Starting wealth
Characters start with wealth equal to their income (A: 10d6 GC + 2d10 SS, B: 3d6 GC + 2d10 SS, C: 1d6 GC + 2d10 SS,
D: 1d6 Shilling).
Careers
Entertainer - Poet gets Read/Write skill
Coachman get Spec. Weapon Blunderbuss instead of Firearms
Thief - Embezzler gets Embezzling skill
Watchman and Militiaman gets Spec. Weapon Polearm (and Halberd as trapping)
Witch Hunter gets Spec. Weapon Crossbow (covers both pistol and repeater crossbow)
Alchemists gain access to Manufacture potions at level 1
Advances & Career exits
A (attack) costs new level x 100 EP
Spells cost Level x 100 EP (Petty magic cost 25 EP).
Taking a career exit is free (no EP cost) but you must have taken all advances and skills.
Skill changes / enhancements
Consume alcohol: A T test is required after each drink - every failed test gives the consumer -10 to all percentage
characteristics (-5 if you have the consume alcohol skill). If any reaches 0 they pass out. A successful test gives +10 to Cl
and Fel. A WP test is required to stop drinking again (-10 if you have the consume alcohol skill).
Cure disease: This skill gives the patient +10 to all disease related tests while being treated by a person with the skill (no
Int test to cure the patient).
Disarm: Disarming requires a successful attack followed by an Initiative roll (not two attack rolls).
Naked dwarf syndrome
All attacks that hit inflict a minimum of 1W (except if all damage is parried or dodged)
Parry
Specialist weapon - parry gives one free parry every round when using a parry weapon.
Shields do not get a parry (but still 1 AP)
Firing into groups
When firing into a group with a missile weapon the attacker gains +5 to Ballistic skill for every creature in the group (not
double BS).
Weapons
Gunpowder: Targets in front of a gunpowder weapon must do a Fear check when the weapon fires or loose their next
action. All gunpowder weapons get +1 Dam when firing at point blank (up to 4 yards).
Blunderbuss will hit 1D4 random targets in a group (one to-hit roll against all targets)
Bombs & Incendiary: If the to-hit is missed with a bomb or incendiary the strike zone will be 2 yards from the target pr 10
failed. Bombs have a radius of 8 yards (damage is -1 between 1 and 4 yards, -2 between 5 and 8 yards).Incendiary have a
radius of 4 yards (damage as per fire rules every round for target in range).
Whip: Whips have a reach of 6 yards, uses Weapon Skill and can be used to damage or entangle (use rules for lasso).
Climbing
Climbing a sheer surface always requires a risk test. Scale Sheer Surface adds +20, Acrobatics add +10.
Critical hits and fumbles
A double under to-hit is a critical hit (11 is +1, 22 is +2, etc.) A double over to-hit is a fumble.
Melee, ranged attacks, parries and magic are affected by critical hits and fumbles. Dodge is not.
Movement in combat
All creatures can move their Mx2 yards during melee combat as a regular move or charge.
All creatures can run Mx4 yards if they take 1 W - this will never cause a critical wound.
When you engage in a new combat (charge) you get +10 to hit on all attacks in the first round.
Armor
Leather armor is 0 AP if S of attack is 4 or above - 1 AP if S of attack is 3 or below.
Leather does not count as armor for casting spells (no magic point increase).
Shields, mail and plate armor can be sacrificed to reduce the severity of critical hits by one for each AP sacrificed (ie. a +3
becomes a +2 critical hit). Shields are destroyed, armor is useless until repaired.
Casting spells
To cast a spell a Wizard tests against his Int (Clerics and Druids test against WP) with +10 for every level the caster is
above the spell level. Petty magic counts as level 0. Magic users are not considered to be prone when casting spells.
On a critical cast the magic user can choose to double either duration, range or effect (number of targets/damage on one
target/wounds recovered/etc). One a fumble - roll on the miscast table.
Spells can be cast without ingredients but at double magic point cost. Ingredients are only spent if the spell check is
successful. Magic points are spent regardless of whether the spell check is successful or not.
Casting rituals
Any spell known by a spell caster can be cast as a ritual. Casting time is D6 rounds and any number of magic users from
the same school as the caster can participate by holding hands in a circle. The cost of the spell can be drawn from the pool
of magic points from anyone participating.
Spells
Fire ball and Lightning bolt can only hit individual creatures - not groups. Each ball or bolt does not need to be aimed at the
same creature though.
Cure light injury does not cause D6 wounds on a miscast.
Instability
Creatures suffering from instability only check after any round where they are loosing.
Missing or permanently broken limbs
All rules assume a prosthesis is fitted.
Hand: -10 Dex and no use of weapons in that hand (shield is OK)
Arm: -20 Dex and no use of weapons in that hand (including shields)
Foot: -10 Initiative and -1 Move. Acrobatics can no longer be used.
Leg: -20 Initiative and -2 Move. Acrobatics can no longer be used.
Treatment for terminal bleeding
Characters who survive the initial bleeding condition will need surgery within T days (not 24 hours).
The surgeon tests against Int. + Tx10 - if successful the patient recovers normally. If not successful the patient loses 1 T
permanently and then recovers normally.
Use of Fate points
A Fate point can be used to avoid death or a critical hit.
If a critical hit results in instant death then the use of a Fate point negates the critical hit entirely but leaves the character
unconscious at zero wounds.
Dice roll Result
01-05 Always a success
96-00 Always a failure
Succeed with 4 or more SL Impressive success. Yes, and...
Succeed with 2 to 3 SL Success. Yes!
Succeed with 0 to 1 SL Marginal success. Yes, but…
Failure with 0 to 1 SL Marginal failure. No, but…
Failure with 2 to 3 SL Failure. No!
Failure with 4 or more SL Impressive failure. No, and...
Modifier Difficulty
+30 Almost too easy
+20 Fairly easy
+10 Routine
0 Average
-10 A challenge
-20 This looks hard
-30 Almost impossible
Stupidity
Creatures affected by stupidity only roll vs. Intelligence if they need to take an active decision (does
not include defending themselves, their food, their offspring or their lairs).
Dice roll Result
01-25 Do nothing.
26-50 Confused. Move at half rate but do not attack.
51-75 Disoriented. Move at normal rate but do not attack.
76-00 Act as normal.
Critical hits
Critical hit and sudden death
D100 +1 +2 +3 +4 +5 +6
Roll
01-10 1 3 5 7 9 11
11-20 2 4 6 8 10 12
21-30 3 5 7 9 11 13
31-40 4 6 8 10 12 14
41-50 5 7 9 11 13 15
51-60 6 8 10 12 14 16
61-70 7 9 11 13 15 15
71-80 8 10 12 14 16 16
81-90 9 11 13 15 15 15
91-00 10 12 14 16 16 16
Hand Weapons I To hit Dam. Parry
Hand weapon - - - -
Knife/dagger +10 - -2 -20
Spear +10 +10 - -
Improvised weapon -10 - -2 +10
Quarter staff - - -1 +10
Bastard sword -10 - +1 -
2-handed weapon -10 - +2 -
Halberd +10 -10 +2 -
Flail - -10 +1 -10
2-handed flail -20 -20 +3 -10
Rapier +20 - -1 -
Buckler - - -2 +20
Left-hand dagger - - -2 +10
Sword-breaker - - -2 -10
Lance +20 +10 +2 -20
Net - -10 N/A N/A
Whip - -10 -2 -20
Unarmed -20 -3 N/A
Unarmed - Street F. -10 -1 N/A
Unarmed - Fist W. -10 -2 N/A
Street F. + Fist W. - - N/A
Missile Weapons Short Long Extreme ES Load/Fire
Short bow 16 32 150 3 1 round
Normal bow 24 48 250 3 1 round
Long bow 32 64 300 4 1 round
Elf bow 32 64 300 4 1 round
Crossbow 32 64 300 5 2 rounds
Crossb. pist. 16 32 50 1 2 rounds
Rep. crossb. 32 - 100 1 ½ round
Sling 24 36 150 3 1 round
Staff sling 24 36 200 5 2 rounds
Javelin 8 16 50 C-1 1 round
Spear 4 8 25 C 1 round
Dart 16 32 100 C-3 1 round
Thr. knife 8 16 50 C-2 1 round
Thr. axe 4 8 20 C 1 round
Blowpipe 12 24 50 1 1 round
Lasso 4 8 - - 3 rounds
Bolas 12 24 50 1 1 round
Pistol 12 24 50 6 3 rounds
Blunderbuss 24 48 250 3 4 rounds
Bomb 4 8 20 6 1 round
Incendiary 4 8 20 F 1 round
Improvised 4 6 10 C-2 1 round
Charac- Human Dwarf Halfling Elf Ogre*
teristic
M D3+2 D2+2 D2+2 D3+3 D3+3
WS 2D10+20 2D10+30 2D10+10 2D10+30 2D10+20
BS 2D10+20 2D10+10 2D10+30 2D10+30 2D10+0
S D3+1 D3+1 D3 D3+1 D3+2
T D3+1 D3+2 D3 D3+1 D3+2
W D3+4 D3+5 D3+3 D3+3 D3+10
I 2D10+20 2D10+10 2D10+40 2D10+50 2D10+10
A 1 1 1 1 1
Dex 2D10+20 2D10+30 2D10+30 2D10+30 2D10+10
Ld 2D10+20 2D10+30 2D10+10 2D10+30 2D10+10
Int 2D10+20 2D10+20 2D10+20 2D10+40 2D10+10
Cl 2D10+20 2D10+30 2D10+10 2D10+40 2D10+30
WP 2D10+20 2D10+30 2D10+40 2D10+30 2D10+20
Fel 2D10+20 2D10+10 2D10+30 2D10+20 2D10+0
Fate Points D3+1 D3 D4 N/A D3
*Orgres do d10 in melee damage instead of d6 and have +30 to any strength test vs normal size
creatures. They count as large targets (+10). All advances cost double XP. Ogres use Human Career
and Skill charts and can only start as Warrior class.
When rolling up a replacement character players can roll a starting career for any class they qualify
for and choose any of the rolled careers.
Fumbles 11-22 33-44 55-66 77-88 99 00
01-20 1 2 1 2 1 2
21-40 3 4 3 4 3 4
41-60 5 6 5 6 5 6
61-80 7 8 7 8 7 8
81-00 9 10 9 10 9 10
One and 2-handed Fists and natural Missile weapons Thrown weapons
weapons weapons
1 Your attack is awkward. Your attack is awkward. You You fumble loading your Your attack is awkward. You
You go last next round. go last next round. weapon. Loose this attack. go last next round.
2 Your arm is jarred. Loose Your arm is jarred. Loose Your fumble with your Your fumble with your
next Attack. next Attack. ammunition. Spend next weapon. You can attack again
round to load properly. next round.
3 Your weapon twists. No You hit something solid. No The missile ricochets on The weapon ricochets on the
parry or attack for rest of attack or parry until end of the ground. Make a risk ground. Make a risk test for
round. next round. test for PC’s in the fire line. PC’s in the fire line.
4 Stretch too far. May only Stretch too far. May only Your shot goes wild. Make The weapon is caught on
parry until end of next parry until end of next a risk test for every PC in you. Dex check every round
round. round. your fire line. to untangle.
5 You twist your ankle. Half Opponent catches your You drop all your You drop all your throwing
M and I rest of combat. attack. He gets a free ammunition. Use D3 weapons. Use D3 rounds to
grapple attack with +20. rounds to pick up. pick up.
6 Fall to ground - D4 rounds You twist your ankle. Half M Your string or sling breaks. You twist your ankle. Half M
to get up. Attacker +10 and I rest of combat. Weapon is useless until and I rest of combat.
WS (def. parry only). replaced.
7 Weapon is caught on you. You hit your opponents Your weapon falls out of Fall to ground - D4 rounds to
Dex check every round to weapon. Take 3W to the your grip. 20 % chance get up. Attacker +10 WS (def.
untangle. arm (no T). that it breaks. parry only).
8 Your weapon flies D6 Fall to ground - D4 rounds A tear appears in your Your shot goes wlld. Make a
yards in a random to get up. Attacker +10 WS weapon. 20 % chance risk test for PC’s in the fire
direction. (def. parry only). each round to break. line.
9 Your weapon shatters. -10 You tear a muscle in your Your weapon tears and You tear a muscle in your
to % for rest of combat. arm. Half WS until med. att. becomes unusable. Take a back. Only M for next D4
S1 hit to the face. rounds. WS and BS half.
10 You hit yourself in the leg Your hand brakes. Unusable Weapon slips - you hit Something goes snap in your
(add S and Strike M blow until med. att. Half all % yourself in the foot (add ES shoulder. Unusable until med.
to hit). char. to hit). att. Half all % char.
Parrying weapons Gunpowder weapons Bombs Incendiaries
1 Your parry leaves you Charge fails to ignite. Bomb fails to explode. Bomb fails to ignite.
unbalanced. Go last next Weapon must be
round. Hit as normal. re-loaded.
2 Your parry leaves you Charge fails to ignite. Bomb fails to explode. Bomb fails to ignite.
unbalanced. Go last next Weapon must be
round. Hit as normal. re-loaded.
3 You are winded. May only The pan flashes but round Bomb sputters; roll a D6 The burning content spills in
parry until end of next does not go off. Use next every round - when a 6 is a straight line from thrower
round. Hit as normal. round to re-prime. rolled, the bomb explodes. to target.
4 You are winded. May only The pan flashes but round Bomb sputters; roll a D6 The burning content spills in
parry until end of next does not go off. Use next every round - when a 6 is a straight line from thrower
round. Hit as normal. round to re-prime. rolled, the bomb explodes. to target.
5 Blow knocks you down - Slow burn. The weapon Bomb explodes half way Bomb explodes half way
D4 r. to get up. Attacker fires at a random I next between thrower and target between thrower and target
+10 WS (def. parry only). round (GM determines).
6 Your opponent faints you. Slow burn. The weapon Bomb explodes half way Bomb explodes half way
Hit as normal - add 1 W to fires at a random I next between thrower and target between thrower and target
dam. round (GM determines).
7 Your weapon is knocked The shot is stuck in the Bomb bounces on impact - Bomb bounces on impact -
out of your hand landing at barrel. If used again go to move it D6 yards towards the move it D6 yards towards
your feet. Hit as normal. 10. thrower. the thrower.
8 Your weapon shatters. Hit The shot is stuck in the Bomb bounces on impact - Bomb bounces on impact -
is to the arm - weapon barrel. If used again go to move it D6 yards towards the move it D6 yards towards
provides 1 AP. 10. thrower. the thrower.
9 Your weapon spins away Weapon explodes - the Bomb explodes in the Bomb explodes in the
landing D6 yards from you. user is hit with ES in the throwers hand. throwers hand.
Hit as normal. face.
10 You lean into the blow. Weapon explodes - the Bomb explodes in the Bomb explodes in the
Calculate dam as normal - user is hit with ES in the throwers hand. throwers hand.
then double. face.
Miscast table (roll d10 and add magic points used)
2 Ghostly voices fill the air and/or a cold wind blows through the area.
3 An animal within 100 yards flees in fear.
4 You are hit by bad luck. The GM can use this against you d6 times.
5 Your pupils turn bright red until the next morning.
6 One of your friends briefly takes the face of a demon. Gain 1 insanity point.
7 You are silenced by the winds of magic. Loose your voice for d6 rounds.
8 A demonic servant appears within 100 yards. and starts stalking a random individual.
9 The winds of magic throw you to the ground. You are prone until you get up again.
10 A demon possess you for d4 rounds. GM decides what it does.
11 The winds of magic go wild. Everyone in 24 yards radius loose 1 W.
12 Your magical pool is depleted. Loose all remaining magic points.
13 You have an unholy vision of chaos. Gain d4 insanity points.
14 The magical winds knock you out. You are unconscious for d10 minutes.
15 The magical energies causes bleeding. Suffer d4W every round until med. attention.
16 Your magical potential is burned out. All magic points are lost for d6 days.
17 The winds of magic tear at your skin. Loose d10 wounds (no T)
18 You look straight into the void - gain d10 insanity points.
19 You accidentally summon a lesser demon.It attacks you!
20 You accidentally summon d6 lesser demons.They attack you and people around you!
21+ You are sucked into the void!