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Core Quick Reference

Check = D20 > DV and < Attribute.

Saving Throw DV = Threat/Renown.

  • Phys - power, toughness, and endurance.
  • Skill - quickness, precision, and perception.
  • Mind - knowledge, focus, and reason.
  • Pres - charm, confidence, and willpower.

Position determines the outcome of failure. The default Position is risky.

  • Shaky - not as bad as it could have been.
  • Risky - about what you expected.
  • Dire - worse than you even imagined.

Impact determines the outcome of success. The default Impact is fair.

  • Strong - this went better than expected.
  • Fair - you got what you wanted.
  • Weak - not exactly what you hoped.

Check Procedure

  1. Errant describes action with potential for meaningful failure.
  2. Guide sets Attribute for Check.
  3. Guide sets DV for Check.
    • If DV < 0, Check automatically succeeds.
  1. Guide sets Position and Impact for Check.
  2. Errant rolls D20, attempting to roll > DV and < Attribute.
  3. Guide describes outcome of Check.

Reaction Rolls

         
DV +8 DV +4 - DV -2 DV -4

Negotiations

Reaction Roll result = disposition.

Initial Disposition = # of exchanges.

Banal exchanges require no Check.

Giving exchange

  • Failure or success with weak Impact: NPC is unimpressed.
  • Success: disposition +1.
  • Success with strong Impact: disposition +3.

Taking exchange

  • Failure at dire Position: disposition -3.
  • Failure: NPC refuses, disposition -1.
  • Failure at shaky Position or success with weak Impact: NPC agrees to a compromise.
  • Success: the NPC agrees to what you want.
  • Success with strong Impact: NPC agrees, and offers to do more than asked for!

Convincing exchange

  • Failure at dire Position: disposition -3.
  • Failure: disposition -1.
  • Failure at shaky Position or success with weak Impact: NPC is unconvinced, but not insulted.
  • Success: NPC is receptive, but requires proof.
  • Success with strong Impact: NPC accepts what you said wholeheartedly.

Bribe exchanges require no Checks.

Items Quick Reference

  • Item Slots = phys.
  • 1 Exhaustion = 1 Item Slot
  • 1 Encumbrance per 25% of slots filled, up to 4. After 100%, each Item Slot = 1 Encumbrance.
  • Depletion = quantity or duration of items, Sorceries, Miracles (Burn = Depletion for light sources).
  • Supply restores Depletion of items. 1 Supply = ¼ Item Slot. Restoring Depletion takes 4 Supply per Item Slot an item takes up. If not restored when Depletion = 0, item removed from inventory.

Supply Available per Downtime Turn

             
Hamlet 10 20 - - - -
Village 20 40 80 - - -
Town 40 80 160 320 - -
City 80 160 320 640 1,280 -
Metropolis 160 320 640 1,280 2,560 5,120

#

Travel Turn Quick Reference

  1. Encounter
  2. Rest (+1 negative Event Die) or gain 1 Exhaustion
  3. Deplete all rations or lower all Supply by 1
  4. Local effect
  5. Encounter sign
  6. Free

Travel Turn Actions

  • Peregrinate - Pathfinder makes navigation Check to avoid getting lost.
  • Explore – Company finds points of interest. If searching for specific location, pathfinder makes navigation Check.
  • Orient - DV of next navigation Check is -4.
  • Forage - Each Errant makes navigation Check; on success, +2 Supply.
  • Make camp - Pathfinder makes navigation Check to find suitable campsite.
  • Take watch - 2 characters keep watch = no Exhaustion. No characters keep watch = Event Die rolls of 5 are rolls of 1.
  • Sleep – 2 Travel Turns sleeping = night’s Rest.

Travel Turn Procedure

  1. Guide declares start of Travel Turn; timekeeper notes which # Travel Turn.
    • Check for night-time.
  1. Caller relays Company’s action to Guide.
    • If peregrinating, determine Pace; then pathfinder makes navigation Check.
  1. Timekeeper rolls Event Die.
  2. Event Die and Company’s actions resolved.

Pace

     
Appropriate mount/vehicle +1/x  
Road +1/x Can’t get lost
Moving slowly x/+1 +1 positive Event Die.
Moving quickly +1/x +1 negative Event Die.
Deserts, forests, hills, broken land x/+1 Navigation DV +2
Jungle, mountain, swamps x/+2 Navigation DV +4
Night-time/Darkness x/+1 Navigation DV +4
Inclement weather x/+1 Navigation DV +2
Severe weather x/+2 Navigation DV +4, Exhaustion if not camping
Detailed map   Navigation DV -4
General map or specific directions   Navigation DV -2
Misleading map or directions   Navigation DV +2 to +4

##

Weather

         
2 Inclement weather (e.g. downpour) Severe weather (e.g. thunderstorm) Severe weather (e.g. hurricane) Severe weather (e.g. blizzard)
3-5 Cosmetic change (e.g. drizzle) Inclement weather (e.g. heat wave) Inclement weather (e.g. fog) Severe weather (e.g. hail storm)
6-8 Cloudy Sunny Overcast (-2 to next weather roll) Inclement weather (e.g. sleet)
9-11 Clear skies (+2 to next weather roll) Clear skies (+2 to next weather roll) Cloudy Overcast (-2 to next weather roll)
12 Beautiful day (only need to spend one Travel Turn sleeping) Beautiful day (only need to spend one Travel Turn sleeping) Clear skies (+2 to next weather roll) Clear skies (+2 to next weather roll)

Exploration Turn Quick Reference

  1. Encounter
  2. Rest (+1 negative Event Die) or gain 1 Exhaustion
  3. Burn all light sources or lower all Supply by 1. Deplete active Sorceries and Miracles by 1
  4. Local effect
  5. Encounter sign
  6. Free

Pace

     
Moving slowly x/+1 +1 positive Event Die.
Moving quickly +2/x +1 negative Event Die.
Large areas x/+1  
Huge areas x/+2  
Explored areas +3/x  

Stealth

  • Skill Check, DV = Encumbrance.
  • Group stealth: one person rolls, DV = group Encumbrance/2.

Illumination

  • 1 Burn = light for 1 person.
  • Burn > # of Company members = bright light.
  • Burn < ½ # of Company members = dim light.

Harvesting Materials

  • Skill Check.
  • Each Errant harvests 1 Item Slot components/Exploration Turn.
  • Components from a creature: Item Slots & harvest DV = Threat/2.

Doors

  • Opening stuck door = DV 4 phys Check for normal doors.
  • Each additional Errant forcing door = DV -2, if their phys > door DV × 2.
  • Breaking down wooden door = 2 Exploration Turns, +1 negative Event Die.

Locks

       
1 Strange Twist, Tap, Twist Spiked
2 Adamantine Twist, Tap, Turn Spiked
3 Mythril Twist, Turn, Twist Secured
4 Diamond Twist, Turn, Tap Secured
5 Dwarven Tap, Twist, Tap Weathered
6 Elvish Tap, Twist, Turn Weathered
7 Steel Tap, Turn, Twist Cracked
8 Iron Tap, Turn, Tap Cracked
9 Brass Turn, Twist, Tap Normal
10 Copper Turn, Twist, Turn Normal
11 Tin Turn, Tap, Twist Normal
12 Crude Turn, Tap, Turn Normal

Exploration Turn Procedure

  1. Guide declares start of Exploration Turn; timekeeper notes which # Exploration Turn.
  2. Caller relays Company’s action to Guide.
    • If moving, determine Pace.
  1. Timekeeper rolls Event Die.
  2. Event Die and Company’s actions resolved.

Downtime Turn Quick Reference

  1. Encounter
  2. Complication
  3. Expiration
  4. Trend
  5. Intimation
  6. Free

Downtime Complications

  1. Natural disaster (e.g. a fire, a tornado, a meteor).
  2. Ongoing disaster (e.g. a famine, a plague, a drought).
  3. Major figure assassinated.
  4. Series of murders begins.
  5. A Scourge arises in the region.
  6. An Errant’s Estate, Institution, infrastructure project, Domain, or other goal suffers a setback.
  7. Legal claims are brought against the Company or they are publicly slandered.
  8. An ally of the Company loses trust in or cuts ties with them.
  9. An insurrection or a siege occurs. If not dealt with in D4 Downtime Turns it will be successful.
  10. Two or more Factions begin to oppose each other or actively go to war.
  11. An ally of the Company dies.
  1. Two or more Factions announce an alliance.
  2. A religious event occurs (e.g. an omen or apparition).
  3. A scandal is revealed.
  4. New NPC arrives in the area.
  5. A rival Company arrives in the area
  6. A discovery is made (e.g. new technology, new lands).
  7. A new Faction emerges.

Downtime Turn Actions

2D6 + modifiers (not exceeding +/- 3).

  • 10+ = success, mark progress on tracker.
  • 7-9 = setback, partial success, or progress.
  • 6 or lower = failure.

Setting trackers for activities

  • 1 – Minor Advantage
  • 3 – Significant Advantage
  • 5 – Campaign Defining Goal
  • 7 – Major Campaign Defining Goal

Conspicuous Consumption

  • Carousing (phys)
  • Frippery (skill)
  • Obscurantism (mind)
  • Do-goodery (pres)

Amount wasted by Settlement Type.

  • Hamlet – D4 × 200
  • Village – D6 × 400
  • Town – D8 × 600
  • Cities – D10 × 800
  • Metropolis – D12 × 1000

Invoke Institution for + to roll = Institution tier.

If an Errant would waste more money than they have, they are in debt for the remainder & make a Saving Throw with DV = roll result. If they fail, roll on the table at p. 184.

Downtime Turn Procedure

  1. Guide declares start of Downtime Turn; timekeeper notes which # Downtime Turn.
  2. Company members restore HP, Archetype resources, True Strikes & Deflects. Remove any remaining Supply from inventory.
  3. Timekeeper rolls Event Die.
    • Guide Checks if any Scourges triggered.
    • If setbacks rolled, Company decides if they wish to postpone Downtime Turn to resolve setback.
  1. Event Die resolved.
  2. Company debt doubles.
  3. The Company hears a rumour.
  4. Free actions resolved.
  5. Each Errant declares their action this Downtime Turn; actions resolved.
  6. Conspicuous Consumption occurs.
  7. Guide resolves Faction turn actions.
  8. Guide advances in-game calendar.
  9. Repeat steps 1-11 until Company ends Downtime Turns.
  10. Lifestyle expenses are paid.

Initiative Turn Quick Reference

Combat Distance & Surprise

Combat distance = D6 × 10 feet/yards

Surprise = 1,2 NPCs; 5,6 Company.

Initiative

Errant calls odds or even. Both Errant and Guide roll D6 and sum. If Errant called correctly, Company acts first.

  1. Winning side acts quickly.
  2. Losing side acts quickly.
  3. Winning side acts slowly.
  4. Losing side acts slowly.

Act quickly = 1 action; act slowly = 2 actions.

1 per Initiative Turn: Attack Roll, Sorcery, Miracle.

Movement

  • SPD = skill-Encumbrance.
  • Movement roll: roll movement dice (D4s) & move result × 10 feet/yards.
  • Shift: free action; move # of movement dice × 10 feet/yards.
  • Can’t shift if you make a movement roll & vice versa.
   
0-3 0
4-7 1
8-11 2
12-15 3
16-19 4
20 5

Attacking

  • Attack Roll damage die vs target.

    • Gambit: reduce damage from Attack Roll, target makes Saving Throw vs effect.
  • Rolling 1 on damage die = target makes action and weapon Quality -1.

  • Missile weapon rolls max damage = Deplete ammunition.

  • Enhance & Impair

1 - D4 - D6 - D8 - D10 - D12 - D20

1 Block = impair 1 step.

  • Taking max damage on a Block = armour Quality -1.
  • Damage dice impaired down to 1 = rolling max damage & rolling 1.
         
1 Slow internal bleeding. On death’s door, but in Exploration Turns. Zapped. Stunned for an Initiative Turn. Eye destroyed. If both eyes go, you’re blind. Nauseous. 1 point of Exhaustion.
2 Leg mangled. Can’t run. If both legs go, you can’t walk. Knocked out. Unconscious (Depletion 1). Mouth melted. Can’t speak, only grunt and moan (unable to cast Sorceries or Miracles.) Immune system compromised. HP halved.
3 Arm wrecked. If both arms go, you can’t hold anything. Concussed. Knocked out for D12 Initiative Turns and 1 point of Exhaustion. Face melted. Blood tainted. Can’t recover HP.
4 On death’s door. Cardiac arrest. On death’s door and 1 point of Exhaustion. Fingers burnt off. Bleeding from nose and eyes. On death’s door, but in Exploration Turns.
5 Leg destroyed. Can’t run. If both legs go, you can’t walk. Also on death’s door. Scrambled. Major brain trauma and on death’s door. Suffocating. On death’s door and 1 point of Exhaustion. Excreting blood from pores. On death’s door, but in Exploration Turns, and 1 point of Exhaustion.
6 Arm destroyed. If both arms go, you can’t hold anything. Also on death’s door. Deep fried. Unconscious (Depletion 1), major brain trauma, and on death’s door. Nose is burnt off, inner ears ruined. Deaf and can no longer smell or taste. Also on death’s door. Rupture. You’re throwing up black acrid blood. On death’s door.
7 Head shot. On death’s door and major brain trauma. Internal damage. Coughing up blood or bleeding from eyes and mouth. Consigned to the reaper. Your lungs and face are burnt off. Also on death’s door and 1 point of Exhaustion. Nervous system shutdown. Can’t move and on death’s door.
8 Throat or lung torn open. Consigned to the reaper. Respiratory system failure. Consigned to the reaper. Skin burned off. Consigned to the reaper. Immune system shutdown. Consigned to the reaper.
9 Guts hanging out. Consigned to the reaper and out of action. Brain dead. Consigned to the reaper and out of action. Burnt to a crisp. Consigned to the reaper and out of action. Total organ failure. consigned to the reaper and out of action.
10-15 Dead. Dead. Dead. Dead.
15+ Deader than Dead. Deader than Dead. Deader than Dead. Deader than Dead.

Death & Dying

  • At 0 HP, phys Saving Throw with DV = damage taken to avoid going out of action.
  • Damage past 0 causes wounds.
  • On death’s door = dead in Renown # of Initiative Turns unless stabilised with healer’s kit or HP brought above 0.
  • Consigned to the reaper = dead in Renown # of Initiative Turns.

Chases

  • Character with lowest SPD/MV on each side makes movement roll.
  • If two 4’s are rolled, that side escapes/catches quarry.
  • If character rolls doubles, that side makes Attack Rolls or other actions.
  • If any dice across sides match, characters make ranged Attack Rolls.
  • Sprint = double # movement dice with successful phys Check (DV = Encumbrance). If fail, no movement roll.
  • Side that rolled lowest each Turn rolls for a Chase development, p. 163.

Fall Damage

   
10’ 1D6
20’ 1D6 × 1D4
30’ 1D6 × 1D6
40’ 1D6 × 1D8
50’ 1D6 × 1D10
60’ 1D6 × 1D12
70’+ 1D6 × 1D20

Burning = 1D6 damage / Initiative Turn on fire.

Hold breath # Initiative Turns = phys - 10. After, 1D6 damage per Initiative Turn.

Initiative Turn Procedure

  1. Determine combat distance.
  2. Determine surprise.
  3. Determine Initiative Turn order.
  4. Winning side acts quickly.
  5. Losing side acts quickly.
  6. Winning side acts slowly.
  7. Losing side acts slowly.
  8. Effects or conditions expire.
  9. Repeat steps 3-8 until combat is resolved.