TEXT: Grenades & Gallantry
  by Daniel Bazinga
  Introduction
  Grenades & Gallantry is designed to 
  be played during the late renaissance 
  around the turn of the 17th century. It 
  is inspired by the pulp adventures of 
  Dark Agnes and Solomon Kane by 
  Robert E. Howard.
  This games uses d4, d6, d8, d10, 
  d12, d20 and d%. If you are told to 
  increase or decrease a die, do so in 
  that order. Low rolls are better. Only 
  the lowest roll is ever counted, except 
  when rolling for damage.
  Setting
  Good King Henri IV rules in France. 
  Constantly, religious fanatics con-
  spire to take his life for promoting re-
  ligious tolerance. Bandits roam the 
  countryside and pirates the Mediter-
  ranean and Channel. Powerful plots 
  are brewing in the courts of France as 
  nobles bid for the favor of the Habs-
  burg rulers of Spain and the Holy Ro-
  man Empire.
  Stamina and  Dice
  STAMINA represents how fit and 
  healthy a character is. Your STAMINA 
  is the number of dice you get to roll 
  each turn. When your character takes 
  damage they lose STAMINA, reducing 
  the number of dice you get to roll.
  If something costs half your dice, 
  you round the cost down—unless that 
  would reduce the cost to zero, in 
  which case the cost is one.
  If something costs a die, that means 
  you have to discard that die and don’t 
  get to roll it that turn. So if something 
  costs one die, that means you have to 
  spend at least two dice but you only 
  get to roll one.
  Grit
  GRIT is how serious damage has to be 
  before it wounds you. It is calculated 
  using the following chart. If you take 
  any damage to TOUGHNESS, be sure to 
  increase you Grit.
  TOUGHNESS
  GRIT
  d4
  1
  d6
  2
  d8
  3
  d10
  4
  d12
  5
  d20
  6
  d%
  7
  Skills
  Skills show how good your character 
  is at certain things. They are repres-
  ented by a die size. The lower the die 
  size, the better. To succeed at some-
  thing reasonably challenging, you 
  need to roll 5 or under. To succeed at 
  something very difficult, you need to 
  roll 3 or under. To succeed at some-
  thing almost impossible, you need to 
  roll a 1.
  The skills are as follows:
  COMBAT (CO)
  Fighting, Shooting, Grappling etc.
  CUNNING (CU)
  Stealth, Perception, Survival, Rope-
  work, Sleight-of-Hand, Climbing, 
  Dodging, Jumping etc.
  INFLUENCE (IN)
  Persuading, Lying, Disguising, Com-
  manding etc.
  MEDICINE (ME)
  Healing, Forensics, Herbalism, 
  Identifying plants and animals etc.
  SCHOLARSHIP (SC)
  Knowledge, Navigation, History, Le-
  gend, Arcana, Alchemy etc.
  TOUGHNESS (TO)
  Lifting, Pulling, Shoving, Breaking, 
  Athletics, Damaging etc.
  TECH (TE)
  Disabling traps, Lock-picking, Re-
  pairing, Crafting etc.
  VEHICLES (VE)
  Riding, Driving, Flying, Carting, 
  Sailing, Firing cannon etc.
  Movement
  All characters are assumed to be jog-
  ging during combat and walking out 
  of combat.
  Jogging will carry you one distance 
  and costs half your dice for that turn, 
  rounding down. Sprinting carries you 
  two distances and costs all your dice 
  for that turn. No character can jog 
  twice in a turn.
  Note that for a character with only 
  one STAMINA, jogging takes up an en-
  tire turn and sprinting is impossible.
  Distance
  The only part of the battle that really 
  matters is the part where the charac-
  ters are. Distances are relative to your 
  character. The distances are:
  Engagement range – you can attack 
  the enemy with a melee weapon.
  Assault range – you will have to jog 
  to engage the enemy, or you can at-
  tack them with an assault weapon or 
  a polearm.
  Missile range – you will have to 
  sprint to engage the enemy next turn, 
  or you can attack them with a missile 
  weapon.
  Long range – you might be able to 
  hit with a missile weapon. 
  Extreme range – you just might hit 
  with a missile weapon if you’re 
  skilled enough.
  Out of range – there is no way to at-
  tack this enemy. You will have to jog 
  to get to extreme range with them or 
  sprint to get into long range.
  Weapon Range
  Melee weapons can only be used 
  when engaged.
  Polearms can be used at assault 
  range or when engaged.
  Assault weapons can be used at as-
  sault range without penalty. They can 
  also be used while at missile range or 
  when engaged, but doing so costs one 
  die. They cannot be used at long 
  range or beyond.
  Missile weapons can be used at mis-
  sile range without penalty. Each 
  range closer or further away costs 
  one die to use, so long range and as-
  sault range cost one die but engaged 
  and extreme range cost two dice. 
  They cannot be used when out of 
  range.
  Order of Battle
  Battle is messy business. There is no 
  set order in which characters and en-
  emies act. Instead, the GM should 
  decide the order of battle based on 
  what flows best. It is a good idea to 
  let a player spend some of their 
  STAMINA dice then come back to 
  them later. Keep going round the 
  table until everyone is out of dice.
  The Element of Surprise
  If one group ambushes the other, then 
  the other characters are surprised. 
  Any characters who are surprised 
  lose half their dice for the first turn.
  Attacking
  You can put as many dice as you 
  have remaining into one attack or 
  you can divide them among multiple 
  opponents. Roll your dice, and if any 
  rolls are equal to or under 5, you hit. 
  Unless…
  Defence
  If you’ve just been hit by an attack, 
  you can spend dice to defend your-
  self by parrying, blocking, dodging 
  etc.—as many dice as you want. You 
  need to roll equal to or lower than 
  your opponent’s lowest roll to block 
  the attack. For melee and polearm at-
  tacks, you roll your COMBAT die type. 
  For ranged attacks, you roll the die 
  type of the nearest cover you can 
  dive behind. If there is no cover close 
  by, you can still drop prone. You 
  can’t spend dice on movement to 
  reach cover during an attack. (See 
  Cover Table at the end of p. 2)
  Damage
  Once you’ve gotten through your en-
  emy’s defences, you roll your 
  weapon’s damage dice. If you rolled 
  3 or less, multiply the number of dice 
  by two. If you rolled a 1, multiply the 
  number of dice by three. These are 
  called critical hits. If you’re using a 
  melee weapon or polearm you also 
  get to roll one TOUGHNESS die. If you 
  are attacking unarmed, apply critical 
  hits to your TOUGHNESS die instead.
  Armour
  Armour reduces the number of dam-
  age dice you get to roll by the amount 
  listed on the character sheet. If you 
  still have dice left, roll them. Other-
  wise, you’ll just have to hope you can 
  power through with TOUGHNESS 
  alone. Of course, if you didn’t have a 
  weapon to start with, then all you get 
  is your TOUGHNESS die—but armour 
  can still block any extra TOUGHNESS 
  die you got from a critical hit.
  Wearing heavy armour will increase 
  your COMBAT and CUNNING dice—
  called an Armour Penalty—while 
  wearing a buckler will decrease it. 
  Steel helmets are almost universally 
  worn, with or without armour.
  Wounds
  Every damage die (including 
  TOUGHNESS) roll equal to or lower 
  than the opponent’s GRIT reduces the 
  opponent’s STAMINA by one point. 
  An opponent who runs out of 
  STAMINA is incapacitated and can’t do 
  anything until they are healed or re-
  cover.
  Grappling
  Grappling is just like making an un-
  armed attack, except armour doesn't 
  apply. Damage is dealt normally, but 
  instead of reducing STAMINA, each 
  wound increases COMBAT by one die. 
  When a character’s COMBAT reaches 
  D%, you’ve pinned them and can 
  now tie them up using the CUNNING 
  skill.
  You can leave a grapple by succeed-
  ing at a grapple attack with enough 
  dice left to move out of engagement. 
  COMBAT resets to its original value 
  when you leave the grapple.
  Death and Healing
  Once a battle is over, any incapacit-
  ated characters must roll their 
  TOUGHNESS. On a 1, they regain one 
  STAMINA. On a 2 or 3, they are stable 
  but cannot move. On a 5 or 6 they are 
  stable, but they either need to roll 
  again in one minute or someone 
  needs to roll a 5 or less on a 
  MEDICINE check to stabilise them 
  properly. On a 6 or more they are dy-
  ing.
  To save a dying character, someone 
  must roll 5 or less on a MEDICINE roll
  —the character is then stable. Only 
  one person gets to do this, and if they 
  fail the character dies.
  To heal a character, one person can 
  make a Medicine roll once the char-
  acter is stable. They gain one 
  STAMINA on a 5 or less, two STAMINA 
  on a 3 or less, and three STAMINA on 
  a 1. Again, only one person gets to do 
  this for any one character per en-
  counter.
  
  At the end of an adventure, if char-
  acters have time to rest, they regain 
  all their Stamina.
  Coup de Grâce
  Once a character is incapacitated, any 
  character can kill them outright by 
  spending one die to perform a coup 
  de grâce.
  Execution
  To perform an execution, you must 
  be within engagement range and the 
  target must be helpless to defend 
  themselves, either because they 
  haven’t detected  you , because they 
  are asleep or because they have been 
  tied up.
  Using a missile or assault weapon in 
  an execution does not cost the normal 
  die penalty for using a ranged 
  weapon at engagement range. Char-
  acters being executed to not get to 
  roll defence and do not benefit from 
  armour.
  It is possible, and somewhat amus-
  ing, to execute opponents using a 
  grenade.
  Chance and Marks
  A MARK can be anything you want it 
  to be, as long at the GM agrees. It de-
  scribes something interesting about 
  your character. To gain CHANCE, use 
  your MARK to make things complic-
  ated for your character—if the GM 
  likes it, they’ll give you a CHANCE. 
  Once you have some CHANCE, you 
  can spend one CHANCE per action to 
  use a MARK to your advantage. If the 
  GM agrees it’s relevant, you get to 
  add another die to the roll.
  Last Chance
  A character can use the last chance 
  ability by spending all of their re-
  maining CHANCE. Last chance allows 
  the character to perform one action 
  with their skill at its normal level. 
  This is useful for avoiding death by 
  environmental damage or for break-
  ing out of a grapple with one last 
  burst of strength.`
  Weapons
  WEAPON
  DAMAGE
  Melee
  Dagger
  2d12
  Shortsword
  2d10
  Rapier
  3d10
  Sabre
  2d8
  Mace
  4d12
  Reach
  Halberd
  4d10
  Zweihander
  3d8
  Pike
  5d12
  Assault
  Pistol
  4d10
  Grenade
  5d6
  Missile
  Musket
  5d8
  Crossbow
  3d10
  Reloading
  Pistols, Muskets and Crossbows 
  need to be reloaded each time they 
  are fired. This takes a whole turn’s 
  worth of dice.
  Grenades
  Grenades damage a group of enemies 
  rather than just one. When  5 or less 
  is rolled on an attack using a grenade, 
  all characters and enemies engaged 
  with the target are hit. As with all 
  ranged attacks, those hit may take 
  cover. If you use a grenade at en-
  gagement range and the attack hits, 
  you will be included  in the blast.
  As an exception to the normal rule, a 
  character attacking with a grenade at 
  engagement range is permitted to jog 
  away before the grenade detonates.
  Cannon
  Cannon use the VEHICLES skill to fire. 
  Cannon can be used at any distance 
  without penalty, except when out of 
  range. To hit a ship, castle or forma-
  tion requires a 6 or less but hitting a 
  single character requires a 3 or less, 
  with a 1 doubling instead of tripling 
  the damage dice. Normal damage is 
  6d6.
  Fatigue
  When you fail at a strenuous activity, 
  such as climbing a cliff, swimming 
  through a storm or sprinting through 
  a hot jungle, increase your 
  TOUGHNESS die by one. If your 
  TOUGHNESS reaches d%, you act with 
  only half your dice for every turn un-
  til your TOUGHNESS is restored to its 
  original value. You are now fatigued.
  To recover TOUGHNESS, you need to 
  rest for an entire turn. Roll all your 
  dice as one TOUGHNESS roll, and if 
  you roll 3 or less, recover one point 
  of TOUGHNESS. You can’t rest if you 
  are still in the situation which caused 
  the fatigue.
  Environmental Damage
  When a character becomes fatigued, 
  they become susceptible to environ-
  mental damage. It could mean that 
  they are drowning, becoming dehyd-
  rated or catching hypothermia, for 
  example. Each time a fatigued char-
  acter fails at a strenuous activity, 
  they, they lose one STAMINA.
  Poison
  Use the fatigue and environmental 
  damage rules for poison, as resisting 
  poison is a strenuous activity. Roll 
  your TOUGHNESS. A mild poison re-
  quires a roll of 5 or less, a terrible 
  poison a roll of 3 or less, and a lethal 
  poison requires a roll of 1.
  But unlike fatigue and environment-
  al damage, a success on a poison roll 
  means the poison has worn off. Also, 
  poison damage to TOUGHNESS cannot 
  be recovered by resting.
  Another character can use MEDICINE 
  to apply herbs and drugs halt the 
  poisoning, rolling again the poison’s 
  difficulty. As with all rolls, only one 
  roll can be made per character for 
  each instance or poisoning. This does 
  not heal the poison damage, though
  —this requires more MEDICINE rolls, 
  once for STAMINA and once for 
  TOUGHNESS.
  Cover Table
  COVER TYPE
  DIE
  Drop prone
  d20
  Sheet wood
  d12
  Thick wood
  d10
  Stone
  d8
  Concealment
  Concealment reduces the number at-
  tackers must roll to hit you, making 
  you harder to hit. If more than one 
  type of concealment applies then you 
  add them together and reduce the 
  number by that amount. However, 
  the number required to hit you can 
  never be less than 1.
  TYPE
  PENALTY
  Darkness
  -1
  Fog/smoke
  -1
  Foliage
  -1
  Arrow slit
  -3
  Gaining XP
  The GM should award around 5 XP 
  every time you do something awe-
  some, like using a MARK or a skill in 
  an inventive way or succeeding at a 
  very difficult task. You should also 
  receive around 5 XP for using your 
  MARK to create an interesting com-
  plication. Slaying an enemy grants 
  XP equal to its STAMINA times 50 di-
  vided by GRIT. Whoever deals the fi-
  nal blow can decide to share XP with 
  the party or hoard it. You should also 
  receive around 15 XP for completing 
  a set goal, such as your mission. At 
  the end of the adventure, you can 
  spend your XP using the chart on 
  your character sheet.
  Encounters and Exploration
  How much time a turn takes depends 
  on the situation:
  If the characters are under immedi-
  ate threat, such as in combat or bat-
  tling a stormy sea, then they are in an 
  encounter. Turns in an encounter last 
  only a few seconds.
  If the characters are not being 
  threatened, such as exploring a dun-
  geon, hiking through the desert or in-
  vestigating a crime scene, then they 
  are engaged in exploration. Turns 
  during an exploration take anything 
  from a few minutes to over an hour.
  Game Master Advice
  Player actions don’t happen in a va-
  cuum. A missed roll isn’t necessarily 
  a missed attack; “your blade swung 
  true, but for the pirate’s desperate 
  parry”—“you see the grenade land at 
  their feet, and so do they, for they all 
  dive aside as it explodes”—“your 
  shot glances off his morion”. Be in-
  ventive; be dynamic; be descriptive. 
  The rules are your guide, not your 
  master.
  NPCs
  Non-player characters are important 
  characters controlled by the GM, 
  such as guard captains, bandit chiefs 
  and pirate captains. They have all the 
  same stats as a player character 
  would. Both NPCs and villains 
  should be made how the GM wants 
  them, instead of buying their stats 
  with points like players do.
  Villains
  Villains are simple GM characters 
  meant to be mowed down by the 
  players or their enemies. They only 
  have four skills: COMBAT, CUNNING, 
  TOUGHNESS and VEHICLES. It is up to 
  the GM to roleplay anything else. 
  They also have GRIT and STAMINA 
  scores and weapons and armour. If 
  your villain is an animal, it obviously 
  doesn’t get a VEHICLES score. Use 
  weapons similar to their natural ones.
  Sample Villains
  Brigand—CO12, CU10, TO10, VE12, 
  GR4, ST2. Pistol and shortword. Brig-
  andine DR2.
  Pirate—CO12, CU10, TO12, VE10, 
  GR5, ST3. Pistol, grenades and sabre. 
  No armour DR0.
  Guard—CO10, CU10, TO10, VE12, 
  GR4, ST2. Halberd and shortsword.  
  Hauberk DR3.
  Soldier—CO12, CU12, TO8, VE12, 
  GR3, ST3. Musket, pike and zwei-
  hander. Cuirass DR4.
  Elite Soldier—CO10, CU12, TO8, 
  VE12, GR3, ST4. Musket, halberd and 
  zweihander. Cuirass DR4.
  Swashbuckler—CO8, CU8, TO12, 
  VE12, GR5, ST4. Pistol, rapier and 
  dagger. Buckler DR1.
  Cutpurse—CO12, CU10, TO12, 
  VE12, GR5, ST2. Dagger. No armour 
  DR0.
  Wild Animals
  Gorilla/Bear—CO6, CU20, TO6, GR2, 
  ST2. Mace (fist/paw).
  Wolf/Big Cat—CO8, CU6, TO8, 
  GR3, ST2. Sabre (claw/bite).
  Snake—CO10, CU10, TO20, GR6, 
  ST2. Dagger (bite), character terribly 
  poisoned if damage dealt.
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Grenades & Gallantry.pdf