TEXT: ©2003 Sean McLane / Sanguine Productions Ltd. All rights reserved. Permission to reproduce for personal use. 
  Tests 
  Success Level 
  Acrobatics 
  Bluff 
  Gossip 
  Meditation 
  Botch,  
  Overwhelming Failure 
  Take 1 Fatigue, sent reeling and 
  position doesn’t change 
  Lie so badly you insult the other 
  person. 
  You commit an embarrassing faux 
  pas. 
  Nothing 
  Failure 
  Sent reeling & position unchanged. 
  The other person sees your bluff. 
  You get nothing. 
  Nothing 
  Tie 
  Unchanged position 
   but act 
  normally 
  They are suspicious of your claim. 
  Get the latest buzz. 
  Often wrong. 
  Nothing 
  Success 
  Change position and choose new 
  maneuver this round. 
  They believe you. 
  Get the latest news. 
  1 Spell Point 
  Overwhelming Success 
  Change position and choose new 
  maneuver this round 
  You have converted them to your 
  cause! 
  You get the inside information! 
  2 Spell Points and you get a free 
  reroll 
   
   
   
   
   
  Required Roll: 
  Speed & Acrobatics vs. 
  Position Chart Difficulties 
  Mind OR Will, Charisma & Fast 
  Talk vs. 
  Mind & Psychology 
  Etiquette, Carousing, Race, 
  Streetwise, OR Career vs. Town size 
  Wizard Trait & Meditation vs. 
  Distraction Table 
   
   
  Position Chart Difficulties 
  Dice 
  Town Size 
  Dice 
  From kneeling to standing 
  2d8 
  Hamlet (population 10+) 
  d6 
  From lying down to standing 
  2d10 
  Village (population 100+) 
  d8 
  From falling to flying (if appropriate) 
  2d8 
  Town (population 1,000+) 
  d10 
  Off Balance (from Reeling) 
  not permitted 
   
  City (population 10,000+) 
  d12 
   
   
   
   
   
   
   
   
   
   
  Hiding 
  Using a skill without any skill 
  Mind, Camouflage, Stealth vs. Mind & Observation 
  Roll your Mind twice and take the lower value 
   
   
  Knowledge Tests 
  Field of Knowledge & Mind vs. 
  Mind & Observation 
  Leadership Table 
  Dice 
  Leadership Results 
  History or Legend 
  Lore 
  Outnumbered 2-1 or more 
  2d8 
  ¼ of your group is down 
  2d4 
  Botch, Over-
  whelm Failure 
  Full rout! 
  Landmarks, Local Offices, Points of 
  Interest 
  Area Knowledge 
  ½ of your group is down 
  2d8 
  ¾ of your group is down 
  2d10 
  Failure 
  Partial rout. The number 
  rolled is how many flee. 
  Guild Structure and Procedures 
  Appropriate Career 
  Tie 
  Stand ground unless a 
  coward or craven 
  Local Laws, Judges & Rules 
  Law 
  Rally ally from abnormal Mental 
  State 
  Original 
  difficulty 
  Success 
  Rally! Cure 1ally 
   
  Habits of Animals, marks And 
  breeds 
  Animal Handling 
   
   
   
   
  Charisma & Leadership vs. Difficulty 
   
   
  Overwhelming 
  Success 
  Heroic rally! Never say die! & 
  cure 2 allies of abnormal 
  mental state 
   
   
  Benefits of Focus 
   
  Reeling Resolution 
   
  For Defense 
  +1 Bonus on 1 Defense roll 
  (Parry, Block, Dodge) 
   
  Botch 
  Fall down, drop weapon, Reeling, lose 1 Fatigue 
  To Hit 
  +1 on To-Hit Dice 
   
  Overwhelmingly Fail 
  Fall & Reel 
  To Reduce Spell Cost 
  Reduce by 1 Magic Point, down to zero 
   
  Fail 
  Reel 
  To Remove Awkwardness 
  May choose easy maneuver 
   
  Tie 
  No effect 
   
  Success 
  No effect 
  Interrupt 
  “Act” to interrupt someone with higher initiative 
   
  Overwhelming Success 
  No effect, scoff at attacker 
   
   
   
  Focussed Attack 
  Treat Successful attack as Overwhelming Success To Hit 
  Cumulative with maneuvers 
   
   
   
  Reeling, Guarding, Abnormal Mental States disrupt focus 
   
   
   
   
  Distraction Table 
  Dice 
  Contests of Strength 
  Dice 
  In your private lodge in a place of magic power 
  None 
  Break down an inner door. 
  2d8 
  A nice, quiet spot. 
  2d4 
  Break down a barred door. 
  2d12 
  A private room at an Inn or normal household. 
  2d6 
  Lift a Big Gate 
  4d12 
  A room shared by others. 
  2d8 or worse 
  Arm wrestle someone else 
  vs. Str 
  A noisy, boisterous place. 
  2d10 or worse 
   
   
   
  
  ©2003 Sean McLane / Sanguine Productions Ltd. All rights reserved. Permission to reproduce for personal use. 
  Ambush! 
  Ambushers use the lowest Speed score and the highest else wise for multiple characters. Targets use the highest dice of all characters. 
  Circumstance 
  Ambusher 
  Target 
  Result 
  Ambusher 
  Target 
  Not expecting trouble 
  Speed 
  Sixth Sense 
  Ambusher Botches 
  Normal State 
  Focused 
  Target Succeeds 
  Normal State 
  Normal State 
  Tie 
  Normal State 
  Focused 
  Ready for trouble! (Normal during 
  daytime or alert Guards at Night) 
   
  Mind 
  Ambusher Succeeds 
  Focused 
  Normal State 
  Known Area 
  Area Knowledge 
  Area Knowledge 
  Target Botches 
  Focused 
  Reeling 
  Good Hiding Place 
  Camouflage, Stealth 
  Observation 
   
   
   
  Traitor in the Midst 
  Traitor’s Fast-Talk 
  Psychology 
   
   
   
   
   
  Positions! 
  Position 
  Defense 
  Attack 
  Move 
  Acrobatics 
  Standing 
  Normal 
  Normal 
  Normal 
  None 
  Kneeling 
  -1 dodge, no retreat 
  -1 to all weapons except for 
  crossbows, guns & magic 
  None 
  2d8 to stand 
  Lying Down 
   
  -1 on all defense, but can retreat by rolling 
  away. 
  -1 to all weapons except for 
  crossbows, guns & magic 
  Roll at stride rate 
  2d10 
  Flying 
  Normal 
  Normal 
  Flying 
  None 
  Falling 
  -1 to all defense, no retreat possible 
  -1 to all attacks 
  Only Down 
  2d8 to fly (if appropriate) 
  Reeling 
  -1 to all defense, no retreat possible 
  No attack possible 
  None 
  None 
   
  Long Term Healing 
  Total Damage Suffered 
  Easy: A whole day of bed rest 
  Medium: A day of minimal 
  physical activity, no more than 
  walking 
  Hard: A day of traveling, or a day 
  with strenuous activity, such as a 
  combat encounter 
  Extreme: A day with extreme 
  physical labor, or very poor living 
  conditions. 
  1 
  d4 
  2d4 
  2d6 
  2d8 
  2 
  d6 
  2d6 
  2d8 
  2d10 
  3 
  d8 
  2d8 
  2d10 
  2d12 
  4 
  d10 
  2d10 
  2d12 
  3d12 
  5 
  d12 
  2d12 
  3d12 
  3d12 
  6 
  2d12 
  3d12 
  3d12 
  4d12 
  7 
  2d12 
  3d12 
  4d12 
  4d12 
  8 
  3d12 
  4d12 
  4d12 
  4d12 
  9 or worse 
  3d12 
  4d12 
  5d12 
  6d12 
   
  Healing Results Table  
   
   
   
   
  Short Term Healing: First Aid Skill 
  Botch 
  Oops! Target suffers one Fatigue. 
  All Failures 
  No Effect. 
  Botch 
   
  Backslide! Your wounds have become infected, or some other 
  complication. This can be as complex as the Host wants, or it can 
  be as simple as suffering one Wound. 
   
  Overwhelming Failure, 
  Failure, Tie 
  No effect. 
   
   
  Ties and all Successes 
  Target converts one Wound to one 
  Fatigue 
  Success, Overwhelming 
  Success 
  Replace one Wound with one Fatigue. 
   
   
  Difficulty is 2d6 for a proper dressing taking 5 minutes. For a rush 
  job of only one minute, difficulty is 2d10. Roll is Mind and First Aid 
  skill dice. 
   
  
  ©2003 Sean McLane / Sanguine Productions Ltd. All rights reserved. Permission to reproduce for personal use. 
  Sequence Of Battle 
  People who are going to Guard (+2 Defense & 2 Parries or Blocks per weapon or shield carried, no Attacks) this round Announce 
  Reeling individuals don’t get an initiative roll.  
  Those suffering from Reeling, recover from its effects. Those recovering this turn may only defend. 
  Roll Initiative (Mind & Speed or Tactics & Leader’s Leadership die in a group with a Leader). 
  Use Acrobatics to change position if not reeling or Guarding. 
  Count down from 12 for First Rank Maneuvers. 
  If injured, roll Resolve & Will vs. Damage Dice or you start Reeling. 
  Count down from 12 for Second Rank Maneuvers. 
  If injured, roll Resolve & Will vs. Damage Dice or you start Reeling. 
  Count Down from 12 for Third Rank Maneuvers. 
  If injured, roll Resolve & Will vs. Damage Dice or you start Reeling. 
  If no Maneuver had been performed the character is now considered focused. 
  If injured and are in the Unconscious Band, every turn roll Resolve & Will vs. Unconscious Dice or 
  collapse until injuries are healed with magic or first aid is successfully given. 
  If injured and are in the Death Band, roll Resolve & Will vs. Death Dice or suffer the icy grip of Death. 
   
  Melee Modifiers 
  Circumstance 
  Modifier 
  How to avoid 
  Scatter Rules (optional) 
  Your weapon is awkward 
  Strike Awkwardly or Charge 
  Use lighter weapon or focus 
  d12 direction (clockface with 12 as overshot & 6 o’clock as short) 
  Bad footing 
  -1 
  Gift of surefootedness 
  Small scatter – roll & ADD the range dice in paces 
  Large scatter – roll the range dice twice & ADD them 
  Torchlight or dusk 
  -1 
  Night vision or Echolocation 
   
  Starlight or candle 
  -2 
  Night vision or Echolocation 
  Throwing 
  Range Band 
  Blinded or in pitch darkness 
  -3 
  Echolocation 
  Lift Bonus - Light 
  PB 
  S 
  M 
  L 
  X 
  Attacking from front or left 
  Target gets shield die 
  Target gets shield die 
  0 
  - 
  0 
  1 
  2 
  5 paces 
  Attack is unsuspected 
  +1, No Defense/Cover 
  Get a code of honor 
  1 
  - 
  1 
  2 
  5 
  10 
  Lying Down 
  -1 
  Get up/Change position 
  2 
  - 
  2 
  4 
  10 
  20 
  Light Weapon on Off-hand 
  -1 
  Gift of Ambidexterity 
  3 
  - 
  3 
  6 
  15 
  30 
  4 
  - 
  4 
  8 
  20 
  40 
  Riding 
  No attack die higher than the 
  Ride die 
  Dismount or get Ride die of d12 
  5 
  - 
  5 
  10 
  25 
  50 
  Attack from Behind 
  +1, No Cover 
  Get a code of honor 
  6 
  - 
  6 
  12 
  30 
  60 
   
  Ranged Modifiers 
  Circumstance 
  Modifier 
  How to avoid 
  Why you missed 
  What happened 
  Lying down with bow or sling 
  -1 
  Get up/Change position 
  Failed against Range dice 
  Missed! (Scatter) 
  Target saved by Shield die 
  Hit Shield 
  Your weapon is awkward 
  Must use Awkward 
  Maneuver 
  Use lighter weapon or focus 
  Target defended with Shield roll 
  Hit Shield 
  Bad footing 
  -1 
  Gift of surefootedness 
  Saved by secondary cover 
  Struck cover 
  Torchlight or dusk 
  -1 
  Night vision or Echolocation 
  Starlight or candle 
  -2 
  Night vision or Echolocation 
  Saved by trace die when firing past 
  someone else 
  Traced person must defend or 
  get hit 
  Blinded or in Pitch darkness 
  -3 
  Echolocatio 
  Target dodged 
  Missed * 
  Shielded Target 
  Target gets Cover die 
  Target gets shield die 
  * roll d8 for each person in line with the shot, if the d8  
  equals the attack roll, then that person is hit 
  Unsuspecting foe 
  +1, No defense or Cover 
  dice 
  Get a code of honor 
   
   
  Soft cover like bush or fence 
  d8 Cover 
  Move to another spot 
  Hard cover like stone or brick 
  d12 Cover 
  Move to another spot 
  Range Attack Resolution 
  Trace target through others 
  d8 or Other’s Body 
  Move to another spot 
  Botch 
  Disastrous Failure 
  Overwhelming Failure 
  Miss (Large Scatter) 
  Braced with gun or crossbow 
  -1, but no defense, can 
  abort to defend 
  Move or abort to defend 
  Failure 
  Miss (Small Scatter) 
  Using Off-hand 
  -1 
  Gift of Ambidexterity 
  Tie 
  Near Miss 
  Attacking from Behind 
  +1, No Cover 
  Get a code of honor 
   
  Success 
  Target is hit 
   
   
   
   
  Overwhelming Success 
  Special hit 
   
   
  Distance Modifiers 
  Point Blank 
  Short 
  Medium 
  Long 
  eXtreme 
  Dice 
  None 
  d10 
  2d10 
  3d10 
  4d10 
   
  
  ©2003 Sean McLane / Sanguine Productions Ltd. All rights reserved. Permission to reproduce for personal use. 
  Melee Maneuvers 
  Maneuvers 
  Rank 
  Movement 
  Defense 
  Effect 
  Change Position 
  Second 
  Stride 
  Normal 
  Change position with no roll needed 
  Charge! 
  First 
  Dash 
  None 
  No retreat possible, attacker sent Reeling 
  Focus 
  Third 
  Stride 
  Normal 
  Build Focus for next round 
  Guard 
  Zero 
  Stride 
  +2, double normal number parries 
  & blocks 
  No attack 
  Move 
  1, 2 & 3 
  3 strides 
  Normal 
  No attack 
  Recover 
  Zero 
  Stride 
  Normal 
  Recover from reeling, no attack 
  Run 
  1, 2 & 3 
  3 dashes 
   
  No attack 
  Strike Awkward 
  Second 
  Stride 
  Normal 
  Attack with Awkward weapon 
  Strike First 
  First 
  Stride 
  Normal 
   
  Strike Hard 
  Second 
  Stride 
  Normal 
  +1 damage 
  Strike Sure 
  Second 
  Stride 
  Normal 
  +1 to Hit 
  Strike Tandem 
  Second 
  Stride 
  Normal 
  2 weapons attack, offhand is at –1 to hit 
  Strike Twice 
  2 & 3 
  Stride 
  Normal 
  2 attacks, with each doing –1 damage 
  Retreats can also be added to nearly every maneuver. By backing away by 1 pace, you get an extra d8 for Defense. 
   
  Ranged Maneuvers 
  Action 
  Initiative 
  Move 
  Defense 
  Effect 
  Throw Light Flail, Mace or Barbed Spine 
  Second 
  Stride 
  Normal 
  p. 173 
  Throw Light Axe, Spear or Sword 
  First 
  Stride 
  Normal 
  p. 173 
  Slings 
   
   
   
   
  Loose loaded, easy sling 
  First 
  Stride 
  Normal 
  Fire easy sling 
  Loose loaded, awkward sling 
  Second 
  Stride 
  Normal 
  Fire Awkward sling 
  Load sling 
  Second 
  Stride 
  Normal 
  Takes 2 hands 
  Bows 
   
   
   
   
  Loose loaded, easy bow 
  First 
  Stride 
  Normal 
  Takes 2 hands 
  Loose loaded, awkward bow 
  Second 
  Stride 
  Normal 
  Takes 2 hands 
  Load and loose Easy bow 
  Second 
  Stride 
  Normal 
  Takes 2 hands 
  Load and loose Awkward bow 
  Third 
  Stride 
  Normal 
  Takes 2 hands 
  Crossbows 
   
   
   
   
  Loose loaded, easy crossbow 
  First 
  Stride 
  Normal 
   
  Loose loaded, awkward crossbow 
  Second 
  Stride 
  Normal 
   
  Load a Light crossbow by hand 
  1 & 2 
  Stride 
  Abort* 
  Takes 2 hands 
  Load a Med crossbow using footstrap 
  1, 2 & 3 
  None 
  Abort* 
  Takes 2 hands & foot 
  Prepare cranequelin – Heavy Crossbow 
  1, 2 & 3 
  None 
  Abort* 
  Takes 2 hands, pt 1 of 2 
  Load Heavy Crossbow using cranquelin 
  1, 2 & 3 
  None 
  Abort* 
  Takes 2 hands, pt 2 of 2 
  Guns 
   
   
   
   
  Fire loaded, easy gun 
  First 
  Stride 
  Normal 
   
  Fire awkward gun 
  Second 
  Stride 
  Normal 
   
  Fire hang fired gun 
  Special (Third) 
  Stride 
  Normal 
  Takes 2 hands, fire gun that hung earlier. Don’t fail! 
  Other 
   
   
   
   
  Aim 
  1, 2 & 3 
  Stride 
  Abort* 
  Aim at single target, reduce range die by 1 step 
  Focus 
  Third 
  Stride 
  Normal 
  You are now focused for next Round 
  *Long Maneuver requiring multiple ranks of initiative. If defend before action is complete then the action is not performed and ‘abort’ to defend. Start action over next round. If 
  choose not to defend then attacker’s To-Hit is vs. Difficulty ‘1’. 
   
  Gun Spark Check  
  Condition 
  Difficulty 
  Clear Day 
  None 
  Windy, Fog, Ocean Spray 
  2d4 
  Very windy or light drizzle 
  2d6 
  unpleasant rain 
  2d8 
  driving rain or frosted gun 
  2d10 
  underwater 
  impossible 
   
  Difficulty is rolled against the gun’s spark die (typically  
  a d10).  Any success means the weapon fires. Otherwise  
  the gun Hangfires and drops by one for spark value. 
   
   
  
SOURCE: textdata/thevault/Iron Claw/Ironclaw (1st ed)/Misc/Ironclaw - GM Screen.pdf