Skip to content

Instantly share code, notes, and snippets.

@kwhitaker
Last active October 3, 2020 04:07
Show Gist options
  • Star 6 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save kwhitaker/58d1c2bdcf38fd303bc83a152eea1fdb to your computer and use it in GitHub Desktop.
Save kwhitaker/58d1c2bdcf38fd303bc83a152eea1fdb to your computer and use it in GitHub Desktop.
Zweihander Procedures

Casting Magick

  1. Pick the Spell you wish to cast.
    • Only Spells you have formally learned can be attempted.
    • You cannot be wearing armor with the Heavy quality.
    • Wearing armor of any sort may affect the Difficulty Rating when attempting to cast.
  2. Remember the 4 Golden Rules for casting:
    • Can you see the target?
    • Do you have at least one hand free?
    • Can you speak?
    • Do you have the required Reagents on you?
  3. Determine initial Difficulty Rating:
    • Petty - Routine (+10%)
    • Lesser - Standard (+0%)
    • Greater - Challenging (-10%)
  4. GM adjusts the Difficulty Rating for casting the spell based on circumstances.
  5. Are you in combat? If so, spend the appropriate AP for the spell being cast: Petty - 1, Lesser - 2, Greater - 3.
  6. Are you already Concentrating on a spell? If so, you may not cast another spell which requires concentration without also ending the first.
  7. Will you Channel Power? If so, spend 1 AP and decide whether to raise the Difficulty Rating by up-to 3 positive steps. You immediately suffer Corruption equal to the amount of steps you chose, and must roll the same number of d6 Chaos Dice after the casting to see if a Chaos Manifestation is triggered, regardless of success.
  8. Roll 1d100 to cast the Spell.
    • Did you succeed? Great! Execute the effects of the Spell as described in its entry.
    • Otherwise you fail. Consult the description of the Spell to determine adverse effects.
  9. Roll Chaos Die if needed, and determine Chaos Manifestations or Divine Punishment as required (page 293).
  10. Decide whether to Unfetter the Spell to extend its duration. Lower your condition on the Peril Condition Track a number of steps based on the spell: Petty - 1, Lesser - 2, Greater - 3.

Spending Fortune Points

  • Immediately after rolling a d6 Chaos Die, spend a Fortune Point to treat it as a face value of 6.

Character Creation

  1. Roll 3d10+25 seven times, assigning the values to the Primary Attributes in order.
  2. Optionally replace one of your Primary Attributes with 42.
  3. Determine the Primary Bonus for each Primary Attribute: this is the number in the ten's place of the attribute. For example, the bonus for an attribute with a score of 34 is 3
  4. Roll 1d100 to determine your sex (page 29).
  5. If your GM allows non-human races, roll 1d100 to determine your race (page 29).
  6. Update your Primary Attribute Bonuses based on the Racial Modifiers for your race (pages 31-42).
  7. Roll 1d100 to determine your Racial Trait (pages 31-42).
  8. Roll 1d100 to determine your Archetype (page 43).
  9. Record the starting Trappings for your Archetype (pages 43-49).
  10. Roll 1d100 and consult the professions chart for your Archetype to determine your first Profession (pages 43-49).
  11. Determine your base Peril Threshold by adding 3 + [WB] + any modifiers from traits, talent or magick.
  12. Record the rest of your Peril Condition Track as base+6, base+12, and base+18.
  13. Determine your base Damage Threshold by adding [BB] + armor damage threshold + any modifiers from traits or talents.
  14. Record the rest of your Damage Condition Track as base+6, base+12, and base+18.
  15. Determine your Encumberance Limit as 3 + [BB] + any modifiers from traits or talents.
  16. Determine your Initiative as 3 + [PB] + any modifiers from traits or talents.
  17. Determine your Movement as 3 + [AB] + any modifiers from traits or taelents.
  18. Roll 1d100 to determine your Season of Birth (page 51).
  19. Roll 1d100 to determine your Dooming based on your Season of Birth (pages 52-53).
  20. Roll 1d100 to determine your Age (page 52).
  21. Roll 1d100 to determine Distinguishing Marks, based on your Age (page 54).
  22. Roll 1d100 to determine your Build Type (page56).
  23. Roll 1d100 to determine your Height and Weight based on your Race and Build Type (pages 57-58).
  24. Roll 1d100 twice to determine your Eye and Hair Color based on your Race (page 59).
  25. Roll 1d100 to determine your Upbringing and Favored Primary Attribute (page 60).
  26. Roll 1d100 to determine your Social Class, and record your Starting Cash (page 61).
  27. Optionally roll 1d100 to determine your Drawback (page 63).
  28. Add 1 Fate Point to your sheet, and another if you took a Drawback.
  29. Roll 1d100 to determine your Alignment, and record both Order and Chaos values (page 65).
  30. Name your character
  31. Alot yourself 1000 Rewards Points to spend on your first Profession.
  32. Immediately spend 100 Rewards Points to "open" your first Profession. Record the Professional Trait of your Profession, along with the Special Trait and Drawback if they have any.
  33. Using the Advances Chart for your Profession, spend the remaining 900 Rewards Points on any of the advances listed. You must use all 900 points during character creation - You cannot save any points for future use.
  34. If your Profession gives you access to Magick, pick the appropriate options from Chapter 10.
  35. Determine your Iconic Trapping with the help of the GM, and record it.
  36. If you chose any Talents, Traits or Magick that alter your attributes, go back and adjust them.
  37. Purchase any additional Trappings if your GM allows it.
  38. If you purchase armor, adjust your Damage Threshold accordingly.

Chase Scenes

  1. Determine the distance for the chase: Yards, Miles, or Leagues.
  2. Determine Escapees and Pursuers.
  3. Create the Initiative Ladder:
    • Escapees are always at the top of the Initiative Ladder.
    • If there are multiple Escapees, order them according to their [AB].
    • Pursuers are ranked according to their Initiative.
  4. Record each participant and their [BB] on the Chase Scene Tracker.
  5. Determine the Escape Condition, which is the number of rounds needed before the Escapees lose the Pursuers.
    • Rounds can be an indeterminate amount of time: Minutes, Hours, or Days.
  6. Record whether any of the participants get a Head Start for the first round of the chase.
  7. If the chase is not on foot, determine any movement modifiers (page 378).
  8. At the beginning of each round, record the Escape Value for each Escapee as Head Start + Movement + 1d10 Chase Dice.
  9. Determine the Pursuit Value for each Pursuer as Head Start + Movement + 1d10 Chase Dice.
  10. If a particpant's Pursuit Value exceeds the Escape Value for an Escapee, they can attempt to Capture that Escapee.
    • Lower the Pursuit Value for the Pursuer to the Escape Value of the Escapee.
    • The Pursuer must make a Coordination Skill Test.
    • If the Pursuer's test is successful, the Escapee must make an immediate Coordination Skill Test to escape.
    • If the Pursuer succeeds and the Escapee fails, both are removed from the chase.
  11. Determine Fatigue, based on the number of rounds that have passed and the participant's [BB] (page 379).
  12. Resolve round by determining whether the chase is ongoing, or whether it has ended (page 379).

Combat

  1. Determine whether there is a Surprise Turn.
    • If you surprised your foes, take a free turn.
    • Add 1d6 Fury Dice to all Total Damage Results during the free turn.
    • If you were surprised, you are Defenseless and cannot take any Reactions.
  2. Each participant rolls 1d10 + Initiative - Overage to determine their position in the Initiative Ladder.
    • If two participants are tied, the participant with the higher [PB] goes first.
  3. Turns proceed in order down the Initiative Ladder
  4. Once each participant has had a turn, the round is over and the next round begins.

On Your Turn

  • You get 3 AP to spend on actions during your turn.
  • You do not have to spend all of your AP during your turn; you can keep some to spend on another participant's turn for actions like Dodging or Parrying.
  • You may not keep AP to use in the next round. Any AP remaining at the end of the round is lost.
  • Decide which actions you will take during your turn by consulting the list of available actions (page 243).
  • Make any tests required by your chosen actions.

On Another Participant's Turn

  • Spend AP to gain a Reaction to another participant's action if you:
    • Held any of your AP instead of spending them on your turn
    • Your turn has not happened, and you wish to spend some of your AP beforehand
  • Consule the list of available reactions (page 243).
  • Make any tests required by your chosen reactions.

Attack Actions

  1. Choose a Weapon to attack with, which determines the Skill Test needed for the attack.
  2. If using a Ranged Weapon, determine the Distance of the target and adjust the Difficulty Rating accordingly (page 251).
  3. Determine Total Chance for Success for the Skill Test as normal.
  4. Roll 1d100 to strike:
    • Did you roll under the Total Chance of Success? You succeeded!
    • Otherwise, you failed.
    • If the result is a match (33, 44, 55, etc.) you have rolled either a Critical Success or a Critical Failure.
    • If you were attacking with a weapon in your Off-hand, you must flip the dice to failure.
  5. If your opponent has any AP available, they may defend against your attack.
  6. If your attack succeeded and the opponent did not defend, roll [CB] + 1d6 Fury Dice to determine damage.
    • Remember, Fury Dice "explode" on a 6.
  7. Determine the defender's Damage Threshold as their [BB] + Armor Damage Threshold
    • Is the damage rolled equal to or less than the Damage Threshold? If so, nothing happens.
    • Otherwise the defender adjusts their Damage Condition Track as determined by the amount the Total Damage exceeds their Damage Threshold
      • Exceeds by 1+, adjust by -1
      • Exceeds by 6+, adjust by -2
      • Exceeds by 12+, adjust by -3
      • Exceeds by 18+, the defender is instantly slain!
  8. Depending on where the defender's Damage Condition Track is after taking damage, determine Injury:
    • Lightly Wounded: none.
    • Moderately Wounded: Roll 1d6 Chaos Dice, take a Moderate Injury on a 6, and suffer 3 Corruption.
    • Seriously Wounded: Roll 2d6 Chaos Dice, take a Serious Injury on a 6, and suffer 6 Corruption.
    • Greviously Wounded: Roll 3d6 Chaos Dice, take a Grevious Wound on a 6, and suffer 9 Corruption.
  9. If Injured, roll 1d100 to determine the injury suffered, based on its severity (pages 367-368).

Spending Fortune Points

  • Immediately after rolling a Chaos Dice or Fury Dice, spend one Fortune Point to treat it as a 6.

Spending Fate Points

  • Spend 1 Fate Point to avoid being slain.
  • Spend 1 Fate Point to avoid a single Injury.

Basic Skill Tests

  1. Determine the Skill being tested.
  2. Add the Primary Attribute value for the Skill with any bonuses from Skill Ranks.
  3. Apply any penalties from the Peril Condition Track.
  4. Add modifiers from any Talents, Traits or Magick.
  5. The maximum total modifier that can be applied to the Primary Attribute value is 30. The minimum is -30.
    • The computed value is your Base Value.
  6. Modify the Base Value with the Difficulty Rating provided by the GM
    • This value is the Total Chance of Success.
  7. Roll 1d100
    • Did you roll under the Total Chance of Success? You succeeded!
    • Otherwise, you failed.
    • If the result is a match (33, 44, 55, etc.) you have rolled either a Critical Success or a Critical Failure.
    • If the result is a 1, it always counts as a Critical Success.
    • If the result is a 100, it always counts as a Critical Failure.

Assisted Tests

  • Only one ally can assist with a test.
  • Assitance with a test cannot be announced after the GM has set the Difficulty Rating for test.
  • An assiting ally must posess a Skill Rank in the relevant Skill to assist.
  • Assisting takes the full concentration and effort of the ally.
  • The ally gives you an Assist Die, which can potentially replace the ten's dice for the Skill Test.
  • Roll the Assist Die along with the other dice for the test.
  • Choose the better of the two ten's dice to apply to your result.

Degrees of Success (for Opposed Tests)

  • Participants roll as normal
  • Participants add the Primary Attribute Bonus for the Skill being tested with the value of the ten's die.
  • Whoever succeeds their test and has higher Degrees of Success wins the test.
  • A Critical Success always wins, unless both results are a Critical Success.
    • In this case, consult Degrees of Success to determine the winner.

Spending Fortune Points on Skill Tests

  • Immediately after failing a Skill Test, you may spend a Fortune Point to re-roll your dice. You must accept the new roll.

Simple Social Intrigues

  1. Roll 1d100 to determine NPC Alignment (page 412).
  2. If known, record the NPC Social Class on the Social Intrigue Tracker, or roll 1d100 to determine it (page 413).
  3. Determine the Difficulty Rating based on Alignment and Social Class (page 413).
  4. Using the Difficulty Rating, determine the Total Chance of Success for the Skill Test as normal.
  5. Roll 1d100:
    • Did you roll under the Total Chance of Success? You succeeded!
    • If you got a Critical Success, you may get additional rewards from the exchange.
    • If you got a Critical Failure, you suffer 2d10+2 mental Peril

Complex Social Intrigues

  1. Discuss the objectives for the exchange:
    • Who will participate?
    • What are the objectives of each participant?
    • What is at stake?
  2. Players pick their Social Tactics. Record them on the Social Intrigue Tracker.
  3. GM determines Favorable Skills and Unfavorable Skills for the exchange.
  4. Determine whether a character's Reputation will influence the exchange.
  5. Roll 1d100 to determine NPC Alignment (page 416).
  6. If known, record the NPC Social Class on the Social Intrigue Tracker, or roll 1d100 to determine it (page 416).
  7. If known, record the NPC Disposition, or roll 1d100 to determine it (page 416).
  8. Determine the Difficulty Rating based on Alignment and Social Class (page 417).
  9. Using the Difficulty Rating, determine the Total Chance of Success for the Skill Test as normal.
  10. Roll 1d100, and use the result, Skill, and NPC Disposition to determine the NPC Temperament (page 418).
    • If the result was a Critical Success, refer to the temperament as if the NPC was Helpful, and award the party 1 Fortune Point.
    • If the result was a Critical Failure, refer to the temperament as if the NPC was Hostile, and the character suffers 1 Corruption.
  11. Roleplay the exchange.
  12. Resolve the exchange at an appropriate point, and assign RP awards for the exchange.
@zogar1993
Copy link

On Combat -> Attack Actions -> 7
Where it says:
Exceeds by 1+, adjust by -1
Exceeds by 6+, adjust by -2
Exceeds by 12+, adjust by -3
Exceeds by 18+, the defender is instantly slain!
It should say:
Exceeds by 1+, adjust by -1
Exceeds by 7+, adjust by -2
Exceeds by 13+, adjust by -3
Exceeds by 19+, the defender is instantly slain!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment