Increase initiative by X; suffer X Maluses.
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.
Make Any[Melee Combat] test; the successesare saved to oppose future melee attacks in the same round; successes cannot be used to score Hits.
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]."
Must be in Close-Range; spend 1 Hit from a Brawling[Melee Combat] attack; enter Grappling mode.
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.
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.
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.
Must be Prone; make an Acrobatics[grace] test; every Success reduces the cost of getting up by 1 Step; provokes Retaliations.
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).
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
Reroll initiative; provokes Retaliations
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.
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.
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.
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.
Make a Tactics[Acumen] test; every Success alows an ally to change his initiative by 1; provokes Retaliations
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
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.
Use the Grab manoeuvre.
– 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.
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.
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.
X is the cost to use the manoeuvre; Y (if present) is the cost to maintain the manoeuvre.
The target's movement is reduced to 0; the target suffers X Maluses; the weapon cannot be used until the Entangle is ended.
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.
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.
Make an opponent Prone.
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.
Make a ranged weapon ready to use again; make a Lifting[Athleticism] test (Difficulty Level = X).
Make a ranged weapon ready to use again; make a Sleight of Hand[Dexterity] test (Difficulty Level = 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.
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.
Do not suffer any Malus when using the Snipe manoeuvre.
Once the weapon has been used, X Successes must be scored with the weapon's skill for it to be used again.
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
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.
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.
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.
1 Bonus Die gained for each of those:
Extra hour of sleep
Sleeping in one's own bed
Very comfortable bed
Good company
Every missing Success aggravates the Tired Condition by 1; if the Condition is at its maximum, Spirit Points are lost instead.
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.
A character regaining Spirit from sleep had a Full Night of Sleep.
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.
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.
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.
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.
Gain 1 ExP in a skill used.
Check a virtue enacted; the Stunned Condition is cleared.
Gain 1 ExP in an attribute on which Spirit has been spent on.
Increase rank by 1; bring ExP back to 0.
Increase the family's rank by 1; reduce the 3 skills' ranks by 1.
Resolved in initiatie; 1 minute of in-game time = about 10 rounds.
More or less real-time; exact timing not crucial.
Prolonged time resolved quickly (time skip).
The Stunned Condition is aggravated by the number of Hits scored on the damage roll.
The Bleeding Condition is aggravated by 1.
The Bleeding Condition is aggravated by 1.
3+: 1 Success
6+: 2 Successes
9+: 3 Successes
12+: 4 Successes
15+: 5 Successes
18+: 6 Successes
N+: N/3 Successes
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
1-3: Malus Dice (d4s)
4-6: Negative Successes
7-9: Spirit Points drain
10+: Injury Boxes checked (same line)
1 Spirit Point = 1 Bonus Die
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:
Rearing:
1 Bonus Die
3 Bonus Dice
Arm's reach (unarmed, daggers)
1 Step away (swords, axes)
2 Steps away (spears, polearms)
1 Malus for every Step outside of the weapon's Range of Attack.
Move 1 Step without provoking Retaliation.
Move the opponent 1 Step away; the opponent's movement can provoke Retaliations.
The opponent loses 1 Spirit Point.
The opponent's initiative is reduced by 1.
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.
Move the oppoent 1 Step away in a chosen direction; the opponent's movement can provoke Retaliations.
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).
Attacker: 1 Hit per die.
Defender: 3 Hits per die.
Te Difficulty Level begins at Routine (0 Success needed).
Every time the Range Increment is passed, the Difficulty Level is raised by 1 step.
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.
For each Size Category smaller the target is, increase the Difficulty Level by 1 step.
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.
Every Hit by the attacker grants a damage dice; the target cannot affect the attacker.