The dice used in this game are the d3 (representing incapacitated characters), d4, d6, d8, d10, d12, and d20 (representing characters of supernatural power).


A character has attributes; the value of an attributes is a size of die. The average human has a d6 in all attributes; a normal human has a maximum of a d12 in a stat.

The attributes are Strength, Agility, Toughness, Perception, Intellect, Wisdom.

Table: Derived Attributes
Derived Attribute Derivation
Physique (Strength + Agility) / 2
Fortitude (Strength + Toughness) / 2
Endurance (Agility + Toughness) / 2
Accuracy lower of (Agility, Perception)
Will (Intellect + Wisdom) / 2
Maximum Injury Maximum of Toughness die/td>
By default, round down to the next even die. However, odd-sized dice are an optional rule.

Attribute Generation

The GM should specify one or more applicable methods of attribute generation, and a starting 'power level' for the campaign, such as Normal, Tyronic, or Heroic.

Standard Array

Distribute one of the available arrays among your attributes, placing each option in a different attribute.

Table: Standard Arrays
Power Level A B C D E F
Normal d8 d8 d6 d6 d4 d4
Tyronic d8 d8 d6 d6 d6 d4
Heroic d10d8 d8 d6 d6 d4


The base value of a skill is 1 die of the same size as that skill's governing attribute. Skills can consist of any number of dice.

To check a skill, roll all of the dice for that skill, individually, and pair them against the opposing dice, from highest to lowest. You gain 1 each success for:

If a die cannot be paired, it cannot gain extra successes; only from rolling above 3.

The GM will specify a number of successes needed to succeed; alternately, if facing active opposition, you will need to either beat, or equal, their successes (depending on the situation and what you are trying to do).

Skill Training

When a character receives a level of training in a skill, they may split that skill die, turning it into two dice of one size lower (1d10 to 2d8, 1d8 to 2d6, etc). When rolling that skill, this gives them a greater chance of more successes, but also lower odds of success on any individual die, and lower odds of gaining an extra success from a paired die.

Alternately, some techniques are trainable; a character may devote that level of training to learning one of said techniques, reducing its cost by 1, which may effectively grant a free level of that technique.

A technique is always associated with a skill; however, if you know a technique with one skill, learning it to the same level with a related skill costs half as much. Related skills must be of the same general category of melee, ranged, or thrown. For example, if you know Power Attack 1 with the long-sword, learning Power Attack 1 with the arming-sword and footsoldier's mace costs just 1 level of training. This has no effect on learning Power Attack 1 with ranged or thrown weapons.

Alternately, if you had Power Attack 2 with long-swords, you could learn Power Attack 2 with another melee weapon with just 1 level of training.

Skill Experience

When a character receives a level of experience in a skill, they may pick one of their dice in that skill, increasing its size by 1, to a maximum of 1d12. If there are no dice in that skill they could increase, they may instead split a die, as if the skill had received training.

For the purpose of creatures of supernatural power, or who can attain supernatural power, the difference between 1d12 and 1d20 is 4 levels of experience, or its equivalent.


During a combat round, each character in melee or ranged combat, is engaged in a combat pass.

The first phase of a combat pass is the combat roll. Each character rolls a relevant weapon skill, or their base attribute with the weapon they are using if they are unskilled. If one side wins one or more successes than the other, the GM will allot those success(es) among the winning side according to the flow of the battle and the character's declared intents. Those characters who are allotted successes, may now roll a number of damage dice equal to the successes alloted them versus specific enemy characters, who must rely on their individual toughness, resist damage (if any), and armour (if any).

Improvised Actions in Combat

In general, an improvised action should choose from among the fllowing options:


FientCost: 1 Combat Success
Effect+1 Combat die of Attribute size in the combat pass immediately following this one.
Duration+1 Combat die of Attribute size in the combat pass immediately following this one.
Power AttackCost: 2 Combat Successes
Effect+2 damage dice.
Duration1 Combat Pass.
Precise AttackBonus: 2 Combat Successes
Effect-2 damage dice.
Duration1 Combat Pass.
Strike for the GapsCost: 3 Combat Successes
Effect -1 target armour die.
Duration1 Combat Pass; your applicable damage rolls only.



Weapon List

Table: Weapons
Weapon Weight Cost Combat Attribute Damage Notes
Kick -- -- Physique dStrength+1d Min Agi (d6)
Punch -- -- Agility dPhysique+1d
Slam -- -- Physique dStrength+1d
Tackle -- -- Fortitude dStrength+2d
Battle-axe 3 lb $12.50 Physique dStrength+1d Hands (1 1/2)
Great-axe 5.25 lb $50 Strength dStrength+2d Hands (2)
Hand-axe 2.5 lb $10 Physique dStrength+1d Hands (1), Throwing
Hatchet 1.25 lb $4 Agility dPhysique+1d Hands (1), Throwing
Composite 0.75 lb $20 Accuracy 1d4 Hands (2), Min Str (d6)
Long 1 lb $15 Accuracy 1d4 Hands (2), Min Str (d6)
Composite 1.5 lb $40 Accuracy 1d6 Hands (2), Min Str (d8)
Long 2 lb $30 Accuracy 1d6 Hands (2), Min Str (d8)
Composite 3 lb $100 Accuracy 1d8 Hands (2), Min Str (d10)
War-bow, heavy 4 lb $75 Accuracy 1d8 Hands (2), Min Str (d10)
Composite 4.5 lb $200 Accuracy 1d10 Hands (2), Min Str (d12)
Long 6 lb $150 Accuracy 1d10 Hands (2), Min Str (d12)
Arming-sword 3 lb $12 Agility dPhysique+1d Hands (1)
Bastard-sword 3.5 lb $15 Agility dPhysique+1d Hands (1 1/2)
Great-sword 6 lb $60 Physique dStrength+2d Hands (2)
Long-sword 4 lb $30 Agility dPhysique+1d Hands (2)
Saber 1.5 lb $4.8 Accuracy dAgility Hands (1)

Weapon Design

Table: Weapon Weight
Weight Dice Modifier Weight Multiplier Cost Multiplier
Light- -1d 0.5 1
Light +0d 1 2
Medium +1d 2 5
Heavy +2d 3 10
Heavy+ +3d 5 20
Table: Axe Weights
Axe Weight Combat Attribute Damage Notes
Light- Accuracy Agility
Light Agility Physique
Medium Physique Strength
Heavy Strength Strength
Heavy+ Fortitude Strength
Table: Bow Weights
Bow Weight Combat Attribute Damage Notes
Light- Accuracy 1d4 Min Str (d6)
Light Accuracy 1d6 Min Str (d8)
Medium Accuracy 1d8 Min Str (d10)
Heavy Accuracy 1d10 Min Str (d12)
Heavy+ Accuracy 1d12 Min Str (d20)
Table: Sword Weights
Sword Weight Combat Attribute Damage Notes
Light- Accuracy Accuracy
Light Accuracy Agility
Medium Agility Physique
Heavy Physique Strength
Heavy+ Strength Strength
Table: Axe Templates
Axe Template Base Weight Base Cost Notes
One-handed 1.25 $2 Hands (1), throwing
Hand-and-a-half 1.5 $2.5 Hands (1 1/2)
Two-handed 1.75 $5 Hands (2)
Table: Bow Templates
Bow Template Base Weight Base Cost Notes
Composite 1.5 $20 Hands (2)
Long 2 $15 Hands (2)
Table: Sword Templates
Sword Template Base Weight Base Cost Notes
One-handed 1.5 $2.4 Hands (1)
Hand-and-a-half 1.75 $3 Hands (1 1/2)
Two-handed 2 $6 Hands (2)


Armour List

Table: Armour
Armour Thickness Weight Cost Bypass Dice Notes
Chain Coif Thin 1.5 lb $2.80 -1 1d8 Flexible
Chain Shirt Medium 15 lb $35 -2 2d8 Flexible
Cloth Coif Thin 0.75 lb $1.20 -1 1d6 Flexible
Gambeson Medium 15 lb $30 -6 2d6 Flexible
Padding Thin 7.5 lb $12 -6 1d6 Flexible
Padded Jack Medium 11.25 lb $22.50 -4 2d6 Flexible
Padded Shirt Medium 7.5 lb $15 -2 2d6 Flexible
Plate Cuirass Thin 10 lb $16 -2 1d12 Rigid
Boiled Leather Medium 20 lb $40 -6 2d6 Rigid
Chain Jack Medium 22.5 lb $52.50 -4 2d8 Flexible
Gambeson Thick 22.5 lb $60 -6 3d6 Flexible
Plate Thin 20 lb $32 -6 1d12 Rigid
Plate Cuirass Medium 20 lb $40 -2 2d12 Rigid
Plate, Half Medium 28 lb $56 -4 2d12 Rigid
Plate Helm Thin 2 lb $3.20 -1 1d12 Rigid
Scale Shirt Medium 20 lb $25 -2 2d10
Scale Jack Medium 30 lb $37.50 -4 2d10
Plate Medium 40 lb $80 -6 2d12 Rigid
Plate Thick 60 lb $160 -6 3d12 Rigid
Plate Cuirass Thick 30 lb $80 -2 3d12 Rigid

Armour Design

Table: Armour Thickness
Thickness Dice Weight Multiplier Cost Multiplier
Thin 1d 5 2
Medium 2d 10 5
Thick 3d 15 10
Table: Armour Material
Material Die Size Base Weight Base Cost Notes
Leather d4 2 $7 Flexible
Cloth d6 1.5 $6 Flexible
Boiled Leather d6 2 $8 Rigid
Chain d8 3 $14 Flexible
Scale d10 4 $10
Plate d12 4 $16 Rigid
Table: Armour Coverage
Coverage Bypass Weight Multiplier Cost Multiplier
Head -1 0.1 0.1
Torso -2 0.5 0.5
Arms -1 0.1 0.1
Upper Legs -1 0.15 0.15
Lower Legs -1 0.15 0.15


Table: Shields
Shield Weight Attribute
Light Agility
Medium Physique
Heavy Fortitude


Zombie PlagueContagious, Supernatural
  • Skin Contact: 1d8.
  • Blood: 1d10.
  • Ingestion: 1d12.
  • Willful ingestion: 1d20.
Effects at (cumulative)
  • 1d4 (1 success/3 failures): Cured.
  • 1d6 (2 successes/3 failures): +1 difficulty to Agility.
  • 1d8 (3 successes/3 failures): +1 difficulty to Strength.
  • 1d10 (4 successes/3 failures): Vomiting 1d10..
  • 1d12 (5 successes/3 failures): Failed roll means victim dies 1 hour later; rises as a Plague Zombie immediately. Infection is permanent until burned.