A quote from The Angry GM that encompasses my philosophy "Let me tell you how I like to run games. It’s like this: I want you to pretend that you are your character. Now imagine you find yourself in the situation I described. Instead of picking a skill off your sheet or a combat action from your reference card, just tell me what you imagine your character would try to do. For example, instead of saying, ‘Can I roll a Search check,’ try, ‘I look around the room to see if there’s anything hidden: a secret door, a tripwire, whatever.’ Then, I’ll decide if we need to roll a check — sometimes we don’t — and tell you what to roll. The reason I do things the way I do is because it gives you all more freedom to do anything you can imagine. That’s one of my favorite things about roleplaying games: they’re open-ended. You can do — or try — anything instead of being limited by the number of buttons on the controller or the dialogue choices in a menu. Doing things this way also lets me give you bonuses or adjust the odds of success if you come up with a clever plan that’s very likely to succeed."
This system prioritizes fast, story-rich gameplay with a focus on characters' intentions and consequences. Mechanical resolution only when stakes matter.
Your character is a reflection of you, not a separate being. When you speak at the table, assume your character is speaking—unless it clearly wouldn’t make sense in-world.
GuidelinesYou are your character—through a hazy mirror. Embrace that murk, stay engaged, and enjoy the shared story.
Whenever there’s uncertainty and the stakes matter, the GM calls for a roll instead of narrating outcomes directly.
Roll: 1d10 + Skill Total vs. Difficulty Class (DC).
Example: Climbing a slick wall (DC 20). You have Climb 6 + Strength 5, roll a d10 → 7. Total = 7 + 6 + 5 = 18 → you slip and lose ground.
When you’re directly opposing another’s roll (stealth vs. perception, grappling vs. grappling), roll your Skill Total against theirs. Higher wins; ties go to the defender.
GMs can adjust DCs up or down based on situational modifiers.
Starting Pools: The GM assigns each player a pool of Stat Points and Skill Points. You spend these to buy levels; any unspent points carry over.
These are the core traits that define your character’s innate abilities. Each typically ranges from 1–10 (average is 4), but can increase through advancement. Stats represent natural aptitude and talent in a given area.
Strength | Lift (kg (lbs)) | Press (kg (lbs)) |
---|---|---|
2 | 58 kg (128 lbs) | 41 kg (90 lbs) |
3 | 73 kg (162 lbs) | 51 kg (113 lbs) |
4 | 91 kg (200 lbs) | 64 kg (140 lbs) |
5 | 110 kg (242 lbs) | 77 kg (169 lbs) |
6 | 131 kg (288 lbs) | 92 kg (202 lbs) |
7 | 153 kg (338 lbs) | 108 kg (237 lbs) |
8 | 178 kg (392 lbs) | 124 kg (274 lbs) |
9 | 204 kg (450 lbs) | 143 kg (315 lbs) |
10 | 232 kg (512 lbs) | 162 kg (358 lbs) |
11 | 262 kg (578 lbs) | 184 kg (405 lbs) |
12 | 294 kg (648 lbs) | 206 kg (454 lbs) |
13 | 328 kg (722 lbs) | 229 kg (505 lbs) |
14 | 363 kg (800 lbs) | 254 kg (560 lbs) |
15 | 400 kg (882 lbs) | 280 kg (617 lbs) |
Calculation: ((Strength + 6)²) × 2
, Press = 70% of Lift.
Skills define your trained abilities and always pair with a Stat. You might apply different Stats depending on approach.
Example: Sailing could use Craft when piloting, Perception when spotting hazards, or Intelligence when plotting a course.
Your Skill Total = Skill Level + Relevant Stat + Modifiers
Skill | Stat | Description |
---|---|---|
Acrobatics | Coordination | Tumbling, flips, balance, parkour. |
Archery | Coordination | Using bows, crossbows, etc., to strike targets at range. |
Climbing | Coordination | Scaling walls and other surfaces using holds. |
Dodge | Speed | Evading incoming attacks with quick movement. |
Fast Reflex | Speed | Determines maximum attacks per round; measures reaction speed. |
Forgery | Craft | Creating false documents, signatures, and likenesses. |
Grappling | Coordination | Wrestling, holds, locks, and throws in close combat. |
Hand to Hand | Coordination | Brawling and unarmed strikes like punches and kicks. |
Pick Pocket | Coordination | Stealing small items from someone’s person without notice. |
Riding | Coordination | Controlling and maneuvering mounts. |
Sailing | Coordination | Operating a boat or sailcraft. |
Sleight of Hand | Coordination | Discreet manipulation of small objects like cards or coins. |
Swimming | Coordination | Moving through water effectively. |
Throw | Coordination | Hurling knives, axes, rocks, balls, etc. |
Shield | Coordination | Using a shield to block or parry attacks, adding defense. |
Skill | Stat | Description |
---|---|---|
Diplomacy | Social | Honest appeals to reason, cooperation, and goodwill. |
Guile | Social | Manipulation, deceit, and subtle misdirection. |
Intimidation | Social | Coercion through threat, fear, or physical presence. |
Negotiation | Social | Haggling, bargaining, and exchanging favors or resources. |
Provocation | Social | Taunting and goading to elicit an emotional response. |
Seduction | Social | Enticing and influencing through charm and attraction. |
Skill | Stat | Description |
---|---|---|
Impersonation | Social | Assuming another persona convincingly (stage acting). |
Music | Craft | Singing or playing instruments to captivate and inspire. |
Oratory / Acting | Social | Public speaking and storytelling to influence a crowd. |
Skill | Stat | Description |
---|---|---|
Animal Training | Perception | Training and handling animals using attentiveness. |
Awareness | Perception | Noticing environmental details and hidden dangers. |
Cook | Craft | Preparing meals that nourish and boost morale. |
Disguise | Craft | Altering appearance to impersonate someone else. |
First Aid | Craft | Immediate medical care: bandaging and basic stabilizing. |
Healing | Craft | Binding wounds and applying herbal remedies. |
Instruct | Intelligence | Teaching skills or concepts clearly to others. |
Language | Intelligence | Speaking and understanding multiple languages. |
Law | Intelligence | Legal knowledge and interpretation of rules. |
Leatherwork | Craft | Crafting leather goods like armor, pouches, and clothing. |
Masonry | Craft | Building structures using stone and brick. |
Mechanics | Craft | Working with gears, machines, traps, and mechanisms. |
Metalsmith | Craft | Forging weapons, armor, and metal tools. |
Navigation | Intelligence | Charting courses and reading maps for travel. |
Pick Lock | Craft | Opening locks quickly without keys. |
Research | Intelligence | Gathering and synthesizing information from sources. |
Strategy & Tactics | Intelligence | Planning maneuvers, ambushes, and battlefield tactics. |
Survival | Perception | Foraging, shelter-building, and wilderness self-sufficiency. |
Tailor | Craft | Sewing, mending, and designing clothing and textiles. |
Track | Perception | Following trails using physical and environmental clues. |
Woodcraft | Craft | Building and carving objects from wood (carpentry). |
Gamble | Intelligence | Assessing odds and strategy in games of chance. |
Fate Points let you twist luck and narrative in your favor.
Each combat round represents roughly 1–3 seconds. On your turn:
Roll: 1d10 + Weapon Skill + Relevant Stat + Weapon Atk Mod
vs. NPC Defense (NPC Skill + 10)
On a Hit: deal damage per your Weapon Class formula. Armor reduces damage by its DR.
Your Fortitude stat determines your HP. When you reach 0 HP, you’re incapacitated (unconscious or otherwise unable to act). Hit Points = Fortitude times 3 plus 8
Serious damage inflicts lasting narrative effects beyond HP loss:
Wounds can cause:
Exact effects and recovery options are adjudicated by the GM based on severity.
Recovering from combat involves both fast HP regen and slow wound healing.
Equipment for the character sheet focuses on specific items that are vital for your character. Other things can be described in general or not at all. You are assumed to have the basics for living or travelling. There is no need for a long list of every single item you carry or have on you. The GM will not penalize you because you forgot to buy water before going to the desert or something inane like that. On the otherhand if it is your part of who your character is, then perhaps you could. But it would be part of the story, not some punishment for forgetting to write something like that on your sheet. Wealth is handled similar for at least now. No balancing the books, just a narrative description of what amount you have. if it becomes needed, then specific amounts could be brought into play.
Class | Damage Base | Description |
---|---|---|
Heavy | Strength × 1.5 | Massive two-handed weapons for raw power |
Balanced | Strength | Standard one-hand weapons (swords, axes) |
Nimble | Strength ÷ 2 | Finesse weapons (rapiers, knives) |
Special | Varies | Unique or exotic weapons with custom rules |
Names: Blackjack (EN), Totschläger (DE), Nerbo (IT), Maza de cuero (ES), Matraque (FR)
Function: A compact impact weapon, typically a sap filled with lead and wrapped in leather. Designed not to kill but to incapacitate swiftly and quietly.
Wounds: Causes blunt trauma — bruises, concussions, unconsciousness without bloodshed.
Tactical Use: Excellent for subduing targets quietly. Its short reach limits use in open combat.
Balance Notes: Appropriately weak, offset by high hit chance. Fits stealth-based characters or guards.
Names: Hatchet (EN), Handbeil (DE), Accetta (IT), Hacha pequeña (ES), Hachette (FR)
Function: A small axe with a short handle, suited for quick chopping strikes. Commonly used for utility or ambushes.
Wounds: Deep cuts, cracked bones, especially dangerous if targeting limbs.
Tactical Use: Brutal in close-range ambushes. Less suited to defense.
Balance Notes: Strong for a nimble weapon — parry penalty keeps it risky.
Names: Kitchen Knife (EN), Küchenmesser (DE), Coltello da cucina (IT), Cuchillo de cocina (ES), Couteau de cuisine (FR)
Function: A lightweight blade intended for food preparation, occasionally turned weapon. Effective at short range when wielded with desperation or cunning.
Wounds: Clean punctures or gashes. Fatal if aimed well.
Tactical Use: Improvised weapon. Fast, but easily disarmed or broken.
Balance Notes: Well-positioned between utility and combat.
Names: Knife (EN), Messer (DE), Coltello (IT), Cuchillo (ES), Couteau (FR)
Function: A compact, purpose-built combat knife with a full tang and sharpened point. Designed for both slashing and stabbing, it is a versatile tool of war and self-defense.
Wounds: Deep stabs or artery slices. Can be lethal when precision-targeting vital areas.
Tactical Use: Ideal as a backup or off-hand weapon. Excellent in grapples and close combat.
Balance Notes: Slightly better than a kitchen knife, as expected — reliable, silent, and deadly.
Names: Longknife (EN), Langmesser (DE), Coltello lungo (IT), Cuchillo largo (ES), Long couteau (FR)
Function: A long, heavy blade bordering on short sword territory. Often carried as a utility weapon by soldiers or scouts.
Wounds: Powerful slashes or piercing strikes — hits vital organs with surprising reach.
Tactical Use: A top-tier nimble weapon with reach and stopping power. Effective even against armed opponents.
Balance Notes: Pushes the edge of the nimble category but is well-balanced due to modest ST and neutral parry.
Names: Rapier (EN), Degen (DE), Spada da lato (IT), Ropera (ES), Rapière (FR)
Function: A long, slender thrusting sword popular in civilian duels and court combat. Engineered for speed and precision, not brute force.
Wounds: Narrow, deep punctures — lethal if they strike the heart or lungs.
Tactical Use: Dominates one-on-one confrontations with excellent reach and parry. Less effective vs armor or swarming foes.
Balance Notes: The elite finesse weapon — modest raw damage, but exceptional accuracy and defense.
Names: Rock (EN), Faustgroßer Stein (DE), Sasso da pugno (IT), Piedra de puño (ES), Pierre de poing (FR)
Function: A basic improvised weapon — whatever stone or chunk of rubble can be thrown or slammed.
Wounds: Bruising, facial trauma, cracked teeth, potentially concussive at close range.
Tactical Use: For unarmed combatants or desperate moments. Rarely effective against armor.
Balance Notes: Low damage, poor handling — as expected for a makeshift tool of violence.
Names: Fist (EN), Faust (DE), Pugno (IT), Puño (ES), Poing (FR)
Function: A closed-hand strike — fast, always available, highly dependent on form and strength.
Wounds: Bruises, broken noses, disorientation. Dangerous in combination with grapples.
Tactical Use: Essential for all fighters. Strong with proper technique, useless with poor aim.
Balance Notes: Light but constant threat — never lethal alone, but reliable for pressure.
Names: Kick (EN), Tritt (DE), Calcio (IT), Patada (ES), Coup de pied (FR)
Function: A leg-based strike — delivers more power than a fist but requires balance and distance.
Wounds: Thigh bruising, groin trauma, joint dislocation, knockdowns.
Tactical Use: Controls distance and pace. Less accurate than a punch but harder-hitting.
Balance Notes: More dangerous than fists, but easier to counter if mistimed.
Names: Whip (EN), Peitsche (DE), Frusta (IT), Látigo (ES), Fouet (FR)
Function: A flexible weapon made of braided leather or chain, designed for snapping strikes.
Wounds: Skin lacerations, welts, eye injuries, potential disarms or entangles.
Tactical Use: Excellent at controlling range or crowding foes. Terrifying to unarmored targets.
Balance Notes: Minimal damage but exceptional reach and style — a specialist's tool.
Names: Broadsword (EN), Breitschwert (DE), Spada larga (IT), Espada ancha (ES), Épée large (FR)
Function: A classic one-handed military sword. Widely used for centuries due to its reliability and balance.
Wounds: Capable of delivering both slashing and thrusting wounds — from severed limbs to deep internal damage.
Tactical Use: Strong in one-on-one or formation fighting. Works well with a shield.
Balance Notes: A baseline standard. Solid damage, no gimmicks, no drawbacks.
Names: Falchion (EN), Fauchon (DE/FR), Falcione (IT), Alfanje (ES)
Function: A heavy, curved sword optimized for cutting.
Wounds: Deep gashes, crushed bone beneath the surface — especially deadly without armor.
Tactical Use: Great in open combat and when overwhelming lightly-armored foes.
Balance Notes: More damage than a broadsword, but harder to parry with.
Names: Quarterstaff (EN), Kampfstab (DE), Bastone (IT), Bastón largo (ES), Bâton (FR)
Function: A long wooden staff, often metal-tipped. Versatile and defensive.
Wounds: Primarily bludgeoning — cracked ribs, concussions, joint breaks.
Tactical Use: Excellent for defense, spacing, and subduing opponents non-lethally.
Balance Notes: Slightly lower damage, but best parry bonus in this class and great reach.
Names: Pick (EN), Kriegspickel (DE), Piccone da guerra (IT), Pico de guerra (ES), Pic de guerre (FR)
Function: A war pick designed to pierce armor and penetrate tough defenses.
Wounds: Narrow, vicious punctures — capable of going through chain or weak plate.
Tactical Use: Best against armored targets; risky in open melee.
Balance Notes: High damage base, but penalties make it harder to use well.
Names: Flail (EN), Streitflegel (DE), Mazzafrusto (IT), Mangual (ES), Fléau d'armes (FR)
Function: A spiked or weighted head on a chain, connected to a handle.
Wounds: Wildly variable — anything from a glancing blow to a devastating crush.
Tactical Use: Ignores many shield defenses, but hard to master.
Balance Notes: Wild damage swing, difficult to defend with or against. Very situational.
Names: Mace (EN), Streitkolben (DE), Mazza (IT), Maza (ES), Masse d'armes (FR)
Function: A blunt-force weapon made for crushing.
Wounds: Internal bleeding, broken bones, concussions — especially through armor.
Tactical Use: Excellent anti-armor weapon, and solid in skirmishes.
Balance Notes: Strong average damage, balanced by poor finesse and modest penalties.
Function: A versatile thrusting weapon used throughout history in formations and solo combat.
Wounds: Deep punctures — lethal against unarmored foes, especially at reach.
Tactical Use: Excellent for keeping opponents at bay. Can be used in one or two hands.
Balance Notes: Moderate damage, but good reach and defensive capacity.
Function: Compact yet powerful chopping weapon.
Wounds: Brutal cleaving injuries, especially to limbs and joints.
Tactical Use: Hits hard in a short arc. Excellent for aggression.
Balance Notes: Slightly harder to defend with, but dangerous in the right hands.
Names: Greatsword (EN), Zweihänder (DE), Spadone (IT), Espadón (ES), Épée à deux mains (FR)
Function: Massive two-handed blade favored in wide combat spaces.
Wounds: Limb removal, deep trauma, or fatal cleaving wounds.
Tactical Use: Devastating in the open or against large targets. Requires room to swing.
Balance Notes: Extremely powerful, but high ST and modest parry keep it under control.
Names: Heavy War Axe (EN), Kriegsaxt (DE), Ascia da guerra pesante (IT), Hacha de guerra pesada (ES), Hache de guerre lourde (FR)
Function: Oversized axe designed to breach armor and bone alike.
Wounds: Crippling hacks — massive bleeding, destroyed limbs, shattered armor.
Tactical Use: Ideal for shock troops or berserker styles. Not subtle.
Balance Notes: Top-end raw damage with clear tradeoffs in speed and defense.
Names: Halberd (EN), Hellebarde (DE), Alabarda (IT), Alabarda (ES), Hallebarde (FR)
Function: A long-hafted weapon combining axe blade, hook, and spike.
Wounds: Impaling stabs, cleaving chops, and armor hooks.
Tactical Use: Battlefield weapon for formation or anti-cavalry use. Excels at reach control.
Balance Notes: Powerful, but limited by difficulty of use and space needed.
Names: Heavy Flail (EN), Streitflegel schwer (DE), Mazzafrusto pesante (IT), Mangual pesado (ES), Fléau d'armes lourd (FR)
Function: A brutal chain weapon with a spiked head, delivering erratic force.
Wounds: Anywhere from glancing bruises to obliterated limbs.
Tactical Use: Rare but terrifying. Ignores many forms of conventional defense.
Balance Notes: Massive damage variance, hard to control, fittingly risky.
Names: Lance (EN), Lanze (DE), Lancia (IT), Lanza (ES), Lance (FR)
Function: Long, reinforced spear designed for mounted charges.
Wounds: Devastating impalements — skewers opponents on full gallop.
Tactical Use: Only practical on horseback. Charges deliver overwhelming force.
Balance Notes: Exceptional reach and burst damage, but very niche use.
Names: Bastard Sword (EN), Bastardschwert (DE), Spada bastarda (IT), Espada bastarda (ES), Épée bâtarde (FR)
Function: A versatile longsword that can be used in one or two hands.
Wounds: Deep cuts and thrusts, capable of disabling limbs or breaching gaps in armor.
Tactical Use: Adaptable to many styles. Two-handed grip gives greater control and power.
Balance Notes: A flexible middle-ground heavy weapon — reliable and solidly balanced.
Weapon | Class | Base | Dice | Reach | Atk | Parry | Min ST |
---|---|---|---|---|---|---|---|
Blackjack | Nimble | ½ST−1 | d4 | C | +2 | — | 2 |
Hatchet | Nimble | ½ST+1 | d8 | 1 | +2 | −3 | 3 |
Kitchen Knife | Nimble | ½ST | d6 | C | +2 | −3 | 2 |
Knife | Nimble | ½ST | d8 | C | +2 | −2 | 2 |
Longknife | Nimble | ½ST+3 | d8 | C,1 | +2 | +0 | 3 |
Rapier | Nimble | ½ST+3 | d6 | 1,2 | +3 | +3 | 2 |
Rock | Nimble | ½ST | d4 | C | −2 | −7 | 1 |
Unarmed (Fist) | Nimble | ½ST−2 | d4 | C | +2 | +2 | — |
Unarmed (Kick) | Nimble | ½ST−1 | d4 | C,1 | +1 | −1 | — |
Whip | Nimble | ½ST−2 | d6 | 5 | +2 | — | 3 |
Broadsword | Balanced | ST+2 | d10 | 1 | +0 | +0 | 4 |
Falchion | Balanced | ST+2 | d12 | 1 | +0 | −1 | 4 |
Quarterstaff | Balanced | ST | d10 | 1,2 | +0 | +2 | 3 |
Pick | Balanced | ST+3 | d8 | 1 | −2 | −3 | 3 |
Flail | Balanced | ST−5 | d20 | 1 | −2 | −4 | 4 |
Round Mace | Balanced | ST | d12 | 1 | −1 | −1 | 4 |
Spear | Balanced | ST+1 | d10 | 1,2 | +0 | +1 | 4 |
War Axe | Balanced | ST+1 | d12 | 1 | +0 | −1 | 4 |
Greatsword | Heavy | 1½ST+4 | d12 | 1,2 | −1 | +0 | 6 |
Heavy War Axe | Heavy | 1½ST+5 | d12 | 1,2 | −2 | −2 | 6 |
Halberd | Heavy | 1½ST+2 | d12 | 2,3 | −3 | +1 | 5 |
Heavy Flail | Heavy | 1½ST−3 | d20 | 1,2 | −3 | −5 | 6 |
Lance | Heavy | 1½ST−2 | d12 | 4 | −3 | −6 | 6* |
Bastard Sword | Heavy | 1½ST+2 | d12 | 1,2 | −1 | +0 | 5 |
Armor / Shield | DR | Speed Penalty | Coord. Penalty | Coverage | Weight | Cost |
---|---|---|---|---|---|---|
Padded Cloth Vest | 1 | 0 | 0 | 75% | 6 lbs | 52 gp |
Padded Cloth Suit | 1 | 0 | 0 | 75% | 15 lbs | 122 gp |
Supple Leather Vest | 2 | 0 | −1 | 85% | 5 lbs | 31 gp |
Supple Leather Suit | 2 | 0 | −1 | 85% | 12 lbs | 74 gp |
Heavy Leather Vest | 4 | −1 | −3 | 85% | 12 lbs | 210 gp |
Heavy Leather Suit | 4 | −1 | −3 | 85% | 49 lbs | 490 gp |
Scale Vest | 10 | −1 | −3 | 95% | 30 lbs | 580 gp |
Scale Shirt | 10 | −2 | −6 | 95% | 35 lbs | 690 gp |
Scale Suit | 10 | −2 | −6 | 95% | 68 lbs | 1,348 gp |
Light Mail Vest | 8 | 0 | 0 | 90% | 12 lbs | 525 gp |
Light Mail Shirt | 8 | −1 | −2 | 90% | 15 lbs | 625 gp |
Light Mail Suit | 8 | −1 | −2 | 90% | 29 lbs | 1,225 gp |
Light Mail Coif | 8 | 0 | 0 | 90% | 4 lbs | 175 gp |
Heavy Mail Vest | 11 | −2 | −3 | 90% | 19 lbs | 1,260 gp |
Heavy Mail Shirt | 11 | −2 | −3 | 90% | 22 lbs | 1,500 gp |
Heavy Mail Suit | 11 | −2 | −3 | 90% | 44 lbs | 2,940 gp |
Heavy Mail Coif | 11 | 0 | 0 | 90% | 6 lbs | 420 gp |
Light Plate w/ Helm | 14 | −2 | −4 | 95% | 56 lbs | 7,000 gp |
Heavy Plate w/ Helm | 16 | −2 | −4 | 95% | 90 lbs | 11,200 gp |
Small Shield | 8 | 0 | 0 | Front only | 6 lbs | 40 gp |
Medium Shield | 8 | 0 | 0 | Front only | 14 lbs | 60 gp |
Large Shield | 8 | 0 | 0 | Front only | 18 lbs | 120 gp |
Real-World Equivalent: Gambeson / Arming Doublet
Lightly quilted layers of linen or wool stitched into a thick jacket. On impact it “swells” like a shock absorber, dispersing the force but offering only DR 1. No mobility penalty—think of a heavy canvas coat, perfect for scouts or messengers who must stay light on their feet.
Real-World Equivalent: Deerskin Jerkin / Soft-Tanned Hide
Thin, oil-treated deer or calf hide so it flexes easily. Grants DR 2—enough to shrug off most knife‐point attacks—and only a −1 Coordination penalty. Imagine a high-end biker jacket tweaked for stealth: quiet, wiry, and ideal for rangers or light cavalry.
Real-World Equivalent: Cuir Bouilli (Boiled Leather Cuirass)
Thick hide boiled in wax and molded, then reinforced with rivets. DR 4 reliably stops most daggers and light slashes. Encumbrance: −1 Speed, −3 Coordination—like wearing a stiff plastic breastplate. Favored by mercenaries who need decent protection without the cost of mail.
Real-World Equivalent: Lamellar (Fish-Scale) Armor
Rows of small metal scales laced onto a leather backing. DR 10 blocks most slashing weapons, at the cost of −1 to −2 Speed and −3 to −6 Coordination. Picture ancient Roman lorica squamata or Japanese karuta—excellent defense at the price of agility.
Real-World Equivalent: Riveted or Welded Chainmail Hauberk
Interlocked steel rings forming a flexible shirt and coif.
Real-World Equivalent: Gothic Harness / Maximilian Plate
Real-World Equivalents:
To use a shield, you must actively wield it and face the attacker. Wielding a large shield in one hand may impose extra penalties on one-handed weapons (−2 knife, −3 rapier, −4 broadsword).
Field | Calculation / Source |
---|---|
Skill Total | Skill Level + Relevant Stat + Modifiers |
Move | (Speed + 6) ÷ 2, round down |
HP | Hit Points = Fortitude times 3 plus 8 |
Potential for Multiple Attacks | Fast Reflex Skill ÷ 5, round down |
Defense | Weapon Skill + Relevant Stat + Weapon Mod (or Speed + Dodge for unarmed/evade) |
Damage Output | Weapon Class formula (see Equipment section) |
Armor DR | Armor's listed Damage Reduction rating |
Facing, Reach | Used in tactical combat (see Advanced Combat appendix) |