Background Portrait
Born in Autumn
Useful rules and notes Your Equipment
Opportunistic Antivenom
Doom: Sorrow will fill your heart at death dark clothes
tattered rags
Powerful folkbane (3)
Immediately after striking an Engaged foe, gaff bag
weapons of this Quality force a foe to Resist with Toughness garish attire
or be shoved out of the Engagement. secondhand attire
holy symbol
lock picks
Pummeling mantle
Weapons of this Quality always refer soft shoe
to [BB] whenever inflicting Damage, instead of [CB]. stiletto
Pummeling weapons can only inflict Moderate Injuries, blackjack
never Serious or Grievous Injuries. Finally, Pummeling 22 BB
weapons cannot be used to cause Bleeding.
How to play Zweihander
Skill tests: Roll a D100, the target number is your skill %age, modified for difficulty by the GM. Below the target number is a success. Doubles, eg. 22, 77, are
criticals, be they failures or successes.
If you are told to flip to fail and roll a success reverse the numbers. Take the worst result. If you have no ranks in a special skill you must flip to fail.
If you are told to flip to succeed and roll a failure reverse the numbers. Take the best result.
Combat
Act in initiative order, highest to lowest.
You get three action points (AP) a round. Use these to move, attack, dodge, parry and do other cool stuff. If you’re high in the initiative order you might want
to keep some points back for dodging or parrying later in the round. You are limited to one melee or missile attack per round.
To attack make a skill test to hit. If they have AP your opponent may dodge (missile attacks) or parry (melee attacks). If you hit, roll for damage.
Damage
Damage is one Fury Die (D6) plus a bonus depending on the weapon (brawn, combat or agility) or determined by the GM based on whatever just happened.
On a roll of 6, reroll and add. Compare the result to the target’s damage threshold. For each level of their damage threshold that is exceeded, move them one
step down the damage track.
When a target drops to moderately wounded roll one Chaos Die (D6) , if the result is a 6 they suffer a Moderate Injury (table on p 367)
When a target drops to seriously wounded roll two Chaos Dice, if any dice shows a 6 they suffer a Serious Injury (table on p367)
When a target drops to Greivously wounded roll three Chaos Dice, if any dice shows a 6 they suffer a Greivous Injury (table on p368)
When a target drops to Slain, they’re dead.
Unarmoured targets that suffer a moderate or serious injury will start to bleed. Bleeding targets are Slain! after a number of rounds equal to their BB
If a pummelling weapon (e.g fists, clubs) causes a serious injury, suffer a moderate injury instead. Pumelling weapons don’t cause bleeding.
Healing is a very slow process. Every 24 hours you have a chance to recover one step on the damage track. Injuries take longer (rules on page 270)
Peril
Peril works like damage, but is caused by fatigue, stress, terror and the like. It reduces your ability to use your trained skills and can eventually incapacitate
you. A good night’s sleep will generally remove the effects of peril.
Age Species Sex Social class Profession
A Gnome Male low-born beggar
Law Alignment Chaos Alignment
Zeal CORRUPTION Fanatacism
Trivial +30% Easy +20% Routine +10%
Modifiers Challenging -10% Hard -20% Arduous -30%
Standard 0%
ATTRIBUTES COMBAT
Combat Brawn Agility Perception Initiative 7 +D10 = (roll once per session)
47 32 41 45 Weapon To hit Damage Qualities
CB BB AB PB blackjack 57 D6+ 4 Powerful,pummeling
4 3 4 4
D6+
Intelligence Willpower Fellowship
D6+
36 33 42 Armour: Clothing, dangerous, natural
IB 3 WB 3 FB 4 +10% for a
Dodge 41 Parry 57
shield Move 7
If you have no ranks in a special skill, flip all
SKILLS rolls to fail TALENTS & TRAITS
Name Ranks Skill Bonus Focus
Alchemy 36 3
Crag Fighting
Athletics 32 3 You may Maneuver after any Melee Attack for 0
Awareness ● 55 4
Action Points
Bargain 42 4 Beggar's bowl
Charm 42 4 Whenever you fail a Guile or Intimidate Test, you
Coordination 41 4 may re-roll to generate a better result, but must accept the
Counterfeit 36 3
outcome.
Disguise ● 52 4
Drive 32 3
Eavesdrop ● 55 4
Education 36 3
Folklore ● 46 3
Gamble 36 3
Guile ● 52 4
Handle animal 42 4
Heal 36 3
Incantation 33 3 PERIL THRESHOLD DAMAGE THRESHOLD
Interrogate 33 3
Intimidate ● 42 3 6 15 18 24 3 9 15 21
Leadership 42 4 +6 +12 +18 +6 +12 +18
Martial melee 47 4 Unhindered Unharmed
Martial ranged 47 4 Imperiled Lightly wounded
Navigation 36 3 Ignore 1 skill rank Moderately wounded
Pilot 41 4 Ignore 2 skill ranks Seriously wounded
Resolve 33 3 Ignore 3 skill ranks Greivously wounded
Ride 41 4 Incapacitated Slain!
Rumour ● 52 4
Scrutinize 45 4 INJURIES
Simple melee ● 57 4
Simple ranged 47 4
Skulduggery ● 51 4
Stealth ● 51 4
Survival 45 4
Toughness 32 3
Tradecraft 33 3
Warfare 36 3