AtD

Against the DarkmasterGM & Player Tools

GM Reference Screen

All tables from the Against the Darkmaster GM Screen, reformatted for quick lookup at the table. Use the sidebar or search to jump around. Attack tables and criticals support roll highlighting.

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Conditions

Status effects used in combat and exploration

Dying

A Dying character will die in a given number of Rounds if this Condition is not removed. Characters Dying from HP loss can be saved by simply bringing their Current HPs over the -50 threshold. Otherwise, the Dying condition will be removed as soon as its causes are healed (e.g.: a character Dying from blood loss will be saved by stopping the bleeding).

Engaged

Characters attacked by an opponent with a melee attack are considered to be Engaged with that opponent. Engaged characters cannot take Movement Actions unless they Disengage or try to Run Away first. A character can be Engaged with multiple opponents at the same time.

Frightened

Some fear-inducing Spells or abilities may cause characters to become Frightened if they fail a WSR. Frightened creatures cannot attack the object of their fear (but can still Parry if attacked), and must attempt to flee from it, if possible. The duration of this Condition is specified in the description of the Spell or ability causing it.

Held

Held characters are restrained by some other creature or force and cannot move freely.

  • Held characters cannot use their Actions to move and suffer a -30 penalty to both their CMB and DEF.
  • Melee attacks against a Held character gain a special +30 bonus.
  • Held characters can only use Hand or Short weapons.
  • A Held character cannot use Ranged Weapons.

Note that, while unable to move, Held characters aren't completely paralyzed (paralyzed characters would be Incapacitated).

Incapacitated

Characters that are knocked out, sleeping, paralyzed, or otherwise unable to defend themselves are Incapacitated.

  • Incapacitated characters cannot take Actions and cannot Parry.
  • Melee attacks against Incapacitated characters always inflict maximum damage for the weapon (no Attack Roll is required), and the attacker can choose the Critical Strike result instead of rolling for it.
Prone

Characters that are knocked down or lying on the ground are Prone.

  • Prone characters fighting from the ground suffer a -20 CMB penalty and cannot use two-handed weapons.
  • Prone characters free to side roll get a +20 bonus to their DEF against Ranged Attacks.
  • Standing characters attacking a Prone opponent gain a Higher Ground Positional Bonus.
  • Standing characters attacking a Prone opponent they're Engaged with gain a +20 bonus to their Attack Roll.
  • Standing up from Prone is a Full Action in the Move Phase that requires the character performing to be free to move (e.g. they cannot be Held or Incapacitated). While standing up the character can Parry and apply their DEF but they're still considered Prone.
  • Prone characters can crawl as a Full Action with 1/10 of their Move Rate.
Stunned

Stunned characters are temporarily dazed, staggered, or disoriented.

  • Stunned characters cannot take Full Actions but can still defend themselves using up to half their CMB to Parry.
  • Attacks against Stunned characters gain a +20 bonus.

Characters suffering from the Stunned Condition stop being Stunned at the end of the Other Action Phase, unless they have been Stunned during the course of the same Round.

Surprised

A character is considered Surprised when they're attacked without being aware of it. Generally, the Surprised Condition only lasts one Round.

  • Surprised characters cannot Attack and can only take Half or Free Actions.
  • Surprised characters cannot Parry or apply any Shield bonus to their DEF.
  • Attacks against a Surprised character get a special +20 bonus.
  • Characters attacking a Surprised foe with a Hand Weapon gain a special +10 bonus to their Critical Strike Roll.
Flanking

Characters who are attacking an opponent from the side are considered to be Flanking.

  • A Flanking attacker gets a +15 bonus to their attacks.
  • Characters being flanked can only apply their Shield's DEF bonus against attacks coming from the Shield's side.
On Rear

Characters attacking their foes from behind are On Rear.

  • Attackers On Rear get a +30 bonus to their attacks.
  • Characters cannot apply their Shield's DEF bonus against attacks from the rear.

Consider using a facing diagram to determine if a character is Flanked or attacked On Rear.

Weary

Weary characters move at half their normal Move Rate, can take only one Action each Round, and cannot recover HPs or heal from Bleeding and Injuries until this Condition is removed. The Weary Condition can be removed by resting for at least 8 hours in a safe environment.

Actions Summary

What you can do each round, and how to combine actions

ActionTypePhaseNotes
Assessment RollFree ActionAssessment PhaseRoll only when the situation demands it. For example, when the character: has been surprised/ambushed; awakened in the middle of the action; has been victim of a disorienting Spell or effect; fell or was knocked down.
Action DeclarationNo ActionAction Declaration PhaseCharacters who are casting a Spell or making an attack must also declare their targets for the Round.
Talking, Singing, ChantingFree ActionAnyCan take place anytime in the round, as long as the players and GM see fit.
Full MovementFull ActionMove PhaseCharacters can spend a Full Action to cover a number of meters up to their Move Rate.
SprintFull ActionMove PhaseSprinting characters move twice their Move Rate in meters, but cannot Parry or add their Shield bonus to their DEF.
Half MovementHalf ActionMove PhaseMove up to half the character's Move Rate. Cannot Sprint and take a Half Movement in the same Round.
Rolling for a Movement SkillFull ActionMove PhaseRolls for Acrobatics, Athletics, Ride, or Stealth during combat will probably fall under this.
Casting a Non-Instantaneous SpellFull ActionSpell Phase A / Spell Phase BSpells prepared for at least one Round are resolved in Spell Phase A; Improvised Spells are resolved in Spell Phase B, with a -10 to their Spell Casting Roll.
Casting an Instantaneous SpellHalf ActionSpell Phase AInstantaneous Spells gain no benefit from Concentration.
Concentrating on a Multi-Round SpellMulti-Round ActionSpell Phase AEach Round spent preparing a Spell grants a +10 bonus to the Spell Casting Roll, up to a maximum of +40.
Shooting Missiles, Throwing WeaponsFull ActionRanged Phase A / Ranged Phase BLoaded/Readied weapons attack in Ranged Phase A. Weapons that aren't ready to be used at the beginning of the Round attack in Ranged Phase B.
Melee AttackFull ActionMelee PhaseCharacters can split their CMB as they see fit, committing a part of it to Parry and add the rest to their Attack Roll.
DisengageFull ActionOther Actions PhaseWhile Disengaging, characters can use their CMB to Parry their opponent's attacks, but they cannot strike back. Characters who Disengage stop being Engaged at the end of the Other Actions Phase.
Running AwayFull ActionMove PhaseMake a Conflicting Athletics Skill Roll with the opponent to escape combat.
Dive for CoverFree ActionAnyCharacters aware of an incoming Attack can drop Prone to the ground or behind any Cover within 1.5 meters at any time as a Free Action.
Reloading a WeaponFull Action or Multi-Round ActionRanged Phase AThe exact number of Rounds required to Load each weapon is listed in the Weapon Table.
Quick Loading a WeaponHalf ActionRanged Phase ARanged weapons with the Quick Load Quality can be loaded as a Half Action.
Readying a Thrown WeaponHalf ActionRanged Phase A

Combining Actions

CombinationModifiers
A Full Action and a Free ActionNo Modifiers
One Full Action and a Half Action, plus a Free Action-20 penalty to both
Two Half Actions and a Free ActionNo Modifiers

Attack Tables

NA = No Armor Β· LA = Light Β· MA = Medium Β· HA = Heavy. Results show Hits and Critical severity (Sup / Lig / Mod / Gri / Let).

Superficial Light Moderate Grievous Lethal
RollNALAMAHA
Up to 10Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)
11-35----
36-40---0
41-45--00
46-50-001
51-550001
56-600012
61-650022
66-700233
71-750343
76-807 Sup554
81-859 Sup665
86-9010 Lig775
91-9511 Lig9 Sup86
96-10013 Mod10 Sup96
101-10515 Mod11 Sup10 Sup7
106-11017 Gri12 Lig11 Sup8
111-11519 Gri13 Lig12 Lig8 Sup
116-12020 Gri15 Mod13 Lig9 Sup
121-12521 Let16 Mod13 Mod10 Sup
126-13023 Let17 Gri14 Mod10 Lig
131-13525 Let18 Gri15 Mod10 Lig
136-14027 Let20 Gri16 Gri11 Mod
141-14528 Let21 Let17 Gri11 Gri
146-15030 Let22 Let18 Let12 Gri
151-15534 Let26 Let21 Let14 Gri
156-16038 Let30 Let24 Let16 Let
161-16542 Let34 Let27 Let18 Let
166-17046 Let37 Let30 Let20 Let
171-17550 Let40 Let33 Let22 Let
RollNALAMAHA
Up to 10Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)
11-35----
36-40---0
41-45--11
46-50-222
51-550333
56-600343
61-650454
66-700565
71-750575
76-800686
81-856797
86-9088107
91-959 Sup8 Sup118
96-10010 Lig9 Sup12 Sup9
101-10512 Mod10 Lig13 Sup10
106-11013 Mod11 Lig14 Lig10 Sup
111-11514 Gri12 Mod15 Lig11 Sup
116-12015 Gri13 Mod16 Mod12 Lig
121-12517 Gri15 Mod17 Mod13 Lig
126-13018 Let16 Gri18 Mod13 Mod
131-13519 Let17 Gri19 Gri14 Mod
136-14021 Let18 Gri20 Gri15 Gri
141-14522 Let19 Let21 Gri16 Gri
146-15023 Let20 Let22 Let16 Gri
151-15526 Let22 Let23 Let17 Let
156-16029 Let24 Let24 Let17 Let
161-16532 Let26 Let25 Let18 Let
166-17034 Let28 Let26 Let18 Let
171-17536 Let30 Let28 Let19 Let
RollNALAMAHA
Up to 10Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)
11-35----
36-40----
41-45----
46-50----
51-55---0
56-60---0
61-65--00
66-70--00
71-75-001
76-80-022
81-85-343
86-90-564
91-958 Sup7 Sup75
96-10010 Lig9 Sup8 Sup6
101-10511 Mod10 Lig10 Sup7
106-11013 Mod12 Lig13 Lig8 Sup
111-11515 Mod13 Lig14 Lig9 Sup
116-12016 Gri15 Mod16 Lig10 Sup
121-12518 Gri17 Mod17 Mod10 Lig
126-13020 Gri19 Gri19 Mod11 Lig
131-13521 Let21 Gri20 Gri12 Mod
136-14023 Let23 Gri22 Gri13 Mod
141-14525 Let25 Let23 Let14 Gri
146-15027 Let26 Let25 Let15 Let
151-15529 Let28 Let26 Let16 Let
156-16031 Let30 Let27 Let17 Let
161-16533 Let32 Let28 Let18 Let
166-17035 Let33 Let29 Let19 Let
171-17537 Let34 Let30 Let20 Let
RollNALAMAHA
Up to 10Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)
11-35----
36-400000
41-450000
46-500000
51-551000
56-601000
61-652000
66-702000
71-753000
76-804100
81-855200
86-906310
91-957420
96-1008531
101-1059 Sup642
106-11010 Sup7 Sup53
111-11511 Sup8 Sup64
116-12012 Lig9 Sup7 Sup5
121-12514 Lig10 Lig8 Sup6
126-13015 Lig11 Lig9 Sup7 Sup
131-13516 Mod12 Lig10 Lig8 Sup
136-14017 Mod13 Mod11 Lig9 Sup
141-14518 Mod14 Mod12 Lig10 Lig
146-15019 Gri15 Mod13 Mod11 Lig
151-15520 Gri16 Gri14 Mod12 Lig
156-16022 Gri18 Gri15 Mod13 Mod
161-16524 Let20 Gri16 Gri14 Mod
166-17026 Let22 Let18 Gri15 Mod
171-17528 Let24 Let20 Let16 Gri
RollNALAMAHA
Up to 10Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)
11-350000
36-400000
41-450000
46-500000
51-550000
56-601000
61-652000
66-703000
71-754000
76-805000
81-856000
86-907 Sup111
91-958 Sup222
96-1009 Sup333
101-10510 Sup4 Sup44
106-11011 Sup5 Sup5 Sup5
111-11512 Lig6 Sup6 Sup5 Sup
116-12013 Lig7 Sup7 Sup6 Sup
121-12514 Lig8 Sup8 Sup7 Sup
126-13015 Lig10 Lig8 Lig7 Sup
131-13516 Mod12 Lig9 Lig7 Lig
136-14018 Mod13 Lig10 Lig8 Lig
141-14520 Mod14 Mod10 Mod9 Lig
146-15021 Mod16 Mod12 Mod9 Mod
151-15522 Mod18 Mod14 Mod10 Mod
156-16024 Gri20 Mod15 Mod12 Mod
161-16526 Gri22 Gri16 Gri14 Gri
166-17028 Gri24 Gri18 Gri16 Gri
171-17534 Let26 Let20 Let18 Let
RollNALAMAHA
Up to 10Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)
11-35----
36-40----
41-45----
46-50---0
51-55---0
56-60--00
61-65--00
66-70-011
71-75-031
76-800032
81-850122
86-900233
91-958 Sup343
96-10010 Sup45 Sup4 Sup
101-10511 Sup5 Sup6 Sup5 Sup
106-11012 Lig6 Sup7 Sup6 Sup
111-11514 Lig8 Sup8 Sup7 Sup
116-12016 Lig10 Lig10 Lig8 Sup
121-12518 Mod12 Lig12 Lig12 Lig
126-13021 Mod14 Lig14 Lig13 Lig
131-13524 Mod16 Mod15 Lig14 Lig
136-14027 Gri17 Mod16 Mod15 Lig
141-14530 Gri18 Mod17 Mod16 Mod
146-15032 Gri19 Gri18 Mod17 Mod
151-15534 Let20 Gri20 Mod20 Mod
156-16036 Let22 Gri22 Gri22 Gri
161-16538 Let25 Let24 Gri24 Gri
166-17040 Let28 Let26 Let26 Gri
171-17542 Let31 Let28 Let26 Let
RollNALAMAHA
Up to 10Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)Miss (clumsy chance)
11-35----
36-40----
41-450000
46-501000
51-552000
56-604001
61-655111
66-706222
71-758333
76-809 Sup544
81-8510 Sup755
86-9012 Sup866
91-9513 Lig9 Sup76
96-10014 Lig10 Sup8 Sup7
101-10515 Lig11 Sup9 Sup7 Sup
106-11017 Mod12 Lig10 Sup8 Sup
111-11519 Mod13 Lig11 Lig9 Sup
116-12023 Gri14 Mod12 Lig10 Lig
121-12526 Gri16 Mod14 Lig12 Lig
126-13028 Let18 Mod16 Mod14 Lig
131-13530 Let20 Gri18 Mod16 Mod
136-14032 Let22 Gri20 Gri18 Mod
141-14534 Let24 Let22 Gri20 Mod
146-15036 Let26 Let24 Gri22 Gri
151-15538 Let28 Let26 Let24 Gri
156-16040 Let30 Let28 Let26 Gri
161-16542 Let32 Let30 Let28 Let
166-17044 Let34 Let32 Let30 Let
171-17546 Let36 Let34 Let32 Let

Critical Strikes

Roll severity is capped by the attack result (Sup β†’ Lig β†’ Mod β†’ Gri β†’ Let). Max rows mark the highest result for that severity.

Superficial (≀100) Light (101–110) Moderate (111–120) Grievous (121–130) Lethal (131–150)
RollSevEffect
up to 5SupPowerful but flat strike. +10 Damage, you fumble your weapon β€” roll on the appropriate table.
06-20SupGlancing strike to the foe's side. +6 Damage.
21-35SupA solid blow. +10 Damage.
36-50SupThe foe definitely felt that. +13 Damage.
51-65SupStaggered by the strong strike. +12 Damage, βˆ’10 activities. Foe is Stunned.
66-79SupLight wound. +10 Damage, and 3 Bleed. Foe is Stunned.
80-89SupHard blow to upper limbs. +15 Damage and 3 Bleed due to flesh wounds and bruises. βˆ’10 to all actions and Stunned.
90-99SupFine strike to the lower limbs. +16 Damage, 5 Bleed. βˆ’20 to all actions and target's Stunned. If the target has four legs or more, only βˆ’10 to all actions.
100SupA strike to the neck severs major blood vessels. +15 Damage, target's Stunned. Dies in 6 Rounds, but can act meanwhile. If the target has no neck or blood vessels, then +15 Damage, Stunned, and βˆ’20 to all actions.
101-106LigFlat strike to the head. Target is knocked unconscious and +15 Damage. If the target doesn't have a distinguishable head or has head armor, +15 Damage and Stunned.
107-109LigStrike crushes foot. Target is Prone, Stunned, takes +15 Damage and βˆ’40 to all actions. If the target has more than two feet or doesn't need any, then only βˆ’10 penalty.
110LigStrike to the groin. Target is doubled over in pain: +20 Damage and Stunned, βˆ’30 to all actions. Target is sterilized. If the target does not have a mammal reproductive system, then +20 Damage.
111-116ModStrike across the eyes temporarily blinds target. Stunned and blinded for 6 Rounds, then is at βˆ’30 to all actions. If the target doesn't have or does not need eyes, only +20 Damage.
117-119ModStrike severs an artery in lower limb. Target takes 8 Bleed and βˆ’20 to all actions. If the target does not have a circulatory system, then +20 Damage and Stunned.
120ModStrike to the chest. If the target's not armored: heart destroyed, instant death, weapon stuck or trapped under the body for 3 Rounds. If the target's armored or does not have a chest: +30 Damage, Stunned, and the attacker fumbles their weapon.
121-126GriStrike to upper limb. Limb is severed, +15 Damage, 6 Bleed, and Stunned, limb useless. If the target does not have limbs, then +25 Damage.
127-129GriDirect strike to the head fractures skull. Target takes +20 Damage and is Incapacitated. If the target does not have a skull or has rigid armor: +30 Damage, Stunned, and attacker fumbles their weapon.
130GriStrike to the mouth. Target dies immediately, but the weapon is stuck in the bone for 3 Rounds. If the target does not have a mouth: +40 Damage, Stunned, and the attacker fumbles their weapon.
131-136LetPowerful strike to the back, broken spine. Target is knocked Prone and paralyzed from the waist down. If the target doesn't have a spine, then is cut in half and dies instantly.
137-140LetStrike to the abdomen eviscerates target. Target is Stunned and dies in 6 Rounds, during which can act at βˆ’40. Attacker covered in bodily fluids.
141-146LetVicious strike to the skull. Jaw shattered and target's knocked out, suffers +30 Damage and is in a coma. If the target does not have a distinguishable head, then +50 Damage.
147-149LetStrike through the eye. Target dies instantly and falls over the attacker, who's pinned underneath it for 1 Round. If the target was notably larger than the attacker, then the attacker takes 20 Damage and is pinned 5 Rounds.
150LetBrutal strike destroys a vital organ. Target dies instantly; the attacker gets a +20 bonus to intimidate any nearby foes next Round.
RollSevEffect
up to 5SupFlat but soft strike, no extra damage.
06-20SupGraze to shoulder. +5 Damage.
21-35SupBlow to the upper leg, painful bruise. +5 Damage and βˆ’10 activities.
36-50SupBeat to forearm. Drops weapon or shield. If they aren't holding one, target Stunned.
51-65SupBlow to side: broken breath. +4 Damage, target Stunned and at βˆ’40 for 1 Round.
66-79SupSide strike. Target is Stunned and +6 Damage. If no rigid armor: 1d5 broken ribs, βˆ’5 penalty for each broken rib.
80-89SupBlow smashes weapon hand. Hand broken, +8 Damage, target's Stunned and drops weapon, βˆ’20 to all actions.
90-99SupAbdomen strike. Target is doubled over in pain: Stunned and +12 Damage. If no rigid armor: bruised muscles, +15 Damage and βˆ’40 to all actions.
100SupFlat strike to the head. If the target's wearing a helm: +10 Damage, Stunned, and eardrum broken, βˆ’20 to all actions and βˆ’40 hearing Perception. If not: all of the above plus fractured skull, +30 Damage and target is in a coma for 4 weeks.
101-106LigBlow to thigh. +12 Damage, Stunned and βˆ’20 activities. If no leg armor: cracked thighbone, +15 Damage and βˆ’40 activities instead.
107-109LigBlow to the knee. Target is knocked Prone, +8 Damage and βˆ’30 to all actions for a dislocation. If no leg armor: crushed knee, +20 Damage and βˆ’60 to all actions.
110LigVicious strike to lower back. Target's knocked Prone, Stunned and takes +10 Damage and βˆ’20 to all actions. If the target is not wearing waist protection: cracked vertebra, βˆ’50 to all actions and risk of being paralyzed from the waist down if not treated.
111-116ModMighty blow to chest. Target's knocked Prone and drops any weapons, takes +10 Damage, and is Stunned. If no rigid chest armor: broken sternum, βˆ’40 to all actions and +20 Damage.
117-119ModBlow to forearm (50R/50L), fractured bones. If the shield is struck: shield useless and target's Stunned. If not: target drops whatever they're holding, takes +10 Damage, is Stunned, and at βˆ’30 to all actions.
120ModNeck strike. If the target's wearing rigid protection in the neck area: +12 Damage, Stunned, βˆ’20 to all actions, and unable to speak or eat solid food until healed. If not, crushed windpipe: target's Stunned and dies in 12 Rounds.
121-126GriBlow breaks shinbone. Target is Prone, Stunned, and at βˆ’40 to all actions; +15 Damage.
127-129GriBlow to shoulder and upper arm. Arm broken and useless: +15 Damage, target's Stunned and at βˆ’40 activity.
130GriPowerful blow to the jaw. If the target's wearing full helm: jaw shattered, +20 Damage, Stunned, and βˆ’30 to all actions, cannot speak or eat until repaired. If not, jaw driven into brain, instant death.
131-136LetBlow shatters elbow in weapon arm. Arm useless and βˆ’40 to all actions. Target's Stunned and takes +20 Damage.
137-140LetBlow to hip crushes bones. +35 Damage, Stunned, and βˆ’75 to all actions. Target's knocked Prone.
141-146LetPowerful blow to lower abdomen crushes a variety of innards. If the target's wearing rigid armor: +12 Damage, Stunned, βˆ’20 to all actions. If not: internal bleeding, +20 Damage, Stunned, 12 Bleed, βˆ’40 to all actions.
147-149LetBlow to the side crushes ribcage and destroys a variety of internal organs. Target drops unconscious and dies in 6 Rounds.
150LetInexorable blow to the head shatters skull and destroys brain. Instant death.
RollSevEffect
up to 5SupWeak strike doesn't cut through. No extra damage.
06-20SupMinor calf wound. 1 Bleed.
21-35SupGraze to shoulder. +2 Damage and 1 Bleed.
36-50SupMinor chest wound. +3 Damage, 1 Bleed, βˆ’5 to all actions.
51-65SupMinor forearm cut. +4 Damage, 1 Bleed, and Stunned.
66-79SupSlice through side. If the target's wearing armor: +5 Damage, Stunned. If the target's unarmored: +10 Damage, 2 Bleed, Stunned, and βˆ’10 to all actions.
80-89SupDeeper cut to thigh. If the target's wearing leg armor: +3 Damage. If not, +6 Damage, 3 Bleed, Stunned, and βˆ’20 to all actions.
90-99SupSlash through abdomen, +10 Damage and target's Stunned. If target's wearing armor, 3 Bleed. If target's unarmored, 6 Bleed and βˆ’30 to all actions.
100SupSlash to the side of the head. If target is not wearing full metal helm, ear is cut off: +10 Damage, 3 Bleed, Stunned, and βˆ’20 to all actions. If the target is wearing full helm, +4 Damage and Stunned.
101-106LigSwing to the hand (50R/50L). If the shield is struck: +4 Damage, Stunned, shield unusable. If not: 1d5 fingers severed; 1 Bleed, βˆ’10 to all actions for each finger severed, and Stunned.
107-109LigDeep cut to the inside of the leg. Severs tendon and muscles: +12 Damage, Stunned, 6 Bleed, and βˆ’40 to all actions.
110LigDeep cut to the lower abdomen. If the target's wearing armor: +10 Damage, Stunned, 6 Bleed, and βˆ’30 to all actions. If the target is unarmored, they're gutted: dies in 12 inactive Rounds.
111-116ModPowerful strike to the chest. Target is Prone, Stunned, takes +12 Damage, and βˆ’30 to all actions. If the target's not wearing metal armor: 10 Bleed.
117-119ModVicious strike to the weapon's forearm. Target's disarmed, Stunned, and takes +10 Damage. If target's not wearing arm armor: arm severed, 10 Bleed and βˆ’40 to all actions.
120ModStrike to the neck. If the target is wearing neck protection, it is destroyed and the target takes +10 Damage, Stunned, and 6 Bleed. If not: throat cut open, target dies in 8 Rounds while Stunned.
121-126GriSwing to the shoulder. Deep cut. If the target has rigid armor: +10 Damage, Stunned, 4 Bleed, and βˆ’30 to all actions. If not, arm almost severed: +15 Damage, Stunned and 10 Bleed; arm useless and βˆ’50 to all actions.
127-129GriStrike severs target's foot. Prone, Stunned, 8 Bleed, and βˆ’50 to all actions.
130GriStrike to the face. If the target's wearing helm: helm, nose, and teeth destroyed, +12 Damage, Stunned, 4 Bleed, βˆ’40 to all actions, and permanent scar (βˆ’10 BEA). If the target has no helm: face split in half, instant death.
131-136LetPowerful strike severs weapon arm from the elbow, +12 Damage, Stunned, and 12 Bleed. Arm useless and βˆ’40 all other activities.
137-140LetStrike severs lower leg from above the knee: +15 Damage, Prone, Stunned, and 15 Bleed. Cannot walk and βˆ’60 all other actions.
141-146LetPowerful slash across the chest. If the target is wearing metal armor: +12 Damage, Stunned, 8 Bleed, and βˆ’40 to all actions. If not: lungs destroyed and immediate heart failure β€” drops and dies in 6 Rounds.
147-149LetStrike through the side severs target's spine. Drops immediately and is paralyzed from the chest down and at βˆ’80 all other actions.
150LetTarget is beheaded. Instant death.
RollSevEffect
up to 5SupSwoosh! That was close! No extra damage.
06-20SupGraze to the shoulder. +3 Damage.
21-35SupThigh strike, +3 Damage. If the target's not wearing leg protection, the blow lunges deeper: 3 Bleed.
36-50SupMinor scratch to the forearm: +2 Damage. If the target's unarmored on the forearm, they're also Stunned.
51-65SupStrike grazes target's side: 1 Bleed and Stunned.
66-79SupDirect shot to the chest. If the target's unarmored, the strike pierces deep: +8 Damage, 4 Bleed, and Stunned. If the target's wearing armor: +4 Damage and 2 Bleed.
80-89SupStrike to lower leg under the knee. Tendons and muscle torn. +3 Damage, Stunned, and βˆ’25 to all actions.
90-99SupMajor abdominal wound. If the target's armored: +4 Damage, 3 Bleed. If not: +10 Damage, 6 Bleed, βˆ’20 to all actions, and Stunned.
100SupStrike to the ear. If the target's wearing a helm: +5 Damage and Stunned. If the target's unarmored: ear and skull pierced through; target is in a coma and takes 5 Bleed.
101-106LigThigh strike. If the target's wearing armor: +5 Damage and 2 Bleed. If not, very deep pierce: +7 Damage, 5 Bleed, Stunned, and βˆ’30 to all actions.
107-109LigStrike to lower leg. If the target's armored, torn muscle: +4 Damage, βˆ’20 to all actions. If not, severed muscle: +6 Damage, βˆ’40 activity, Stunned.
110LigStrike to the groin. If the target's wearing armor: +12 Damage, Stunned, and βˆ’20 to all actions. If not: +18 Damage, 5 Bleed, βˆ’30 to all actions, Stunned; the character's permanently infertile.
111-116ModPiercing strike to the chest. If the target's wearing rigid armor: +5 Damage, 4 Bleed, Stunned, and βˆ’20 to all actions for a deep side cut. If not: lung pierced, +15 Damage, Stunned, and βˆ’50 activity, dies in 6 hours.
117-119ModStrike through the upper weapon arm severs tendons and muscle. +4 Damage, 4 Bleed, βˆ’20 to all actions, arm is useless.
120ModStrike to the neck. If the target's wearing rigid neck protection: +5 Damage, 4 Bleed, Stunned. If not, artery punctured: +10 Damage, 15 Bleed, and Stunned.
121-126GriStrike to the rear punctures the glute deep. +8 Damage, Stunned, and βˆ’40 to all actions.
127-129GriStrike through the armpit breaks shoulder's ligaments. +10 Damage, 6 Bleed, Stunned, βˆ’30 to all actions, and arm useless.
130GriStrike to the forehead. If the target's wearing helm: +8 Damage, knocked unconscious for 30 minutes. If not: skull fractured, target unconscious and dies in 10 minutes.
131-136LetStrike to the rear of the knee tears ligaments and damages muscle. Target's Prone, βˆ’60 activity, +8 Damage, 3 Bleed, and Stunned.
137-140LetStrike through leg severs an artery. Target falls unconscious and Bleeds for 15 to death.
141-146LetStrike through kidneys. +10 Damage. Target is knocked over and dies in 6 Rounds of agony.
147-149LetDirect shot to the heart. If the target's wearing rigid armor: +20 Damage, Stunned, 8 Bleed, and βˆ’30 to all actions for deep cut. If not, target dies instantly.
150LetStrike through the eye into the brain. Instant death.

Maintaining a hold: attacker may maintain their hold by spending a Full Action or by hitting the target with another successful Grappling attack.

Breaking free: a character may attempt to break free by spending a Full Action and succeeding in a Conflicting Action, using their Acrobatics or Brawling Skill against the CMB of their opponent. A character automatically breaks free if their opponent stops maintaining their hold.

RollSevEffect
up to 5SupTarget grasped, but not held: no additional damage.
06-20SupLight hold, target breaks free: +2 Damage.
21-35SupArm grapple, but target manages to break free. If the target's wearing loose sleeves: Stunned and +3 Damage.
36-50SupLeg grapple. Target is spun around but breaks free; however is Stunned and takes +3 Damage.
51-65SupShield arm grapple. If the target has a shield: βˆ’50 to all actions until drops shield or breaks free. If the target does not have a shield: Stunned, βˆ’30 to all actions while held.
66-79SupWeapon arm grapple. Target is disarmed and a sprained wrist gives βˆ’20 to all actions. Stunned and +4 Damage.
80-89SupChest grasp: Target is Stunned. If the target's not wearing rigid chest armor: 1d10 cracked ribs. +2 Damage and βˆ’5 to all actions for each broken rib.
90-99SupLeg entangled. Target dragged Prone and Held, takes +3 Damage and βˆ’30 to all actions.
100SupBoth legs held, target falls down. +9 Damage, knocked Prone, and Held. Can't stand up and βˆ’40 to all actions until gets free.
101-106LigGrapple to weapon arm: torn ligaments. Target's Held, disarmed, Stunned, and at βˆ’30 to all actions. If the attacker continues the hold: 5 Damage/Round.
107-109LigNeck and shoulder grasp. Both attacker and defender locked: βˆ’50 to all actions and are considered Held. The attacker can end the hold anytime.
110LigTarget is completely immobilized to the ground, yet still conscious. Can try to break free at βˆ’60. If the attacker maintains the hold: 8 Damage/Round.
111-116ModPowerful body lock unbalances foe. If target wears rigid armor: +8 Damage, Stunned, Held, Prone and takes 4 Damage/Round until attacker maintains the hold. Otherwise, +16 Damage, Stunned, Held, Prone, βˆ’30 to activities due to cracked ribs, and takes 4 Damage/Round until attacker maintains the hold.
117-119ModGrapple to weapon arm cleanly breaks wrist. +10 Damage, target is disarmed, Stunned, and βˆ’50 to all actions. If the attacker maintains the hold: +4 Damage/Round.
120ModGrapple to the neck. If target wears rigid armor around the neck: βˆ’60 to all actions until breaks free and Stunned. If not: crushed windpipe, Dying in 6 Rounds.
121-126GriVicious lock disjoints arm and throws foe to the ground. +12 Damage, target is Stunned and Prone, arm is useless, target drops anything they were holding. If the attacker maintains the hold: 8 Damage/Round.
127-129GriTarget neck grappled from rear: Stunned and 5 Damage. If the attacker maintains the hold, target is at βˆ’40 and takes 5 Damage/Round.
130GriSolid hold to the neck. Target is knocked down and at βˆ’60 to all actions. If the target does not manage to break free in 6 Rounds, passes out due to choking.
131-136LetFoot entangled. Target stumbles, falls and breaks weapon and both arms. βˆ’50 to all actions, Stunned, and 12 Damage.
137-140LetTarget's grappled to midsection and sent flying over; falls on its head. If the target's wearing head armor: Stunned, +12 Damage, and βˆ’30 to all actions for sprained neck. If not: skull crushed and a broken neck, instant death.
141-146LetTarget's legs wrapped up and target falls down. Incapacitated and βˆ’80 to all actions when wakes up due to both legs badly broken.
147-149LetTarget's completely entangled and harmless, at the attacker's mercy.
150LetHeadlock crushes skull. If the target wears a helm: target is put in coma. If not: instant death.
RollSevEffect
up to 5SupA glancing blow leaves a bad mark on target's forearm: +3 Damage.
06-20SupThe target half-dodges the blast, but cannot fully evade it: +6 Damage, 1 Bleed.
21-35SupDark energy rends the flesh of the target's upper leg, leaving it slightly numb: +5 Damage, Stunned, βˆ’5 to all actions.
36-50SupThe target instantly regrets raising their arm to parry the blow: +10 Damage, 2 Bleed, and target drops whatever they're holding.
51-65SupThe blast hits the target hard in the chest, leaving them bruised and staggered: +12 Damage, Stunned, βˆ’10 to all actions.
66-79SupTarget falls to the ground howling in pain, their side scorched by an eldritch explosion: +12 Damage, 2 Bleed, Stunned and target falls Prone.
80-89SupDark flames envelop the target's left hand: +10 Damage, 3 Bleed, Stunned, βˆ’10 to all actions, and target drops whatever they're holding in their left hand.
90-99SupThe target doubles in pain as horrible suppurating blisters appear on their abdomen, where the blast hit them: +13 Damage, 4 Bleed, βˆ’20 to all actions and target falls Prone.
100SupA sickly green fire half-carbonizes the side of the target's head. If the target was wearing a helm: +10 Damage, +1 Soul Damage, Stunned, helm destroyed. If not: target is knocked out, +3 Soul Damage, and ear destroyed.
101-106LigThe blast opens a huge gash on the foe's upper leg: +13 Damage, 6 Bleed, Stunned, βˆ’30 to all actions.
107-109LigVicious strike vaporizes knee. If the target is wearing metal armor on the legs: +10 Damage, Stunned, βˆ’50 to activities, and armor ruined. If not, leg cleanly cut below the knee: +15 Damage, Stunned, βˆ’70 to all actions and target falls Prone.
110LigTendrils of dark energy ravage the enemy's back. If the target's wearing armor: +12 Damage, 3 Bleed, +3 Soul Damage, Stunned. If not: spine cracked, target paralyzed and dies in 8 rounds.
111-116ModThe stench of rotting flesh fills the air as corruption spreads throughout the enemy's chest: +15 Damage, +3 Soul Damage, 4 Bleed, Stunned, βˆ’40 to all actions.
117-119ModA surge of eldritch energies corrodes the target's shield arm, melting metal, flesh and bones. If the target's wielding a shield: shield destroyed, +9 Damage, +3 Soul Damage, Stunned. Otherwise, arm rendered useless, +16 Hit, +4 Soul Damage, Stunned, βˆ’50 to all actions.
120ModStrike to the neck. If the target's neck is protected by rigid armor: +9 Damage, +4 Soul Damage, 6 Bleed, Stunned. Otherwise, target falls to the ground coughing blood and dies in 6 Rounds of intense agony.
121-126GriAn explosion of sorcerous energy utterly consumes the foe's lower leg, leaving only a withered stump behind: +14 Damage, Stunned, βˆ’70 to all actions, leg useless, and target falls Prone.
127-129GriMassive blast destroys enemy's shoulder: arm useless, +18 Damage, +3 Soul Damage, 6 Bleed, βˆ’30 to all actions.
130GriCruel blow badly maims foe's face. If target is wearing a visored helmet: +15 Damage, +3 Soul Damage, both eyes destroyed. If not: foe Dying in 5 rounds as dark energies corrode their face. 50% their corpse will rise the day after as an Undead Thrall.
131-136LetThe blast impact reverberates through both arms of the target. If target is wearing armor: +16 Damage, +5 Soul Damage, Stunned, βˆ’40 to all actions, and drops whatever they were holding. Otherwise, both arms crippled, +6 Soul Damage and target knocked out from pain.
137-140LetFoe stares in disbelief at the rotting mass of flesh that stands where their leg used to be, then falls to the ground, Dying in 8 Rounds.
141-146LetThe enemy's abdomen explodes in a fountain of putrid black blood: +6 Soul Damage, 15 Bleed, Stunned.
147-149LetSpears of pure darkness impale the enemy's sides, causing massive organ damage. Target is knocked out and dies in 4 Rounds.
150LetTarget falls to the ground screaming in agony as Darkness consume their soul. Instant death, target's body rises as an Undead Thrall in 1d5 Rounds.
RollSevEffect
up to 5SupHair stands up because of static. +0 Damage.
06-20SupMild jolt shakes foe: +3 Damage. If the target's wearing metal armor, they're also Stunned.
21-35SupShock numbs foe's arms: target's Stunned. If target's holding a metal weapon, they drop it.
36-50SupLightning discharge runs through target's body: +6 Damage and βˆ’5 to all actions. If target's wearing a metal armor, they're also Stunned.
51-65SupStrike to the side propagates to the rest of the target's body, causing light muscle damage: +9 Damage, βˆ’10 to all actions, Stunned. Target drops any metal object they were holding.
66-79SupHeavy charge damages foe's shield arm: +12 Damage, βˆ’20 to all actions. Target drops any metal shield they're holding. If target is wearing metal armor, they're also Stunned.
80-89SupBlast to chest stops foe's heart for a moment: +10 Damage, Prone, Stunned, and target drops any metal object they're wielding.
90-99SupStrike to the hip causes severe burns: +12 Damage, 4 Bleed, βˆ’30 to all actions. Any organic leg covering the target's wearing catches fire and is destroyed.
100SupStrike overloads target's nervous system: target is knocked Prone and unconscious. If target's wearing metal armor, they also fall in coma for one month.
101-106LigShock arcs into target's back, magnetizing any metal item carried: +10 Damage, Stunned, βˆ’20 to all actions. If target's wearing metal armor: also Held for one Round.
107-109LigLightning coils around target's legs, searing flesh and muscles: +15 Damage, 5 Bleed, βˆ’40 to all actions, and target's knocked Prone.
110LigBlast to the face illuminates foe's head from within: +15 Damage, blinded for 1d5 rounds, βˆ’20 to all actions. If target's wearing a metal helmet: brain damaged, knocked out and Dying in 6 Rounds.
111-116ModViolent strike to weapon arm. If target's wearing organic armor: Stunned, 2 Bleed, βˆ’20 to all actions, and drops any metal item wielded. Otherwise, arm's nerves and muscles suffer heavy damage: Stunned, 4 Bleed, arm useless, drops any carried item.
117-119ModStrike reverberates through target's abdomen. If target's wearing armor: +10 Damage, Stunned, βˆ’20 to all actions. Otherwise: +10 Damage, Stunned, 2 Bleed, and βˆ’40 to all actions.
120ModElectricity runs through foe's body, causing massive burns: knocked Prone, +10 Damage, Stunned, 5 Bleed. If target's wearing metal armor: armor fused and target's Held until armor is somehow removed.
121-126GriTarget's body seems to conduct electrical energy particularly well: +15 Damage, Stunned, and target suffers another Superficial Lightning Critical Strike at the beginning of the next Round. If target's wearing metal armor, they'll suffer a Light Lightning Critical Strike at the beginning of the next Round instead.
127-129GriSavage chest strike sends foe into a fit of convulsions. If foe's wearing armor: +12 Damage, Stunned, Prone, 2 Bleed, βˆ’20 to all actions. If not: lung failure, Dying in 6 rounds.
130GriTarget's head's turned into a charred stump: only teeth are intact. Instant death.
131-136LetBlast electrifies target, then jumps to another victim: +25 Damage, Stunned, Prone, and another random creature within 2 meters from target suffers a Light Lightning Critical Strike.
137-140LetThunderous deflagration rips target's leg away: +20 Damage, Prone, Stunned, 12 Bleed, cannot walk and βˆ’50 to all actions.
141-146LetStrike destroys target's nervous system: Prone, knocked out, βˆ’100 to all actions.
147-149LetVicious strike devastates target's midsection. If target's wearing armor: drops Prone, Stunned, and Dying in 8 Rounds. If not: cut in half, instant death.
150LetBrutal charge disrupts cell structure. Entire body turns to dust, swiped away by a gentle breeze.
RollSevEffect
up to 5SupJust a cool breeze. +0 Damage.
06-20SupCold blast: +3 Damage. If the target's not wearing a cloak or heavy clothing: +6 Damage and Stunned.
21-35SupFrostbite burn. +7 Damage, 1 Bleed.
36-50SupFrost strike to the upper torso, +5 Damage. If the target's not wearing heavy clothes, also 2 Bleed and βˆ’10 to all actions.
51-65SupBack strike. +9 Damage, Stunned. Wood items carried on the back are now frozen and brittle, useless.
66-79SupFrostbite to the pelvis. If the target's wearing armor or heavy clothing: +3 Damage. Otherwise: frozen groin; +12 Damage, Stunned, and target's sterilised.
80-89SupFrost strike to the back. Target is thrown to the ground, disarmed. Stunned and +10 Damage.
90-99SupBlast to the hands (1d10: 1–4 left, 5–8 right, 9–10 both). If the target's wearing gloves: disarmed and +8 Damage. Otherwise: hand(s) frozen, loses 1d5 (or 1d10) fingers: βˆ’5 to all actions for each finger lost.
100SupIcy blast to the head. If the character's wearing furs or heavy head clothing: Stunned, +10 Damage. If not, target falls into a month-long coma and loses nose as a result of severe frostbite.
101-106LigLeg blast +10 Damage. Target's knocked Prone and Stunned. If no leg armor or heavy clothing: frostbite makes leg useless; βˆ’40 to all actions.
107-109LigBlast to the side of the head. If the target's wearing heavy clothing or armor: Stunned, +8 Damage, βˆ’10 to all actions. Otherwise: ear frozen, +12 Damage, target is at a permanent βˆ’50 to hearing Perception and βˆ’20 all other Perception Rolls.
110LigBlast to the rear of the head and neck. If the target's neck is covered by heavy clothing: Stunned, +8 Damage and 2 Bleed. If not: target is in coma for 3 weeks and paralyzed from the neck down when waking up.
111-116ModIcy thigh strike. If the target's wearing heavy clothing: target is knocked Prone, Stunned, and takes 2 Bleed because of frostburn. If not: thigh frozen and a broken bone: +13 Damage and βˆ’40 to all actions.
117-119ModFrostbite to the feet. If the target's wearing heavy boots: Stunned, +5 Damage and Prone; foot covering destroyed. Otherwise, frozen feet: +20 Damage, target is at βˆ’60 to all actions.
120ModFrozen blast to the face. If the target's wearing heavy headwear: Stunned, βˆ’20 to all actions, 2 Bleed, and +12 Damage. Otherwise: as above but also frozen eyes, target's blinded and falls into a coma.
121-126GriBlast to the arm (1d10: 1–5 left, 6–10 right). If the target's wearing heavy clothes or armor: drops anything held, Stunned, +10 Damage, and 3 Bleed. If not: arm frozen and shattered, target falls unconscious, and arm useless (βˆ’50 to all actions).
127-129GriTarget inhales freezing fluid. +15 Damage and Stunned. Target makes a TSR against Attack Level 10, failing means death due to internal fluids freezing in 6 Rounds.
130GriCold blast to the torso shatters chest and freezes lungs and heart. Target's dead in 3 Rounds.
131-136LetPowerful icy blast to upper chest. If target's wearing armor/heavy clothing: knocked Prone, +10 Damage, and Stunned. If not: target dies in 10 rounds due to lungs and heart failure.
137-140LetTarget engulfed in frost begins to feel really cold. If wearing heavy armor and clothing: +20 Damage, Stunned and βˆ’30 to all actions. If not, dies in 12 Rounds while shivering and breathing puffs of vapor.
141-146LetStrike freezes both legs. Target's Prone and Stunned, takes +30 Damage, βˆ’100 to all actions.
147-149LetTarget's head is frozen. Well preserved, but quite dead nonetheless.
150LetTarget's frozen solid into an ice statue, then falls to the ground and shatters into thousands of pieces.
RollSevEffect
up to 5SupThe air around the target warms up. +0 Damage.
06-20SupIntense heat, the target sweats heavy, but little extra effect. +3 Damage.
21-35SupMinor superficial burns. +8 Damage and 1 Bleed.
36-50SupTarget's blinded for 1 Round by hot smokes. +12 Damage, Stunned.
51-65SupTarget's clothes catch fire. It takes 2 Full Actions to extinguish fire. Target takes 8 Damage per Round aflame until the fire's extinguished. After 10 rounds, all clothing's destroyed anyway.
66-79SupTarget is knocked Prone by a roaring flame blast. Stunned and +12 Damage. Any flammable piece of armor or clothing covering their feet and lower legs is destroyed.
80-89SupFire engulfs target's weapon arm. +10 Damage, 4 Bleed, Stunned. Drops any item and βˆ’30 to all actions for deep burns.
90-99SupFiery blast to the chest spins target around. Disarmed, Stunned, and +12 Damage. Target must Assess at the beginning of next Round with a special βˆ’40 penalty.
100SupBlast to the face. If the target's wearing some sort of head protection: Stunned, Blinded for 3 Rounds, +15 Damage, and 3 Bleed. If not: knocked unconscious, 6 Bleed, and a horrible scar (βˆ’10 BEA).
101-106LigFire engulfs target's back. All items or clothing carried on the back is destroyed or useless. Target is knocked Prone, Stunned, and takes +12 Damage.
107-109LigBurn to the upper leg. Leg useless due to deep burn and tissue loss. 15 Damage, 5 Bleed, and Stunned, βˆ’60 to all actions.
110LigBlast to the neck. If the target is wearing protection: +12 Damage, Stunned, and 4 Bleed. If not: target unconscious and Dying in 12 Rounds.
111-116ModShield arm blast. Shield destroyed along with the hand that wields it. Stunned, 3 Bleed, βˆ’20 to all actions. If no shield: arm burned to the bone and useless, +12 Damage, Stunned, 6 Bleed, and βˆ’30 to all actions.
117-119ModTarget inhales scalding vapors. +12 Damage, 6 Bleed, target is Prone and incapable of taking any action while coughing for 6 Rounds, then is Stunned.
120ModStrike to midsection bathes target in flames. If the target's wearing protection, they're knocked Prone, Stunned, takes 8 Bleed, and βˆ’60 to all actions for widespread burns. If not: legs destroyed, target dies after 6 Rounds of unconsciousness.
121-126GriPowerful fiery blast. Target's knocked off their feet and sent flying through the air falling from 3 meters high. Target is disarmed, takes +15 Damage and is Stunned; furthermore, the target takes a Moderate Impact Critical Strike from the fall.
127-129GriFiery blaze pulverizes target's weapon arm. Arm useless, +12 Damage, 8 Bleed, Stunned, and βˆ’40 to all actions.
130GriFire engulfs target's head. If the target is wearing metal armor: armor fuses on the head and the target dies in 5 Rounds. If the target's wearing non-metal armor: armor destroyed, +12 Damage, 4 Bleed, Stunned, and βˆ’20 to all actions. If the target's unarmored: knocked over and dies in 10 minutes due to extensive burns.
131-136LetTarget is bathed in flames. Extreme heat shock deals +50 Damage. Target falls into a 3-month coma.
137-140LetStrike to the head. If the target's wearing helm, blinded for 2 weeks, +15 Damage. If not, dies in 6 Rounds due to massive shock.
141-146LetBlast to the chest. If the target's wearing chest armor: armor destroyed, +12 Damage, 6 Bleed, and Stunned. If not: +20 Damage, 12 Bleed, and target is Incapacitated.
147-149LetTarget is totally engulfed in roaring flame. All organic material on target is destroyed, and metal melts. Target dies in 6 horrible, screaming Rounds.
150LetAll that remains of the target is a smoking pile of charred teeth and bones.

Weapon Fumbles

Add the weapon modifier to a 1d100 fumble roll

Melee / Thrown Modifiers

WeaponsModifier
Brawl, hand weapons, short impact weapons, thrown daggers+0
Short edged weapons, long impact weapons, handed axes, javelins+10
Long edged weapons+20
Two-handed weapons, chain weapons+30
Polearms, net, whip+50

Missile Modifiers

WeaponsModifier
Light crossbow+0
Short bow, sling+10
Heavy crossbow+20
Composite bow+30
Longbow+50

Melee & Thrown Fumble Results

1d100Effects
01–75The character must make an Assessment Roll during the next Assessment Phase.
76–100

The character must make an Assessment Roll during the next Assessment Phase, and gets to choose one:

  • Drops weapon.
  • Takes a Superficial Critical Strike of the appropriate type.
101–125

The character must make an Assessment Roll during the next Assessment Phase and gets to choose two:

  • Drops weapon.
  • Takes a Light Critical Strike of the appropriate type.
  • Inflicts a Superficial Critical Strike upon a nearby ally (if applicable).
126–150

The character is Stunned and gets to choose two:

  • Drops weapon.
  • Takes a Light Critical Strike of the appropriate type.
  • Inflicts a Light Critical Strike upon a nearby ally (if applicable).
  • The weapon breaks.
151+

The character is Stunned and gets to choose two:

  • Drops weapon.
  • Takes a Moderate Critical Strike of the appropriate type.
  • Inflicts a Moderate Critical Strike upon a nearby ally (if applicable).
  • The weapon breaks.

Missile Fumble Results

1d100Effects
01–75The character must make an Assessment Roll during the next Assessment Phase.
76–100

The character must make an Assessment Roll during the next Assessment Phase and gets to choose one:

  • Drops weapon.
  • Drops all ammunition.
  • Breaks the weapon's string (if applicable).
101–125

The character must make an Assessment Roll during the next Assessment Phase and gets to choose two:

  • Drops weapon.
  • Drops all ammunition.
  • Breaks the weapon's string β€” if applicable.
  • Takes a Superficial Critical Strike of the appropriate type.
  • Inflicts a Superficial Critical Strike of the appropriate type on an ally within the weapon's range (if applicable).
126–150

The character is Stunned and gets to choose two:

  • Breaks weapon.
  • Drops all ammunition.
  • Takes a Light Critical Strike of the appropriate type.
  • Inflicts a Light Critical Strike of the appropriate type on an ally within the weapon's range (if applicable).
151+

The character is Stunned and gets to choose three:

  • Breaks weapon.
  • Drops all ammunition.
  • Takes a Light Critical Strike of the appropriate type.
  • Inflicts a Light Critical Strike of the appropriate type on an ally within the weapon's range.

Animal & Unarmed Attacks

Max result columns by creature size

Animal Attack Statistics

Attack TypeTable1st Crit2nd CritSmallMediumLargeHugeColossal
Beak/PincerBeastCutPierce80110130150175
BiteBeastCutImpact90120140150175
Claw/TalonBeastCutPierce90120140150175
Horn/Tusk/Spike/StingerBeastPierceβ€”80120140150175
Grapple/Envelop/SwallowUnarmed/GrappleGrappleβ€”80110130150175
Bash/RamUnarmed/GrappleImpactβ€”90120140150175
Stomp/TrampleBeastImpactImpact80120140150175
  • * Primary Critical Strike type inflicted by the attack.
  • ** Secondary Critical Strike β€” if any. If the attacking creature is of Large Size or larger, its attack also inflicts a second Critical Strike of two severity levels lower than the first inflicted.

Unarmed Attack Statistics

Attack TypeCriticalSmallMediumLargeHugeColossal
PunchImpact80110130150175
KickImpact90120140150175
Armored FistImpact90120140150175
Grappling/WrestlingGrappling80120140150175

Skills & Rank Bonus

Skill list with linked stats, and rank-to-bonus conversion

Skills & Stats

SkillStatCategory
Armorβ€”Armor
BluntBRNCombat
BladesBRNCombat
RangedSWICombat
PolearmsBRNCombat
BrawlBRNCombat
AthleticsBRNAdventuring
RideSWIAdventuring
HuntingWITAdventuring
NatureWSDAdventuring
WanderingWSDAdventuring
AcrobaticsSWIRoguery
StealthSWIRoguery
Locks & TrapsWITRoguery
PerceptionWSDRoguery
DeceiveWITRoguery
ArcanaWITLore
CharismaBEALore
CulturesWITLore
HealerWSDLore
Songs & TalesBEALore
Spell LoresVariesSpells
BodyFORBody
AssassinationSWIRoguery
Battle FrenzyWSDCombat
CraftsmanshipWSDLore
CookingSWIAdventuring
Dual Weapons Trainingβ€”Combat
IntimidationBEACombat or Roguery
MeditationWSDLore
Quick Drawβ€”Roguery
ScholarshipWITLore
StewardshipWSDLore
Swashbucklingβ€”Combat
Swift StepSWIRoguery
WarfareWITCombat
Weapon Specializationβ€”Combat

Rank Bonus Table

# RanksBonus
0+0
1+5
2+10
3+15
4+20
5+25
6+30
7+35
8+40
9+45
10+50
11+52
12+54
13+56
14+58
15+60
16+62
17+64
18+66
19+68
20+70
21+71
22+72
23+73
24+74
25+75
26+76
27+77
28+78
29+79
30+80
31++1 / rank

Action Resolution

Open-ended d100 skill rolls

Action Resolution Table

RollOutcomeGame Effect
4 or lessCritical FailureYou don't get what you were trying to accomplish and you put yourself in danger, break a piece of equipment, take twice the time normally required, or grant your foes a +20 bonus to their next Roll against you.
5–74FailureYou don't get what you were trying to accomplish.
75–99Partial SuccessYou only partially accomplish what you were trying to do, or manage to do it but with a cost, complication, or trouble.
100–174SuccessYou accomplish what you were trying to do.
175 or moreOutstanding SuccessYou accomplish what you were trying to do and you get a +20 bonus to your (or one of your ally's) next related Roll, gain additional information, or take less time than normally required to complete your task.

Skill Rolls Difficulty

DifficultyModDescriptionPartial*Success*Outstanding*
Standard+0A task that an averagely skilled character can accomplish without much trouble, unless in a hurry or stressed.2550125
Challengingβˆ’10A task easily accomplished by skilled characters; however it can be tricky for novice or unskilled characters.3560135
Hardβˆ’20A task requiring dedication and effort even by skilled characters.4570145
Very Hardβˆ’30That's a task challenging even for a skilled character and possibly requiring some luck to be accomplished.5580155
Extremely Hardβˆ’40Possibly something out of reach for many characters except for highly trained professionals.6590165
Heroicβˆ’50Something really tough to accomplish even by the most skilled masters without aid or greater luck.75100175
Insaneβˆ’70You should not even think about it, to begin with!95120195

The Partial / Success / Outstanding columns show the Skill bonus required to have a 50/50 chance of getting that result (assuming a '51' roll on 1d100).

Save Rolls & Fear

TSR / WSR difficulty and fear outcomes

Save Rolls Table

Defender LevelSR BonusAttack LevelSR Difficulty
1+5155
2+10260
3+15365
4+20470
5+25575
6+30680
7+35785
8+40890
9+45995
10+5010100
11+5211102
12+5412104
13+5613106
14+5814108
15+6015110
16+6216112
17+6417114
18+6618116
19+6819118
20+7020120
21++1 / level21++1 / level

Fear Save Rolls

ResultDescriptionEffect
βˆ’51 or lessDead ScaredYour heart stops beating. You are literally scared to death.
Up to βˆ’25Scared

Choose one:

  • You stand still, motionless, until you get struck by a Critical Strike or the source of your fear remains in sight.
  • You swoon for the duration of the scene.
  • You run away scared from the source of fear in a random direction for the whole scene. If you cannot run away (for example, if you are cornered), then you swoon.
Up to βˆ’1ShakenYou suffer a βˆ’20 penalty to all actions while the source of your fear is in sight.
0 to 50BraveYou resist the effects of fear.
51+FearlessYou stand your ground, fearless. You cannot be scared anymore in the same scene. Furthermore, all your allies seeing your bravery get to re-roll any failed SR against Fear in the same Round with a special +20 bonus.

Spell Casting

Spell Casting Roll outcomes and modifiers

Spell Casting Table

RollTNOutcomeEffects
up to 25β€”Spell FailureRoll on the Critical Spell Failure Table.
26–50β€”Partial Success

If the spell requires a Save Roll, the targets automatically succeed in their Save Roll against it. Otherwise, choose the one that applies best:

  • The spell duration is reduced to half the original duration (rounded down).
  • The spell area of effect is reduced to half the original area (rounded down).
  • The spell has no effect, but the caster retains the Magic Points.
51–8050SuccessIf the Spell does not require a Save Roll, it succeeds. If the Spell requires a Save Roll, targets must make a Save Roll against the Difficulty shown (TN).
81–9560SuccessSame as above; TN 60.
96–10565SuccessSame as above; TN 65.
106–11070SuccessSame as above; TN 70.
111–12075SuccessSame as above; TN 75.
121–13080SuccessSame as above; TN 80.
131–13585SuccessSame as above; TN 85.
135–14090SuccessSame as above; TN 90.
141–14595SuccessSame as above; TN 95.
146–150100SuccessSame as above; TN 100.
151–155105Outstanding Success

If the Spell does not require a Save Roll, it succeeds. If it does, targets make a SR against the TN. Furthermore, choose one:

  • The Spell costs half the Magic Points to cast.
  • You can choose to add a Warping option to the Spell for free, provided that its cost is no more than half the cost of the Spell itself.
156–160110Outstanding SuccessSame outstanding effects; TN 110.
161–165120Outstanding SuccessSame outstanding effects; TN 120.
166–170130Outstanding SuccessSame outstanding effects; TN 130.
171–175140Outstanding SuccessSame outstanding effects; TN 140.
176+150Outstanding SuccessSame outstanding effects; TN 150.

General SC Modifiers

ModifierValue
Improvised Spell (cast without preparation)βˆ’10
First to fourth Round of preparation (up to +40)+10 / Round
Target is static+10

Range Modifiers

RangeValue
Touching+30
Up to 3m+10
4–15m0
16–30mβˆ’10
31–90mβˆ’20
More than 90mβˆ’30

Spell Failures

Failure severity by magic type + result table

Spell Failure Modifiers (by magic type)

Spell TypeModifier
Healing, information and divination spells+0
Utility, personal, defensive and Nature Magic spells+10
Enchantment Magic+20
Alteration Magic+30
Dark and Elemental Magic+50

Spell Failure Results

1d100Effects
01–75The Caster is Stunned.
76–100

The Caster is Stunned and chooses one:

  • Loses half the Spell's MPs cost.
  • The Spell goes off 2 Rounds later, but the caster must still concentrate on it to get it right.
101–125

The Caster is Stunned and chooses one:

  • Loses the Spell's MPs cost.
  • The Spell goes off on a different target within range, if applicable. Determine randomly or GM chooses.
126–150

The Caster is Stunned and chooses two:

  • Loses the Spell Magic Points.
  • The Spell goes off on a different target within range (including the caster), if applicable. Determine randomly or GM chooses.
  • Roll on the Magical Resonance Table with a special +20 to the roll.
151+

The Caster is Stunned and chooses two:

  • Loses the Spell's MPs cost and becomes Weary.
  • The Spell goes off on a different target within range (including the caster), if applicable. Determine randomly or GM chooses.
  • Roll on the Magical Resonance Table with a special +50 to the Roll.
  • The caster is knocked over for 6 hours.

Magical Resonance

When the Darkmaster notices your magic

Magical Resonance Roll

RollEffects
40 or lessNothing: An inquisitive shadow passes over the caster, but soon its attention is drawn somewhere else. The character is safe, for now...
41–60Awareness: The Darkmaster is aware of the caster's presence but unable to locate their current position. The next Spell the character casts within the next hour automatically results in a Magical Resonance Roll.
61–80

Attention: The GM chooses one:

  • The Darkmaster becomes aware of the general position of the caster, and will send agents and spies to investigate.
  • The caster is plagued by a terrifying vision sent by the Darkmaster, and becomes Stunned.
81–90

Pursuit: The GM chooses one:

  • The caster has been located and deemed worthy of the Darkmaster attention. A small band of servants will be sent to kidnap or apprehend the caster and their allies.
  • The caster's mind is assailed by nightmarish visions. The caster is oblivious to their surroundings and is unable to take Full or Half Actions until they pass an Assessment Roll.

Maximum result for Spells of Weave 4 or lower.

91–100

Assault: The GM chooses one:

  • The Darkmaster has located the caster, and will send a band of capable servants to destroy them.
  • The caster's mind is scorched by the baleful eye of the Darkmaster. The caster falls to the ground, unable to act for 1d10 Rounds, and must choose between losing all their remaining MPs or answering truthfully to a single question the Darkmaster asks in their mind.
101 or moreLieutenant: The character has been found by an overwhelmingly powerful servant of the Darkmaster, sent to bring them over to the dark side or utterly destroy them.

Resonance Modifiers

ConditionModifier
In a Safe Havenβˆ’20
In a Blighted Land or Darkland+20
Healing, Spirit-Related, or Light Spellβˆ’20
Natural, Elven, or Illusory Spellβˆ’10
Attack Spell+20
Dark Spell+30

Attack Spells

Bolt & Area spell stats and combat modifiers

General Attack Spell Modifiers

ModifierCMBDEF
Target is the center point of the attack (only Area Spells)+20β€”
Target is wearing full helmβ€”+10
DEF bonus of the target vs. ranged attacksβ€”Varies
Shield Bonusβ€”Varies

Range Modifiers

RangeCMBDEF
Up to 3 m+35β€”
4 to 10 m+10β€”
11 to 20 m+0β€”
21 to 30 mβˆ’20β€”

Bolt Spells Stats

SpellMax ResNASLRLCHPL1st Crit2nd Crit
Stun Bolt110β€”β€”β€”+10+20Lightning*β€”
Water Bolt120β€”β€”βˆ’10β€”βˆ’20Impactβ€”
Frost Bolt130β€”β€”β€”β€”β€”Frost**β€”
Ice Bolt140β€”β€”β€”β€”β€”ImpactFrost**
Fire Bolt150+20β€”β€”β€”β€”Fireβ€”
Lightning175β€”β€”β€”+20+30Lightning*Impact
  • * Inflicts double base damage against Metal Armors.
  • ** Characters without heavy clothing or armor suffer 2Γ— base damage.
  • Max Res: Maximum result of the attack on the Bolt Spells Attack Table.
  • Critical Type: If the first Critical Strike inflicted is severity Mod or higher, a secondary Critical Strike of the second type of two levels less severity is also dealt.

Area Spells Stats

SpellAreaMax RngMax ResNASLRLCHPLCrit
Cone of Cold15Γ—3m Cone15140β€”β€”β€”β€”β€”Frost
Dragon's BreathVaries (per Dragon's size/age)β€”β€”+20β€”β€”+10+10Fire
Cold Ball6m radius sphere50130β€”β€”β€”β€”β€”Frost
Fire Ball3m radius sphere50175+20β€”β€”+10+10Fire
Lightning Ball3m radius sphere50150β€”β€”β€”+20+30Lightning*
  • * Inflicts double base damage against Metal Armors.
  • Area of Effect: The spell's area of effect from the point it originates.
  • Max Rng: The maximum range the spell can reach before its area of effect bursts. Range modifiers apply.
  • Max Res: Maximum result of the attack on the Area Spells Attack Table.
  • Combat Bonus Mod: Bonus to the CMB of the attack against each armor type (NA/SL/RL/CH/PL).

Can You Cast That Spell?

Quick checklist before rolling the SC

  1. Select a Spell.
  2. Are your ranks in the appropriate Spell Lore Skill equal to the Spell's Weave or higher? If NO β†’ You cannot cast the Spell.
  3. Is your Level equal to the Spell's Weave or higher? If NO β†’ You cannot cast the Spell.
  4. Do you have enough MPs? If NO β†’ You cannot cast the Spell.
  5. Can you Speak? If NO β†’ You cannot cast the Spell.
  6. Are you warping the Spell? If YES β†’ Add the Weave of the chosen Warping Options to the Weave of the Spell. The total is the new Weave of the Spell (re-check ranks/level).
  7. You can cast the Spell.

Travel & Encumbrance

Overland and waterborne movement

Encumbrance Levels

LevelDescription
UnencumberedClothes, a belt with a small pouch, a single weapon or two light weapons, and light traveling gear (a small 5 kg backpack or bag).
Lightly EncumberedClothes, a belt with a scabbard and a single heavy weapon or two light weapons, a small quiver with a few arrows, and some traveling gear (a 10 kg backpack or bag).
EncumberedClothes, a belt with a pouch, a heavy weapon or two light weapons, a heavy backpack with 1 week worth of rations, a bedroll, and various traveling equipment.
Heavily EncumberedClothes, several melee or missile weapons, a big and very heavy (25+ kg) backpack with lots / 2 weeks of rations, a camping tent, and other encumbering traveling gear, special equipment like a rope and pulley, chains, heavy treasure (like a bag with a thousand coins).
Over EncumberedThe character is really overburdened, like dragging a sled with a big load (or pulling or carrying the body of a wounded companion). Generally this is not how the character runs around while adventuring but more likely a particular condition the character can endure only for a short period.

Overland Movement (km / day)

EncumbranceNormal FootNormal MountRough FootRough MountArduous FootArduous Mount
Up to Lightly Encumbered50953040158
Encumbered3065152588
Heavily Encumbered153081530
Over Encumbered000000

Waterborne Movement

VehicleSpeed
Raft/Canoe30
Boat40
Small Ship110
Large Ship90
Warship180

Winds Table

RollWindsModifier
1–33UnfavorableΓ—0.75
34–66Normal+0
67–00FavorableΓ—1.25

Camping & Foraging

Rest difficulty, failure events, herbs, safe havens

Camping β€” Group Size

Group SizeModifier
2 or less+20
3 to 4+0
5 to 7βˆ’20
8 or moreβˆ’40

Camping β€” Terrain

TerrainModifier
Normal Terrain+0
Exposed Terrainβˆ’20
Dangerous Areaβˆ’30
Darklandsβˆ’50

Camping Roll Failure

1d100Event
01–30The heroes can't get much sleep due to biting insects, foul smells, bad weather, or terrible nightmares. They don't gain Exhaustion, but neither do they gain any benefit from their rest.
31–60An accident (such as a fire, a cave in, a fallen trunk, or a flash flood) strikes the camp, threatening to injure the heroes and/or damage their gear. Even if the PCs manage to avoid harm, their camp is destroyed and they're unable to get any sleep for the rest of the night.
61–90The heroes are ambushed by wild beasts or minions of Darkness halfway through their rest.
90–100The spot chosen by the PCs is actually cursed or tainted by Darkness. The heroes must flee or confront the terrible evil that haunts this place. They don't get any rest.

Foraging β€” Vegetation

TypeModExamples
Lush+10Jungle, rainforest
Abundant+0Wood, forest, marsh
Normalβˆ’10Cultivated lands, weald, grassland
Scarceβˆ’20Scrubland, steppe, shoreline
Barrenβˆ’40Glacier, desert, darkland

Finding a Safe Haven

AreaDifficulty
Free LandsHard (βˆ’20)
WildernessVery Hard (βˆ’30)
BorderlandsExtremely Hard (βˆ’40)
Blighted LandsHeroic (βˆ’50)
DarklandsInsane (βˆ’70)

Foraging β€” Other Factors

FactorModNotes
Known Herb+10Characters get a special bonus to their Nature Rolls when looking for healing herbs already recorded in their Herbarium.
Area already searchedβˆ’50Characters cannot search an area multiple times for the same type of herb, but they can look for different types of herbs.
Winterβˆ’30Or any similarly unfavourable season.
Conservableβˆ’30Apply when looking for herbs that are not going to be immediately used.

Random Hazards

Travel encounters by population density

RollPopulatedWildernessWasteland
01–10WeatherWeatherWeather
11–20Free PeopleWeatherWeather
21–30Natural ObstacleNatural ObstacleNatural Obstacle
31–40Minions of DarknessNatural ObstacleNatural Obstacle
41–50Wild BeastWeatherAncient World Perils
51–60WeatherWild BeastNatural Obstacle
61–70Free PeopleWild BeastWild Beast
71–80Minions of DarknessMinions of DarknessNatural Obstacle
81–90Free PeopleFree PeopleMinions of Darkness
91–00Ancient World PerilsAncient World PerilsAncient World Perils

Wealth & Treasure

WL vs Fare, treasure values, item quality

WL vs Fare

RelationResult
WL > FareThe character can afford buying the good.
WL = FareThe character can afford buying the good, but their WL is reduced by one (to a minimum of 0).
WL < FareThe character cannot afford that good on their own. They must have someone loan money to them or either increase their Wealth.

Fare Modifiers

SituationModifier
Multiple Purchases (tens of the same good)+1 Fare
Bulk Purchase (hundreds or thousands of the same good)+2 to +3 Fare

Treasure Values

TVDescription
TV1A pouch of silver or bronze coins, a handful of gold pieces. A small semiprecious stone, a valuable trinket. A very weathered fine art piece.
TV2A bag of silver coins or a small chest of gold pieces and/or smaller jewellery. A fine art piece, a fine little gemstone.
TV3A big chest of silver and gold coins. A beautiful jewel set with gemstones. A collection of fine arts pieces or valuable and/or rare, exotic objects like chandeliers, incensories, and the like.
TV4Elven or Dwarven-made jewellery worth thousands of gold pieces. Precious ore like Truesilver. A fist-sized radiant gemstone. The treasure hidden on the Lost Island by the famous Pirate Captain.
TV5The hoard of an ancient Dragon. The treasure of the High King.

Item Quality

QualityFareItem ModAvailability
Low Qualityβˆ’1βˆ’10Common*
Superior Quality+1+5Uncommon
Masterwork+2+15Rare

Quality modifier applies to: Weapons β†’ CMB; Armors β†’ DEF / Penalty; Tools β†’ Skill Bonus.

WL vs Treasure Value

RelationResult
Character's WL < TVIncrease character's WL to the TV
Character's WL = TVIncrease character's WL by +1
Character's WL > TVNo change in character's WL

Treasure Sharing

SituationResult
Up to six characters dividing the TreasureBase TV
Several characters dividing the TreasureTV βˆ’1
Tens of characters dividing the TreasureTV βˆ’2

Wounds & Recovery

Bleeding and injury treatment

Bleeding

SeverityHP LossDifficultyEquipmentRecoveryComplicationsNotes
Light Bleeding1–4 HPs/RoundStandard (+0)BandagesImmediateSpend additional resource
Severe Bleeding5–10 HPs/RoundChallenging (βˆ’10)Healer's KitOne dayBecome Weary
Exsanguination11+ HPs/RoundVery Hard (βˆ’30)Healer's KitOne dayDying in 20 Bleeding RoundsLower HPs to Bruised value

Injuries

SeverityHP LossDifficultyEquipmentRecoveryNotes
Minorup to βˆ’20Challenging (βˆ’10)Healer's Kit3 daysHealer Roll and Healer's Kit halve recovery time
Majorβˆ’20 to βˆ’50Hard (βˆ’20)Healer's Kit10 daysTurns into a Minor Injury after recovery
Cripplingover βˆ’50Extremely Hard (βˆ’40)Healer's Kit20 daysTurns into a Major Injury after recovery

NPCs & Reactions

Quirks, base HPs, quick creation, reaction rolls

NPC Quirks 1d100

RollQuirk
1–3Speaks with a very strong local accent
4–6Insists on calling the PCs m'lord or m'lady
7–9Glances nervously around
10–12Constantly fidgets with a small object while speaking
13–15Very fussy about their clothes/appearance
16–18Has a small pet who follows them everywhere
19–21Talks VERY loudly
22–24Prominent scar
25–27Tends to forget things around
28–30Has a bad limp
31–33Is very friendly with anyone
34–36Whistles to themselves while working
37–39Misses some fingers or the whole hand
40–42Has a very easy-going, devil-may-care attitude
43–45Incredibly handsome/beautiful
46–48Always swears by their lucky charm
49–51Tugs their braids or beard when thinking
52–54Dresses in monochrome
55–57Is very enthusiastic about something but very bad at it
58–60Likes to quote their grandma/grandpa/ancestors
61–63Is never late or early, arrives precisely when they mean to
64–66Laughs at inappropriate times
67–69Loves to haggle
70–72Uncanny resemblance to a PC or another NPC
73–75Thousand-yard stare
76–78Often tells they have a "bad feeling" about this
79–81Fluent in several languages
82–84Refers to themselves in third person
85–87Always polite, impeccable manners
88–90Haughty, Holier-than-thou attitude
91–93Daydreamer
94–96Overly suspicious of strangers
97–99Troublemaker, prone to practical jokes
00Roll twice

Opponents Base HPs

SizeBase HPs
Smallup to 10
Mediumup to 30
Largeup to 75
Hugeup to 100
Colossalup to 250

Quick Opponent Creation

TypeHPsPrimary AtkSecondaryPrimary SkillOther
Commonas per sizeup to 1 / up to 3up to 2 / 01 / up to 2up to 1
Eliteas per sizeup to 2 / up to 4up to 2 / up to 2up to 2 / up to 2up to 1
Antagonistas per sizeup to 3 / up to 6up to 3 / up to 4up to 2 / up to 3up to 2

Columns show Ranks/Level Β· Base Ranks where applicable.

Reaction Rolls

RollDispositionInteractionCombat
0 or lessVery UnfavourableThe NPCs seem to despise the heroes for some reason and won't even listen to their requests. If forced to do something, they'll either turn hostile and resort to violence or demand an outrageous price for it.The NPCs are out for the heroes' blood. If they're already engaged in combat, they'll continue to fight viciously even if they're outnumbered or badly wounded. Otherwise, they'll immediately attack the PCs.
01–25UnfavourableThe NPCs don't like the heroes and aren't likely to listen to their requests. If forced to do something, they'll do it reluctantly or will ask a higher than average price for it.The NPCs are confident in their abilities. They'll keep aggressively fighting the heroes if they're already engaged in combat and will probably attack them even if they aren't.
26–75NeutralThe NPCs aren't impressed by the heroes and will probably just keep going on with their business. They'll listen to the PCs' requests if they're polite and reasonable enough but won't run any risk for them and aren't likely to do anything without receiving something in return.The NPCs are still gauging their opponents. They'll keep fighting if engaged in combat (possibly selecting the least threatening target in sight) but won't otherwise attack unless provoked.
76–100FavourableThe NPCs are favourably impressed by the heroes and are likely to grant their requests if little or no costs are involved for them. They'll also be willing to run some small risk for the heroes, but will probably expect a reward of some kind afterwards.The NPCs' confidence is shaken and they'll start fighting more defensively. They'll carefully retreat if allowed to and will consider surrender if offered fair conditions.
101 or moreVery FavourableThe NPCs are very impressed by the heroes. They'll listen to their words carefully and can be convinced to suffer small losses to grant their requests. If offered what they consider to be a fair reward, they'll loyally follow the heroes in spite of any danger.The NPCs are terrified by the heroes' display of martial might and will surrender or flee for their lives.

NPC Archetypes

Ready-made opponents by level (1st–10th). Click a level to update stats.

Mannish Weald Warrior

Background Options: Exceptional Training, Major (Primary Attack); Battle Hardened, Major; Sworn Defender, Minor

Armor
20
Primary Attack
95
Secondary Attack
60
Tertiary Attack
45
Athletics
60
Ride
25
Hunting
25
Nature
20
Wandering
20
Acrobatics
10
Stealth
20
Locks & Traps
0
Perception
20
Deceive
0
Arcana
0
Charisma
0
Cultures
10
Healer
5
Songs & Tales
0
Body
95
Spell Lore A
10
Spell Lore B
10
Spell Lore E
0
MPs
0
DEF
35s
WSR
5
TSR
15

Mannish City Rogue

Background Options: Ancient Heirloom, Minor; Burglar, Minor; Gifted, Minor; Lovable Rogue, Major

Armor
10
Primary Attack
65
Secondary Attack
25
Tertiary Attack
20
Athletics
30
Ride
40
Hunting
30
Nature
5
Wandering
5
Acrobatics
55
Stealth
80
Locks & Traps
50
Perception
30
Deceive
60
Arcana
20
Charisma
10
Cultures
45
Healer
5
Songs & Tales
10
Body
45
Spell Lore A
25
Spell Lore B
25
Spell Lore E
0
MPs
0
DEF
30
WSR
5
TSR
5

Wildfolk Woad Animist

Background Options: Healer’s Hands, Minor; Strider, Minor; Stormcrow, Minor; Well Travelled, Minor

Armor
0
Primary Attack
25
Secondary Attack
10
Tertiary Attack
10
Athletics
15
Ride
15
Hunting
30
Nature
80
Wandering
60
Acrobatics
25
Stealth
30
Locks & Traps
15
Perception
60
Deceive
15
Arcana
35
Charisma
0
Cultures
20
Healer
85
Songs & Tales
5
Body
50
Spell Lore A
55
Spell Lore B
55
Spell Lore C
55
Spell Lore D
55
Spell Lore E
55
MPs
7
DEF
15
WSR
45
TSR
15

Dusk Elven Fey Wizard

Background Options: Keeper of the Hidden Lore, Minor; Loremaster, Minor; Magical Affinity, Minor

Armor
0
Primary Attack
40
Secondary Attack
5
Tertiary Attack
0
Athletics
5
Ride
20
Hunting
30
Nature
15
Wandering
5
Acrobatics
35
Stealth
30
Locks & Traps
30
Perception
20
Deceive
40
Arcana
70
Charisma
30
Cultures
55
Healer
15
Songs & Tales
50
Body
30
Spell Lore A
70
Spell Lore B
60
Spell Lore C
50
Spell Lore D
50
Spell Lore E
50
MPs
9
DEF
20
WSR
15
TSR
15

Star Elven Noble Champion

Background Options: Exceptional Training, Major

Armor
20
Primary Attack
70
Secondary Attack
50
Tertiary Attack
20
Athletics
30
Ride
40
Hunting
20
Nature
15
Wandering
15
Acrobatics
25
Stealth
20
Locks & Traps
5
Perception
25
Deceive
10
Arcana
45
Charisma
85
Cultures
10
Healer
15
Songs & Tales
65
Body
60
Spell Lore A
55
Spell Lore B
50
Spell Lore C
50
Spell Lore D
50
Spell Lore E
50
MPs
10
DEF
45s
WSR
15
TSR
25

Half Elven Seafaring Dabbler

Background Options: Bard of Ancient Tales, Major; Elven Training, Minor

Armor
10
Primary Attack
45
Secondary Attack
30
Tertiary Attack
15
Athletics
25
Ride
20
Hunting
10
Nature
5
Wandering
25
Acrobatics
40
Stealth
40
Locks & Traps
20
Perception
15
Deceive
20
Arcana
15
Charisma
40
Cultures
25
Healer
0
Songs & Tales
60
Body
40
Spell Lore A
40
Spell Lore B
40
Spell Lore C
40
Spell Lore D
40
Spell Lore E
40
MPs
6
DEF
40s
WSR
5
TSR
10

Dwarven Deep Sage

Background Options: Keeper of the Hidden Lore, Major; Loyal Companion, Minor

Armor
15
Primary Attack
35
Secondary Attack
10
Tertiary Attack
5
Athletics
15
Ride
0
Hunting
10
Nature
60
Wandering
30
Acrobatics
0
Stealth
0
Locks & Traps
30
Perception
65
Deceive
20
Arcana
40
Charisma
30
Cultures
40
Healer
55
Songs & Tales
35
Body
70
Spell Lore A
35
Spell Lore B
35
Spell Lore C
35
Spell Lore D
35
Spell Lore E
35
MPs
2
DEF
25s
WSR
55
TSR
40