TEXT: TM
  
  TM
  
  TM
  
  ability focuses
  AccurAcy: Arcane, Bows, Brawling, Light Blades, Staves 
  communicAtion: Animal Handling, Animism, Bargaining, 
  Deception, Disguise, Etiquette, Gambling, Investigation, 
  Leadership, Performance, Persuasion, Psychic, Romance
  constitution: Drinking, Rowing, Running, Stamina, Swimming 
  Dexterity: Acrobatics, Artisan, Calligraphy, Crafting, Initiative, 
  Legerdemain, Lock Picking, Riding, Sailing, Stealth, Traps
  Fighting: Axes, Bludgeons, Heavy Blades, Lances, Polearms
  intelligence: Arcane Lore, Brewing, Cartography, 
  Cryptography, Cultural Lore, Engineering, Evaluation, 
  Healing, Heraldry, Historical Lore, Military Lore, Musical 
  Lore, Natural Lore, Nautical Lore, Navigation, Religious 
  Lore, Remote Weapons, Research, Shaping, Sorcery Lore, 
  Writing
  PercePtion: Empathy, Hearing, Psychic, Searching, Seeing, 
  Smelling, Tasting, Touching, Tracking, Visionary
  strength: Climbing, Driving, Intimidation, Jumping, Might, 
  Smithing
  WillPoWer: Courage, Faith, Meditative, Morale, Purity,  
  Self-Discipline
  ability tests
  Ability test result = 3D6 +  
  Ability + Focus (iF APPlicAble)
  basic test Difficulty 
  test DiFFiculty
  tArget number
  Routine
  7
  Easy
  9
  Average
  11
  Challenging
  13
  Hard 
  15
  Formidable
  17
  Imposing
  19
  Nigh Impossible
  21
  aDvanceD tests
  tAsk DiFFiculty
  success thresholD
  Easy
  5
  Average
  10
  Challenging
  15
  Hard 
  20
  Formidable
  25
  fatigue
  level 1 – WinDeD: The character has a –1 penalty to all tests and 
  cannot Run or Charge. 
  level 2 – FAtigueD: The character has a –2 penalty to all tests, 
  cannot Run or Charge, and moves at half normal Speed.
  level 3 – exhAusteD: The character is nearly spent. Exhausted 
  characters have a –3 penalty to all tests, move at half their 
  normal Speed, and cannot Run or Charge. Additionally, if 
  the character loses more than half their Health, they become 
  unconscious for 1d6 hours, or until restored to greater than 
  half their maximum Health. After regaining consciousness, 
  they regain 10 + Constitution + level in Health.
  level 4 – Dying: The character’s Health drops to 0 and the 
  character begins dying. If restored to at least 1 Health, 
  the character becomes unconscious but stable, regaining 
  consciousness in 1d6 hours at level 3 fatigue.
  things to RemembeR about ability tests
  • 
  Only one focus can apply to a test.
  • 
  Leave the dice on the table after a roll because the 
  result of the Drama Die may be important. 
  • 
  The Drama Die only counts for successful tests.
  • 
  In opposed tests, ties are broken by the Drama Die, or 
  the higher ability if those, too, are tied.
  • 
  For basic tests, assess the situation and assign a 
  difficulty.
  • 
  For opposed tests, circumstances can be represented 
  with bonuses and/or penalties of 1 to 3.
  • 
  Advanced tests use a success threshold to measure 
  completion over time. Don’t overuse them!
  things to RemembeR about hazaRDs
  • 
  They may sometimes be avoided with appropriate 
  ability tests.
  • 
  Determine damage or fatigue using the Hazard 
  Category table.
  • 
  Ability tests may allow characters to mitigate the 
  effects. A successful test usually means half damage 
  or fatigue (rounded down).
  • 
  Some hazards have special effects.
  • 
  Some hazards are one-offs but others reoccur.
  making attacks
  AttAck Roll ≥ Defense = Hit
  DeFense = 10 + Dexterity + shielD bonus
  attack Roll moDifieRs
  moDiFier
  circumstAnce
  –3
  Defender in heavy cover, such as a building or 
  stone wall. Melee attacker in heavy snow. 
  –2
  Defender in light cover, such as a hedge or the 
  woods. Melee attacker in mud. Ranged attack vs. 
  defender engaged in melee combat. Combat at night. 
  –1
  Rain, mist, or smoke obscures the defender. 
  Combat in low light conditions. 
  0
  Normal circumstances. 
  +1
  Attacker on higher ground. Defender is prone. 
  Melee attacker and allies outnumber defender 2 to 1.
  +2
  Melee attacker and allies outnumber defender 3 to 
  1. Defender is drunk. 
  +3
  Defender is unaware of the attack.
  hazaRD categoRy
  cAtegory
  DAmAge
  Minor Hazard
  1d6
  Moderate Hazard
  2d6
  Major Hazard
  3d6
  Arduous Hazard
  4d6
  Harrowing Hazard
  5d6
  Murderous Hazard
  6d6
  
  Combat StuntS
  SP CoSt
  Stunt
  1+
  SkirmiSh: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend. 
  1
  raPid reload: You can immediately reload a missile weapon.
  1
  Stay aware: You take a moment to make sure you’re mindful of everything that’s happening around you. Make a TN 11 
  Perception test with the focus of your choice. If you succeed, the Narrator may either make you aware of some battlefield 
  situation that has so far escaped your notice, or give you a +1 bonus to the next test you make. This bonus can never stack 
  with any other test bonus other than that from a focus. It must be used on the very next test you make (even if you’re the 
  defender in an opposed test), and expires at the end of your next turn even if you haven’t used it by then.
  2
  knoCk Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains a +1 bonus on 
  their attack roll.
  2
  defenSive StanCe: Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn.
  2
  diSarm: You attempt to disarm the target with your melee attack. You and your opponent must make an opposed attack 
  roll. If you win the test, you knock your enemy’s weapon 1d6 + Strength yards away in a direction you nominate.
  2
  mighty Blow: You inflict an extra 1d6 damage on your attack. 
  2
  PierCe armor: You find a chink in your enemy’s armor. The target’s armor rating is halved (rounded down) vs. this attack. 
  2
  taunt: You insult or distract one opponent of your choice within 10 yards of you. You must make an opposed test of your 
  Communication (Deception) vs. the target’s Willpower (Self-Discipline). If you win, the target suffers a –1 penalty on attack 
  and arcana rolls on their next turn.
  2
  threaten: You strike a threatening pose, challenging an opponent of your choice within 10 yards of you. You must make 
  an opposed test of your Strength (Intimidate) vs. the target’s Willpower (Self-Discipline). If you win, they must attack you 
  in some way (melee, missile, arcana, etc.) on their next turn.
  3
  lightning attaCk: You can make a second attack against the same enemy or a different one within range and sight. You 
  must have a loaded missile weapon to make a ranged attack. If you roll doubles on this second attack roll, you do not gain 
  any additional stunt points. 
  3
  Set uP: You create an opening an ally can exploit. Pick an ally. On their next turn, the ally receives a +2 bonus on the ability 
  test of their choice. This decision must be made before the dice are rolled. 
  4
  dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. This target must be adjacent to you 
  if you are using a melee weapon or within 6 yards of your primary target if you are using a missile weapon. Apply the test 
  result of your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both 
  opponents). If you hit the secondary target, inflict your normal damage on them. 
  4
  Seize the initiative: Your attack changes the tempo of the battle. You move to the top of the initiative order. This means 
  you may get to take another turn before some of the combatants get to act again. You remain at the top of the order until 
  someone else seizes the initiative.
  5
  lethal Blow: You inflict an extra 2d6 damage on your attack.
  IntenSIty StuntS
  SP CoSt
  Stunt
  7
  aS you wiSh: Pick a task that you have promised someone you have a Relationship with you will perform. Gain a +2 
  bonus to tests directly related to completing this task until the end of the session. 
  7
  PrePare to die: Pick someone you have a negative Relationship with, or who has injured or killed someone you had or have 
  a positive Relationship with. For the remainder of the encounter, you gain +1 to attack, +1 Defense, and +2 damage in any 
  combat actions involving this target.
  arCane StuntS
  SP CoSt
  Stunt
  1+
  Powerful Channeling: Increase the Outcome of your 
  arcanum by 1 per SP spent, to a maximum of 4.
  2
  Skillful Channeling: Reduce the fatigue target 
  number (TN) for the arcanum by 2.
  2
  mighty arCana: If the arcanum does damage, one 
  target of your choice takes an extra 1d6 damage.
  3
  laSting arCana: If an arcanum has a duration 
  beyond instantaneous, it remains in effect for twice as 
  long. Arcana that last until the end of the encounter 
  are extended by 1d6 minutes instead. 
  3
  arCane Shield: You use the residual arcanum energy 
  to set up a temporary protective shield. You gain a +2 
  bonus to Defense until the beginning of your next turn. 
  4
  faSt CaSting: After you resolve this arcanum, you 
  can immediately use another. The second arcanum 
  must take either a major action or a minor action to 
  perform. The test for the second arcanum does not 
  generate stunt points.
  4
  imPoSing arCana: The effect of the arcanum is much 
  more dramatic than usual. Until the beginning of 
  your next turn, anyone attempting to make a melee 
  attack against you must make a successful Willpower 
  (Courage) test. The target number is 10 + your 
  Willpower ability. Those who fail must take a Move 
  or Defend action instead.
  4
  SPlit arCana: If the arcanum affects only one target, 
  you can have it affect two, so long as the second 
  target is within the arcanum’s range and no more 
  than 6 yards from the original target. Targets test 
  against the arcanum effects separately.
  5
  diSruPt arCana: In addition to its normal effects, 
  your arcanum is so powerful it may disrupt another 
  arcane effect on the target. Roll an immediate test 
  of your Intelligence (Arcane Lore) vs. the arcane 
  test total of any one arcanum on the target. Success 
  removes the effect. Doubles on the test do not 
  generate stunt points.
  5
  lethal arCana: If the arcanum does damage, 
  one target of the spell takes an extra 2d6 damage. 
  Alternately, all targets of the arcanum take an 
  additional 1d6 damage. 
  6
  effortleSS arCana: You automatically pass any 
  fatigue test associated with using this arcanum.
  
  Action types
  MAjor Actions
  Aid Ally
  All-out AttAck
  chArge
  defend
  heAl
  Melee AttAck
  rAnged AttAck
  run
  Minor Actions
  ActivAte
  AiM
  guArd up
  MAintAin
  Move
  prepAre
  press the AttAck
  reAdy
  stAnd firM
  vAriAble Actions
  concentrAte
  reloAd
  corrupt Acts
  TN
  CorrupT ACT
  11
  Minor transgression (lying, petty theft)
  13
  Significant transgression (deliberately hurtful actions)
  17
  Major transgression (murder)
  19
  Grave transgression (complete betrayal of a bonded 
  companion, murdering a unicorn)
  ArcAnA fAMiliArity
  FAmiliAriTy
  modiFier
  deFiNiTioN
  Present
  +0
  A subject visible to the naked eye 
  or in physical or psychic contact 
  with the adept.
  Very 
  Familiar
  +2
  A subject currently seen or sensed 
  through another arcanum, a close 
  friend or relative, an item made by 
  the adept or owned and used for 
  at least a year, a place where the 
  adept spent at least a year.
  Familiar
  +4
  A subject the adept has been 
  acquainted with for at least three 
  months, a casual friend.
  Somewhat 
  Familiar
  +6
  A subject the adept has been 
  acquainted with for at least a 
  week, reading someone else’s 
  memory of a familiar subject.
  Casually 
  Familiar
  +8
  A subject the adept has been 
  acquainted with only briefly, 
  reading someone else’s memory of 
  a somewhat familiar subject.
  Slightly 
  Familiar
  +10
  A subject the adept has only seen 
  briefly or had described in detail.
  Unfamiliar
  —
  A subject totally unfamiliar and 
  unknown to the adept and out 
  of the adept’s line of sight or 
  physical contact. Arcana cannot be 
  used on unfamiliar subjects.
  Blue Rose Game Master’s Kit is ©2017 Green Ronin Publishing, 
  LLC. All rights reserved. References to other copyrighted 
  material in no way constitute a challenge to the respective 
  copyright holders of that material. Green Ronin, Blue Rose, 
  the Adventure Game Engine, and their associated logos are 
  trademarks of Green Ronin Publishing, LLC.
  WeApons groups And vAriAnts 
  Type/VAriANT
  dAmAge 
  SpeCiAl
  AxeS (FighTiNg) 
  Standard
  2d6
  None
  Throwing
  1d6+2
  Ranged (Short 4 yds, Long 8 yds)
  Two-Handed
  3d6
  No shield, can’t be used 
  mounted
  BludgeoNS (FighTiNg)
  Flail
  1d6+3
  Reduce shield bonus of 
  defender by 2 (min 0)
  Standard
  2d6
  None
  Two-Handed
  2d6+3
  No shield, can’t be used 
  mounted
  Bow (ACCurACy)
  Crossbow
  2d6
  Ranged (Short 30 yds, Long 60 
  yds), Reload (major action)
  Longbow
  1d6+3
  Can’t be used mounted, 
  Ranged (Short 30 yds, Long 60 
  yds), Reload (minor action)
  Standard/Sling
  1d6+1
  Ranged (Short 16 yds, Long 32 
  yds), Reload (minor action)
  BrAwliNg (ACCurACy)
  Handy Object
  1d6
  Breaks if stunt points generated 
  on roll
  Standard
  1d3
  None
  Type/VAriANT
  dAmAge 
  SpeCiAl
  heAVy BlAdeS (FighTiNg)
  Standard
  2d6
  None
  Two-Handed
  3d6
  No shield, can’t be used 
  mounted
  lANCeS (FighTiNg)
  Light
  1d6+3
  None
  Standard
  2d6+1
  –2 penalty if used unmounted
  lighT BlAdeS (ACCurACy)
  Standard
  1d6+1
  None
  Thrown
  1d6
  Ranged (Short 6 yds, Long 12 
  yds), Reload (minor action)
  poleArmS (FighTiNg)
  Standard/
  Thrown
  1d6+3
  Ranged (Short 8 yds, Long 16 
  yds), Reload (minor action)
  Two-Handed
  2d6+2
  –2 penalty when used 
  mounted, no shield
  STAVeS (ACCurACy)
  Standard
  1d6+1
  None
  Two-Handed
  1d6+3
  No shield
  ArMor
  Armor Type
  Armor rATiNg 
  Armor peNAlTy
  Light
  3
  0
  Medium
  5
  –2
  Heavy
  8
  –4
  shields
  Shield
  deFeNSe BoNuS
  Light
  +1
  Medium
  +2
  Heavy
  +3
  conviction ApplicAtions
  reroll
  dodge
  surge
  recover
  survive
  redeMption
  
SOURCE: textdata/thevault/Blue Rose (true20)/Blue Rose (AGE Edition)/Blue Rose.-.GRR6502a.-.Narrators Kit - Screen.pdf