Intuitive RPG Core Rules (Quick Start)

Game Philosophy (very important)

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.

Core Idea: The Murky Mirror

Principle

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.

Guidelines

Why This Helps

  • Reduces disputes over “in-character” vs. metagaming.
  • Speeds play by assuming teammates share knowledge and act as a unit.
  • Keeps focus on storytelling rather than rules-lawyering.
  • Allows natural consequences: a slip of the tongue before a king matters—unless the GM grants a chance to clarify.

Your Role as a Player

  • Speak and act like your character, or explicitly describe what they say and do.
  • Don’t split hairs about “just joking” or “out-of-character.”
  • Trust the GM to warn you before a major consequence if you’re about to truly mess up.
Final Point

You are your character—through a hazy mirror. Embrace that murk, stay engaged, and enjoy the shared story.

Core Resolution Mechanic

Whenever there’s uncertainty and the stakes matter, the GM calls for a roll instead of narrating outcomes directly.

Skill Check

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.

Contests

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.

Difficulty Guidelines

  • Routine – DC 10
  • Average – DC 15
  • Hard – DC 20
  • Very Hard – DC 25
  • Nearly Impossible – DC 30+

GMs can adjust DCs up or down based on situational modifiers.

Character Creation Overview

Building Your Character

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.

  1. Roleplay First:
    Define who you are, your backstory, and why you care about the party’s goal.
  2. Set Your Stats:
    • All stats begin at 3 (average human).
    • To raise a stat to level N, you spend N Stat Points.
    • You must buy levels sequentially: e.g., to go from 3 → 5, you spend 4 (to reach 4) then 5 (to reach 5).
    • Stats cap at 7 during creation.
  3. Choose Your Skills:
    • All skills begin at 0 (untrained).
    • To raise a skill to level N, you spend N Skill Points.
    • Levels must be bought step-by-step: e.g., 2 → 4 costs 3 then 4 points.
    • Skills must not exceed the skill cap during creation (can go to 15 in play). Each game has different caps. 7 is the cap for this game.
  4. Save the Rest:
    Any points you don’t spend now remain available for future advancement.

Stats (Attributes)

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.

Skills

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 Competency Levels with stats added in

Skill Descriptions

Physical Skills

SkillStatDescription
AcrobaticsCoordinationTumbling, flips, balance, parkour.
ArcheryCoordinationUsing bows, crossbows, etc., to strike targets at range.
ClimbingCoordinationScaling walls and other surfaces using holds.
DodgeSpeedEvading incoming attacks with quick movement.
Fast ReflexSpeedDetermines maximum attacks per round; measures reaction speed.
ForgeryCraftCreating false documents, signatures, and likenesses.
GrapplingCoordinationWrestling, holds, locks, and throws in close combat.
Hand to HandCoordinationBrawling and unarmed strikes like punches and kicks.
Pick PocketCoordinationStealing small items from someone’s person without notice.
RidingCoordinationControlling and maneuvering mounts.
SailingCoordinationOperating a boat or sailcraft.
Sleight of HandCoordinationDiscreet manipulation of small objects like cards or coins.
SwimmingCoordinationMoving through water effectively.
ThrowCoordinationHurling knives, axes, rocks, balls, etc.
ShieldCoordinationUsing a shield to block or parry attacks, adding defense.

Influence Skills

SkillStatDescription
DiplomacySocialHonest appeals to reason, cooperation, and goodwill.
GuileSocialManipulation, deceit, and subtle misdirection.
IntimidationSocialCoercion through threat, fear, or physical presence.
NegotiationSocialHaggling, bargaining, and exchanging favors or resources.
ProvocationSocialTaunting and goading to elicit an emotional response.
SeductionSocialEnticing and influencing through charm and attraction.

Social Skills

SkillStatDescription
ImpersonationSocialAssuming another persona convincingly (stage acting).
MusicCraftSinging or playing instruments to captivate and inspire.
Oratory / ActingSocialPublic speaking and storytelling to influence a crowd.

Mental Skills

SkillStatDescription
Animal TrainingPerceptionTraining and handling animals using attentiveness.
AwarenessPerceptionNoticing environmental details and hidden dangers.
CookCraftPreparing meals that nourish and boost morale.
DisguiseCraftAltering appearance to impersonate someone else.
First AidCraftImmediate medical care: bandaging and basic stabilizing.
HealingCraftBinding wounds and applying herbal remedies.
InstructIntelligenceTeaching skills or concepts clearly to others.
LanguageIntelligenceSpeaking and understanding multiple languages.
LawIntelligenceLegal knowledge and interpretation of rules.
LeatherworkCraftCrafting leather goods like armor, pouches, and clothing.
MasonryCraftBuilding structures using stone and brick.
MechanicsCraftWorking with gears, machines, traps, and mechanisms.
MetalsmithCraftForging weapons, armor, and metal tools.
NavigationIntelligenceCharting courses and reading maps for travel.
Pick LockCraftOpening locks quickly without keys.
ResearchIntelligenceGathering and synthesizing information from sources.
Strategy & TacticsIntelligencePlanning maneuvers, ambushes, and battlefield tactics.
SurvivalPerceptionForaging, shelter-building, and wilderness self-sufficiency.
TailorCraftSewing, mending, and designing clothing and textiles.
TrackPerceptionFollowing trails using physical and environmental clues.
WoodcraftCraftBuilding and carving objects from wood (carpentry).
GambleIntelligenceAssessing odds and strategy in games of chance.

Fate Points

Fate Points let you twist luck and narrative in your favor.

Earning Fate Points

Spending Fate Points

Combat (Simplified Narrative Play)

Each combat round represents roughly 1–3 seconds. On your turn:

Turn Structure

Attacking

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.

Defending

Damage & Injury

Hit Points (HP)

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

Wounds (Narrative)

Serious damage inflicts lasting narrative effects beyond HP loss:

  • Major Wound: ≥ ¼ of your max HP in one hit
  • Catastrophic Wound: ≥ ½ of your max HP in one hit

Wounds can cause:

  • Pain penalties to all rolls
  • Knockdown (must spend a turn to recover)
  • Movement reduction
  • Physical or mental stat penalties
  • Bleeding out or unconsciousness

Exact effects and recovery options are adjudicated by the GM based on severity.

Healing & Recovery

Recovering from combat involves both fast HP regen and slow wound healing.

HP Recovery

  • Between scenes or after short rest, you regain all HP as long as you have no Major or Catastrophic Wounds.
  • If you’ve taken only light damage (no wounds), HP returns fully.

Wound Healing

  • Major Wounds and Catastrophic Wounds heal slowly over days or weeks, per GM discretion.
  • Rest, proper medical attention, or magical healing accelerates recovery.
  • Untreated wounds may fester, impose extra Pain penalties, and risk complications.

First Aid & Medicine

  • A successful First Aid check restores HP up to full if no Catastrophic Wounds are present (DC 20).
  • Herbal remedies or potions (Craft or Magic) can reduce Pain penalties, staunch bleeding, or neutralize infection.
  • “Rally” action: spend your action and roll Fortitude or Willpower to ignore Pain penalties for 1 round.

Equipment

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.

Weapons

ClassDamage BaseDescription
HeavyStrength × 1.5Massive two-handed weapons for raw power
BalancedStrengthStandard one-hand weapons (swords, axes)
NimbleStrength ÷ 2Finesse weapons (rapiers, knives)
SpecialVariesUnique or exotic weapons with custom rules

Weapon Descriptions

🗡 Nimble Weapons

🔸 Blackjack

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST−1
  • Dice: d4
  • Reach: C
  • Atk Mod: +2
  • Parry Mod: —
  • Min ST: 2

🔸 Hatchet

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST+1
  • Dice: d8
  • Reach: 1
  • Atk Mod: +2
  • Parry Mod: −3
  • Min ST: 3

🔸 Kitchen Knife

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST
  • Dice: d6
  • Reach: C
  • Atk Mod: +2
  • Parry Mod: −3
  • Min ST: 2

🔸 Knife

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST
  • Dice: d8
  • Reach: C
  • Atk Mod: +2
  • Parry Mod: −2
  • Min ST: 2

🔸 Longknife

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST+3
  • Dice: d8
  • Reach: C, 1
  • Atk Mod: +2
  • Parry Mod: +0
  • Min ST: 3

🔸 Rapier

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST+3
  • Dice: d6
  • Reach: 1, 2
  • Atk Mod: +3
  • Parry Mod: +3
  • Min ST: 2

🔸 Rock (Fist-Sized)

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST
  • Dice: d4
  • Reach: C
  • Atk Mod: −2
  • Parry Mod: −7
  • Min ST: 1

🔸 Unarmed (Fist)

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST−2
  • Dice: d4
  • Reach: C
  • Atk Mod: +2
  • Parry Mod: +2
  • Min ST: —

🔸 Unarmed (Kick)

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST−1
  • Dice: d4
  • Reach: C, 1
  • Atk Mod: +1
  • Parry Mod: −1
  • Min ST: —

🔸 Whip

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.

Stats
  • Class: Nimble
  • Damage Base: ½ST−2
  • Dice: d6
  • Reach: 5
  • Atk Mod: +2
  • Parry Mod: —
  • Min ST: 3

⚖️ Balanced Weapons

🔸 Broadsword

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.

Stats
  • Class: Balanced
  • Damage Base: ST+2
  • Dice: d10
  • Reach: 1
  • Atk Mod: +0
  • Parry Mod: +0
  • Min ST: 4

🔸 Falchion (1H)

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.

Stats
  • Class: Balanced
  • Damage Base: ST+2
  • Dice: d12
  • Reach: 1
  • Atk Mod: +0
  • Parry Mod: −1
  • Min ST: 4

🔸 Quarterstaff

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.

Stats
  • Class: Balanced
  • Damage Base: ST
  • Dice: d10
  • Reach: 1, 2
  • Atk Mod: +0
  • Parry Mod: +2
  • Min ST: 3

🔸 Pick

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.

Stats
  • Class: Balanced
  • Damage Base: ST+3
  • Dice: d8
  • Reach: 1
  • Atk Mod: −2
  • Parry Mod: −3
  • Min ST: 3

🔸 Flail (1H)

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.

Stats
  • Class: Balanced
  • Damage Base: ST−5
  • Dice: d20
  • Reach: 1
  • Atk Mod: −2
  • Parry Mod: −4
  • Min ST: 4

🔸 Round Mace

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.

Stats
  • Class: Balanced
  • Damage Base: ST
  • Dice: d12
  • Reach: 1
  • Atk Mod: −1
  • Parry Mod: −1
  • Min ST: 4

🔸 Spear

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.

Stats
  • Class: Balanced
  • Damage Base: ST+1
  • Dice: d10
  • Reach: 1, 2
  • Atk Mod: +0
  • Parry Mod: +1
  • Min ST: 4

🔸 War Axe (1H)

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.

Stats
  • Class: Balanced
  • Damage Base: ST+1
  • Dice: d12
  • Reach: 1
  • Atk Mod: +0
  • Parry Mod: −1
  • Min ST: 4

⚔️ Heavy Weapons

🔸 Greatsword

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.

Stats
  • Class: Heavy
  • Damage Base: 1½ST+4
  • Dice: d12
  • Reach: 1, 2
  • Atk Mod: −1
  • Parry Mod: +0
  • Min ST: 6

🔸 Heavy War Axe

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.

Stats
  • Class: Heavy
  • Damage Base: 1½ST+5
  • Dice: d12
  • Reach: 1, 2
  • Atk Mod: −2
  • Parry Mod: −2
  • Min ST: 6

🔸 Halberd Polearm

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.

Stats
  • Class: Heavy
  • Damage Base: 1½ST+2
  • Dice: d12
  • Reach: 2, 3
  • Atk Mod: −3
  • Parry Mod: +1
  • Min ST: 5

🔸 Heavy Flail

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.

Stats
  • Class: Heavy
  • Damage Base: 1½ST−3
  • Dice: d20
  • Reach: 1, 2
  • Atk Mod: −3
  • Parry Mod: −5
  • Min ST: 6

🔸 Lance

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.

Stats
  • Class: Heavy
  • Damage Base: 1½ST−2
  • Dice: d12
  • Reach: 4
  • Atk Mod: −3
  • Parry Mod: −6
  • Min ST: 6*

🔸 Bastard Sword (2H)

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.

Stats
  • Class: Heavy
  • Damage Base: 1½ST+2
  • Dice: d12
  • Reach: 1, 2
  • Atk Mod: −1
  • Parry Mod: +0
  • Min ST: 5

Weapon Stat Table

Summary Table

WeaponClassBaseDiceReachAtkParryMin ST
BlackjackNimble½ST−1d4C+22
HatchetNimble½ST+1d81+2−33
Kitchen KnifeNimble½STd6C+2−32
KnifeNimble½STd8C+2−22
LongknifeNimble½ST+3d8C,1+2+03
RapierNimble½ST+3d61,2+3+32
RockNimble½STd4C−2−71
Unarmed (Fist)Nimble½ST−2d4C+2+2
Unarmed (Kick)Nimble½ST−1d4C,1+1−1
WhipNimble½ST−2d65+23
BroadswordBalancedST+2d101+0+04
FalchionBalancedST+2d121+0−14
QuarterstaffBalancedSTd101,2+0+23
PickBalancedST+3d81−2−33
FlailBalancedST−5d201−2−44
Round MaceBalancedSTd121−1−14
SpearBalancedST+1d101,2+0+14
War AxeBalancedST+1d121+0−14
GreatswordHeavy1½ST+4d121,2−1+06
Heavy War AxeHeavy1½ST+5d121,2−2−26
HalberdHeavy1½ST+2d122,3−3+15
Heavy FlailHeavy1½ST−3d201,2−3−56
LanceHeavy1½ST−2d124−3−66*
Bastard SwordHeavy1½ST+2d121,2−1+05

Armor & Shields

Armor Table

Armor / Shield DR Speed Penalty Coord. Penalty Coverage Weight Cost
Padded Cloth Vest10075%6 lbs52 gp
Padded Cloth Suit10075%15 lbs122 gp
Supple Leather Vest20−185%5 lbs31 gp
Supple Leather Suit20−185%12 lbs74 gp
Heavy Leather Vest4−1−385%12 lbs210 gp
Heavy Leather Suit4−1−385%49 lbs490 gp
Scale Vest10−1−395%30 lbs580 gp
Scale Shirt10−2−695%35 lbs690 gp
Scale Suit10−2−695%68 lbs1,348 gp
Light Mail Vest80090%12 lbs525 gp
Light Mail Shirt8−1−290%15 lbs625 gp
Light Mail Suit8−1−290%29 lbs1,225 gp
Light Mail Coif80090%4 lbs175 gp
Heavy Mail Vest11−2−390%19 lbs1,260 gp
Heavy Mail Shirt11−2−390%22 lbs1,500 gp
Heavy Mail Suit11−2−390%44 lbs2,940 gp
Heavy Mail Coif110090%6 lbs420 gp
Light Plate w/ Helm14−2−495%56 lbs7,000 gp
Heavy Plate w/ Helm16−2−495%90 lbs11,200 gp
Small Shield800Front only6 lbs40 gp
Medium Shield800Front only14 lbs60 gp
Large Shield800Front only18 lbs120 gp

Armor Descriptions

Padded Cloth

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.

Supple Leather

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.

Heavy Leather

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.

Scale Armor

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.

Mail (Chainmail)

Real-World Equivalent: Riveted or Welded Chainmail Hauberk

Interlocked steel rings forming a flexible shirt and coif.

  • Light Mail (Vest/Shirt/Suit/Coif): DR 8, minimal encumbrance in a vest, moderate in a full suit.
  • Heavy Mail (Vest/Shirt/Suit/Coif): DR 11, significant weight and penalties but resists heavier blows.
Think of wearing a mesh of tiny metal donuts—flexible enough to dodge but weighty enough to slow you down.

Full Plate

Real-World Equivalent: Gothic Harness / Maximilian Plate

  • Light Plate: DR 14 with helm—nearly impervious to swords but vulnerable to warhammers; encumbrance −2 Speed, −4 Coordination.
  • Heavy Plate: DR 16 with helm—the pinnacle of medieval defense; only the largest siege weapons or specialized attacks penetrate; same encumbrance.
Imagine lugging around a refrigerator, but looking like the realm’s heavyweight champion.

Shields

Real-World Equivalents:

  • Small Shield (Buckler): 12–18″ round steel disk, DR 8, +1 parry; minimal weight.
  • Medium Shield (Heater/Round): 2–3 ft wood core faced with leather/metal, DR 8, +3 parry; balanced defense.
  • Large Shield (Pavise/Tower): 4–5 ft tall barrier, DR 8, +5 parry; covers most of your body but is slow to maneuver.

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).

Derived Stats

FieldCalculation / 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)