TEXT: FANTASY ROLE-PLAYING SYSTEM  
  AND SETTING GUIDELINE MANUAL
  by 
  Basil Koufos
  Rising Phoenix Games
  
  BY BASIL KOUFOS
  FANTASY ROLE-PLAYING SYSTEM AND SETTING GUIDELINE MANUAL
  
  Credits
  Creator:   
   
  Basil Koufos
  Illustrations and layout:  
  Bob Storrar
  Language editor:  
   
  Renee Louw
  Acknowledgements:   
  Greg Madytinos, Bob Storrar, Herbert Kunzmann, Rory Brown, 
   
   
   
  Shaun Collins, Jean le Roux, Johan Pretorius, Marius Els, Joan Greeff,  
   
   
   
  Hennie Marais, Chené Jansen
  Published by Basil Koufos and Steel Forge Games
  Digital Publishing by Rising Phoenix Games
  ISBN: 978-0-620-56511-0
  First printing 2013
  Second printing 2015
  Printed and bound in South Africa
  Copyright © Basil Koufos and Steel Forge Games 2017
  
  Table of Contents
  33
  Table of Contents
  Introduction 
  4
  Chapter 1: Abilities, Might and Nature 
  6
  Chapter 2: Primary Skills 
  11
  Chapter 3: Secondary Skills 
  36
  Chapter 4: Health and Damage 
  62
  Chapter 5: Movement, Environment and Time 
  66
  Chapter 6: Equipment and Wealth 
  69
  Chapter 7: Structures, Ships, War Machines and Land Transport 
  79
  Chapter 8: Creating and Using Minor and Major Magical Items 
  88
  Chapter 9: Experience and Training 
  91
  Chapter 10: Story Characters 
  93
  Bonus and Penalty Guide 
  105
  Index 
  107
  Character Sheet
  
  Introduction
  4
  Introduction
  Welcome to a fantasy world limited only by your imagination. The game of Might involves playing the role 
  of heroes in a fantasy setting you create. Classical myths and legends to modern-day fantasy can serve as 
  inspiration. Although game rules form a firm foundation for overall game balance, they must not hinder or 
  slow down the actual game. The rules within this manual are all that you need to send you on your adven-
  ture, providing you with many unforgettable role-playing experiences.
  In the game of Might, there is one person in charge of the story, known as the Story Teller, who describes 
  what the characters see and feel. There are usually between two to five role-players within the Story Teller’s 
  setting and concept. A gaming session can take a few hours to a full day, and takes place in the comfort of 
  someone’s home.
  The Might manual provides the system and some basic setting guidelines, which assist the Story Teller  
  in creating the adventure or epic quest and control the allies, opponents and beasts, known as Story  
  Characters. It also assists you to create your Playing Characters. Playing Characters start off as inexperienced  
  adventurers, but as time goes by, with sheer determination, patience and a bit of luck, can become living 
  legends, commanding great power, immense wealth and massive armies. 
  There are no character constraints in this game, such as only being able to play a straightforward warrior, 
  assassin or wizard. You decide which path your character takes. You could play a thief who can control the 
  elements or a hunter with the power to heal. Without the limitations of specific character classes, the pos-
  sibilities are endless. These choices affect your character’s future development within the game. Teamwork 
  amongst the Playing Characters is vitally important as well, so discuss character concepts and histories 
  before you begin. If each character starts off with the same skills the team will struggle. Spreading the skills 
  out is always wiser.
  It is advisable that both Story Teller and Playing Characters go through the Might manual to familiarize 
  themselves with the rules and general gameplay. A group concept and setting is then discussed. How do 
  the Playing Characters look, are they related, what sort of people are they, are they from the same town or 
  village, how did they meet? What sort of world do they live in and what is the current situation? These are 
  all important questions that add depth and purpose to the characters. Once this has been established it is 
  vital for the group to have short term and long term goals. The Story Teller can provide as much information 
  as is necessary, not giving away too many twists and turns within the story. These will be revealed to the 
  characters during gameplay, as the story unfolds from session to session.
  Once this is complete it is time to create your Playing Character. Your character has Abilities, Primary Skills, 
  a Speciality and Secondary Skills, which describe your strengths within the game. These attributes are gov-
  erned by levels or . The more  you have in an Ability or Skill the better you are at it. The more , the 
  more Progress Points are required. The Story Teller awards Progress Points to the Playing Characters at the 
  end of each gaming session. 
  
  Introduction
  5
  During gameplay there are times where a character has to perform an action or use a skill. They will either 
  succeed or fail. The game of Might revolves around chance, which is controlled by dice rolls made during 
  certain situations the Story Teller describes. Each  is equivalent to the roll of a six sided die or 1 die. The 
  more dice a character can roll during these situations, the better the chance of success, even if the odds are 
  high. For example, if a character rolls a total of 4 dice and rolls a 6, 3, 4 and 1, that is a total of 14. There are 
  also bonuses and penalties, which can affect this total. These adjustments are discussed in detail throughout 
  this manual.
  The steps below provide a summary of character creation, while the following chapters discuss how 
  the game works and how a character progresses. Each player writes down his or her character  scores  
  and notes on a copy of the Character Sheet provided at the end of this manual. A set of six sided dice is 
  recommended for each player. Initial starting points are discussed in Chapter 9: Experience and Training.
  CHARACTER CREATION PROCEDURE SUMMARY
  Group concept discussed
  Character concept discussed
  Character name, Nature, Language, Domain and Speciality chosen
  Distribution of Progress Points to Abilities, Primary Skills, a Speciality and Secondary Skills
  Equipment purchase and finalizing of Character Sheet and dice pools
  
  Chapter 1: Abilities, Might and Nature
  6
  Chapter 1: Abilities, Might and Nature
  Abilities influence Primary Skills, Specialities and Secondary Skills. No Skill or Speciality  can exceed the 
  associated Ability . The higher one’s Abilities, the higher one’s Might, which is a powerful Ability on its 
  own. Might grants a character many benefits, it separates legends from mortals. The five Abilities and Might 
  are discussed in detail below.
  Command
  The ability to 
  F lead in the construction and repair of various types of structures, war machines and land transport
  F manipulate, seduce or interrogate another person
  F ride on horseback for longer
  F captain, lead in the construction and repair of various types of boats and ships
  F lead various levels of soldiers 
  A character with 0  cannot interact with groups of people successfully and cannot lead.
  COMMAND
  INTERACTION WITH PEOPLE AND ABILITY TO LEAD
  
  Average charisma and leadership
  
  Respected charisma and leadership
  
  Renowned charisma and leadership
  
  Legendary charisma and leadership
  
  Divine charisma and leadership
  Knowledge
  The ability to 
  F use magic successfully 
  F make and repair various kinds of armour and shields 
  F communicate in more than one language 
  F make various items 
  F make and identify certain types of poison and poison antidotes, and increases the healing  
  rate of groups of people through the use of herbal tonics 
  F bless or curse, create disease or remove it from a person or area that it is affecting 
  F use various levels of disguise, make and disable locks, and build traps 
  F be schooled in the geography, history and politics of a specific area,  
  while being knowledgeable in general academics 
  F know the direction of travel, find food, water and basic shelter in various environments  
  for oneself and for a group of people 
  F make and repair various kinds of weapons and make various types of ammunition 
  
  Chapter 1: Abilities, Might and Nature
  7
  A character with 0  is simple and unintelligent.
  KNOWLEDGE
  STRENGTH OF MIND
  
  Average wisdom and knowledge
  
  Respected wisdom and knowledge
  
  Renowned wisdom and knowledge
  
  Legendary wisdom and knowledge
  
  Divine wisdom and knowledge
  Sense
  The ability to 
  F be aware of one’s surroundings 
  F tame a variety of beasts and to breed various animals 
  F investigate various incidents that have happened, discover a disguised opponent and find traps and 
  hidden doors 
  F be stealthy, blend into the environment, steal without being caught and automatically ready special 
  melee attacks 
  F follow various tracks 
  A character with 0  is oblivious of significant happenings around them.
  SENSE
  ATTUNEMENT TO THE WORLD AROUND YOU
  
  Average sense attunement
  
  Respected sense attunement
  
  Renowned sense attunement
  
  Legendary sense attunement
  
  Divine sense attunement
  Speed
  The ability to 
  F have many actions within a short space of time 
  F act first during combat 
  F dodge out of the way of various attacks, including non-deflectable attacks 
  F sprint faster 
  A character with 0  is slow, limited to 1 action every 2 rounds and always goes last, no matter the initiative. 
  If more than 1 combatant has 0  the highest single die roll between them goes first.
  
  Chapter 1: Abilities, Might and Nature
  8
  SPEED
  SPEED OF REFLEXES AND LIMB
  
  Average speed
  
  Respected speed
   
  Renowned speed
  
  Legendary speed
  
  Divine speed
  Strength
  The ability to 
  F use melee successfully 
  F perform great jumps and have superior balance 
  F climb up or down various surfaces for longer
  F walk, march or row and go without sleep for longer, endure more damage, have an increased active life 
  span and be immune to various types of poison and disease 
  F run and sprint for longer 
  F swim for longer 
  A character with 0  is considered weak.
  STRENGTH
  PHYSICAL STRENGTH AND ENDURANCE
  
  Average strength
  
  Respected strength
   
  Renowned strength
  
  Legendary strength
  
  Divine strength
  Might
  Might affects a character’s reputation. The more Might  one has the more heroic and well known the 
  character is. Opponents feel more fear and allies show more respect. The Story Teller determines the effect 
  during gameplay, which can manifest into something visual. A character with  Might is second only 
  to the Nature Gods. Might also makes the impossible possible through bonuses. A character’s Might bonus 
  is determined by every 5 Ability  one has. If a character has one Ability on  and the other four on , 
  one’s Might is  and would get the bonuses of  Might. These bonuses are as follows:
  A permanent +1 per Might  to all Primary Skill rolls, maximum +5 bonus
  A Speciality adds an extra +1 per Might  to a specific Primary Skill branch, maximum +5 bonus
  Increases Nature Points available to the character
  Grants a character greater aid from the spirit realm
  Enables a character to use minor and major magical items
  
  Chapter 1: Abilities, Might and Nature
  9
  Nature
  A character’s Nature governs one’s personality. It makes a character more real. This can evolve over time, 
  but a sudden change will affect one’s Nature Points.
  NATURE
  PERSONALITY
  Martyr
  Will do anything for anyone
  Good
  Looks after those close to themselves
  Neutral
  Maintains the balance between good and evil
  Lawbreaker
  Looks after themselves, even if it means hurting others
  Evil
  Opposes all that is good
  Nature Points
  Nature Points are limited by a character’s Might score. If one stays true to one’s Nature, 1 Nature Point is 
  received at the end of each role-playing session. This point is equivalent to a bonus die used for heroic 
  actions, which a character can use at any time during game play, or 1 Progress Point. The character must 
  declare that one is using Nature Point bonus dice before the action is performed and can use them all at 
  once. If a character has  Might, one’s Nature Points cannot go above 3.  
  If a character strays from one’s Nature or does something that contradicts one’s beliefs, 1 Nature Point is 
  lost for every  of Might the character has. It is up to the Story Teller to decide. A character with a Martyr 
  Nature killing an innocent person is a good example. This total can go below 0 but does not detract from 
  normal dice pools or Progress Points. It will just take more sessions for the character to get the Nature Point 
  bonuses. If a character loses Nature Points more than five times in a row due to acts committed opposing 
  one’s Nature, the character can decide to change to a more suitable Nature and stick to it. No more Nature 
  Points will be lost. Characters with a Neutral Nature lose Nature Points immediately for committing acts of 
  great good or evil. If at the end of the role-playing session, the character receives a Nature Point and is 
  already maxed out, the Nature Point is changed to a Progress Point.
  Spirits and Nature
  Nature also grants help from the Spirit Realm. The higher a character’s Nature the more powerful the aid 
  given. A character can either ask for assistance or guidance in times of great need. Although this does not 
  cost Nature Points, it cannot happen very often so a character’s need must be justified. The player must 
  declare this to the Story Teller before the intended aid is needed.
  There are five levels of spirits in the Spirit hierarchy, who all belong and answer to their respective Nature 
  Gods. The Story Teller can decide to involve a spirit or Nature God in order to enhance the story, however, 
  there could be a reaction from an opposing spirit or Nature God to maintain balance. 
  A character asks for help from the spirits of their Nature. If the character has gone against their Nature, that 
  specific spirit hierarchy might not grant the aid needed, it is up to the Story Teller to decide. A spirit can 
  appear to the character in the real world if the assistance is granted or guidance given.
  
  Chapter 1: Abilities, Might and Nature
  10
  When a character needs assistance from a minor, lesser or greater spirit, the assistance is instant. It is 
  as though the spirit senses the character’s need and in turn slows down time to aid the charac-
  ter. If this is used for a special melee attack the opponent can still roll one’s Strength to avoid the ef-
  fect. This is discussed in Chapter 2: Primary Skills. Assistance from a lesser or demi-god takes 1 min-
  ute of uninterrupted meditation. When they appear they will do everything in their power to assist the  
  character for the allocated time.  
  When a character needs guidance from a minor, lesser or greater spirit, it takes 1 hour of uninterrupted 
  meditation. This can be in the form of visions, whose detail and length is dependent on the level of spirit. 
  Guidance from a lesser or demi-god takes 1 day of uninterrupted meditation. Seeing through the eyes of 
  a lesser or demi-god lasts for 1 minute and 1 hour respectively, giving the character the ability to see any 
  vision anywhere in the world.
  TYPE OF SPIRIT
  NATURE 
  NEEDED
  AID GIVEN
  ASSISTANCE 
  GRANTED
  GUIDANCE GIVEN
  Minor spirits
  
  Once a month
  1 extra action at beginning 
  of one’s initiative
  Helpful hint
  Lesser spirits
  
  Once every 6 
  months
  1 reroll when player  
  decides, only reroll counts
  Helpful hints
  Greater spirits
  
  Once a year
  1 attack defended  
  completely or 1 undefend-
  able attack (cannot be 
  dodged or deflected)
  Guidance given in a 
  certain situation
  Lesser gods
  
  Once every 5 
  years
  Lesser god aids the 
  character directly for 1 die 
  rounds
  Can see through the 
  eyes of the lesser god 
  Demi gods
  
  Once every 10 
  years
  Demi-god aids the 
  character directly for 1 die 
  rounds
  Can see through the 
  eyes of the demi-god
  
  Chapter 2: Primary Skills
  11
  Chapter 2: Primary Skills
  A character has two Primary Skills: Magic and Melee. Both Primary Skills are limited by an Ability. Magic 
  is limited by Knowledge and Melee is limited by Strength. Within each of these Primary Skills there are 
  five branches, which are discussed in this Chapter in more detail. If a character has  Knowledge and  
  Strength, all Magic and Melee Primary Skill branches are available but limited to  and  respectively. 
  Only with  Knowledge or Strength can a character raise a Magic or Melee branch to . 
  Primary Skills are the only skills in which a character can specialize. If a character is specialized in one of the 
  5 magical branches the effect of the spell is increased. A character with  Knowledge,  Combat Magic and 
   Combat Magic speciality will roll 2 dice and have a 5 meter range instead of rolling 1 die with a 5 meter 
  range when using that branch. If a character is specialized in one of the 5 melee branches, more attack dice 
  are rolled. A character with  Strength,  Hand to Hand and  Hand to Hand speciality will roll 4 dice 
  instead of 2 dice when using that branch. 
  A weaker version of the spell or skill can be used, but extra speciality dice and Might bonuses remain un-
  changed. A character with  Might,  in a Primary Skill and  in its speciality, who decides to use its 
   level, will roll 4 dice +2, instead of 6 dice +2, but keep all  level bonuses. Specializing in a skill is chosen 
  at character creation. It takes a lifetime of research and dedication to perfect. A character can only specialize 
  in one branch within Magic or Melee. 
  MAGIC
  MAGICAL ABILITY
  Combat
  Ability to magically attack
  Control
  Ability to defy the laws of nature
  Element
  Ability to command the elements
  Heal
  Ability to cure injuries
  Protection
  Ability to protect yourself and those around you
  MELEE
  COMBAT ABILITY
  Body
  Proficient in using the body as a weapon
  Hand to hand
  Proficient in the use of hand to hand weapons
  Ranged
  Proficient in the use of ranged weapons
  Thrown
  Proficient in the use of thrown weapons
  War machines
  Proficient in the use of war machines
  Actions per Character Round
  Each character round in the game is equivalent to 1 second. Every  in Speed a character has is equivalent 
  to 1 action per round. It takes 1 action to move 2 meters during combat, shout a command or warning, draw 
  a weapon, dodge, attack or deflect with most weapons, ready aim attacks against opponents or items, non-
  lethal attacks, restrain and knock back attacks, or cast a  magic spell. It takes 2 actions to attack or deflect 
  with heavy weapons, cast a  magic spell and 4 actions to ready a bow, crossbow or sling. 
  
  Chapter 2: Primary Skills
  12
  SPEED
  HOW MANY ACTIONS YOU HAVE IN A ONE SECOND ROUND
  
  1 actions
  
  2 actions
  
  3 actions
  
  4 actions
  
  5 actions
  Attack Sequence
  Before combat begins, all combatants roll initiative once to see in what order they get to act during the bat-
  tle. Speed score and weapon initiative penalty, if applicable govern initiative. A character with  Speed 
  attacking with an axe rolls 2 dice minus its weapon initiative penalty. The highest roll acts first and applies 
  to all rounds during the battle. The combatants decide at the beginning of each round how they will use up 
  their actions. Their Speed score determines how many actions they each have per round. A defender can 
  defend against an attacker anytime during combat if one has enough actions, but can only draw a weapon, 
  attack, use a spell, move or shout out on one’s initiative. 
  If an opponent with  Speed wins initiative and decides to attack a character with  Speed, the character 
  can automatically defend and still have 1 action left over.
  No more than 4 opponents can attack one person at the same time at close quarters. If there are more 
  ranged attacks than the character can deflect, they count as one non-deflectable attack and only the Dodge 
  Secondary Skill can be used to move out of the way.
  If four opponents with  Speed are attacking a character with  Speed, that is a total of 4 actions against 
  2 actions in the round. Initiative gets rolled to see in what order the combatants attack. If the defending 
  character goes first one can use 2 actions to attack, deflect, dodge or move two meters in any combination 
  that suits the character. If the character decides to use up all available actions to move out of the way, any 
  attackers still in range can attack. 
  A character attacking with a hand to hand weapon must be within reach of the opponent. If the opponent 
  uses 1 action to move 2 meters away from the character, they are out of range and cannot attack, unless the 
  character decides to also use 1 action to move closer to the opponent. If the character is attacking with a 
  reach weapon, the opponent has to take 2 actions to move 4 meters away to be out of range. 
  If an opponent decides to run away from the character, the character gets 1 free round of actions to act. If an 
  opponent is running or sprinting past the character, the character will have 1 full round of actions less 1 or 1 
  full round of actions less 2 respectively. A character with  Speed will have 3 actions if an opponent is 
  running past and 2 actions if an opponent is sprinting past. A character with  Speed will still get 1 action. 
  This applies to both combatants. 
  If a character wants to trip a stationary, running or sprinting opponent and has equal to or greater Strength, 
  the opponent can attempt to dodge, but will have a -5 penalty for running and a -10 penalty for sprinting 
  added to the dodge roll. If the opponent rolls equal to or higher one evades the trip attempt, if the roll is 
  less the opponent falls and remains prone for 5 actions. The opponent must be aware of the trip to attempt 
  to roll a dodge. If a character wants to trip a moving animal or beast the Story Teller decides if it is possible. 
  
  Chapter 2: Primary Skills
  13
  Magic Description
  Magic is considered a rare gift, but any Playing Character has the option of using this skill. When creating 
  a character and deciding on their direction, a Chosen Domain is selected. The Chosen Domain not only 
  affects the visual description of the spell but if the character is in that domain the spell’s cost is halved. The 
  five domains are: Desert, Forest, Plains, Snow and Water. Visuals of spells could be as follows: fire for Desert, 
  sharp roots and vines springing from the ground for Forest, strong winds for Plains, large icicles for Snow 
  and lightning for Water. The character decides in the end.
  Magical Allowance
  The more Knowledge a character has, the more powerful the Magic. However, each time a spell is cast it 
  uses up Magical Allowance. Magical Allowance is determined by the character’s Knowledge score x5. A 
  character with  Knowledge has a Magical Allowance of 15. 
  The more powerful the spell the longer it takes to cast and the more expensive it is. Each  takes 1 action to 
  cast and costs one point of Magical Allowance. A  spell takes 2 actions to cast and is cast on the second 
  action. With  Knowledge, 15  spells, 5  spells or anything in between can be cast. If a character 
  has a Magical Allowance of 15 and casts a  spell in one’s Domain, 1½ points are used up, not 3. One 
  would have 13½ points remaining. A character needs  Knowledge to cast a  spell. 
  Once a character has used up one’s Magical Allowance, uninterrupted rest or meditation is needed to re-
  charge it. A character with no more Magic Allowance is so tired from the exertion that all movement rates 
  are halved, except using an action to move 2 meters during combat remains the same. One point of Magical 
  Allowance is recharged for every hour the character rests. 
  If a character uses a shield, has their hands tied, mouth gagged, or attempting to be stealthy, no spells can 
  be cast. If a character using Magic is restrained or knocked out while casting a spell, the spell is disrupted 
  and the Magical Allowance cost is still used up. A character cannot perform any other actions, such as at-
  tacking, moving,  dodging or deflecting during spell casting, as it takes up all of one’s concentration. An 
  Awareness roll can be made by an opponent to determine if they are in seeing and hearing range of the 
  character casting a spell.
  Instinctive Magic Defense
  A character who has the skill to cast Magic spells can instinctively use Magic to make it harder for the  
  opponent to hit. Each  in Knowledge a character has adds a -1 penalty to the opponent’s attack roll. An 
  opponent attacking a character with  Knowledge who has Instinctive Magic Defence activated will 
  have a -3 penalty on all of one’s attacks for the duration of this spell. This is against Magical and Melee  
  attacks that the character is expecting. Each round this magical ability is activated costs 1 point of Magical 
  Allowance and can be used simultaneously with other spells or actions. If it is activated in the character’s 
  Domain, the payment in Magical Allowance is made every 2 rounds.
  No action is required for this protection effect, its effect is instant, provided that the player wants to and 
  the character has enough Magical Allowance to activate it. A character cannot use any stealth while one’s 
  Instinctive Magic Defense is active.
  
  Chapter 2: Primary Skills
  14
  DOMAIN
  INSTINCTIVE MAGIC DEFENSE EXAMPLES
  Desert
  Character emanates extreme heat, the higher one’s Knowledge score the hotter it gets and 
  the greater the penalty
  Forest
  Character hardens skin like bark from a tree, the higher one’s Knowledge score the harder 
  it gets and the greater the penalty
  Plains
  Character surrounded by strong buffeting winds, the higher one’s Knowledge score the 
  stronger the winds and the greater the penalty
  Snow
  Character emanates extreme cold, the higher one’s Knowledge score the colder it gets 
  and the greater the penalty
  Water
  Character surrounded by electric sparks, the higher one’s Knowledge score the more 
  intense the sparks get and the greater the penalty
  Magic Combat
  Several things happen during a Magic combat round. There is an initiative roll governed by Speed score. 
  The spell strength determines the amount of actions it takes to cast it. The highest score acts first if the 
  spells used have the same casting time. If the character rolls higher and the spell takes longer to cast than 
  the opponent’s spell or action, the opponent acts first on the next action. If the opponent can dodge or 
  deflect (add deflect modifier), a roll is made in defense. Finally, there is damage, which are the remaining 
  successes subtracted by the armour and shield’s damage reduction score if applicable. This number is the 
  amount of damage the character takes. Speed Ability determines the amount of actions per round.
  For example: 
  Character A and character B have  Knowledge,  Speed and  Might. Both characters roll 2 dice due 
  to their Speed. Character A gets 10 and Character B gets 8, character A acts first.
  Character A has  Combat Magic,  Combat Magic speciality and her Chosen Domain is Snow. Charac-
  ter B has  Heal Magic,  Heal Magic speciality and his Chosen Domain is Forest. They are battling in a 
  snowy area so character A is in her Chosen Domain, her cost is halved. She casts a  Combat Magic spell 
  in two actions and subtracts only 1 from her Magical Allowance, not 2.
  Because Character A is specialized in this branch of magic her effect is increased. She can attack her target 
  from 20 meters, rolls 4 dice +2 (+1 Might, +1 Might Speciality) for her spell and gets a 20. Character B  
  cannot dodge or deflect and has not activated his Instinctive Magic Defense, so he takes 20 health points  
  of unsoakable damage from her attack roll. A character’s Might bonus is not added again to damage.
  Character B goes from 50 to 30 health points. He is considered hurt and has a -2 penalty on all his rolls.  
  His turn comes. He can only cast one  Heal Magic spell on himself and it takes him 2 actions to cast it. 
  He subtracts 2 from his Magical Allowance. Because he is specialized in this branch of magic he rolls 3 dice 
  -2 +2 (-2 wound penalty, +1 Might, +1 Might Speciality) and gets a 10. He regains 10 health points to take 
  him up to 40 and is considered bruised with a -1 penalty. By the time he has healed himself character A is 
  ready to cast another Combat spell.
  “She shouts out aloud to the spirits of the Snow, energy courses through her body, charging her out-
  stretched arms with electric frost. Large razor sharp icicles materialize from her hands and race towards her 
  enemy. They crash against him as he looks on in disbelief, his howl of pain echoes around him. Injured but 
  not defeated, he whispers to the spirits of the Forest to aid him. Cool tree sap instantaneously flows from 
  his wounds as a sweet forest breeze blows over him reassuringly. He gets ready to continue the fight…” 
  
  Chapter 2: Primary Skills
  15
  Combat Magic (Knowledge)
  This skill allows the character to perform a ranged attack using magic. Each Combat spell cast affects one 
  opponent that must be in the character’s line of sight. Only powerful dodge skills can defend against this 
  magic, it cannot be soaked by normal armour and shields. If a character has  Knowledge,  
  Combat Magic,  Combat Magic speciality and  Might, one would roll 7 dice +4 and have a 200 
  meter range. Environmental and cover penalties apply to all ranged attacks.
   1 die of unsoakable damage at (Knowledge score) x5 m.
   2 dice of unsoakable damage at (Knowledge score) x10 m.
   3 dice of unsoakable damage at (Knowledge score) x20 m.
   4 dice of unsoakable damage at (Knowledge score) x50 m.
   5 dice of unsoakable damage at (Knowledge score) x100 m.
  
  Chapter 2: Primary Skills
  16
  Control Magic (Knowledge)
  This skill allows the character to control a single or multiple entities using magic. Each Control spell cast 
  controls a single entity that must be in the character’s line of sight, including oneself. If a character has  
  Knowledge,  Control Magic,  Control Magic speciality and  Might, rolls 3 dice +3 and gets a 10, a 50 
  kg object can be controlled and moved at 20 meters per round for 2 minutes. If an opponent does not have 
  enough strength to deflect the entity being controlled, only a move action or the Dodge Secondary Skill can 
  be attempted to successfully move out of the way. If an opponent has Control Magic, one can attempt to seize 
  control of the entity and counter attack, by rolling an opposed Control Magic roll. The one who can control 
  the most weight seizes control of the entity. If the character wants to take control of an opponent, an opposed 
  Strength roll is made against the character’s Control Magic roll. If the opponent has  Strength and the 
  character has  Control Magic, 3 dice are rolled against 4 dice respectively. If the character rolls higher 
  one successfully takes control of the opponent and can cause crushing damage, which is discussed in Chapter 
  4: Health and Damage. If the opponent rolls equal to or higher the Control Magic fails. Only one attempt 
  can be made per entity. Ranged, thrown and war machine attacks cannot be controlled. Characters can also 
  combine their Control Magic to control a heavier entity or increase the amount of entities being controlled.
   1 die x1 kg, maximum travel speed of 20 m per round, duration of (Knowledge score) minutes.
   2 dice x5 kg, maximum travel speed of 20 m per round, duration of (Knowledge score) minutes.
   3 dice x10 kg, maximum travel speed of 20 m per round, duration of (Knowledge score) minutes.
   4 dice x50 kg, maximum travel speed of 20 m per round, duration of (Knowledge score) minutes.
   5 dice x100 kg, maximum travel speed of 20 m per round, duration of (Knowledge score) minutes.
  
  Chapter 2: Primary Skills
  17
  Element Magic (Knowledge)
  This skill allows the character to command the elements using magic. The visual effect of the spell is deter-
  mined by one’s chosen Domain. Those within the area of effect suffer unsoakable damage for the duration 
  of the spell. One can attempt to leave the area and avoid some of the damage by using a move action or the 
  Dodge Secondary Skill only. Those that are within 2 meters from the character are immune to the effects of 
  the spell. Everyone else in the area of effect suffers the consequences. If a character has  Knowledge, 
   Element Magic and  Might, all those in a 45 meter radius, excluding those close enough to the  
  character, suffer 3 dice of damage + 1 in 3 rounds. This magic is very effective when surrounded by many 
  troops but is considered a battle, not mass combat. The Story Teller decides on what percentage of the 
  opposing force is in the area of effect.
   Chosen Domain affects a (Knowledge score) x5 m radius from the caster, all in the area of effect suffer 1 
  die of unsoakable damage in 1 round.
   Chosen Domain affects a (Knowledge score) x10 m radius from the caster, all in the area of effect suffer 
  2 dice of unsoakable damage in 2 rounds.
   Chosen Domain affects a (Knowledge score) x15 m radius from the caster, all in the area of effect suffer 
  3 dice of unsoakable damage in 3 rounds.
   Chosen Domain affects a (Knowledge score) x20 m radius from the caster, all in the area of effect 
  suffer 4 dice of unsoakable damage in 4 rounds.
   Chosen Domain affects a (Knowledge score) x25 m radius from the caster, all in the area of effect 
  suffer 5 dice of unsoakable damage in 5 rounds.
  
  Chapter 2: Primary Skills
  18
  Heal Magic (Knowledge)
  This skill allows the character to restore health points to an individual or group using magic, and stop bleed-
  ing from a severe wound. The character must be close enough and within line of sight from those in need of 
  healing, and the effect is instant. This can be cast on any living creature, including oneself. If a character has 
   Knowledge,  Heal Magic,  Heal Magic speciality and  Might, one would be able to heal 2 people 
  of 3 dice +2 health points each from 8 meters away. A character with  Heal Magic can spend a day 
  to completely heal the scars of a single person, while  Heal Magic will return senses and limbs to 
  a single person. 
   Can heal one person of 1 die of health points from (Knowledge score) x 2 m away.
   Can heal two people of 2 dice of health points from (Knowledge score) x 4 m away.
   Can heal three people of 3 dice of health points from (Knowledge score) x 6 m away.
   Can heal four people of 4 dice of health points from (Knowledge score) x 8 m away.
   Can heal five people of 5 dice of health points from (Knowledge score) x 10 m away. 
  
  Chapter 2: Primary Skills
  19
  Protection Magic (Knowledge)
  This skill allows the character to protect themselves and allies nearby using magic. This protects from both 
  physical and magical damage, and can be layered on in advance. The protection increases if more than one 
  Protection Magic spell is cast at once, allies must be within the area of effect to benefit from this. The roll is 
  made when the spell is cast and any damage received by the character and allies is subtracted from the total 
  rolled. If a character has  Knowledge,  Protection Magic,  Protection Magic speciality and 
   Might, one would roll 7 dice +6 and be immune to that amount of damage for 4 minutes. Once dam-
  age exceeds the total rolled or the duration ends, the spell is no more and damage goes through as normal.
   Protects a 2 m radius from the caster from 1 die of damage for (Knowledge score) minutes.
   Protects a 4 m radius from the caster from 2 dice of damage for (Knowledge score) minutes.
   Protects a 6 m radius from the caster from 3 dice of damage for (Knowledge score) minutes.
   Protects an 8 m radius from the caster from 4 dice of damage for (Knowledge score) minutes.
   Protects a 10 m radius from the caster from 5 dice of damage for (Knowledge score) minutes.
  
  Chapter 2: Primary Skills
  20
  Melee Description
  Melee is considered a way of life for many societies. The more Strength a character has, the more powerful 
  the Melee attacks. If a character is attempting to perform an attack or deflect with a Primary Skill that one 
  has no experience or  in, for example using a bow for the first time in an attempt to save a friend, the 
  character can roll one die or dice equivalent to one’s Strength with a -5 penalty plus one’s Might score, with 
  none of the added bonuses the skill grants. If the character has  Strength and  Might, one would 
  roll 3 dice with a -4 penalty and have no range or other bonuses, while attacking with a bow. The character 
  can still do damage with a bow but lacks the experience to use it effectively. Nature Points can be used to 
  increase the dice pool, however, special melee attacks cannot be used. 
  Special Melee Attacks
  Magical attacks are normally undefendable and unsoakable, are more effective in a character’s Chosen 
  Domain and Instinctive Magic Defense can make it harder for opponents to hit, but Melee attacks have 
  their own advantages. A character can use normal attacks during combat, or choose from five special 
  melee attacks. They are more difficult to use but can prove to be very efficient in battle. These are aimed  
  attacks against opponents, aimed attacks against items, knock back attacks, non-lethal attacks and restraining  
  attacks. If a character is charging or successfully surprises an opponent, one can automatically ready a  
  special melee attack. These can be used against beasts, make someone fall while climbing or dismount a 
  rider. Some of these attacks are only possible using certain Melee skills. Only normal attacks are available 
  for war machines, wound penalties apply to opposing Strength rolls and an opponent with 0 Strength can 
  still roll one die with a -5 penalty.
  Aimed Attacks Against Opponents 
  A character can use one extra action to ready an attack to do more grievous damage against an opponent. 
  If successful, for every 1 die taken away from the to hit roll, an extra 1 die of aimed damage is rolled and the 
  more severe the consequence is. 
  If any damage gets through the opponent’s defense, both combatants roll their Strength score to see if the 
  aimed damage goes through and the specific consequence takes effect. If the character’s roll is higher the 
  aimed damage goes through and the consequence takes effect. If the opponent’s roll is equal to or higher 
  there is no aimed damage or consequence. Even if the aimed damage and consequence is avoided, the 
  initial damage still goes through to the opponent. 
  If 3 dice of aimed damage go through and the opponent fails their Strength roll, the damage received is 
  doubled before the armour and shield damage reduction score is applied. If all damage is soaked by an 
  opponent’s armour and shield, there is no consequence. If the opponent is using Protection Magic and fails 
  one’s Strength roll, only damage is rolled and no consequences take place. Aimed attacks can be attempted 
  using Body, Hand to Hand, Ranged and Thrown Primary Skills.
  
  Chapter 2: Primary Skills
  21
  AIMED DAMAGE
  CONSEQUENCE WITH SUCCESSFUL OPPOSED STRENGTH ROLL
  1 die
  Opponent has a -5 penalty to all combat related rolls for 1 action
  2 dice
  Opponent disarmed, cannot attack for 5 actions until weapon is picked up, can use 
  1 action to draw another weapon. Unarmed opponent or beast has a -5 penalty to 
  all combat related rolls for 1 round
  3 dice
  Opponent receives double damage before armour and shield  
  damage reduction score is applied
  4 dice
  Opponent has a limb severed/sense crippled, has one’s Might score in minutes to 
  live unless blood stopped using Heal Magic. Permanent -5 penalty plus one’s Might 
  score on all Speed and Strength or Sense Skills
  -
  Opponent is instantly killed
  Aimed Attacks Against Items
  A character can use one extra action to ready an attack against armour, a shield, an artefact or weapon. If 
  successful, for every 1 die taken away from the to hit roll, an extra aimed damage level is taken by the item. 
  If any damage gets through the opponent’s defense, both combatants roll their Strength score to see if the 
  item is damaged. If the character’s roll is higher and has done enough aimed damage to the item, it gets 
  damaged. If the opponent’s roll is equal to or higher, or if the item is superior, there is no damage to the 
  item. Even if the item damage is avoided, the initial damage still goes through to the opponent. Armour, 
  shields, artefacts and weapons have 5 durability levels each. Only magical weapons can damage other 
  magical items. More than 5 levels of aimed damage can be done in one attack.
  If 4 levels of aimed damage go through and the opponent fails their Strength roll, a poor quality item loses 
  4 durability levels, an average item loses 3 durability levels and an excellent quality item loses 2 durability 
  levels. Only if the weapon inflicting the damage is magical will it damage another magical item. Aimed at-
  tacks can be attempted using Body, Hand to Hand, Ranged and Thrown Primary Skills.
  
  Chapter 2: Primary Skills
  22
  AIMED DAMAGE 
  LEVEL
  POOR 
  QUALITY
  AVERAGE 
  QUALITY
  EXCELLENT 
  QUALITY
  MINOR 
  MAGICAL 
  ITEM
  MAJOR 
  MAGICAL 
  ITEM
  1 level aimed dam-
  age
  Lose 1 
  durability 
  level
  No effect
  No effect
  No effect
  No effect
  2 levels aimed 
  damage 
  Lose 2 
  durability 
  levels
  Lose 1 
  durability 
  level
  No effect
  No effect
  No effect
  3 levels aimed 
  damage 
  Lose 3 
  durability 
  levels
  Lose 2 
  durability 
  levels
  Lose 1 
  durability level
  No effect
  No effect
  4 levels aimed 
  damage 
  Lose 4 
  durability 
  levels
  Lose 3 
  durability 
  levels
  Lose 2 
  durability levels
  Lose 1  
  durability 
  level (magical 
  weapon attack 
  only)
  No effect
  5 levels aimed 
  damage 
  Instantly 
  destroyed
  Lose 4
  durability 
  levels
  Lose 3
  durability levels
  Lose 2
  durability 
  levels (magical 
  weapon attack 
  only)
  Lose 1  
  durability 
  level (magical 
  weapon attack 
  only)
  Knocking Back an Opponent
  A character can use one extra action to ready an attack to knock back an opponent. If successful, for every 
  1 die taken away from the to hit roll, increases the knock back distance. 
  If any damage gets through the opponent’s defense, both combatants roll their Strength score to see if the 
  opponent is knocked back. If the character rolls higher the opponent is knocked back. If the opponent’s roll 
  is equal to or higher there is no knock back. Even if the knock back is avoided, the initial damage still goes 
  through to the opponent. More than 5 levels of knock back can be done in one attack.
  If 2 dice are taken away and the opponent fails their Strength roll, they are instantly knocked back 4 meters. 
  A knocked back opponent remains prone for 5 actions. Knocking back an opponent can only be attempted 
  using the Body Primary Skill.
  KNOCK BACK LEVEL
  DISTANCE
  1 die
  2 m
  2 dice
  4 m
  3 dice
  6 m
  4 dice
  8 m
  5 dice
  10 m
  
  Chapter 2: Primary Skills
  23
  Non-lethal Attacks
  A character can use one extra action to ready an attack so that it is non-lethal. If successful, for every 1 die 
  taken away from the to hit roll, increases the duration of the opponent’s non-lethal damage. 
  If any damage gets through the opponent’s defense, both combatants roll their Strength score to see if the 
  opponent is stunned or knocked out. If the character rolls higher, 1 die is rolled to determine the duration. 
  If the opponent’s roll is equal to or higher there is no stun or knock out. Even if the stun or knock out is 
  avoided, the initial damage still goes through to the opponent. An opponent who is stunned or knocked 
  out is incapacitated until the duration ends. 
  If 5 levels of non-lethal damage go through, the opponent is knocked out for 1 die in days. If the character 
  rolls a 3 the opponent is knocked out for 3 days. If a character has a high dice pool and is facing a weak op-
  ponent, one can declare an attack with less attack dice by holding back and doing less damage. Non-lethal 
  combat can only be attempted using Body or Hand to Hand Primary Skills. 
  LEVEL OF NON-LETHAL 
  DAMAGE
  CONSEQUENCE WITH 
  SUCCESSFUL OPPOSED 
  STRENGTH ROLL
  DURATION OF 
  CONSEQUENSE
  1 level
  Stunned
  1 die actions
  2 levels
  Stunned
  1 die rounds
  3 levels
  Knocked out
  1 die minutes
  4 levels
  Knocked out
  1 die hours
  5 levels
  Knocked out
  1 die days
  Restraining an Opponent
  A character can use one extra action to ready an attack to restrain an opponent. If successful, for every 1 die 
  taken away from the to hit roll, increases the opponent’s restraining damage by 1 die.
  If any damage gets through the opponent’s defense, both combatants roll their Strength score to see if the 
  opponent is restrained. If the character rolls higher the opponent is restrained. One can attempt to break 
  the other’s hold by using an opposed Strength roll (Strength ) times before giving up and taking damage. 
  The character can decide to restrain the opponent without doing damage. If the opponent’s roll is equal to 
  or higher the restrain is unsuccessful. Even if the restrain is avoided, the initial damage still goes through to 
  the opponent. More than 5 levels of restraining damage can be done in one attack.
  If one is restraining or restrained by another, no other actions except breaking free can take place by both 
  combatants. The opponent is automatically disarmed as well. No more than one combatant can restrain 
  another. Restraining an opponent can only be attempted using the Body Primary Skill.
  RESTRAINING DAMAGE LEVEL
  DAMAGE PER ROUND
  1 die
  1 die
  2 dice
  2 dice
  3 dice
  3 dice
  4 dice
  4 dice
  5 dice
  5 dice
  
  Chapter 2: Primary Skills
  24
  Melee Combat
  There are several things that happen during a melee combat round. There is an initiative roll governed 
  by Speed score and weapon initiative penalty. The highest score acts first and the character attacks. If the 
  opponent can dodge or deflect (add deflect modifier), a roll is made in defense. Finally, there is damage, 
  which are the remaining successes added to the weapon damage and subtracted by the armour and shield’s 
  damage reduction score if applicable. This number is the amount of damage the character takes. The Speed 
  score determines the amount of actions per round.
  For example: 
  Character A and character B have  Strength,  Speed and  Might. They are each attacking with 
  longswords (-3 weapon initiative penalty). Both characters roll 2 dice -3+3 (-3 weapon initiative penalty, +3 
  Hand to Hand Primary Skill bonus) due to their Speed. Character A gets 9 and character B gets 7, character 
  A acts first.
  Character A has  Hand to Hand Melee and  Hand to Hand Melee speciality. Character B has  
  Hand to Hand Melee. She decides to attack with 4 dice +2 (+1 Might, +1 Might Speciality) and gets a 20. 
  Character B decides to deflect with 3 dice +1+3 (+1 Might, +3 deflect modifier) and gets an 8. 20-8=12, so 
  12 points get through character B’s defense. The weapon damage of her longsword is +6, which is added 
  to the 12, making it 18. Character B is wearing leather armor, which takes 4 off the 18, so he takes 14 health 
  points of damage. Character B goes from 50 to 36 health points. He is considered hurt and has a -2 penalty 
  on all his rolls, until he recovers from his injury. A character’s Might bonus is not added again to damage.
  Character A decides to press on with her attack for this round. She takes a bit more time to aim her attack. 
  Instead of 4 dice +2, she rolls 2 dice +2. If her aimed attack and her Strength roll is greater than her op-
  ponent’s, the opponent takes normal damage, aimed damage and suffers a consequence, which is a disarm 
  attack. 
  Since Character A spends an extra action aiming, Character B spends his action shouting for assistance, 
  then deflects once more with 3 dice -2+1+3 ( -2 wound penalty +1 Might, +3 deflect modifier). He gets an 
  8. Character A rolls 2 dice +2 (+1 Might, +1 Might Speciality) and gets a 9. 9-8=1, so 1 point gets through 
  character B’s defense. Her longsword is +6, making it 7. The leather armour soaks 4, so he takes another 3 
  health points of damage. Both combatants roll their Strength score (wound penalties apply) and character 
  A rolls higher. She rolls 2 dice for her aimed damage and gets 5, her longsword is +6, making it 11. The 
  leather armour soaks 4 and another 7 health points of damage is taken by Character B. He is also disarmed. 
  He cannot attack for 5 actions until he has retrieved his weapon, or he can draw a second weapon if he has 
  one. He also has a -5 penalty to all combat-related rolls for 1 round.
  “Her attack is blindingly fast, too fast. He raises his sword to parry but only manages to slow the blade. 
  It strikes its mark with well-practiced accuracy. Her gleaming longsword gets past his leather padding. He 
  feels searing pain as he pulls back, his lifeblood is warm against his sweaty skin. She takes a moment to aim 
  her next attack. He shouts for assistance as she gets past his attempt to parry her once more. More pain is 
  felt. She smiles as her sword twists towards his. Her attack was intended to wound and to disarm him. How 
  could he be so careless. The weapon clatters against the floor several meters away from him. His eyes are 
  full of fear…”
  
  Chapter 2: Primary Skills
  25
  Body (Strength)
  This skill allows the character to attack and deflect using one’s body as a weapon. With enough Strength 
  the opponent’s or beast’s damage reduction score stays the same and is not doubled due to the unarmed 
  attack, while the character benefits from extra attacks. One can also attempt to do aimed damage to an op-
  ponent or item, knock back, do non-lethal damage or restrain. Extra attacks cannot be made while holding 
  a shield. If a character has  Strength,  Body Melee,  Body speciality and  Might, one 
  would roll 7 dice +4 with each Body attack and deflect, and have 4 extra attacks each round. The character 
  can use all of these extra attacks on one’s initiative, before using any other actions. Special melee attacks 
  cannot be used with extra attacks, they can only be used during normal actions. Using one’s body to deflect 
  armed strikes has a -5 penalty.
   1 die, 1 extra attack, opponent’s or beast’s damage reduction score doubled.
   2 dice, 2 extra attacks, opponent’s or beast’s damage reduction score doubled.
   3 dice, 3 extra attack, opponent’s or beast’s damage reduction score doubled.
   4 dice, 4 extra attacks, opponent’s or beast’s damage reduction score normal.
   5 dice, 5 extra attacks, opponent’s or beast’s damage reduction score normal.
  
  Chapter 2: Primary Skills
  26
  Hand to Hand (Strength)
  This skill allows the character to attack and deflect using hand to hand weapons. Area attacks cannot be 
  deflected and weapon deflect modifiers are not added when deflecting ranged or thrown attacks. With 
  enough Strength one can negate weapon initiative penalties and movement penalties. One can also  
  attempt to do aimed damage to an opponent or item, or do non-lethal damage to an opponent. A char-
  acter can fight simultaneously with two light weapons with  Strength, two average weapons with  
  Strength and two heavy weapons with  Strength. If a character were to fight with a light and average 
  weapon, one would still need  Strength to wield both simultaneously. The advantage of using two 
  weapons during battle is that each weapon’s strong point is used to gain the upper hand, for example, 
  using a staff to deflect and a mace to attack. If a character has  Strength,  Hand to Hand Melee,  
   Hand to Hand speciality and  Might, one would roll 3 dice +3 with each Hand to Hand attack and 3 
  dice +3 + weapon deflect modifier for each deflect (not applied for ranged or thrown attacks), and have -2 
  off one’s weapon initiative penalty.
   1 die, -1 off weapon initiative penalty.
   2 dice, -2 off weapon initiative penalty.
   3 dice, -3 off weapon initiative penalty.
   4 dice, -4 off weapon initiative penalty, can attack and deflect without movement penalties while 
  doing athletics, can attack and deflect with a -5 while climbing or swimming. 
   5 dice, -5 off weapon initiative penalty, can attack and deflect without any movement penalties 
  while climbing or swimming.
  
  Chapter 2: Primary Skills
  27
  Ranged (Strength)
  This skill allows the character to attack using ranged weapons. With enough Strength one can increase 
  their range and have no environmental penalties. The target can only dodge or deflect the ranged attack 
  (weapon deflect modifiers are not added), a movement action cannot be used to get out of the way. One 
  can also attempt to do aimed damage to an opponent or item. If a character has  Strength,  
  Ranged Melee and  Might, one would roll 3 dice +1 with each Ranged attack and have x3 the range.
   1 die, standard range.
   2 dice, range x2.
   3 dice, range x3.
   4 dice, range x4, environmental penalties halved.
   5 dice, range x5, no environmental penalties.
  
  Chapter 2: Primary Skills
  28
  Thrown (Strength)
  This skill allows the character to attack using thrown weapons. With enough Strength one can increase their 
  range and have no cover penalties. The target can only dodge or deflect the thrown attack (weapon deflect 
  modifiers are not added), a movement action cannot be used to get out of the way. If the target wants to 
  catch a thrown weapon, an opposed Thrown Skill roll is made with a -5 penalty. If the target rolls higher the 
  weapon is caught and can be thrown back. The character would now have the -5 penalty if one decides to 
  catch the weapon. If the roll is equal to or less the full attack goes through and no deflect or dodge can take 
  place. Any weapon can be thrown with this skill, the accuracy range is shown in brackets in the Weapons list 
  in Chapter 6: Equipment and Wealth. One can also attempt to do aimed damage to an opponent or item. 
  If a character has  Strength,  Thrown Melee,  Thrown speciality and  Might, one would roll 3 dice 
  +2 with each Thrown attack and have x2 the range.
   1 die, standard range. 
   2 dice, range x2. 
   3 dice, range x3. 
   4 dice, range x4, no light cover penalties, heavy cover penalties -5.
   5 dice, range x5, no heavy cover penalties.
  
  Chapter 2: Primary Skills
  29
  War Machines (Strength)
  This skill allows the character to attack using various war machines. With enough Strength one can increase 
  their range, lessen crews and have no vessel movement penalties when the target is moving very rapidly. 
  This can be applied to moving land transport as well. All war machine attacks are non-deflectable in normal 
  combat and mass combat due to their area effect. Single targets can only dodge the ranged attack using the 
  Dodge Secondary Skill, a movement action cannot be used to get out of the way. If a character has  
  Strength,  War Machines Melee,  War Machines speciality and  Might, one would roll 7 
  dice +6 for each War Machines attack, have x4 the range and vessel movement penalties halved, when in 
  control of any amount of war machines.
   1 die, standard range.
   2 dice, range x2.
   3 dice, range x3. 
   4 dice, range x4, only half the people required to operate the war machines, no fast vessel move-
  ment penalties, very fast vessel movement penalties -5. 
   5 dice, range x5, only a quarter of the people required to operate the war machines, no very fast 
  vessel movement penalties.
  
  Chapter 2: Primary Skills
  30
  Bonuses and Penalties During Combat
  During combat there are bonuses and penalties that the Story Teller can apply due to various conditions, 
  which are discussed below. Penalties can be minimized, even negated with certain skills.
  Low Light, No Light, Non-Deflectable, Magical and Surprise Attacks
  When a character or opponent is attacking with Magic or Melee, or attempting to deflect, dodge, inves-
  tigate or track in low light without some form of lighting, a -5 penalty is applied to all related rolls. When 
  a character or opponent is attacking with Magic or Melee, or attempting to deflect, dodge, investigate or 
  track in total darkness without some form of lighting, a -10 penalty is applied to all related rolls. This penalty 
  can be negated with a high enough Awareness Secondary Skill. 
  If a character is defending against a non-deflectable attack a high enough Dodge Secondary Skill is need-
  ed. Magical attacks can only be defended against with a high enough Dodge Secondary Skill or a magi-
  cal weapon. If a character is attempting to surprise an opponent, Stealth is rolled against the opponent’s 
  Awareness roll. If character A has  Stealth and character B has  Awareness, character A rolls 2 dice and 
  character B rolls 1 die. If character A rolls higher and decides to perform a surprise or special melee attack, 
  Character B cannot act for one action during this attack or use a shield to reduce damage. After the charac-
  ter’s surprise action both combatants roll initiative to see who acts first. If character B rolls equal to or higher 
  than character A, there is no surprise action and both combatants roll initiative. 
  ATTACK CONDITION
  RESULT
  Low light 
  -5 to attack, deflect, dodge, investigate and track
  No light 
  -10 to attack, deflect, dodge, investigate and track
  Non-deflectable attack
  Successful dodge roll needed to defend
  Magical attack
  / dodge roll or magical weapon needed to defend
  Surprise attack
  Successful opposed awareness roll needed to defend
  Cover Penalties, Vessel Movement Penalties and Elevation Bonuses
  Cover, vessel movement and elevation provides advantages and disadvantages to both the character and 
  opponent. There is light and heavy cover that adds a -5 or -10 penalty to the attack. There is also fast and 
  very fast vessel movement that adds a -5 or -10 penalty to a war machine attack. If an opponent is prone or 
  asleep, or the person attacking is on horseback or on higher elevation, a +5 bonus is added to attack and 
  deflect. If both combatants have higher elevation bonuses, then they are cancelled.
  COVER, VESSEL MOVEMENT AND ELEVATION
  PENALTIES AND BONUSES
  Light cover
  -5 from attack
  Heavy cover
  -10 from attack
  Fast vessel movement  (25 km/h to 49 km/h)
  -5 from war machine attack
  Very fast vessel movement (50 km/h and up)
  -10 from war machine attack
  Opponent prone or asleep/higher elevation
  + 5 to attack and deflect
  
  Chapter 2: Primary Skills
  31
  Movement and Balance Penalties on Attacks
  If a character is doing athletics, climbing, riding, running, sprinting or swimming, one cannot use Magic to 
  cast spells or use an action to move 2 meters during combat. Dodging while doing athletics or running has 
  a -5 penalty and dodging while sprinting a -10 penalty. Attacking or deflecting while doing athletics has a 
  -5 penalty. Attacking or deflecting while climbing or swimming has a -10 penalty. This can be negated with 
  a high enough Hand to Hand Primary Skill. The Story Teller can add a further balance penalty of between 
  -1 and -5 to any combat rolls if the conditions the character, opponent or beast is in affects balance, for  
  example fighting on slippery ice or a thin ledge, but can be negated with a high enough Athletics Secondary 
  Skill. Beasts in their Domain do not suffer balance penalties. A character cannot hold a shield while climb-
  ing so any shield bonuses are negated if one is attacked. A character needs the Riding Secondary Skill to  
  attack and deflect normally while riding or galloping. Any ranged attacks have a -5 penalty while riding and 
  a -10 penalty while galloping, the elevation bonus still applies. This can be negated with a high enough 
  Ride Secondary Skill. A character charging on horseback can only attack targets that are in range, aimed 
  and non-lethal attacks can be used.
  ACTION
  ATHLETICS
  CLIMB
  RIDE
  RUN
  SPRINT
  SWIM
  Use magic
  No
  No
  No
  No
  No
  No
  Move 2 m
  No
  No
  No
  No
  No
  No
  Dodge
  -5
  No
  No
  -5
  -10
  No
  Attacks
  -5
  -10
  Normal,-5,-10
  Normal
  Normal
  -10
  Deflects
  -5
  -10
  Normal
  Normal
  Normal
  -10
  Firing into a Melee and Blundering a Roll
  When a character directs a ranged or thrown attack into a melee involving fellow characters or allies, a -5 
  penalty is taken on the attack roll, minus their appropriate Primary Skill . So a character with  in Thrown 
  has a -3 penalty, not a -5. If during combat, after the character has rolled to hit lands up with a negative 
  number, one will either hit a fellow character or ally, or lose one action per -1 to recover from the blundered 
  attack. This could be dropping a weapon, tripping or having a lapse in concentration. The Story Teller can 
  decide on a consequence. If the character rolls 1 die to attack with a short sword, has a -4 wound penalty 
  and rolls a 1, the total is -3. If there are fellow characters or allies within range, the full attack roll hits them. 
  They cannot dodge, deflect or use a shield to reduce damage, as it is considered a surprise attack. Only 
  their armour’s damage reduction score counts and consequences of special melee attacks still apply. If no 
  fellow characters or allies are within range, one will spend 3 actions recovering from the blundered attack. 
  No attacking, deflecting or moving can take place for those 3 actions. A character cannot blunder an initia-
  tive, dodge, deflect or magic roll, one will just go last or not succeed.
  ACTION
  PENALTY
  Ranged or thrown attack into melee with allies
  Up to -5 to attack
  Initiative
  Cannot go below 0
  Attack
   Hit ally or -1 action per negative number
  Dodge/deflect
  Cannot go below 0
  Magic
  Magical allowance still used up
  
  Chapter 2: Primary Skills
  32
  Trick Shots
  There are times when a character wants to attempt a very tricky hand to hand, ranged or thrown shot, like 
  throwing a knife at a very small target or trying to impress a crowd. A normal to hit roll is made against the 
  penalty the Story Teller decides on, depending on the specific situation, as shown below. If the character 
  rolls higher the trick shot is considered a success, if the character rolls equal to or less it is considered a 
  failure. Trick shots cannot be used in combat.
  DIFFICULTY OF TRICK SHOT
  PENALTY ON ATTEMPT
  Challenging
  -5
  Hard
  -10
  Very hard
  -15
  Extreme
  -20
  Impossible
  -25
  Accurate Throwing Distances of Objects
  The greater the character’s strength, the further one can accurately throw an object and the heavier it can be. 
  Objects are not considered weapons so Thrown Primary Skill range bonuses do not apply. Throwing an object 
  with less accuracy doubles the listed distances. All thrown objects move at 20 meters per round and falling 
  objects at 10 meters per round. Crushing damage is discussed in Chapter 4: Health and Damage.
  STRENGTH
  1 kg or 
  less
  10 kg or less
  100 kg or less
  1000 kg or 
  less
  More than 1000 kg 
  (max 5 tons)
  
  10 m
  5 m
  -
  -
  -
  
  20 m
  10 m
  5 m
  -
  -
  
  50 m
  20 m
  10 m
  -
  -
  
  100 m
  50 m
  20 m
  10 m
  -
  
  200 m
  100 m
  50 m
  20 m
  10 m
  Strength Equivalents
  There are times when a character needs to complete an action with pure strength. For example, keeping a 
  gate shut or lifting something heavy out of the way. The following table gives the equivalent strength in men. 
  STRENGTH 
  EQUIVALENT MEN
  
  1 man
  
  2 men
  
  5 men
  
  10 men
  
  100 men
  
  Chapter 2: Primary Skills
  33
  Mass Combat
  Mass combat is governed by Command and War. War is a Secondary Skill that is discussed in Chapter 3: 
  Secondary Skills. If a character has  Command and  War, the total attack or deflect roll per round 
  is 5 dice, before any bonuses or penalties. A character or soldier’s Might bonus is not added to the above 
  rolls during mass combat. One round in mass combat is equivalent to 1 minute, both forces make an attack 
  or a deflect roll each mass combat round. There is no dodging or special melee attacks in mass combat and 
  wound penalties do not apply. Each  represents the standard 50 health points. Fighting against beasts 
  or spell casters is considered a normal battle, not mass combat, therefore normal attack sequences take 
  place. Group attacks and deflects can be rolled as one against opponents if the players decide to save time. 
  Damage is calculated by subtracting it from the enemies damage reduction score and modified depend-
  ing on the amount of soldiers per force. If 100 men are attacking 1000 men, only 10% of the final damage 
  goes through. If 5000 men are attacking 1000 men, 100% of the final damage goes though. All damage is 
  rounded off to the nearest whole number. 
  The higher a character’s Command score, the more soldiers can be led. The higher a character’s War score, 
  the better trained and better equipped the soldiers are. Cavalry soldiers count as 2 men but have a +5 bo-
  nus to attack and deflect due to the higher elevation bonus. A further +5 is added to their first attack when 
  charging into battle with a reach weapon. The horse must be galloping and cannot be slowed down due to 
  terrain for a minimum of 50 meters. Troop movement, elevation and range are important considerations as 
  this can affect the outcome of the battle. 
  A commander can split one’s force into smaller groups to be more effective in battle. The amount of smaller 
  groups is limited by one’s Command score . Therefore the maximum split is 5 groups. The largest split 
  group cannot exceed 10 000 men while the smallest split group cannot be less than 10 men. A character 
  with  Command can lead a maximum force of 10 000 men, which can be split into 2 groups of 5000 
  men or 1 group of 5000 men, 2 groups of 2000 men and 1 group of 1000 men. Each split group wields the 
  same weapons and is treated as a separate force that has its own attack, deflect and morale. One cannot 
  split or combine a group during mass combat. The type of split per maximum number of men is shown in 
  the following table.
  COMMAND 
  MAXIMUM NUMBER OF MEN
  TYPE OF SPLIT/LOSS OF MEN ORDER
  
  10 men
  Cannot split
  
  100 men
  100, 50, 20, 10
  
  1000 men
  1000, 500, 200, 100
  
  10 000 men
  10 000, 5000, 2000, 1000
  
  50 000 men
  Maximum 10 000
  The Story Teller decides how many mass combat rounds it takes before an attacking force reaches their 
  opponent or breeches a structure, like a stronghold or fortress. Cover and elevation bonuses are taken into 
  consideration. A ranged attack force can only attack once per mass combat round. It cannot deflect unless it 
  changes to a melee weapon. Retreating forces cannot attack, they can only deflect and retreat at 50 meters 
  per minute in normal conditions. If a force is being attacked by more than one opposing force in the same 
  round, it can deflect more times but will have a -5 penalty. 
  
  Chapter 2: Primary Skills
  34
  Characters can directly involve themselves in the battle to try sway the balance in their favour. This is  
  considered a normal battle, not mass combat, so Might bonuses can be used. If the commander of the 
  army decides to directly involve oneself in the battle and dies, the second in command’s Command score  
  applies. Only the amount of soldiers that one can control will remain to fight, the rest retreat, starting from 
  the most injured. The War score is not taken into account, as the soldiers are already involved in the battle. 
  Once the battle is over it is up to the Story Teller to decide which of the soldiers follow the new commander.
  If all 50 health points are lost, a force drops in the loss of men order as shown in the previous table and both 
  commanders roll their Command score for troop morale. If the losing commander’s roll is equal to or higher 
  than the winning commander’s roll, no penalty is taken. If it is less, a -5 penalty is taken on all future rolls. 
  The commander can decide to surrender or call a retreat. A roll cannot be blundered, even if it goes below 
  0, one will just not succeed. Each time a force loses 50 health points another morale roll is made. If a force of 
  5000 men loses 50 health points, 2000 men are alive. If the same force loses another 50 health points 1000 
  men are alive. If another 50 health points are lost there are 500 men left. This carries on until the force sur-
  renders, retreats or is completely wiped out. A character with  Command does not roll morale rolls. 
  For example: 
  Both commanders roll their Command score to see who deploys their army first. Character A gets a higher 
  roll and goes first. Character A has  Command and  War, which are a maximum of 1000 men that 
  are skilled soldiers wearing leather armour, bearing short swords and small shields. Character B has  
  Command and  War, which are a maximum of 1000 men that are average soldiers wearing leather armour 
  bearing axes. Character A rolls a 5 dice attack and gets 24, character B rolls a 4 dice +2 (+2 deflect modifier) 
  deflect and gets 13. 24-13=11, so 11 points get through the armies defense. Character A’s troops are skilled 
  soldiers bearing short swords, which add +4 to damage, making it 15. Character B’s troops are average 
  soldiers wearing leather armour, which takes 4 off the 15, so character B’s force takes 11 health points of 
  damage. If character B’s force was double in size 50% of the damage would go through totalling 6 health 
  points, not 11. 
  If the force’s health points reach 0, it loses 500 men and both commanders roll their Command score for 
  troop morale. A  Command is 1000 men, so there are 500 men left. If more damage is taken it flows 
  over to the next 50 health points. 
  A commander can surrender anytime during the battle. If a character has a Martyr Nature, one will  
  immediately accept the opposing commander’s surrender and after negotiations, let the opposing force 
  leave in peace. If a character has a Good Nature, negotiations will take place and terms will be reached 
  that are favourable to the character. A character with a Neutral Nature weighs up all the facts and decides 
  the most appropriate course of action. A character with a Lawbreaker Nature will not accept the opponents 
  surrender and take those fit enough as slaves. If a character has an Evil Nature one will continue the attack 
  until all of the opponent’s troops are wiped out. The Story teller can decide to speed up mass combat by 
  only playing a few mass combat rounds to decide the outcome of the battle.
  
  Chapter 2: Primary Skills
  35
  War Machines Available
  The maximum amount of war machines a Commander can have depends on their Command  and funding 
  received to build them.
  COMMAND 
  MAXIMUM AMOUNT OF WAR MACHINES A COMMANDER CAN HAVE 
  
  1 war machine
  
  5 war machines
  
  10 war machines
  
  20 war machines
  
  50 war machines
  War Machines and Mass Combat
  When war machines are used in mass combat, there is a percentage of damage that goes through per num-
  ber of men. The more war machines firing simultaneously at the opposing force, the greater the damage. 
  All damage is rounded off to the nearest whole number and subtracted by the force’s damage reduction 
  score. Attacks can be enhanced with liquid fire, which doubles the damage. This is discussed further in 
  Chapter 4: Health and Damage. If one fires 10 war machines enhanced with liquid fire at 1000 men, 20% of 
  the damage goes through, not 10%. A character or soldier’s Might bonus is added when attacking with war 
  machines in mass combat. 
  If any number of the opponent’s men is in range of the war machine, it is immediately immobilized. If no 
  one manning the war machine has the War Machines Primary Skill, the war machine cannot be operated. 
  All war machine attacks are non-deflectable in mass combat. Each war machine attack takes 1 minute per 
  mass combat round.
  NUMBER 
  OF MEN
  10
  20
  50
  100
  200
  500
  1000
  2000
  5000
  10000
  1 war  
  machine
  100%
  50%
  20%
  10%
  5%
  2%
  1%
  No 
  effect
  No  
  effect
  No  
  effect
  5 war  
  machines
  500%
  250%
  100%
  50%
  25%
  10%
  5%
  1%
  No  
  effect
  No  
  effect
  10 war 
  machines
  1000%
  500%
  200%
  100%
  50%
  20%
  10%
  5%
  1%
  No  
  effect
  20 war 
  machines
  2000%
  1000%
  400%
  200%
  100%
  40%
  20%
  10%
  5%
  1%
  50 war 
  machines
  5000%
  2500%
  1000%
  500%
  250%
  100%
  50%
  20%
  10%
  5%
  
  Chapter 3: Secondary Skills
  36
  Chapter 3: Secondary Skills
  A character has 25 Secondary Skills to choose from. Each Secondary Skill is limited by an Ability, which is 
  shown in brackets next to it. For example, if a character wants to have  in the Scholar Secondary Skill,  
   of Knowledge is needed.
  In some cases two opposing Secondary Skill rolls are made to see which character is successful, or a Second-
  ary Skill rolled against an Ability. If a character is being stalked and has  Awareness, while the opponent 
  has  Stealth, both characters roll their appropriate Secondary Skill to see who is successful. It will be 3 
  dice against 2 dice respectively. Various Secondary Skills can be used simultaneously as well. Wound penal-
  ties apply to all rolls
  
  Chapter 3: Secondary Skills
  37
  Armourer (Knowledge)
  This skill allows the character to make and repair various kinds of armour and shields from the Armour and 
  Shields list in Chapter 6: Equipment and Wealth. With enough Armourer Skill one can create, repair and 
  identify armour and shields with minor or major magical abilities. More than one minor or major magical 
  ability can be added to the armour or shield, as long as it is not the same or similar ability. It takes longer 
  to forge but is seen as one magical item. Major magical armour or shields can have minor magical abilities, 
  but not visa versa. Armour comes with adjustable straps for different body types, but the Story Teller can 
  decide that an armourer is needed for major adjustments. A forge and armourer tools are required for the 
  duration of the forging. 
   Can make a poor quality suit of leather armour or shield once per day, chain armour every 2 days and 
  plate armour every 3 days. Every damage level takes 5, 10 and 15 hours to repair respectively.
   Can make an average quality suit of leather armour or shield once per week, chain armour every 2 
  weeks and plate armour every 3 weeks. Every damage level takes 2, 3 and 4 days to repair respectively.
   Can make an excellent quality suit of leather armour or shield once per month, chain armour every 2 
  months and plate armour every 3 months. Every damage level takes 1, 2 and 3 weeks to repair respectively.
   Can make a suit of minor magical leather armour or shield once per year, chain armour every 2 years, 
  plate armour every 3 years and identify their minor magical abilities. Each added minor magical ability adds 
  an extra year to the forging duration. Every damage level takes 2, 4 and 6 months to repair respectively.
   Can make a suit of major magical leather armour or shield once every five years, chain armour 
  every 10 years, plate armour every 15 years and identify their major magical abilities. Each added major 
  magical ability adds an extra five years to the forging duration. Every damage level takes 1, 2 and 3 years 
  to repair respectively.
  
  Chapter 3: Secondary Skills
  38
  Athletics (Strength)
  This skill allows the character to perform great jumps and have superior balance. With enough Athletics Skill 
  one can ignore falling damage, move across any obstacle, as long as it is solid and not liquid or gaseous and 
  negate balance penalties to combat rolls. If a character does not have a high enough Athletics Skill to do so 
  automatically, one can roll an opposed Athletics roll against the difficulty of the obstacle. This is determined 
  by the Story Teller. Each level of difficulty is equivalent to 1 die. For example, crossing a slippery thin ledge 
  has a 1 die difficulty, while sprinting across treetops has a maximum of a 5 die difficulty. If the character rolls 
  equal to or higher one moves over safely at walking speed. If the character rolls less, one immediately falls. 
  The balance penalty to any combat rolls is still applied. The character travels at 10 meters per round while 
  jumping. Vertical jumps and horizontal jumps from a stand still position take 2 actions to ready. If a character 
  takes a 10 meter run up, which takes 4 actions to ready, the horizontal jump distance is x1.5 greater. If a 
  character does not have the Athletics Skill, only one’s Strength score is used to determine jump distances, 
  only challenging obstacles can be crossed at climbing speed and no skill bonuses apply. A character must 
  see where one is going to perform Athletics or have a high enough Awareness Skill.
   Vertical jump (Strength score) meters, horizontal jump (Strength score + Athletics score) meters, can move 
  across a challenging obstacle at walking speed, -1 off balance penalty to combat rolls.
   Vertical jump (Strength score) meters, horizontal jump (Strength score + Athletics score) meters, can 
  move across a hard obstacle at walking speed, -2 off balance penalty to combat rolls.
   Vertical jump (Strength score) meters, horizontal jump (Strength score + Athletics score) meters, can 
  move across a very hard obstacle at walking speed, -3 off balance penalty to combat rolls.
   Vertical jump (Strength score + Athletics score) meters, horizontal jump (Strength score x Athletics 
  score) meters, falling damage halved, can move across an extreme obstacle at running speed, -4 off balance 
  penalty to combat rolls. 
   Vertical jump (Strength score + Athletics score) meters, horizontal jump (Strength score x Athletics 
  score) meters, no falling damage applied, can move across an impossible obstacle at sprinting speed, -5 off 
  balance penalty to combat rolls. 
  
  Chapter 3: Secondary Skills
  39
  Awareness (Sense)
  This skill allows the character to be aware of one’s surroundings. One can see the smallest movement, hear 
  the softest sound, even smell and feel with precise accuracy. With enough Awareness Skill one can see 
  in total darkness and attempt to perceive invisible opponents and items. The Story Teller decides on the 
  conditions and if any senses are penalized. If a character is attempting to listen through several thick walls 
  or look for distant detail in a sandstorm, an extreme condition penalty can be applied by the Story Teller 
  on one’s Awareness Skill. If an opponent wants to surprise or steal from the character, a Stealth roll is made 
  against the character’s Awareness roll once the opponent is in their Awareness range. If the character rolls 
  equal to or higher one becomes aware of the opponent and initiative is rolled to see who acts first. If the 
  opponent rolls higher the character is surprised (or stolen from), and in turn cannot act for one action. If a 
  character does not have the Awareness Skill, Awareness is Sense score x5 meters for sight, rest of senses x 
  ½ a meter. If an opponent is attempting to surprise or steal from the character, a Sense roll -5 is rolled by 
  the character. If a character is asleep all Awareness is at one hundredth. If a character has  Sense and  
  Awareness, one’s Awareness will be less than a meter, not 40 meters. When waking up in an emergency, the 
  character rolls 1 die to determine how many actions are needed to be ready to act, like readying a weapon 
  or move action. 
   Aware of surroundings in a (Sense score + Awareness score) x 5 m radius for sight, rest of senses x ½ m 
  radius.
   Aware of surroundings in a (Sense score + Awareness score) x 10 m radius for sight, rest of senses x  
  1 m radius.
   Aware of surroundings in a (Sense score + Awareness score) x 20 m radius for sight, rest of senses x 
  2 m radius.
   Aware of surroundings in a (Sense score + Awareness score) x 50 m for sight, rest of senses x 5 m 
  radius, low light attack, deflect, dodge, investigate and track penalty negated, no light attack, deflect, dodge, 
  investigate and track penalty -5, can attempt to perceive invisible opponents or items in a 10 m radius.
   Aware of surroundings in a (Sense score + Awareness score) x 100 m for sight, rest of senses  
  x 10  m radius, no light attack, deflect, dodge, investigate and track penalty negated, can attempt to perceive  
  invisible opponents or items in a 100 m radius.
  
  Chapter 3: Secondary Skills
  40
  Beast Affinity (Sense)
  This skill allows the character to tame a variety of beasts and to breed various animals. With enough Beast 
  Affinity Skill one can tame the most legendary beasts, see and hear through a tamed beast’s senses and call 
  upon nearby beasts for assistance during times of danger. When a character encounters a beast, a Beast 
  Affinity roll can be attempted on one’s initiative against the beast’s Sense roll. If the character rolls higher 
  the beast will not attack, this interaction takes the character one minute. If the character rolls again and rolls 
  higher once more the beast is tamed, this interaction takes one day, provided that the character has the time 
  to spare. If the character rolls equal to or less with the first roll, the beast ignores the attempt and attacks 
  immediately. This is considered a surprise attack. If the character rolls equal to or less with the second roll 
  the beast is not tamed after the day of interaction but will not attack. The character cannot try to tame the 
  same beast again. If one encounters a group of beasts one can attempt to tame one beast only, if successful 
  none of the other beasts will attack. If they are provoked however, they will attack. The character can call 
  upon beasts for assistance once per day. They arrive in (Beast Affinity roll) rounds. Once the beasts have  
  assisted the character to the best of their abilities without being killed in the process, they depart immedi-
  ately. Chapter 10: Story Characters discusses the various types of beasts in more detail. 
   Breed pets and livestock with great success, can attempt to tame small beasts and make tamed beasts 
  understand single word commands.
   Breed riding horses with great success, can attempt to tame large beasts and make tamed beasts  
  understand basic commands. 
   Breed warhorses with great success, can attempt to tame huge beasts and make tamed beasts  
  understand advanced commands. 
   Can attempt to tame great beasts, see and hear through a tamed beast’s senses when within 1 km 
  from the character, and attempt to call upon all beasts in the surrounding area for assistance.
   Can attempt to tame legendary beasts, see and hear through a tamed beast’s senses when within 
  10 km from the character, and attempt to call upon all beasts in the surrounding area for assistance.
  
  Chapter 3: Secondary Skills
  41
  Builder (Command)
  This skill allows the character to lead in the construction and repair of various types of structures, war  
  machines and land transport. With enough Builder Skill one can create legendary structures that are almost 
  impossible to conquer. If a character wants to build a structure, war machines or land transport, enough 
  Command  are required to lead the builders necessary for the construction. If a character wants to keep a 
  structure hidden from sight it is up to the Story Teller to decide if it is possible and how much extra building 
  time is required. An opposed Awareness roll is made against the character’s Builder roll. If the roll is higher 
  the structure is found, if the character rolls equal to or higher the structure remains hidden. The amount 
  of time required to build and repair the various types of structures, war machines and land transport is  
  discussed in Chapter 7: Structures, Ships, War Machines and Land Transport. 
   Can construct a basic structure.
   Can construct a middle class structure.
   Can construct an upper class structure.
   Can construct a kingly structure, all structures built take half damage.
   Can construct a legendary structure, all structures built take quarter damage.
  
  Chapter 3: Secondary Skills
  42
  Climb (Strength)
  This skill allows the character to climb up or down various surfaces for longer. With enough Climb Skill one 
  can climb up or down any surface at high speed, without the use of climbing gear, for great lengths of time 
  and with no movement penalties. Climbing gear is any amount of rope with 1 grappling hook (the Story 
  Teller decides if it is necessary). If a character does not have  Awareness Skill or a high enough Climb Skill, 
  climbing during the night without some form of lighting halves the current movement rate. The character 
  must rest for a total of 10 hours between climbs once the maximum time is reached, or lose 1 health point 
  for every hour without rest. This penalty is negated once the character has sufficiently recovered. A charac-
  ter cannot climb without climbing gear and without the Climb Skill. A character can climb with the use of 
  climbing gear but without the Climb Skill, the time it takes to climb is doubled. A character without climbing 
  gear but with the Climb Skill can climb at the normal climbing speed without any increase in speed, unless 
  one has a high enough Climb Skill. Only when current climbing speed is exceeded, a successful special  
  melee attack or beast stun attack can make someone fall. If someone is attempting to cut a rope from afar, 
  it is considered a trick shot. Its defense is the penalty determined by the Story Teller using the Trick Shots 
  table in Chapter 2: Primary Skills. Each rope can hold 500kg, while each chain can hold 1 000kg. 
   Can climb up or down at normal climbing speed with climbing gear for (Strength score + Climb score) 
  hours.
   Can climb up or down at x2 climbing speed with climbing gear for (Strength score + Climb score) hours.
   Can climb up or down at x3 climbing speed with climbing gear for (Strength score + Climb score) 
  hours.
   Can climb up or down at x4 climbing speed without climbing gear for (Strength score x Climb score) 
  hours, movement penalties halved.
   Can climb up or down at x5 climbing speed without climbing gear for (Strength score x Climb 
  score) hours, no movement penalties.
  
  Chapter 3: Secondary Skills
  43
  Communicate (Knowledge)
  This skill allows the character to communicate in more than one language. With enough Communicate Skill 
  one can communicate telepathically. There are five languages in existence: the tongue of the Desert, Forest, 
  Plains, Snow and Water. One of these is chosen at character creation to be the character’s mother tongue. 
  It does not have to be the same as their chosen Domain. Characters come from different backgrounds and 
  speak different languages, but most have a basic understanding of a common language called the Trade 
  tongue. If a character has  Communicate one can speak a second language brokenly with an accent. If the 
  character has  one can speak other languages well but with an accent. If the character has  or more 
  one can speak languages fluently without an accent. 
   Can understand one extra language.
   Can understand two extra languages.
   Can understand three extra languages.
   Can understand and communicate telepathically in all five languages, must be able to see the per-
  son communicated with, the other person’s response will be heard.
   Can understand and communicate telepathically in all five languages, can communicate with any-
  one the character has already met anywhere in the world, the other person’s response will be heard.
  
  Chapter 3: Secondary Skills
  44
  Craft (Knowledge)
  This skill allows the character to make various items from the Equipment list in Chapter 6: Equipment and 
  Wealth. With enough Craft Skill one can create, repair and identify artefacts with minor or major magical 
  abilities. More than one minor or major magical ability can be added to the artefact, as long as it is not the 
  same or similar ability. It takes longer to make but is seen as one magical item. A major magical artefact can 
  have minor magical abilities, but not vise versa. An appropriate area and craftsman tools are required for the 
  duration of the item or artefact creation. Any other skills that require Craft must be trained for separately.
   Can make an item with a  cost once per day.
   Can make an item with a  cost once per week.
   Can make an item with a  cost once per month.
   Can make a minor magical artefact once per year and identify their minor magical abilities. Each 
  added minor magical ability adds an extra year to the creation duration. Every damage level takes 2 months 
  to repair.
   Can make a major magical artefact once every five years and identify their major magical abilities. 
  Each added major magical ability adds an extra five years to the creation duration. Every damage level takes 
  1 year to repair.
  
  Chapter 3: Secondary Skills
  45
  Dodge (Speed)
  This skill allows the character to dodge out of the way of various attacks, including non-deflectable attacks. 
  With enough Dodge Skill one can dodge against magical attacks. If a character has  Speed and  
  Dodge, one will have 6 dice to dodge an attack, including a 3 meter radius non-deflectable area attack in 
  one action, provided that one rolls equal to or higher than the opponent’s attack roll. If the area of effect is 
  very large, a character can use move actions to move out of the way if allowed, or if one has a high enough 
  Dodge Skill, move faster out of the way. There is a -5 penalty in low light conditions and a -10 penalty in no 
  light conditions applied to the above rolls if the character does not have a high enough Awareness Skill or 
  some form of lighting. If a character cannot dodge due to one’s surroundings, like a small cave, one can only 
  deflect in defense. If a character does not have the Dodge Skill, a Speed roll -5 is rolled by the character to 
  dodge standard attacks only.
   Roll (Speed score + Dodge score) dice to dodge an attack, including a 1 m radius non-deflectable area 
  attack in 1 action when successful.
   Roll (Speed score + Dodge score) dice to dodge an attack, including a 2 m radius non-deflectable area 
  attack in 1 action when successful.
   Roll (Speed score + Dodge score) dice to dodge an attack, including a 3 m radius non-deflectable 
  area attack in 1 action when successful.
   Roll (Speed score + Dodge score) dice to dodge an attack, including a 4 m radius non- 
  deflectable area attack in 1 action when successful, can dodge against magical attacks when successful.
   Roll (Speed score + Dodge score) dice to dodge an attack, including a 5 m radius non- 
  deflectable area attack in 1 action when successful, can dodge against magical attacks when successful.
  
  Chapter 3: Secondary Skills
  46
  Endurance (Strength)
  This skill allows the character to walk, march or row and go without sleep for longer, endure more damage, 
  have an increased active life span and be immune to various types of poison and disease. With enough 
  Endurance Skill one can remain active for great lengths of time, be immune to cursed poison, black sick-
  ness, and negate wound and movement penalties when injured. If a character does not have  Awareness 
  Skill, walking/marching during the night without some form of lighting halves the current movement rate. If 
  a character does not have the Endurance Skill, one can walk/march or row for 5 hours per day. The character 
  must rest for a total of 10 hours between walks, marches or rows once the maximum time is reached, or lose 
  1 health point for every hour without rest when walking, marching or rowing. This penalty is negated once 
  the character has sufficiently recovered. A character temporarily loses  in an Ability for every extra hour 
  one goes without sleep. The player rolls 1 die to determine the rate in hours it takes to regain lost Ability . 
  If a 3 is rolled it takes 3 hours of rest to recover each Ability . If all Ability  are lost the character passes 
  out for 8 hours. The player chooses in what order the Ability  are temporarily lost. 
   Walk, march or row for 10 hours without rest, 1 day without sleep, +10 more health points and 10 years 
  to lifespan (max 60 active years), immune to weak poison and red sickness.
   Walk, march or row for 20 hours without rest, 2 days without sleep, +10 more health points and 10 years 
  to lifespan (max 70 active years), immune to regular poison and blue sickness.
   Walk, march or row for 30 hours without rest, 3 days without sleep, +10 more health points and 10 
  years to lifespan (max 80 active years), immune to strong poison and brown sickness.
   Walk, march or row for 40 hours without rest, 4 days without sleep, +10 more health points and 10 
  years to lifespan (max 90 active years), immune to deadly poison and grey sickness, wound penalties halved 
  (rounded down, max -2), movement rates halved when health points go below one quarter only.
   Walk, march or row for 50 hours without rest, 5 days without sleep, +10 more health points and 
  10 years to lifespan (max 100 active years), immune to cursed poison and black sickness, wound penalties 
  negated, no movement rate penalties when injured.
  
  Chapter 3: Secondary Skills
  47
  Herbalist (Knowledge)
  This skill allows the character to make and identify certain types of poison and poison antidotes, and increas-
  es the healing rate of groups of people through the use of herbal tonics. With enough Herbalist Skill one can 
  make and identify powerful poison and poison antidotes, and help heal large numbers of injured faster. The 
  character must remain with those in need to increase their healing rate. No healing takes place if the injured 
  do not rest or are taking any form of damage. If there is more than one character with the Herbalist Skill, the 
  amount of people being healed will increase. Making a poison or poison antidote is discussed in Chapter 
  4: Health and Damage. Poison can be diluted to effect more victims, but the more it is diluted the less the 
  damage. Herbal tonics can also be made for individuals, their purpose and strength determined by the char-
  acter’s skill level and Nature. However, the Story Teller decides on the impact that these have on the story.
   Can make and identify weak poisons/weak poison antidotes, healing rate of (Knowledge score + Herbalist 
  score) people doubled.
   Can make and identify regular poisons/regular poison antidotes, healing rate of (Knowledge score + 
  Herbalist score) x10 people doubled.
   Can make and identify strong poisons/strong poison antidotes, healing rate of (Knowledge score + 
  Herbalist score) x100 people doubled.
   Characters with Neutral, Lawbreaker and Evil Natures can make deadly poisons, characters with any 
  Nature can identify deadly poisons and make deadly poison antidotes, healing rate of (Knowledge score 
  + Herbalist score) x500 people doubled, healing rate of (Knowledge score + Herbalist score) x10 people 
  x10 faster.
   Characters with Lawbreaker and Evil Natures can make cursed poisons, characters with any Nature 
  can identify cursed poisons and make cursed poison antidotes, healing rate of (Knowledge score + Herbalist 
  score) x1000 people doubled, healing rate of (Knowledge score + Herbalist score) x100 people x10 faster.
  
  Chapter 3: Secondary Skills
  48
  Investigation (Sense)
  This skill allows the character to investigate various incidents that have happened, discover a disguised 
  opponent and find traps and hidden doors. With enough Investigation Skill one can investigate things that 
  took place in the past that go months back in any environment, see through any disguise, spring the most 
  concealed trap and discover a hidden door. A character attempting to discover a disguised opponent, rolls 
  an Investigation roll against the opponent’s Resourcefulness roll. A character attempting to find a trap rolls 
  against the trap’s level of Resourcefulness. A character attempting to find a hidden door rolls against the 
  maker’s Builder roll. If the character rolls higher one sees through an opponent’s disguise, finds the trap or 
  hidden door. If the roll is equal to or less the opponent’s disguise is successful, the trap is sprung or the 
  hidden door is not discovered. There is a -5 penalty in low light conditions and a -10 penalty in no light 
  conditions applied to the above rolls if the character does not have some form of lighting or a high enough 
  Awareness Skill. If a character does not have the Investigation Skill, or a low Investigation Skill and a high 
  Sense, a Sense roll -5 is rolled by the character. This also applies to beasts that are about to be trapped. The 
  character cannot investigate an incident if it took place beyond one’s investigation limit. Good and normal 
  conditions have no effect on the investigation time, difficult conditions halve the time, very difficult condi-
  tions quarter the time and extreme conditions lessen the time by one eighth. Depending on a character’s 
  skill, one can take an hour to a day to solve the incident and come to a conclusion.
   Can investigate (Sense score + Investigation score) minutes after an incident.
   Can investigate (Sense score + Investigation score) hours after an incident.
   Can investigate (Sense score + Investigation score) days after an incident.
   Can investigate (Sense score + Investigation score) weeks after an incident, environmental penalties 
  halved.
   Can investigate (Sense score + Investigation score) months after an incident, no environmental 
  penalties.
  
  Chapter 3: Secondary Skills
  49
  Manipulation (Command)
  This ability allows the character to manipulate, seduce or interrogate another person. Those affected must 
  be willing to listen and cannot directly hurt themselves, for example being ordered to jump off a cliff. A 
  character can however convince a suspicious guard to let one pass without questions or sell an item for 
  more than it is truly worth. The character rolls a Manipulation roll against the opponent’s Command roll. A 
  person with 0 Command rolls 1 die with a -5 penalty. If the character rolls higher the manipulation works, if 
  the roll is equal to or less the attempt is unsuccessful. If successful, the greater the difference between the 
  two rolls, the faster the character manipulates the other person. The Story Teller determines the time, which 
  takes a minute with a great difference in rolls, to an hour with a low difference in rolls. With enough Manipu-
  lation Skill one can create illusions of anything the character has seen, either man-made or natural. Those 
  attempting to see past this illusion must roll a Command roll against the character’s Manipulation roll. If they 
  roll less the illusion stands, if they roll equal to or higher they see through it. A lesser illusion lasts for 1 die 
  in minutes, while a greater illusion lasts for 1 die in hours. Each minute spent creating it increases its size by  
  1 m3. Illusions can only be attempted once per day. If an opponent has a greater Command score any  
  manipulation attempted is futile. Manipulation also allows the character to entertain audiences of various 
  sizes with great success, be it with music, story telling or singing. A beast cannot be manipulated. 
   Can manipulate one person with a  Command score when successful, can entertain 10 people.
   Can manipulate one person with a  Command score when successful, can entertain 100 people.
   Can manipulate one person with a  Command score when successful, can entertain 1000 people.
   Can manipulate one person with a  Command score when successful, can create a lesser 
  illusion, can entertain 10 000 people. 
   Can manipulate one person with a  Command score when successful, can create a greater 
  illusion, can entertain more than 10 000 people (maximum 50 000).
  
  Chapter 3: Secondary Skills
  50
  Mystic (Knowledge)
  This skill allows the character to bless (only available to characters who have a Martyr, Good or Neutral Na-
  ture) or curse (only available to characters who have a Neutral, Lawbreaker or Evil Nature) a recipient or one-
  self. No more than one blessing or curse can run at the same time, although a blessing can lessen or negate 
  a curse and vise versa. The character can bless/curse (Knowledge score) recipients. If a character has  
  Knowledge and  Mystic, one can bless/curse three recipients with a +2/-2 on all their dice rolls for five 
  hours. Once their bonuses or penalties have run their course, the character has three blessings/curses avail-
  able. With enough Mystic Skill one can have a great impact on the recipient’s luck. The blessing/curse takes 
  one minute to prepare through meditation. The character must touch the recipient for the blessing/curse to 
  be successful. This takes one action. If the character that blessed/cursed others dies, the blessing/curse ends 
  immediately. A character can also create disease (only available to characters who have a Neutral, Lawbreaker 
  or Evil Nature) or remove it from a person or area that it is affecting (available to characters with any Nature). 
  With enough Mystic Skill one can create or remove Black sickness and automatically sense all diseases in 
  infected areas. Creating a disease or removing it from a person or infected area is discussed in Chapter 4: 
  Health and Damage. The Story Teller can also add a disease due to the condition of an environment.
   Bless/curse +1/-1 for (Knowledge score + Mystic score) minutes, can create or remove red sickness in a 
  (Knowledge score + Mystic score) x10 m radius.
   Bless/curse +2/-2 for (Knowledge score + Mystic score) hours, can create or remove blue sickness in a 
  (Knowledge score + Mystic score) x10 m radius.
   Bless/curse +3/-3 for (Knowledge score + Mystic score) days, can create or remove brown sickness in 
  a (Knowledge score + Mystic score) x10 m radius.
   Bless/curse +4/-4 for (Knowledge score + Mystic score) weeks, can create or remove grey sickness in 
  a (Knowledge score + Mystic score) x10 m radius, can sense all diseases in a 1 km radius.
   Bless/curse +5/-5 for (Knowledge score + Mystic score) months, can create or remove black sick-
  ness in a (Knowledge score + Mystic score) x10 m radius, can sense all diseases in a 10 km radius.
  
  Chapter 3: Secondary Skills
  51
  Resourcefulness (Knowledge)
  This skill allows the character to use various levels of disguise, make and disable locks, and build traps. 
  With enough Resourcefulness Skill one can physically alter oneself, make and disable any lock, create some 
  formidable traps and escape one’s bonds. The character attempting to successfully pull off a disguise or 
  trap must make a Resourcefulness roll against the opponent’s Investigation roll to see if one is successful. If 
  the character rolls equal to or higher the disguise works or the trap is sprung. If one rolls less the opponent 
  discovers the disguise or the trap is found. If the character does not have disguise gear, lock or trap tools 
  and is attempting one of these tasks,  in Resourcefulness is lost. Disguising oneself takes 1 minute per 
  level of disguise to complete. For the character to replicate another person, one must be within close prox-
  imity from the person for an added 1 hour to succeed. The character does not need to do this again if it is 
  the same person. When a concealed trap is sprung, targets cannot defend and shields cannot reduce the 
  damage either, only armour can soak the damage. 
   Basic disguise, can make and disable a simple lock, build a poorly hidden trap, traps have a 1 m radius 
  affect.
   Good disguise, can make and disable a regular lock, build a sufficiently hidden trap, traps have a  
  2 m radius affect.
   Excellent disguise, can make and disable an advanced lock, build a well hidden trap, traps have a  
  3 m radius affect.
   Can alter one’s physical proportions to replicate another person, can make and disable a superior 
  lock, build a completely hidden trap, traps have a 4 m radius affect, can escape rope bonds in 1 minute.
   Can completely replicate another person, including mannerisms and sound of voice, can make 
  and disable a perfect lock, build an undetectable trap, traps have a 5 m radius affect, can escape chain 
  bonds in 1 minute.
  
  Chapter 3: Secondary Skills
  52
  Ride (Command)
  This skill allows the character to ride on horseback for longer. It also adds a +5 bonus to attack and deflect 
  rolls due to the higher elevation bonus. With enough Ride Skill one can ride for great lengths of time, no pen-
  alty is taken when using ranged attacks on horseback, the mount fears no beasts and one can ride over any 
  terrain without movement penalties. If a character does not have  Awareness Skill or a high enough Ride 
  Skill, riding during the night without some form of lighting halves the current movement rate. The character 
  must rest for a total of 10 hours between rides once the maximum time is reached, or temporary lose  in an 
  Ability for every extra hour one goes without rest. The player rolls 1 die to determine the rate in hours it takes 
  to regain all lost Ability . If a 3 is rolled it takes 3 hours of rest to recover each Ability . If all Ability  are 
  lost the character passes out for 8 hours. The player chooses in what order the Ability  are temporary lost.  
  If a character does not have this skill, one can ride a horse while it canters for (Command score) hours, but 
  if it gallops the character falls off immediately and takes a minimum of 1 die x2 health points of unsoakable  
  damage. Only a successful special melee attack or beast stun attack can dismount a rider. If a mount encoun-
  ters a beast and the rider does not have the skill to reassure it, a Ride roll is made against the beast’s Strength. 
  If the character rolls equal to or higher the mount remains calm, if one rolls less the mount will not approach 
  the beast. A second roll is made and if failed, the mount flees away at a gallop for 1 die in minutes. A character 
  can summon one’s horse from 100 meters per Ride  and it will canter to its rider immediately. A character with 
   Ride can summon one’s horse from 300 meters away. A tamed beast considered large or bigger can be 
  ridden using the Ride skill. Riding without a saddle halves the character’s total riding time.
   Can ride for (Command score + Ride score) hours, mount fears no small beasts.
   Can ride for (Command score + Ride score) hours, mount fears no large beasts.
   Can ride for (Command score + Ride score) hours, mount fears no huge beasts.
   Can ride for (Command score x Ride score) hours, no ranged attack penalty when horse canters,  
  -5 ranged attack penalty when galloping, mount fears no great beasts, movement penalties halved.
   Can ride for (Command score x Ride score) hours, no ranged attack penalty when horse gallops, 
  mount fears no legendary beasts, no movement penalties.
  
  Chapter 3: Secondary Skills
  53
  Run (Strength)
  This skill allows the character to run and sprint for longer. With enough Run Skill one can run and sprint for 
  great lengths of time over any terrain without movement penalties. If a character does not have  Aware-
  ness Skill or a high enough Run Skill, running and sprinting during the night without some form of lighting 
  halves the current movement rate. The character must rest for a total of 10 hours between runs or sprints 
  once the maximum time is reached, or lose 1 health point for every hour without rest when running and 1 
  health point for every minute without rest when sprinting. This penalty is negated once the character has 
  sufficiently recovered. If a character does not have this skill one can run for (Strength score) hours and sprint 
  for (Strength score) minutes.
   Can run for (Strength score x Run score) hours and sprint for (Strength score + Run score) minutes.
   Can run for (Strength score x Run score) hours and sprint for (Strength score + Run score) minutes.
   Can run for (Strength score x Run score) hours and sprint for (Strength score + Run score) minutes.
   Can run for (Strength score x Run score) days and sprint for (Strength score x Run score) hours, 
  movement penalties halved.
   Can run for (Strength score x Run score) days and sprint for (Strength score x Run score) hours, no 
  movement penalties.
  
  Chapter 3: Secondary Skills
  54
  Sail (Command)
  This skill allows the character to captain, lead in the construction and repair of various types of boats and 
  ships. With enough Sail Skill one can sail at great speeds, vessel damage is at a minimum and no movement 
  penalties apply. The amount of time required to construct and repair various types of boats and ships is 
  discussed in Chapter 7: Structures, Ships, War Machines and Land Transport. 
   Standard sailing speed, can build rowing boats.
   Sailing speed x2, can build sailing ships.
   Sailing speed x3, can build galleons.
   Sailing speed x4, all boats and ships built take half damage, movement penalties halved.
   Sailing speed x5, all boats and ships built take quarter damage, no movement penalties.
  
  Chapter 3: Secondary Skills
  55
  Scholar (Knowledge)
  This skill allows the character to be schooled in the geography, history and politics of a specific area, while 
  being knowledgeable in general academics. Everything can be recorded on parchment and kept or sold, 
  like maps. With enough Scholar Skill one can become all knowing, have the ability to teleport to places one 
  has physically been to and be able to record and decipher various magical runes. Teleportation can be done 
  once per day. This takes 1 minute to prepare through meditation. Only the character and one’s belongings 
  can be teleported. When it comes to magical runes it is up to the Story Teller to decide what sort of role they 
  play within the story. These runes were an ancient form of the Trade tongue that was lost through the ages. 
  Very few scholars know its secrets. The character rolls an opposed Scholar roll against the person who origi-
  nally wrote the text to see if one can decipher it. If the roll is equal to or higher the runes are deciphered, if 
  it is less they will forever be a mystery to the character. 
   Have knowledge in the geography, history and politics of one’s birthplace, can read and write.
   Have knowledge in the geography, history and politics of surrounding lands, good academic knowl-
  edge.
   Have knowledge in the geography, history and politics of a region, excellent academic knowledge.
   Have knowledge in the geography, history and politics of one’s realm, legendary academic knowl-
  edge, can teleport to a place that the character can see, can record and attempt to decipher magical runes. 
   Have knowledge in all geography, history and politics, all knowing, can teleport to anywhere the 
  character has already been to, can record and attempt to decipher magical runes with greater success. 
  
  Chapter 3: Secondary Skills
  56
  Stealth (Sense)
  This skill allows the character to be stealthy, blend into the environment, steal without being caught and 
  automatically ready special melee attacks. With enough Stealth Skill one can remain invisible to the eye for 
  hours, negate armour and shield maneuverability penalties, and movement penalties. If the character wants 
  to surprise an opponent and is in their Awareness range, the opponent rolls an Awareness roll against the 
  character’s Stealth roll. If the character rolls higher, one successfully surprises the opponent and gets to act 
  first. If the opponent rolls equal to or higher one becomes aware of the character and initiative is rolled. 
  Stealing an item on an opponent is the same opposed roll, but the Story Teller can apply up to a -5 penalty, 
  depending on the difficulty. Only a successful aim for an instant kill, restrain or non-lethal stun or knock out 
  attack can take down an opponent quietly. If a character does not have the Stealth Skill, or a low Stealth Skill 
  and a high Sense, and is attempting to surprise or steal from an opponent, a Sense roll -5 is rolled by the 
  character. Armour and shield maneuverability penalties have up to a -5 penalty, athletics and running have a 
  -5 penalty, while sprinting has a -10 penalty on Stealth rolls. However, if a character is invisible these penalties 
  do not apply. Stealth cannot be rolled when casting magical spells. Once an invisible character enters combat 
  one becomes visible. Invisibility can be done once per day and takes 1 minute to activate. If a character is 
  riding a beast that can be Stealthy, the opponent rolls one’s Awareness against the beast’s Stealth, not the 
  character’s. Horses, mules and oxen do not have Stealth, so a character cannot use Stealth while riding them.
   Have basic knowledge of stealth and blending into the environment.
   Have good knowledge of stealth and blending into the environment.
   Have excellent knowledge of stealth and blending into the environment.
   Stay invisible to the eye for (Sense score + Stealth score) minutes, no armour or shield  
  maneuverability penalty, no athletics, running or sprinting penalty when invisible.
   Stay invisible to the eye for (Sense score + Stealth score) hours, no armour or shield  
  maneuverability penalty, no athletics, running or sprinting penalty even when visible.
  
  Chapter 3: Secondary Skills
  57
  Survival (Knowledge)
  This skill allows the character to know the direction of travel, find food, water and basic shelter in various 
  environments for oneself and for a group of people. With enough Survival Skill one can live off any environ-
  ment and take no damage from the elements. It is also easier to light a fire. If the environment is beyond 
  the character’s survival abilities or there are one too many people in the group, those affected suffer 2 
  dice of damage for lack of food and 2 dice of damage for lack of water every day until they have their own 
  provisions (half rations 1 die of damage/day). It takes the character 1 hour to find enough provisions for 
  oneself each day and an extra hour per person. If an opponent wants to begin tracking the character, the 
  opponent rolls a Tracking roll against the character’s Survival roll. If the character rolls equal to or higher one 
  successfully evades the opponent. If the opponent gets a higher roll one successfully tracks the character. A 
  character can spend time making the conditions to find the tracks more difficult. The Story Teller determines 
  the time it takes and area covered based on the character’s skill level. If opponents or beasts attempt to 
  become aware of the character’s shelter they must roll an Awareness roll against the character’s Survival roll. 
  If there is a lit fire at the shelter the character loses  in Survival for this roll. If they roll higher the shelter is 
  found, if the character rolls equal to or higher the shelter remains hidden. 
   Can find food, water and basic shelter in a good/normal environment for oneself.
   Can find food, water and basic shelter in a good/normal environment for (Knowledge score + Survival 
  score) people or alone in a difficult environment.
   Can find food, water and basic shelter in a difficult environment for (Knowledge score + Survival score) 
  people or alone in a very difficult environment.
   Can find food, water and basic shelter in a very difficult environment for (Knowledge score + Survival 
  score) people or alone in an extreme environment, damage from the elements halved.
   Can find food, water and basic shelter in an extreme environment for (Knowledge score + Survival 
  score) people and can survive alone indefinitely without any provisions, no damage from the elements.
  
  Chapter 3: Secondary Skills
  58
  Swim (Strength)
  This skill allows the character to swim for longer. With enough Swim Skill one can swim extremely fast for 
  great lengths of time, hold one’s breath for hours while active and suffer no movement penalties. The 
  character must rest for a total of 10 hours between swims once the maximum time is reached or when one 
  cannot hold one’s breath any longer, or lose 1 health point every round due to drowning. A character with-
  out the Swim Skill cannot swim, but can hold one’s breath for (Strength score) minutes before losing health 
  points. This penalty is negated once the character has sufficiently recovered. When swimming underwater 
  swimming speed is halved and the time is limited by how long one can hold one’s breath. Visibility under-
  water is 100 meters in good conditions, 50 meters in normal conditions, 10 meters in difficult conditions, 
  5 meters in very difficult conditions and 1 meter in extreme conditions. This distance is multiplied by 2 for 
  each  in Awareness Skill a character has. A character with  Awareness Skill can see 400 meters under-
  water in good conditions, 200 meters in normal conditions, 40 meters in difficult conditions, 20 meters in 
  very difficult conditions and 4 meters in extreme conditions. The amount of actions a character has when 
  underwater are halved (rounded up). Only beasts dwelling in water do not have this penalty. Ranged and 
  thrown attack range is at one tenth.
   Can swim for (Strength score + Swim score) hours, standard swimming speed, can hold one’s breath for 
  (Strength score + Swim score) minutes.
   Can swim for (Strength score + Swim score) hours, swimming speed x2, can hold one’s breath for 
  (Strength score + Swim score) minutes.
   Can swim for (Strength score + Swim score) hours, swimming speed x3, can hold one’s breath for 
  (Strength score + Swim score) minutes.
   Can swim for (Strength score x Swim score) hours, swimming speed x4, can hold one’s breath for 
  (Strength score + Swim score) hours, movement penalties halved.
   Can swim for (Strength score x Swim score) hours, swimming speed x5, can hold one’s breath for 
  (Strength score + Swim score) hours, no movement penalties.
  
  Chapter 3: Secondary Skills
  59
  Tracking (Sense)
  This skill allows the character to follow various tracks. With enough Tracking Skill one can follow tracks in any 
  environment for great lengths of time. Tracking someone in a very difficult environment halves the difficult 
  environment time. Every extra person that is being tracked adds 1 to the character’s total score, 2 if the per-
  son is on horseback and 10 if the person is on land transport. If a character has  Sense,  Tracking 
  and is tracking 3 people, the time available to the character will be 8 days in a good environment, 8 hours 
  in a normal environment, 8 minutes in a difficult environment and 4 minutes in a very difficult environment. 
  A character can only track a person or a group if a successful Tracking Skill roll is made against the opposing 
  Survival Skill roll. There is a -5 penalty in low light conditions and a -10 penalty in no light conditions applied 
  to the above roll if the character does not have a high enough Awareness Skill or some form of lighting. If 
  the person or group being tracked does not have Survival Skill or one person rolls less on their Survival Skill 
  roll, the person tracking can automatically follow those tracks for the duration of the tracking. A character 
  can track at half of one’s movement speed. If the tracks are very visible, even to those who do not have 
  Tracking Skill, the Story Teller decides how long they can be followed for. Tracking applies to beasts as well, 
  a Tracking Skill roll is made against their Survival roll.
   Can attempt to track an individual in a good environment with tracks that are (Sense score + Tracking 
  score) minutes old.
   Can attempt to track an individual in a good environment with tracks that are (Sense score + Tracking 
  score) hours old, normal environment (Sense score + Tracking score) minutes old.
   Can attempt to track an individual in a good environment with tracks that are (Sense score + Tracking 
  score) days old, normal environment (Sense score + Tracking score) hours old, difficult environment (Sense 
  score + Tracking score) minutes old.
   Can attempt to track an individual in a good environment with tracks that are (Sense score + Tracking 
  score) weeks old, normal environment (Sense score + Tracking score) days old, difficult environment (Sense score 
  + Tracking score) hours old, extreme environment or through air/water (Sense score + Tracking score) minutes old. 
   Can attempt to track an individual in a good environment with tracks that are (Sense score + Track-
  ing score) months old, normal environment (Sense score + Tracking score) weeks old, difficult environment 
  (Sense score + Tracking score) days old, extreme environment or through air/water (Sense score + Tracking 
  score) hours old.
  
  Chapter 3: Secondary Skills
  60
  War (Command)
  This skill allows the character to lead various levels of soldiers. With enough War Skill one can have a formi-
  dable army that is willing to die in battle for the character, while suffering no morale penalties, as discussed 
  under Mass Combat in Chapter 2: Primary Skills. Soldiers are divided into three groups: infantry, ranged 
  and cavalry. During mass combat all soldiers have  Knowledge,  Sense and  Speed, their Strength  
  are determined by their level. Each Strength  gives them the same amount of  in all five Melee Primary 
  Skills, except average soldiers who do not have any  in ranged combat. A superior and expert soldier has 
   Strength and  in all five Melee Primary Skills, while an elite soldier has  Strength and  in all 
  five Melee Primary Skills. All soldiers have  in Athletics, Awareness, Climb, Endurance, Investigation, Run, 
  Scholar, Survival, Swimming and Tracking, while cavalry soldiers have  Command,  Manipulation and  
  Ride. Superior, expert and elite soldiers have  Might, but do not apply this bonus during mass combat. 
  Although soldiers have  Endurance they only have 50 health points, but do not suffer from wound penal-
  ties in mass combat. A cavalry soldier counts as 2 soldiers but has a +5 bonus to attack and deflect rolls due 
  to the elevation bonus, therefore a commander with  Command can lead a maximum of 500 cavalry 
  soldiers on riding horses or 1000 infantry or ranged soldiers. A soldier’s Strength determines what weapons 
  can be used and no more than two weapons are carried. All equipment is considered average quality.
   Average soldier,  Strength, light weapon, leather armor, only infantry available.
   Skilled soldier,  Strength, light weapon, leather armor, small shield, can use infantry and ranged.
   Superior soldier,  Strength, average weapon, leather armor, large shield, can use infantry, ranged 
  and cavalry.
   Expert soldier,  Strength, average weapon, chain mail, small shield, can use infantry, ranged and 
  cavalry, first morale roll negated.
   Elite soldier,  Strength, average weapon, chain mail, large shield or heavy weapon, chain mail 
  and no shield, can use infantry, ranged and cavalry, no morale rolls needed.
  
  Chapter 3: Secondary Skills
  61
  Weaponsmith (Knowledge)
  This skill allows the character to make and repair various kinds of weapons and make various types of 
  ammunition from the Weapons and Ammunition list in Chapter 6: Equipment and Wealth. With enough 
  Weaponsmith Skill one can create, repair and identify weapons with minor or major magical abilities. More 
  than one minor or major magical ability can be added to the weapon, as long as it is not the same or similar 
  ability. It takes longer to forge but is seen as one magical item. A major magical weapon can have minor 
  magical abilities, but not vise versa. All weapons made come with appropriate scabbards/holders. A forge 
  and weaponsmith tools are required for the duration of the forging.
   Can make a poor quality light weapon once per day, an average weapon every 2 days and a heavy 
  weapon every 3 days. Every damage level takes 5, 10 and 15 hours to repair respectively, can make  
  ammunition once per day.
   Can make an average quality light weapon once per week, an average weapon every 2 weeks and a 
  heavy weapon every 3 weeks. Every damage level takes 2, 3 and 4 days to repair respectively, can make  
  ammunition once per day.
   Can make an excellent quality light weapon once per month, an average weapon every 2 months and 
  a heavy weapon every 3 months. Every damage level takes 1, 2 and 3 weeks to repair respectively, can make 
   ammunition once per day.
   Can make a minor magical light weapon once per year, an average weapon every 2 years, a heavy 
  weapon every 3 years and identify their minor magical abilities. Each added minor magical ability adds an 
  extra year to the forging duration. Every damage level takes 2, 4 and 6 months to repair respectively.
   Can make a major magical light weapon once every five years, an average weapon every 10 
  years, a heavy weapon every 15 years and identify their major magical abilities. Each added major magical 
  ability adds an extra five years to the forging duration. Every damage level takes 1, 2 and 3 years to repair 
  respectively.
  
  Chapter 4: Health and Damage
  62
  Chapter 4: Health and Damage
  All adult characters have 50 health points. This can be increased using the Endurance Secondary Skill. If a 
  character is injured one must spend time recovering. The more severe the injuries, the more visible and per-
  manent the scars will be. Natural healing rate is normal in an indoor or sheltered environment and doubled 
  when outdoors. All natural healing rates are increased with the Herbalist Secondary Skill. No healing takes 
  place if a character, ally/opponent, beast or animal does not rest or is taking any form of damage. When health 
  points drop below 50%, all movement rates are halved. When health points drop below 20%, 1 health point 
  of damage is taken each minute. This can be avoided with magical healing or herbal tonics. Wound penalties 
  are taken on all rolls. A character with 38 out of 60 health points ( Endurance) has a -2 wound penalty. When 
  all health points are lost, one is dead.
  HEALTH POINTS
  STATE
  HEALING RATE
  WOUND PENALTY
  99-80%
  Bruised
  1/hour
  -1
  79-60%
  Hurt
  1/3 hours
  -2
  59-40%
  Injured
  1/6 hours
  -3
  39-20%
  Critical
  1/12 hours
  -4
  19-1%
  Near death
  1/day
  -5
  Poison
  Poison is spread through direct contact. A character rolls one’s Strength score in dice against the poison 
  strength, rolled by the Story Teller, to avoid the effect. Weak poison has a 1 die strength difficulty while 
  Cursed poison has a 5 dice strength difficulty. A character who rolls less on this roll is infected by the poison. 
  The damage taken depends on the poison type and lasts for 1 die in days in the victim’s system, which is 
  rolled by the victim. If a character is poisoned more than once in a combat, be it from several poisoned 
  arrows or poisonous beast bites, a +1 is added to each damage die rolled. A person poisoned 4 times with 
  strong poison who has rolled a 4, will take 1 die of damage +3 every 3 hours for 4 days. The Story Teller 
  determines the symptoms. 
  If the character has a high enough Herbalist Secondary Skill one can make the necessary antidote to neutral-
  ise the poison immediately. The time it takes to make depends on the antidote. The more deadly the poison, 
  the greater level of Herbalism Secondary Skill is required. A poison antidote can neutralise its own poison or 
  weaker poisons.
  POISON 
  TYPE
  DAMAGE DONE
  HERBALISM  
  REQUIRED
  TIME TO MAKE POISON/ 
  ANTIDOTE
  Weak
  1 die every day
  
  1 hour to make one dose
  Regular
  1 die every 6 hours
  
  1 day to make one dose
  Strong
  1 die every 3 hours
  
  1 week to make one dose
  Deadly
  1 die every minute
  
  1 month to make one dose
  Cursed
  1 die every round
  
  1 year to make one dose
  
  Chapter 4: Health and Damage
  63
  Disease
  Disease is spread through an infected area. A character rolls one’s Strength score in dice against the disease 
  strength, rolled by the Story Teller, to avoid the effect. Red sickness has a 1 die strength difficulty while Black 
  sickness has a 5 dice strength difficulty. A character who rolls less on this roll is infected with the disease and 
  takes damage once per day for 1 die per level of disease in days, which is rolled by the victim. A person 
  infected with Grey sickness who rolls 4 dice and gets a 12, will be infected for 12 days, taking 1 die x4 of 
  damage each day of infection. The Story Teller determines the symptoms, but an infected person’s skin tone 
  reflects the colour of the disease type. 
  For each Mystic Secondary Skill level the character attempting to heal the victim has, reduces the days of 
  infection by one die in days. If a character has  Mystic and is attempting to treat someone infected with 
  the Grey sickness, the duration will be 2 dice in days, not 4. Creating a disease or removing it from a person 
  or infected area takes 1 day, provided that the character has a high enough Mystic Secondary Skill.
  DISEASE TYPE
  DAMAGE PER DAY
  MYSTIC  REQUIRED
  DURATION OF DISEASE
  Red sickness
  1 die
  
  1 die in days
  Blue sickness
  1 die x2
  
  2 dice in days
  Brown sickness
  1 die x3
  
  3 dice in days
  Grey sickness
  1 die x4
  
  4 dice in days
  Black sickness
  1 die x5
  
  5 dice in days
  Falling Damage
  A character who falls automatically takes falling damage. Armour and shield damage reduction score does 
  not reduce falling damage. If one’s Athletics Secondary Skill is high enough falling damage can be halved, 
  even negated. The Story Teller can decide to add 5 or 10 points of damage to the total damage rolled if the 
  surface is more dangerous, like jagged rocks, or subtract 5 or 10 points of damage off the total damage if 
  the surface is less dangerous, like a body of water.
  FALLING HEIGHT
  DAMAGE DONE
  3-5 m
  1 die x2
  6-10 m
  1 die x4
  11-15 m
  1 die x6
  16-19 m
  1 die x8
  20 or more m
  1 die x10
  Fire Damage
  Fire causes continuous damage, especially when using liquid fire to attack. Liquid fire is a flammable mixture 
  that doubles the duration of fire and causes more damage. It is very useful with war machines and ranged 
  combat. For every 2 rounds a structure burns or a character stays in the affected area, 1 health point of 
  unsoakable damage is taken. Each person attempting to put out the fire reduces its duration by 1 minute. 
  
  Chapter 4: Health and Damage
  64
  If a person is using water, its duration is reduced by 2 minutes. No other actions can be taken during this 
  time except putting out the fire, dodging or moving out of the affected area, unless the Story Teller decides 
  otherwise.
  If a large liquid fire is affecting a 10 meter radius, the Story Teller rolls 3 dice and gets 10, the fire lasts for 10 
  minutes x2 (liquid fire), totalling 20 minutes. 600 points of automatic damage are taken. If there are 3 people 
  with water in the affected area, they can either escape if possible and take minimal damage, or attempt to 
  put out the fire. The fire will be reduced by 6 minutes and cause 420 health points of automatic damage to 
  a structure and to each person. If there are 19 people without water, the fire will burn for 1 minute and only 
  cause 30 health points of automatic damage.
  TYPE OF FIRE
  SIZE OF FIRE
  DURATION OF FIRE
  Small fire
  1 m radius
  1 die in minutes
  Bonfire
  5 m radius
  2 dice in minutes
  Large fire
  10 m radius
  3 dice in minutes
  Very large fire
  20 m radius
  4 dice in minutes
  Inferno
  50 m radius
  5 dice in minutes
  Traps
  Traps are governed by the level of concealment and damage. They can be set inside various objects or 
  within an environment using trap tools. The character decides where the trap is placed and how it is sprung. 
  If a character has  Knowledge and  Resourcefulness, that is a total of 5. The best trap one can build 
  is a sufficiently hidden trap and if sprung cause 3 dice of damage, or build a poorly hidden trap and if sprung 
  cause 4 dice of damage. With  Knowledge and  Resourcefulness, the character can keep 
  a trap visible but if sprung cause 10 dice of damage. 
  Each  of concealment or damage takes between 10 and 60 minutes to complete. The Story 
  Teller decides how long it will take based upon the intricacy of the trap and where it is set. The trap  
  affects a one meter radius per  in Resourcefulness, once it has been sprung it is no more. All those in 
  the affected area take damage. A character can use a net if one wants to capture an opponent or beast 
  without doing damage. They are trapped for the character’s Resourcefulness  in minutes minus 
  their Strength . If a net is thrown onto a stationary opponent, they are trapped for five actions minus 
  their Speed . A net’s range is 4 meters and a move 2 meters action is needed to avoid it. A captured  
  opponent or beast cannot attack, deflect or dodge. Those close enough to the trap with enough Awareness 
  can hear it being sprung.
  RESOURSEFULNESS
  DAMAGE BASED ON KNOWLEDGE 
   Poorly hidden
   1 die
   Sufficiently hidden
   2 dice
   Well hidden
   3 dice
   Completely hidden
   4 dice
   Undetectable
   5 dice
  
  Chapter 4: Health and Damage
  65
  Crushing Damage
  There are times where damage is caused by other means, for example a hurled metal pot affecting one 
  person, to a large boulder affecting an area. The weight of the object affects the damage, which is deter-
  mined by the Story Teller. If the character has enough Strength, one can attempt to deflect the object, or 
  use a Dodge Secondary Skill or a move action to get out of the way. If an object thrown at the character is 
  100kg or less, 1 die x6 is rolled by the Story Teller. If a 4 is rolled, 24 points of damage must be defended 
  against. Health points are lost if any damage gets past a target’s defence. A person with 0 Strength does 
  1 die of damage with an object of 1kg or less. The Story Teller decides how much damage the object can 
  take before it is destroyed.
  If a character is attempting to catch a thrown object in mid air instead of dodging, deflecting or moving out 
  of the way, an opposed Strength roll with a -5 penalty is made against the attacker’s Strength. If the charac-
  ter rolls higher the object is caught and can be thrown back. The attacker would now have the -5 penalty if 
  one decides to catch the object. If the roll is equal to or less, the full damage roll applies and is subtracted 
  from the target’s damage reduction score. No deflect, dodge or move can take place. An opponent or 
  beast controlled by a Control Magic spell takes damage according to their weight for the duration of each 
  successful spell cast on them.
  OBJECT WEIGHT
  DAMAGE
  STRENGTH NEEDED TO DEFLECT
  1 kg or less
  1 die x 2
  
  10 kg or less
  1 die x 4
  
  100 kg or less
  1 die x 6
  
  1000 kg or less
  1 die x 8
  
  More than 1000 kg (max 5 tons)
  1 die x 10
  
  Old Age, Death and the Afterlife
  If a character survives one’s adventures, on average will be active for 50 years. Every year thereafter the char-
  acter loses  in an Ability. When a character has no more Ability , one dies from old age. A character retains 
  one’s Might bonuses until the end. Once a character has passed away, Might enables the character to enter 
  the Spirit Hierarchy of one’s Nature and have the power to assist the living of the same Nature from the Spirit 
  Realm. Characters entering the afterlife without Might enter the Spirit Hierarchy of their Nature but do not have 
  the power to assist the living. In the afterlife the character has the same Abilities, Primary Skills, Specialties and 
  Secondary Skills as one had in one’s prime. Equipment can only be taken to the afterlife with a specific magical 
  artefact and a minimum of  Might. Lesser gods and demi-gods always appear to the living in the real 
  world with these items. Spirits cannot be destroyed by the living, only sent back to their spirit realm. 
  MIGHT NEEDED
  TYPE OF SPIRIT ONE BECOMES IN THE AFTERLIFE
  
  Minor spirit
  
  Lesser spirit
  
  Greater spirit
  
  Lesser god
  
  Demi-god, directly below the five Nature Gods
  
  Chapter 5: Movement, Environment and Time
  66
  Chapter 5: Movement, Environment and Time
  Distance covered depends on a character’s Endurance Secondary Skill. A character can walk/march or row 
  for 10 hours for each  in Endurance one has. If a character has no skill in Endurance one can walk/march or 
  row for 5 hours per day. If a character does not have the Awareness Secondary Skill, walking/marching dur-
  ing the night without some form of lighting makes the conditions difficult and movement rate is halved. If a 
  character has  Endurance, one can remain active for 30 hours without rest, walk/march 120km (30 hours 
  x4km) or row 150km (30 hours x 5km) in a normal environment before losing health points. The character 
  must rest for a total of 10 hours when one reaches one’s maximum walking/marching or rowing distance, or 
  lose 1 health point for every hour without rest. This penalty is negated once the character has sufficiently 
  recovered. This excludes damage from the elements.
  The climbing, running, sprinting and swimming durations are determined by their relevant Secondary Skills. 
  These amounts are in addition to standard movement rates. If a character does not have enough Awareness 
  Secondary Skill, climbing, running and sprinting during the night without some form of lighting halves the 
  current movement rate. If a character has  Strength,  Run and  Endurance, one can walk for 10 hours 
  and run for 1 hour (10 x 4km/h + 1 x 15km/h), totaling 55km in normal conditions before losing health 
  points. One can sprint for 2 minutes as well. If the character were to exceed one’s maximum walking time, 
  one would lose 1 health point per extra hour of walking. If the character were to exceed one’s maximum 
  running time of 1 hour and sprinting time of 2 minutes, one would also lose 1 health point per extra hour 
  of running and 1 health point per extra minute of sprinting. This penalty is negated once the character has 
  sufficiently recovered. This excludes damage from the elements.
  A horse can canter for 10 hours per day, gallop for 2 hours per day or a combination of both, totaling no 
  more than 100km traveled in normal conditions per day. The horse must rest for a total of 10 hours between 
  canters or gallops once the maximum time is reached, or lose 1 health point for every hour without rest 
  when cantering and 1 health point for every minute without rest when galloping. This penalty is negated 
  once the horse has sufficiently recovered. A warhorse takes 1 die of damage per day in extreme conditions 
  only, while other animals take 2 dice of damage per day in extreme conditions and 1 die of damage per day 
  in very difficult conditions. 
  When a character or horse rests, the 10 hours include stopping for breaks in between the journey, eating, 
  sleeping and regaining lost health points. The individual and group movement rates are average rates in 
  normal conditions.
  INDIVIDUAL MOVEMENT
  SPEED
  Climb
  10 m/minute, time doubled without climb skill
  Run
  15 km/hour
  Sprint
  5 m/round +2 m/round for each speed 
  Swim
  40 m/minute, need swim skill to swim
  Walk
  4 km/hour
  
  Chapter 5: Movement, Environment and Time
  67
  GROUP MOVEMENT
  SPEED
  March
  4 km/h
  Canter
  10 km/h
  Gallop
  50 km/h
  Row
  5 km/h
  Sail
  Galleons 5 km/h, sailing ships 10 km/h
  Environmental Penalties and Bonuses
  Terrain, weather and wind have an impact on movement and senses. The conditions affecting the environ-
  ment vary from good to extreme. The terrain might be normal but the weather very difficult in the same 
  environment. The Story Teller is in charge of condition changes, although extreme conditions are rare. The 
  following modifications are applied to movement and sense rates due to the environment. 
  If a character is in difficult conditions, movement rate is halved, senses are halved and accuracy range is 
  limited to 50 meters. If one has the Awareness Secondary Skill, accuracy range is halved but the maximum 
  range in brackets does not apply. A character in difficult conditions with  Sense and  Awareness 
  will have one’s sight halved to 60 meters and other senses to 6 meters. One’s accuracy range will be halved 
  but not limited to 50 meters. If the character has  Strength,  Ranged Primary Skill and attack-
  ing with a longbow, its accuracy range in normal conditions is 400 meters and environmental penalties are 
  halved, but in difficult conditions would become 300 meters. A character with  Ranged Primary Skill 
  would have an accuracy range of 150 meters. If the character does not have the Awareness Secondary Skill, 
  one’s accuracy range would be limited to 50 meters..
  Damage from the elements is taken at the end of each day if the character is not sufficiently covered. A 
  campfire or travel blanket reduces damage from the elements by 2 dice each. If a character is in a difficult 
  environment and is resting next to a fire and not sufficiently covered, 2 dice of damage is taken, not 4 dice. 
  The Story Teller can increase the rate of damage from the elements to account for situations like poisonous 
  gas or smoke, deep water pressure and lack of oxygen at high altitudes.
  A character can attempt to light a fire by rolling 1 die (Survival Secondary Skill) times per day. In a good 
  environment a 2, 3, 4, 5 and 6 is successful, in a normal environment a 3, 4, 5 and 6 is successful, in a dif-
  ficult environment a 4, 5 and 6 is successful, in a very difficult environment a 5 and 6 is successful and in 
  an extreme environment a 6 is successful. Using flint and steel adds +1 to the roll. Campfires, torches and 
  lanterns illuminate a 5 meter radius. Torch and campfires take 1 minute to be lit and several rounds to be put 
  out. Torches cannot be used in extreme conditions but lanterns can be used in any conditions.
  If a character is in a standard tent, damage from the elements is reduced by 1 die. If a character is in a fine 
  tent, damage is reduced by 2 dice. If a character is in a royal tent, damage is reduced by 3 dice. A character 
  needs enough Survival  to find basic shelter in various environments for oneself and one’s companions, this 
  reduces damage by 1 die. The Story Teller determines what sort of shelter is found. If no damage is taken 
  from the elements and a character has cover, healing takes place at indoor or sheltered equivalent rates. 
  
  Chapter 5: Movement, Environment and Time
  68
  CONDITIONS
  MOVEMENT 
  SENSES AND 
  ACCURACY 
  RANGE
  DAMAGE FROM THE ELEMENTS
  Good terrain (level roads), 
  weather or wind
  Sail x1.5
  No change
  -
  Normal terrain (any 
  roads), weather or wind
  No change
  No change
  2 dice of damage per day of  
  exposure (automatic)
  Difficult terrain, weather 
  or wind
  1/2
  1/2  
  (max 50 m/5 m with 
  no awareness   
  secondary skill)
  4 dice of damage per day of  
  exposure (automatic)
  Very difficult terrain, 
  weather or wind
  1/4
  1/4  
  (max 20 m/2 m  
  with no awareness 
  secondary skill)
  8 dice of damage per day of  
  exposure (automatic)
  Extreme terrain, weather 
  or wind
  1/8
  1/8  
  (max 10 m/1 m  
  with no awareness 
  secondary skill)
  Story teller decides
  Time
  There are 12 months per year, in the following order, from the first to the last month: early spring, mid 
  spring, late spring, early summer, mid summer, late summer, early autumn, mid autumn, late autumn, early 
  winter, mid winter and late winter.
  In general, a person works for 6 days and rests for 1 day every week. There are 4 weeks per month, total-
  ing 28 days. The last two days of each month are considered holidays or trading days and not part of the 
  4 week cycle, giving a total of 30 days per month. There are 360 days per year, 24 of these are holidays or 
  trading days, 48 of these are days of rest and 288 of these days of work. All other measurements of time 
  remain unchanged.
  
  Chapter 6: Equipment and Wealth
  69
  Chapter 6: Equipment and Wealth
  It is recommended that new characters begin with  gold pieces that are received, worked for, inherited, 
  stolen, won or found, and set out to buy equipment. The prices in this chapter are average prices. These can 
  fluctuate due to the type of merchants or craftsmen on hand, services offered and the availability of specific 
  types of armour and shields, weapons and other items. 1 gold piece is equivalent to 10 silver pieces. The 
  Story Teller decides what is and what is not available.
  An item of average quality is ten times more valuable than a poor quality item, an excellent quality item is 
  ten times more valuable than an average quality item. Minor and major magical items are the most valuable. 
  It is up to the Story Teller or players to come up with appropriate descriptions.
  VALUE 
  VALUE IN GOLD PIECES
  
  1 gp or less
  
  10 gp or less
  
  100 gp or less
  
  1000 gp or less
  
  More than 1000 gp
  Average Money Made
  Average money made by various classes of society is illustrated below. Peasants can be involved in agricul-
  ture, building, fishing, livestock or mining. Servants are used by the wealthy. Soldiers and sailors are hired 
  for various quests, to maintain order and to protect their kingdom. Merchants and Craftsmen sell goods and 
  trade various items, while Royalty are in charge of running the kingdom and its people. For this to take place 
  successfully, taxes are necessary. This varies from ruler to ruler and it is up to the Story Teller to decide how 
  the kingdom’s people react and if they remain happy and loyal.
  Festivities amongst the various classes depend on the characters and Story Teller. They take place during 
  days of rest, holidays or trading days. Games of chance generally take place amongst the lower class. An 
  opposed Knowledge plus Resourcefulness Secondary Skill roll is made. If the roll is higher one wins, if it is 
  the same the roll is made again, if it is less one loses. All of the above can enhance the Story.
  CLASS
  MONEY MADE
  Peasant/builder with tools
   per month
  Servant
   per month
  Soldier/sailor
   per month, amount multiplied by War 
  Merchant/craftsman
  / per month
  Royalty
   per month
  
  Chapter 6: Equipment and Wealth
  70
  Equipment Durability and Damage
  The better equipment is made, the longer it lasts. This also makes it more expensive. Each item has certain 
  durability levels and can only be damaged or destroyed if enough aimed damage is taken. If durability lev-
  els reach 0 the item is destroyed. Durability levels can be restored but the more damage taken the longer 
  the repair takes. Armour, shields and weapons also suffer from wear and tear as time goes by. If they are 
  not maintained they will become irreparable. It is up to the character to look after one’s armour, shield and 
  weapons. If the item is abused wear and tear is increased, if it is stored away no wear and tear takes place.
  ITEM QUALITY
  HEALTH LEVELS
  AVERAGE WEAR AND TEAR
  Poor quality
  5 poor quality durability levels
  -1 durability level per week
  Average quality
  5 average quality durability levels
  -1 durability level per month
  Excellent quality
  5 excellent quality durability levels
  -1 durability level every year
  Minor magical item
  5 minor magical durability levels
  -1 durability level every 10 years
  Major magical item
  5 major magical durability levels
  -1 durability level every 50 years
  Carrying Limitations
  A character can carry 5 items on them self, their weight not exceeding their Strength. This does not include 
  clothes worn. A belt pouch holds 100 gold/silver pieces and is equivalent to 1 item. 10 poison doses/ 
  antidotes are equivalent to 1 item as well. A sack will enable a character to carry 5 items totalling no more 
  than 25kg. A backpack will enable a character to carry 5 items totalling no more than 25kgs. Saddlebags 
  will enable the character to carry 10 more items totalling no more than 50kgs. More than this will cause the 
  sack, backpack or saddlebag to break. 
  A character needs a minimum of  Strength to carry a full backpack or sack and  Strength to carry both. 
  If a character wants to do athletics, climb or run with a full backpack or sack  Strength is needed. If a 
  character wants to dodge, sprint or swim with a full backpack or sack  Strength is needed. If a character 
  has both, an extra  in Strength is needed to perform the actions above. A character needs  Strength 
  to carry a full saddlebag,  Strength to do athletics, climb or run with it and  Strength to dodge, 
  sprint or swim with it. If any of these items are not full or if too much is being carried, it is up to the Story 
  Teller to decide what the character can and cannot do. The following example shows a character with  
  Strength and a backpack.
  CARRIED ON BODY
  CARRIED IN BACKPACK
  Chain armour
  Travel blanket
  2 handed sword
  Travel provisions
  Throwing knives x10
  Water skin
  50 m rope
  10 m chains
  Grappling hook
  Cuffs/shackles
  
  Chapter 6: Equipment and Wealth
  71
  Armour and Shields
  Armour and shields reduce or soak damage that gets past a character’s defense. Unsoakable damage, like 
  damage from magic, cannot be soaked by normal armour and shields. If it is a surprise attack or a concealed 
  trap that has been sprung, shields cannot reduce the damage. When damage reduction score is halved 
  due to an attack it is rounded up. A character can spend an action to use one’s shield as a weapon during 
  combat, and if a successful Hand to Hand attack is made, add +2 to damage.
  To effectively use and maneuver while using armour and shields, enough Strength  are needed. If a  
  character needs to perform any other actions more Strength is required. If the maneuverability  of armour 
  or a shield is reduced to 0  due to it being magical, it is as if the character is wearing a set of clothing and 
  does not take up any space. However, one can never wear two sets of armour simultaneously. If armour is 
  being carried it is equivalent to carrying 5 items. Extra shields and weapons can be carried on one’s body.
  The amount of time it takes to put armour on is shown in the table below, taking it off takes half the time. 
  If a character is assisted it halves the time once more. A single Magic Allowance point is regained every 2 
  hours with uninterrupted rest or meditation while wearing armour, instead of every 1 hour. One cannot heal 
  naturally while wearing armour.
  A character’s Stealth Skill is also affected due to the noise armour makes. For every  in maneuverability 
  that the armour or shield has, a -1 penalty is taken on all Stealth rolls. If a character is wearing chain armour 
  and carrying a small shield, and is attempting to use Stealth, a -3 penalty is taken on all Stealth rolls. If the 
  chain armour is major magical armour with a maneuverability bonus, the maneuverability is reduced by , 
  therefore the penalty would only be -1. A character with a high enough Stealth Secondary Skill does not 
  have this penalty.
  Although the table below has only five types of armour and shields, it is up to the Story Teller or players to 
  come up with an appropriate description for these items. A chain vest with metal gauntlets could offer the 
  same damage reduction score as a full chain shirt.
  ARMOUR 
  & 
  SHIELDS
  MANEUVERABILITY 
  (str)
  ATHLETICS, 
  CLIMB & 
  RUN (str)
  DODGE, 
  SPRINT & 
  SWIM (str)
  DAMAGE 
  REDUCTION 
  SCORE
  TIME TO 
  PUT ON 
  (halved with 
  assistance)
  VALUE
  (average 
  quality)
  Chain
  
  
  
  -8
  5 minutes
  
  Leather
  
  
  
  -4
  2 minute
  
  Plate
  
  
  
  –12
  10 minutes
  
  Shield 
  (large)
  
  
  
  -4
  -
  
  Shield 
  (small)
  
  
  
  -2
  -
  
  
  Chapter 6: Equipment and Wealth
  72
  Weapons
  Each weapon has advantages and disadvantages while inflicting various degrees of damage. Each weapon 
  requires enough  in Strength to use effectively.  maneuverability weapons are considered light,  
  maneuverability weapons are considered average and  maneuverability weapons are considered 
  heavy. All  maneuverability weapons, like the battleaxe, long spear, maul and double-handed sword 
  are two-handed weapons. Some of these halve the opponent’s or beast’s damage reduction score as well. 
  A shield or second weapon cannot be used simultaneously with these weapons. However, a character with 
   Strength can wield these weapons with 1 hand. 
  Any weapon can accurately be thrown with the Thrown Primary Skill. Without this skill, weapons cannot be 
  thrown, only used normally. The throwing distances are shown in brackets under the accuracy range and all 
  distances are in meters. A character with  Thrown Primary Skill can throw an axe 24 meters.
  Bows, crossbows and slings do not have an initiative penalty as they are the slowest to ready out of all the 
  weapons. They take 4 actions to ready. Initiative penalties only apply to the initiative roll at the beginning 
  of a battle.
  WEAPON
  MANEU- 
  VERABILITY 
  (str)
  DEFLECT 
  MODIFIER
  INITIATIVE 
  PENALTY
  ATTACK  
  SPEED
  DAMAGE
  ACCURACY 
  RANGE (m)
  BONUS 
  OR  
  PENALTY
  VALUE 
  (average 
  quality)
  Axe
  
  +2
  -2
  1 action
  +4
  (8)
  -
  
  Battleaxe
  
  +5
  -4
  2  
  actions
  +10
  (4)
  Damage 
  reduction 
  score 
  halved
  
  Body 
  (up to   
   str)
  -
  -5
  0
  1 action
  +0
  -
  Damage 
  reduction 
  score 
  doubled
  -/
  Bow short 
  (arrow)
  
  -
  4 actions
  4  
  actions
  +2
  60
  Deflect 
  modifier 
  negated
  
  Bow long 
  (arrow)
  
  -
   4 actions
  4  
  actions
  +2
  100
  Deflect 
  modifier 
  negated
  
  Crossbow 
  heavy 
  (bolt)
  
  -
  4 actions
  4  
  actions
  +4
  80
  Deflect 
  modifier 
  negated
  
  Crossbow 
  light 
  (bolt)
  
  -
  4 actions
  4  
  actions
  +4
  40
  Deflect 
  modifier 
  negated
  
  Dagger
  0
  -
  -1
  1 action
  +2
  (8)
  -
  
  
  Chapter 6: Equipment and Wealth
  73
  Long 
  spear 
  heavy
  
  +5
  -4
  1 action
  +6
  (4)
  Reach 
  weapon
  
  Long 
  spear 
  light
  
  +5
  -4
  1 action
  +4
  (6)
  Reach 
  weapon
  
  Mace
  
  +1
  -1
  1 action
  +4
  (8)
  -
  
  Maul
  
  +4
  -3
  2  
  actions
  +10
  (4)
  Damage 
  reduction 
  score 
  halved
  
  Short 
  spear 
  heavy
  
  +3
  -3
  1 action
  +4
  (20)
  Deflect 
  modifier 
  negated
  
   Short 
  spear 
  light
  
  +3
  -3
  1 action
  +2
  (20)
  Deflect 
  modifier 
  negated
  
  Sling 
  (sling-
  shot)
  
  -
  4 actions
  4  
  actions
  +2
  20
  Deflect 
  modifier 
  negated
  
  Staff
  
  +3
  -3
  1 action
  +2
  (6)
  -
  
  Sword 
  double- 
  handed
  
  +4
  -4
  2  
  actions
  +8
  (4)
  Damage 
  reduction 
  score 
  halved
  
  Sword 
  long
  
  +3
  -3
  1 action
  +6
  (6)
  -
  
  Sword 
  short
  
  +2
  -2
  1 action
  +4
  (8)
  -
  
  Throwing 
  knives 
  x10
  
  -
  -1
  1 action
  +2
  10
  Deflect 
  modifier 
  negated
  
  Ammunition
  Ammunition is required for all ranged combat. Liquid fire can be used with the ammunition to cause more 
  damage. Smaller quantities are used for arrow and bolt heads, while larger quantities fuel catapult and bal-
  ista attacks. Liquid fire cannot be used with slingshots. All arrow and crossbow bolt attacks fueled by liquid 
  fire cause an extra die of damage. Balista and catapult liquid fire attacks cause double damage. A fire is 
  needed to activate the liquid fire on the ammunition.
  Slingshots cannot break while arrows and crossbow bolts can be used twice before they are irreparable. 
  Enough Awareness Secondary Skill is needed to retrieve them once they have been fired. Balista bolts and 
  catapult shot can only be used once. The following table illustrates the type of ammunition available.
  
  Chapter 6: Equipment and Wealth
  74
  TYPE
  QUANTITY
  WEIGHT
  COST
  Arrow or crossbow bolt/slingshot
  25 per quiver/50 per bag
  
  
  Arrow or crossbow bolt liquid fire
  10 uses
  
  
  Balista bolt
  10
  
  
  Catapult shot
  1000 kg, 4 to 10 shots
  
  
  Catapult or balista liquid fire
  500 kg, 2 to 5 shots or 5 balista bolts
  /
  
  Equipment
  The following equipment is used in everyday situations. Unlike armour, shields, weapons or artefacts, these 
  items only have one durability level. If one wants to instantly destroy an item using pure strength, the neces-
  sary Strength  are needed to get past its defense, as shown in the defense column below. If a weapon is 
  used to destroy an item the Story Teller decides if it is possible and how long it will take. Once damage gets 
  past the item’s defense, it is destroyed. It is also up to the Story Teller to decide if an item has been destroyed 
  in a fire, through magical damage or as time goes by, through wear and tear. The weight column indicates 
  the strength needed to lift the item. If ‘full’ is next to the , that is the strength needed when the item is full.
  EQUIPMENT
  DESCRIPTION
  DEFENSE
  COST
  WEIGHT 
  Animal feed
  Lasts 1 week for 1 animal
  0
  
  
  Armourer tools
  Required to make armour and shields
  
  
  
  Barrel
  Holds 100 kg
  
  
   full
  Backpack
  Extra 5 items carried
  
  
   full
  Belt pouch
  Holds 100 gold/silver pieces
  
  
  0
  Builder tools
  Required for builders
  
  
  
  Candle x10
  1 lasts 10 hours, illuminates a 1 m radius
  0
  
  0
  Chains
  10 m chain/optional cuffs and shackles
  
  /
  
  Chest (fine)
  Holds 50 kg
  
  
   full
  Chest (royal)
  Holds 25 kg
  
  
   full
  Chest (standard)
  Holds 50 kg
  
  
   full
  Climbing gear
  50 m rope/optional grappling hook
  
  /
  
  Craftsman tools
  Required to make items and artefacts
  
  
  
  Disguise gear
  Required to enhance disguise
  0
  
  0
  Flint and steel
  Helps light fire in any environment
  
  
  0
  Forge
  Required to forge metal items
  
  
  
  Lantern
  Illuminates a 5 m radius
  0
  
  0
  Lantern oil
  Lasts 10 hours
  0
  
  0
  Lock tools
  Make/disable locks, make keys
  
  
  0
  
  Chapter 6: Equipment and Wealth
  75
  Musical instrument
  Common instrument
  
  
  0
  Outfit (fine)
  Summer, environmental damage -1 die
  0
  
  0
  Outfit (fine)
  Winter, environmental damage -2 dice
  
  
  0
  Outfit (royal)
  Summer, environmental damage -1 die
  0
  
  0
  Outfit (royal)
  Winter, environmental damage -2 dice
  
  
  0
  Outfit (standard)
  Summer, environmental damage -1 die
  0
  
  0
  Outfit (standard)
  Winter, environmental damage -2 dice
  
  
  0
  Parchment and ink
  Per 10 sheets with ink
  0
  
  0
  Sack 
  Extra 5 items carried
  0
  
    full
  Saddle with bags
  Extra 10 items carried
  
  
   full
  Sailor tools
  Required for sailors
  
  
  
  Scroll case
  Required to protect scrolls
  
  
  0
  Torches x5
  1 lasts 1 hour, illuminates a 5 m radius
  
  
  
  Tent (fine)
  5 carrying slots, 2 person capacity
  
  
  
  Tent (royal)
  10 carrying slots, 2 person capacity
  
  
  
  Tent (standard)
  2 carrying slots, 1 person capacity
  0
  
  
  Travel blanket
  Per blanket, environmental damage -2 dice 
  0
  
  0
  Trap tools/net
  1 person capacity net per carrying slot
  / 
  /
  
  Travel provisions
  Dry food lasting maximum 1 week
  0
  
  0
  Water skin
  Holds 2 l, maximum 2 day
  
  
  0
  Weaponsmith tools
  Required to make weapons
  
  
  
  Locks
  Locks can be made and disabled using the Resourcefulness Secondary Skill. Each level of lock requires one 
  day to make and disabling time depends on the character’s skill. The more Resourcefulness  one has the 
  quicker it takes to disable it. A character with  Resourcefulness can disable a simple lock in 10 rounds and 
  a regular lock in 1 minute. One needs  Resourcefulness to disable an advanced lock. If the character 
  does not have enough Resourcefulness  the lock cannot be disabled. If the character does not have lock 
  tools,  in Resourcefulness is lost. An owner of a lock has a key that will open the lock immediately.
  LOCK TYPE
  
  
  
  
  
  SELLING PRICE
  Simple
  1 minute
  10 rounds
  1 round
  1 round
  1 round
  
  Regular
  -
  1 minute
  10 rounds
  1 round
  1 round
  
  Advanced
  -
  -
  1 minute
  10 rounds
  1 round
  
  Superior
  -
  -
  -
  1 minute
  10 rounds
  
  Perfect
  -
  -
  -
  -
  1 minute
  
  
  Chapter 6: Equipment and Wealth
  76
  Services
  Various services are available. The more experience the person being hired has, the higher the price gets. 
  Training of Masters and Grand Masters has its own cost. If an expert is hired for a specific task or to train 
  someone, it will cost  x2 per month, or roughly 20 gold pieces per month.
  SERVICE
  COST
  Proficient in a primary skill
   per month, amount multiplied by skill 
  Proficient in a speciality
  Self taught, cannot train another
  Proficient in a secondary skill
   per month, amount multiplied by skill 
  Master level training
  Total training time cost x2/story teller decides
  Grand master level training
  Total training time cost x5/story teller decides
  Lodging
  Various types of lodging and stabling are available. Basic lodging includes a communal room with wash 
  facilities outside and a simple variety of food. Regular lodging includes a private room (max 4 people) with 
  wash facilities and a standard variety of food. Luxury lodging includes a personal room, a heated bath, a 
  servant and the best variety of food. Water is included with every meal.  Craft Secondary Skill is needed to 
  run basic lodging,  for regular and  for luxury. Stabling for horses and enclosures for mules/oxen are 
  available at most lodgings with animal feed. Booking passage on a boat or ship has similar costs. 
  LODGING
  AVERAGE COST
  Basic 
   per person per day
  Regular 
   per person per day
  Luxury
   per person per day
  Stabling with animal feed
   per horse per day
  Enclosure for mules/oxen
   per mule/ox per day
  Common Drinks
  The following drinks are common throughout the lands.  Craft Secondary Skill is needed to produce com-
  mon drinks. Ale and wine have similar alcoholic strengths while spirits are twice as strong. For each  in 
  Endurance Secondary Skill a character has, two flagons of ale, two goblets of wine or one goblet of spirits 
  can be consumed every five hours. 
  If a character has  Endurance, four flagons of ale, four goblets of wine, two goblets of spirits, or a combi-
  nation of the three can be consumed every five hours. If more is consumed a penalty is taken. The character 
  temporarily loses  in an Ability for every flagon of ale or goblet of wine consumed thereafter. The character 
  temporarily loses  in an Ability for every goblet of spirits consumed thereafter. The player rolls 1 die to 
  determine the rate in hours it takes to regain all lost Ability . If a 3 is rolled it takes 3 hours of rest to recover 
  each Ability . If all Ability  are lost the character passes out for 8 hours. The player chooses in what order 
  the Ability  are temporary lost.
  
  Chapter 6: Equipment and Wealth
  77
  TYPE OF DRINK
  AVERAGE COST
  Ale (standard)
   per flagon
  Milk
   per mug
  Spirits
   per goblet
  Water
  Jug included with meal
  Wine (standard)
   per goblet
  Rare Drinks
  The following drinks are rare and expensive.  Craft Secondary Skill is needed to produce rare drinks 
  and  is needed to produce exceptional wine. In general, only luxury places of lodging will offer these 
  drinks. A small number of merchants can sell barrels of these as well. 
  TYPE OF DRINK
  AVERAGE COST
  Ale (good)
   per flagon
  Flavoured water
   per jug
  Spiced spirits
   per goblet
  Wine (exceptional)
   per goblet
  Wine (good)
   per goblet
  Food
  The quality of food varies from place to place and merchant to merchant. The higher the quality or the more 
  difficult it is to obtain, the more expensive it is. 
  TYPE OF FOOD
  AVERAGE COST PER KG
  Bread
  
  Cheese
  
  Fruit, nuts and vegetables
  
  Meat
  
  Spices/other rarities
  
  Animals
  Animals can be used to generate income, provide food, and as a means of transport. Every day an animal 
  does not eat or drink it takes 1 die of damage. A riding horse can carry 1 person with full gear and a full 
  saddlebag, or 2 people with basic gear and an empty saddlebag, while a warhorse can carry 2 people with 
  full gear and a full saddlebag. Animals can only attack when in range and use up 1 of their rider’s actions 
  when doing so.
  
  Chapter 6: Equipment and Wealth
  78
  ANIMAL
  DESCRIPTION
  HEALTH 
  POINTS
  DAMAGE 
  REDUCTION 
  SCORE
  ATTACKS
  INJURED 
  EFFECTS
  COST
  Pets
  Needs feed in 
  normal, difficult 
  and extreme 
  environments
  Depends
  0
  Depends
  Depends
  Depends
  Livestock
  Needs feed in 
  very difficult and 
  extreme  
  environments
  30
  0
  max 1 die/
  round
  Speed halved 
  when health 
  points go below 
  50%
  
  Mule/ox
  Needs feed in 
  very difficult and 
  extreme  
  environments
  50
  0
  max 2 dice/
  round 
  +2 damage
  Speed halved 
  when health 
  points go below 
  50%
  
  Riding 
  horse
  Needs feed in 
  very difficult and 
  extreme  
  environments
  50
  -2
  max 2 dice/
  round  
  +2 damage
  Speed halved 
  when health 
  points go  
  below 50%
  
  Warhorse
  Needs feed in 
  extreme  
  environments  
  only
  70
  -4
  max 4 dice/
  round  
  +4 damage
  Speed halved 
  when health 
  points go  
  below 25%
  
  Jewel Types and Sizes
  These precious stones vary in size, value and type. The larger they are the rarer they are to find. They can be 
  used in any trade and their prices vary. Mining is used to find them and a minimum of  Craft Secondary 
  Skill is needed to shape them. The Story Teller determines what kinds of jewels are found.
  SIZE OF JEWEL
  VALUE IN GOLD
  TYPE OF JEWEL VALUE 
  MULTIPLIER
  COLOUR
  Tiny
  
  No multiplier for opals
  Semi-transparent
  Small
  
  Value x2 for sapphires
  Blue
  Large
  
  Value x3 for diamonds
  Clear
  Half fist sized
  
  Value x4 for emeralds
  Green
  Fist sized
  
  Value x5 for rubies
  Purple-red
  
  Chapter 7: Structures, Ships, War Machines and Land Transport
  79
  Chapter 7: Structures, Ships, War Machines  
  and Land Transport
  Building Structures
  Each type of building has a damage reduction score, health points, size and person capacity, building time, 
  repair time needed, builders needed and value. When it comes to building, the structure length, width and 
  height must not exceed the listed size. If the character wants to build a middle class structure the measure-
  ments could be 10x10x10 meters or 20x10x5 meters in size, as long as it does not exceed the maximum size of  
  1 000 m3. Any amount of people can reside within the structure, as long as the maximum person capacity 
  is not exceeded. 
  War machines are only available to kingly and legendary structures. The number of war machines is de-
  termined by a character’s Command , but cannot exceed 20 for kingly structures and 50 for legendary 
  structures. The character’s Command and War Secondary Skill determines the amount and type of soldiers 
  protecting the structure. 
  The more builders involved in the construction/repair the faster it takes to complete the task and vise versa. 
  It is up to the character to come up with an accurate description of the structure and up to the Story Teller 
  to make sure that it is within reason.
  BUILDING 
  TYPE
  DAMAGE 
  REDUCTION 
  SCORE
  HEALTH 
  POINTS
  SIZE 
  (length x 
  width x 
  hight total)
  BUILDING 
  TIME
  REPAIR 
  TIME 
  NEEDED
  BUILDERS 
  NEEDED
  VALUE
  Basic 
  -10
  100
  100 m3  
  max 10 per-
  son capacity
  1 week
  1 day per 
  level to 
  repair
  10
  
  Middle 
  class 
  -20
  500
  1 000 m3 
  max 20 per-
  son capacity
  1 month
  1 week 
  per level 
  to repair
  50
  
  Upper 
  class 
  -30
  1000
  10 000 m3 
  max 100 
  person 
  capacity
  1 year
  2 months 
  per level 
  to repair
  100
  
  Kingly 
  -40
  10 000
  100 000 m3 
  max 1000 
  person 
  capacity
  5 years
  1 year per 
  level to 
  repair
  500
  
  Legendary 
  -50
  50 000
  1 000 000 m3 
   max  
  10 000 per-
  son capacity
  10 years
  2 years 
  per level 
  to repair
  1000
  Priceless
  
  Chapter 7: Structures, Ships, War Machines and Land Transport
  80
  Constructing Doors
  Each type of door has a damage reduction score, health points, auto-destroy, building time, repair time 
  needed, builders needed and value. To build any wooden doors  Builder Secondary Skill is needed,  
  are needed for any metal doors and  are needed for stone doors. If the character wants to force a door 
  open without hacking at it, an opposed Strength roll is made against the door. 
  Basic, middle class and upper class structures have doors, while kingly and legendary structures have gates 
  that are part of their overall defense. If the character has  or  in the Builder Secondary Skill, 
  one can create hidden doors within wooden or stone walls that can only be discovered with a successful op-
  posed Investigation Secondary Skill roll. This is a once off attempt by the character looking for hidden doors.
  DOOR 
  TYPE
  DAMAGE 
  REDUCTION 
  SCORE
  HEALTH 
  POINTS
  AUTO-
  DESTROY  
  (1 attempt 
  per character)
  BUILDING 
  TIME
  REPAIR 
  TIME 
  NEEDED
  BUILDERS 
  NEEDED
  VALUE
  Wood-
  en 
  -5
  50 
    
  opposed 
  strength
  1 day
  -
  1
  
  Rein-
  forced 
  wooden 
  -10
  100 
    
  opposed 
  strength
  2 days
  10 hours 
  per level to 
  repair
  1
  
  Metal
  -15
  500 
   
  opposed 
  strength
  1 week
  1 day per 
  level to 
  repair
  1
  
  Rein-
  forced 
  metal 
  -20
  1000 
   
  opposed 
  strength
  2 weeks
  2 days per 
  level to 
  repair
  1
  
  Stone 
  -25
  2000 
   
  opposed 
  strength
  1 month
  1 week per 
  level to 
  repair
  1
  
  Building Bridges
  Each type of bridge has a damage reduction score, health points, size, building time, repair time needed, 
  builders needed and value. To build a reinforced rope bridge  Builder Secondary Skill is needed,  are 
  needed for any wooden bridges and  are needed for any stone bridges. When it comes to building, 
  the bridge length and width must not exceed the listed size. If the character wants to build a reinforced 
  wooden bridge the measurements could be 5x20 meters or 10x10 meters in size, as long as it does not 
  exceed the maximum size of 100 m2.
  
  Chapter 7: Structures, Ships, War Machines and Land Transport
  81
  BRIDGE 
  TYPE
  DAMAGE 
  REDUCTION 
  SCORE
  HEALTH 
  POINTS
  SIZE 
  (length x 
  width total)
  BUILDING 
  TIME
  REPAIR TIME 
  NEEDED
  BUILDERS 
  NEEDED
  VALUE
  Reinforced 
  rope
  -5
  50
  10 m2
  1 day
  5 hours per 
  level to repair
  5
  
  Wooden 
  -10
  100
  50 m2
  1 week
  1 day per 
  level to repair
  10
  
  Reinforced 
  wooden 
  -15
  500
  100 m2
  1 month
  1 week per 
  level to repair
  50
  
  Stone
  -20
  1000
  500 m2
  6 months
  1 month per 
  level to repair
  100
  
  Reinforced 
  stone 
  -25
  10000
  1000 m2
  1 year
  2 months per 
  level to repair
  500
  
  Building Ships
  Each type of ship has a crew, damage reduction score, health points, size and person capacity, building 
  time, repair time needed, builders needed and value. Any amount of people can sail on the ship, as long as 
  the maximum person or weight capacity is not exceeded. Crew numbers are excluded from capacity. If the 
  minimum number of crew needed to row the ship go between full and half, rowing speed is halved. If the 
  number drops bellow half the ship cannot be rowed, only sailed. 
  War machines are only available on large sailing ships and galleons. The amount of war machines is 
  determined by a character’s Command , but cannot exceed 5 for large sailing ships and 10 for galleons. 
  The character’s Command and War Secondary Skill determines the amount and type of soldiers on board. 
  Ship crew in general are trained as average soldiers, but do not wear armour. 
  The more builders involved in the construction/repair the faster it takes to complete the task and vise versa. 
  It is up to the character to come up with an accurate description of the ship and up to the Story Teller to 
  make sure that it is within reason.
  
  Chapter 7: Structures, Ships, War Machines and Land Transport
  82
  SHIP 
  TYPE
  DAMAGE 
  REDUCTION 
  SCORE
  HEALTH 
  POINTS
  SIZE (average 
  length x width 
  x height)
  BUILDING 
  TIME
  REPAIR 
  TIME 
  NEEDED
  BUILDERS 
  NEEDED
  VALUE
  Small 
  row boat 
  (crew 2)
  -5
  50
  5 x 1 x 1 m 
  max 5  
  person/ ½ ton 
  capacity
  1 day
  5 hours 
  per level to 
  repair
  5
  
  Large 
  row boat 
  (crew 10)
  -10
  100
  10 x 3 x 2 m 
  max 20 
  person/2 ton 
  capacity
  1 week
  1 day per 
  level to 
  repair
  10
  
  Small 
  sailing 
  ship 
  (crew 20)
  -15
  500
  25 x 5 x 3 m 
  max 100 
  person/10 ton 
  capacity
  1 month
  1 week per 
  level to 
  repair
  50
  
  Large 
  sailing 
  ship 
  (crew 50)
  -20
  1000
  35 x 7 x 5 m 
  max 200 
  person/20 ton 
  capacity
  6 months
  1 month 
  per level to 
  repair
  100
  
  Galleon     
  (crew 100)
  -25
  10 000
  50 x 10 x 10 m 
  max 500 
  person/50 ton 
  capacity
  1 year
  2 months 
  per level to 
  repair
  500
  
  Ship Collision Damage
  If two ships collide, both ships take damage. If a galleon collides with a small sailing ship the galleon will do 
  1 die x50 -15 (damage reduction score), while the small sailing ship will do 1 die x10 -25 (damage reduction 
  score). If a ship moves faster or slower, collides with any landmass or sails through a severe storm, the Story 
  Teller determines the damage taken.
  SHIP TYPE
  COLLISION DAMAGE CAUSED AT AVERAGE SPEED
  Small row boat (crew 2)
  1 die x1
  Large row boat (crew 10)
  1 die x5
  Small sailing ship (crew 20)
  1 die x10
  Large sailing ship (crew 50)
  1 die x20
  Galleon (crew 100)
  1 die x50
  
  Chapter 7: Structures, Ships, War Machines and Land Transport
  83
  Constructing War Machines
  Each type of war machine has a damage reduction score, health points, empty weight, building time, repair 
  time needed, builders needed and value. To build a siege ladder  Builder Secondary Skill is needed, 
   are needed for ballistas, light catapults and battering rams, and  are needed for heavy catapults. 
  Transporting these war machines is equivalent to pulling a fully laden sled, cart and wagon respectively.
  The more builders involved in the construction/repair the faster it takes to complete the task and vise versa. 
  It is up to the character to come up with an accurate description of the war machine and up to the Story 
  Teller to make sure that it is within reason.
  WAR 
  MACHINE 
  TYPE
  DAMAGE 
  REDUCTION 
  SCORE
  HEALTH 
  POINTS
  EMPTY 
  WEIGHT
  BUILDING 
  TIME
  REPAIR 
  TIME 
  NEEDED
  BUILDERS 
  NEEDED
  VALUE
  Siege  
  ladder
  -2
  100
  100 kg per 
  10 m
  1 day per 
  10 m
  5 hours 
  per 10 m
  1
    
  per 10 m
  Ballista
  -4
  200
  
  1 week
  1 day
  1
   
  Light  
  catapult
  -6
  300
  
  1 week
  1 day
  5
  
  Heavy 
  catapult
  -8
  400
  
  1 week
  1 day
  5
  
  Battering 
  ram
  -10
  500
  
  1 week
  1 day
  5
  
  Using War Machines
  War machines are used in epic battles on land and sea. They are large, slow and cumbersome. However, 
  their devastating range, area of effect and damage, especially under the command of those who are 
  capable, can bring both victory and glory. If the minimum number of people needed to operate the war 
  machine go between full and half, all attacks take twice as long. If the number drops bellow half the war 
  machine cannot be operated. All War Machine attacks are non-deflectable in normal combat and mass 
  combat due to their area effect. Single targets can attempt to dodge the ranged attack using the Dodge 
  Secondary Skill, a movement action cannot be used to get out of the way. 
  If the character has  War Machines Primary Skill and leads a team in firing a light catapult, the  
  damage will be 3 dice x5. Its range will be 150 meters x3 ( War Machines), total 450 meters and affect 
  a 3 meter radius. All those in the area of effect suffer the damage rolled.
  
  Chapter 7: Structures, Ships, War Machines and Land Transport
  84
  WAR 
  MACHINES
  MANEUVER-
  ABILITY (minimum 
  people needed to 
  operate)
  ATTACKS 
  PER 
  MINUTE
  AMMUNITION
  DAMAGE
  MULTIPLIED BY 
  WAR MACHINE 
  TYPE
  RANGE/AREA  
  OF EFFECT
  (m)
  Siege ladder
  2
  -
  -
  Can hold 5  
  soldiers/10 m
  Depends on 
  length
  Ballista
  4
  1
  Ballista bolt
  x5
  10-100 m/ 
  1 m radius
  Light  
  catapult
  4
  1
  100 kg shots
  x5
  75-150 m/ 
  3 m radius 
  Heavy 
  catapult
  8
  1
  250 kg shots
  x10
  100-200 m/ 
  4 m radius
  Battering 
  ram
  8
  1
  -
  x5
  Point blank
  Constructing Land Transportation
  Each type of land transportation has a damage reduction score, health points, empty weight, building time, 
  repair time needed, builders needed and value. To build a sled, cart or wagon  Builder Secondary Skill 
  is needed,  are needed for fine carriages and  are needed for royal carriages. Only one rider is 
  required to guide the animals. If there is no rider the animals will slow down until they stop in 1 die minutes.
  The more builders involved in the construction/repair the faster it takes to complete the task and vise versa. 
  It is up to the character to come up with an accurate description of the land transport and up to the Story 
  Teller to make sure that it is within reason.
  LAND 
  TRANSPORT 
  TYPE
  DAMAGE 
  REDUCTION 
  SCORE
  HEALTH 
  POINTS
  EMPTY
  WEIGHT
  BUILDING 
  TIME
  REPAIR TIME 
  NEEDED
  BUILDERS 
  NEEDED
  VALUE
  Sled
  -2
  10
  
  1 hour
  -
  1
  
  Cart
  -4
  50
  
  1 day
  5 hours per level 
  to repair
  5
  
  Wagon
  -6
  100
  
  1 week
  1 day per level 
  to repair
  5
  
  Fine carriage
  -8
  500
  
  1 week
  1 day per level 
  to repair
  5
  
  Royal  
  carriage
  -10
  1000
  
  2 weeks
  2 days per level 
  to repair
  5
  
  
  Chapter 7: Structures, Ships, War Machines and Land Transport
  85
  Using Land Transportation
  Land transportation can be used to carry people and supplies. Livestock such as mules and oxen are used 
  to pull sleds, carts and wagons, while riding horses can be used to pull any transport type. Every extra mule 
  or ox adds an extra 10km/h to the fast traveling speed. This speed cannot go above 30km/h. Every extra 
  horse adds an extra 10km/h to the fast traveling speed. This speed cannot go above 50km/h. If one less 
  than the minimum number of horses, mules or oxen is used to pull any transport type, both standard and 
  fast traveling speeds are halved. No more than 100km can be traveled in normal conditions per day. Land 
  transport by ordinary means cannot be used over very difficult or extreme terrain. 
  TRANSPORT 
  TYPE
  CARRYING 
  CAPACITY/ 
  PERSON CAPACITY 
  (excludes driver)
  MINIMUM 
  ANIMALS 
  REQUIRED
  STANDARD 
  TRAVELING SPEED 
  (general)
  FAST TRAVELING SPEED 
  (horse, mule/oxen)
  Sled
  100 kg/1
  1
  10 km/h
  40 km/h, 20 km/h
  Cart
  500 kg/4
  1
  10 km/h
  30 km/h, 20 km/h
  Wagon
  1000 kg/8
  2
  10 km/h
  30 km/h, 20 km/h
  Fine carriage
  500 kg/4
  2
  10 km/h
  30 km/h
  Royal carriage
  500 kg/4
  4
  10 km/h
  30 km/h
  Building Roads
  Various types of roads can be built between places to increase trade and lessen traveling time. To build a 
  dirt road  Builder Secondary Skill is needed,  are needed for paved roads and  are needed for 
  reinforced roads. If a character builds a 100km 10 meter wide paved road, it could cost 10 gold pieces x100, 
  totaling 1000 gold pieces, a 100km 5 meter wide paved road would cost half of that. To maintain these roads 
  would cost 100 gold pieces and 50 gold pieces respectively every year and take 5 builders per km.
  ROAD TYPE
  COST PER 
  KM
  BUILDING TIME 
  PER KM
  BUILDERS 
  PER KM
  MAINTENANCE COST
  Dirt 5 m wide
  
  1 day
  50
  10th of total value per year
  Paved 5 m wide
  
  1 week
  50
  10th of total value per year
  Paved 10 m wide
  
  2 weeks
  50
  10th of total value per year
  Reinforced 5 m wide
  
  2 weeks
  50
  10th of total value per year
  Reinforced 10 m wide
  
  1 month
  50
  10th of total value per year
  
  Chapter 7: Structures, Ships, War Machines and Land Transport
  86
  Road Deterioration
  If roads are not maintained due to the conditions and various levels of traffic, they drop in quality. If a 10 
  meter wide reinforced road is not maintained and the allocated time is reached, it becomes a 10 meter 
  wide paved road. If it is still not maintained and the allocated time is reached it becomes a dirt road. If 
  the dirt road is not maintained it is no more as it gets overrun by the surrounding natural environment. If a 
  5 meter wide paved road is built in difficult conditions and has high traffic, it will last for 18 years without 
  maintenance. After that it becomes a dirt road, then it is overrun by nature and is no more. Traces of a road’s 
  former glory might still be seen but this depends on the conditions. Roads built in good conditions have 
  double the lifespan.
  ROAD TYPE
  NORMAL 
  CONDITIONS
  DIFFICULT 
  CONDITIONS
  VERY DIFFICULT 
  CONDITIONS
  EXTREME 
  CONDITIONS
  NORMAL 
  TRAFFIC
  HIGH 
  TRAFFIC
  Dirt
  5 year
  -2 years
  -3 years
  -5 years
  -
  -
  Paved  
  5 m wide
  25 years
  -2 years
  -3 years
  -5 years
  -2 years
  -5 years
  Paved  
  10 m wide
  25 years
  -1 year
  -1½ years
  -2½ years
  -1 year
  -2 years
  Reinforced  
  5 m wide
  50 years
  -2 years
  -3 years
  -5 years
  -2 years
  -5 years
  Reinforced 
  10 m wide
  50 years
  -1 year
  -1½ years
  -2½ years
  -1 year
  -2 years
  Building Time Adjustments
  All building time discussed in this chapter is the time it takes to build in normal conditions. This includes 
  finding and transporting the materials to the location. The table below illustrates how time is affected due 
  to the weather. If any excavating or tunneling is required, the time it takes to complete is determined by the 
  Story Teller. The number of builders must be taken into consideration as well.
  CONDITIONS
  BUILDING TIME
  Extreme
  X8
  Very difficult
  X4
  Difficult
  X2
  Normal
  No change
  Good
  No change
  
  Chapter 7: Structures, Ships, War Machines and Land Transport
  87
  Damage Levels
  Any structure, ship, war machine and land transport type has health points allocated to it. These points are 
  divided into various damage levels. Exposure to the elements causes automatic damage each year. 1 die x5 
  health points of damage minus the structure’s damage reduction score is taken yearly in normal conditions, 
  1 die x10 minus the structure’s damage reduction score is taken yearly in difficult conditions, 1 die x20 minus 
  the structure’s damage reduction score is taken yearly in very difficult conditions and 1 die x50 minus the 
  structure’s damage reduction score is taken yearly in extreme conditions.
  The wear and tear of any weapon will drastically increase when used to damage structures, ships, war ma-
  chines and land transport. The damage reduction score is halved when using heavy weapons and doubled 
  when using Body attacks. When health points reach 0 the structure, ship, war machine and land transport 
  type cannot be restored, they are completely destroyed. 
  HEALTH 
  POINTS
  STRUCTURE 
  DAMAGE LEVEL
  SHIP DAMAGE 
  LEVEL
  WAR MACHINES 
  DAMAGE LEVEL
  LAND 
  TRANSPORT 
  TYPE 
  DAMAGE LEVEL
  99-80% 
  Minor damage
  Minor damage
  Minor damage
  Minor damage
  79-60% 
  Serious damage
  Serious damage
  Serious damage
  Serious damage
  59-40% 
  Major damage
  Major damage
  Major damage
  Major damage
  39-20% 
  Damage reduction 
  score halved
  Damage reduction 
  score halved
  Damage reduction 
  score halved
  Damage reduction 
  score halved
  19-1% 
  No defense,  
  structure breached
  Ship cannot sail, 
  only rowed
  War machine  
  unusable
  Transport type  
  unusable
  
  Chapter 8: Creating and Using Minor and Major Magical Items
  88
  Chapter 8: Creating and Using Minor  
  and Major Magical Items
  The following list shows examples of minor and major magical items. The relevant Secondary Skill of  
  Armouror, Craft or Weaponsmith and level of experience are required to make these items. More than one 
  minor or major magical ability can be added to the following items, as long as they are not the same or 
  similar ability. Major magical items can have minor magical abilities, but not the visa versa. A character can-
  not create a magical weapon that adds +5 to damage, then at a later stage add an extra +10 to damage 
  to the same weapon. Items with more than one magical ability take longer to create but are seen as one 
  magical item. Armour, shield and weapon magical abilities can only be used by those items, however an ar-
  tefact’s magical ability can be used on artefacts or on any other items. Magical armour and shields help soak 
  unsoakable damage from all magical attacks. Non magical weapons capable of halving damage deduction 
  score, like a battleaxe, can not do so against magical armour and shields. Only magical weapons capable of 
  halving damage reduction score, and great and legendary beasts can do so.
  A character with  Might can only use 1 minor magical item.  Might is needed to use more than 1 minor 
  and only 1 major magical item.  Might is needed to use more than 1 major magical item. The amount 
  of magical items a character can own is unlimited but magical items used simultaneously must not exceed 
  one’s Might score. The player decides which magical item(s) to use. If a character has  Might, two magi-
  cal items can be used, but only one of these can be a major magical item. It takes one hour to activate a 
  minor magical item and one day to activate a major magical item before it can be used. Once it is activated 
  the owner can use it until it is replaced by another magical item, or when it is not within close proximity of 
  the owner.
  It is up to the Story Teller or players to come up with an appropriate description for these items. They are 
  rare and powerful, even hundreds of years old. These items are earned, fought for or inherited, and take 
  many years to create. Not many people are willing to sell magical items. Only those Mighty enough can 
  wield them.
  
  Chapter 8: Creating and Using Minor and Major Magical Items
  89
  MINOR MAGICAL ITEM
  DESCRIPTION OF ABILITY
  Armour
  +5 on damage reduction score
  - from armour maneuverability score
  Artefact
  Automatically skilled in a  secondary skill while in possession of the 
  artefact
  Constant 10 m radius of light from artefact when revealed, equivalent to 
  daylight
  Doubles the capacity of quivers, slingshot bags, backpack, sacks, saddlebag 
  and items carried on oneself without adding extra weight
  Item immune to wear and tear, not aimed damage
  Lifespan x2 (when person using this artefact dies it is no more)
  Musical instrument, performance fee and size of audience doubles
  One magical item invisible to the eye until used, minimum  awareness 
  roll against  artefact roll to see
  Time to make and repair items halved
  Shield
  +5 on damage reduction score
  - from shield maneuverability score
  Weapon
  Drain 1 magical allowance point from opponent with a successful attack
  Hand to hand weapon +5 damage
  Initiative +5 (ranged weapons are readied in 2 actions instead of 4 actions)
  Permanent liquid fire ranged attacks, ammunition magically lights up
  Ranged weapon +5 damage
  Ranged weapon attack speed halved to 2 actions
  Thrown weapon +5 damage
  
  Chapter 8: Creating and Using Minor and Major Magical Items
  90
  MAJOR MAGICAL ITEM
  DESCRIPTION OF ABILITY
  Armour
   +10 on damage reduction score
  - from armour maneuverability score
  Artefact
  All magical items invisible to the eye until used, minimum  awareness 
  roll against  artefact roll to see
  Allow 1 extra speciality
  Automatically skilled in a  secondary skill while in possession of the 
  artefact
  Change into a beast already killed for 1 die in rounds once per day, use high-
  est stats and all bonuses. Takes 1 round to transform (carried items retained). 
  Dying in beast form kills character immediately
  Chosen domain permanently
  Constant 50 m radius of light from artefact when revealed, equivalent to 
  daylight
  Damage received halved (rounded down)
  Item can be taken to the afterlife when owner enters spirit hierarchy with a 
  minimum of  might
  Item indestructible
  Lifespan x5 (when person using this artefact dies it is no more)
  Time to make and repair magical items halved
  Training time halved
  Shield
  +10 on damage reduction score
  - from shield maneuverability score
  Weapon
  Drain 1 magical allowance point from opponent and add it to own total with a 
  successful attack, cannot exceed maximum amount allowed
  Hand to hand weapon +10 damage
  Initiative +10 (ranged weapons have a 0 initiative penalty)
  Large weapon attack and deflect speed halved to 1 action
  Permanent liquid fire war machine attacks, ammunition magically lights up
  Quiver of unlimited arrows, never run out of arrows
  Ranged weapon +10 damage
  Ranged weapon attack speed quartered to 1 action
  Thrown weapon +10 damage
  Thrown weapon returns to wielder after attack, takes 1 action  
  (cannot be caught by opponent)
  
  Chapter 9: Experience and Training
  91
  Chapter 9: Experience and Training
  It is recommended that new characters begin with  in each Ability. Then they have 50 Progress Points that 
  they can freely distribute between their Abilities, Primary Skills, Specialities and Secondary Skills. At the end 
  of each session the Story Teller awards each player with 3 Progress Points for attendance. If the session had 
  good role-playing a bonus Progress Point is added. If the session had great role-playing with exceptional 
  descriptions another bonus Progress Point is added, bringing the total to 5 Progress Points. 
  When a main goal is reached or mission accomplished the Progress Points received are doubled. The list 
  below illustrates the cost in Progress Points for Abilities, Primary Skills, Specialities and Secondary Skills. To 
  achieve  in an Ability would cost a total of 75 Progress Points.
  COST PER 
  Abilities
  First  5 progress points, thereafter next  gained x5 (5, 10, 15, 20, 25)
  Primary skills
  First  4 progress points, thereafter next  gained x4 (4, 8, 12, 16, 20)
  Speciality
  First  4 progress points, thereafter next  gained x4 (4, 8, 12, 16, 20)
  Secondary skills
  First  3 progress points, thereafter next  gained x3 (3, 6, 9, 12, 15)
  Nature points
  1 progress point for every nature point
  Acquiring Abilities, Skills, Specialities and Training Time Required
  Each extra  in any Ability is gained though life experience, there is no training time. Each extra  in any 
  Primary or Secondary Skill needs training time under the supervision of a willing and experienced tutor.
  There are very few Masters and Grand Masters in each Primary and Secondary Skill. Champions are more 
  numerous but still quite rare, while Experts are common. Training in a chosen Speciality needs to be done 
  in complete solitude.
  The higher one goes in skill level, the more difficult it becomes. If the character is a Champion bowman and 
  wants to reach the Master level, a willing Master tutor must be found who has the time and whose price is 
  met. If a tutor has a Nature differing to that of the prospective student, the training can be denied. The Story 
  Teller decides on this and on Tutor availability. The following tables illustrate this.
  
  Chapter 9: Experience and Training
  92
  LEVEL OF EXPERIENCE OF PRIMARY  
  AND SECONDARY SKILLS
  TRAINING TIME REQUIRED WITH 
  A TUTOR
  
  Apprentice
  1 month
  
  Expert
  3 months
  
  Champion
  6 months
  
  Master
  2 year
  
  Grand Master
  5 years
  LEVEL OF EXPERIENCE OF SPECIALITY SKILLS
  TRAINING TIME REQUIRED IN 
  SOLITUDE
  
  Onefold
  1 month
  
  Twofold
  3 months
  
  Threefold
  6 months
  
  Fourfold
  2 year
  
  Fivefold
  5 years
  
  Chapter 10: Story Characters
  93
  Chapter 10: Story Characters 
  The Story Teller controls all the Story Characters in the game. There are allies, opponents and beasts that 
  can assist or hinder the character. They are spread over the five Domains: Desert, Forest, Plains, Snow and 
  Water. This affects their appearance and way of life. Beasts can dwell on land, in the air and water. Allies 
  and opponents have Natures that vary from Martyr, Good, Neutral, Lawbreaker and Evil. Beasts in general 
  have a Neutral Nature. 
  Overall Strength is measured by the amount of Ability  and Progress Points each one has. The more  and 
  Progress Points, the more powerful their Primary, Speciality and Secondary Skills are. 
  If a character has  in each Ability, a +1 Might and some Primary and Secondary Skills, one can theoretically 
  come up against an opponent who has  Sense,  Speed and  Strength. The character may not have 
  matching Speed but is more well rounded and could use various skills to overcome the opponent.
  To determine a Story Character’s power level compared to that of the Playing Character, the Story Teller 
  adds their Progress Points from Ability , Primary Skill  and Speciality  together. If the totals are roughly 
  the same they could be evenly matched in combat. Progress Points from Secondary Skill  are not added, 
  as this does not have a direct effect on power levels. It is up to the Story Teller to keep the story challenging 
  but fair. The following five examples illustrate Allies/Opponents at various power levels:
  
  Chapter 10: Story Characters
  94
  AVERAGE ALLY/OPPONENT
  Progress Points: 37 
  At this power level one can have up to 40 Progress Points in Secondary Skills
  Nature: Good with 1 Nature Point
  Health Points: 60
  ABILITIES
   in all Abilities with +1 Might
  PRIMARY SKILLS
  Magic: Water Domain with 5 Magical Allowance points
   Protection
  Melee
   Hand to Hand with  Speciality
  SECONDARY SKILLS
  Builder
  Communicate
  Dodge
  Endurance
  Resourcefulness
  Sail
  Scholar
  Survival
  Swim
  Weaponsmith
  EQUIPMENT
  Minor magical weapon: Short sword +5 damage
  DICE POOLS
  Initiative: 1 die with hand to hand attacks (weapon initiative penalty dependant on weapon used, -1 off 
  weapon initiative penalty due to Hand to Hand Skill)
  Attack: 2 dice+2 (+1 Might, +1 Might Speciality) with hand to hand weapons
  Dodge: 2 dice
  Deflect: 2 dice+4 (+1 Might, +1 Might Speciality, +2 deflect modifier with short sword)
  Damage reduction score: 0
  Damage: +9 with magical short sword
  
  Chapter 10: Story Characters
  95
  STRONG ALLY/OPPONENT:
  Progress Points: 111
  At this power level one can have up to 80 Progress Points in Secondary Skills
  Nature: Lawbreaker with 2 Nature Points
  Health Points: 50
  ABILITIES
   in all Abilities with +2 Might
  PRIMARY SKILLS
  Magic: Forest Domain with 10 Magical Allowance points
   Control 
  Melee
   Body with  Speciality
   War Machines
  SECONDARY SKILLS
  Athletics
  Awareness
  Climb
  Dodge
  Investigation
  Resourcefulness
  Run
  Scholar
  Stealth
  Swim
  EQUIPMENT
  Major magical artefact: Initiative +10
  DICE POOLS
  Initiative: 2 dice+10 for body attacks
  Attack: 4 dice+4 (+2 Might, +2 Might Speciality) with body, depends on war machine +2 (+2 Might)
  Dodge: 4 dice
  Deflect: 4 dice+4 (+2 Might, +2 Might Speciality)
  Damage reduction score: 0
  Damage: +0
  
  Chapter 10: Story Characters
  96
  VERY STRONG ALLY/OPPONENT
  Progress Points: 246
  At this power level one can have up to 120 Progress Points in Secondary Skills
  Nature: Neutral with 3 Nature Points
  Health Points: 80
  ABILITIES
   in all Abilities with +3 Might
  PRIMARY SKILLS
  Magic: Desert Domain with 15 Magical Allowance points
   Element 
   Heal with  Speciality
  Melee
   Thrown
  SECONDARY SKILLS
  Awareness
  Beast Affinity
  Communicate
  Craft
  Dodge
  Endurance
  Herbalist
  Mystic
  Stealth
  Survival
  EQUIPMENT
  Major magical weapon: Indestructible throwing knives with +5 damage 
  Minor magical artefact: Lifespan x2
  Minor magical artefact: Time to make and repair items halved.
  DICE POOLS
  Initiative: 3 dice for thrown attacks (weapon initiative penalty dependant on weapon used)
  Attack: 3 dice +3 (+3 Might) with element magic, 3 dice+3 (+3 Might) with thrown weapons
  Dodge: 6 dice
  Deflect: not applicable
  Damage reduction score: 0
  Damage: +7 with magical throwing knives
  
  Chapter 10: Story Characters
  97
  GREAT ALLY/OPPONENT
  Progress Points: 514
  At this power level one can have up to 160 Progress Points in Secondary Skills
  Nature: Martyr with 4 Nature Points
  Health Points: 90
  ABILITIES
   in all Abilities with +4 Might
  PRIMARY SKILLS
  Magic: Plains Domain with 20 Magical Allowance points
   Control with   Speciality
   Element 
  Melee
   Body  
   Ranged with  Speciality
  SECONDARY SKILLS
  Athletics
  Awareness
  Climb
  Endurance
  Herbalist
  Investigation
  Resourcefulness
  Stealth
  Survival
  War
  EQUIPMENT
  Major magical armour: Chain mail +10 on damage reduction score
  Major magical weapon: Longbow +10 damage
  Major magical artefact: Allow 1 extra speciality
  Major magical artefact: Damage received halved (rounded down)
  DICE POOLS
  Initiative: 4 dice for body attacks, 4 actions for ranged attacks
  Attack: 4 dice+4 (+4 Might) with element magic, 2 dice+4 (+4 Might) with body, 8 dice+8 (+4 Might, +4 
  Might Speciality) with ranged weapons 
  Dodge: not applicable 
  Deflect: 2 dice +4 (+4 Might)
  Damage reduction score: -18
  Damage: +0 with body, +12 with magical longbow
  
  Chapter 10: Story Characters
  98
  LEGENDARY ALLY/OPPONENT
  Progress Points: 675
  At this power level one can have up to 200 Progress Points in Secondary Skills
  Nature: Evil with 5 Nature Points
  Health Points: 100
  ABILITIES
   in all Abilities with +5 Might
  PRIMARY SKILLS
  Magic: Snow Domain with 25 Magical Allowance points
   Combat with  Speciality 
   Protection  
  Melee
   Hand to hand
  SECONDARY SKILLS
  Awareness
  Communicate
  Dodge
  Endurance
  Manipulation
  Ride
  Scholar
  Survival
  Swim
  War
  EQUIPMENT
  Major magical armour: Chain mail +10 on damage reduction score
  Major magical shield: Large shield +10 on damage reduction score
  Major magical weapon: Double-handed sword +10 damage
  Major magical artefact: Large weapon attack and deflect speed halved to 1 action
  Major magical artefact: Chosen domain permanently
  DICE POOLS
  Initiative: 5 dice for hand to hand weapons (no weapon initiative penalty due to Hand to Hand Skill)
  Attack: 10 dice+10 (+5 Might, +5 Might Speciality) with combat magic, 5 dice+5 (+5 Might) with hand to 
  hand weapons
  Dodge: 10 dice 
  Deflect: 5 dice+14 (+5 Might, +5 Might Speciality, +4 deflect modifier with double-handed sword)
  Damage reduction score: -32 
  Damage: +18 with magical double-handed sword (damage reduction score halved)
  
  Chapter 10: Story Characters
  99
  Beasts
  If a character encounters a beast or a group of beasts, the Story Teller can decide to roll 1 die to determine 
  their reaction. If a 1 or 2 is rolled the beasts will move away, if the character or group follows or comes 
  closer they will feel threatened and attack. If a 3 or 4 is rolled the beasts will ignore the character or group 
  and continue with what they are doing, if the character or group comes closer they will feel threatened and  
  attack. If a 5 or 6 is rolled the beasts will attack the character or group immediately.
  In times of danger, if the character has a high enough Beast Affinity Secondary Skill, one can call upon vari-
  ous beasts for assistance. If successful these beasts will arrive to assist in any way they can, be it kill or be 
  killed, provide an escape or a decoy. The character rolls 1 die to determine if there are any beasts within 
  the surrounding area. No bonuses can be included with this roll. If the character rolls a 4 and has  
  Beast Affinity, 3 huge beasts will arrive as soon as they can. If the summoner dies they depart immediately.
   BEAST AFFINITY
  1
  2
  3
  4
  5
  6
  Small beast
  None
  X5
  Large beast
  None
  X4
  Huge beast
  None
  X3
  Great beast
  None
  X2
  Legendary beast
  None
  X1
   BEAST AFFINITY
  1
  2
  3
  4
  5
  6
  Small beast
  None
  X10
  Large beast
  None
  X8
  Huge beast
  None
  X6
  Great beast
  None
  X4
  Legendary beast
  None
  X2
  If a character has tamed any beasts using Beast Affinity, they become lifelong allies. Beasts can travel with 
  the character and fellow companions when traveling through their territory, but it is quite rare for them to 
  leave their domain completely. It is up to the Story Teller to decide. If a beast is based on land or in water, 
  for every  of Speed it has it can move at 20km/h (max 100km/h). If a beast is based in the air, for every  of 
  Speed it has it can move at 40km/hour (max 200km/h). They can travel at maximum speed for an amount of 
  hours equivalent to their Endurance  each day with no environmental damage or penalties in their domain. 
  A beast dwelling on land with  Speed and  Endurance can travel 120km each day. A character with 
  the Ride Secondary Skill can ride on the tamed beast if its size is considered large or bigger.
  All beasts have the same Abilities, Primary and Secondary Skills, some can also climb and swim. Certain 
  beasts can have optional attacks, however, special melee attacks cannot be used. All attack or deflect rolls 
  take 1 action to complete. Environmental and cover penalties apply to all ranged area attacks. The following 
  examples are average scores, but the Story Teller can adjust their Ability Skills. A standard large beast with 
   in Speed, Sense and Strength can be changed, as long as the Progress Points are similar when added 
  together and its Primary and Secondary Skills are not higher than its Abilities. The following five examples 
  illustrate beasts at various power levels:
  
  Chapter 10: Story Characters
  100
  SMALL BEASTS
  Domain: Desert
  Progress Points: 19
  Health Points: 60 (lives up to 20 years)
  Number of close quarter attackers that can attack simultaneously: 1
  Movement: 1 action needed to move 1 meter on land/water or 2 meters in the air during combat
  Immunity: Weak poison and red sickness
  ABILITIES
   Sense
   Speed
   Strength
  PRIMARY SKILLS
  Melee
   Body (no extra attacks, opponent’s damage reduction score unchanged)
  SECONDARY SKILLS
   Athletics (only applies to land-based beasts)
   Awareness (unchanged)
   Endurance (walk, march or row does not apply)
   Stealth (unchanged)
   Survival (only applies if beast is outside its own domain)
   Tracking (unchanged)
  DICE POOLS
  Initiative: 1 die
  Attack: 2 dice
  Deflect: 2 dice
  Damage reduction score: -4
  Damage: +2
  Optional Attacks (maximum 1 from available choices)
  TYPE OF ATTACK
  SMALL BEAST
  Area attack, cannot deflect (1 full round needed)
  1-10 m range, 1 m radius dodge needed to avoid attack
  Damage and stun attack (1 per round)
  Opposed Strength roll or lose 1 action if failed
  Invisibility
  Not applicable
  Poison bite (1 per round)
  Weak poison
  +5 to attack and deflect for higher elevation
  Not applicable
  
  Chapter 10: Story Characters
  101
  LARGE BEASTS
  Domain: Forest
  Progress Points: 57
  Health Points: 70 (lives up to 40 years)
  Number of close quarter attackers that can attack simultaneously: 2
  Movement: 1 action needed to move 2 meters on land/water or 4 meters in the air during combat
  Immunity: Regular poison and blue sickness
  ABILITIES
   Sense
   Speed
   Strength
  PRIMARY SKILLS
  Melee
   Body (no extra attacks, opponent’s damage reduction score unchanged)
  SECONDARY SKILLS
   Athletics (only applies to land-based beasts)
   Awareness (unchanged)
   Endurance (walk, march or row does not apply)
   Stealth (unchanged)
   Survival (only applies if beast is outside its own domain)
   Tracking (unchanged)
  DICE POOLS
  Initiative: 2 dice
  Attack: 4 dice
  Deflect: 4 dice
  Damage reduction score: -8
  Damage: +4
  Optional Attacks (maximum 2 from available choices)
  TYPE OF ATTACK
  LARGE BEAST
  Area attack, cannot deflect (1 full round needed)
  2-20 m range, 2 m radius dodge needed to avoid attack
  Damage and stun attack (1 per round)
  Opposed Strength roll or lose 2 actions if failed
  Invisibility
  Not applicable
  Poison bite (1 per round)
  Normal poison
  +5 to attack and deflect for higher elevation
  Not applicable
  
  Chapter 10: Story Characters
  102
  HUGE BEASTS
  Domain: Plains
  Progress Points: 114
  Health Points: 80 (lives up to 60 years)
  Number of close quarter attackers that can attack simultaneously: 4 
  Movement: 1 action needed to move 3 meters on land/water or 6 meters in the air during combat
  Immunity: Strong poison and brown sickness
  ABILITIES
   Sense
   Speed
   Strength
  PRIMARY SKILLS
  Melee
   Body (no extra attacks, opponent’s damage reduction score halved, except when magical)
  SECONDARY SKILLS
   Athletics (only applies to land-based beasts)
   Awareness (unchanged)
   Endurance (walk, march or row does not apply)
   Stealth (unchanged)
   Survival (only applies if beast is outside its own domain)
   Tracking (unchanged)
  DICE POOLS
  Initiative: 3 dice
  Attack: 6 dice  
  Deflect: 6 dice 
  Damage reduction score: -12
  Damage: +6
  Optional Attacks (maximum 3 from available choices)
  TYPE OF ATTACK
  HUGE BEAST
  Area attack, cannot deflect (1 full round needed)
  3-30 m range, 3 m radius dodge needed to avoid attack
  Damage and stun attack (1 per round)
  Opposed Strength roll or lose 3 actions if failed
  Invisibility
  Not applicable
  Poison bite (1 per round)
  Strong poison
  +5 to attack and deflect for higher elevation
  Yes
  
  Chapter 10: Story Characters
  103
  GREAT BEASTS
  Domain: Snow
  Progress Points: 190
  Health Points: 90 (regenerates 1 health point/round, lives up to 80 years)
  Number of close quarter attackers that can attack simultaneously: 8
  Movement: 1 action needed to move 4 meters on land/water or 8 meters in the air during combat
  Immunity: Deadly poison and grey sickness
  ABILITIES
   Sense
   Speed
   Strength
  PRIMARY SKILLS
  Melee
   Body (no extra attacks, opponent’s damage reduction score halved, even when magical)
  SECONDARY SKILLS
   Athletics (only applies to land-based beasts)
   Awareness (unchanged)
   Endurance (walk, march or row does not apply)
   Stealth (unchanged)
   Survival (only applies if beast is outside its own domain)
   Tracking (unchanged)
  DICE POOLS
  Initiative: 4 dice
  Attack: 8 dice  
  Deflect: 8 dice 
  Damage reduction score: -16 (including magical damage)
  Damage: +8
  Optional Attacks (maximum 4 from available choices)
  TYPE OF ATTACK
  GREAT BEAST
  Area attack, cannot deflect (1 full round needed)
  4-40 m range, 4 m radius dodge needed to avoid attack
  Damage and stun attack (1 per round)
  Opposed Strength roll or lose 4 actions if failed
  Invisibility
   stealth
  Poison bite (1 per round)
  Deadly poison
  +5 to attack and deflect for higher elevation
  Yes
  
  Chapter 10: Story Characters
  104
  LEGENDARY BEASTS
  Domain: Water
  Progress Points: 285
  Health Points: 100 (regenerates 5 health points/round, lives a minimum of 100 years/Story Teller decides)
  Number of close quarter attackers that can attack simultaneously: Story Teller decides
  Movement: 1 action needed to move 5 meters on land/water or 10 meters in the air during combat
  Immunity: Cursed poison and black sickness
  ABILITIES
   Sense
   Speed
   Strength
  PRIMARY SKILLS
  Melee
   Body (no extra attacks, opponent’s damage reduction score halved, even when magical)
  SECONDARY SKILLS
   Athletics (only applies to land-based beasts)
   Awareness (unchanged)
   Endurance (walk, march or row does not apply)
   Stealth (unchanged)
   Survival (only applies if beast is outside its own domain)
   Tracking (unchanged)
  DICE POOLS
  Initiative: 5 dice
  Attack: 10 dice 
  Deflect: 10 dice 
  Damage reduction score: -20 (including magical damage)
  Damage: +10
  Optional Attacks (all 5 choices available)
  TYPE OF ATTACK
  LEGENDARY BEAST
  Area attack, cannot deflect (1 full round needed)
  5-50 m range, 5 m radius dodge needed to avoid attack
  Damage and stun attack (1 per round)
  Opposed Strength roll or lose 5 actions if failed
  Invisibility
   stealth
  Poison bite (1 per round)
  Cursed poison
  +5 to attack and deflect for higher elevation
  Yes
  
  Bonus and Penalty Guide
  105
  Bonus and Penalty Guide
  ACTION
  BONUS
  Bless
  +1 to +5 on all rolls
  Charging in mass combat
  +5 to 1st attack when charging with a reach weapon on a galloping horse
  Falling damage
  -5 or -10 off falling damage when surface is less dangerous
  Good conditions
  Sail x1.5
  Instinctive magic defense
  -1 off opponent’s attack for each Knowledge  character has
  Lessen condition damage
  Summer/winter outfit, travel blanket, fire, basic shelter, various tents
  Liquid fire
  Arrow/bolt +1 die damage, ballista/catapult attack double damage
  Magic attacks
  Only magical armour and shields can soak it
  Opponent needs minimum  Dodge to attempt to dodge
  Melee attacks
  +1 per Might  to Primary Skill rolls
  +1 per Might  to Speciality rolls
  +5 to attack and deflect when on higher elevation or opponent prone
  Damage reduction score halved with heavy weapons
  Nature points
  Equivalent to 1 bonus die that can be used anytime, or 1 progress point
  Protection magic
  Take damage off protection magic total
  Ranged attacks
  Weapon deflect modifier not added to deflect rolls
  Special melee attacks
  Various bonuses, make climber fall, dismount rider
  Spirit assistance
  1 extra action at beginning of one’s initiative (1/month), helpful hint
  1 reroll when player decides, only reroll counts (1/6 months), helpful hints
  1 attack defended completely or 1 undefendable attack (1/year), guidance
  Lesser god aids the character directly for 1 die rounds (1/5 years), total vision
  Demi-god aids the character directly for 1 die rounds (1/10 years), total vision
  Thrown attacks
  Weapon deflect modifier not added to deflect rolls
  
  Bonus and Penalty Guide
  106
  ACTION
  PENALTY
  Blundering a roll
  Automatically hit an ally or -1 action per negative number,  
  magical allowance still used up
  Curse
  -1 to -5 on all rolls
  Deflecting in mass combat
  -5 penalty when deflecting more than once in a round
  Difficult conditions
  Movement and senses 1/2, 4 dice of damage/day
  Extreme conditions
  Movement and senses 1/8th, Story Teller decides
  Falling damage
  +5 or +10 to falling damage when surface is more dangerous
  Initiative
  -1 to -5 weapon initiative penalty, if applicable
  Lack of food or water
  2 dice of damage/day (half rations 1 die of damage/day)
  Magic allowance
  No more magic allowance, movement rates temporarily halved 
  Magic attacks
  No magic with athletics, climbing, riding, running, sprinting or swimming
  No magic with hands tied, mouth gagged, restrained, knocked out or stealth
  No magic while attacking normally, deflecting, dodging or moving
  Melee attacks
  Cannot deflect a non-deflectable attack, like an area attack
  Strength  roll -5 + Might score when using Melee Skill with no experience in
  Damage reduction score doubled with Body attacks , -5 when deflecting armed strikes
  -5 to dodge while doing athletics or running, -10 while sprinting
  -5 to attack/deflect while doing athletics, -10 while climbing or swimming
  -5 to attack when attacking in light cover, -10 in heavy cover
  -5 to war machine attacks against fast vessels, -10 against very fast vessels
  -5 to attack, deflect, dodge, investigate and track in low light, -10 in no light
  -5 to ranged attack while riding, -10 while galloping
  Up to -5 to ranged or thrown attack into melee with allies
  -1 to -5 to any combat rolls due to balance penalty
  Night penalties
  Walking/marching, climbing, running or sprinting, movement rate halved
  Normal conditions
  1 die of damage/day
  Stealth
  -1 to -5 due to noise of armour/shield (negated with high enough stealth)
  -1 to -5 when stealing off a person
  -5 to stealth while doing athletics or running, -10 while sprinting
  Thrown attacks
  -5 to opposed thrown skill to catch thrown weapon
  -5 on opposed strength roll to catch thrown object
  Very difficult conditions
  Movement and senses 1/4, 8 dice of damage/day
  Wound penalty
  -1 to -5 on all rolls, health points below half, movement rate halved
  
  Index
  107
  Index
  Accurate throwing distances of objects 
  32
  Acquiring abilities, skills, specialities and training time required 
  91
  Actions per character round 
  11
  Aimed attacks against items 
  21 
  Aimed attacks against opponents 
  20
  Ammunition 
  73
  Animals 
  77
  Armour and shields 
  71
  Armouror (knowledge) 
  37
  Athletics (strength) 
  38
  Attack sequence 
  12
  Average money made 
  69
  Awareness (sense) 
  39
  Beast affinity (sense)  
  40
  Beasts  
  99
  Body (strength)  
  25
  Bonuses and penalties during combat 
  30
  Builder (command) 
  41
  Building bridges 
  80
  Building roads 
  85
  Building ships  
  81
  Building structures  
  79
  Building time adjustments 
  86
  Carrying limitations  
  70
  Climb (strength)  
  42
  Combat magic (knowledge)  
  15
  Command 
  6
  Common drinks 
  76
  Communicate (knowledge) 
  43
  Constructing doors 
  80
  
  Index
  108
  Constructing land transportation 
  84
  Constructing war machines 
  83
  Control magic (knowledge) 
  16
  Cover penalties, vessel movement penalties and elevation bonuses 
  30
  Craft (knowledge) 
  44
  Crushing damage 
  65
  Damage levels 
  87
  Disease  
  63
  Dodge (speed) 
  45
  Element magic (knowledge) 
  17
  Endurance (strength) 
  46
  Environmental penalties and bonuses 
  67
  Equipment 
  74
  Equipment durability and damage 
  70
  Falling damage 
  63
  Fire damage 
  63
  Firing into a melee and blundering a roll 
  31
  Food 
  77
  Great beasts 
  103
  Hand to hand (strength) 
  26
  Heal magic (knowledge) 
  18
  Herbalist (knowledge) 
  47
  Huge beasts 
  102
  Instinctive magic defense 
  13
  Investigation (sense) 
  48
  Jewel types and sizes 
  78
  Knocking back an opponent 
  22
  Knowledge  
  6
  Large beasts  
  101
  Legendary beasts 
  104
  Locks  
  75
  Lodging  
  76
  
  Index
  109
  Low light, no light, non-deflectable, magical and surprise attacks 
  30
  Magical allowance  
  13
  Magic combat  
  14
  Magic description  
  13
  Manipulation (command)  
  49
  Mass combat  
  33
  Melee combat  
  24
  Melee description  
  20
  Might  
  8
  Movement and balance penalties on attacks  
  31
  Mystic (knowledge)  
  50
  Nature  
  9
  Nature points 
  9
  Non-lethal attacks  
  23
  Old age, death and the afterlife  
  65
  Poison  
  62
  Protection magic (knowledge)  
  19
  Ranged (strength)  
  27
  Rare drinks  
  77
  Resourcefulness (knowledge)  
  51
  Restraining an opponent  
  23
  Ride (command)  
  52
  Road deterioration  
  86
  Run (strength)  
  53
  Sail (command)  
  54
  Scholar (knowledge)  
  55
  Sense  
  7
  Services  
  76
  Ship collision damage  
  82
  Small beasts  
  100
  Special melee attacks  
  20
  Speed  
  7
  
  Index
  110
  Spirits and nature  
  9
  Stealth (sense)  
  56
  Strength  
  8
  Strength equivalents  
  32
  Survival (knowledge)  
  57
  Swim (strength)  
  58
  Thrown (strength)  
  28
  Time  
  68
  Tracking (sense)  
  59
  Traps  
  64
  Trick shots  
  32
  Using land transportation  
  85
  Using war machines  
  83
  War (command)  
  60
  War machines (strength)  
  29
  War machines and mass combat  
  35
  War machines available  
  35
  Weapons  
  72
  Weaponsmith (knowledge)  
  61
  
  Index
  111
  Character Sheet
  Character Name:  
   
   
   
  Nature:  
   
  OOOOO  
  Languages: 
   
   
   
  Wealth:
  Progress Points:  
   
   
   
  Health Points:
  Abilities 
   
   
   
   
  Dice Pools
  Command   
  OOOOO   
   
  Wound penalty: 
  Knowledge  
  OOOOO   
   
  Initiative: 
  Sense    
    
  OOOOO  
   
  Attack:
  Speed  
   
  OOOOO   
   
  Dodge:
  Strength 
    
  OOOOO  
   
  Deflect:
   
   
   
   
   
  Damage reduction score:
  Might (+        ) 
  OOOOO  
   
  Damage: 
  Primary Skills
  Magical Allowance:   
   
   
  Speciality OOOOO 
  Chosen Domain: 
  Magic 
   
   
   
   
  Melee
  Combat 
   
  OOOOO  
   
  Body 
    
  OOOOO
  Control  
   
  OOOOO  
   
  Ranged 
   
  OOOOO
  Element 
    
  OOOOO  
   
  Thrown 
   
  OOOOO
  Heal  
   
  OOOOO  
   
  Hand to Hand 
  OOOOO
  Protection  
  OOOOO  
   
  War Machines 
  OOOOO
  Secondary Skills
   
   
  OOOOO   
   
   
   
  OOOOO  
    
   
  OOOOO   
   
   
   
  OOOOO  
   
   
  OOOOO  
   
   
   
  OOOOO  
   
   
  OOOOO  
   
   
   
  OOOOO  
   
   
  OOOOO  
   
   
   
  OOOOO  
  Equipment
  WEAPON
  MANEUVER
  ABILITY (str)
  DEFLECT 
  MODIFIER
  INITIATIVE 
  PENALTY
  ATTACK 
  SPEED
  DAMAGE
  ACCURACY 
  RANGE (m)
  BONUSES
  VALUE
  ARMOUR & 
  SHIELDS
  MANEUV- 
  ERABILITY (str)
  ATHLETICS, CLIMB 
  & RUN (str)
  DODGE, SPRINT & 
  SWIM (str)
  DAMAGE 
  REDUCTION
  SCORE
  TIME TO PUT ON (halved 
  with assistance)
  VALUE
  CARRIED ON BODY
  CARRIED IN BACKPACK/SACK
  OTHER ITEMS
  
  MIGHT
  What you hold in your hands is a fantasy world full of adventure and excitement. The game of Might helps 
  you and your friends create heroes to play in your own setting. Everything is contained within this manual 
  to guide you on your way. The path to greatness awaits!
  www.steelforgegames.com
  Rising Phoenix Games
  
SOURCE: textdata/thevault/Might/Might - Corebook (Steel Forge Game).pdf