824 lines
18 KiB
Markdown
824 lines
18 KiB
Markdown
## Core Concepts
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### Roles
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**Players**
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Every natural person playing the game.
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**Adventurers**
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- Players who undergo Expeditions
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- Have access to Momentum [✠]
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- Optional roles: Cartographer, Quartermaster, Archivist, Shotcaller, Marshall, Torchbearer
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**Dungeon Master/Mistress (DM)**
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- Controls Adversaries and Hazards
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- Has access to Threat [✦]
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**Models**
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Any entity on the Game Board controlled by a Player, represented by a miniature.
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### Model Types
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**Party Models** (controlled by Adventurers)
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- Characters: One per Adventurer; access to most Activities; evolve via Advances
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- Followers: Follow a single Character; use Obedience to track loyalty
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- Henchmen: Specialized hired help; use Morale to track loyalty
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**Adversaries** (controlled by DM)
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- Minion [⁎]: Basic Activities
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- Elite [⁑]: Situational Activities
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- Champion [⁂]: Wide array of Activities; can use Threat directly; can become Nemesis
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- Nemesis [⋇]: Returning adversary; evolves like Characters
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**Non-Player Characters (NPCs)**
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- Spawned by Events, Hazards, or Scenarios
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- Represent neutral parties or quest objectives
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### Resources
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**Character Resources**
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- Luck Points: Re-roll checks
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- Fate Points: Escape certain death
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**Party Resources**
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- Momentum [✠]: Used during Encounters; fuels Manoeuvres and tactical options; fluctuates throughout combat
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**DM Resources**
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- Threat [✦]: Used during Expeditions and Encounters; powers Adversary abilities and escalates Encounters
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**Momentum Uses**
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- Varies: Perform an Action
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- 1pt: Decrease Check Difficulty by 2
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- 1pt: Automatically perform Change Place Manoeuvre
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- 2pt: Automatically perform Disengage Manoeuvre
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- 2pt: Activate Weapon Quality requiring Critical Hit
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- 2pt: Gain 1 additional Reaction until start of next Model's activation
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- 4pt: Increase Attacks by 1 for next Action
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### Time Structure
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Nested scales from largest to smallest:
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**Season**
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- Consumed by Endeavours and Expeditions
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- Represents weeks of activity
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**Event**
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- Immediately resolved incident
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**Endeavour**
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- Downtime activity characters undertake
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**Expedition**
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- Single delve into a Dungeon
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- Contains one or more Encounters
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**Encounter**
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- Isolated interaction with Adversaries or Hazards
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- Consists of one or more Rounds
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**Round**
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- Each Model acts once
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- Consists of structured phases
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**Activity**
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- Single action taken by Model
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- Interaction with location, Hazard, or other Models
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### Locations
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**Dungeon Structure**
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- Dungeon: Confined locality where Expeditions take place; can have multiple Dungeon Levels
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- Dungeon Level: Single floor/area; represented by Game Board; danger increases with depth
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- Board Section: Physical tiles representing rooms and corridors
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**Overland Locations**
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- Region: Large area containing multiple location types
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- Settlement: Safe haven for trading and Endeavours
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- Wilderness: Dangerous areas connecting Settlements and Dungeons; contains Encounters and Hazards
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**Hazards**
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Catch-all term for interactive environmental dangers and obstacles.
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**Keywords**
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Used to signify synergies and antipodes; multiple occurrences usually beneficial for cost or outcome.
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---
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## Checks System
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### Overview
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- Always use D6
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- Determines outcome of activities
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- Rolled against Obstacle (Ob.)
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- Three check types: Basic, Complex, Extended
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### Check Components
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**Reference Value**
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Denotes the Skill or Characteristic used for calculating Target Number.
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**Check Mode**
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- Unopposed [⥤]: Reference Value based on Model's Skill
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- Opposed [⇌]: Reference Value based on Target's skill
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**Difficulty**
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Always modifies Reference Value, never Obstacle:
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- Very Easy [○]
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- Easy [◔]
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- Routine [◑]
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- Challenging [●]
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- Difficult [∶]
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- Hard [∵]
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- Very Hard [∷]
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- Impossible [∺]
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**Notation Format**
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`[Check Type] [Check Difficulty] [Check Mode]`
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Examples:
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- `Basic[∶] Cool` (unopposed marker usually omitted)
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- `Extended[∷] Charm⇌Perception`
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### Check Outcomes
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**Bane [⊗]**
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Check fails with dire consequences. If not specified, treat as Failure.
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**Failure [⊖]**
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Check simply fails.
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**Complication [⊜]**
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Check succeeds but with consequences. If not specified, treat as Success.
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**Success [⊕]**
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Check succeeds as intended.
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**Boon [⊛]**
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Check succeeds with additional benefits. If not specified, treat as Success.
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### Favour & Peril
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**Favour [⥣]**
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Increases chances of success.
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**Peril [⥥]**
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Reduces chances of success.
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**Resolution**
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Multiple instances cancel each other:
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- Peril > Favour: Roll is perilous
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- Peril = Favour: Normal roll
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- Favour > Peril: Roll is favourable
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### Re-Rolls
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**Limitation**
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One attempt per check (except Dark Deal).
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Re-rolled result is always final.
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**Sources**
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- Luck Points: Spend 1 LP
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- Dark Deal: Suffer 1 Corruption
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- Push: Suffer 1 Stress or Fatigue
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### Basic Checks
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**Procedure**
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Single D6 roll against Obstacle.
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**Outcomes**
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- Bane: Roll = 1
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- Failure: Roll < Obstacle
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- Complication: Roll = Obstacle
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- Success: Roll > Obstacle
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- Boon: Roll = 6
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**Note**
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For Obstacle ≥6, Boon requires confirmation by rolling success again.
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### Complex Checks
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**Procedure**
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Roll multiple D6 (number equals Reference Value).
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Each die ≥ Target generates one Mark.
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**Evaluation**
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- Rolling 1: -1 Mark
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- Rolling 6: Roll again for bonus Mark
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**Resolution**
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Compare total Marks to Obstacle for Outcome.
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**Obstacle Determination**
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- Unopposed: Fixed number (1-10)
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- Opposed: Target's Reference Value
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### Extended Checks
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**Procedure**
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Use Complex Check rules.
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Multiple rolls allowed until Obstacle reached.
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**Time Cost**
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Each roll consumes 1 unit of Time.
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**Failure Condition**
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If Marks reach 0 or below, Check ends as Bane.
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---
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## Abilities
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### Main Characteristics
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Innate abilities of a Model. Each has 2 associated Skills.
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**Weapon Skill (WS)**
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Close combat aptitude. Governs Melee and Defense.
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**Ballistic Skill (BS)**
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Hand-eye coordination. Governs Shooting and Throwing.
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**Strength (S)**
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Brute force and stamina. Governs Brawn and Toil.
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**Toughness (T)**
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Physical resistance. Governs Consume Alcohol and Endurance.
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**Initiative (I)**
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Speed of thought and perception. Governs Perception and Dodge.
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**Dexterity (Dex)**
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Fine manual tasks. Governs Streetwise and Crafting.
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**Agility (Ag)**
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Physical coordination and athleticism. Governs Stealth and Athletics.
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**Intelligence (Int)**
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Analytical thinking. Governs Intuition and Education.
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**Willpower (WP)**
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Mental strength. Governs Cool and Animal Handling.
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**Fellowship (Fel)**
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Social aptitude. Governs Leadership and Charm.
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### Secondary Characteristics
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**Wounds (W)**
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Number of Wounds before knocked out.
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**Movement (M)**
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Movement distance under normal conditions.
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**Attacks (A)**
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Number of attacks per round.
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**Magic (Mag)**
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Wizard level; determines Magic Pool for spellcasting.
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**Corruption Threshold (CT)**
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Ability to resist Corruption.
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**Insanity Threshold (IT)**
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Ability to resist Insanity.
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**Fate Points (FP)**
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Used to avoid death and dark fates.
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**Luck Points (LP)**
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Used for re-rolls.
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### Skills
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Skills are used in Checks. Each associated with a Main Characteristic.
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**Melee (WS)**
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Make Melee Attack actions.
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**Defense (WS)**
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Defend against Melee Attack actions.
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**Shooting (BS)**
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Make Ranged Attack actions with Missile weapons.
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**Throwing (BS)**
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Make Ranged Attack actions with Throwing weapons.
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**Brawn (S)**
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Immediate feats of strength.
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**Toil (S)**
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Prolonged manual labor.
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**Consume Alcohol (T)**
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Resist short-term hazards like alcohol and poison.
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**Endurance (T)**
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Endure hardship, withstand deprivation, survive harsh environments.
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**Perception (I)**
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Notice things.
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**Dodge (I)**
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Evade attacks and immediate hazards like traps.
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**Stealth (Ag)**
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Move quietly and conceal.
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**Athletics (Ag)**
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Running, jumping, climbing, swimming.
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**Streetwise (Dex)**
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Lockpicking, pickpocketing, disarming traps, sleight of hand.
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**Crafting (Dex)**
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Create trappings.
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**Intuition (Int)**
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Detect subterfuge and determine value of objects.
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**Education (Int)**
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Recall relevant information.
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**Cool (WP)**
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Remain calm under stress, resist fear and psychological coercion.
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**Animal Handling (WP)**
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Charm, train, and care for animals.
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**Leadership (Fel)**
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Intimidation, command, coerce obedience. Often resisted by Discipline.
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**Charm (Fel)**
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Deceiving, blathering, haggling, gossiping. Usually resisted by Intuition.
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### Traits
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Inherent abilities based on Species.
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Examples: Flier, Dark Vision, Mutation.
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### Lores
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Define what a character knows and specialist skills.
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**Categories**
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- Academic: Various fields like Accountancy, Anatomy, History, Law
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- Cultural: Knowledge of social groups and languages
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- Enemy: Knowledge of adversaries and combat tactics against them
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- Environment: Surviving in hazardous environments
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- Magic Lores: Knowledge of magic forms; enables spell casting
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- Specialist Weapon Groups: Training with special weapons (Polearms, Two-Handed Swords, Blackpowder Guns)
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- Trade Lores: Knowledge to create trappings or work in fields (Blacksmith, Weaver, Engineer, Artist)
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- Vehicle Lores: Operating vehicles and mounts
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### Talents
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Represent knacks, tricks, and innate abilities.
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Examples: Ambidextrous, Aetheric Attunement, Menacing, Acute Senses.
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### Manoeuvres
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Special combat actions and tactics.
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Examples: Formation Fighting, Disarm, Shield Bash.
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### Careers
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Building blocks of a character providing Skills, Lores, Talents, Manoeuvres, etc.
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Only applicable for Player Characters.
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---
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## Encounters & Combat
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### Overview
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Encounter is a conflict between Adventurers and Adversaries.
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Triggered by Event or Location.
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### Turn Sequence
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**1. Encounter Setup (First Round Only)**
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_I. Determine Encounter Parameters_
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- Encounters may have specific Effects
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- DM spends Threat to modify duration/severity or buy additional Effects
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_II. Determine Surprise_
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Company Surprised:
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- No Momentum in first round
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- Henchmen and Followers receive no Activation
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- Declare all actions before Adversaries
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Adversaries Surprised:
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- No Adversary Pool in first round
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- Common Adversaries lose Activation
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- Elite and Champion Adversaries use Basic Actions only
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- Declare all actions after Company
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_III. Calculate Initial Momentum_
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Starting Momentum equals Company's current Fortune Pool.
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_IV. Prepare Adversaries_
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- DM selects Adversary Group and Models
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- Spend Threat for Talents, better models, or additional Pool values
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- Prepare Adversary Pool by summing A/C/E values of each Model
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- Position Adversary Models on board
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**2. Determine Winds of Magic**
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See Magic Systems section.
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**3. Declare Actions**
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- Roll D6: Even = Explorers declare first, Odd = DM declares first
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- Alternate declaring actions
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- DM declares Adversary actions in Groups
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**4. Determine Initiative**
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Roll 1D6 + Initiative Characteristic - Action modifier
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Resolve in descending order (highest first).
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**5. Resolve Actions**
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Each Model receives Activation in Initiative order.
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**6. Bookkeeping**
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_Update Momentum_
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1. Torchbearer modifies Pool:
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- +1 per Elite Adversary defeated
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- +2 per Champion Adversary defeated
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- +5 Nemesis Adversary defeated
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- +2 if Company outnumbers Adversaries
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- Varies for Action/Talent effects
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2. Subtract Action costs from Pool
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3. Result is Momentum Pool for next turn
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4. If below 0: All Company Models gain Banes equal to deficit; set Pool to 0
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_Refresh Adversary Pool_
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Sum A/C/E values of remaining non-routed Adversaries.
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_Apply Global Effects_
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Resolve effects discreetly.
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Reduce Duration trackers by 1.
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Remove effects with Duration 0 after applying.
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_Check Morale_
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See Psychology & Leadership rules.
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_End Condition_
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Combat ends when no Adversaries remain on Board Section.
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### Activation
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**Structure**
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Each Model receives one discrete Activation per Round.
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Activation must finish before next begins.
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**Exception**
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Interrupts can occur during another Activation.
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**Activation Sequence**
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_1. Start Phase_
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Apply condition effects.
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_2. Action Phase_
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- Perform one Major Action OR gain 2 free Minor Actions
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- Perform one free Minor Action (before or after Major Action)
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- Main Characters: Additional Minor Actions cost 1 Fatigue each
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_3. End Phase_
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- Reduce condition tracker by 1 (remove if zero)
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- Gain Interrupts equal to Attacks Characteristic
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### Actions
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**Minor Actions [◇]**
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Standard activities like Movement.
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**Major Actions [⬡]**
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Complex combat actions like Attacks and Spell Casting.
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**Reactions [▽]**
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Reactive activities that break normal turn order.
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### Minor Actions
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**Assist**
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Aid another Model.
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**Interact**
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Open doors, grab items, use hazards/trappings.
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**Movement**
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- Advance: Move up to Movement (M)
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- Drag: Move adjacent prone Model up to ½M
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- Disengage: Challenging Opposed Athletics vs WS to leave enemy Danger Zone
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- Change Place: Challenging Opposed Athletics vs WS to swap with adjacent engaged ally
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- Reposition: Move to adjacent square within enemy Danger Zone
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**Manage Equipment**
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Switch weapon, sling/unsling shield, drink potion, draw from container.
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**Recuperate**
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- Recover Stress: Challenging Cool check to recover 1 Stress
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- Recover Fatigue: Challenging Endurance check to recover 1 Fatigue
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**Mount/Dismount**
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Mount or dismount vehicle/creature.
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**Prepare**
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Reduce single check Difficulty by 1.
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**Use a Skill**
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Apply relevant skill to situation.
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---
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## Combat - Attacks
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### Melee Attacks
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**Overview**
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Made with Melee Weapons against targets in Danger Zone (DZ).
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Usually Opposed Simple Checks.
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**Danger Zone**
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Area controlled by weapon's Reach rating:
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- Reach M: Ring of fields directly adjacent to Model
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- Reach P: Squares directly front, back, left, right of Model
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- Reach R: Reach M plus additional adjacent ring
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**Engaged**
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Models in enemy's Danger Zone.
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Model stops when entering enemy DZ regardless of remaining Movement.
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**Movement Restrictions**
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Only Disengage, Change Place, or Reposition allowed in DZ.
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Other Manoeuvres trigger Interrupts.
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**Interrupts**
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Actions with Interrupt keyword.
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Performed during another Model's Activation by spending a Reaction.
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Resolved before interrupted action.
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**Two-Weapon Fighting**
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- Use 1-H Melee Weapon, Shield, or Pistol in off-hand
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- Off-hand actions: Difficulty +2
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- Gain +1 additional Interrupt
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### Ranged Attacks
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**Overview**
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Made with Ranged Weapons against targets in Line of Sight.
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Usually Unopposed Simple Checks.
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**Exceptions to Unopposed**
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Opposed if target has Shield Rating 2+ or is in Point Blank Range.
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**Engagement Restriction**
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Cannot attack when Engaged unless weapon has Pistol Quality.
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**Line of Sight**
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Draw line from center of attacker's square to any point of target square.
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Line must not cross walls, obstacles, or models.
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**Shooting into Melee**
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Each Model target is engaged with: Difficulty +1.
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On miss: Randomly determine hit model.
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|
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**Size Modifiers (Attack Difficulty)**
|
||
|
||
- Tiny: +3
|
||
- Little: +2
|
||
- Small: +1
|
||
- Average: 0
|
||
- Large: -1
|
||
- Enormous: -2
|
||
- Monstrous: -3
|
||
|
||
**Template Attacks**
|
||
All Models in template affected unless specified otherwise.
|
||
|
||
---
|
||
|
||
## Wounds & Healing
|
||
|
||
### Damage Resolution
|
||
|
||
**Dealing Damage**
|
||
Opposed Damage vs Toughness check to cause a Wound.
|
||
Armor increases Toughness value.
|
||
|
||
**Wound Effects**
|
||
When Wound caused, draw Injury card with Severity rating and effects.
|
||
|
||
- Severity = Obstacle for healing
|
||
- Wounds < 0 = Death
|
||
- Wounds = 0 = Out-of-play
|
||
|
||
**Out-of-Play**
|
||
|
||
- Adversaries: Removed from board
|
||
- Characters: Must be dragged or abandoned (dire consequences)
|
||
|
||
### Soak Mechanic
|
||
|
||
Certain actions/armor provide Soak.
|
||
Soak cancels Wound before dealt (no Injury drawn).
|
||
Using Soak damages armor.
|
||
|
||
### Healing
|
||
|
||
Healing uses Extended Toughness check.
|
||
Usually performed as Endeavour in settlements.
|
||
|
||
### Additional Conditions
|
||
|
||
**Injuries**
|
||
Can become permanent.
|
||
|
||
**Disease/Poison**
|
||
Work similarly to Injuries with Severity rating.
|
||
|
||
---
|
||
|
||
## Conditions & Effects
|
||
|
||
### Duration Types
|
||
|
||
**Fleeting**
|
||
Ends at character's next End Phase.
|
||
|
||
**Persistent**
|
||
Has X counters.
|
||
Reduce by 1 each End Phase.
|
||
X = number of tokens/stacks.
|
||
|
||
**Ongoing**
|
||
Lasts until specific condition met.
|
||
|
||
### Common Conditions
|
||
|
||
**Staggered (Fleeting)**
|
||
Cannot perform Manoeuvres.
|
||
If X > 1: Limited actions.
|
||
|
||
**Hidden (Ongoing)**
|
||
Movement: ½M
|
||
Attacks vs ▷Hidden Model: Attacker treated as [*Blinded*]
|
||
[▷Hidden attacks] ⇒ Remove *Hidden* @End Phase
|
||
|
||
**Stunned (Fleeting)**
|
||
Miss next Activation.
|
||
|
||
**Surprised (Fleeting)**
|
||
Miss next Activation.
|
||
|
||
**Bleeding (Persistent)**
|
||
Start Phase: Automatic S[X] hit.
|
||
|
||
**Prone (Ongoing)**
|
||
Melee attacks against: Favour.
|
||
Ranged attacks against: Peril.
|
||
Remove: Spend Major Action to stand.
|
||
|
||
**Engaged (Ongoing)**
|
||
Cannot use Ranged actions.
|
||
Remove: Leave Danger Zone.
|
||
|
||
**Entangled (Ongoing)**
|
||
Movement -X.
|
||
Remove: Athletics check [X].
|
||
|
||
**Ablaze (Ongoing)**
|
||
Start Phase: Automatic S[varies] hit.
|
||
|
||
**Broken (Ongoing)**
|
||
Move away from enemies.
|
||
Cannot use Actions.
|
||
|
||
**Blinded (Ongoing)**
|
||
All checks: Peril.
|
||
Cannot use Ranged actions.
|
||
|
||
**Frenzied (Ongoing)**
|
||
Attacks ×2.
|
||
Attack nearest Model.
|
||
Only Melee Strike actions and Advance manoeuvres.
|
||
Immune to Psychology.
|
||
After removal: Fatigue [X].
|
||
|
||
**Hatred (Ongoing)**
|
||
Against specified target: Favour on Opposed checks.
|
||
Immunity to Fear of target.
|
||
|
||
**Distressed (Ongoing)**
|
||
Mental checks: Peril.
|
||
|
||
**Drained (Ongoing)**
|
||
Physical checks: Peril.
|
||
|
||
**Strained (Ongoing)**
|
||
All checks: Peril.
|
||
Start Phase: Cool check or gain Broken.
|
||
|
||
**Animosity (Ongoing)**
|
||
Against specified target: Cannot use Teamwork actions.
|
||
Social actions: +1 Difficulty.
|
||
|
||
**Deafened (Ongoing)**
|
||
Immune to Social actions.
|
||
|
||
**Weakened (Persistent)**
|
||
Strength -[X].
|
||
|
||
**Inspired (Persistent)**
|
||
All checks: -[X] Difficulty.
|
||
|
||
**Demoralized (Persistent)**
|
||
All checks: +[X] Difficulty.
|
||
|
||
**Cowed (Persistent)**
|
||
Against specified source: Opposed checks +[X] Difficulty.
|
||
|
||
---
|
||
|
||
## Magic Systems
|
||
|
||
### Arcane Magic
|
||
|
||
**Casting Procedure**
|
||
Extended Check using Magic Pool.
|
||
Magic Pool = number of dice equal to Mag attribute.
|
||
|
||
**Obstacle**
|
||
Casting Number of spell.
|
||
|
||
**Miscasts**
|
||
Count total 1s rolled across all attempts = Miscast Number.
|
||
|
||
**Miscast Severity**
|
||
|
||
- Miscast Number = Mag: Minor Miscast
|
||
- Miscast Number > Mag: Major Miscast
|
||
- Miscast Number ≥ Mag×2: Catastrophic Miscast
|
||
|
||
### Divine Magic
|
||
|
||
Handled as Manoeuvres.
|
||
Specific mechanics vary by deity and prayer.
|
||
|
||
---
|
||
|
||
## Keywords & Synergies
|
||
|
||
Keywords signify synergies and antipodes.
|
||
Multiple occurrences of same keyword usually beneficial for cost or outcome.
|
||
Used throughout Activities, Traits, Equipment, and Effects.
|
||
|
||
---
|
||
|
||
_End of Rules Reference Document_
|