TEXT: Craig Judd
  Universal Action Toolbox
  CORE RULEBOOK
  CORE RULEBOOK
  
  UNIVERSAL
  Flexible character creation and advancement let you vary the focus of your games.
  Modular rules encourage cross-genre mashups:
  techno-fantasy, wild-west post-apocalypse, urban horror, gothic sci-f, and anything in between.
  POWERFRAME
  provides a powerful, fexible famework of rules
  and a set of tools for building your own game worlds –
  powered by hexagons, six-sided dice, and your imagination!
  ACTION
  Get the most out of the system in setings where civilisation is tenuous, travel is hazardous, and foes are dangerous!
  Te rules are geared toward physical action, whether that be fghting, exploring, or competing.
  Start out small and work your way up, or just begin with epic action heroes!
  TOOLBOX
  Robust efects-based systems and detailed guidelines help you to create customised resources
  and bring your original game worlds to life!
  
  1
  INTRODUCTION
  Welcome to PoWerFrame!
  What is ‘PowerFrame’?
  PowerFrame is a universal toolbox roleplaying game. It 
  provides a solid, powerful framework of rules that allow 
  you to build and play in your own action-adventure 
  settings. 
  The original version was written for a techno-
  fantasy setting inspired by anime and JRPGs, called 
  PowerQuest, but its simplicity and flexibility made it 
  easy to develop into a cross-genre system.
  PowerFrame excels at games in which civilisation 
  is tenuous, travel is treacherous, and creatures are 
  dangerous – fantasy worlds, frontier societies, the post-
  apocalypse. Characters often have humble beginnings, 
  but can develop into epic action heroes.
  System Aims
  PowerFrame attempts to strike a balance between being 
  streamlined and easy to use, and having interesting 
  mechanical elements to play around with. 
  The rules aim to be clear and unambiguous; the 
  game mechanics provide concrete and consistent 
  procedures for many situations, which reduces the 
  need for arbitrary rulings and guesswork. Although it’s 
  impossible to provide a rule for every eventuality, you 
  can fall back on the basic rules to resolve any unusual 
  situations.
  Flexible character creation allows you to focus on areas 
  that are important for the current game. Character 
  development is equally flexible, so you can adapt 
  to new circumstances as they arise. Players are also 
  encouraged to customise their characters with a wide 
  variety of equipment, weapons, and mystical effects.
  
  2
  INTRODUCTION
  Welcome to PoWerFrame!
  How To Play
  For those of you already familiar with roleplaying, 
  PowerFrame is a fairly traditional game in which you 
  explore the realms of your imagination.
  You will need a small group of friends. Most of the 
  players will take on the roles of fictional characters 
  through whom they will experience the game world. 
  One player, however, becomes the Game Master (GM). 
  It is their role to describe the places and situations the 
  characters find themselves in, to represent all of the 
  non-player characters (NPCs) and decide how they 
  react, and interpret the rules to decide the outcome of 
  events.
  Gameplay is a sort of feedback loop - the GM describes 
  the situation the characters find themselves in, the 
  players say what they want their characters to do, the 
  GM figures out how this changes the situation, and the 
  process loops around again. In the end, an account of 
  the game’s events will be a lot like recounting a real-
  world journey or series of diary entries; things happen 
  and build upon previous events, but the account may or 
  may not resemble a structured literary story. 
  The main aims of play in PowerFrame are to experience 
  a fictional world through the experiences of the 
  characters, and to enjoy the process of improving and 
  upgrading their performance. The rules largely concern 
  themselves with the physical aspects of the story, 
  leaving character interaction and problem solving up to 
  the players.
  You can find more advice on setting up and running a 
  game in Turning the Key [p209].
  Subsystems
  The game is made up of many subsystems, but you 
  don’t need to use all of them in every game; in a 
  modern setting you may not have much use for the 
  overland travel system, for example. You can add or 
  remove most systems as desired to shift mechanical 
  focus to areas that are important for your game. It will 
  also be easy to add new supplementary rules modules 
  when they are released, such as terror and insanity, 
  vehicle construction, or massed combat.
  The game makes extensive use of hex maps, and 
  encourages you to use miniature figures to represent 
  the positions of characters during conflicts. The core 
  rules focus on physical conflict, whether it be fighting 
  monsters, negotiating a crumbling ruin, or playing 
  a competitive sport. The combat system specialises 
  in small skirmishes with several combatants on each 
  side, although if you have the time and inclination it’s 
  possible to stage larger battles. Different weapon types 
  favour different abilities, adding depth to equipment 
  choices and resulting in diverse fighting styles.
  The travel system is a mini-game in its own right, letting 
  you plot the characters’ progress as they explore and 
  uncover new areas of the world. Hex maps are made 
  up of standardised icons which can be combined to 
  describe almost any type of terrain. The rules handle 
  weather, navigation, visibility, fatigue, and exposure in 
  any environment. In some games, the world itself may 
  become your greatest adversary!
  Customisation
  While this book provides many examples, it’s very easy 
  to create your own original game resources. Under 
  the Hood [p221] guides you step by step through 
  the process of translating your ideas into game terms, 
  with sections on creating your own maps, NPCs, races, 
  creatures, spells, and equipment. All of the examples in 
  the book were built with the exact same methods, so it’s 
  a simple matter to break things down and modify them 
  for your own purposes.
  
  3
  INTRODUCTION
  Using this Book
  Organisation
  Some Sections begin with a brief overview in an 
  introductory text-box, like this. These are often 
  used when the body text goes straight into a list of 
  descriptions.
  Headings
   
  ⬣ The book is divided into Chapters, defined by the 
  large heading at the top of each page.
   
  ⬣ Each Chapter is divided into Sections, shown by the 
  header underneath the horizontal line. If the Section 
  Heading is black, it’s the first page of that Section. If 
  the Section heading is light blue, it’s a continuation 
  of that Section.
   
  ⬣ Within a Section, information is usually organised 
  under Headings and Sub-Headings. Where possible, 
  topics are not broken up across multiple pages.
  Basic Rules
  The basic game rules and fundamentals of play are 
  presented in plain text, like this paragraph.
   
  ⬣ Bullet lists are frequently used to highlight specific 
  rules.
   
  ⬣ They can also be used to indicate the order you need 
  to follow for a particular procedure.
  Examples are given in blue italics like this. They 
  are usually inserted directly after the rule they are 
  illustrating, although they sometimes appear in a line 
  of text.
  Expanded Rules
  Sometimes a rule is optional, or only comes up rarely. Such 
  rules are presented in italics, like this paragraph. You don’t 
  need to remember or apply all of these rules, but it’s useful 
  to know they exist when special circumstances arise.
  Descriptions
   
  ⚠ Blue italics are also used in description headers. In these 
  cases, it does not indicate an example.
  References and Hyperlinks
  Cross-references are given in the text inside square 
  brackets, like this: [p3]. 
   
  ⬣ Cross-references act as hyperlinks if you are viewing 
  the rules on a hyperlink-capable PDF reader.
   
  ⬣ Clicking on the logo at the top of any page will take 
  you to the Contents.
  Game Helpers
  These guys are here to help show you how it’s done, 
  taking on many different roles and featuring in 
  examples throughout the book.
  Chris
  Chris enjoys playing 
  straightforward roles, such as 
  fighters. She likes the power 
  and accessibility of the system, 
  which lets you craft characters 
  the way you want without 
  having to digest every single 
  rule.
  Alex
  Alex enjoys playing social and 
  intellectual characters. He 
  enjoys the simplicity of the 
  basic system, which allows 
  you to concentrate on playing 
  your character without having 
  to think about the rules all the 
  time.
  Sandy
  Sandy enjoys playing 
  mysterious and shifty 
  characters such as thieves 
  or ninja, and really likes 
  using the more complex 
  and optional rules. What really 
  appeals to hir is the ability to 
  expand the range of rules you’re 
  using in your game, as you feel the 
  need for them.
  Soggy
  Soggy is a shape-changing blob, 
  rumoured to have been found 
  in Antarctica. Soggy gets to take 
  on the roles of all the animals, 
  creatures, monsters, and non-
  player characters in the examples.
  
  4
  INTRODUCTION
  Introduction
  [p1]
  Welcome to PowerFrame!
  [p1]
  Using This Book
  [p3]
  Basic Mechanics
  [p6]
  Abilities
  [p7]
  Attributes
  [p9]
  Dice Rolls
  [p10]
  Turns & Actions
  [p13]
  Hex Maps
  [p14]
  Player Characters
  [p15]
  Character Creation
  [p16]
  Maintenance
  [p24]
  Advancement & Awards
  [p25]
  Nuts & Bolts
  [p26]
  Abilities
  [p27]
  Ability Descriptions
  [p30]
  Attributes
  [p49]
  Traits
  [p59]
  Conflict
  [p65]
  Battle Maps
  [p66]
  Turns
  [p68]
  Actions
  [p69]
  Combat Situations
  [p79]
  Conditions
  [p82]
  Critical Failures
  [p89]
  Critical Hits
  [p91]
  Causing Critical Hits
  [p91]
  Critical Hit Tables
  [p92]
  Critical Hit Effects
  [p97]
  Travel
  [p99]
  World Map
  [p100]
  Weather
  [p107]
  Encounters
  [p110]
  Getting Lost
  [p112]
  Movement
  [p113]
  Vision
  [p115]
  Exposure
  [p116]
  contents
  Settlements
  [p117]
  Businesses
  [p117]
  Earning a Living
  [p121]
  Mysticism
  [p123]
  Spell Structure
  [p124]
  Casters
  [p127]
  Parameters
  [p133]
  Major Arcana
  [p136]
  Minor Arcana
  [p149]
  Sample Spells
  [p151]
  Equipment
  [p154]
  Camping & Travelling
  [p155]
  Clothing
  [p156]
  Containers
  [p157]
  Eating & Drinking
  [p158]
  Fire & Lighting
  [p159]
  Livestock & Animals
  [p160]
  Specialist Gear
  [p161]
  Armour 
  [p162]
  Armour Attributes
  [p162]
  Armour Lists
  [p164]
  Weapons
  [p165]
  Weapon Attributes
  [p165]
  Weapon Lists
  [p172]
  Vehicles
  [p184]
  Operation Manual
  [p185]
  Manual Vehicles
  [p186]
  Land Vehicles
  [p187]
  Water Vehicles
  [p188]
  Air Vehicles
  [p189]
  Power Armour
  [p191]
  Adversaries
  [p193]
  Sample Races
  [p194]
  Sample Archetypes
  [p195]
  Sample Creatures
  [p198]
  Maps
  [p203]
  
  5
  INTRODUCTION
  Turning the Key
  [p209]
  What the Rules Provide
  [p210]
  Designing a Setting
  [p211]
  Pitching a Game
  [p213]
  Designing Scenarios
  [p215]
  Running a Session
  [p219]
  Under The Hood
  [p221]
  Creating NPCs
  [p222]
  Creating Races
  [p224]
  Creating Creatures
  [p225]
  Creating Armour
  [p226]
  Creating Weapons
  [p227]
  Creating Maps
  [p230]
  Creating Arcana
  [p232]
  Index
  [p234]
  Record Sheets
  [p236]
  Character Sheet
  [p236]
  Mystic Record Sheet
  [p237]
  Spell Worksheet
  [p238]
  NPC Record Cards
  [p239]
  contents
  Credits
  Craig Judd (Shiro Kuro)
  Writing, Editing, Layout, Graphics, Art
  Contributors
  Rohin Comber, Andrew Grosse, Melysa Hamilton
  Proof-Readers
  Erica Judd, Mishka Kent
  Playtesters
  James Atkins, Rohin Comber, John ‘Frog’, 
  Andrew Grosse, David Hall, Melysa Hamilton, 
  Barb Karpiniec, Michael Tokarski, Sasha Williams, 
  Paul Winter
  Original PowerQuest Group
  Matt Adams, Sean Costain, Jamie Hampton, 
  Ben Ryan, Rob Sutton
  Butt-Kicking Motivation and Support
  Annette Gibson
  The Pitch Sheet [p214] is in part based on  
  The Same Page Tool by Chris Chinn.
  http://bankuei.wordpress.com/2010/03/27/ 
  the-same-page-tool
  PowerFrame Core Rulebook
  Version 1.1 
  © Craig Judd, August 2015
  This is a Living Document
  It may be updated from time to time with 
  corrections, clarifications, and expanded content.
  You might be the only one who spots a mistake! 
  Please take the time to report it so we can correct it! 
  Please send all comments, questions, 
  suggestions, and corrections to
  PowerFrame.RPG@gmail.com
  and join the
  PowerFrame Games Community
  on Google Plus
  Custom Hit Location Dice 
  are available from the RPG Shop
  www.rpgshop.com
  Use code NEWDICE for $1 off!
  
  6
  BASIC MECHANICS
  At its core, PowerFrame is made up of a few basic 
  elements.
   
  ⬣ Characters are described in game terms by rating 
  their aptitude at various Abilities.
   
  ⬣ Characters’ Attributes are assigned by their Race or 
  derived from their final Ability scores.
   
  ⬣ Six-sided dice (d6) are used throughout the game. 
  Rolling an open-ended d6 and adding your Ability 
  Level is the basic resolution mechanic on which the 
  rest of the game is built.
   
  ⬣ During conflict, time is regulated by Turns and 
  Actions. Space and distance is likewise regulated by 
  the use of Hex Maps.
  overvieW
  Abilities [p7]
  PowerFrame uses a single list of Abilities to describe 
  characters, creatures, and even objects such as buildings 
  and vehicles.
  Abilities represent a wide array of physical, mental and 
  special traits. For characters, an Ability is anything that 
  can be learned, trained, or improved with Experience 
  Points.
  Attributes [p9]
  An Attribute is something that describes a character 
  in game terms, but which is assigned by their Race or 
  based on their Abilities.
  Unlike Abilities, Attributes can’t be improved with 
  Experience Points – but some of them will indirectly 
  improve as related Abilities increase.
  Dice Rolls [p10]
  Whenever the outcome of a situation is uncertain, 
  we use dice to help determine the outcome. The odds 
  are influenced by the situation and the Abilities of the 
  characters involved.
  Turns & Actions [p13]
  Whenever multiple characters want to do different 
  things at the same time, we can break the game-time 
  down into Turns to make sure everyone gets a go.
  Hex Maps [p14]
  We can use Hex Maps when it’s important to know 
  where everyone is in relation to each other and the 
  environment.
  PowerFrame uses a variety of scales of Hex Map in 
  different situations.
  Freeform Conflict
  While Hex Maps and Turns provide a precise and tactical 
  experience, they may not be suitable for everyone’s game. 
  Miniature battles can be fun but they can also take up a lot 
  of time, so it’s up to the group whether or not to break out 
  the Hex Maps. 
  Luckily, it is possible to run a conflict using not much more 
  than description and the basic resolution system. If things 
  get too complicated to keep track of, you can always set up 
  a Hex Map just to resolve the trickiest bits.
  
  7
  BASIC MECHANICS
  aBilities
  Abilities are the primary means by which characters, 
  creatures, and even objects are described in game 
  terms. Characters are differentiated by deciding which 
  Abilities they are good or bad at.
  Abilities can represent physical traits (Strength, 
  Toughness, Looks), learned skills (Melee, Engineering, 
  Driving), and knowledge (Languages, Appraising, 
  Bureaucracy).
  There are also some Special Abilities which either work 
  in unusual ways (Fortune, Magic) or have restrictions on 
  which characters can use them (Berserk, Fly).
  Intelligent Races can improve their Abilities through 
  learning and practice.
  Below is a quick-reference Ability List. A referenced list 
  is on [p27], followed by complete descriptions.
  Ability List (Alphabetical)
  Acrobatics
  Fly*
  Programming
  Acting
  Fortune*
  Restraints
  Animals
  Fortune Teller*
  Ride
  Appraise
  Gaming
  Scholar †
  Artisan †
  Guide*†
  Security
  Avoid
  Gunnery
  Seduction
  Berserk*
  Hunting
  Shooting
  Bows
  Languages*
  Singing
  Bureaucracy
  Looks
  Stealth
  Burrow*
  Magic*
  Streetwise
  Charm
  Mana*
  Strength
  Climb
  Medical †
  Subterfuge
  Command*
  Melee
  Survival
  Construction †
  Mining
  Swim
  Cooking
  Mountaineer
  Tech †
  Dancing
  Move
  Toughness
  Demolitions
  Music †
  Unarmed
  Engineering †
  Navigation
  Weaponsmith
  Farming
  Pilot
  Willpower
  Fishing
  Politics
  Wits
  * These Abilities are Special Abilities.
  † These Abilities have Specialisations [p29].
  Ability Levels
  Abilities are rated with a number, which is used to 
  gauge how well a character will perform related tasks.
  An Ability Level of 0 represents the competency of an 
  average, untrained adult human. If a character doesn’t 
  have an Ability listed, you can safely assume it’s a 0.
   
  ⬣ Characters can have Abilities up to 5 points better 
  or worse than average. Humans may therefore have 
  Ability Levels between -5 and 5.
   
  ⬣ Starting characters usually get 5 points to spend 
  on Abilities [p17]. They may also take up to 5 
  points of negative Levels, earning an equal number 
  of extra positive Levels.
   
  ⬣ Ability Levels can be increased during play using 
  Experience Points [p25].
  Racial Modifiers
  Most non-human Races will have one or more Racial 
  Modifiers. A Racial Modifier is a positive or negative 
  value that changes the average Level of an Ability.
  The maximum and minimum values for that Ability are 
  also affected. Ability Levels must still be within 5 points 
  of average, even though the average is no longer 0.
  Among other Racial Modifiers, Dwarves receive 
  Toughness +1 and Move -2. An average Dwarf 
  therefore starts with a Toughness of 1 and a Move of -2.
  Because you can’t have an Ability more than 5 points 
  away from average, a Dwarf could buy their Toughness 
  up to 6, but can’t reduce it below -4. Their Move can’t 
  go above 3 or below -7.
  Ability Level
  Rating
  -6 or less
  Completely Useless
  -5
  Disastrous
  -4
  Incompetent
  -3
  Bad
  -2
  Poor
  -1
  Weak
  0
  Average Untrained
  1
  Trained
  2
  Competent
  3
  Skilled
  4
  Expert
  5
  Master
  6+
  Superhuman!
  
  8
  BASIC MECHANICS
  Average is Relative
  ‘Average’ means different things to different Abilities. 
  Anyone can try to ride a horse, spot a hidden object, or 
  dodge an attack without being particularly skilled at it.
  Some Abilities can be attempted by anyone, such as 
  Engineering or Demolitions, but they are a lot easier if the 
  character is properly trained.
  Even so, it is impossible to perform some tasks without 
  training or natural ability. An average person can’t cast 
  spells because they are not trained in Magic, and can’t fly as 
  they don’t have wings (or mystical powers).
  aBilities
  Creatures and Objects
  Animals and monsters are collectively known as creatures. 
  Objects include buildings, vehicles, and equipment. These 
  will often have a variety of Abilities (Toughness to resist 
  Damage, Movement speed, or Modifiers to the user’s own 
  Abilities).
  Creatures and objects cannot Advance their Abilities 
  with Experience Points. Their Abilities may be completely 
  outside the range available to normal characters.
  Many Abilities are obviously redundant to creatures and 
  objects. Rather than assigning a -6 to every inappropriate 
  Ability, these are simply ignored. 
  
  9
  BASIC MECHANICS
  attriBUtes
  Unlike Abilities, Attributes are assigned rather than 
  chosen. Most are either dictated by a character’s Race, 
  or derived from one of their Abilities.
  Attributes normally can’t be improved using 
  Experience Points, although those based on an Ability 
  will improve as the Ability increases.
  The table below gives the Attributes for a default 
  human character. It also shows the basic formula for 
  working out Attribute values. Carry, Endurance and 
  Movement are all based off various Abilities, so if your 
  character has positive or negative Levels in these it will 
  affect the value of the related Attributes.
  Health [p49]
  This is a measure of a character’s physical wellbeing. 
  Health is reduced by harmful effects, and restored by 
  healing. If Health drops to 0 or below, the character will 
  pass out and may even die.
  Structure [p50]
  This works a lot like Health, but for objects. In most 
  cases it must be repaired rather than healed.
  Size [p51]
  This is a measure of physical size. Each point of Size 
  represents a range of dimensions, with 0 being the 
  human average (between 1 and 2 metres tall).
  Hit Locations [p53]
  Used for equipping Armour and seeing where attacks 
  land. These are given as a list rather than a value.
  Carry [p54]
  Based on Strength, this rates how much the character 
  can carry (in points of Encumbrance) before suffering a 
  Penalty to Mobility and Manipulation.
  Endurance [p55]
  Based on Toughness, this rates how much the character 
  can endure before they get tired or pass out. 
  Movement [p56]
  This rates the character’s speed in Hexes for various 
  forms of travel. The size of the Hexes, and the time it 
  takes to cross them, depends on the situation.
  Threat [p57]
  This is a measure of how advanced and dangerous a 
  character is. It is used both to track how much they 
  have achieved, and to calculate Experience Points from 
  combat. Progress is a measure of ‘personal Threat’ 
  without taking equipment into account.
  Ranking [p58]
  Characters may have a Rank in various organisations, 
  and each is treated separately. Unlike other Attributes, 
  Rank may be assigned during character creation, 
  and only changes when events in the game lead to a 
  promotion or demotion within an organisation.
  Attribute
  Default
  Formula
  Health
  6
  Specified by Race.
  Structure
  –
  Only objects have Structure.
  Size
  0
  Specified by Race.
  Hit Locations
  Head, Chest, Stomach, 
  Hips, Arms, Legs
  Specified by Race.
  Carry
  5
  Strength + 5.
  Endurance
  5
  Toughness + 5.
  Movement
  Walk 3
  3 + ( Size / 2 ) + ( Move / 2 ).
  Swim 1
  1 + ( Size / 2 ) + ( Swim / 2 ).
  Climb 1
  1 + ( Size / 2 ).
  Fly 0
  0 – Must be able to fly.
  Burrow 0
  0 – Must be able to burrow.
  Threat (Progress)
  5
  Equal to sum of Abilities and Traits.
  Ranking
  0
  May be assigned depending on game.
  
  10
  BASIC MECHANICS
  Ability Rolls
  Whenever someone wants to do something but 
  the outcome is uncertain and either interesting or 
  dangerous, we roll dice to figure out what happens. The 
  most common type of roll is an Ability roll.
  First, select an appropriate Ability. Sometimes the 
  rules will tell you what to use, sometimes the GM will 
  decide, and sometimes the player may get a choice 
  between several options.
  Effect
  To determine your Effect, roll one six-sided die (d6), 
  and add it to your Ability Level.
   
  ⬣ If you roll a 6 on the die, roll it once more and add it 
  to the total. You only roll one extra die, so 12 is the 
  most you can add from the dice.
   
  ⬣ If you roll a 1 on the die, you don’t add it – instead, 
  roll again and subtract the second roll from your 
  Ability Level. There’s no extra effect if the second 
  die rolls a 1 or a 6.
  If circumstances are making things easier or harder, 
  Modifiers may be added to or subtracted from the roll 
  to get your total Effect.
  Resistance
  In order to succeed, your Effect must be higher than an 
  opposing Resistance (Res).
  If your action is attempting to affect another character, 
  or is directly opposed by them, then the Resistance is 
  equal to the total of their Ability roll.
  Chris is trying to punch Soggy, making Chris the acting 
  character and Soggy the resisting. Chris gets a total 
  Unarmed roll of 7, while Soggy gets an Avoid roll of 5. 
  Since Chris rolled higher, she succeeds and hits Soggy. If 
  she’d rolled a 5 or less, she would have missed.
  When an action is unopposed, the Resistance is a static 
  number. Sometimes the Resistance will be defined 
  by the rules, but otherwise the GM picks a suitable 
  difficulty (refer to the following table).
  Alex is trying to find a vial of medicine he dropped into 
  a snow bank. The GM decides that this is a challenging 
  task, and assigns a Resistance of 4. Alex gets a total 
  Wits roll of 3, so he will either have to give up or spend 
  more time looking.
  If an action is easy and unopposed, and the outcome is 
  neither uncertain, interesting or dangerous, then there’s 
  usually no need to roll. 
  Difficulty
  Resistance
  Easy
  0
  Average
  2
  Challenging
  4
  Difficult
  6
  Exceptional
  8
  Formidable
  10
  Nearly Impossible!
  12
  Result
  Sometimes it’s important to know not just whether you 
  succeeded, but how well you did. This value is known 
  as the Result, although it may be calculated in one of 
  two ways – as a Margin, or as Successes.
  Margin
  The Margin is equal to your Effect minus the 
  Resistance. Some game mechanics (especially Damage) 
  just use the Margin as the final Result. Sometimes it’s 
  important to know if you got a negative Margin, but in 
  other cases any Margin of 0 or less simply represents a 
  failure.
  Having connected with her punch, Chris makes a 
  Strength roll to damage Soggy and gets a total of 9. 
  Soggy makes a Toughness roll to resist, and gets a 
  total of 6. Subtracting the Toughness roll of 6 from the 
  Strength roll of 9 gives a Margin of 3, so Soggy loses 
  that many points of Health.
  Successes
  You get one Success for beating the Resistance, and an 
  extra Success for every two additional points of Margin. 
  The easiest way to figure this out is to count the odd 
  numbers until you run out of Margin. The Result is 
  equal to the number of Successes.
  Alex makes a Medical roll on Chris to repair 2 points of 
  Health lost in the fight with Soggy. First-aid is always 
  opposed by a Resistance of 0, and restores one point of 
  lost Health for each Success. Alex rolls a total of 6, so 
  the Margin is also 6. Counting on the odd numbers, 
  we get 1, 3 and 5 before we run out of Margin – three 
  Successes. Chris is all fixed up.
  It’s also possible to get negative Successes. These are 
  calculated the same way, but on the negative odd 
  numbers (-1, -3, -5...). A Margin of 0 generates no 
  Successes.
  Dice rolls
  
  11
  BASIC MECHANICS
  Critical Success
  An Effect that succeeds with a Margin of 5 or more is a 
  Critical Success. 
  Generally this means that the character has performed 
  exceptionally well, and bonuses or additional benefits 
  may be forthcoming. Sometimes this has a defined 
  mechanical benefit (such as in combat [p72]), but 
  otherwise it is up to the GM to decide the effects.
  Additional benefits may apply for every 5 additional 
  points of Margin.
  Critical Failure
  A Critical Failure is any Effect roll that achieves a final 
  total of -3 or less.
  Generally this means that the attempt is an abject 
  failure, either having absolutely no effect or more 
  often causing something disastrous to happen. This 
  sometimes has a defined mechanical effect, but 
  otherwise the exact effects are up to the GM.
  Hint: Rolling Multiple Dice
  When making an open-ended roll, you can speed things up 
  by rolling two distinct dice at once. Nominate one as your 
  main die. The other one will only come into play if you roll 
  a 1 or a 6 on the main die.
  When rolling for damage, you can also roll a third die to 
  determine Hit Location [p53] (custom Hit Location 
  dice help to avoid confusion).
  Helping
  Some tasks can benefit from extra pairs of hands. The GM 
  must decide if it’s possible to provide Help on a given task. 
  Help usually only works against static Resistances, unless 
  it’s possible for two teams to oppose each other.
  Nominate one character in the group to make the Ability 
  roll, and add the total Help Modifier as determined below.
   
  ⬣ The GM can limit the Help Modifier to +1, +2, or +3 if 
  it’s not an advantage to have many helpers.
   
  ⬣ A Trained Helper (with a positive Level in the 
  appropriate Ability) is worth a +1 Modifier.
   
  ⬣ Two Untrained Helpers (with the Ability at 0 or less) 
  will also give a +1 Modifier, but there must be one 
  Trained character for every two Untrained Helpers. 
   
  ⬣ If there are any Helpers with a negative Level in the 
  Ability (and after counting the -5 Penalty for not having 
  the right Medical or Tech Specialisation [p29]), the 
  worst negative is subtracted from the roll.
  Taking Longer
  When a character could just keep rolling until they get a 
  successful result, it’s probably easier to simply have them 
  take a little longer to complete the task. This is only an 
  option when there is no real chance of the character hurting 
  themselves or others, when persistence will eventually pay 
  off, and when they are opposed by a static Resistance rather 
  than an opposed roll.
   
  ⬣ If the character would normally need to roll less than a 
  6 on the die to succeed, simply increase the time required 
  by one increment for each negative Success.
   
  ⬣ If the character would need to roll a 6 or higher on the 
  die to succeed, then for each negative Success, double the 
  time required for completion.
   
  ⬣ The character can decide to stop and try again later. 
  They must either keep working off the extra time 
  required, or wait long enough for the extra time to pass 
  before rolling again.
  Chris is trying to jimmy open a locked filing cabinet, 
  which takes a Limited Action and requires a Security 
  roll against a Resistance of 6. Her Security is only 1, 
  and a bad roll results in an Effect of -1. This gives her -4 
  Successes.
  Since she needs a roll of 6 or more to succeed, the base 
  time (one Turn) is doubled for each negative Success. If 
  she keeps working at it, Chris can open the cabinet in 16 
  Turns. She can keep working at it for 16 Turns; spend a 
  few Turns now and come back later to spend the rest; or 
  she can try a fresh roll again at least 16 Turns after she 
  made the first roll.
  If Chris had a Security of 2 or better, an Effect of -1 
  would only require an extra four Turns.
  Dice Notation
  Other than Ability rolls, instructions for rolling dice use a 
  shorthand notation. Rolls described in this way are never 
  open-ended.
   
  ⬣ d6: Roll a six-sided die.
   
  ⬣ d3: Generate a result between 1 and 3 by rolling a d6 
  and halving the result (rounding up).
   
  ⬣ d2: Generate a result between 1 and 2 by rolling a d6 
  and dividing by 3, rounding up.
   
  ⬣ d6+1: Roll the specified die type, then add any number 
  listed afterwards to the result (in this case, roll a six-
  sided die and add 1).
   
  ⬣ 2d6: A number before the die type tells you to roll that 
  many dice (in this case, two six-sided dice) and add 
  them together.
  Dice rolls
  
  12
  BASIC MECHANICS
  Dice rolls
  Damage Rolls [p72]
  To figure out how effective a successful Attack is, the 
  attacker makes a separate Damage roll.
   
  ⬣ Damage rolls work just like standard Ability rolls.
   
  ⬣ The Resisting Ability depends on the type of Attack. 
  Toughness is used against regular Attacks.
   
  ⬣ Damage rolls generally use the Margin, but the 
  affected Attribute depends on the type of Attack. 
  Regular Attacks cause Health (or Structure) loss 
  equal to the Margin.
  Damage by Ability
  Most weapons list their Damage as an Ability, with or 
  without a Modifier:
   
  ⬣ Dagger: Strength
   
  ⬣ Punch: Strength-1
   
  ⬣ Longsword: Strength+2
  The Damage roll is made just like an Ability roll, with 
  the appropriate Modifier.
  Damage by Number 
  The Damage of some weapons is a set number:
   
  ⬣ Light Crossbow: 2
   
  ⬣ Revolver: 4
   
  ⬣ Battle Rifle: 7
  The Damage roll is made by rolling an open-ended die 
  and adding the listed number.
  Damage by Random Number
  Some weapons, especially those like shotguns and 
  grenades that hit with a cloud of small projectiles, use 
  one or more dice to randomly determine how strong 
  their Damage is. This works the same as for Damage 
  by Number, except that the number is determined 
  randomly.
   
  ⬣ Fragmentation Grenade: 1D6+1
   
  ⬣ Double-Barrelled Shotgun: 1D6+1D3+2
  It is important to realise that the dice rolled to figure 
  out the strength of the Damage is not the same as the 
  open-ended die rolled to determine the total Damage 
  result.
  To make the Damage roll, first roll whatever dice are 
  listed to get the Damage rating, then roll and add an 
  open-ended die to get the total Damage Effect. 
  Random Tables
  Sometimes you will need to come up with a random 
  result. These rolls usually use plain dice rolls rather than 
  Ability rolls. 
  Sometimes, you will need to make more than one roll 
  to get a result from a table. The required values are 
  listed from left to right, separated by a slash (/), so just 
  follow the table across until you get to a result.
  Roll
  Result
  1-3
  Roll a 1, 2 or 3 on the first die. 
  4-5/1-3
  Roll a 4 or a 5 on the first die, 
  and 1 to 3 on the second die.
  4-5/4-6
  Roll a 4 or a 5 on the first die, 
  and 4 to 6 on the second die.
  6/1-4
  Roll a 6 on the first die, 
  and 1 to 4 on the second die.
  6/5-6
  Roll a 6 on the first die, 
  and a 5 or 6 on the second die.
  Random Directions
  If you are using a Hex map, picking a random direction 
  is simple.
   
  ⬣ Choose a starting direction (often the way a 
  character is facing), and roll a die.
   
  ⬣ With the starting direction as 1, count around 
  clockwise until you reach the number rolled.
   
  ⬣ Any distance will be described by the effect that 
  requires the random direction.
  1
  6
  2
  3
  4
  5
  
  13
  BASIC MECHANICS
  tUrns & actions
  During conflict, time is divided into three-second 
  Turns. During a Turn, each character involved in the 
  conflict acts one after the other.
  Turns do not need to be used when there is no conflict 
  between the characters and an enemy, or among the 
  characters themselves. Whenever people all start 
  trying to do things at the same time, Turns are used to 
  maintain order and decide who gets to do what.
  Initiative [p68]
  Initiative is the order in which characters act during a 
  Turn. 
   
  ⬣ At the start of a conflict, each character or group 
  makes a Wits roll. Place their names on a list in 
  order from highest to lowest.
   
  ⬣ If multiple characters or groups end up with the 
  same result, each rolls a single die; higher rolls are 
  placed higher on the list.
  Each Turn, start at the top of the Initiative list. As each 
  character or group acts, move down to the next entry. 
  When everyone has acted and you reach the bottom of 
  the list, go back to the top and start another Turn.
  Actions
  Each Turn, when it is their go, a character gets two 
  Actions. An Action can be spent to do things like 
  moving, attacking, picking things up, or anything else 
  that could reasonably be done in a Turn. 
  There are five different grades of Action: Free, Standard, 
  Limited, Double and Extended.
  Free Action
  These take no time to use. Characters can use any 
  number of these in a Turn, although some Free Actions 
  can only be used once per Turn. Sometimes, Free 
  Actions can be used when it is not your Turn. 
  Standard Action
  These use one Action. One or two Standard Actions 
  of any type can be attempted in a Turn. The most 
  common form of Standard Action is a Move.
  Limited Action
  These also use one Action, but only one Limited Action 
  can be attempted by a character each Turn. The most 
  common Limited Action is an Attack.
  Double Action
  These take up both of a character’s Action slots for the 
  Turn.
  Extended Action
  Some tasks may take more than one Turn to complete. 
  The number of Turns required depends on the nature 
  of the task. Some Extended Actions may need to be 
  performed over consecutive Turns, while others may 
  allow the character to take a break and return to them 
  later.
  Performing part of an Extended Action counts as a 
  Double Action each Turn.
  
  14
  BASIC MECHANICS
  hex maPs
  Hex Maps are used when it is important to know where 
  people are and where they can get to.
  Although various Scales are used in the game, character 
  interaction uses two metre wide Battle Hexes. Any 
  reference to a Hex is assumed to be a Battle Hex, unless 
  otherwise noted.
  Movement on Hex Maps
  Characters spend points of Movement [p56] to 
  move from one Hex to another. The distance travelled 
  and the time taken depend on the Scale.
   
  ⬣ It always costs at least 1 point of Movement to move 
  into an adjacent Hex.
   
  ⬣ Difficult terrain increases the basic Movement cost 
  by adding Movement Modifiers. The type of terrain 
  and its cost depends on the Scale (see below).
   
  ⬣ You always pay the cost for the Hex you are moving 
  to, not the one you are moving from.
   
  ⬣ Aside from walking, characters can also leap (Battle 
  Scale only), swim, or climb. Some characters may 
  even be able to fly or burrow.
  Scale
  Battle Scale
   
  ⬣ 2 metre Hexes
   
  ⬣ 3 second Turns
  Battle Hexes are used during Conflict [p66], and for 
  maps of small locations.
  War Scale
   
  ⬣ 12 metre Hexes
   
  ⬣ 18 second War Turns
  War Hexes are for large battles using the Pieces of Six 
  supplement, and for mapping local areas. 
  World Scale
   
  ⬣ 20 kilometre Hexes
   
  ⬣ 12 hour Periods
  World Hexes are used for long-distance Travel 
  [p100] and maps of countries.
  Global Scale
   
  ⬣ 600 kilometre Hexes
   
  ⬣ 1 month
  Global Hexes are used to compile an Atlas [p203].
  Battle Scale
  War Scale
  World Scale
  Global Scale
  
  15
  PLAYER CHARACTERS
  overvieW
  Apart from the GM, each player in the game creates 
  their own “Player Character” (PC). The PC is their 
  imaginary avatar, through whom they experience the 
  game world during play. 
  The GM describes what is happening around the 
  PCs, and each player decides how their PC will react. 
  Everyone uses the game system to figure out what 
  happens when the outcome is uncertain, and so each 
  character needs to be described in game terms.
  Character Creation [p16]
  This is the process of coming up with a character 
  concept and translating them into game terms.
  Maintenance [p24]
  Since the characters are effectively ‘real people’ in the 
  game world, they sometimes need rest and healing.
  Advancement & Awards [p25]
  Characters can increase their Abilities using Experience 
  Points, and refresh themselves with points of Fugue.
  
  16
  PLAYER CHARACTERS
  To create a character, follow these steps:
   
  ⬣ Discuss the game;
   
  ⬣ Come up with a Concept;
   
  ⬣ Buy Abilities;
   
  ⬣ Assign Attributes;
   
  ⬣ Purchase Equipment.
  Discussion
  Before anyone can come up with an idea for a character, 
  everyone needs to discuss the details of the game. This 
  is best done as a group.
  The GM should begin by outlining their ideas for the 
  setting and the situation [p213]. As the discussion 
  proceeds, they should sound out the players to see what 
  sort of game they want to play, the sort of characters 
  they are interested in playing, and the sorts of stories 
  they would like to tell.
   
  ⬣ What are the major details and peculiarities of the 
  world the game will be set in?
   
  ⬣ What is the basic premise for the game? Why have the 
  characters formed a group? Are there any restrictions on 
  their origins, or on the types of characters that would be 
  appropriate?
   
  ⬣ Are any optional or advanced rules being used?
  Talking to his GM, Alex finds out that the game will be 
  a long-running campaign in the PowerQuest fantasy 
  world. 
  The GM wants the characters to be novice adventurers, 
  so they can work their way up through various quests 
  and eventually aspire to be heroes of the land.
  Concept
  The next step is for players to fully develop a concept 
  for their character.
  Everyone should make sure the other players are 
  comfortable with their character concept. Although 
  the GM has final say on what is and isn’t allowed, they 
  should also try to be flexible and work with the players 
  to develop the concepts they are interested in playing.
   
  ⬣ What is the character’s role – their occupation or 
  purpose in the game?
   
  ⬣ What Race is the character? What is their general 
  appearance and style? Do they have any affectations?
   
  ⬣ Where did the character grow up, and what is their 
  family like? Did they have any formative experiences 
  that made them the person they are today? What is 
  their general disposition? Do they have any prejudices, 
  strong opinions, habits or mannerisms?
   
  ⬣ What does the character want to accomplish, and how 
  do they plan to go about it? Do they have a personal 
  philosophy that guides their behaviour? Why are they 
  joining the group and participating in the game?
   
  ⬣ Try to pick a name that feels right for both the setting 
  and the concept.
  Alex decides to play an elf named Astara. He wants a 
  character who does okay in combat, and who helps out 
  with a little bit of magic.
  Young elves are often curious, and also find dwarves 
  difficult to get along with. Alex decides to mix it up a bit 
  by having Astara be curious about dwarves. She wants 
  to promote understanding between the two Races.
  Astara is motivated by the desire for everyone to get 
  along. She will avoid fighting where possible, and has 
  dedicated her life to the service of the protection goddess, 
  Amalthea. Astara grew up in a small elven village, and 
  as a child was once saved from goblins by a mysterious 
  dwarf warrior.
  character creation
  
  17
  PLAYER CHARACTERS
  character creation
  Buy Abilities
  With your concept firmly in mind, decide which 
  Abilities your character should be good at and which 
  aren’t so important. If they have any weaknesses or 
  flaws, these can be represented by negative Abilities. A 
  quick-reference list of Abilities appears on this page; 
  for a fully referenced list and further details, refer to 
  [p27].
  Racial Modifiers
  Most Abilities start at 0, but many nonhuman Races 
  have Racial Modifiers [p7] which affect the 
  starting Level of some Abilities.
   
  ⬣ Record any Racial Modifiers in the Race column on 
  the Character Sheet.
  As a PowerQuest elf, most of Astara’s Abilities start at 
  0 as normal. Her Racial Modifiers are Acrobatics +1, 
  Avoid +1, Bows +1, Mountaineer -1, Strength -1, and 
  Toughness -1.
  Character Points
  New characters normally get 5 Character Points (CP) 
  to spend on Abilities. Each CP spent on an Ability 
  raises its Level by one.
   
  ⬣ Record the number of points spent in the CP 
  column on the Character Sheet.
   
  ⬣ New characters can’t put more than 3 CP into any 
  one Ability.
   
  ⬣ You may choose to lower the Levels of a few 
  Abilities, gaining one extra CP for every negative 
  Level taken. Negatives can be applied to one or 
  more Abilities, but you can’t take more than 5 points 
  of negatives in total.
  Any reductions in Abilities should be justified by the 
  character’s concept. The GM may need to approve of 
  negatives, because it is possible to take them in disused 
  Abilities just to get points out of them.
  Alex assigns 5 points among the following Abilities. 
  Taking 5 points of negatives gives him an extra 5 points 
  to spend on positives. ‘Faith’ is a sub-type of Magic that 
  lets Astara call upon her god for assistance.
  Avoid +1, Bows +1, Charm +2, Faith +1, Fortune +1, 
  Hunting +1, Mana +2, Toughness +1, Mountaineer -1, 
  Navigation -2, Subterfuge -2.
  Ability Levels
  Simply add the CP spent to any Racial Modifier, and 
  record the total in the Level column on the Character 
  Sheet.
  Combining the Character Points spent with her Racial 
  Modifiers, Astara’s Abilities start at Acrobatics 1, Avoid 
  2, Bows 2, Charm 2, Faith 1, Fortune 1, Hunting 1, 
  Mana 2, Strength -1, Toughness 0, Mountaineer -2, 
  Navigation -2, Subterfuge -2.
  This diagram shows how Alex has entered a few of these 
  Abilities on Astara’s Character Sheet.
  1
  †1
  2
  Abilities
  Ability / Spec
  ± Race
  = Lvl
  Adv CP
  Avoid
  2
  2
  Charm
  1
  -1
  0
  Toughness
  Ability List (Alphabetical)
  Acrobatics
  Fly*
  Programming
  Acting
  Fortune*
  Restraints
  Animals
  Fortune Teller*
  Ride
  Appraise
  Gaming
  Scholar †
  Artisan †
  Guide*†
  Security
  Avoid
  Gunnery
  Seduction
  Berserk*
  Hunting
  Shooting
  Bows
  Languages*
  Singing
  Bureaucracy
  Looks
  Stealth
  Burrow*
  Magic*
  Streetwise
  Charm
  Mana*
  Strength
  Climb
  Medical †
  Subterfuge
  Command*
  Melee
  Survival
  Construction †
  Mining
  Swim
  Cooking
  Mountaineer
  Tech †
  Dancing
  Move
  Toughness
  Demolitions
  Music †
  Unarmed
  Engineering †
  Navigation
  Weaponsmith
  Farming
  Pilot
  Willpower
  Fishing
  Politics
  Wits
  Bold Abilities are important in most games, and should 
  be considered for every PC.
  * These Abilities are Special Abilities.
  † These Abilities have Specialisations [p29].
  
  18
  PLAYER CHARACTERS
  Starting Power Level
  The GM may decide to start characters with more or fewer 
  CP for their game. See the Power Level table below for 
  comparisons. The Max Ability column lists the highest 
  number of CP that can be spent on any one Ability during 
  Character Creation. Values in brackets only apply if the 
  optional Mastery rule is being used.
  Power Level
  CP
  Max Ability
  Untrained
  0
  2
  Novice
  5
  3
  Journeyman
  10
  4
  Adept
  15
  5
  Expert
  20
  5 (6)
  Master
  30
  5 (7)
  Hero
  40
  5 (8)
  Legend
  50
  5 (9)
  Karma
  If the character is being made because a player’s previous 
  character died or retired, they may be awarded extra CP.
   
  ⬣ First, subtract the regular number of starting CP from 
  the previous character’s Progress [p57].
   
  ⬣ Halve this value, rounding down.
   
  ⬣ Add the result back onto the original starting CP for the 
  game. The new character will start with this many CP.
  Chris’ character, Rax, tragically dies in a fight with 
  ogres. After the posthumous XP Award [p25] from 
  the fight, she died with a Progress of 12.
  Since Rax began with 5 Points, we subtract 5 from her 
  Progress of 12 to get 7.
  We then halve the 7, rounding down, to get 3.
  We then add this back on to the normal 5 starting 
  Points, so Chris gets 8 CP to build a new character.
  Mastery
  As an option, characters may be allowed to develop 
  Abilities up to 10 points higher than average. Master 
  Abilities are those more than 5 points above average. This 
  will create a class of Master characters who are virtually 
  untouchable in their field. This option should only be 
  allowed if the GM feels it is appropriate for the campaign.
  Mastery is not usually freely available. Instead, one or more 
  of the following restrictions normally applies:
   
  ⬣ Every 10 Progress increases the maximum allowed CP 
  in all Abilities (a maximum of 6 CP at 10 Progress, 7 at 
  20 Progress, 8 at 30 Progress and so on).
   
  ⬣ One Master Ability can be taken for every 10 Progress.
   
  ⬣ Only a limited number of Abilities (normally between 1 
  and 5) can ever be  Mastered.
   
  ⬣ A limited number of Advances can be applied to Master 
  Abilities (for example, only 5 CP can be assigned to 
  Abilities over 5 CP, in any combination).
   
  ⬣ Rather than 10, a lower maximum limit may be 
  assigned (6, 7, 8 or 9).
  The Player Character Advantage
  PCs have two main advantages over all but the most 
  important NPCs – negative Abilities, and Fortune.
  Taking negative Ability Levels doesn’t sound like a great 
  advantage, but it lets you boost your positive Abilities by an 
  equal amount. If you don’t mind being bad at a few things, 
  you can effectively double the number of points you have to 
  spend on things you want to be good at.
  The Fortune Ability [p37] allows you to re-roll bad 
  Ability checks, which sometimes makes all the difference 
  when you get a really low Toughness roll. It’s highly 
  recommended.
  Ability Wish List
  Since there are so many Abilities, you only need to write 
  down the ones that you spend points on. Any unlisted 
  Abilities are assumed to be at 0.
  Even so, sometimes players like to make a ‘wish list’ to 
  remind them which Abilities they want to buy later on.
  character creation
  
  19
  PLAYER CHARACTERS
  Getting to Know the Abilities
  Probably the biggest hurdle to overcome when learning 
  PowerFrame is becoming familiar with the Ability list. 
  Some are more practical than others, or tend to pop up 
  more frequently in the rules. This page provides a brief 
  overview of the most frequently-used Abilities.
  Core Abilities
  These Abilities are used to determine Attributes, or are 
  called upon in almost every game.
   
  ⬣ Fortune is a measure of the character’s luck. It is one of 
  the things that separates a player-character from most 
  NPCs, and provides a significant advantage.
   
  ⬣ Strength determines how much the character can 
  Carry, and is frequently used to apply or resist physical 
  force, and to cause damage with many weapons.
   
  ⬣ Toughness determines a character’s Endurance, and is 
  used to resist most forms of damage.
   
  ⬣ Avoid is used to evade attacks. For jumping and 
  tumbling, see Acrobatics. For speed, see Move.
   
  ⬣ Wits is frequently called upon to see if a character 
  notices something such as a hidden enemy or a 
  concealed item, and is also used to determine Initiative 
  order in combat.
  Social Abilities
   
  ⬣ Charm is used when attempting to interact favourably 
  with people, or persuade them to help you.
   
  ⬣ Politics is used to analyse and predict the behaviour of 
  groups of people, and to understand social structures.
   
  ⬣ Seduction is used to manipulate people who are 
  attracted to you.
   
  ⬣ Willpower is used to resist persuasion (and also mind 
  control).
  Combat Abilities
  The Core Abilities listed above are all useful in combat 
  situations. In addition:
   
  ⬣ Melee is used to attack with many, but not all, 
  close combat weapons. If you want to be skilled at a 
  particular type of weapon, review the Weapon Lists 
  [p172] before choosing Abilities.
   
  ⬣ Unarmed is used to attack with your natural weapons.
   
  ⬣ The Bows Ability is used to attack with archaic ranged 
  weapons, including longbows and crossbows.
   
  ⬣ Shooting is used to attack with most hand-held modern 
  and futuristic personal ranged weapons.
   
  ⬣ Gunnery is used to attack with heavy weapons.
  Movement Abilities
   
  ⬣ Move determines your speed on the ground.
   
  ⬣ Acrobatics covers leaping, tumbling, and balancing.
   
  ⬣ Climb reflects your ability to scale vertical surfaces.
   
  ⬣ Swim determines your speed in the water.
   
  ⬣ Fly is only available to certain Races, and determines 
  speed in the air.
   
  ⬣ Burrow is only available to certain Races, and is the 
  rare ability to tunnel rapidly through earth and stone.
   
  ⬣ Ride is used whenever you are mounted on a steed.
   
  ⬣ Various Pilot Abilities reflect proficiency with different 
  types of vehicles.
  Deception Abilities
   
  ⬣ Stealth is used to avoid detection, sneak, and hide.
   
  ⬣ Subterfuge is used to perform subtle actions undetected 
  even while in plain sight, such as pickpocketing or 
  sleight-of-hand.
   
  ⬣ Security is used to design and implement security 
  systems and traps, and also to analyse and disable them.
   
  ⬣ Acting can be used to impersonate other people.
  Mystical Abilities
   
  ⬣ Magic is used to learn and cast Spells. Depending on 
  the setting, different types of mysticism may use various 
  Magic Abilities with different names that must be 
  learned separately.
   
  ⬣ Mana is used to power Spells. Like Magic, various 
  forms of Mana exist for different types of mysticism.
   
  ⬣ Fortune Teller is a stand-alone mystical Ability that 
  lets you distribute points of Fortune to other people.
  Campaign-Specific Abilities
  If a game is going to have a specific focus, the GM might 
  come up with a recommended short-list of Abilities that 
  will be important. This will ensure that everyone makes a 
  character that’s suitable for the game.
  For a game based around a group of performers, the GM 
  suggests players take one of Acrobatics, Acting, Dancing, 
  Music, Singing, Subterfuge; or an Ability or Abilities 
  themed to some other type of troupe member (strong man, 
  animal tamer, knife thrower, stage hand, playwright).
  character creation
  
  20
  PLAYER CHARACTERS
  Assign Attributes
  Assign Attributes based on the character’s Race and 
  Ability Levels.
  Health [p49]
  Defined by Race; the default is 6.
  Size [p51]
  Defined by Race; the default is 0.
  Hit Locations [p53]
  Defined by Race; the defaults are Head, Chest, 
  Stomach, Hips, Arms, and Legs.
  Carry [p54]
  Based on Strength and Size; the default is Strength +5.
  Endurance [p55]
  Based on Toughness; the default is Toughness +5.
  Movement [p56]
  Defined by your Move, Climb, Swim, Fly and Burrow 
  Abilities; defaults are Walking 3, Swimming 1, 
  Climbing 1, Flying –, Burrowing –.
  Threat [p57]
  Progress is the sum of all your Abilities and Traits 
  (default 5). Add equipment Threat to get Total Threat.
  Traits [p59]
  Some Races have special Traits. Note any of these on 
  the Ability area of the Character Sheet (starting at the 
  bottom), and record their Threat in the Lvl column. 
  Ranking [p58]
  Negotiated with the GM depending on the Setting, the 
  situation, and the character’s background. All Rankings 
  default to 0.
  As an elf, Astara’s Health is 6 and her Size is 0, the 
  same as for a human. She has no special Traits. She 
  has Strength -1, so her Carry is 4. She has Toughness 
  0, so her Endurance is 5. She has average Movement 
  Abilities, so Walk is 3, Climb and Swim are both 1, 
  and she can’t Fly or Burrow. Having been built with 
  5 Character Points, she has a Progress of 5. As a 
  practicing Priest of Amalthea, the GM decides to give 
  her Church of Amalthea Rank 3.
  Purchase Equipment
  All new characters can expect to begin with the 
  following equipment:
   
  ⬣ One set of normal clothes (not armoured).
   
  ⬣ Three days of Rations.
   
  ⬣ 10 Currency Units.
  The GM should make sure that the players know what 
  sort of equipment is available to starting characters. 
  This may depend on the Setting and the game. Starting 
  equipment is subject to GM approval.
  The default starting equipment is deliberately poor, so 
  that characters will have something to work towards.
  The following pages list basic equipment, weapons and 
  armour. Comprehensive lists can be found near the 
  back of the book, along with any specific rules.
   
  ⬣ Equipment [p154]
   
  ⬣ Armour [p162]
   
  ⬣ Weapons [p165]
  Money
  Equipment is all priced in generic Currency Units, 
  which are abbreviated to CU. One CU is equivalent to 
  approximately $50.
  The various Settings generally convert CU into a more 
  usable term. This will be explained in each Setting 
  book.
  Fantasy Settings often use Gold Pieces (GP). 1 GP is 
  equal to 1 CU. Because gold is a soft metal, Gold Pieces 
  can be cut into smaller sections to literally make Half a 
  Gold, Quarters, or Eighths.
  Equipment Options
  If the GM wishes, they may start the characters with more, 
  less, or different equipment and money. This would be 
  particularly appropriate if the characters are to begin in an 
  organisation which outfits its members.
  The PowerQuest setting uses Gold Pieces, so Astara 
  begins with 10 GP. Alex decides to buy her a Longbow 
  (4 GP), a dozen Arrows (½ GP), and a Whip (2 GP). 
  He buys her a pair of Rigid Leather boots (1 GP), 
  which provide a small amount of protection to the Legs.
  He also buys a one-person tent (1 GP), a bed roll 
  (½ GP), a mess kit (½ GP), and a canteen (½ GP), 
  leaving Astara with no spare money.
  character creation
  
  21
  PLAYER CHARACTERS
  character creation
  Basic Equipment
  Basic Equipment
  Effect
  Cost
  Enc
  Thr
  Mess Kit
  Basic cutlery, dish, cup.
  ½
  ½
  -
  Canteen
  Holds 3 days of water or other liquid.
  ¼
  ¼
  -
  Blanket
  Keeps one person warm.
  ¼
  0
  -
  Bed Roll or Sleeping Bag
  Keeps one person warm and comfortable.
  ½
  ½
  -
  Tent (1 person)
  Comfortably shelters one person and gear. 
  1
  ½
  -
  Tent (2 person)
  Comfortably sleeps two people.
  2
  1
  -
  Tent (4 person)
  Comfortably sleeps four people.
  4
  2
  -
  Fresh Food (1 Week)
  Fresh food. Will only keep for one week.
  1½
  0
  -
  Iron Rations (1 Week)
  Preserved food. Stays good indefinitely.
  3
  0
  -
  Animal Feed (1 Week)
  Hay or grain for Size 1 animals.
  1½
  0
  -
  Flint & Steel
  Ignites fuel with a Survival roll against Resistance 2.
  ¼
  0
  -
  Oil
  Fuel for lanterns. Causes Burn 3 if splashed and lit.
  ½
  ¼
  -
  Torches (Six)
  Sticks with one end wrapped in pitch-soaked cloth.
  Brightness 2 in a 3 Hex radius. Burns for 3 Hours.
  ½
  1 ea.
  -
  Lantern, Hooded
  Brightness 2 in a 5 Hex radius.
  Burns for 6 Hours, using 1 container of Oil.
  1½
  ½
  -
  Compass
  +2 to Navigation rolls.
  2
  0
  2
  Fishing Tackle
  Allows Fishing with no Penalty.
  2
  ½
  -
  Lock-Picks
  Basic tools required for breaking and entering.
  2
  0
  0
  First Aid Kit
  Holds three doses of Medical +1.
  Can only use one dose per roll.
  1
  ½
  1
  Grappling Hook
  Allows a thrown rope to catch on an edge.
  Requires Acrobatics roll.
  1
  1
  -
  Coarse Rope
  per 10 Hex (20 metre) section.
  1
  1
  -
  Fine Rope
  per 10 Hex (20 metre) section.
  2
  ½
  -
  Belt Pouch
  Halves Enc of up to 1 Enc of carried items.
  1/8
  0
  -
  Medium Sack
  Halves Enc of up to 6 Enc of carried items.
  Requires one hand or another container to carry.
  ½
  0
  -
  Backpack
  Halves Enc of up to 12 Enc of carried items.
  2
  0
  -
  Long Sleeved Shirt
  A long-sleeved  cotton shirt.
  ¾
  0
  -
  Trousers
  Wool or denim pants.
  1
  0
  -
  Knee-Length Skirt
  A mid-length cotton skirt.
  3/8
  0
  -
  Full-Length Dress
  A long cotton dress with bodice and sleeves.
  1¼
  0
  -
  Cloth Boots
  Knee-length moleskin boots.
  ¼
  0
  -
  Hooded Cloak
  A woollen cloak with a hood.
  1½
  0
  -
  Basic Armour
  Basic Armour
  Era
  C
  P
  B
  E
  Cost
  Enc
  Thr
  Rigid Leather
  Ancient
  +1
  +1
  +1
  +1
  1
  0
  2/12
  Mail
  Ancient
  +2
  +2
  +2
  +2
  2
  1
  4/12
  Plate
  Ancient
  +3
  +3
  +3
  +3
  3
  2
  6/12
  Laminated Kevlar
  Modern
  +3
  +3
  +2
  +2
  3
  1
  6/12
  Composite Armour
  Modern
  +4
  +4
  +3
  +3
  4
  2
  8/12
  Ceramic Plate
  Future
  +5
  +5
  +5
  +5
  6
  3
  12/12
  
  22
  PLAYER CHARACTERS
  Basic Weapons
  Basic Close
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Unarmed
  Unarmed
  Strength-1
  BG
  –
  –
  –
  Knuckleduster
  Unarmed
  Strength
  B
  +1 Unarmed as Sec. Weapon.
  2
  1
  2
  Throwing Knife
  Melee
  Strength
  P
  Close or Thrown.
  2
  1
  2
  Dagger
  Melee
  Strength
  P
  +1 Melee as Sec. Weapon.
  2
  1
  2
  Knife
  Melee
  Strength
  C
  +1 Strength as Sec. Weapon.
  2
  1
  2
  Main Gauche
  Melee
  Strength
  C
  +1 Toughness as Sec. Weapon.
  2
  1
  2
  Shortsword
  Melee
  Strength+1
  C
  4
  2
  2
  Longsword
  Melee
  Strength+2
  C
  6
  4
  3
  Greatsword
  Melee
  Strength+3
  C
  8
  6
  4
  Throwing Axe
  Strength
  Toughness
  C
  Close or Thrown.
  2
  1
  2
  Hand Axe
  Strength
  Toughness+1
  C
  4
  2
  2
  Battle Axe
  Strength
  Toughness+2
  C
  6
  4
  3
  Great Axe
  Strength
  Toughness+3
  C
  8
  6
  4
  Throwing Cudgel
  Melee
  Toughness
  B
  Close or Thrown.
  2
  1
  2
  Short Staff
  Melee
  Toughness+1
  B
  4
  2
  2
  Mace or Staff
  Melee
  Toughness+2
  B
  6
  4
  3
  Iron Staff
  Melee
  Toughness+3
  B
  8
  6
  4
  Whip
  Avoid
  Melee
  CG
  -1 Parry.
  2
  1
  2
  Chain
  Avoid
  Melee+1
  BG
  -1 Parry.
  4
  2
  2
  Flail
  Avoid
  Melee+2
  B
  6
  4
  3
  Morning Star
  Avoid
  Melee+3
  B
  8
  6
  4
  Javelin
  Melee
  Hunting+1
  P
  Close or Thrown.
  3
  1
  3
  Spear
  Melee
  Hunting+2
  P
  Close or Thrown.
  5
  3
  4
  Trident
  Melee
  Fishing+3
  P
  Close or Thrown.
  7
  5
  5
  Basic Ranged
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Shortbow
  Bows
  Hunting
  P
  2H, Long, Range 8, Fast Reload.
  2
  1
  2
  Longbow
  Bows
  Hunting+1
  P
  2H, Long, Range 10, Fast Reload.
  4
  2
  3
  Recurve Bow
  Bows
  Hunting+2
  P
  2H, Long, Range 12, Fast Reload.
  6
  3
  4
  Great Bow
  Bows
  Hunting+3
  P
  2H, Long, Range 14, Fast Reload.
  8
  4
  5
  Crossbow
  Bows
  3
  P
  Long, Range 14, Shots 1, Slow 
  Reload.
  7
  5
  3
  Automatic Pistol
  Shooting
  3
  P
  Short, Range 16, Shots 12.
  8
  2
  5
  Sub Machinegun
  Shooting
  3
  P
  Short, Range 16, Shots 32, Auto 5.
  12
  3
  7
  Revolver
  Shooting
  4
  P
  Short, Range 18, Shots 6.
  8
  2
  5
  Hunting Rifle
  Shooting
  5
  P
  Long, Range 20, Shots 1.
  8
  4
  5
  Assault Rifle
  Shooting
  6
  P
  Long, Range 22, Shots 30, Auto 5.
  20
  5
  9
  Hvy Hunting Rifle Shooting
  7
  P
  Long, Range 24, Shots 1.
  10
  5
  7
  Battle Rifle
  Shooting
  8
  P
  Long, Range 26, Shots 30, Auto 5.
  22
  6
  11
  12 Gauge Shotgun Shooting
  1D6+1
  B
  Long, Range 12, Shots 1.
  6
  5
  5
  character creation
  
  23
  PLAYER CHARACTERS
  Pool Stats
  Stat
  Max Current
  Health
  Endurance
  Weapons
  Weapon
  Attack
  Damage
  Thr Eq
  Enc
  Cost
  Type Special
  Armour
  Location Type
  C
  P
  B
  E
  Thr
  Enc
  Cost
  Head
  1
  Chest
  Stomach
  Hips
  Arms
  Legs
  2
  3
  4
  5
  6
  /12
  /12
  /12
  /12
  /12
  /12
  Body Armour Totals
  Abilities
  Ability / Spec
  ± Race
  = Lvl
  Adv CP
  Equipment
  Item
  Bio
  Name
  Race
  Role
  Age
  Size
  Physique
  Enc
  Gender
  Weight
  Complexion
  Carry & Encumbrance
  Carry
  Burden
  Situation Enc
  Travel
  Combat
  Strength
  × Carry Mult
  + Carry Bonus
  = Carry
  Advancement
  Threat
  Experience
  Progress
  + Equip Treat
  = Total Treat
  Basic Unarmed
  Unarmed
  Strength-1
  BG
  -
  -
  -
  Character Sheet
  Player
  Game
  © Craig Judd 2015. Reproduction permited for personal use.
  Size Diferential = Atacker’s Size - Defender’s Size. Add Diferential to Avoid rolls. Subtract Diferential from Toughness rolls when Resisting an Ability-based Physical Efect.
  Thr Eq
  Enc
  Cost
  Movement
  Size Mod
  Alex
  PowerQuest
  Astara
  Elf
  Priest of Amalthea
  F
  22
  0
  9
  Short, average build.
  Short black hair,
  Acrobatics
  Avoid
  Bows
  Mountaineer
  Strength
  Toughness
  Charm
  +1
  +1
  +1
  -1
  -1
  -1
  Faith
  1
  1
  2
  1
  Fortune
  1
  2
  Mana
  Hunting
  1
  1
  -1
  Navigation
  Subterfuge
  -2
  -2
  1
  2
  2
  -2
  -1
  0
  2
  1
  2
  1
  1
  -2
  -2
  6
  5
  Fortune
  1
  2
  Mana
  -1
  1
  5
  4
  5
  3
  1
  1
  -
  -
  0
  Rank (Church)
  3
  Longbow
  Bows
  2
  Hunting+1
  2
  P
  2H, Long, Rng  10, Fast Reload
  4
  2
  3
  Whip
  Avoid
  2
  Melee
  0
  CG
  +1 Avoid as Sec. Wpn.
  2
  1
  2
  Rigid Leather
  +1
  +1
  +1
  +1
  1
  0
  2
  1
  0
  1
  1
  ½
  -
  ½
  ½
  -
  ½
  0
  -
  ½
  0
  -
  One-Person Tent
  Bed Roll
  Mess Kit
  Canteen
  ½
  0
  0
  Arrows x 12
  Gold Pieces
  0
  0
  -
  -
  0
  -
  Rations x 3
  -
  0
  -
  Basic Clothing
  brown eyes, pale skin.
  6
  11
  0
  -2
  character creation
  
  24
  PLAYER CHARACTERS
  maintenance
  During the game, characters need to eat, drink, and 
  rest to stop their condition degrading and to recover 
  spent resources such as Health and Fortune.
  Rations
  Food is measured in Rations. One Ration is enough 
  food for a Size 0 character for a whole day. Larger 
  or smaller characters [p51] may have different 
  requirements.
   
  ⬣ If a character doesn’t get enough to eat in a day, they 
  lose one point of Endurance [p55].
   
  ⬣ If a character doesn’t get enough to drink in a day, 
  they lose two points of Endurance.
  Healing
  PowerFrame characters are pretty resilient, and usually 
  bounce back fairly quickly from injuries so you can 
  keep the game going without having to spend weeks 
  waiting for them to recover.
  First Aid [p40]
  Characters may receive a Medical roll once per game 
  day in order to restore lost Health.
  Mark off the first-aid cross on the character sheet 
  next to Health to indicate when First Aid has been 
  performed, and erase it at the start of the next day.
  Natural Healing
  Characters can make one Natural Healing roll each day, 
  provided they get at least 6 hours of sleep.
   
  ⬣ Characters on full Health don’t make Natural 
  Healing rolls unless their Toughness is penalised to 
  a total of -3 or less.
   
  ⬣ Make a Toughness roll against a Resistance of 0.
   
  ⬣ A Bonus of between +1 and +3 applies if sleeping 
  under shelter in a bed, depending on the quality of 
  the lodgings [p117].
   
  ⬣ The character regains 1 Health per Success, or loses 
  1 point of Health for each negative Success at or 
  below a roll of -3.
  Restoring Endurance
   
  ⬣ Recover one point of lost Endurance by spending a 
  Period resting.
   
  ⬣ Restore one point of Endurance for every four hours 
  of sleep (to a maximum of two points in 24 hours).
   
  ⬣ Endurance cannot be restored in a Period where it 
  will be reduced.
  Chris has become lost in a vast desert, and wanders 
  aimlessly before running out of water. Settling down to 
  try and sleep in the shadow of a rocky outcrop, she won’t 
  be able to recover any lost Endurance unless she succeeds 
  on her Exposure roll to not lose more Endurance. The 
  following day, she won’t be able to regain Endurance at 
  all, as she won’t be drinking enough.
  Pool Reset
  Fortune & Command
  The Fortune and Command pools automatically 
  returned to their maximum levels at around midnight.
  This also means that if you have more Fortune than 
  your normal maximum, it disappears.
  This is not intended to encourage post-midnight raids. If 
  the group tends to be active at night, the GM may decide 
  to change this reset to coincide with the start of their active 
  period.
  Mana & Berserk
  The Mana and Berserk pools are restored to their 
  maximum values once per day, but only if the character 
  gets at least six hours of sleep.
  
  25
  PLAYER CHARACTERS
  aDvancement anD aWarDs
  Experience Points
  Characters are awarded Experience Points (XP) as 
  the game progresses. They represent learning and 
  development. 10 XP can be spent on an Advance (see 
  below).
   
  ⬣ 10 unspent XP is worth 1 Threat.
  Experience Points are awarded in the following 
  situations:
  Session Award
   
  ⬣ 1 to 3 XP are awarded to all characters at the end 
  of a game session, depending on the length of the 
  session and the amount achieved.
  Combat
  All characters involved in physical combat receive XP, 
  regardless of whether they survive it or not.
   
  ⬣ Add up the Total Threat of all defeated enemies 
  (unconscious, dead or captured).
   
  ⬣ Add half the Threat of any enemies who fled or were 
  foiled.
   
  ⬣ Divide these points by the number of participants 
  on the victorious side, and multiply the result by 5.
   
  ⬣ Divide this value by each victorious character’s Total 
  Threat, rounding up. This is their XP award from 
  combat.
   
  ⬣ Members of the losing party get 1 XP each.
  Completed Goals
   
  ⬣ 5 XP are awarded for completion of a stand-alone 
  adventure or task, or for completing one section of a 
  larger quest.
   
  ⬣ 10 XP are awarded for completion of a major quest.
   
  ⬣ 1 to 5 XP are awarded if a  character manages to 
  achieve one of their personal goals.
  Special Award
   
  ⬣ A 1 or 2 XP award may be granted by the GM for 
  outstanding planning, deductive reasoning or 
  innovative ideas.
  Advances
  Characters can purchase additional Character Points 
  for 10 XP each, allowing them to increase any available 
  Ability by 1. This is known as an Advance.
   
  ⬣ Advances can be made at any time.
   
  ⬣ Each Advance increases Progress [p57] by 1.
   
  ⬣ You can’t accumulate more than 5 CP in any one 
  Ability.
   
  ⬣ You can’t Advance the same Ability twice in a row. 
  Mark the ‘Adv’ column next to the most recently 
  Advanced Ability.
  Fugue
  Fugue is an ephemeral award that can be given by the 
  GM whenever they feel it appropriate. It is generally 
  awarded in the following situations:
   
  ⬣ At the end of each game session, all characters 
  receive a point of Fugue.
   
  ⬣ Fugue may be awarded to all characters part-way 
  through a particularly long session.
  Fugue may also be awarded to a character whose 
  player has made a significant contribution to the game, 
  including:
   
  ⬣ Suggesting a plan that everyone agrees on.
   
  ⬣ Breaking a deadlock with decisive action.
   
  ⬣ Getting the game back on track after an interruption 
  to play.
   
  ⬣ Assisting the GM with game duties (tracking 
  initiative, helping with rules references, handling 
  NPCs, finding props).
  Spending Fugue
  Fugue must be spent immediately when awarded. A 
  point of Fugue will restore one lost point to any of 
  the ‘Pool’ Abilities and Attributes, including but not 
  limited to:
   
  ⬣ Health
   
  ⬣ Endurance
   
  ⬣ Fortune
   
  ⬣ Command
   
  ⬣ Mana
   
  ⬣ Berserk
  Only Fortune can be taken higher than its normal 
  maximum value with Fugue. Remember that Fortune 
  resets to its maximum value at midnight.
  
  26
  NUTS & BOLTS
  overvieW
  This section is intended primarily as a reference. If 
  you are reading through for the first time, you may 
  wish to skip to the Conflict section [p65] and 
  refer back here whenever you need further details.
  This is the guts of the system – a detailed description 
  of everything that makes up a character, of any type. 
  If it doesn’t reside in this section, then there will be a 
  reference to send you to the right area. Innate powers 
  and other strange abilities usually defer to the section 
  on Mysticism [p123], for example.
  Abilities [p27]
  A fully referenced Ability List, sorted into Ability 
  Groups, followed by a discussion of Ability Groups and 
  Specialisations.
  Ability Descriptions [p30]
  Thorough descriptions of all the Abilities in 
  alphabetical order, including definitions of which 
  Ability does what, and where they are used throughout 
  the game.
  Attributes [p49]
  Descriptions of all the Attributes, what they do, and 
  how they work.
  Traits [p59]
  Descriptions of special attributes that may apply to 
  specific Races and creatures.
  
  27
  NUTS & BOLTS
  aBilities
  Ability List (by Group)
  Physical Abilities
  Innate
  Looks [p39]
  Strength [p46]
  Toughness [p48]
  Manipulation
  Bows [p32]
  Gunnery [p38]
  Melee [p40]
  Pilot [p42]
  Restraints [p43]
  Shooting [p44]
  Subterfuge [p46]
  Unarmed [p48]
  Any Ability when used to Attack
  Mobility
  Acrobatics [p31]
  Avoid [p32]
  Burrow* [p33]
  Climb [p34]
  Dancing [p35]
  Fly* [p36]
  Move [p41]
  Ride [p43]
  Stealth [p45]
  Swim [p47]
  Mental Abilities
  Innate
  Acting [p31]
  Animals [p31]
  Charm [p33]
  Politics [p42]
  Seduction [p44]
  Willpower [p48]
  Wits [p48]
  Skills
  Artisan † [p32]
  Construction † [p35]
  Cooking [p35]
  Demolitions [p35]
  Engineering † [p35]
  Farming [p35]
  Fishing [p36]
  Hunting [p38]
  Medical † [p40]
  Mining [p41]
  Mountaineer [p41]
  Music † [p42]
  Security [p44]
  Singing [p44]
  Survival [p46]
  Tech † [p47]
  Weaponsmith [p48]
  Knowledge
  Appraise [p32]
  Bureaucracy [p33]
  Gaming [p37]
  Guide*† [p38]
  Languages* [p39]
  Navigation [p42]
  Programming [p43]
  Streetwise [p45]
  Scholar † [p44]
  *Special Abilities
  Open
  Burrow [p33]
  Command [p34]
  Fly [p36]
  Fortune [p37]
  Guide † [p38]
  Languages [p39]
  Restricted
  Berserk [p32]
  Fortune Teller [p37]
  Magic [p39]
  Mana [p39]
  * These are Special Abilities.
  † These Abilities have Specialisations [p29].
  
  28
  NUTS & BOLTS
  aBilities
  Ability Groups
  Abilities are divided into groups to make it easier to 
  apply Bonuses and Penalties to related things.
  Physical
  Innate
  Basic physical descriptors, rarely affected by Penalties.
  Manipulation
  Abilities related to the hands and arms, often relying 
  on hand-eye coordination. Manipulation Modifiers 
  affect all Attack rolls, even if the Attack is not based on 
  a Manipulation Ability.
  Mobility
  Abilities related to movement and the legs, relying on 
  balance and agility.
  Mental
  Innate
  Basic mental and social functions.
  Skills
  Knowledge that can be used to affect the physical 
  world. Theoretical applications are only affected by 
  Mental Modifiers, but practical applications may be 
  affected by Physical Modifiers.
  Knowledge
  Information-based Abilities, totally unaffected by 
  Physical Modifiers.
  Special
  Open
  Freely available, but may work differently to regular 
  Abilities.
  Restricted
  Only available to certain Races, in certain Settings, or 
  with the GM’s permission.
  
  29
  NUTS & BOLTS
  Specialisation List
  Specialisations
  Artisan
  Compose
  Graphics
  Crafts
  Design
  Disguises
  Drawing
  Forgery
  Leatherwork
  Painting
  Photo & Film
  Printing
  Sculpture
  Textiles
  Writing
  Construction
  Carpentry
  Earthwork
  Metalwork
  Shipwright
  Stonemason
  Engineering
  Clockwork
  Combustion
  Civil
  Electrical
  Hydraulic
  Prop-Aero
  Guide
  Area
  Path
  City
  Medical
  Paramedic
  Pharmacy
  Physical Therapy
  Psychology
  Surgery
  Music
  Specific Instrument
  Scholar
  Archaeology
  Astronomy
  Biology
  Chemistry
  Computer Use
  Geology
  Geography
  History
  Mathematics
  Physics
  Quantum Phys.
  Research
  Special Topic
  Trivia
  Tech
  Astro
  Communication
  Computer
  Cryo
  Cybernetics
  Electronics
  Genetics
  Jet Engine
  Nuclear
  Robotics
  Temporal
  Specialisations
  Specialisations are not taken as Abilities in their own 
  right. Instead, for every positive Level taken in one 
  of these Abilities, a character may choose one of its 
  Specialisations.
  Specialisations work differently depending on the 
  Ability they belong to.
  Some Settings or expansions may add extra 
  Specialisations, or give Specialisations to other 
  Abilities.
  Specialisation Bonus
   
  ⬣ Artisan, Construction, Engineering, Music, Scholar
  Specialised tasks relating to these Abilities can be 
  attempted by anyone, but those with an appropriate 
  Specialisation receive a +1 Bonus to the roll.
  Non-Specialisation Penalty
   
  ⬣ Medical, Tech
  An appropriate Specialisation is required to perform 
  related tasks without Penalty. Attempting a task 
  without the required Specialisation applies a -5 Penalty 
  to the roll.
  First Aid is not considered a Specialisation, and so does 
  not attract the Penalty. Characters with the Paramedic 
  Specialisation can add +1 to their First Aid rolls.
  Guide [p38]
  Guide represents intimate knowledge of specific 
  locations in the game world. Bonuses apply to certain 
  tasks performed within such an area.
  aBilities
  
  30
  NUTS & BOLTS
  The following pages list all of the Abilities in 
  alphabetical order, and describe their uses in the 
  game.
  Some functions are shared by several Abilities. To 
  avoid repetition, these are detailed first.
  GM’s Discretion
  Many of the Ability Descriptions list specific 
  procedures. However, in the end it’s up to the GM to 
  assess each situation and assign appropriate Resistances 
  [p10] and Modifiers.
  In some situations, an alternate Ability may be allowed 
  (such as rolling Acrobatics instead of Avoid, or Charm 
  rather than Wits).
  Shared Ability Functions
  Repair
  Make an Ability roll with a Resistance of 0. Restore 1 
  point of lost Structure for each Success (or lose a point 
  of Structure for each negative Success starting at -2).
  To restore a disabled function, make an Ability roll. The 
  Resistance depends on the complexity of the function 
  and how badly broken it is.
  In both cases, Modifiers apply depending on the 
  available tools, facilities, and reference materials.
  Craft
  Make an Ability roll with a Resistance of 0, and count 
  the number of Successes. 
  Modifiers depend on the complexity of the item, the 
  tools and facilities available, the scale of the project, the 
  time taken, and the working conditions.
  Succ.
  Craft Result
  -2
  Disastrous failure. All materials lost.
  -1 or 0
  Failure. Half materials can be salvaged.
  1
  Crude. Apply a -1 Penalty to use. Will 
  probably break on a Critical Failure.
  2
  Basic. Apply a -1 Penalty to use.
  3
  Competent. Does the job. No Modifiers.
  4
  Well made. Functions like a standard item.
  5
  Exceptional. Combines form and function.
  6
  Exquisite. May grant a +1 Bonus to use.
  7+
  Masterpiece. Will grant a +1 or +2 Bonus to 
  use. May have a special attribute.
  Information
  Make an Ability roll with a Resistance of 0, and count 
  the number of Successes.
  Modifiers depend on the obscurity of the subject, and 
  any available research or reference material.
  Succ.
  Information Result
  -2
  Inaccurate, misleading. Will come up with 
  wild theories.
  -1 or 0
  None. No idea. Can only guess at answers.
  1
  Common knowledge. Can answer obvious 
  questions.
  2
  A few facts. Can answer easy questions.
  3
  Reasonably well informed. Can answer 
  moderate questions.
  4
  Well informed. Can answer difficult 
  questions.
  5
  Most things are known. Can answer hard 
  questions.
  6
  Obscure facts. Can answer expert questions.
  7+
  Total knowledge. Any questions can be 
  answered.
  Performance
  Make an Ability roll with a Resistance of 0, and count 
  the number of Successes.
  Modifiers may depend on props and costumes, 
  quality of a script or routine, rehearsals, and working 
  conditions.
  Succ.
  Performance Result
  -2
  Unbearable! Boo!
  -1 or 0
  Laughable, Awful.
  1
  Awkward, Obvious.
  2
  Amateurish, Slipshod.
  3
  Passable, Competent.
  4
  Good, Emotional, Convincing.
  5
  Deep, Moving, Engaging.
  6
  Eloquent, Masterful, Absorbing.
  7+
  Outstanding! Encore!
  aBility DescriPtions
  
  31
  NUTS & BOLTS
  Acrobatics (Physical: Mobility)
  Physical flexibility, balance, and gross motor skills.
   
  ⬣ Performance [p30] – Juggling, tumbling and 
  balancing routines.
   
  ⬣ Leaping [p70] – Jump horizontally or vertically.
   
  ⬣ Rolling [p84] – Resist Damage caused by a fall 
  or collision.
   
  ⬣ Balancing [p70] – Walking across narrow areas.
   
  ⬣ Catching Characters [p84] – Acrobatics or 
  Unarmed can be used to catch people who are about 
  to collide with you.
  Acting (Mental: Innate)
   
  ⬣ Craft [p30] – Create a costume or disguise. 
   
  ⬣ Performance [p30] – Assume a fictional role, 
  re-enact events, or perform a scripted play.
  Disguise
  Acting can be used to attempt to conceal your true 
  identity, or to impersonate a specific individual.
  While in disguise, you can roll Acting against Wits 
  at any time to convince someone of your assumed 
  identity. Modifiers apply for props, costume, your 
  familiarity with an individual, and the observer’s 
  familiarity with you or an impersonated individual. 
  If the Acting roll succeeds, then they are reasonably 
  convinced by the disguise.
  Bluff
  Acting can be used to hide your true motivation, or to 
  convince someone that what you are saying is true.
  Roll Acting against Wits. Modifiers apply depending 
  on how believable your story is, and whether the 
  individual trusts you.
  If Acting succeeds, then they are inclined to believe 
  you.
  Animals (Mental: Innate)
  Knowledge of, and empathy with, all types of natural 
  animals.
   
  ⬣ Information [p30] – Recall facts about a 
  particular species.
  Influence
  Use a Limited Action to attempt to influence the 
  behaviour of an animal. The Resistance depends on 
  how likely it is the animal would behave as asked, and 
  whether the animal is tame or wild.
  Tame
  Once a day, you can roll Animals against a wild animal’s 
  Willpower to try and Tame them. Modifiers depend on 
  the animal’s condition and any enticements offered.
  Keep a total of the number of Successes gained or 
  lost. If you accumulate six Successes, the animal is 
  Tamed. Each day without a Taming attempt reduces 
  any positive Successes by 1. If Successes are reduced to 
  less than 0 by a failed roll, then the animal can never be 
  Tamed by this character.
  Train
  Many tame animals can be taught various tricks.
  Training can be rolled once per day per animal, and 
  takes an hour. The trainer rolls Animals, and the animal 
  rolls Wits. Use only the lowest result. The Resistance 
  depends on the difficulty of the trick.
  You must accumulate 6 Successes to teach the Trick, 
  adding positives and taking away negatives. Each day 
  without Training reduces any positive Successes by 1.
  Trick
  Res.
  Sit, Stay, Heel, Come, Speak, Give, Roll Over, 
  Beg.
  0
  Fetch, Play Dead, Attack, Track, Hunt.
  2
  Herd, Go Home, Steal, Train as a Mount, 
  Remove Bad Behaviour.
  4
  aBility DescriPtions
  
  32
  NUTS & BOLTS
  Appraise (Mental: Knowledge)
  It takes a Double Action to appraise the monetary 
  worth of goods and services. One roll can be made per 
  day per item, with a Resistance of 6. Modifiers depend 
  on rarity, familiarity, and reference materials.
  A successful roll reveals the exact worth. Failed rolls 
  will yield rough or inaccurate estimates. A Critical 
  Failure will appraise the item as worthless or priceless.
  Artisan (Mental: Skill)
   
  ⬣ Craft [p30] – Create various arts and crafts.
  Specialisation [p29]
  Each positive Level of Artisan allows the character to 
  select one area of Specialisation.
  Gain a +1 Bonus when making a roll related to an area 
  of Specialisation. A normal roll is made in areas not 
  covered by a Specialisation.
  Artisan Specialisations
  Compose
  Graphics
  Crafts
  Design
  Disguises
  Drawing
  Forgery
  Leatherwork
  Painting
  Photo & Film
  Printing
  Sculpture
  Textiles
  Writing
  Avoid (Physical: Mobility)
   
  ⬣ Avoid [p73] – Rolled as Resistance against 
  Attacks to see if they hit or miss.
   
  ⬣ Attack [p72] – Often used to make Attack rolls 
  with weapons requiring finesse, such as whips and 
  chains [p183].
   
  ⬣ Damage [p72] – Occasionally used to make 
  Damage rolls with weapons requiring finesse, 
  particularly light swords [p173].
  Berserk (Special: Restricted)
  Berserk is only available to certain Races. It is 
  ineffective at 0, and cannot be taken as a negative.
  Trait
  Access to the Berserk Ability is a Trait [p59] worth 
  1 Threat, as it is not available to average humans.
  Pool
  Levels in Berserk are treated as a pool of points that can 
  be spent in certain situations.
   
  ⬣ Berserk can’t be used if it is at 0.
   
  ⬣ Berserk can be temporarily raised above its normal 
  maximum. It cannot be reduced below 0.
   
  ⬣ Berserk is restored to its starting level once per game 
  day, if the character sleeps for 6 or more hours. This 
  may cause temporary Berserk points to be lost.
  Going Berserk
  To go Berserk, use a Limited Action and roll Berserk 
  against a Resistance of 0. Use the character’s current 
  points of Berserk, rather than their maximum. The 
  character gains Frenzy points equal to Successes.
  Frenzy points are spent to gain temporary Bonuses 
  to any of Health, Avoid, Melee, Move, Strength, 
  Toughness and Unarmed. A single Bonus can’t be 
  higher than the current points of Berserk.
  After the Berserk attempt is rolled and Frenzy is spent, 
  the character’s Berserk is reduced by one point.
   
  ⬣ Berserkers can only make Movement and Attack 
  Actions, and can only attack in Close Combat.
   
  ⬣ Berserkers will always try to prevent their opponents 
  from Escaping Close Combat [p71].
  While Berserk, the character must do everything they 
  can to engage and attack the closest Target. If they wish 
  to choose a different Target they must pass a Willpower 
  roll against Resistance 0, with the following Modifiers:
   
  ⬣ Subtract the Berserker’s Frenzy points.
   
  ⬣ Add +2 if the closest Target is neither armed nor 
  attacking the Berserker.
  If at the end of a Berserker’s Turn they did not make 
  any Attacks and are not currently adjacent to a Target, 
  they must pass a Willpower roll against Resistance 0 if 
  they wish to remain Berserk (no Modifiers).
  Once the character stops being Berserk, all Frenzy 
  Bonuses are removed. If Health is greater than usual, 
  then it will be reduced to its normal maximum. 
  Bows (Physical: Manipulation) 
   
  ⬣ Attack [p72] – Primarily used to make Attack 
  rolls with Bows and Crossbows [p174].
  aBility DescriPtions
  
  33
  NUTS & BOLTS
  Bureaucracy (Mental: Knowledge)
   
  ⬣ Information [p30] – Structure of bureaucracies, 
  procedures for handling information.
  Paperwork
  Bureaucracy is used to fill out forms, submit reports, 
  and use filing systems. These tasks are usually done by 
  characters working for an organisation.
  The time and Resistance depend on the size and 
  complexity of the Paperwork, and the detail required. 
  Modifiers depend on research and additional 
  knowledge of the subject matter. Paperwork not 
  meeting the required standards may need to be 
  resubmitted.
  Information Request
  Bureaucracy allows you to attempt to access 
  information stored by an organisation. This may 
  include old records, financial information, personal 
  dossiers and such.
  Filing a request takes a few minutes. Make an Opposed 
  Roll against the organisation’s Bureaucracy. Add your 
  Ranking in the organisation. Modifiers depend on the 
  privacy of the information requested.
  If you roll better than the organisation, then you will 
  receive the requested information. More Successes 
  result in faster delivery.
  Burrow (Special/Physical: Mobility)
  Burrow represents an extraordinary ability to rapidly 
  tunnel vertically and horizontally through sand, dirt, 
  and even rock. The ground collapses behind the 
  character, so they do not normally form a tunnel that 
  can be followed.
  Burrow can be either positive or negative. A Level of 0 
  represents an average tunnelling speed.
   
  ⬣ Movement [p56] – Used to determine 
  Burrowing Movement Rate.
   
  ⬣ Escape [p71]  – Used to withdraw from combat 
  into the ground. Characters incapable of Burrowing 
  can’t oppose this escape.
   
  ⬣ Travel [p113] – Characters can Burrow across the 
  World Map.
  Burrowing Conditions
  Move Mod
  Sand, Quicksand, Mud
  0
  Normal Dirt, Loose Gravel
  +1
  Packed Earth, Clay
  +2
  Soft Rock (Sandstone)
  +3
  Hard Rock (Granite)
  +4
  Burrowing Rolls
  When the character’s Burrowing Movement Category 
  [p56] requires a roll:
   
  ⬣ Make a Burrow roll against a Resistance of 0, and 
  apply any Penalties.
   
  ⬣ If the roll succeeds, the character can Burrow at their 
  regular rate.
   
  ⬣ Each negative Success reduces Burrowing 
  Movement by 1 point.
   
  ⬣ If Burrowing Movement is reduced to 0 or less, the 
  character can’t Burrow.
  Trait
  Although anyone can buy points of Burrow, most 
  characters won’t be able to use it unless they can 
  Burrow either naturally or mystically. 
  By default, Burrowing is categorised as No Movement. 
  Access to Burrowing Movement is a Trait [p59].
  Charm (Mental: Innate)
  Persuasion
  Charm can be used to attempt to persuade another 
  character to believe you or follow a particular course of 
  action.
  Make an Opposed Roll against the other character’s 
  Wits. Modifiers depend on how much they trust you, 
  and how reasonable your suggestion is. If the Charm 
  roll succeeds, then the suggestion will be considered in 
  a favourable light. Persuasion does not brainwash the 
  other character, so they are free to react as they wish.
  Haggle
  Charm can be used to attempt to get a better deal 
  from a vendor. Only one attempt can be made per 
  transaction. Make a Charm roll against the vendor’s 
  Willpower.
  A Critical Success will yield a discount. A normal 
  Success or Failure results in no change; a Critical 
  Failure may increase the asking price.
  aBility DescriPtions
  
  34
  NUTS & BOLTS
  Climb (Physical: Mobility)
  Climb is used to move up, down, or across vertical or 
  near-vertical surfaces where walking is impossible.
   
  ⬣ Movement Rate [p56] – May be used to 
  determine Climbing Movement Rate.
   
  ⬣ Escape [p71]  – Used to withdraw from combat 
  while on a vertical surface. Characters incapable of 
  Climbing can’t oppose this escape.
   
  ⬣ Travel [p113] – Climb is required to traverse a 
  Cliff, or Scale a Mesa, on the World Map.
  Climbing Conditions
  Move Mod
  Ladder*
  0, No Roll
  Rope Ladder, Rough Rocks
  0
  Rope or pole, shimmying along
  +1
  Uneven rocks, large bricks
  +2
  Small bricks
  +3
  Virtually smooth
  +4
  Slippery surface
  +1
  Strong Winds (Wind 8 [p107])
  +1
  Gale (Wind 9 or more)
  +2
  * Ladders can be Climbed without needing to roll.
  Climbing Rolls
  When the character’s Climbing Movement Category 
  [p56] requires a roll:
   
  ⬣ Make a Climb roll against a Resistance of 0, and 
  apply any Penalties.
   
  ⬣ If the roll succeeds, the character can Climb at their 
  regular rate.
   
  ⬣ Each negative Success reduces Climbing Movement 
  by 1 point.
   
  ⬣ A Critical Failure results in a fall (and subsequent 
  Impact [p84]).
  Trait
  By default, Climbing is categorised as Limited 
  Movement. Some Races may have better or poorer 
  vertical surface mobility, which will be represented as a 
  Trait [p59].  
  Command (Special: Open)
  Command is the ability to inspire and influence the 
  people you are in charge of. It can be bought like a 
  normal Ability, and can be either positive or negative.
  Pool
  Levels in Command are treated as a pool of points that 
  can be spent whenever the character wishes.
   
  ⬣ Characters cannot spend Command if it is 0 or less.
   
  ⬣ Command can be temporarily raised above its 
  normal maximum, or reduced to any value below 0.
   
  ⬣ Command is restored to its starting level 
  automatically at the end of each game day (when 
  the character sleeps, or at midnight). This may cause 
  temporary Command points to be lost.
  Re-Roll
  Each point of Command spent allows the character 
  to grant an Ability re-roll to a character under their 
  command.
  To avoid confusion, in this description the character 
  with Command will be referred to as an Officer rather 
  than a Commander.
   
  ⬣ Spending Command is a Free Action.
   
  ⬣ Re-rolls can only be granted to characters under 
  your command. You must be their acknowledged 
  superior. If Ranking is being used, your Ranking 
  must be higher [p58].
   
  ⬣ Command can only be spent on a character if there 
  is a line of sight between you.
   
  ⬣ More than one point of Command can be spent to 
  re-roll a particular Ability.
   
  ⬣ The player making the re-rolls chooses which roll to 
  keep. They can keep the original result, or change to 
  any of the other rolls made using Command.
  If an Officer currently has negative Command, then 
  anyone who makes an Opposed Roll against a character 
  under their authority can force that character to re-roll.
   
  ⬣ Forcing a character to re-roll due to their Officer’s 
  negative Command will increase their Officer’s 
  Command by 1.
   
  ⬣ The opposing player (or GM) gets to choose which 
  roll the character keeps. 
   
  ⬣ The GM must inform the players of any opponents 
  with negative Command.
   
  ⬣ Your own Fortune [p37] can be spent to cancel 
  points of negative Command used against you.
  aBility DescriPtions
  
  35
  NUTS & BOLTS
  Construction (Mental: Skill)
   
  ⬣ Craft [p30] – Build structures.
   
  ⬣ Repair [p30] – Fix damaged structures.
  Specialisation [p29]
  Each positive Level of Construction allows the 
  character to select one area of Specialisation.
  Gain a +1 Bonus when making a roll related to an area 
  of Specialisation. A normal roll is made in areas not 
  covered by a Specialisation.
  Construction Specialisations
  Carpentry
  Earthwork
  Metalwork
  Shipwright
  Stonemason
  Cooking (Mental: Skill)
   
  ⬣ Craft [p30] – Prepare all types of food and drink 
  for consumption.
  Dancing (Physical: Mobility)
   
  ⬣ Performance [p30] – Dance expressively and 
  with technical skill.
  Demolitions (Mental: Skill)
   
  ⬣ Information [p30] – Plan demolitions, identify 
  structural weak points.
   
  ⬣ Attack [p72] – Make Attack rolls with land 
  mines and booby-trap explosives [p176], usually 
  representing the difficulty of detecting the device.
  Explosives
  Demolitions is used to construct explosive devices. The 
  time needed and the Resistance depend on the size and 
  complexity of the device. Modifiers depend on tools, 
  materials and location.
  If the roll succeeds, the explosive has been made 
  properly and will function as intended.
  Demolitions has its own Critical Failure 
  table [p90]. 
  Disarming
  Demolitions can also be used to stop or disable an 
  explosive device.
  The time required depends on the complexity of the 
  device. The Resistance is the Demolitions roll that 
  was used to set up the device. Modifiers apply as for 
  Explosives.
  If the roll succeeds, the device is disarmed.
  Engineering (Mental: Skill)
   
  ⬣ Craft [p30] – Design and build mechanical and 
  simple electrical devices.
   
  ⬣ Repair [p30] – Fix broken mechanical devices.
  Specialisation [p29]
  Each positive Level of Engineering allows the character 
  to select one area of Specialisation.
  Gain a +1 Bonus when making a roll related to an area 
  of Specialisation. A normal roll is made in areas not 
  covered by a Specialisation.
  Engineering Specialisations
  Clockwork
  Combustion
  Civil
  Electrical
  Hydraulic
  Prop-Aero
  Farming (Mental: Skill)
   
  ⬣ Information [p30] – The natural cycles of life, 
  when to plant and harvest, managing the soil, and 
  protecting crops from natural disasters.
  Cultivation
  Farming is used to sow and tend crops, and bring in a 
  harvest.
  Farming usually takes weeks or months. Several rolls 
  may be required at intervals, or to deal with adverse 
  situations. The Resistance depends on the difficulty or 
  fragility of the crops being raised. Modifiers depend on 
  the environment.
  More Successes lead to a bigger harvest, with failure 
  resulting in a poor crop. A Critical Failure results in no 
  harvest.
  aBility DescriPtions
  
  36
  NUTS & BOLTS
  Fishing (Mental: Skill) 
   
  ⬣ Damage [p72] – Occasionally used to make 
  Damage rolls with aquatic or fishing-related 
  weapons.
  Food
  Fishing is used to catch fish, which will add to the 
  character’s food supply.
   
  ⬣ Fishing can only be attempted when on or near a 
  body of water.
   
  ⬣ Fishing takes 12 hours. Less time will proportionally 
  reduce the number of fish caught.
   
  ⬣ You can’t fish while travelling, unless you’re a 
  passenger on a vessel (no Penalty), or are Travelling 
  [p114] underwater which increases the cost of 
  Movement by 1 per Hex, and halves the number of 
  Successes.
  The Resistance depends on the location being fished 
  (see the table below), and may increase depending on 
  the equipment used. Each Success yields one Ration.
  Fishing Conditions
  Resistance
  Coral Reef
  2
  Reef
  3
  Coast, River or Stream
  4
  Open Sea or Lake
  5
  Deep Ocean or Trench
  6
  Fishing Equipment
  Modifier
  Fishing Tackle
  +0
  Ranged Weapon
  -2
  Hands or Close Combat Weapon
  -4
  Fly (Special/Physical: Mobility)
  Fly is the ability to move vertically and horizontally 
  through the air.
  Fly can be either positive or negative. A Level of 
  0 represents an average flying speed for the Race’s 
  Movement Category. 
   
  ⬣ Movement [p56] – Used to determine Flying 
  Movement Rate.
   
  ⬣ Escape [p71]  – Used to withdraw from combat 
  in the air. Characters incapable of Flying can’t 
  oppose this escape.
   
  ⬣ Travel [p113] – Characters can fly across the 
  World Map.
  Flying Conditions
  Move Mod
  Windy (Wind 7 [p107]) or less
  0
  Strong Winds (Wind 8)
  +1
  Gale (Wind 9 or more)
  +2
  Flying Rolls
  When the character’s Flying Movement Category 
  [p56] requires a roll:
   
  ⬣ Make a Fly roll against a Resistance of 0, and apply 
  any Penalties.
   
  ⬣ If the roll succeeds, the character can Fly at their 
  regular rate.
   
  ⬣ Each negative Success reduces Flying Movement by 
  1 point.
   
  ⬣ If Flying Movement is reduced to less than 0, the 
  character drops straight down that many Hexes, and 
  may suffer an Impact [p84].
  Trait
  Although anyone can buy points of Fly, most characters 
  won’t be able to use it unless they can fly either 
  naturally or mystically. 
  By default, Flying is categorised as No Movement. 
  Access to Flying Movement is a Trait [p59]. 
  aBility DescriPtions
  
  37
  NUTS & BOLTS
  Fortune (Special: Open)
  Fortune represents luck, or the favour of the gods. It 
  is usually only possessed by Player Characters and 
  important NPCs. Fortune can be bought like a normal 
  Ability, and can be either positive or negative.
  Pool
  Levels in Fortune are treated as a pool of points that 
  can be spent whenever the character wishes.
   
  ⬣ A character cannot spend Fortune if it is at 0 or less.
   
  ⬣ Fortune can be temporarily raised above its normal 
  maximum, or reduced to any amount below 0.
   
  ⬣ Fortune is restored to its starting level automatically 
  at the end of each game day (when the character 
  sleeps, or at midnight). This may cause temporary 
  Fortune points to be lost.
  Re-Roll
  Fortune can be spent whenever the player wishes, as 
  a Free Action. Each point of Fortune spent allows the 
  character to re-roll any one Ability roll.
   
  ⬣ More than one point of Fortune can be spent to re-
  roll a particular Ability.
   
  ⬣ A re-roll is treated like a completely new Ability roll.
   
  ⬣ The player chooses which roll to keep. They can 
  stick with the original result, or change to any of the 
  other rolls made using Fortune.
  If a character has negative Fortune, then anyone they 
  make a roll against can force them to re-roll.
   
  ⬣ Forcing someone to re-roll due to negative Fortune 
  will increase their Fortune by 1.
   
  ⬣ The opposing player (or GM) gets to choose which 
  roll the unfortunate character keeps.
   
  ⬣ The GM must inform the players of any opponents 
  they face who have negative Fortune.
   
  ⬣ Another character can spend their Command 
  [p34] on you to cancel points of your negative 
  Fortune that are used against you.
  Fortune Teller (Special: Restricted)
  Fortune Teller may not be available in all settings. It is 
  ineffective at 0, and cannot be taken as a negative.
  Prediction
  Once per day, a character can roll Fortune Teller against 
  Resistance 2 to make Predictions about upcoming 
  events. The attempt takes five minutes.
  The character gains a special Prediction Pool of 
  Fortune [p37] equal to any positive Successes. Each 
  negative Success at a roll of -3 or lower reduces the 
  character’s own Fortune by a point.
  Pool
  As a Limited Action, the character can grant points 
  of Fortune from the Prediction Pool to any adjacent 
  character.
   
  ⬣ There is no limit to the number of points that can be 
  granted in a single Action.
   
  ⬣ Points can be granted at any time during the day, but 
  must be granted before they can be used.
   
  ⬣ The character cannot increase their own Fortune 
  with points from the Prediction Pool.
   
  ⬣ Unused points in a Prediction Pool disappear at the 
  end of each game day (at midnight).
   
  ⬣ Note that all characters’ Fortune is reset to its 
  starting value at the end of each game day (at 
  midnight) [p24].
  Gaming (Mental: Knowledge)
   
  ⬣ Information [p30] – Knowledge of games of 
  chance, calculating odds.
  Gaming
  Gaming is used to see how successful a character is at a 
  game of chance. The procedure varies depending on the 
  game, and whether anything is being gambled.
  Participants in a game usually need to put an equal 
  amount of money into a central pot, which is the prize. 
  All participants make Opposed Gaming rolls. The 
  highest Effect wins the pot. In cases of a tie, the pot may 
  be divided, or it may jackpot into the next round.
  Cheating uses Subterfuge [p46].
  aBility DescriPtions
  
  38
  NUTS & BOLTS
  Guide (Special/Mental: Knowledge)
  Guide is a Special Ability. It is effective at 0. It cannot 
  be taken as a negative.
  Map Knowledge
   
  ⬣ At 0, Guide allows a character to be familiar with 
  one region of the World Map [p100], which 
  represents where the character grew up.
   
  ⬣ Each Level of Guide allows the character to be 
  familiar with one additional region of the World 
  Map.
   
  ⬣ You can only buy a Level in Guide if the character 
  has visited every Hex in the region they wish to 
  claim.
  The World Map is divided into 20km Hexes. Guide 
  Regions come in three varieties:
   
  ⬣ Area – A one Hex radius around a central Hex.
   
  ⬣ Path – Six Hexes in any configuration, usually across 
  difficult terrain or linking settlements.
   
  ⬣ Settlement – A single Hex containing a settlement.
  Local Expert
  While in a World Hex covered by a character’s Map 
  Knowledge, they enjoy certain advantages.
   
  ⬣ Reduce the Movement Cost [p101] of the Hex by 
  1 (to a minimum of 1).
   
  ⬣ The character cannot become Lost [p112].
   
  ⬣ A +1 Bonus applies to Hunting [p38], Fishing 
  [p36], and Survival [p46] Ability rolls.
   
  ⬣ If the Guide Region is a Settlement, the character 
  receives a +3 Bonus to Streetwise [p45] Ability 
  rolls in that Settlement.
  Gunnery (Physical: Manipulation) 
   
  ⬣ Attack [p72] – Used for Attacks with 
  heavy weapons including grenade launchers, 
  flamethrowers, rockets, missiles, and firearms 
  greater than 12.7mm.
  Shooting [p44] is used for lighter firearms.
  Hunting (Mental: Skill)
   
  ⬣ Damage [p72] – Used to make Damage rolls 
  with Bows [p174] and Spears [p182], as well as 
  some other hunting weapons.
  Food
  Hunting is used to catch animals, which will add to the 
  character’s food supply.
   
  ⬣ Hunting can only be attempted on land or in the air.
   
  ⬣  Hunting takes 12 hours; less time will 
  proportionally reduce the number of animals 
  caught.
   
  ⬣ Hunting while Travelling [p114] increases the 
  cost of Movement by 1 per Hex, and halves the 
  number of Successes.
  The Resistance depends on the Terrain [p101] being 
  hunted in (see the table below). Modifiers depend on 
  the equipment used. Each Success yields one Ration.
  Hunting Conditions
  Resistance
  Jungle
  2
  Forest
  3
  Light
  4
  Sparse
  5
  Arid
  6
  Frigid
  7
  Hunting Equipment
  Modifier
  Ranged Weapon
  +0
  Hands or Close Combat Weapon
  -2
  Tracking
  Hunting can be used to find and follow tracks left by 
  animals or people.
  Several rolls may be required to keep following a 
  long trail. The roll may be against a Resistance of 0, 
  or against a Stealth roll made by the character being 
  followed. Modifiers depend on the ground, weather, 
  other activity in the area, and age of the tracks.
  Success indicates that the tracks can be followed until 
  the situation changes.
  aBility DescriPtions
  
  39
  NUTS & BOLTS
  Languages (Special/Mental: Knowledge)
  Languages can be bought like a normal Ability, but 
  there is a different effect for having positive or negative 
  Levels.
  The Languages Ability is upgraded incrementally, by 
  spending 1 XP at a time.
  Specialisation
  Languages are improved slightly differently than other 
  Abilities. Each individual Language or Alphabet is rated 
  in Sub-Levels.
   
  ⬣ With Languages 0, a character can speak and read 
  their native language. This is the equivalent of 
  Sub-Level 5 in both Language and Alphabet. It’s 
  also possible to start with fluency in two spoken 
  Languages, but without the ability to read.
   
  ⬣ Spending 1 XP in Languages lets you add a Sub-
  Level to any one spoken Language or written 
  Alphabet. The character must have had recent 
  exposure to or training in that language or writing 
  system. The GM may limit the frequency that XP 
  may be spent in Languages to reflect learning time.
   
  ⬣ A Sub-Level of 1 indicates rudimentary knowledge, 
  while a 5 means the character is fluent.
   
  ⬣ Every 10 Sub-Levels of languages and alphabets 
  forms a single Level of the Languages Ability, which 
  is worth 1 Threat [p57].
  Incomprehension
  If a character has a negative Languages Ability, they 
  cannot speak or understand any language. They can 
  only communicate through mime and crude noises, 
  and must use Acting [p31] to make themselves 
  understood.
  Looks (Physical: Innate)
  Looks is mostly used as a gauge of how physically 
  attractive the character is to members of their own or a 
  related Race.
   
  ⬣ Craft [p30] – Make yourself look good by 
  dressing up and taking care of your appearance.
  Magic (Special: Restricted)
  Magic is the knowledge of and ability to cast Spells.
  Magic may not be available in all settings. Even when 
  it is available, its usage may be restricted. Magic is 
  ineffective at 0, and cannot be taken as a negative.
  Variants
  In some settings, there is more than one type of Magic. 
  Variations of Magic may work differently, and have 
  access to different sets of Spells. 
  Each type of Magic must be bought as a separate 
  Ability. Characters can often learn more than one type 
  of Magic, but sometimes this may be restricted by Race 
  or some other factor.
  Spells [p123]
  Magic is often used to learn and cast Spells. The 
  character’s Level in Magic usually limits their range of 
  magical knowledge.  
  Magic is generally used to determine a Spell’s 
  effectiveness when cast.
  Mana (Special: Restricted)
  Mana is a power source for Spells.
  Mana may not be available in all settings. It may only be 
  usable by certain Races or special individuals. Mana is 
  ineffective at 0, and cannot be taken as a negative.
  Variants
  In many settings, there is more than one type of Mana. 
  Each type of Mana is used to power a different type of 
  Magic. Each different type of Mana must be bought as a 
  separate Ability, and creates its own Mana Pool. 
  Pool
   
  ⬣ A character can’t spend Mana if it is at 0.
   
  ⬣ Mana can be temporarily raised above its normal 
  maximum. It cannot be reduced below 0.
   
  ⬣ Mana is restored to its starting level once per game 
  day, if the character sleeps for 6 or more hours. This 
  may cause temporary Mana points to be lost.
  Spells [p123]
  Mana is required to power Spells. 
  Mana may be used to determine the Range, Area, 
  Duration, and other parameters of a Spell. Whenever 
  Mana is used in this way, use the character’s maximum 
  Mana value, not their remaining points.
  aBility DescriPtions
  
  40
  NUTS & BOLTS
  Medical (Mental: Skill)
  First Aid
  Medical can be used to perform First Aid on yourself 
  or a willing adjacent character. First Aid takes a Limited 
  Action. A character can only receive one First Aid 
  attempt per day; once performed, mark off the first-aid 
  cross near Health on their character sheet.
   
  ⬣ Make a Medical roll with a Resistance of 0.
   
  ⬣ The affected character restores 1 Health per Success 
  (or loses a point of Health for each negative Success 
  on a roll of -3 or less).
   
  ⬣ Medical kits [p161] or facilities may provide 
  Bonuses.
  If a character uses any Actions the Turn after receiving 
  First Aid, they immediately remove any benefits they 
  got from the First Aid roll. They may still Avoid and use 
  Free Actions.
  Specialisation
  Each positive Level of Medical allows the character to 
  select one area of Specialisation.
   
  ⬣ Roll normally when making a roll related to an area 
  of Specialisation.
   
  ⬣ A -5 Modifier applies to areas not covered by a 
  Specialisation.
   
  ⬣ First Aid is not a Specialisation, so characters can 
  always attempt First Aid without this Penalty.
  Medical Specialisations
  Paramedic
  Pharmacy
  Physical Therapy
  Psychology
  Surgery
  Melee (Physical: Manipulation) 
  The skill of wielding weapons in close combat.
   
  ⬣ Attack [p72] – Used to make Attack rolls with 
  many weapons including Swords [p173], Staves 
  [p172], Spears and Polearms [p182]. It is also 
  the default Ability for Thrown Attacks [p81].
   
  ⬣ Damage [p72] – Occasionally used to make 
  Damage rolls with weapons requiring finesse, such 
  as whips and chains [p183].
  Catching Small Objects
  Melee or Unarmed can be used to try and catch objects 
  thrown at or near the character. Catching a thrown 
  weapon will automatically cause Damage against the 
  Arms. You may make a Catch attempt once per Turn, 
  even when it is not your go.
  This is an Opposed Roll against a Resistance equal to 
  the Attack. If the throwing character wants the object to 
  be caught, then it is against the Attack roll x -1.
  If the roll succeeds, the object is caught.
  aBility DescriPtions
  
  41
  NUTS & BOLTS
  Mining (Mental: Skill)
   
  ⬣ Navigation [p42] – Substitute for Navigation 
  when underground. Can also gauge whether you 
  are travelling on a slope, depth underground, and 
  whether tunnels will meet up.
  Excavation 
  Mining is used to move earth of all types, either to dig a 
  hole or make a tunnel.
   
  ⬣ Make a Mining roll, with the Resistance depending 
  on the substance being excavated (see table).
   
  ⬣ If not using the proper tools (pickaxe, shovel, 
  spade), the roll is at -4. You can’t use a tool that’s 
  softer than the substance.
   
  ⬣ Over an 8 hour period, you can excavate 8 cubic 
  metres, plus (or minus) the number of Successes.
   
  ⬣ Digging costs 3 Endurance [p55] for every 8 
  hours of work.
  Excavated Substance
  Resistance
  Sand, Mud
  0
  Normal Dirt, Loose Gravel
  2
  Packed Earth, Clay
  4
  Soft Rock (Sandstone)
  6
  Hard Rock (Granite)
  8
   
  ⬣ An entire Hex is 8m3. 
   
  ⬣ A 1m wide by 2m tall tunnel through a Hex is 4m3.
   
  ⬣ A 1m by 1m crawlspace through a Hex is 2m3.
  Chris wants to make a wide tunnel through sandstone, 
  so she’ll be making a 2m by 2m hole.
  The first day, she rolls really well and gets a 9. That’s 2 
  Successes against Sandstone’s Resistance of 6, so she digs 
  out 10m3 – one Hex and a bit.
  The next day, she only rolls  a 4. Against a 6, that’s -1 
  Success, so she only manages 7m3. That’s enough to get 
  her the rest of the way through the next Hex, and just 
  started on the one behind it.
  Ore Processing
  Mining is used to extract precious stones from rocks, 
  and to separate metal ores from surrounding material.
  Artisan [p32] is used to cut precious stones into gems. 
  Smelting ores into pure metals is covered by Construction 
  (Metalwork) [p35].
  Underground Survival
  Mining can be used to notice and avoid or survive 
  underground hazards such as weak tunnels, unstable 
  structures, gas, dead-air pockets and cave-ins.
  Mountaineer (Mental: Skill)
   
  ⬣ Navigation [p42] – Substitute for Navigation 
  when in Mountains, Volcanoes, or Impenetrable 
  Mountains.
  Mountain Survival
  Mountaineer can be used to notice, predict and avoid 
  or survive hazards in mountainous terrain such as 
  landslides and avalanches.
  Move (Physical: Mobility) 
   
  ⬣ Movement [p56] – Used to determine Walking 
  Movement Rate.
   
  ⬣ Escape [p71]  – Used to withdraw from combat 
  on the ground. Characters incapable of Walking 
  can’t oppose this escape.
   
  ⬣ Travel [p113] – Characters can walk across the 
  World Map.
  Movement Modifiers add to the cost of entering a Hex. 
  There are different Walking Movement Modifiers for 
  Battle Maps [p66] and World Maps [p101]. The 
  Weather [p107] also occasionally affects Walking 
  Movement.
  Move Rolls
  When the character’s Walking Movement Category 
  [p56] requires a roll:
   
  ⬣ Make a Move roll against a Resistance of 0, and 
  apply any Penalties.
   
  ⬣ If the roll succeeds, the character can Walk as usual.
   
  ⬣ Each negative Success reduces Walking Movement 
  by 1 point.
   
  ⬣ If Walking Movement is reduced to 0 or less, the 
  character can’t Walk.
  Trait
  By default, Walking is categorised as Regular 
  Movement. Some Races may have poorer ground 
  mobility, which will be represented as a Trait [p59]. 
  aBility DescriPtions
  
  42
  NUTS & BOLTS
  Music (Mental: Skill) 
   
  ⬣ Performance [p30] – Play a variety of musical 
  instruments, read music.
  Specialisation [p29]
  Each positive Level of Music allows the character to 
  choose one specific instrument as a Specialisation.
  Gain a +1 Bonus when making a roll with a Specialised 
  instrument. A normal roll is made with instruments not 
  covered by a Specialisation.
  Navigation (Mental: Knowledge)
   
  ⬣ Getting Lost [p112] – Used to avoid Getting 
  Lost on the World Map.
  Cartography
  Navigation allows a character to draw maps. They must 
  visit every World Hex in the area they wish to map, 
  then make a roll against Resistance 4.
  Success allows the character to produce a detailed scale 
  map of the researched area, which provides a +2 Bonus 
  to Lost rolls.
  Map Recognition
  Navigation allows a character to identify locations on 
  Maps and integrate them into the Players’ Map. Success 
  is automatic if an obvious feature on the Map is a 
  known location or landmark, otherwise the character 
  must roll against Resistance 4.
  Success allows the character to figure out if they are 
  right or not. If they are correct, the GM can integrate 
  the Map into the Players’ Map.
  Pilot (Physical: Manipulation or Mobility)
   
  ⬣ Attack [p72] – Used to make Attack rolls when 
  ramming a vehicle into something.
   
  ⬣ Avoid [p73] – Used as the basis for a vehicle’s 
  Avoid.
  Variants
  There are actually many different Piloting Abilities 
  for different types of vehicle [p184]. Each must be 
  purchased as a separate Ability.
  Each Pilot Ability is used to perform manoeuvres with 
  a particular type of vehicle. It might also be used to 
  determine a vehicle’s Movement rate.
  Pilot Type
  Vehicle Types
  Aeroplane
  Fixed wing aircraft including gliders, 
  prop-driven planes, and jets.
  Balloon
  Hot air balloons, Zeppelins.
  Bike
  Bicycles, motorbikes, trikes, quad 
  bikes.
  Driving
  Cars and trucks.
  Hover
  Hovercraft, helicopters, and vector 
  thrust vehicles.
  Mecha
  Power armour and giant robots.
  Power Boat Motorboats, jet boats, and jet skis.
  Rail
  Trains, monorails, and trams.
  Sailing
  Wind or oar powered vessels.
  Ship
  Cruise liners, cargo ships, and large 
  modern naval vessels.
  Spaceship
  All types of space-going vessel.
  Submarine
  Submarines, diving bells, and mini-
  subs.
  Tracked
  Tracked construction vehicles, tanks.
  Politics (Mental: Innate)
   
  ⬣ Information [p30] – Analyse group dynamics, 
  find out who is really in charge, predict reactions.
  Influence
  Politics may be used in a similar manner to Charm 
  [p33]. You can attempt to influence a group of 
  people by giving a speech. You can also try to convince 
  an individual to follow a particular course of action, but 
  only when it relates to a group of which you are both 
  members.
  Influence requires a Politics roll against the audience’s 
  Wits. Modifiers depend on how much they trust you.
  If the Politics roll succeeds then the suggestion will be 
  received favourably, although it does not guarantee that 
  the audience will agree or go along with it.
  aBility DescriPtions
  
  43
  NUTS & BOLTS
  Programming (Mental: Knowledge)
  Programming
  At its most basic, Programming is the ability to break 
  down tasks into basic, step-by-step instructions. It can 
  be used to write a computer program, or it may be 
  paired with Engineering [p35], Tech [p47], or 
  Security [p44] to create an automated mechanism.
  The player must summarise what the program is 
  supposed to do. The Resistance depends on the size 
  and complexity of the program. If the roll succeeds, 
  then the program will function as intended.
  Hacking
  If computers are available, Programming can be used 
  to bypass some electronic security systems. The 
  Resistance will either be based on the security level of 
  the system, or the Programming roll of an opposing 
  character.
  If the roll succeeds, then electronic security has been 
  bypassed and the Hacker has access to the system.
  Programmed mechanical devices must be overcome using 
  Engineering [p35], Security [p44], or Tech 
  [p47].
  Restraints (Physical: Manipulation)
  The Restraints Ability is used to bind or cuff people or 
  objects, and also to escape bonds.
  Binding
  A character must give their permission or be subdued 
  before they can be bound.
  The Restraints roll represents the security of the 
  binding. Modifiers depend on the time taken and the 
  material used, with no Modifiers for three Double 
  Actions using coarse rope.
  Escaping
  An escape attempt is a Double Action, but repeat 
  attempts are limited. This is a Restraints roll, with the 
  Resistance equal to the Restraints roll made to bind the 
  character. A +2 Modifier applies if at least one hand is 
  free.
  Success means that the character escapes. Failure 
  imposes a time limit until the next attempt can be 
  made, depending on the number of negative Successes 
  (see the table below).
  Successes
  Try again...
  0
  next Turn
  -1
  in 3 Minutes
  -2
  in 30 Minutes
  -3
  in 3 Hours
  -4
  in 12 Hours
  -5
  Never – cannot escape.
  Ride (Physical: Mobility)
  Ride is used to mount and command various beasts as 
  a means of transport. No roll needs to be made if the 
  mount is properly trained and the situation is calm.
  A mounted character can use a Standard Action to 
  move, using any of their mount’s Movement types.
   
  ⬣ Mounting usually takes a Standard Action, although 
  an Acrobatics roll against a Resistance of 4 allows 
  you to mount for 1 point of Movement.
   
  ⬣ You can use any of a mount’s forms of Movement, 
  providing it’s capable of carrying you.
   
  ⬣ You can’t use your own Movement unless you 
  dismount (costing 1 point of Movement).
  Stunt
  A Ride roll is required if a stunt or special manoeuvre is 
  being attempted, such as a jump, or standing up on the 
  mount. 
   
  ⬣ The Resistance depends on the difficulty of the 
  stunt. A -2 Modifier applies if riding without a 
  harness and saddle.
   
  ⬣ If the roll succeeds, so does the stunt.
   
  ⬣ Ride has its own Critical Failure table [p90].
  Riding in Combat [p71]
  Instead of using both their own Actions to move the 
  Mount, the rider can spur their mount to Sprint while 
  attempting an Action of their own. This is a Stunt with 
  a Resistance of 4. 
  Controlling an unmounted animal uses Animals [p31].
  aBility DescriPtions
  
  44
  NUTS & BOLTS
  Scholar (Mental: Knowledge)
   
  ⬣ Information [p30] – General knowledge; 
  current events, history, science, and other subjects.
  Specialisation [p29]
  Each positive Level of Scholar allows the character to 
  select one area of Specialisation.
  Gain a +1 Bonus when making a roll related to an area 
  of Specialisation. A normal roll is made in areas not 
  covered by a Specialisation.
  Scholar Specialisations
  Archaeology
  Astronomy
  Biology
  Chemistry
  Computer Use
  Geology
  Geography
  History
  Mathematics
  Physics
  Quantum Phys.
  Research
  Special Topic
  Trivia
  Security (Mental: Skill)
   
  ⬣ Information [p30] – Capabilities of a security 
  system, determining likely security responses.
  Security Sweep
  A Security roll can detect the presence of traps or 
  hidden switches in a one-Hex area, requiring a Double 
  Action. A single roll can be made for a larger area 
  if there is enough time for a thorough search. The 
  Resistance depends on how well the mechanisms have 
  been concealed.
  Securing
  Security is used to design and install various security 
  systems including locks, alarms, traps, and surveillance 
  devices.
  Building a system may also need a Craft roll, such as 
  Engineering [p35] or Construction [p35]. The 
  Resistance depends on the size and complexity of the 
  system. Modifiers depend on time, and the quality of 
  materials and equipment.
  A successful system establishes a Resistance equal to 
  the total Security roll. This can be overcome with a 
  Bypass attempt.
  Bypassing
  Security is used to bypass, disarm, or disable security 
  systems including picking locks, cracking safes, 
  disarming traps, and evading surveillance devices.
  This is an Effect roll against the system’s Resistance, and 
  takes at least a Limited Action. Modifiers depend on 
  available tools. 
  Success means that the system has been bypassed or 
  disabled. A Critical Failure will set off an alarm or trap, 
  or jam a lock.
  Seduction (Mental: Innate)
  The character can attempt to seduce someone. This 
  may not work on characters who are unfriendly, have 
  conflicting sexual preferences, or are in a committed 
  relationship.
  The Target may resist with Willpower.
  If the Seduction roll succeeds, then the character being 
  seduced will tend to view the attempt favourably, and 
  be open to suggestion.
  Charm [p33] is used to persuade characters of a course 
  of action, or to view you favourably.
  Shooting (Physical: Manipulation) 
   
  ⬣ Attack [p72] – Used to make Attack rolls with 
  firearms including pistols and rifles [p177], and 
  shotguns [p181].
  Gunnery [p38] is used for heavy weapons, and any 
  rifles above 12.7mm. 
  Singing (Mental: Skill)
   
  ⬣ Performance [p30] – Sing well, in tune and in 
  time, and emotionally move the audience.
  aBility DescriPtions
  
  45
  NUTS & BOLTS
  Stealth (Physical: Innate)
  The character can attempt to conceal their presence, 
  either by hiding or moving quietly.
  You can’t try to hide from or sneak up on a character 
  who knows where you are. Line of sight must first be 
  broken.
  Make a Stealth roll at the start of each Turn, which 
  establishes your Resistance to being found. The 
  same roll can be kept if the situation doesn’t change. 
  Modifiers depend on Visibility [p88], cover 
  [p73], speed of movement, clothing, footwear, and 
  the surface being moved over.
  Visual Stealth Conditions
  Modifier
  Standing in the open
  -4
  Crouching in the open
  Standing against a wall
  -2
  Crouching against a wall
  0
  Partial Cover (less than 50%)
  +2
  Full Cover (more than 50%)
  +4
  Silhouetted profile
  -2
  Gaudy clothing
  -2
  Everyday clothing
  0
  Camouflaged clothing
  +2
  Running or Leaping
  -4
  Walking
  -2
  Sneaking (+1 Movement per Hex)
  0
  Staying still
  +2
  Visibility Modifiers [p88]
  +Modifier
  Pick one appropriate Modifier from each grouping.
  Auditory Stealth Conditions
  Modifier
  Hard-soled shoes
  -2
  Bare feet
  0
  Soft-soled shoes
  +1
  Noisy Surface (gravel, leaves, water)
  -2
  Hard Surface (wood, stone, tiles)
  -1
  Soft Surface (grass, earth, sand)
  0
  Auditory Stealth Modifiers only apply when moving.
  Any potential observers can make Wits rolls, once per 
  Turn. If a Wits roll succeeds, the sneaking character has 
  been noticed.
  Wits Conditions
  Modifier
  Asleep
  -4
  Guard down, trusting
  -2
  Unconcerned, neutral
  0
  Alert, concerned
  +1
  Certain of trouble, actively searching
  +2
  Rear
  -4
  Flanks or above
  -2
  Sides or below
  0
  Front
  +2
  Ambush
  If a Stealth roll made just before an Attack beats the 
  target’s Wits roll by 5 or more, then the defender is 
  unaware of the Attack and cannot roll to defend – they 
  can only Avoid [p73] using their base Ability Level.
  If the Stealth roll beat the target’s Wits roll by 10 or 
  more, the defender doesn’t get to make a Toughness 
  roll either; they resist the Damage using only their basic 
  Toughness and Armour values.
  Streetwise (Mental: Knowledge)
   
  ⬣ Information [p30] – Locating goods, services 
  and information in a city. Finding the people who 
  can get you what you want.
   
  ⬣ Navigation [p42] – Substitute for Navigation in 
  a City, Metropolis or Urban Sprawl.
  Urban Survival
  Streetwise can be used to live on the street. It can 
  be used to beg, scavenge food and other items, and 
  find shelter. It can also be used to notice and avoid 
  dangerous situations such as dark alleys, suspicious 
  people, and less reputable areas.
  aBility DescriPtions
  
  46
  NUTS & BOLTS
  Strength (Physical: Innate)
   
  ⬣ Attack [p72] – Used to make Attack rolls with 
  axes, picks and hammers [p172].
   
  ⬣ Damage [p72] – The default Ability used to 
  make Damage rolls. It is used for unarmed and 
  natural weapons [p183], most knives and swords 
  [p173],  polearms [p182], and many other 
  weapons.
   
  ⬣ Carry [p54] – Determines Carry.
   
  ⬣ Wrestling [p75] – Strength or Unarmed 
  [p48] can be used when struggling for control of 
  a Grapple.
  Subterfuge (Physical: Manipulation)
   
  ⬣ Performance [p30] – Stage magic, card tricks, 
  sleight-of-hand, misdirection.
  Sleight-of-Hand
  Use a Limited Action to move, steal, or pickpocket 
  items within one Hex while in plain sight.
  Make a Resisting Subterfuge roll against the Wits rolls 
  of any observers. Modifiers may apply depending on 
  how much the observer trusts the character. If the items 
  are on an observer, that observer gets a +2 Bonus. If the 
  items are on the character performing Sleight-of-Hand, 
  they receive a +2 Bonus.
  Any Wits rolls that beat Subterfuge will notice the 
  Sleight-of-Hand.
  Stealth [p45] is the Ability used to act covertly without 
  being seen at all.
  Cheating
  Subterfuge can be used to cheat at games of chance. 
  One Cheat attempt can be made for each round of the 
  game. This is a Resisting roll against any observers’ 
  Wits. Modifiers apply for trust. 
  If any Wits rolls succeed, they notice the Cheating.
  If nobody notices the Cheating, the character gains a 
  Bonus to Gaming equal to the negative Successes the 
  highest Wits roll generated against their Subterfuge.
  Gaming [p37] is the Ability to play games well.
  Survival (Mental: Skill)
   
  ⬣ Information [p30] – Nature and wilderness 
  survival.
   
  ⬣ Exposure [p116] – Resist the effects of hot or 
  cold environments. 
   
  ⬣ Navigation [p42] – Substitute for Navigation in 
  a Forest, Jungle or Swamp. 
  Food
  Survival can be used to forage for edible things in the 
  wild – vegetables, fruit, berries and nuts, honey and 
  insects.
   
  ⬣ Foraging can only be attempted on land or in the 
  water. 
   
  ⬣ Foraging takes 12 hours; less time will 
  proportionally reduce the amount of food found. 
   
  ⬣ Foraging while Travelling [p114] increases the 
  cost of Movement by 1 per Hex, and halves the 
  number of Successes.
  The Resistance depends on the Terrain [p101] being 
  foraged (see the table below). Each Success yields one 
  Ration.
  Foraging Conditions
  Resistance
  Jungle
  2
  Forest
  3
  Light
  4
  Sparse
  5
  Arid
  6
  Frigid
  7
  Coral Reef
  2
  Reef
  3
  Coast, River or Stream
  4
  aBility DescriPtions
  
  47
  NUTS & BOLTS
  Swim (Physical: Mobility) 
  Characters can Swim both horizontally and vertically 
  through the water. 
   
  ⬣ Movement [p56] – Used to determine 
  Swimming Movement Rate.
   
  ⬣ Escape [p71]  – Used to withdraw from combat 
  in liquids. Characters incapable of Swimming can’t 
  oppose this escape.
   
  ⬣ Travel [p113] – Characters can swim across the 
  World Map.
  Swimming Conditions
  Move Mod
  Against a current
  +1
  Against a strong current
  +2
  Calm (Wind 3 [p107] or less)*
  0
  Choppy (Wind 4 or 5)*
  +1
  Rough (Wind 6 or 7)*
  +2
  Violent (Wind 8 or more)*
  +3
  Cold (Temperature 0 or -1 [p107])
  +1
  Freezing (Temperature -2 or less)
  +2
  * Wind only affects Swimming if on the surface.
  Swimming Rolls
  When the character’s Swimming Movement Category 
  [p56] requires a roll:
   
  ⬣ Make a Swim roll against a Resistance of 0, and 
  apply any Penalties.
   
  ⬣ If the roll succeeds, the character can Swim as usual. 
   
  ⬣ Each negative Success reduces Swimming 
  Movement by 1 point.
   
  ⬣ If Swimming Movement is reduced to less than 0, 
  the character sinks straight down that many Hexes.
   
  ⬣ Submerged characters may need to Hold Their 
  Breath [p84]. Going under due to a failed Swim 
  roll is usually an ‘unexpected’ Holding of Breath.
  Trait
  By default, Swimming is categorised as Slow 
  Movement. Some Races may have better or poorer fluid 
  mobility, which will be represented as a Trait [p59]. 
  Tech (Mental: Skill)
   
  ⬣ Craft [p30] – Design and build complex 
  electronic, computerised or futuristic devices.
   
  ⬣ Repair [p30] – Fix broken technological 
  devices.
  Specialisation [p29]
  Each positive Level of Tech allows the character to 
  select one area of Specialisation.
  Roll normally when making a roll related to an area 
  of Specialisation. A -5 Modifier applies to areas not 
  covered by a Specialisation.
  Tech Specialisations
  Astro
  Communication
  Computer
  Cryo
  Cybernetics
  Electronics
  Genetics
  Jet Engine
  Nuclear
  Robotics
  Temporal
  aBility DescriPtions
  
  48
  NUTS & BOLTS
  Toughness (Physical: Innate)
   
  ⬣ Physical Resistance [p74] – Used to resist 
  physical Damage.
   
  ⬣ Damage [p72] – Usually used to make Damage 
  rolls for axes and bludgeons [p172].
   
  ⬣ Endurance [p55] – Determines Endurance. 
  Endurance is always equal to Toughness + 5.
   
  ⬣ Natural Healing [p24] – Determines how 
  quickly an injured character regains Health.
  Unarmed (Physical: Manipulation) 
   
  ⬣ Attack [p72] – Used to make Attack rolls when 
  unarmed, or with natural weapons [p183].
   
  ⬣ Damage [p72] – Occasionally used to make 
  Damage rolls for Grappling weapons.
   
  ⬣ Wrestling [p75] – Unarmed or Strength 
  [p46] can be used when struggling for control of 
  a Grapple.
   
  ⬣ Catching Characters [p84] – Unarmed or 
  Acrobatics [p31] can be used to catch people 
  who are about to collide with you.
  Catching Small Objects
  Unarmed or Melee [p40] can be used to try and 
  catch objects thrown at or near the character. Catching 
  a thrown weapon will automatically cause Damage 
  against the Arms. You may make a Catch attempt once 
  per Turn, even when it is not your go.
  This is an Opposed Roll against a Resistance equal to 
  the Attack. If the throwing character wants the object to 
  be caught, then it is against the Attack roll x -1.
  If the roll succeeds, the object is caught.
  Weaponsmith (Mental: Skill)
   
  ⬣ Craft [p30] – Creation of any type of weapon 
  that is readily available in the setting.
   
  ⬣ Repair [p30] – Fix broken weaponry.
  Willpower (Mental: Innate)
  Mental Resistance
  Willpower is used to resist the effects of many things, 
  including but not limited to:
   
  ⬣ Charm [p33] when Haggling.
   
  ⬣ Seduction [p44] when being Seduced.
   
  ⬣ Willpower when being Intimidated.
   
  ⬣ Many Mystical effects [p123].
  Intimidation
  To intimidate another character, make a roll against 
  their Willpower. Modifiers depend on the power or 
  helplessness of each character.
  If your roll succeeds, the other character is inclined to 
  believe that you will follow through on threats if they 
  don’t do what you want.
  Wits (Mental: Innate)
   
  ⬣ Initiative [p68] – Used to determine the order 
  in which characters act during conflict.
   
  ⬣ Avoid [p73] – Occasionally used to avoid 
  Attacks that target the senses.
  Notice
  Wits is used to find concealed objects or characters, to 
  perceive details, or to notice hidden or stealthy activity.
  This may be against static Resistance based on the 
  difficulty of noticing an object, or it may be against a 
  Resisting Stealth or Subterfuge roll. Modifiers depend 
  on Visibility [p88], cover [p73], and other 
  sensory hindrances.
  If the Wits roll succeeds, then the item, detail, character 
  or event has been noticed.
  aBility DescriPtions
  
  49
  NUTS & BOLTS
  attriBUtes
  Attribute
  Page
  Health
  [p49]
  Structure
  [p50]
  Size
  [p51]
  Hit Locations
  [p53]
  Carry
  [p54]
  Endurance
  [p55]
  Movement
  [p56]
  Threat
  [p57]
  Ranking
  [p58]
  Health
  Health represents how much physical damage a 
  character can take.
  All human characters, and most non-human characters, 
  have 6 points of Health. This does not normally 
  increase as a character Advances.
  Some Races may have more or less Health as part of 
  their Racial Modifiers. Creatures often have different 
  Health values.
  Health is a Trait [p59] worth Threat [p57] 
  equal to Health -6.
  Static Health
  In PowerFrame, the amount of damage a character 
  takes depends on their Toughness and Armour. A tougher 
  character will take less damage from the same blow than a 
  weaker one.
  Because the damage varies with Toughness, it would be 
  double-dipping the system for Health to also increase as a 
  character Advances.
  Increasing Health
  Despite the above discussion, it is possible to have the 
  characters’ Health increase as they Advance if the GM 
  wishes.
  For every 10 points of Progress [p57], a character is 
  allowed to buy an extra point of Health with one of their 
  Advances as though Health were an Ability. Once the 
  character qualifies for such an Advance, it can be bought at 
  any time.
  Therefore, a character with 10 Progress could have a 
  Health of 7. A character with 30 Progress or more could 
  have a Health of up to 9.
  Extra Health counts towards Progress and Threat.
  Losing Health
  When a character is harmed, their Health is reduced. 
  This loss is temporary, and can be restored with various 
  forms of healing.
  Characters will remain conscious as long as their 
  Health is greater than 0, and can move and act without 
  penalty even if they have lost a lot of Health.
  Unconscious
  If their Health drops to 0 or lower, a character will fall 
  Unconscious. They will normally fall Prone [p80], 
  and cannot do anything until their Health is restored to 
  1 or more.
  Dying
  When a character’s Health drops to a negative number 
  that is greater than half their maximum Health (usually 
  less than -3), they are Dying.
   
  ⬣ A Dying character loses 1 Health at the end of each 
  of their Turns.
   
  ⬣ Dying characters can still be healed. If their Health 
  returns to the safe Unconscious level, then they are 
  no longer Dying.
  Dead
  When a character’s Health drops to a negative number 
  that is greater than their maximum Health (usually less 
  than -6), they are Dead.
  Dead characters cannot be healed. Restoring them to 
  life requires Resurrection magic or high-tech medical 
  procedures.
  Restoring Health
  Lost Health can be restored in a variety of ways, but 
  it cannot go above its maximum value under normal 
  circumstances. Some magic and technology may be 
  able to raise a character’s Health above its normal 
  maximum.
   
  ⬣ Characters get a chance to heal naturally [p24] 
  by sleeping.
   
  ⬣ Characters may receive First Aid [p40] once a 
  day.
   
  ⬣ Some equipment [p161] gives Bonuses to Health-
  restoring rolls, and some restore Health directly.
   
  ⬣ Some Spells [p136] can be used to restore Health.
  
  50
  NUTS & BOLTS
  Structure
  Objects and some creatures do not have Health. They 
  do not fall unconscious or die in the regular sense. 
  Instead, things like this have Structure.
  Structure works in much the same way as Health, 
  except that when it reaches 0 the object or creature is 
  immediately disabled. It will be completely destroyed if 
  Structure drops to a negative value greater than half its 
  maximum Structure.
   
  ⬣ Most Physical Damage effects that cause Health loss 
  will also cause Structure loss in the same way.
   
  ⬣ Some effects can cause Health loss but do not affect 
  Structure, such as Poison or Strangling.
   
  ⬣ Characters usually have Health or Structure, but 
  rarely both.
   
  ⬣ Like Health, Structure is worth Threat equal to 
  Structure -6.
  Repairing Structure
  Structure does not heal naturally, nor can it be fixed 
  with medical attention.
  Instead, lost Structure must be repaired. The Ability 
  used to do this will vary depending on what the object 
  or creature is made out of – it may require Artisan, 
  Construction, Engineering or Tech.
  Some Spells also have the ability to restore Structure.
  Combining Health and Structure
  Some advanced rules, such as cybernetics, may allow one 
  character to have both Health and Structure at the same 
  time. This is usually because a character with Health has 
  replaced some of their body with artificial parts. While 
  future rules supplements may contain alternative methods 
  for dealing with combined Health and Structure, here are 
  some basic guidelines:
   
  ⬣ For each Hit Location [p53] replaced with artificial 
  parts, reduce Health by 1.
   
  ⬣ The character usually gains 2 Structure for each point of 
  Health replaced, but this may vary.
   
  ⬣ Artificial parts may have their own Toughness.
   
  ⬣ Hits to Structure-based Locations first reduce Structure, 
  with any excess coming off Health, and vice-versa. The 
  separation mainly just affects healing and repair.
   
  ⬣ When Health and Structure are both at 0 or below, the 
  character falls unconscious. Apply further damage to 
  Health. Dying and Dead thresholds are the same as for 
  their original Health total.
  attriBUtes
  
  51
  NUTS & BOLTS
  attriBUtes
  Size
  Size measures the physical bulk of a character, creature 
  or object. An average Size of 0 is the size of an average 
  human – between 1 and 2 metres tall.
  Size affects the following Attributes:
   
  ⬣ Health values [p49] in the table are average for 
  a character of that Size, but Size does not modify 
  Health directly.
   
  ⬣ Size and Strength determine Carry [p54]. 
  Multiply Strength by the first value, then add the 
  second value.
   
  ⬣ All Movement Rates [p56] add half a Hex for 
  each point of Size. If Size is negative, this can’t 
  reduce a Movement Rate below half a Hex.
   
  ⬣ Bigger characters eat more. A Ration is enough food 
  for a Size 0 character for one day.
   
  ⬣ Size is a Trait [p59] with Threat [p57] equal 
  to Size.
  Size is always added to Abilities in the following 
  situations:
   
  ⬣ Add Size to Strength when trying to perform a feat 
  of strength against a static Resistance.
   
  ⬣ Add Size to Strength or Toughness when resisting a 
  Physical Effect (such as Damage or Pushing) that is 
  not based on an Ability (crossbows, firearms, traps).
  Otherwise, during the game you’ll only need to pay 
  attention to Size if you defend against a character who 
  is larger or smaller than you.
  Size
  Name
  Dimensions
  Examples
  Avg. Health Carry
  Rations
  -5
  Minuscule
  < 0.05 m
  Beetle
  1
  Strength x1 +0
  0
  -4
  Tiny
  0.05 to 0.1 m
  Mouse, Cockroach
  2
  Strength x1 +1
  0
  -3
  Little
  0.1 to 0.25 m
  Rat
  3
  Strength x1 +2
  1/8
  -2
  Small
  0.25 to 0.5 m
  Cat
  4
  Strength x1 +3
  ¼
  -1
  Medium
  0.5 to 1 m
  Dog
  5
  Strength x1 +4
  ½
  0
  Average
  1 to 2 m
  Human
  6
  Strength x1 +5
  1
  1
  Large
  2 to 3 m
  Horse
  8
  Strength x1.5 +6
  2
  2
  Huge
  3 to 5 m
  Rhino, Hippo
  10
  Strength x2 +7
  4
  3
  Enormous
  5 to 8 m
  African Elephant
  12
  Strength x2.5 +8
  8
  4
  Gigantic
  8 to 13 m
  Orca
  16
  Strength x3 +9
  15
  5
  Gargantuan
  13 to 21 m
  Humpback Whale
  20
  Strength x3.5 +10
  30
  6
  Colossal I
  21 to 34 m
  Blue Whale
  25
  Strength x4 +11
  60
  7
  Colossal II
  34 to 55 m
  –
  30
  Strength x4.5 +12
  120
  8
  Colossal III
  55 to 89 m
  –
  40
  Strength x5 +13
  250
  9
  Colossal IV
  89 to 144 m
  –
  50
  Strength x5.5 +14
  500
  10
  Colossal V
  144 to 233 m
  –
  60
  Strength x6 +15
  1000
  Size Differential
  Whenever two characters of different Size are fighting 
  each other, or one is trying to hide from the other, 
  the defending character must modify their rolls. The 
  Modifier is equal to the acting character’s Size minus 
  the defender’s Size.
   
  ⬣ The defender adds the Size Differential to their 
  Avoid rolls.
   
  ⬣ The defender subtracts the Size Differential from 
  Strength or Toughness when resisting a Physical 
  Effect (such as Health loss or Pushing) that is based 
  on an Ability.
   
  ⬣ The sneaking character adds the Size Differential to 
  their Stealth rolls.
  Soggy is a Yeti with Size 2. When Chris snowboards 
  down his mountain, Soggy tries to hide by rolling 
  Stealth against Chris’ Wits. Soggy applies a -2 Modifier 
  because he is larger, and Chris notices him.
  Chris stops to take pictures, and Soggy attacks her 
  in confusion. Chris gets +2 to Avoid because she’s a 
  smaller defender – but if she does get hit, she’ll get -2 to 
  her Toughness when resisting the damage.
  Chris tries to push Soggy away. Soggy gets -2 to Avoid 
  since he’s a big target – but he gets +2 to his Strength 
  roll to prevent himself being moved anywhere.
  
  52
  NUTS & BOLTS
  attriBUtes
  
  53
  NUTS & BOLTS
  attriBUtes
  Hit Locations
  Hit Locations are used to determine where an Attack 
  to Wound or Subdue [p74] has struck a character. 
  They are also used when equipping Armour [p162]. 
   
  ⬣ You only need to know the precise Hit Location if 
  the Target’s Armour isn’t uniform all over, or if you 
  are using the Critical Hit system [p91]. 
   
  ⬣ You normally roll for the affected Hit Location 
  randomly, unless the attacker declared a Called Shot 
  [p79]. 
  Humanoid characters and most animals share the same 
  basic set of six Hit Locations. They are deliberately 
  skewed towards the centre of body-mass.
  1
  2
  3
  4
  5
  6
  Head
  Chest
  Stomach
  Hips
  Arms
  Legs
  Variant Hit Location Tables
  Some races and creatures may have unusual anatomy that 
  demands a unique set of Hit Locations. In addition to the 
  default Locations, there are two other types:
  Tails are only considered a Hit Location if they form 
  a significant part of the character’s anatomy, such as 
  that of a lizard. Small tails such as those of a lion, rabbit, 
  or even a monkey, are usually considered part of the Hips. 
  Tails can also represent large fins on aquatic creatures.
  Wings need their own Hit Location if the character 
  has wings instead of arms, or if the wings are large. If 
  the character also has arms, then the wings may be 
  considered part of the Chest.
  The following is an example Hit Location table for a 
  Winged Serpent.
  1
  2
  3
  4
  5
  6
  Head
  Chest
  Stomach
  Hips
  Wings
  Tail
  Extended Hit Location Tables
  To make a Hit Location table with more than six 
  Locations, split the six main Locations into smaller pieces. 
  To pick a random Location, roll one die for the top number, 
  and a second die for the side number.
  The following is an example extended Hit Location 
  table for a dragon-folk.
  1
  2
  3
  4
  5
  6
  1-3
  4-6
  You can keep breaking down the grid until the Locations 
  are arranged as evenly as possible.
  The following is an example extended Hit Location 
  table for a dragon.
  1
  2
  3
  4
  5
  6
  1-4
  5
  6
  
  54
  NUTS & BOLTS
  attriBUtes
  Carry
  This Attribute describes how much a character can 
  carry before being slowed down by the weight.
  The weight and bulk of all equipment is rated in 
  Encumbrance (Enc). Each point of Carry allows the 
  character to carry 1 point of Enc without Penalty.
   
  ⬣ Carry is determined by Strength and Size [p51].
   
  ⬣ Multiply Strength by the first value, then add the 
  second value.
   
  ⬣ For a regular Size 0 human, Carry is equal to 
  Strength x1 +5.
  Burden
  If a character lifts more Encumbrance than their Carry, 
  then they will be affected by a Burden Penalty.
   
  ⬣ One point of Burden is applied when Encumbrance 
  becomes greater than Carry. 
   
  ⬣ An extra point of Burden is applied each time the 
  character’s Encumbrance exceeds a multiple of their 
  Carry. 
   
  ⬣ Burden affects all Manipulation and Mobility 
  Abilities, as well as Skill Abilities where 
  Manipulation is required [p27].
   
  ⬣ If a character has 6 or more points of Burden, then 
  they cannot move or do anything except drop items.
   
  ⬣ Being Burdened for a long time may begin to drain 
  Endurance. [p55] 
  Alex is a human with a Strength of 0. His Carry is 
  equal to Strength+5, so he has a Carry of 5.
  Alex can carry up to 5 points of Enc without being 
  penalised. He can carry a chainsaw (Enc 4) no 
  problems.
  However, if he tries to pick up a power saw (Enc 6), he 
  will exceed his Carry and gain a point of Burden.
  With a total Enc of 10, he hasn’t exceeded his Carry 
  twice over, so only has one point of Burden. However, if 
  he picks up anything else, he will exceed twice his Carry 
  and gain a second point of Burden.
  Alex would get a third point of Burden at 16 Enc (three 
  times his Carry plus one), and would be unable to move 
  when carrying 31 Enc (one point greater than his Carry 
  times six).
  Stowing Equipment
  The listed Enc for an item assumes that it is being wielded, 
  carried in the arms, or worn (in the case of armour).
   
  ⬣ Stowing any piece of equipment 
  halves its Enc. This includes 
  putting things in backpacks or 
  bags, scabbards and holsters, 
  barrels and boxes. Clothing 
  and armour is not stowed when 
  worn, but can be stowed in a 
  container.
   
  ⬣ Putting an item onto a wheeled vehicle such as a 
  wheelbarrow, cart, or wagon will quarter its Enc.
   
  ⬣ An item can only have its Enc reduced once by a 
  container or vehicle.
  An item in a bag on a wagon counts for a quarter of its 
  Enc, not an eighth. 
   
  ⬣  Some containers and vehicles have their own Enc, 
  which must be added to the reduced Enc of any held 
  items. 
  Pushing or Dragging
  Rather than carrying heavy items, a character can choose 
  to push or drag them. In this way, the ground or floor takes 
  most of the weight. Unfortunately, it also increases friction, 
  which makes it harder to move things.
   
  ⬣ Movement rate will be one Hex per Action slower than 
  if the character was carrying the items. 
   
  ⬣ The character does not need to worry about Endurance 
  Loss from Burden.
   
  ⬣ The character can only push the items for one Turn per 
  point of Endurance before they must stop and rest.
  Character’s Weight
  A character or creature weighs as many points of Enc as:
   
  ⬣ ( Strength + Toughness ) x Carry Multiplier  
   
  + ( Carry Bonus x 2 )
  The Carry Multipliers and Bonuses are listed in the Size 
  table [p51]. Regular Size 0 characters will weigh 
  Strength + Toughness + 10 Enc.
  
  55
  NUTS & BOLTS
  attriBUtes
  Endurance
  This Attribute describes how much physical stamina a 
  character has. A higher Endurance allows the character 
  to perform strenuous activities for longer.
   
  ⬣ Endurance is always equal to Toughness + 5.
  Losing Endurance
  Performing strenuous activities or experiencing harsh 
  conditions over a long period will reduce Endurance.
  Travel [p114]
   
  ⬣ 1 point for every point of Regular Movement 
  [p56] spent on the World Map (normally, 
  Walking).
   
  ⬣ 3 points for every point of Slow or Limited 
  Movement spent on the World Map (normally, 
  Swimming or Climbing).
   
  ⬣ 1 point for every 1000 metres above sea level per 12 
  hours of activity.
  Starvation & Dehydration [p24]
   
  ⬣ 1 point for each day without enough food.
   
  ⬣ 2 points for each day without enough water.
  Exposure [p116]
   
  ⬣ Make a Survival roll in  extremely hot or cold 
  conditions.
  Sleep Deprivation
   
  ⬣ 1D3 points for every 12 hours awake past the first 
  12 hours.
  Burden [p54]
   
  ⬣ Burdened characters will lose 1 point of Endurance 
  periodically, depending on how Burdened they are:
  Burden
  Lose 1 Endurance...
  1
  every 12 Hours
  2
  every 3 Hours
  3
  every Half Hour
  4
  every 3 Minutes
  5
  every Turn (3 Seconds)
  6
  Never – cannot lift.
  Exhaustion
  If Endurance is reduced to less than 0, then the 
  character is exhausted. All of their Movement Rates 
  are halved (rounding down), and they must check for 
  Exhaustion Damage.
   
  ⬣ A character must check for Exhaustion Damage each 
  time Endurance is reduced and is below 0.
   
  ⬣ Roll an open-ended die against a Resistance equal 
  to double the points of Endurance below 0. Fortune 
  may be used on this roll, even though an Ability isn’t 
  used.
   
  ⬣ The character loses one point of Health for each 
  negative Success.
  Restoring Endurance
   
  ⬣ Restore one point of Endurance for every 12 hours 
  of rest. 
   
  ⬣ Restore one point of Endurance for every 4 hours 
  of sleep (with a maximum of 3 points per day from 
  sleeping).
   
  ⬣ Endurance cannot be restored in a situation where 
  it will be reduced – for example, while the weather 
  is too cold, or when the character has not eaten 
  enough.
  Short-Term Endurance
  A character’s current points of Endurance can be used 
  as a guide to how long they can perform certain other 
  tasks in the short term.
  Sprinting
   
  ⬣ Sprint continuously for 1 Turn per point of 
  Endurance.
   
  ⬣ After this, they must rest before Sprinting again.
  Holding Your Breath
   
  ⬣ 2 Turns per point of Endurance.
   
  ⬣ After this, they will need to breathe again or start 
  suffering asphyxiation.
  Hostile Environment
   
  ⬣ One Turn of exposure per point of Endurance 
  to environments such as icy water, searing heat, 
  noxious gases.
   
  ⬣ After this, Health may be lost depending on the 
  effects of the environment.
  
  56
  NUTS & BOLTS
  attriBUtes
  Movement
  There are five Movement types that govern travel 
  through different environments. Movement Rates 
  are given in Hexes. The Scale [p14] of the Hex 
  determines how long it takes to spend your points of 
  Movement on a particular map.
   
  ⬣ Walking Movement is used to move across solid 
  surfaces. It is based on the Move Ability [p41], 
  and also provides your maximum horizontal Leap.
   
  ⬣ Swimming Movement is used to move through 
  water and other liquids. It is based on the Swim 
  Ability [p47].
   
  ⬣ Climbing Movement is your ability to scale vertical 
  surfaces. It is based on the Climb Ability [p34], 
  and is also your maximum vertical Leap.
   
  ⬣ Flying Movement allows you to move through the 
  air. It is based on the Fly Ability [p36].
   
  ⬣ Burrowing Movement is used to move through the 
  ground. It is based on the Burrow Ability [p33].
  Movement Categories
  Different Races and creatures are more or less suited 
  to the different forms of Movement. There are four 
  Movement Categories, which determine how many 
  points of Movement a character gets and how they deal 
  with difficult movement conditions.
  Some Races have different Movement capabilities. If 
  Movement Categories differ from those of a default 
  human, it’s considered a Trait [p59].
  Category Default
  Movement Rate
  Regular
  Walking
  3 + (Size/2), minimum ½,
  + (Ability/2), minimum 0*.
  Slow
  Swimming
  1 + (Size/2), minimum ½, 
  + (Ability/2), minimum 0*.
  Limited
  Climbing
  1 + (Size/2), minimum ½. 
  None
  Flying, 
  Burrowing
  0
  * Swimming Movement can be negative.
  Regular Movement
  The character moves effortlessly, and doesn’t have to 
  make an Ability roll to do so. Humans have Regular 
  Walking Movement.
   
  ⬣ The Movement Rate is 3 plus half of Size, plus half 
  the relevant Movement Ability.
   
  ⬣ Movement Modifiers add to the Movement Cost of 
  the Hex being moved into.
  Slow Movement
  The character moves at a slow pace, although it doesn’t 
  usually require any particular effort. Humans have Slow 
  Swimming Movement.
   
  ⬣ The Movement Rate is 1 plus half of Size, plus half 
  the relevant Movement Ability.
   
  ⬣ Movement Modifiers add to the Movement Cost of 
  the Hex being moved into.
  If the character doesn’t have enough Movement to 
  move at least 1 Hex per Action, they must make a roll 
  against a Resistance of 0. A roll is required every 12 
  hours, or when conditions worsen.
   
  ⬣ Apply any Movement Modifiers as a Penalty.
   
  ⬣ Success means they can ‘save up’ Movement each 
  Turn until they pay enough to enter the Hex. 
   
  ⬣ Each negative Success reduces Movement by 1 
  point. There may be additional consequences 
  depending on the type of Movement.
  Limited Movement
  The character can only move with great effort. Humans 
  have Limited Climbing Movement.
   
  ⬣ The Movement Rate is 1 plus half of Size.
  Make an Ability roll against a Resistance of 0 each Turn 
  to confirm that Movement is possible.
   
  ⬣ Double any Movement Modifiers, and apply them 
  as a Penalty to the roll.
   
  ⬣ Success allows you to use your full Movement Rate.
   
  ⬣ Each negative Success reduces Movement by 1 
  point. There may be additional consequences 
  depending on the type of Movement.
  No Movement
  The character is unable to use this type of Movement at 
  all. Humans have No Flying or Burrowing Movement.
   
  ⬣ The Movement Rate is 0.
   
  ⬣ The character can buy the Movement’s Ability, but 
  won’t be able to use it without Mysticism [p123].
  
  57
  NUTS & BOLTS
  attriBUtes
  Threat
  Characters, equipment [p154] and Traits [p59] 
  are all rated in points of Threat. More powerful or 
  dangerous things will have a higher Threat.
  Progress
  Progress is a measure of how far a character has 
  advanced. It can be used to quickly gauge the difference 
  between two characters, and judge how powerful they 
  are likely to be.
  Progress is the innate Threat that a character has 
  without including equipment. It is equal to the sum of 
  all a character’s Abilities and Traits.
   
  ⬣ Add together all of a character’s Ability Levels 
  [p7], both positive and negative.
   
  ⬣ Add the Threat of any Traits. [p59]
   
  ⬣ Health [p49] is a Trait worth Threat equal to 
  Health -6.
   
  ⬣ Size [p51] is a Trait worth Threat equal to 
  Size x2.
  Power Level
  Progress
  Untrained
  0
  Novice
  5
  Journeyman
  10
  Adept
  15
  Expert
  20
  Master
  30
  Hero
  40
  Legend
  50
  A standard character with Health 6 does not have to 
  worry about counting Health towards Progress.
  A character with 8 Health has two more points of 
  Health than standard, and so their Health is worth 2 
  points of Threat towards their Progress.
  A character with 5 Health has one less point of Health 
  than usual. This is worth -1 Threat, which reduces their 
  Progress.
  Total Threat
  Total Threat is a measure of how dangerous a character 
  is in battle.
  After each conflict, add the following elements together 
  to arrive at a character’s Total Threat:
   
  ⬣ The character’s Progress.
   
  ⬣ Threat from Armour [p162].
   
  ⬣ Threat of a Primary Weapon [p165].
   
  ⬣ Threat from a Secondary Weapon, if any.
   
  ⬣ Threat from the most dangerous Backup Weapon.
   
  ⬣ Any other Weapons past this are not counted 
  towards Threat unless equipped during the conflict.
   
  ⬣ Thrown weapons need only count the Threat from 
  one missile of each type.
   
  ⬣ Threat of any other carried items or equipment 
  [p154]. Beneficial items such as medicine and 
  potions still count even if not used during the 
  conflict.
  Advancement & Awards
  Threat and Progress are used when calculating Experience 
  Awards [p25], and when making a new character in 
  an ongoing campaign [p18].
  
  58
  NUTS & BOLTS
  attriBUtes
  Ranking
  Ranking rates a character’s position in a social, military 
  or organisational hierarchy.
  There are many different possible variations of Ranking. 
  The use of Ranking will largely depend on the Setting. 
  The generic examples used are Social, Rank, Church 
  and Corporate.
   
  ⬣ Characters may have many different levels of 
  Ranking in various groups and organisations.
   
  ⬣ Ranking may be assigned to a new character by the 
  GM, based on their background.
   
  ⬣ Ranking can change during a game if the character 
  gains or loses favour with an organisation.
   
  ⬣ Particular organisations may have restrictions 
  on gaining a certain Ranking, such as a required 
  Progress or training in certain Abilities.
  Social
  Ranking
  -5 to -1
  Criminal, Outcast.
  0
  Lower Class, Peasant.
  1
  Middle Class.
  2
  Knight or Lady.
  3
  Baron or Baroness.
  4
  Viscount or Viscountess.
  5
  Count/Earl or Countess.
  6
  Marquis or Marquess.
  7
  Duke or Duchess.
  8
  Archduke or Archduchess.
  9
  Prince or Princess.
  10
  King or Queen.
  Corp
  Ranking
  -5 to -1
  Barred, Blacklisted.
  0
  Member of the Public.
  1
  Junior Staff, Trainee.
  2
  Staff.
  3
  Senior Staff.
  4
  Branch Manager.
  5
  Middle Manager.
  6
  Junior Executive.
  7
  Executive.
  8
  Senior Executive.
  9
  Director.
  10
  Chief Executive Officer.
  Rank
  Ranking
  -5 to -1
  Deserter.
  0
  Civilian.
  1
  Private (Pvt).
  2
  Corporal (Cpl).
  3
  Sergeant (Sgt).
  4
  Lieutenant (Lt).
  5
  Commander (Cdr).
  6
  Brigadier (Brig).
  7
  Major (Maj).
  8
  Colonel (Col).
  9
  General (Gen).
  10
  Supreme Commander.
  Church
  Ranking
  -5 to -1
  Outcast, Heretic.
  0
  Unbeliever.
  1
  Worshipper.
  2
  Lay Preacher.
  3
  Priest or Monk.
  4
  Vicar or Abbot.
  5
  Deacon.
  6
  Arch-Deacon.
  7
  Bishop.
  8
  Archbishop.
  9
  Cardinal.
  10
  Pope.
  
  59
  NUTS & BOLTS
  traits
  Traits are special descriptors that represent unusual 
  capabilities. They are assigned to Races and creatures, 
  and aren’t available to characters that don’t start with 
  them.
  Traits are worth Threat, and form part of the 
  character’s Progress [p57].
  Trait List
  Page
  Allergy
  Animated
  [p59]
  Animal Panic
  Berserker
  Bloodless
  Bound
  Breathing
  [p60]
  Camouflage
  Comfort Zone 
  Dark Vision
  Day/Night Trait
  Endurance Costs
  Health
  Mana Font
  [p61]
  Mindless
  Movement Categories
  Natural Armour
  Natural Weapons
  [p62]
  Phobia
  Power
  Racial Modifiers
  Reaction
  [p63]
  Regeneration
  Size 
  Undead
  [p64]
  Allergy
   
  ⚠ -1 to -3 Threat
  Some creatures and Races have an aversion to certain 
  substances or items. This substance must be specifically 
  listed in the Allergy description. It may be something 
  like a herb, a gas, a holy symbol, or direct sunlight.
   
  ⬣ When close to an Allergy source, an affected 
  character suffers a Penalty on all Ability rolls.
   
  ⬣ The Penalty depends on the severity of the Allergy 
  (see the below table).
   
  ⬣ When the substance is in the same Hex as the 
  character, they suffer the full Penalty. Each Hex 
  further away reduces the Allergy Penalty by 1.
  Allergy Severity
  Penalty
  Threat
  Mild
  -2
  -1
  Serious
  -3
  -2
  Severe
  -4
  -3
  Animated
   
  ⚠ 0 Threat
  The creature is actually a magically animated object. 
  This includes creatures such as golems, animated 
  statues, and some forms of Undead [p64].
  Advantages
   
  ⬣ Animated characters are only magically ‘alive’, and 
  cannot die from natural causes. They do not age.
   
  ⬣ They do not have Endurance [p55], and do not 
  suffer from Exhaustion, Hunger or Thirst.
   
  ⬣ They do not need to roll for Exposure [p116].
   
  ⬣ They are Bloodless [p60], Mindless [p61], 
  and Breathe Nothing [p60].
  Disadvantages
   
  ⬣ If an effect dispels or negates its animating force, the 
  creature becomes inanimate.
  Structure
   
  ⬣ Animated characters have Structure [p50] 
  instead of Health. They must be repaired rather 
  than healed. They cease functioning when Structure 
  reaches 0.
  
  60
  NUTS & BOLTS
  Animal Panic
   
  ⚠ -2 Threat
  The character causes panic in normal animals, including 
  predators.
   
  ⬣ Whenever a character with Animal Panic comes 
  within 5 Hexes of an animal, the animal will attempt 
  to run away. If it cannot, it will show signs of 
  distress.
   
  ⬣ If the character approaches within three Hexes and 
  the animal cannot escape, it will go into a blind 
  panic, but will only attack the character if they 
  attempt to touch the animal.
   
  ⬣ Animals cannot be calmed down until they leave 
  the character’s presence. The character can’t tame 
  or train animals, but they may still use the Animals 
  Ability for knowledge and appraisal.
  Berserker
   
  ⚠ +1 Threat
  The Race or creature has access to the Berserk 
  [p32] Special Ability.
   
  ⬣ Having access to the Berserk Ability is worth +1 
  Threat, even if the Ability is at 0.
  Bloodless 
   
  ⚠ +2 Threat
  The Race or creature has no circulatory system.
   
  ⬣ The character is immune to Injected Poisons.
   
  ⬣ The character is immune to Damage caused by 
  strangling, although they may still need to Hold 
  Their Breath [p84]. This can be avoided by also 
  having the Breathe Nothing Trait [p60].
  Bound
   
  ⚠ -2 to -4 Threat
  The character is Bound to a particular area, and cannot 
  voluntarily leave it.
   
  ⬣ If forced out, they will immediately drop to 0 
  Health, and will lose 1 Health per day until returned 
  to the area.
   
  ⬣ They cannot make Natural Healing rolls [p24] 
  while outside the area.
  Bound Area
  Threat
  An area up to 20km wide (World Hex).
  -2
  An area up to 1km wide.
  -3
  A specific location (grove, house).
  -4
  Breathing
   
  ⚠ 0 to +2 Threat
  This Trait defines what a Race or creature can and can’t 
  breathe. By default, characters breathe Air. If there is 
  any change to this, then Breathing may be worth more 
  or less Threat.
  Breathes...
  Yes
  No
  Air
  0
  -1
  Water
  +1
  0
  Nothing
  +2
  0
   
  ⬣ Most land creatures breathe Air but not Water  
  (0 Threat).
   
  ⬣ Amphibians can breathe both Air and Water  
  (+1 Threat).
   
  ⬣ Most aquatic creatures breathe Water but not Air  
  (0 Threat).
  Some mystical creatures may not need to breathe at all 
  (+2 Threat). If the creature can breathe Nothing, don’t 
  count any Threat for Air or Water.
   
  ⬣ Characters that breathe Nothing are immune to 
  Inhaled Poisons [p85], and never need to Hold 
  Their Breath [p84].
   
  ⬣ The character may still suffer the effects of strangling 
  due to having the blood flow to their brain 
  constricted. This can be avoided by also having the 
  Bloodless Trait [p60].
  traits
  
  61
  NUTS & BOLTS
  Camouflage
   
  ⚠ +1 Threat
  The Race or creature is naturally camouflaged in a 
  particular environment or situation, gaining a +2 
  Stealth Bonus [p45] when appropriate.
  Camouflage is only worth +1 Threat for a +2 Bonus 
  because it doesn’t always apply. If a creature is always 
  considered camouflaged, then it should just have a higher 
  Stealth.
  Comfort Zone
   
  ⚠ 0 to +2 Threat
  This Trait describes the Temperatures [p107] at 
  which a character feels comfortable. Operating outside 
  of your Comfort Zone may require an Exposure roll 
  [p116].
   
  ⬣ The default Comfort Zone for humans ranges from 
  Cool-to-Warm.
   
  ⬣ Humans from hot or cold environments may have 
  Comfort Zones shifted one category up or down, to 
  Cold-to-Mild or Mild-to-Hot. This is not worth any 
  Threat.
   
  ⬣ Nonhuman Races may have more extreme 
  Temperature preferences, but it is not worth Threat 
  unless the Comfort Zone is wider than three 
  Temperature categories.
   
  ⬣ A Comfort Zone spanning five Temperature 
  Categories is worth +1 Threat.
   
  ⬣ A Comfort Zone spanning seven Temperature 
  Categories is worth +2 Threat.
  Dark Vision 
   
  ⚠ +1 to +3 Threat
  Some Races and creatures can see more clearly in the 
  dark than a human.
   
  ⬣ The character’s Dark Vision rating cancels up to that 
  many points of Darkness Modifier [p88].
  Dark Vision Rating
  Threat
  2
  +1
  4
  +2
  6
  +3
  Day/Night Trait
   
  ⚠ x½ Threat
  One or more of the Race or creature’s Traits only works 
  during the day, or at night.
   
  ⬣ A single Trait cannot be both a Day Trait and a 
  Night Trait. 
  Endurance Costs
   
  ⚠ -1 to +1 Threat
  All characters have a standard Endurance [p55] 
  equal to Toughness+5, and very few things should 
  change this formula. However, some things may change 
  the way that a Race or creature spends Endurance.
   
  ⬣ Halving the Endurance cost for a task is worth 1 
  Threat. 
   
  ⬣ Doubling the Endurance cost for a task is worth -1 
  Threat.
  Health
   
  ⚠ Threat is equal to Health - 6
  While the Size table [p51] lists suggested Health 
  [p49] for various Sizes, it is possible for a Race or 
  creature to have any amount of Health.
  Mana Font
   
  ⚠ +5 Threat
  The character generates a never-ending stream of 
  mystical energy.
   
  ⬣ The character does not need or create a Mana Pool 
  [p39], although they may have one in addition 
  to the Mana Font.
   
  ⬣ At the start of each Turn, the character generates a 
  point of Mana. If it is not used, it disappears at the 
  start of their next Turn and is replaced by a new one.
   
  ⬣ The generated Mana can be used to cast Spells or 
  power other Mystical effects.
   
  ⬣ If generated Mana is used for a Spell with 
  Duration:reserve [p133], it lasts until the Spell is 
  deactivated, at which point it vanishes. The character 
  continues to generate new Mana each Turn.
   
  ⬣ If the character also has a Mana Pool, they may 
  spend their generated Mana to replace points spent 
  from it.
  traits
  
  62
  NUTS & BOLTS
  Mindless
   
  ⚠ +4 Threat
  The creature has no higher intelligence. It operates 
  entirely by instinct and biological programming. Some 
  animated or self-powered objects such as golems and 
  robots are also Mindless.
   
  ⬣ The character cannot be reasoned with, or affected 
  by intellectual or social Abilities such as Willpower 
  or Charm.
   
  ⬣ The character is immune to Control Spells [p136] 
  unless they specifically target the character’s type 
  (Animated, Undead).
  Movement Categories
   
  ⚠ -3 to +3 Threat.
  Movement Rates [p56] are always calculated using 
  a character’s Abilities. However, their Race may change 
  the Movement Category for one or more forms of 
  Movement. This changes how the Movement Rate is 
  calculated, and how the character can move.
  The standard human Movement Categories are Regular 
  Walking, Slow Swimming, Limited Climbing, No 
  Burrowing or Flying.
  Changing a Category is worth 1 Threat per step. The 
  table below summarises Threat values for changing 
  Movement Categories.
  Movement
  None
  Limited
  Slow
  Regular
  Walking
  -3
  -2
  -1
  0
  Swimming
  -2
  -1
  0
  +1
  Climbing
  -1
  0
  +1
  +2
  Flying
  0
  +1
  +2
  +3
  Burrowing
  0
  +1
  +2
  +3
  Immobile
  Some creatures, such as plant-based monsters, may 
  have all Movement Categories at None.
   
  ⬣ The character has no Movement Abilities, although 
  they may still have Avoid.
   
  ⬣ Characters with no ability to Avoid will have a static 
  Resistance against Attacks, based on their Size.
  Natural Armour
   
  ⚠ +1 Threat or more
  The Race or creature’s skin is Armoured [p162], 
  allowing them to resist Damage.
   
  ⬣ Decide how much protection the Armour gives 
  against the four basic types of Damage – Cutting, 
  Piercing, Bludgeoning and Energy. Bonuses 
  between 0 and +3 are the most common, but there 
  is no limit.
   
  ⬣ Add up all of the Armour Bonuses across the four 
  Damage Types, and divide by 2. This gives the 
  number of twelfths of Threat for each Location of 
  Armour.
   
  ⬣ If the Armour is the same all over, simply multiply 
  the above ‘twelfths’ value by 6 and round up to get 
  the Threat of the Natural Armour.
   
  ⬣ It is possible to assign different Armour values to 
  different Hit Locations. Work out the Threat of each 
  Location’s Armour separately, in twelfths, and then 
  add them all together, rounding up, to get the Threat 
  of the Natural Armour.
  Natural Weapons
   
  ⚠ 0 Threat or more
  Many Races and creatures have Natural Weapons 
  [p183] that are more impressive than Basic 
  Unarmed.
   
  ⬣ Natural Weapons always Attack with Unarmed, and 
  do Damage based on Strength.
   
  ⬣ Choose a Damage Bonus depending on the size or 
  efficiency of the Natural Weapon (see the below 
  table).
   
  ⬣ Choose a Damage Type – Cutting, Piercing, 
  Bludgeoning or Grappling.
   
  ⬣ Some Natural Weapons will be able to Grapple as 
  well as another Damage Type.
   
  ⬣ Refer to the Special Weapon Attributes [p166] for 
  additional options such as Armour Piercing, Barbed, 
  or Poison.
  Weapon Size
  Damage Bonus
  Threat
  Vestigial
  -1
  0
  Small
  0
  +1
  Medium
  +1
  +2
  Large
  +2
  +3
  Enormous
  +3
  +4
  traits
  
  63
  NUTS & BOLTS
  Phobia
   
  ⚠ -1 to -3 Threat
  The Race or creature is deathly afraid of something.
   
  ⬣ Affected characters must make a Willpower roll each 
  time they are exposed to the focus of their Phobia. 
  The Resistance depends on the severity of the 
  Phobia (see the below table).
   
  ⬣ If the Willpower roll succeeds, the character 
  manages to overcome the Phobia on this occasion, 
  and can react as they wish.
   
  ⬣ If the roll is failed, the character will attempt to flee 
  or avoid the situation. If they are unable to flee, they 
  will begin to panic.
  Phobia Severity
  Resistance
  Threat
  Mild
  4
  -1
  Serious
  6
  -2
  Severe
  8
  -3
  Power
   
  ⚠ +1 Threat or more
  The Race or creature has access to a Spell-like effect as 
  an innate Power [p132]. The Power may actually be 
  mystical in nature, or it may be an ordinary effect that 
  happens to mimic the effect of a Spell.
   
  ⬣ A Power is worth +1 Threat for each Level of the 
  Spell it mimics.
   
  ⬣ Some Powers can be active constantly, or at least 
  when the character is awake.
   
  ⬣ Powers with instant effects that cannot be left on 
  require either Mana or Endurance to use.
   
  ⬣ Characters with a valid Mana Pool can spend 1 
  Mana to use a single-shot Power.
   
  ⬣ Characters without a valid Mana Pool must spend 1 
  Endurance for each Level of the Spell to use a single-
  shot Power.
   
  ⬣ Other Abilities may need to be substituted for 
  Magic and Mana to work out how effective a 
  Power is. Generally, replace Magic with Strength, 
  Willpower, a Movement Ability, or Wits; and Mana 
  with Toughness or Willpower.
  A Power can be based on any Spell, but are most often 
  from the Augment, Condition, Control, Harm, Hindrance, 
  Movement, Protection, and State categories.
  Racial Modifiers
   
  ⚠ -5 to +5 Threat
  Racial Modifiers [p7] are only used when creating 
  Racial templates [p224].
   
  ⬣ The Threat of a Racial Modifier is equal to its rating.
  Reaction
   
  ⚠ -2 to -4 Threat
  Some Races and creatures have an adverse reaction to 
  certain substances or items. This substance must be 
  specifically listed in the Reaction description. It may 
  be something like a particular metal, herb, music, or 
  sunlight.
   
  ⬣ Each Turn that a character is in contact with a 
  substance they have a Reaction to, they lose Health.
   
  ⬣ The character must be in physical contact with 
  most Reaction substances. In other cases, they must 
  be able to sense or experience the source of the 
  Reaction.
   
  ⬣ The amount of Health lost depends on the severity 
  of the Reaction (see the table below).
   
  ⬣ Points of Health lost to a Reaction cannot be 
  restored with the Regeneration Trait [p64]. 
  Medical, Mystical or Natural Healing can restore 
  these lost points.
  Reaction Severity
  Health Loss
  Threat
  Mild
  1
  -2
  Serious
  1d3
  -3
  Severe
  1d6
  -4
  traits
  
  64
  NUTS & BOLTS
  Regeneration
   
  ⚠ +2 to +10 Threat
  The character’s Health is restored rapidly when they 
  are wounded. If the character has Structure, this can be 
  Regenerated instead. 
   
  ⬣ Regeneration takes place automatically at the start 
  of the character’s turn. 
   
  ⬣ Only one Regeneration effect can occur each turn. 
   
  ⬣ The priority is decided by the lethality of the 
  wound; larger wounds are repaired first, and in the 
  following order: Bleed, Health (or Structure), Sever 
  (if limb available), Internal Bleed, Ability Loss.
  Lvl
  Effect
  Threat
  1
  Restore 1 Health (or Structure).
  +2
  2
  Reduce a Bleed or Internal Bleed by 
  1 point.
  +4
  3
  Reduce an Ability Loss by 1 point 
  (apart from those caused by a Sever).
  +6
  4
  Reattach 1 Severed body part 
  if pressed against the wound 
  (automatically restores Ability loss).
  +8
  5
  Continue Regenerating even when 
  Dead, allowing a return to life.
  +10
  A character with Regeneration 4 has a leg cut off, 
  resulting in 5 points of Health loss, Bleed 3, and 
  Mobility -3.
  Firstly, Regeneration reduces the Bleed by 1 each turn 
  until it stops.
  Next, Regeneration spends some time restoring the 
  Health lost from the initial wound and the subsequent 
  Bleeding. The character would have passed out for a few 
  turns, but quickly regains consciousness.
  Once their Health is all restored, the character can 
  hold their severed leg against the stump, allowing 
  Regeneration to fuse it back on. This automatically 
  restores the Mobility loss caused by the Sever.
  Size
   
  ⚠ Threat is equal to Size
  The physical Size [p51] of a Race or creature affects 
  Carry [p54] and Movement [p56] directly. 
  Larger characters also tend to have more Health 
  [p49]. Defending characters must modify their rolls 
  when fighting or hiding from an opponent of a different 
  Size (whether larger or smaller).
  Humans are Size 0. Most playable Races will not be 
  larger than Size 2 or smaller than Size -2, but any Size is 
  possible. Creatures may be of any Size.
  Undead
   
  ⚠ 0 Threat
  The creature is one of the living dead – not properly 
  dead, but not truly alive either. The motive force behind 
  their unnatural life will vary depending on the type of 
  Undead.
  Advantages
   
  ⬣ The Undead are not living creatures, and cannot die 
  from natural causes. They do not age.
   
  ⬣ They do not have Endurance [p55], and so do 
  not suffer from Exhaustion, Hunger, or Thirst.
   
  ⬣ They do not need to roll for Exposure [p116].
   
  ⬣ They Breathe Nothing [p60].
  Disadvantages
   
  ⬣ The Undead have the Darkness and Unholy 
  elemental attributes, and are subject to effects that 
  target such creatures.
   
  ⬣ Undead are automatically susceptible to Holy 
  attacks, and Spells that target Undead.
   
  ⬣ Many types of Undead are also Allergic [p59] 
  to sunlight, and experience a Reaction [p63] to 
  Holy Items (symbols and holy water), but this is not 
  a requirement.
  Structure
   
  ⬣ The Undead have Structure [p50] instead of 
  Health.
   
  ⬣ They cannot be repaired by Medical or Mystical 
  means that restore Health. They do not Heal 
  Naturally.
   
  ⬣ The Undead do not fall unconscious. They are 
  disabled when they reach 0 Structure.
  traits
  
  65
  CONFLICT
  Conflict happens whenever two or more characters are 
  competing against each other to get what they want 
  out of a situation. It can also be a situation where a 
  character is competing against the environment.
  Most often, conflict boils down to physical combat. 
  However, you can also use the conflict rules to resolve 
  sporting matches, obstacle races, or other friendly 
  competitions of physical prowess. These rules are 
  also used to overcome hazards in the environment 
  such as making your way through an unstable ruin, 
  free-running across a city, or plumbing the trap-laden 
  depths of an ancient tomb.
  overvieW
  Battle Maps [p66]
  Conflict usually takes place on a grid of two-metre 
  wide Hexes, which use icons and colours to represent a 
  variety of terrain.
  Turns [p68]
  Characters take turns acting in a series of three second 
  Turns, until the conflict is resolved.
  Actions [p69]
  Each Turn a character may perform two Actions, 
  which include things such as moving, picking up items, 
  attacking, healing, and even waiting until something 
  specific happens.
  Combat Situations [p79]
  This section covers conflict rules that aren’t Actions in 
  their own right.
  Critical Failures [p89]
  In high-pressure conflict situations, any roll of -3 or less 
  can result in unfortunate outcomes.
  
  66
  CONFLICT
  Battle maP
  Battle Scale
  Whenever it’s important to know where people are in 
  relation to each other, and where they can get to, we use 
  Hex Maps. Conflict at the character scale uses a grid of 
  Battle Hexes.
   
  ⬣ Battle Hexes are two metres across.
   
  ⬣ Characters spend their Movement [p56] on 
  Battle Maps in three-second Turns.
  Setting Up the Map
  You can set up a map when conflict is declared, 
  although it may not be necessary for simple conflicts. 
   
  ⬣ Beware of setting up a map only to have the conflict 
  defused by negotiation or evasion. In other words, 
  make sure that a conflict is actually going to occur 
  before taking the time to set up the map.
   
  ⬣ The map should be representative of the 
  environment in which the conflict occurs. It’s up to 
  the GM to translate their vision of the environment 
  onto the map, so everyone is clear on positions and 
  terrain features.
   
  ⬣ You can use a pre-made map, or start with a blank 
  Hex grid and either draw the terrain on it or use 
  props such as model scenery.
   
  ⬣ Characters and adversaries are best represented with 
  miniature figures. However, you can use any simple 
  tokens, so long as you can tell them apart and see 
  which way they are facing.  
   
  ⬣ Where characters start on the map depends largely 
  on the events that led up to the conflict. The 
  GM may negotiate with the players to start their 
  characters in particular places, or may define a 
  limited starting area.
  Battle Map Key
  Icon
  Vegetation Type
  Movement Mod
  Frozen
  0
  Sandy
  0
  Bare Dirt
  0
  Sealed, Paved
  0
  Sparse
  0
  Grass
  0
  Bushes, Long Grass
  +1
  Dense Foliage
  +2
  Shallow Water
  +1
  Deep Water
  Swimming
  Icon
  Topography Type
  Movement Mod
  Clear
  0
  Sand Dune, Snow Drift
  +1
  Rough Ground
  +1
  Broken Ground
  +2
  Swamp
  +2
  Treetrunk
  Climbing
  +1
  Contour (alt. in Hexes)
  +1 up, 0 down
  +1
  Cliff, Escarpment
  Climbing
  Icon
  Terrain Type
  Movement Mod
  Low Wall
  Acrobatics or 
  Climbing
  High Wall
  Climbing
  Door
  +1 to open or close
  Window
  Acrobatics or 
  Climbing
  Stairs
  +1 up, 0 down
  Movement Modifier
  Movement Modifiers add to the basic cost of 1 point of 
  Movement to walk into a Hex.
  Terrain that lists a Movement type such as Climbing or 
  Swimming can’t be entered with Walking Movement.
  
  67
  CONFLICT
  Battle maP
  Moving on the Battle Map
  Characters can move across a Battle Map with any 
  available type of Movement [p56]. All types of 
  Movement share the following rules:
   
  ⬣ Each Standard Action allows you to spend your 
  points of Movement on the Battle Map.
   
  ⬣ Spending both Actions on Movement is called 
  Sprinting. Half-Hexes will combine to provide 
  an extra Hex of Movement. You can only Sprint 
  continuously for as many Turns as you have 
  remaining points of Endurance [p55].
   
  ⬣ It always costs at least one point of Movement to 
  enter an adjacent Hex. The Movement Modifier for 
  difficult terrain adds to this basic cost.
   
  ⬣ You always pay the cost for the Hex you are moving 
  to, not the one you are moving from.
   
  ⬣ You can move through Hexes occupied by other 
  characters with their permission, but may not end 
  your Movement in an occupied Hex.
  Movement Example
  Sandy is standing on one side of this example map, and 
  wants to get to the other side, with 3 points of Walking 
  Movement. The examples below follow three possible 
  paths, each of which passes through six Hexes to reach 
  the destination.
  Path A
  This is the easiest route, as the ground is flat and open. 
  Each Hex only costs 1 point of Movement, so it costs 6 
  points in total to reach the other side. This would take 
  Sandy two Actions.
  Path B
  This route takes a bit longer, but it would be the best 
  way to walk if the bridge was out and Sandy didn’t 
  want to risk leaping the gap.
  Travelling down a slope doesn’t cost any extra. The 
  stream is shallow enough to wade through, costing 1 
  extra point. On the other side, the bushes also take 
  an extra point (this is the Hex behind the hill in the 
  foreground). Moving up the hill, rather than down, 
  costs an extra point as well.
  This route costs 9 points of Movement in total, and 
  would take Sandy three Actions.
  Path C
  This is the most difficult route.
  Travelling down a slope doesn’t cost any extra. Swamps 
  cost 2 additional points. Sandy can still wade through 
  the stream for an extra point. On the other side, the 
  bushes require one extra point, plus another extra point 
  for ascending the hill. The next Hex only costs an extra 
  point for the bushes.
  This route costs a total of 12 point of Movement, and 
  would take Sandy four Actions.
  
  68
  CONFLICT
  tUrns
  Initiative
  Initiative is the order in which characters act during a 
  Turn. 
   
  ⬣ At the start of a conflict, each character or group 
  makes a Wits roll. Place their names on a list in 
  order from highest to lowest.
   
  ⬣ If multiple characters or groups end up with the 
  same result, each simply rolls a die without adding 
  anything; higher rolls are placed higher on the list.
  Each Turn, start at the top of the Initiative list. As each 
  character or group acts, move down to the next entry. 
  When everyone has acted and you reach the bottom of 
  the list, go back to the top and start another Turn.
  If a character wants to act later in the Turn, or when 
  something specific happens, they can Wait [p78].
  Initiative Critical Failure
  Characters who get an Initiative roll of -3 or less should 
  roll a die on the following table. The result only applies 
  during the first Turn of the conflict.
  Roll Initiative Critical Failure
  1
  No Actions on the first Turn.
  2
  Only one Action on the first Turn.
  3
  No Avoid rolls on the first Turn.
  4
  No Limited Actions on the first Turn.
  5
  No Movement Actions on the first Turn.
  6
  No additional effect.
  Group Initiative
  To keep things simple, the GM can roll Initiative once for 
  each group of similar NPCs (all wolves, all guards). Pick 
  one individual as the leader, and roll their Initiative as 
  normal. The entire group will act on this Initiative.
  PCs can also choose to group their Initiative by picking a 
  leader. It’s also simpler if allied NPCs act at the same time 
  as the PC they are associated with.
  On a group’s turn, the group members can act in any order.
  Adding to the Initiative List
   
  ⬣ If someone joins a conflict in progress, add them to the 
  end of the Initiative List. They will act at the end of the 
  Turn in which they appear.
   
  ⬣ If multiple adversaries join in at the same time, each 
  new character or group makes a Wits roll against the 
  others to determine what order to add them to the 
  bottom of the list.
  Ambush
  An Ambush occurs when some characters are aware of the 
  impending conflict and others are not. This usually happens 
  because one group makes Stealth rolls which are not beaten 
  by the other group’s Wits rolls, or when a group is attacked 
  by characters thought to be their allies.
  Ambushes have the following effects.
   
  ⬣ Everyone rolls Initiative as normal.
   
  ⬣ For the first Turn, only characters who are aware of the 
  conflict may act. Any Ambushers with Initiative Critical 
  Failures apply the effects for this Turn.
   
  ⬣ If an unaware character failed their Wits roll by 5 or 
  more, they cannot make Avoid rolls during the first 
  Turn. They will have a Resistance against Attacks 
  [p72] equal to their base Avoid with no roll, plus 
  any situational Modifiers.
   
  ⬣ If an unaware character failed their Wits roll by 10 
  or more, they cannot make Toughness tolls during the 
  first Turn. They have a Resistance against Damage 
  [p72] equal to their base Toughness with no roll, 
  plus any Armour.
   
  ⬣ Once the first Turn is over, the Initiative order begins 
  again and all characters may act. Any Ambushed 
  characters with Initiative Critical Failures apply them 
  for this new Turn.
  
  69
  CONFLICT
  actions
  Action Summaries
  Movement Actions
  Type
  Ref
  Moving
  Standard
  [p70]
  Balance
  Free
  [p70]
  Leap
  Standard
  [p70]
  Escape
  Free
  [p71]
  Swap Positions
  Free
  [p71]
  Lie Prone
  Free
  [p71]
  Stand Up
  Standard
  [p71]
  Attack Actions
  Type
  Ref
  Attack
  Limited
  [p72]
  to Wound or Subdue
  Limited
  [p74]
  to Grapple
  Limited
  [p75]
   
  Grapple Follow-Up
  Standard
  [p75]
  to Push
  Limited
  [p76]
  Avoid
  (Resist)
  [p73]
  Parry
  (Resist)
  Block
  (Resist)
  Equipment Actions
  Type
  Ref
  Drop Item
  Free
  [p77]
  Pick Up or Rearrange Item
  Standard
  Use Item
  Limited
  Reload
  (Varies)
  Other Actions
  Type
  Ref
  Aim
  Limited
  [p78]
  Evade
  Limited
  First Aid
  Limited
  Set Weapon
  Standard
  Wait
  Limited
  Other
  (Varies)
  This section contains a full explanation of the 
  Actions that characters can perform during a conflict. 
  Characters receive two Actions each Turn when it is 
  their go.
  Free Actions
  These don’t use any Actions, but there may be a limit 
  to the number of times you can use a particular Free 
  Action in one Turn.
  Standard Actions
  These use one Action. You can perform one or two 
  Standard Actions each Turn.
  Limited Actions
  These use one Action, but you can only perform one 
  Limited Action of any sort each Turn.
  Double Actions
  These use both your Actions for the Turn.
  Extended Actions
  These take several Turns to complete, counting as a 
  Double Action each Turn until you give up or finish the 
  attempt.
  Other Actions
  The referenced summary table lists all the usual Actions 
  available to characters. However, this is not meant to be 
  an exhaustive and restrictive list.
  If a player wants their character to do something 
  that isn’t covered by an existing Action, they need to 
  negotiate with the GM to determine:
   
  ⬣ If the Action is possible at all;
   
  ⬣ What Ability they need to roll;
   
  ⬣ Whether the Resistance is static or an opposed roll;
   
  ⬣ What the Result will mean.
  In general, a single roll against a Resistance (static or 
  rolled) is enough to figure out if an Action succeeds or 
  fails, and if it does so exceptionally.
  If the Action is something like an Attack, it may warrant 
  a second roll to determine a Damage Result.
  
  70
  CONFLICT
  actions: movement
  Moving
   
   Standard Action (Movement)
  Characters can use any of their available forms of 
  Movement [p56]. Depending on the Movement 
  Category, this may be automatic or it may require a roll.
   
  ⬣ The Regular or Slow Movement Categories allow 
  characters to move automatically. Any Movement 
  Modifiers increase the Movement cost to enter a 
  Hex.
   
  ⬣ The Restricted Movement Category requires a roll 
  to allow any Movement at all, against a Resistance of 
  0, and with a Penalty equal to twice any Movement 
  Modifiers.
   
  ⬣ The No Movement Category means the character 
  can’t use that form of Movement at all.
  Movement Ability Descriptions can be found in the 
  following locations:
  Movement Ability
  Description
  Move
  [p41]
  Climb
  [p34]
  Swim
  [p47]
  Fly
  [p36]
  Burrow
  [p33]
  Ride
  [p43]
  Balance
   
   Free Action (Movement): Once per Turn
  To walk along a narrow surface, make an Acrobatics roll 
  against a Resistance of 0. This roll is part of a Walking 
  Movement Action, and counts for all narrow surfaces 
  crossed during the Turn.
  Modifiers depend on the narrowness of the surface, and 
  other conditions. A Failure results in a fall, which will 
  probably cause you to suffer an Impact [p84].
  Balancing Conditions
  Modifiers
  30cm wide
  0
  10cm wide
  -2
  5cm wide
  -4
  1cm wide
  -6
  Less than 1cm wide
  -8
  Wobbly surface
  -2
  Slippery surface
  -2
  Breezy (Wind 4 or 5 [p107])
  -1
  Windy (Wind 6 or 7)
  -2
  Strong Winds (Wind 8 or more)
  -3
  Bare feet or socks
  +1
  Using a balancing pole
  +2
  Characters are less likely to fall if they Climb [p34], 
  but doing so is slower.
  Leap
   
   Standard Action (Movement)
  Leaping allows you to ignore the Movement Modifiers 
  for Hexes you jump over or into.
   
  ⬣ Make an Acrobatics roll against a Resistance of 6.
   
  ⬣ Add a +2 Bonus if you spent the previous Action 
  moving to give yourself a run-up.
   
  ⬣ If you succeed, you can Leap across as many Hexes 
  as your standard Walking Movement, and up as 
  many Hexes as your standard Climbing Movement.
   
  ⬣ Each negative Success reduces the horizontal and 
  vertical distance travelled by 1 Hex. Horizontal 
  distance can only be reduced to 1, but vertical 
  distance can be reduced to 0.
   
  ⬣ If you fall short of your intended destination, you 
  may land somewhere you don’t want to, or fall and 
  suffer an Impact [p84].
  A Leap counts as part of Walking or Swimming Movement 
  for purposes of Composite Movement [p79].
  
  71
  CONFLICT
  actions: movement
  Escape
   
   Free Action (Movement): Once per Turn
  If you are adjacent to an opponent who is Facing you 
  [p80], then you may need to make a roll to safely 
  extract yourself from Close Combat.
   
  ⬣ You can’t make an Escape roll if you are being Held. 
  You need to Wrestle free first [p75].
   
  ⬣ You don’t need to roll if all your facing opponents 
  agree not to oppose your movement.
   
  ⬣ You may attempt an Escape by rolling any 
  appropriate Movement Ability. Opponents without 
  the same Movement capability can’t oppose your 
  Escape.
  If you try to Escape with Move, then only opponents 
  with Walking Movement can try to stop you. If you use 
  Fly, only characters who can fly are capable of opposing 
  you.
   
  ⬣ Any opponents who are capable of opposing your 
  Escape may make a roll with the same Ability.
   
  ⬣ If your roll succeeds against all your opponents, 
  then you may move away freely. Any opponents who 
  were facing you may rotate to track you.
   
  ⬣ If you don’t beat all of your opponents’ rolls, then 
  you can safely move around anyone whose roll you 
  didn’t beat, but you can’t safely move further away 
  from them.
   
  ⬣ If you fail the roll but still decide to move away, all 
  facing opponents have the option to immediately 
  perform an Attack on you as a Free Action, at +2. 
  Once these are resolved, you are free to move as you 
  wish if you are still able.
  Swap Positions
   
   Free Action (Movement): Once per Turn
  If you want to end your Movement in a Hex occupied 
  by a friendly or unconscious character, you must Swap 
  Positions with them.
   
  ⬣ You must pay the normal Movement cost to enter 
  the occupied Hex.
   
  ⬣ In addition, you must pay the Movement cost 
  required for the other character to move into the 
  Hex you just left. This costs an extra point if the 
  character is unconscious.
   
  ⬣ A character can only participate in a Swap once per 
  Turn. You can’t Swap Positions if either character 
  objects to it.
  Lie Prone
   
   Free Action (Movement)
  The character drops to the ground and becomes Prone 
  [p80]. Place the character’s figure on its side, face-
  up.
  Stand Up
   
   Standard Action (Movement)
  The character gets to their feet after lying down or 
  being knocked Prone. All of the effects of being Prone 
  are removed. Stand the character’s figure upright.
  Mounted Combat
   
   Free Action (Movement)
  This is a form of Ride Stunt [p43], giving you an 
  Action of your own while your Mount receives two. 
   
  ⬣ At the start of your turn, make a Ride roll against a 
  Resistance of 4.
   
  ⬣ If successful, your Mount receives two Actions for 
  the Turn, and you receive one.
   
  ⬣ If the roll fails, then both you and your mount 
  receive one Action each for the Turn.
   
  ⬣ On a Critical Failure, roll on the Riding Critical 
  Failure table [p90]. 
  This stunt allows you to perform manoeuvres where 
  your mount sprints while you perform an attack (or 
  other Action), or where your mount moves and attacks 
  while you perform an attack (or other Action) of your 
  own.
  
  72
  CONFLICT
  actions: attacks
  Attack
   
   Limited Action (Attack)
  The basic offensive Action is the Attack, but there are 
  different types depending on the character’s intent. All 
  Attacks follow the same basic procedure:
   
  ⬣ An Attack requires a Limited Action.
   
  ⬣ The attacking character makes an Attack roll.
   
  ⬣ If the Attack is not a Critical Failure, the Target 
  makes a Resisting Defence roll (Avoid or Parry).
   
  ⬣ If the Attack succeeds, the attacker makes a Damage 
  roll against a Resisting roll made by the Target.
   
  ⬣ If the Damage succeeds, then the Result is equal to 
  the Margin. The actual effect depends on the type of 
  Attack.
  Attack Types
  There are several forms of attack.
   
  ⬣ Attack to Wound: Results in Health loss [p49].
   
  ⬣ Attack to Subdue: Results in Stun [p86].
   
  ⬣ Attack to Grapple: Results in Hold [p84].
   
  ⬣ Attack to Push: Results in forced movement.
  Defence Types
  The defending character chooses how to Resist the 
  Attack.
   
  ⬣ Avoid: The defender tries to dodge out of the way. 
  This works against any attack you are aware of.
   
  ⬣ Parry: The defender tries to deflect the attack. This 
  works against attacks to your front arc that intend to 
  Wound or Subdue.
  Passive Defence
   
  ⬣ Characters who are Ambushed [p68] with a 
  Margin of 5 or more do not get a Defence roll. The 
  Resistance is simply equal to their Avoid, plus any 
  situational Modifiers.
   
  ⬣ Characters who are entirely immobile or helpless do 
  not even get to apply their Avoid. Their Resistance is 
  0, plus any Defence Modifiers [p73].
   
  ⬣ In addition, helpless characters or those who are 
  Ambushed with a Margin of 10 or more only use 
  their base Toughness and Armour when Resisting 
  Damage, without adding a dice roll.
  Attack Procedure
  Regardless of the type of attack, all Attack rolls are 
  made in the same way.
   
  ⬣ The Target must be within Range [p169] of 
  the weapon being used (1 Hex for Close Combat 
  weapons), and the attacker must be aware of their 
  presence. 
   
  ⬣ The attacking character rolls and adds the weapon’s 
  listed Attack. This is usually an Ability, and 
  sometimes includes a Modifier.
   
  ⬣ The Resistance depends on the Target’s choice of 
  Defence, and any situational Modifiers (see below). 
  By default, the Target makes an Avoid roll.
   
  ⬣ If the defender is not the same Size as the attacker, 
  they add a Modifier to their Defence equal to the 
  attacker’s Size minus their Size [p51].
   
  ⬣ If the Attack succeeds, the Target has been hit. Go 
  on to roll for Damage, depending on the type of 
  Attack.
  Critical Hit
  If the Attack succeeds by a Margin of 5 or more, it is a 
  Critical Hit. 
   
  ⬣ Add +2 to the Damage roll for every 5 points of 
  Margin (at 5, 10, 15 and so on).
  Optionally, you may use the detailed Critical Hit system 
  [p91] to check for a specific injury.
  
  73
  CONFLICT
  actions: attacks
  Defence Options
  Avoid
   
   Resisting Defence Roll against an Attack
  The defender Resists the Attack with an Avoid roll. 
   
  ⬣ Any type of Attack can be Avoided. 
   
  ⬣ If the defender is unaware of the Attack, they Resist 
  using their Avoid Ability with no die roll added.
   
  ⬣ Defence Modifiers may apply depending on the 
  situation (see below).
   
  ⬣ If the defender has taken an Evade Action [p78], 
  they gain a +2 Bonus.
  Parry
   
   Resisting Defence Roll against an Attack
  The defending character Resists the Attack with an 
  Attack roll using one of the weapons they are wielding.
   
  ⬣ A Parry can only be used against Attacks made with 
  Close Combat, Thrown, or Blown weapons. You 
  cannot Parry arrows, bullets, or beam weapons.
   
  ⬣ Parries only work against Attacks to Wound or 
  Subdue.
   
  ⬣ Parries rely on Facing [p80]. A Parry can only 
  be performed if the Attack is coming from the front 
  180o. You cannot Parry Attacks from the flanks or 
  behind.
   
  ⬣ The defender cannot Parry if unaware of the Attack.
   
  ⬣ Defence Modifiers may apply depending on the 
  situation (see below).
   
  ⬣ Parrying with the arms means the character is 
  automatically hit on the Arm, but they can add the 
  Successes from the Parry to their Toughness roll.
  Block
   
   Resisting Defence Roll against Damage
  If the defender fails an Avoid roll, they may opt to Block 
  the Damage from an Attack to Wound or Subdue, as 
  a last-ditch defence. This can only be performed with 
  Shields [p180] and other items with a Block Bonus.
   
  ⬣ Blocking can be performed against any type of 
  Attack to Wound or Subdue.
   
  ⬣ Blocking only works if you fail an Avoid roll. You 
  cannot choose to Block if you fail a Parry.
   
  ⬣ Blocking shares the same facing and awareness 
  restrictions as Parrying.
   
  ⬣ Add the Block Bonus to Toughness when Resisting 
  Damage.
  Defence Modifiers
  The following situational Modifiers apply to any 
  Resisting Avoid or Parry rolls made against an Attack.
  Size Differential [p51]
  If the defender is not the same Size as the attacker, they 
  add a Modifier to their Defence equal to the attacker’s 
  Size minus their Size.
  Long Range
  Ranged weapons [p169] can be used at up to twice 
  their listed Range, but the defender gains a +2 Defence 
  Bonus if they are further away than the weapon’s basic 
  Range Attribute.
  Weapon Length [p169]
  Ranged weapons may have difficulty Attacking an 
  adjacent Target.
   
  ⬣ Short weapons apply no Modifiers if the attacker is 
  adjacent to the defender.
   
  ⬣ Medium weapons grant a +2 Defence Bonus if the 
  attacker is adjacent to the defender.
   
  ⬣ Long weapons cannot be used to Attack an adjacent 
  defender.
  Cover
  If there is something between the attacker and the 
  defender, then the defender receives a Cover Bonus to 
  their Defence roll.
  Attacks from an adjacent Hex aren’t normally affected 
  by anything less than Total Cover.
  Cover
  Description
  Bonus
  None
  No obstacles.
  0
  Partial
  Less than 50% cover.
  +2
  Full
  More than 50% cover.
  +4
  Total
  Cannot see Target.
  No Attack
  Facing for Parrying and Blocking.
  
  74
  CONFLICT
  actions: attacks
  Damage Roll
  Roll and add the weapon’s listed Damage rating.
   
  ⬣ If you scored a Critical Hit, you may add +2 to the 
  Damage for every 5 points of Attack Margin.
  Health Loss from Wounding
  If you are Attacking to Wound, the defender Resists 
  with Toughness.
   
  ⬣ If the affected Location is Armoured, they add any 
  Protection Bonus against the weapon’s Damage 
  Type.
   
  ⬣ If the defender is not the same Size as the attacker, 
  and the weapon uses an Ability to Damage, they 
  subtract a Modifier from their Defence equal to the 
  attacker’s Size minus their Size.
   
  ⬣ If the weapon uses a set value for Damage, the 
  defender adds their Size.
   
  ⬣ If the Damage roll succeeds, the Target loses Health 
  equal to the Margin.
  Stun from Subduing
  If you are Attacking to Subdue, the defender may need 
  to Resist with Toughness, Wits, Willpower, Acrobatics, 
  or some other Ability that will be listed in the weapon 
  description.
   
  ⬣ If the affected Location is Armoured, they may also 
  add any Protection Bonus against the weapon’s non-
  Stun Damage Type.
   
  ⬣ If the defender is not the same Size as the attacker, 
  and the weapon uses an Ability to Damage, they add 
  a Modifier to their Defence equal to the attacker’s 
  Size minus their Size.
   
  ⬣ If the weapon uses a set value for Damage, the 
  defender adds their Size.
   
  ⬣ If the Damage roll succeeds, the Target gains Stun 
  equal to the Margin (or equal to Successes if the 
  weapon is not designed to Stun).
  Attack to Wound or Subdue
   
   Limited Action (Attack: Wound/Subdue)
  Any weapon with Damage Type C, P, B, or E can be 
  used to wound.
  Any weapon with Damage Type S can be used to 
  subdue. Some may list a lower-case Damage Type as 
  well; this is only used to determine if Armour applies.
  A weapon with Damage Type S only inflicts Stun 
  Damage, and no Armour applies.
  A weapon with Damage Type Sb only inflicts Stun 
  Damage, and the defender applies their Armour 
  Protection against Bludgeoning Damage.
  A weapon with Damage Type SP can be used to inflict 
  Stun Damage, or wound with Piercing Damage. In both 
  cases, the defender uses their Armour Protection against 
  Piercing Damage.
  Any weapon with Damage Type C, P, B, or E can also 
  be used to subdue, but they receive a -1 to Attack, and 
  only inflict Stun equal to the Successes on the Damage 
  roll rather than the Margin.
  Attack Roll
  Make an Attack against the Target’s Defence (Avoid or 
  Parry) as discussed above. On a successful Attack roll, 
  check for Hit Location, and roll Damage to determine 
  the loss of Health [p49] or points of Stun [p86]. 
  Wounding Attacks also cause loss of Structure 
  [p50] in exactly the same way as Health loss.
  Hit Location
  Unless the Attack was a Called Shot [p79], roll to 
  see which Location is affected.
  1
  2
  3
  4
  5
  6
  Head
  Chest
  Stomach
  Hips
  Arms
  Legs
  
  75
  CONFLICT
  actions: attacks
  Attack to Grapple
   
   Limited Action (Attack: Grappling)
  Weapons with Damage Type G can be used to grapple.
  Make an Attack against the Target’s Defence as 
  discussed above. On a successful Attack, roll Damage to 
  determine the Hold points.
  Hold Penalty [p84]
  Roll and add the weapon’s listed Damage rating.
   
  ⬣ If you scored a Critical Hit, you may add +2 to the 
  Damage for every 5 points of Attack Margin.
  The defender Resists with either Strength or Unarmed.
   
  ⬣ Slippery defenders increase their Resistance by +2.
   
  ⬣ If the defender is not the same Size as the attacker, 
  and the weapon uses an Ability to Damage, they 
  subtract a Modifier from their Defence equal to the 
  attacker’s Size minus their Size. Otherwise, add Size.
   
  ⬣ If the Damage roll succeeds, the Target receives 
  Hold equal to the Margin (to a maximum of 6).
  If actively maintaining a Hold with Basic Unarmed, 
  the attacker also suffers a Mobility and Manipulation 
  Penalty equal to half the Hold (to a maximum of -3).
  Wrestle
   
   Limited Action (Grappling)
  Characters either suffering or inflicting a Hold may 
  make a roll to attempt to improve their situation. This 
  roll is not modified by the existing Hold Penalty.
   
  ⬣ A character actively controlling a Grappling weapon 
  such as a whip or net makes a normal Damage roll.
   
  ⬣ A character who is being Held, or who is wrestling 
  using their Basic Unarmed, may choose to make 
  either a Strength or Unarmed roll.
   
  ⬣ If a character is entangled by something such as a 
  bolas or uncontrolled net, the Resistance is equal to 
  the original Damage roll.
  The Hold is improved or worsened by the Margin, 
  depending on whose roll succeeds.
   
  ⬣ An uncontrolled weapon cannot increase the Hold.
   
  ⬣ If the victim of a Hold completely negates the Hold, 
  they can break free.
   
  ⬣ If a Held character is engaged with their grappler 
  and gains enough Margin to make the Hold 
  negative, they can reverse the situation and become 
  the character inflicting the Hold on their opponent. 
  Grapple Follow-Up
   
   Standard Action (Grappling)
  You can perform a Follow-Up if you are maintaining 
  an active Hold on another character. You must decide 
  which type of Follow-Up to make before rolling (see 
  below).
   
  ⬣ The attacker rolls Damage if using a weapon, or 
  Strength or Unarmed if using Basic Unarmed.
   
  ⬣ The Held character makes a Resisting Strength or 
  Unarmed roll, applying the Hold Penalty and any 
  Size Differential.
   
  ⬣ The Result will have different effects depending on 
  the type of Follow-Up being performed.
  Throw
  The Held character is either slammed into the ground, 
  or propelled away.
   
  ⬣ The Held character can be moved 1 Hex, plus 1 Hex 
  for every 5 points of Margin.
   
  ⬣ The Held character suffers an Impact [p84] with 
  a Damage rating equal to the Follow-Up Margin, 
  plus Surface Modifiers.
   
  ⬣ If the Held character is still next to the attacker, 
  reduce the Hold by 1. Otherwise, remove it entirely.
  Drag
  Success indicates that the attacker can forcibly move 
  the Held character. 
   
  ⬣ When the attacker moves, the Held character can be 
  dragged into the Hex they just left, costing 1 extra 
  Movement.
   
  ⬣ The Held character can be moved around the 
  attacker, costing 1 Movement more than it would 
  normally cost to enter that Hex.
   
  ⬣ After resolving the Drag, reduce the Hold by 1.
  Maim
  You must be using the optional Critical Hit 
  system [p91] to attempt a Maim. The attacker 
  attempts to cause a critical wound by applying leverage and 
  pressure to the Held character’s limbs or body. 
   
  ⬣ The Held character suffers a Bludgeoning Critical 
  [p94] equal to the Follow-Up Margin +3.
   
  ⬣ Roll a random Location unless the attacker declared a 
  Called Shot. Armour does not apply.
   
  ⬣ After resolving the Critical, reduce the Hold by 1.
  
  76
  CONFLICT
  actions: attacks
  Attack to Push
   
   Limited Action (Attack: Push)
  Characters can Push each other with basic Unarmed. 
  Some Bludgeoning weapons may be used to perform 
  a Push at the GM’s discretion (clubs, staves, hammers, 
  some polearms).
  Make an Attack against the Target’s Defence as 
  discussed above. On a successful Attack, roll Damage to 
  determine the distance pushed.
  Push Distance
  Roll and add the weapon’s listed Damage rating.
   
  ⬣ If you scored a Critical Hit, you may add +2 to the 
  Damage for every 5 points of Attack Margin.
  The defender Resists with their choice of Strength or 
  Acrobatics.
   
  ⬣ If the Damage roll succeeds the Target is pushed 
  back one Hex, plus one Hex for every 5 points of 
  Margin.
  
  77
  CONFLICT
  actions: eqUiPment
  Drop Item
   
   Free Action (Equipment)
  A character can freely drop anything they are holding 
  into the Hex they are standing in.
  Pick Up or Arrange Item
   
   Standard Action (Equipment) 
  A character can use a Standard Action to do one of the 
  following:
   
  ⬣ Pick up one item from up to one Hex away, if the 
  Hex is not occupied by an opponent.
   
  ⬣ Put an item (including a weapon) into their hand 
  from a container on their person.
   
  ⬣ Swap an item they are holding with any other item 
  on their person.
   
  ⬣ Pass an item they are holding to an adjacent 
  character, if that character agrees.
   
  ⬣ Take an item from anywhere on an adjacent 
  character, if that character agrees.
   
  ⬣ Press a button, flip a switch, or pull a lever up to 
  one Hex away, if the Hex is not occupied by an 
  opponent. 
  A single item can only be Picked Up or Arranged once 
  per Turn.
  Use Item
   
   Limited Action (Equipment)
  This Action can be used to operate, apply, or consume 
  an item that the character is holding. The function 
  depends on the item.
   
  ⬣ The character can consume potions, pills, drinks, or 
  small items of food.
   
  ⬣ The character can operate items such as a calculator, 
  medical scanner, or mobile phone.
   
  ⬣ The character can apply bandages, repair patches, 
  aerosol sprays, or tubes of paste.
  Reload
  Different weapons need different amounts of time to 
  reload once all their Shots or Charges have been used. 
   
   Free Action (Equipment)
   
  ⬣ Bows.
   
  ⬣ Slings.
   
   Standard Action (Equipment)
   
  ⬣ Modern Firearms (pistol, rifle, shotgun).
   
  ⬣ Most Heavy Weapons.
   
  ⬣ Most Energy Weapons.
   
  ⬣ Hand Crossbows.
   
   Limited Action (Equipment)
   
  ⬣ Archaic Firearms (flintlock, wheel-lock, matchlock).
   
  ⬣ Crossbows (other than Hand Crossbows).
  
  78
  CONFLICT
  actions: other
  Aim
   
   Limited Action (Other)
  The character lines up a Target and concentrates on 
  making a good shot.
   
  ⬣ You can Aim at any Target you can see, using any 
  Ranged, Thrown, or Blown weapon.
   
  ⬣ You can maintain an Aim over more than one Turn 
  without actually making an Attack, but the Aim will 
  be spoiled if you use any Actions other than Aiming 
  or Attacking with the Aimed weapon, or if your 
  intended target moves out of Range or out of sight.
   
  ⬣ Once an Aim is established, on future Turns you can 
  choose to Wait [p78] so you can instantly attack 
  under particular conditions.
   
  ⬣ If you are still Aiming when you Attack with the 
  Aimed Weapon, you receive a +2 Bonus to the 
  Attack roll.
   
  ⬣ If you are using a weapon’s Auto [p166] rating, 
  the Aim Bonus only applies to the first shot.
  Evade
   
   Limited Action (Defence)
  The defender focusses all their efforts on dodging.
   
  ⬣ The character gains +2 to Avoid rolls until the start 
  of their next Turn. 
  First Aid
   
   Limited Action (Other) 
  Medical [p40] can be used to perform First Aid on 
  yourself or an adjacent character (if they don’t object). 
  A character can only receive one First Aid attempt per 
  day.
   
  ⬣ Make a Medical roll with a Resistance of 0.
   
  ⬣ Restore 1 Health per Success (or lose a point of 
  Health for each negative Success at a Margin of -3 or 
  lower).
   
  ⬣ Medical kits [p161] or facilities may provide 
  Bonuses.
  If a character uses any Actions the Turn after receiving 
  First Aid, they immediately lose any Health that was 
  restored by the First Aid roll. They may still make Avoid 
  rolls and use Free Actions.
  Set Weapon
   
   Standard Action (Other)
  Some weapons are difficult to handle due to their size 
  and weight. Setting a weapon involves propping it on 
  the ground, a wall, a bipod or tripod, or a vehicle.
  Typical weapons that can be Set include large firearms, 
  heavy weapons, larger shields, and polearms.
   
  ⬣ Once a weapon is Set, you can ignore its 
  Encumbrance [p54]. 
   
  ⬣ Setting a weapon may reduce its arc of fire to 180o, 
  120o, or even 60o, depending on the setup.
   
  ⬣ A Set Medium or Large Shield [p180] allows a 
  Block [p73] against Ranged Attacks in a limited 
  arc.
   
  ⬣ A Set weapon with Reach 2 or more [p170] 
  can only be used to Attack characters who enter 
  a specific Hex. This is best combined with a 
  Wait [p78].
   
  ⬣ Once a weapon is Set, it takes a Standard Action to 
  pick it up again.
  Wait
   
   Limited Action (Other) 
  If a character wants to hold off on acting until 
  something specific happens, they can Wait.
   
  ⬣ When it’s your turn, you can spend a Limited Action 
  to Wait until your following turn. Your current turn 
  ends immediately.
   
  ⬣ You must specify the conditions that you are 
  Waiting for, and what you plan to do.
   
  ⬣ If the specified conditions occur before your next 
  turn, you may interrupt whatever is about to happen 
  and resolve your Waiting Action first.
   
  ⬣ You can use a Waiting Action to perform any 
  Standard or Limited Action, except for Movement 
  Actions.
   
  ⬣ Once your Waiting Action is resolved, the 
  interrupted Action or event will either be prevented 
  or will continue.
  Other
   
   Varies 
  Other Actions are described throughout the rules. The 
  descriptions will explain what sort of Action to use, and 
  how to resolve the outcome.
  
  79
  CONFLICT
  comBat sitUations
  These rules cover things that are not Actions 
  themselves, but which modify how things work 
  during a fight.
  Called Shot
  A Called Shot is an attempt to hit a specific part of 
  your opponent. This is normally used to aim for more 
  vulnerable Hit Locations.
   
  ⬣ You must declare a Called Shot before making an 
  Attack roll [p72].
   
  ⬣ The defender receives a Defence Modifier [p73] 
  depending on the targeted Location (see below).
   
  ⬣ If the Attack is successful, then it automatically hits 
  the nominated Location.
  Location
  Def. Mod Notes
  Torso
  +1
  Roll for exact location:
  1-2: Chest
  3-4: Stomach
  5-6: Hips
  Chest, Stomach, 
  Groin, Arms, or 
  Legs
  +2
  Roll for exact limb:
  1-3: Left
  4-6: Right
  Head, 
  Specific Arm,
  Specific Leg
  +3
  Composite Movement
  Sometimes you might want to use two different forms 
  of Movement  in the one Action, such as Walking into 
  the water and then Swimming, or Walking and then 
  Leaping.
   
  ⬣ Work out which of the Movement Rates involved in 
  the Composite Movement is the slowest.
   
  ⬣ The slowest Movement becomes the limit for overall 
  Movement during that Action.
   
  ⬣ Composite Movement is calculated separately for 
  each Action.
  Chris has 3 points of Walking Movement and 2 points 
  of Swimming Movement.
  She uses 1 point of Movement to Walk next to a deep 
  pool. She moves into the water and starts Swimming, 
  which costs an extra point.
  Since Chris is using one Action to both Walk and Swim, 
  she can’t move further than the slowest of those two – in 
  this case, Swimming. Because she has already spent 2 
  points of Movement, and her Swimming only allows 2 
  points, she cannot move any further this Action. She can 
  continue to Swim normally with any remaining Actions.
  The GM may decide to simplify matters by disallowing 
  Composite Movement.
  Displacement
  If two characters are forced to stop in the same Hex, 
  one of them must leave it immediately.
   
  ⬣ Both characters make Strength rolls. The larger 
  character adds any Size Differential.
   
  ⬣ The character with the lowest roll is moved into 
  a random adjacent Hex [p12], and placed 
  Prone [p80].
   
  ⬣ If both characters roll the same, then both are 
  moved at random and placed Prone.
  If the Displacement puts a character into another occupied 
  Hex, then these must resolve Displacement as well.
  
  80
  CONFLICT
  comBat sitUations
  Dual-Wielding
  Characters may use one item or weapon in each hand, 
  provided they meet the following requirements:
   
  ⬣ They must be able to lift each item with one hand.
   
  ⬣ Weapons cannot have the 2H Attribute [p166].
  This table lists the minimum Strength required to use 
  an item of a given Enc with one hand. If the character 
  is not strong enough, they need both hands to use the 
  item properly.
  Enc
  1
  2
  3
  4
  5
  6
  7
  +1
  Strength
  -5
  -3
  -1
  1
  3
  5
  7
  +2
  Wielding Two Weapons
  When using two weapons, one must be declared the 
  Primary Weapon, and the other is the Secondary 
  Weapon.
  The weapons can be used together to make one 
  combined Attack on a single Target. You can’t normally 
  perform a separate Attack with each.
   
  ⬣ The Target must be within Range [p169] of both 
  weapons.
   
  ⬣ The Attack and Damage are based on the normal 
  values for the Primary Weapon.
   
  ⬣ The Secondary Weapon will usually provide a 
  Damage Bonus. Some weapons provide an Ability 
  Bonus when used as a Secondary Weapon. A few 
  weapons have no effect as a Secondary Weapon.
  Damage Bonus
   
  ⬣ If the Secondary Weapon’s Damage is given as an 
  Ability plus a Modifier (Avoid +1, Strength+2), the 
  Modifier is added to the Damage of the Primary 
  Weapon (+1, +2).
   
  ⬣ If the Secondary Weapon has a set Damage not 
  based on an Ability (6, 1D6+2), then it adds half of 
  its listed Damage (rounding down) to the Damage 
  of the Primary Weapon (+3, +1D3+1).
  Secondary Weapon Bonus
  Some weapons grant an Ability Bonus when used as a 
  Secondary Weapon (+1 ‘Ability’ as Sec. Weapon).
   
  ⬣ The character gains the benefit of the listed Ability 
  Bonus when such a Secondary Weapon is used.
   
  ⬣ A Secondary Weapon Bonus may affect the 
  performance of the Primary Weapon, as well as the 
  character’s overall combat performance.
  Chris has a Longsword as her Primary Weapon, which 
  uses Melee to attack and Strength+2 for Damage.
  A Hand Axe attacks using Strength, and has a 
  Damage of Toughness+1. If this is used as a Secondary 
  Weapon, Chris will add its +1 Damage Modifier to the 
  Longsword’s Damage, resulting in a total Damage of 
  Strength+3.
  A Dagger has no Damage Modifier, but gives +1 Melee 
  as a Secondary Weapon. Since the Longsword uses 
  Melee to Attack, using a Dagger as her Secondary 
  Weapon will raise her Attack to Melee+1.
  A Whip has no Damage Modifier, but gives +1 Avoid as 
  a Secondary Weapon. Even though this won’t enhance 
  her Longsword’s Attack or Damage, using a Whip as 
  her Secondary Weapon will still give Chris a +1 Bonus 
  to Avoid being hit.
  Facing
  Knowing which way a character is Facing is important 
  for Parrying [p73], Blocking [p73], Escaping 
  [p71], and setting up an Ambush [p68].
   
  ⬣ Characters must be placed so it is apparent which 
  adjacent Hex they are directly Facing.
   
  ⬣ Changing your Facing does not cost any points 
  of Movement. When it’s your turn, you can freely 
  change your Facing.
   
  ⬣ You may only change your Facing outside of your 
  own turn when an adjacent character you are Facing 
  decides to move somewhere; you may rotate to 
  track them.
  Prone
  Characters who Lie Prone [p71], get knocked over, 
  or fall unconscious, are Prone until they use a Standard 
  Action to Stand Up [p71]. Lay their figure on its 
  side; face up means they are conscious, while face down 
  indicates they are unconscious or dead.
  While Prone, the following Modifiers apply:
   
  ⬣ The character receives a -2 to their Close Combat 
  Attack rolls [p72], and to Defence rolls 
  [p73] against Close Combat Attacks.
   
  ⬣ The character receives a +2 to Avoid rolls [p73] 
  against Ranged Attacks from more than 1 Hex away.
   
  ⬣ Apart from Avoid, all other Mobility Abilities 
  [p27] receive a -4 Modifier. This will reduce all 
  Movement rates by 2 Hexes per Action. 
  
  81
  CONFLICT
  comBat sitUations
  Throwing Weapons
  Just about anything can be thrown, but only weapons 
  with the Thrown Attribute [p171] are properly 
  balanced.
   
  ⬣ The Range of any Thrown item is equal to the 
  character’s Strength+5, minus the item’s Enc, with a 
  minimum of 1 Hex.
   
  ⬣ If throwing a Close Combat weapon, use its normal 
  Attack and Damage values. Other weapons such 
  as firearms, and non-weapon items, are treated as 
  Improvised Weapons [p179].
   
  ⬣ Weapons or items that don’t have the Thrown 
  Attribute subtract their Enc from the throwing 
  Attack roll.
   
  ⬣ If you roll a Critical Failure, use the Thrown Critical 
  Failure Table [p89], regardless of the weapon’s 
  original type.
  Underwater
  Apart from the Swimming Action, the basic rules 
  for conflicts assume that they will mostly be taking 
  place on or above the surface. Conflicts that occur 
  underwater apply the following changes.
  Environmental Effects
   
  ⬣ Characters who can’t Breathe Water [p60] will 
  need to Hold Their Breath [p84].
   
  ⬣ Swimming [p47] is the primary form of 
  Movement, although it may be possible to Climb or 
  Walk on or around the bottom.
   
  ⬣ Visibility [p88] is often poor underwater.
  Combat Effects
   
  ⬣ Reduce the Range [p169] of Piercing weapons by 
  1 for every 3 Hexes of Range. Halve the Range of all 
  other physical Ranged attacks.
   
  ⬣ Attack rolls suffer a -1 Penalty unless the character 
  has a Regular Swimming Movement Rate [p56].
   
  ⬣ Reduce the Damage of Cutting and Bludgeoning 
  weapons by 2, unless it is a bite or other form of 
  shearing or crushing attack. Piercing weapons do 
  full Damage.
  Energy Effects
   
  ⬣ Liquid-based Ranged Energy attacks (including 
  acid, ice, poison, water) use their normal Range.
   
  ⬣ Ranged Energy attacks based on electricity or 
  lightning have their Range reduced to 0. They will 
  go off with a minimum radius of 1 Hex, and affect all 
  Targets in the area.
   
  ⬣ All other Ranged Energy attacks have their Range 
  halved.
  
  82
  CONFLICT
  Conditions are negative effects that may befall 
  characters as the result of conflict or misadventure. 
  They are applied and removed in various ways.
  Acid
  Corrosive substances are measured with an Acid rating.
  Some weapons, attacks and Spells inflict a specified 
  Acid when they hit. Pools of acid and areas of corrosive 
  gas automatically inflict Acid on anyone who enters 
  them. Each new Acid result affects a new Location.
  Acid Damage
  Acid takes effect at the end of an affected character’s 
  turn. The effect depends on the affected Location.
   
  ⬣ If the Location is Armoured [p162], the Armour 
  loses 1 point of Protection against all forms of 
  Damage. If all types of Protection are reduced to 0, 
  the Location of Armour is destroyed and the Acid is 
  transferred to the surface underneath.
   
  ⬣ If the Location is clothed, the Acid destroys the 
  clothing and transfers to the surface underneath.
   
  ⬣ If the Location is bare (or is an object with 
  Toughness and Structure), the character suffers a 
  Damage roll using the Acid’s current rating. The 
  character resists with Toughness, and adds Size. 
  Acid only makes one Damage roll each Turn.
  Acid Duration
  After taking effect each turn, lower the Acid rating by 1. 
  When it’s reduced to 0, it wears off.
  More Acid
  Each new Acid result affects a random Location.
   
  ⬣ If Acid strikes a covered Location that is already 
  affected by Acid, the rating becomes equal to the 
  higher of the two Acid ratings plus 1.
   
  ⬣ If a character has Acid on multiple bare Locations, 
  they combine to form a single Acid rating equal to 
  the highest rating, plus 1 for each lower rating. 
  Removing Acid
   
  ⬣ Characters can use a Double Action to remove an 
  affected piece of clothing or Armour. 
   
  ⬣ Washing an affected Location with water reduces 
  the Acid by an extra point each Turn. 
   
  ⬣ Treating Acid with a base material reduces it by 2 
  points per Turn.
  Bleed
  Some serious injuries may cause a significant amount of 
  blood loss. 
   
  ⬣ At the end of a Bleeding character’s turn, they lose 
  points of Health equal to the total of all their current 
  Bleed ratings.
  Bleeding Again
  Each new Bleed must be recorded and treated 
  separately. The total Bleed ratings combine to cause a 
  single loss of Health at the end of each turn.
  Stopping a Bleed
  A Bleeding character or someone adjacent to them may 
  use a Limited Action to try and stop one Bleed.
   
  ⬣ Make a Medical roll against a Resistance of 0.
   
  ⬣ To stop a Bleed, you need Successes equal to the 
  Bleed rating.
   
  ⬣ There is no partial success. The Bleed is either 
  stopped completely, or continues at its existing 
  rating.
  Internal Bleed
  An Internal Bleed works similarly to a normal Bleed, 
  but is slower, harder to notice, and much harder to fix. 
   
  ⬣ The character loses points of Health equal to the 
  Internal Bleed rating every half hour, although the 
  points are lost one at a time at even intervals.
  Internal Bleed
  Lose 1 Health every...
  1
  30 minutes
  2
  15 minutes
  3
  10 minutes
  Treating an Internal Bleed works much the same as for 
  a Bleed above, with the following changes.
   
  ⬣ A character can only treat an Internal Bleed they 
  are aware of. This requires a Medical roll against a 
  Resistance of 4 to diagnose the problem, or waiting 
  until the victim experiences Health loss.
   
  ⬣ Each attempt takes 5 minutes.
   
  ⬣ The Medical roll to stop an Internal Bleed is against 
  a Resistance of 4, requiring Successes equal to the 
  Internal Bleed rating.
  conDitions
  
  83
  CONFLICT
  Burn
  Characters and other things that are set on fire need to 
  resist a Damage roll each Turn until the fire goes out or 
  is extinguished. The severity of the fire is represented 
  by a Burn rating.
  Some weapons, attacks and Spells inflict a specified 
  Burn when they hit. Areas of fire such as bonfires, 
  burning buildings, and pools of lava automatically 
  inflict a Burn on anyone who enters them.
  Burns on a character start on one affected Location, but 
  may spread.
  Burning Damage
  At the end of a Burning character’s turn, the fire makes 
  a Damage roll on them using the current Burn rating.
   
  ⬣ The character resists with Toughness, and adds Size.
   
  ⬣ Of the currently burning Locations, apply the worst 
  Armour Protection against Energy Damage.
  Burning Duration
  At the end of each Turn, use the same die rolled for 
  Burning Damage, but modify it depending on the 
  surface or conditions as shown below, to see if the fire 
  goes out or spreads.
  Roll
  Effect
  2 or less
  Reduce Burn by 1.
  Fire goes out at Burn 0.
  3-4
  Fire keeps current Burn rating.
  5 or more
  Fire spreads to another Hex or Location. 
  Increase Burn by 1.
   
  ⬣ -4: Metal, Stone, Chitin. Also, heavy rain.
   
  ⬣ -2: Skin, Scales, Bare Hide. Also, light rain.
   
  ⬣ 0: 
  Wood, Hair, Fur, Wool.
   
  ⬣ +1: Cloth, Cotton.
   
  ⬣ +2: Oil, Tinder, Polyester.
  Burnt Again
  If a Burning character is affected by another Burn, then 
  their Burn rating becomes equal to the higher of the 
  two Burns plus one.
  Subsequent Burns may also set fire to different 
  Locations on the character.
  Characters only suffer one Burn each Turn as a result of 
  moving into or through an area that is on fire. They are 
  affected by the highest Burn they are exposed to.
  Extinguishing a Burn
  Burns can be automatically extinguished by immersing 
  any affected Locations in water or some other non-
  flammable liquid, by using a fire extinguisher or fire 
  hose, or by removing the oxygen in the environment.
  Otherwise, Burning characters or those next to them 
  may use a Limited Action to try and put the fire out.
   
  ⬣ Make a Survival roll against a Resistance of 0.
   
  ⬣ Add +1 if using something to smother the fire. Add 
  +2 if using a litre or more of water.
   
  ⬣ Reduce the Burn by 1 point per Success (increasing 
  the Burn if Successes are negative).
   
  ⬣ The fire goes out if the Burn is reduced to 0 or less.
  conDitions
  
  84
  CONFLICT
  Confusion
  Some effects disorient and confuse characters. They 
  wander at random, and can’t tell friend from foe.
   
  ⬣ A Confused character spends their first Action on 
  Movement, using whatever type is appropriate. They 
  move each Hex at random [p12] until they run 
  out of Movement or run into something.
   
  ⬣ If the character runs into a character or object, they 
  will stop moving and use their second Action to 
  attempt an Attack to Wound [p74]. They will use 
  whatever they have equipped, or Basic Unarmed.
   
  ⬣ If they don’t run into anything, they won’t do 
  anything with their second Action.
  Recovering from Confusion
  Confusion effects usually specify a duration, after 
  which the character automatically recovers their senses. 
  In addition, characters stop being Confused if they gain 
  any Stun or lose any Health.
  Hold
  Characters who are entangled or Grappled [p75] 
  are subject to points of Hold.
   
  ⬣ Hold acts as a Penalty to all Manipulation and 
  Mobility Abilities [p28].
   
  ⬣ Hold cannot be greater than 6. A character suffering 
  6 points of Hold has been incapacitated. While they 
  have 6 Hold, they cannot move or escape.
   
  ⬣ Hold does not penalise rolls made while Wrestling 
  [p75], but it’s impossible to Wrestle with a Hold 
  of 6.
   
  ⬣ If a character is actively Holding someone 
  using their Basic Unarmed, then they suffer a 
  Manipulation and Mobility Penalty equal to half 
  their target’s Hold rating (with a maximum of -3).
  Holding Your Breath
  Most characters need to breathe air, but in some 
  situations they may not want to breathe harmful gases, 
  or they may be in a liquid or vacuum where there is no 
  air at all.
   
  ⬣ Characters can hold their breath for twice as many 
  Turns as their current points of Endurance.
   
  ⬣ If the character was not expecting to have to hold 
  their breath, this duration is reduced by 1D6 Turns.
   
  ⬣ After this duration, they can no longer voluntarily 
  hold their breath. They must start to breathe again, 
  suffering the effects of any harmful atmosphere.
  Asphyxiation
  If a character runs out of breath and is physically unable 
  to breathe (in a liquid, an atmosphere without oxygen, 
  a vacuum, being strangled) they will start to asphyxiate.
   
  ⬣ Asphyxiation works like Exhaustion [p55]. Treat 
  it as though the character’s Endurance was 0, and 
  gets one point worse each Turn.
   
  ⬣ Note that their actual Endurance is not affected.
  Strangulation
  Some attacks may cut off the flow of air and blood 
  through the neck.
   
  ⬣ Strangulation usually counts as an unexpected loss 
  of breath, and may cause Asphyxiation.
   
  ⬣ In addition, the character loses 1 Health each Turn 
  due to constricted blood flow to the brain.
   
  ⬣ Rigid neck protection may prevent Strangulation.
  Vacuum Survival
  Due to pressure differentials, if you hold your breath in 
  a vacuum you will cause serious damage to your lungs 
  (automatically losing 1D6+3 Health each Turn). 
   
  ⬣ Allowing the air out of your lungs in a vacuum 
  means you will start to asphyxiate at 0 Endurance, as 
  described above.
   
  ⬣ Exposure to vacuum causes a character to 
  automatically gain 1D6 points of Stun at the end of 
  each Turn. 
  conDitions
  
  85
  CONFLICT
  Impact
  An Impact may be caused by falling or jumping from a 
  height, from colliding with or being thrown against an 
  object, or by being in a vehicle that crashes. Impacts are 
  resolved instantaneously as a Damage roll that causes 
  Health loss.
   
  ⬣ Falling Damage is equal to 1 plus the number of 
  Hexes fallen, to a maximum rating of 20.
   
  ⬣ Collision Damage is 1 point for every 4 Hexes per 
  Turn (or 10 km/h) of speed at impact. A head-on 
  collision uses the fastest vehicle’s speed. A chasing 
  collision uses the difference between the speed of 
  the two vehicles.
   
  ⬣ If the character was thrown, the Damage rating is 
  equal to the thrower’s Strength.
   
  ⬣ Modify the Damage rating depending on the surface 
  that is hit (see the following table).
   
  ⬣ Subtract 2 if the character deliberately jumped, 
  collided, or crashed.
   
  ⬣ If the character is successfully caught (see below), 
  subtract an additional 2 from the Damage rating.
   
  ⬣ Roll and add the total rating to get the Damage 
  Effect.
  Surface
  Damage Modifier
  Soft, Water, Airbags
  -3
  Foliage, Haystack, Seatbelt
  -2
  Mud, Bushes, Person
  -1
  Bare Dirt, Wooden Planks
  0
  Hard, Rocky
  +1
  Short Spikes, Jagged
  +2
  Long Spikes
  +3
  Characters make a Resistance roll using either 
  Acrobatics or Toughness.
   
  ⬣ Size does not apply against an Impact.
   
  ⬣ The Impact affects a random Location [p53]. 
  The character adds the Bludgeoning Protection of 
  any Armour [p162] on that Location.
   
  ⬣ If the character loses Health, they also fall Prone 
  [p80].
   
  ⬣ If no Health is lost, the character lands or tumbles 
  safely and can continue their Turn unhindered.
  Character Collisions
  If someone is about to collide with your character, you have 
  two options – avoid them, or catch them. If you fail, or are 
  unaware they are falling on you, then you need to resist the 
  same base Impact Damage they did. If you catch them, you 
  get to reduce the Damage by 4.
  Avoiding
  To avoid them, make a Resisting Avoid roll. The Effect 
  depends on their intent. If you roll equal to or better than 
  the Effect, they miss you.
   
  ⬣ If they are trying to hit you, the Effect is equal to the 
  Acrobatics roll they made to resist the Impact.
   
  ⬣ If they are trying not to hit you, or rolled Toughness to 
  resist the Impact, the Effect is 0.
   
  ⬣ If you are of different Sizes, subtract their Size from 
  yours and add it to your Resistance. It’s easier to dodge 
  smaller characters.
  Catching
  To catch someone who is about to run into you, make 
  an Effect roll using Melee or Unarmed. The Resistance 
  depends on their intent. If you beat their Resistance you 
  catch them, otherwise they hit or miss you as they intended.
   
  ⬣ If they are trying to hit you, the Resistance is equal to 0 
  minus the Acrobatics roll they made to resist the Impact.
   
  ⬣ If they are trying not to hit you, or rolled Toughness to 
  resist the Impact, the Resistance is 0.
   
  ⬣ If you are of different Sizes, subtract your Size from 
  theirs and add it to their Resistance. It’s easier to catch 
  smaller characters.
  If you successfully catch someone, you need to resist the 
  same base Impact Damage they did. However, the Damage 
  is reduced by 4 because you deliberately caught them. 
  conDitions
  
  86
  CONFLICT
  Poison
  Characters may be poisoned in a number of ways. The 
  strength is represented by a Poison rating.
   
  ⬣ As a Trait or Weapon, Poison has a base Threat equal 
  to the Poison rating.
   
  ⬣ Venomous creatures and poisoned weapons will 
  inflict Poison if they cause any Health loss.
   
  ⬣ Ingested Poisons take effect if swallowed.
   
  ⬣ Poison gas will inflict a Poison rating on anyone who 
  breathes it.
   
  ⬣ Poison Spells may automatically inflict Poison on 
  valid Targets, or may allow a Resistance roll.
  Poison Damage
  At the end of a Poisoned character’s Turn, the poison 
  makes a Damage roll on them using the current Poison 
  rating.
   
  ⬣ The character resists with Toughness, and adds Size.
   
  ⬣ If the character loses any Health, the Poison remains 
  in their system and they will suffer another Poison 
  roll next Turn.
   
  ⬣ If the character doesn’t lose any Health, the Poison 
  is completely removed from their system.
  Poisoned Again
  If a character suffers an additional Poison result while 
  already affected by a similar poison, then the Poison 
  becomes equal to the higher of the two ratings plus one.
  Poisons that operate differently each affect the 
  character separately.
  Curing Poison
  Only special items such as antidotes, and some Spell 
  effects, can remove Poison. Otherwise, the only way to 
  remove it is to successfully resist a Poison Damage roll.
  Advanced Poison
  The following modifications can be used to change the way 
  that Poison behaves.
  Advanced Poisons are also a useful way to model diseases.
  Alternative Poison Damage
   
  ⬣ Fortune: +0 Threat
   
  ⬣ Mana: +0 Threat
   
  ⬣ Endurance: -1 Threat
   
  ⬣ Vision Penalty: -2 Threat
   
  ⬣ Stun Damage: -2 Threat
  The Poison may cause Damage to Attributes other than 
  Health, or may cause an alternative Special Condition 
  instead of Attribute loss. This includes, but is not limited to, 
  the traits listed above.
  Slow Poison
   
  ⬣ +1 Threat for Minutes or Hours
   
  ⬣ +2 Threat for Days or Weeks
  Rather than making a Poison roll at the end of each Turn, 
  affected characters make a roll at the end of each time 
  period as specified in the Poison description.
  While afflicted with Slow Poison, the character cannot 
  naturally regain the Attribute (or reduce the Penalty) that 
  is affected by the Poison.
  Instant Poison
   
  ⬣ -2 Threat
  After one Poison roll, regardless of the result, the Poison is 
  removed from the character’s system.
  Persistent Poison
   
  ⬣ 2 to 3 rolls: +1 Threat
   
  ⬣ 4 to 6 rolls: +2 Threat
   
  ⬣ 7 to 12 rolls: +3 Threat
   
  ⬣ Permanent: +10 Threat
  Regardless of the result of Poison rolls, the Poison remains 
  in the character’s system until a specified number of Poison 
  rolls have been made.
  While afflicted with Persistent Poison, the character cannot 
  naturally regain the Attribute (or reduce the Penalty) that 
  is affected by the Poison.
  conDitions
  
  87
  CONFLICT
  Stun
  Stun is a debilitating and disorienting condition. 
  Characters may suffer from Stun if they are dazed, 
  knocked off balance, or affected by nausea or dizziness.
   
  ⬣ Points of Stun act as a Penalty to all Ability rolls 
  apart from Innate Physical Abilities, any Ability used 
  to cause or resist Damage, and Pool Abilities such as 
  Fortune and Mana.
   
  ⬣ Command is affected, but can’t be used against the 
  Commander’s subordinates if it becomes negative 
  due to Stun.
   
  ⬣ If a Stunned character is hit by another Stun effect, 
  the two Stun values are added together.
  Health Loss
  Characters also lose 1 Health for every 5 points of Stun 
  they receive at the one time.
  Falling Unconscious
  Characters with 6 or more points of Stun fall 
  temporarily unconscious. It is not possible to die from 
  Stun alone.
  Stun Recovery
  At the end of each of their Turns, a Stunned character 
  automatically reduces their Stun by 1, even if 
  unconscious.
  Persistent Stun
  Some Stun is caused as part of a long-term condition. In 
  this case the Stun does not wear off as normal, but remains 
  in effect until the character recovers.
  conDitions
  
  88
  CONFLICT
  Visibility
  Visibility can be hindered in many different ways, such 
  as darkness, blindness, or clouded air. The larger the 
  Modifier, the poorer the conditions.
   
  ⬣ Most Vision Modifiers are environmental (darkness, 
  clouded air), and will help conceal anyone or 
  anything within the affected area.
   
  ⬣ Some Vision Modifiers are attached to the observer 
  (impaired vision, blindness), and therefore always 
  apply to characters they are trying to observe.
   
  ⬣ Different Vision Modifiers will combine, but can 
  never total more than 6.
  A Vision Modifier of 6 represents a total lack of 
  visibility. Characters affected by these conditions 
  cannot even roll to notice something that could only 
  be detected by sight. If a Wits roll succeeds in these 
  conditions, it means that the observer has noticed 
  something with their other senses.
   
  ⬣ A character in an area affected by a Vision Modifier 
  receives a Bonus to their resisting Avoid, Stealth and 
  Subterfuge rolls equal to the Vision Modifier.
   
  ⬣ If a character is looking for something in an affected 
  area, the Resistance is increased by the Vision 
  Modifier.
  Darkness
  Lighting conditions that are darker than an overcast day 
  will provide a Vision Modifier.
  Icon
  Conditions
  Modifier
  Well Lit, Daylight, 
  Electric Lighting
  0
  Dim, Twilight, Firelight, 
  5 metres Underwater
  2
  Dark, Moonlight, Candlelight, 
  10 metres Underwater
  4
  Pitch Black, No Light, 
  20 metres Underwater
  6
  Light sources [p159] such as torches, lanterns and 
  candles may reduce the Modifier in an otherwise 
  darker area. The size and shape of the area, as well as 
  the brightness, depends on the light source.
  Obscuration
  Vision is Obscured by mist, fog, smoke, and other 
  things that cloud the air or water.
  Obscuration Modifiers increase with distance. Start 
  to apply the Modifier when you first reach the listed 
  distance from the observer.
  Conditions
  Modifier
  Misty, Heavy Smoke, 
  Underwater
  1 every 6 Hexes
  Foggy, Thick Smoke, 
  Clouded Water
  1 every 3 Hexes
  Thick Fog, Pea-Souper, 
  Murky Water
  1 every Hex
  Blindness
  Some attacks, poisons or Spells may impair a character’s 
  vision. The severity and duration depend entirely on 
  the cause of the Blindness. These Vision Modifiers 
  apply to all resisting Avoid, Stealth and Subterfuge rolls 
  made against the impaired observer.
   
  ⬣ Impaired vision can be anything from a 1 to a 6 
  point Modifier, with 6 representing total Blindness.
   
  ⬣ Losing 100% vision in one eye usually gives 
  Blindness 2.
  conDitions
  
  89
  CONFLICT
  critical FailUres
  An acting Ability roll of -3 or less is a Critical Failure. 
  The attempt automatically fails. For Attacks, and in 
  some other situations, the character must roll on the 
  appropriate Critical Failure table.
  Roll Bow Critical Failure
  1
  Lose or break the arrow.
  2
  Bow unstrings. Double Action to re-string.
  3
  Shoot in a random forward direction, and 
  Attack the first Target in its path.
  4
  Make a new Attack against a random Target 
  that is closest to your intended Target.
  5
  Roll Strength; if greater than weapon’s Enc, it 
  breaks.
  6
  No additional effect.
  Roll Firearm Critical Failure
  1
  Dud round. Standard Action to clear or load a 
  new round (except for revolvers).
  2
  Gun jams. Standard Action to clear.
  3
  Shoot in a random forward direction, and 
  Attack the first Target in its path.
  4
  Make a new Attack against a random Target 
  that is closest to your intended Target.
  5
  Mechanism breaks. Fix with Weaponsmith vs 4 
  (Double Action).
  6
  No additional effect.
  Roll Ranged Energy Critical Failure
  1
  Damage all Targets in a 1 Hex radius.
  2
  Lose all remaining Charges.
  3
  Shoot in a random forward direction, and 
  Attack the first Target in its path.
  4
  Knocked back 1 Hex, fall Prone.
  5
  Suddenly stops working. Fix with Tech vs 4 
  (Double Action).
  6
  No additional effect.
  Roll Heavy Weapon Critical Failure
  1
  Hang Fire. Roll Damage against yourself, 
  destroys the weapon.
  2
  Weapon jams. Standard Action to clear.
  3
  Fire in a random forward direction, and Attack 
  the first Target in its path.
  4
  Drop the weapon in a random adjacent Hex.
  5
  Round targets user’s Hex.
  6
  No additional effect.
  Roll Unarmed or Natural Critical Failure
  1
  Roll Damage against yourself.
  2
  Your Target can Attack you as a Free Action.
  3
  No Movement Actions next Turn.
  4
  One less Action next Turn.
  5
  No Actions next Turn.
  6
  No additional effect.
  Roll Close Combat Critical Failure
  1
  Roll Damage against yourself.
  2
  Your Target can Attack you as a Free Action.
  3
  Throw weapon in a random direction, and 
  Attack the first Target in its path.
  4
  Roll Strength; if greater than weapon’s Enc, it 
  breaks.
  5
  No Actions next Turn.
  6
  No additional effect.
  Roll Thrown Critical Failure
  1
  Roll Damage against yourself.
  2
  Drop the weapon in a random adjacent Hex.
  3
  Throw weapon in a random direction, and 
  Attack the first Target in its path.
  4
  Roll Strength; if greater than weapon’s Enc, it 
  breaks.
  5
  -1 Manipulation. Wears off in 1 day or with 
  Medical roll vs 4 (Limited Action).
  6
  No additional effect.
  Roll Blown Critical Failure
  1
  Roll Damage against yourself.
  2
  Missile becomes lodged in tube or fails to leave 
  mouth. Standard Action to clear.
  3
  Blow missile in a random forward direction, 
  and Attack the first Target in its path.
  4
  Spit missile in a random adjacent Hex.
  5
  Inhale or swallow missile. Lose 1D3 Health.
  6
  No additional effect.
  When a weapon goes astray in a random direction, an 
  instruction to “Attack the first Target in its path” requires a 
  new Attack roll, if a valid Target exists.
  
  90
  CONFLICT
  critical FailUres
  Roll Strength Feat Critical Failure
  1
  Drop object on self or hit it too hard. Roll 
  Damage against yourself based on its Enc-1 or 
  your Strength.
  2
  Strain. Lose 1D3 Health.
  3
  Pin or jam a random limb, if possible, until the 
  object is lifted off or you are extracted.
  4
  Sprain. -2 Mobility (recover 1 point per day).
  5
  Sprain. -2 Manipulation (recover 1 point per 
  day).
  6
  No additional effect.
  Roll Swimming Critical Failure
  1
  Inhale water. Lose 1D6 Health.
  2
  Lose 1D6 Turns of air.
  3
  Submerge and begin to Asphyxiate.
  4
  Cramp. Mobility -2. Fix with Medical vs 4 
  (Limited Action).
  5
  Panic for 1D6 Turns. Lose 2 points of air per 
  Turn. Increase the Resistance of any rescue 
  attempts by 2.
  6
  No additional effect.
  Roll Riding Critical Failure
  1
  Mount falls on rider. Damage rider based on 
  mount’s Strength.
  2
  Mount loses 1 Health.
  3
  Thrown 1D3 hexes in a random direction. 
  Check for Impact Damage.
  4
  Off balance. Mobility -2 next Turn.
  5
  Mount hates you. -4 Ride until you make 
  Animals vs 8 (once per day).
  6
  No additional effect.
  Roll Initiative Critical Failure
  1
  No Actions on the first Turn.
  2
  Only one Action on the first Turn.
  3
  No Avoid rolls on the first Turn.
  4
  No Limited Actions on the first Turn.
  5
  No Movement Actions on the first Turn.
  6
  No additional effect.
  Roll Mines & Explosives Critical Failure
  1
  Goes off while being set.
  2
  Oriented incorrectly. GM may maliciously 
  redirect the device.
  3
  Will not trigger.
  4
  Timer malfunction. Roll:
  1: Never goes off.
  2-3 Double the time.
  4-5: Halve the time.
  6: 1D6 Turns.
  OR roll a die each Turn, and it goes off on a 6.
  5
  Easily spotted (automatic) or defused 
  (Demolitions vs 0).
  6
  No additional effect.
  Roll Spell Critical Failure
  1
  Lose 1 additional Mana (or 1 Health if no 
  Mana left).
  2
  Mana spark. Closest character (or all equally 
  closest) automatically lose 1 Health.
  3
  Spell resolves normally based on a random 
  nearby Target.
  4
  Instant Spells fail. Spells with a longer duration 
  only last one Turn.
  5
  Reverse effects (Damage/Healing, Bonus/
  Penalty). GM may use their discretion to 
  decide how the effects are reversed.
  6
  No additional effect.
  
  91
  CRITICAL HITS
  caUsing critical hits
  This optional system introduces expanded Critical 
  Hit effects. It won’t be a good fit for every game, but it 
  can add a level of risk and variety to combat in grittier 
  games, or games where the stakes are always high.
  A Critical Hit is any Attack that hits with a Margin of 5 
  or more. In the basic system, every 5 points of Margin 
  adds +2 to the Damage roll. In this expanded system, 
  replace that Bonus with the following procedure:
   
  ⬣ On a Critical Hit, work out the Damage as normal.
   
  ⬣ Roll one die (not open-ended) and add the Damage 
  Margin, regardless of whether it’s positive or 
  negative.
   
  ⬣ Add +1 for every additional 5 points of Attack 
  Margin (at 10, 15, 20...).
  This is called a Critical at +1, +2, +3, and so on.
   
  ⬣ Look up the final value on the following tables 
  depending on the Damage Type caused by the 
  Attack and the affected Hit Location (if relevant).
  Cutting [p92]
  Piercing [p93]
  Bludgeoning [p94]
  Energy [p95]
  Grappling [p95]
  Push & Stun-Only [p96]
   
  ⬣ Apply the listed Critical Hit Effects [p97].
  Using Fortune
  You can’t use Fortune to re-roll a Hit Location or 
  Critical Hit roll, as they are not Ability rolls. 
   
  ⬣ You can re-roll Attack or Avoid, but only before 
  rolling for Damage. 
   
  ⬣ You can re-roll Damage and whatever Resists it at 
  any stage, even after rolling for the Critical Hit.
  Impact Criticals
  If a character falls or collides with something as the result of 
  an Ability roll that fails by 5 points or more, count this as if 
  an Attack hit by the same Margin. Impacts generally cause 
  Bludgeoning Criticals.
  Automatic Weapons
  Weapons with an Auto rating [p166] may hit with more 
  than one projectile. Depending on the Attack Margin, one 
  or more of these hits may be Critical.
   
  ⬣ The first projectile uses the total Attack Margin to figure 
  out if it is a Critical Hit, and its severity.
   
  ⬣ For each additional projectile, subtract two points from 
  the Margin and see if that still gives a Critical Hit.
   
  ⬣ Keep reducing the Margin and checking for a Critical 
  Hit until you run out of projectiles or the Margin drops 
  below 5.
  Using the quick reference table below, count across from the 
  left until you run out of projectiles or hits to resolve.
  Margin Crit. +2
  Crit. +1
  Critical
  Normal
  1 or 2
  –
  –
  –
  1
  3 or 4
  –
  –
  –
  2
  5 or 6
  –
  –
  1
  2
  7 or 8
  –
  –
  2
  2
  9
  –
  –
  3
  2
  10
  –
  1
  2
  2
  11
  –
  1
  3
  2
  12
  –
  2
  2
  2
  13
  –
  2
  3
  2
  14
  –
  3
  2
  2
  15
  1
  2
  3
  2
  16
  1
  3
  2
  2
  17
  2
  2
  3
  2
  18
  2
  3
  2
  2
  19
  3
  2
  3
  2
  
  92
  CRITICAL HITS
  Cutting Criticals
  Result Head
  Chest
  Stomach
  Hips
  3
  Stun +1.
  –
  –
  Stun +1.
  4
  Stun +1.
  Stun +1.
  Stun +1.
  Bleed 1.
  5
  Cut cheek.
  Bleed 1.
  Bleed 1.
  Stun +2.
  Bleed 1.
  6
  Cut across forehead.
  Bleed 1.
  Blindness -2 while 
  Bleeding.
  Bleed 1.
  Bleed 2.
  Stun +1.
  7
  Scalp cut.
  Bleed 2.
  Bleed 2.
  Bleed 2.
  Stun +2.
  8
  Scarred.
  Bleed 2.
  Permanent Looks -1.
  Bleed 2.
  Bleed 2.
  Stun +1.
  Bleed 1.
  Stun +2.
  9
  Throat cut.
  Bleed 4.
  Bleed 3.
  Bleed 3.
  Bleed 2.
  10+
  Decapitated.
  Instant Death.
  Carved open.
  Bleed 5.
  Gutted.
  Instant Death.
  Femoral artery cut.
  Bleed 3.
  Result Arms
  Legs
  Wings
  Tail
  3
  –
  –
  –
  –
  4
  Stun +1.
  Bleed 1.
  Stun +1.
  Bleed 1.
  5
  Drop Item.
  Mobility -1.
  Mobility -1.
  Stun +1.
  6
  Cut wrist.
  Bleed 2.
  Bleed 1.
  Mobility -1.
  Bleed 1.
  Bleed 1.
  7
  Finger severed.
  Bleed 1.
  Drop Item.
  Sever:
  Manipulation -1.
  Stun +1.
  Mobility -2.
  Bleed 1.
  Mobility -1.
  Bleed 1.
  Mobility -1.
  8
  Bleed 1.
  Drop Item.
  Immobilised.
  No Walking next Turn.
  Webbing cut.
  Bleed 2.
  Mobility -2.
  Bleed 2.
  9
  Hand severed.
  Bleed 2.
  Stun +2.
  Drop Item.
  Sever: 
  Cannot use hand.
  Bleed 1. 
  Stun +1. 
  Mobility -2.
  Severed wing-tip.
  Bleed 2.
  Sever:
  Mobility -3.
  Muscles cut.
  Bleed 2.
  Mobility -2.
  10+
  Arm severed.
  Bleed 3.
  Stun +3.
  Drop Item.
  Sever: 
  Cannot use arm.
  Leg severed.
  Bleed 3.
  Stun +3.
  Sever: 
  Mobility -3.
  Wing severed.
  Bleed 3.
  Stun +3.
  Sever: 
  Cannot fly.
  Tail severed.
  Bleed 3.
  Stun +3.
  Sever: 
  Mobility -3.
  critical hit taBles
  
  93
  CRITICAL HITS
  Piercing Criticals
  Result Head
  Chest
  Stomach
  Hips
  3
  –
  –
  –
  Stun +1.
  4
  Bleed 1.
  Bleed 1.
  Stun +1.
  Stun +2.
  5
  Stun +2.
  Bleed 1.
  Bleed +1.
  Bleed 1.
  6
  Bleed 1.
  Perforated diaphragm.
  Endurance -2.
  Stun +2.
  Bleed 1.
  Stun +1.
  7
  In the ear!
  Lose hearing one side.
  Bleed 1.
  Spine strike.
  Permanent Stun +1.
  Perforated stomach.
  Internal Bleed 2.
  Internal Bleed 1.
  8
  In the eye!
  Lose one eye.
  Blindness 2 (6 if both).
  Bleed 2.
  Internal Bleed 1.
  Bleed 2.
  Bleed 2.
  9
  Pierced neck artery.
  Bleed 3.
  Punctured Lung.
  Endurance -4.
  Internal Bleed 2.
  Spine Strike.
  Permanent Stun +1.
  Internal Bleed 2.
  10+
  Head pierced.
  Instant Death.
  Pierced heart.
  Instant Death.
  Through spine.
  Roll: 1-4 Paralysed;
  4-6 Instant Death.
  Internal Bleed 3.
  Result Arms
  Legs
  Wings
  Tail
  3
  –
  –
  –
  –
  4
  Stun +1.
  Mobility -1.
  Mobility -1.
  Mobility -1.
  5
  Drop Item.
  Bleed 1.
  Mobility -1.
  Bleed 1.
  Mobility -1.
  Bleed 1.
  Mobility -1.
  6
  Drop Item.
  Stun +1.
  Mobility -2.
  Mobility -2.
  Mobility -2.
  7
  Bleed 1.
  Stun +1.
  Immobilised.
  No Walking next Turn.
  Immobilised.
  No Flying next Turn.
  Mobility -2.
  Stun +2.
  8
  Straight through hand.
  Manipulation -3.
  Drop Item.
  Mobility -2.
  Stun +2.
  Mobility -2.
  Stun +2.
  Bleed 1.
  Stun +1.
  Mobility -2.
  9
  Radius and ulna 
  dislocated.
  Lose 1 Health each time 
  this arm is used.
  Bleed 1.
  Stun +1.
  Mobility -2.
  Pierced wing-finger.
  Bleed 1.
  Stun +1.
  Mobility -3.
  Nerve strike.
  Stun +1D6.
  10+
  Nerve strike.
  Permanent 
  Manipulation -2.
  Leg bone split.
  Stun +2.
  Broken:
  Mobility -3.
  Wing bone split.
  Stun +2.
  Broken:
  Unable to fly.
  Broken tail.
  Stun +2.
  Broken:
  Mobility -3.
  critical hit taBles
  
  94
  CRITICAL HITS
  Bludgeoning Criticals
  Result Head
  Chest
  Stomach
  Hips
  3
  Stun +1.
  Stun +1.
  Stun +1.
  Stun +1.
  4
  Black eye.
  Stun +1.
  Stun +2.
  Stun +2.
  Stun +2.
  5
  Bleeding nose.
  Bleed 1.
  Stun +2.
  Stun +3.
  Stun +3.
  6
  Knocked off balance.
  Prone.
  Stun +2.
  Breast strike.
  Male: Stun +2.
  Female: Stun +3.
  Winded.
  Stun +4.
  Genital strike.
  Male: Stun +5.
  Female: Stun +3.
  7
  Ear Strike.
  Stun +3.
  Solar plexus.
  Stun +5.
  Internal bruising.
  Stun +5.
  Bruised buttocks.
  Mobility -1.
  8
  Temple strike.
  Internal Bleed 3. 
  Stun +6.
  Internal Bleed 1.
  Internal Bleed 1.
  Internal Bleed 2.
  9
  Broken neck.
  Roll: 1-3 Paralysed, 
  4-6 Instant Death.
  Broken ribs.
  Internal bleed 2.
  Broken:
  Endurance -1.
  Ruptured organ.
  Internal Bleed 2.
  Stun +2.
  Internal Bleed 3.
  Stun +2.
  10+
  Crushed skull.
  Instant Death.
  Crushed ribcage.
  Instant Death.
  Organs burst.
  Instant Death in 1D3 
  Turns.
  Internal Bleed 3.
  Internal Bleed 2.
  Result Arms
  Legs
  Wings
  Tail
  3
  Stun +1.
  Stun +1.
  Stun +1.
  Stun +1.
  4
  Bruised.
  Manipulation -1.
  Bruised shin.
  Mobility -1.
  Bruised bone.
  Mobility -1.
  Bruised.
  Mobility -1.
  5
  Drop Item.
  Stun +1.
  Stun +1.
  Stun +1.
  6
  Wrist strike.
  Stun +1.
  Drop Item.
  Prone.
  Stun +2.
  Stun +2.
  Crushed tip.
  Stun +2.
  Mobility -1.
  7
  Knuckle strike.
  Stun +2.
  Drop Item.
  Broken toe.
  Stun +2.
  Broken:
  Mobility -1.
  Stun +2.
  Mobility -2.
  Stun +2.
  8
  Hand crushed.
  Stun +2.
  Drop Item.
  Broken:
  Manipulation -5.
  Dislocated knee.
  Stun +2.
  Mobility -2.
  Chipped bone.
  Stun +2.
  Mobility -3.
  Stun +2.
  Mobility -2.
  9
  Arm broken.
  Stun +2.
  Broken:
  Lose 1 Health each time 
  this arm is used.
  Leg broken.
  Stun +2.
  Broken:
  Lose 1 Health each time 
  this leg is used.
  Wing broken.
  Stun +2.
  Broken:
  Lose 1 Health each time 
  the wing is used.
  Broken vertebra.
  Stun +2.
  Broken:
  Lose 1 Health each time 
  the tail is used.
  10+
  Arm bones pulverised.
  Stun +3.
  Broken:
  Cannot use arm.
  Leg bones pulverised.
  Stun +3.
  Broken:
  Mobility -3.
  Wing bones pulverised.
  Stun +3.
  Broken:
  Unable to fly.
  Vertebrae pulverised.
  Stun +3.
  Broken:
  Mobility -3.
  critical hit taBles
  
  95
  CRITICAL HITS
  Energy Criticals
  Result Head
  Chest, Stomach
  Hips
  Arms
  Legs, Wings, Tail
  3
  Stun +1.
  –
  Stun +1.
  –
  –
  4
  Stun +2.
  Stun +1.
  Stun +2.
  Stun +1.
  Stun +1.
  5
  Stun +3.
  Stun +2.
  Stun +2.
  Drop Item.
  Mobility -1.
  6
  Bright flash.
  Blindness 6 for 2 
  Turns.
  Stun +3.
  Burn 3.
  Manipulation -2.
  Stun +2.
  7
  Hair catches fire.
  Burn 3.
  Burn 3.
  Stun +3.
  Drop Item.
  Stun +1.
  Mobility -2.
  8
  Lose 1 Health.
  Lose 1 Health.
  Lose 1 Health.
  Serious burns.
  No Natural 
  Healing.
  Serious burns.
  No Natural 
  Healing.
  9
  Serious burns.
  No Natural 
  Healing.
  Serious burns.
  No Natural 
  Healing.
  Serious burns.
  No Natural 
  Healing.
  Burnt hand.
  Manipulation -3.
  Stun +1.
  Mobility -2.
  Stun +2.
  10+
  Head vaporised.
  Instant Death.
  Blood boils or 
  freezes.
  Instant Death.
  Stun +5.
  Arm blown off.
  Stun +1D6.
  Sever:
  Cannot use arm.
  Limb blown off.
  Stun +1D6.
  Sever:
  Leg or Tail: 
  Mobility -3.
  Wing: 
  Unable to fly.
  Grappling Criticals
  Result Head
  General, Torso
  Arms
  Legs, Wings, Tail
  3
  –
  –
  –
  –
  4
  Hold +1.
  Hold +1.
  Hold +1.
  Hold +1.
  5
  Hold +1.
  Hold +1.
  Hold +1.
  Hold +1.
  6
  Hold +2.
  Hold +2.
  Hold +2.
  Hold +2.
  7
  Hold +2.
  Stun +1.
  Hold +2.
  Hold +2.
  Drop Item.
  Hold +2.
  Stun +1.
  8
  Contusions.
  Lose 1 Health.
  Hold +2.
  Stun +1.
  Hold +2.
  Move defender 1 Hex.
  Hold +2.
  Prone.
  9
  Blood-flow cut off.
  Stun +3.
  Hold +2.
  Stun +2.
  Hold +2.
  Stun +2.
  Hold +2.
  Stun +2.
  10+
  Crushed windpipe.
  Lose 1 Health.
  Strangle.
  Bear hug.
  Hold +2.
  Stun +3.
  Dislocated shoulder.
  Hold +2.
  Lose 1 Health.
  Manipulation -3.
  Dislocated limb.
  Hold +2.
  Lose 1 Health.
  Mobility -3.
  critical hit taBles
  
  96
  CRITICAL HITS
  Push & Stun-Only Criticals
  Result Push
  Stun-Only
  3
  –
  –
  4
  Stun +1.
  Stun +1.
  5
  Distance +1.
  Stun +1.
  6
  Prone.
  Stun +2.
  7
  Stun +1.
  Distance +1.
  Stun +1.
  Prone.
  8
  Distance +2.
  Drop Item.
  Stun +1.
  Drop Item.
  9
  Distance +2.
  Prone.
  Stun +3.
  Lose 1 Health.
  10+
  Stun +2.
  Distance +2.
  Prone.
  Stun +5.
  critical hit taBles
  
  97
  CRITICAL HITS
  Ability Loss
  This includes Manipulation and Mobility Penalties. 
  Ability loss affects the character as long as they have the 
  wound that caused it. Record the Health loss caused by 
  the Attack separately, along with any other details.
  Restoring Lost Abilities
  Health associated with an Ability loss can only be 
  restored after any normal points of Health have been 
  regained. Once the associated Health points are 
  restored, the Ability loss is erased.
  If the Critical Hit caused no Health loss, then the 
  Ability loss only lasts one Turn, unless it is associated 
  with a Break or Sever.
  Bleed
  The character suffers a Bleed [p82].
  Blinded
  The character suffers a Blindness Penalty [p88].
  Recovering Sight
  This is normally a temporary blindness, unless the eyes 
  are physically damaged. Conditions for recovery will be 
  listed with the effect.
  Broken
  The Critical Hit causes one or more broken bones.
  Only the effects listed after the word Broken are 
  affected by this condition. Ability loss or capabilities 
  affected by Broken bones take longer to repair once the 
  lost Health has been restored. 
   
  ⬣ Penalised Abilities recover 1 point per week.
   
  ⬣ Lost capabilities take 1 week to return.
  Burn
  The character suffers a Burn [p82].
  Drop Item
  The character drops one item they are holding, into a 
  random adjacent Hex.
   
  ⬣ Unless this is the result of a Called Shot [p79], 
  roll randomly to determine the affected arm or item.
  critical hit eFFects
  Endurance Loss
   
  ⬣ If the Critical Hit caused no Health loss, then lost 
  Endurance can be restored at the normal rate.
   
  ⬣ If the Critical Hit caused Health loss, then that 
  Health must be restored before the Endurance can 
  be regained, as with Ability Loss.
  Instant Death
  The character sustains massive damage which instantly 
  kills them. They die instantly, as though their Health 
  had dropped to a negative value greater than their 
  maximum Health.
  Medical intervention cannot save the character’s life. 
  Only resurrection magic or an extreme technological 
  reconstruction may be able to restore life. 
  Internal Bleed
  The character suffers an Internal Bleed [p82].
  Lose 1 Health
  If a Critical Hit just says to Lose 1 Health, add this to 
  any other Health lost from the Attack. This creates a 
  larger wound, which takes longer to heal.
  If the Critical Hit says “Lose 1 Health each time 
  this (body-part) is used”, it means that any Action 
  requiring the use of the affected body-part will cause an 
  immediate loss of Health. This also adds to the original 
  injury, making it take longer to heal.
  Each time the Arm is used to Attack, Parry, 
  Block, Pick Up or Rearrange Item, Use Item, 
  Reload, and so on.
  Each Action using the Leg to Walk, Swim, 
  Climb, or using Avoid, Acrobatics, Stealth, and 
  so on. The character can avoid using the affected 
  Leg and take a -3 Mobility Penalty.
  Each Action using the Wing to Fly.
  Depending on the nature of the Tail, Health 
  may be lost when it is used to Walk, Swim, 
  Climb, use Acrobatics, or Attack.
  
  98
  CRITICAL HITS
  Manipulation & Mobility
  The Critical Hit has damaged a limb, penalising its 
  ability to function properly. 
   
  ⬣ For arms, roll randomly to determine which is 
  affected; only Actions performed with this arm are 
  penalised.
   
  ⬣ A Manipulation Penalty affects all Manipulation 
  Abilities, all Attacks, and any Skills when the hands 
  are required [p27].
   
  ⬣ A Mobility Penalty affects Avoid, Abilities that 
  determine Movement rates [p56], and all other 
  Mobility Abilities [p27] that require use of the 
  injured limb.
  Recovering Manipulation & Mobility
  Manipulation and Mobility Penalties are removed at 
  the same rate as Ability Loss [p97].
  No Natural Healing
  The wound has been cauterised or otherwise inflicted 
  in a way that makes natural healing extremely slow or 
  impossible.
   
  ⬣ Record the Health loss associated with this injury 
  separately. These points may not be recovered 
  through Natural Healing [p24].
   
  ⬣ If the Attack caused no Health loss, this result has no 
  effect.
  Recovery
  Affected Health must be restored by medical, mystical, 
  or medicinal means.
  Paralysed
  The character’s spine has been damaged, causing them 
  to lose function in their body from the injury down.
  Quadriplegic
  A broken neck renders the character’s entire body 
  useless. Their heart and lungs still work thanks to the 
  autonomic nervous system.
   
  ⬣ The character cannot use any Manipulation or 
  Mobility Abilities, or Skill Abilities requiring the 
  hands [p28].
   
  ⬣ Some minor functions may be possible using the 
  mouth, at a -3 Penalty.
  Paraplegic
  A broken back renders the character’s legs and lower 
  body useless.
   
  ⬣ The character cannot use any Mobility Abilities 
  [p28].
   
  ⬣ They may move using their arms, but their Base Rate 
  for Walking Movement becomes the same as for 
  Climbing [p56].
  Recovering from Paralysis
  Paralysis is always a Permanent effect.
  Permanent
  The described effect is permanent, even after 
  Health is restored. Natural recovery is impossible. 
  Only mysticism or advanced surgery can remove a 
  Permanent effect.
  Sever
  Part of the character has been cut off.
  Only the effects listed after the word Sever are affected 
  by this condition. Ability loss or capabilities affected by 
  a Severed body part cannot be restored unless the part 
  is somehow reattached. 
   
  ⬣ Sever results are Permanent.
  Strangle
  The character suffers Strangulation [p84].
  Stun
  The character suffers points of Stun [p86].
  critical hit eFFects
  
  99
  TRAVEL
  If you want your game to be as much about the 
  journey as the destination, the Travel system provides 
  comprehensive rules for long distance trekking and 
  exploration.
  Maps are drawn using generic markers which can be 
  combined to represent virtually any type of terrain. 
  This highly flexible system allows you to map almost 
  any game world. Consistent use of the standard 
  mapping icons means anyone else will be able to pick 
  up and interpret maps you have created. 
  Travel procedure follows the same basic order as the 
  rules. 
   
  ⬣ Once you know where the characters are on the 
  World Map, roll for Weather and Encounters. 
   
  ⬣ If they try to leave a disorienting Hex, they may 
  need to make a Lost roll. 
   
  ⬣ Figure out how much Movement the group has, and 
  how much it will cost to get where they want to go.
   
  ⬣ As they move from Hex to Hex, use the Vision rules 
  to expand the map. 
   
  ⬣ If they spend too long outdoors in bad conditions, 
  they will need to check for Exposure.
  overvieW
  World Map [p100]
  The World Map is made up of 20 kilometre wide 
  Hexes. Characters spend their Movement on the World 
  Map in 12 hour Periods.
  Weather [p107]
  The GM can determine the Weather at the start of each 
  Period. While it is often incidental, some Weather can 
  have a serious effect on travel or survival.
  Encounters [p110]
  Although it is not essential, at the start of a Period the 
  GM may wish to check for the possibility of a random 
  Encounter. These are presented as a basic situation 
  outline, allowing the GM to insert their own details.
  Getting Lost [p112]
  Some Terrain can disorient the unwary. When the 
  characters try to travel out of a difficult Hex, they may 
  need to make a roll to find their way.
  Movement [p113]
  You can use most forms of Movement on the World 
  Map. This section details the particulars of travelling on 
  World Scale Hexes.
  Vision [p115]
  The Vision rules tell you how far you can see from 
  wherever you are. The GM is encouraged to draw in 
  unexplored areas of the map as the characters travel, 
  revealing only what they have discovered.
  Exposure [p116]
  In particularly harsh environments, it may be necessary 
  to check for Exposure. Will the characters be able to 
  stave off the effects of scorching heat or freezing cold?
  
  100
  TRAVEL
  WorlD maP
  World Scale
  The World Map is made up of 20 kilometre wide 
  Hexes. Characters can spend their Movement on the 
  World Map in 12 hour Periods.
  Ways to Use a World Map
  Uncharted
  Other than their immediate starting area and any Guide 
  locations [p38], the whole map is unknown. It must 
  be uncovered using the Vision rules [p115]. The 
  group might ask for directions, follow signposts and 
  maps, or just wander until they arrive somewhere.
  This is a good method to use if the players want 
  to discover the world bit by bit. It is best if the 
  world is wild or unexplored, and the characters are 
  inexperienced or not well-travelled.
  Using as many of the Travel rules as possible will make 
  the journey itself into a challenging adventure.
  Hinterlands
  Part of the map is well-known due to a pocket of 
  civilisation. This area has been thoroughly travelled, 
  mapped, and signposted. Beyond lies a vast wilderness 
  waiting to be explored.
  This method is useful if the GM wants some reasonably 
  easy areas of travel, but also some difficult and 
  challenging areas.
  The GM may choose to expedite travel in well-known 
  areas by not rigorously applying all the Travel rules, 
  instead only using them for true wilderness exploration.
  Known
  The whole map is revealed. It’s used so you know where 
  places are, and to quickly reckon travel times.
  This is a good way to use maps if you don’t want the 
  minutiae of travel to slow down play. The GM may 
  apply all, some, or none of the Travel rules.
  Describing Terrain
  Although the mapping icons can give you a general idea 
  about the environment, they are designed to be as generic as 
  possible in order to broaden their application and provide 
  accurate Travelling information.
  It’s up to the Setting and the GM to bring the landscape to 
  life as the characters travel through it.
  A Forest might be populated by broad oaks, with dappled 
  sunlight playing upon a carpet of fallen leaves. It may be a 
  chill pine forest jutting from the flanks of a dark mountain. 
  It may consist of the stalks of giant mushrooms looming 
  weirdly above a dank swamp.
  It only takes a few brief, broad descriptive terms to bring 
  the landscape to life in the players’ minds – the colour and 
  texture of the soil and rocks, the varieties of plants, the 
  ambient sounds and smells, and glimpses of wild animals.
  Terrain Icon Summary
  The rules often use an isometric projection of the Terrain, in 
  order to better illustrate the examples. Each of the standard 
  Terrain icons has a corresponding isometric diagram as 
  shown here. There is a full map key on the following page.
  Caverns
  Impenetrable Mountains
  Volcanoes
  Mountains
  Mesas
  Hills
  Dunes
  Flat
  Swamp
  Jungle
  Forest
  Light
  Sparse
  Arid
  Frigid
  Coral Reef
  Reef
  Sandbar
  Shallow
  Deep
  Trench
  
  101
  TRAVEL
  World Map Key
  Icon
  Topography
  Mov Mod
  Vision
  Lost
  Notes
  Swamp
  +2
  1
  Survival
  Flat
  0
  1
  –
  Dunes
  +1
  1
  Navigation -2
  Hills
  +1
  0
  –
  Scalable for Vision 1.
  Mesas
  +1
  0
  Navigation
  Scalable for Vision 1 (Climbing required).
  Mountains
  +2
  0
  Mountaineer Prominent. Scalable for Vision 2.
  Volcanoes
  +2
  0
  Mountaineer Prominent. Scalable for Vision 2.
  Impenetrable 
  Mountains
  X
  0
  Mountaineer Prominent. Scalable for Vision 3.
  No Normal Movement.
  Caverns
  +2
  –
  Mining
  Underground only. 
  Adjacent Prominent Terrain not visible.
  Icon
  Vegetation
  Mov Mod
  Vision
  Lost
  Notes
  Frigid
  0
  1
  Navigation -2
  Arid
  0
  1
  Navigation -2
  Sparse
  0
  1
  –
  Light
  0
  1
  –
  Forest
  +1
  0
  Survival
  Jungle
  +2
  0
  Survival -2
  WorlD maP
  Topography and Vegetation combine to create a 
  multitude of Terrain types.
  Movement Modifier [p113]
  Modifiers for both Topography and Vegetation are 
  added to the basic Movement cost of 1 point per Hex. 
  Vision [p115]
  Use the lower value of either Topography or 
  Vegetation. This is the distance in Hexes that you can 
  see on the World Map while in this type of Terrain. 
  Lost [p112]
  The Ability used to avoid getting lost in this Terrain.
  Terrain marked with a dash doesn’t require a Lost roll.
  You can use Navigation, or any Ability listed for 
  either Topography or Vegetation. You must apply any 
  negative, regardless of which Ability you actually use.
  Prominent
  The Terrain feature can be seen from one Hex further 
  away than normal.
  While standing in Vision 0 Terrain, adjacent Prominent 
  Terrain is visible. 
  Scalable
  Increase Visibility to the noted value by travelling 
  to the top for a better view.  Spend only the Terrain’s 
  Movement Modifier while standing in that Hex.
  While in a Sparse Mountain Hex, you can Scale it for 2 
  Movement and improve Vision from 0 to 2. If it were a 
  Forested Mountain, it would cost 3 Movement to Scale.
  
  102
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  World Map Key (continued)
  Icon
  Water
  Mov Mod
  Vision
  Lost
  Notes
  Shallow
  0
  1
  Navigation
  Use Swimming or a vessel.
  Sandbar
  0 or +2
  1
  Navigation
  Use Swimming or a vessel.
  Cross on foot at low tide.
  Shipping hazard.
  Reef
  0 or +1
  1
  Navigation
  Coral Reef
  0 or +1
  1
  Navigation
  Deep
  0
  1
  Navigation
  Use Swimming or a vessel.
  Trench
  0
  1
  Navigation
  Use Swimming or a vessel.
  Icon
  Civilisation
  Mov Mod
  Vision
  Lost
  Notes
  Village
  –
  –
  –
  Town
  –
  –
  –
  City
  –
  –
  Streetwise
  Metropolis
  –
  –
  Streetwise
  Urban Zone
  –
  –
  Streetwise
  Fortification
  –
  –
  –
  Site
  –
  –
  –
  Ruin
  –
  –
  –
  Mine
  –
  –
  –
  Icon
  Map Marker
  Mov Mod
  Vision
  Lost
  Notes
  Sealed Road
  Road
  Track
  0
  0
  0
  –
  –
  –
  –
  –
  –
  No need for Lost rolls.
  River Waterfall
  Stream Rapids
  +1
  0
  –
  –
  –
  –
  Oasis
  –
  –
  –
  Cave
  –
  –
  –
  Cliffs
  +2
  –
  –
  Climbing required to cross.
  Beach
  –
  –
  –
  Contour
  –
  –
  –
  Border
  –
  –
  –
  Marks political boundaries.
  WorlD maP
  
  103
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  WorlD maP
  Topography
  Topography represents the physical shape of the 
  landscape.
  Swamp
  Swamps are slightly depressed areas of waterlogged 
  ground. They may be bogs, marshes, estuaries, wetlands 
  or mangroves. Travel through Swamps is always 
  arduous.
  Flat
  The land is flat and even, making for easy travel.
   
  ⬣ Maps don’t grant a Navigation Bonus in Frigid Flat 
  or Arid Flat terrain.
  Dunes
  Dunes are shifting hills of wind-blown particles. This 
  type of Topography can only be combined with Frigid 
  or Arid Vegetation.
   
  ⬣ Maps don’t grant a Navigation Bonus in Dunes.
  Hills
  The landscape is made of rolling hills and shaded 
  valleys. Travel is somewhat slowed by the need to move 
  around or over the hills.
  Mesas
  Formed by erosion, Mesas are steep-sided rocky pillars, 
  often with flat tops. Travel is slowed by the need to 
  negotiate the canyons between these towering giants.
   
  ⬣ Mesas can be Scaled for Vision 1, by spending 2 
  points of Movement on the World Map and making 
  a Climb roll against a Resistance of 0. Characters 
  with Slow or better Climbing Movement can just 
  spend 1 Movement without needing to roll.
   
  ⬣ The GM can modify the Movement cost depending 
  on the Mesa in question.
   
  ⬣ Apply the usual Climbing Modifiers [p34].
   
  ⬣ Additional Successes reduce the Movement cost by 
  1, to a minimum of 1.
  Mountains
  Mountains tower above everything else in the 
  landscape. Threading along the passes between 
  them, or clambering over ridge-lines, slows travel 
  considerably.
   
  ⬣ Mountains are Prominent, and can be Scaled for 
  Vision 2.
  Volcanoes
  Active Volcanoes are young Mountains. They are 
  treated the same as regular Mountains, except that they 
  occasionally cause unexpected troubles for the unwary.
   
  ⬣ Volcanoes are Prominent, and can be Scaled for 
  Vision 2.
   
  ⬣ Roll 1D6 for each Volcano Hex entered. On a roll 
  of 1, the Movement Modifier increases by 1 as the 
  characters need to detour around a lava flow, ash 
  slide, fire, or other impediment.
  Impenetrable Mountains
  Some Mountains rise into sheer cliffs, to heights almost 
  impossible to climb.
   
  ⬣ It is not possible to move normally into a Hex of 
  Impenetrable Mountains. They also block Flying 
  Movement, unless the character can fly and breathe 
  in very thin air.
   
  ⬣ Impenetrable Mountains resemble normal 
  Mountains until characters try to enter the Hex. 
  After spending as many points of Movement as it 
  would take to enter a normal Mountain of the same 
  type, they are returned to their previous Hex and the 
  Mountain is revealed to be Impenetrable.
   
  ⬣ Impenetrable Mountains are Prominent.
   
  ⬣ An Impenetrable Mountain Hex can only be entered  
  by spending 5 points of Movement on the World 
  Map and making a Climb or Mountaineer roll 
  against a Resistance of 8.
   
  ⬣ Once entered, the Impenetrable Mountain can 
  be Scaled for Vision 3 by spending 3 points of 
  Movement and making a Climb or Mountaineer roll 
  against a Resistance of 6.
   
  ⬣ Apply the usual Climbing Modifiers [p34].
   
  ⬣ Additional Successes reduce the Movement cost by 
  1, to a minimum of 1.
   
  ⬣ Negative Successes reduce Endurance [p55]. A 
  Critical Failure may result in a fall and subsequent 
  impact [p84].
  Caverns
  Caverns are only used on underground maps, and 
  represent extensive cave networks. They may link 
  to Caves on a surface map, or connect massive 
  underground caverns that are large enough to use 
  standard Terrain.
   
  ⬣ Caverns have no Vision rating. Even adjacent 
  Prominent Terrain cannot be seen from a Cavern.
  
  104
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  WorlD maP
  Vegetation
  Vegetation represents the local plant life, or lack 
  thereof.
  Frigid
  The ground is frozen most of the year, or may actually 
  be sea ice or a glacier. Very few plants grow in this 
  environment.
   
  ⬣ Maps don’t grant a Navigation Bonus in Frigid Flat 
  or Frigid Dunes terrain.
  Arid
  The land is dry and parched, and there will be few 
  plants or animals. Arid terrain may be a sandy desert, or 
  areas of bare earth and rock.
   
  ⬣ Maps don’t grant a Navigation Bonus in Arid Flat or 
  Arid Dunes terrain.
  Sparse
  The land is fairly dry, but has a sparse covering of hardy 
  shrubs and grasses. The land may spring to life when 
  visited by infrequent rains.
  Light
  The ground is covered in grasses and low bushes. Trees 
  are present, both singly and in small groves. There is an 
  abundance of plants around water sources.
  Forest
  Large areas of land are swathed in trees. Travel is slowed 
  by the inability to travel in a straight line, and visibility 
  is poor. Forests usually have light ground cover, with 
  ferns and bushes growing in a bed of leaf litter. Animals 
  can be found in abundance.
  Jungle
  Jungles are thick and entangling forests. They are often 
  found in tropical climates, but any heavily overgrown 
  forest may be considered a Jungle. Fallen trees, matted 
  undergrowth, vines, thorny bushes, and muddy ground 
  all conspire to slow travel. This is the jungle known as 
  ‘the green hell’.
  Water
  Water icons are used as stand-alone Terrain. Unless the 
  ocean floor is mapped, they are not normally combined 
  with Topography icons.
   
  ⬣ Water can only be traversed using a vessel, or by 
  Swimming.
   
  ⬣ Swimming costs 1 point of Endurance per hour.
  Shallow
  An area of relatively shallow ocean, coastal areas, or 
  lakes. The depth is between 2 and 250 metres.
  Sandbar, Reef & Coral Reef
  Sandbars are very shallow areas of water with a sandy 
  bottom. They often form in river estuaries, or around 
  reefs and islands.
  Reefs are rocky shoals hidden just below the surface, 
  and can be found in any shallow waters.
  Coral Reefs are giant living organisms made of calcite 
  structures and minute polyps. They are found in warm, 
  shallow waters.
   
  ⬣ Depending on the depth, Sandbars and Reefs may 
  be traversable on foot at low tide. This may last for 
  one or several hours.
   
  ⬣ Sandbars and Reefs are a shipping hazard, and may 
  cause vessels to run aground.
  Deep
  Areas of Deep water are between 250 and 5000 metres 
  in depth. This is the typical depth of the open ocean.
  Trench
  A Trench is any area of water more than 5000 metres 
  deep. The deepest trench on Earth is the Mariana 
  Trench, at 11034 metres.
  
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  WorlD maP
  Civilisation
  Civilisation on the World Map marks any place where 
  intelligent creatures have built structures.
  Village
  A small settlement, often the centre of a relatively large 
  rural area. It may be as small as three households, or up 
  to a few hundred people.
  Services tend to be limited, based on the residents’ 
  skills. There may be accommodation available if the 
  village is larger or lies on a major road.
  Town
  Large Villages grow into Towns. The population will be 
  between several hundred and a few thousand people.
  Various shops and amenities will be available. There 
  will always be at least one inn, unless the Town is very 
  isolated.
  City
  A large urbanised area, often divided into suburbs 
  or districts. The population will be in the tens of 
  thousands.
  As a commercial hub, it is easy to locate a wide variety 
  of shops and services in a City.
  Metropolis
  A large City will grow into a Metropolis, with a 
  population in the hundreds of thousands.
  Shops and services may be even more readily available 
  than in a City.
  Urban Zone
  The entire World Hex has been urbanised. All 
  vegetation has been removed, save for a few parks and 
  trees. The population of each Hex usually numbers in 
  the millions.
  You can generally find a shop for whatever you want, if 
  you know where to look.
  Fortification
  While any of the settlements above may have their own 
  defences, a Fortification on the Map represents a stand-
  alone defensive structure such as a military base, fort, 
  or castle.
  Although all Fortifications look the same on the map, 
  their size and military capabilities will vary widely.
  Site
  A Site is any significant area of note that is not 
  contained within a settlement. These may include 
  temples, portals, academies, lighthouses, towers, 
  laboratories, monuments, and any other operational 
  important structures
  Ruin
  A former area of civilisation that has been abandoned 
  and fallen into disrepair.
  Ruins make useful hideouts for criminals and monsters. 
  Many also conceal long-forgotten secrets or treasure.
  Mine
  A quarry or a series of tunnels currently being used to 
  extract ores and precious stones from the earth.
  Abandoned Mines may use the Cave or Ruin icons.
  Map Markers
  This category includes unique map icons that don’t fit 
  into one of the other categories.
  Track, Road, Sealed Road
  Tracks are roughly marked and maintained paths. 
  Roads are unsealed major travel routes. Sealed Roads 
  are well maintained and solid roadways, either paved 
  with stone or made from tar or concrete.
  Tracks and Roads apply the following Modifiers to 
  travel, provided you are travelling along them.
   
  ⬣ There is no need to make Lost rolls [p112].
   
  ⬣ Tracks reduce Vegetation Movement Modifiers by 1, 
  to a minimum of 0.
   
  ⬣ Roads and Sealed Roads reduce Topography 
  Movement Modifiers by 1, to a minimum of 0. In 
  addition, ignore all Vegetation Movement Modifiers.
   
  ⬣ Sealed Roads allow you to ignore Weather 
  Movement Modifiers due to Rain or Downpour 
  [p108].
  
  106
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  WorlD maP
  Stream, River
  Streams are narrow waterways that can be crossed with 
  little effort. Rivers are substantial waterways, large 
  enough to support boat traffic in both directions.
   
  ⬣ Streams and Rivers are usually drawn along the 
  edges of Hexes. Streams are light blue, and Rivers 
  are dark blue.
   
  ⬣ It costs 1 extra point of Movement to cross a River.
   
  ⬣ If a Road or Sealed Road passes over the River, 
  there’s usually a bridge that allows you to ignore the 
  extra Movement cost.
   
  ⬣ Travelling along a River or Stream by boat or by 
  Swimming costs 1 point of Movement per Hex edge 
  if travelling upstream, and 1 point of Movement for 
  every two Hex edges if travelling downstream.
  Rapids
  Rapids are formed when a Stream or River passes 
  through a narrow gorge, flows over shallow rocks, or 
  rapidly loses altitude.
   
  ⬣ Rapids are drawn as a light blue line across a Stream 
  or River.
   
  ⬣ Rapids prevent boat travel upstream.
   
  ⬣ Boating down Rapids requires a Sailing roll against a 
  Resistance of between 2 and 6 to avoid capsizing.
  Waterfall
  Waterfalls are created when a Stream or River 
  experiences an abrupt drop in altitude.
   
  ⬣ Waterfalls are drawn as a dark blue line across a 
  Stream or River.
   
  ⬣ Waterfalls prevent boat travel upstream.
   
  ⬣ Boating down Waterfalls generally results in a fall 
  and Impact [p84].
  Oasis
  A small spring in otherwise barren terrain, usually 
  found in Arid or Sparse areas. Oases often attract small 
  settlements, especially if they are on a trade route.
  Cave
  This marks the above-ground entrance to a tunnel or 
  cavern system. They may be small, or linked to a vast 
  network of Caverns.
  Cliffs
  A Cliff is any sheer break in otherwise regular terrain. 
  Cliffs can be any height, from 10 metres to 1000 metres 
  or more.
   
  ⬣ Cliffs are usually drawn along the edges of Hexes. 
  The spiked lines mark the lower side of the Cliff.
   
  ⬣ Moving across a Cliff line requires 3 points of 
  Movement on the World Map, and a Climb roll 
  against a Resistance of 0.
   
  ⬣ The GM can modify the Movement cost depending 
  on the height of the Cliff in question.
   
  ⬣ Apply the usual Climbing Modifiers [p34].
   
  ⬣ Additional Successes reduce the Movement cost by 
  1, to a minimum of 1.
  Beach
  Coastal areas made of sand or pebbles rather than dirt 
  and rocks. Beaches are convenient landing areas for 
  small boats, but are otherwise used as habitat, scenery, 
  and for recreation.
   
  ⬣ Beaches are usually drawn along the edges of coastal 
  Hexes.
  Contour
  Contour lines mark changes in altitude, normally every 
  1000 metres above sea level. This altitude is for Flat 
  terrain; Hills and Mesas may be between 20 metres and 
  500 metres higher, while Prominent features can be up 
  to 1000 metres higher.
   
  ⬣ Contours are usually drawn along the edges of 
  Hexes.
   
  ⬣ At this scale, Contours have no effect on Movement.
   
  ⬣ High altitudes cause greater Endurance loss 
  [p55].
  Border
  Borders mark political boundaries. Several styles may 
  be used to represent borders within a region, and 
  borders with neighbouring regions.
   
  ⬣ Borders are most often marked along the edges of 
  Hexes.
  
  107
  TRAVEL
  Weather
  Rolling for Weather
  Make a Weather roll at the start of each game day.
   
  ⬣ Roll one die for each Weather Attribute – 
  Temperature, Water, and Wind. Use three distinctive 
  dice so you can tell them apart.
   
  ⬣ If two Weather dice roll one or six, count the ones 
  as 0 and the sixes as 7. If all three Weather dice roll 
  ones and sixes, count each one as -1 and each six as 
  an 8. This represents extreme weather events.
   
  ⬣ Apply any Modifiers for Topography, Vegetation, 
  Latitude, and Season. When the characters move, 
  new Modifiers may produce changes in the weather.
   
  ⬣ Look up the rolls on the Weather Summary table, or 
  the Weather Effects tables [p108].
  Instead of making a roll, the GM may decide that the 
  Weather is usually fine, or can implement particular 
  weather when it’s dramatically appropriate.
  Weather Summary
  Result
  Temp.
  Water
  Wind
  <-1
  Freezing
  Parched
  Dead Calm
  -1
  Cold
  Clear
  Dead Calm
  0
  Cold
  Clear
  Dead Calm
  1
  Cool
  Clear
  Calm
  2
  Cool
  Lt. Clouds
  Calm
  3
  Mild
  Cloudy
  Lt. Breeze
  4
  Mild
  Cloudy
  Breezy
  5
  Warm
  Overcast
  Breezy
  6
  Warm
  Showers
  Windy
  7
  Hot
  Rain
  Windy
  8
  Hot
  Rain
  Strong Wind
  >8
  Scorching
  Downpour
  Gale
  Combination Weather
  Check to see if the Weather rolls have created a 
  Combination Weather event [p109].
  Temp.
  Water
  Wind
  Becomes
  <-1
  >8
  >5
  Blizzard
  <-1
  >8
  <6
  Sleet
  <-1
  7 to 8
  –
  Snow
  <1
  6
  –
  Hail
  <1
  5
  <4
  Fog
  >6
  5
  <4
  Mist
  >6
  >6
  –
  Thunderstorm
  –
  <6
  >7
  Sandstorm *
  * Sandstorms only occur in Arid Flat or Arid Dunes.
  Weather Modifiers
  Topography
  Temp.
  Water
  Wind
  Swamp
  0
  +2
  0
  Flat
  0
  0
  +1
  Dunes
  0
  0
  +1
  Hills
  0
  0
  0
  Mesas
  0
  0
  +2
  Mountains
  -2
  +1
  +1
  Volcanoes
  -1
  0
  +1
  Impen. Mts.
  -3
  +2
  +3
  Caverns
  -1
  -3
  -1
  Vegetation
  Temp.
  Water
  Wind
  Frigid
  -2
  +2
  +2
  Arid
  +1
  -3
  +1
  Sparse
  0
  -1
  0
  Light
  0
  0
  0
  Forest
  0
  +1
  -1
  Jungle
  0
  +2
  -2
  Urban Zone
  +1
  0
  +1
  Shallow Water
  0
  0
  +1
  Deep Water
  -1
  0
  +1
  Trench
  -2
  0
  +1
  Latitude
  Temp.
  Water
  Wind
  Tropical
  +4
  0
  0
  Sub-Tropical
  +2
  0
  0
  Temperate
  0
  0
  0
  Sub-Arctic
  -2
  0
  0
  Arctic
  -4
  0
  0
  Season
  Temp.
  Water
  Wind
  Summer
  +2
  -1
  -1
  Autumn
  0
  0
  +2
  Winter
  -2
  +2
  +1
  Spring
  0
  +1
  0
  Wet
  0
  +3
  +3
  Dry
  +1
  -3
  0
  Night
  -1
  0
  0
  
  108
  TRAVEL
  Weather
  Weather Effects
  Result
  Temperature
  Effects*
  each extra -2
  Freezing +1
  Up to an additional -6oC for each extra Freezing category.
  -3 to -2
  Freezing
  0oC to -5oC. Cold enough to freeze water.
  -1 to 0
  Cold
  1oC to 6oC.
  1 to 2
  Cool
  7oC to 12oC.
  3 to 4
  Mild
  13oC to 18oC.
  5 to 6
  Warm
  19oC to 24oC.
  7 to 8
  Hot
  25oC to 30oC.
  9 to 10
  Scorching
  31oC to 36oC.
  each extra +2
  Scorching +1
  Up to an additional 6oC for each extra Scorching category.
  * Temperature may require characters to make Exposure rolls [p116] if outside their Comfort Zone [p61].
  Result
  Water
  Effects
  -2 or less
  Parched
  There are no clouds in the sky. Even the air is dry and parched.
  -1 to 1
  Clear
  There are no clouds in the sky.
  2
  Light Clouds
  Clouds cover around a quarter of the sky.
  3 to 4
  Cloudy
  Clouds cover around half of the sky.
  5
  Overcast
  Clouds cover most or all of the sky.
  6
  Showers
  Occasional light rain falls in small droplets, slowly making things damp.
  7 to 8
  Rain
  Steady rain falls for extended periods, soaking things and muddying the ground.
   
  ⬣ Increase the cost of Walking Movement by 1 per Hex.
  9 or more
  Downpour
  Solid sheets of rain pour from the sky, instantly drenching everything.
   
  ⬣ Increase the cost of Walking and Flying Movement by 1 per Hex.
   
  ⬣ Decrease Vision [p115] on the World Map by 1.
  Result
  Wind
  Effects
  0 or less
  Dead Calm
  There is absolutely no wind.
  1 to 2
  Calm
  There is very little wind, but it is not completely still.
  3
  Light Breeze
  A gentle breeze toys with dust and leaves.
  4 to 5
  Breezy
  A breeze which gusts occasionally. Trees rustle their leaves.
  6 to 7
  Windy
  A continuous and capricious wind that blows off hats and ruffles hair.
  8
  Strong Winds
  A strong, violent wind that blows things over and stops people in their tracks.
   
  ⬣ Increase the cost of Walking and Flying Movement by 1 per Hex.
  9 or more
  Gale
  An overwhelming river of wind, threatening to damage things or blow them away.
   
  ⬣ Increase the cost of Walking and Flying Movement by 2 per Hex.
   
  ⬣ Movement Rates [p56]
   
  ⬣ Walking Movement [p41]
   
  ⬣ Flying Movement [p36]
  
  109
  TRAVEL
  Weather
  Combination Weather Effects
  Some basic Weather conditions combine to create 
  special outcomes. These results may replace some of 
  the basic results (A “Snow” result turns the rain into 
  snow, rather than causing rain and snow simultaneously).
  Blizzard
  Freezing + Downpour + Windy or stronger
  A thick blanket of white flakes surge from the sky, 
  blown by the wind to bury everything in deep snow.
   
  ⬣ Increase the cost of Walking and Flying Movement 
  by 2 per Hex.
   
  ⬣ Decrease Vision [p115] on the World Map by 4.
   
  ⬣ Apply an Obscuration Modifier [p88] of 1 per 
  Hex.
  Sleet
  Freezing + Downpour + Breezy or less
  A slurry of wet snow pours from the sky.
   
  ⬣ Increase the cost of Walking and Flying Movement 
  by 1 per Hex.
   
  ⬣ Decrease Vision [p115] on the World Map by 2.
  Snow
  Freezing + Rain
  The landscape is gently covered in a blanket of soft 
  white flakes.
   
  ⬣ Increase the cost of Walking Movement by 1 per 
  Hex.
  Hail
  Cold or colder + Showers
  Balls of ice plummet from the sky; sometimes tiny, 
  sometimes the size of golf balls.
   
  ⬣ Increase the cost of Walking and Flying Movement 
  by 1 per Hex.
   
  ⬣ Decrease Vision [p115] on the World Map by 1.
  If the Wind is 5 or more, any character exposed to the 
  Hail for more than an hour must resist Damage. Roll 
  only once for each 12 hour Period.
   
  ⬣ An exposed character must Resist a Bludgeoning 
  Damage roll to a random Location equal to the 
  Wind-5, which causes Health loss.
  Fog
  Cold or colder + Overcast + Light Breeze or less
  A thick layer of cloud blankets the ground. Both sound 
  and vision are absorbed by the roiling mass.
   
  ⬣ Decrease Vision [p115] on the World Map by 4.
   
  ⬣ Apply an Obscuration Modifier [p88] of 1 for 
  every 5 Hexes.
  Mist
  Hot or hotter + Overcast + Light Breeze or less
  A haze of moisture hangs in the air.
   
  ⬣ Decrease Vision [p115] on the World Map by 2.
  Thunderstorm
  Hot or hotter + Rain or wetter
  Lightning rips across dark, brooding clouds, followed 
  by the ominous rumble and boom of thunder.
   
  ⬣ Increase the cost of Walking and Flying Movement 
  by 1 per Hex.
   
  ⬣ Decrease Vision [p115] on the World Map by 2.
  Sandstorm
  Overcast or drier + Strong Winds or stronger + Arid 
  Flat or Arid Dunes
  The wind picks up dry sand and blows it in a scouring 
  blast, moving dunes and threatening to bury everything 
  in its path.
   
  ⬣ Increase the cost of Walking and Flying Movement 
  by 3 per Hex.
   
  ⬣ Decrease Vision [p115] on the World Map by 4.
   
  ⬣ Apply an Obscuration Modifier [p88] of 1 per 
  Hex.
  Any character who has more than half a Location of 
  unprotected skin exposed to the Sandstorm for more 
  than an hour must resist Damage. Roll only once for 
  each 12 hour Period.
   
  ⬣ An exposed character must Resist a Bludgeoning 
  Damage roll to their least protected Location equal 
  to the Wind-5, which causes Health loss.
  
  110
  TRAVEL
  encoUnters
  While the GM will usually create specific encounters 
  based on the current situation, they can use these 
  Encounter tables to come up with random situations.
   
  ⬣ The GM may roll for a random Encounter at 
  the start of a 12 hour Travel Period. They may 
  implement the Encounter at any appropriate time 
  during travel.
   
  ⬣ Roll one open-ended die, and look up the result 
  depending on the type of Zone the characters are in.
   
  ⬣ Results are only suggestions, designed to spark 
  your creative juices. Modify or embellish them as 
  appropriate to the game, location and situation. 
  Consider tying them into any goals the characters 
  are already pursuing.
  Zone
  Creatures
  Characters
  Settled
  -4 or less
  4 or more
  Rural
  -2 or less
  5 or more
  Wild
  3 or less
  9 or more
  Desolate
  -3 or less
  12
  Encounter Zones
  Use the following guidelines to figure out what sort 
  of Zone the characters are in. The GM can use their 
  discretion when Zoning particular Hexes.
  Travelling between Zones may cause a possible 
  Encounter to trigger.
  The GM rolls a 3 for Encounter when the group is in 
  a Rural Hex, so there’s no Encounter. However, when 
  they travel into a Wild Hex, the 3 is enough to trigger a 
  Creature Encounter.
   
  ⬣ Settled Zones are those near towns and cities. A 
  Hex containing a Town is considered Settled; each 
  larger Settlement type (City, Metropolis, Urban Zone) 
  increases the Settled area by a one Hex radius per 
  increase in size. Settled Zones will not extend into 
  Prominent Terrain, Swamps, or any Vegetation 
  other than Sparse or Light.
   
  ⬣ Rural Zones extend for a two Hex area around all 
  Settled Hexes. Hexes containing Roads, and those 
  adjacent to Rivers or canals used as trade routes, are 
  also Rural. Villages are Rural in a one Hex radius. 
  Rural areas will not extend more than one Hex into 
  Prominent Terrain, Swamps, or any Vegetation 
  other than Sparse or Light.
   
  ⬣ Wild Zones include anything that is not Settled, 
  Rural or Desolate.
   
  ⬣ Desolate Zones include any Arid or Frigid parts of 
  Wild Zones, plus Impenetrable Mountains.
  Creature Encounters
  Roll
  Creature Encounter
  1 to 3 Roll on the Hunger table.
  4 to 6 Roll on the Survival table.
  Roll
  Hunger
  1
  The Hunted: Something is stalking the 
  characters. It may be a large predator actually 
  hunting them, or it may be smaller creatures 
  looking for an opportunity to steal food.
  2
  The Hunt: A predatory creature is in the 
  process of stalking or chasing its prey.
  3
  The Chase: One or more creatures are fleeing 
  from a predator. This may cause a stampede.
  4
  Feeding Time: Predators or scavengers are 
  eating the carcass of a dead creature.
  5 to 6 Grazing Time: One or more creatures are 
  peacefully grazing, browsing, or foraging.
  Roll
  Survival
  1
  Migrating: A large group of creatures is 
  travelling to new feeding grounds. Large 
  migrations may even hinder travel.
  2
  Sparring: Two or more creatures are 
  sparring for dominance. They may be fighting 
  over territory or mating rights, and will be 
  unusually aggressive.
  3
  Territorial: The characters have entered the 
  habitat of a territorial creature, or are too close 
  to a family group. The dominant creature will 
  perform threat displays, and may even attack.
  4
  Family: The characters encounter a family 
  group. Adults will be fiercely protective of 
  their young.
  5
  Rest: The characters pass close to a nest or 
  lair, which may or may not be occupied.
  6
  Maimed: The characters find a trapped 
  or injured creature. It may have escaped a 
  predator, fallen into a bog or pit, or been 
  injured by a hunter or trap.
  
  111
  TRAVEL
  encoUnters
  Character Encounters
  Roll
  Character Encounter
  1 to 2 Roll on the Hostile Situation table.
  3 to 4 Roll on the Need Help table.
  5 to 6 Roll on the Offering Help table.
  Roll
  Hostile Situation
  1
  Robbery: One or more bandits attempt to 
  waylay the characters and steal their valuables, 
  by force if necessary.
  2
  Kidnap: Someone attempts to kidnap one or 
  more of the characters for slavery, ransom, or 
  their own purposes.
  3
  Corruption: Local corrupt security forces 
  demand a fee for safe travel, or insist on 
  searching for contraband.
  4
  Culture Clash: A group with opposing views. 
  There may be religious, racial or political 
  tensions. Open hostility and abuse may turn 
  to violence.
  5
  Thugs: A group of violent good-for-nothings, 
  just spoiling for a fight.
  6
  Theft: One or more thieves attempt to 
  steal valuables by stealth or by gaining the 
  characters’ trust.
  Roll
  Need Help
  1
  The encountered characters are searching.
  Roll on the Searching For table.
  2
  The encountered characters are in a situation.
  Roll on the Hostile Situation table.
  3
  Hostile Creatures: The encountered 
  characters are under attack by creatures.
  4
  Need Supplies: The encountered characters 
  are in desperate need of food, water, medicine, 
  or other vital supplies.
  5
  Need Fixing: The encountered characters 
  have suffered injury or a breakdown, and 
  require appropriate assistance. They may 
  have recently dealt with hostile creatures or a 
  Hostile Situation.
  6
  Natural Disaster: The encountered 
  characters are seeking aid due to a natural 
  disaster which has befallen them or a nearby 
  settlement. Natural disasters include fallen 
  trees, floods, landslides and avalanches, fire, 
  and disease.
  Roll
  Offering Help
  1 to 2 Trading Goods: Someone is trying to sell 
  something. It may be equipment, supplies, 
  special items, arts, crafts, or anything else.
  3 to 4 Offering Services: Someone is trying to sell 
  a service. This may include fortune-telling, 
  massage, cleaning, or other tasks. It might also 
  be someone promoting accommodation or 
  another local business.
  5
  Guide: Someone with local knowledge is 
  willing to act as a guide, or supply detailed 
  local information, for the right price.
  6
  Information: Someone is willing to pass on 
  valuable or little-known information, for a 
  price. It may be political rumours, news from 
  distant lands, a map or other document, or 
  information of particular relevance to the 
  characters.
  Roll
  Searching For
  1 to 2 A Place: The encountered characters 
  are trying to get somewhere. It may be a 
  settlement, or a less well-known location such 
  as a ruin.
  3
  An Item: The encountered characters are 
  searching for an item –  something specific for 
  a quest, herbs to make medicine, parts for a 
  machine, a lost relic, or buried treasure.
  4
  An Individual: The encountered characters 
  are looking for a particular character. They 
  may want to deliver news or an item, join their 
  cause, or put an end to their plans.
  5
  A Lost Character : The encountered 
  characters are looking for a missing comrade 
  or pet who may have been kidnapped, 
  wandered off, or disappeared under 
  mysterious circumstances.
  6
  Stolen Goods: The encountered characters 
  were the victims of robbery or theft, and are 
  trying to recover their stolen property.
  
  112
  TRAVEL
  getting lost
  If a character enters a Hex of Terrain that has an Ability 
  listed in the Lost column, they may have to make a Lost 
  roll to find their way out again.
   
  ⬣ Characters only need to make a Lost roll upon 
  entering a new type of Terrain, not once per Hex. To 
  avoid multiple rolls, the GM may allow a single Lost 
  roll on first entering difficult Terrain.
   
  ⬣ A roll is required if either the Topography or 
  Vegetation (or Water) lists an Ability in the Lost 
  column [p101].
   
  ⬣ Characters never need to make Lost rolls in Hexes 
  covered by their Guide Ability [p38]. Guide also 
  reduces Travel Movement costs [p113].
   
  ⬣ Characters never need to make Lost rolls if on a 
  Track or Road, or if following a Stream, River, Cliff, 
  or Coastline [p105].
   
  ⬣ Characters may voluntarily make a Lost roll in 
  Terrain that doesn’t need one, in an effort to speed 
  up travel by finding a short-cut.
  Selecting an Ability
  Only one character in a group may make a Lost roll.
   
  ⬣ You can always make a Lost roll using Navigation 
  [p42].
   
  ⬣ If the Topography or Vegetation lists an alternative 
  Ability (Survival [p46], Mountaineer [p41], 
  Mining [p41]), then you can choose to roll one 
  of these rather than Navigation.
  Lost Roll
  You can only make a Lost roll when the Terrain 
  changes, or for each 12 hour Period.
  Make a roll using your selected Ability against a 
  Resistance of 0, with the following Modifiers:
   
  ⬣ +2 if you have an accurate map of the area (doesn’t 
  apply in Arid or Frigid Flat or Dunes Terrain).
   
  ⬣ If the Lost column includes a -2 Modifier, this 
  applies regardless of the Ability you are using.
   
  ⬣ -2 if you are surrounded by the same type of Terrain 
  at the start of the Travel Period.
   
  ⬣ Apply any Visibility Modifiers, which cannot total 
  more than -6. Any Obscuration Modifier will 
  automatically cause a -6 Visibility Penalty to Lost 
  rolls.
  Look up your Successes on the table below to see how 
  your travel has been affected.
  Successes Result
  -2 or less
  Expend all remaining Movement 
  wandering in circles. No effective 
  travel.
  0 or -1
  Expend all remaining Movement 
  but travel only 1 Hex in a random 
  direction, if possible.
  1 or 2
  Normal Movement.
  3 or 4
  Reduce the Movement cost of each 
  Hex by 1, to a minimum of 1.
  5 or 6
  Reduce the Movement cost of each 
  Hex by 2, to a minimum of 1.
  7 or more
  Reduce the Movement cost of each 
  Hex by 3, to a minimum of 1.
  
  113
  TRAVEL
  movement
  Movement Costs
  It costs a character one or more points of Movement to 
  enter an adjacent World Hex. 
   
  ⬣ Characters spend their points of Movement on the 
  World Map in 12 hour Periods.
   
  ⬣ It always costs at least one point of Movement to 
  enter an adjacent Hex. Movement Modifiers for 
  difficult terrain may add to this basic cost.
   
  ⬣ You always pay the cost for the Hex you are moving 
  to, not the one you are moving from.
   
  ⬣ If you don’t have enough Movement left to enter a 
  Hex, then the Hex is revealed on the Map and you 
  end your Movement in the previous Hex.
   
  ⬣ You can pay the Movement cost to enter a Hex over 
  multiple Periods, so long as you keep trying to enter 
  the same Hex each time you travel.
   
  ⬣ Travelling on a River costs 1 point of Movement for 
  every two Hex sides downstream, and 1 point for 
  every Hex side upstream.
  Walking [p41]
   
  ⬣ Take into account all of the listed Movement 
  Modifiers for difficult Terrain [p101].
  Climbing [p34]
   
  ⬣ Normally only used on the World Map when scaling 
  Mesas [p103] and Cliffs [p105].
  Swimming [p47]
   
  ⬣ All Water Hexes normally cost 1 point of Swimming 
  Movement to enter.
  Flying [p36]
   
  ⬣ When flying over the landscape, reduce Topography 
  Movement Modifiers by 1 to a minimum of 0, and 
  ignore all Vegetation Movement Modifiers. These 
  reductions do not apply in Caverns.
   
  ⬣ Impenetrable Mountains have a Movement Modifier 
  of +2, but can only be entered if the character is 
  capable of flying in thin atmosphere.
  Burrowing [p33]
  Use the Burrowing Movement Modifiers instead of 
  those shown on the World Map Key. The GM must use 
  their discretion to decide the ground’s hardness.
  Standard Walking Movement
  The numbers show the Movement 
  cost to move from the central Hex to 
  any of the adjacent Hexes.
  1
  2
  3
  4
  3
  5
  Crossing Rivers
  Adds 1 to the Movement cost of the 
  Hex you are moving to. Streams do 
  not cost any Movement.
  2
  4
  5
  4
  6
  3
  Travelling on Rivers
  It costs 1 point of Movement for 
  every two Hex sides downstream, 
  and 1 point for every Hex side 
  upstream.
  1
  1
  1
  No Roads
  With no road at all, use the standard Movement Costs.
  1
  2
  2
  3
  4
  5
  Track
  Reduce the Vegetation Movement Modifier by 1.
  1
  2
  2
  2
  3
  4
  Road or Sealed Road
  Reduce the Topography Movement Modifier by 1, and 
  ignore any Vegetation Movement Modifier.
  1
  1
  1
  1
  2
  2
  Guide [p38]
  If the group is led by a character with Guide knowledge 
  of the area, the Movement cost of all affected Hexes is 
  reduced by 1 to a minimum of 1.
  
  114
  TRAVEL
  Travelling
  Before setting off, you’ll need to figure out how many 
  points of Movement you have for the Period.
   
  ⬣ Decide how everyone in the group will be travelling. 
  Characters may use various different forms of 
  movement, although this may require some to slow 
  down or split up and meet again later.
   
  ⬣ A group travelling together will only be able to move 
  at the speed of their slowest member.
   
  ⬣ Faster characters may choose to spend their 
  spare points of Movement on other things, 
  such as scouting ahead, Scaling Prominent 
  Terrain [p115], or Hunting [p38].
  Travel Time
   
  ⬣ Characters spend their points of Movement on the 
  World Map in 12 hour Periods.
  If you don’t need to spend all your Movement to get 
  where you’re going, then the time spent is proportional 
  to how much of your Movement you used.
  The following table gives the number of hours it takes 
  to use a certain amount of Movement, based on your 
  maximum Movement rate.
  Max. 
  Movement
  Movement Spent
  1
  2
  3
  4
  5
  6
  1
  12
  24
  36
  48
  60
  72
  2
  6
  12
  18
  24
  20
  36
  3
  4
  8
  12
  16
  20
  24
  4
  3
  6
  9
  12
  15
  18
  5
  3
  5
  8
  10
  12
  15
  6
  2
  4
  6
  8
  10
  12
  Endurance
  Characters lose Endurance [p55] when travelling 
  long distances.
   
  ⬣ When using Normal Movement [p56] (normally 
  Walking), you lose 1 point of Endurance for every 
  point of Movement spent on the World Map.
   
  ⬣ When using Slow Movement [p56] or slower 
  (normally Swimming and Climbing), you lose 3 
  points of Endurance for every point of Movement 
  spent on the World Map.
   
  ⬣ When travelling at altitude, characters will lose 1 
  point of Endurance for every 12 hours of activity, for 
  every 1000 metres above sea level.
   
  ⬣ Travelling while Burdened [p54] may cause 
  additional Endurance loss.
  Travelling While Exhausted
   
  ⬣ If a character’s Endurance drops below 0, they 
  become Exhausted [p55] and can only spend 
  half their Movement on World Hexes.
   
  ⬣ If the character has already moved more than half 
  their Movement rate when they become Exhausted, 
  they can’t travel any further that Period.
   
  ⬣ Travelling while Exhausted continues to cause 
  Endurance loss, which may lead to Health loss.
  Camping
  When the characters stop for the night, don’t forget to 
  take care of Character Maintenance [p24] – eating, 
  drinking, healing, resting, and resetting Pool values.
  movement
  
  115
  TRAVEL
  vision
  When venturing into unexplored areas of the world, 
  the GM charts the characters’ progress by filling in the 
  Terrain on a blank map of small Hexes. The Players’ 
  Map starts with only the areas known by the characters, 
  and is extended as they explore.
  The Vision rules govern how far the characters can see 
  on the World Map from a given Hex.
   
  ⬣ Use the lower Vision rating of either the Topography 
  or Vegetation [p101].
   
  ⬣ Weather [p108] may also reduce Vision.
   
  ⬣ Vision “–” means the character can never see beyond 
  the Hex they are in.
   
  ⬣ Vision 0 means the character cannot usually see out 
  of the Hex they are in.
   
  ⬣ Vision 1 or greater allows the character to see World 
  Hexes up to that distance away.
  Prominent Terrain
  Prominent Terrain [p101] has two effects on Vision:
   
  ⬣ It can be seen from one Hex further away than usual, 
  based on the Vision of the occupied Hex. From 
  a Vision 0 Hex you can see adjacent Prominent 
  Terrain, but not from a Vision “–” Hex.
   
  ⬣ Prominent Terrain blocks all Vision beyond itself.
  Scalable Terrain
  You can ascend Scalable Terrain to get a better view of 
  your surroundings.
   
  ⬣ You must already be in a Hex in order to Scale it.
   
  ⬣ Scaling costs as many points of Movement as the 
  Terrain’s Movement Modifier, without the base cost 
  of 1 for entering a new hex.
   
  ⬣ Once Scaled, Vision changes to the value listed in 
  the World Map Key [p101].
   
  ⬣ Walking back down does not cost any Movement. 
  Just pay the cost for the Hex you want to move into.
  Flying Vision
   
  ⬣ Flying characters can easily travel above the level 
  of trees or hills, and so are allowed Vision 1 in any 
  Terrain not listed as Prominent.
   
  ⬣ For 1 point of Flying Movement, the character can 
  ascend to a level allowing them Vision 2 in any 
  Terrain except Impenetrable Mountains.
   
  ⬣ If the character is capable of flying over 
  Impenetrable Mountains, they may spend 2 points 
  of Flying Movement to ascend to a level allowing 
  them Vision 3 in any Terrain.
  Vision 0
  In Terrain such as Forests, Hills, or Mesas, the 
  character can usually only see the Hex they are 
  actually standing in.
  Vision 1
  When both Topography and 
  Vegetation have Vision 1, such as 
  Light Flat or Sparse Swamp, the 
  character can usually see all of the 
  adjacent Hexes.
  Prominent Terrain
  Even in a Vision 0 Hex, Prominent 
  Terrain can be seen from one Hex away. 
  In this example, the character is among 
  Hills, but can see the adjacent Mountain 
  and Volcano.
  Scaling Terrain
  Scaling the hill for 1 point of 
  Movement grants Vision 1. The 
  Light Mountain is visible from 
  one Hex further away.
  Blocking Vision
  If the character moves into the Forested Mountain for 
  5 Movement, and then Scales it for 4 Movement, they 
  gain Vision 2. 
  The adjacent Frigid 
  Mountain and Arid 
  Volcano both block 
  Vision into the Hexes 
  beyond.
  Drawing Maps
  The Map chapter [p203] includes blank map templates 
  for use as both the GM’s master map, and the Players’ 
  Map. 
  There are also tips on designing and drawing maps “Under 
  the Hood” [p230].
  
  116
  TRAVEL
  exPosUre
  Characters need to make Exposure rolls when they 
  spend three or more hours of a 12 hour Period exposed 
  to a Temperature category [p107] that is outside 
  their Comfort Zone [p61]. 
  The default human Comfort Zone is a Temperature 
  between Cool and Warm.
   
  ⬣ Exposure rolls are not necessary if the characters are 
  in a climate-controlled environment, such as a house 
  (unless it is poorly insulated).
   
  ⬣ If the Temperature is one category Too Hot, 
  the character only needs to make an Exposure 
  roll if they are physically active (manual labour, 
  travelling).
   
  ⬣ If the Temperature is one category Too Cold, the 
  character only needs to make an Exposure roll if 
  they are physically inactive (mental work, resting).
   
  ⬣ Characters always need to make Exposure rolls if the 
  Temperature is more than one category Too Hot or 
  Too Cold.
   
  ⬣ Only one Exposure roll needs to be made for each 
  12 hour Period, unless conditions change from Too 
  Hot to Too Cold or vice versa, or if the Temperature 
  becomes even hotter or colder.
  Exposure Roll
  If subject to Exposure, make a Survival roll against a 
  Resistance of 2.
  Modifiers apply depending on whether it is Too Hot or 
  Too Cold (see below).
  Reduce Endurance by 1 for each negative Success.
  Too Cold
  Modifier
  Active (manual labour, travelling).
  +1
  No warm clothes (coat, cloak).
  -1
  No heat source (fire, heater).
  -1
  Resting with no shelter (tent).
  -1
  Too Cold by more than one category.
  -2 each
  Too Hot
  Modifier
  Inactive (mental work, resting).
  +1
  No shade.
  -1
  Not plenty to drink.
  -1
  Too Hot by more than one category.
  -2 each
  
  117
  SETTLEMENTS
  Settlements [p105] form when people gather 
  together for protection and commerce. In many games, 
  towns and settlements form the staging posts in which 
  characters rest, resupply, and prepare to set out on new 
  adventures.
  The Businesses described here are intended for worlds 
  with limited distribution networks and unreliable 
  supply lines – fantasy worlds, frontier societies, 
  the post-apocalypse. In a well-supplied modern or 
  futuristic setting, goods are usually more readily 
  available.
  This section provides generic details for a variety 
  of businesses that may be found in a wide variety 
  of settings. Any establishments that are specific to a 
  particular game world will be detailed in its Setting 
  book.
  Star Rating
  Establishments have a quality rating between one and 
  three Stars (★). The Star rating is used to rate either the 
  quality of services on offer, or the range and quality of 
  available goods.
  Availability Tables
  Many shops use one or more Availability Tables to 
  figure out what they currently have in stock. You can 
  only make a roll on a business’s Availability Table once 
  each game week. Availability rolls are typically made 
  using a single open-ended die.
   
  ⬣ Most Availability Tables cross-reference a roll with 
  the shop’s Star rating to let you know what quality or 
  quantity of items are available.
   
  ⬣ Some Availability Tables work by cross-referencing 
  the desired item with the establishment’s Star rating, 
  which gives you the minimum number you need to 
  roll on an open-ended die for that type of item to be 
  available. 
  BUsinesses
  Inns & Taverns
  Inns are public houses for socialising, eating and 
  drinking, and also offer services for the traveller such as 
  accommodation, stabling, and washing.
  Taverns tend to have fewer services for travellers.
  Food & Drink
  All Inns and most Taverns are able to serve fresh food 
  on request. Travellers who eat at an Inn don’t have to 
  mark off a Ration [p24] for the day.
   
  ⬣ Hot meals cost ¼ CU per ★.
   
  ⬣ A full range of alcoholic and non-alcoholic 
  beverages will be available regardless of Stars.
   
  ⬣ Inns usually have large amounts of food and drink 
  available for purchase [p158].
  Accommodation
  Inns usually have a number of private rooms for rent. 
  Taverns may offer no rooms, or only a few. Both often 
  have a common room for shared accommodation.
   
  ⬣ A private room for one night costs ½ CU per ★ for 
  each guest. Natural Healing rolls [p24] receive a 
  +1 for each ★.
   
  ⬣ Sleeping in the common room for one night costs 
  ¼ CU per guest, regardless of Stars. Natural healing 
  rolls receive a +1 Bonus. Patrons are responsible for 
  the security of their person and possessions.
  Washing
  Bathing and laundry facilities vary by business.
   
  ⬣ Bathing costs 1/8 CU, plus 1/8 CU per ★ for each 
  bather, including a private room and hot water. 
  Modern settings don’t charge for bathing, but 
  may do so for access to saunas, spas, pools, or hot 
  springs.
   
  ⬣ Laundry costs 1/8 CU per ★ for each item cleaned.
  
  118
  SETTLEMENTS
  Equipment Shops
  Shops such as general stores, department stores, and 
  supermarkets will often have all manner of common 
  items [p154] readily available.
  The GM should apply their discretion when 
  determining the availability of specific items depending 
  on the setting, the type of shop, and the requested item.
  Adventurer’s Shop
  In worlds where adventuring is a common pursuit, 
  specialist shops will develop to cater specifically to 
  adventurers.
  Adventurer’s Shops are general stores offering a wide 
  variety of goods including supplies, weapons, armour, 
  and even rare and magical items. However, while they 
  try to be a one-stop shop, they will often not have the 
  most stock or the best quality items compared to a 
  specialist business.
  Armourer
  This specialist shop stocks all manner of armour, 
  shields, and other protective gear.
  Blacksmith
  In many ancient worlds, the town blacksmith doubles 
  as armourer and weaponsmith. The range may not be 
  as great as a specialist shop, but custom orders can be 
  filled if time permits.
  Curio Shop
  A shop that specialises in many unusual or rare items. 
  Depending on the Setting it may accumulate antiques, 
  relics, special imports, or magical items.
  Gun Shop
  In worlds where firearms are available, you’ll need a 
  specialist Gun Shop to find more dangerous models. 
  Smaller firearms are occasionally available elsewhere.
  Specialist Shop
  This shop specialises in one type of item. Examples 
  include Bookshops, Magic Shops, Tech Shops, 
  Herbalists, and Cartographers.
  Weapon Shop
  This specialist shop stocks many types of weapons, 
  ammunition, and related equipment.
  BUsinesses
  Stables
  Most Inns and Taverns will have a hitching post or 
  yard for tethering mounts free of charge at the owner’s 
  risk, while others will have a proper Stable. Stables are 
  treated as a separate Business, even if attached to an 
  Inn.
   
  ⬣ Stabling costs ¼ per ★ for each animal. This covers 
  food, water, shelter, grooming, and exercise during 
  long stays.
  Stables and Inns may also have animals available for 
  hire or purchase.
  Animal
  ★
  ★★
  ★★★
  Horse
  3
  1
  -1
  Mule, Donkey
  5
  3
  1
  Warhorse, Clydesdale
  7
  5
  3
   
  ⬣ Inns without Stables apply a -4 to all rolls.
  City Watch or Police
  The Star rating for City Watch or Police indicates 
  the training level of the average town guard member 
  [p196] or policeman [p196].
  Rating
  Guard Type
  ★
  Type I (5 Progress)
  ★★
  Type II (10 Progress)
  ★★★
  Type III (15 Progress)
   
  ⬣ In a squad of six guards, one will be a Sergeant, who 
  is one Type higher than the regular guards.
   
  ⬣ Villages may only have one or two Squads, with no 
  guard members higher than Sergeant.
   
  ⬣ The watch of larger settlements will be led by a 
  Captain. They may be one Type higher than the 
  Sergeants, or they may be fully-fledged NPCs.
   
  ⬣ Large cities may have several Captains, led by a 
  Watch Commander who is usually a powerful NPC.
  
  119
  SETTLEMENTS
  Weapon Shops
  For shops that sell weaponry, the Availability Table lists 
  a Threat rating.
   
  ⬣ The GM makes an Availability Roll at -2 to see 
  what Threat of weapons are generally available. 
  Characters can freely buy any regularly available 
  weapon up to this Threat.
   
  ⬣ Characters may enquire as to the availability of 
  higher Threat weapons. The GM makes a separate 
  roll to see if that specific weapon is available. The 
  GM may limit the number of enquiries.
   
  ⬣ Modify the final Threat depending on the shop type.
  Roll
  ★
  ★★
  ★★★
  -5 or less
  0
  0
  1
  -3
  0
  1
  2
  -1
  1
  2
  3
  1
  2
  3
  4
  3
  3
  4
  5
  5
  4
  5
  6
  7
  5
  6
  7
  9
  6
  7
  8
  11
  7
  8
  9
  13
  8
  9
  10
  15
  9
  10
  11
  17
  10
  11
  12
   
  ⬣ Weapon Shops apply no Modifiers.
   
  ⬣ Adventurer’s Shops apply -1 Threat for metal 
  weapons.
   
  ⬣ Gun Shops add +5 Threat for firearms and 
  ammunition, and -2 Threat for other weapons.
   
  ⬣ Blacksmiths apply -1 Threat for metal weapons, and 
  -2 Threat for other weapons.
  Armour Shops
  For shops that sell armour, the Availability Table lists a 
  Threat rating.
   
  ⬣ The GM makes an Availability Roll at -2 to see what 
  Threat of armour is generally available. Characters 
  can freely buy any regularly available armour up to 
  this Threat.
   
  ⬣ Characters may enquire as to the availability of a 
  type or piece of higher Threat armour. The GM 
  makes a separate roll to see if it is in stock. The GM 
  may limit the number of enquiries.
   
  ⬣ Modify the final Threat depending on the shop type.
  Roll
  ★
  ★★
  ★★★
  -3 or less
  0
  0
  2/12
  -1
  0
  2/12
  4/12
  1
  2/12
  4/12
  6/12
  3
  4/12
  6/12
  8/12
  5
  6/12
  8/12
  10/12
  7
  8/12
  10/12
  12/12
  9
  10/12
  12/12
  11
  12/12
   
  ⬣ Armourers apply no Modifiers.
   
  ⬣ Adventurer’s Shops apply -2/12 Threat for all 
  armour.
   
  ⬣ Blacksmiths apply -2/12 Threat for metal armour, 
  and -4/12 Threat for other armour.
   
  ⬣ Era: apply +3/12 Threat if Modern armour is freely 
  available, and +6/12 Threat if Futuristic armour is 
  freely available..
  BUsinesses
  
  120
  SETTLEMENTS
  Specialist and Curio Shops
  For shops that sell specialist items or random trinkets, 
  the Availability Table lists the number of particularly 
  interesting Rare Items that can be discovered.
   
  ⬣ Most Specialist shops will also stock a variety of 
  less interesting or valuable items. The exact nature 
  of these items depends on the type of shop and the 
  whims of the GM.
   
  ⬣ The GM makes an Availability roll to see how many 
  Rare Items are available. They may need to make 
  additional rolls on Setting-specific tables to figure 
  out exactly what the items are, or they can use their 
  discretion.
   
  ⬣ The shop type may affect the final number of items.
  Roll
  ★
  ★★
  ★★★
  -3 or less
  0
  0
  1
  -1
  0
  1
  1
  1
  1
  1
  2
  3
  1
  2
  3
  5
  2
  3
  4
  7
  2
  3
  4
  9
  3
  4
  5
  11
  3
  5
  5
   
  ⬣ Curio and Specialist Shops apply no Modifiers.
   
  ⬣ Adventurer’s Shops stock 1 fewer Rare Items.
  Mystical Services
  Sometimes you may need to pay to have a Spell  
  [p123] cast on your behalf. The average costs for this 
  service are based on the following:
   
  ⬣ 1 CU per Level of Magic [p39] the caster has, 
  plus:
   
  ⬣ ½ CU per point of Resistance of the Spell (or 1 CU 
  per Level) [p124].
   
  ⬣ Spells with a Permanent Duration [p133] cause 
  the caster to lose a point of Mana, and so attract an 
  additional flat fee of 20 CU.
   
  ⬣ Enchantments erase Arcana from the caster’s 
  vocabulary. Add 5 CU for each Resistance worth of 
  erased Arcana.
  Temples
  Many fantasy worlds contain Temples and Churches 
  where the priests can channel the power of their gods 
  to perform miracles. Even in worlds without magic or 
  gods, priests are often practitioners of the healing arts, 
  and churches have long been places of sanctuary.
  The Star rating for a Temple rates its size and 
  importance, and the likelihood of finding powerful 
  priests within.
  Rating
  Temple Type
  ★
  Shrine or Chapel
  ★★
  Temple or Church
  ★★★
  Grand Temple or Cathedral
  Prayers
  If priests are capable of performing Spell-like miracles, 
  you can use the following Availability Table once 
  per game day to find the Faith and Mana of the most 
  powerful available priest.
  Some religions may ask for no reward, while others will 
  request a donation or specify a set fee.
  Roll
  ★
  ★★
  ★★★
  1
  –
  –
  1
  2
  –
  1
  2
  3
  1
  2
  3
  4
  1
  3
  4
  5
  2
  4
  5
  6
  3
  5
  5
  BUsinesses
  
  121
  SETTLEMENTS
  earning a living
  Street Jobs
  Some Abilities can be used to work on the street. You’ll 
  tend to attract more money if you perform well.
   
  ⬣ Street Job income is based on 4 hours of work. 
  Reduce the income proportionally if you work for 
  less time. 
   
  ⬣ It’s only possible to work twice in one day if you’re 
  in a Metropolis or an Urban Zone [p105].
   
  ⬣ Make an Ability roll against a Resistance of 2.
   
  ⬣ Apply a -2 Modifier in a Town, or -4 in a Village.
   
  ⬣ You receive the amount of money specified below 
  for each Success.
  Busking
  You can busk with any of Acrobatics, Acting, Artisan, 
  Charm (to beg), Dancing, Fortune Teller, Music, 
  Singing, or Subterfuge (stage magic).
   
  ⬣ Income is 1/8 CU per Success.
   
  ⬣ You may need a licence to busk in some cities.
  Tinkering
  You can do repair work with any of Construction, 
  Engineering, Medical, Tech, or Weaponsmith.
   
  ⬣ Income is ¼ CU per Success.
  Occasional Jobs
  These jobs involve unskilled manual labour 
  or temporary positions. You need to make an 
  Employment roll each day, as this type of work tends to 
  come and go without warning.
   
  ⬣ You need to make an Employment roll at the start 
  of each day to see if you can find any work. You can 
  only make one roll each day, and it takes an hour.
   
  ⬣ Make a Charm, Streetwise or Wits roll. The 
  Resistance depends on the type of work you’re 
  looking for (see below).
   
  ⬣ Apply a -2 Modifier in a Town, or -4 in a Village.
   
  ⬣ If successful, you earn the specified amount of 
  money multiplied by your Ability Level.
  Low Pay Jobs
  You can try to get a Low Pay Job using Animals, 
  Artisan, Construction, Cooking, Pilot (Bike, Driving), 
  Engineer, Mining, Sailing, Streetwise, or Strength.
   
  ⬣ The Employment roll has a Resistance of 2.
   
  ⬣ Income is ½ CU per Ability Level.
  High Pay Jobs
  You can try to get a High Pay Job using any of Appraise, 
  Bureaucracy, Engineering, Languages, Magic, Medical, 
  Pilot (various), Scholar, Tech, Weaponsmith.
   
  ⬣ The Employment roll has a Resistance of 4.
   
  ⬣ Income is 1 CU per Ability Level.
  
  122
  SETTLEMENTS
  Contract Work
  Contract work involves employment for a fixed term, 
  or until conditions are met such as the completion of a 
  journey or building project.
  Most Contract work is advertised, so the availability is 
  up to the GM and no Employment roll is necessary.
  Wages and payment terms are negotiated before work 
  begins. Sometimes part payment is made in advance, 
  sometimes you’re paid daily, and sometimes full 
  payment is given on completion.
  Construction
  A particular construction contract may call for 
  Construction, Engineering, Mining, Pilot (Mecha, 
  Tracked), Tech, or Weaponsmith.
   
  ⬣ Income is 1 CU per day for each Level in the Ability.
  Guide
  The character must have Guide knowledge of the area 
  or Settlement in question.
   
  ⬣ Income starts from 2 per day, although it may be 
  significantly higher if the area is dangerous, difficult 
  to get to, or virtually unknown.
  Mercenary
  A character’s Mercenary Level is equal to their Progress 
  divided by 5, plus the second-highest of their primary 
  Attack Ability, primary Damage Ability, Avoid, 
  Toughness, Wits, or Move.
   
  ⬣ Income for a guard contract is ½ per Mercenary 
  Level per day.
   
  ⬣ Income for a combat contract is 1 per Mercenary 
  Level per day.
  Regular Employment
  Full-time employment may be desirable in more 
  modern game worlds, where characters can have day 
  jobs and ‘go adventuring’ in their spare time. Some jobs 
  themselves may even form the basis for a campaign, 
  such as the emergency services, armed forces, 
  professional athletes, or delivery drivers.
  Income is set depending on the skill level of the work. 
  Although Abilities are not always required, characters 
  who can’t perform their duties may find themselves 
  demoted or fired.
  Characters who are in the same job for a long time, 
  who perform exceptionally well, or who ingratiate 
  themselves with management, may gain promotions 
  and increased income.
  Menial Work
  This includes tasks such as cleaning, retail service, 
  production-line manufacture, cargo loading, shelf 
  stacking, and other largely unskilled work.
   
  ⬣ Income is 1 CU per day.
  Low Pay Work
  This involves the same types of work as described in 
  Occasional Low Pay Jobs, as well as general office work.
   
  ⬣ Income is 2 CU per day.
  High Pay Work
  This involves the same types of work as described in 
  Occasional High Pay Jobs, as well as managerial office 
  work.
   
  ⬣ Income is 4 CU per day.
  Specialist Work
  This work usually requires a particular Specialisation 
  from Engineering, Medical, Scholar, or Tech. It also 
  covers executive office work.
   
  ⬣ Income is 8 CU per day.
  earning a living
  
  123
  MYSTICISM
  overvieW
  Mysticism is built on a flexible system that allows 
  you to put together Spell effects in many different 
  combinations. 
  You can take full advantage of this system by allowing 
  Casters to customise their Spells in-game. Otherwise,  
  the GM can define a list of pre-assembled Spells that 
  are tailored for a particular game world or type of 
  mysticism.
  Spell Structure [p124]
  Spells are made up of keywords that cause various 
  effects depending on how they are strung together.
  Casters [p127]
  There are many ways to define Spell Casters, each 
  reflecting a different approach to mysticism – arcane 
  magic, divine faith, martial artists, psychic abilities, 
  innate powers. Each approach uses a slightly different 
  system to interact with Spells.
  Parameters [p133]
  Parameters define the basic framework in which a Spell 
  will operate – how long it takes to cast, at what distance 
  it takes effect, how large an area it affects, and how long 
  the effects will last.
  The names of Parameters are written in italics.
  Major Arcana [p136]
  Major Arcana are Spell components that cause an effect 
  on the game world. They define what a Spell does, and 
  how it works. Many Major Arcana also require the use 
  of Minor Arcana to fully define what it is they affect.
  The names of Major Arcana are written in CAPITALS. 
  Minor Arcana [p149]
  Minor Arcana are Spell components that have no effect 
  on their own; they must be attached to a governing 
  Major Arcana. Minor Arcana define what a Spell affects.
  The names of Minor Arcana are written in lower-case.
  Sample Spells [p151]
  Here you’ll find a small selection of pre-made Spells, as 
  examples of what can be done.
  
  124
  MYSTICISM
  sPell strUctUre
  Spells are made up of three basic elements – Parameters 
  [p133], Major Arcana [p136], and Minor Arcana 
  [p149]. Spells only work if you combine these 
  elements correctly.  The basic structure is:
  {parameters} MAJOR ARCANA [minor arcana]
  Casting Resistance
  Each element has a Resistance, which is a number 
  followed by a star ☆. Combining the Resistance of all 
  the elements gives the total Resistance that must be 
  beaten with a Magic roll to successfully cast the Spell. 
  If the roll fails, then the Spell has no effect and any 
  resources spent to activate it are lost.
  If the Casting Resistance is less than 0, treat it as 0.
  This is not to be confused with the Resistance roll that 
  Targets may receive against a Spell’s effects. 
  Resisting a Spell
  If a Major Arcana has a Resistance value listed at the 
  bottom of its Parameter list, then Targets must either:
   
  ⬣ Roll the specified Ability to resist the Spell, or
   
  ⬣ Choose not to actively resist the Spell, and apply a 
  Resistance equal to their basic Ability Level.
  {Resistance: Willpower}
  The Spell’s success is calculated based on each Target’s 
  Resistance. If a Target’s Resistance is equal to or higher 
  than the Magic roll, then the Spell does not affect them.
  Soggy casts Sleep on Chris and Alex. The Spell has 
  a total Casting Resistance of 2☆, requires Targets to 
  make a Resistance: Willpower roll, and puts Targets to 
  sleep for 1 Turn per Success. Soggy rolls a 7.
  Chris rolls poorly and gets a -1 for Willpower. With a 7, 
  the Spell gets 4 Successes against her.
  Alex rolls an 8 for Willpower, and so is not affected.
   
  ⬣ If a Spell does not list a Resistance value but requires 
  a Margin or Success value, then its effectiveness 
  is determined by comparing the Magic roll to the 
  Casting Resistance.
   
  ⬣ Targets can choose to Resist any Spell that doesn’t 
  have a Resistance listed, by using their Willpower.
   
  ⬣ Spells with Resistance: None do not allow even a 
  voluntary Resistance roll.
  The Value of X
  Many Parameters, and some Arcana, rate their 
  Resistance in a multiple of X. 
   
  ⬣ When learning a Parameter or Arcana, the cost is 
  equal to the Resistance, treating X as 1.
  Learning rangeX costs 1 point. Learning areaX, 
  which has a Resistance of 2X, costs 2 points. Learning 
  radiusX, with a Resistance of 4X, costs 4 points.
   
  ⬣ When constructing a Spell, you must always assign a 
  value of 1 or more to X.
   
  ⬣ When a Parameter uses X, it means “X times the 
  Caster’s Mana Ability level”. 
  Using “range1” means the Spell takes effect up to Mana 
  Hexes away. Using “range3” means the spell takes effect 
  up to Mana x 3 Hexes away.
   
  ⬣ By default, Casters can specify any value for X.
   
  ⬣ For Mages [p128], any values of X greater than 1 
  count as multiple Word-use when calculating Spell 
  Structure.
  For purposes of Word count, “range1” counts as no 
  Words, “range2” counts as one Word, and “range3” 
  counts as two Words.
  Spell Level
  Normally the Spell’s Casting Resistance is used as-is, 
  but sometimes it needs to be converted into a smaller 
  number – to assign a Threat rating, provide a casting or 
  learning cost, or calculate Duration.
   
  ⬣ A Spell’s Level is equal to half the Casting 
  Resistance, rounding down, plus 1.
  Resistance
  Level
  0 or 1
  1
  2 or 3
  2
  4 or 5
  3
  6 or 7
  4
  8 or 9
  5
  Up to 2 higher
  +1
  
  125
  MYSTICISM
  Parameters [p133]
  All Spells require a set of Parameters to define the 
  conditions in which they operate. 
  Parameters are written in italics. In Major Arcana 
  descriptions, valid Parameters are listed inside curly 
  brackets.
  Every Spell must have one (and only one) Parameter 
  from each of the following categories:
   
  ⬣ Action
   
  ⬣ Range
   
  ⬣ Area
   
  ⬣ Duration
  The following Parameter set provides a Resistance of -3.
  Action:limited
  -2☆
  Range:self
  -2☆
  Area:single
  0☆
  Duration:duration1
  1☆
  Default Parameters
  Sorcerers and Mages gain free access to all Parameters 
  that have a Resistance of 0 or less. Other Parameters 
  must be learned and purchased separately.
  {Action: standard, limited, double, extended, ritual}
  {Range: self, touch}
  {Area: single}
  {Duration: instant}
  Other Caster types may have access to different sets of 
  Parameters.
  Major Arcana [p136]
  Major Arcana define what a Spell does, and are written 
  in capitals. These form the body of the Spell, and also 
  provide a structure that defines the allowed Parameters 
  and the necessary Minor Arcana.
  ARCANA [required-minor] (optional-minor) : X☆
  {Action: free, standard, limited, double, extended, ritual}
  {Range: self, touch, rangeX}
  {Area: single, adjacent, areaX, coneX, wallX, radiusX}
  {Duration: instant, durationX (turns, minutes, hours, 
  days, weeks, months, years), reserve, permanent}
  {Resistance: The Ability rolled to Resist the Spell}
  The top line lists the Arcana’s name, followed by any 
  required Minor Arcana in square brackets, any optional 
  Minor Arcana in parentheses, and the Resistance that it 
  adds to the Spell’s casting difficulty.
  A list of valid Parameters follows. If a Parameter type 
  is not listed, then any value is allowed. This section also 
  lists any Ability used when Resisting the Spell.
  The text then provides a description of the Major 
  Arcana’s effect. Qualifiers, conditions, and notes follow 
  in italics.
  A Spell usually has one Major Arcana. In a few cases 
  it’s possible to add other Major Arcana to a Spell, but 
  generally you only use one. Different Major Arcana 
  in the one Spell are resolved separately, but all use the 
  same Parameters and Magic roll.
  The following Spell hits all Targets in a radius around 
  the Caster with Energy Damage, in addition to 
  inflicting Burn:
  DAMAGE energy BURN
  {Action:limited, Range:self, Area:radius1, 
  Duration:instant}
  Some Parameters can’t be attached to certain Major 
  Arcana. Valid choices in a category are listed in the 
  Major Arcana description. If the description doesn’t list 
  a particular Parameter category, then any option from 
  that category is valid.
  All Major Arcana used in a Spell must be compatible 
  with the Spell’s Parameters and other requirements.
  DAMAGE requires Duration:instant to prevent Spells 
  from constantly inflicting harm for little cost.
  MALFUNCTION can’t use Duration:instant because 
  that would mean the affected Item would start working 
  again straight away.
  sPell strUctUre
  
  126
  MYSTICISM
  Minor Arcana [p149]
  These define the subject of a Spell effect, and are 
  written in lower-case.
  If a Major Arcana requires one or more Minor Arcana, 
  the acceptable categories will be listed in square 
  brackets after the name of the Major Arcana.
  RESTORE [pool]
  If a Minor Arcana is listed in parentheses, then it’s 
  optional – the Caster can choose to include it or not.
  TELEPATHY (scale)
  If a set of brackets contains multiple categories, choose 
  one Minor Arcana from any of those categories.
  CURE [ability, attribute, condition]
  Choose one Minor Arcana for each set of brackets.
  PUNISH [arcana] [pool]
  Where a Minor Arcana ends with “...”, you can include 
  multiple instances of the listed Minor Arcana under the 
  same Major Arcana.
  WARD [arcana, element, target...]
  Not all Major Arcana have a Minor Arcana, because the 
  effect is self-contained.
  BURN
  Normally, you can only apply the listed Minor Arcana 
  to a particular Major Arcana. However, there are some 
  optional Minor Arcana that can be added to Major 
  Arcana in particular circumstances.
  DRAIN [pool] (leech) discretion result-1
  The [arcana] category contains all the categories of 
  Major Arcana, but you can also use a specific Major 
  Arcana. When used as a Minor Arcana in this way, 
  Major Arcana do not cause their usual effect – instead, 
  they simply provide a subject for the governing Major 
  Arcana.
  “RESIST condition” gives a Bonus against all Major 
  Arcana in the Condition category.
  “RESIST burn” gives a Bonus only against the effects of 
  Burn (regardless of whether it is natural or mystical).
  Designing Spells
  If a character has the option to build Spells from scratch, 
  it can save time to write down the most frequently used 
  versions of their Spells and add up the Casting Resistance. 
  This saves having to rebuild the same Spell every time, and 
  also provides a handy baseline that can be easily modified 
  in unusual circumstances.
  Alex knows the following Parameters and Arcana, with 
  Casting Resistances shown in parentheses:
  {Action: standard(0☆), limited (-2☆)}
  {Range: self (-2☆), touch (0☆), rangeX (X☆)}
  {Area: single (0☆)}
  {Duration: instant (0☆)}
  DRAIN (2☆), RESTORE (2☆)
  health (1☆), mana (2☆), leech (2☆)
  He designs the following two Spells:
  Healing Touch
  RESTORE health (1☆) 
  {Action:limited, Range:touch, Area:single, 
  Duration:instant} 
  A single touched target has their Health restored.
  Wraith’s Reach
  DRAIN mana leech (5☆) 
  {Action:limited, Range:range1, Area:single, 
  Duration:instant} 
  A single target at a distance has their Mana drained 
  and added to the Caster’s total.
  Alex can easily cast either of these since all the details 
  are written down. However, it’s also easy to modify 
  them on the fly, effectively creating a variant of the Spell 
  without having to build it entirely from the ground up.
  For example, if he couldn’t get to a fallen comrade in 
  time to heal them, he could replace Healing Touch’s 
  Range:touch with Range:range1 and heal them from a 
  distance. Compared with Range:touch, each iteration of 
  Range:rangeX will increase the Casting Resistance by 1.
   He could change Wraith’s Reach to target Health 
  instead of Mana (reducing Resistance by 1), remove the 
  leech effect so the drained points don’t add to his pool 
  (reducing Resistance by 2), change it to Range:touch 
  (reducing Resistance by 1), or any other variety of 
  options so long as the Spell still has a valid structure.
  sPell strUctUre
  
  127
  MYSTICISM
  casters
  Caster Types
  Several different types of Caster are detailed on the 
  following pages. Each reflects a different approach to 
  mysticism, and provides a different game experience.
  A specific setting usually won’t feature every single type 
  of Caster. Most settings have only one or two specific 
  Caster types available. 
  The Sorcerer, Mage, and Wizard are all very similar in 
  effectiveness, but have different approaches to learning and 
  casting spells. They are, if you like, three different answers to 
  the same question – “how does magic work in this world?” 
  Vocabulary
  A Caster’s Vocabulary is their collection of Parameters 
  and Arcana, or their list of Spells. Different types of 
  Casters have different Vocabulary limitations, and 
  different ways of learning new Parameters, Arcana, or 
  Spells.
   
  ⬣ Some Casters learn new Parameters and Arcana 
  based on their Resistance, while others learn Spells 
  outright using the Spell’s Level [p124].
   
  ⬣ The maximum allowed number of points in a 
  Caster’s Vocabulary is usually a multiple of their 
  Magic Ability Level.
  5, 10, or 15 times the Caster’s Magic.
   
  ⬣ Some Caster types do not have a Vocabulary.
   Characters with innate Powers simply pay for 
  permanent access to certain effects directly using Threat.
  Choosing Arcana and Parameters
  If you are buying Arcana and Parameters individually, you 
  probably want to start by choosing the Major Arcana that 
  will form the basis of your Spells.
  Once you’ve picked a few Major Arcana, make sure you 
  pick at least one or two options for any required Minor 
  Arcana, or you won’t be able to structure a functional Spell.
  Likewise, note which Parameters are compatible with the 
  Major Arcana, and make sure you buy any additional 
  Parameters to make the Spell work the way you want it to. 
  Most Casters won’t start out with any significant Range, 
  Area, or Duration Parameters.
  
  128
  MYSTICISM
  Sorcerers
  Sorcerers are the default variety of Caster. They are 
  flexible and powerful wielders of arcane energy, tapping 
  into the very fabric of reality and bending it to their 
  will. They construct spells from their fundamental 
  components, rearranging them at whim.
  In most settings, Sorcerers cast spells using a 
  combination of intricate hand gestures and arcane 
  words. Some spells (especially the Augment group, plus 
  most stealth and deception spells) may be cast simply 
  by concentrating.
   
  ⬣ Sorcerers use the Magic Ability to learn Parameters 
  and Arcana, and cast Spells. They use the Mana 
  Ability to power Spells.
   
  ⬣ There are no special limits on Spell structure. 
  Sorcerers may build Spells on the fly using any 
  known Parameters and Arcana.
   
  ⬣ Each Spell costs 1 point of Mana to cast. 
   
  ⬣ To successfully cast a Spell, the Sorcerer makes a 
  Magic roll against the Casting Resistance. Failure 
  indicates that the Spell fails, and the Mana is lost.
  Vocabulary
   
  ⬣ Sorcerers receive all Parameters with a Resistance of 
  0 or less for free, apart from Action:auto.
  {Action: standard, limited, double, extended, ritual}
  {Range: self, touch}
  {Area: single}
  {Duration: instant}
   
  ⬣ Sorcerers are unrestricted in their choice of 
  Parameters and Arcana. They may learn 15 
  Resistance worth of Parameters and Arcana for 
  every point of Magic.
   
  ⬣ To learn a new Parameter or Arcana, a Sorcerer 
  needs enough available points in their vocabulary, 
  and  access to a teacher or book that can impart 
  knowledge of the new spell fragment.  
   
  ⬣ Sorcerers can learn twice their Magic in Resistance 
  worth of Parameters and Arcana each day. Learning 
  their maximum amount for a day takes 8 hours.
  With Magic 1, Chris can learn 2 Resistance worth of 
  Parameters or Arcana in 8 hours, once per day. With 
  Magic 3, Sandy can learn up to 6 Resistance worth of 
  Parameters or Arcana in the same period, or learn a 2 
  Resistance Arcana in one third the time.
  Mages
  Mages are a variant form of Sorcerer that do not need 
  to make a Magic roll to cast Spells. Instead, they are 
  limited in the number and complexity of Parameters 
  and Arcana they can wield.
  Training improves the Mage’s ability to learn 
  increasingly complex magical ‘words’ and string more 
  of them together. While a novice may be able to utter 
  only one simple Arcana at a time, a master Mage can 
  construct whole sentences of magical power.
  Mages might simply cast spells with words and 
  gestures, or perhaps they use mystical cards which 
  each describe one Arcana that they form into a ‘hand’, 
  or they could inscribe glowing words in the air or on a 
  nearby surface.
   
  ⬣ Mages use the Magic Ability to learn Spells, the 
  Mana Ability to power Spells, and both Abilities to 
  structure Spells.
   
  ⬣ A Mage can build Spells on the fly using any known 
  Parameter or Arcana with a Resistance no greater 
  than twice their Magic, and using as many Arcana 
  and additional Parameters as their Mana.
   
  ⬣ Each Spell costs 1 point of Mana to cast. 
   
  ⬣ Casting does not require a Magic roll, but one may 
  be needed to oppose an active Resistance. If such a 
  roll fails to beat the Casting Resistance the Spell still 
  works, just not very well. 
  Vocabulary
   
  ⬣ Mages learn Parameters and Arcana in the same 
  manner as a Sorcerer, except they can’t learn a 
  Parameter or Arcana with a Resistance greater than 
  twice their Magic Ability Level.
  casters
  
  129
  MYSTICISM
  Wizards
  Wizards learn fully-constructed Spells, and must 
  cast them the same way each time. They don’t learn 
  Parameters and Arcana separately, and cannot build 
  Spells on the fly.
  Wizards are archetypical scholarly spell-casters, 
  learning spells whole cloth from ancient tomes or sage 
  masters.
   
  ⬣ Wizards use the Magic Ability to learn and cast 
  Spells, and the Mana Ability to power Spells.
   
  ⬣ Wizards must learn Spells by rote. Spells are learned 
  in a fixed structure, and cannot be altered. Variations 
  of a Spell must be learned separately, but it’s possible 
  to replace a Spell with a more powerful version.
   
  ⬣ Wizard Spells are rated by Level [p124], not 
  Casting Resistance.
   
  ⬣ Each Spell costs 1 point of Mana to cast. 
   
  ⬣ To successfully cast a Spell, the Wizard makes a 
  Magic roll against a Resistance of 0, requiring 1 
  Success per Level. Failure indicates that the Spell 
  fails, and the Mana is lost.
  Vocabulary
   
  ⬣ Wizards may learn Spells built with any Parameters 
  and Arcana (apart from Action:auto).
   
  ⬣ Wizards may learn 10 Levels worth of Spells for 
  every point of Magic.
   
  ⬣ To learn a new Spell, a Wizard needs enough 
  available points in their vocabulary, and access to a 
  teacher or book that can impart knowledge of the 
  new Spell.  
   
  ⬣ Wizards can learn a number of Levels worth of 
  Spells equal to their Magic each day. Learning their 
  maximum amount for a day takes 8 hours.
  Upgrading Spells
   
  ⬣ Wizards can learn more powerful versions of known 
  Spells. The new Spell must use the same Major 
  Arcana as the old Spell, but the Parameters and 
  Minor Arcana may vary. 
   
  ⬣ For learning purposes, subtract the Level of the 
  old Spell from the Level of the new Spell to get the 
  Level that needs to be learned.
   
  ⬣ Remove the old Spell from the Wizard’s list, and 
  replace it with the new Spell.
  Wizards may also know more than one version of a Spell. 
  They choose whether to replace a known Spell, or learn a 
  separate Spell that uses the same Major Arcana.
  Occultists
  This Wizard variant uses magical components and 
  ritual ceremonies to cast Spells without the need for 
  Mana as a power supply. It is an interesting Caster for 
  games set in the otherwise mundane ‘real world’.
   
  ⬣ Occultists use the Ritual Magic Ability to learn and 
  cast Spells. They do not use a Mana Ability.
   
  ⬣ Occultists must learn Spells by rote, like a Wizard. 
  Spells are learned in a fixed structure, and cannot be 
  altered.
   
  ⬣ Each Spell requires physical materials worth 
  (Level -1) CU. These materials are consumed during 
  casting.
   
  ⬣ To successfully cast a Spell, the Occultist makes a 
  Magic roll against the Casting Resistance. Failure 
  indicates that the Spell fails, and the time and 
  materials are wasted.
  Vocabulary
   
  ⬣ Occultists may learn Spells built with any 
  Parameters and Arcana, but they must use 
  Action:ritual. 
   
  ⬣ Occultists may learn 5 Levels worth of Spells for 
  every Level of Ritual Magic.
   
  ⬣ Occultists otherwise learn and upgrade Spells in the 
  same manner as Wizards.
  casters
  
  130
  MYSTICISM
  Priests
  Worshippers of divine supernatural beings, Priests 
  channel their patron deity’s powers to create 
  miraculous effects. While their effectiveness comes 
  from the strength of their faith, they are borrowing 
  supernatural knowledge from a divine source.
   
  ⬣ Priests use the Faith Ability to cast Spells, and a 
  variation of Mana called Devotion to power Spells.
   
  ⬣ Priests receive access to a limited list of Arcana 
  depending on the deity they worship. The Major 
  and Minor Arcana come in set combinations, but 
  the Priest may adjust the Parameters as they wish.
   
  ⬣ Each Spell costs 1 point of Devotion to cast. 
   
  ⬣ To successfully cast a Spell, the Priest makes a Faith 
  roll against the Casting Resistance. Failure indicates 
  that the Spell fails, and the point of Devotion is lost.
  Vocabulary
   
  ⬣ By default, Priests have access to the following 
  Parameters:
  {Action: standard, limited, double, extended, ritual}
  {Range: self, touch, rangeX}
  {Area: single, adjacent, radiusX}
  {Duration: instant, durationX, reserve}
   
  ⬣ Priests are granted access to a limited list of Major 
  and Minor Arcana by their deity, which may only be 
  used in set combinations.
  A Priest with access to “CURE poison” can’t break 
  the Spell down and use the individual Arcana to cast 
  POISON.
   
  ⬣ One point of Faith is enough to gain access to the 
  entire list, although the Priest may have difficulty 
  using more difficult Arcana at lower skill levels. 
  Sample Deity Arcana Lists
  The sample lists each contain around 30 Resistance of 
  Major and Minor Arcana (although multiple uses of the 
  same Arcana in different combinations makes the total 
  Resistance of all the available Spells more than that). The 
  size of the lists may vary depending on the setting, as long 
  as all deities have comparable lists.
  The listed Casting Resistances only take into account Major 
  and Minor Arcana. The chosen Parameters will modify the 
  Spell’s total Casting Resistance.
  Life
   
  ⬣ CURE poison (4☆)
   
  ⬣ REBIND (6☆)
   
  ⬣ REGENERATE health (7☆)
   
  ⬣ RESTORE health (3☆)
   
  ⬣ RESURRECT (12☆)
  Death
   
  ⬣ BREATHE vacuum (3☆)
   
  ⬣ DOMINATE undead (5☆)
   
  ⬣ DRAIN health leech (5☆)
   
  ⬣ INTANGIBLE (8☆)
   
  ⬣ PAINKILLER (6☆)
   
  ⬣ SUMMON zombie (3☆)
  War
   
  ⬣ ANALYSE sapient (6☆)
   
  ⬣ AWARENESS (4☆)
   
  ⬣ BLESS (2☆)
   
  ⬣ DAMAGE (c, p, b OR e) (3☆)
   
  ⬣ GRAFT (6☆)
   
  ⬣ PROTECT (c, p, b, AND/OR e) (3☆+1☆ per extra)
   
  ⬣ UNBREAKABLE (6☆)
  Nature
   
  ⬣ COMPREHEND animals OR plants (3☆)
   
  ⬣ DOMINATE animals (5☆)
   
  ⬣ ENDURE cold OR heat (3☆)
   
  ⬣ GRAPPLE (2☆)
   
  ⬣ IMPEDE (4☆)
   
  ⬣ LIBERATE (4☆)
   
  ⬣ SUMMON timber wolf OR brown bear (4☆)
  Seafaring
   
  ⬣ BREATHE water (3☆)
   
  ⬣ FORECAST (2☆)
   
  ⬣ GLUE (2☆)
   
  ⬣ INCREASE navigation, sailing, swim OR fishing (7☆)
   
  ⬣ RESTORE structure (3☆)
   
  ⬣ SUMMON tiger shark (5☆)
   
  ⬣ WEATHER water wind world (4☆)
  casters
  
  131
  MYSTICISM
  Martial Artists
  Martial Artists develop spell-like abilities through 
  rigorous training and discipline.
   
  ⬣ Martial Artists use various mundane Abilities to 
  cast Spells, and a variation of Mana called Focus to 
  power Spells.
   
  ⬣ There are no special limits on Spell structure. 
  Martial Artists may build Spells on the fly using any 
  known Parameters and Arcana.
   
  ⬣ Each Spell costs 1 point of Focus to cast. 
   
  ⬣ To successfully cast a Spell, the Martial Artist makes 
  an Ability roll against the Casting Resistance. Failure 
  indicates that the Spell fails, and the Focus is lost.
   
  ⬣ The Ability used depends on the situation and the 
  Arcana (see tables), but must be Level 1 or greater.
   
  ⬣ If the Spell is cast as part of an action that also uses 
  the same Ability, roll once to determine the success 
  of both the Spell and the action.
   
  ⬣ The Silence Arcana [p146] does not prevent the 
  use of Martial Arts.
  Vocabulary
   
  ⬣ Martial Artists may know the following Parameters, 
  and receive those in bold for free:
  {Action: free, standard, limited, double, extended}
  {Range: self, touch}
  {Area: single}
  {Duration: instant, durationX, reserve, permanent}
   
  ⬣ Martial Artists may learn 10 Resistance worth of 
  Parameters and Arcana for every Level of Focus.
   
  ⬣ The available Major Arcana are shown opposite. The 
  Martial Artist must have an appropriate Ability at 1 
  or greater.
   
  ⬣ Martial Artists can use any of the following as 
  Minor Arcana without having to purchase them 
  separately: Any Ability they have at 1 or greater, any 
  of their Pool stats and Attributes, and any form of 
  Movement where the governing Ability is at least 1.
   
  ⬣ Martial Artists can otherwise learn any Minor 
  Arcana that suits one of their known Major Arcana.
   
  ⬣ To learn a new Parameter or Arcana, a Martial Artist 
  needs enough available points in their vocabulary, 
  and  time to learn it. Learning is faster if you have a 
  teacher who knows the spell fragment already.
   
  ⬣ With a teacher, Martial Artists can learn their Focus 
  in Resistance worth of Parameters and Arcana each 
  day. Learning their maximum amount for a day 
  takes 8 hours. Without a teacher, it takes a week 
  instead of a day. 
  casters
  Attack 
  Abilities*
  Res
  Ambidextrous
  8☆
  Arrowcut
  4☆
  Bleed
  2☆
  Boomerang
  2☆
  Degrade
  6☆
  Drop
  2☆
  Homing
  2☆
  Longshot
  2☆
  Paralyse
  10☆
  Poison
  2☆
  Prone
  2☆
  Push
  4☆
  Unbreakable
  6☆
  * Any Ability that is used 
  to make an Attack roll.
  Movement 
  Abilities*
  Res
  Escape
  2☆
  Motion
  2☆
  * Move, Climb, Swim, Fly, 
  Burrow as appropriate.
  Various 
  Abilities*
  Res
  Counteract
  2☆
  Rapid
  4☆
  * The Ability rolled for 
  the Action, dependent on 
  context.
  Focus
  Res
  Decrease
  2☆
  Slow
  6☆
  Speed
  8☆
  Unlimited
  10☆
  Vulnerable
  6☆
  Acrobatics
  Res
  Tumble
  6☆
  Charm
  Res
  Confuse
  2☆
  Sway
  2☆
  Medical
  Res
  Alleviate
  4☆
  Cripple
  2☆
  Drain
  2☆
  Restore
  2☆
  Move
  Res
  Lightstep
  2☆
  Restraints
  Res
  Glue
  2☆
  Stealth
  Res
  Shadow
  10☆
  Toughness
  Res
  Endure
  2☆
  Painkiller
  6☆
  Unarmed
  Res
  Armblock
  2☆
  Damage
  2☆
  Willpower
  Res
  Berserk
  6☆
  Resist
  4☆
  Seal
  4☆
  Silence
  4☆
  Sleep
  2☆
  Ward
  2☆
  Wits
  Res
  Analyse
  8☆
  Awareness
  10☆
  Expose
  2☆
  Sandy has Unarmed 1, Melee 0, and Focus 1, and a 
  Vocabulary of Decrease, Drop, Prone, and Push.
   Sandy can cause Drop, Prone, or Push with an 
  Unarmed attack, but not one based on Melee. Decrease 
  can target Unarmed, Focus, Health, and any other 
  Attribute or Ability Sandy has at a positive level. 
  
  132
  MYSTICISM
  Psychics
  Psychics have an innate ability to alter reality with their 
  mind. They get fewer Arcana than other Casters, but 
  they don’t need to spend time learning new Arcana, and 
  power their effects with Endurance rather than Mana.
  Psychics are often themed around certain power sets, 
  such as mind control, pyrokinesis, or rapid travel. 
  Although there are no limitations on power sets, the 
  player and GM should work together to create a theme 
  suitable for the setting and the character.
  Some Psychics are super-focussed on a specific effect. 
  In these cases, an innate Power [p132] may be a 
  better way to represent the character’s talent.
   
  ⬣ Psychics use the Psi Ability to cast Spells. Psychic 
  effects are powered by Endurance [p55].
   
  ⬣ There are no special limits on Spell structure. 
  Psychics may build Spells on the fly using any 
  known Parameters and Arcana.
   
  ⬣ Spells cost points of Short-Term Endurance equal to 
  the Spell’s Level [p124]. The Psychic can’t spend 
  more points than their current Endurance, and can 
  restore a point of Short-Term Endurance by resting 
  for a Turn and taking no Actions.
   
  ⬣ To successfully cast a Spell, the Psychic makes a Psi 
  roll against the Casting Resistance. Failure indicates 
  that the Spell fails, the Short-Term Endurance is still 
  lost, and each negative Success results in the loss of 
  an actual point of Endurance.
  Vocabulary
   
  ⬣ Psychics receive all Parameters with a Resistance of 
  0 or less for free, apart from Action:auto.
   
  ⬣ Psychics are unrestricted in their choice of 
  Parameters and Arcana. They may learn 10 
  Resistance worth of Parameters and Arcana for 
  every point of Psi.
   
  ⬣ Psychics may select new Parameters and Arcana 
  whenever they have the points to do so. They do 
  not need to spend time studying to learn new spell 
  fragments.
  Powers
  A Power is an innate Spell-like effect that is part of a 
  race or creature’s normal capabilities. Occasionally 
  they may be used to represent unique, singular psychic 
  powers [p132]. They are predetermined Spell effects 
  that always have the same Parameters and Arcana. Each 
  Power is recorded separately.
  Powers are Traits [p63] with Threat equal to the 
  Spell’s Level [p124].
   
  ⬣ Powers always activate or succeed automatically, 
  but sometimes a mundane Ability roll may be 
  required to determine the effect. Powers run on 
  Endurance [p55].
   
  ⬣ To determine the effectiveness of a Power that 
  requires a roll, make an Ability roll; mental and 
  perceptive effects use Willpower or Wits, mobility 
  effects use the most appropriate Mobility Ability, 
  gross physical and damage-causing effects use 
  Strength, and defensive or restorative effects use 
  Toughness (and note that these values are not 
  modified by Size). Also use this Ability whenever 
  the Power references the Caster’s Magic value.
   
  ⬣ Whenever a Spell references the Caster’s Mana 
  value, use Toughness if it produces a physical effect, 
  or Willpower otherwise.
   
  ⬣ Powers cost points of Short-Term Endurance equal 
  to the Spell’s Level. The Caster can’t spend more 
  points than their current Endurance, and can restore 
  a point of Short-Term Endurance by resting for a 
  Turn and taking no Actions.
  Vocabulary
   
  ⬣ There are no special limits on Spell structure when 
  designing a Power, but once finalised its structure is 
  fixed and cannot be altered.
   
  ⬣ Powers can use Action:auto to represent effects that 
  are always on, such as night vision or an electrical 
  aura. These Powers must use Duration:reserve or 
  Duration:permanent.
  casters
  
  133
  MYSTICISM
  Parameters create the framework in which a Spell 
  operates, defining how it behaves in time and space.
  Parameter Sets
  This table provides some common pre-calculated sets 
  of Parameters. It is by no means comprehensive, but if 
  you’re just after something basic it may save you from 
  having to add Parameters together all the time.
  Action
  Range
  Area
  Duration
  Res
  limited
  self
  single
  instant
  -4☆
  duration1
  -3☆
  reserve
  -2☆
  limited
  self
  adjacent
  instant
  -3☆
  area1
  instant
  -2☆
  radius1
  instant
  0☆
  reserve
  2☆
  limited
  touch
  single
  instant
  -2☆
  duration1
  -1☆
  area1
  instant
  0☆
  duration1
  1☆
  limited
  range1
  single
  instant
  -1☆
  duration1
  0☆
  area1
  instant
  1☆
  duration1
  2☆
  radius1
  instant
  3☆
  duration1
  4☆
  limited
  range2
  single
  instant
  0☆
  duration1
  1☆
  area1
  instant
  2☆
  duration1
  3☆
  radius1
  instant
  4☆
  duration1
  5☆
  Action
  Defines the type of Action required to Cast the Spell.
  free : 2☆
  Free Action.
  The Spell may be activated instantly, at any time, even 
  when it is not the Caster’s turn, or before another Character 
  completes a declared Action.
  standard : 0☆
  Standard Action.
  auto : -2☆
  The Spell is always on. This is limited to Powers 
  [p63] [p132] with Duration:reserve or 
  Duration:permanent. 
  Because of this requirement, Auto isn’t listed as a valid 
  Parameter in the Major Arcana descriptions [p136].
  limited : -2☆
  Limited Action.
  double : -3☆
  Double Action.
  extended : -4☆
  Extended Action – one consecutive Double Action per 
  point of Resistance (minimum 2).
  ritual : -6☆
  Hours equal to Level.
  Parameters
  
  134
  MYSTICISM
  Parameters
  Range
  Defines the distance from the Caster at which the 
  Spell can take effect.
  self : -2☆
  The Spell only affects the Caster, or is centred on them 
  with a Range of 0 Hexes.
  If a Range:self Spell does not use Area:single, the Caster 
  can choose to exclude themselves from the Spell’s effects.
  touch : 0☆
  The maximum Range is 1 Hex (touch).
  The Caster may need to make an Unarmed vs Avoid roll 
  against an unwilling Target; on a hit, the Spell may be used 
  as the Effect roll. If the Spell requires a Limited Action or 
  slower, the Unarmed roll is made as part of the Casting.
  rangeX : X☆
  The Spell effect can be placed at a distance up to X 
  times the Caster’s Mana.
  Range is normally rated in standard Battle Hexes. Such 
  Spells require line of sight to target a particular Hex.
  Some Spells allow range to be based on larger Hexes such 
  as War or World. In this case, the Caster can only target a 
  Hex if they can currently see it, or if they have been there in 
  the past and can call the location to mind.
  Area
  Defines how many Hexes are affected.
  Some Areas may travel with the Caster if the Spell uses 
  Range:self and the Caster chooses this option; otherwise, 
  Areas cannot be moved once placed.
  single : 0☆
  The Spell affects a single Hex or Target.
  If combined with Range:self, the area may travel with the 
  Caster.
  adjacent : 1☆
  The Spell also affects all Hexes directly adjacent to the 
  Target Hex.
  If combined with Range:self, the area may travel with the 
  Caster.
  areaX : 2X☆
  The Spell affects a number of Hexes up to 2X times 
  the Caster’s Mana, forming any solid contiguous shape 
  starting from the Target Hex.
  coneX : 2X☆
  The Spell affects a 60° arc of Hexes, with the Target Hex 
  forming the source. The sides of the cone may be up to 
  X times the Caster’s Mana in length.
  wallX : 2X☆
  The Spell affects a line of Hexes up to 2X times the 
  Caster’s Mana in length. 
  Each wall Hex may only be adjacent to two other wall 
  Hexes.
  radiusX : 4X☆
  The Spell affects an area with a radius up to X times the 
  Caster’s Mana.
  If combined with Range:self, the area may travel with the 
  Caster.
  
  135
  MYSTICISM
  Duration
  Defines how long the Spell will remain in effect once 
  Cast.
  instant : 0☆
  The Spell resolves immediately, then disappears.
  Instant Spells persist for no longer than one Action, but 
  usually have a lasting effect.
  durationX : X☆
  The Spell is self-sustaining, and lasts for a number of 
  time periods based on the value of X.
  By default the time periods are Turns. Sometimes, an 
  alternative time period is specified in the Major Arcana 
  description.
   
  ⬣ Beneficial Spells affect all valid Targets that are in 
  the Area when the Spell is cast, and last for X Turns 
  per Mana.
   
  ⬣ Detrimental Spells requiring a Resistance roll affect 
  all valid Targets that are in the Area when the Spell is 
  cast, and last for X Turns per Success.
   
  ⬣ Detrimental Spells that don’t allow a Resistance roll 
  affect the Area for the Duration. Valid Targets within 
  the Area at the start of their turn, or who enter the 
  Area, are affected by the Spell for that turn. The Spell 
  uses the same Magic roll throughout the Duration.
  reserve : 2☆
  The Spell is maintained by the Caster. It remains in 
  effect so long as they put aside the points (Mana, 
  Endurance, or whatever) required to power it.
  The Reserved cost is not spent, and can be regained at any 
  time as a Free Action – however, doing so immediately ends 
  the Spell.
  Unless otherwise noted, Duration:reserve can only be used 
  if the Spell has Range:self.
   
  ⬣ Spells affect the targeted Area, rather than being cast 
  on Targets within the Area.
   
  ⬣ Targets inside the Area at the start of their turn, or 
  who enter the Area, are affected by the Spell for that 
  turn. If they succeed in a Resistance roll, they ignore 
  its effects that turn.
   
  ⬣ The Caster makes a new Magic roll at the start of 
  each of their turns. These new rolls do not need to 
  beat the Casting Difficulty.
  permanent : 8☆
  The Spell is permanent, and will continuously affect the 
  Targets or Area.
  Whatever points the Caster spent to cast the Spell are held 
  by the Spell, and cannot be regained until the Permanent 
  effect is removed or destroyed.
  Permanent Spells affect Targets or Hexes in the same way 
  as durationX Spells.
  Parameters
  
  136
  MYSTICISM
  major arcana
  The next few pages contain a summary listing, sorted 
  by Arcana category. These categories are only used 
  when a Spell affects an entire group of similar Spells 
  (see the “arcana” Minor Arcana [p149]).
  All of the Major Arcana descriptions appear in 
  alphabetical order after the summary listings. Under 
  The Hood, there’s a section on creating your own 
  Arcana [p232].
  “RESIST control” provides a bonus against any Spell in 
  the Control category.
  It’s also possible to make a Spell to “RESIST sleep”, 
  which is easier to cast but only helps against the Sleep 
  Arcana. 
  Major Arcana
  Res Page
  Summary
  Augment
  The pinnacle of personal achievement.
  Ambidextrous
  8☆ [p139]
  Targets can perform a separate attack with each hand as a single Action.
  Armblock
  2☆ [p139]
  Targets can Parry with their arms without suffering a Damage roll.
  Arrowcut
  4☆ [p139]
  Targets can Parry Attacks from fast missiles (arrows, bullets, beams).
  Awareness
  4☆ [p139]
  Targets can Parry and Block Attacks from any direction.
  Painkiller
  6☆ [p144]
  Targets do not fall Unconscious until they are also Dying.
  Shadow
  10☆ [p146]
  Targets maintain their current Stealth total in new conditions.
  Tumble
  6☆ [p148]
  Targets do not suffer Impacts caused by falling or leaping.
  Unlimited
  10☆ [p148]
  Targets may perform an additional Limited Action each Turn.
  Condition
  Negative status effects.
  Acid
  2☆ [p139]
  Targets suffer Acid equal to Magic, to a random Location.
  Bleed
  2☆ [p139]
  Targets suffer a Bleed equal to Successes.
  Burn
  2☆ [p140]
  Targets suffer Burn equal to Magic, to a random Location.
  Drop
  2☆ [p141]
  Targets drop one held Item per Success.
  Poison
  2☆ [p144]
  Targets suffer Poison equal to Magic.
  Prone
  2☆ [p145]
  Targets are knocked Prone.
  Control
  Mind control and hypnotic effects.
  Berserk
  6☆ [p139]
  Targets gain Fury points equal to Successes.
  Confuse
  2☆ [p140]
  Targets become Confused.
  Dominate
  4☆ [p141]
  Targets of the specified type are compelled to obey the Caster.
  Possess
  6☆ [p145]
  The Caster’s consciousness takes control of one Target of a specific type.
  Seal
  4☆ [p146]
  Targets lose the ability to use a specific Arcana or category of Arcana.
  Silence
  4☆ [p146]
  Targets lose the ability to speak. This may prevent Spell Casting.
  Sleep
  2☆ [p146]
  Targets fall asleep.
  Suggest
  2☆ [p147]
  Targets of the specified type are compelled to obey a single command.
  Sway
  2☆ [p147]
  Targets’ feelings towards the Caster shift towards a specified emotion.
  Enhancement
  Expands personal capabilities.
  Bless
  2☆ [p139]
  Targets gain +1 to all Ability rolls.
  Breathe
  2☆ [p140]
  Targets gain the ability to breathe a specified type of matter.
  Counteract
  2☆ [p140]
  Targets ignore points of Penalties from a specified source, up to Magic.
  Endure
  2☆ [p142]
  Targets ignore the effects of specified hostile environments.
  Graft
  6☆ [p142]
  Targets may ‘graft’ items onto their body, of a total Enc equal to Magic.
  Increase
  6☆ [p143]
  Targets gain a bonus to a specified Ability or Attribute.
  Rapid
  4☆ [p145]
  The specified type of Action becomes one category faster to perform.
  Speed
  8☆ [p146]
  Targets gain an extra Action each Turn.
  
  137
  MYSTICISM
  Major Arcana
  Res Page
  Summary
  Equipment
  Affects the performance of items.
  Ammunition
  8☆ [p139]
  One Ranged Weapon can be fired without expending any Shots.
  Boomerang
  2☆ [p139]
  Target Items will safely return to the user after a Thrown Attack.
  Degrade
  6☆ [p141]
  Degrades the performance of Target Items by 1 point.
  Encumber
  2☆ [p142]
  Increase Target Items’ Enc by points equal to Magic.
  Glue
  2☆ [p142]
  Target Items in contact with a surface can’t be dropped, thrown or removed.
  Homing
  2☆ [p142]
  Target ranged weapon (or its projectiles) can curve in flight.
  Lighten
  2☆ [p144]
  Decrease Targets’ Enc by points equal to Magic (minimum 0).
  Longshot
  2☆ [p144]
  Increase the Range of a Ranged Weapon by hexes equal to Magic.
  Malfunction
  4☆ [p144]
  Target Engineering or Tech Items stop working.
  Reach
  4☆ [p145]
  Target Close Combat Weapon gains Reach equal to Magic.
  Unbreakable
  6☆ [p148]
  Target Items can only be broken by other Unbreakable Items.
  Field
  Affects the surrounding environment.
  Cloud
  2☆ [p140]
  The area is affected by an Obscuration Modifier equal to Magic per Hex.
  Darkness
  2☆ [p140]
  Darkness in the area increases to Magic plus 1.
  Illusion
  2☆ [p143]
  Creates an illusion that affects the specified senses.
  Impede
  4☆ [p143]
  Hexes in the area gain a Movement Modifier equal to Magic.
  Liberate
  4☆ [p144]
  Movement Costs in the area are reduced by points equal to Magic (min. 1).
  Light
  2☆ [p144]
  Darkness in the area decreases to 5 minus Magic.
  Shape
  4☆ [p146]
  Sculpt specified non-living matter within the affected area.
  Weather
  2☆ [p148]
  Modify the specified Weather ratings by points equal to Magic.
  Harm
  Causes physical damage of various types.
  Critical
  6☆ [p140]
  Causes a Critical Hit equal to Margin, of a specified Damage Type.
  Damage
  2☆ [p140]
  Causes Health loss based on a specified Damage Type.
  The Caster may also optionally add one or more Condition Major Arcana.
  Daze
  2☆ [p141]
  Causes Stun. Targets resist with specified Toughness, Willpower, Wits.
  Grapple
  2☆ [p142]
  Targets suffer Hold equal to the Margin.
  Strangle
  4☆ [p146]
  Targets are Strangled, losing 1 Health each Turn and suffering Asphyxiation.
  Stun
  2☆ [p147]
  Causes Stun based on a specified Damage Type.
  Healing
  Repairs damage and removes harmful effects.
  Cure
  2☆ [p140]
  Regain lost points of specified Ability or Attribute, or reduce a Condition.
  Dispel
  6☆ [p141]
  All instances of a specified Arcana end immediately.
  Rebind
  6☆ [p145]
  Repairs one Break or Sever result, and removes any associated Penalties.
  Regenerate
  6☆ [p145]
  Gain/lose 1 point of specified Pool/Condition each Turn.
  Restore
  2☆ [p146]
  Targets regain points of a specified Pool equal to Successes.
  Resurrect
  12☆ [p146]
  Dead Targets return to life on 1 Health.
  Hindrance
  Reduces capabilities, inflicts penalties, causes indirect damage.
  Cripple
  2☆ [p140]
  Targets get a Penalty to Wits equal to Magic when using the specified Sense.
  Curse
  2☆ [p140]
  Targets subtract 1 from all Ability rolls.
  Decrease
  2☆ [p141]
  Targets lose points of a specified Ability or Attribute equal to Successes.
  Drain
  2☆ [p141]
  Targets lose points of specified Pool equal to Margin. See leech Minor Arcana.
  Expose
  2☆ [p142]
  Targets reduce Resistance rolls against the specified Arcana by Successes.
  Paralyse
  10☆ [p144]
  Targets get no Actions, and cannot make Ability rolls.
  Punish
  2☆ [p145]
  When Targets use a specified Arcana, they lose 1 point of a specified Pool.
  Slow
  6☆ [p146]
  Targets get 1 fewer Action each Turn.
  Vulnerable
  6☆ [p148]
  Targets may not make Resistance rolls against the specified Arcana.
  major arcana
  
  138
  MYSTICISM
  Major Arcana
  Res Page
  Summary
  Information
  Expands knowledge and senses.
  Analyse
  4☆ [p139]
  Caster gains detailed knowledge of a specified Target, may review stats.
  Comprehend
  2☆ [p140]
  Targets can understand and be understood by a specified subject.
  Detect
  2☆ [p141]
  Caster identifies the presence and location of specified things.
  Distant
  2☆ [p141]
  Caster can use their specified senses as though standing in the Target Hex.
  Dowse
  6☆ [p141]
  Caster detects the direction of the nearest specified subject at any distance.
  Empathy
  2☆ [p141]
  Caster reads the Targets’ emotional states.
  Forecast
  2☆ [p142]
  Caster accurately foretells the Weather for the following day.
  Mimic
  2☆ [p144]
  Caster gains the use of one Arcana used by the Target within the last Turn.
  Perceive
  2☆ [p144]
  Caster can use specified senses through specified subjects.
  Postcognition
  2☆ [p145]
  Caster gains knowledge of events in the Target area within the last 24 hours.
  Telepathy
  2☆ [p147]
  Caster creates a telepathic link with a number of Targets up to Magic.
  Movement
  Enhances movement capabilities or moves other things around.
  Escape
  2☆ [p142]
  Targets automatically succeed at Escape attempts with specified Movement.
  Lightstep
  2☆ [p144]
  Targets don’t leave footprints, make audible footfalls, or break surfaces.
  Motion
  2☆ [p144]
  Improve Targets’ specified Movement Category.
  Push
  4☆ [p145]
  Move Targets 1 Hex further away per Success.
  Telekinesis
  6☆ [p147]
  Move Target specified matter or subject 1 Hex per Success.
  Teleport
  10☆ [p148]
  Travel instantly to a distant location. Distance is based on specified Scale.
  Protection
  Prevents damage or harmful effects.
  Absorb
  10☆ [p139]
  The specified Arcana restores or adds instead of harming or penalising.
  Immune
  8☆ [p143]
  Targets ignore all effects of the specified Arcana.
  Protect
  2☆ [p145]
  Targets gain Armour against the specified Damage Types equal to Magic.
  Resist
  4☆ [p145]
  Targets add Magic to Resistance rolls against the specified Arcana.
  Ward
  2☆ [p148]
  Prevents entry or effect by the specified Arcana, environment, or subject.
  State
  Alters the target’s state of being.
  Aura
  6☆ [p139]
  Targets inflict the specified Condition on anything they touch.
  Condense
  2☆ [p140]
  Specified non-energy, non-living matter becomes more solid.
  Enchant
  6☆ [p142]
  Creates a magic item or enchantment that others can use.
  Expand
  2☆ [p142]
  Specified non-energy, non-living matter becomes less solid.
  Imbue
  2☆ [p143]
  The Caster puts a dormant single-use Spell into a Target.
  Intangible
  8☆ [p144]
  Targets can pass through solid objects.
  Invisible
  6☆ [p144]
  Observers receive a -6 Vision Modifier against the Targets.
  Shapechange
  6☆ [p146]
  Targets turn into specified matter or subject.
  Transmute
  4☆ [p148]
  Turns one specified matter into another. Must be of the same basic state.
  Summoning
  Conjuring and controlling summoned creatures.
  Powerlink
  2☆ [p145]
  Caster and specified Summons may use each others’ Arcana and Powers.
  Share
  2☆ [p146]
  Caster may trade points of specified Pool with their specified Summons.
  Summon
  2☆ [p147]
  Conjures a loyal specified creature with Threat up to Magic x 10.
  major arcana
  
  139
  MYSTICISM
  major arcana
  Major Arcana use the following description format. 
  The top line lists the Arcana’s name in capitals, 
  followed by any required Minor Arcana in square 
  brackets, any optional Minor Arcana in parentheses, 
  and the Resistance that it adds to the Spell’s casting 
  difficulty.
  Next is a list of valid Parameters, in blue curly 
  brackets. If a Parameter type is not listed, then you 
  can use any Parameter of that type. This section also 
  lists the Ability used when Resisting the Spell.
  ARCANA [essential-minor] (optional-minor) : X☆
  {Action: valid action types}
  {Range: valid ranges}
  {Area: valid areas}
  {Duration: valid durations}
  {Resistance: the Ability rolled to Resist the Spell}
  The text then provides a description of the Major 
  Arcana’s effect.
  Qualifiers, conditions, and notes follow in italics.
  ABSORB [arcana...] : 10☆
  The [arcana...] restores or adds to the Targets instead of 
  harming or penalising.
  The [arcana...] must have a numerical negative effect.
  ACID : 2☆
  {Action: limited, double, extended, ritual}
  {Resistance: None}
  Targets suffer Acid [p82] equal to Magic, to a 
  random Location.
  AMBIDEXTROUS : 8☆
  Targets can perform a separate Attack with each hand 
  as part of the same Attack Action.
  AMMUNITION : 8☆
  {Area: single}
  {Duration: instant}
  Target Ranged Weapons can be fired without 
  expending any Shots.
  Uses only the most basic Ammunition type. Only affects 
  one Item per Target Hex.
  ANALYSE [subject] : 4☆
  {Area: single}
  {Duration: instant}
  The Caster gains detailed knowledge of a Target 
  [subject]. The player may review the [subject]’s game 
  stats for one minute.
  ARMBLOCK : 2☆
  On a successful Parry using their arms (with 
  Unarmed), Targets completely deflect the Attack 
  without suffering a Damage roll [p73].
  ARROWCUT : 4☆
  Targets can Parry Attacks from fast missiles (arrows, 
  bullets, beams) [p73].
  AURA [CONDITION] : 6☆
  Targets inflict [condition] on anything they come into 
  contact with.
  This usually includes Unarmed attacks made by or against 
  affected characters, or attacks made by affected weapons.
  AWARENESS : 4☆
  Targets can Parry and Block Attacks from any direction.
  BERSERK : 6☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Willpower}
  Targets gain Fury points [p32] equal to Successes.
  BLEED : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Toughness}
  Targets suffer a Bleed [p82] equal to Successes.
  BLESS : 2☆
  {Duration: durationX, reserve, permanent}
  Targets gain +1 to all Ability rolls.
  BOOMERANG : 2☆
  Target Items will safely return to their user after a 
  Thrown Attack, unless they are caught in mid-flight.
  Only affects one Item per Target Hex.
  
  140
  MYSTICISM
  major arcana
  CRIPPLE [sense] : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Targets gain a Penalty to Wits equal to Magic when 
  using [sense].
  CRITICAL [damage-type] : 6☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Toughness + Armour vs [damage-type]}
  Targets suffer a [damage-type] Critical Hit to a random 
  Location [p92] with a result equal to the Margin.
  CURE [ability, attribute, condition] : 2☆
  {Duration: instant}
  Targets regain lost maximum points of [ability, 
  attribute], or reduce their points of [condition], equal 
  to the number of Successes.
  This only works to restore reduced maximum Attribute 
  levels, not spent points from Pool stats; and cannot take 
  [ability, attribute] above its maximum.
  A [condition] must have a point value.
  CURSE : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Targets subtract 1 from all Ability rolls.
  DAMAGE [damage-type] (CONDITION...) : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Toughness + Armour vs [damage-type]}
  Targets suffer a [damage-type] hit to a random 
  Location, and lose Health equal to the Margin.
  The caster may also optionally add one or more 
  CONDITION Major Arcana.
  DARKNESS : 2☆
  {Duration: durationX, reserve, permanent}
  {Resistance: None}
  Darkness in the Target area increases to Magic plus 1.
  Points of mystical Darkness are first cancelled out by points 
  of mystical Light [p144].
  BREATHE [matter...] : 2☆
  {Duration: durationX, reserve, permanent}
  Targets gain the ability to breathe [matter...].
  BURN : 2☆
  {Action: limited, double, extended, ritual}
  {Resistance: None}
  Targets suffer Burn [p82] equal to Magic, to a 
  random Location.
  CLOUD : 2☆
  {Duration: durationX, reserve, permanent}
  {Resistance: None}
  The Target area is affected by an Obscuration Modifier 
  equal to Magic per Hex.
  COMPREHEND [subject] : 2☆
  {Duration: durationX, reserve, permanent}
  Targets can understand and be understood by 
  [subject]. 
  CONDENSE [matter] : 2☆
  {Duration: instant}
  {Resistance: None}
  Non-energy, non-living [matter] within the Target area 
  becomes more solid.
  Air turns to vapour; vapour condenses into water; water 
  freezes into ice. Resin becomes oil;oil becomes jelly. Muddy 
  earth turns solid; earth turns to rock; rocks and metals 
  becomes crystalline.
  CONFUSE : 2☆
  {Action: limited, double, extended, ritual}
  {Resistance: Willpower}
  Targets become Confused [p84].
  Targets who are already Confused are immune to further 
  Confusion.
  COUNTERACT [penalty] : 2☆
  {Duration: durationX, reserve, permanent}
  Targets ignore a number of points of Penalties (or 
  Bonuses to their opponents) from [penalty], up to 
  Magic.
  
  141
  MYSTICISM
  major arcana
  DAZE [ability] : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: [ability]}
  Targets gain Stun equal to the Margin.
  The [ability] must be Toughness, Willpower, or Wits.
  DECREASE [ability, attribute] : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Targets lose points of [ability, attribute] equal to 
  Successes.
  If applied to a Pool Attribute, this reduces the Pool’s 
  maximum allowed value.
  DEGRADE : 6☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Owner’s Willpower or None}
  Degrades the performance of Target Items by 1 point.
   
  ⬣ Weapons lose a point of Damage or Damage Bonus, 
  and break at -1.
   
  ⬣ Armour loses 1 point from all Protection ratings, and 
  breaks if all are reduced to 0.
   
  ⬣ Ability Bonus Items lose 1 point, and break at 0.
   
  ⬣ Other Items lose 1 Structure.
  Only affects one Item per Target Hex.
  DETECT [arcana, matter, subject] (specific) : 2☆
  {Duration: instant, durationX (hours), reserve, 
  permanent}
  {Resistance: voluntary Willpower or Stealth}
  The Caster identifies the presence and location of 
  [arcana, matter, subject] in the affected area.
  This Arcana may use Duration:reserve without Range:self. 
  The Caster will be aware if the [arcana, matter, subject] 
  enters the affected area, at any distance.
  DISPEL [arcana] : 6☆
  {Duration: instant}
  All affected instances of [arcana] end immediately and 
  are completely removed from the Targets.
  DISTANT [sense...] (scale) : 2☆
  {Range: touch, rangeX}
  {Area: single}
  {Duration: durationX, reserve, permanent}
  The Caster can use their [senses...] as though they were 
  standing in the Target Hex.
  Range is in (scale) Hexes, defaulting to Battle.
  The Caster must be able to see or remember the Target 
  location. 
  DOMINATE [subject] : 4☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX (days), reserve, permanent}
  {Resistance: Willpower}
  Target [subject]s are compelled to obey the Caster.
  Targets get a new Resistance roll at the start of each day, 
  and any time they are commanded to harm themselves or a 
  close friend.
  DOWSE [arcana, matter, subject] (specific) : 6☆
  {Range: self}
  {Area: single}
  {Resistance: voluntary Willpower or Stealth}
  The Caster can detect the direction of the nearest 
  instance of [arcana, matter, subject] at any distance.
  DRAIN [pool] (leech) : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Willpower}
  Targets lose points of [pool] equal to the Margin.
  The (leech) Minor Arcana allows the Caster to add these 
  points to their own [pool], up to its normal maximum.
  DROP : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Strength}
  Targets drop one held item per Success.
  EMPATHY : 2☆
  {Resistance: Willpower}
  The Caster reads the Targets’ emotional states.
  
  142
  MYSTICISM
  major arcana
  ENCHANT [parameters...] [arcana...] : 6☆
  {Area: single}
  {Duration: instant}
  The Caster loses their knowledge of [arcana...] and 
  attaches them to the Target to form a Spell.
  The chosen [parameters...] affect the Resistance and 
  determine how the Enchantment will operate, but 
  knowledge of them is not lost.
   
  ⬣ The Enchantment gains one free point of Mana to 
  power its effects, which regenerates once per day. 
  The Caster may permanently lock points of their 
  own Mana into the Target to grant additional uses.
   
  ⬣ The Enchantment always operates based on 
  the Caster’s Magic and Mana values when the 
  Enchantment was made.
  If the Target is a character, they may use their own Mana 
  to power the Enchantment. However, the Enchantment 
  won’t use their Magic and Mana values when calculating 
  its effects.
  ENCUMBER : 2☆
  {Resistance: Owner’s Willpower or None}
  Increase Target Items’ Enc by points equal to Magic.
  Only affects one Item per Target Hex.
  ENDURE [environment...] : 2☆
  {Duration: durationX (hours), reserve, permanent}
  Targets ignore the effects of hostile [environments...].
  ESCAPE [movement] : 2☆
  Targets automatically succeed at Escape attempts 
  [p71] using [movement].
  EXPAND [matter] : 2☆
  {Duration: instant}
  Non-energy, non-living [matter] within the Target area 
  becomes less solid.
  Crystals become rocks; rocks and metals become earth; 
  earth turns to mud. Resin becomes jelly; jelly becomes 
  oil. Ice thaws into water; water becomes vapour; vapour 
  becomes clear air.
  EXPOSE [arcana] : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Targets reduce Resistance rolls against [arcana] by the 
  number of Successes.
  The [arcana]must allow a Resistance roll.
  FORECAST : 2☆
  {Range: self}
  {Area: single}
  {Duration: instant}
  The Caster accurately foretells the Weather conditions 
  for the following day, based on the current location.
  GLUE : 2☆
  {Resistance: Owner’s Willpower or None}
  Target Items in contact with a character or surface 
  cannot be dropped, thrown, or removed.
  Only affects one Item per Target Hex.
  GRAFT : 6☆
  {Duration: durationX, reserve, permanent}
  Targets gain the ability to graft Items into their body, of 
  a total Enc equal to Magic.
  Grafted Items weigh 0 Enc, can be concealed or revealed as 
  a Free Action, and can’t be dropped or removed.
  GRAPPLE : 2☆
  {Action: limited, double, extended, ritual}
  {Resistance: Strength or Unarmed}
  Targets suffer Hold equal to the Margin. 
  If the Spell has Duration:instant, the original Magic roll 
  is the Resistance against Wrestling and can’t improve the 
  Hold. Otherwise, the Spell rolls Magic against attempts to 
  Wrestle free, and can improve the Hold.
  HOMING (HOMING...) : 2☆
  When used to perform a Ranged Attack, the Target 
  Weapon (or its projectiles) can curve either left, right, 
  up, or down in flight.
  Homing may be stacked multiple times in the one Spell for 
  improved flexibility.
  Only affects one Item per Target Hex.
  
  143
  MYSTICISM
  major arcana
  ILLUSION [sense...] : 2☆
  {Resistance: Wits}
  Creates an illusion in the Target area that affects 
  [sense...].
  A successful Resistance roll identifies it as an Illusion.
  The Caster can change the behaviour of an ongoing Illusion 
  by using a Standard Action.
  IMBUE [parameter...] [arcana...] : 2☆
  {Area: single}
  {Duration: instant}
  The Caster Imbues the Target with a Spell, as described 
  by the chosen [parameters...] and [arcana...]. Once 
  Imbued, the Spell waits indefinitely until it is activated.
   
  ⬣ If the Target is a consumable item such as a potion 
  or piece of food, the Imbued Spell must have 
  Range:self and Area:single. The Imbued Spell is 
  activated when the item is consumed.
   
  ⬣ If the Target is an item of ammunition such as a 
  bullet or arrow, then the Imbued Spell activates 
  when the shot is fired and hits something.
   
  ⬣ Imbue otherwise creates a magical glyph on the 
  Target that allows the Imbued Spell to be activated 
  by anyone who touches it and uses the appropriate 
  Action type. The glyph disappears after the Imbued 
  Spell is activated.
   
  ⬣ The Imbued Spell always operates based on the 
  original Caster’s Magic and Mana values when 
  Imbue was cast.
  IMMUNE [arcana...] : 8☆
  {Duration: instant, durationX}
  Targets ignore all effects of [arcana...].
  IMPEDE : 4☆
  {Duration: durationX, reserve, permanent}
  {Resistance: None}
  Hexes in the Target area gain a Movement Modifier 
  equal to Magic.
  INCREASE [ability, attribute] : 6☆
  {Duration: durationX, reserve, permanent}
  Targets gain a Bonus to [ability, attribute] up to Magic.
  Special Abilities (apart from Burrow and Fly) are limited 
  to a +1 Bonus.
  If applied to a Pool Attribute, this increases its maximum 
  cap without adding to the current pool of points.
  
  144
  MYSTICISM
  major arcana
  MALFUNCTION : 4☆
  {Duration: durationX, reserve, permanent}
  {Resistance: Owner’s Willpower or None}
  Target Engineering or Tech Items stop working.
  Only affects one Item per Target Hex.MIMIC [arcana] : 
  2☆
  {Range: touch, rangeX}
  {Area: single}
  {Duration: durationX, reserve, permanent}
  {Resistance: None}
  The Caster gains the use of one Arcana that has been 
  used by the Target within the last Turn.
  Use the Target’s Arcana as the Minor Arcana, even though 
  it’s not in the Caster’s vocabulary.
  MOTION (MOTION...) [movement] : 2☆
  {Duration: durationX, reserve, permanent}
  Improve the Targets’ [movement] Movement Category 
  [p62] by one step, to a maximum of Regular.
  Apply Motion multiple times for improved capabilities.
  PAINKILLER : 6☆
  {Duration: durationX, reserve, permanent}
  Targets do not fall Unconscious until they are also 
  Dying [p49].
  PARALYSE : 10☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Targets get no Actions, and cannot make Ability rolls.
  PERCEIVE [subject] [sense...] : 2☆
  {Range: touch, rangeX}
  The Caster gains the ability to use their [senses] 
  through Target [subjects].
  The Caster can only Perceive one Target’s [senses] at a time, 
  and may switch once per Turn as a Free Action.
  The Target must actually have the appropriate [senses].
  This Arcana may use Duration:reserve without Range:self.
  POISON (advanced-poison...) : 2☆
  {Action: limited, double, extended, ritual}
  {Resistance: Toughness}
  Targets suffer Poison [p85] equal to Magic.
  INTANGIBLE : 8☆
  Targets can pass through solid objects, but not through 
  living creatures.
  Intangible characters are immune to physical damage 
  unless it is caused by a mystical source.
  This can be used as a Minor Arcana on any Spell with 
  Range:rangeX.
  INVISIBLE : 6☆
  Observers receive a 6 point Vision Modifier [p88] 
  against the Targets. Targets that take hostile action 
  become visible.
  This can be used as a Minor Arcana to conceal a Spell with 
  a visual effect.
  LIBERATE : 4☆
  {Duration: durationX, reserve, permanent}
  {Resistance: None}
  Movement Costs in the Target area are reduced by 
  points equal to Magic, to a minimum of 1 per Hex.
  LIGHT : 2☆
  {Duration: durationX, reserve, permanent}
  {Resistance: None}
  Darkness in the Target area decreases to 5 minus Magic.
  Points of mystical Light are first cancelled out by points of 
  mystical Darkness.
  LIGHTEN : 2☆
  {Resistance: Willpower or Owner’s Willpower or None}
  Decrease the Targets’ Enc by points equal to Magic (to 
  a minimum of 0).
  Only affects one Item or character per Target Hex.
  LIGHTSTEP : 2☆
  {Duration: durationX, reserve, permanent}
  Targets don’t leave footprints, make audible footfalls, or 
  break weak solid surfaces.
  LONGSHOT : 2☆
  Increase the Range of Target Ranged Weapons by a 
  number of Hexes equal to Magic.
  Only affects one Item per Target Hex.
  
  145
  MYSTICISM
  major arcana
  POSSESS [subject] : 6☆
  {Action: limited, double, extended, ritual}
  {Range: touch, rangeX}
  {Area: single}
  {Duration: durationX (days), reserve, permanent}
  {Resistance: Willpower}
  The Caster’s consciousness leaves their own body, 
  gaining full control of a Target [subject]’s body and 
  completely suppressing their consciousness.
  The Caster uses their own Mental and Special Abilities, 
  and the Target’s Physical Abilities.
  Targets get a new Resistance roll at the start of each day.
  If either body dies, both spirits make a Willpower roll. The 
  winner inhabits the remaining body, while the loser dies. If 
  the roll is a tie, both inhabit the body and make Willpower 
  rolls each day for control.
  POSTCOGNITION : 2☆
  {Duration: instant}
  {Resistance: None}
  The Caster gains knowledge of events that occurred in 
  the Target area within the last 24 hours.
  POWERLINK [summoned]  : 2☆
  {Duration: durationX, reserve, permanent}
  {Resistance: None}
  The Caster and their [summoned] entities may use 
  each others’ Arcana and Powers for the Duration. 
  The Caster determines which Arcana and Powers are 
  shared.
  This Arcana may use Duration:reserve without Range:self.
  PRONE : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: instant, reserve}
  {Resistance: Acrobatics}
  Targets are knocked Prone [p80].
  PROTECT [damage-type...]: 2☆
  Targets gain Armour Protection [p162] against 
  [damage-type...] equal to Magic.
  Armoured Targets must use only the highest single 
  Protection against each Damage Type.
  PUNISH [arcana] [pool] : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Whenever Targets use [arcana], they automatically lose 
  1 point of [pool].
  PUSH : 4☆
  {Action: limited, double, extended, ritual}
  {Resistance: Strength}
  Move Targets 1 Hex further away per Success.
  RAPID [action-type] : 4☆
  {Duration: durationX, reserve, permanent}
  The type of Action required to perform [action-type] 
  becomes one category faster.
  Rapid Standard Actions can be performed once per Turn 
  as a Free Action.
  REACH : 4☆
  Target Close Combat Weapon gains Reach [p170] 
  equal to Magic.
  Only affects one Item per Target Hex.
  REBIND : 6☆
  {Area: single}
  {Duration: instant}
  The Target removes one Break or Sever, and any 
  associated Penalties.
  Severed limbs must be available to allow reattachment.
  REGENERATE [condition, pool...] : 6☆
  {Duration: durationX, reserve, permanent}
  Targets regain one lost point of [pool...] or remove one 
  point of [condition...] at the start of each of their turns.
  Regeneration can only affect one [condition, pool...] each 
  Turn. The Target decides which is affected.
  A [condition...] must have a point value.
  The only valid [pools...] are Endurance, Health, and 
  Structure.
  RESIST [arcana] : 4☆
  Targets add Magic to Resistance rolls against [arcana].
  The [arcana] must allow a Resistance roll.
  
  146
  MYSTICISM
  major arcana
  RESTORE [pool] : 2☆
  {Duration: instant}
  Targets regain points of [pool] equal to Successes.
  This cannot take [pool] above its maximum, and cannot 
  restore more than 1 point if [pool] is also used to power the 
  Spell.
  RESURRECT : 12☆
  {Duration: instant}
  {Resistance: Target’s choice can automatically negate}
  Dead Targets return to life on 1 Health.
  Targets must have been dead for less than one week, and 
  their bodies must be in liveable condition.
  SEAL [arcana] : 4☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Targets lose the ability to use [arcana].
  SHADOW : 10☆
  {Duration: durationX}
  Targets maintain their current Stealth total, including 
  situational Modifiers, regardless of new conditions.
  SHAPE [matter] : 4☆
  {Resistance: None}
  The Caster can reshape nonliving [matter] within the 
  affected Area, causing it to grow larger or smaller, or 
  move around. It does so at speeds that will not cause 
  Impact damage.
  The Area must contact an existing source of [matter].
  Shaped [matter] cannot generally displace denser material, 
  but “SHAPE air/vacuum” can be used to create an area of 
  vacuum in a gas.
  Once the Spell ends, the [matter] will revert to its normal 
  behaviour, which may cause some structures to collapse or 
  dissipate.
  SHAPECHANGE [matter, subject] : 6☆
  {Duration: durationX, reserve, permanent}
  Targets turn into [matter, subject] form, maintaining 
  control of their bodily integrity.
  “SHAPECHANGE any” means the Target can shape their 
  body any way they like.
  SHARE [summoned] [pool] : 2☆
  {Resistance: None}
  The Caster may trade points of [pool], up to Magic in 
  number, with their Target  [summoned] entities.
  Both the Caster and their [summoned] entities must 
  possess [pool].
  This cannot take either [pool] above its maximum.
  If the Spell does not have Duration:instant, the point limit 
  is per Turn. 
  This Arcana may use Duration:reserve without Range:self.
  SILENCE : 4☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Targets lose the ability to speak.
  Some Casters may also lose the ability to cast Spells.
  SLEEP : 2☆
  {Action: limited, double, extended, ritual}
  {Resistance: Willpower}
  Targets fall asleep.
  Sleeping Targets automatically Resist the Spell.
  Sleeping characters fall Prone [p80], and may be 
  roused from an adjacent Hex using a Standard Action. 
  They will also awaken if struck by a potential source of 
  Damage, or if the Spell ceases.
  SLOW : 6☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Targets get 1 fewer Action each Turn.
  SPEED : 8☆
  {Duration: durationX, reserve, permanent}
  Targets gain an extra Action each Turn.
  This doesn’t increase the number of Limited Actions they 
  are allowed – see Unlimited [p148].
  STRANGLE : 4☆
  {Action: limited, double, extended, ritual}
  {Resistance: Toughness}
  Targets are Strangled, losing 1 Health automatically 
  each Turn and suffering Asphyxiation [p84]. 
  
  147
  MYSTICISM
  STUN [damage-type] : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Toughness + Armour vs [damage-type]}
  Targets suffer a [damage-type] hit to a random 
  Location, and gain Stun equal to the Margin.
  SUGGEST [subject] : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Willpower}
  Affected [subject]s are compelled to obey a single 
  command or accept a single concept as truth. The effect 
  lasts until the command is satisfied or they succeed on 
  a Resistance roll.
  Targets get a new Resistance roll at the end of each minute.
  SUMMON [summoned]  : 2☆
  {Range: touch, rangeX}
  {Area: single}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Conjures a [summoned] entity with Threat no greater 
  than the Caster’s Magic x 10, which is bound to the 
  Caster’s service and obeys their mental commands at 
  any distance.
  The Spell automatically terminates if the [summoned] 
  entity is killed or destroyed.
  This Arcana may use Duration:reserve without Range:self. 
  SWAY [emotion] : 2☆
  {Action: limited, double, extended, ritual}
  {Duration: instant, durationX (minutes), reserve, 
  permanent}
  {Resistance: Willpower}
  Targets’ current feelings towards the Caster are shifted 
  towards [emotion] by one step per Success, based on 
  the following table.
  Steps are horizontal or vertical only, not diagonal.
  Resistance rolls must be made when first exposed to the 
  Spell, and for each minute of continuous exposure if it has a 
  Duration of reserve or permanent.
  Once the Spell wears off, emotions gradually revert to their 
  natural state.
  Envious
  Friendly
  Helpful
  Aversive
  Indifferent
   
  Inquisitive
  Afraid
  Unfriendly
  Hostile
  TELEKINESIS [matter, subject] : 6☆
  {Action: limited, double, extended, ritual}
  {Resistance: Strength}
  Move the Target [matter, subject] 1 Hex per Success.
  If Telekinesis may cause an Impact [p84], use Magic as 
  the Attack Ability.
  TELEPATHY : 2☆
  {Range: touch, rangeX}
  The Caster creates a telepathic link between 
  themselves and the Targets, allowing secure two-way 
  communication. The number of Targets cannot exceed 
  the Caster’s Magic.
  The Range and Area are both rated in World Hexes, 
  without the need for a Minor Arcana to specify Scale.
  The Caster must have exchanged words with the Targets, or 
  be able to see them when the Spell is cast.
  major arcana
  
  148
  MYSTICISM
  TELEPORT (scale) : 10☆
  {Duration: instant}
  Targets instantly travel to a location a number of (scale) 
  Hexes away equal to Magic, defaulting to Battle Scale.
  The Caster must be familiar with the destination, or be able 
  to see it when the Spell is cast.
  If the Caster does not Teleport themselves, Targets may 
  resist the Spell automatically without having to roll.
  TRANSMUTE [matterA] [matterB] : 4☆
  {Action: limited, double, extended, ritual}
  {Duration: instant}
  {Resistance: Willpower}
  Within the affected area, [matterA] turns into 
  [matterB].
  Both types of [matter] must be of the same basic state: 
  solid, liquid, gas, or energy.
  TUMBLE : 6☆
  Targets do not suffer Impacts [p84] caused by 
  falling or leaping.
  UNBREAKABLE : 6☆
  {Duration: durationX, reserve, permanent}
  Target Items can only be broken by other Unbreakable 
  Items.
  Only affects one Item per Target Hex.
  UNLIMITED : 10☆
  {Duration: durationX, reserve, permanent}
  Targets may perform an additional Limited Action each 
  Turn [p13].
  This does not give an extra Action slot – see Speed 
  [p146].
  VULNERABLE [arcana] : 6☆
  {Action: limited, double, extended, ritual}
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  Targets may not make Resistance rolls against [arcana], 
  instead applying only their base Ability.
  The [arcana] must allow a Resistance roll.
  major arcana
  WARD [arcana, environment, matter, subject...] 
   : 2☆
  {Duration: durationX, reserve, permanent}
  {Resistance: Willpower}
  The Spell prevents entry or effect of the affected area by 
  [arcana, environment, matter, subject...].
  A successful Resistance roll allows an affected [arcana, 
  environment, matter, subject] to bypass the Ward.
  WEATHER [climate...] (scale) : 2☆
  {Range: self}
  {Duration: instant}
  {Resistance: None}
  The Caster can modify the weather’s [climate...] ratings 
  [p107] in the affected area by points equal to Magic.
  The Area is measured in (scale) Hexes, defaulting to Battle.
  The Weather will return to normal when it is next rolled.
  
  149
  MYSTICISM
  minor arcana
  Minor Arcana only work in conjunction with Major 
  Arcana [p136].
  Some Minor Arcana appear in more than one category. 
  You only need to buy a particular Minor Arcana once.
  Purchasing the “water” Minor Arcana allows you to use 
  it as both a climate and a matter value.
  ability*
  normal ability
  1☆
  special ability
  2☆
  * Each Ability must be purchased as a separate Arcana.
  action-type
  aim
  1☆
  reload
  1☆
  attack
  1☆
  riding
  1☆
  burrowing
  1☆
  set-weapon
  1☆
  climbing
  1☆
  stand-up
  1☆
  evade
  1☆
  swimming
  1☆
  first-aid
  1☆
  use
  1☆
  flying
  1☆
  walking
  1☆
  rearrange
  1☆
  advanced-poison
  instant
  -2☆
  minutes
  1☆
  days
  2☆
  persistent3
  1☆
  hours
  1☆
  weeks
  2☆
  arcana*
  augment
  4☆
  healing
  4☆
  condition
  4☆
  hindrance
  6☆
  control
  6☆
  information
  4☆
  enhancement
  4☆
  movement
  4☆
  equipment
  4☆
  protection
  4☆
  field
  4☆
  state
  4☆
  harm
  6☆
  summoning
  4☆
  * You can also use a specific Major Arcana to fill an 
  [arcana] value.
  attribute
  burrowing
  1☆
  health
  1☆
  carry
  1☆
  size
  2☆
  climbing
  1☆
  structure
  1☆
  endurance
  1☆
  swimming
  1☆
  flying
  1☆
  walking
  1☆
  climate
  temperature
  1☆
  wind
  1☆
  water
  1☆
  damage-type
  bludgeoning
  1☆
  energy
  1☆
  cutting
  1☆
  piercing
  1☆
  emotion
  afraid
  1☆
  helpful
  1☆
  aversive
  1☆
  hostile
  1☆
  inquisitive
  1☆
  indifferent
  1☆
  envious
  1☆
  unfriendly
  1☆
  friendly
  1☆
  environment
  cold
  1☆
  pressure
  1☆
  heat
  1☆
  vacuum
  1☆
  matter
  air
  1☆
  oil
  1☆
  earth
  1☆
  plant
  1☆
  fire
  1☆
  vacuum
  1☆
  flesh
  1☆
  vapour
  1☆
  lightning
  1☆
  water
  1☆
  metal
  1☆
  movement
  burrowing
  1☆
  leaping
  1☆
  climbing
  1☆
  swimming
  1☆
  flying
  1☆
  walking
  1☆
  penalty
  blindness
  1☆
  lost-roll
  1☆
  called-shot
  1☆
  obscuration
  1☆
  cover
  1☆
  stealth-audible
  1☆
  darkness
  1☆
  stealth-moving
  1☆
  exposure
  1☆
  stealth-profile
  1☆
  pool
  berserk
  2☆
  fortune
  2☆
  charges*
  1☆
  health
  1☆
  command
  2☆
  mana
  2☆
  endurance
  1☆
  structure
  1☆
  * Charges are used to recharge some energy weapons and 
  Tech items.
  scale
  battle
  0☆
  world
  4☆
  global
  6☆
  war
  2☆
  
  150
  MYSTICISM
  minor arcana
  discretion : 2☆
  {Area: any except single}
  The Caster chooses which Targets within the Area are 
  affected by the Spell.
  improved : 1☆
  {Major Arcana: SUMMON}
  The [summoned] entity is upgraded by 5 Threat.
  This may allow a better version to appear, or may allow the 
  Caster to create a customised upgrade. 
  leech : 2☆
  {Major Arcana: DRAIN}
  Points of [pool] removed from the Targets are added to 
  the Caster’s [pool].
  This cannot take [pool] above its maximum.
  result-1 : -1☆
  The governing Major Arcana cannot generate a Result 
  greater than 1.
  The Major Arcana must use Margin or Successes.
  specify : 2☆
  {Major Arcana: DETECT, DOWSE}
  The Caster can specify a detail to narrow down the 
  Spell’s search function – such as a type of plant, an 
  individual, or a specific item.
  The Caster must be familiar with the specified detail.
  trigger : 2☆
  {Major Arcana: DETECT}
  The next Spell Cast on the same Target Hex will 
  automatically activate when the Detect is set off.
  sense
  hearing
  1☆
  taste
  1☆
  sight
  1☆
  touch
  1☆
  smell
  1☆
  subject
  any
  6☆
  magical
  1☆
  animal
  1☆
  plant
  1☆
  animated
  1☆
  psychic
  1☆
  armour
  1☆
  sapient
  2☆
  dead
  1☆
  solid
  4☆
  demonic
  1☆
  (specific race)
  1☆
  energetic
  2☆
  spectral
  1☆
  gaseous
  2☆
  summoned
  1☆
  holy
  1☆
  supernatural
  2☆
  inanimate
  1☆
  undead
  1☆
  liquid
  2☆
  weapon
  1☆
  living
  4☆
  summoned*
  Specific Animal, Demon, Elemental, Spirit, Undead.
  Every 10 Threat or less:
  +1☆
  * Each variety of Summoned creature must be purchased 
  as a separate Arcana.
  Unique Minor Arcana
  Minor Arcana are mostly used to specify the subject 
  of a Spell’s effect. There are also some unique Minor 
  Arcana that affect the performance of their governing 
  Major Arcana, or the Spell’s overall Parameters.
  combined : 1☆
  {Major Arcana: Condition}
  Allows the caster to attach additional Conditions to a 
  single Condition Spell. Use the same Magic roll for all. 
  All of their Parameters must be compatible.
  delay : 2☆ 
  {Action: any}
  The Spell does not resolve as soon as the Casting 
  Action is spent; instead, it waits for up to a number of 
  Turns equal to Magic and then activates. 
  This may be applied multiple times to increase the delay.
  
  151
  MYSTICISM
  samPle sPells
  Augment
  Backwatcher
  AWARENESS : 2☆ (Lvl 2)
  {Action:limited, Range:self, Area:adjacent, 
  Duration:duration1}
  Targets may Parry or Block Attacks from any direction 
  for Turns equal to Mana.  
  Falling Leaf
  TUMBLE : 6☆ (Lvl 4)
  {Action:standard, Range:self, Area:single, 
  Duration:reserve}
  The Caster ignores Impacts caused by falling or leaping.
  Condition
  Ignite
  BURN : 1☆ (Lvl 1)
  {Action:limited, Range:range1, Area:single, 
  Duration:instant, Resistance: None}
  One Target suffers a Burn equal to Magic. 
  Quake
  PRONE : 4☆ (Lvl 3)
  {Action:limited, Range:self, Area:area2, 
  Duration:reserve, Resistance: Acrobatics}
  Targets in the affected area must make an Acrobatics 
  roll each Turn or fall Prone.
  Control
  Confusion Bomb 
  CONFUSE : 7☆ (Lvl 4)
  {Action:limited, Range:range2, Area:radius1, 
  Duration:duration1, Resistance: Willpower}
  Targets are Confused for 1 Turn per Success.
  Mystical Peace 
  SEAL harm : 9☆ (Lvl 5)
  {Action:double, Range:range1, Area:single, 
  Duration:duration1, Resistance: Willpower}
  One Target becomes unable to use Major Arcana from 
  the Harm category for 1 Turn per Success.
  Enhancement
  Eyes of the Cat
  COUNTERACT darkness : 1☆ (Lvl 1)
  {Action:limited, Range:self, Area:single, 
  Duration:reserve}
  The Caster ignores points of Darkness equal to Magic.
  Cloak of the Vagrant
  ENDURE cold heat : 2☆ (Lvl 2)
  {Action:limited, Range:self, Area:single, 
  Duration:reserve}
  The Caster does not have to make Exposure rolls in hot 
  or cold environments.
  Nereid’s Kiss
  BREATHE water : 3☆ (Lvl 2)
  {Action:limited, Range:touch, Area:single, 
  Duration:duration2}
  One Target can breathe water for a number of Turns 
  equal to twice the Caster’s Mana.
  Fleet Foot
  INCREASE walking : 6☆ (Lvl 4)
  {Action:limited, Range:touch, Area:single, 
  Duration:duration1}
  For a number of Turns equal to the Caster’s Mana, one 
  touched Target’s Walking Movement Rate (in Hexes) 
  increases by points equal to the Caster’s Magic.
  Equipment
  Helping Hands
  LIGHTEN : 4☆ (Lvl 3)
  {Action:limited, Range:self, Area:radius1, 
  Duration:reserve Resistance: voluntary Willpower}
  The Spell affects Hexes around the Caster in a radius 
  equal to their Mana. For each affected Hex, reduce the 
  Encumbrance of a single item by a number of points up 
  to the Caster’s Magic (to a minimum of 0).
  The area moves with the Caster, which may change the 
  Hexes and items affected.
  
  152
  MYSTICISM
  samPle sPells
  Field
  Rainmaster
  WEATHER water world : 2☆ (Lvl 2)
  {Action:double, Range:self, Area:single, 
  Duration:instant, Resistance: None}
  The Caster may change the Weather’s Water index in 
  their current World Hex by points equal to Magic.
  Harm
  Flying Blade
  DAMAGE cutting : 3☆ (Lvl 2)
  {Action:limited, Range:range2, Area:single, 
  Duration:instant, Resistance: Toughness + Armour vs 
  Cutting}
  One Target suffers a Cutting hit to a random Location, 
  and loses Health equal to the Margin. 
  Fire Bolt
  DAMAGE energy BURN : 5☆ (Lvl 3)
  {Action:limited, Range:range2, Area:single, 
  Duration:instant, Resistance: Toughness + Armour vs 
  Energy/None}
  One Target suffers an Energy hit to a random Location, 
  and loses Health equal to the Margin. They also suffer a 
  Burn equal to Magic.
  Forceful Shout
  DAMAGE bludgeoning PRONE : 5☆ (Lvl 3)
  {Action:limited, Range:touch, Area:cone1, 
  Duration:instant, Resistance: Toughness + Armour vs 
  Bludgeoning/Acrobatics}
  Targets suffer a Bludgeoning hit to a random Location, 
  and lose Health equal to the Margin. They must also 
  make an Acrobatics roll or be knocked Prone.
  Poison Needle Storm
  DAMAGE piercing POISON discretion :  
  7☆ (Lvl 4)
  {Action:limited, Range:self, Area:radius1, 
  Duration:instant, Resistance: Toughness + Armour vs 
  Piercing/None}
  Chosen Targets suffer a Piercing hit to a random 
  Location, and lose Health equal to the Margin. They 
  also suffer Poison equal to Magic.
  Healing
  Healing Touch
  RESTORE health : 1☆ (Lvl 1)
  {Action:limited, Range:touch, Area:single, 
  Duration:instant}
  One touched Target recovers lost Health equal to the 
  Magic roll’s Successes.
  Hindrance
  Vampire
  DRAIN health leech : 3☆ (Lvl 2)
  {Action:limited, Range:touch, Area:single, 
  Duration:instant, Resistance: Willpower}
  One Target may roll Avoid against the Caster’s 
  Unarmed to avoid being hit. Failure means the Target 
  must make a Resisting Willpower roll against the 
  Magic roll, and lose points of Health equal to the Spell’s 
  Margin. This many points are added to the Caster’s 
  Health, up to its maximum value.
  Fog of Weakness
  DECREASE strength : 4☆ (Lvl 3)
  {Action:limited, Range:self, Area:area2, 
  Duration:duration1, Resistance: Willpower}
  The Targets’ Strength is reduced by 1 point per Success.
  Information
  Mind Speech 
  TELEPATHY : 0☆ (Lvl 1)
  {Action:limited, Range:self, Area:single, 
  Duration:reserve}
  The Caster creates a telepathic link with a number of 
  Targets in the same World Hex up to Magic, whom they 
  have either spoken to or can see, allowing everyone to 
  communicate directly, securely, and silently.
  Animal Sight
  PERCEIVE animal sight : 5☆ (Lvl 3)
  {Action:limited, Range:range1, Area:single, 
  Duration:reserve}
  The Caster gains the ability to see through a target 
  animal’s eyes. Switching between the animal’s sight and 
  their own takes a Free Action, limited to once per Turn.
  
  153
  MYSTICISM
  Spirit Snare 
  DETECT spectral trigger : 5☆ (Lvl 3)
  {Action:double, Range:touch, Area:adjacent, 
  Duration:reserve Resistance: voluntary Willpower or 
  Stealth}
  The next Spell cast on the same Hex will go off as soon 
  as a spectral entity enters the area.
  Battlefield Scry
  DISTANT sight hearing war : 7☆ (Lvl 4)
  {Action:limited, Range:range1, Area:single, 
  Duration:reserve}
  The Caster receives visual and auditory information as 
  though standing in a distant Hex, up to 1 War Hex (6 
  Battle Hexes) away per point of Mana.
  Movement
  Flight
  MOTION motion motion flying : 4☆ (Lvl 3)
  {Action:double, Range:self, Area:single, 
  Duration:reserve}
  The Caster’s Flying Movement Rate increases by three 
  categories, granting them a Regular Flying Movement 
  rate of 3 plus half their Flying Ability.
  Group Teleport
  TELEPORT world : 10☆ (Lvl 6)
  {Action:double, Range:self, Area:adjacent, 
  Duration:instant}
  The Caster and everyone adjacent to them instantly 
  travels to a distant location, up to one World Map Hex 
  away per point of Magic.
  Protection
  Magic Shelter
  WARD animal cold heat water : 5☆ (Lvl 3)
  {Action:extended, Range:self, Area:radius1, 
  Duration:reserve, Resistance: Willpower}
  Hexes around the Caster in a radius equal to Mana 
  are unaffected by extreme heat or cold. Liquid water 
  cannot enter, and animals must make a Resisting 
  Willpower roll that equals or exceeds the Magic roll. 
  The Caster may choose to have the Ward move with them, 
  or for it to remain in one place to form a secure campsite.
  Iron Will
  RESIST control : 7☆ (Lvl 4)
  {Action:limited, Range:self, Area:single, 
  Duration:duration1}
  The Caster adds Magic to Resistance rolls against all 
  Control Spells for Turns equal to Magic. 
  State
  Sleeping Draught
  IMBUE {Action:limited, Range:self, 
  Area:single, Duration:duration1} SLEEP :  
  1☆ (Lvl 1)
  {Action:limited, Range:touch, Area:single, 
  Duration:instant}
  The Caster Imbues one dose of potion with a Sleep 
  Spell using the Parameters and Arcana described in the 
  main Spell line.
  When someone drinks it, the potion makes a roll using 
  the Caster’s Magic when they Imbued the Spell, against 
  the Target’s Willpower. The Target will fall asleep for 1 
  Turn per Success.
  Fluid Form 
  SHAPECHANGE water : 4☆ (Lvl 3)
  {Action:limited, Range:self, Area:single, 
  Duration:reserve}
  The Caster’s body turns to water, allowing them to flow 
  and reshape it while maintaining their bodily integrity.
  Summoning
  Summon Steed
  SUMMON horse : 4☆ (Lvl 3)
  {Action:limited, Range:touch, Area:single, 
  Duration:reserve}
  The Caster summons a loyal riding horse.
  The Caster must have Magic 2 or higher. 
  samPle sPells
  
  154
  EQUIPMENT
  overvieW
  Equipment includes supplies, tools, clothing, shelter, 
  animals, armour, weapons, and anything else that 
  can be made, found, bought, traded, or sold by the 
  characters.
  The Equipment lists are fairly comprehensive, but some 
  items may be rarer, more expensive, or unavailable 
  in a particular game world depending on its level of 
  technology and availability of supply.
  Money (this page)
  PowerFrame uses standardised Currency Units for 
  pricing across different game worlds.
  Equipment Lists
  Equipment List
  Page
  Camping & Travelling
  [p155]
  Clothing
  [p156]
  Containers
  [p157]
  Eating & Drinking
  [p158]
  Fire & Lighting
  [p159]
  Livestock & Animals
  [p160]
  Specialist Gear
  [p161]
  Armour [p162]
  Armour Lists and Attributes are in their own section.
  Weapons [p165]
  Weapon Lists and Attributes are in their own section.
  Money
  Different settings will use different types of money. 
  Over time, the value of a particular currency changes. 
  To avoid having to write a different price list for every 
  setting, equipment costs are all priced in generic 
  Currency Units (CU, or simply Cost).
  Converting CU into your own currency is useful for 
  estimating prices for things not on the equipment lists. 
  1 CU is worth roughly $50 (U.S. or Australian dollars 
  circa 2010). While this will no doubt drift with time, 
  you can convert CU to your local currency based on 
  the following estimates:
  Cost
  Should Buy...
  1 CU
  A decent pair of jeans.
  A good restaurant dinner.
  ½ CU
  A cheap pair of jeans or sneakers.
  ¼ CU
  A plain T-shirt.
  A good takeaway lunch.
  1/8 CU
  4 litres of milk.
  2 loaves of bread.
  A cheap takeaway meal.
  Quality
  The listings assume an item is of average quality; 
  functional without being shoddy or fancy. Most items 
  can be bought at a different quality level.
   
  ⬣ Items that are poorly constructed or that use cheap 
  materials may only be worth half the listed price.
   
  ⬣ Items that are well-crafted or that use superior or 
  precious materials may be worth twice the listed 
  cost or more.
   
  ⬣ Second-hand items can usually be sold at half the 
  original price.
  
  155
  EQUIPMENT
  camPing & travelling
  Sleeping Gear
  Effect
  Cost
  Enc
  Thr
  Blanket
  Keeps one person warm.
  ¼
  0
  –
  Bed Roll or Sleeping Bag
  Keeps one person warm and comfortable.
  ½
  ½
  –
  Canvas or Hide Sheet
  Can be used as a ground sheet or a rain shelter.
  Survival vs 2 to rig.
  ½
  ½
  –
  Tents
  Effect
  Cost
  Enc
  Thr
  Tent (1 person)
  Comfortably shelters one person and gear. 
  1
  ½
  –
  Tent (2 person)
  Comfortably sleeps two people.
  2
  1
  –
  Tent (4 person)
  Comfortably sleeps four people.
  4
  2
  –
  Pavilion (8 person)
  Tall enough to stand up in.
  12
  6
  –
  Marquee (16 person)
  Big enough for a party.
  24
  12
  –
  Travelling Gear
  Effect
  Cost
  Enc
  Thr
  Compass
  +2 to Navigation rolls.
  2
  0
  2
  Map (per Hex diameter)
   +2 to Navigation rolls, except in Arid Open or Arid Dunes. 
  Details an area of the World Map.
  ½
  0
  –
  Snow Shoes
  Reduce the Movement Cost of Frigid, Swamp, and Dunes
  by 1, to a minimum of 1.
  1
  1
  –
  Climbing Gear
  Effect
  Cost
  Enc
  Thr
  Pitons (twelve)
  Metal spikes. +2 to Climb or Mountaineer.
  Requires a hammer. Slows Climbing rate.
  ½
  ¼
  2
  Grappling Hook 
  Allows a thrown rope to catch on an edge.
  Requires an Acrobatics roll. See Weapon details [p179].
  2
  1
  3
  String
  per 10 Hex (20 metre) section.
  1/8
  1/8
  –
  Coarse Rope
  per 10 Hex (20 metre) section.
  ½
  1
  –
  Fine Rope
  per 10 Hex (20 metre) section.
  1
  ½
  –
  
  156
  EQUIPMENT
  clothing
  Depending on the setting, it’s generally assumed that 
  characters will have one or more sets of clothing as part 
  of their starting equipment. It’s not essential to keep 
  track of every sock and tunic, but sometimes characters 
  simply must have that designer coat!
  Cost
  The basic cost for clothing depends on the number of 
  Hit Locations it covers [p53].
   
  ⬣ Tops generally cover the Chest and Stomach, and 
  the Arms if they have long sleeves.
   
  ⬣ Pants and skirts cover the Hips, and the Legs if they 
  are long enough.
   
  ⬣ Long coats and cloaks are considered to cover the 
  Chest, Stomach, Hips, Arms, and Legs, plus the 
  Head if they have a hood.
  Costs for materials and decorations are listed for each 
  Location. Halve the cost if the garment covers less than 
  half of a Location, or if it only covers the Location by 
  virtue of being a cloak or other loose piece of cloth. 
   
  ⬣ Only apply a discount for one or the other, not both.
   
  ⬣ Armoured clothing is always charged at the full cost, 
  and offers full protection, even if it only covers half a 
  Location.
  Examples of garments with half-Locations include a 
  headband, belt, the legs on a pair of shorts that go to the 
  mid-thigh, the sleeves on a short-sleeved shirt, or a pair 
  of wrist-length gloves.
  Examples of loose cloth garments include capes, cloaks, 
  scarves, or togas.
  Enc
  Clothing has no Encumbrance. It can be worn in layers 
  or under Armour with no Penalty.
  Threat
  Normal clothing has no Threat. Clothing with a 
  material listed in bold is treated as Armour [p162] in 
  regard to its Cost, Enc, and Threat.
  Clothing Material (per Location)
  Cost
  Hemp, Hessian, Straw.
  1/8
  Woven Cotton, Linen, Polyester, Acrylic.
  ¼
  Padded Cloth, Soft Leather, Denim, 
  Moleskin, Wool, Fake Fur, Lycra.
  ½
  Rigid Leather, Heavy Wool, Oilskin, Silk, 
  Satin, Velvet, Lace, Mesh.
  1
  Fur, Feathers, Kid Leather.
  2
  Decoration Type (per Location)
  Cost
  Dyed one colour.
  +1/8
  Dyed Multiple Colours, Appliquéd.
  +¼
  Printed, Embroidered, Embossed.
  +½
  Hand Painted, Sequinned or Beaded.
  +1
  
  157
  EQUIPMENT
  containers
  Bags
  Capacity
  Toughness
  Structure
  Cost
  Enc
  Thr
  Belt Pouch
  1 Enc
  2
  1
  1/8
  0
  –
  Small Sack
  3 Enc
  2
  2
  ¼
  0
  –
  Medium Sack
  6 Enc
  2
  3
  ½
  0
  –
  Large Sack
  12 Enc
  2
  4
  1
  0
  –
  Packs
  Capacity
  Toughness
  Structure
  Cost
  Enc
  Thr
  Day Pack
  6 Enc
  4
  2
  1
  0
  –
  Backpack
  12 Enc
  4
  3
  2
  0
  –
  Hiking Pack
  18 Enc
  4
  4
  4
  0
  –
  Packs can be worn on the back, allowing goods to be carried while leaving the hands free.
  Liquid Containers
  Effect
  Cost
  Enc
  Thr
  Canteen
  Holds 3 days of water or other liquid.
  ¼
  ¼
  –
  Water Skin
  Holds 7 days of water or other liquid.
  ½
  1
  –
  Amphora
  Holds 14 days of water or other liquid.
  1
  3
  –
  Boxes
  Capacity
  Toughness
  Structure
  Cost
  Enc
  Thr
  Small Wooden Box
  5 Enc
  6
  2
  1
  1
  –
  Wooden Chest
  10 Enc
  6
  4
  2
  3
  –
  Large Wooden Chest
  20 Enc
  6
  6
  4
  5
  –
  Wooden Crate
  30 Enc
  6
  8
  6
  8
  –
  Small Metal Box
  5 Enc
  10
  2
  4
  2
  –
  Medium Metal Box
  10 Enc
  10
  4
  8
  5
  –
  Large Metal Box
  20 Enc
  10
  6
  16
  10
  –
  Large Metal Safe
  30 Enc
  10
  8
  24
  15
  –
  Most Boxes either come with a latch that can be padlocked, or have a built-in lock.
  Barrels
  Capacity
  Toughness
  Structure
  Cost
  Enc
  Thr
  Small Keg
  3 Enc
  6
  1
  ½
  ½
  –
  Keg
  6 Enc
  6
  2
  1
  1
  –
  Large Keg
  12 Enc
  6
  4
  2
  3
  –
  Barrel
  24 Enc
  6
  6
  4
  6
  –
  Tun
  48 Enc
  6
  8
  8
  12
  –
  Barrels can be rolled, turning them into a ‘Wheeled Vehicle.’ The GM may require an Acrobatics roll to keep control of 
  the Barrel. Add the Barrel’s Enc to the total Enc of its contents and quarter, to get the total Enc when rolled.
  For Carrying [p54] purposes, all containers halve 
  the Encumbrance of held items.
   
  ⬣ Capacity is the maximum Enc of items a container 
  can hold, although common sense must also apply.
   
  ⬣ Add the Enc of the container to the reduced Enc of 
  held items.
   
  ⬣ Putting containers in other containers will reduce 
  the Enc of the container itself, but won’t further 
  reduce the Enc of contained goods.
  
  158
  EQUIPMENT
  eating & Drinking
  Crockery and Cutlery
  Effect
  Cost
  Enc
  Thr
  Mess Kit
  Basic cutlery, dish, cup, pot.
  ½
  ½
  –
  Knife, Fork or Spoon
  Table-grade cutlery items.
  1/8
  0
  –
  Cutlery Set
  Table-grade knife, fork and spoon set.
  ¼
  0
  –
  Ladle
  A large spoon-like implement for serving.
  ¼
  ½
  –
  Bowl
  A high-sided dish for one person.
  1/8
  ¼
  –
  Plate
  A flat dish for one person.
  1/8
  ¼
  –
  Serving Platter or Dish
  A large plate or bowl to present food on.
  ¼
  ½
  –
  Tumbler or Beaker
  A simple cup made of wood, ceramic or bone.
  1/8
  ¼
  –
  Mug
  A large ceramic cup with a handle.
  ¼
  ¼
  –
  Glass
  A delicate glass cup.
  ½
  ¼
  –
  Goblet
  A metal cup.
  ½
  ½
  –
  Jug
  A large container for liquids.
  ½
  1
  –
  Cooking Gear
  Effect
  Cost
  Enc
  Thr
  Small Pot or Pan
  Can cook enough food for up to 3 people.
  ½
  1
  –
  Large Pot or Pan
  Can cook enough food for up to 6 people.
  1
  2
  –
  Cauldron
  Can cook enough food for around 20 people.
  3
  5
  –
  Massive Cauldron
  Can cook enough food for around 50 people.
  10
  10
  –
  Small Spit-Roaster
  Can spit-roast a creature up to Size -2.
  1
  1
  –
  Large Spit-Roaster
  Can spit-roast a creature up to Size 0.
  2
  3
  –
  Food
  Effect
  Cost
  Enc
  Thr
  Fresh Food (1 Meal)
  Fresh food. Three meals equal one Day.
  1/8
  0
  –
  Fresh Food (1 Day)
  Fresh food. Will only keep for one week.
  ¼
  0
  –
  Fresh Food (1 Week)
  Fresh food. Eat it all in time or it will go off!
  1½
  0
  –
  Iron Rations (1 Meal)
  Preserved food. Three meals equal one Day.
  ¼
  0
  –
  Iron Rations (1 Day)
  Preserved food. Almost never goes off.
  ½
  0
  –
  Iron Rations (1 Week)
  Preserved food. Buy in bulk and save!
  3
  0
  –
  Animal Feed (1 Day)
  Hay or grain for Size 1 animals. Keeps well.
  ¼
  0
  –
  Animal Feed (1 Week)
  Hay or grain for Size 1 animals.
  1½
  0
  –
  Drink
  Effect
  Cost
  Enc
  Thr
  Water
  Usually available for free.
  0
  0
  –
  Milk
  4 litres of milk.
  1/8
  0
  –
  Fruit Juice
  2 litres of fruit juice.
  1/8
  0
  –
  Beer or Ale
  1 litre bottle of weak alcoholic drink.
  1/8
  0
  –
  Cider, Strong Beer
  1 litre bottle of mild alcoholic drink.
  ¼
  0
  –
  Wine
  1 litre bottle of moderate alcoholic drink.
  ¾
  0
  –
  Liquor, Mead
  1 litre bottle of strong alcoholic drink.
  1
  0
  –
  Spirits, Tequila
  1 litre bottle of very strong alcoholic drink.
  1½
  0
  –
  Hard Spirits, Vodka
  1 litre bottle of extremely strong alcoholic drink.
  2
  0
  –
  
  159
  EQUIPMENT
  Fire & lighting
  Fire Starting
  Effect
  Cost
  Enc
  Thr
  Flint & Steel
  Ignites fuel with a Survival roll against Resistance 2.
  ¼
  0
  –
  Matches (box of 48)
  Ignites paper or tinder automatically. Modern settings only.
  1/8
  0
  –
  Lighter
  Ignites paper or tinder automatically. Modern settings only.
  ¼
  0
  –
  Tinderbox
  Starting fuel. +2 Survival when lighting a fire.
  ½
  0
  –
  Oil
  Fuel for lanterns. Causes Burn 3 if splashed and lit.
  ½
  ¼
  –
  Burning Light Sources Effect
  Cost
  Enc
  Thr
  Candles (Six)
  Brightness 3 in a 1 Hex radius. Each burns for 2 Hours.
  ¼
  0
  –
  Torches (Six)
  Sticks with one end wrapped in pitch-soaked cloth.
  Brightness 2 in a 3 Hex radius. Each burns for 3 Hours.
  ½
  1ea.
  –
  Lantern, Paper
  Brightness 3 in a 1 Hex radius.
  Protects a candle from being blown out.
  ¼
  ¼
  –
  Lantern, Candle
  Brightness 3 in a 2 Hex radius.
  Protects a candle from being blown out.
  ½
  ¼
  –
  Lantern, Hooded
  Brightness 2 in a 5 Hex radius.
  Burns for 6 Hours, using 1 container of Oil.
  1½
  ½
  –
  Lantern, Bullseye
  Brightness 1 in a 5 Hex cone.
  Burns for 6 Hours, using 1 container of Oil.
  1½
  ½
  –
  Electric Light Sources
  Effect
  Cost
  Enc
  Thr
  Flashlight
  Brightness 0 in a single Hex, at a range of up to 6 Hexes.
  ½
  ½
  –
  Spotlight
  Brightness 0 in a 1 Hex radius, at a range of up to 12 Hexes.
  1
  2
  –
  Floodlight
  Brightness 0 in a 5 Hex radius, at a range of up to 24 Hexes.
  2
  4
  –
  Brightness
  Light sources replace the Darkness Modifier [p88] 
  in an affected area, if the Brightness is lower than the 
  Darkness.
  At night (Darkness 4), a burning torch will reduce the 
  Darkness to 2 in a 3 Hex radius.
  At dusk (Darkness 2), a candle or torch has no effect as 
  their Brightness is 2 or greater - they offer the same or 
  worse lighting than the environment. A bullseye lantern 
  would reduce the Darkness to 1.
  
  160
  EQUIPMENT
  livestock & animals
  Beasts of Burden
  Effect
  Cost
  Enc
  Thr
  Donkey 
  Light riding or pack animal.
  20
  –
  –
  Mule
  Sturdy and sure-footed riding or pack animal.
  40
  –
  –
  Ox
  Heavy draught animals. Often sold in pairs.
  50
  –
  –
  Camel
  Riding or pack animal. Suited to arid environments.
  60
  –
  –
  Horse
  Versatile riding, pack, or draught animal.
  50
  –
  –
  Warhorse
  A knight’s charger, trained in warfare.
  100
  –
  –
  Asian Elephant
  Used for heavy labour and transport.
  500
  –
  –
  Tame & Pet Animals*
  Effect
  Cost
  Enc
  Thr
  Cat or Small Dog
  A Size -2 or -3 small pet.
  2
  –
  –
  Dog, Medium
  A Size -1 dog.
  5
  –
  –
  Dog, Large
  A Size 0 dog.
  10
  –
  –
  Monkey
  An agile and clever pet.
  8
  –
  –
  Homing Pigeon
  Will return to one trained ‘home’ location when released.
  1
  –
  –
  Songbird
  Looks and sounds beautiful. A status symbol.
  15
  –
  –
  Falcon
  A Size -3 hunting bird.
  20
  –
  –
  Hawk
  A Size -2 hunting bird.
  30
  –
  –
  Eagle
  A Size -1 hunting bird.
  40
  –
  –
  * Add 5 CU for each trick the animal knows.
  Farm Animals
  Effect
  Cost
  Enc
  Thr
  Pig
  For meat and pigskin leather.
  2
  –
  –
  Sheep
  For fleece, meat, and sheepskin.
  2
  –
  –
  Goat
  For milk, meat, and soft leather. Long-hair breeds for fleece.
  6
  –
  –
  Cow
  For milk, meat, and tough leather.
  10
  –
  –
  Chicken
  For eggs, meat, and feathers.
  ½
  –
  –
  Duck
  For eggs, meat, and feathers.
  ¾
  –
  –
  Goose
  For eggs, meat, and feathers.
  1
  –
  –
  Accessories
  Effect
  Cost
  Enc
  Thr
  Leash
  Tethers an animal of up to Size 0.
  ½
  0
  –
  Bridle or Harness
  Harness for a Size 0 or 1 riding animal. Includes bit and reins.
  2
  0
  –
  Saddle
  Saddle for a Size 0 rider. Includes the saddle-blanket.
  10
  2
  –
  Animal Profiles
  The Adversaries section [p193] provides a few basic 
  animal profiles.
  More comprehensive animal profiles will appear in an 
  Adversaries supplement.
  
  161
  EQUIPMENT
  sPecialist gear
  Tools
  Effect
  Cost
  Enc
  Thr
  Art Materials
  A basic requirement when creating works of art.
  Each Specialisation needs a different set of tools [p32].
  0-4
  0-1
  0
  Craft Tools
  A basic requirement when building or repairing structures. 
  Each Specialisation needs a different set of tools [p30].
  4
  2
  0
  Tool Kit
  A basic requirement when building or repairing machines.
  3
  1
  0
  Deluxe Tool Kit
  +1 Engineering when building or repairing machines.
  8
  4
  1
  Tech Kit
  A basic requirement when building or repairing Tech items.
  5
  ½
  0
  Deluxe Tech Kit
  +1 Tech when building or repairing Tech items.
  14
  2
  1
  Lock-Picks
  Basic tools required for breaking and entering.
  2
  0
  0
  Thief’s Tools
  +2 Security when breaking and entering.
  5
  ½
  2
  Medical Gear
  Effect
  Cost
  Enc
  Thr
  First Aid Kit
  Holds three doses of Medical +1. Maximum 1 dose per roll.
  1
  ½
  1
  Medical Kit
  Holds six doses of Medical +1. Maximum 1 dose per roll.
  2
  1
  1
  Miscellaneous Gear
  Effect
  Cost
  Enc
  Thr
  Simple Padlock
  Requires key or Security vs 6 to open.
  ½
  0
  0
  Complex Padlock
  Requires key or Security vs 10 to open.
  1
  0
  0
  Fishing Tackle
  Allows Fishing with no Penalty [p36].
  2
  ½
  0
  Musical Instrument
  A basic requirement for a Musical Performance [p42].
  1-5
  0-3
  0
  Personal Computer
  A powerful desktop computer.
  30
  3
  0
  Laptop Computer
  A portable personal computer.
  20
  1
  0
  Other Gear
  Especially for Modern gear, you can estimate the cost 
  based on real-world prices, using the exchange rate of 
  $50 to 1 CU.
  
  162
  ARMOUR
  armoUr attriBUtes
  Armour is any clothing designed to reduce the effects 
  of physical damage. While Shields [p180] also offer 
  protection, PowerFrame classifies them as Weapons.
  Hit Locations
  Humanoid characters have six Hit Locations [p53].
  1
  2
  3
  4
  5
  6
  Head
  Chest
  Stomach
  Hips
  Arms
  Legs
  Armour is purchased in sections, each of which covers 
  one Location. Armour descriptions are always provided 
  for a single Section, not for a whole suit.
  Different types of Armour can be worn in any 
  combination, but characters can normally only equip 
  one section of Armour on any single Location.
  Protection
  When an Armoured Location is hit by an Attack, the 
  character adds the Armour’s Bonus to Toughness when 
  rolling to resist the Damage [p74].
  Each type of Armour offers different Bonuses against 
  the four main types of Damage:
   
  ⬣ C – Cutting
   
  ⬣ P – Piercing
   
  ⬣ B – Bludgeoning
   
  ⬣ E – Energy
  Cost
  Each Location worth of Armour is priced separately.
  Encumbrance
  Add together the Enc [p54] of all the pieces of 
  Armour being worn to give a total for the suit.
  Armour’s Enc is not reduced by wearing it, although it 
  can be reduced by stowing it in a container.
  Threat
  Armour sections are rated in 12ths of Threat [p57].
   
  ⬣ To figure out the Armour Threat of a particular suit, 
  add up all the Threat fractions of its pieces. The 
  suit is worth 1 Threat for every 12 or less ‘12ths’ of 
  Threat worn.
   
  ⬣ Wearing even a single piece of light Armour is 
  therefore always worth at least 1 Threat.
  Buying Armour is basically the same as buying extra 
  Toughness that only applies when resisting Damage. 
  One point of Toughness is worth 1 Threat.
  Wearing an entire suit of Rigid Leather gives you an 
  extra point of Toughness against Damage, and so it is 
  also worth 1 Threat.
  Since only a whole six-Location suit is worth this much, 
  the individual pieces are worth one-sixth the Threat. 
  The Threat is rated in twelfths rather than sixths, 
  because some Armour suits are only equivalent to half a 
  point of Toughness.
  
  163
  ARMOUR
  Armour Pieces
  Individual items of Armour should be recorded separately 
  on the character’s equipment list. Once purchased, it 
  isn’t possible to change the function of a piece of Armour 
  without a lot of work.
  A mail shirt covering the Chest, Stomach and Arms will 
  always be a shirt.
  A pair of rigid leather gloves can’t be effectively worn on 
  the head or the legs.
  Layered Armour
  If a character wears two or more sections of Armour on 
  the same Location, they may apply the highest applicable 
  Bonus in a given situation. The Bonuses are never added 
  together.
  Add half a point of Enc for each layer past the first on each 
  Location.
  Bodyfilm is an exception to the Layering rules. It may be 
  worn under one other layer of Armour without Penalty, 
  and does add its Bonus to the layered Armour.
  Armour Size
  Armour values can be modified to make it suitable for 
  characters of large or small Size [p51].
  Multiply the Cost and Enc of each Armour section 
  according to the Armour Size table.
  The Armour’s Protection and Threat values stay the same.
  Armour Size
  Multiplier
  -5
  x 1/8
  -4
  x ¼
  -3
  x 3/8
  -2
  x ½
  -1
  x ¾
  0
  x 1
  1
  x 1½
  2
  x 2
  3
  x 2½
  4
  x 3
  5
  x 3½
  Armour Fitting
  Although it’s not all that realistic, it’s probably easiest to 
  assume that any found, looted, or salvaged armour will fit 
  anyone of the same Size with a little adjustment.
  armoUr attriBUtes
  
  164
  ARMOUR
  armoUr lists
  Ancient Armour
  C
  P
  B
  E
  Cost
  Enc
  Thr
  Padded Cloth
  0
  0
  +1
  +1
  ½
  0
  1/12
  Soft Leather
  +1
  0
  0
  +1
  ½
  0
  1/12
  Padded Leather
  +1
  0
  +2
  +1
  1
  0
  2/12
  Rigid Leather
  +1
  +1
  +1
  +1
  1
  0
  2/12
  Studded Leather
  +2
  +1
  +1
  0
  1
  0
  2/12
  Ring
  +2
  +1
  +2
  +1
  1½
  ½
  3/12
  Banded
  +1
  +2
  +2
  +1
  1½
  ½
  3/12
  Fur and Hides
  +1
  +1
  +2
  +2
  1
  1
  3/12
  Mail
  +2
  +2
  +2
  +2
  2
  1
  4/12
  Scale
  +2
  +2
  +3
  +3
  2½
  1½
  5/12
  Plate and Mail
  +3
  +2
  +3
  +2
  2½
  1½
  5/12
  Plate
  +3
  +3
  +3
  +3
  3
  2
  6/12
  Modern Armour
  C
  P
  B
  E
  Cost
  Enc
  Thr
  Impact Plastic
  +1
  +1
  +3
  +1
  2
  0
  4/12
  Kevlar Cloth
  +2
  +2
  +1
  +1
  2
  0
  4/12
  Reinforced Leather
  +2
  +2
  +2
  +2
  2½
  ½
  5/12
  Laminated Kevlar
  +3
  +3
  +2
  +2
  3
  1
  6/12
  Flak Armour
  +2
  +3
  +2
  +3
  3
  1
  6/12
  Stab Armour
  +4
  +3
  +3
  +2
  3½
  1½
  7/12
  Ballistic Armour
  +3
  +4
  +2
  +3
  3½
  1½
  7/12
  Composite Armour
  +4
  +4
  +3
  +3
  4
  2
  8/12
  Bomb Disposal
  +3
  +3
  +4
  +6
  4½
  2½
  9/12
  Future Armour
  C
  P
  B
  E
  Cost
  Enc
  Thr
  Bodyfilm *
  +1
  +1
  +1
  +1
  2
  0
  4/12
  Soft Plate
  +2
  +2
  +2
  +2
  3
  0
  6/12
  Reflective Plate
  +3
  +2
  +1
  +4
  3½
  ½
  7/12
  Kinetic Weave
  +3
  +3
  +3
  +1
  4
  0
  8/12
  Flexi Plate
  +3
  +3
  +3
  +3
  4
  1
  8/12
  Composite Plate
  +4
  +4
  +4
  +4
  5
  2
  10/12
  Mirror Plate
  +4
  +3
  +2
  +7
  5
  2
  10/12
  Ceramic Plate
  +5
  +5
  +5
  +5
  6
  3
  12/12
  * Bodyfilm may be worn under one additional layer of Armour.
  
  165
  WEAPONS
  overvieW
  This is an extension of the Equipment section, dealing 
  specifically with weapons. 
  It begins with a description of the Basic and Special 
  Weapon Attributes, and then presents extensive lists 
  of pre-made weaponry.
  Basic Weapon Attributes (this page)
  All weapons share a number of common Attributes.
  Special Weapon Attributes [p166]
  Many weapons have special capabilities.
  Weapon Lists [p172]
  Full write-ups for a comprehensive range of weaponry.
  Basic Weapon Attributes
  Attack
   
  ⚠ Threat equal to Modifier
  The Ability (and Modifier) that is used when making 
  an Attack roll [p72] with this weapon.
  Damage
   
  ⚠ Threat equal to Damage if based on a number.
   
  ⚠ Threat equal to Modifier+1 if based on an Ability. 
  The Ability (and Modifier) or value that is used when 
  making a Damage roll [p72] after a successful 
  Attack.
  Type
   
  ⚠ 0 or +1 Threat 
  The Damage Type (or Types) inflicted by the weapon.
   
  ⬣ C – Cutting
   
  ⬣ P – Piercing
   
  ⬣ B – Bludgeoning
   
  ⬣ E – Energy
   
  ⬣ G – Grapple
   
  ⬣ S – Stun
  C, P, B and E indicate what sort of Armour Protection 
  [p162] works against the weapon.
  Some weapons have multiple Damage Types listed. The 
  wielder can choose which Type of Damage to inflict 
  with each Attack. This is worth +1 Threat.
  Some Stun weapons list another Damage Type in 
  lower-case (Sb, Se). These weapons only inflict Stun, 
  and the lower-case Damage Type only indicates what 
  type of Armour Protection and Critical Hits [p91] 
  apply.
  Special
  The various Special Weapon Attributes are detailed on 
  the following pages.
  Cost
  The weapon’s cost in Currency Units [p20].
  Enc
  The weapon’s weight in Encumbrance [p54].
  Threat
  The weapon’s Threat [p57].
  
  166
  WEAPONS
  sPecial WeaPon attriBUtes
  Special Weapon Attributes
  Ref
  2H
  Armour Piercing
  Auto
  Auto Hit
  Barbed
  [p166]
  Blast
  [p167]
  Blown
  Burn
  Catcher
  Close
  Damage Limit 1
  Extended Range
  Hold Off
  [p168]
  Indirect 
  Length
  Long
  Medium
  Obscuration
  Parry
  Poison
  Range
  [p169]
  Reach 
  Reduced Range
  Reload
  Secondary Weapon Bonus
  Short 
  Shots
  Size 
  [p170]
  Spreading Gas 
  Stun
  Thrown
  [p171]
  2H 
   
  ⚠ 0 Threat
  The weapon is physically impossible to operate without 
  the use of two hands.
  Weapons without this Attribute can be used in one hand if 
  the wielder is strong enough [p79].
  Armour Piercing
   
  ⚠ +1 Threat per point
  When striking an Armoured Location, reduce the 
  Target’s Armour Bonus [p162] by the weapon’s 
  Armour Piercing rating, to a minimum of 0.
  Auto
   
  ⚠ 2 to 3: +1 Threat
   
  ⚠ 4 to 5: +2 Threat
   
  ⚠ 6 or more: +3 Threat
  Auto weapons can fire more than one Shot [p170] in 
  a single Attack.
   
  ⬣ The attacker declares how many Shots they want to 
  use, up to the Weapon’s Auto rating (or the number 
  of remaining Shots).
   
  ⬣ The Shots may be spread across multiple Hexes 
  within Range [p169]. The affected Hexes must 
  form a contiguous shape. At least one Shot must be 
  assigned to each Hex.
   
  ⬣ The attacker makes a single Attack roll, with a -1 
  Penalty for each affected Hex after the first. Any 
  characters in affected Hexes make separate Avoid 
  rolls against the Attack. 
   
  ⬣ Defenders are hit by 1 Shot for each Success gained 
  by the Attack, up to the number of Shots aimed at 
  their Hex. Resolve the Location and Damage of each 
  successful Shot separately.
  Auto Hit
   
  ⚠ x2 Threat
  The weapon automatically hits any valid Targets.
  There are usually conditions on which Targets are valid, or 
  the weapon may have some other drawback. This Weapon 
  Attribute should rarely be used.
  Barbed
   
  ⚠ +1 Threat per point
  The weapon features sharp hooks or serrations. If a 
  Barbed weapon causes any Health loss, then additional 
  Health loss equal to the Barbed rating is caused when 
  the weapon is removed.
   
  ⬣ This effect is normally immediate for Close Combat 
  weapons unless the wielder discards the weapon or 
  performs a Grapple.
   
  ⬣ If a Barbed weapon is left in the target (such as a 
  missile or discarded Close Combat weapon), the 
  Barbed Health loss is caused once per Turn if the 
  affected Location is used or moved vigorously.
   
  ⬣ Barbed weapons can be safely removed with a 
  Medical roll against Resistance 2, requiring a 
  Double Action. Failure causes the Barbed Health 
  loss as the weapon is removed.
  
  167
  WEAPONS
  Blast
   
  ⚠ +2 Threat for Blast 0
   
  ⚠ +2 Threat for each extra point of Blast
  A Blast weapon spreads damage over a wide area. The 
  Blast rating is usually the area’s radius in Hexes, but it 
  may be a comparable number of Hexes in a shape such 
  as a cone or a line. A Blast of 0 affects one Hex.
  There are two basic types of Blast weapon – 
   
  ⬣ Spray weapons that cover an area, starting from the 
  weapon itself, such as flamethrowers and mines.
   
  ⬣ Projectile weapons, where a projectile is thrown 
  or fired. The projectile then affects an area based 
  on the point of impact. Examples include grenades, 
  shotgun pellets, and Molotov cocktails.
  Attacking an Area
  Most Blast weapons are not used to directly attack an 
  individual Target. Instead, they are aimed at a Hex or 
  Hexes depending on the Blast area. All Targets within 
  the area may be affected.
  Spray Blast Placement
  As long as the Attack roll is not a Critical Failure, the 
  Blast area can be placed wherever desired.
  Projectile Blast Placement
  Make an Attack roll against Resistance 0, modified for 
  Range [p169] and Cover [p73]. If successful, the 
  projectile lands in the intended Hex. It will stray 1 Hex 
  in a random direction for each negative Success.
  Avoiding a Blast
  All Targets within the Blast area must make a Resisting 
  Avoid roll against the Attack roll.
   
  ⬣ Characters on the edges of the Blast Area receive a 
  -2 Penalty.
  A Blast 0 weapon effectively makes an Attack against a 
  single Target at -2 Avoid.
   
  ⬣ Characters completely within the Blast Area are hit 
  automatically, but still make an Avoid roll at -5 to see 
  if they suffer a Critical Hit.
   
  ⬣ Targets on the edge of the Blast area who equal or 
  beat the Attack roll are unaffected by the Blast. All 
  other Targets must resist the Blast Damage.
  Blast Damage
  Damage rolls are resolved separately against all affected 
  Targets. Blasts may inflict various types of Damage. 
  If Armour would help, roll a random Hit Location to 
  take the brunt of the damage, and apply any Protection 
  Bonus as appropriate.
  sPecial WeaPon attriBUtes
  Concussion
  Grenade
  Shotgun,
  Land Mine
  (Blast 0)
  Molotov
  Cocktail
  (Blast 0)
  Flame-
  Trower
  (Blast 1)
  Frag
  Grenade
  (Blast 2)
  Claymore
  (Blast 1)
  Avoid -2
  Auto Hit
  Source
  Dynamite
  (Blast 1)
  (Blast 1)
  (Blast 2)
  (Blast 3)
  
  168
  WEAPONS
  Blown
   
  ⚠ +1 Threat
  This Ranged weapon [p169] is projected by being 
  blown or spat out. Their use is identical to Throwing a 
  weapon [p81].
   
  ⬣ The Range of a Blown Weapon is equal to 
  Toughness + 5 - Enc.
  Burn
   
  ⚠ +1 Threat for Burn 1 to 3
   
  ⚠ +2 Threat for Burn 4 to 6
  On a successful attack, the weapon sets the Target on 
  fire with the specified Burn rating [p82].
  Catcher
   
  ⚠ +1 Threat
  These weapons are designed to catch another weapon 
  and hold or break it.
   
  ⬣ The Catcher Attribute cannot be used against 
  missile weapons of any kind.
   
  ⬣ If a Catching weapon is used to Parry, and the Parry 
  roll succeeds by 5 or more, the defender can choose 
  to Catch one of the weapons that was used to attack 
  them.
   
  ⬣ While Caught, neither weapon involved can be used 
  as normal. The Caught weapon can be freed, held or 
  broken.
   
  ⬣ The Catcher can keep hold of the Caught weapon as 
  long as they like, or may release it as a Free Action.
   
  ⬣ The owner of the Caught weapon can let go of it as a 
  Free Action.
   
  ⬣ The owner of the Caught weapon can use a Limited 
  Action to try and free it. Both combatants make 
  opposed Attack rolls. If the Caught weapon’s roll is 
  higher, then it is freed.
   
  ⬣ The Catcher can use a Limited Action to try and 
  break the Caught weapon. Both combatants make 
  opposed Damage rolls. If the Caught weapon’s roll is 
  lower, it breaks.
  Close
   
  ⚠ 0 Threat
  A Close Combat weapon can only be used to Attack 
  Targets within one Hex of the wielder. 
  If a weapon does not specify any other ranged attribute, 
  it will be a Close Combat weapon.
  Damage Limit 1
   
  ⚠ x½ Threat
  This weapon cannot inflict more than 1 point of Health 
  loss (or appropriate effect) with each Damage roll.
  Extended Range
   
  ⚠ +1 Threat
  This Ranged weapon [p169] has been designed to 
  fire further than usual.
   
  ⬣ Most Ranged weapons calculate Extended Range 
  using three times the weapon’s Damage value or 
  Bonus, plus a number depending on the type of 
  weapon.
   
  ⬣ Thrown [p171] and Blown [p168] Extended 
  Range Weapons use 8 + Ability - Enc.
  Hold-Off
   
  ⚠ +1 Threat
  Hold-Off weapons generally make it harder for 
  opponents to move closer to the wielder. The weapon 
  must have a Reach [p170] of 2 or more.
   
  ⬣ Characters who have been Attacked by a Hold-Off 
  weapon since their last Turn must make a roll if they 
  want to move closer to the weapon’s wielder. This is 
  a Free Action, but can only be tried once per Turn.
   
  ⬣ The moving character makes an appropriate 
  Movement Ability roll, and the Hold-Off weapon 
  makes a Resisting Attack roll.
   
  ⬣ If the Movement Ability Roll succeeds, then the 
  character can move closer to the Hold-Off weapon’s 
  user. Otherwise, they can only move around or 
  further away from them.
  Some Hold-Off weapons have different conditions and 
  effects, which are explained in the weapon descriptions.
  sPecial WeaPon attriBUtes
  
  169
  WEAPONS
  Indirect 
   
  ⚠ 0 Threat
  Some Ranged weapons [p169] can be used to lob 
  or bounce a missile over cover or other obstacles. All 
  Thrown weapons [p171] automatically have the 
  Indirect Attribute.
   
  ⬣ Making an Indirect Attack halves the weapon’s listed 
  Range.
   
  ⬣ Any Indirect weapon can be lobbed up and over 
  cover, but this requires sufficient overhead clearance, 
  and will not work in zero gravity. 
   
  ⬣ Many Indirect weapons can be bounced off a surface 
  to send it around corners, but this won’t work with 
  most Piercing weapons such as throwing knives. 
   
  ⬣ Indirect Attacks ignore any Cover Modifier that 
  would be granted by walls, fences, bushes and so on.
  All Indirect Attacks are made with a -2 Penalty.
  If the Attacker cannot see the Target, they must specify 
  a Hex as their intended Target. Make the Attack against 
  a Resistance of 2.
   
  ⬣ If the Attack succeeds, the missile lands in the 
  intended Hex. It will stray 1 Hex for each negative 
  Success, in a random direction.
   
  ⬣ Any character in the affected Hex rolls their Defence 
  as normal.
  Length
   
  ⚠ 0 Threat
  This Attribute refers to the physical length of a Ranged 
  weapon [p169], and the ease with which it can be 
  used to attack nearby opponents.
   
  ⬣ Short weapons may be used to perform Ranged 
  Attacks on adjacent opponents with no Modifier.
   
  ⬣ Medium weapons may be used to perform Ranged 
  Attacks on adjacent opponents, but the opponent 
  receives a +2 Bonus to Defence.
   
  ⬣ Long weapons may not be used to perform Ranged 
  Attacks on adjacent opponents.
  Long
  See Length (this page).
  Medium
  See Length (this page).
  Obscuration
   
  ⚠ +1 Threat
  The weapon creates an area of Obscuration [p88]. 
   
  ⬣ Most weapons create an Obscuration of -1 per Hex.
   
  ⬣ Obscuration is often combined with Blast [p167] 
  or Spreading Gas [p171].
  Parry
   
  ⚠ +1 Threat per point
  The weapon provides a Modifier to Parry [p73].
  Poison
   
  ⚠ +1 Threat per point
  The weapon inflicts Poison [p85].
   
  ⬣ This Attribute is not often used for weapons because 
  the Poison does not tend to be an integral part of 
  the weapon. It is mostly used for poison gas and 
  venomous creatures.
   
  ⬣ Unless noted otherwise, Poisoned weapons work as 
  standard Poisons.
  Range
   
  ⚠ +1 Threat
  Ranged weapons can fire projectiles over a great 
  distance. Ranged Attacks are affected by Length 
  [p169] and Cover [p73]. 
   
  ⬣ Ranged Weapons can make Attacks against 
  opponents up to the listed number of Hexes away, 
  assuming there is a line of sight.
   
  ⬣ Attacks up to twice the listed Range are possible, but 
  the Target receives a +2 Bonus to their Defence.
  The standard formula for Range is twice the weapon’s 
  Damage rating or Bonus, plus a number depending on 
  the type of weapon:
   
  ⬣ Bows, Archaic: +8
   
  ⬣ Firearms, Modern: +10
   
  ⬣ Energy, Future: +12
  sPecial WeaPon attriBUtes
  
  170
  WEAPONS
  Reach
   
  ⚠ +1 Threat
  A weapon with Reach can make a Close Combat Attack 
  against an opponent at up to the listed Reach distance 
  (usually, 2 Hexes).
   
  ⬣ Close Combat Attacks from more than 1 Hex away 
  are affected by line of sight and Cover [p73].
   
  ⬣ Opponents can automatically Escape [p71] if 
  the Attack is made from more than 1 Hex away.
  Reduced Range
   
  ⚠ -1 Threat
  This Ranged weapon [p169] does not fire as far as 
  usual for a weapon of its type.
   
  ⬣ Most Ranged weapons calculate Reduced Range 
  using the weapon’s Damage value or Bonus, plus a 
  number depending on the type of weapon.
   
  ⬣ Thrown [p171] and Blown [p168] Reduced 
  Range Weapons use 3 + Ability - Enc.
  Reload
   
  ⚠ 0 Threat
  Any weapon with Shots (this page) needs to be 
  Reloaded [p77] when it runs out of ammunition.
   
  ⬣ Most Weapons take a Standard Action to Reload. 
  These Weapons don’t list Reload as an Attribute, so 
  if Reload is not specified you can assume it requires 
  a Standard Action.
   
  ⬣ Weapons that list Fast Reload require a Free Action.
   
  ⬣ Weapons that list Slow Reload require a Limited 
  Action.
  Secondary Weapon Bonus
   
  ⚠ +1 Threat
  The weapon gives a special Ability Bonus during 
  conflict, when used as a Secondary Weapon. See the 
  details for Dual-Wielding [p79].
  Short
  See Length [p169].
  Shots
   
  ⚠ -1 Threat for 1 or 2 Shots
   
  ⚠ 0 Threat for 3 to 6 Shots
   
  ⚠ +1 Threat for 7 or more Shots
  The weapon uses ammunition, which must be bought 
  separately.
   
  ⬣ The number of Shots listed is the weapon’s 
  maximum capacity for ammunition.
   
  ⬣ Mark off the number of Shots used each time the 
  weapon makes an Attack.
   
  ⬣ You cannot make an Attack with a weapon if it has 
  no Shots left.
   
  ⬣ When the Weapon has no Shots remaining, it must 
  be Reloaded [p77].
  Weapons with Free Action Reload
  Bows and slings do technically have Shots, but as they 
  take no time to Reload it makes no difference. These 
  Weapons will not have Shots listed. Like Thrown 
  Weapons, the number of times they can fire depends 
  only on the available ammunition.
  Belt-Fed Weapons
  Some automatic firearms can use a linked belt of 
  ammunition to continuously feed the weapon. These 
  firearms have as many Shots as the bullets on the belt, 
  which normally number in the hundreds.
  Size
   
  ⚠ 0 Threat
  Rather than referring to the physical size of a weapon, 
  its Size Attribute can be thought of as the Size of Target 
  it is intended to be used against.
   
  ⬣ When figuring out Avoid Modifiers for Size 
  [p51], use the higher of either the attacker’s or 
  the weapon’s Size.
   
  ⬣ The weapon’s Damage rating will have already taken 
  its Size into account.
   
  ⬣ If the weapon does Damage based on an Ability, the 
  defender must still apply any Size Differential if they 
  are a different Size than their attacker.
  sPecial WeaPon attriBUtes
  
  171
  WEAPONS
  Spreading Gas
   
  ⚠ +1 Threat for every 6 Hexes total coverage
   
  ⚠ +2 Threat for Undetectable Gas
  The weapon releases a cloud of gas from the Target 
  Hex.
   
  ⬣ Spreading Gas is rated in Hexes x Turns. This many 
  Hexes will be affected each Turn, for the specified 
  number of Turns.
   
  ⬣ The gas will spread outwards into adjacent Hexes, 
  affecting as even an area as possible around the 
  source Hex. The direction may be affected by the 
  wind or surrounding objects. The exact spread is up 
  to the GM.
   
  ⬣ In confined areas, gas may be concentrated if there 
  is nowhere for it to spread. Increase the rating 
  of the gas’ effect by 1 for each additional layer of 
  concentration.
   
  ⬣ After the specified number of Turns has passed, the 
  edge Hexes of the cloud will dissipate each Tun until 
  the cloud is gone.
   
  ⬣ Any unprotected characters inside a gas cloud 
  are affected once per Turn. Sometimes simple 
  respiratory protection or Holding Your Breath 
  [p84] is all that is needed to escape the effects of 
  gas, but it depends on the type.
   
  ⬣ Undetectable Gas is odourless and invisible; it may 
  prevent protective measures being taken until its 
  effects are noticed, unless the character actually sees 
  a grenade, hears a hissing pipe, or otherwise deduces 
  the threat.
  Stun
   
  ⚠ x½ Threat
  The weapon inflicts Stun [p86] instead of Health 
  loss.
   
  ⬣ The weapon’s Damage Type may list Sx, where x is 
  one of the four normal Damage Types (C, P, B, E). 
  These are used for figuring out Armour protection 
  and Critical Hits.
   
  ⬣ Physical Stun Damage is usually resisted with 
  Toughness as normal.
   
  ⬣ Stun Damage against the senses may be resisted with 
  Wits.
   
  ⬣ Stun Damage caused by drugs or mind-affecting 
  weapons may be resisted with Willpower.
  Thrown
   
  ⚠ +1 Threat
  The weapon is designed to be thrown [p81]. It is 
  balanced and aerodynamic.
   
  ⬣ The Range [p169] of a Thrown weapon is equal to 
  Strength + 5 - Enc.
   
  ⬣ All Thrown weapons can be used to make Indirect 
  attacks [p169].
  Close or Thrown
  Some weapons, such as spears and throwing knives, can 
  be used to perform both Close Combat and Thrown 
  Attacks. If Thrown at an adjacent opponent, they must 
  be retrieved before they can be Thrown again.
  Thrown Only
  Some weapons, such as slings or throwing stars,  cannot 
  be used effectively as Close Combat weapons. They 
  must be Thrown in order to make an Attack.
  sPecial WeaPon attriBUtes
  
  172
  WEAPONS
  Axes & Bludgeons
  Axes
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Throwing Axe
  Strength
  Toughness
  C
  Close or Thrown.
  2
  1
  2
  Hand Axe
  Strength
  Toughness+1
  C
  4
  2
  2
  Battle Axe
  Strength
  Toughness+2
  C
  6
  4
  3
  Great Axe
  Strength
  Toughness+3
  C
  8
  6
  4
  Bludgeons
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Throwing Cudgel
  Melee
  Toughness
  B
  Close or Thrown.
  2
  1
  2
  Staff
  Melee
  Toughness+1
  B
  4
  2
  2
  Multi-Section 
  Staff
  Melee
  /Avoid
  Toughness+1
  /Melee+1
  BG
  Swap Attack and Damage Abilities 
  at will.
  6
  4
  4
  Tonfa
  Melee
  Toughness+1
  B
  Parry +1
  4
  2
  3
  Mace
  Melee
  Toughness+2
  B
  6
  4
  3
  Iron Staff
  Melee
  Toughness+3
  B
  8
  6
  4
  Hammers
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Thrown Hammer
  Strength-1
  Toughness+1
  C
  Close or Thrown.
  2
  2
  2
  Mallet
  Strength-1
  Toughness+2
  C
  4
  3
  2
  Warhammer
  Strength-1
  Toughness+2
  C
  Armour Piercing 1.
  6
  3
  3
  Sledgehammer
  Strength-1
  Toughness+3
  C
  6
  5
  3
  Great Hammer
  Strength-1
  Toughness+4
  B
  8
  7
  4
  Picks
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Ice Pick
  Strength-1
  Toughness+1
  P
  +1 Climb or Mountaineer.
  2
  2
  2
  Pick
  Strength-1
  Toughness+2
  P
  4
  3
  2
  Mattock
  Strength-1
  Toughness+3
  CP
  6
  5
  3
  Bec de Corbin
  Strength-1
  Toughness+4
  P
  8
  7
  4
  WeaPon lists
  Weapon Type
  Ref
  Axes & Bludgeons
  [p172]
  Blades
  [p173]
  Bows & Arrows
  [p174]
  Energy Weapons
  [p175]
  Explosives & Mines
  [p176]
  Firearms
  [p177]
  Heavy Weapons
  [p178]
  Improvised Weapons
  Miscellaneous
  [p179]
  Shields
  [p180]
  Shotguns
  [p181]
  Spears & Polearms
  [p182]
  Unarmed & Natural Weapons
  Whips & Chains
  [p183]
  
  173
  WEAPONS
  WeaPon lists
  Blades
  Knives
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Poniard
  Melee
  Strength
  P
  1
  ½
  1
  Dagger
  Melee
  Strength
  P
  +1 Melee as Sec. Weapon.
  2
  1
  2
  Knife
  Melee
  Strength
  C
  +1 Strength as Sec. Weapon.
  2
  1
  2
  Main Gauche
  Melee
  Strength
  C
  +1 Toughness as Sec. Weapon.
  2
  1
  2
  Stiletto
  Melee
  Strength
  P
  Armour Piercing 1
  2
  1
  2
  Throwing Knife
  Melee
  Strength
  P
  Close or Thrown.
  2
  1
  2
  Tanto
  Melee+1
  Strength
  C
  3
  ½
  2
  Machete
  Melee-1
  Strength+1
  C
  3
  2
  1
  Cleaver
  Melee-1
  Toughness+1
  C
  3
  2
  1
  Katar
  Melee
  Strength+1
  P
  Barbed 2 (Optional)
  4
  2
  4
  Swords
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Shortsword
  Melee
  Strength+1
  C
  4
  2
  2
  Longsword
  Melee
  Strength+2
  C
  6
  4
  3
  Greatsword
  Melee
  Strength+3
  C
  8
  6
  4
  Scimitar
  Melee-1
  Strength+2
  C
  5
  3
  2
  Khopesh
  Melee-1
  Strength+2
  C
  Parry +1
  6
  3
  3
  Falchion
  Melee-1
  Strength+3
  C
  7
  5
  3
  Great Scimitar
  Melee-1
  Strength+4
  C
  9
  7
  4
  Cutlass
  Melee-1
  Toughness+2
  C
  5
  3
  2
  Broadsword
  Melee-1
  Toughness+3
  C
  7
  5
  3
  Great Cutlass
  Melee-1
  Toughness+4
  C
  9
  7
  4
  Smallsword
  Melee+1
  Avoid
  P
  5
  1
  2
  Rapier
  Melee+1
  Avoid+1
  P
  7
  3
  3
  Sabre
  Melee+1
  Avoid+2
  C
  9
  5
  4
  Wakizashi
  Melee+1
  Strength+1
  C
  6
  1
  3
  Katana
  Melee+1
  Strength+2
  C
  8
  3
  4
  Nodachi
  Melee+1
  Strength+3
  C
  10
  5
  5
  Shortsword
  Longsword
  Greatsword
  Dagger
  Knife
  Throwing
  Knife
  Poniard
  Tanto
  Wakizashi
  Katana
  Nodachi
  Cleaver
  Cutlass
  Machete
  Dao (Chinese Broadsword)
  Khopesh
  Scimitar
  Falchion
  Broadsword
  Smallsword
  Rapier
  Stiletto
  Sabre
  Main Gauche
  
  174
  WEAPONS
  WeaPon lists
  Bows & Arrows
  Bows
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Shortbow
  Bows
  Hunting
  –
  2H, Long, Range 8, Fast Reload.
  2
  1
  2
  Longbow
  Bows
  Hunting+1
  –
  2H, Long, Range 10, Fast Reload.
  4
  2
  3
  Recurve Bow
  Bows
  Hunting+2
  –
  2H, Long, Range 12, Fast Reload.
  6
  3
  4
  Great Bow
  Bows
  Hunting+3
  –
  2H, Long, Range 14, Fast Reload.
  8
  4
  5
  Crossbows
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Hand Crossbow
  Bows
  1
  –
  Medium, Range 10, Shots 1.
  4
  2
  1
  Light Crossbow
  Bows
  2
  –
  Long, Range 12, Shots 1, Slow 
  Reload.
  5
  3
  2
  Crossbow
  Bows
  3
  –
  Long, Range 14, Shots 1, Slow 
  Reload.
  7
  5
  3
  Heavy Crossbow
  Bows
  4
  –
  Long, Range 16, Shots 1, Slow 
  Reload.
  9
  7
  4
  +Arrows/Bolts
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Standard
  –
  –
  P
  –
  +0
  0
  +0
  War
  –
  –
  P
  Armour Piercing 1.
  +½
  0
  +1
  Hunting
  –
  –
  P
  Barbed 1.
  +½
  0
  +1
  Message
  –
  -1
  P
  Hollow chamber  –  Wits or 
  Security vs 4 to notice.
  +1
  0
  -1
  Signal
  –
  -1
  P
  Makes a loud noise in the air.
  +½
  0
  -1
  Cutter
  –
  –
  C
  Attacks rope with no Penalty.
  +½
  0
  +1
  Fire
  –
  –
  P
  Burn 2. Must light first (Standard 
  Action).
  +½
  0
  +1
  Grapple
  –
  –
  P
  Range -2. Will bite into stone or 
  softer. Attached to a thin line.
  +1½
  0
  0
  Arrows & Bolts
  To create a complete weapon profile, combine the bow 
  template with the details for the arrow you are using.
   
  ⬣ The Damage value for the arrow modifies the basic 
  bow Damage.
   
  ⬣ The Type specifies the Damage Type this arrow 
  inflicts.
   
  ⬣ Add any Special Attributes from the arrow.
   
  ⬣ The normal Cost for a supply of 48 arrows is ½ CU, 
  plus 1/8 CU per point of Damage or Damage Bonus, 
  plus any value listed in the Cost column.
   
  ⬣ While we don’t bother tracking individual arrow 
  weight, consider 50 arrows to weigh 1 Enc.
   
  ⬣ Add any Threat Modifier to the Threat of the bow. 
  Only count the highest arrow Threat, regardless of 
  how many arrows or different types you have.
  
  175
  WEAPONS
  WeaPon lists
  Energy Weapons
  Beam Guns
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Beam Pistol
  Shooting
  4
  –
  Short, Range 20,
  Charges 4 (Shots 10).
  10
  1
  6
  Beam Gun
  Shooting
  6
  –
  Medium, Range 24,
  Charges 8 (Shots 13).
  15
  2
  8
  Beam Rifle
  Shooting
  8
  –
  Long, Range 28,
  Charges 8 (Shots 10).
  20
  4
  10
  Beam Lance*
   – Melee Mode
  Shooting
  Melee
  10
  Strength+5
  –
  Long, Range 32,
  Charges 12 (Shots 12/Hits 24).
  30
  6
  13
  * The Beam Lance is a 2 metre long weapon which can be used as both a beam cannon and an energised melee weapon. 
  +Energy Types
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Beam
  –
  –
  E
  –
  –
  –
  –
  Laser
  –
  –
  E
  Armour Piercing 1.
  +1
  –
  +1
  Plasma/Fusion
  –
  –
  E
  Burn 2.
  +1
  –
  +1
  Ion/Stunner
  –
  –
  Se
  +1
  –
  -1
  Disruptor
  –
  –
  E
  Acid 3.
  +2
  –
  +3
  Radiation
  –
  –
  E
  Persistent Slow Poison 1
  (3 Days, Endurance)
  +2
  –
  +3
  Arc Weapons
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Arc Thrower
  Auto Hit
  4
  E
  Short, Range 5,
  Charges 4 (Shots 5).
  Hits closest Target in a 60o arc.
  5
  1
  6
  Arc Rifle
  Auto Hit
  4
  E
  Short, Range 7,
  Charges 4 (Shots 5).
  Hits first Target in a straight line.
  10
  3
  10
  Storm Gun
  Auto Hit
  6
  E
  Short, Range 5,
  Charges 8 (Shots 3).
  Hits all Targets in a 60o arc.
  15
  4
  18
  Energy Melee
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Stun Gun
  Unarmed
  5
  Se
  Charges 4 (Shots 10)
  4
  1
  6
  Taser
  Shooting
  5
  Se
  Charges 4 (Shots 10), Reach 3
  6
  2
  7
  Beam Sabre
  Melee
  6
  E
  Charges 8 (Hits 13)
  10
  2
  7
  Power-Weapon*
  –
  +2
  –
  Charges 4 (Hits 20)
  +4
  –
  +2
  * This modification can be applied to any Close Combat weapon. On a hit, expend Charges for extra Damage.
  Batteries and Charges
  Energy weapons normally run on standard battery 
  cartridges. Each cartridge costs 1/8 CU, and holds 4 
  Charges. 
  Each point of Damage (or Damage Bonus) dealt by the 
  weapon expends 0.1 Charge. Weapons with Auto Hit 
  or Blast will use more Charges with each shot.
  A Beam Pistol with Damage 4 uses 0.4 Charges per 
  shot, and so gets 10 Shots out of one battery.
  A Beam Lance with Damage 10 (1 Charge) gets only 
  four Shots out of each battery, but it uses three batteries 
  for a total of 12 Shots. In addition, using it in Close 
  Combat uses 0.5 Charges on a successful hit.
  
  176
  WEAPONS
  WeaPon lists
  Explosives & Mines
  Explosives
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Gunpowder
  Demolitions 0
  +1/charge*
  E
  Blast 0 (+1 at 3, 6, 10, 15 charges).
  ½
  ¼
  2
  Dynamite
  Demolitions 5
  + 1/stick
  E
  Blast 1 (+1 at 3, 6, 10, 15 sticks).
  1
  ½
  9
  Nitroglycerine
  Demolitions 1D6
  +1D3/vial
  E
  Blast 0 (+1 at 3, 6, 10, 15 vials).
  2
  ¼
  6
  Plastic Explosive
  Demolitions 8
  +8/Enc
  E
  Blast 2 (+1 at 3, 6, 10, 15 Enc).
  4
  1
  14
  * A charge of gunpowder is the size of a small, fat cheese wheel – enough to fire a small cannon, or load 12 musket shots.
  Grenades
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Fragmentation
  Melee
  1D6+1
  P
  Thrown, Blast 2.
  ¼
  ½
  12
  Incendiary
  Melee
  –
  E
  Thrown, Blast 2, Burn 4.
  ½
  ½
  11
  Concussion
  Melee
  4
  S
  Thrown, Blast 3, 
  Resist Damage with Toughness.
  ½
  ½
  7
  Flashbang
  Melee
  4
  S
  Thrown, Blast 3, 
  Resist Damage with Wits.
  1
  ½
  7
  Sleeping Gas
  Melee
  4
  S
  Thrown, 
  Invisible Spreading Gas (6x6).
  1
  ½
  7
  Tear Gas
  Melee
  4
  S
  Thrown, Spreading Gas (6x6).
  ½
  ½
  6
  Poison Gas
  Melee
  –
  –
  Thrown, Spreading Gas (6x6), 
  Poison 3.
  2
  ½
  10
  Smoke
  Melee
  –
  –
  Thrown, Spreading Gas (6x6), 
  Obscuration 2 per Hex.
  ¼
  ½
  4
  +Grenade 
  Options
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Rifle or Pistol
  as Firearm-1 –
  –
  Range as firearm -2. 
  Can be used with any grenade.
  +1
  –
  +1
  Undetectable Gas
  –
  –
  –
  Use on most Gas grenades. 
  Cannot protect against gas until 
  effects are experienced.
  +2
  –
  +2
  Mines & Traps
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Small Leg Trap
  Hunting
  2
  CG
  Inflicts both C and G Damage.
  ½
  2
  3
  Medium Leg Trap Hunting
  3
  CG
  Inflicts both C and G Damage.
  1
  3
  4
  Large Leg Trap
  Hunting-1
  5
  CG
  Inflicts both C and G Damage.
  2
  4
  5
  Land Mine
  Demolitions 6
  P
  Blast 0.
  1
  1
  8
  Bouncing Betty
  Demolitions 1D6+1
  P
  Blast 1.
  1½
  1
  9
  Claymore
  Demolitions 1D6+3
  P
  Blast 2 (Cone, 4 Hexes each side).
  2
  2
  13
  Anti-Tank Mine
  Demolitions 25
  P
  Blast 0.
  5
  3
  27
  
  177
  WEAPONS
  WeaPon lists
  Firearms
  Pistols
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Flintlock
  Shooting-1
  2
  P
  Short, Range 12, Shots 1,  
  Slow Reload.
  3
  2
  1
  Derringer
  Shooting
  2
  P
  Short, Range 14, Shots 1.
  3
  ½
  2
  Holdout Pistol
  Shooting
  2
  –
  Short, Range 14, Shots 5.
  4
  1
  3
  Automatic Pistol
  Shooting
  3
  –
  Short, Range 16, Shots 12.
  8
  2
  5
  Revolver
  Shooting
  4
  –
  Short, Range 18, Shots 6.
  8
  2
  5
  Long Revolver
  Shooting
  4
  –
  Medium, Range 22, Shots 6.
  10
  3
  6
  Flare Gun*
  Shooting -1
  2
  E
  Short, Range 12, Shots 1, Burn 2, 
  Illumination.
  4
  1
  3
  * Flare Guns can only use special flare ammunition, which creates Dim [p88] light in a 10 Hex radius for 5 Turns.
  Sub-
  Machineguns
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Machine Pistol
  Shooting
  3
  –
  Short, Range 16, Shots 20, Auto 3.
  10
  2
  6
  Sub Machinegun
  Shooting
  3
  –
  Short, Range 16, Shots 32, Auto 5.
  12
  3
  7
  Carbine
  Shooting-1
  6
  –
  Medium, Range 18, Shots 30, 
  Auto 5.
  15
  4
  9
  Rifles
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Musket
  Shooting-1
  4
  P
  Long, Range 16, Shots 1,  
  Slow Reload.
  7
  4
  3
  Hunting Rifle
  Shooting
  5
  –
  Long, Range 20, Shots 1.
  8
  4
  5
  Assault Rifle
  Shooting
  6
  –
  Long, Range 22, Shots 30, Auto 5.
  20
  5
  10
  Hvy Hunting Rifle Shooting
  7
  –
  Long, Range 24, Shots 1.
  10
  5
  7
  Gatling Gun
  Shooting
  7
  –
  2H, Long, Range 24, 
  Shots: Belt-Fed, Auto 5.
  18
  8
  10
  Sniper Rifle
  Shooting+1
  8
  –
  Long, Range 34, Shots 1.
  17
  5
  9
  Battle Rifle
  Shooting
  8
  –
  Long, Range 26, Shots 30, Auto 5.
  22
  6
  12
  Minigun
  Shooting
  8
  –
  Long, Range 26, Shots: Belt-Fed, 
  Auto 10.
  24
  7
  13
  Anti-Aircraft Gun
  Shooting
  10
  –
  Long, Range 30, Shots 50, Auto 5.
  24
  8
  14
  +Ammunition
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Standard
  –
  –
  P
  –
  +0
  0
  +0
  Armour Piercing
  –
  –
  P
  Armour Piercing 1.
  +1
  0
  +1
  Hollow-Point
  –
  +1
  B
  –
  +1
  0
  +1
  Magnesium Tip
  –
  –
  P
  Burn 3.
  +1
  0
  +1
  Firearm Ammunition
  If the firearm doesn’t specify a Damage Type, create 
  a complete profile by combining the firearm template 
  with the details for the ammunition you are using.
   
  ⬣ The Damage value for the bullet modifies the basic 
  firearm Damage.
   
  ⬣ Type specifies the bullet’s Damage Type.
   
  ⬣ Add any Special Attributes from the bullet.
   
  ⬣ The normal Cost for a supply of 100 bullets is ¼ 
  CU per point of Damage, plus any value listed in the 
  Cost column.
   
  ⬣ While we don’t bother tracking individual bullet 
  weight, consider 100 bullets to weigh 1 Enc.
   
  ⬣ Add any Threat Modifier to the Threat of the 
  firearm. Only count the highest bullet Threat, 
  regardless of how many different bullets you have.
  
  178
  WEAPONS
  WeaPon lists
  Heavy Weapons
  Heavy 
  Weapons
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Under-Barrel GL 
  Gunnery
  As Grenade
  –
  Long, Range 18, Indirect, Shots 1.
  10
  3
  1+
  Grenade Launcher Gunnery
  As Grenade
  –
  Long, Range 18, Indirect, Shots 8.
  12
  5
  2+
  Flamethrower
  Gunnery
  5
  E
  Burn 5, Shots 12, 
  Blast 1 (6 Hexes in a straight line).
  15
  6
  12
  Grenade options [p176].
  Mortars
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Mortar
  Gunnery
  –
  –
  Long, Extended Range 55,
  Shots 1, Indirect, Size 2.
  4
  4
  1
  +Cannisters
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Fragmentation
  –
  10
  P
  Blast 5.
  3
  ½
  +12
  Incendiary
  –
  –
  E
  Blast 4, Burn 5.
  3
  ½
  +12
  Poison Gas
  –
  –
  –
  Spreading Gas (6x6), Poison 4.
  2
  ½
  +11
  Smoke
  –
  –
  –
  Spreading Gas (6x6), 
  Obscuration 2 per Hex.
  ¼
  ½
  +4
  Take Attack from Mortar. Take Damage and Type from Cannister. Combine Special Attributes. 
  Cost and Enc are per Cannister.
  Rocket 
  Launchers
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  LAW
  Gunnery
  12
  –
  Long, Range 34, Shots 1, Size 2.
  4
  4
  12
  Rocket Launcher
  Gunnery
  15
  –
  Long, Range 40, Shots 6, Size 2.
  20
  7
  16
  +Rockets
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Fragmentation
  –
  –
  P
  Blast 5.
  +2
  ½
  +12
  Armour Piercing
  –
  –
  P
  Armour Piercing 4.
  +0
  ½
  +4
  Incendiary
  –
  –
  E
  Blast 3, Burn 5.
  +2
  ½
  +10
  Take Attack and Damage from Launcher. Take Type from Rocket. Combine Special Attributes.
  Cost is (Damage + Modifier) CU for 6 Rockets. Enc is per Rocket.
  Cannons
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Light Anti-Vehicle
  Gunnery
  12
  –
  Long, Range 34, Shots 6, Size 2.
  30
  10
  13
  Anti-Vehicle
  Gunnery
  15
  –
  Long, Range 40, Shots 6, Size 2.
  40
  12
  16
  Light Anti-Tank
  Gunnery
  20
  –
  Long, Range 50, Shots 6, Size 3.
  60
  15
  21
  Anti-Tank
  Gunnery
  25
  –
  Long, Range 60, Shots 6, Size 4.
  90
  20
  26
  Anti-Ship
  Gunnery
  30
  –
  Long, Range 70, Shots 6, Size 5.
  130
  25
  31
  +Shells
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Fragmentation
  –
  –
  P
  Blast 3.
  +1
  –
  +8
  Anti-Armour
  –
  –
  E
  Remove 2 points of Armour,  
  then calculate Damage.
  +0
  –
  +4
  Armour Piercing
  –
  –
  P
  Armour Piercing 4.
  +0
  –
  +4
  Incendiary
  –
  –
  E
  Blast 3, Burn 5.
  +2
  –
  +10
  Take Attack and Damage from Cannon. Take Type from Shell. Combine Special Attributes.
  Cost is (Damage + Modifier) CU for 6 Shells. Enc is included in Cannon. Consider 6 Shells to weigh 1 Enc.
  
  179
  WEAPONS
  WeaPon lists
  Improvised Weapons
  Improvised
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Small
  Melee-1
  Strength
  ?
  May cause Damage Type C, P, or B.
  Bludgeoning Damage uses Toughness 
  instead of Strength.
  –
  1
  0
  Medium
  Melee-1
  Strength+1
  ?
  –
  2
  1
  Large
  Melee-1
  Strength+2
  ?
  –
  4
  2
  Power Tools
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Angle Grinder
  Melee-1
  3
  C
  2
  1
  2
  Power Drill
  Melee-1
  3
  P
  2
  2
  2
  Hedge Trimmer
  Melee
  4
  C
  4
  3
  4
  Nail Gun
  Shooting-1
  5
  P
  Short, Range 3.
  3
  3
  5
  Power Saw
  Melee-2
  6
  C
  3
  6
  4
  Chainsaw
  Melee-1
  6
  C
  6
  4
  5
  Miscellaneous
  Misc. Melee
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Blackjack
  Melee-1
  Strength+3
  Sb
  1
  1
  1
  Garrotte
  Avoid
  Unarmed+3
  G
  Grapple to Head causes 
  Strangulation [p84].
  2
  ½
  2
  Jutte
  Melee
  Strength
  P
  Catcher.
  3
  1
  2
  Sai
  Melee
  Strength+1
  P
  Catcher.
  5
  2
  3
  Net
  Avoid+1
  Unarmed+2
  G
  Close or Thrown.
  5
  2
  4
  Sickle
  Farming-1
  Strength+1
  C
  3
  2
  1
  Scythe
  Farming-1
  Strength+2
  C
  5
  4
  2
  Misc. Thrown
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Blowpipe
  Melee
  Hunting+1
  P
  Blown Only, Damage Limit 1.
  2
  ½
  2
  Bolas
  Avoid
  Unarmed+1
  G
  Thrown Only.
  3
  2
  3
  Boomerang
  Avoid-1
  Hunting+1
  B
  Thrown Only, Extended Range.
  Returns to user if it misses.
  3
  1
  4
  Chakram
  Melee
  Avoid
  C
  Thrown Only, Extended Range.
  Returns to user if it hits.
  3
  1
  4
  Lasso
  Avoid
  Melee+2
  G
  Thrown or Close.
  4
  2
  4
  Molotov Cocktail
  Melee
  3
  E
  Thrown Only, Burn 3, 
  Blast 0 (2 Hexes in a straight line).
  ¼
  1
  6
  Rope & Grapple
  Avoid
  Strength+2
  G
  Can latch onto solid edges.
  3
  2
  3
  Shuriken
  Melee
  Strength
  P
  Thrown Only, Auto 3.
  2
  ½
  3
  Sling
  Avoid
  Strength+1
  B
  Thrown Only.
  2
  ½
  3
  Spear Thrower
  –
  –
  –
  Spears gain Extended Range.
  1
  1
  1
  Spit Blades
  Wits
  Charm+1
  P
  Blown Only (Range Limit 2), 
  Damage Limit 1.
  2
  ¼
  1
  Throwing Dart
  Melee
  Strength-1
  P
  Thrown Only.
  1
  ¼
  1
  
  180
  WEAPONS
  Shields
  Ancient Shields
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Small Shield
  Melee-1
  Toughness-1
  B
  Parry +1 as Sec. Weapon. Block +1.
  2
  1
  1
  Medium Shield
  Melee-1
  Toughness
  B
  Parry +2 as Sec. Weapon. Block +2.
  3
  2
  2
  Large Shield
  Melee-1
  Toughness+1
  B
  Parry +3 as Sec. Weapon. Block +3.
  4
  3
  3
  +Modifications Attack
  Damage †
  Type Special
  Cost
  Enc Thr
  Centre Spike
  Melee
  Strength/+1
  P
  Damage Ability changes to Strength.
  +2
  +1
  +2
  Multi-Spike
  Melee-1
  Strength/+2
  P
  Damage Ability changes to Strength.
  +4
  +2
  +2
  Leading Blade
  Melee
  Strength/+1
  C
  Damage Ability changes to Strength.
  +2
  +1
  +2
  Leading Claws
  Melee-1
  Strength/+2
  C
  Damage Ability changes to Strength.
  +4
  +2
  +2
  Heavy
  Melee-1
  +1
  B
  +1
  +1
  +2
  Extra Heavy
  Melee-2
  +2
  B
  +3
  +2
  +2
  Modifications are usually only added to Ancient Shields, although this may vary depending on the Setting.
  † Damage Modifiers are added to the Damage of the standard Shield template.
  Modern Shields Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Riot Shield (S)
  Melee-1
  Toughness-1
  B
  Parry +2 as Sec. Weapon. Block +2.
  4
  1
  3
  Riot Shield (L)
  Melee-1
  Toughness
  B
  Parry +3 as Sec. Weapon. Block +3.
  5
  2
  4
  Blast Shield
  Melee-1
  Toughness+1
  B
  Parry +2 as Sec. Weapon. Block +4. 
  6
  3
  5
  Future Shields
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Fan Shield
  Melee
  Toughness
  BC
  Parry +2 as Sec. Weapon. Block +2.
  6
  1
  4
  Force Shield
  Melee
  4
  E
  Parry/Block +3. Charges 8*.
  7
  1
  4
  * Reduce Charges by 1 for each Parry, Block, or Attack. Restore 1 Charge per hour.
  WeaPon lists
  Using Shields
  Shields are mobile armour, held or strapped to the 
  arm, used to deflect or absorb Damage from Attacks 
  intending to Wound or Subdue [p74].
  Facing [p80] becomes important when using a 
  Shield, as they can be used on Attacks that come from 
  the front and sides, but not the flank or rear.
  When used as a Secondary Weapon [p170], Shields 
  grant a Bonus to Parry [p73] (if you have no other 
  weapon, you can always declare Unarmed as your 
  Primary Weapon). Shields can also be used to Block 
  [p73].
  
  181
  WEAPONS
  WeaPon lists
  Shotguns
  Shotgun
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  12 Gauge Shotgun Shooting
  (Ammo)+1*
  –
  Long, Range 15, Shots 1.
  6
  5
  5
  10 Gauge Shotgun Shooting
  (Ammo)+2
  –
  Long, Range 16, Shots 1.
  8
  6
  6
  8 Gauge Shotgun
  Shooting
  (Ammo)+3
  –
  Long, Range 17, Shots 1.
  10
  7
  7
  4 Gauge Shotgun
  Shooting
  (Ammo)+4
  –
  Long, Range 18, Shots 1.
  12
  8
  8
  * See the Ammunition options below.
  +Magazine*
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Double Barrelled
  –
  +50% †
  –
  Shots 2. 
  † Fire both for +50% Damage.
  +2
  +1
  +3
  Tubular Magazine –
  –
  –
  Shots 6.
  +2
  –
  +1
  Box Magazine
  –
  –
  –
  Shots 12.
  +3
  –
  +2
  * Add to basic Shotgun template. Only one Magazine option can be chosen.
  +Other*
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Autoshotgun
  –
  –
  –
  Auto 3.
  Must have Tubular/Box Magazine.
  +3
  –
  +2
  Sawn-Off
  Shooting-1
  –
  –
  Medium, -3 to Range.
  Cannot have Tubular Magazine.
  -1
  -1
  -1
  Muzzle Spreader
  –
  –
  –
  Blast 1.
  Cannot use with Solid Slug or Riot 
  Baton Ammunition.
  +1
  –
  +2
  * Add to basic Shotgun template.
  +Ammunition
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Shot
  –
  1D6+
  B
  Blast 0.
  –
  –
  –
  Solid Slug
  –
  4+
  P
  –
  +1
  –
  +1
  Flechette
  –
  1D6+
  P
  Armour Piercing 1.
  +1
  –
  +1
  Incendiary
  –
  1D6+
  E
  Burn 3.
  +1
  –
  +1
  Flash
  –
  4+
  S
  Resist Damage with Wits.
  –
  –
  -1
  Riot Baton
  –
  4+
  Sb
  Halve Range.
  –
  –
  -1
  Old Shotguns
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Blunderbuss
  Shooting-1
  1D6
  ?*
  Long, Range 16, Shots 1, Blast 0.
  6
  5
  5
  The Blunderbuss doesn’t combine with the other options below. 
  * Damage Type depends what it’s loaded with (B: pellets/rocks, P: nails/spikes, C: glass/cutlery).
  Shotgun Ammunition
  Combine the Shotgun/Magazine/Other template with 
  one for the type of ammunition being fired to get a 
  complete weapon description.
   
  ⬣ Add the Damage Bonus from the gauge of shotgun 
  to the Damage value of the shell.
   
  ⬣ Type specifies the shell’s Damage Type.
   
  ⬣ Add any Special Attributes from the shell.
   
  ⬣ The normal Cost for a supply of 100 shotgun 
  shells is 1 CU, plus ¼ CU per point of Damage 
  Bonus from the Gauge, plus any value listed in the 
  Ammunition Cost column.
   
  ⬣ While we don’t bother tracking individual shell 
  weight, consider 100 shells to weigh 1 Enc.
   
  ⬣ Add any Threat Modifier to the Threat of the 
  shotgun. Only count the highest shell Threat, 
  regardless of how many different shells you have.
  
  182
  WEAPONS
  Spears & Polearms
  Spears
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Javelin
  Melee
  Hunting+1
  P
  Close or Thrown.
  3
  1
  3
  Pilum
  Melee
  Hunting+1
  P
  Close or Thrown,
  Armour Piercing 1.
  4
  1
  4
  Fishing Spear
  Melee
  Fishing+1
  P
  Close or Thrown, Barbed 1.
  4
  1
  4
  Spear
  Melee
  Hunting+2
  P
  Close or Thrown.
  5
  3
  4
  Hunting Spear
  Melee
  Hunting+2
  P
  Close or Thrown, Barbed 1.
  6
  3
  5
  Trident
  Melee
  Fishing+3
  P
  Close or Thrown.
  7
  5
  5
  Polearms
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Pike
  Melee
  Strength+3
  P
  Reach 2, Hold-Off
  (Move vs Melee to get closer).
  10
  8
  6
  Halberd
  Melee
  Strength+3
  C
  Reach 2, Hold-Off
  (Move vs Melee to get closer).
  10
  8
  6
  Boar Spear
  Melee
  Hunting+3
  P
  Reach 2, Hold-Off
  (Can’t move closer if Damaged).
  10
  8
  6
  Great Staff
  Melee
  Toughness+3
  B
  Reach 2, Hold-Off
  (Move vs Melee to get closer).
  10
  8
  6
  Man-Catcher
  Avoid
  Melee+3
  G
  Reach 2, Hold-Off
  (Can’t move anywhere if Held).
  8
  7
  3
  Lance
  Ride-1
  Strength+2
  P
  Long, Reach 2, +3 Damage when 
  using Mounted Combat [p71]
  8
  6
  4
  Pollaxe
  Strength
  Toughness+3
  C
  Reach 2.
  10
  8
  5
  WeaPon lists
  Glaive
  Boar Spear
  Pike
  Great Staff
  Man-Catcher
  Lance
  Pollaxe
  
  183
  WEAPONS
  Unarmed & Natural Weapons
  Unarmed
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Basic Unarmed
  Unarmed
  Strength-1
  BG
  –
  –
  –
  Boxing Gloves
  Unarmed
  Strength-1
  Sb
  1
  ½
  0
  Knuckleduster
  Unarmed
  Toughness
  B
  +1 Unarmed as Sec. Weapon.
  2
  1
  2
  Belaying Pin
  Unarmed-1
  Strength
  B
  2
  ½
  0
  Climbing Claws
  Unarmed-1
  Strength
  P
  +2 Climb if a pair worn.
  2
  1
  1
  Sharktooth Glove
  Unarmed
  Strength
  C
  +1 Damage against exposed flesh.
  2
  1
  2
  Punch Dagger
  Unarmed
  Strength
  P
  Armour Piercing 1.
  2
  1
  2
  Scissor Katar
  Unarmed
  Strength
  P
  Armour Piercing 1. 
  Optional Barbed 2.
  4
  1
  4
  Cat Claws
  Unarmed
  Strength
  C
  +1 Climb if a pair worn.
  2
  1
  2
  Gaff Hook
  Unarmed-1
  Strength+1
  P
  2
  1
  1
  Tiger Claws
  Unarmed
  Strength+1
  C
  4
  2
  2
  Dragon Claws
  Unarmed
  Strength+2
  C
  6
  4
  3
  Natural
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Vestigial
  Unarmed
  Strength-1
  Any*
  –
  –
  0
  Small
  Unarmed
  Strength
  Any
  –
  –
  1
  Medium
  Unarmed
  Strength+1
  Any
  –
  –
  2
  Large
  Unarmed
  Strength+2
  Any
  –
  –
  3
  Enormous
  Unarmed
  Strength+3
  Any
  –
  –
  4
  Whips & Chains
  Whips & 
  Chains
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Whip
  Avoid
  Melee
  CG
  +1 Avoid as Sec. Weapon, Parry -1.
  2
  1
  2
  Bullwhip
  Avoid
  Melee+1
  CG
  Reach 2, Parry -1.
  4
  2
  3
  Scourge
  Avoid
  Melee+1
  CG
  Barbed 1, Parry -1.
  4
  2
  3
  Chain
  Avoid
  Melee+1
  BG
  Parry -1.
  4
  2
  2
  Kusari-Gama*
  Avoid
  Melee
  Melee+1
  Strength+1
  BG
  C
  2H, Reach 2 (with the BG end).
  2H.
  8
  4
  6
  Flail
  Avoid
  Melee+2
  B
  6
  4
  3
  Nunchaku
  Avoid
  Toughness+2
  B
  6
  4
  3
  Morning Star
  Avoid
  Melee+3
  B
  8
  6
  4
  * The Kusari-Gama is a chain with a weight at one end and a sickle at the other. It counts as two weapons in one, and 
  either end can be the Primary or Secondary Weapon. At 1 Hex distance, either Secondary Weapon adds +1 Damage.
  WeaPon lists
  * Claws and teeth tend to do Cutting Damage. Horns, 
  spines, tusks, and very long teeth do Piercing Damage. 
  Bare hands, feet, hooves, and club-like tails inflict 
  Bludgeoning Damage.
  Natural weapons may be augmented with various other 
  Weapon Attributes [p166].
  
  184
  VEHICLES
  overvieW
  Vehicles come in all shapes and sizes for different 
  purposes.
  This section provides basic rules and example templates 
  for a selection of land, water, and air vehicles.
  Unfortunately there is not enough space to include 
  comprehensive vehicle construction rules here, as 
  a collection of detailed systems for each distinctive 
  vehicle type would fill an entire book all by itself.
  If you need a new type of vehicle for your game, please 
  modify one of the existing templates, or use this 
  chapter as a guide for creating your own vehicle ratings 
  from scratch.
  Operation Manual [p185]
  The first section defines the most common vehicle 
  Attributes, and provides general rules for vehicle use.
  Manual Vehicles [p186]
  This includes skates, boards, pushbikes, and horse-
  drawn vehicles such as carts and wagons.
  Land Vehicles [p187]
  Motorbikes, cars, vans, trucks, tanks.
  Water Vehicles [p188]
  Sailing vessels, motorboats, and ships.
  Air Vehicles [p189]
  Gliders and powered aircraft.
  Power Armour [p191]
  Powered exoskeletons that can be customised with a 
  broad selection of armour, weapons, and gear. 
  There are also guidelines for creating more or less 
  advanced suits, and enlarging them to represent mecha.
  
  185
  VEHICLES
  Vehicle Attributes
  Ability
  The Ability required to operate the vehicle.
  This is also used as the vehicle’s Avoid.
  Hex Scale
  The size of Hex across which the vehicle travels. The 
  Acc/Dec and Top Speed values are rated in Hexes of 
  this size.
  In addition to the standard Scales [p14], vehicles 
  sometimes use 24m Driving Hexes or 48m Flying 
  Hexes. 
  Acc
  Acceleration – the maximum amount of speed the 
  vehicle can safely gain in a Turn. 
   
  ⬣ Accelerating or decelerating is a Free Action, 
  performed at the start of the Pilot’s turn.
   
  ⬣ The vehicle can safely decelerate at twice its Acc.
   
  ⬣ Emergency braking can reduce speed more quickly, 
  but requires a Piloting roll.
  Vehicles without an Acc rating behave like characters, 
  able to move any distance up to their Top Speed each 
  Turn or instantly stop.
  Top Speed
  The maximum speed at which the vehicle can travel.
   
  ⬣ On 24m Hexes, each point of Speed is 30 km/h.
   
  ⬣ On 48m Hexes, each point of Speed is 60 km/h.
  Size
  The vehicle’s physical Size [p51].
  Toughness & Structure
  Vehicles are objects, and suffer damage and 
  disablement as normal.
  Other
  Various types of vehicles have their own specific 
  Attributes, which are explained on the relevant page.
  Vehicle Rules
  Specific vehicles may have special rules governing their 
  behaviour and performance, which are detailed in the 
  appropriate sections. 
  The following general rules apply to most vehicles.
  Linear Movement
  Apart from Power Armour, other vehicles are restricted 
  on how often or how easily they can change direction.
   
  ⬣ Vehicles must have a defined Facing [p80] and 
  can usually only move forwards or backwards.
   
  ⬣ Vehicles with Acc and Top Speed ratings must keep 
  track of their current Speed, and must spend that 
  many points of Movement each Turn.
   
  ⬣ Piloting a vehicle takes a Standard Action.
   
  ⬣ Using a Double Action for Piloting grants a +2 
  Piloting modifier.
   
  ⬣ Vehicles can turn up to 60º for free, once per Turn.
   
  ⬣ Turning more than this, or performing other 
  manoeuvres, may require a Piloting Ability roll. 
  See the specific vehicle rules for more details. The 
  Resistance is up to the GM, depending on the 
  conditions and difficulty of the manoeuvre.
  Targeting Occupants
  If the vehicle is open, an attacker may freely choose to 
  target either the vehicle or an occupant.
  If the vehicle is enclosed, an attacker may only choose 
  to target an occupant on a Critical Hit.
   
  ⬣ The occupant gains the benefit of their own Armour 
  or the vehicle’s Armour, whichever is highest.
   
  ⬣ In addition, the occupant gains bonus Armour equal 
  to half the vehicle’s Toughness, rounding down.
  oPeration manUal
  
  186
  VEHICLES
  Skates & Pushbikes
  Skates include ice-skates, roller-skates, inline 
  skates, and skateboards. It can also be used for skis, 
  snowboards, grass-skis, surfboards, and other balance-
  based transport.
   
  ⬣ Skates and related vehicles usually only work on 
  specific surfaces. The GM may allow limited use on 
  other surfaces. Bikes are more versatile, but some 
  are better suited for off-road use than others.
  Ice-skates won’t work on snow or dirt, but you could try 
  using skis or a surfboard to slide down a sand dune.
  Movement Rate
   
  ⬣ These vehicles replace the character’s normal 
  Movement Rate. Characters can use one or both of 
  their Actions to move at the listed rate. 
   
  ⬣ Characters don’t need to accelerate or decelerate, 
  but they must roll against Resistance 4 to come to a 
  complete stop the Turn after Sprinting.
   
  ⬣ Characters with an Ability of 0 or more can move 
  automatically, and only need to roll if performing 
  stunts. 
   
  ⬣ Characters with a negative Ability score must roll 
  each turn, as with Restricted Movement [p56].
  Drawn Vehicles
  Two-wheeled carts, four-wheeled wagons and their 
  variants are drawn by one or more creatures. Often 
  these are horses, but donkeys, oxen, or more exotic 
  animals are also possibilities. Some carts are also pulled 
  by people.
  The driver does not normally need to roll to move the 
  vehicle, but uses the Animals Ability to control the 
  drawing team in difficult conditions.
  Movement Rate
  The Movement Rate for drawn vehicles is based on that 
  of the creatures drawing it.
   
  ⬣ “Cap” gives the maximum holding Capacity of the 
  vehicle, in Enc.
   
  ⬣ Because it’s a wheeled vehicle it quarters the Enc of 
  all carried items including passengers, cargo, and the 
  vehicle itself [p54]. 
   
  ⬣ Divide the discounted Enc by the number of 
  creatures drawing the vehicle, and work out their 
  Burden as normal. Apply Burden to their Move 
  Ability to arrive at the vehicle’s Movement Rate.
  Two-wheeled buggies and carts can turn on the spot. The 
  vehicle stays where it is, and the creatures drawing it rotate 
  sideways at the cost of 2 Movement per Hex.
  Skates & 
  Pushbikes
  Ability
  Hex 
  Scale
  Movement
  Size
  Tough
  Struc
  Cost
  Enc
  Thr
  Skates/Boards
  Acrobatics
  2m
  (Acro+2)xG*
  -2
  2
  4
  4
  1 - 4
  –
  Pushbike
  Bike
  2m
  (Bike+2)xG*
  0
  3
  6
  8
  4
  –
  Mountain Bike
  Bike
  2m
  (Bike+1)xG
  0
  4
  6
  12
  4
  –
  Racing Bike
  Bike
  2m
  (Bike+3)xG
  0
  2
  6
  16
  3
  –
  * G depends on the gradient: Uphill x1, Flat x2, Downhill x3. The minimum Movement Rate is equal to G.
  manUal vehicles
  Drawn Vehicles
  Ability
  Hex 
  Scale
  Movement
  Size
  Cap
  Tough
  Struc
  Cost
  Enc
  Thr
  Hand Cart
  –
  2m
  As Character
  0
  60
  3
  6
  5
  20
  –
  Buggy
  Animals
  2m
  As Animal
  1
  100
  3
  8
  20
  40
  –
  Cart
  Animals
  2m
  As Animal
  2
  200
  3
  10
  25
  60
  –
  Wagon
  Animals
  2m
  As Animal
  3
  300
  3
  12
  50
  80
  –
  Carriage
  Animals
  2m
  As Animal
  3
  300
  3
  14
  150
  100
  –
  
  187
  VEHICLES
  lanD vehicles
  Motorcycles
  Ability
  Hex 
  Scale
  Acc 
  Top 
  Speed
  Size
  Tough
  Struc
  Cost
  Enc
  Thr
  Dirt Bike
  Bike
  24m
  2
  5
  1
  4
  10
  200
  24
  –
  Sports Bike
  Bike+1
  24m
  3
  7
  1
  4
  10
  500
  24
  –
  Cruiser
  Bike
  24m
  1
  6
  1
  4
  10
  400
  30
  –
  Cars & Trucks
  Ability
  Hex 
  Scale
  Acc 
  Top 
  Speed
  Size
  Tough
  Struc
  Cost
  Enc
  Thr
  Compact Car
  Driving
  24m
  1½
  7
  2
  3
  12
  600
  80
  –
  Sedan Car
  Driving
  24m
  1
  8
  2
  4
  12
  800
  100
  –
  Sports Car
  Driving+1
  24m
  2
  10
  2
  2
  12
  2000
  80
  –
  Four-Wheel Drive
  Driving
  24m
  1
  6
  3
  4
  16
  800
  120
  –
  Van
  Driving
  24m
  ½
  5
  3
  4
  14
  800
  120
  –
  Truck Cab
  Driving
  24m
  ½
  4
  4
  4
  24
  3000
  150
  –
  Main Battle Tank
  Pilot Tracked
  24m
  ½
  3
  4
  6*
  26
  170K
  180
  –
  * The Main Battle Tank also has Armour +5 against all Damage Types [p162].
  Scale
  Motor vehicles are many times faster than people, and 
  so don’t fit well onto Battle Hexes.  Instead, they use 
  24m Driving Hexes. 
   
  ⬣ Each Driving Hex is 12 Battle Hexes across.
   
  ⬣ While vehicles spend their movement on Driving 
  Hexes each Turn, it would take a character 12 Turns 
  to spend their Movement at this Scale.
  Speed Modifier
  Ground vehicles risk losing control when manoeuvring 
  at high speed.
   
  ⬣ Apply a cumulative -1 Penalty for each point of 
  Speed at 3 or more.
  Cornering
   
  ⬣ At any speed, ground vehicles can freely corner up 
  to 60º each Turn. No Ability roll is required.
   
  ⬣ At Speed 2 or slower, this increases to 90º.
  Cornering more than this in a Turn, whether all at once 
  or in a combination of manoeuvres, requires a roll.
  Make an Ability roll against a Resistance of 0, taking 
  into account the Speed Modifier. Each Success allows 
  up to a 60º change of direction. 
   
  ⬣ If not enough Successes are gained, the vehicle 
  travels straight ahead after the last paid-for 
  manoeuvre until it has used up its Speed.
   
  ⬣ A Critical Failure results in the vehicle losing 
  control, spinning out, or flipping.
   
  ⬣ If the vehicle runs into anything, resolve an 
  Impact [p84].
  Stunts
  In addition to cornering, a roll is required when 
  performing stunts.
  The Resistance and consequences are determined 
  by the GM based on the specific situation. Some 
  suggestions are provided below.
  Stunt
  Resistance
  Cornering more than allowance
  0
  Driving through a narrow gap
  2
  Wheelstand or stoppie (Bike)
  2
  Bootlegger turn (180º, Speed 3+)
  2
  Jump off a ramp and land safely
  4
  Ramping up onto two wheels (Car)
  8
  Conditions
  Modifier
  Speed (cumulative at 3, 4, 5, 6, 7...)
  -1
  Off-road
  -2
  Wet Surface
  -2
  Icy Surface
  -4
  Off-Road Vehicles
  Vehicles designed for off-road use (Dirt Bike, Four-Wheel 
  Drive) halve the Penalties for poor driving Conditions. 
  
  188
  VEHICLES
  Sailing Vessels
  Ability
  Hex 
  Scale
  Crew Movement Size
  Tough
  Struc
  Cost
  Enc
  Thr
  Dinghy
  Sailing
  2m
  2
  3
  2
  3
  10
  100
  50
  –
  Yacht
  Sailing+1
  2m
  4
  4½
  5
  3
  30
  20K
  150
  –
  Galleon
  Sailing
  2m
  11
  3
  6
  3
  40
  50K
  250
  –
  Frigate
  Sailing+1
  2m
  14
  3½
  7
  3
  50
  60K
  300
  –
  Motor Boats 
  & Ships
  Ability
  Hex 
  Scale
  Acc 
  Top 
  Speed
  Size
  Tough
  Struc
  Cost
  Enc
  Thr
  Speedboat
  Pilot Boat
  12m
  2
  7
  3
  4
  16
  500
  100
  –
  Cabin Cruiser
  Pilot Boat-1
  12m
  1
  4
  4
  4
  24
  8000
  150
  –
  Patrol Boat
  Pilot Boat
  12m
  ½
  3
  7
  4
  48
  500K
  300
  –
  Cargo Ship
  Pilot Boat-1
  12m
  ½
  2
  10
  4
  96
  500K
  400
  –
  Water vehicles
  Scale [p14]
  Sailing vessels actually move at similar speeds to a 
  person on land. You can use cut-out hex map deck 
  plans to run encounters between ships and crew up-
  close and personal on Battle Scale.
  Otherwise, it’s usually more convenient to use the War 
  Scale and War Turns when manoeuvring sailing vessels 
  over larger distances.
  Conveniently, modern motor-boats and ships also 
  operate best on War Hexes, although they move across 
  that scale in regular three-second Turns.
  Motor Boats & Ships
  These vessels follow the same rules as Land 
  Vehicles [p187], except they only work in the water.
  Sailing Vessels
  Crew
  This is the minimum number of trained characters 
  (with Sailing greater than 0) required to smoothly run 
  the vessel. This number includes the Captain, who 
  makes all of the Sailing rolls for the vessel.
   
  ⬣ Two untrained Crew count as one trained Crew, 
  but there must be one trained Crew for every two 
  untrained.
   
  ⬣ Each point of Crew missing results in a -1 Sailing 
  Penalty for the Captain.
  Movement
  At the start of each War Turn or Travel Period, the 
  Captain may make a Sailing roll against a Resistance of 
  6 (and must roll if there are Penalties).
   
  ⬣ Apply Penalties from lack of crew, and from bad 
  weather at the GM’s discretion.
   
  ⬣ Each Success increases the vessel’s Movement by 1. 
  A roll of 0 or less results in no Movement. A Critical 
  Failure results in some disaster.
   
  ⬣ The vessel can move any amount up to its maximum 
  Movement, or stop immediately.
   
  ⬣ It costs 1 point of Movement to turn 60º, and the 
  vehicle must move at least 1 War Hex forward 
  before turning again.
   
  ⬣ Rowing vessels may turn on the spot.
  Wind Direction
  Sailing vessels rely on the wind. Different sail 
  arrangements perform differently with regard to the 
  direction of the wind. No sailing vessel can sail directly 
  into the wind.
  Once the GM has established the wind direction, 
  sailing has different Movement costs depending on the 
  vessel’s “rig” and the wind direction.
  2
  1
  1
  1
  1
  WIND
  1
  2
  3
  3
  2
  WIND
  Fore & Af Rig
  Square Rig
  
  189
  VEHICLES
  Aeroplanes
  Gliders
  Ability
  Hex 
  Scale
  Acc 
  Speed
  Min/Max
  Size
  Tough
  Struc
  Cost
  Enc
  Thr
  Hang-Glider
  Flying
  48m
  *
  ½ / 2
  4
  1
  12
  120
  16
  –
  Glider
  Pilot Aeroplane
  48m
  *
  1 / 5
  5
  2
  16
  2000
  80
  –
  *Gliders can only accelerate by losing altitude or making an Ability roll against Resistance 4 (see following page).
  Aeroplanes
  Ability
  Hex 
  Scale
  Acc 
  Speed
  Min/Max
  Size
  Tough
  Struc
  Cost
  Enc
  Thr
  WWI Biplane
  Pilot Aeroplane
  48m
  ½
  1 / 3
  3
  2
  12
  12K
  100
  –
  WWII Fighter
  Pilot Aeroplane
  48m
  1
  2 / 9
  4
  2
  16
  24K
  150
  –
  Jet Fighter
  Pilot Aeroplane
  48m
  2
  2 / 20
  5
  3
  20
  3Mil
  200
  –
  Light Plane
  Pilot Aeroplane
  48m
  1
  2 / 5
  4
  3
  16
  5000
  150
  –
  Jet Airliner
  Pilot Aeroplane
  48m
  1
  3 / 16
  8
  3
  40
  5Mil
  300
  –
  Hover Vehicles
  Balloons
  Ability
  Hex 
  Scale
  Acc 
  Speed
  Min/Max
  Size
  Tough
  Struc
  Cost
  Enc
  Thr
  Zeppelin
  Pilot Balloon
  48m
  ½
  0/2
  10
  2
  40
  120K
  600
  –
  Helicopters
  Ability
  Hex 
  Scale
  Acc 
  Speed
  Min/Max
  Size
  Tough
  Struc
  Cost
  Enc
  Thr
  Civilian Helicopter Pilot Hover
  48m
  1
  0/4
  4
  3
  16
  20K
  160
  –
  Attack Helicopter
  Pilot Hover
  48m
  1
  0/5
  5
  4
  20
  700K
  180
  –
  Cargo Helicopter
  Pilot Hover-1
  48m
  1
  0/5
  6
  3
  25
  770K
  190
  –
  Vector-Thrust
  Ability
  Hex 
  Scale
  Acc 
  Speed
  Min/Max
  Size
  Tough
  Struc
  Cost
  Enc
  Thr
  Civilian Aerodyne
  Pilot Hover
  48m
  1
  0/5
  3
  4
  14
  30K
  100
  –
  Military Aerodyne
  Pilot Hover
  48m
  2
  0/10
  4
  5
  18
  900K
  150
  –
  Cargo Aerodyne
  Pilot Hover-1
  48m
  1
  0/8
  5
  4
  22
  1Mil
  180
  –
  air vehicles
  
  190
  VEHICLES
  air vehicles
  There are two main categories of aircraft – aeroplanes 
  (gliders and aeroplanes), and hover vehicles (balloons, 
  helicopters, and vector-thrust vehicles). 
  Scale
  Aircraft are generally faster than ground vehicles, and 
  so use 48m Flying Hexes.
  Speed
  Aircraft Speed is divided into Minimum and Maximum 
  ratings.
   
  ⬣ Minimum Speed is the slowest the aircraft can travel 
  in the air without stalling. A stalling aircraft loses 
  1 Hex of altitude, gains 1 Speed, and requires an 
  Ability roll to recover from the dive.
   
  ⬣ Maximum Speed is the same as Top Speed.
   
  ⬣ Aeroplanes must accelerate along the ground to 
  take off, and can take off at their Minimum Speed or 
  faster.
   
  ⬣ Gliders take off by being towed (or by the pilot 
  running, in the case of hang gliders), and must 
  accelerate by losing altitude (see below) or by 
  rolling against Resistance 4 while flying to gain 1 
  Speed by taking advantage of air currents. 
   
  ⬣ Hover vehicles may take off at any Speed, and do not 
  need to taxi. While in the air, they may safely hover 
  in place at Speed 0.
  Speed Modifier
  Aeroplanes are more manoeuvrable at higher speeds 
  due to the air passing over their control surfaces. Hover 
  vehicles are less manoeuvrable.
   
  ⬣ Aeroplanes add a cumulative +1 Piloting Modifier at 
  Speeds of 3, 7, and 11 (maximum +3).
   
  ⬣ Hover vehicles apply a cumulative -1 Piloting 
  Modifier at Speeds of 3, 5, 7, and so on.
  Aerial Movement
  Aircraft move in three dimensions. They may spend 
  Speed to move up or down.
   
  ⬣ The map is made up of columns of 48m tall Hexes.
   
  ⬣ It costs 1 Speed to move up or down.
   
  ⬣ If an aeroplane moves up more than 1 Hex in a row, 
  it costs 2 Speed per Hex past the first. Hover vehicles 
  are not subject to this extra cost.
   
  ⬣ The first time an aircraft moves down in a Turn, 
  increase its current Speed by 1.
  Cornering
   
  ⬣ Aircraft can freely turn up to 60º each Turn.
  Cornering more than this in a Turn, whether all at once 
  or in a combination of manoeuvres, requires a roll.
  Make an Ability roll against a Resistance of 0, taking 
  into account the Speed Modifier. Each Success allows 
  up to a 60º change of direction. 
   
  ⬣ If not enough Successes are gained, the vehicle 
  travels straight ahead after the last paid-for 
  manoeuvre until it has used up its Speed.
   
  ⬣ A Critical Failure results in the vehicle losing control 
  and going into a spin or dive.
   
  ⬣ If the vehicle runs into anything, resolve an 
  Impact [p84].
  Stunts
  In addition to cornering, a roll is required when 
  performing stunts.
  The Resistance and consequences are determined 
  by the GM based on the specific situation. Some 
  suggestions are provided below.
  Stunt
  Resistance
  Turning more than allowance
  0
  Flying through a narrow gap
  2
  Aeroplane: Immelmann turn (180º)
  2
  Barnstorming (ground level)
  4
  Pulling out of a stall
  6
  Conditions
  Modifier
  Aeroplane Speed 
  (cumulative at 3, 7, 11)
  +1
  Hover Speed 
  (cumulative at 3, 5, 7...)
  -1
  Turbulence
  -2
  Strong Winds
  -1
  Gale
  -2
  
  191
  VEHICLES
  Frame Weight
  Manip
  Mobil
  Strength
  Carry
  Toughness
  Structure
  Cost
  Enc
  Thr
  Ultra Light
  +3
  +2
  2
  7
  2
  10
  330
  32
  13
  Extra Light
  +3
  +2
  4
  9
  3
  10
  825
  36
  16
  Light
  +2
  +1
  6
  11
  4
  10
  1650
  40
  17
  Medium
  +1
  +1
  8
  13
  5
  10
  3300
  44
  19
  Heavy
  +0
  +1
  10
  15
  6
  10
  4950
  48
  21
  Extra Heavy
  -1
  +0
  12
  17
  7
  10
  7425
  52
  22
  Ultra Heavy
  -1
  +0
  14
  19
  8
  10
  9900
  56
  25
  PoWer armoUr
  Power armour is a staple of science fiction settings, 
  although clockwork or magical armour could be part of 
  a fantasy or alternate-history world too.
  Power armour is built on a powered exoskeleton, 
  or frame, in which the pilot rides. Adding armour 
  turns the frame into a powered suit. Including built-
  in weapons and other gear allows the suit to be 
  customised for different applications.
  Piloting Power Armour
   
  ⬣ Pilots use their own Abilities (Acrobatics, Avoid, 
  Move, Melee, Shooting and so on).
   
  ⬣ However, if a Manipulation or Mobility Ability is 
  higher than the character’s Pilot Mecha Ability, it is 
  reduced to the same level as Pilot Mecha.
   
  ⬣ The frame also provides Manipulation and Mobility 
  Modifiers (see below), which are added after the 
  Abilities are capped by Pilot Mecha.
  Power Armour Attributes
  All of the listed frames are Size 0, and operate on Battle 
  Scale maps.
  Frame Weight
  This determines the basic values for the suit. 
   
  ⬣ Extra & Ultra Light: a very lightweight frame 
  favouring speed over power.
   
  ⬣ Light, Medium, and Heavy: mid-range frames 
  typically used as the basis of military suits.
   
  ⬣ Extra and Ultra Heavy: these slow and bulky suits 
  favour power over mobility, and are used for heavy-
  assault or construction suits.
  Manipulation & Mobility Modifiers
  The frame modifies the pilot’s natural Manipulation 
  and Mobility Abilities, after they are capped by Pilot 
  Mecha as described above. However, if the frame is 
  Burdened these Modifiers will decrease.
  Strength
  While piloting a frame, the pilot uses the higher of their 
  Strength or the frame’s Strength.
  Carry
  Taking into account the Enc of any armour, weapons, 
  other built-in systems and carried gear, work out the 
  frame’s Burden [p54] as normal. 
   
  ⬣ Don’t count the Enc of the frame itself, or the pilot.
   
  ⬣ Burden reduces the frame’s Mobility and 
  Manipulation Modifiers.
  Toughness & Structure
  Power Armour follows the standard rules for 
  Toughness, [p48] Armour [p162], Structure 
  [p50], and targeting the occupants of enclosed 
  vehicles [p185].
  
  192
  VEHICLES
  Modifying the Templates
  Increasing Size
  These templates can be used as the basis for mecha, 
  simply by increasing Size.
   
  ⬣ Structure is twice the Average Health value listed 
  on the Size table [p51], minus 2 to allow for the 
  pilot. 
   
  ⬣ Recalculate Carry based on the Size table.
   
  ⬣ All Movement rates increase by half a Hex per point 
  of Size.
   
  ⬣ Based on the original Cost, Size 1 costs 50% more, 
  Size 2 costs 100% more, and each additional point 
  of Size doubles the cost from there on.
   
  ⬣ Add 50% to the suit’s Enc for each point of Size.
   
  ⬣ Add Size and the increase in Structure to Threat.
  Changing Generation
  The listed frames reflect third-generation power armour 
  technology. For more advanced models, simply modify 
  the following:
   
  ⬣ Increase the Manipulation and Mobility Modifiers 
  by 1 to 3 points.
   
  ⬣ Decrease the Enc of the frame by 10% per 
  generation above third.
   
  ⬣ If the frame is more advanced than the current 
  generation, double the cost.
  Reverse these Modifiers for less advanced or obsolete 
  models.
  PoWer armoUr
  
  193
  ADVERSARIES
  This section contains  a few examples for you to use as 
  a guide when creating your own Archetypes [p222], 
  Races [p224], and creatures [p225].
  Sample Races
  Page
  Elf
  Dwarf
  Goblin
  Minotaur
  [p194]
  Sample Archetypes
  Page
  Warrior
  Archer
  [p195]
  Town Guard
  Police Officer or Security Guard
  [p196]
  Modern Soldier
  Bandit
  [p197]
  Sample Creatures
  Page
  Timber Wolf
  Brown Bear
  Leopard
  Horse
  [p198]
  Freshwater Crocodile
  Common Adder
  Eagle
  Tiger Shark
  [p199]
  Security Drone
  Zombie
  [p200]
  Utahraptor
  Manticore
  [p201]
  Dragon
  [p202]
  There is no official ‘correct’ version of a creature 
  or Archetype, so feel free to tweak and adjust the 
  examples to suit your own vision. All’s fair, so long as 
  the numbers add up and you assign the appropriate 
  Threat [p57].
  overvieW
  
  194
  ADVERSARIES
  samPle races
  Elf
  Ability
  Mod
  Ability
  Mod
  Acrobatics
  +1
  Mountaineer
  -1
  Avoid
  +1
  Strength
  -1
  Bows
  +1
  Toughness
  -1
  Health
  6
  Size
  0
  Threat
  0
  Dwarf
  Ability
  Mod
  Ability
  Mod
  Artisan
  +1
  Avoid
  -1
  Mountaineer
  +1
  Charm
  -1
  Toughness
  +2
  Move
  -2
  Health
  6
  Size
  0
  Threat
  0
  Goblin
  Ability
  Mod
  Ability
  Mod
  Avoid
  +1
  Strength
  -1
  Move
  +3
  Toughness
  -1
  Dark Vision
  +1
  Health
  4
  Size
  -1
  Threat
  0
  Dark Vision
  Ignore up to 2 points of Darkness.
  Thr 1
  Minotaur
  Ability
  Mod
  Ability
  Mod
  Navigation
  +2
  Avoid
  -1
  Streetwise
  +1
  Charm
  -2
  Strength
  +1
  Ride
  -2
  Toughness
  +1
  Stealth
  -2
  Swim
  -1
  Wits
  -1
  Horns
  +4
  Health
  7
  Animal Panic
  -2
  Size
  1
  Threat
  0
  Horns
  Attack: Unarmed, Damage: Strength+3 P
  Thr 4
  Animal Panic
  Normal animals will flee if within 5 Hexes.
  Thr -2
  
  195
  ADVERSARIES
  samPle archetyPes
  Warrior
  Warrior
  I
  II
  III
  IV
  V
  Melee
  2
  3
  4
  5
  5
  Avoid
  1
  2
  3
  4
  5
  Strength
  1
  2
  3
  4
  5
  Toughness
  1
  2
  3
  4
  5
  Wits
  0
  1
  1
  1
  2
  Move
  0
  0
  1
  2
  2
  Willpower
  0
  0
  0
  0
  1
  A highly-focussed close combat Warrior. This 
  Archetype represents medieval soldiers, mercenaries, 
  and those who dedicate their lives to honing their 
  personal combat skills.
  This Warrior is equally effective with most blades, 
  polearms, bludgeons, whips and chains. They are 
  slightly less effective with axes.
  The listed armour will Burden the Type I Warrior. You 
  could avoid this by swapping out a section of Mail 
  for Rigid Leather, by trading the heavier armour for a 
  shield, or by opting for a lighter weapon.
  Longsword
  Attack: Melee, Damage: Strength+2 C
  Cost 6    Enc 4    Thr 3
  Loc Armour
  C
  P
  B
  E
  Rigid Leather
  +1
  +1
  +1
  +1
  Mail
  +2
  +2
  +2
  +2
  Mail
  +2
  +2
  +2
  +2
  Mail
  +2
  +2
  +2
  +2
  Rigid Leather
  +1
  +1
  +1
  +1
  Rigid Leather
  +1
  +1
  +1
  +1
  Cost 9    Enc 3    Thr 2
  Archer
  Archer
  I
  II
  III
  IV
  V
  Bows
  2
  3
  4
  5
  5
  Hunting
  1
  2
  3
  4
  5
  Melee
  1
  2
  3
  4
  5
  Avoid
  1
  1
  2
  3
  4
  Toughness
  0
  1
  2
  2
  3
  Move
  0
  1
  1
  2
  2
  Wits
  0
  0
  0
  0
  1
  The Archer deals death from afar, preferring to stay out 
  of hand-to-hand combat. This Archetype represents 
  trained battlefield archers, snipers, and those who have 
  dedicated themselves to mastery of the bow.
  The Archer is effective with all types of bows, although 
  crossbows do not take advantage of their high Hunting 
  score. Archers generally prefer light and manoeuvrable 
  equipment.
  Recurve Bow
  Attack: Bows, Damage: Hunting+2 P
  2H, Long, Range 12, Fast Reload.
  Cost 6    Enc 3    Thr 4
  Smallsword
  Attack: Melee+1, Damage: Avoid P
  Cost 5    Enc 1    Thr 2
  Loc Armour
  C
  P
  B
  E
  ALL Rigid Leather
  +1
  +1
  +1
  +1
  Cost 6    Enc 0    Thr 1
  
  196
  ADVERSARIES
  samPle archetyPes
  Town Guard
  Town Guard
  I
  II
  III
  IV
  V
  Melee
  1
  2
  3
  4
  5
  Toughness
  1
  2
  3
  4
  5
  Streetwise
  1
  2
  3
  4
  5
  Restraints
  1
  1
  2
  2
  3
  Wits
  1
  1
  2
  2
  3
  Avoid
  0
  1
  1
  2
  2
  Move
  0
  1
  1
  2
  2
  This Archetype represents members of a militia or 
  dedicated city watch that acts as a police force in an 
  archaic or fantasy society.
  Town Guards favour bludgeoning weapons to subdue 
  wrongdoers, and may also employ non-lethal weapons 
  such as nets and man-catchers.
  Guards in a small village will likely be less well 
  equipped than those from a large city. 
  Staff
  Attack: Melee, Damage: Toughness+1 B
  Cost 4    Enc 2    Thr 2
  Loc Armour
  C
  P
  B
  E
  Rigid Leather
  +1
  +1
  +1
  +1
  Padded Leather
  +1
  +0
  +2
  +1
  Padded Leather
  +1
  +0
  +2
  +1
  Padded Leather
  +1
  +0
  +2
  +1
  Rigid Leather
  +1
  +1
  +1
  +1
  Rigid Leather
  +1
  +1
  +1
  +1
  Cost 6    Enc 0    Thr 1
  Police Officer or Security Guard
  Police Officer
  I
  II
  III
  IV
  V
  Unarmed or Melee
  1
  2
  3
  4
  5
  Wits
  1
  2
  3
  4
  5
  Streetwise
  1
  2
  2
  3
  3
  Restraints
  1
  1
  2
  2
  3
  Security
  1
  1
  2
  2
  3
  Shooting
  0
  1
  2
  3
  3
  Strength
  0
  1
  1
  2
  3
  This Archetype represents a modern-day beat cop or 
  private security guard.
  Depending on the area, their duties and training, they 
  may favour Unarmed to grapple and take down perps, 
  or Melee for use of a baton. In some jurisdictions, 
  firearm training may be much more prominent.
  Police do not tend to wear Burdening armour except in 
  raids, and when suspects are thought to be armed.
  Revolver
  Attack: Shooting, Damage: 4 P,
  Short, Range 18, Shots 6.
  Cost 8    Enc 2    Thr 5
  Tonfa (Nightstick)
  Attack: Melee, Damage: Toughness+1 B,
  Parry +1.
  Cost 4    Enc 2    Thr 3
  Loc Armour
  C
  P
  B
  E
  None
  +0
  +0
  +0
  +0
  Laminated Kevlar
  +3
  +3
  +2
  +2
  Laminated Kevlar
  +3
  +3
  +2
  +2
  None
  +0
  +0
  +0
  +0
  None
  +0
  +0
  +0
  +0
  None
  +0
  +0
  +0
  +0
  Cost 6    Enc 2    Thr 1
  
  197
  ADVERSARIES
  samPle archetyPes
  Modern Soldier
  Modern Soldier
  I
  II
  III
  IV
  V
  Shooting
  2
  3
  4
  5
  5
  Avoid
  1
  2
  3
  4
  5
  Strength
  1
  2
  3
  4
  5
  Wits
  1
  1
  2
  2
  3
  Toughness
  0
  1
  2
  3
  4
  Melee
  0
  1
  1
  2
  3
  This Archetype represents the front-line soldiers 
  involved in modern warfare, whether they are part of an 
  army, a rebel group, a mercenary company, organised 
  crime, or a terrorist cell.
  The listed equipment will apply a point of Burden 
  to anyone with Strength less than 4. This can be 
  ameliorated by reducing the armour, ditching the knife, 
  or trading in the assault rifle for a lighter weapon.
  While this list is a starting point, equipment varies 
  widely depending on the organisation, its aims, and the 
  available resources.
  Assault Rifle
  Attack: Shooting, Damage: 6 P,
  Long, Range 22, Shots 30, Auto 5.
  Cost 20    Enc 5    Thr 10
  Knife
  Attack: Melee, Damage: Strength C,
  +1 Strength as Secondary Weapon.
  Cost 2    Enc 1    Thr 2
  Loc Armour
  C
  P
  B
  E
  Laminated Kevlar
  +3
  +3
  +2
  +2
  Laminated Kevlar
  +3
  +3
  +2
  +2
  Laminated Kevlar
  +3
  +3
  +2
  +2
  Kevlar Cloth
  +2
  +2
  +1
  +1
  Kevlar Cloth
  +2
  +2
  +1
  +1
  Rigid Leather
  +1
  +1
  +1
  +1
  Cost 14    Enc 3    Thr 3
  Bandit
  Bandit
  I
  II
  III
  IV
  V
  Bows
  2
  3
  4
  5
  5
  Avoid
  1
  2
  3
  4
  5
  Hunting
  1
  2
  2
  3
  4
  Stealth
  1
  2
  2
  3
  4
  Move
  0
  1
  2
  2
  2
  Survival
  0
  0
  1
  1
  2
  Wits
  0
  0
  1
  1
  2
  Toughness
  0
  0
  0
  1
  1
  Usually operating in gangs, Bandits ambush travellers 
  on the road and take their belongings. This Archetype 
  favours long-distance work, hiding in trees or rocks 
  and threatening their targets with volleys of arrows if 
  anyone resists.
  They are mobile and versatile woodsmen, but this 
  versatility means they are not very effective at close 
  quarters. 
  Longbow
  Attack: Bows, Damage: Hunting+1 P,
  2H, Long, Range 10, Fast Reload.
  Cost 4    Enc 2    Thr 3
  Chain
  Attack: Avoid, Damage: Melee+1 BG,
  Parry -1.
  Cost 4    Enc 2    Thr 2
  Loc Armour
  C
  P
  B
  E
  None
  +0
  +0
  +0
  +0
  Studded Leather
  +2
  +1
  +1
  +0
  Studded Leather
  +2
  +1
  +1
  +0
  Studded Leather
  +2
  +1
  +1
  +0
  Rigid Leather
  +1
  +1
  +1
  +1
  Rigid Leather
  +1
  +1
  +1
  +1
  Cost 5    Enc 0    Thr 1
  
  198
  ADVERSARIES
  samPle creatUres
  Timber Wolf
  The wild ancestor of domesticated dogs, wolves usually 
  hunt in packs of up to a dozen. This profile can also 
  be used for large dogs such as Alsatians and German 
  shepherds.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  2
  Wits
  3
  Avoid
  2
  Stealth
  1
  Strength
  1
  Move
  3
  Toughness
  1
  Hunting
  2
  Teeth
  +2
  Health
  6
  Dark Vision
  +1
  Size
  0
  Threat
  18
  Teeth
  Attack: Unarmed, Damage: Strength+1 CG
  Thr 2
  Dark Vision
  Reduce Darkness Penalties by 2.
  Thr 1
  Brown Bear
  These are large and dangerous bears, with species 
  including the Kodiak and Grizzly. Black bears are Size 
  0 and better at climbing, while the slightly larger polar 
  bear is better at swimming and fishing.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  2
  Wits
  1
  Avoid
  -1
  Move
  1
  Strength
  5
  Climb
  1
  Toughness
  5
  Survival
  1
  Teeth & Claws
  +2
  Health
  8
  Size
  1
  Threat
  19
  Teeth & Claws
  Attack: Unarmed, Damage: Strength+1 CG
  Thr 2
  Leopard
  An average member of the big cat family, leopards are 
  ambush predators. This profile can be used or modified 
  for other big cats such as cougars, jaguars, and cheetahs. 
  Lions and tigers are stronger and tougher.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  2
  Wits
  3
  Avoid
  3
  Stealth
  2
  Strength
  2
  Move
  3
  Toughness
  2
  Acrobatics
  1
  Climb
  2
  Teeth & Claws
  +3
  Health
  6
  Dark Vision
  +1
  Size
  0
  Camouflage
  +1
  Threat
  25
  Teeth & Claws
  Attack: Unarmed, Damage: Strength+2 CG
  Thr 3
  Dark Vision
  Reduce Darkness Penalties by 2.
  Thr 1
  Camouflage
  Spotted coat gives +2 Stealth in Light vegetation.
  Thr 1
  Horse
  Horses and their relatives come in many varieties; 
  this is an average riding horse. Medieval warhorses 
  are stronger, tougher, and battle-trained, but are not 
  significantly larger. In the wild, horses are herd animals 
  that rely on speed to evade predators.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  1
  Toughness
  3
  Avoid
  1
  Wits
  1
  Strength
  4
  Move
  5
  Hooves
  +1
  Health
  7
  Size
  1
  Threat
  18
  Hooves
  Attack: Unarmed, Damage: Strength B
  Thr 1
  
  199
  ADVERSARIES
  samPle creatUres
  Freshwater Crocodile
  These reptilian predators lie in wait in murky water, 
  lunging out to drag their prey to its doom. Some small  
  alligators are Size 0, while larger alligators and saltwater 
  crocodiles can be Size 2.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  3
  Stealth
  1
  Strength
  4
  Move
  -1
  Toughness
  3
  Swim
  3
  Teeth
  +3
  Health
  8
  Leathery Hide
  +1
  Size
  1
  Movement
  +0
  Threat
  20
  Teeth
  Attack: Unarmed, Damage: Strength+2 CG
  Thr 3
  Leathery Hide
  Armour +1 against all Damage Types, all Locations.
  Thr 1
  Movement
  Slow Walking Movement.
  Regular Swimming Movement.
  Thr 0
  Common Adder
  This small venomous snake can inflict a painful bite 
  if startled or handled. For other venomous snakes, 
  modify this profile’s Size, venom, and other traits. 
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  2
  Wits
  1
  Avoid
  3
  Stealth
  1
  Strength
  0
  Move
  2
  Toughness
  1
  Fangs
  +2
  Health
  4
  Venom
  +2
  Size
  -2
  Threat
  10
  Fangs
  Attack: Unarmed, Damage: Strength+1 P
  Thr 2
  Venom
  The target receives Poison 2 on a damaging bite.
  Thr 2
   
  Eagle
  Eagles are large predatory birds that hunt small animals 
  or fish depending on their habitat and species. Adjust 
  Size to create falcons, hawks, and other raptors.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  2
  Wits
  3
  Avoid
  1
  Fly
  4
  Hunting/Fishing
  1
  Beak & Talons
  +3
  Health
  5
  Movement
  +2
  Size
  -1
  Threat
  14
  Beak & Talons
  Attack: Unarmed, Damage: Strength+2 CG
  Thr 3
  Movement
  Slow Walking Movement. Regular Flying Movement.
  Thr 2
  Tiger Shark
  These sharks are indiscriminate predators, and will eat 
  pretty much anything they encounter. This profile can 
  also be used for bull sharks (Size 1) and great white 
  sharks (Size 3).
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  3
  Wits
  1
  Avoid
  2
  Stealth
  2
  Strength
  4
  Swim
  4
  Toughness
  3
  Fishing
  1
  Teeth
  +3
  Health
  8
  Water Breathing
  +0
  Size
  2
  Movement
  -3
  Threat
  24
  Teeth
  Attack: Unarmed, Damage: Strength+2 CG
  Thr 3
  Water Breathing
  Only breathes water.
  Thr 0
  Movement
  No Walking or Climbing Movement.
  Regular Swimming Movement.
  Thr -3
  
  200
  ADVERSARIES
  samPle creatUres
  Security Drone
  This is a small flying robot, usually set to patrol and 
  protect an area. They may be found in futuristic 
  corporate facilities, or protecting the secrets of the 
  Ancients in techno-fantasy worlds.
  Drones may be fitted with a wide variety of weapon 
  attachments, depending on their purpose. Most 
  firearms, ranged energy weapons, and even heavy 
  weapons are possibilities.
  Ability
  Lvl
  Ability
  Lvl
  Shooting
  3
  Wits
  3
  Avoid
  2
  Stealth
  -2
  Strength
  3
  Fly
  0
  Toughness
  2
  Movement
  0
  Structure
  6
  Beam Carbine
  8
  Size
  -1
  Armour
  3
  Threat
  21
  Movement
  No Walking Movement. Regular Flying Movement.
  Thr 0
  Beam Carbine
  Attack: Shooting, Damage: 4 E,
  Medium, Range 20, Shots 50, Auto 5.
  Cost 16    Enc 3    Thr 8
  Loc Armour
  C
  P
  B
  E
  ALL Light Alloy Plate
  +2
  +2
  +1
  +3
  Cost 15    Enc 3    Thr 3
  Zombie
  These shambling corpses may have been raised from 
  the dead by a disease, or Animated by a spell. 
  Animated Zombies may be armed and outfitted by 
  their controller, or may use the equipment they had 
  when they died.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  2
  Melee
  1
  Avoid
  -1
  Wits
  -2
  Strength
  3
  Move
  -1
  Toughness
  3
  Undead
  0
  Structure
  8
  Animated?
  0
  Size
  0
  Threat
  7
  Unarmed
  Attack: Unarmed, Damage: Strength-1 BG
  Thr 0
  Diseased Zombies 
  normally attack with their 
  hands and teeth, and may 
  infect those they wound. 
  The contagion acts like an 
  Advanced Poison [p85] 
  (usually Slow, often 
  Persistent). One 
  example is provided 
  below; if used, add this 
  Trait’s Threat to the profile 
  above.
  If the victim dies from any 
  cause while infected, they 
  will rise as a Zombie after 1d6 
  Turns. However, Zombies 
  can’t operate if their brain is 
  destroyed.
  Zombie Contagion
  Poison 4, Persistent and Slow (6 Hours).
  Thr 7
  
  201
  ADVERSARIES
  Utahraptor
  This dinosaur is a large pursuit predator with a ‘killing 
  claw’ on its hind feet. It’s one of the largest known 
  Dromaeosaurs, and is related to Velociraptor (Size -1) 
  and Deinonychus (Size 0).
  While Utahraptors may be up to 6 metres long, they are 
  rated as Size 2 because nearly half their length is in their 
  thin tail.
  Utahraptors may hunt alone or in small groups. They 
  pursue and leap on their prey, bringing it down with 
  tooth and claw.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  3
  Wits
  3
  Avoid
  4
  Stealth
  1
  Strength
  3
  Move
  3
  Toughness
  2
  Acrobatics
  2
  Climb
  1
  Teeth & Claws
  6
  Health
  8
  Size
  2
  Threat
  32
  Teeth & Claws
  Attack: Unarmed, Damage: Strength+3 CG,
  Armour Piercing 1.
  Thr 6
  Manticore
  This fearsome beast looks like a gigantic male lion with 
  a barbed tail, and the face of a man with three rows of 
  sharp teeth. Some species also have leathery wings.
  The tail darts are represented as a complex Natural 
  Weapon rather than a Power. A flick of its tail sends 
  poisoned darts flying towards the Manticore’s victim.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  5
  Toughness
  5
  Avoid
  4
  Wits
  2
  Strength
  4
  Stealth
  1
  Teeth
  4
  Health
  8
  Poison Tail Darts
  7
  Size
  2
  Threat
  36
  Teeth
  Attack: Unarmed, Damage: Strength+3 C
  Thr 4
  Poison Tail Darts
  Attack: Unarmed, Damage: Strength+0 P,
  Thrown (Range: Strength+5), Shots: 6 (per day), 
  Armour Piercing 2, Damage Limit 1.
  Poison 5 (takes effect if any Health loss caused).
  Thr 7
  samPle creatUres
  
  202
  ADVERSARIES
  Dragon
  This fearsome creature of legend is a force of nature. 
  With scales as hard as steel, claws the size of scythe-
  blades, wings that blot out the sun, and breath as hot as 
  a furnace, almost nothing can stand before its might!
  The specimen described here is a fully-grown fire-
  breathing dragon. Its affinity to fire has influenced its 
  high defence against Energy attacks, and also its poor 
  ability to swim. With some tweaks, the profile can 
  be used for smaller individuals, or for species with 
  different elemental tendencies.
  For characters to stand any chance against this 
  terrifying beast, they would need to be highly 
  experienced, exceptionally well equipped, and also well 
  informed and prepared. Characters using the optional 
  Mastery rules may also stand a decent chance.
  Ability
  Lvl
  Ability
  Lvl
  Unarmed
  6
  Wits
  5
  Avoid
  3
  Willpower
  6
  Strength
  7
  Fly
  4
  Toughness
  7
  Swim
  -2
  Teeth & Claws
  5
  Fire Breath
  3
  Armour
  3
  Health
  20
  Movement
  2
  Size
  5
  Ambidexterity
  4
  Threat
  82
  Teeth & Claws
  Attack: Unarmed, Damage: Strength+4 C
  Thr 5
  Fire Breath
  Level 3 Power: DAMAGE energy BURN
  {Action:limited, Range:touch, Area:cone1, 
  Duration:instant}
  Inflicts Energy Damage equal to Strength, and Burn 
  equal to Strength, in a 60º cone with length equal to 
  Toughness. Costs 3 short-term Endurance per use.
  Thr 3
  Loc Armour
  C
  P
  B
  E
  ALL Dragon Scale
  +3
  +2
  +3
  +4
  Thr 3
  Movement
  Normal Flying Movement.
  Restricted Swimming Movement.
  Thr 2
  Ambidextrous
  Level 4 Power: AMBIDEXTROUS
  {Action:auto, Range:self, Area:single, 
  Duration:reserve}
  Able to perform two separate Attacks as part of 
  the same Action. Must have at least 4 short-term 
  Endurance remaining (which is not spent).
  Thr 4
  samPle creatUres
  
  203
  MAPS
  Gratis
  Guild of
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  overvieW
  This section contains blank Hex maps of various sizes 
  for you to print out and use when drawing your own 
  maps.
  Large Hex [p204]
  30mm Hexes are most often used to draw Battle Maps 
  [p66] that you can place miniature figures on 
  during conflicts. Each Hex represents a 2 metre wide 
  Battle Hex.
  You can also use this size of Hex for similar maps at 
  War Scale, or in any situation where figures or models 
  represent combatants or vehicles.
  Large Hex & Squares [p205]
  This map is used for the same things as a regular Large 
  Hex map, but the addition of a square grid aligned to 
  the Hex grid makes it a bit easier to draw and transcribe 
  square structures such as buildings.
  The ‘squares’ are very slightly rectangular, but are 
  approximately 1 metre on each side.
  Small Hex [p206]
  Small Hexes can represent any Scale of Hex, from 
  Battle to Global [p14]. Use this type of map to plan 
  buildings, fortifications, ruins, and other large areas 
  that may be transferred to a Large Hex map if conflict 
  occurs.
  You can also use them when planning out an area of the 
  world before transferring it to a standard World Map 
  grid, and for Players’ Maps so they can’t tell where the 
  borders of the Global Hex lie.
  World Map [p207]
  This is the standard layout for mapping areas of the 
  world for Travel [p100].
  The individual Hexes are standard 20km World Hexes. 
  The large outer Hex is a 600km wide Global Hex.
  You can make an Atlas by putting together a collection 
  of these Hexes. Note that the edge Hexes will be shared 
  with the matching edge of the neighbouring Global 
  Hex.
  Planetary Map [p208]
  This is one possible layout for representing an entire 
  planet. Each of the small Hexes is a 600km Global Hex. 
  The whole map is approximately the same size as the 
  Earth.
  Only general details are visible at this Scale, so it’s 
  mostly used to show the overall structure of land 
  masses, oceans, and vegetation.
  Once a planet has been planned out, you can make 
  detailed maps of individual Global Hexes using the 
  World Map template. You can reference these back to 
  the Planetary Map by keeping a copy with references 
  marked on it.
  The Planetary Map has been designed so you can cut it 
  out and fold it into a globe. 
  
  Large Hex Map
  
  Large Hex & Squares Map
  
  Small Hex Map
  
  207
  WorlD maP
  Frigid
  Arid
  Sparse
  Light
  Forest
  Jungle
  Shallow Water
  Deep Water
  Trench
  Reef
  Coral Reef
  Sand Bar
  Oasis
  Clifs
  River, Stream
  Waterfall, Cataracts
  Sealed Road,
  Road, Track
  Beach
  Contour
  (marker x1000m)
  Border
  Cave
  Village
  Town
  City
  Metropolis
  Urban Zone
  Fortifcation
  Site
  Ruin
  Mine
  Dunes
  Mesas
  Mountains
  Volcanoes
  Impenetrable
  Mountains
  Caverns
  Swamp
  Open
  Hills
  Map Key
  Area/Reference
  __________________
  ________
  Cartographer/Date
  __________________
  ________
  
  Planetary maP
  Cartographer _________________   Date ________
  
  209
  TURNING THE KEY
  overvieW
  So there’s all these rules for different things, but how 
  do they work together during an actual game? This 
  chapter’s all about starting up the game engine and 
  taking it for a spin – how to plan and run your own 
  scenarios in your own original worlds.
  There are no hard-and-fast rules in this chapter, 
  just advice. If you have an experienced GM and an 
  established group, you can probably just run things the 
  way you usually do. Still, you might be able to use some 
  of the advice to improve your games or try a different 
  approach.
  This chapter is intended primarily for the GM, but 
  there’s nothing in it that the other players can’t read too.
  What the Rules Provide [p210]
  When to look to the rules to resolve a situation, and 
  when to rely on your own judgment.
  Designing a Setting [p211]
  If you’re not sure where to start, this section provides 
  some structures and guidelines for creating your own 
  game world from scratch.
  Pitching a Game [p213]
  Once you have an idea for a game, you’ll need to recruit 
  some players and make sure everyone knows what sort 
  of game to expect.
  Designing Scenarios [p215]
  This section provides guidance for creating situations 
  in the game-world that will engage the players and their 
  characters while building a dynamic world.
  Running a Session [p219]
  While it doesn’t detail every step and technique for 
  GMing, this section provides some advice for running 
  the game at the table.
  
  210
  TURNING THE KEY
  Physical Interactions
  As a settingless toolbox, PowerFrame‘s rules provide 
  a physics engine for your fictional world. When you 
  apply the rules to the situations in the game, they 
  should provide you with a reasonable outcome. 
  PowerFrame tends towards a fairly forgiving action-
  adventure style. While it’s very difficult to win against 
  an enemy who outclasses you in all respects, it’s 
  still possible for an unskilled character to wound an 
  experienced opponent with a lucky shot. Falling a great 
  distance will most likely kill you, but it’s also possible to 
  survive a fall from any height.
  While the rules are quite robust, it’s not possible to 
  predict every eventuality. If a situation arises where the 
  rules don’t quite seem to fit or return an unreasonable 
  outcome, the GM might modify the rule or the 
  outcome to take into account the specifics of this 
  particular situation. 
  In some cases, a dice roll causes an undesirable result  
  because the situation does not really need a roll; the 
  GM could probably rule that the action is automatically 
  successful or unsuccessful without needing to roll for it.
  Social Interactions
  Social conflict (persuasion, seduction, bluffing) works 
  on less concrete rules than physical interactions. 
  The GM plays a larger role in social interactions, 
  weighing the situation against the efforts of the players’ 
  characters.
  Once the interaction has played out to the point 
  that a decision is required, the GM needs to judge 
  whether the interaction is automatically successful, 
  automatically unsuccessful, or needs a roll to decide the 
  outcome.
  Session and Scenario Structure
  The rules don’t offer any built-in support for particular 
  types of scenarios. While some possibilities are 
  discussed on the following pages, it’s up to the GM and 
  the group how they approach the question of session 
  and scenario structure. If you are an experienced GM, 
  you should be able to use PowerFrame to support your 
  preferred style of play.
  Some groups prefer the PCs to be independent 
  operators, calling the shots and making their own 
  decisions. Others prefer the PCs to be agents working 
  under the direction of an employer. You’ll need to 
  discuss this balance with your group.
  What the rUles ProviDe
  
  211
  TURNING THE KEY
  Designing a setting
  A setting can be anything from a single room up to 
  a galaxy-spanning empire. Sometimes you’ll want to 
  design an entire living world as a canvas on which to 
  play out your games, and at other times you may have a 
  focussed premise such as a haunted house mystery.
  While settings are often developed in isolation, you 
  may want to discuss your ideas with your game group 
  as you develop them. This way, you’ll have a greater 
  chance of arriving at a world and a campaign that 
  people are invested in and are interested in playing.
  World-Building
  Begin with the question “what is this world like?” You’ll 
  be creating an entire imaginary world from the ground 
  up, constructing a rich and complex setting with its 
  own internal consistency.
  You can re-use a fully-developed world to run many 
  different games with different premises, in different 
  times and places. With a whole world sketched out, 
  you’ll have a good idea what might happen when 
  players ignore your hooks and go do their own thing.
  PowerFrame is full of tools Under the Hood [p221] 
  to help you define your own worlds in game terms.
  If you have a clear and focussed idea for the game – 
  who the PCs are and what they will be doing – you can 
  sometimes skip world-building and go straight to the 
  game’s premise. You just create as much setting as you 
  need to support the premise, and expand on it as the game 
  progresses.
  Brainstorm
  Once you have some ideas for a setting swimming 
  around in your head, make sure to write them down. 
  It doesn’t matter at this stage if they are half-formed or 
  might not be any good, the main thing is to remember 
  them so you can develop them later on.
  Here are some things to think about:
   
  ⬣ What sort of people inhabit this world?
   
  ⬣ How are societies organised?
   
  ⬣ Who are the major movers and shakers?
   
  ⬣ What is the available level of technology?
   
  ⬣ Are there any overarching conflicts or major threats 
  (war, disease, scarcity, monsters, economics, social 
  injustice)?
   
  ⬣ How have past events shaped the world?
   
  ⬣ What game options are available?
  What’s unique about this world? Do you have an 
  idea for an awesome playable Race, an organisation, 
  or a major conflict? Make a special note of any core 
  concepts you definitely want to include, and keep them 
  in mind as you build the rest of the setting.
  Explore
  Spend some time daydreaming, letting your mind 
  wander around the virtual landscape you’re creating. 
  Look for locations, connections, conflicts, secrets, 
  important people and forces that are shaping the world.
  Organise
  Sketch out a rough map, even if it’s just a series of words 
  connected by lines, so you can get some idea of where 
  things are in relation to each other. Rearrange the 
  elements until you’re happy with the feel of the place.
  In some settings, you might also make a relationship 
  diagram to describe the organisation of power 
  structures and political alignments.
  Develop a broad understanding of your setting and 
  how it works. Work out some details about your main 
  organisations, the people who lead them, and the 
  threats they face.
  Map
  Now is the time to create a detailed map, whether that 
  be of a single building, a region of the world, a whole 
  planet, or a star-map.
  Try to use a top-down approach. Define large regions, 
  and then add as much detail as necessary. 
  Unless you’re particularly enjoying the process, try not 
  to map more than necessary. However, keep in mind 
  that you’ll probably want to have a map drawn up (or at 
  least have a very good idea of what’s there) before the 
  PCs actually reach a new area.
  
  212
  TURNING THE KEY
  Increasing Detail
  Generally, you’ll want to bring parts of the setting into 
  focus as the PCs draw closer to them. Keep the details 
  loose until you know the PCs are going somewhere or 
  planning to do something, and then work on increasing 
  your knowledge of that area. 
  In a sci-fi adventure game, the PCs plan to visit a new 
  planet to offload some cargo. The GM only knows that 
  it’s a lightly colonised planet, run by organised crime 
  syndicates, and used as a black-market haven.
  Knowing that the PCs are on their way, the GM writes 
  up three or four syndicates with conflicting interests, 
  draws a sketch map of the main port city, and comes up 
  with a few adventure hooks.
  When the PCs arrive they get caught up in all sorts of 
  strife, and end up having to raid a crime boss’s mansion. 
  The GM prepares a map of the mansion on the fly, 
  based on their internal idea of what it’s like.
  Establishing a Premise
  Once you have a world to set your games in, it’s time to 
  focus on what the game is about, rather than where and 
  when it takes place.
  Ask yourself, “who are the PCs, and what do they do?” 
  Once you know the answer, you can create extra detail 
  for the parts of the setting that directly connect to the 
  premise. 
  If you are planning a focussed game without having 
  created a complete world, you can just build the setting 
  around the premise instead.
  The GM decides that the PCs will be elite SWAT officers 
  in a near-future setting, and so focusses on creating 
  NPCs in the squad and various criminal organisations, 
  and locations such as SWAT HQ, crime scenes, safe-
  houses and the like. 
  Only passing attention is paid to setting elements 
  outside this scope such as international politics, world 
  maps, or civilian life.
  Once the basic premise is established, it’s time to move 
  on to pitching the game [p213].
  As the game progresses, you can flesh out specific 
  setting details if and when they become important. If 
  you’ve gone through the full world-building process, 
  then you should already have a lot of information to 
  draw on.
  Designing a setting
  
  213
  TURNING THE KEY
  Pitching a game
  Once you have a world and a premise worked out, 
  you’re ready to recruit some players! You may have a 
  regular group, or you might need to drum up some 
  interest. In any case, once you’ve found some players 
  you need to discuss the game with them.
  Outline
  Start with a brief outline, such as the one at the top 
  of the Pitch Sheet [p214]. Fill in the blanks as 
  appropriate.
  This will be a sci-fi horror game set in a space station, 
  where an unmanned probe has just returned from Titan 
  with core samples.
  The characters are personnel on board the station 
  who are forced to deal with a horrific discovery while 
  struggling against a potential alien infestation, each 
  other, and the hostile environment. Ultimately, they are 
  just trying to get out alive.
  Expectations
  Once the outline gains their interest, you’ll need to 
  explain what the game experience will be like, not just 
  what the game is about. Since PowerFrame isn’t built 
  to support a specific style of play, it’s important that 
  everyone knows what’s expected of them and what’s 
  going to be inappropriate. 
  A long-term game about fantasy adventurers might 
  require the group to always work together and trust 
  each other implicitly, while in a one-shot survival-horror 
  game it may be perfectly acceptable to strike out on your 
  own or attack a fellow player character.
  These sorts of things need to be discussed openly 
  before the game begins. This prevents players from 
  making what they think is a valid decision, only to 
  upset half the group by violating an ‘unspoken rule.’
  The lower portion of the Pitch Sheet spells out various 
  options in different areas. The GM should pick options 
  they consider most suitable for the style of game they 
  want to run. The players will all then be on the same 
  page regarding what’s expected and acceptable.
  For the sci-fi horror game outlined above, the GM picks:  
   
  ⬣ It’s more about the experience than winning or losing.
   
  ⬣ The GM prepares a set of linear events (a timetable).
   
  ⬣ The GM must strictly follow the rules.
   
  ⬣ Players create their own characters and backstory.
   
  ⬣ Players should thrown their characters into tough 
  situations and make hard, sometimes unwise choices.
   
  ⬣ Players are expected to make decisions based on a mix 
  of characterisation and mechanical effectiveness.
   
  ⬣ Characters are expected to pursue their own agendas.
   
  ⬣ Attacking or betraying other player characters is 
  encouraged, in an atmosphere of open secrets.
   
  ⬣ The game will last one session.
  If someone isn’t comfortable with an option, you’ll 
  need to negotiate a compromise. If you can’t change the 
  option without ruining the game’s premise, then that 
  player probably won’t enjoy the game. It’s better to find 
  out these issues ahead of time, rather than have them 
  crop up in play. 
  If someone decides not to play, be sure to keep them in 
  mind for future games with different expectations.
  Group Discussion
  Once they’re on board with the premise and 
  expectations, it’s usually a good idea to get everyone in 
  the same room (real or virtual) so you can talk about 
  the game as a group.
   
  ⬣ Discuss everybody’s character concepts. Offer ideas 
  and suggestions, encourage ideas that will gel well 
  with the setting and the group, and discourage 
  inappropriate, mood-breaking, or disruptive 
  concepts by explaining why you think they might 
  cause problems.
   
  ⬣ Discuss the setting and the premise in greater detail. 
  Flesh out the summary you gave people earlier, and 
  answer questions. If you don’t immediately know 
  the answer, think about it and get back to them or 
  open the question up for general discussion.
   
  ⬣ Help out with character creation [p15] as people 
  solidify their concepts.
  Everybody’s Game
  You might be very attached to the setting you’ve 
  created, but be aware that you’re inviting other people 
  to play in that world. When you let other people in, it 
  becomes everybody’s world, not just yours.
  While some people may be happy to go along with 
  your idea of ‘how things should be’, most are going to 
  want to know that their actions in the game can have 
  an effect on the setting. Some may have strong ideas of 
  their own that they want to incorporate.
  Try not to be too protective of your ideas and inflexible 
  in your opinions; rather, collaborate with the players 
  and use their input to increase the breadth and depth of 
  the world.
  
  214
  TURNING THE KEY
  Goal vs Journey
   
  ⬣ The PCs can win by (victory condition)__________. 
   
  ⬣ It’s more about the experience than winning or losing.
  GM Preparation
  The GM plans for the game by:
   
  ⬣ preparing a set of linear or branching events. 
   
  ⬣ preparing an open map (physical and/or relational).
  GM and the Rules
   
  ⬣ The GM must strictly follow the rules (including any 
  house rules adopted by the group).
   
  ⬣ The GM may bend the rules when they conflict 
  with what would be good for the story or produce 
  unreasonable results.
  Players’ Preparation 
   
  ⬣ The GM will provide pregenerated characters.
   
  ⬣ Players create their own characters, but the GM may 
  provide some or all of their backstories.
   
  ⬣ Players create their own characters, and come up with a 
  backstory in discussion with the group.
  Player Participation
  The players should:
   
  ⬣ cooperate with and follow the GM’s prepared material.
   
  ⬣ set goals for their characters and pursue them 
  proactively.
   
  ⬣ throw their characters into tough situations and make 
  hard, sometimes unwise choices.
  Game Mechanics vs Characterisation
  Players are expected to make decisions based on:
   
  ⬣ the effectiveness of the game mechanics.
   
  ⬣ their characters’ personality and motivations.
   
  ⬣ a mix of characterisation and mechanical effectiveness, 
  without going to either extreme.
  Character Cooperation
  Characters are expected to:
   
  ⬣ work together; conflicts between them are just for show.
   
  ⬣ work together; major conflicts will be worked through, 
  or may result in PCs leaving the group.
   
  ⬣ pursue their own agendas; they might work together, 
  they might work against each other.
   
  ⬣ work against each other; alliances are temporary at 
  best.
  Direct Character Conflict
  Attacking or betraying other player characters is:
   
  ⬣ strictly disallowed.
   
  ⬣ permitted if good reasons arise, but may lead to some 
  PCs leaving the group.
   
  ⬣ encouraged, in an atmosphere of open secrets (to create 
  a collaborative drama).
   
  ⬣ encouraged, with players keeping secrets from each other 
  and setting up plans with the GM.
  Campaign Length
  The game will last:
   
  ⬣ one session.
   
  ⬣ for a specified number of sessions, weeks, or months.
   
  ⬣ until (end condition)______________________.
   
  ⬣ indefinitely (until the group grows tired of it).
  Pitching a game
  Pitch Sheet
  Outline
  This will be a (genre & tone) ____________________ game set in (world) ________________________, 
  where (establishing situation) _________________________________________________________.
  The characters are (character-types) __________________ who (regular activities) ___________________ 
  while struggling against (expected opposition) ______________________________________________. 
  Ultimately, they are trying to (goal event) ________________________________________________.
  
  215
  TURNING THE KEY
  Designing scenarios
  Planning for the Journey
  Designing a scenario is a lot like planning a surprise 
  holiday for a group of friends. You probably have 
  some idea what they like, and have some locations 
  and activities in mind, but if you get too absorbed in 
  planning a strict itinerary you might discover your 
  fellow travellers have other ideas about where they 
  want to go and what they want to do.
  Some travellers are happy with the simplicity of a 
  guided tour, while some prefer a flexible tour with 
  optional side trips, and others would rather to go off 
  the beaten track and find their own way. Players can be 
  just as varied, so it’s useful to discuss how much they 
  would like to contribute to the game’s direction. 
  Sometimes the players are happy to go along for the 
  ride. If your group is like this and you know them well, 
  you may be able to plan linear scenarios based on a 
  series of events. Other groups might become frustrated 
  if you force them to stick to a planned scenario 
  regardless of what they want to do, because it robs them 
  of the sense that their actions can affect the world.
  Consult the Players
  Probably the first place to start when looking for 
  scenario ideas is to ask your players if there are any 
  things they really want to see come up in the game, and 
  find out if they have any plans or goals their characters 
  are interested in pursuing.
  Once you know the general direction the players would 
  like the game to go, you can prepare material that’s less 
  likely to be ignored or avoided.
  If you have players who are new to RPGs, they won’t 
  have any context for these questions. Instead, consider 
  talking to them between sessions about the approach 
  you’re taking, what alternative approaches exist, and to 
  gauge which parts of the game they enjoy or dislike. 
  If the players don’t express any preferences, then you 
  should be fine to go ahead and plan a scenario as 
  you see fit. Check back after the session to make sure 
  everyone’s still happy with the direction things are going.
  Get to Know the Situation
  To avoid excessive planning before the game and 
  frustration during play, try to develop a broad 
  understanding of the situation and the area in which 
  the game is happening (see the following sections for 
  more advice). This way, you’ll have a reasonable idea 
  how to respond regardless of the direction the PCs 
  decide to go.
  If the players are big on following their own plans, you 
  should try to be flexible and accommodating. However, 
  this doesn’t mean you have to abandon your prep work. 
  Like a tour guide, you can point out locations, people, 
  and events that may be of interest. The PCs might 
  encounter signs of a situation that is unfolding without 
  their involvement.
  In any case, it’s generally better to give the players a 
  hook and see if they bite, rather than jamming it down 
  their throats.
  
  216
  TURNING THE KEY
  Goal-Based Scenarios
  One simple way to plan scenarios is to build them 
  around a goal. The PCs either decide on a goal they 
  want to achieve, or a goal may be presented by an 
  employer or other NPC. Once they agree on the 
  objective, the PCs work towards and either achieve 
  or fail to achieve their goal. Reaching the goal may 
  be a simple process, or it might require several steps. 
  Particularly complex goals may actually require other 
  goals to be achieved first, thus creating a chain or 
  network of goals culminating in a climactic finale.
  For a simple goal-based scenario, regardless of whether 
  the goal is defined by the players or the GM, you need 
  to know of the PCs:
   
  ⬣ What is their goal?
   
  ⬣ What steps are required to achieve it?
   
  ⬣ What stands in their way?
   
  ⬣ What will happen if they succeed?
   
  ⬣ What will happen if they fail?
  Events
  Some events are necessary to the scenario; most 
  notably, recruiting the PCs if the quest isn’t self-
  defined. However, most other scenes are optional or 
  will depend on decisions made by the players.
  You may have some good ideas about what’s likely 
  to happen, so make a few notes and think about the 
  directions the game could go. Don’t get caught up 
  defining every contingency or writing down every little 
  thing that’s going to happen, though; you’re setting up 
  situations, but the outcomes will be determined during 
  the game.
  Opposition
  Many things can stand between the PCs and their goal. 
  Opposition can take the form of physical enemies, 
  political or social conflict, restricted locations, or 
  hidden information.  
   
  ⬣ Write down any NPC and creature stats for easy 
  reference. 
   
  ⬣ Note the initial numbers and locations of enemies.
   
  ⬣ Think about the opposition’s attitude and approach 
  (relaxed, alert, on edge, preparing for battle). 
   
  ⬣ Sketch out maps for any vital locations, or at least 
  have a good idea of their layout in mind.
   
  ⬣ Think up around three ways any hidden information 
  might be discovered; these become clues.
  Checklists
  Some things in the game world may depend on the 
  passage of time, or require a series of steps to complete. 
   
  ⬣ A goal may need to be achieved by a certain time.
   
  ⬣ An event may be happening on a certain day.
   
  ⬣ A series of events may culminate in something big.
   
  ⬣ The opposition’s plans may be coming to fruition.
  Make a note of any important time- or event-
  dependent situations.
  Write down the individual steps required for larger 
  plans or events. Mark off steps as they are completed, 
  or reorganise the list if some steps are thwarted and the 
  plan must be changed. 
   
  ⬣ If all the steps are completed, the plan or event  
  comes to fruition.
   
  ⬣ If vital steps are thwarted, the dependent event 
  may never come to pass. A plan may have to be 
  discarded, forcing the NPC to withdraw, regroup, 
  and reconsider.
  For a near-future game featuring an elite SWAT unit, 
  the GM creates the following goal-based scenario.
   
  ⬣ The goal is to bust an illegal arms deal and arrest the 
  high-ranking criminals behind it.
   
  ⬣ The police have already discovered the time and location 
  of the deal. To achieve their goal, the SWAT unit will 
  have to stake out a warehouse, then plan and execute an 
  assault to catch the criminals in the act.
   
  ⬣ Opposing them are two groups of heavily-armed 
  criminals. The location is owned by the seller.  
   
  ⬣ The GM writes up the major criminal NPCs and uses 
  a simple Archetype for their goons, assigns equipment, 
  notes how many members each side has, and lists the 
  weaponry that’s being sold. Both groups will be on edge 
  and wary of being discovered.
   
  ⬣ The GM writes a timetable detailing how the deal 
  would play out if nothing goes wrong, and also 
  considers how both sides might react if the deal goes bad 
  (escape plans, double-crosses and so on). 
   
  ⬣ Since the warehouse will probably see combat, it 
  warrants a reasonably detailed map.
   
  ⬣ If they succeed, they’ll deal a significant blow to two 
  crime organisations, reducing their resources and 
  keeping weapons off the street. 
   
  ⬣ If they fail, some of the criminals may escape with the 
  merchandise, which would see a proliferation of arms on 
  the street and possibly even violence against the police. 
  Designing scenarios
  
  217
  TURNING THE KEY
  Situation-Based Scenarios
  Instead of just providing the PCs with a straightforward 
  goal to achieve, you can create a dynamic situation in 
  the game world by defining several influential or highly 
  motivated NPCs. Each NPC will form the core of a 
  faction, which may be as small as an individual or as 
  large as a galaxy-spanning organisation.
  Factions
  To create a faction, answer the goal-based questions 
  above in relation to each core NPC, as well as the 
  following questions:
   
  ⬣ What resources are at their disposal?
   
  ⬣ What price are they willing to pay?
  Some factions may have multiple goals, and some may 
  contain splinter groups with their own agendas.
  In some cases, a faction may not be centred on an 
  NPC at all - it may be a creature, an event, or a force 
  of nature. The PC group may be a faction in their own 
  right with their own agenda, or they may be agents 
  acting on behalf of a larger faction, or a combination 
  of the two. The interactions of factions and their 
  conflicting interests will create a living, dynamic world 
  for the players to engage with.
  If the players have suggestions for things they’d like 
  to see in the game, or that they want their PCs to be 
  involved with, try to accommodate them by coming 
  up with appropriate factions. It’s OK if the material is 
  largely centred on the PCs – regardless of their position 
  in the world, they are after all the focus of the game.
  Conflicts
  Once you have several factions, it’s time to examine the 
  situation for conflicts. Some obvious ones may already 
  have suggested themselves while you were coming 
  up with the factions. Consider drawing a relationship 
  diagram showing the major factions and their goals, 
  and identify areas where two or more factions are 
  competing for the same thing, or where their desires 
  clash or are mutually exclusive.
  In many cases, two factions may be locked in a long-
  term conflict, and the PCs may be the decisive force 
  that tips the balance of power one way or the other.
  Involving the PCs
  Conflicts are the source of adventure hooks. Use them 
  to develop reasons that the PCs might want to engage 
  with the situation. Try to have at least a few things on 
  the go at any one time, so the players don’t feel like they 
  only have one option to follow. Ideally, they should 
  have three or four potential adventure hooks, plus any 
  self-assigned goals they may wish to pursue.
  The PCs may become involved in these situations in a 
  number of ways – a conflict may affect them personally, 
  or may affect an NPC they care about; they may be 
  members of a faction that’s involved in the conflict, and 
  thus be sent on missions by their superiors; they may 
  witness or become embroiled in a dispute such as a 
  skirmish, assassination attempt, coup, or declaration of 
  martial law; or they may be approached by NPCs with 
  a stake in the conflict who offer to hire them.
  Tie some conflicts back to the PCs – make it personal! 
  If factional conflicts don’t affect the PCs directly, they 
  might affect family members, colleagues, or other 
  important people in their lives. If they haven’t defined 
  any important people at the beginning of the campaign, 
  you can always wait until they make connections with 
  NPCs during play.
  Checklists
  Using checklists [p216] becomes even more 
  important when you have multiple competing factions 
  in play. They are a vital tool for keeping track of the 
  progress of various plans and events.
  During and between sessions, you’ll want to keep your 
  checklists up-to-date and use them to identify short-
  term goals for your factions.
  Designing scenarios
  
  218
  TURNING THE KEY
  Example Situation-Based Scenario
  For a fantasy campaign set in a city-state, the GM begins 
  by creating the following three Factions:
   
  ⬣ The Court of the Prince, ruled by Prince Alpert. 
   
  ⬣ The Mercantile Council, a group of Guildmasters led by 
  Antonia Vespa.
   
  ⬣ The Order of Alabaster, a mysterious group of sorcerers 
  led by an individual known only as The Pale.
  Organisation
  The Court
  While Prince Alpert wields official political power and 
  has the final word on laws and developments within the 
  City, he must rely on trusted advisors and delegates to keep 
  things running smoothly. The Court is structured like a 
  pyramid, with the Prince at the top and authority being 
  distributed downward.
  The Court is made up of many groups and factions 
  including the Prince’s household, the army, the civil service, 
  several influential aristocratic families, and ambassadors 
  from other States. 
  The Council
  The Mercantile Council is a group formed from the 
  heads of the City’s most influential artisan and specialist 
  merchant Guilds. Every four years, one of their members is 
  elected to Chair the Council and represent them at Court.
  Each member of the Council is the head of their own 
  specialist Guild, with an equal voice. Individually, their 
  roles are to advocate for favourable trading conditions for 
  their own Guild. As a group, the Council advocates for the 
  benefit of all its members – although in practice, the Guild 
  associated with the current Chair usually receives the most 
  benefit.
  The Order
  The Order of Alabaster is little more than a loose collective 
  of powerful but individual sorcerers. It functions as a 
  network for magical research and philosophical discussion.
  Members of the Order are all strong individuals, and 
  it is rare that the entire group will agree on a course of 
  action. Individual members often act on their own agendas 
  without consulting the others.
  The one known as The Pale has a position at Court, 
  advising the Prince on mystical matters. Although not the 
  leader as such, having a foot in both camps makes The Pale 
  the most influential member of the Order.
  Connections
  Antonia Vespa represents the Mercantile Council at Court. 
  Lesser Guilds have no direct connection to the Prince, but 
  their services are often engaged by the Court at various 
  levels – supplying materiel to the army, fulfilling craft 
  contracts, providing transport, and so on. 
  As mystical advisor to the Prince, The Pale is the only 
  member of the Order welcome at Court. Individual Court 
  members may engage the services of Order members, but 
  usually in secret and to pursue personal agendas.
  Most Guild members steer clear of the Order, preferring 
  worldly concerns over the Order’s metaphysical pursuits. 
  Order members may ignore or involve Guild members in 
  their plans according to their personal whims.
  Conflict
  The various groups and representatives within the Court 
  are constantly vying for the Prince’s favour.
  The Prince wants what is best for the whole State, while the 
  Council lobbies only for favourable trade conditions.
  Members of the Order may come into conflict with anyone 
  – including one another – while pursuing their own plans.
  The Council cares only for the material world, and the 
  Order cares only for the metaphysical.
  Involving the PCs
  The above is just a start; the GM needs to dig a little 
  deeper, create and name various NPCs, and decide on their 
  motivations and connections.
  Involving the PCs depends a lot on how they relate to 
  the rest of the setting. They may be members of one of the 
  factions, or they may be free agents for hire.
  If the PCs aren’t likely to be directly involved with 
  the factions (if they are street-criminals or theatrical 
  performers, for example), then these factions don’t need to 
  be detailed thoroughly; they will instead form a backdrop 
  and may occasionally become relevant to the game. If that’s 
  the case, though, the GM should focus on developing some 
  smaller factions that directly relate to the PCs and their 
  lives (such as local gangs and crime-lords, or performance 
  venues and actors).
  Designing scenarios
  
  219
  TURNING THE KEY
  rUnning a session
  A typical PowerFrame game session lasts a few hours. 
  Depending on your situation and the sort of game 
  you’re running, you might play for an hour or two, or 
  maybe up to six hours at a time. Small fights can be 
  resolved fairly quickly, but larger and more involved 
  fights might take several hours to resolve. The right 
  balance between combat, exploration, and social 
  interaction is something that your group will need to 
  work out amongst yourselves.
  Establish or Recap
  When everyone sits down at the table, the first thing 
  you’ll want to do is make sure everyone knows what’s 
  going on in the game world.
   
  ⬣ If it’s the first session, you’ll need to set the scene. 
  Go over who the characters are, how they know each 
  other, where they are, and what they’re doing. Once 
  that’s established, you’ll kick off the game.
   
  ⬣ If you’re continuing a game, ask if everyone 
  remembers what happened previously. Make sure to 
  recap major events and developments, and remind 
  them of things they were intending to do. If people 
  are hazy about what’s going on, talk it over as a 
  group and re-establish the ‘facts’. Start the game 
  once everyone’s up to speed.
  Framing Scenes
  Whenever the time or place changes significantly, 
  it falls to the GM to describe the new scene. This 
  description should include sights, sounds, smells, other 
  sensations, and any new developments. Describe the 
  game world as experienced through the characters 
  living in it.
  In some cases, the GM and the players may collaborate 
  to establish the details of a scene. The players might 
  want their PCs to go somewhere or do something. It’s 
  up to the GM whether they manage it with no problem, 
  or run into some adversity on the way.
  One of the GM’s most important jobs is to mediate the 
  group’s shared imagining of the game world. Everyone 
  will have their own slightly different idea of what’s 
  going on and where things are. Most of the time it’s not 
  a problem, but sometimes the GM will need to discuss 
  the situation with the group and make sure everyone 
  shares a common vision. Don’t punish a player for 
  having arrived at a different understanding.
  Effectively, the version of the game world in the GM’s 
  head is the ‘official’ version. However, the GM should 
  try to be flexible and incorporate the ideas and visions 
  of the other players when it’s reasonable to do so.
  Adventure Hooks
  Unless your players are in the middle of something 
  already, or are proactively setting their own agenda, 
  you’ll need to use adventure hooks to start the game 
  rolling. A hook is basically an invitation to get involved 
  in a new situation.
  From your scenario planning, you should already have 
  some ideas how to involve the PCs. Combine these 
  ideas with things the PCs are already invested in, and 
  try to make the motivations personal.
  For example, rather than having an unknown NPC 
  approach them for help, make it an NPC they already 
  know and care about. Rather than a mysterious wizard 
  hiring them for a quest, it should be their liege-lord or 
  one of the characters’ parents. 
  When you introduce a new hook to the players, don’t 
  force engagement. If they honestly aren’t interested 
  there’s no point insisting they pursue it. Instead, you 
  have a few options.
   
  ⬣ You can try introducing a different adventure hook, 
  as naturally as possible. Don’t just hit them with 
  a list of hooks until they take one, though. You’ll 
  usually want to frame a new scene, and have it 
  happen later on.
   
  ⬣ You can ask the players what they want their 
  characters to do, and improvise a PC-defined goal-
  based scenario.
   
  ⬣ You can think about what will happen because the 
  PCs have chosen not to engage the hook, and have 
  the results of that influence the game as events 
  progress. Although you should follow through with 
  logical outcomes, keep in mind you’re doing this to 
  portray a living world, not to punish the players.
  
  220
  TURNING THE KEY
  Calling for Rolls
  Some situations (such as combat) have rigidly-defined 
  rules for when and what to roll. At other times, whether 
  to roll dice and what effect the roll has is up to the GM.
  Before calling for a dice roll, consider the following.
   
  ⬣ Will a failed roll bring the scenario to a halt, or have 
  dire personal consequences? Does the risk outweigh 
  the potential gain?
   
  ⬣ Is the task trivial, or the stakes low? Is it something 
  that people routinely do every day?
   
  ⬣ If the PC isn’t pressed for time, is the task something 
  they’ll succeed at eventually if they keep trying?
  If you answer yes to any of those questions, it’s 
  probably not worth rolling dice. In most cases, you can 
  just narrate their success and move on.
  In some cases, a player may be determined to attempt 
  a risky course of action. Before calling for a roll that 
  could have dire consequences, take a moment to make 
  sure the player understands their chances of success 
  and the price of failure. Sometimes people have 
  different ideas about what’s possible, or they have a 
  different idea of what’s going on in the game world.
  Revealing Information
  Don’t be stingy with clues and information. Things 
  might be obvious to you, but the players don’t have 
  access to the full picture. For the players, the fun is not 
  usually in the act of discovering information, but in 
  figuring out how it affects the situation and their view 
  of the world.
   
  ⬣ If failure to find a clue would bring the game to a 
  frustrating halt, consider calling for a roll to see who 
  finds it, rather than a roll to see if they find it or not.
   
  ⬣ Make sure that the players are aware of things 
  their characters would reasonably be aware of. 
  Remember, the characters live in the game world, 
  but the players are only connected to it through your 
  descriptions.
  Moving Pieces
  The GM’s role is to introduce events, encounters and 
  obstacles; the PCs get to decide how they approach the 
  situation. The game system is a tool used by everyone 
  to resolve what actually happens. 
  As GM, don’t decide how things should play out 
  beforehand, even though you probably have a few ideas 
  about what might happen. Watching the players solve 
  a problem you hadn’t even thought up a solution for is 
  one of the great things about GMing.
  If you think about the game world like it’s a real place, 
  then you can have it react flexibly as the game unfolds. 
  Don’t just consider what’s going on around the PCs; 
  keep in mind what’s going on in distant places too. 
   
  ⬣ News travels. Who’s heard about recent events? 
  How are their plans affected? How are they 
  responding?
   
  ⬣ Have a good idea how the opposition is organised 
  and where their forces are initially, but redeploy 
  them in response to developing situations. 
  Outcomes & Consequences
  Whether the PCs succeed or fail at their goals, there 
  will be changes in the world.
   
  ⬣ Success is generally beneficial to the PCs, and they 
  will reap the rewards of information, completed 
  goals, or material gain. Their reputation will likely 
  increase, strengthening ties with their allies but also 
  attracting the attention of their enemies.
   
  ⬣ Failure usually has negative consequences for the 
  PCs, but it doesn’t have to be the end of the story. 
  They may lose resources and the confidence of their 
  allies, but maybe their enemies will take them less 
  seriously. Perhaps the PCs just need to regroup and 
  try a new approach.
   
  ⬣ Sometimes, outcomes may be less clear. Perhaps 
  the PCs find the treasure but their enemy escapes. 
  Perhaps they fight off an attack but lose their base 
  in the process. Such outcomes only serve to create a 
  richer and more complex world. 
   
  ⬣ Failure to engage also creates outcomes, as the 
  world does not simply sit by and wait on the 
  PCs’ convenience. Follow through with logical 
  consequences, even on adventure hooks not 
  engaged. Be mindful, though, that the PCs are not 
  the only forces at work in the world, and they can’t 
  be expected to solve all of its ills. Others may step 
  forward, acting on their own agenda. Whether these 
  attempts succeed or not is entirely up to the GM.
  rUnning a session
  
  221
  UNDER THE HOOD
  overvieW
  This chapter is intended primarily for the GM, but 
  there’s nothing in it that the other players can’t read too.
  This chapter contains guidelines for GMs who want to 
  come up with their own source material. PowerFrame 
  was written with this in mind; the various subsystems 
  use consistent, concrete methods for building things in 
  the game, and all of the examples can be constructed 
  using the same rules. This means that it’s fairly easy to 
  modify or create original resources for your own game 
  without having to guess, hand-wave, or break the rules.
  Creating NPCs [p222]
  This section covers the creation of non-player 
  characters, from important allies and adversaries 
  to average citizens, incidental characters, and stock 
  archetypes for quick reference.
  Creating Races [p224]
  This section deals with the specifics of creating your 
  own Racial templates.
  Creating Creatures [p225]
  This section goes over the process for designing and 
  creating your own original creatures, animals and 
  monsters in game terms.
  Creating Armour [p226]
  It is a fairly simple process to create your own armour 
  varieties.
  Creating Weapons [p227]
  Weapon design is partly a matter of assigning Attack 
  and Damage values, and partly of deciding which 
  Special Weapon Attributes are appropriate.
  Creating Maps [p230]
  This section gives advice on designing your own world 
  maps, and also has some pointers for GMs who want to 
  draw a Players’ Map [p100] as the group explores.
  Creating Arcana [p232]
  This section provides guidelines for detailing your own 
  spell fragments.
  
  222
  UNDER THE HOOD
  The GM generally controls all non-player characters, 
  decides their actions and reactions, and rolls for them 
  when necessary. However, players may also be given 
  control of NPCs such as allied combatants, assistants, 
  henchmen, and occasionally even adversaries.
  Major NPCs
  Villains, close allies, and major personalities often 
  require a detailed approach. You can make important 
  NPCs using the regular character creation method 
  [p15] - Concept, Abilities, Attributes, and 
  Equipment.
  The main differences are that you don’t have to build 
  them with a limited number of CP (although you still 
  have to follow the same Ability Level restrictions), 
  and there’s no restriction on the amount or type of 
  equipment you can give them. They may also have 
  access to options that are not available to the PCs, such 
  as restricted Races or forbidden mysticism.
  Because there are no hard limits, it’s important to 
  exercise discretion and common sense. Use the Power 
  Level table to decide how many CP are appropriate 
  based on how experienced, important or dangerous 
  the NPC needs to be. Only assign equipment that is a 
  suitable fit for the NPC’s purpose and concept.
  Power Level
  CP
  Max Ability
  Untrained
  0
  2
  Novice
  5
  3
  Journeyman
  10
  4
  Adept
  15
  5
  Expert
  20
  5 (6)
  Master
  30
  5 (7)
  Hero
  40
  5 (8)
  Legend
  50
  5 (9)
  In addition to their actual occupation, you should 
  consider their purpose in the game. Are they meant to 
  pose a military or political challenge? Are they intended 
  to offer material or moral support, or provide specialist 
  skills and knowledge?
  Incidental NPCs
  Many NPCs don’t require any real definition in game 
  terms. If the NPC only makes an appearance to add 
  background colour, provide clues or information, or 
  sell something, then they probably don’t need a full list 
  of Abilities, Attributes and equipment. If they turn out 
  to be more important than you initially thought, you 
  can always give them a full write-up later on.
  Ordinary people will have most Abilities at 0, or 
  average for their Race. They may have two or three 
  Abilities at 1 that relate to their occupation, and one 
  Ability at 2 that reflects their area of expertise. Masters 
  and specialists can have Abilities higher than this, 
  but they are rare and may be better represented as 
  Archetypes or Major NPCs.
  creating nPcs
  
  223
  UNDER THE HOOD
  Archetypes
  Archetypes are very broadly defined, generic pre-made 
  character templates. They can be used quickly and 
  easily to represent incidental or less important NPCs.
  As such, the concept for an Archetype should not 
  include too much specific detail. Usually, just an 
  occupation is enough to describe their intended use.
  You will probably want to create original Archetypes 
  for your setting. Some organisations may give their 
  members specific training, or a group may encourage 
  membership by people with certain skills. One 
  organisation may even use several Archetypes, such as a 
  Holy Order that contains both priests and knights.
  The Adversaries section [p193] contains a few 
  Sample Archetypes [p195].
  Types
  A complete Archetype gives Ability Levels at various 
  stages of advancement, allowing the GM to choose one 
  that is best suited to the game requirements.
  These different progressions are called Types, ranging 
  from Type I (5 CP) to Type V (25 CP).
  Abilities
  Use the following guidelines to help you build your 
  own Archetype.
   
  ⬣ Write a list of Abilities that are important to the 
  Archetype.
   
  ⬣ A Type I Archetype begins with 5 Character Points.
   
  ⬣ Decide on the most important Ability. It will begin 
  at 2.
   
  ⬣ Decide on the three next-most important Abilities. 
  Each of these starts at 1.
   
  ⬣ At Type I, you can also assign negative Abilities. 
  However, they must be appropriate to all members 
  of the Archetype, and you shouldn’t assign more 
  than 2 points of negative Abilities.
   
  ⬣ Each new Type will add 1 point to the Levels of five 
  important Abilities (not more than 1 point each). 
   
  ⬣ Spare points will start to appear at Type II and 
  above. These can be assigned to new Abilities.
  Each Type builds on the last, just as though you were 
  to keep a record of what Advances a character chooses 
  as they become more powerful. The Types are like 
  snapshots of a character’s Abilities at 5, 10, 15, 20, and 
  25 Progress.
  Sword Warrior
  I
  II
  III
  IV
  V
  Melee
  2
  3
  4
  5
  5
  Avoid
  1
  2
  3
  4
  5
  Strength
  1
  2
  3
  4
  5
  Toughness
  1
  2
  3
  4
  5
  Wits
  0
  1
  1
  1
  2
  Move
  0
  0
  1
  2
  2
  Willpower
  0
  0
  0
  0
  1
  This is an example Archetype, showing how the Abilities 
  are built up as the Archetype progresses.
  Equipment
  You may also want to note down any equipment 
  commonly used by the Archetype. Picking weapons 
  and armour ahead of time is particularly useful for 
  combatants.
  Careers
  You can quickly construct a custom-made NPC by picking 
  and choosing from a variety of different Archetypes. This 
  will give you a character somewhere between an Archetype 
  and a fully-fledged NPC.
  As always, you need a Concept to build the NPC around.
   
  ⬣ Decide what Progress the NPC will have. They will have 
  one Career for every 5 Progress.
   
  ⬣ Choose a starting Archetype as their first Career. The 
  character begins with the same Abilities as the Type I 
  profile.
   
  ⬣ For each additional Career, pick an additional 
  Archetype. You can pick the same Archetype multiple 
  times.
   
  ⬣ Each time you pick an Archetype, note the top 5 
  Abilities listed in its Ability Progression. Increase the 
  character’s Level in these Abilities by 1.
   
  ⬣ If an Ability has already reached its maximum, then the 
  Level may be spent in any Ability of your choosing.
   
  ⬣ When you have finished, tally up all the Levels to create 
  the character’s final Ability list.
  creating nPcs
  
  224
  UNDER THE HOOD
  creating races
  Concept
  Before you start picking Racial Modifiers and Traits, 
  be sure you have a concept in mind. To define a Race, 
  you need to basically list everything about them that is 
  different to a human.
   
  ⬣ How does the Race differ physically from humans? 
  Are the differences purely cosmetic, or will they 
  have mechanical effects in the game?
   
  ⬣ Does the Race have any innate Powers, such as Dark 
  Vision, regeneration, or flame breath?
   
  ⬣ What habitat does the Race prefer? Is their 
  homeland remarkable, and does it affect their 
  physique or culture?
   
  ⬣ What does the Race eat? Are they hunters, 
  scavengers or farmers?
   
  ⬣ What do their typical social organisations look like? 
  Do they live alone, form family groups, or gather in 
  settlements? Are they given to particular forms of 
  government? Are there castes or minorities within 
  their society whose members are treated differently?
   
  ⬣ Do members of the Race often belong to particular 
  religions, armies, guilds or secret societies?
   
  ⬣ How does the Race view members of other Races? 
  Do they have any particular allies or enemies?
   
  ⬣ Does the Race tend towards particular personality 
  traits? Do they have a reputation, deserved or 
  otherwise, among other Races?
  The Adversaries section [p193] contains a small 
  selection of Sample Races [p194].
  Threat
  The advantages and disadvantages assigned to a Race 
  are measured in Threat. In most cases, the good and bad 
  elements will balance out to a Threat of 0. If someone 
  chooses to play a member of a Threat 0 Race, it doesn’t 
  cost them anything.
  Sometimes, Races will have more advantages than 
  disadvantages. When using a Racial template with a 
  positive Threat, the Threat is the number of Character 
  Points that must be paid to buy the Race, before 
  starting to buy the character’s Abilities.
  Likewise, if a Racial template has a negative Threat, 
  then playing a member of this Race yields an equal 
  number of bonus CP.
  Racial Modifiers
  Most Races have one or more Racial Modifiers, which 
  change the ‘average’ starting Level of an Ability. When 
  considering which Abilities deserve Racial Modifiers, 
  consider the following:
   
  ⬣ Is it appropriate for all members of the Race?
   
  ⬣ Is it due to physical, psychological or environmental 
  factors?
   
  ⬣ If the Modifier is purely social in nature, it may not 
  be best represented by a Racial Modifier.
  The value of a Racial Modifier depends on how 
  different a Race is from a basic human. Almost all 
  Racial Modifiers are only worth 1 or 2 points; larger 
  Modifiers are possible, but should be saved for only the 
  most exceptional cases.
  Racial Modifiers are worth Threat equal to their rating.
  Difference from Human
  Racial Modifier
  Slight
  ±1
  Moderate
  ±2
  Substantial
  ±3
  Massive
  ±4
  Enormous
  ±5
  Traits [p59]
  In addition to Ability Modifiers, Races may have other 
  Traits  – advantages and disadvantages that reflect their 
  inhuman capabilities. Traits are all rated in Threat, 
  which is added to the Race’s total.
  ‘Power’ is a very general Trait [p63] that allows a 
  Race to buy a Spell [p123] as a Power [p132]. This 
  allows Races access to a very wide range of unusual 
  effects.
  
  225
  UNDER THE HOOD
  creating creatUres
  Concept
  Designing a creature has the fewest restrictions of any 
  type of character creation. Therefore, it is especially 
  important to have a clear concept before deciding on 
  any game effects.
  If you are making a game version of a real-world animal 
  or an existing mythical creature, researching it even a 
  little will probably yield all sorts of interesting facts that 
  can be used to flesh out and influence the design.
   
  ⬣ What does the creature look like? Is it an existing 
  animal, a variation, hybrid or mutant, or is it a 
  unique creation? Consider the creature’s size and 
  shape, coloration, hide, markings, and bearing.
   
  ⬣ Are there any physical attributes that may have a 
  game effect, such as natural weapons (claws, teeth, 
  horns, hooves, spikes) or armour (bony plates, 
  leathery hide, gelatinous form, insulating coat)?
   
  ⬣ Does the creature have any unusual forms of 
  movement? Can it run, fly, swim, leap, climb or 
  burrow particularly well?
   
  ⬣ Does the creature have any innate powers? These 
  may cause spell-like effects, or effects unique to this 
  creature.
   
  ⬣ Where does the creature make its home? Where 
  does it sleep? How does it find food, and what does 
  it eat? How does it protect itself? Does it live in 
  social groups, or alone? How does it reproduce?
   
  ⬣ How will the creature react when encountered? 
  Not all creatures are hostile, and even those that 
  are may not always attack people. Is it territorial 
  or defensive? Will it fight or flee? Will it attack for 
  reasons other than food?
  Threat
  Creatures are made up of Abilities, Attributes and 
  Traits. All of these are measured in Threat. The higher a 
  creature’s Threat, the more dangerous it is.
  You don’t need to settle on a specific Threat total before 
  making a creature. Instead, just select the things you 
  think it should have and then see what Threat you 
  end up with. If you think it’s too dangerous, or not 
  dangerous enough, then you can modify it until you 
  achieve the right balance.
  Use the following table to roughly figure out how nasty 
  a particular creature will be, although that also depends 
  on the characters encountering it.
  Creature Threat
  Description
  around 0
  Pathetic
  around 5
  Weak
  around 10
  Average
  around 20
  Dangerous
  around 30
  Deadly
  around 50
  Epic
  around 75
  Devastating
  around 100
  Unstoppable
  Abilities
  If you intend for the creature to fight, make sure you 
  consider the following Abilities, even if they are taken 
  at 0.
   
  ⬣ Strength
   
  ⬣ Move
   
  ⬣ Toughness
   
  ⬣ Swim
   
  ⬣ Unarmed
   
  ⬣ Climb
   
  ⬣ Other Attack Abilities
   
  ⬣ Wits
   
  ⬣ Avoid
   
  ⬣ Stealth
  Many Abilities are irrelevant for creatures (Politics, 
  Music, Scholar). Instead of assigning negatives to all 
  such Abilities, it is better to use common sense and not 
  let creatures attempt an Ability roll that doesn’t make 
  sense.
  Traits [p59]
  The list of Traits is used to price anything unusual 
  about the creature that is not purely measured by 
  Abilities and Attributes.
  Creatures can take just about any Traits, although 
  naturally they should be ones appropriate to their 
  concept.
  Learning by Example
  If you are not sure what an appropriate Ability Level 
  is for a creature, or what sort of Traits and Powers to 
  give them, you can look through the Sample Creatures 
  [p198] in the Adversaries section . 
  Use any creature descriptions that are similar to what 
  you have in mind to get a feel for what sort of statistics 
  are appropriate.
  
  226
  UNDER THE HOOD
  Protection
  Designing armour is pretty easy. The main thing is to 
  decide how much protection it will provide against 
  the four different types of damage – Cutting, Piercing, 
  Bludgeoning and Energy.
  Compare your proposed armour to the listed armour 
  types [p164] to get a feel for appropriate Toughness 
  Bonuses. To make the calculations easier, assign an 
  even number of points (as in, divisible by 2) between 
  the four Damage Types.
  Cutting attacks are blocked well by metal. Even a loose 
  lattice of cut-resistant material, such as large metal 
  rings, can provide good protection. Soft armours such 
  as leather are more easily cut, and thus provide less 
  protection against Cutting attacks.
  Piercing attacks are best stopped by very hard or very 
  thick armour, or rigid armour which is shaped to deflect 
  blows. Armour with holes and gaps will be less effective 
  against Piercing weapons.
  Bludgeoning damage is reduced by well-padded armour, 
  such as padded leather or hide. Solid metal armour 
  such as plate also spreads the impact of the blow over a 
  wider area.
  Energy attacks are best absorbed by thick or insulating 
  armour. Some metal armour can conduct the effects 
  straight through to the wearer.
  Cost, Encumbrance, and Threat
  Add together the Toughness Bonuses you’ve assigned 
  to the four Damage Types to give the armour’s total 
  protection rating.
   
  ⬣ Cost per Location is equal to the total protection 
  rating divided by 4.
   
  ⬣ Enc per Location is equal to the total protection 
  rating divided by 4, minus 1, with a minimum of 0.
   
  ⬣ Threat per Location (in 12ths) is equal to the total 
  protection rating divided by 2.
  Lightweight Armour
  Modern and futuristic armours often provide better 
  protection for the same weight, as they use lightweight 
  materials and production techniques not available in 
  ancient times.
   
  ⬣ In most cases you can reduce Enc by ½ for modern 
  armour, and by 1 for futuristic armour. 
   
  ⬣ Any reduction in Enc results in an equivalent 
  increase in both Threat and Cost.
  creating armoUr
  
  227
  UNDER THE HOOD
  creating WeaPons
  Attack
  All weapons base their Attack on an Ability. Even 
  automated guns would have to be given a Shooting 
  score to determine how accurate they are.
   
  ⬣ Particularly well-made and balanced weapons may 
  get a +1 Attack Modifier. 
   
  ⬣ Particularly unbalanced, improvised or crude 
  weapons may get a -1 Attack Modifier. This includes 
  firearms whose barrel is shorter than standard for 
  the type, such as a sawn-off shotgun. Really poor 
  weapons may get a -2 Attack Modifier.
  The following is a list of Abilities that are commonly 
  used as Attack Abilities, and the general types of 
  weapons they are best suited for. Please note that this 
  is not an all-inclusive list! Some unusual or specialist 
  weapons use very unusual Abilities to attack, such as 
  Farming for a scythe, or Wits for spit-blades.
  Attack Ability Weapon Types
  Melee
  Knives, swords, thrown,  
  single-handed.
  Unarmed
  Hands, feet, teeth, natural weapons,  
  weapons used with clenched fists.
  Avoid
  Whips, flails, flexible weapons,  
  indirect weapons.
  Strength
  Axes, hammers, heavy crushing and 
  cleaving weapons.
  Bows
  Bows, crossbows.
  Shooting
  Pistols, sub-machineguns, 
  shotguns, rifles.
  Gunnery
  Cannons, flamethrowers,  
  heavy weapons.
  Demolitions
  Mines, explosives, booby traps.
  Standard Blades
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Shortsword
  Melee
  Strength+1
  C
  4
  2
  2
  Longsword
  Melee
  Strength+2
  C
  6
  4
  3
  Greatsword
  Melee
  Strength+3
  C
  8
  6
  4
  Heavy Blades
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Scimitar
  Melee-1
  Strength+2
  C
  5
  3
  2
  Falchion
  Melee-1
  Strength+3
  C
  7
  5
  3
  Great Scimitar
  Melee-1
  Strength+4
  C
  9
  7
  4
  Light Blades
  Attack
  Damage
  Type Special
  Cost
  Enc Thr
  Smallsword
  Melee+1
  Avoid
  P
  5
  1
  2
  Rapier
  Melee+1
  Avoid+1
  P
  7
  3
  3
  Sabre
  Melee+1
  Avoid+2
  C
  9
  5
  4
  So you have a weapon in mind, but you can’t find 
  it on the list. Or, you really want to make a custom 
  triple-barrelled shotgun with under-mounted grenade 
  launcher. This section takes you through the design 
  process step by step.
  For close-combat weapons there is a basic design 
  formula, which has been used to generate most basic 
  types of weaponry. While these archetypes are a good 
  start, they should in no way discourage you from 
  coming up with esoteric weapons based on different 
  values.
  The Standard Blades are the basic close-combat weapon 
  archetype. The Heavy and Light blades are constructed 
  to fit conceptually between the Standard Blade types 
  – for example, the Rapier could be considered a light 
  Longsword, or an accurate Shortsword. Their Cost and 
  Enc reflect this half-way fit.
  
  228
  UNDER THE HOOD
  creating WeaPons
  Damage
  Damage will either be rated as an Ability plus a Damage 
  Modifier, or a set number.
  Most close-combat weapons and bows use an Ability 
  for their base Damage. The Ability used depends on 
  the type of weapon. Strength is the default Ability 
  for most weapons. Abilities other than those listed in 
  the Damage Ability table may be used for strange or 
  specialised weapons, such as Fishing for a fishing spear, 
  or Charm for spit-blades.
  Damage Ability Weapon Types
  Strength
  Knives, swords, unarmed, natural 
  weapons.
  Toughness
  Axes, hammers, staves, heavy 
  crushing and cleaving weapons.
  Melee
  Whips, flails, flexible weapons,  
  indirect weapons.
  Hunting
  Bows, thrown spears.
  Avoid
  Some light blades.
  Unarmed
  Some Grappling weapons.
  Damage Mod
  Weapon Types
  -1
  Bare hands, minuscule weapon.
  0
  Dagger, tiny weapon.
  +1
  Shortsword, small weapon.
  +2
  Longsword, average weapon.
  +3
  Greatsword, large weapon.
  +4 or more
  Giant, magical, or power-weapons.
  Damage Value Weapon Types
  1
  Hand Crossbow
  2
  Light Handgun, Light Crossbow.
  3
  Autopistol (9mm), Crossbow.
  4
  Revolver, Heavy Crossbow.
  5
  Hunting Rifle (.202)
  6
  Assault Rifle (5.56mm)
  7
  Heavy Hunting Rifle (.303)
  8
  Battle Rifle (7.62mm)
  10
  Heavy Machinegun (12.7mm).
  1D6+1
  Shotgun (12gge), Frag Grenade.
  1D6+2
  Shotgun (10gge).
  Damage Type Weapon Types
  Cutting
  Blades, shears, claws and teeth.
  Piercing
  Spears, bullets, spikes and horns.
  Bludgeoning
  Staves, maces, knuckledusters, 
  shotgun pellets, fists, hooves.
  Energy
  Flamethrowers, beam weapons.
  Grapple
  Whips, chains, ropes, tentacles, 
  hands.
  Stun
  Tasers, concussion grenades, 
  boxing gloves.
  If an Ability is used as the base for Damage, then it 
  will have a Modifier. This normally ranges between 0 
  and +3, and represents the general size of the weapon. 
  Some weapons may have Damage Modifiers of –1, 
  or up to +5. Exceptional weapons may even have 
  Modifiers above +5. Use the Damage Modifier table as 
  a guide.
  Weapons such as guns, explosives, and other weapons 
  that do not rely on the skill of the user to generate 
  damaging force will have a set number for Damage, 
  rather than an Ability and a Damage Modifier. Some 
  weapons such as shotguns actually use a dice to 
  determine the strength of the damage that hits. This 
  dice should not be confused with the dice rolled to 
  determine Damage. In particular, it is not open-ended, 
  and is simply used to determine the power of an attack 
  before the Damage dice is rolled.
  Damage Type
  There are six basic types of damage. A weapon must 
  have at least one of these. 
  Damage Type determines effectiveness against certain 
  types of armour, or may allow modes of attack that 
  bypass armour altogether. It’s also used to determine 
  the effects of Critical Hits [p91].
  
  229
  UNDER THE HOOD
  creating WeaPons
  Special
  You can apply any appropriate Special Weapon 
  Attributes [p166] to a weapon. Each has its own 
  Threat value.
  Special Weapon Attributes should be selected to reflect 
  how the weapon is supposed to work, rather than just 
  adding extra things to make it more powerful.
  Cost
  The cost of a weapon is mostly affected by Threat and 
  size.
   
  ⬣ Standard melee weapon costs are 2, 4, 6 or 8 CU 
  depending on the size of the weapon.
   
  ⬣ Having an Attack or Damage Bonus higher than 
  normal tends to increase the cost by 1 CU – see 
  the Heavy and Light Blades tables [p227] for 
  examples.
   
  ⬣ Firearms and most other weapons tend to cost 
  around twice their Threat in CU. This may vary 
  depending on the size and weight of the weapon, the 
  quality of its material, and workmanship.
  If in doubt, compare your creation to existing examples, 
  or use your judgment.
  Encumbrance
  The Enc of an item largely depends on its type, and 
  how much damage it does. The Standard Enc ratings for 
  close-combat weapons and modern firearms are:
  Close Combat
  Firearms
  Enc
  Ability+0
  2
  1
  Ability+1
  4
  2
  Ability+2
  6
  4
  Ability+3
  8
  6
  Ability +4
  10
  8
  Ability+5
  12
  10
   
  ⬣ A weapon with a +1 to Attack will tend to be a point 
  lighter than a standard one, while a weapon with a 
  -1 to Attack will tend to be a point heavier. See the 
  Heavy and Light Blades tables [p227].
   
  ⬣ Bows, guns, and thrown weapons are usually lighter 
  than melee weapons. Take into account the options 
  and configuration when deciding if a weapon should 
  be heavier or lighter than comparable weapons.
   
  ⬣ Very small thrown weapons may have ½ Enc or 
  lower! Since these weapons are often taken in large 
  quantities and are disposed of when used, this is not 
  worth any extra Threat. 
  The best way to figure out the appropriate Enc for a 
  new weapon is to compare it to any similar items on the 
  weapon lists.
  Threat
  The Threat of a weapon is based on its Attributes.
   
  ⬣ Add or subtract any Attack Modifier.
   
  ⬣ If the weapon uses a set number for Damage, add 
  this number. 1D6 is worth 4 points, but 2D6 is 
  worth 7 points.
   
  ⬣ If the weapon uses an Ability and a Damage 
  Modifier, add the Modifier plus one.
   
  ⬣ If the weapon has more than one damage type 
  (except Stun), add 1 Threat. If a weapon does only 
  Stun damage, halve the total Threat.
   
  ⬣ If the weapon has any Special Weapon Attributes 
  [p166], add the appropriate Threats.
   
  ⬣ If the weapon is lighter than normal for its type (not 
  counting the standard Enc Modifier for Light and 
  Heavy Weapons), add 1 Threat.
   
  ⬣ To find the Threat of combination weapons, figure 
  out the Threat of each individual component, and 
  simply add them together.
  
  230
  UNDER THE HOOD
  creating maPs
  Maps come in many forms. The most common 
  maps in PowerFrame are Battle Maps [p66] and 
  World Maps [p100]. You may also find it useful 
  to create relationship maps to keep track of your 
  factions [p217].
  You can create maps of physical locations either with or 
  without a hex grid. With all maps, it’s advisable to use 
  a top-down approach. Start by outlining general areas 
  and making sure you’re happy with their relation to 
  each other, and then add details to flesh things out.
  World Maps
  If your game will involve overland travel, it’s probably 
  a good idea to create a hex-based World Map for use 
  with the Travel rules [p99]. Otherwise, a sketch 
  map showing relative distances should suffice for games 
  where travel isn’t a major issue.
  Keep in mind, 20km World Hexes are very large areas, 
  so it’s not unrealistic to have highly varied terrain in 
  even a small area of the map.
  Once you have an idea in your head of the area you’ll be 
  mapping, start with some freehand pencil sketches over 
  the hex grid. 
   
  ⬣ Sketch in the vague shape of any coastlines.
   
  ⬣ Develop the topography. Draw lines or blobs to 
  represent areas of hills and mountains. If you’re 
  using Contours, figure out roughly what the shape 
  of the land is.
   
  ⬣ Taking into account the topography, sketch in some 
  lines for major rivers and tributaries. These will 
  generally flow from mountain ranges to the sea, but 
  rivers can also start from hills, swamps,  lakes, and 
  even open flat terrain. If you know the prevailing 
  wind direction, you can predict which side of a 
  mountain range will get the most rain, and which 
  will be drier.
   
  ⬣ Plan out major areas of vegetation. Sketch in areas of 
  forest and jungle where there’s good water flow, and 
  make note of sparse and arid regions.
   
  ⬣ Start firming up the terrain by assigning Topography, 
  Vegetation, and other Markers [p101] to specific 
  Hexes. Start adding detail and local variation.
   
  ⬣ Place major settlements and define other signs of 
  civilisation such as roads, borders, ruins, and mines.
  Advice for preparing final World Maps can be found on the 
  following page. 
  Location Maps
  Locations such as settlements, buildings, ruins, and 
  rural areas are probably best left as sketch maps unless 
  you are sure they will see combat [p65].
  You can draw location maps onto Small Hex 
  Grids [p206] to plan out large areas (with a rough 
  sketch or meticulous detail), and then transfer specific 
  areas to a full-sized Battle Map when the need arises.
  Given the wide variance of location maps, it’s difficult 
  to provide much specific guidance. Pay attention to 
  how the map flows, where it creates and denies access. 
  Mentally walk through the place to familiarise yourself 
  with the layout.
  Relationship Maps
  These are maps that show the relationships between 
  various elements such as NPCs and organisations. 
  If you are developing a situation-based scenario 
  [p217], relationship maps are invaluable for defining 
  an organisation’s structure, detailing splinter groups, 
  and for analysing conflicts and motivations when 
  looking for adventure hooks.
   
  ⬣ Start by drawing a big circle for each major faction. 
   
  ⬣ Use medium-sized circles within each faction to 
  represent groups – departments, divisions, armed 
  forces, secret groups, traitors in their midst. 
   
  ⬣ Draw small circles to represent the major individuals 
  within the organisation – leaders, diplomats, 
  functionaries, and anyone who wields power or 
  who has a relationship to the PCs. Some of these 
  individuals will be within a group (a sergeant inside 
  a militia), and some will be outside a group but 
  connected to it (an executive with control over the 
  militia and the public relations unit).
   
  ⬣ Draw connections between factions, groups, 
  and individuals, noting how they are connected. 
  Anywhere on the map, a connection may represent 
  control, alliance, or antagonism.
  
  231
  UNDER THE HOOD
  creating maPs
  Drawing World Maps
  Here are a few tips and tricks for drawing neat and 
  usable maps when developing your own World 
  Maps [p100], when extending the Players’ Map as 
  their characters explore the world, or when creating a 
  special Battle Map [p66].
  Equipment
  To draw a map, you’ll need:
   
  ⬣ Blank Hex grid paper [p203].
   
  ⬣ A black fine-line marker (or any fine felt-tip pen, 
  ball-point pen, or dark black pencil).
   
  ⬣ A set of colour pencils.
  Pencil Colours
  Ideally, you’ll want all of the following colours. 
  Alternatives are listed for the harder to find shades.
   
  ⬣ Yellow for Arid, Beach, Sandbar.
   
  ⬣ Orange for Cliffs.
   
  ⬣ Red for Civilisation.
   
  ⬣ Light Blue for Streams, Rapids, Shallow Water.
   
  ⬣ Dark Blue for Rivers, Waterfalls, Deep Water. Use 
  heavier pressure to draw areas of Trench.
   
  ⬣ Light Green for Light Vegetation.
   
  ⬣ Mid Green for Forest. Alternately, use Dark Green 
  with lighter pressure.
   
  ⬣ Dark Green for Jungle. Alternately, use Mid Green 
  with heavier pressure.
   
  ⬣ Tan for Sparse Vegetation. Alternately, use Olive, or 
  apply Orange or Brown with lighter pressure.
   
  ⬣ Brown for Tracks, Roads.
   
  ⬣ Black for Sealed Roads, Caves.
  The most important thing is to make sure you can easily 
  tell apart the five colours used for Vegetation, and that they 
  don’t blend in too much with the blues, browns and oranges 
  used for other map details.
  As long as you colour consistently, you can make a ‘key’ at 
  the bottom of the map so people can tell at a glance what 
  your different colours mean.
  Details
  Begin by drawing the markers for Civilisation, Roads, 
  Rivers, Streams, Cliffs and Beaches. Also include the X 
  part of Reefs and Sandbars.
  Draw on the details even if they are on the far edge of a 
  visible area or behind a Mountain.
  Some Map Markers may be concealed until specifically 
  discovered, such as a Site or Village. It’s okay to leave these 
  off until later, as you can usually draw them over the top.
  Colour
  Colour the Hexes in with their solid Vegetation or 
  Water colour codes, being careful not to go over the 
  details you just drew on. Try not to press too firmly, 
  unless you need the extra pressure to distinguish a 
  Jungle or Trench.
  Topography
  Use your black fine-liner to draw on the Topography 
  icons. You can also write on location names, if known 
  to the players.
  
  232
  UNDER THE HOOD
  creating arcana
  Major Arcana are the keys to creating new mystical 
  effects. Minor Arcana can be used to expand or 
  refine the range of targets available for certain Major 
  Arcana.
  Creating Major Arcana
  A Major Arcana is the fundamental essence of an effect, 
  removed of any temporal or spatial considerations 
  covered by Parameters [p133].
  The included list of Major Arcana [p136] already 
  covers most strongly-defined game effects (Burn, 
  Damage, Slow/Speed). New Arcana are more likely to 
  affect the fiction without having a rigidly mechanical 
  effect (Telepathy, Comprehend,  Condense/Expand). In 
  some cases though, you might want to mechanically 
  handle an existing effect in a new way.
  All Major Arcana should have single-word names.
  Effect
  Try to pin down the core of what your new Arcana 
  does. Write its effect in as brief a form as possible, while 
  trying to ensure it’s not open to misinterpretation or 
  abuse.
  Minor Arcana
  If your new Major Arcana could apply to a range 
  of different subjects (Detect, Dominate), you might 
  consider requiring a Minor Arcana. This will effectively 
  create an array of different Spells with separate subjects 
  (Dominate Animals, Dominate Undead, Dominate 
  Living).
  Not all Major Arcana need a Minor Arcana. Sometimes 
  it is better to just have the effect work logically on 
  whatever it targets (Burn, Slow, Glue).
  Parameters
  Think about how you envision the Arcana being used 
  in a Spell, and consider if any Parameters will cause 
  problems or not make sense. Generally you should be 
  as permissive as possible when restricting the use of 
  Parameters, but there are some combinations you’ll 
  want to avoid.
   
  ⬣ Offensive Spells (Confuse, Drain) usually require 
  a Limited Action or slower to cast. If you allow 
  Standard or Free Actions, the Spell can be used 
  more frequently than a standard Attack action.
   
  ⬣ If you envision the Spell only affecting the caster, 
  you might want to restrict the Range to Self. 
  However, if there’s even the slightest possibility of 
  casting the effect on another character, don’t restrict 
  the Range (Ambidextrous, Longshot).
   
  ⬣ You generally shouldn’t restrict the Area unless the 
  Spell will never affect multiple Targets (Enchant, 
  Rebind) or you can’t use the Area Parameter to 
  describe the Spell’s effects properly (Forecast, 
  Dowse).
   
  ⬣ Most offensive Spells should be Instant, to prevent 
  a potentially massive outpouring of damage for the 
  cost of one Spell (Damage, Drain); however, there 
  are exceptions (Burn, Confuse) when the Arcana 
  could conceptually affect an area continuously 
  (Curse, Cloud). Some beneficial Spells don’t make 
  sense if they are Instant (Breathe, Increase), while 
  others do (Enchant, Restore). Consider how the 
  Spell will be used, and what effect an Instant or non-
  Instant Duration will have.
  Casting Resistance
  Setting the Casting Resistance for a Major Arcana is 
  something of an inexact science. Start by comparing 
  your effect to similar Major Arcana, and consider the 
  following:
   
  ⬣ Almost all Major Arcana have a Resistance of at least 
  2, and will generally be an even number.
   
  ⬣ If the effect is powerful, increase the Resistance by 2 
  to 4 points. 
   
  ⬣ If the Spell should require significant effort or a 
  ritual to cast, increase the Resistance by 4 to 6 
  points.
   
  ⬣ If the Spell requires Minor Arcana, consider 
  reducing the Major Arcana’s Resistance to 
  compensate.
   
  ⬣ If the Spell is primarily intended to affect the Caster, 
  increase the Resistance by 2 points.
  Burn (a simple effect) has Resistance 2.
  Reach (a minor effect mostly intended for use on the 
  caster) has Resistance 4.
  Dispel (a powerful effect) has Resistance 6.
  Intangible (a powerful effect mainly intended for use on 
  the caster) has a Resistance of 8.
  Paralyse (a very powerful effect requiring great effort )
  has Resistance 10.
  Resurrect (the most powerful Major Arcana, usually 
  requiring a Ritual) has Resistance 12.
  
  233
  UNDER THE HOOD
  Creating Minor Arcana
  Minor Arcana define the subjects that Major Arcana act 
  upon. Minor Arcana are sorted into groups that share 
  some similarity, so that any Minor Arcana from a group 
  is interchangeable when constructing Spells.
  New Groups
  If none of the existing groups are suitable for a Major 
  Arcana you’ve created, you may need to create a new 
  group of Minor Arcana. 
   
  ⬣ Give the group a unique name.
   
  ⬣ Make sure that all Minor Arcana in the group will 
  create a Spell that makes sense when combined with 
  its Major Arcana.
  New Minor Arcana
  You can fairly easily slot new Minor Arcana into 
  a suitable existing group. The Matter and Subject 
  groups are the most flexible, and the Subject group in 
  particular could be reorganised or expanded to suit a 
  particular game world.
  Unique Minor Arcana
  Some Minor Arcana are optional add-ons that affect 
  the performance of a Spell. Some may only attach to 
  specific Major Arcana (leech, specify), while others have 
  more general application (discretion, result-1). Review 
  the existing Unique Minor Arcana [p150] to get a 
  feel for their utility.
  Resistance
  Use the following guidelines to judge the Resistance of 
  original Minor Arcana.
  Res Minor Arcana
  0
  ‘Default’ Minor Arcana (scale: battle) are 
  unusual. Casters will automatically know these 
  if they have a related Major Arcana  
  (Telepathy, Teleport).
  1
  Most Minor Arcana are quite specific or 
  utilitarian (environment: cold, attribute: health).
  2
  More general or powerful  
  (subject: solid, pool: mana).
  4
  Very broad or powerful  
  (subject: any, scale: world).
  6
  Extremely broad or powerful 
  (arcana: harm, scale: global).
  creating arcana
  
  234
  INDEX
  Index
  A
  Abilities
  Ability Descriptions  
  30
  Ability Groups  28
  Ability Levels  7
  Ability List  27
  Getting to Know the 
  Abilities  19
  Specialisations  29
  Summary  7
  Ability Loss  97
  Ability Rolls  10
  Acid  82
  Acrobatics  31
  Acting  31
  Actions  69
  Double  69
  Extended  69
  Free  69
  Limited  69
  Standard  69
  Advances  25
  Aim  78
  Animals  31
  Appraise  32
  Archetypes
  Creating  223
  Sample  195
  Armour
  Armour Attributes  
  162
  Armour Lists  164
  Basic Armour  21
  Creating  226
  Artisan  32
  Attack  72
  to Grapple  75
  to Push  76
  to Wound or Subdue  
  74
  Attributes
  Carry  54
  Endurance  55
  Health  49
  Hit Locations  53
  Movement  56
  Ranking  58
  Size  51
  Structure  50
  Summary  9
  Threat  57
  Avoid  32
  Defence Option  73
  B
  Balance  70
  Berserk  32
  Bleed  82
  Blindness  88
  Block  73
  Bows  32
  Broken  97
  Bureaucracy  33
  Burn  83
  Burrow  33
  Businesses  117
  C
  Called Shot  79
  Carry  54
  Casters  127
  Vocabulary  127
  Character Creation  16
  Character Maintenance  
  24
  Charm  33
  Climb  34
  Combat  65
  Command  34
  Conditions  82
  Conflict  65
  Confusion  84
  Construction  35
  Cooking  35
  Creatures
  Creating  225
  Sample  198
  Critical Failure  11
  Critical Failure Tables  
  89
  Critical Hits  91
  Bludgeoning Criticals  
  94
  Cutting Criticals  92
  Energy Criticals  95
  Grappling Criticals  95
  Piercing Criticals  93
  Push & Stun-Only 
  Criticals  96
  Critical Success  11
  D
  Damage Rolls  12
  Dancing  35
  Darkness  88
  Dead  49
  Defence Options  73
  Demolitions  35
  Designing Scenarios  
  215
  Dice Rolls  10
  Ability Rolls  10
  Damage Rolls  12
  Random Directions  
  12
  Random Tables  12
  Difficulty  10
  Displacement  79
  Drop Item  77
  Dual-Wielding  80
  Dying  49
  E
  Earning a Living  121
  Effect  10
  Encounters  110
  Endurance  55
  Engineering  35
  Equipment
  Basic Equipment  21
  Camping & Travelling  
  155
  Clothing  156
  Containers  157
  Eating & Drinking  
  158
  Fire & Lighting  159
  Livestock & Animals  
  160
  Specialist Gear  161
  Escape  71
  Evade  78
  Experience Points  25
  Exposure  116
  F
  Facing  80
  Farming  35
  First Aid  78
  Fishing  36
  Fly  36
  Fortune  37
  Fortune Teller  37
  Fugue  25
  G
  Gaming  37
  Getting Lost  112
  Grapple  75
  Grapple Follow-Up  75
  Wrestle  75
  Guide  38
  Gunnery  38
  H
  Health  49
  Helping  11
  Hex Maps  14
  Hit Locations  53
  Hold  84
  Holding Your Breath  84
  Hunting  38
  I
  Impact  85
  Initiative  68
  Instant Death  97
  L
  Languages  39
  Leap  70
  Lie Prone  71
  Looks  39
  Lost Roll  112
  M
  Magic  39
  Major Arcana
  Creating  232
  Descriptions  139
  Summary Listings  
  136
  Mana  39
  Maps
  Blank  203
  Creating  230
  Margin  10
  Medical  40
  Melee  40
  
  235
  Mining  41
  Minor Arcana  149
  Creating  233
  Money  154
  Mountaineer  41
  Mounted Combat  71
  Move  41
  Movement  56
  Moving  70
  Composite Movement  
  79
  Music  42
  N
  Navigation  42
  NPCs  222
  O
  Obscuration  88
  P
  Paralysed  98
  Parameters  133
  Parry  73
  Pick Up or Arrange 
  Item  77
  Pilot  42
  Pitching a Game  213
  Pitch Sheet  214
  Poison  86
  Politics  42
  Premise  212
  Programming  43
  Prone  80
  R
  Races
  Creating  224
  Racial Modifiers  7
  Sample  194
  Ranking  58
  Reload  77
  Resistance  10
  Restraints  43
  Result  10
  Ride  43
  Running a Session  219
  S
  Sample Spells  151
  Scale  14
  Battle Scale  66
  World Scale  100
  Scholar  44
  Security  44
  Seduction  44
  Set Weapon  78
  Sever  98
  Shooting  44
  Singing  44
  Size  51
  Size Differential  73
  Specialisations  29
  Spell Structure  124
  Stand Up  71
  Stealth  45
  Streetwise  45
  Strength  46
  Structure  50
  Stun  87
  Subterfuge  46
  Successes  10
  Survival  46
  Swap Positions  71
  Swim  47
  T
  Taking Longer  11
  Tech  47
  Threat  57
  Throwing Weapons  81
  Toughness  48
  Traits  59
  Travel  99
  Two-Weapon Fighting 
   – See Dual-Wielding
  U
  Unarmed  48
  Unconscious  49
  Underwater  81
  Use Item  77
  V
  Vehicles
  Air Vehicles  189
  Land Vehicles  187
  Manual Vehicles  186
  Power Armour  191
  Water Vehicles  188
  Vehicles, Basic 
  Operation  185
  Visibility  88
  W
  Wait  78
  Weapons
  Basic Weapon 
  Attributes  165
  Basic Weapons  22
  Creating  227
  Special Weapon 
  Attributes  166
  Weapon Lists  172
  Weaponsmith  48
  Weather  107
  Willpower  48
  Wits  48
  World-Building  211
  World Map  100
  Civilisation  105
  Key  101
  Map Markers  105
  Movement  113
  Topography  103
  Vegetation  104
  Vision  115
  Water  104
  Wrestle  75
  INDEX
  
   
  Pool Stats
  Stat
  Max Current
  Health
  Endurance
  Weapons
  Weapon
  Attack
  Damage
  Thr Eq
  Enc
  Cost
  Type Special
  Armour
  Location Type
  C
  P
  B
  E
  Thr
  Enc
  Cost
  Head
  1
  Chest
  Stomach
  Hips
  Arms
  Legs
  2
  3
  4
  5
  6
  /12
  /12
  /12
  /12
  /12
  /12
  Body Armour Totals
  Abilities
  Ability / Spec
  ± Race
  = Lvl
  Adv CP
  Equipment
  Item
  Bio
  Name
  Race
  Role
  Age
  Size
  Physique
  Enc
  Gender
  Weight
  Complexion
  Carry & Encumbrance
  Carry
  Burden
  Situation Enc
  Travel
  Combat
  Strength
  × Carry Mult
  + Carry Bonus
  = Carry
  Advancement
  Threat
  Experience
  Progress
  + Equip Treat
  = Total Treat
  Basic Unarmed
  Unarmed
  Strength-1
  BG
  -
  -
  -
  Character Sheet
  Player
  Game
  © Craig Judd 2015. Reproduction permited for personal use.
  Size Diferential = Atacker’s Size - Defender’s Size. Add Diferential to Avoid rolls. Subtract Diferential from Toughness rolls when Resisting an Ability-based Physical Efect.
  Thr Eq
  Enc
  Cost
  Movement
  Size Mod
  
  Mystic Record Sheet
  MAJOR ARCANA
  ARCANA
  Parameter Restrictions
  Compatible Minor Arcana
  Res
  minor arcana
  arcana
  Categories
  Res
  arcana
  Categories
  Res
  Parameters
  Action
  Res
  Voc
  Voc
  Voc
  Voc
  ritual
  -6
  -4
  -3
  -2
  0
  2
  extended
  double
  limited
  standard
  fee
  Area
  Res
  single
  0
  1
  2X
  2X
  2X
  4X
  adjacent
  areaX
  coneX
  wallX
  radiusX
  Duration
  Res
  instant
  0
  X
  2
  8
  durationX
  reserve
  permanent
  Range
  Res
  self
  -2
  0
  X
  touch
  rangeX
  Mana
  Type
  Current
  Lvl
  Available
  Unavailable
  Spent
  Reserved
  Game
  Character
  Magic
  Type
  Vocab Max
  Vocab Used
  Lvl
  © Craig Judd 2015. Reproduction permited for personal use.
   
  
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  Spell
  Name:
  MAJOR:
  [minor]:
  (minor):
  Res/Lvl
  {Action:
  {Range:
  {Area:
  {Duration:
  © Craig Judd 2015. Reproduction permited for personal use.
   
  
  NPC Record Card
  Name
  Race
  Role
  Group
  Game
  Item
  Thr
  Equipment
  Enc
  Enc
  Thr
  Progress
  Threat
  Equip. Tr.
  XP
  Total Threat
  Type
  At
  Dmg
  Spec
  Main Hand
  Enc
  Thr
  Type
  At
  Dmg
  Spec
  Off Hand
  Enc
  Thr
  Ability
  Lvl
  Abilities
  Mod
  Progress
  NPC Record Card
  Name
  © Craig Judd 2015.
  Reproduction permited for personal use.
  Health
  Attributes
  Size
  Burden
  Enc
  Carry
  Current
  End.
  /
  NPC Record Card
  Name
  Race
  Role
  Group
  Game
  Item
  Thr
  Equipment
  Enc
  Enc
  Thr
  Progress
  Threat
  Equip. Tr.
  XP
  Total Threat
  Type
  At
  Dmg
  Spec
  Main Hand
  Enc
  Thr
  Type
  At
  Dmg
  Spec
  Off Hand
  Enc
  Thr
  Ability
  Lvl
  Abilities
  Mod
  Progress
  NPC Record Card
  Name
  © Craig Judd 2015.
  Reproduction permited for personal use.
  Health
  Attributes
  Size
  Burden
  Enc
  Carry
  Current
  End.
  /
  Loc Type
  Armour
  Enc
  Thr
  C
  P
  B
  E
  Loc Type
  Armour
  Enc
  Thr
  C
  P
  B
  E
   
  
SOURCE: textdata/thevault/Deduped  Shit/Mecha & Kaiju/PowerFrame (Updated).pdf