TEXT: The Riddle of Steel
  Appendices
  Appendix One: Damage Tables
  Items under the “Roll” column are determined with
  the roll of a d6. Roman numerals refer to the Hit Location
  Chart (Table 4.2), explained in Book Four: The Codex
  of Battle. All results are open to Seneschal interpretation.
  Wounds are meant to hurt, and most light wounds
  are just an opening for the killing blow. Remember—
  you don’t have to lead your opponent to instantaneous
  death to kill him off. Sometimes it takes a while. Likewise,
  most pain modifiers assume standing postures (especially
  those related to the feet—sitting or prone characters may
  have less of a modifier from pain). When characters are
  knocked down all pools drop to 1/3 current value (after
  penalties, etc…). Yeah, getting hit sucks.
  As with everything, the Seneschal should use
  common sense and discretion in interpreting wounds,
  damage, and anything on this table. When encountering
  non-humanoid opponents, modify results appropriately.
  
  Appendices 235
  Appendices 235
  Appendices 235
  Appendices 235
  Appendices 235
  CUTTING DAMAGE TABLES
  ADVICE FROM AN OLD BLADESLINGER
  •
  Hitting an opponent is easy—but not getting hit is hard. Allocate more dice to defense than to offence, and always be willing
  to evade should things get tight.
  •
  Use maneuvers carefully—many of them can spell the doom of your opponent when executed at the right moment. But
  beware—he might have a few up his sleeve, as well.
  •
  Whenever you fight someone that you have never fought before—especially in a duel or one-on-one setting—be extra
  cautious. You don’t know how many dice he’s got in his pool, and finding out the hard way usually leads to death.
  •
  Ambushes, surprise attacks, dirty tricks, and guerilla tactics have been working for thousands of years. They’ll work for you,
  too.
  CCCCCUTTING
  UTTING
  UTTING
  UTTING
  UTTING D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  
  236  The Riddle of Steel
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  236  The Riddle of Steel
  CCCCCUTTING
  UTTING
  UTTING
  UTTING
  UTTING  D
    D
    D
    D
    DAMAME
  AMAME
  AMAME
  AMAME
  AMAME
  
  Appendices 237
  Appendices 237
  Appendices 237
  Appendices 237
  Appendices 237
  CCCCCUTTING
  UTTING
  UTTING
  UTTING
  UTTING D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  
  238  The Riddle of Steel
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  238  The Riddle of Steel
  CCCCCUTTING
  UTTING
  UTTING
  UTTING
  UTTING D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  MORE ADVICE FROM AN OLD BLADESLINGER
  •
  Strike for unarmored body parts. If your opponent is using a lot of dice to protect his unprotected
  parts, throw several attacks at different, armored parts of his body. Change location frequently. When
  he has gotten into a rhythm of allocating a steady quantity of dice against your attacks, go for the
  unarmored part again. Your opponent is likely to stick to his pattern, and you will strike his
  unprotected flesh.
  •
  If this fails, resort to Half-sword techniques or grappling. When he is pinned, stick him with a dagger.
  •
  Always carry a dagger, especially if your primary weapons tend to be longer.
  •
  You can’t parry an arrow, nor can you dodge a curse. Unless you are close and fast, flee from sorcerers
  and archers. Catch them later with their guard down.
  •
  Save Luck dice for defense. Not getting hit is more important than hitting hard.
  •
  Take advantage of longer weapons, and close range when against them.
  •
  Use terrain to lower your opponent’s Combat Pool. Take higher ground, work him into a corner, or
  push him toward a cliff edge.
  •
  A little leather on the arms and legs, and chain on the chest, costs little money and has no CP loss.
  •
  Never go into a big battle without armor (or at least a shield). Even the greatest swordsman can’t
  defend all sides at once.
  •
  Never get into a fight without a plan, reinforcements, or a way out.
  
  Appendices 239
  Appendices 239
  Appendices 239
  Appendices 239
  Appendices 239
  PPPPPUNCTURE
  UNCTURE
  UNCTURE
  UNCTURE
  UNCTURE D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  PUNCTURE DAMAGE TABLES
  
  240  The Riddle of Steel
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  240  The Riddle of Steel
  240  The Riddle of Steel
  PPPPPUNCTURE
  UNCTURE
  UNCTURE
  UNCTURE
  UNCTURE D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  
  Appendices 241
  Appendices 241
  Appendices 241
  Appendices 241
  Appendices 241
  PPPPPUNCTURE
  UNCTURE
  UNCTURE
  UNCTURE
  UNCTURE D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  
  242  The Riddle of Steel
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  242  The Riddle of Steel
  242  The Riddle of Steel
  BBBBBLUNT
  LUNT
  LUNT
  LUNT
  LUNT D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  BLUDGEONING (BLUNT/BASHING) DAMAGE TABLES
  RECOMMENDED READING AND RESOURCES
  Books:
  Clements, John. Medieval Swordsmanship; Illustrated Methods and Techniques. Boulder: Paladin Press, 1998.
             Renaissance Swordsmanship; Illustrated Methods and Techniques. Boulder: Paladin Press, 1998.
  These two texts are the best modern manuals on the actual physical practice of medieval and renaissance martial arts
  currently available. A real eye-opener for enthusiasts, gamers, re-enactors, and martial artists.
  Malory, Sir Thomas.  Le Morte D’Arthur.  2 vols.   Janet Cowen, ed. 1969 London:  Penguin Classics, 1986.
  
  Appendices 243
  Appendices 243
  Appendices 243
  Appendices 243
  Appendices 243
  BBBBBLUNT
  LUNT
  LUNT
  LUNT
  LUNT D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  Musashi, Miyamoto. A Book of Five Rings.
  Sapkowsi, Andrzej.  Swiat Krola Artura.  Warsaw (Warszawa):  superNOVA, 1998.
  This is the best book on Arthurian lore and the background mythology available from a standpoint of scope and readability,
  written by Poland’s premiere fantasy author.  Unfortunately, it’s in Polish.
  Sun Tzu. The Art of War
  Talhoffer, Hans. German Fechtbuch of 1467. Available in a translation by Mark Rector under the title Medieval Combat.
  Boulder: Paladin Press, 1999.
  Tolkien, J.R.R. The Lord of the Rings. Houghton Mifflin. Available in editions from 1954 to the present.
  The recent film from New Line Cinema, directed by Peter Jackson, is worth seeing a few times as well.
  Yamamoto Tsunetomo. Hagakure.
  Films:
  13th Warrior. Dir. John McTiernan
  Braveheart. Dir. Mel Gibson.
  Gladiator. Dir. Ridley Scott.
  Ladyhawke. Dir. Richard Donner.
  Legend. Dir. Ridley Scott.
  The Dark Crystal. Dir. Jim Henson
  The Seven Samurai. Dir Akira Kurosawa. (Anything by Kurosawa is good)
  And there are so many more...
  
  244  The Riddle of Steel
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  244  The Riddle of Steel
  BBBBBLUNT
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  AMAGE
  GLOSSARY OF GAME TERMS
  This list contains definitions for many important terms
  used in The Riddle of Steel.
  Armor Penalty: A negative modifier applied to the Combat
  Pool and Move Attribute when armor is worn. See
  Book Four: The Codex of Battle.
  Armor Value: The amount of protection a piece of armor
  provides to the area that it covers. See Book Four:
  The Codex of Battle.
  ATN (Attack Target Number): Each individual weapon
  has its own ATN, which is the Target Number used
  for Proficiency Tests involving attack during both
  Melee and Missile Combat. See Book Four: The
  Codex of Battle.
  Attribute: A measure of a character’s prowess in the three
  major spheres: Temporal, Mental, and Spiritual. A
  fourth group, the Derived Attributes, is used in
  Combat and Sorcery. See Book One: In the
  Beginning.
  Bout: A single match or duel between two or more
  opponents. A Bout begins as soon as the Seneschal
  declares that time is broken into Rounds (such as
  during combat), and ends when the fighting stops and
  time returns to abstract measurement. See Book Four:
  
  Appendices 245
  Appendices 245
  Appendices 245
  Appendices 245
  Appendices 245
  BBBBBLUNT
  LUNT
  LUNT
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  LUNT D
   D
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   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  The Codex of Battle.
  Character: There are two kinds of Characters in The Riddle
  of Steel. Player Characters (often referred to as “PCs”
  or simply “Characters”) are the imaginary persona’s
  whose actions are controlled by a player. Non-Player
  Characters (or “NPCs”) are those imaginary persons
  and entities controlled by the Seneschal.
  Character Sheet: A piece of paper used to record your
  character’s traits, attributes, skills, belongings, and
  progress. While any scrap of paper will do, we
  recommend using the one in the appendix. See Book
  Two: The Birth of a Legend?
  Combat Pool (CP): A pool of dice used during melee
  combat. See Book Four: The Codex of Battle.
  Combat, Melee: Any up-close form of physical combat,
  such as brawling, sword fighting, or jousting. See Book
  Four: The Codex of Battle.
  Combat, Missile: Long-range combat using weapons such
  as thrown rocks and spears, bows and crossbows, and
  so forth. See Book Four: The Codex of Battle.
  Command Pool: A pool of dice used when leading groups
  in mass combat. See Book Four: The Codex of Battle.
  Damage Rating (DR): The amount of damage a weapon
  inflicts prior to adding the number of attack successes.
  The combination of DR and the margin of attack
  successes create the Wound Rating. See Book Four:
  The Codex of Battle.
  Dice: The Riddle of Steel uses two kinds of polygonal
  dice: several 10-sided (d10) and six-sided (d6). See
  Book One: In the Beginning.
  DTN (Defense Target Number): Each individual weapon
  has its own DTN, which is the Target Number used
  for Proficiency Tests involving defense during Combat.
  See Book Four: The Codex of Battle.
  Encumbrance: An abstract and approximate measurement
  of how much stuff a character is carrying, and how if
  effects him in physical feats (such as combat and
  movement). See Book Five: The Laws of Nature.
  Exchange: One half of a Round. See Book Four: The
  Codex of Battle.
  Fatigue: A measurement of how physically tired or
  exhausted your character has become. Fatigue affects
  combat and movement. See Book Five: The Laws of
  Nature.
  Flaws: Weaknesses or disadvantages that make a character
  unique from others. See Book Three: Training.
  Gifts: Strengths or advantages that make a character unique
  from others. See Book Three: Training.
  
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  BBBBBLUNT
  LUNT
  LUNT
  LUNT
  LUNT D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  Halfling: Any character born of both human and siehe or
  fey parents. Also called a man-elf or half-elf.
  Insight: This trait tracks a character’s growth and
  progression. It is a vital factor in creating a new
  character, as a higher Insight can have a profound effect
  on how powerful a new PC will be upon creation. See
  Book Three: Training.
  Maneuver: A specific action within a Proficiency, such as
  an individual attack, defense, or flashy move. See Book
  Three: Training.
  Margin of Success: The number of successes remaining
  after an opponent’s successes have been subtracted
  from the total original successes on any Contested Roll
  and most Proficiency Tests. See Book One: In the
  Beginning.
  Missile Pool: A pool of dice used in long-range combat.
  See Book Four: The Codex of Battle.
  Modifier: A positive or negative adjustment to any die
  roll. Sometimes called “bonuses” or “penalties.” All
  modifiers in The Riddle of Steel are applied to the
  number of dice rolled; thus a +1 modifier means “add
  one extra die to this roll,” and a –1 modifier means
  “roll one die less on this roll.” See Book One: In the
  Beginning.
  Pain: A modifier applied to the Combat, Missile, and
  Sorcery Pools due to wounds taken or other harmful
  stimulus. See Book Four: The Codex of Battle.
  Player: A real-life person, who controls an imaginary
  persona, called a Character or PC.
  Proficiency: A measure of training, skill, and ability with
  weapons and fighting styles. See Book Three:
  Training.
  Round: The unit of time used in situations involving
  combat. One Round is roughly one to two seconds
  long. See Book Four: The Codex of Battle.
  Seneschal: A special player who leads the game, acting as
  storyteller and referee. Often called the “GM” or Game
  Master.
  Shock: A form of Pain that lasts for one Round, applying
  severe negative modifiers. See Book Four: The Codex
  of Battle.
  Siehe, Greater: Called the Fey, these are the most powerful
  and noble of the elves and faeries.
  Siehe, Lesser: These elves, faeries, sprites, and trolls are
  less powerful than their noble cousins are. They delight
  in mischief and troublemaking, and love to meddle
  in human affairs.
  Skill: Any trade, study, or craft. There are many skills,
  
  Appendices 247
  Appendices 247
  Appendices 247
  Appendices 247
  Appendices 247
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  and each one is quantified by a Skill Rating (SR). Skills
  work in combination with Attributes. See Book Three:
  Training.
  Skill Rating: A specialized form of Target Number (TN),
  used in skill checks. See Book Three: Training.
  Social Class: Weyrth’s many nations divide their peoples
  into diverse social classes. One’s class affects wealth,
  education, legal rights, and social circles. Five primary
  classes are recognized in some form or another
  throughout Weyrth’s many nations: Slave/Bondsman,
  Peasant, Freeman, Gentry, and Lord. The first three
  are considered “common,” the last two “noble.” See
  Book Seven: The World of Weyrth.
  Sorcery: The ability to bend the nine powers of magic to
  one’s will. Sorcery is practiced by wizards, magicians,
  witches, druids, and the Fey (from whom it is said to
  originate). See Book Six: Sorcery.
  Sorcery Pool: A pool of dice used by sorcerers in the
  creation and casting of spells. See Book Six: Sorcery.
  Stacking: Any time a die rolls a 10 that die may be re-
  rolled and then added. There is no limit to the number
  of times a die may Stack. For example, if a die rolled
  10, it would then be thrown again. If the second roll
  produced a 6, then the total for that die would be 16.
  If that same roll had been another 10, then it would
  have been rolled over, allowing Target numbers as high
  as 20, 30, and greater to be achieved (albeit very rarely).
  See Book One: In the Beginning.
  Target Number (TN): The minimum number that must
  be rolled on one die in order to generate one success..
  See Book One: In the Beginning.
  Test: Any time dice are rolled against a Target Number
  (TN). See Book Three: In the Beginning.
  
  248  The Riddle of Steel
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  AMAGE
  AMAGE
  
  Appendices 249
  Appendices 249
  Appendices 249
  Appendices 249
  Appendices 249
  BBBBBLUNT
  LUNT
  LUNT
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  LUNT D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  Vagaries: The sorcerous counterpart to Proficiencies. There
  are nine vagaries, each of which controls some aspect
  of the creation and use of magic. See Book Six: Sorcery.
  Wound Level: Often simply referred to as “wounds.” Any
  lasting damage sustained by a character or object. All
  wounds in The Riddle of Steel have a ranking from 1
  to 5, 1 being a light degree of damage, 5 leading to
  death and dismemberment. See Book Four: The
  Codex of Battle.
  Wound Rating: Any damage done to a target prior to
  calculating in armor and Toughness (TO). See Book
  Four: The Codex of Battle.
  
  250  The Riddle of Steel
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  BBBBBLUNT
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  Appendices 251
  Appendices 251
  Appendices 251
  Appendices 251
  Appendices 251
  G
  GG
  GGENERIC
  ENERIC
  ENERIC
  ENERIC
  ENERIC D
   D
   D
   D
   DAMAGE
  AMAGE
  AMAGE
  AMAGE
  AMAGE
  GENERIC DAMAGE TABLE
  This table is used for many magical attacks, cold, heat, and other non-body-part-specific damage. It can be
  applied to a single body part (such as with fire) as well, given slight modification (use your imagination).
  
  252  The Riddle of Steel
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  252  The Riddle of Steel
  252  The Riddle of Steel
  SSSSSWORDS
  WORDS
  WORDS
  WORDS
  WORDS     AND
  AND
  AND
  AND
  AND     THE
  THE
  THE
  THE
  THE L
   L
   L
   L
   LIKE
  IKE
  IKE
  IKE
  IKE
  Appendix Two:
  Combined Weapon Statistics
  
  Appendices 253
  Appendices 253
  Appendices 253
  Appendices 253
  Appendices 253
  SSSSSWORDS
  WORDS
  WORDS
  WORDS
  WORDS     AND
  AND
  AND
  AND
  AND     THE
  THE
  THE
  THE
  THE L
   L
   L
   L
   LIKE
  IKE
  IKE
  IKE
  IKE
  
  254  The Riddle of Steel
  254  The Riddle of Steel
  254  The Riddle of Steel
  254  The Riddle of Steel
  254  The Riddle of Steel
  A
  AA
  AAXES
  XES
  XES
  XES
  XES     AND
  AND
  AND
  AND
  AND M
   M
   M
   M
   MASS
  ASS
  ASS
  ASS
  ASS W
   W
   W
   W
   WEAPONS
  EAPONS
  EAPONS
  EAPONS
  EAPONS
  
  Appendices 255
  Appendices 255
  Appendices 255
  Appendices 255
  Appendices 255
  SSSSSTAVES
  TAVES
  TAVES
  TAVES
  TAVES, S
  , S
  , S
  , S
  , SPEARS
  PEARS
  PEARS
  PEARS
  PEARS, P
  , P
  , P
  , P
  , POLE
  OLE
  OLE
  OLE
  OLE W
   W
   W
   W
   WEPAONS
  EPAONS
  EPAONS
  EPAONS
  EPAONS
  
  256  The Riddle of Steel
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  N
  NN
  NNATURAL
  ATURAL
  ATURAL
  ATURAL
  ATURAL W
   W
   W
   W
   WEAPONS
  EAPONS
  EAPONS
  EAPONS
  EAPONS, B
  , B
  , B
  , B
  , BOWS
  OWS
  OWS
  OWS
  OWS
  Bows
  Crossbow
  4-6 rounds preparation time:
  Pull arrow: 0 (on ground), 2 (from quiver);
  knock and draw: 4
  Refresh begins once the arrow is cocked.
  2 MP dice to reduce prep. time by one second at
  Reflex/TN of 8
  Attack Target Number (ATN): 5
  Effective ST: 4
  DR (damage rating): ST +2p (6 total)
  Range: +1 ATN per 10 yards
  Crossbows are powerful and easy to use, though
  reloading one is slow. Damage is figured using the
  bow’s ST, not the user’s.
  Longbow
  2-4 rounds preparation time:
  Pull arrow: 0 (on ground), 2 (from quiver);
  knock and draw: 2
  Refresh begins with drawing the arrow.
  2 MP dice to reduce prep. time by one second at
  Reflex/TN of 8
  Attack Target Number (ATN): 7
  Effective ST: 5 (no one with a lower ST may use this
  bow)
  DR (damage rating): ST +3p (8 total)
  Range: +1 ATN per 25 yards
  Longbows, common in Angharad, are about 6’ long
  and incredibly powerful. Their primary drawback is
  the significant training necessary for their proper use.
  Damage is figured using the bow’s ST, not the user’s.
  
  Appendices 257
  Appendices 257
  Appendices 257
  Appendices 257
  Appendices 257
  TTTTTHROWN
  HROWN
  HROWN
  HROWN
  HROWN W
   W
   W
   W
   WEAPONS
  EAPONS
  EAPONS
  EAPONS
  EAPONS
  Short Bow
  2-4 rounds preparation time:
  Pull arrow: 0 (on ground), 2 (from quiver);
  knock and draw: 2
  Refresh begins with drawing the arrow.
  2 MP dice to reduce prep. time by one second at
  Reflex/TN of 8
  Attack Target Number (ATN): 6
  Effective ST: 4
  DR (damage rating): ST +1p (5 total)
  Range: +1 ATN per 10 yards
  Common in almost every culture, short bows range
  from 3-4 feet in unstrung length. Damage is figured
  using the bow’s ST, not the user’s.
  Thrown Weapons
  Dagger/Knife (Thrown)
  1-3 rounds preparation time:
  Pull knife: 1 (from sheath); flip blade-down
  and cock back: 2
  Refresh begins with cocking back to throw.
  2 MP dice to reduce prep. time by one second at
  Reflex/TN of 7
  Attack Target Number (ATN): 7
  Effective ST: by thrower
  DR (damage rating): ST –1p
  Range: +1 ATN per 3 yards
  Many daggers may be thrown (though both rondels
  and poniards struggle a little in this area). Some are
  specially designed for throwing, and may add +1
  damage and have a range increment of 4 yards.
  Javelin/Short Spear
  1-2 rounds preparation time:
  Pull spear: 0 (already in hand), 1 (in ground);
  prepare to throw: 1
  Refresh begins with cocking back to throw.
  2 MP dice to reduce prep. time by one second at
  Reflex/TN of 7
  Attack Target Number (ATN): 7
  Effective ST: by thrower
  DR (damage rating): ST +1p
  Range: +1 ATN per 5 yards
  Less common than the bow in recent decades, javelins
  and small spears have impressive range in the hands of
  a strong man. Generally about 4-5’ long.
  Sling
  3-6 rounds preparation time:
  Pull stone/ball: 0 (in hand), 2-3 (from bag/
  pocket); load and whirl: 3
  Refresh begins with the first whirl.
  2 MP dice to reduce prep. time by one second at
  Reflex/TN of 8
  Attack Target Number (ATN): 8
  Effective ST: by user
  DR (damage rating): ST +1c
  Range: +1 ATN per 5 yards
  A small, common weapon with peasants and the
  troublemakers, slings throw small stones or lead balls
  with often staggering effects.
  Thrown Objects
  1-3 rounds preparation time:
  Grab object: 0 (nearby), 2 (from bag, etc.);
  cock back: 1
  Refresh begins with cocking back to throw.
  2 MP dice to reduce prep. time by one second at
  Reflex/TN of 7
  Attack Target Number (ATN): 7
  Effective ST: by thrower
  DR (damage rating): STb
  Range: +1 ATN per 3-5 yards, depending on object
  This category covers stones, bottles, small-but-heavy
  logs, etc.
  
SOURCE: textdata/thevault/The Riddle of Steel/The Riddle of Steel Appendices.pdf