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Dienekes
2018-08-07, 11:29 AM
A system for me and my friends. Based around Riddle of Steel and Blade of the Iron Throne in an attempt to streamline the system a bit.

1) Introduction and Section Links
2) Character Creation (http://www.giantitp.com/forums/showsinglepost.php?p=23281978&postcount=2)
3) Feats and Flaws (http://www.giantitp.com/forums/showsinglepost.php?p=23282054&postcount=3)
4) Skills (http://www.giantitp.com/forums/showsinglepost.php?p=23285578&postcount=5)
5) Equipment (http://www.giantitp.com/forums/showsinglepost.php?p=23293762&postcount=7)
6) Maneuvers
7) Magic
8) Combat Charts
...

Dienekes
2018-08-07, 12:49 PM
CHARACTER CREATION



At character creation a player is given the following template:

Race: Human.
Social Class: Serf.
Attributes:
-Strength 1
-Agility 1
-Dexterity 1
-Toughness 1
-Intelligence 1
-Focus 1
-Awareness 1
-Charisma 1
Skills: None
Proficiencies: None
Feats: None
Flaws: 1 Major Flaw.
Passions: None

You start the game with 30 Creation Points (CP) to spend on improving your character

Choice of Species

Species is largely a cosmetic choice, in that each Race does not cost any CP. This section focuses on the mechanical aspect of races. For more in depth look at them see [not yet done]

You can choose from the following races

Human
You have no special bonuses or penalties

Orc
+1 Strength, -1 Intelligence
Darkvision
Minor Flaw: Bad Reputation
Minor Flaw: Uncivilized
Minor Feat: Large

Elf
+1 Agility, -1 Focus
Darkvision
Minor Feat: Beautiful OR Minor Feat: Skill Focus (Perception)
Major Flaw: Wastrel OR Tormented

Dwarf
+1 Toughness, -1 Agility
Darkvision
Minor Feat: Diehard or Skill Focus (Craft: Any one)
Minor Flaw: Stout
Minor Flaw: Greed or Vow
Dwarves cannot take the Large feat

Halfling
+1 Dexterity, -1 Strength
Minor Feat: Good Reputation
Minor Flaw: Short
Halflings cannot take the Large feat

Gnome
+1 Intelligence, -1 Awareness
Minor Feat: Skill Focus (Will)
Minor Feat: Magical Talent
Major Flaw: Short
Gnomes cannot take the Large feat

Goblin
+1 Focus, -1 Charisma
Minor Feat: Quick Hands
Minor Feat: Skill Focus (Acrobatics)
Minor Flaw: Short
Minor Flaw: Uncivilized
Goblins cannot take the Large feat

Gnoll
+1 Awareness, -1 Dexterity
Scent
Minor Feat: Skill Focus (Survival)
Minor Flaw: Ugly
Minor Flaw: Uncivilized

Half-Elf
+1 Charisma, -1 Toughness
Minor Feat: Beauty
Minor Feat: Skill Focus (Perform: Any one)
Sterile
Minor Flaw: Bad Reputation or Wastrel

Social Class

Social Class determines a character’s starting wealth, equipment, and the level of prestige they are considered to have in any given encounter with new people. Under normal circumstances, the higher the social class the more deference a random NPC will give to the character. While there are no direct penalties associated with Social Class, in general, those of higher rank will think less of those of lower rank. A serf's opinion would under normal circumstances not matter to a Greater Noble, and any Persuasion or Intimidation check would likely have severe dice penalty, based on the GM's discretion.

Serf (0 CP): You have almost nothing to your name. Start with Learn Language 2 in your base language. Starting Wealth: 1 silver

Low Freeman (3 CP): Start with Learn Language 2 in your base language. Starting Wealth: 15 silver

High Freeman (6 CP): Start with Learn Language 3 in your base language. Starting Wealth: 50 silver

Lesser Noble (9 CP): Start with Learn Language 3 in your base language. Starting Wealth: 100 silver

Greater Noble (12 CP): Start with Learn Language 4 in your base language. Starting Wealth: 50 gold


Attributes
There are 8 Attributes:
-Strength: Ability to exert force, your power of body.
-Agility: Ability to react and move, your fleetness.
-Dexterity: Ability for fine motor functions, your manual deftness.
-Toughness: Ability to withstand punishment, your hardiness.
-Intelligence: Ability to learn and comprehend, your mental aptitude.
-Focus: Ability to concentrate and remain calm, your strength of character.
-Awareness: Ability to notice your surroundings, your presence in the moment.
-Charisma: Ability to convince others, your force of personality.

Attributes are scaled from 1 to 10. With 1 being a toddler and 10 being one of the greatest living legends in that specific Attribute. Having a 0 in an Attribute essentially means you cannot use that Attributes in a way that makes the character unusable. Having a 0 in any physical Attribute means your character becomes paralyzed or is dead. Having a 0 in any mental Attribute means your character is braindead.

When building a character you must follow these rules:

1) You can spend 1 CP to increase any 2 Attributes by 1, or 1 Attribute by 2.
2) At the end of character creation, no Attribute can be 0 or less.
3) Before applying Racial Bonuses and Penalties to Attributes, you can have one Attribute at 7, all others must be at 5 or lower.
4) You can spend a maximum of 12 CP on Attributes

Your Attributes determine the ease or difficulty of performing actions that would be effected by your Attributes. For example, you may know a lot about climbing, but if you're too weak to lift your body you won't make it very far if you try.

Use the table below to determine what rank in any Attribute you want, and what that means for the Target Number of related skills.




Attribute Score
Meaning
Related Target Number (TN)


1
Baby
10


2
Toddler
9


3
Teenager, Below Average Adult
9


4
Average Adult
8


5
Specialist
8


6
One of the best in city
7


7
One of the best in region
7


8
One of the best in kingdom
6


9
One of the best in the world
6


10
Living Legend
5


11+
Beyond human capabilities
5*




Skills
Skills are a character’s ability to perform actions that usually require a bit of training (though can be attempted with none).

The full list of Skills is as follows:


-Acrobatics: Used to determine gymnastic feats, safely land, and some dodges in combat.

-Animal Handling: Used to control or train animals.

-Athletics: Used to determine a character’s endurance, or ability to perform a physical activity such as jumping, climbing, or some dodges in combat.

-Craft (Alchemy, Bows, Armor, Weapons, Traps, Music): Used to build things

-Deception: Used to give incorrect information.

-Disguise: Used to hide your features.

-Healing: Used to care for wounds or provide other medical treatment

-Intent: Used to determine a characters trustworthiness or give a read on them

-Intimidation: Used to compel or make fearful

-Knowledge (War, Sciences, Magic, Religion, Streetwise, Culture, History, Politics): Used to demonstrate learning in a specific topic.

-Learn Language: This is a special skill that follows its own rules. Instead of the usual 10 ranks in a skill, Learn Language has only 4 ranks. The ranks are 1: can muddle through a language. 2: Fluent. 3: Can read and write. 4: Mastery of the language.

-Navigation: The operation of controlling the movement and monitoring the location of large vessels, be they on land or sea.

-Perception: Used to search or witness something.

-Perform (Acting, Singing, Instrument, Dancing): Used to entertain those around you.

-Persuasion: Used to haggle or convince

-Seduction: Used to enthrall those around you, or befriend another.

-Sleight of Hand: Used to steal, or play card tricks

-Stealth: Used to hide and to move without being seen.

-Survival: Used to live in the wilderness, to track, and to hunt.

-Profession (Any): Your skill in a normal profession not covered by the other skills. For example, sailor would show a character’s ability to make sure the ship is functional, but does not allow Navigation as that is a separate skill.

-Riding: Used to steer a horse or cart.

-Will: Used to maintain your sense of self and concentration. Usually against spells or other skills such as seduction and persuasion.


When building a character you must follow these rules for skills:

1) You can spend 1 CP to increase any 3 Skills by 1 rank, you can choose the same Skill multiple times.
2) You can have a maximum of 7 ranks in any skill.
3) You can spend a maximum of 12 CP on Skills.

The Target Number (TN) of skills is determined by an associated Attribute that makes sense in context. Unlike D&D where each skill has one Ability score added to it. Skills in this game instead are tied to whatever Attribute makes sense in context. For example, the Athletics skill. If climbing a wall, it would make sense to use Strength. When checking running speed Agility. Or when checking endurance Toughness. In theory every Attribute can be used for every Skill in some way. In practice you will likely have usual Attributes that make up 90% of the time using a skill. For example, Persuasion will almost always be Charisma based. Though if a particularly educated individual is discussing with another character that values knowledge more than their gut reaction to people, it is entirely possible that a character’s logical argument would be better tied to the Intelligence Attribute.

Proficiency
These represent your abilities either in martial or magical prowess.

Proficiencies are as followed:

Close Combat:
-Dagger
-Wrestling
-Brawling
-Sword
-Dueling Sword
-Mass Weapon
-Polearm
-Longsword
-Greatsword

Ranged Combat:
-Bow
-Crossbow
-Gun
-Sling
-Thrown

Magic*:
-Chirgury: Manipulation of life and light
-Divination: The art of gathering secrets and seeing visions
-Illusion: Manipulating the senses of those around you
-Naturamancy: Manipulation of the natural world of plants and animals
-Necromancy: Control of the dead
-Nousturgy: Manipulation of the minds and thoughts
-Stoeichemancy: Manipulation of one or more of the elements: fire, earth, air, or water
-Transmutation: The art of physically altering something or someone.

*In order to use magic, a player must have the Magical Talent feat. See the Feats and Flaws section for further information.

When putting points in Close or Ranged Combat proficiencies, half those points (rounded down) are distributed to every other variant of that proficiency. This is not the case for Magic Proficiencies.

For example, if a character places 5 points into Dueling Sword, then all other Close Combat proficiencies are at 2.

Feats and Flaws

Feats and flaws are two sides of the same coin. Special abilities and character traits that make up a developed character. Feats and Flaws are divided into Major and Minor. The major flaws and feats are far more powerful or dangerous than the minor versions.

At character creation a player starts with one Major Flaw. Though CP can be spent to improve the feats and flaws, or to buy other feats. Using the formula below.

-Major Flaws can be turned into Minor Flaws for 2 CP
-Minor Flaws can be bought off for 2 CP
-Minor Feats can be gained for 2 CP
-Minor Feats can be turned into Major Feats for 2 CP
-Minor Flaws can be gained +2 CP
-Major Flaws can be gained by +4 CP

Your Game Master must finalize all additional flaws and CP taken in this way to avoid the more blatant attempts at minmaxing that break early game balance.

List of Feats and Flaws: So there’s really no way to break this down and simplify for new players. They’re listed in the Feats and Flaws section.

Passions
Every character should have desires, goals, and traits that define who they are as people. Upon character creation list 4 passions that define your character. They can be nearly anything, however, be careful what you choose as their relevance can help or hinder your character's progression.

During roleplay, any action taken that is determined by your Passions gives the player a Passion Point so long as there is some cost or difficulty in taking them. These points can be spent to improve your character through the course of the game.

For example, a character could have the Passions: Personal honor, Hatred of slavery, Desire to prove yourself the greatest archer in the world, and Overthrow the monarch. For this character, any time they would be greatly tempted to lie, cheat, or steal but chooses not to they would gain a Passion Point. Or any time they took actions to free slaves, or leading an expedition to undermine the king's authority. Or when taking risky or extremely difficult shots.

This would be a character that has a reasonably well developed list of Passions that can be used by both the player and the GM to create an interesting campaign. However, the Passion to make out with fruit, while certainly unique, has less roleplay potential or cost to your character.

Dienekes
2018-08-07, 01:21 PM
FEATS AND FLAWS


It should be noted, that all feats and flaws can be picked at character creation. However, some are likely to be gained through playing the game. Lose a particularly dangerous fight? You might gain the Disfigured or the Amputee flaw. Save a merchant from a band of ne’er do wells? You might gain the Ally Feat.

Flaws

Addiction: You are compelled to feed your addiction.
-Minor: Every 24 hours, unless you get your fix you suffer -1 die penalty on all rolls until you get it. After a week this penalty increases to -2. After 2 weeks this becomes -3. After the 4th week the penalty goes back to -2. And increases by 1 every additional week. At which point the addiction is beaten, but will resurface if indulged at a later point.
-Major: As Minor, however, the thing you’re addicted to is more harmful for the character.

Amputee, Arm: One of your arms is unusable.
-Minor: You are missing your hand. The rest of the arm can still be used at a penalty. Items like shields can still be strapped to it. And any check that requires the use of the arm can be attempted at a -2 dice penalty. Sleight of Hand checks with the hand automatically fail.
-Major: Your entire arm is gone. Any action that would require two arms is automatically failed.

Amputee, Leg: One of your legs is unusable.
-Minor: You’ve lost a foot or were born lame. All maneuvers that are based around dodging or evasion suffer a -1 die penalty along with any other action that use the leg (such as climbing or jumping). Your speed is reduced by 2.
-Major: You’ve lost the entire leg. All maneuvers that are based around dodging or evasion suffer a -3 die penalty along with any action that makes use of the leg. Any action or check that requires the use of both legs or the lost leg automatically fail. Your Speed is reduced by 4.

Bad reputation: You are infamous, either fairly or unfairly.
-Minor: -2 dice to any roll that requires a positive reputation, such as fair dealings, seduction, persuasion, and the like. However, you gain +1 die on Intimidation. People may recognize either you or your name with an Intelligence Check TN 7.
-Major: -4 dice to any roll that requires a positive reputation. However, you gain +2 die on Intimidation. People may recognize either you or your name with an Intelligence Check TN 3.

Bloodlust: You make any excuse to start a fight.
-Minor: Against any slight, no matter how minor, you must make a Will check, or start a fight.
-Major: Against any slight, no matter how minor, you must make a Will check at 2 die penalty, or start a fight. You must make also make a Will check at 2 die penalty to avoid killing enemies that you have started fighting, for any reason.

Craven: You are a coward.
-Minor: Whenever you make a check against Intimidation you suffer a -2 dice penalty. In addition, when trying to perform a dangerous action you need to make a Will check.
-Major: Whenever you make a check against Intimidation you suffer a -4 dice penalty. In addition, when trying to perform a dangerous action you need to make a Will check at -2 dice penalty.

Deaf: You are hard of hearing.
-Minor: You must make a difficult perception check in order to listen to a character whispering to you. In addition, you suffer a -2 die penalty on any normal check required to hear something.
-Major: You cannot hear at all.

Greed: You love money to a destructive degree.
-Minor: Any time you are offered money, power, or whatever your desire is make a Will check to avoid taking the money despite dangerous factors. This check is easier if the action needed to take is dangerous or would betray a close friends trust.
-Major: As Minor, however you suffer a -3 dice penalty on your Will check, and the check is not easier if the action would force a character to betray their friends and allies.

Lecherousness: You wanna bang. Just everything that moves.
-Minor: Any time a member of the character’s sexual preference makes a Seduction check you suffer -2 dice on any opposed roll.
-Major: Any time a member of the character’s sexual preference makes any Charisma based skill or check against you, you suffer a -2 dice on any opposed roll.

Small: You short.
-Minor: When you fight, your weapon is considered 1 category smaller and your speed is lowered by 1, and your Encumbrance is ¾ the normal weight. However, you gain +1 die to Stealth.
-Major: When you fight, your weapon is considered 3 categories smaller and your speed is lowered by 3, and your Encumbrance is ½ the normal weight. However, you gain +1 die to Stealth.

Stout: You are built like a trashcan.
-Minor: Your Speed is lowered by 1, but you are considered one category less encumbered at all times.
-Major: Your Speed is lowered by 3, you are considered one category less encumbered at all times.

Dark Secret: You have something that you don’t wish people to find out.
-Minor: Your secret will be embarrassing if discovered and will likely cause you some difficulties in the future but you will survive through it.
-Major: Your secret, if discovered, could result in your death or some other horrible outcome that would utterly ruin your life.

Obese: You fat
-Minor: You are considered 1 step category more encumbered at all times, however increase your Knockdown by 1.
-Major: You are considered 2 step categories more encumbered at all times, however, increase your Knockdown by 1.

Phobia: You’re scared of something.
-Minor: Pick a specific thing your character is terrified of even being near. Examples include heights, snakes, closed spaces, magic, etc. When first interacting with your phobia you are unable to make an action for 1 turn, then suffer a -1 die penalty to all rolls until the character calms.
-Major: As the Minor version, except your character suffers -3 dice penalty.

Rage: You fly off the handle.
-Minor: When frustrated or under pressure your character must make a Will check to walk away from the source of frustration, or a difficult check to avoid making some form of action against the frustration, this action can be either physical or verbal depending on the situation.
-Major: As the Minor version, except all the checks are more difficult. In addition, if you fail your character flies into a Berserk Rage with no benefits unless you have the Berserker feat.

Insomnia: You can’t sleep.
-Minor: Because you sleep in fits and spurts, either you get a full 12 hours of sleep per day instead of 8, or you are exhausted.
-Major: As Minor, except every night you must fail a Perception. If you succeed you do not get to sleep that night. The checks difficulty is determined by your surroundings.

Tormented: You basically have PTSD
-Minor: Work with your GM to determine what caused this flaw. If anything nearby would remind you of the event you must make a Will check or become distracted suffering a -2 die on all rolls.
-Major: As Minor, except you suffer a -3 die on all rolls and lose control of your character for an action as your character screams or tries to run away.

Ugly: You ugly.
-Minor: You suffer -1 die on all social rolls.
-Major: You suffer -3 dice on all social rolls.

Vow: You have a strict code of conduct.
-Minor: Your vow does not cause many major problems, such as abstinence, pacifism, or sobriety. If you break your vow you suffer a -1 die penalty on all rolls until you make a proper penance or buy off the flaw.
-Major: Your vow is repressive to a degree almost everyone else would buckle under, requiring a strict regimentation of your entire life. If you break your vow you suffer -2 dice penalty on all rolls until you make a proper penance or buy off the flaw.

Wastrel: You are bad at holding onto money.
-Minor: Whenever you receive payment or gain wealth through the campaign, halve the total amount received. The rest is considered to have been spent.
-Major: As minor, but in addition you suffer -3 dice on any attempt to Haggle or find a good price for an item.

Uncivilized: You come from the less enlightened parts of the world.
-Minor: You start with ½ the Starting Wealth of your Social Class, and among civilized peoples you are considered one Social Class lower in all interactions.
-Major: You start with ¼ the Starting Wealth of your Social Class, and among civilized peoples you are considered two Social Classes lower in all interactions.



Feats

Berserker: You get angry and smash things.
-Minor: When you have suitable cause for anger, you may make a Will check in order to work yourself into a Berserker Rage. When in a Berserker Rage you gain 1 Strength and 1 Toughness. You Rage for a number of rounds equal to your 3+ your Toughness, afterward you lose the benefits of Berserker Rage and become Exhausted. If the cause of your rage is defeated or killed or runs away, you must find another target for your Rage, be it friend or foe. You can choose to end the Berserker Rage early with a moderate Will check.
-Major: Your Berserker Rage lasts for double your Toughness. After 3 rounds you can choose to leave the Berserker Rage with no Will check.

Allies: You’ve got friends.
-Minor: Average people who are willing to go a long way to give you some aid from time to time. Should their circumstances allow it.
-Major: Important people who are willing to go a long way to give you some aid from time to time. Should their circumstances allow it.

Animal Companion: You have a pet. You can take this Feat multiple times, each with a different pet.
-Minor: You have a small well-trained animal that follows you around. Something like a cat, rat, owl, or toad. The animal is technically a DM NPC, but will generally follow your commands.
-Major: You have a fairly strong reasonably well-trained animal that follows you around. Something like a wolf, or a bear, or a horse, or an eagle. The animal is technically a DM NPC, but will generally follow your commands. The animal itself will raise in strength along with the master, to not become overpowered in lower levels or fall off into uselessness at higher levels.

Beautiful: Hot damn
-Minor: You gain 1 bonus die on any roll that would be directly affected by your beauty (most Charisma checks, maybe some Perform checks against characters that would normally be attractive to you).
-Major: As minor, except you gain +3 dice. In addition, usually, everyone just generally treats you better. Though it can spur the jealousy of others

Diehard: You’re tough.
-Minor: Ignore the first Scratch of every fight.
-Major: As minor. In addition, you may take all the penalties to your rolls caused by damage and instead turn them into bonus dice for one move. After using this feat you gain an additional Wound.

Good Reputation: You are recognized as honorable
-Minor: You may add a 1 die to any check that may be influenced by having a positive reputation, usually anything social. Your reputation is enough that it makes you minorly famous. People have a chance of recognizing you, and would act friendlier to those they find honorable.
-Major: Your word is your bond. You may add 3 dice to any check that may be influenced by having a positive reputation. Furthermore, you are very likely to be recognized by name if not appearance.

Linguist: You know languages.
-Minor: If taken at character creation you gain 1 additional language at the same rank as your base language.
-Major: Whenever you spend a point in a Learn Language skill you increase your skill by 2 ranks instead of 1.

Patron: You are under the employ of someone at least decently influential. They will require serves but on the other hand provide protection and occasionally resources.
-Minor: Your patron is of lesser nobility. Usually this provides you with a place to stay and meals and clean clothes.
-Major: Your patron is of high nobility. They will probably pay for most any small purchase, though they do expect services.

Large: You’re big
-Minor: You suffer -1 die penalty on Acrobatics checks, however, you deal +1 damage on all melee attacks, and gain +1 to Knockdown.
-Major: As Minor, however in addition your weapon reach is increased by 1 step and your Knockdown gains an additional +1.

Magic Talent: You can cast spells.
-Minor: You can use the Magic Proficiencies. Pick Arcane or Divine. If you choose Arcane then the TN of your spells is determined through your Intelligence. If you choose Divine then the TN of our spells is determined through your Charisma. You cannot increase your skill in any specific Magic Proficiency above 5.
-Major: You can increase your skill in any specific Magic Proficiency to 10.

Quick Hands: You can draw and reload weapons faster.
-Minor: You can draw your melee weapons as part of your attack or parry action. Or the preparation for ranged attacks or spells by 1 (to a minimum of 1) rounds.
-Major: You can make a moderate Dexterity check to lower Preparation time by 3.

Skill Focus: You are exceptionally talented with a specific skill. You can take this Feat multiple times, each time with a different skill.
-Minor: Choose a skill, except Learn Language, then pick one of the listed uses for that skill. All TNs for that use of the skill are lowered by 1.
-Major: The TN of all uses of the chosen skill is lowered by 1.

Weapon Focus: You skilled with a specific weapon. You can pick this Feat multiple times, each time with a different weapon.
-Minor: Pick one weapon (not weapon type), then pick two of the following traits: Strike Attack, Thrust Attack, Strike Damage, Thrust Damage, Parry, Projectile Attack. If you pick either of the Attacks or Parry the TN of the chosen attack or parry with that weapon is lowered by 1. If you pick either of the damages, the damage with the chosen weapon is increased by 1.
-Major: As minor variant, except it effects all types of attacks, parries, and damage with the chosen weapon.

JeenLeen
2018-08-08, 03:48 PM
As someone who loved Riddle of Steel (the little I got to play of it) but felt like the combat mechanics were so crazy complicated that I would never play it in real life, I am very interested to see this streamlining.

I like how you emulate the levels of each category by having 12 CP being the cap.

I'm assuming the net changes for each race are balanced, so they sum to a 0 CP modifier. Is that right? That is, in a sense, each race is a starting template and recommended build, but mechanically is equal.



CHARACTER CREATION



At character creation a player is given the following template:

Race: Human.
Social Class: Serf.
Attributes:
-Strength 1
-Agility 1
-Dexterity 1
-Toughness 1
-Intelligence 1
-Focus 1
-Awareness 1
-Charisma 1
Skills: None
Proficiencies: None
Feats: None
Flaws: 1 Major Flaw.
Passions: None

You start the game with 30 Creation Points (CP) to spend on improving your character


So are the 30 points on top of the +1 to all stats? And do those +1s count against your 12 points total spent on stats?

Dienekes
2018-08-08, 11:25 PM
SKILLS

The skill list has already been listed in the Character Creation section. This will get into further details of the usual uses for each skill and the usual corresponding Attribute. However, these are not the only uses for each Skill.

Acrobatics: Used to determine gymnastic feats, safely land, and some dodges in combat.
-Balance (Agility)
-Evasion (Agility)

Animal Handling: Used to control or train animals.
-Train Animal (Focus)
-Command Animal (Charisma)
-Understand Animal (Awareness)

Athletics: Used to determine a character’s endurance, or ability to perform a physical activity such as jumping, climbing, or some dodges in combat.
-Jump (Strength)
-Climb (Strength)
-Endurance (Toughness)
-Run (Agility)

Craft (Alchemy, Bows, Armor, Weapons, Traps, Music): Used to build things
-Design Item (Intelligence)
-Repair Item (Strength or Dexterity depending on item)
-Build Item (Strength or Dexterity depending on item)

Deception: Used to give incorrect information.
-Bluff (Charisma)
-Befuddle (Charisma)

Disguise: Used to hide your features.
-Create Disguise (Dexterity)
-Impersonate (Charisma)

Healing: Used to care for wounds or provide other medical treatment
-Determine Injury (Intelligence)
-Perform Surgery (Dexterity)

Intent: Used to determine a characters trustworthiness or give a read on them
-Determine Deception (Awareness)
-Determine Motive (Awareness)

Intimidation: Used to compel or make fearful
-Threaten (Strength or Charisma depending on circumstance)
-Demoralize (Strength or Charisma depending on circumstance)

Knowledge (War, Sciences, Magic, Religion, Streetwise, Culture, History, Politics): Used to demonstrate learning in a specific topic.
-Recall Lore (Intelligence)
-Research (Focus)

Learn Language: This is a special skill that follows its own rules. Instead of the usual 10 ranks in a skill, Learn Language has only 4 ranks. The ranks are 1: can muddle through a language. 2: Fluent. 3: Can read and write. 4: Mastery of the language.

Navigation: The operation of controlling the movement and monitoring the location of large vessels, be they on land or sea.
-Stir Vessel (Dexterity)
-Determine Location (Awareness)

Perception: Used to search or witness something.
-Determine Illusion (Awareness)
-Investigate (Focus)
-Spot (Awareness)

Perform (Acting, Singing, Instrument, Dancing): Used to entertain those around you.
-Entertain (Charisma, Agility, or Dexterity depending on performance)

Persuasion: Used to haggle or convince
-Haggle (Charisma)
-Convince (Charisma)

Seduction: Used to enthrall those around you, or befriend another.
-Befriend (Charisma)
-Entrance (Charisma)
-Seduce (Charisma)

Sleight of Hand: Used to steal, or play card tricks
-Pick-pocket (Dexterity)
-Hide Object (Dexterity)
-Cheat at Cards/Dice (Dexterity)

Stealth: Used to hide and to move without being seen.
-Move Silently (Agility)
-Hide (Awareness)

Survival: Used to live in the wilderness, to track, and to hunt.
-Endure Environment (Toughness)
-Track (Awareness)

Profession (Any): Your skill in a normal profession not covered by the other skills. For example, sailor would show a character’s ability to make sure the ship is functional, but does not allow Navigation as that is a separate skill.
-Perform Professional Duties (depends on the task)

Riding: Used to steer a horse or cart.
-Direct Mount (Dexterity)
-Control Mount (Charisma): Can be done with a Handle Animal check instead.

Will: Used to maintain your sense of self and concentration. Usually against spells or other skills such as seduction and persuasion.
-Maintain Wits (Focus)
-Maintain Spells (Focus)


The duration and difficulty of skill check is determined by the GM, unless they are directly opposed skill checks. The number of dice thrown is equal to your skill rank. The Target Number (TN) for your dice is determined by the appropriate Attribute, as seen in the following Table.




Attribute Rank
Target Number


1
10


2-3
9


4-5
8


6-7
7


8-9
6


10
5






Increasing Skill Rank After Character Creation
You can spend Passion Points to increase your Skill Rank in any skill. You can only increase a skill by 1 rank at a time, and a certain amount of time must pass before you can rank up any skill again.
The number of Passion Points needed to increase a Skill rank can be decreased by successfully using the skill in dangerous and particularly risky situations where failure would have horrible consequences. Each such success decreases the number of Passion Points needed by 1 to a minimum of 1.




Skill Rank

Passion Points



1

2



2

4



3

6



4

8



5

10



6

12



7

14



8

16



9

18



10

20







Number of Required Successes

Ultimately, the number of successes to perform any skill is determined by the GM. However, this is the general guideline.



Task Difficulty

Required Successes

Example



Simple

1

Balance on a 3 foot wide walkway



Average

2

Intimidating a coward



Moderate

3

Convincing an acquaintance to help you move



Difficult

4

Survive in a harsh environment with appropriate tools



Hard

5

Navigate during a starless night



Extremely Hard

6

Jump over a 25 foot hole



Almost Impossible

7+

Climbing a mountain alone with no tools

Dienekes
2018-08-08, 11:27 PM
As someone who loved Riddle of Steel (the little I got to play of it) but felt like the combat mechanics were so crazy complicated that I would never play it in real life, I am very interested to see this streamlining.

I like how you emulate the levels of each category by having 12 CP being the cap.

I'm assuming the net changes for each race are balanced, so they sum to a 0 CP modifier. Is that right? That is, in a sense, each race is a starting template and recommended build, but mechanically is equal.



So are the 30 points on top of the +1 to all stats? And do those +1s count against your 12 points total spent on stats?

The 1 in all Attributes does not count toward the total 30 or the 12 spent on stats. They are required to play the game, so I didn't see a need to have people spend for them.

And you are correct about the races. They all balance around back to 0, though I will probably fiddle with them in the future.

Dienekes
2018-08-12, 10:31 PM
EQUIPMENT


COINAGE

Relatively simple.

10 copper (c) is 1 silver(s)
10 silver is 1 gold(g)

And that's it. I'm not particularly interested in making an accurate economic simulator.

RANGED WEAPONS




NAME
COST
STR REQ
PROF
PREP
ATTACK
DAMAGE
RANGE


Shortbow
2c
4
Bow
3
7
6p
Short


Longbow
5c
6
Bow
3
7
8p
Far


Crossbow, Light
2s
-
Crossbow
6
6
5p
Short


Crossbow, Heavy
5s
-
Crossbow
6
6
8p
Far


Slingshot
1c
-
Sling
3
7
Str b
Short


Javelin
1s
3
Thrown
2
7
Str+2p
Thrown


Throwing Axe
8c
3
Thrown
1
7
Str+2c
Thrown


Throwing Knives
5c
2
Thrown
1
6
Str-1p
Thrown




Reading the table
Name: Name of the item.
Cost: how much the item costs. In copper (c), silver (s), or gold (g)
Str Req: How much Strength is required to use the weapon. If you don't have the required strength you lose 1 die for every rank in Strength you are below the Str Req
Prof: What Proficiency the weapon is considered under.
Prep: How many Exchanges it takes to prepare the weapon for use. So if a weapon has a Prep of 3, it takes 3 full Exchanges, then you can attack on the 4th.
Attack: Your Target Number for your attack dice.
Damage: How much damage you deal on a successful hit.
Range: The further away a character is from their enemy the more difficult a shot becomes. Each weapon is listed as having a range of Short, Far, or Thrown. The chart below determines how far and at what penalty the weapon can attack.





-0
-1 die
-2 dice
-3 dice
-4 dice


Thrown
0-3 yd
3-6 yd
6-12 yd
12-25 yd
25-40 yd


Short
0-10 yd
10-20 yd
20-35 yd
35-50 yd
50-80 yd


Far
0-15 yd
15-30 yd
30-45 yd
45-90 yd
90-250 yd





MELEE WEAPONS




NAME
COST
PROF
HAND / REACH
STRIKE
THRUST
PARRY
SPECIAL


Small Dagger
1s
Dagger
Thrown
1 / H
8
Str-2c
7
Str p
9
Hidden


Heavy Dagger
1s 5c
Dagger
1 / H
7
Str-1c
7
Str+1p
9



Main Gauche
3s
Dagger
1 / H
8
Str-2c
7
Str p
7
Baskethilt


Arming Sword
5s
Sword
1 / M
7
Str c
7
Str p
8



Longsword
10s
Longsword
2 / L
7
Str+1c
7
Str+1p
7
Versatile
Anti-Armor 1 on Thrusts


-Longsword
10s
Longsword
Sword
1 / L
8
Str+1c
7
Str p
8
Versatile
Anti-Armor 1 on Thrusts


Claymore
15s
Longsword
Greatsword
2 / VL
7
Str+2c
7
Str+1p
7



Greatsword
20s
Greatsword
2 / VL
7
Str+3c
8
Str+1p
7



Falchion
5s
Sword
1 / M
7
Str+1c
8
Str p
8



Great Falchion
10s
Longsword
2 / L
7
Str+3c
8
Str p
7



Rapier
10s
Dueling Sword
1 / L
8
Str c
7
Str+1p
7
Baskethilt


Estoc
15s
Dueling Sword
Longsword
2 / L
8
Str b
7
Str+2p
7
Anti-Armor 1 on Thrust


Sabre
7s
Dueling Sword
Sword
1 / M
7
Str+1c
9
Str p
8
Baskethilt


Quarterstaff
5c
Polearm
2 / L
7
Str b
7
Str b
7
Double weapon


Battle Axe
3s
Mass
2 / M
7
Str+3c
9
Str p
8
Versatile
Anti-Armor 1


-Battle Axe
3s
Mass
1 / M
7
Str+2c
9
Str p
9
Verstaile
Anti-Armor 1


Great Axe
8s
Mass
2 / L
7
Str+3c
9
Str p
8
Anti-Armor 1


Hand Axe
2s
Mass
Thrown
1 / H
7
Str+1c
-
9



Poll Hammer
10s
Mass
Polearm
2 / L
7
Str+2b
8
Str+1p
7
Hook
Anti-Armor 2


Pollaxe
12s
Mass
Polearm
2 / L
7
Str+2
c or b
8
Str+1p
7
Anti-Armor 2


War Hammer
5s
Mass
1 / M
7
Str+1
b or p
8
Str p
8
Anti-Armor 1


Shortspear
5c
Polearm
1 / L
9
Str-2c
7
Str+1p
10



Spear
1s
Polearm
2 / VL
7
Str c
7
Str+2p
7



-Spear
1s
Polearm
1 / VL
9
Str-1c
7
Str+1p
10



Lance
3s
Polearm
2 / EL
9
Str-2b
8
Str+2p
10
Versatile


-Lance
3s
Polearm
1 / EL
10
Str-2b
7
Str+2p
10
Versatile
only on horse
Anti-Armor 2 on Thrust


Halberd
10s
Polearm
2 / VL
7
Str+2c
8
Str+1p
8
Hook
Anti-Armor 1


Flail
6s
Mass
1 / M
8
Str+2b
-
10
Anti-Armor 1
Anti-Shield 1


Threshal
8s
Mass
2 / L
7
Str+3b
-
8
Anti-Armor 2
Anti-Shield 1


Mace
3s
Mass
1 / S
7
Str+1b
-
8
Anti-Armor 2


Great Mace
6s
Mass
2 / M
7
Str+3b

7
Anti-Armor 2





Reading the Table.
Name: Name of the item.
Cost: how much the item costs. In copper (c), silver (s), or gold (g)
Prof: What Proficiency the weapon is considered under.
Hand / Reach: The first number is the number of hands needed to use the item. The second is the length of the weapon. Each weapon has a reach of Hand (H), Short (S), Medium (M), Long (L), Very Long (VL), or Extremely Long (EL). Further information on Reach will be provided in the Combat section.
Strike: Has two sections, the first number is the TN for all Strike attacks with the weapon. The second provides the damage dealt in addition to the character's Strength. The final letter determines the type of damage dealt: pierce, cut, or blunt.
Thrust: Has two sections, the first number is the TN for all Thrust attacks with the weapon. The second provides the damage dealt in addition to the character's Strength. The final letter determines the type of damage dealt: pierce, cut, or blunt.
Parry: The TN needed for using the Parry defensive maneuver
Special: Provides different abilities for the weapon.
Hidden: Gain a bonus die when trying to hide the weapon.
Baskethilt: All disarm attempts made against this weapon suffers a -2 dice penalty.
Anti-Armor #: After a successful attack against an opponent wearing armor, subtract the number from the enemies Armor when calculating damage. This cannot make the enemy's armor go below 0.
Versatile: This weapon can be used in 1 or 2 hands.
Double Weapon: This weapon is considered both a primary and secondary weapon. However, when using maneuvers that require the off-hand weapon to attack, this item suffers a -1 to all damage.
Hook: This weapon has access to the Hook maneuver

SHIELDS


Name
Cost
Block Melee
Block Projectile
Move Penalty
Endurance Penalty


Buckler
1
6
8
0
0


Small Shield
1
6
7
.5
.5


Large Shield
2
6
6
1
1



Reading the Table
Block Melee: The TN needed to block melee attacks
Block Projectile: The TN needed to block ranged attacks
Move Penalty: Dice penalty on all movement based checks (Acrobatics to Dodge, Athletics to Run, ect.)
Endurance Penalty: Dice penalty on your Endurance.

ARMOR


Name
Armor Piercing
Armor Blunt
Armor Cut


Gambeson
1
2
2


Leather
2
1
2


Hardened Leather
3
2
2


Lamellar
3
3
3


Metal Scale
3
5
-


Brigandine
4
4
-


Mail
5
3
-


Plate
6
6
-


Tourney Plate
7
7
-



When taking damage from weapons determine the type of damage dealt (Piercing, Blunt, or Cut) and subtract the listed amount from the total damage.
Any armor with a - on the cutting section cannot be effectively cut through weapon use. Instead, cutting damage suffers a -2 penalty and is considered Blunt for the purposes of determining Armor and when looking at Damage Charts.



Name

Protects
Armor Type
Cost
Penalty

Weakpoint



Cap

Head, does not protect against Thrusts
Gambeson
1s
Perception -1 only Hearing

0





Leather
1s 5c
Perception -1 only Hearing

0





Lamellar
7s
Perception -1 only Hearing

0





Mail
5s
Perception -1 only Hearing

0





Plate
1g
Perception -1 only Hearing

0











Enclosed Helmet

Head
Plate
2g
Perception -1

5





Tourney Plate
5g
Perception -2

6











Shirt

Upper Torso, Lower Torso, Arms
Gamebeson
7c

4





Leather
1s 5c

4





Hard Leather
2s 5c

4





Mail
5s
Endurance .5

5











Cuirass

Upper Torso, Lower Torso
Gambeson
5c

4





Leather
1s

4




Hard Leather
2s

4




Lamellar
5s

5




Metal Scale
5s

5




Brigandine
3s 5c

5




Mail
4s
Endurance .5

5




Plate
1g 5s
Endurance .5

5




Tourney Plate
2g 5s
Endurance 1

6










Trousers
Hips, Legs
Gambeson
5c

2




Leather
1s 5c

2




Hard Leather
2s 5c
Move Penalty .5

3




Mail
5s
Move Penalty 1
Endurance .5

4










Pteruges
Hips
Gambeson
3c

1




Leather
8c

1




Hard Leather
1s 3c

2










Greaves

Legs
Lamellar
3s
Move Penalty .5

4




Metal Scale
4s
Move Penalty .5

4




Brigandine
2s 5c
Move Penalty .5

5




Plate
1g
Move Penalty .5

5











Vambrace
Arms
Lamellar
3s
Endurance .5

4




Metal Scale
4s
Endurance .5

4




Brigandine
2s 5c
Endurance .5

4




Mail
2s 5c
Endurance .5

4




Plate
1g
Endurance .5

5










Full Plate Suit
Upper Torso, Lower Torso, Hips, Legs, Arms
Plate
6g
Move Penalty 1
Endurance 1

5




Tourney Plate
10g
Move Penalty 2
Endurance 2
6










Three Quarter Plate
Upper Torso, Lower Torso, Hips, Arms
Plate
4g
Endurance 1
Move Penalty .5
5





Reading the Table
Protects: Which parts of the body the piece of armor protects
Weakpoint: When attacking armor, a character can choose to Thrust toward the Weak point. Doing so decreases the total number of successes of the attacker by the Weakpoint number. However, if the attack is still successful all armor is ignored.

Lacco
2018-08-13, 07:41 AM
Will be definitely watching this. I like the idea about attributes setting TNs, but what about combat? Will the TN be set by weapon or will it be just modified?

Are you planning to use the derived attributes?

Also, in my unplanned and unwanted sabattical I spent some time tinkering with the system on paper. Came up with ideas for 3 additional magic systems which could work (in addition to the one found in BoIT) and tried re-working the attributes. However, this is all only in my notebook. Will gladly share.

BTW, your mailbox is full.

Dienekes
2018-08-13, 08:11 PM
Will be definitely watching this. I like the idea about attributes setting TNs, but what about combat? Will the TN be set by weapon or will it be just modified?

Are you planning to use the derived attributes?

Also, in my unplanned and unwanted sabattical I spent some time tinkering with the system on paper. Came up with ideas for 3 additional magic systems which could work (in addition to the one found in BoIT) and tried re-working the attributes. However, this is all only in my notebook. Will gladly share.

BTW, your mailbox is full.

Mailbox should no longer be full.

In combat TNs are mostly set by the weapon. However, some Feats and the quality of the equipment can change them.

Some derived attributes are in the game. But most are brought up in the section they're relevant. Knockout, Knockdown, Prowess, Accuracy, and Thaumaturgy are the current derived attributes. And I’m honestly thinking of removing the first two with Athletics and Will checks.

And I’m very curious on your three magic systems. So far mine is designed to be strictly utilitarian.

Lacco
2018-08-14, 02:10 AM
Mailbox should no longer be full.

In combat TNs are mostly set by the weapon. However, some Feats and the quality of the equipment can change them.

Some derived attributes are in the game. But most are brought up in the section they're relevant. Knockout, Knockdown, Prowess, Accuracy, and Thaumaturgy are the current derived attributes. And I’m honestly thinking of removing the first two with Athletics and Will checks.

And I’m very curious on your three magic systems. So far mine is designed to be strictly utilitarian.

Yup. This is something I missed in RoS - while a weapon mainly sets TN, the character should be able to modify it a bit through experience. I tried to do so via the "Riddle-seeking" which amounted to finding enough clues to get a certain feat, but that works best for solo-play.

Re: Knockout/Knockdown - I agree.

Basic info the first systems so far (don't have time to write too much, need to reaaad!):


Academic magic is the "safe", "controlled" magic. It needs serious testing, and may be a bit cumbersome, but serves for the players who want lots of spells and D&D-like casting with a twist.
- you get 2 additional derived attributes ("base mana matrix" and "draw")
- you get 8 schools of magic (proficiencies)
- you get access to 3 "magic" skills (spellcasting for spells, ritual magic for rituals, symbol drawing for sigils)

Schools:
Recantation (Protect, Banish, Barrier)
Incantation (Summon, Create, Teleport)
Seercraft (Reveal, Prophecy, Truth)
Mind Manipulation (Control, Influence, Charm)
Channeling (Channel, ManipulateElements, Energy)
Illusionism (Deceive, Remember, Illusion)
Dark Arts (Life, Death, Undeath)
Transmutation (Change, Creature, Environment)

During character generation, when you invest a point of proficiency, you get 1 spell of your choice of the new level and then you can choose whether you want two spells of the lower level or one spell of the higher one.
E.g. I have proficiency 4 in Channeling. for investing in it I get:
1 spell of lvl 1 + 1 spell of lvl 1
1 spell of lvl 2 + (choice of 2 spells of lvl 1 or 1 spell of lvl 2) 1 spell of lvl 2
1 spell of lvl 3 + 2 spells of lvl 2
1 spell of lvl 4 + 2 spells of lvl 3

In total 10 spells.

Your casting pool is equal to Power + proficiency in school.

To cast a spell/ritual/whatever, you need to get enough hits on casting check to bypass the level of spell (4 successes for LVL 4 check).

Now we enter the "untested idea" area:

Spell slots are not used. Instead you get the mana matrix. For test character (all attributes are on 4, with proficiency 4 in Channeling) you get 4x4 mana matrix.




O





O




O
O
O
O



O





O





Which means you take 4 mana tokens and place them horizontally and then 4 to place vertically (yes, it makes a 4x5 basically, but bear with me...). When you are completely refreshed (will get to that later) you take tokens equal to your proficiencies and place them as you wish - the only rule is, that they need to be placed next to another token horizontally or vertically (base mana tokens will be marked as "O", the proficiency tokens as "X" but only for this example).




1
2
3
4
5



A

O
X





B

O
X





C
O
O
O
O
X



D

O
X





E

O








Now every time you rest (let's say 4 hours of relaxation, no other needs), your base mana automatically refreshes. Other than that you have to Draw mana (a short ritual which opens you to potential corruption or long ritual that is safer but takes time). Also, you can "reconfigure" the base matrix via 1h ritual to place it in other legal way.

And now: when you want to cast, you need to use enough mana - at least equal to the level of the spell. Anything more you use powers up the final spell (or makes the backfire more spectacular). You must always* take whole row or whole column if possible (if there is a break, you stop!) - which means that to cast level 1 spell I can take any row or column, but for level 4 I can take only row C or column 2 (with 1 additional mana) or column 3.

For spell list I would use the "Dying Earth Spell generator" - it's a fun little generator, but you need to think about the result a bit. So lot of work for the GM, but interesting results.

Let's see... "Josti's Burning Reciprocity". Level 4 spell which envelops you in aura of fire. You get AV 2 against opponents (which are not resistant to fire) and anyone or anything attacking or touching you gets burned and has to resist DMG 4 (+ his own successes) for next 4 hours.
Let's say my spellcasting is 6, Power 5, Proficiency: Channelin 4.
I get to roll 9 dice trying to get 4 successes. If I use column C, my mana matrix will be broken in the middle, which means I will only be able to fire away level 2-3 spells, and I want to keep mana for another level 4 spell, so I use column 2 (5 mana).
If I succeed, I spend the additional mana to either prolong the duration (by another hour), get +1 to AV or get +1 to damage.

I have several spells written down, but this one was created on the fly. Questions? Thoughts so far? Or should I move it into a different thread and not pollute this one?)

Dienekes
2018-08-18, 12:54 PM
MANEUVERS

At the start of the game every character with at least 1 point in a Close Combat Proficiency gains the following maneuvers

Strike (Offense)
Thrust (Offense)
Grab (Offense)
Grab Set-Up (Offense)
Parry (Defense)
Block (Defense)
Dodge (Defense)
Withdraw (Defense)

Maneuvers can also be bought by spending 3 Passion Points over the course of the game. Though many of these learned maneuvers have some requirements before they can be used, even if they're already bought.



STRIKE
Offensive Maneuver
Activation Cost: 0
Benefit: Make an attack using the Strike TN and Damage of your current weapon. Choose the target you are attempting to strike: Head, Upper Torso, Lower Torso, Arms, Hips, or Legs. Roll a number of d10s equal to your Weapon Proficiency + any number of bonus or penalty dice gained by your Reach or Stance + any Prowess spent on the attack. You deal damage equal to your weapon's Strike Damage+any bonus successes on your Strike attack.
After a Strike has been thrown you must change your Stance into any Stance that is not the same Level of as the Starting Stance.
Example, if you threw a Strike while in High Back Stance, you end in any Mid or Low Stance.

THRUST
Offensive Maneuver
Activation Cost: 0
Benefit: Make an attack using the Thrust TN and Damage of your current weapon. Choose the target you are attempting to stab: Head, Upper Torso, Lower Torso, Arms, Hips, or Legs. Roll a number of d10s equal to your Weapon Proficiency + any number of bonus or penalty dice gained by your Reach or Stance + any Prowess spent on the attack. You deal damage equal to your weapon's Thrust Damage + any bonus successes on your Thrust attack.
After a Thrust has been thrown you must change your stance into any Stance on the same Level as your Starting Stance or any other Forward Stance.
Example, if you threw a Thrust while in High Forward Stance, you can choose to end the attack in High Back Stance or any other Forward Stance.

GRAB
Offensive Maneuver
Activation Cost: 2/0
Benefit: Make an attack check against your opponent's arm using either the Close Combat dice of your current weapon (with an Activation Cost of 2), or your Grapple dice (with an Activation Cost of 0). If successful, you can choose to enter Trip or start a Wrestling match. This attack is considered to have a Reach of Hand.
If you choose to Trip compare your roll against your opponent's Knockdown. If it surpasses that number the opponent is Prone at your feet.

GRAB SET-UP
Offensive Maneuver
Activation Cost: 0
Benefit: Make an attack check against your opponent using your current weapon Close Combat dice. If the attack is successful, the fight is considered to be within Hand Reach.

PARRY
Defensive Maneuver
Activation Cost: 0
Make a roll using the Parry TN on your weapon. If your number of successes equals the enemy’s successes then the enemies attack is negated. If you surpass their successes by 2 or more, Initiative changes and you become the Aggressor.
Parry can only be used when defending against melee weapons. Using the Parry maneuver when you are without a weapon works as normal when defending against unarmed attacks. But against weapons it instead makes all damage dealt against your arm instead of the enemy’s initial target.
After using the Parry maneuver you must change your Stance to any Stance at a different level as your starting Stance.

BLOCK
Defensive Maneuver
Activation Cost:0
When holding a shield you can use the Block maneuver when defending against melee weapons or projectiles. Use the appropriate Block TN for the shield being used and compare your successes to the enemies. If your number of successes equals the enemy’s the attack is negated and Initiative changes against melee opponents and you become the Aggressor.
After using the Block maneuver you must change your Stance to any Stance on the same level as your starting stance or any forward Stance.

DODGE
Defensive Maneuver
Activation Cost: 0
Make an Acrobatics (Agility) check opposed by the enemy’s attack. If your number of successes equals your opponents the attack is negated. If your Dodge Maneuver surpasses your opponent’s role by 2 or more you can choose to either gain Initiative and become the Aggressor, or move a step forward or backward in Reach. If your maneuver surpasses your opponent by 4 or more you can do both.

WITHDRAW
Defensive Maneuver
Activation Cost: 0
Make an Acrobatics (Agility) check opposed by the enemy’s attack. If your number of successes equals your opponent’s roll the attack is negated. For every success you surpass your enemy’s attack you can move 1 step back in Reach.
For example 2 successes beyond your enemy’s roll can take you from Hand to Medium.
You cannot use the Withdraw Maneuver the Exchange after you attacked.


LEARNED MANEUVERS

Throughout the course of the game your character can learn additional maneuvers. Each of these maneuvers has a Close Combat Rank. Learning a maneuver allows the character to use that maneuver for all weapons for which the Close Combat Training is equal or greater than the rank listed with the maneuver.

List of Learned Maneuvers
Beat: Knock weapon aside
Hanging Parry: Parry and Dodge an attack for benefit on next Exchange
Feint: A false attack to confuse your opponent
Distract: Distract an enemy so they make a mistake
Counter-Strike: A defensive Strike
Counter-Thrust: A defensive Thrust
Shield Bash: Use the shield as an offensive weapon
Shield Slam: Use the shield to push the opponent
Double Attack: Attack with main and off-hand weapon
Half-Sword: Gain half-sword stance
Half-Haft: Can shorten the length of polearms
Hook: Use your weapon's hook to catch a weapon so it cannot be used
Disarm: Strip a weapon from an opponent's hand
Murder Stroke: Attack with your weapon's crossguard
Pommel Smash: Attack with your weapon's pommel
Cleave: Use your weapon to attack more than one opponent
Bind and Strike: Beat and Strike
Evasive Attack: Dodge and attack
Charge: Gain access to the Charge Stance

Dienekes
2018-09-26, 01:02 PM
COMBAT


START OF A FIGHT

You start a combat essentially by pairing off

COMBAT CHARTS
Cut



1 Damage
2 Damage
3 Damage
4 Damage
5 Damage
6 Damage


Head
1 Scratch
1 Wound
3 Wound
Disfigured
7 Wound
Disfigured
2 Knockdown
Dead
Dead


Upper Torso
1 Scratch
1 Wound
Bleeding
3 Wound
Bleeding
5 Wound
Bleeding
8 Wound
2 Bleeding
Dead


Lower Torso
1 Scratch
1 Wound
2 Wound
1 Knockback
5 Wound
3 Knockback
7 Wound
Bleeding
3 Knockback
10 Wound
Bleeding
3 Knockback


Hips
1 Scratch
1 Wound
1 Scratch
2 Wound
1 Scratch
5 Wound
2 Scratch
7 Wound
2 Scratch
10 Wound
2 Scratch


Arms
1 Scratch
1 Wound
1 Disarm
2 Wound
2 Disarm
3 Wound
3 Disarm
5 Wound
Auto-Disarm
7 Wound
Auto-Disarm
Severed Arm


Legs
1 Scratch
1 Wound
1 Knockdown
1 Slow
2 Wound
2 Knockdown
3 Slow
3 Wound
4 Knockdown
5 Slow
5 Wound
6 Knockdown
Bleeding
Auto-Slow
7 Wound
Prone
Bleeding
Auto-Slow
Severed Leg




Pierce



1 Damage
2 Damage
3 Damage
4 Damage
5 Damage
6 Damage


Head
1 Scratch
1 Wound
3 Wound
Disfigured
6 Wound
Disfigured
Bleeding

7 Wound
2 Bleeding (cannot be stopped)
Disfigured

Dead


Upper Torso
1 Scratch
1 Wound
2 Wound
Bleeding
5 Wound
Bleeding
8 Wound
2 Bleeding
Dead


Lower Torso
1 Scratch
1 Wound
2 Wound
5 Wound
Bleeding
7 Wound
Bleeding
10 Wound
2 Bleeding (cannot be stopped)


Hips
1 Scratch
1 Wound
2 Wound
1 Scratch
4 Wound
2 Scratch
6 Wound
2 Scratch
Bleeding
8 Wound
2 Scratch
Bleeding


Arms
1 Scratch
1 Wound
1 Wound
1 Disarm
2 Wound
2 Disarm
4 Wound
Bleeding
3 Disarm
6 Wound
Bleeding
Auto-Disarm


Legs
1 Scratch
1 Wound
1 Wound
1 Slow
Bleeding
1 Knockdown
2 Wound
2 Slow
Bleeding
2 Knockdown
4 Wound
3 Slow
Bleeding
3 Knockdown
6 Wound
Slow
2 Bleeding
4 Knockdown



Blunt



1 Damage
2 Damage
3 Damage
4 Damage
5 Damage
6 Damage


Head
1 Scratch
1 Wound
3 Wound
Disfigured
6 Wound
Bleeding
Disfigured
7 Wound
2 Bleeding (cannot be stopped)
Dead


Upper Torso
1 Scratch
1 Wound
2 Wound
Bleeding
5 Wound
Bleeding
8 Wound
2 Bleeding
Dead


Lower Torso
1 Scratch
1 Wound
2 Wound
5 Wound
Bleeding
7 Wound
Bleeding
10 Wound
2 Bleeding (cannot be stopped)


Hips
1 Scratch
1 Wound
2 Wound
1 Scratch
4 Wound
2 Scratch
6 Wound
2 Scratch
Bleeding
8 Wound
2 Scratch
Bleeding


Arms
1 Scratch
1 Wound
1 Wound
1 Disarm
2 Wound
2 Disarm
4 Wound
3 Disarm
6 Wound
4 Disarm
Broken Arm



Legs
1 Scratch
1 Wound
1 Wound
1 Slow
Bleeding
1 Knockdown
2 Wound
2 Slow
Bleeding
2 Knockdown
4 Wound
3 Slow
Bleeding
3 Knockdown
6 Wound
Auto-Slow
2 Bleeding
4 Knockdown
Broken Leg





Reading the Charts
.
Scratch: Suffers -1 die on all rolls made during the next Exchange. Every 3 Scratches gained during a single Encounter become 1 Wound.
Wound: Suffers -1 die on all rolls made until healed. When your number of Wounds equals your Toughness, you die.
Knockdown: Force the opponent to make an Athletics (Toughness) check, with the number of successes equal to the number given or get knocked prone.
Knockback: Force the opponent to make an Athletics (Strength) check, with the number of successes equal to the number given or get pushed back 5 feet per margin of failure.
Slow: Force the opponent to make an Athletics (Toughness) check, with the number of successes equal to the number given or move at half speed until healed.
Bleeding: You gain 1 Scratch at the end of every Exchange until Healed.
Disarm: Force the opponent to make an Athletics (Dexterity) check, with the number of successes equal to the number given or drop your weapon.
Disfigured: You gain a scar.
Broken: Cannot use limb until Healed
Severed: Limb is cut off, and cannot be used.