| STR | Strength | |
| CON | Constitution | |
| AGL | Agility | |
| INT | Intelligence | |
| WIL | Willpower | |
| CHA | Charisma |
| Movement: | |
| STR Damage Bonus: | |
| AGL Damage Bonus: |
| Bane on all STR and AGL rolls | ||
| Bane on all CON rolls | ||
| Bane on all INT rolls | ||
| Bane on all WIL rolls | ||
| Bane on all AGL rolls | ||
| Bane on all CHA rolls |
When HP reaches 0, roll CON each round. On failure, mark a cross. Three crosses = death.
| Character Name | |
| Player | |
| Kin: | |
| Profession: | |
| Appearance | |
| Age: | |
| Weakness: | |
Money |
|
| Gold | |
| Silver | |
| Copper | |
| Item | Encumbrance |
|---|---|
All player characters except mages get one heroic ability each at the start of the game. Some heroic abilities require a minimum skill level to be learned. Some cost Willpower Points to activate, others do not. Unless stated otherwise, it is possible to combine multiple abilities in the same action, but you must pay the WP cost for each ability you wish to use.
| Ability | Requirement | WP | Description | |
|---|---|---|---|---|
| ASSASSIN | Knives 12 | 3 | Your sneak attack deals an extra D8 damage. Can be combined with Backstabbing. Activate after hit roll, before damage roll. | |
| BACKSTABBING | Knives 12 | 3 | When attacking an enemy within 2m of another PC, attack counts as sneak attack (can't be dodged/parried, boon to roll, +1 damage die). Requires subtle weapon. | |
| BATTLE CRY | — | 3 | As combat action, let allies in earshot heal one condition of their choice. Combat only. | |
| BERSERKER | Any melee weapon skill 12 | 3 | Gain Angry condition, attack nearest opponent. If already Angry, gain another condition. Must fight until all opponents defeated or 0 HP. Boon to melee attacks, no parry/dodge. Become Exhausted after. | |
| CATLIKE | Acrobatics 12 | Varies | Decrease fall damage D6 by one for each WP spent. Can roll ACROBATICS first. | |
| COMPANION | Hunting & Fishing 12 | 3 | Turn animal into companion. Takes stretch of time. One companion at a time. Animal follows in natural environment, can scout for free. +3 WP to command attack. | |
| CONTORTIONIST | Evade 12 | 1 | Escape shackles or squeeze through narrow space without rolling. | |
| DEFENSIVE | Any melee weapon skill 12 | 3 | Parry without using action. Can be used multiple times if enough WP. Cannot parry same attack twice or both parry and dodge. | |
| DEFLECT ARROW | Any melee weapon skill 12 | 1 | Parry ranged attack with melee weapon instead of shield. | |
| DISGUISE | Bluffing 12 | 2 | After stretch of time, assume appearance/voice of same-kin person. AWARENESS roll to detect within 10m. | |
| DOUBLE SLASH | Axes or Swords 12 | 3 | Attack two enemies within 2m with single slash. One roll, both hit if successful. Individual parry/dodge. Separate damage rolls. | |
| DRAGONSLAYER | Any weapon skill 12 | 3 | Extra D8 damage against monsters. Activate after hit, before damage roll. | |
| DUAL WIELD | Any melee weapon skill 12 | 3 | Use two one-handed weapons. Off-hand +3 STR requirement. Extra attack with bane. Can combine with Double Slash. | |
| EAGLE EYE | Awareness 12 | 2 | See detail up to 200m away for one stretch. In combat, shoot beyond range without bane. | |
| FAST FOOTWORK | Evade 12 | 3 | Dodge without using action. Multiple uses if enough WP. Cannot dodge same attack twice or both dodge and parry. | |
| FAST HEALER | — | 2 | Heal extra D6 HP during stretch rest. Does not affect WP or conditions. | |
| FEARLESS | — | 2 | Automatically resist fear without WIL roll. | |
| FOCUSED | — | — | Max WP permanently +2. Can be selected multiple times. | |
| GUARDIAN | Axes, Hammers, or Swords 12 | 2 | Force enemy within 2m to attack you instead of ally. Not an action, can be used out of turn. | |
| INSIGHT | Persuasion 12 | 2 | After conversation, roll AWARENESS to detect if person is lying. | |
| INTUITION | Myths & Legends 12 | 3 | Ask GM one question and receive helpful answer based on general knowledge. | |
| IRON FIST | Brawling 12 | 1 | Unarmed attack damage +D6. Free action after attack roll. | |
| IRON GRIP | Brawling 12 | 1 | Boon to BRAWLING when grappling or preventing enemy from breaking free. | |
| LIGHTNING FAST | Evade 12 | 2 | Draw two initiative cards, choose one. Once per round. | |
| LONE WOLF | Bushcraft 12 | — | Take shift rest in wilderness without BUSHCRAFT roll. Only affects you. | |
| MAGIC TALENT | — | — | Learn new school of magic. Spells learned separately. Can select multiple times. | |
| MASSIVE BLOW | Any STR-based melee weapon skill 12 | 3 | Two-handed weapon +D8 damage, but cannot move that round. Activate after hit. | |
| MASTER BLACKSMITH | Crafting 12 | Varies | Sharpen weapon (3 WP, -1 armor step). Craft metal items (WP = gp cost). | |
| MASTER CARPENTER | Crafting 12 | Varies | Damage objects (D12 per WP). Craft wooden items (WP = gp cost). | |
| MASTER CHEF | — | 1 | Auto-succeed at cooking without BUSHCRAFT roll. | |
| MASTER SPELLCASTER | Any magic school 12 | 3 | Cast two different spells as single action. Roll first spell before activating. | |
| MASTER TANNER | Crafting 12 | Varies | Craft leather armor from beast skin. Half beast's armor rating (min 1). WP = armor rating. | |
| MONSTER HUNTER | Beast Lore 12 | 3 | At crossroads, learn direction of most dangerous enemies. | |
| MUSICIAN | Performance 12 | 3 | Give allies boon or enemies bane within 10m until next turn. Instruments may extend range/reduce WP. | |
| PATHFINDER | Bushcraft 12 | 1 | Boon to BUSHCRAFT when finding direction in wilderness. | |
| QUARTERMASTER | Bushcraft 12 | 1 | Auto-succeed at making camp during journeys. | |
| ROBUST | — | — | Max HP +2. Can be selected multiple times. | |
| SEA LEGS | Swim 12 | 1 | Ignore water effects for one round. Not an action. | |
| SHIELD BLOCK | Any STR-based melee weapon skill 12 | 2 | Boon to shield parry. Can parry monster attacks. Combines with Defensive. | |
| THROWING ARM | Any melee weapon skill 12 | 2 | Throw one-handed weapon up to STR meters. Normal attack roll. | |
| TREASURE HUNTER | Bartering 12 | 3 | At crossroads, learn direction of greatest treasures. | |
| TWIN SHOT | Bows 12 | 3 | Shoot two arrows with one bane roll. Separate damage rolls. Can target same or different enemies. | |
| VETERAN | Any weapon skill 12 | 1 | Keep previous round's initiative card. Not an action. | |
| WEASEL | Evade 12 | 3 | Redirect attack to ally within 2m. Before dodge/parry. Not for area attacks. |
Skills represent knowledge and abilities you have acquired during (or prior to) your life as an adventurer. They are important, as they determine how effectively you can perform certain actions in the game. There are thirty core skills in the base game, and they are all described in detail in the next chapter. Your skills are measured by skill level on a scale from 1 to 18. The higher, the better.
Every skill is connected to an attribute, which determines your base chance in that skill. This is indicated on the character sheet and in chapter 3. The base chance is a "free" skill level that you get automatically.
In addition to the base chances, you start out with a number of trained skills – eight, ten, or twelve depending on your age. At the start of the game, your level in trained skills is equal to twice the base chance.
Six of your trained skills must be selected from those listed by your profession. The rest (two, four, or six depending on your age) are chosen freely. You can increase your skill levels during the game.
Beyond the core skills there are secondary skills, such as the schools of magic. In this base game, you don't get a base chance in any secondary skills, but future expansions and supplements may modify this.
| Skill | Hide | Adder | Final |
|---|
| show | carried | quan | WEAPON | COST | DAMAGE | GRIP | STR | RANGE | Durab | SUPPLY | FEATURES |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Unarmed | — | D6 | — | 2 | — | — | Bludgeoning | ||||
| Blunt Object, Light | — | D8 | 1H | — | STR | 3 | — | Bludgeoning, can be thrown | |||
| Blunt Object, Heavy | — | 2D8 | 2H | 16 | 2 | 3 | — | Bludgeoning | |||
| Knife | 5 sp | D8 | 1H | — | STR | 6 | Common | Subtle, piercing, can be thrown | |||
| Dagger | 1 gp | D8 | 1H | — | STR | 9 | Common | Subtle, piercing, slashing, can be thrown | |||
| Parrying Dagger | 2 gp | D6 | 1H | — | 2 | 15 | Uncomm | Subtle, piercing, slashing | |||
| Short Sword | 8 gp | D10 | 1H | 7 | 2 | 12 | Common | Piercing, slashing | |||
| Broadsword | 12 gp | 2D6 | 1H | 10 | 2 | 15 | Common | Piercing, slashing | |||
| Longsword | 25 gp | 2D8 | 1H | 13 | 2 | 15 | Uncomm | Piercing, slashing | |||
| Greatsword | 50 gp | 2D10 | 2H | 16 | 2 | 15 | Rare | Piercing, slashing | |||
| Scimitar | 10 gp | 2D6 | 1H | 10 | 2 | 12 | Uncomm | Toppling, slashing | |||
| Handaxe | 2 gp | 2D6 | 1H | 7 | STR | 9 | Common | Toppling, slashing, can be thrown | |||
| Battleaxe | 10 gp | 2D8 | 1H | 13 | 2 | 9 | Uncomm | Toppling, slashing | |||
| Two-Handed Axe | 25 gp | 2D10 | 2H | 16 | 2 | 9 | Uncomm | Toppling, slashing | |||
| Mace | 8 gp | 2D4 | 1H | 7 | 2 | 12 | Common | Bludgeoning | |||
| Morningstar | 14 gp | 2D8 | 1H | 13 | 2 | 12 | Uncomm | Bludgeoning | |||
| Flail | 16 gp | 2D8 | 1H | 13 | 2 | — | Uncomm | Bludgeoning, toppling, cannot be used for parrying | |||
| Warhammer, Light | 10 gp | 2D6 | 1H | 10 | 2 | 12 | Uncomm | Bludgeoning, toppling | |||
| Warhammer, Heavy | 20 gp | 2D10 | 2H | 16 | 2 | 12 | Uncomm | Bludgeoning, toppling | |||
| Wooden Club, Small | 1 sp | D8 | 1H | 7 | 2 | 9 | Common | Bludgeoning | |||
| Wooden Club, Large | 2 sp | 2D8 | 2H | 16 | 2 | 12 | Common | Bludgeoning | |||
| Staff | 2 sp | D8 | 2H | 7 | 2 | 9 | Common | Bludgeoning, toppling | |||
| Short Spear | 5 sp | D10 | 1H | 7 | STR×2 | 9 | Common | Piercing, can be thrown | |||
| Long Spear | 1 gp | 2D8 | 2H | 10 | 4 | 9 | Common | Long, piercing | |||
| Lance | 12 gp | 2D10 | 1H | 13 | 4 | 12 | Rare | Long, piercing, requires combat trained mount | |||
| Halberd | 20 gp | 2D8 | 2H | 13 | 4 | 12 | Rare | Long, toppling, piercing, slashing | |||
| Trident | 5 gp | 2D6 | 1H | 10 | STR | 9 | Uncomm | Toppling, piercing, can be thrown | |||
| Shield Small | 4 gp | D8 | 1H | 7 | 2 | 15 | Common | Bludgeoning | |||
| Shield Large | 12 gp | D8 | 1H | 13 | 2 | 18 | Common | Bludgeoning |
| show | carried | quan | Weapon | Cost | Damage | Grip | STR | Range | Durab | Supply | Features |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Sling | 1 sp | D8 | 1H | — | 20 | — | Common | Bludgeoning, tiny item | |||
| Short Bow | 25 gp | D10 | 2H | 7 | 30 | 3 | Common | Piercing, requires quiver | |||
| Longbow | 50 gp | D12 | 2H | 13 | 100 | 6 | Uncomm | Piercing, requires quiver | |||
| Crossbow, Light | 75 gp | 2D6 | 2H | 7 | 40 | 6 | Uncomm | Piercing, requires quiver, no damage bonus | |||
| Crossbow, Heavy | 200 gp | 2D8 | 2H | 13 | 60 | 9 | Rare | Piercing, requires quiver, no damage bonus | |||
| Crossbow, Hand | 90 gp | 2D6 | 1H | 7 | 30 | 6 | Rare | Piercing, requires quiver, no damage bonus |
| show | carried | quan | Armor Type | Cost | Armor Rating | Supply | Effect |
|---|---|---|---|---|---|---|---|
| Leather | 2 gp | 1 | Common | — | |||
| Studded Leather | 10 gp | 2 | Uncomm | Bane on SNEAKING rolls. | |||
| Chainmail | 50 gp | 4 | Uncomm | Bane on EVADE and SNEAKING rolls. | |||
| Plate Armor | 500 gp | 6 | Rare | Bane on ACROBATICS, EVADE, and SNEAKING rolls. | |||
| Open Helmet | 12 gp | +1 | Uncomm | Bane on AWARENESS rolls. | |||
| Great Helm | 100 gp | +2 | Rare | Bane on AWARENESS and all ranged attacks. |
| show | carried | quan | Item | Cost | Supply | Weight | Effect | ||
|---|---|---|---|---|---|---|---|---|---|
| Abacus | 2 gp | Common | 1 | Boon on INT rolls for solving mathematical problems. | |||||
| Blanket | 5 sp | Common | 1 | Required to avoid a bane on rolls to avoid the effects of cold (page 54). | |||||
| Chess Set | 1 gp | Common | 1 | Opposed roll for INT determines who wins. | |||||
| Dice | 1 sp | Common | — | Chance determines who wins. | |||||
| Field Kitchen | 4 gp | Common | 2 | Boon on BUSHCRAFT rolls for cooking (page 103). | |||||
| Field Ration | 1 sp | Common | 1/4 | One ration must be consumed per day, otherwise you become hungry (page 54). | |||||
| Grappling Hook | 3 gp | Common | 1 | Can be used to secure a rope. Can be thrown and secured with an ACROBATICS roll up to STR meters (STR × 2 with a bane). | |||||
| Lockpicks, Advanced | 20 gp | Rare | 1 | Boon on SLEIGHT OF HAND rolls for picking locks. | |||||
| Lockpicks, Simple | 1 gp | Uncomm | 1 | Required to avoid a bane on SLEIGHT OF HAND rolls for picking locks. | |||||
| Magnifying Glass | 30 gp | Uncomm | 1 | Boon to SPOT HIDDEN rolls. | |||||
| Map | 5 gp | Uncomm | — | Required to avoid a bane on BUSHCRAFT rolls for leading the way during journeys. | |||||
| Marbles | 1 gp | Common | 1 | Can be thrown at a humanoid enemy within 10 meters, as an action. Next turn the enemy must make an EVADE roll (not an action) in order to move. | |||||
| Padlock | 10 gp | Common | — | Locks a door or chest. Can take 20 points of damage, armor rating 5. | |||||
| Perfume (10 doses) | 5 gp | Common | 1 | Boon on CHA-based skill rolls when the GM finds it reasonable. | |||||
| Playing Cards | 5 sp | Uncomm | — | Opposed roll for BLUFFING determines who wins. | |||||
| Quiver of Arrows, Iron Head | 2 gp | Common | 1 | Required to fire bows or crossbows. | |||||
| Quiver of Arrows, Wooden Head | 5 sp | Common | 1 | Required to fire bows or crossbows. The effectiveness of armor is doubled. | |||||
| Rope, Hemp (10 meters) | 1 gp | Common | 1 | Boon on ACROBATICS rolls for climbing, but the rope must be secured to something. | |||||
| Rope, Silk (10 meters) | 10 gp | Uncomm | — | Boon on ACROBATICS rolls for climbing, but the rope must be secured to something. | |||||
| Saddle | 10 gp | Common | 1 | Required to avoid a bane when fighting from horseback. | |||||
| Sleeping Fur | 1 gp | Common | 1 | Required to avoid a bane on BUSHCRAFT rolls for making camp. | |||||
| Spyglass | 50 gp | Rare | 1 | Boon on BUSHCRAFT rolls for leading the way during journeys. | |||||
| Tent, Small | 2 gp | Common | 2 | Can accommodate up to two people. Grants a boon on BUSHCRAFT rolls for making camp. Only one person rolls, but others can help. | |||||
| Tent, Large | 4 gp | Common | 4 | Can accommodate up to six people. Grants a boon on BUSHCRAFT rolls for making camp. Only one person rolls, but others can help. | |||||
| Whistle | 5 sp | Common | — | Can be heard from up to 100 meters away. | |||||
| Ligtht sources table | |||||||||
| Flint & Tinder | 5 sp | Common | — | Required to light torches, candles, or lanterns, and to make a fire. | |||||
| Lamp Oil | 3 sp | Common | 1 | Holds ten doses. Each dose keeps an oil lamp or lantern burning for up to one shift of time. | |||||
| Lantern | 10 gp | Common | 1 | Illuminates a 10 meter radius. Burns for up to a shift of time, but roll D8 after each stretch of time. On 1 the lantern goes out and must be refilled and relit (action). | |||||
| Oil Lamp | 1 gp | Common | 1 | Illuminates a 10 meter radius. Burns for up to a shift of time, but roll D6 after each stretch of time. On 1 the lamp goes out and must be refilled and relit (action). | |||||
| Tallow Candle | 1 cp | Common | — | Illuminates a 4 meter radius. Burns for up to a shift of time, but roll D4 after each stretch of time, or if the bearer attacks or is attacked. On 1 the candle goes out. | |||||
| Torch | 5 cp | Common | 1 | Illuminates a 10 meter radius. Burns for up to a shift of time, but roll D6 after each stretch of time, or if the torch is used as a weapon. On 1 the torch goes out. | |||||
| Tools | |||||||||
| Crowbar | 2 gp | Common | 1 | 2D6 damage against a door or wall, without risk of being damaged. Hits automatically. | |||||
| Hammer | 1 gp | Common | 1 | 2D4 damage against a door or wall, without risk of being damaged. Hits automatically. | |||||
| Needle & Thread | 3 sp | Common | — | Mends clothes with a CRAFTING roll. | |||||
| Pickaxe | 3 gp | Common | 1 | 2D8 damage against a door or wall, without risk of being damaged. Hits automatically. | |||||
| Saw | 5 gp | Uncomm | 1 | Cuts metal or wood in one stretch. | |||||
| Shovel | 2 gp | Common | 1 | Reduces the time spent digging by half. | |||||
| Sledgehammer | 3 gp | Common | 2 | 2D10 damage against a door or wall, without risk of being damaged. Hits automatically. | |||||
| Blacksmithing Tools | 20 gp | Uncomm | 1 | Used for CRAFTING (page 34). | |||||
| Carpentry Tools | 8 gp | Uncomm | 1 | Used for CRAFTING (page 34). | |||||
| Tanning Tools | 5 gp | Uncomm | 1 | Used for CRAFTING (page 34). | |||||
| Medicine | |||||||||
| Poison, Lethal (dose) | 2 gp × potency | Uncomm | 1 | See page 52. | |||||
| Poison, Paralyzing (dose) | 12 sp × potency | Uncomm | 1 | See page 53. | |||||
| Poison, Sleeping (dose) | 6 sp × potency | Uncomm | 1 | See page 53. | |||||
| Herbal Concoction (dose) | 1 gp | Uncomm | 1 | Boon on HEALING rolls for resisting disease (page 53). | |||||
| Healing Potion (dose) | 50 gp | Rare | 1 | Instantly heals 2D6 HP. Stronger potions heal more HP, but are more expensive. | |||||
| Bandages (10) | 5 sp | Common | 1 | Required to avoid a bane on HEALING rolls for saving lives. Each attempt consumes a bandage. | |||||
| Surgical Instruments | 15 gp | Uncomm | 1 | Boon on HEALING rolls for saving a life. | |||||
| Services | |||||||||
| Bath at an Inn | 6 cp | Common | — | Heals a condition of your choice in one stretch. Only one bath per day has this effect. | |||||
| Bodyguard | 2 gp/day | Uncomm | — | Stats as a typical guard on page 105. | |||||
| Bowl of Stew | 5 cp | Common | — | Covers the daily need of food. | |||||
| Clothes Repair | 5 sp | Common | — | Eliminates the effect of torn clothes (page 102). | |||||
| Courier | 1 sp/km | Common | — | Delivers a message to the recipient. | |||||
| Feast | 2 gp | Uncomm | — | Covers the daily need of food. | |||||
| Goblet of Wine | 2 sp | Uncomm | — | After drinking two goblets in a single shift, each additional goblet causes a condition of your choice. | |||||
| Haircut | 2 sp | Common | — | Heals a chosen condition in one stretch. Can only be done once per week. | |||||
| Healing | 5 gp | Uncomm | — | HEALING rolls succeed automatically. | |||||
| Lodging at Inn, Separate Room | 5 sp | Common | — | A shift rest can be had without a BUSHCRAFT roll. | |||||
| Lodging at Inn, Dormitory | 1 sp | Common | — | A shift rest can be had without a BUSHCRAFT roll, but roll D4 each shift. On a 1 someone's snoring prevents anyone else in the room from sleeping. | |||||
| Lodging at Inn, Luxury Suite | 2 gp | Uncomm | — | A shift rest can be had without a BUSHCRAFT roll. | |||||
| Meal at an Inn | 3 sp | Common | — | Covers the daily need of food. | |||||
| Road Toll | 2 cp | Common | — | Allows passage. | |||||
| Stagecoach | 3 cp/km | Common | — | Transportation to a specified destination. | |||||
| Tankard of Mead | 4 cp | Common | — | After drinking three tankards in a single shift, each additional tankard causes a condition of your choice. | |||||
| Teacher | 5 gp/shift or more | Uncomm | — | A shift of instruction grants an extra advancement roll (page 29). | |||||
| Hunting and Fishing | |||||||||
| Bear Trap | 3 gp | Uncomm | 1 | Can be used for hunting (page 103). | |||||
| Fishing Rod | 8 sp | Common | 1 | Gives D4 rations of food when fishing (page 103). | |||||
| Fishing Net | 2 gp | Common | 2 | Gives D6 rations of food when fishing (page 103). | |||||
| Snare | 5 cp | Common | 1 | Can be used for hunting (page 103). Can only be used once. | |||||
| Means of Travel | |||||||||
| Canoe | 6 gp | Common | — | Can carry two people and 10 weight units. | |||||
| Cart | 15 gp | Common | — | Pulled by one horse or donkey. Can carry two people and 50 weight units. | |||||
| Rowing Boat | 15 gp | Common | — | Can carry four people and 50 weight units. | |||||
| Sailing Boat | 40 gp | Uncomm | — | Can carry six people and 100 weight units. | |||||
| Wagon | 30 gp | Common | — | Pulled by two horses or donkeys. Can carry four people and 100 weight units. | |||||
| Animals | |||||||||
| Chicken | 4 sp | Common | — | Yields one ration of food when slaughtered. The meat should be cooked (page 103). | |||||
| Combat Trained Horse | 400 gp | Rare | — | Can carry one rider and 10 weight units, or two riders. | |||||
| Cow | 10 gp | Uncomm | — | Yields D4 rations of food (milk) per day, and 2D10 rations of food when slaughtered. The meat should be cooked (page 103). | |||||
| Donkey | 12 gp | Common | — | Can carry 10 weight units. Cannot be ridden. | |||||
| Guard Dog | 15 gp | Common | — | Protects its owner. For stats, see page 99. | |||||
| Homing Pigeon in Cage | 2 gp | Uncomm | — | Flies home to its dovecote when released, wherever it is. | |||||
| Pig | 2 gp | Common | — | Yields 2D6 rations of food when slaughtered. The meat should be cooked (page 103). | |||||
| Riding Horse | 60 gp | Uncomm | — | Can carry one rider and 10 weight units, or two riders. | |||||
| Sheep | 3 gp | Common | — | Yields 2D4 rations of food when slaughtered. The meat should be cooked (page 103). | |||||