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Combat
Combat occurs in turns, each representing a few seconds of activity. Characters can make one attack per turn, and actions occur in the order determined by the GM (depending on the situation, such as wether the characters are ambushed or well prepared etc).
To hit a foe a character must make a sucessful test. The character receives a bonus to the test if he is skilled with the weapon in use.
Damage equals the characters chance score plus the weapon rating (a die roll). However, damage is reduced by the targets chance plus the value of any armour he is wearing.
Once total damage exceeds chance times two the character falls unconscious for a number of minutes equal to the excess.
Should damage exceed chance times three the character dies. Thus, a character with chance 3 will fall unconscious when damage is 7 or more, and dies once damage is 9 or higher.
Characters naturally heal 1 point damage per day. An injured character that receives treatment (requiring a test with healing talents applicable) is healed of 1 point damage immediately. This can be done once only until another wound is received.
Weapons
A selection of weapons are given below, with their attack ratings noted. The number in brackets is the weapons cost (in copper coins).
unarmed 0 (-)
cudgel 1D3 (-)
iron bar 1D (15)
knife 1D3 (10)
dagger 1D3 (15)
stick 1D3 (-)
rock 1D3 (-)
chain 1D (20)
whip 1D3 (15)
ball & chain 1D (25)
sling 1D (15)
bow 1D (55)
longbow 1D+1 (120)
crossbow 1D (100)
pick 1D (35)
1 handed spear 1D (60)
2 handed spear 1D+1 (60)
polearm 1D+1 (90)
broadsword 1D+1 (125)
shortsword 1D (75)
mace 1D (60)
morning star 1D+1 (80)
hammer 1D (40)
sickle 1D (35)
cleaver 1D (30)
hatchet 1D (40)
axe 1D+1 (80)
garrot 1D (5)
staff 1D (10)
Armour
Armour ratings are shown below (with cost in brackets) -
none, clothing +0
leather armour +1 (100)
studded armour +1 (125)
chain mail +2 (300)
plate armour +2 (400)
full plate +3 (750)
shield +1 (in addition to worn armour) (50)
Cover
Cover acts as if it were additional armour, adding 1 to the characters defence total.
Range
Attacks beyond a weapons range usually miss, or have at best only half the normal chance of hitting.
Thrown weapons have a range equal to the characters chance times 5 metres. Missile weapons have a range equal to chance plus the weapons rating times 10 metres.
Multiple attacks
Characters with a chance of 6 or more are allowed to make multiple attacks in a turn, dividing their chance as evenly as possible to do so. Thus, a character with chance 7 could make two attacks, rolling on a chance of 4 and 3.
MAGIC
When characters cast spells they accumulate a hex point. Once hex points equal the characters chance the character is likely to suffer a hex. A hex is an aura of chaos and attracts misfortune to the character. This manifests as an unfortunate event described by the GM at some point following the acquisition of the hex. The exact nature of the hex and the time that it occurs is not known by the player - only the GM can determine this. Thus, the player merely states that his character has acquired a hex and crosses off accumulated hex points. The GM is then free to decide what happens and when..
Typical hexes are given below:-
- character fails a test
- characters spell affects wrong person
- character trips over and cracks a tooth
- character is stung by a bee
- characters food goes rotten
- character loses an item of jewellery
- character has some money stolen from his pouch.
- character develops an illness
- character walks into a door and gets a nose bleed.
- character get stomach ache and vomits
- characters weapon becomes blunt
- characters weapon breaks
- characters armour needs repair
- characters armour falls off in combat
- character gets a fever and hallucinates
- character is mugged
- character gets lost
- character attracts the village idiot/madman
- character is bitten by a dog
- character is thrown from a horse
- character is struck by a stray arrow
- character drops his weapon during combat
To use spells a character must be trained in them. Each spell is treated like a talent, and players may select one or more spells in place of starting talents if they so wish.
SPELLS
RAT conjures a huge black rat which will attack foes as directed by the character. The rat
has a chance of 2 and bite +1. The bite has a 3 in 6 chance of transmitting disease (treated as a potency 6, interval day poison).
PESTILENCE fills a room/small area with loathsome flying insects which writhe upon and sting all those nearby. This causes 1 point damage to all in the area (except the character) each turn for a number of turns equal to the characters chance.
HOUND conjures a malefic black hound which will attack as directed, running off when it has finished. The hound has a chance of 3 and bite +2. It can track foes with a +1 bonus to tests.
BRIMSTONE fills a room/small area with noxious fumes which cause choking to all nearby except the character himself. While choking, a victim must make a test to perform any action, or else can do nothing save gasp for air. The effects last for turns equal to chance.
ZOMBIE causes a nearby corpse to animate and attack as directed. The corpse has a chance of 3 and may use any weapon at hand. The corpse is treated as having 1 point armour since it feels no pain.
GAUNT causes the character to take on a horrible, deathly appearance likely to cause fear and loathing in onlookers, who must make a successful test or flee from the characters presence.
SIGIL burns a pentagram onto a target, who suffers points of damage equal to the characters chance automatically. The sigil fades after a day or so.
PORTAL locks or unlocks a door, chest or similar mechanism, requiring any other person to make a number of successful tests equal the characters chance to affect the portal.
SPLINTER fractures a small area (roughly 2"/5cm per point of chance) of wood, loose brick, pottery or similar material causing it to break when next handled or touched.
EVILEYE causes a single target that meets the characters gaze to become demoralised, suffering a penalty of -1 to tests for turns equal to the characters chance.
GROTESQUE inflicts a disease on the target, who develops scabs and boils on his body. The disease acts like a poison with a strength equal to chance times three and an interval of hours.
POPPET creates a small doll from any nearby material (twigs, rags etc). The doll is a simulacrum of a person chosen by the character, and only one doll can be made at a time for the chosen individual. When the character wishes to, the doll can be destroyed causing the chosen target to suffer pain and inflicting damage equal to the characters chance.
CAUL creates a shadow cloak around the character, who gains a bonus to tests involving sneaking and hiding by doubling chance for such tests. The effect lasts for minutes equal to chance.
HAUNT causes strange occurrences in a room/small area, such as draughts, slamming doors, cold spots, candle flickers etc, -as if it were haunted. The effects last for one day per point of chance.
ENSHROUD covers a single target with eerie, numbing black mists, causing drowsiness. The victim must make a successful test or will fall asleep for minutes equal to the characters chance.
HOMONCULUS conjures a malign, twisted and diminutive humanoid which will attack as directed, vanishing when it has finished. The homonculus has a chance of 2 and bite +1. It gets a +1 bonus to hiding and sneaking tests.
TRANSMUTE causes a single item held by the character to appear to be constructed from a material of the characters choice. Thus, the character could make a dagger appear to be made of gold, or a silk cloak to appear to be made from rough wool. Note that only the appearance changes, not the actual properties of the item. The effects last for hours equal to the characters chance.
ELIXIR turns a small amount of water into a restorative liquid which, when drunk, will immediately heal damage equal to the characters chance. The elixir loses its potency after an hour has elapsed.
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