Combat
Ranged +60 +40 +20 -10 -20 -30
Size of Target Monstrous Enormous Large Small Little Tiny
Range P.B. (0.1R) Short (½R) Long (x2R) Extreme (x3R)
Cover Soft Medium Hard
Other Into Crowd Into Group Aimed Moved Concealed Darkness
Melee +1 SL:Talents, Fortune +10: Advantage
+40 Attacking an opponent you outnumber 3 to 1.
Attacking an Engaged opponent in the sides or rear.
+20 Attacking an opponent you outnumber 2 to 1.
Attacking a target with the Prone Condition
Attacking whilst you have the Prone Condition or are beneath target.
-10
Attacking whilst in the mud, heavy rain or difficult terrain.
A called shot to a specific Hit Location. If you succeed you hit that location.
Fighting in an enclosed space with a weapon with a Length longer than Medium.
Attacking in a monsoon, hurricane, thick blizzard, or other extreme weather.
-20
Dodging when you have the Prone Condition, or are mounted
Close combat in darkness.
Using a weapon in your off hand.
-30 Attacking or dodging in the deep snow, water or other arduous terrain.
Conditions
Condition Effect Remove
Ablaze End of round, -1d10 Wounds (-TB, AP) +1 per additional Ablaze Athletics
Bleeding End of round, -1 Wound. 0 wounds=Unconscious, and 10% chance to die per Bleeding each round Heal*
Blinded -10 to test involving Sight, +10 to melee tests to hit you. Every other Round
Broken Must run away, -10 to all other tests Cool
Deafened -10 to test involving Hearing, +10 to melee tests to hit you from behind Every other Round
Entangled Cannot move, -10 to tests involving Moving. Opp. STR
Fatigued -10 to all tests. Rest
Poisoned End of round, -1 Wound, -10 all tests. 0 wounds=cannot heal. Unconscious=after TB rounds, test Endurance/
Endurance verses death. Heal*
Prone Half movement to crawl. -2SL to all tests involving Moving, +20 to melee tests to hit you. Stand Up
Stunned No action, half movement. -10 to all tests. +1 Advantage to attacker. Endurance*
Surprised No action, no movement. +20 to melee tests to hit you. Round End
Unconscious Auto hit and Crit in melee (attackers choice of location, max SL), or instant kill. Resolve*
0 Wounds Prone until regain wound. After TB rounds, Unconscious until regain wound.
<0 Wounds Critical Wound. If taken fewer wounds than TB, critical chart is at -20. No negative wounds.
Unconscious and 0 Wounds If more Critical Wounds than TB, you die.
*Gain Fatigued after removing this Condition
Fortune Fate Resolve Resilience
Spend Reroll failed test. Instead of Death, taken Ignore Psychology Cancel Mutation
+1SL to test (after roll) out of action. Ignore Crit mods Choose result of a
Skip Initiative order Cancel incoming damage Remove Condition failed test
Gain Start of session Extreme Heroism Roleplay Motivation Extreme Motivation