Special Manoeuvres

Acting Fast

Increase initiative by X; suffer X Maluses.

Charge

Target a non-engaged enemy; make a Running[Athleticism] test; if the target is reached, make an immediate melee attack; the damage roll gets 1 Bonus Die per Success scored on the Running[Athleticism] test; provokes Retaliations.

Defensive Stance

Make Any[Melee Combat] test; the successesare saved to oppose future melee attacks in the same round; successes cannot be used to score Hits.

Dodge Roll

Chose a destination; make an Acrobatics[Grace] test; move 1 Step per success towards the destination; if the destination is not reached: end up prone; every Hit imposes a Malus to evry ranged attack made against the character until the end of the round; provokes Retaliations; cannot defend against Retaliations; Retaliations suffer 1 Malus per Hit scored on the Acrobatics[Grace]."

Grab

Must be in Close-Range; spend 1 Hit from a Brawling[Melee Combat] attack; enter Grappling mode.

Improvised Weapons

Very light: No Malus; Damage: Strength.

Ligth: No Malus; Damage: Strength+1.

Medium (one-handed): 1 Malus; Damage: Strength+3.

Medium (two-handed): No Malus; Damage: Stength+5.

Large (two-handed): 1 Malus; Damage: Strength+7.

Inspire

Make a Persuasion[Influence] test; for every Success reduce an ally's Afraid Condition by 1; if an aly's Afraid Condition is cleared, Spirit Points are gained instead; provokes Retaliations.

Intimidate

Make an Intimidation[Influence] test opposed by an Ego[Resilience] test (as a free action); every Hit aggravates the Afraid Condition of the target; the Condition can be reduced by an Ego[Resilience] test (as an action; Difficulty Level = severity of the Condition; every Hit reduces the Condition by 1); provokes Retaliations.

Kick-Up

Must be Prone; make an Acrobatics[grace] test; every Success reduces the cost of getting up by 1 Step; provokes Retaliations.

Lucky Break

When recieving damage, make a Luck[Luck] roll (as a free action); Difficulty Level = damage roll's Hits; every Hit negates the damage by 1; damage is sent to armour (reduce the Bludgeoning, Piercing and Slashing rating by 1 per damage negated) or to the weapon used to defend (it breaks and is no longer usable).

Prone

1 Step of movement to get Prone; while Prone: every Step of movement counts as double; considerd as 1 Size Category smaller for ranged attacks; 1 additional Malus when fighting standing opponents; getting up requires half the character's movement and provokes Retaliations

Reasses the Situation

Reroll initiative; provokes Retaliations

Shield Wall

Must wield a wapon with a Shield trait of 2 or more; the Shield Trait increases by 1 for every adjacent ally joining the Shield Wall.

Shrug Off Wounds

Make a Resist Pain[Toughness] test; Difficulty Level = Average (3 successes needed) for the first Injury Box, increases by 1 step per additional Injury Box checked on a targeted Minor Injury; every Hit unchecks 1 Injury Box; provokes Retaliations.

Skewer

Must be in Close-Range; must be used against a grappled opponent; spend 1 Hit from a Piercing or Slashing weapon's attack; damage ignores armour.

Snipe

Delay a ranged attack until a chosen trigger; the attack suffers Maluses equal to the difference between the character's initiative and the initiative on which the attack is triggered.

Tactical Planning

Make a Tactics[Acumen] test; every Success alows an ally to change his initiative by 1; provokes Retaliations

Taunt

Make an Insult[Influence] test opposed by a Detect Motive[Influence] roll (as a free action); every Hit aggravates the target Angry Condition by 1; the taunted character can reduce his Angry Condition by making a Detect Motive[Influence] test (as an action; Difficulty Level = Condition's severity; every Hit reduces the Condition by 1); provokes Retaliations

Throwing Objects and Non-Ranged Weapons

Tiny: No Malus; Damage: none; Range Increment: 10 metres.

Small/Close-Range Weapons: No Malus; Damage: Strength; Range Increment: 10 metres.

Medium/Medum-Range Weapons/Long-Range Weapons: 1 Malus; Damage: Strength + 1; Range Increment: 3 metres.

Large Two-Handed Weapons/Shields: 1 Malus; Damage: Strength + 3; Range Increment: 3 metres.

Damage Type: Bludgeoning; spend 1 Hit to use the regular damage for Piercing and Bludgeoning weapons; spend 3 Hits to use the regular damage for Slashing weapons.

Grappling

Initiate

Use the Grab manoeuvre.

Restrictions

Movement speed reduced to 0 (the Grappler can move with the Grapplee through the Drive Control Effect)

No Agility or Strength-based non-free actions or reactions can be done outside of Brawling[Melee Combat] ones against opponents involved in the Grapple

The Grapplee cannot spend Hits for damage or Control Effects; the Grapplee can become the Grappler by spending 1 Hit.

Control Effects

1 Hit:

– Release: End the Graple.

3 Hits:

– Choke: The Graplee makes a Breath Holding[Resilience] test as a reaction: Difficulty Level: begins at Routine (0 Success needed) and increase by one step for every consecutive round a Choke has been performed; on a failure: the Stunned Condition is aggravated by 1.

– Throw: The Grapplee becomes Prone; the Grappler can end the Grpple for free or go to the ground with the Grapplee.

Multiple Grapplers

Each additional Grappler grants a Bonus Die to all other Grapplers for their Brawling[Melee Combat] actions against the Grapplee; the Grapplee can become the Grappler against one of his opponents but he remains the Grapplee against the others.

Weapon Maneouvres

X is the cost to use the manoeuvre; Y (if present) is the cost to maintain the manoeuvre.

Entangle (X)/(X/Y)

The target's movement is reduced to 0; the target suffers X Maluses; the weapon cannot be used until the Entangle is ended.

Half-Swording (X)

Must be able to grab the weapon with two hands; can use Piercing damage at one range closer than normal.

Hook (X): Trap an opponent's weapon; the targeted weapon suffers X Maluses; using the hooking weapon or scoring Hits with the hooked weapon negates the Maluses.

Murder Stroke (X)

Hit an opponent with the butt/pommel of the weapon; must be able to grab the weapon with two hands; cause Bludgeoning damage using the

Piercing damage dice.

Trip (X)

Make an opponent Prone.

Weapon Traits

Brace (X)

Use while defending/retaliating against a Charge; the roll suffers X Maluses; Hits must be used for damage dice; 1 bonus die for every Success scroed on the charging character's Running[Athleticism] roll.

Brute Force Reload (X)

Make a ranged weapon ready to use again; make a Lifting[Athleticism] test (Difficulty Level = X).

Dexterous Reload (X)

Make a ranged weapon ready to use again; make a Sleight of Hand[Dexterity] test (Difficulty Level = X).

Loud (X)

When the weapon is used in closed space, the Stuned Condition of everyone present is aggravated by X (resisted by a Resist Stun[Toughness] test); Loud weapon also have a Noisy trait of X.

Noisy (X)

If the weapon is used by a hiding character, every nearby character can make a Perception[Acumen] test; the stealth score of the weapon user is reduced by X.

Ready to Shoot

Do not suffer any Malus when using the Snipe manoeuvre.

Reload (X)

Once the weapon has been used, X Successes must be scored with the weapon's skill for it to be used again.

Shield (X)

Can add X Bonus Dice to an attack or defence made with the weapon, but the cost of the first damage dice is increased by X; can offer Cover against one ranged attack per round:

X = 1: no Cover

X = 2: Limited Cover

X = 3 or more: Adequate Cover

Strapped (X)

Increase the cost of Disarm by X; cannot drop the weapon as a free action; make a Sleight of Hand[Dexterity] rolling test (Difficulty Level: X) to unstrap the weapon; unstrapping provokes Retaliations.

Sleep

Rest

A Resist Fatigue[Resilience] test must done every in-game day; if the character had 8 hours of sleep during the day, the Difficulty Level begins at Routine (o success needed); the Difficulty Level is increased by one step for every hour of sleep missing.

Malus

1 Malus suffered for each of those:

No shelter

No heat in the cold

Extreme heat

Bright light

Wet clothes or bedding

Wearing rigid armour

Uncomfortable location

High on adrenaline

Long interruption.

Bonus

1 Bonus Die gained for each of those:

Extra hour of sleep

Sleeping in one's own bed

Very comfortable bed

Good company

Failure

Every missing Success aggravates the Tired Condition by 1; if the Condition is at its maximum, Spirit Points are lost instead.

Success

Every Hit reduced the Tired Condition by 1; if the Condition is cleared, Spirit Points are regained instesd; if the character's Spirit is full, Injury Boxes are unchecked.

Full Night of Sleep

A character regaining Spirit from sleep had a Full Night of Sleep.

Merrymaking

Singing/Playing Music

Test: Music[Arts], Half-Assisted, Extended (10 minutes).

Difficulty Level: Average (3 Success needed).

Bonus: Musical instruments provides a Bonus Die.

Benefits:Participants and audience members reduce the Angry or Afraid Condition by 1 per Hit; if both Conditions are cleared, regain Spirit instead.

Dancing

Test: Dancing[Arts], Half-Assisted, Extended (10 minutes).

Difficulty Level: Easy (1 Success needed).

Restriction: Music must be played.

Benefits:Participants reduce the Angry or Afraid Condition by 1 per Hit; if both Conditions are cleared, regain Spirit instead; Spectators gain the same benefit for every 3 Hits.

Reciting Poetry

Test: Poetry[Arts], Extended (3 minutes).

Difficulty Level: Easy (1 Success needed) with written material, Hard (6 successes needed) without.

Benefits: Audience members reduce the Angry or Afraid Condition by 1 per Hit; if both Conditions are cleared, regain Spirit instead.

Feasting

Test: Cooking[Arts], Half-Assisted, Extended (1 hour).

Difficulty Level: Equal to the number of people to feed.

Restriction: Cooking equipment and ingredients must be available.

Bonus: Fancy ingredients, spices and brevages grant Bonus Dice.

Benefits: Participants in the feast clear their Hungry/Thirsty Condition and regain 1 Spirit Point per Hit scord by the cooks.

Notable Moments

Change of Tempo

Gain 1 ExP in a skill used.

Change of Scene

Check a virtue enacted; the Stunned Condition is cleared.

Full Night of Sleep

Gain 1 ExP in an attribute on which Spirit has been spent on.

ExP = 3*(Rank+1)

Increase rank by 1; bring ExP back to 0.

3 Skills in a Family with a Rank of 1+

Increase the family's rank by 1; reduce the 3 skills' ranks by 1.

Tempo

Action

Resolved in initiatie; 1 minute of in-game time = about 10 rounds.

Interaction

More or less real-time; exact timing not crucial.

Transition

Prolonged time resolved quickly (time skip).

Major Injuries

Bludgeoning

The Stunned Condition is aggravated by the number of Hits scored on the damage roll.

Piercing

The Bleeding Condition is aggravated by 1.

Slashing

The Bleeding Condition is aggravated by 1.

Successes

3+: 1 Success

6+: 2 Successes

9+: 3 Successes

12+: 4 Successes

15+: 5 Successes

18+: 6 Successes

N+: N/3 Successes

Difficulty Level

0.

⅓.

1.

2.

3.

4.

Routine:

Easy:

Average:

Hard:

Heroic:

Legendary:

0 Success needed

1 Success needed

3 Successes needed

6 Successes needed

9 Successes needed

12 Successes needed

Malus

1-3: Malus Dice (d4s)

4-6: Negative Successes

7-9: Spirit Points drain

10+: Injury Boxes checked (same line)

Spirit to Bonus Dice

1 Spirit Point = 1 Bonus Die

Size Category

Miniscule:

Tiny:

Little:

Small:

Medium:

Large:

Huge:

Colossal:

Monumental:

3cm/30g

10cm/300g

30cm/3kg

1m/30kg

1.75m/100kg

3m/1 000kg

10m/10 000kg

30m/300 000kg

100m/10 000 000kg

Flanking and Rearing

Flanking:

Rearing:

1 Bonus Die

3 Bonus Dice

Helmet

No/Open-face helmet

Closed-face helmet

Melee Ranges of Attack

Close

Arm's reach (unarmed, daggers)

Medium

1 Step away (swords, axes)

Long

2 Steps away (spears, polearms)


1 Malus for every Step outside of the weapon's Range of Attack.

Control Effects

1 Hit

Shift

Move 1 Step without provoking Retaliation.

Push

Move the opponent 1 Step away; the opponent's movement can provoke Retaliations.

Exhaust

The opponent loses 1 Spirit Point.

Stagger

The opponent's initiative is reduced by 1.

Off-Hand Strike

Make an immediate unarmed attack or attack with a different weapon; the attack has as many dice as hits spent on this Control Effect but no more than what is granted by its skill; the attack can only target the same oppoent the Hits have been scored against.

3 Hits

Drive

Move the oppoent 1 Step away in a chosen direction; the opponent's movement can provoke Retaliations.

Disarm

The opponent drops his weapon; additional hits can be spent to send the weapon flying (1m per Hit); additional Hits can be spent to control the direction in which the weapon flies: each hit cut the potential direction in half (1 Hit = 180°, 2 Hits = 90°, 3 Hits = 45°, etc).

Damage Dice

Attacker: 1 Hit per die.

Defender: 3 Hits per die.

Ranged Attacks

Te Difficulty Level begins at Routine (0 Success needed).

Distance

Every time the Range Increment is passed, the Difficulty Level is raised by 1 step.

Cover and Concealment

Each level of Cover (limited, adequate, near complete) increases the Difficulty Level by 1 step; Each level of Concealment from adequate and up increases the Difficulty Level by 1 step.

Size

For each Size Category smaller the target is, increase the Difficulty Level by 1 step.

Dodging

A target aware of being targeted can oppose the attack with a Reflex[Grace] roll; add his Successes to the Difficulty level; Dodging provokes Retaliations.

Damage

Every Hit by the attacker grants a damage dice; the target cannot affect the attacker.