons: Bite 4L
Poison: If the rattle snake causes at least 1
wound, the victim gets poisoned, see chapter 5.5.

Wild boar (Follower 1)


Eater should never be cannon fodder but main
The dour wild boar can be encountered in brushy
adversaries in a campaign, often working from
areas all over the Old West. Although dangerous
behind the scenes. Most Eaters serve Khalul, or
to hunt, they provide a lot of tasty meat for the
are send by him to support his allies in their
successful hunter
struggle against Bayaz and his allies. Some are
Primary attributes: Body 3, Dexterity 2, Strength
their own masters, and follow their own ends.
3, Charisma 0, Intelligence 0, Willpower 4
One should not succumb to the impression that
Secondary attributes: Size -1, Move 5 (Run 10),
Eaters would not get their hands dirty. On the
Perception 6, Initiative 2, Defense 6, Stun 3,
contrary, Eaters are deadly efficient and will do
Health 6
what is necessary to achieve their goals.
Skills: Brawl 6, Stealth 6, Survival 6
Talents: - The consummation of human flesh grants them
Weapons: Tusks 8L power beyond most students of the High Art.
Every single Eater should be worked out by the
Wolf (Follower 1) GM, using an Ally 3 or higher template. There are,
Northern wolfs are large beasts which hunt in however, some common features for Eaters:
packs of 7-12 (1d6+6) animals. These stats may
• Eaters are not affected by wounds or
be used for large dogs as well.
pain. They do not bleed. In game terms,
Primary attributes: Body 2, Dexterity 3, Strength
Eaters suffer no ill effects for negative
3, Charisma 0, Intelligence 1, Willpower 3
Health, they don’t have to make a
Secondary attributes: Size -1, Move 6 (Run 12),
Stabilize roll, wounds don’t get worse.
Perception 4 (Smell 8), Initiative 4, Defense 6,
There are no penalties for negative
Stun 2, Health 4
Health. There some limitations of cause:
Skills: Brawl 6, Stealth 6, Survival 6
If the Eater gets his arm hacked off he
Talents: Keen sense (+4 Smell perception)
cannot use it until it grows back on (yes,
Weapons: Bite 8L
Eaters can do that!).
Eaters still can get knocked down, fall
Unnatural unconscious or die. When Health falls
below -5 because of nonlethal damage

155
the Eater is unconscious. If Health drops But the Shanka also live in the dead city of
below -5 because of lethal damage, the Aulcus, where nothing ever rots. Feeding on the
Eater dies. flesh of dead humans, they swarm the city in
• All magick an Eater has worked on him- great numbers. They run a forge in the tunnels
or herself has no duration limit. The beneath the city.
effect will be in work as long the Eater
According to Bayaz, the Shanka are a creation of
keeps on consuming man flesh, or he
the Master Maker, Kanedias. Made of clay, metal
chooses to end the effect.
and flesh, the Shanka were bred to help the
Most Eaters have their already
Maker in his war against his brother Juvens, and
formidable Attributes and Skill further
the Order of the Magi. After his death, the Magi
increased by their Forbidden Art. Making
tried to exterminate these unnatural beings, but
them seemingly super-human.
only managed to thin their numbers and push
• Eaters do not need to gesticulate or
them back into the corners of the world, where
chant to work magick, as they draw their
they are now flourishing.
energy directly from the Other Side. As
such they are not subject to any of the Ally 2
negative spell modifiers. Style: 0 Health: 5
• Additionally, all magick which an Eater Body: 3 Charisma: 0 Dexterity: 3
performs on himself is worked as a Intelligence: 1 Strength: 4 Willpower: 2
reflexive action, effectively allowing the Size: 0 Initiative: 4
Eater one Magick roll besides Movement, Move: 7 Defense: 6
or Attack action in his own turn. An Eater Perception: 3 Stun: 3
capable of homomancy or Begninus can Skills: Athletics 7, Brawl 7, Melee 7, Stealth 5,
thus heal himself each round if he Survival 6
collects enough successes. Talents/Resources: Strong (+1 Strength rating)
Flaws: Primitive (+1 Style point when -2 to
Shanka (Greed) technology causes trouble)
Weapons: Claws 7L, Spear 10L, Bite 8L
The Shanka are a humanoid race living in the
North. They are hostile towards everything,
especially the Northmen, whose villages they
sometimes burn.

The Shanka are "something between a man and


an animal", ape-like creatures. They have twisted
claw-like hands at the end of their long arms, a
grey face with a flat snout and forehead, a
hairless brow, and over-sized teeth. They use
tools and often fight with spears.

In the North, the Shanka live in small groups.


They travel south every summer, when the ice
melts, plaguing the countryside with raids on
villages etc.

156
157
158
Index
Academic;8 Dying;92
Active Defense;86 Effects of Damage;90
Adventurer;8 Enchantment;105
Aeromancy;104 Encumbrance;89
Aim;79 Escape;11
Alcohol;100 Everyman;9
Angland;130 Exhausted;92
Area Effect Attacks;88 Experience costs;8
Armor;87 Exposure;97
Arsenic;101 Extended actions;5
Attack Action;79 Faith;11
Attack Modifiers;84 Falling;98
Attack Rating;84 Fame;11
Attacking a Hand Held Object;102 Fatigue;98
Attacking Objects;101 Faunamancy;105
Balance;14 Feats of strength;14
Benignus;104 Fire;99
Block;80 First Aid;93
Body;13 Floramancy;105
Bonus Resources;56 Florentine;83
Called Shot;80 Flurry;83
Cautious Attack;80 Formulating Rituals;108
Chance dice;6 Gaining & Losing Resources;56
Charge;81 Geomancy;105
Charisma;14 Grapple;81
Combat Actions;79 Greed;11
Continuous Damage;91 Guardian;9
Courage;15 Gurkhul;132
Cover;87 Hallucinogens;101
Criminal;9 Health;16
Critical Failure;4 Holding Actions;78
Cryomancy;105 Homomancy;105
Dead;92 Honour;12
Defense;16 Hope;12
Defense Action;79 Hunter;9
Defense Modifiers;86 Husk;100
Defensive weapons;87 Hydromancy;105
Degree of success/failure;4 Influence;14
Deprivation;96 Initiative;16; 78
Dexterity;14 Intelligence;15
Difficulty;3 Judiciary/Inquisitor;9
Disabled;92 Justice;12
Disarm;81 Killing Blow;91
Disease;96 Knockback;90
Doctor;9 Knockdown;91
Dodge;81 Knocked Out;90
Drowning;97 Love;12
Duty;11 Luminary;9

159
Magickal Energy;104 Spending Experience points;7
Magus;10 Spending Style points;6
Medical Care;94 Sprint;82
Midderland;129 Spy;10
Modifiers;4 Stabilizing;93
Move;15 Stand Up;82
Move Action;79 Standard actions;5
Move Rating;89 States of Being;92
Multiple Attackers;88 Strength;14
Noble;10 Structure;101
Northlands;131 Stun;16
Opposed actions;5 Stunned;90
Outcast;10 Styria;132
Parry;82 Suffocation;97
Passive Defense;86 Surprise;79
Perception;16 Survival;13
Poisons and Drugs;99 Survivor;10
Power;12 Sweep;83
Preservation;12 Taking the Average;4
Pyromancy;106 Throw;82
Range;85 Total Attack;83
Ready Weapon;82 Total Defense;83
Reason;15 Touch Attacks;88
Redemption;12 Transmutation;106
Reflexive actions;5 Transportation;106
Reload Weapon;82 Trick;83
Remaining Conscious;92 Trip;84
Resistance;13 Truth;13
Revenge;13 Unconscious;92
Run;82 Union;129
Size;15 Untrained skill rolls;18
Skill specializations;18 Use Item;84
Soldier;10 Venom;101
Specialized skills;19 Willpower;15
Spell Area of Effect;109 Wisdom;13
Spell Duration;109 Wound Penalties;86
Spell Effect;110 Wounds;89
Spell Modifiers;107 Zero-Level Resources;56
Spell Range;108 Zero-level skills;19

160

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