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Searching rooms

Skill used: Observation for the cursory look. Search for most of the others.

The normal times to do different types of searches in time/square:

  • 1 second: Cursory look: basically see objects behind other objects and the like. The type of search you do to see if someone left their purses or jackets or similar after a event..
  • 6 seconds: Basic Search: Look quickly through any desk drawers, move every piece of movable furniture a bit, look though the closets and so on.
  • 60 seconds: Thorough check: check all pockets in the clothes in the closets, examine every object briefly, Scan the headlines in an archive, pull out the drawers to see nothing is behind them and so on.
  • 600 seconds: Read Through, evaluate: In places with a lot of stuff like a archive, Teenagers room or a jewelry store look though all and read headlines from papers, evaluate the jewelry values or search for a single joint..

Searching bodies

Search a body/nonresisting human. All require search rolls and 2 free hands.

  • Single Pack or similar: 15 seconds
  • Patdown type: 30 seconds: +1 against holdout
  • Skin search: 3 minutes: +3 against holdout
  • Full search including cavity search: 5 minutes: +5 against holdout

Detecting secret doors

In most situations if you move faster you get a penalty equal to speed on range/speed table, thus when searching for traps moving more than 2 yards/second causes this.

If you have skill and want to move slower to get the bonus for more time taken the base speed is 1 yard/second. Thus at 1/2 yard/second and at least 1 rank in skill you get +1.

  • Traps
  • Architecture: Any in buildings
  • Engineering(Mining): Any in mines and caves
  • Perception(Sight/Touch)/observation : Can detect many secret doors, normally at -4
  • Dungeoneering: -4

Analysing enemy plans

You can take a turn and ask the GM to roll Tactics for you. Success means he’ll reveal the enemy’s broad plan – if there is one – beyond “They’re trying to kill us!” For instance, “They’re guarding that door,” “They’re maneuvering us away from that magic item” or “They’re stalling until the mage gets the spell off.” Failure means he lies.


Detecting traps

In most situations if you move faster you get a penalty equal to speed on range/speed table, thus when searching for traps moving more than 2 yards/second causes this.

If you have skill and want to move slower to get the bonus for more time taken the base speed is 1 yard/second. Thus at 1/2 yard/second and atleast 1 rank in skill you get +1.

  • Traps: Can detect any trap.
  • Perception(Sight)/observation: Can detect any nonmagical trap at -4
  • Dungeoneering: -2
  • Percption(Magic): can detect any magic trap.
  • Survival(Right Terrain): Detect any traps in nature, like deadfalls, pit traps and snares.
  • Architecture: Can detect any architectural traps built into buildings.
  • Engineering(Mining): Can detect any built traps in mines and caves.

Disabling/rearming traps

To estimate the difficulty of the operation is a professional knowledge roll on the right skill. Use 1 second and succeed by 10 to get a approximate difficulty, spend a minute and succeed by 20 to get exact.


  • Traps: any nonmagical trap and some magical traps.
  • Counterspelling, dispell: Some magical traps.
  • Attunement: Some magic traps
  • Survival(Right Terrain): any traps in nature.
  • Engineering(Simple mechanisms/clockwork): any disassemblable traps.
  • Engineering(Mining): Any built traps in mines and caves
  • Engineering(civil or combat): any deadfalls and similar.


  • simple normal trap(+5 to +0): 1 second 1 hand free
  • moderate normal trap(-1 to -5): 2 seconds 1 hand free
  • hard normal trap(-6 to -10): 4 seconds 2 hands free
  • simple medium security trap(-11 to -15): 8 seconds 2 hands free
  • moderate medium security trap(-16 to -20): 15 seconds 2 hands free
  • complex medium security trap(-21 to -25): 30 seconds. 2 hands free
  • simple high security trap(-26 to -30): 1 minute 2 hands free
  • moderate high security trap(-31 to -35): 2 minutes 2 hands free
  • complex high security trap(-36 to -40): 4 minutes 2 hands free
  • Simple Ultra high security trap(-41 to -45) 8 minutes 2 hands free
  • Moderate Ultra high security trap(-46 to -50) 15 minutes 2 hands free
  • Complex Ultra high security trap(-51 to -55) 30 minutes 2 hands free

In most cases it is possible to rearm the trap with the same difficulty roll if wished.

Doing it faster is different from standard: Each category in time down is -2 to the roll.

Open lock

To estimate the difficulty of the operation is a professional knowledge roll on the right skill. Use 1 second and succeed by 10 to get a approximate difficulty, spend a minute and succeed by 20 to get exact.

  • Lockpicking: Opening Locks/Safes. In addition to all the usual combination locks, key locks, safes, etc.
  • Lock master spell: as Lockpicking.
  • Forced Entry: Smashing Mechanical Barriers. Using melee attacks and forced-entry tools to destroy all manner of locks, vaults, and security walls, if you don't care about collateral damage or stealth.


  • simple normal lock(+5 to +0): 1 second 1 hand free
  • moderate normal lock(-1 to -5): 2 seconds 1 hand free
  • hard normal lock(-6 to -10): 4 seconds 2 hands free
  • simple medium security lock(-11 to -15): 8 seconds 2 hands free
  • moderate medium security lock(-16 to -20): 15 seconds 2 hands free
  • complex medium security lock(-21 to -25): 30 seconds. 2 hands free
  • simple high security lock(-26 to -30): 1 minute 2 hands free
  • moderate high security lock(-31 to -35): 2 minutes 2 hands free
  • complex high security lock(-36 to -40): 4 minutes 2 hands free
  • Simple Ultra high security lock(-41 to -45) 8 minutes 2 hands free
  • Moderate Ultra high security lock(-46 to -50) 15 minutes 2 hands free
  • Complex Ultra high security lock(-51 to -55) 30 minutes 2 hands free

Doing it faster is different from standard: Each category in time down is -2 to the roll.

Setting traps

  • Survival(Right Terrain): any traps in nature like building pits, setting snares and so on
  • Traps: Setting any lose trap and building pits and similar simple traps.
  • Engineering(Mining/Civil/combat): Building pit traps and dead falls.
  • Engineering(Simple machines/Clockwork):Mechanical traps.

The success by in setting the trap is the difficulty to find the trap, difficulty of disabling depends on the trap type.

Bashing though obstacles

You can destroy a door or a chest with a crushing or cutting weapon. No attack rolls, just roll damage at +2, or +1 per die, for All-Out Attack (Strong) – plus another +1 per die with Forced Entry at DX+1, or +2 per die at DX+2. Subtract DR, multiply by 1.5 if you used a cutting attack, and reduce the target’s HP until it breaks. Swords dislike such abuse, and have a 3 in 6 chance (2 in 6 if fine, 1 in 6 if very fine) of bending: -1 to skill.

Another option is to apply boot or shoulder to the door and overpower its attachments without annihilating it. Roll a Quick Contest: ST vs. the lock or hinge’s HP (6 to 46). You may add Lifting ST, +2 for a crowbar, and +1 with Forced Entry at DX+1 or +2 at DX+2, but have a penalty equal to the hardware’s DR (-3 to -24). For a barred or wedged portal, use the bar or wedge’s DR (-1 to -16) as a penalty, if greater than the lock or hinge’s DR; similarly, the portal resists with the bar or wedge’s HP (14 to 37), if higher than the lock or hinge’s HP. You must win to open the door. Repeated attempts have a cumulative -1 and cost 1 FP each.



These use stealth normally, but in a crowd use shadowing.


  • A penalty equal to worse of: your encumbrance level or highest DR/2(Spending 10 minutes to pad or tie down rattling buckles and rubbing segments decreases noise by -1).
  • -5 to hide in an area without “natural” hiding places
  • +3 or more if there are many hiding places.
  • -5 to move silently if you are moving faster than Move 1.
  • -5 to fool those with Discriminatory Smell (e.g., dogs).

1 stealth roll covers:

  • 1 day at distant stationary observation like a OP.
  • 1 hour of following someone at edge of vision range behind.
  • 10 minutes of closing at far distances(actual distance varies with the terrain, but normally the 50+ meter ranges)
  • 1 minute at medium distances. (about the 10-50 meter range normally)
  • 10 seconds at close distances (about the last 10 meters normally, requiring 1 roll for s stationary target, 2 for slowly walking sentry)
  • 1 second if you stay really close to the target..

In normal careful approach towards a stationary target you have to roll once on each threshold.

Death from the Shadows

Usually When combat starts, anyone may try a Stealth roll to duck behind cover or into shadows. Modifiers: A basic -5; encumbrance penalties; +5 if team is ambushing, no modifier in a stand-up fight, or -5 if squad is ambushed; and -5 if there’s no cover or shadow. Success lets him attack his nearest foe (GM chooses) from behind; critical success lets him get at any enemy. Treat range as Close. The victim gets no defense. Attacking reveals the attacker’s presence for the rest of the battle (but see Disappearing, below). A use of Serendipity or a character point can find cover anywhere (no -5) or let the sneak choose his victim.


A really stealthy hero can vanish during combat! He must take a Move maneuver to reach concealment – if only briefly. Then he attempts the Stealth roll above, but at a basic -10 and without ambush modifiers. Failure means he’s spotted and still in the fight. Success lets him escape and “vanish” for as many turns as he likes. If he reappears, he can be up to Move yards away per turn of absence, in any location he could reach by running – or via Parkour (pp. 19-20) or Climbing (pp. 18-19), if he makes all the rolls.

Hidden Weapons

To conceal a weapon for surprise use, roll Holdout. Add the Bulk penalty of a ranged weapon or the Holdout penalty of a melee weapon.

Success means the first strike with that weapon will be hard to see coming: -2 to target’s defense. Ensuing attacks won’t surprise anyone.

Physical feats


see climbing

Swimming/moving in water

Holding breath

Lifting heavy stuff

Uses ST+lifting ST to find BL. For speed see Getting Gear below. Add another 5% to BL per point by which you make a Lifting skill roll.


For combat maneuvers see: acrobatic_maneuvers

Balancing: Roll Acrobatics to traverse something narrow, at -2 if it’s taut or rigid (a ledge or a rail) or -5 if it’s slack (an ordinary rope). A pole helps balance – add +2 for a quarterstaff or a 6’ pole, +3 for a 10’ pole. Failure means a fall, but allows a DX roll to catch something(then you can try to pull yourself up).

Tumbling: During a Move maneuver, you may try to cartwheel or roll at full Move. Make an unmodified Acrobatics roll. Success means that anyone who makes a ranged attack on you adds your full Move to range. Failure means you only get half your Move and no special benefits. Critical failure means you fall down and go nowhere!

Acrobatic Guard: If you fear for your life, you can declare that you’re acrobatically avoiding one opponent and doing nothing else. Roll a Quick Contest of Acrobatics vs. his best melee skill. If you win, he’ll have a penalty equal to your margin of victory on his roll to hit you on his next turn. If you tie or ose, you waste your turn. Regardless, you still get your usual active defenses.

Reaching high/Pulling yourself up

Make a ST-based Climbing roll to pull yourself up onto anything you can reach: your height *1.25. On a failure, you hang there and may retry, paying 1 FP per repeated attempt.

You can add your height jump distance to above, but in such you must roll a DX roll to catch a hold.

If helped by someone else: He makes a ST roll while you roll Acrobatics at -2. If you both succeed, you can reach anything up to the sum of your heights and try a pull-up as above to get yourself up there. Repeared attempts cost 1FP.


During a Move maneuver, you may try to cartwheel or roll at full Move. Make an unmodified Acrobatics roll. Success means that anyone who tries to shoot you has an extra -2. Failure means you travel half your Move but enjoy no special benefits. Critical failure means you fall down and go nowhere!

Aquiring things



Filch is first and foremost the skill of shoplifting. It can grab any object that you are strong enough to carry, the objective being to act so swiftly and surreptitiously that nobody notices this at first. It also encompasses the operation of such thieving tools as hooked poles, lariats, and trapdoor suitcases to snag objects of interest. It only covers theft; later concealment requires Holdout for small items, Smuggling for large ones. Filch would, for instance, cover this.

Pickpocket is exclusively the skill of removing objects from or placing objects on a person without his knowledge. It can only transfer hand-sized objects (and usually much smaller ones). The objective is to lay hands on someone without being detected. It encompasses a detailed comprehension of attire, including pocket placement, fasteners, jewelry clasps, and common holdout gear (like concealment holsters, money belts, and neck pouches). It strictly covers the pull; later concealment always requires Holdout. Or you could just run away!

Sleight of Hand is the skill of transfering objects into, out of, or between your own hands without the transfer being seen. It can only manipulate hand-sized objects, and it cannot interact with someone else's body (for that, use Pickpocket). The objective is to misdirect or distract so that the deed isn't noticed. It encompasses cheating at cards and dice, and shell games. It doesn't require Holdout as a follow-up, as it encompasses palming for concealment. However, a hand used in this way is occupied; to transfer the object to concealment on your person, roll Holdout.

There are situations where you could use several options. For instance, if you wanted to pass documents, you could bump into your contact and use Pickpocket to grab the package, or your contact could set it down somewhere and you could use Filch for the pickup. But mostly, these are for different situations. Filch is the only skill that does size, Pickpocket is the only one good for people, and Sleight of Hand is the only one that covers concealment (it can make an object “vanish”).

see shoplifting

Buying items

For item availability see item_availability

For haggling see bargain_hunting



For survival rolls see: Survival

For reducing cost of living by living off the land see: survival


Very soft ground+3
Soft ground+0
Firm ground-3
Hard ground-5
Every six creatures in the group being tracked+1
Size of creature or creatures being tracked +SM
Every 48 hours since the trail was made-1
Every two hours of normal rain/hour of heavy rain since the trail was made-1
Fresh snow cover since the trail was made-5
Overcast or moonless night-3
Fog or precipitation-1/-2
Tracked party hides trail:move full speed -1/hider camouflage skill rank
Tracked party hides trail:move half speed -1/hider camouflage success by

Note that one person can only hide tracks of 6 people at above speeds unless the group is very well trained(high solder skill) and moves half speed stepping into each others tracks.



Can communicate a simple concept – “six monsters,” “attack,” etc. – without compromising stealth on successfull Gesture roll. In many cases it is good idea to use extra time when gesturing to make the gestures clear.

send simple message:
Gesture: +4
Soldier: +0
Dungeoneering: +0

Understanding simple the gesture is a roll vs IQ, gesture, soldier or gesture at +1/signaler success by.

Complex information requires gesture skill both to send and receive and normally takes about 2 seconds/word base time

Sending complex: Gesture: +0
Soldier: -4
Dungeoneering: -4

Understanding same skills and the receiver does not get a bonus understand and gets the range penalty to the gesturer.

Mimicry (Animal Sounds or Bird Calls) can deliver a prearranged signal to warn the party.

Bad stuff


To spot get a Per-based roll against Poisons.

For preparing wild poisons for use see: Prepararing for use

To apply to a weapon roll poisons skill roll, No roll normally needed to apply to food or drink for ingestible types.

For effects and recovery see: poisons and see Herb table for normally available poisons.


Those with Magery(Clerical) get a Perception roll at +1/Magery level to recognize a cursed zone before it’s too late. (Normal range penalties are used to see how far away they see on success so a exact success=2 yards, success by 1 3 yards and so on.)

A Occultism or Theology roll – at a penalty for altars of forgotten cults or unspeakable gods – may turn up clues about the curse’s effects and triggers.

Making a cursed area safe to enter,a cursed altar safe to pillage or to remove a curse form a person requires an Exorcism roll. This is a Quick Contest vs. the (possibly high) Will of the evil force possessing the area. This takes three hours. The exorcist must win to prevail. On tie when uncursing a person, that person free of the curse for 6 hours. On fail, he can’t retry for a week (others can). If his roll is a critical failure, he suffers the curse.

Alternative: can use Remove Curse spell for cleansing or treatment. This works just like Exorcism, but costs 20 FP and takes only an hour to try.


Monster Information

  • The most important way to know monter lore is hidden_lore or occultism or Dungeoneering -4
  • Heraldry to recognize bandits, orc tribes, etc., by their mark.
  • Survival to recognize lions, tigers, and bears, but things like greater dire are trickier(-4 base).
  • Naturalist for giant, dire, and warped versions of normal animals.
  • Thaumatology for golems and other wizardly automata

Success identifies the target, plus one useful tidbit (favorite weapon, special power, weakness, etc.) per two points of success.

Identifying Loot

Stones: Everybody knows that shiny rocks are valuable. To tell semiprecious stones from gemstones, make a Merchant roll.

Luxury Items: To know fine incense from cathouse perfume, rare tropical woods from common types, ermine from rat fur, etc., roll against a suitable Connoisseur specialty.

Artwork: Some things, especially artwork, are valuable because of who made or owned them, or by dint of some other historical quirk. Make a Connoisseur roll to spot a potential item of this kind – and a Forgery roll to discover whether it’s real or a fake!

Superior Weapons and Armor: Roll against an appropriate Armoury specialty to spot better-than-average arms and armor.

Blessed/Cursed Items: If you have Power incestiture roll: Perception +1/PI level detects a blessed (or cursed) item. A cleric can take four hours to pray to his god and get the full details by making a Religious Ritual roll.

Magic Items: Noticing that a item is magic requires a touch and magic perception roll. Roll at basePer+Any magic per bonus and +1/magery or PI level if right realm. Using them see Attunement

Magic Writings: Are studied and identified with Thamatology roll. You must know the language they are written in. Any charged writing are detected as other magic items.

Potions: Are detected as other magic items, analysed with alchemy. The tester can use a backpack alchemy lab, take four hours, and at worst ruin the potion on a critical failure or taste the stuff, which takes 10 seconds but means that bad effects affect him on any failure.


See reactions


If you rolled a critical success – or if the subject critically failed his Will roll – your victim must make a Fright Check in addition to the other results of the Influence roll!

Combat/potential combat

Roll a Quick Contest of skill against the higher of the enemy’s IQ or Will.

Victory by 5 or more means he flees the fight. If you win by 1-4, your opponent hesitates, taking that many All- Out Defense maneuvers, but doesn’t leave. If you tie or lose, he comes after you! This trick only works while the team allows enemies to run away unscathed. Shooting one in the back dooms this option to failure for the rest of the encounter.


Note that intimidation rarely gives true positive reaction.


  • -5 if already in combat
  • +1 to +4 for displays of strength, bloodthirstiness, or supernatural powers (GM’s judgment); increase this bonus by +1 if you are Callous (B125).
  • Appearance: +2 if you are Hideous, +3 if Monstrous, or +4 if Horrific.
  • Size: add your Size Modifier and subtract the subject’s.
  • Appropriate Reputation modifiers (positive or negative) certainly count!
  • -1 for Oblivious (B146)
  • -1 to -4 for Shyness (B154).
  • Subtract the subject’s Fearlessness (B55) from your roll.
  • The GM may assign a +1 or -1 for especially appropriate or clumsy dialog.
  • Requests for aid are always at -3 or worse.

Group Intimidation: You may attempt to intimidate up to 25 people at once, at -1 to skill per five people (or fraction thereof)

Drawing aggression

You can use Fast-Talk or Psychology to unleash taunts and jibes calculated to draw an opponent’s aggression. Take a Concentrate maneuver and roll a Quick Contest of skill against the higher of the enemy’s IQ or Will. If you win, that foe comes after you, changing targets if necessary. A tie does nothing. If you lose, he targets a hurt or otherwise vulnerable team member just to spite you! Win, lose, or tie, if you roll a critical success, your mark also makes an All- Out Attack on his next turn.

Repeat attempts on same foe are at -5 each regardless of success or failure earlier. This penalty is reduced by one each for 1 hour since last use, one more for 24 hours, one more for a week, one more for a year(leaving -1 each as permanent)


Adventurers who really need help can pray! Roll vs. the highest of IQ, Meditation, or Theology, at a base -10, +1 per unspent character point sacrificed, +1 per Magery(Clerical) re level. Success means a fortuitous coincidence saves the supplicant; e.g., his pack snags, stopping his fall. Critical success means a miracle; e.g., his god teleports him to safety.

Altars and Shrines: With a proper shrine, anyone with poqer investiture can lead the party in a prayer for aid. Roll against Religious Ritual at -10, plus Magery(Clerical), plus the total of all points sacrificed by everyone. Success and critical success work as above, but benefit the entire group.

Dungeons often contain ready-made altars and shrines – just not ones holy to friendly gods. Someone with Clerical Investment and an hour to spare can make a Religious Ritual roll to sanctify such a site (provided that it isn’t actually cursed). Success makes it holy; normally only critical failure angers the resident god enough to blast him.

Dealing with magic items


When you first handle a magic item can roll sense magic roll. Either basic roll or opposed depending on item maker wishe at time of making it.

Sense magic is: Per+magery+acute magic sense.

There are two types of roll:

  • Normal: roll at base skill +/- strength of magic
  • Opposed:roll at -1/caster magery and -1/caster skill rank in spell, -1/caster success by.


Requires either analyze magic spell or successful attunement roll.


Some items are used automatically(for example magic DR), others have some trigger(condition, power word or such), but most active ones require successful attunement skill roll to use.


Any Current Affairs skill can be used to keep track of rumors on the subject it relates to. Streetwise can pickup the “word on the street.”

Finding an informant, or a place where in formation is available, requires a searching for people roll

Getting information from a single person takes a reaction roll or Influence roll.

Out of a crowd of people, picking out a specific person who can be induced to talk at more length takes a Per-based Diplomacy roll

An entire crowd can be steered on to a topic. An open inquiry can is handled as a reaction roll, or Diplomacy can steer the conversation tactfully to the subject of interest. Fast-Talk can disguise the topic of the inquiry

A Carousing roll,which can be aided by paying for drinks or entertainment, may get people in a cooperative mood, or simply inspire them to talk freely.

Hidden Lore (Bardic Lore) skilliä voi myös käyttää.

Dealing with magic effects/areas


If you are target of a subtle spell, you can roll a opposed sense roll

Enter area

If you enter a magic area can roll a normal or opposed roll depending on spell effect.

Some magic areas are very easy to notice(Like fog/darkness etc.), more subtle roll sence magic as under dealing with magic items.


The exact thing you need to do to remove the magic effect depends on the effect.

Often there are countering spells. Few can be removed using exorcism or by breaking the focus.

Thaumatology usually tells what is needed.

Detecting magic/Sanctity/elemental levels

You can detect the change in ambient levels of forces with suitable skills/abilities.

Generic modifiers:

  • Shift by one level: +0
  • Shift by more levels: +3 each extra
  • Trying to detect though a portal: -10
  • Subtle shift: -2
  • Abrupt shift: +2

Skills/abilities used:

  • Life/unlife level: Naturalist+Magery(Druidic)
  • Magic level: IQ+Magery(essence) or Mentalism casting base(cha+app+spec+megery(mentalism)) or Perception(magic)
  • Sanctity/unsanctity: if you have Magery(Clerical) or Aura of good/evil: Will+Magery(Clerical)
  • Heat/water: Perception (+Heat/water elemental magic levels if elementalist)
  • Earth/Air: Perception (+Earth/air elemental magic levels if elementalist)
  • Chaos/Law: If you have chaos or law aura: Perception

Dealing with magic/elemental levels

High levels of elements and magic are dangerous.

Dealing safely with them requires Hazardous materials(Correct type) rolls at -1/level of material concentration. If you are imersed you will need also the correct protections. The Hazardous materials skill is for handling.

Finding food


Environments are one of:Desolate, Very Poor, Poor, Typical, Good, or Excellent

Most terrain types (see Survival, pp. B223-224) are Typical on average, with patches ranging from Very Poor to Excellent.

Arctic and desert zones tend to be Poor or Very Poor, with large stretches of Desolate territory.

Hot springs in arctic regions, oases in deserts, and other microclimates may provide areas of superior quality, though – knowing where to find the best foraging spots is an important part of the Area Knowledge skill!

The grade of most environments varies seasonally as well; a one- to two-step quality drop between summer and winter is common (and Area Knowledge can help predict when this is likely to occur, too).

Rach attempt to use the Survival skill to find food:

Terrain TypeDuration
Desolate 1d+6 hours
Very Poor 1d+2 hours
Poor 1d-1 hours (minimum 1 hour)
Typical 1 hour
Good 1/2 hour
Excellent 1d attempts per hour

Each gathering attempt is one skill roll against Survival Success finds one meal of edible leaves, roots, mushrooms, seeds, sap, fruit, nuts, or insects; success by 5 doubles the yield; critical success triples. Failure turns up nothing to eat. Failure by 5 means food that is mildly poisonous or has other inconvenient effects (e.g., accidental discovery of psychoactive molds). For a typical poison, roll vs. HT; success indicates 1 point of toxic damage, while failure inflicts 1d damage. Critical failure indicates some accident while gathering.


A hunter needs Tracking, Survival, or Naturalist to find game; Stealth or Camouflage to get near enough to strike; and then weapon skills for the kill.

To locate game, big or small, roll against the hunter’s best game-finding skill. When several hunters travel together, roll once using the group’s highest skill. Success by 0-4 locates small game, success by 5+ reveals signs of a large animal, and a critical success sights big game.

Small Game

Hunts for birds, small mammals, etc. After sighting prey (see above), the hunter may attempt to close with it. This requires at least one Stealth roll; see Stealth. Treat most animals as being on the alert, making this a Quick Contest: Stealth vs. the beast’s best sense.

If the hunter isn’t detected, he may have the benefit of surprise on his first attack. This usually means a shot with a missile weapon: blowpipe, bow, sling, or throwing stick. If the hunter can close, he can even attack using a melee weapon.

If the hunter is detected, the animal bolts. He can try one attack, suffering whatever range penalties apply.

Big Game

Hunts for large animals should be roleplayed. If the hunter finds tracks or other visual signs, he may recruit a hunting party before setting out in pursuit. Getting within visual range of the beast may take from 30 minutes to 2- 3 days, depending on the age of the tracks, the terrain, and the results of skill rolls; see Tracking

Once the hunting party reaches a range of (2d-2)x10 yards, handle the final approach as a Quick Contest, exactly as described in Small Game (above). Roll every 10 yards until the hunters are either discovered or ready to attack. If the beast senses the hunters and flees, the GM should allow the hunters a parting shot. They may also chase their quarry. A typical strategy is to let the animal get away, running at top speed, and pursue it at half speed. The prey will become too fatigued to run long before the hunters do.

When hunting predators (e.g., bears) and aggressive herbivores (e.g., Cape buffalo), alerting the prey can prove deadly. Some beasts may choose fight over flight, attacking immediately. Others might flee only to circle around and attack the hunters!


Traps offer an alternative means of obtaining meat. Use Survival to set simple snares, box traps, etc. for small game.

Roll against Traps for any trap that could capture, maim, or kill human-sized or larger prey – big dead falls, tiger pits, etc. Naturalist skill can help determine optimal locations for traps, while Camouflage is valuable for concealing traps from animals with good eyesight (e.g., humans).

Some common traps:

  • Snares: Typically loops of rope set where animals are likely

to pass – on the ground where they walk or in narrow passages they might traverse (e.g., a gap between thick bushes). An animal that passes through catches its neck or a limb in the slip knotted loop, which tightens as the beast tries to escape.

  • Box or Net Traps: These enclose prey rather than simply

snagging it. They drop a box or cage on the animal, or scoop it up in a net. They’re harder to set up than snares, but hold prey more effectively.

  • Deadfalls: These work much like box traps, but drop a

heavy weight on the victim.

For each trapping expedition, roll against Naturalist, or Survival at -2, to determine the location’s desirability. This gives a modifier to trapping rolls: +2 for critical success, +1 for success by 5,no modifier for ordinary success, -2 for ordinary failure, or -4 for failure by 5 and -6 for critical failure. Then make one Survival or Traps roll per string of 10 small traps. Success means that one trap has been sprung, plus an additional trap per point of success. If the traps aren’t checked regularly, animals may roll against ST to escape snares or ST-2 to escape box traps.

Pit traps, sometimes dug to catch large prey such as pigs or tigers, work differently. Roll as above for placement. However, when an animal encounters the trap, the hunter must win a Quick Contest of his Camouflage skill vs. the beast’s Vision (+3 if it’s alert, or +5 if it has cause for suspicion) for the prey to fall in. The pit has to be large enough to hold the animal (at least as long as it is) and deep enough to prevent it from climbing out (the creature’s height is usually sufficient – or at least twice its height, for good climbers and leapers). If the animal has significant leaping ability, like a tiger, the pit also needs to be small enough to keep it from getting a running start.

Small traps yield one meal each. Any trap large enough to require the Traps skill yields at least two.


Bodies of water often provide fish to catch. Aquatic animals have proportionately more edible tissue than land-dwelling ones, so a successful day’s fishing can frequently produce more food than a good day’s hunting.

A fisherman might try to catch fish by hand in shaded areas or in very shallow water. He could muddy the water in small pools to cause fish to swim to the surface to breathe, or use a lure to bring them close enough to club them. He may spear or harpoon them in shallow water, or from a boat or a raft. Or he might use a line and baited hook, or a net. All of these methods require a roll against the Fishing skill.

Modifiers: -5 if wholly unequipped, or -2 if using improvised tools (e.g., a sharpened stick for a spear).

Success catches 1/2 meal of edible fish, plus a further 1/2 meal per point of success; e.g., a roll of 7 vs. an effective Fishing skill of 12 would yield three meals. Triple this yield for two fishermen handling a large net together. Failure by 5 usually causes some minor incident and one lost period extra. Critical failure on any roll means the area is fished out for the remainder of the day.


Whether an animal was hunted, trapped, or raised and slaughtered, edible meat is 40% of its weight plus 5% per point of success on a Professional Skill (Butcher) or Survival roll, to a maximum of 70%. Familiarity (p. B169) applies; Butchering takes an hour per 100 lbs. of whole body weight; each pound of meat counts as one meal. Many remaining parts are useful – skin for leather, gut for bowstrings, bones for construction and weapon tips, etc.

Action durations

Getting Gear

  • Pick up a heavy object in one hand (weight up to 2*BL): 2 sec.
  • Pick up a heavy object in two hands (weight up to 8*BL): 4 sec.
  • Open an unlocked box, briefcase, chest, door, etc.: 1 sec.
  • Find a loose item in a box, briefcase, pack, etc. (if it’s not hidden): 2d seconds For backpack add drop time. Organized(place) perk reduces by 1 second.
  • Find an item in your own pocket/belt pouch: 1d seconds. Organized pockets perk reduces by 1 second.
  • Replace a weapon in its scabbard, drop a small item into your pocket: 2 sec. Grip mastery perk reduces sheathing by 1 second. Fast sheathe reduces by 1 second on successful fast draw roll.

Drawing item

It generally takes a single Ready maneuver to ready an item that is on your belt, in a pocket, in a scabbard or holster, or slung over your back.

A delvers webbing allows you to place many things reachable with ready action on successful soldier/dungeoneering roll to your belt.

Pick up items

If you stand still, a single Ready maneuver also lets you pick up an item from a table, wall rack, etc., provided it is within your reach (normally one yard)

Picking something up from the ground

As picking up items normally but:

You must be kneeling, crawling, sitting, or lying down to do so, unless you have arms with a two-yard reach! If you are standing, you must first take a Change Posture maneuver to kneel, sit, etc.

Note: If you are not fully aware of the item location, like a dropped weapon you must succeed in a vision roll to see it.

Also dropped weapons might not be within a yard: Roll 1d: on 4-6 you will need to take a step in random direction to reach it

Readying picked up items

After you have picked up an item you can ready it as next action.

Fast Draw in picking up items

A fast draw roll allows items picked up to be picked up readied, eliminating the need for a a ready action to ready them.

A fast draw will also allow you to instantly ready a item that is placed for easy access like a sword in a scabbard or stuck tip down in the ground in front of you.

Having multiple items in the same place, like several scabbards on the same side of the belt imposes a -2 fast draw penalty/item over one to all items in same location if you care what items you get. (For example if you have several arrows stuck in ground in front of you for easy access and do not care which one you get, you do not get the penalty, but if you want a specific arrow, you get the penalty)

For items laying on ground: Can try to flip the item with foot to get it high enough to grab: For swords and similarly shaped item this is sports(Soccer)-3 or fast draw-5 roll to get some sort of grip allowing a ready maneuver next second, Fast draw -10 to instantly ready it too. Failure sends it 1d6 yards in random direction. More unwieldy items get higher penalty.

You can also combine Fast draw with an acrobatic maneuver(roll or cartwheel normally, but swinging upside down might work too), at the usual -4 penalty to acrobatics and fast draw to reach a item on the ground and remain standing at end of maneuver. (This can also be combined with acrobatic move and attack, giving -10 to rolls. Thus acrobatics -10, fast draw -10, and weapon skill -10/-6-bulk allows you to roll, grab a dropped weapon and attack with it as move and attack.)

  • Dropping a backpack. 2 seconds
  • Dropping a Frame pack: 4 seconds
  • Putting on/taking off a full suit of armor 30 seconds. require 2 hands.
  • Put on/taking off all clothes: 30 seconds.
  • Put on/taking off inside clothes(I.e. no shoes, jackets etc): 15 seconds
  • Put on/taking off armor. The armor time given on Armor page.
  • Put on partial clothing: 3 seconds/part(torso double time). (torso, pants, arm, arm, leg,leg, head, feet, feet,hand,hand)
  • Put on partial armor. 1/10th the armor time given on Armor page.
  • Apply oils to weapons: 10 seconds for full effect.
  • Apply oils to weapons quickly: 1 second, requires dex roll, in effect dex success+1d6 second

Other Long actions

Bandage wounds: 1 minute.
Treat shock: 10 minutes.

Extra effort

You can try to do extra effort in combat. Each such try costs 1 FP and requires a will roll.

Success gives either +2 to dodge,parry or +2 to melee damage on normal attack as decided by you before the roll.
Failure costs the FP but does nothing.
Critical success does not cost the FP, else as success.
Critical failure causes 1 HP of damage to hand(parry/attack) or foot(dodge)

Alternative uses: Flurry of Blows: If you take an Attack maneuver, you can halve the penalty for Rapid Strike by spending 1 FP per attack.
Giant Step: If you take an Attack or Defensive Attack maneuver, you can spend 1 FP for one extra step.
Heroic Charge: If you make a Move and Attack, you can spend 1 FP to ignore both its skill penalty and its effective skill cap in melee combat, only 1/2 move.
Desperate Defense: You can spend a FP and get two defenses against the same attack. For example both parry and dodge one attack.

Modifying Action durations

Perks and advantages that modify

  • 1 pt Efficient(Skill must be 14+ to get) allows ignoring -2 for too little time for one skill
  • 5 pt Super Efficient(Skill must be 16+ to get) allows ignoring -4 for too little time for one skill.
  • 25 pt Hyper Efficient(Skill must be 18+ to get) allows ignoring -6 for too little time for one skill.

Speeding/Slowing actions

actions.txt · Last modified: 2014/08/31 06:16 by weby