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
- Errant describes action with potential for meaningful failure.
- Guide sets Attribute for Check.
- Guide sets DV for Check.
-
- If DV < 0, Check automatically succeeds.
- Guide sets Position and Impact for Check.
- Errant rolls D20, attempting to roll > DV and < Attribute.
- 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
- Encounter
- Rest (+1 negative Event Die) or gain 1 Exhaustion
- Deplete all rations or lower all Supply by 1
- Local effect
- Encounter sign
- 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
- Guide declares start of Travel Turn; timekeeper notes which # Travel Turn.
-
- Check for night-time.
- Caller relays Company’s action to Guide.
-
- If peregrinating, determine Pace; then pathfinder makes navigation Check.
- Timekeeper rolls Event Die.
- 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
- Encounter
- Rest (+1 negative Event Die) or gain 1 Exhaustion
- Burn all light sources or lower all Supply by 1. Deplete active Sorceries and Miracles by 1
- Local effect
- Encounter sign
- 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
- Guide declares start of Exploration Turn; timekeeper notes which # Exploration Turn.
- Caller relays Company’s action to Guide.
-
- If moving, determine Pace.
- Timekeeper rolls Event Die.
- Event Die and Company’s actions resolved.
Downtime Turn Quick Reference
- Encounter
- Complication
- Expiration
- Trend
- Intimation
- Free
Downtime Complications
- Natural disaster (e.g. a fire, a tornado, a meteor).
- Ongoing disaster (e.g. a famine, a plague, a drought).
- Major figure assassinated.
- Series of murders begins.
- A Scourge arises in the region.
- An Errant’s Estate, Institution, infrastructure project, Domain, or other goal suffers a setback.
- Legal claims are brought against the Company or they are publicly slandered.
- An ally of the Company loses trust in or cuts ties with them.
- An insurrection or a siege occurs. If not dealt with in D4 Downtime Turns it will be successful.
- Two or more Factions begin to oppose each other or actively go to war.
- An ally of the Company dies.
Downtime Trends
- Two or more Factions announce an alliance.
- A religious event occurs (e.g. an omen or apparition).
- A scandal is revealed.
- New NPC arrives in the area.
- A rival Company arrives in the area
- A discovery is made (e.g. new technology, new lands).
- 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
- Guide declares start of Downtime Turn; timekeeper notes which # Downtime Turn.
- Company members restore HP, Archetype resources, True Strikes & Deflects. Remove any remaining Supply from inventory.
- 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.
- Event Die resolved.
- Company debt doubles.
- The Company hears a rumour.
- Free actions resolved.
- Each Errant declares their action this Downtime Turn; actions resolved.
- Conspicuous Consumption occurs.
- Guide resolves Faction turn actions.
- Guide advances in-game calendar.
- Repeat steps 1-11 until Company ends Downtime Turns.
- 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.
- Winning side acts quickly.
- Losing side acts quickly.
- Winning side acts slowly.
- 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
- Determine combat distance.
- Determine surprise.
- Determine Initiative Turn order.
- Winning side acts quickly.
- Losing side acts quickly.
- Winning side acts slowly.
- Losing side acts slowly.
- Effects or conditions expire.
- Repeat steps 3-8 until combat is resolved.