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Brigandine, Helmets, Pavise, and Seax | New Equipment | Fantasy Setting

Brigandine

Type: Armor (Medium)

Cost: 675sp

This armor is made of cloth with flexible metal plates sewn within. It is relatively light and flexible, though difficult and costly to manufacture.

As Medium Armor, brigandine provides 2 Armor but only reduces the wearer’s Movement by 3 (instead of by 4).

Helmets

Type: Armor (light, medium, or heavy; see below)

Cost: Variable (see below)

Previous armor entries (including the brigandine, above) assume that the wearer does not also wear a helmet.

Helmets come in three distinctive types:

Helmet Type Cost Covers…
Light 36sp Sides, back of head
Medium 120sp Sides, back of head
Heavy 390sp Sides and back of head, visor for face

Light helmet: Ignores up to one result of a 5 on an opposing Melee or Ranged Skill roll.

Medium helmet: Ignored up to two results of a 5 on an opposing Melee or Ranged Skill roll; reduces Movement by 1 and imposes a -1D penalty on Perception rolls requiring hearing.

Heavy helmet: Ignored up to three results of a 5 on an opposing Melee or Ranged Skill roll; reduces Movement by 1 and imposes a -1D penalty on Perception rolls requiring hearing or sight.

Pavise

Type: Shield (Heavy)

Cost: 90sp

This shield is used by crossbowmen. Pavises measure approximately 5 feet in height and two feet in width and is designed to be propped up with wooden beams to provide cover for crossbowmen as the reload and fire from safety.

Putting up a Pavise takes three Full Actions. A Pavise provides 2D Cover Dice for the user.

Taking down a Pavise required two Full Actions.

This shield cannot be carried and used as a normal shield: must be deployed, when deployed cannot be moved, and provides Cover Dice instead of Parry.

Seax

Type: Melee weapon (light)

Cost: 80sp

The seax is a long, straight blade with a length of approximately 16 to 20 inches. The weapon is somewhere between a knife and a shortsword in size. These are martial weapons often seen in the hands of expeditionary forces, pirates, explorers, and tribal peoples in remote regions of the world.

Unlike daggers, seaxes cannot be thrown. However, thanks to their superior cutting edges, a Melee Roll that achieves one or more result of a 6 ignores 1 point of Armor.

Frenzy, Invulnerable, and Swiftness | New Talents | Fantasy Setting

Frenzy

When your character is subject to an enemy Melee or Ranged Skill roll, he or she may spend 1 Action Point to fly into a “frenzy.”

While frenzied, your character gains the following benefits:

  • His or her Physique Group Skill rolls cannot be reduced to fewer dice than his or her Skill Level for those Skills (even with penalties).
  • He or she does not suffer any penalties to Speed due to lost Wound or Fatigue.
  • He or she counts all results of 2 on the dice for his or her Stamina and Willpower Skill rolls as successes.

While frenzied, the character cannot undertake any action that requires concentration or finesse.

The frenzy lasts until the start of the next scene or until all enemies within the character’s sight have been defeated or have withdrawn (whichever occurs first).

Invulnerable

Once per game session, if your character would die from Wound damage, he or she survives with 1 Wound point remaining instead.

This ability cannot save the character from death if the cause of death would be impossible to survive (e.g. beheading, fall from 100 feet, etc.).

Swiftness

Once per scene, after Initiative is determined, your character may expend 1 Action Point to take one Partial Action before any other character is permitted to act.

If more than one character would use this Talent, characters on the winning side of the Initiative act out their bonus Partial Actions before characters on the losing side of the Initiative do.

Blood Knowledge, Combat Sense, and Death’s Shout | New Spells | Fantasy Setting

Blood Knowledge

Level: 3

Skill: Alchemy

Time: 1 day

Range: Touch

The magician can analyze another creature’s blood and learn a Spell or Skill from it.

To cast this Spell, the magician must have access to 4 ounces or more of the target creature’s blood. During the entire casting time of this Spell, the magician must study the target’s blood using chemistry tools (beakers, tubes, stirring rods, droppers, etc.).

After the Spell is cast, the magician may learn one Spell that the creature knows or knew of a Skill and Level that the magician is able to cast (the gamemaster chooses which Spell, if any). If the creature doesn’t or didn’t know any Spells that the magician doesn’t already know, the magician may increase one of his or her Skill Levels by 1 if the target’s Skill Level is at least 2 Levels higher than the magician’s Skill Level (the gamemaster chooses which Spell, if any). If the creature doesn’t or didn’t know any Skills of this kind, then the Spell fails to manifest any results.

Miracle: This Spell is always cast as a Miracle. Casting this Spell costs 1 Action Point. If this Spell is successful (allows the Magician to learn a Spell or Skill) it costs 1 additional Action Point. To cast this Spell, the magician must have at least 2 Action Points. If the second Action Point cannot be paid at the time the Spell is finished and successful, the magician does not learn the Spell or Skill.

Combat Sense

Level: 2

Skill: Weirding

Time: Full Round

Range: Self

The magician’s senses become dulled to everything outside of a present conflict.

When this Spell is cast, the magician sees only in grayish tones everything that is not within 10 yards of his or her current position. He or she also perceives sounds in muffled tones beyond this range. Fellow and opposing combatants within 10 yards appear especially vibrant and loud.

Because of the magician’s hyper alert state, he or she may ignore all results of 5 on opposing Melee or Ranged Skill rolls made against him or her as long as those attacks originate from enemies that he or she is aware of and that are within 10 yards of the magician.

While this Spell persists, the magician cannot perceive anything outside of the 10-yard, hyper-sensitive range.

This Spell ends at the start of the next scene or when the magician uses a Full Action to end it prematurely.

Death’s Shout

Level: 2

Skill: Sorcery

Time: Full Action

Range: Special (see below)

The magician lets out a devastating shout that pierces the ears of all those that hear it.

The magician makes a Death Shout roll, rolling 1D per his or her Sorcery Skill Level. The Death Shout roll is modified by the magician’s current Wound dice penalty:

Magician’s Wound Penalty Death Shout Roll Modifier
0D -2D
-1D ±0D
-2D +2D

All living creatures within earshot of the magician’s shout make a Willpower Skill roll with a target number equal to the successes achieved by the Death Shout roll. Any living creature that hears the shout and fails its Willpower Skill roll is “stunned” for 1 minute.

A stunned creature cannot take more than a Partial Action each round, has its Speed reduced by one category, and suffers a -1D penalty to all rolls it makes.

The magician that casts this Spell is immune to its effects, as are any living creatures that are deaf or are not naturally capable of hearing. A living creature may, with forewarning, cover its ears to gain a +2D bonus to its Willpower Skill roll to resist the effects of this Spell.