Swords Edge System
Swords Edge System
By Fraser Ronald
Based on the RPG games Sword Noir: Hardboiled Sword & Sorcery and Kiss My Axe:
Thirteen Warriors and an Angel of Death by Fraser Ronald and edited by Chris Groff
System inspired by the RPG systems: Jaws of the Six Serpents, PDQ, the Shadow of
Yesterday, Fate 3.0, Savage Worlds, and Lady Blackbird
Table of Contents
Characters 2
Tests 10
Combat 13
Damage 14
Healing 15
Heroes, Regulars and Minions 16
Sorcery 17
Sword’s Edge System by Fraser Ronald is licensed under a Creative Commons Attribution-
NonCommercial-ShareAlike 3.0 Unported License.
Permissions beyond the scope of this license may be available at
http://swordsedgepublishing.ca.
The mechanical differences between heroes, regulars and minions will be discussed in more
detail later.
Qualities
The most common element to describe a character is the Quality. A Quality is a short
descriptor, which is usually a single word or short phrase. All of the “statistics” that make
up your character are Qualities of one sort or another. The Aspects are all Qualities, while
the Traits and Prowess are pre-defined Qualities—Qualities are everywhere. For Concept,
a Quality might be “Pilot” or “Wanderer.” For Faculty it could be “Sleight of Hand” or
“Stealth.”
Qualities modify actions to which they apply. If the Quality is “Woodsman” and the
character is faced with climbing a tree, the Quality applies. Were the character faced with
building a cart, the application becomes a bit trickier, unless the character can convincingly
argue how being a woodsman relates to the building of a cart. Were the character to try to
fashion a sword using a smithy, the Quality would not apply. “Blacksmith” or, even better,
“Swordsmith” certainly would.
Some Qualities are tied to the character’s Traits—Physique, Wit and Charisma. Other
Qualities are not. This will be explained further in the specific sections relating to Aspects,
Traits, and Other Qualities.
Ranks
Each Quality also has a Rank, which measures the mechanical effectiveness of the Quality.
Aspects, Ethos, Traits, and Prowess, and are all ranked. Ranks are also used to measure the
difficulty of a task.
A Rank can provide either a modifier or a target number. When a rank is used to measure a
PC’s Quality—such as an Aspect, Trait, or Prowess—it provides a modifier. A Quality with
the Rank of Good modifies a Test by +2.
When a Rank is used to measure the difficulty of a task, it provides a target number. Trying
You will note that there is a Target Number Rank of Mythic, which is not available as a
Modifier. This is because there are some Tasks that are beyond the ken of mortal men. This
does not mean that it is impossible to accomplish a Mythic task, just that it requires extreme
amounts of skill, luck or both. Modifiers, target numbers and their use in Tests are discussed
in more detail later.
Note: The player has six ranks total to use to advance Aspects, Traits, Prowess and Qualities.
1. Create a Concept. This Quality relates to what the player intends the character to represent.
The Concept has a rank of Good. This rank can be advanced using the six ranks available at
character creation, but this is not mandatory. See Aspects.
2. Create a Background. This Quality represents the character’s past. This could be a culture, a
place or even a previous occupation. The Background has a rank of Good. It is not linked to
a Trait. This rank can be advanced at character creation. See Aspects.
3. Create a Faculty. This Quality represents a character’s secondary aptitude, not necessarily
linked to the character’s Concept, and is usually a skill or talent. The Faculty has a rank of
Good. This rank can be advanced at character creation. See Aspects.
4. Create a Flaw. This Quality represents the character’s failing. The Flaw has a rank of Basic.
See Aspects.
5. Rank the Traits. The Traits Physique, Charisma, and Cunning all begin at Average. These
ranks can be advanced at character creation. See Traits.
6. Create Other Qualities. The player has six ranks total to use to advance Aspects, Traits,
Prowess and other Qualities If the player has not yet spent all six ranks, the player can use
those ranks remaining to create and advance Qualities. A Quality is a short descriptor of
some attribute of the character. A new Quality begins with the rank of Good, but may be
advanced by spending more ranks. It is linked to a Trait. See Qualities.
7. Create Pivots. This is a goal or other character quirk that helps to define the character.
Completing a Pivot provides Advancement for a character. The character may have up to
three Pivots. See Pivots.
Concept: This Quality relates to what the player intends the character to represent. Think
of the definition of a character in movies, comics, TV or literature. Han Solo is a Rogue
Smuggler. Ivanhoe is a Noble Knight. MacGyver is a Mechanical Genius. Examples include
“Highlander,” “Mercenary infantryman,” “Farmboy in the Big City,” and “Ex-Underworld
Thug.” Concept begins at Good. Heroes, regulars and minions all have a Concept.
Background: This Quality represents that represents the character’s past. This could be a
culture, a place or even a previous occupation. Robin Hood could be Outlawed Saxon Lord.
Athos could be “Wronged French Nobleman.” For John Blackthorne from the novel Shogun,
it would be English Pilot (while his Concept could be Foreigner Amateur Samurai).
The Background Aspect cannot be used to modify a combat Test. See Combat. Background
begins at Good. Neither regular nor minion characters have Backgrounds.
Faculty: This Quality represents a character’s aptitude, and is usually a skill or talent.
Examples include “Linguist,” “Pickpocket,” and “Poet.” Faculty begins at Good. Neither
regular nor minion characters have Faculties.
Flaw: This Quality represents the character’s failing. Examples include “Loves the Ladies,”
“Let It Ride!,” “One for the Road,” and “Rage-ohol.” Flaw begins as a Basic Quality. Neither
regular nor minion characters have Flaws.
Unlike other Qualities, Flaws can be invoked by any player or the GM when the character
attempts an action to which it applies. Flaw can also be invoked when the character faces a
temptation or other situation in which the Flaw applies.
For example, if a character with “Loves the Ladies” is being plied for information or
distracted by a lovely lady, the character would need to make a Test (as explained below) to
resist giving the information or being distracted. “Let It Ride!” might draw the character into
games of chance at inopportune moments, or lead the character to bet too heavily. “One for
the Road” could leave the character too intoxicated to participate effectively. “Rage-ohol”
could lead the character into a fit of anger, provoking conflict—physical or otherwise.
A Flaw cannot be removed unless it is replaced by another Flaw. A Flaw that is Weak or
Poor can be advanced to Basic using Advancements (see Advancement), but the Flaw cannot
be advanced to Average as it would thereby be removed. If a player would like to remove
a character’s Flaw, the player can replace the Flaw with a different Quality, with the GMs
permission. The GM and player must both agree on the new Quality or the Flaw cannot be
replaced.
Traits
Each character has three Traits. They begin at Average, but may be advanced by the player
at character creation if the player wishes. It is not necessary to advance any of the Traits, and
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they may be left at Average. Minions do not have Traits. The Traits are:
Other Qualities
A player may wish to further define a character beyond the opportunities already provided. If
so, the player may create a Quality for the character to help in that definition. When creating
a new Quality, that Quality begins at Good. Advancing a Good Quality to Great would cost
another rank; from Great to Exceptional another rank, etc.
A unique or special item or piece of equipment may also be a Quality, and this is discussed
later in Items.
All Qualities, like most Aspects, are attached to one of the Traits. “Spent Time Among the
Northern Barbarians” might be attached to Physique on the understanding that the culture
is about strength and endurance, or it might be attached to Will because it is the barbarian’s
force of will that elevates the character within the tribe.
Whenever a Quality is used to modify an action, the Trait to which it is linked is used as
well. If the character has “Spent Time Among the Northern Barbarians” at Good (+2) and it
is attached to Physique, which the character has at Great (+4), then when using the “Spent
Time Among the Northern Barbarians” Quality, the total modifier would be +6. For more
information on Tests, see Tests.
During any Test, only the Qualities attached to a single Trait may be used. Since Concept
and Background are not linked to a Trait, they may be used in any Test to which they apply.
For example, let us say the character has “Stick fighting” at Good linked to Agility, which is
also Good. The character further has “Hard Hitting” at Good linked to Physique at Average.
The character’s Concept is “Mercenary bodyguard” at Good. In a fight, the character could
use “Stick fighting” or “Hard Hitting,” but not both, because the two Qualities are linked to
different Traits. The character could use “Mercenary bodyguard” in either case, given that the
Concept is certainly tied to combat.
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Regular and minion characters do not receive Qualities beyond those already covered in
Aspects and Traits.
Items
In general, a character has whatever is reasonable for that character to have in terms of
equipment and wardrobe. Items need not be listed, but certainly can be in order to add a
level of granularity otherwise absent from the character description.
Some items, though, will be Qualities. Things like a signature weapon, a magical device, or
a particularly well-made tool could be taken as Qualities. These items will modify any action
in which they are used for their purpose—Good lockpicks would not modify an attack and
an Exceptional sword would not help when baking a cake. Even though these Qualities are
items rather than inherent features of the character, the Qualities are still linked to Traits.
An example of an item that could be a Quality would be Gandalf ’s sword, Glamdring, in the
Hobbit and the Lord of the Rings. Special or signature weapons are good examples of items
that can be represented as Qualities, like a pair of pearl-handled six-shooters or a Walther
PPK. While the Grey Mouser always has a rapier or other “side-sword” named Scalpel,
it would not be a Quality because this is merely the name he gives to whatever sword he
happens to be using.
These items are intrinsic to the character, and if they are lost or removed, it should only be
temporary. The character should be provided with a temporary Quality of equal rank to
compensate for the temporary loss of the item.
Weakness
A Weakness is a Quality that inflicts a penalty rather than a bonus. It is very similar to a
Flaw. It can be invoked by any player or the GM when the character attempts an action to
which it applies, or is in a situation in which the weakness could lead to poor judgement. See
more at Flaw above in the “Aspects” section.
Weaknesses such as “Loves the Ladies” and “Let it Ride” can draw the character into
dangerous or inconvenient situations and may require a Charisma or Cunning Test to resist.
Physical Weaknesses, such as «Shattered Arm» or «One Eye» generally modify character
actions rather than drawing the character into bad situations. «Shattered Arm» might modify
combat, and «One Eye» could modify anything in which depth perception is an issue.
Pivots
A Pivot is a goal or other character quirk that helps to define the character. It can be a
driver that motivates the character. This signals to the GM the kind of situations and hooks
which the player desires for the character. If you would like your character to be involved in
swashbuckling derring-do, have a Pivot such as “I use everything in my reach on my road
When the character completes a Pivot, the character gains an Advancement (see
Advancement).
The Pivots discussed above, in full, could be “I use everything in my path on my road to
victory. An Advancement for using furniture or other surroundings/furnishings to win in a
fight against a superior opponent.” and “I will find my brother, no matter where he might be.
An Advancement when character uncovers a clue to her brother’s whereabouts.”
A Pivot is created by the player but must have the GM’s approval. A player can create a Pivot
at character creation or at the end of any session, but not during a session.
A character may have up to three Pivots at a time, and he can add, remove, or change a Pivot
at the beginning of a session, but not at any other time.
A Pivot should be used by the player to alert the GM as to what that player would like to see
happen to his character in a session. With a pivot like as “I use everything in my reach on my
road to victory,” the player is letting the GM know that the player wants his character to be
able to have access to lots of improvised weapons, to make combat scenes more exciting. This
player is looking for something akin to a cinematic swashbuckler. A pivot like “I will find my
brother, no matter where he might be” is a blatant hook for the GM to use to both draw in
the character and provide some role-playing opportunities.
Luck
Luck is represented by markers. Poker chips, beads, coloured stones or any other marker can
be used. Luck is rewarded when a character acts in a fashion that is creative, exceptional,
exciting, or just plain fun. Any time the character does (or tries to do) something that gets
the table excited, that draws audible gasps from other players, the player probably deserves a
point of Luck.
Another possible method for providing Luck is to have each player provide information on
the ongoing adventure, ongoing campaign, previous session or recurring characters. For each
correct piece of information, provide Luck to the character usable for that session only.
Automatic 20: This allows the character to receive an automatic roll of 20 in any test without
rolling the dice. This result is then modified as any die roll would be. However, this is not
considered a critical success, as discussed in Tests. Using an Automatic 20 must be done
before the dice are rolled for the Test.
Avoid Doom/Death: A player can spend Luck to avoid the death or doom of a character. The
character is not healed, nor does the character avoid any linked negative impacts—such as
Narrative wise, the character is assumed to be dead by opponents, so even though the
character may still breath, no opponent is going to decide to “make sure” once the player has
spent Luck. Let us say that the character has been left for dead.
Do Over: A player can spend Luck to avoid any unpleasant or unwanted outcome or event.
This may mean that the player or another player at the table (including the GM) is required
to re-roll a Test. It may mean that the game reverses time in order to allow the characters to
make a different choice, but the game may only reverse to the last choice made. If a choice
made 30 minutes ago led to an unpleasant outcome, a Do Over would not rectify the
problem.
This can also be used to allow a player to reroll the die on a failed Test.
Exertion: Sometimes, an automatic 20 isn’t enough. A player can spend Luck to advance any
Quality, Trait or Aspect two ranks. These ranks can be split among to different Qualities,
Traits or Aspects, advancing each 1 rank. Using Exertion must be done before the dice are
rolled for the Test.
Limited Narration: This allows the player to control some small element of the setting. This
does not, for example, allow a character to automatically succeed at a task, however, the
player could create a resource—a person, source of information, mundane tool or monetary
amount—to help the character do so. Using Luck in this way allows the player to create NCs
and locations, as well as past events.
Remove Fatigue: This allows the player to remove the losses to Physique and Arcane Quality
incurred by the use of magic—known as Penalty Ranks. If the player fails the Physique Test
necessitated by the use of an Arcane Quality, the player can then spend luck to remove the
Penalty Ranks from both Physique and the Arcane Quality associated with this failed Test.
Luck may also be used in any manner a player proposes to the GM to which the GM agrees.
Once Luck has been used in that manner, this method then remains viable for all players,
including the GM. Further, a unanimous decision by all other players that this manner of
Luck usage should not be allowed would disallow the method.
Advancement
Advancements are gained in two ways: when a character rolls a critical failure—rolling a
natural 2 during a test, described in Tests—and by completing a Pivot, described in “Pivot”
above.
An Advancement can be used in one of three ways. An Advancement can increase an existing
Aspect, Prowess, Trait or Quality by one rank. An Advancement can also purchase a new
Quality at the rank of Good. Finally, an Advancement can be used as Luck, as per “Luck”
above.
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Tests
Tests are done when a character attempts an action for which there are consequences or
rewards. Not all actions require tests, even those actions that have an associated difficulty
and therefore a target number. Climbing a tree should not require a test unless one is being
chased, or the tree is hanging over a cliff. In most cases, if a character has a Trait, Quality or
Aspect that applies which is a rank higher than the TN, there should be no need for a test.
When applying Qualities to a Test, the applied Qualities must all be linked to the same Trait.
For example, if a character is climbing a tree and has the Quality “Monkeyman” linked to
Physique and “Grew Up in a Treehouse” linked to Wit, the player would need to choose one
or the other Quality, as they are linked to separate Traits.
Qualities (including Aspects and Traits) can modify a Test to a maximum of one rank higher
than Legendary, or +10. More Qualities can certainly be used, but those modifiers will be
lost.
The Trait to which each chosen Quality is linked is also applied as a modifier to the test.
In combat Tests, Aspects cannot be used. For Tests in combat, see Combat.
A standard test is against a target number. The player applies Aspects or Prowess plus Traits
and Qualities. The total of the ranks in these elements provide the modifiers for the roll. The
player then rolls 2 ten-sided dice, adding the modifiers. If the result is equal to or greater
than the TN, the character succeeds.
Only players roll dice for Tests. If a PC has a Test against an NC, the NC provides a TN.
For example, let’s say a PC is arm-wrestling an NC. In this example, the NC has a Physique
of Great and the Concept of Man-bear at Good. The TN would therefore be 17 (Great is a
TN of 15 modified by +2 for the Quality at Good).
A conflict test is between two PCs. Each PC makes a Test—Aspects or Prowess plus Traits
and Qualities as usual—and the highest result wins the conflict.
Initiative
If the order in which actions take place is important, those involved in the action must make
an Initiative Test. This is a conflict test between opponents. The Initiative Test may only
either the Physique or Wit Trait. Aspects or Qualities used in an Initiative Test may not be
used to modify the actions following that Test.
For example, let us say that the PCs are at a wedding, and both are attempting to catch the
bouquet. Not only is success at the catching important, but also the question of who reacts
first. Character One has “Fast Hands” and “Snatch It” as Qualities linked to Physique. Both
The winner of the conflict test is the attacker and the loser is the defender. This does not
necessarily mean that they are involved in combat, this merely a designation for the winner
and loser of Initiative. If there are more than two characters involved in the actions, an
Initiative order can be used, with the highest result first, followed by the second highest, etc
to the character with the lowest result acting last.
So in the example above, if PC-one had the highest result in the Initiative Test, PC-one
would make a Test to catch the bouquet. If he didn’t catch it, PC-two, who had the next
highest result, could attempt to catch it, and so on down the list until someone caught the
bouquet, or it hit the floor.
A natural 2 is a critical failure and always indicates the character has failed the action.
A natural 20 is a critical success and always indicates the character has succeeded in the
action.
Critical Failure
A Critical Failure inflicts a Penalty Rank on the Trait that modified the Test, or to which was
linked a Quality that modified the Test. If no Trait or Quality linked with a Trait modified
the Test, then the Trait that would logically link to the task receives the Penalty Rank. In
general, failed physical challenges impact on Physique, a test of wills would impact Charisma,
and a failed debate would impact Cunning.
A Penalty Rank lowers the Quality (which include Aspects and Traits) to which it is applied
one rank. This is cumulative. Three Penalty Ranks lower a Quality (including Aspects and
Traits) three Ranks. If a Trait that is Weak receives a Penalty Rank, it becomes Absent. An
Absent Trait not only cannot modify any Test, it cannot be used at all. A character with
Absent Physique is incapacitated and unable to physically act—or even speak. A character
with Absent Charisma is stunned and unable to interact with his surroundings. A character
with Absent Cunning is unconscious.
However, we also learn far more from our failures than from our successes, therefore a critical
failure provides the character with an Advancement which may be used to increase any
Aspect, Prowess, Trait, Fame, Reputation or Quality applied to the Test. The Advancement
cannot be used to increase the Rank of a Quality of any kind that was not used in the Test
which resulted in the Critical Failure.
If the character has a Weakness imposed, then the action which incurred the critical failure
succeeds. As such, the character does not gain an Advancement.
For example, the character is attempting to climb a cliff and rolls a critical failure. The player
wishes to avoid this failure, and so suggests to the GM that the character succeeds, but bangs
up his arm, and so has a session-long Weakness “Banged up arm” Basic (-2).
Critical Success
A Critical Success on a Test provides the character with a Stunt. A Stunt is a Quality ranked
at Good (+2), and is tied to the Trait applied to the Critical Success and the situation in
which the Critical Success occurred.
For example, if the character had a critical success climbing a cliff using Wit (arguing that his
character carefully planned his ascent and judged handholds and footholds), then the Stunt
would be linked to Wit and would be something like “Cliff Climbing” or “Finding the Right
Footholds.”
As another example, if the character had a critical success using the Qualities “Sword and
Dagger,” and “My Father’s Blade Quernbiter” during a combat with three opponents, the
stunt would need to be linked to one of these Qualities and usable only in combat with
multiple opponents.
Levels of Success
If a character succeeds in a Test, this is considered an Average success. For every 6 points the
result exceeds the required TN (either a TN in a standard test or the next highest result in a
conflict test), the success increases one rank.
So if the TN for a test was 5, and the character achieves a result of 11, that is a Good success.
This means the character completed the action particularly well. Perhaps the character
climbed the tree faster than normal. A result of 17 would have meant a Great success, which
may or may not carry a further benefit, depending on the action and the GM’s decision. In
a conflict Test, if PC1 had a result of 21 and PC2 had a result of 14, PC1 has scored a Good
success.
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Combat
Combat is run as a series of Tests. It is a very abstract system in which each turn of combat
takes an indeterminate period of time. Weapon type is unimportant, as it is the success of the
attack that decides the amount of damage done.
We will discuss combat by single protagonists first and then discuss multiple opponents.
Remember, in all Tests against NCs, only the player rolls. The NCs provide TNs for the
Tests.
Initiative
Initiative Tests are run as discussed above in Tests. Aspects cannot be used to modify combat
Initiative Tests. Both Fighting and Style may be used to modify an Initiative Test. Style is
special in that it may be used to modify both an Initiative Test and the Tests in the combat
which follows. It is the only Quality that may modify both an Initiative Test and the actions
which follow it.
Regulars and minions never modify a combat Initiative Test, so the TN for such Tests is
always 9.
During the turn in which the defender is attempting to seize the initiative, the defender
makes an Initiative Test while the attacker makes a combat Test (see below). If the defender
wins the Test, the defender has gained the initiative. If the defender fails, the attacker has
scored a success against an undefended opponent (see below)
Combat Turn
Each turn in combat, the attacker and defender make a Combat Test. As with any use of
Qualities, how it logically applies to combat must be explained by the player before the
Quality and its linked Trait may be used. A Trait alone may also be used. Both Physique and
Cunning commonly modify combat, while Charisma would take a fairly long explanation of
just how it modifies combat. If the attacker succeeds at the test, the attack is successful. The
damage is based on the success of the attack, as per Damage.
For example, let’s say a PC Viking is facing an NC Anglo-Saxon Warrior in combat. The
Anglo-Saxon Warrior has Physique at Good and the quality “Sword Fighting” at Good. The
TN for the Viking PC’s combat Test would be 14 (The TN for Good is 12, modified by +2
for Fighting at Good).
Multiple Opponents
In combat, a single character may face multiple opponents. In a case in which both sides
include multiple characters, the various opponents “pair off,” though this may still lead to
some individual character facing multiple opponents.
When facing multiple opponents, PCs receive a -2 penalty to all Tests for each opponent
beyond the first. Therefore, when facing four opponents, a PC receives a -6 penalty on all
Tests (including Initiative Tests). If PCs outnumber an NC, the PCs receive a +2 bonus for
each PC after the first. Therefore, if four PCs faced a single NC, the PCs would each gain a
+6 bonus on all Tests.
Undefended
There are times in combat when a character is considered undefended, for example when a
character attempts to seize initiative and fails. When attacking an undefended character, the
attacker still makes an attack test against the undefended character. The target number for
this test is 9.
If it is a PC that is considered undefended and being attacked by NCs, the PC must make a
Test against a TN of 15. The Test may only be modified by damage penalties (see Damage
below). The difference between the result and 15 is used to measure the success for Damage.
For example, if the result is an 8, that difference would be 7 and therefore a Good success. A
result of 2 would provide a difference of 13, which would be a Great success.
Damage
In combat, if a character is successfully attacked, the difference between the successful result
and the required target number defines the level of damage as per “Levels of Success” in Tests.
Therefore, if a character succeeds in a combat test, this is an Average success. For every 6
points the result exceeds the required TN (the opponent’s result), the success increases one
rank. For example, if the TN for the combat Test is 16, and the player’s result was a 23, this
would be a Good success. A result of 28 would be a Great success.
In a conflict Test, the difference between the two rolls is used to calculate success. If the
attacker’s result was 15 and the defender’s result was 11, this is an Average success. If the
A Penalty Rank is applied to Physique for each Level of Success. Therefore, if the success were
Average, a single Penalty Rank would be inflicted to Physique. Were it Good, two Penalty
Ranks would be inflicted. Exceptional and Legendary successes inflict two special penalties
Exceptional: Four Penalty Ranks are inflicted on Physique as normal, plus the defender is
unconscious for the remainder of the fight. Any further attack on the defender is against TN
2. Only a Critical Failure will fail to inflict damage.
Legendary: Five Penalty Ranks are inflicted on Physique, as normal, plus the defender receives
a Doom (see below). If the defender is not killed, the character either permanently loses a
rank in a Trait or the defender has a new Weakness at Basic, which is usually a wound, scar,
or other disfigurement resulting from the attack. This Weakness would be in addition to the
Weakness required as a result of a Doom (see below).
Doom
A Doom is applied either when a Weak Physique receives a Penalty Rank or as a result of a
Legendary damage result. In general, a Doom results in the death of the defender, however,
this may not be true in your game. If not death, a Doom can be removal of a character for at
least the scene, and perhaps a longer period of time.
When a character survives a Doom, the character gains a Weakness, such as Basic (-2) “One
Arm” or Basic “Scarred Visage.” If the Doom is a result of a Legendary damage result, and
the character has not died, the Weakness created by the Doom is in addition to the penalties
resulting from the Legendary result.
Healing
At the end of a scene, a character may make a Recovery Test against a Great TN (15). A
success removes one Penalty Rank. A Recovery Test is never modified by a Trait, but other
Qualities may modify it. At the end of each day, a character makes another Recovery Test
against a Great TN in order to remove a Penalty Rank. The character automatically removes
one Penalty Rank each week.
Heroes are significant characters in the narrative. These are the characters that can affect the
story, that can make important changes to the narrative. All PCs are Heroes. Important NCs
may also be Heroes, such as the main villain, a rival captain, or a PCs trusted contact at a
foreign port. The creation and elements of heroic characters have already been discussed.
Regulars are non-significant characters in the narrative. While not as important as a Hero, a
Regular plays a role in the narrative and has a specific identity. Crewmembers of the rogue
freighter on which the characters serve, a favourite barkeep, or the town’s sheriff would all be
Regulars.
A regular character has a Concept at Good, and all three Traits—one at Good, one at Average
and one at Basic. The regular character has no other Aspects or Qualities. A regular character
never modifies an Initiative Test. When facing regulars, the TN for the Initiative Test is 9. A
regular character has only one damage rating, meaning that a Good damage rank leads to a
Doom for a regular character.
Minions are insignificant characters in the narrative. This is a faceless character that exists
only as an obstacle to the PCs. A Minion rarely has a name or a personality beyond that
which is required to drive the plot.
A minion character has only a Concept, and no other Aspects, Traits, or Qualities. A minion
character never modifies an Initiative Test—meaning that the TN for the Initiative Test is 9.
A minion only modifies a Combat Test if the minion’s Concept is applicable. If the minion
does not have an applicable Concept, the TN for a combat Test against the minion is 9. A
minion character has no damage ratings, so any successful attack inflicts a Doom, even an
Average damage rank.
Then there are monsters. If your game includes supernatural creatures, you’ll need to cook up
some monsters. Monsters sit between heroic and regular characters. In general, a monster is a
regular character +. The “+” is any Quality that will help to simulate the powers and abilities
of the mythic creatures. It may be easier to build particularly formidable opponents—like
frost giants—as heroic characters, making them tougher to kill and therefore more of a
threat.
Let’s take the Scandinavian troll as an example of a monster. They’re big, not too bright, and
turn to stone when exposed to sunlight. When exposed to sunlight, the troll must make a
Test modified by “turn to stone” against TN 18 every 30 second beturned to stone.
Arcane Qualities
Magic is based on Qualities, and these are built similar to other Qualities by given a short
description—such as “Bolt of Fire” or “Hypnotism.” An Arcane Quality is purchased at Basic
rather than Good, but can be advanced—with an Advancement or, at character creation,
with one of the free Ranks.
The Fetish
The Fetish is a Weakness taken at Basic when a new Arcane Quality is purchased, and is
linked to that Arcane Quality. The Fetish is linked to one of the three Traits and effects all
Tests modified by that Trait and/or one of its Qualities. Should the player ever remove the
Fetish (for example, by advancing it to Average), the character no longer has access to the
Arcane Quality.
If a player fails an Arcane Quality Test, a Penalty Rank is applied to both the Arcane Quality
itself and to the highest of the character’s three Traits. These Penalty Ranks are on top of any
Penalty Ranks applied due to Critical Failures. Therefore, three Penalty Ranks are inflicted
if a character has a Critical Failure when attempting to use an Arcane Quality, the Arcane
Quality itself, the highest of the three Traits, as well as Cunning—or possibly Charm—as the
Trait most closely associated with the type of Test. An Arcane Quality cannot be used once it
reaches Weak.
Turns Required indicates the number of turns required to focus on this task, shaping and
controlling the magical energies. The player takes the “Turns Required” for the highest
Ranked component, and modifies that by the “Modifier” for the other components.
Duration/Period indicates the amount of time the spell will be in effect or the period of time
before or after which the spell encompasses. Period is also used for effects such as divination
in which the Period would be the amount of time forward into the future or back into the
past into which the character wishes to view, as well as the duration that period is being
viewed.
Area of Effect indicates the space over or area which the magic effects. For example, if the
character wished to cast a spell that affected 5 specific people in a village, the Rank would be
Exceptional. Were those same 5 people in touch range of the character, the Rank would be
Average.
Energy indicates the amount of power or the strength required to effect the spell’s purpose.
If it is a physical object, consider which of those options could physically affect the object. A
child likely could not pick up a table, but an adult surely could. An adult would not likely be
able to pull down a tree, but a horse could. For energy, a candle could light a sheet of paper
on fire, but it could not melt a sword blade—that would take a smithy. This, like all the
components, is inexact and subjective.
Modifier indicates the modifier to Turns Required and Target Number as described in the
processes below.
Hardboiled sword & sorcery—it’s Conan seeking for the Maltese Falcon, it’s Fafhrd and the
Gray Mouser in the Big Sleep, set in Lankhmar, it’s hardboiled crime fiction in the worlds of
sword & sorcery.
Inspired by mashing up the novels and stories of Raymond Chandler, Dashiell Hammett,
Robert E Howard, and Fritz Leiber, Sword Noir: A Role-Playing Game of Hardboiled Sword
& Sorcery is a new RPG from Sword’s Edge Publishing. In it, characters’ morals are shifting
at best and absent at worst. The atmosphere is dark and hope is frail or completely absent.
Violence is deadly and fast. Trust is the most valued of commodities–life is the cheapest.
Grim leaders weave labyrinthine plots which entangle innocents. Magic exists and can be
powerful, but it takes extreme dedication to learn, extorts a horrible price, and is slow to
conjure.
Now is the time for your characters to walk down mean streets, drenched in rain, hidden in
fog, and unravel mysteries, murders, and villainy.
There are two adventures available for Sword Noir: Crossing the Millers and the Kheufer Scrolls,
both set in Sword Noir’s setting of Everthorn.
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If hardboiled sword & sorcery isn’t your thing, don’t worry, there’s also:
Vikings - they invoked fear in the monks of England and fascination in the Victorians
from that same nation. Raiders and reivers, explorers and merchants, the men from the
North left no part of Europe untouched, and reached beyond, to lands only imagined or
wholly unknown. Their imprint on European history is so strong, they have their own
eponymous epoch. Dread warriors, they have been a staple of fiction and a paradigm of
the barbarian. Is it any wonder role-players regularly turn to them for inspiration?
Kiss My Axe: Thirteen Warriors and an Angel of Death is a role-playing game of Viking
adventure, interested more in the heroics of the sagas than the violence inflicted upon
innocents. Based on the underlying system from Sword Noir: a Role-Playing Game of
Hardboiled Sword & Sorcery and the Sword’s Edge System, the mechanics have been altered
to provide more vivid and exciting combat.
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