VsD Reference Sheets

Resolving Actions

Skill Roll

a character tries to accomplish a task whose outcome has a meaningful and interesting influence on the situation at hand, the GM must call for a Skill Roll. an open-ended roll, adding your relevant Skill Bonus. Some actions may require some Tools or resources.
Roll Outcome
4 or less Critical Failure You fail and additional either: put yourself in danger, break a piece of equipment, take twice as long, or grant your foes +20 to their enxt Roll against you.
5-74 Failure You fail at what you were trying to do.
75-99 Partial Success You either only partially accomplish what you were trying to do, or manage to do it but with a cost, complication, or trouble.
100-174 Success You accomplish what you were trying to do.
175 or more Outstanding Success You succeed and either: get a +20 bonus to your (or an ally's) next related Roll, gain additional information, or take less time than normally required.

Helping With Skill Rolls

characters team up to accomplish a difficult task, or are performing a single task as a group, one of them takes the role of the lead character, while the others act as helper. Helpers describe how they're aiding their companion, then make a Skill Roll based on the action they're performing. Only Skill Rolls can benefit from help. Attack, Spell Casting, and Save Rolls cannot. As normal for a Skill Roll, but no helping in your helping! Should the lead character's Skill Roll fail, helpers will share the consequences of the failure, in addition to any cost or complication from their own helping roll.
Outcome Effects
Outstanding Success Grant a +20 bonus.
Success Grant a +10 bonus.
Partial Success Grant a +10 bonus, but also expose yourself to a complication, a cost, or trouble.
Failure Grant no bonus.
Critical Failure Grant no bonus, and expose yourself to trouble.

Conflicting Actions

two or more characters act against each other and their success is mutually exclusive All characters involved roll the appropriate Skill on the Action Resolution Table. The requirements of the individual actions. As normal for a Skill Roll. Examples of Conflicting Actions could be: a character trying to flee from melee avoiding an opponent trying to strike at their back, an arm-wrestling competition, a race, two minstrels trying to perform at their best to see who can better impress a princess.
Outcomes:
  • Any character rolling a Critical Failure fails to act and eventually suffers a Fumble.
  • All other characters' Rolls are compared: the highest result wins the conflict.
  • If there's a tie, nobody wins and the characters will have to find another way to resolve the situation.

Save Rolls

you are affected by an attack or ability which is specified to require a Save Roll an open-ended roll, plus your relevant TSR or WSR bonus and any modifiers, aiming to beat the Save Roll Difficulty You normally only get to make a Save Roll against effects that specify explicitly that you get to do so. The effects of some attacks depend on the points of failure, the margin by which the target failed the Save Roll. They do, for example, 1d10 damage per 5 points of failure. In these cases, subtract the failed Save Roll result from the Save Roll Difficulty and divide by the given number, rounding up, to determine the effects of the attack.
Save Rolls Table
Defender Level SR Bonus Attack Level SR Difficulty
1 5 1 55
2 10 2 60
3 15 3 65
4 20 4 70
5 25 5 75
6 30 6 80
7 35 7 85
8 40 8 90
9 45 9 95
10 50 10 100
11 52 11 102
12 54 12 104
13 56 13 106
14 58 14 108
15 60 15 110
16 62 16 112
17 64 17 114
18 66 18 116
19 68 19 118
20 70 20 120
21+ +1/level 21+ +1/level

Passion and Drive

Drive is a measure of how strongly a character is motivated and how far they would push themself to get what they're after. It ranges from 0 to 5 and varies over time.

Drive starts at 1 and increases when:

This is a collective decision: any player can suggest any other player has earned a point of Drive, and the point is awarded if anybody else agrees.

Spending Drive

Drive Spent Effect
1 Drive Get a special +10 bonus per Drive spent to all Skill, Attack, and Save Rolls for the duration of the current scene.
Re-roll any failed Roll, with a special +10 bonus.
Re-roll a Critical Strike just suffered with its severity decreased by one level.
Impose a -10 penalty per point of Drive spent on the Save Roll made to resist the effects of a spell.
5 Drive Consider the result of any Open-Ended Attack, Skill, or Spell Roll as a natural 100.
Add a +20 bonus to a Critical Strike Roll.
Ignore all penalties to actions form wounds and adverse Conditions.
Double the Area of Effect, Tragets, Range, Duration, or Base Damage of a Spell.

When you spend Drive, mark the number of points of Drive spent on your Heroic Path track. Each 10 points awards you a Milestone.

TKTK Milestone

Magic

Spell Casting Rolls

a character casts a spell (other than Bolt or Area Attack Spells). an open-ended Roll on the Spell Casting Table.
Spell Casting Table
Roll Save Difficulty Outcome
up to 25 Spell Failure: Roll on the Critical Spell Failure Table.
26-50

If the Spell requires a Save Roll, the target automatically succeeds. Otherwise, choose the one that applies best:

  • The duration is reduced to half (rounded down).
  • The area of effect is reduced to half (rounded down).
  • The spell has no effect, but the caster retains the MP.
51-80 50

Success

If the Spell does not require a Save Rooll, it succeeds.

If the Spell requries a Save Roll, targets of the Spell must make a Save Roll against the difficulty shown on the left.

81-95 60
96-105 65
106-110 70
111-120 75
121-130 80
131-135 85
136-140 90
141-145 95
146-150 100
151-155 105

Outstanding Success

If the Spell does not require a Save Roll, it succeeds.

If the Spell reuqires a Save Roll, targets of the Spell must make a Save Roll against the Difficulty shown on the left.

Furthermore, choose one:

  • The Spell costs half the Magic Points to cast.
  • You can choose to add a Warping Option to the Spell for free, provided that its cost is no more than half the cost of the Spell itself.
156-160 110
161-165 120
166-170 130
171-175 140
176+ 150

Bolt and Area Attack Spells

casting a Bolt or Area Attack Spell Make an Attack Roll on the Bolt Spells or Area Spells Attack Table, instead of the Spell Casting Table. All of the normal Spell Casting requirements apply. Add your character's Spell Lore Skill Bonus and any modifiers (the usual Spell Casting modifiers apply) as CMB, and subtract the target's Defense. Refer to the description of each Spell to determine whether it is a Bolt or Area Spell and thus which Attack Table to use. Outcomes: Use the Bolt/Area Spell Attack Tables on p. 512 of the PDF to interpret the result. See Attack Rolls for details on how to interpret these tables.

Magical Resonance Rolls

a character rolls doubles on their Spell Casting Rolls. The GM makes a d100 roll on the Magical Resonance Table, adding the Weave of the Spell as well as the modifiers below. None.
In a Safe Haven -20
In a Blighted Land or Darkland +20
Healing, Spirit-Related, or Light Spell -20
Natural, Elven, or Illusory Spell -10
Attack Spell +20
Evil Spell +30
The exact nature and arrival of creatures and servants of the Titan are up to the GM, who can use previously prepared encounters or NPCs or come up with something completely new based on what would make sense for the area and circumstances.
Magical Resonance Roll Table
Roll Effects
40 or less Nothing: An inquisitive shadow passes over the caster, but soon its attention is drawn somewhere else.
41-60 Awareness: The Titan is aware of the caster's presence but unable to locate their current position. The next Spell the character casts within the next hour automatically results in a Magical Resonance Roll.
61-80

Attention: The GM chooses one:

  • The Titan becomes aware of the general position of the caster, and will send agents and spies to investigate.
  • The caster is plagued by a terrifying vision sent by the Titan and becomes Stunned.
81-90

Pursuit: The GM chooses one:

  • The caster has been located and deemed worthy of the Titan's attention. A small band of servants will be sent to kidnap or apprehend the caster and their allies.
  • The caster's mind is assailed by nightmarish visions. The caster is oblivious to their surroundings and is unable to take Full or Half Actions until they pass an Assessment Roll.
Maximum result for Spells of Weave 4 or lower.
91-100

Assault: The GM chooses one:

  • The Titan has located the caster, and will send a band of capable servants to destroy them.
  • The caster's mind is scorched by the baleful eye of the Titan. The caster falls to the ground, unable to act for 1d10 Rounds, and must choose between losing all their remaining MPs or answering truthfully to a single question the Titan asks in their mind.
101 or more Lieutenant: The character has been found by a overwhelmingly powerful servant of the Titan, sent ot bring them over to its side or utterly destroy them.

Spell Failure

a character rolls a Spell Failure result on the Spell Casting table or on one of the Spell Attack Tables. Roll percentile dice, adding the Spell Failure Modifiers, on the Spell Failure Table. None.
+0 Healing, information, and divination spells
+10 Utility, personal, defensive, and Nature Magic spells
+20 Enchantment Magic
+30 Alteration Magic
+50 Evil and Elemental Magic
The result from the table replaces the effects of the spell.
Spell Failures Table
1d100 Effects
01-75 The caster is Stunned.
76-100

The caster is Stunned and chooses one:

  • The caster loses half the Spell's MP cost.
  • The Spell goes off 2 Rounds later, but the caster must still concentrate on it to get it right.
101-125

The caster is Stunned and chooses one:

  • The caster loses the Spell's MP cost.
  • The Spell goes off on a different target within range, if applicable. Determine randomly or GM chooses.
126-150

The caster is Stunned and chooses two:

  • The caster loses the Spell's MP cost.
  • The Spell goes off on a different target within range (including the caster), if applicable. Determine randomly or GM chooses.
  • Roll on the Magical Resonance Table with a special +20 to the roll.
151+

The caster is Stunned and chooses two:

  • The caster loses the Spell's MP cost and becomes Weary.
  • The Spell goes off on a different target within range (including the caster), if applicable. Determine randomly or GM chooses.
  • Roll on the Magical Resonance Table with a special +50 to the roll.
  • The caster is knocked over for 6 hours.

TKTK overcasting

Movement and Travelling

Encumbrance

Encumbrance is determined by group consensus, with the GM having final say. Worn armor is not factored into encumbrance.

Encumbrance Level Examples
Unencumbered Clothes, a belt with a small pouch, a single weapon or two light weapons, and light traveling gear (a small 5 kg backpack or bag).
Lightly Encumbered Clothes, a belt with a scabbard and a single heavy weapon or two light weapons, a small quiver with a few arrows, and some traveling gear (a 10 kg backpack or bag).
Encumbered Clothes, a belt with a pouch, a heavy weapon or two light weapons, a heavy backpack with 1 week worth of rations, a bedroll, and various traveling equipment.
Heavily Encumbered Clothes, several melee or missile weapons, a big and very heavy (25+ kg) backpack with 2 weeks of rations, a camping tent, and other encumbering traveling gear, special equipment like a rope and pulley, chains, heavy treasure (like a bag with a thousand coins).
Over Encumbered The character is really overburdened, like dragging a sled with a big load (or pulling or carrying the body of a wounded companion). Generally this is now how the character runs around whilea dventuring, but more likely a particular condition the character can endure only for a short period.
Encumbrance Effects
Encumbrance Level Effects
Unencumbered No penalties.
Lightly Encumbered The character suffers no penalties, but could be prevented from using certain Traits or abilities.
Encumbered The character must reduce their Move Rate by one third (rounded down) and will be slowed down when traveling.
Heavily Encumbered The character halves their Move Rate (rounded down), suffers a -20 penalty to all actions, and will be greatly slowed down when traveling.
Over Encumbered The character moves at one-fourth their normal Move Rate (rounded down), cannot Sprint, attack, or travel, and won't be able to add their SWI to their Defense.

Travel Procedure

Here's an outline of the overall process for dangerous journeys (we don't have to use this except when we want the journey to be the focus of the adventure):

  1. The players choose their destination and the path they'll take to reach it, based on maps and/or consulting the GM for information about their options and the dangers of the routes.
  2. The GM determines the amount of time the journey will taking, using the Overland Movement Table and considering the Encumbrance Level of the group and the terrain to be crossed.
  3. The GM determines the number and nature of Hazards the characters will encounter based on the travel time. Generally there will be one hazard per week of travel, plus one for each notable location or obstacle in the way.
  4. The GM announces any Hazards that are evident to or already known by the characters.
  5. The journey begins, and each Hazard is resolved in turn as a separate scene. After each hazard, the PCs regroup and decide whether to continue onward or stop to rest or resupply.
  6. If all goes well, the PCs arrive at their destination hale and hearty.

Travel Speed

Overland Movement Table
Encumbrance Level Kilometers per Day of Travel
Normal Terrain Rough Terrain Arduous Terrain
By foot Mounted By foot Mounted By foot Mounted
Up to Lightly Encumbered 50 95 30 40 15 8
Encumbered 30 65 15 25 8 8
Heavily Encumbered 15 30 8 15 3 0
Over Encumbered 0 0 0 0 0 0

Water Travel

Waterborne Movement Speed
Vehicle Speed (km/day)
Raft/Canoe 30
Boat 40
Small Ship 110
Large Ship 90
Warship 180
  • On rivers, boats move at their normal speed downstream or at ¼ of their normal speed upstream.
  • Undercrewed ships suffer a -20 penalty to all rolls to steer, maneuver, or pilot the vessels.
  • Ships with half their required crew or less move at half speed.
  • Ships with one quarter their required crew or less cannot be controlled at all and just drift.
  • Sailing speed is modified by winds.
Winds Table
Roll Winds Speed Modifier
1-33 Unfavorable ×0.75
34-66 Normal ×1
67-00 Favorable ×1.25

Pathfinding

If the characters are uncertain of the location of either their destination or themselves, they will have to proceed more slowly, exploring their surroundings in search of clues or landmarks. This slower pace is called Pathfinding.

Pathfinding reduces your travel speed by half. Whenever Pathfinding characters attempt to cross a new terrain, they must make a Wandering Skill Roll to avoid losing their way.

Finding a hidden or unknown destination will also present a Hazard, in addition to any others on the journey.

TKTK pathfinding, hazards

Chases

one or more characters chase each another character or group of characters outside of combat a series of Conflicting Action Rolls These rules are not used in combat situations; chases during combat are resolved using the Tactical Movement rules. As normal for the involved skills. None.

Resolution:

  1. The GM determines the Distance between the pursuers and their quarry, an abstract measurement ranging from 1 to 6 that indicates how far the fleeing group is from the pursuers.
  2. The GM computes the Escape Value to be equal to 3 plus the starting Distance. This is used to determine when the fleeing party have escaped.
  3. Make Conflicting Action Rolls using the most appropriate Skills until either party gives or the Distance reaches zero or the Escape Value. If the pursuing party wins, Distance decreases by one. If the escaping party wins, Distance increases by one.
  4. If the Distance reaches the Escape Value, the escaping party manages to get away. If the Distance reaches zero, the pursuers are able to corner the escapees and force a confrontation.

Hunting and Foraging

characters hunt or forage for food while traveling. a Hunting or Nature Skill Roll. If the area the characters are crossing is especially inhospitable, foraging/hunting may be impossible or provide less food and water. As appropriate to the situation.
  • Outcomes: A successful roll provides enough food and water to sustain a party of travelers for one day.
  • Other Perils

    TKTK weariness, starvation

    Falling

    a character falls from a dangerous height. the GM rolls an attack on the Beast Attack Table (p. 513) against the character, inflicting Impact Critical Strikes (p. 515). Limitations Characters cannot add their shield bonus to their DEF against this attack.
    • The CMB of the attack is equal to five times the length of the fall in meters (rounded down).
    • Falls of 5 meters or less are limited to a maximum result of 90 on the Attack Table.
    • Falls between 5 and 10 meters are limited to a maximum result of 120 on the Attack Table, but gain a +10 bonus to the Attack Roll.
    • Falls between 10 and 20 meters are limited to a maximum result of 150 on the Attack Table, but gain a +20 bonus to the Attack Roll.
    • Falls of more than 20 meters are not limited to a maximum result, and gain a +30 bonus to the Attack Roll.
    None.

    TKTK extrem heat/cold, drowning and suffocation, MIA sidebar, visibility

    Camping

    the characters decide to set up a long-term camp in the wilderness. One character takes the lead, finding a safe and defensible camping spot and leading the others to it. The leading character makes a Wandering Skill Roll. Other characters may try to Help. Camping Rolls are not used for routine overnight camping on a journey. They are only used when the characters are trying to set up a campsite for a longer period, such as to recover from their injurieis or to hide from their foes. Watching out for approaching enemies, tending to the horses, preparing meals, or gathering wood to light a fire are examples of ocommon activities that characters can do to help set up or secure a campsite.

    Outcomes: On a success, the party can safely rest for one day, but will have to make another roll the next day. On a partial success, they will be able to rest, but will suffer a minor complication that may tax their resources or slow them down. On a Failure their rest will be interrupted according to a roll by the GM on the Camping Roll Failure Table.

    Camping Roll Failure
    1d100 Event
    01-30 The heroes can't get much sleep due to biting insects, foul smells, bad weather, or terrible nightmares. The ydon't gain Exhaustion, but do not gain any benefit from their rest.
    31-60 An accident strikes the camp, threatening to the injure the heroes and/or damage their gear. Even if they manage to avoid harm, their camp is destroyed and they're unable to get any sleep for the rest of the night.
    61-90 The heroes are ambushed by wild beasts or minions of evil halfway through their rest.
    91-100 The spot chosen by the PCs is actually cursed or tainted. The heroes must flee or confront the terrible evil that haunts this place. They don't get any rest.

    Safe Havens

    TKTK explanation of safe havens, recovery bonuses, activities

    Finding a Safe Haven

    a character tries to recall where to find a Safe Haven. a Songs & Tales Skill Roll. No more than one Safe Haven may exist in an area, and the book recommends setting a small maximum number of Safe Havens that can be found over the course of a campaign.
    Difficulty for Finding a Safe Haven
    Area Description Difficulty
    Free Lands Populated areas whose inhabitants valiantly oppose the Titan Hard (-20)
    Wilderness Large unclaimed or uninhabited areas, but free of the Titan's influence Very Hard (-30)
    Borderlands Areas whose inhabitants neither directly oppose not ally with the Titan, or Free Lands that border Darklands or Blighted Lands Extremely Hard (-40)
    Blighted Lands Areas where the Titan's influence is strong and palpable, or places forever accursed by terrible events in their past Heroic (-50)
    Darklands Regions completely under the control of the Titan and its minions Impossible (-70)
    Finding a Safe Haven
    Roll Result Outcome
    Success The character remembers a tale or legend describing the general location of a Safe Haven within 1d5 days of the party's position. The group can then find it using the Pathfinding rules.
    Partial Success As a Succes, but either the Safe Haven's inhabitants will be wary of the characters' motives, or the heroes will encounter an additional Hazard on their way.
    Failure The character got something wrong: they lead the party to either an unforeseen obstacle or to the ruins of a haven long fallen into disrepair or under the influence of evil forces.
    Once found, Safe Havens are marked on the world map and can be visited again without a roll.

    Wealth

    TKTK explain WL and starting WL

    Buying Goods

    The costs of goods and services are rated with a Fare ranging from 0 to 5, like Wealth Level. When buying something's, compare your Wealth Level to the Fare according to the table below.

    WL vs. Fare Table
    WL > Fare The character can afford buying the good.
    WL = Fare The character can afford buying the good, but their WL is reduced by one (to a minimum of 0).
    WL < Fare The character cannot afford that good on their own. They must have someone loan money to them or increase their Wealth first.

    Purchasing multiple of an item (double digits or so) increases the Fare by +1. Bulk purchases (in hundreds or thousands) increases the fare by +2 to +3.

    Barter is also often possible, exchanging items of the same Fare for each other, or exchanging an item of a higher Fare for several lower-Fare items.

    TKTK availability

    Item Quality

    Items can sometimes be acquired of unusually good or poor quality, modifying their Fare, and providing a bonus or penalty to some relevant bonuses.

    Item Quality Modifiers
    QualityFareItem Modifier
    Low Quality-1-10
    Superior Quality+1+5
    Masterwork+2+15
    Item Quality Modifier Applies To…
    Weapons CMB
    Armors DEF, or reduces Penalty
    Tools Skill Bonus

    TKTK increasing Wealth, treasure.

    Equipment

    Armor Movement Penalty

    The combined Movement Penalty of your worn armor (reduced by your Armor Skill bonus, to a minimum of 0) applies as a penalty to the following skills:

    Armor Skill

    The armor skill is never rolled, and does not have a stat which grants it a bonus.

    Instead its Skill Bonus reduces your armor's Movement Penalty point for point, down to a minimum of zero.

    Combat

    TKTK rounds, round length

    The Tactical Round Sequence

    Each round in combat or other tactical situations is divided into a sequence of phases, the Tactical Round Sequence. There are nine different phases (though not all of them are always necessary):

    Assessment Phase

    The Assessment Phase is used to keep track of lasting effects (Spell Durations and ongoing Conditions tick down, Bleeding damage is applied, etc.). And characters that are confused, disoriented, or caught unaware get to make and Assessment Roll.

    Assessment Roll
    as a Free Action during the Assessment Phase. make a Perception Skill Roll. An Assessment Roll is only necessary if an effect requires it or the GM judges that the situation warrants one. As appropriate to the situation. Some situations that might require an Assessment Roll include:
    • Being ambushed
    • Awakening from sleep or other unconsciousness in the middle of a fight
    • Falling, tumbling, or being knocked down
    • Being blinded by a bright flash or suddenly plunged into darkness
    Outcomes: On a Failure, you cannot declare new actions in the Action Declaration Phase for this Round. You can still defend yourself by Parrying with up to half your maximum available Combat Bonus (CMB) or keep doing what you were doing in the previous Round.

    Action Declaration Phase

    Each character's actions and intended targets are declared by their player. The GM declares NPC actions first, then players declare their characters' in any order.

    Move Phase

    In this Phase, characters move across the battlefield and perform other movement or positioning-involving maneuvers like sprinting, tumbling, or climbing. Movement is usually simultaneous, but if timing is important or movement might be interrupted by another action, use the Conflicting Action rules.

    Spell Phase A

    Two kinds of Spells can be resolved at this phase:

    • Spells that were prepared for at least one preceding Round. The Spell gets the Concentration Bonus for each round of preparation, not counting the current round.
    • Instant Spells (marked with a * symbol).

    If ordering is important, spells cast by higher level casters resolve first. Ties are broken in favor of the higher total bonus on the Spell Casting Roll.

    Ranged Phase A

    The first volley of missile weapons consists of:

    • Loaded and aimed missile weapons: ranged weapons that have been reloaded for a full Round or more before the current one.
    • Readied thrown weapons: a weapon the character already has in their hands ready to throw.

    Highest CMB goes first, ties mean the shots are simultaneous.

    Melee Phase

    • Combatants who are already at melee range get to attack.
    • Attacks are resolved longest weapon first.
    • Ties go to the higher CMB.
    • If the CMB is also a tie, the attacks happen simultaneously.
    • A Positional Bonus over an opponent (e.g. higher ground, flanking, attacking from the rear) lets you treat your weapon as one step longer.
    • An attacker can make a Dashing Attack at -30 to CMB to treat their weapon as one step longer. You cannot both Parry and make a Dashing Attack in the same round.

    Ranged Phase B

    The second volley is any missile weapon reloaded in the current round or any other missile or thrown weapon that wasn't fired in Ranged Phase A.

    Spell Phase B

    Non-instantaneous improvised spells are resolved now.

    Other Actions Phase

    Other actions not covered in a previous phase are resolved in this phase.

    Actions in Combat

    In a round, a character can do any of these combinations:

    A character can hold a Readied Action indefinitely past its normal place in the Tactical Round Sequence until they want it to go off. If two or more characters have Readied Actions and want to let them off at the same time one against the other, then they are resolved as Conflicting Actions.

    Multi-Round Actions are actions that last more than a single Round, like reloading a heavy crossbow, scaling a wall, or holding a door shut. They are treated as a sequence of consecutive Full Actions. If a character stops in the middle of a Multi-Round Action and wants to resume, they must start over from the beginning. Multi-Round Actions can not be combined with other actions except for Free Actions.

    TKTK tactical movement, arduous terrain, obstacles

    TKTK CMB/Attack stuff p. 199

    Attack Rolls

    making an attack, either with a weapon or a spell an open-ended roll, adding your Combat Bonus (CMB) and any other applicable modifiers and subtracting your target's DEF. Outcomes:
    • The Outcome is based on the Attack Table for the weapon or spell the character is attacking with.
    • If the final modified Attack Roll result falls into the "up to 10" range on the attack table, the attack automatically misses and, if the Unmodified Roll falls into the Clumsy Range for the weapon or spell, the attack fumbles and the attacker must roll on the appropriate Fumble Table.
    • If the modified Attack Roll result indicates a "-" on the attack table, then the attack misses its target and no harm is inflicted.
    • If the modified Attack Roll result indicates a "0" on the attack table, then the attack hits the target but deals no damage due to scant power or the target's armor deflecting the attack's force.
    • If the result indicates a number greater than "0" on the attack table, then the number is the Base Damage of the attack, and that much damage is subtracted from the target's current HP.
    • If the result on the Attack Table is a number and letters, then the number indicates the Base Damage of the attack, as above, and the letters are an abbreviation indicating the severity of the Critical Strike inflicted to the target.

    Critical Strikes

    the result of an Attack Roll (or another rule) indicates you have inflicted a Critical Strike a non-open-ended d100 roll on the appropriate Critical Table There are five possible severities of Critical Strike that determines the modifier for the roll:
    • Superficial (Sup) applies no modifier.
    • Light (Lig) applies +10.
    • Moderate (Mod) applies +20.
    • Grievous (Gri) applies +30.
    • Lethal (Let) applies +50.
    None. Outcomes: The effects of a Critical Strike are determined by referencing the appropriate Critical Table for the attack. Each entry consists of a combination of flavor text (which can be altered to account for the particular situation and actions) and effects (which should always be applied as written).

    Parrying

    A character can Parry, subtracting any number up to their total CMB from their CMB for the current round in order to add the same amount to their DEF against one or more incoming attacks, subject to these restrictions:

    Cover

    Engagement

    Characters attacked by an opponent with a melee attack are considered to be Engaged with that opponent. Engaged characters cannot take Movement Actions unless they Disengage or try to Run Away first.

    Characters can Disengage from melee as a Full Action. While Disengaging, they can use their CMB to parry their opponent's attacks, but they cannot strike back. Characters who Disengage stop being Engaged at the end of the Other Actions Phase.

    Characters may also opt to try simply Running Away as fast as possible. This is a Conflicting Action with the Athletics Skill:

    Ranged Attacks

    Ranged attacks require line of sight to their target. They may also suffer a penalty or be impossible due to range.

    Reloading

    • Missile weapons must loaded, thrown weapons must be readied, before attacking with them.
    • Reloading a missile weapon is a Full Action or Multi-Round Action, according to the Load quality listed in the weapon table for the weapon.
    • Missile Weapons with the Quick Load quality can be reloaded as a Half Action, permitting their wielder to attack in Ranged Phase B of the same Round.
    • Readying a thrown weapon is always a Half Action.

    Conditions

    Conditions are various effects that can influence your situation during fights or other adventures. Generally: different conditions can stack, but multiple instances of the same condition never stack.

    Dying (in N rounds)

    • A Dying character will die after a certain number of Rounds if the Condition is not removed.
    • The Dying condition is removed whenever its cause is healed (e.g. bringing a character Dying due to HP loss back above -50 HP, or stopping the bleeding of a character Dying from blood loss.

    Engaged

    • Characters become Engaged with an opponent when that opponent attacks them with a melee attack.
    • A character can be Engaged with multiple opponents.
    • Engaged Characters cannot take Movement actions unless they Disengage or Run Away first.

    Frightened

    • Frightened creatures cannot attack the target of their fear (but can still Parry if attacked), and must attempt to flee from it if possible.
    • Frightened is caused by fear-inducing spells or abilities and has a duration specified in the abilitiy.

    Held

    • Held characters are restrained by some other creature or force and cannot move freely.
    • Held characters cannot move and suffer -30 penalties to both CMB and DEF.
    • Melee attacks against Held characters get a +30 bonus.
    • Held characters cannot use Ranged Weapons and can only use Hand or Short weapons.

    Incapacitated

    • Characters that are knocked out, sleeping, paralyzed, or otherwise unable to defend themselves are Incapacitated.
    • Incapacitated characters cannot take Actions or Parry.
    • Melee attacks against Incapacitated characters always inflcited maximum damage for the weapon (no Attack Roll is necessary), and the attacker can choose the Critical Strike result instead of rolling for it.

    Prone

    • Characters that are knocked down or lying on the ground are Prone.
    • Prone characters fighting from the ground suffer a -20 CMB penalty and cannot use two-handed weapons.
    • Prone characters free to side roll get a +20 bonus to DEF against Ranged Attacks.
    • Standing characters get a Higher Ground Positional Bonus when attacking prone characters, and get a +20 bonus to their Attack Roll if they are Engaged with the prone character.
    • Standing up from Prone is a Full Action in the Move Phase that requires being able to move freely. While standing up, the character can Parry and apply their DEF but are still considered Prone.
    • Prone characters can crawl as a Full Action with 1/10th of their Move Rate.

    Stunned

    • Stunned characters cannot take Full Actions but can still defend themselves using up to half their CMB to Parry.
    • Attacks against Stunned characters gain a +20 bonus.
    • Stunned characters recover at the end of the Other Action Phase unless they have been Stunned in that Round.

    Surprised

    • A character is Surprised when they're attacked without being aware of it. Generally this only lasts one Round.
    • Surprised characters cannot Attack and can only take Half or Free Actions.
    • Surprised characters cannot Parry or apply any Shield bonus to their DEF.
    • Attacks against a Surprised character get a +20 bonus.
    • Characters attacking a Surprised Foe with a Hand Weapon get a +10 bonus to their Critical Strike Roll.

    Flanking

    • Characters who attack a character from the side are considered to be Flanking.
    • A Flanking attacker gets a +15 bonus to their attack.
    • The character being flanked can only apply their shield's DEF bonus against attacks coming from the shield's side.

    On Rear

    • Characters attacking a foe from behind are On Rear.
    • Attackers On Rear get a +30 bonus to their attacks.
    • Characters cannot apply their shield's DEF bonus against attacks On Rear.

    Weary

    • Weary characters move at half their normal Move Rate.
    • Weary characters can take only one Action each Round.
    • Weary characters cannot recover HPs or heal from Bleeding or Injuries.
    • The Weary Condition can be removed by resting for at least 8 hours in a safe environment.

    Weapon Fumbles

    when the character Fumbles an attack by rolling an Unmodified Roll within the Clumsy Range of their weapon a d100 roll (not open-ended), plus modifiers. Only melee and ranged weapon or unarmed attacks are rolled on the Weapon Fumble table.
    Modifier Melee or Thrown Missile
    +0 Brawl, hand weapons, short impact weapons, thrown daggers Light crossbow
    +10 Short edged weapons, long impact weapons, one-handed axes, javelins Short bow, sling
    +20 Long edged weapons Heavy crossbow
    +30 Two-handed weapons, chain weapons Composite bow
    +50 Polearms, net, whip Longbow
    A fumbled attack automatically misses the target.
    Melee and Ranged Fumbles
    1d100 Melee and Thrown Weapons Missile Weapons
    01-75 The character must make an Assessment Roll during the next Assessment Phase. The character must make an Assessment Roll during the next Assessment Phase.
    76-100 The character must make an Assessment Roll during the next Assessment Phase and chooses one:
    • Drop their weapon
    • Take a Superficial Critical Strike of the appropriate type
    The character must make an Assessment Roll during the next Assessment Phase and chooses one:
    • Drop their weapon
    • Drop all ammunition
    • Break the weapon's string (if applicable)
    101-125 The character must make an Assessment Roll during the next Assessment Phase and chooses two:
    • Drop their weapon
    • Take a Light Critical Strike of the appropriate type
    • Inflict a Superficial Critical Strike upon a nearby ally (if applicable)
    The character must make an Assessment Roll during the next Assessment Phase and chooses two:
    • Drop their weapon
    • Drop all ammunition
    • Break the weapon's string (if applicable)
    • Take a Superficial Critical Strike of the appropriate type
    • Inflict a Superficial Critical Strike on an ally within the weapon's range (if applicable)
    126-150 The character is Stunned and chooses two:
    • Drop their weapon
    • Take a Light Critical Strike of the appropriate type
    • Inflict a Light Critical Strike upon a nearby ally (if applicable)
    • The weapon breaks
    The character is Stunned and chooses two:
    • Break their weapon
    • Drop all ammunition
    • Take a Light Critical Strike of the appropriate type
    • Inflict a Light Critical Strike on an ally within the weapon's range (if applicable)
    151+ The character is Stunned and chooses two:
    • Drop their weapon
    • Take a Moderate Critical Strike of the appropriate type
    • Inflict a Moderate Critical Strike upon a nearby ally (if applicable)
    • The weapon breaks
    The character is Stunned and chooses three:
    • Break their weapon
    • Drop all ammunition
    • Take a Light Critical Strike of the appropriate type
    • Inflict a Light Critical Strike on an ally within the weapon's range

    Health and Healing

    Hit Points

    Treating Bleeding

    treating a bleeding wound a Healer Skill Roll. You must be in a safe environment, with appropriate tools: bandages for Light Bleeding or a Healer's Kit for Severe Bleeding or worse. Treating Light Bleeding is at Standard (+0) Difficulty, Severe Bleeding at Challenging (-10), and Exsanguination at Very Hard(-30). Light Bleeding heals immediately after successful treatement, but Severe Bleeding or Exsanguination requires a full day of rest after treatment to recover completely.
    Roll Result Effects
    Success The bleeding stops. For Light Bleeding, the Bleeidng Condition is removed immediately. For more serious Bleeding, the condition remains until the patient spends a full day resting, but the wounds won't reopen.
    Partial Success As Success, but the GM can choose to have the patient do one of:
    • spend an additional bandage or use of healer's kit,
    • become Weary,
    • or lower their current HP to their Bruised Value.
    Failure The blood loss is temporarily stopped, but the wound isn't healed. The patient must find another way to heal it, or a more skilled healer.
    Critical Failure As Failure, and the GM can choose one of the Partial Success options.

    Injuries

    There are three severities of injury, based on the penalty they inflict (these apply to all Skill and Attack Rolls). Each injury is recorded and healed separately, but the penalties stack.

    Characters whose penalties from Injuries reach a total above -100 become Incapacitated until their injuries are lowered to -100 or less.

    Treating Injuries

    when treating an injury roll a Healer Skill Roll.
    • For Minor injuries, bandages are sufficient.
    • For Serious or Critical Injuries, a Healer's Kit is necessary.
    The Difficulty is determined by the severity of the injury:
    • Treating Minor injuries faces a Challenging (-10) Difficulty.
    • Treating Serious injuries faces a Hard (-20) Difficulty.
    • Treating Critical injuries faces an Extremely Hard (-40) Difficulty.
    • Even with successful treatment, any day on which the injured character fights or otherwise exerts themselves (beyond light activity like traveling at a slow pace) will not provide any recovery.
    • Minor Injuries will heal even without treatment in 3 days.
    • Lingering Injuries will take half again as long to heal, rounded down: 4 days for Minor Injuries, 15 days for Serious Injuries, and 30 days for Critical Injuries.
    Outcomes
    Roll Result Effects
    Success or Outstanding Success The injury begins healing. For Minor Injuries, they will heal in half the normal time (usually a day). Serious Injuries will turn into a Minor Injury (with a -20 penalty) after 10 days of rest. Critical Injuries will become a Serious Injury (with a -50 penalty) after 20 days of rest.
    Partial Success The Injury begins to heal as for a Success, but as a Lingering Injury, taking one and a half times the normal time to recover.
    Failure The healer is not able to treat that specific injury.
    Critical Failure As a Failure, but the healer's ineptitude makes future treatment harder, turning the wound into a Lingering Injury.

    Treating Poison or Disease

    treating a poison or disease, a HealerSkill Roll The use of a Healer's Kit. Hard (-20) Difficulty. Antidotes, Spells, or healing herbs may also be able to counteract the effects of a poison or disease or heal the patient.

    Outcomes: On a Success, the patient gets to make a new Save Roll against the poison or disease. If this Save Roll fails, the ailment persists, but they may continue making a new Save Roll each day until the character is either dead or healed. On a Partial Success, the patient still gets to make new Save Rolls, but suffers a -10 penalty to the Save Roll.

    Soul Damage is a special type of damage deal by evil magic and the undead. Soul Damage inflicts not just a temporary reduction in HP, but a permanent penalty to the Body Skill, thus lowering your Total HPs, as well. Characters whose Total Hit Points are reduced to zero or less by Soul Damage become hollow lifeless husks, Incapacitated and Dying in 6 Rounds. Those who die to Soul Damage will rise as undead 1d10 days later unless proper precautions are taken.

    TKTK healing herbs

    TKTK searching for healing herbs

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