Print one per player. Nothing here is a secret.
The job. A man has been found dead in the Rumour Mill's northern field, outside Harford. Karle Rumour, the mill's factor, will pay you to find out who did it, and Reeve Edda Holm wants the culprits brought in alive.
Who's who in Harford.
| Name |
Who they are |
| Karle Rumour |
Factor of the Rumour Mill. Shrewd, exact, pays in Silver Boars. |
| Jered Rumour |
His brother, the miller. Calm; people bring him their troubles. |
| Saraj Rumour |
Their sister, the baker. Sells Courage Buns at 3 Skarns (one eaten in a short rest gives back 1 extra fatigue, once a day). |
| Gasgoine Rumour |
Their father. Seventy, retired, sits by the fire, remembers everything. |
| Edda Holm |
The Crown Reeve. Keeps the market honest and the peace when she can. |
| Old Bram |
A trapper. Honest, but every story grows in the telling. |
Rolling. Say what you want to do. The GM names the skill (or the attribute) and the tier. Read your target number for that tier from your sheet and roll d100: over the target number succeeds. Your chance is 100 minus the target number.
What the tiers mean (target numbers for a skill total of 45):
| Tier |
Target number |
Chance |
Feels like |
| Routine |
30 |
70% |
ordinary work for someone trained |
| Simple |
40 |
60% |
straightforward if you're prepared |
| Easy |
50 |
50% |
favourable, still needs attention |
| Moderate |
66 |
34% |
the usual real challenge |
| Hard |
77 |
23% |
risky, pressured or opposed |
| Very Hard |
86 |
14% |
severe opposition or awful conditions |
| Improbable |
91 |
9% |
at the edge of what's possible |
Raw attribute rolls (senses, Faith, Strength, Discipline, Memory) use three quarters of the attribute (rounded down) as the total. Untrained skills (under 5 points) show a * on your sheet above Easy: that target comes from the skill's main attribute.
The bands.
| You roll |
Result |
At the table |
| 96–100 |
Critical Success |
it works, with something extra |
| Over the target number |
Full Success |
it works |
| At it, or less than 20 under |
Partial Success |
progress, with a cost |
| 20 or more under |
Partial Failure |
no progress |
| 01–05 |
Critical Failure |
trouble gets worse |
Opposed checks. Your chance is your total ÷ (your total + theirs). 45 against 45 is 50%.
In combat. On your turn you get your movement and one main action (attack, defend someone, sprint, stand up, use an item). Initiative is on your sheet. An attack or a defence needs a Full Success: in combat a Partial Success is a miss, or a failed defence.
Helping. Say how you help. A Full Success on your help check gives the leader +5; a Partial Success still gives +5, with a cost. Two helpers at most.
Fatigue. Fresh (under 40% of your pool spent), Winded (40%: −5 to physical skill totals), Taxed (70%: −10), Exhausted (empty: −20). A sprint or charge costs 1, each round of climbing 1, a forced march 2 an hour. A short rest gives back 2–3; a long rest, everything.
Hit points. After a night's rest, someone trained in First Aid or Herb Lore can tend your wounds (Easy, or Moderate without bandages or a healer's kit): all your lost HP on a Full Success, half on a Partial Success, otherwise 1 HP a night.
Statuses you might meet. Prone (melee and defence −20; a main action to stand). Bleeding (Endurance −2 a round until First Aid). Downed (unconscious until First Aid). Exposed (Endurance −2 an hour, Discipline −10, until shelter). Disoriented (Navigation −15, half movement). Off-Footing (your next social check −10). Rattled (Discipline −10 on social checks for the scene). Distrusted (social checks with that person −20).
Money. You start with your trade's starting kit and a small purse set by your social standing: from 2 Silver Boars and 5 bits for an outcast to 60 Silver Boars for a noble. 1 Boar = 10 Copper Skarns; 1 Gold Stag = 10 Boars. Prices are in Boars: rations 5 a day, blanket 8, tarp 20, rope 10, torch 2, hooded lantern 25, oil flask 5, bandages 6, healer's kit 50, manacles 45.