Print one per player.
Rolling. Say what you want to do. The GM names the skill (or the attribute) and the tier. Read your target for that tier from your sheet and roll d100: over the target succeeds. Your chance is 100 minus the target.
What the tiers mean (chances for a skill total of 45, an average trained character):
| Tier |
Target |
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. An attribute of 30 gives 22: Easy 34%, Moderate 19%. Spotting a trap is a sense roll; dealing with one is Trapcraft.
The bands.
| You roll |
Result |
At the table |
| 96β100 |
Critical Success |
Big hit: it works, with something extra |
| Over the target |
Full Success |
Hit: it works |
| At the target, or less than 20 under |
Partial Success |
Close: progress, with a cost |
| 20 or more under |
Partial Failure |
Miss: no progress |
| 01β05 |
Critical Failure |
Disaster: trouble gets worse |
In combat there is no Partial. An attack or a defence needs a Full Success or better. A Partial Success is a miss, or a failed defence. Partial still counts everywhere else.
Opposed checks. Your chance is your total Γ· (your total + theirs). Example: 45 against 45 is 50%.
Helping. Say how you help. If your help check is a Full Success, the leader gets +5; a Partial Success still gives +5, with a cost. Two helpers at most.
Modifiers change your total or move the tier. Nothing is added to the die. Ethnicity, profession and religion bonuses (+10 primary, +5 secondary, +1 tertiary, to attributes and skills) are already on your sheet.
Fatigue. Your pool is on your sheet.
| State |
When |
Effect |
| Fresh |
under 40% of your pool spent |
none |
| Winded |
40% or more |
β5 to physical skill totals |
| Taxed |
70% or more |
β10 to physical skill totals |
| Exhausted |
pool empty |
β20 to physical skill totals, and pushing on risks being Downed |
Costs: an imbuement 1, a sprint or charge 1, each round of climbing 1, a forced march 2 an hour. A short rest (10 minutes) gives back 2β3; a long rest (8 hours, safe) gives back everything.
Hit points. After a night's rest, someone trained in First Aid or Herb Lore (or a paid healer) can tend your wounds: a check at Easy, or Moderate without bandages or a healer's kit. Full Success: all lost HP back. Partial Success: half, rounded up. Failure, or no one tends you: 1 HP a night.
Statuses you might meet.
| Status |
What it does |
How it ends |
| Prone |
Melee and defence β20 |
a main action to stand |
| Grappled |
Melee and defence β20, no two-handed weapons |
win an opposed Strength check (main action) |
| Dazed |
Wits β20, defence β10 |
1d3 rounds |
| Bleeding |
Endurance β2 each round |
First Aid |
| Leg Impaired |
Balance β20, defence β20, half movement |
a short rest after the fight |
| Combat Shock |
Discipline β20, Wits β10 |
1d3 rounds, or a talk and time |
| Downed |
unconscious, no actions |
First Aid |
| Exposed |
Endurance β2 an hour, Discipline β10 |
shelter |
| Disoriented |
Navigation β15, half movement |
a landmark, a guide or a good roll |
| Resource-Depleted |
the thing you're out of: related checks β20 |
resupply or forage |
| Off-Footing |
your next social check β10 |
the scene ends |
| Rattled |
Discipline β10 on social checks |
the scene ends |
| Distrusted |
social checks with that person β20 |
prove yourself |
| Shamed |
social checks in that community β15 |
vindication |
Money. 1 Silver Boar = 10 Copper Skarns. 1 Gold Stag = 10 Boars. Prices are in Boars. You start with 200.