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Statistics

STR Strength
CON Constitution
AGL Agility
INT Intelligence
WIL Willpower
CHA Charisma

Combat Stats

Movement:
STR Damage Bonus:
AGL Damage Bonus:

Conditions

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

Death Rolls

When HP reaches 0, roll CON each round. On failure, mark a cross. Three crosses = death.

Player Info

Character Name
Player
Kin:
Profession:
Appearance
Age:
Weakness:

Money

Gold
Silver
Copper

Inventory

Item Encumbrance

Heroic Abilities

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

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.

Base Chance

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.

Starting Skill Levels

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.

Secondary Skills

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.

Skills

Checked Skills: 0
Skill Hide Adder Final
Weapons, Armor & Inventory
Total Cost: 0 gp

Inventory

Total Items: 0 | Total Cost: 0.00

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).