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FAST PLAY RULES

3d6 Game System designed by George Katsoulis

CONTENTS
The Basics

Action Dice

5
5
5
5

Checks and TNs

Success Ratings

6
6

The 3d6 Dice

Types of Rolls

Attributes
Strength
Coordination
Stamina
Reaction
Intelligence
Willpower
Personality

Skills
Using Skills
Fallback
Prowess
Nimbleness
Riding
Social
Personal
Academic
Language
Arcane
Divine

Perks & flaws


Using Perks and Flaws
Academic
Adventuring
Arcane
Close Combat
Combat Options
Crafting
Defensive Combat
Divine
Healing
Infiltration
Investigation
Mobility
Mounted Combat
Player Options
Racial - Dwarf
Racial Human
Ranged Combat
Resilience
Social Interaction
Teamwork
Flaws

Time
Initiative & Rounds
IC Units
IC Costs
Scenes

Movement & Visibility


Tactical Movement
Overland Movement
Cover
Concealment

Characters
Locations
Hit Points
Damage Reduction
Fatigue
Composure
Encumbrance

Combat
Random Hits & Called Shots
Melee Attacks
Ranged Attacks
Avoiding
Blocking
Protecting Locations
Damage
Types of Actions
Committing
Combat Options
Item Damage

Healing
Types of Wounds
Combat Healing
Natural Healing

Arcane Magic
Casting Spells
Word and Province TNs
Duration
Side-Effects
Learning More

Divine Magic
Casting Incantations
Incantation Properties
Duration
Incantations
Praying for More

Equipment
Properties
Melee Weapons
Ranged Weapons
Armors & Shields
Ammunition

THE BASICS
The 3d6 Dice
In the 3d6 Game System, 3 six-sided dice are used. One of them is called a War Die which explodes, meaning
that if it rolls a 6, you immediately re-roll it and add its result to your total to calculate the final roll. The
Bullet die gets re-rolled only once, unless some ability decrees otherwise.

Action Dice
Every player (and certain NPCs) have a certain number of Action Dice to use per Game Scene (more
information on Game Scenes later). Each Action Die adds one extra d6 on any kind of 3d6 roll. Note that his
does not affect other rolls, even if they are by accident made of three dice (such as a damage roll, for
example). These Action Dice refresh per Game Scene, as do many similar abilities. Players may use only one
Action Die per roll, unless some ability allows them to override this rule.

Checks and TNs


Theres a TN for almost every check you will make. To beat the check, you must roll equal or more to the TN
indicated. After having calculated the final modifiers based on your Skills and Attributes, you make the roll
and compare to the TN set by the GM.
TN
10
16
22
28
34
40
46

TYPE
Trivial
Very Easy
Typical
Challenging
Difficult
Insane
Epic

EXAMPLE
Walk up a flight of stairs
Hack a non-moving medium-sized target
Shoot a medium-sized target at 20 meters
Climb a natural wall with few footholds
Shoot a walking human in the head at 50 meters
Convince an attacking force of bandits that you want to join them
Evade incoming bolts and arrows

Success Ratings
Rolling lower means you fail and rolling even lower might indicate some sort of botch. Higher rolls indicate
more success. The extra damage dice below apply to damage rolls. You will find below some indication of
what exactly each TN means, contrasted to real-life events. Rolling high on other rolls has different effects,
explained on each individual skills description. Note that failing the check for lower than 11 or making it for
higher than 16 confers no additional bonuses overall.
TOTAL ROLL
Missed the TN by 11 or more
Missed the TN by 1 to 10
Equal to or beat the TN by up to 5
Beat the TN by 6 to 10
Beat the TN by 11 to 15
Beat the TN by 16 or more

EFFECT
Botch (GMs discretion)
Normal failure: retry may or may not be warrantied
Success
Good Success: +1 die of damage
Great Success: +2 dice of damage
Critical Success: as above plus Critical Effect

Types of rolls
There are certain options to take when making dice rolls, which allow you to either determine the result of
the dice rolled, or roll many times to determine the outcome.

Casual Rolls
When making a non-stressful roll (GMs discretion), you may opt to not roll the dice at all, but rather treat
the result as if you had rolled a 10. Note here that you may not use any Action Dice on Casual Rolls.

Maxed-Out Rolls
When you have enough time, you may treat your roll as if you had rolled a 16. Note that this usually takes
20 times as much as the original action and costs 20 times the normal amount of resources to do it. Note
here that you may not use any Action Dice on Maxed-Out Rolls.

Progressive Rolls
Some rolls (at the GMs discretion) may take longer and require more rolls than normal. To make these rolls,
the GM assigns a TN, which is the base TN of the task at hand, and a PTN. The player makes consecutive rolls
and checks by how many points the TN has been beaten. Add up all those points from each roll. When this
number equals or exceeds the PTN, the Progressive Roll is complete and the task is done. Botches on this
roll usually cost materials or even decrease the players total.

Attributes
Strength (STR)

Coordination (CRD)

Measures a characters physical prowess and ability to


deal damage in melee combat.

Measures a characters ability to coordinate


hand and eye movements, as well as ability to
perform fine manipulations.

VALUE
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

ATTACK
-6
-4
-3
-2
-1
-1
0
0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+9
+10

DAMAGE
-15
-10
-6
-3
-1
0
0
+1
+2
+4
+5
+6
+8
+9
+10
+12
+14
+16
+19
+22
+25
+29
+33
+37
+42

VALUE
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

Attack defines a characters bonus or penalty on melee


attack rolls.
Damage defines the bonus or penalty added to damage
rolls when attacking in melee.
Encumbrance is the maximum weight a character can
carry without problems. See later in this book for details
about the penalties associated with carrying heavier
loads.

AIM
-4
2
4
6
8
10
14
18
22
26
30
34
38
42
46
50
55
60
65
70
75

Aim shows how many consecutive IC a


character may spend to aim. Beyond that, no
additional bonus may be received.

Stamina (STA)

Reaction (REA)

Measures a characters fitness and overall physical


health.

Measures a characters ability to coordinate


hand and eye movements, as well as ability to
perform fine manipulations.

VALUE
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

HIT POINTS
-4
-3
-1
0
2
5
8
11
14
17
20
24
30
37
45
55
68
83
97
111
129
149
174
204
244

HEALING FACTOR
0
0
0
0
1
1
1
1
2
2
3
3
4
4
5
6
7
7
8
8
9
10
12
16
20

PHYSICAL
-2
0
+1
+2
+3
+3
+4
+4
+5
+5
+5
+6
+6
+7
+8
+10
+12
+14
+16
+29
+22
+25
+28
+32
+36

Hit Points is a number added to the base HP for your size


to determine your total Hit Points, meaning the amount
of damage you can withstand before dropping.
Healing is the number of Hit Points you recover per day,
if you make a Physical Resistance check. See the Recovery
section below for more information.
Physical shows the number added to your Stamina score
to determine the total Physical Resistance bonus,
meaning your ability to endure effects that attack your
physique.

10

VALUE
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

INITIATIVE
-8
-6
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+12
+14
+16
+18
+21
+24
+28
+32

REFLEX
-2
0
+1
+2
+3
+3
+4
+4
+5
+5
+5
+6
+6
+7
+8
+10
+12
+14
+16
+29
+22
+25
+28
+32
+36

Initiative determines how quickly your


character may react to the beginning of an
encounter and play first.
Reflex shows the number added to your
Reaction score to determine the total Reflex
Resistance bonus, meaning your ability to
move out of the way of area-effect and similar
attacks.

Intelligence (INT)

Willpower (WIL)

Measures a characters IQ score and the ability


to comprehend and examine the world
around them. Allows arcane users to
effectively understand and channel magic.

Measures a characters strength of will, allowing him to


resist temptations, negative feelings and even magic.
Also defines the connection between a cleric and the
divine magic that courses through them.

VALUE
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

SKILL CAP
-4
-3
-2
-1
0
0
0
0
0
0
0
0
0
+1
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+3

Skill Cap shows an increase in the maximum


allowed ranks for all skills, regardless of
specialty choice.
.

VALUE
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

MAGIC LIMIT
8
10
12
14
16
18
21
24
27
30
34
38
42
46
50
55

MENTAL
-2
0
+1
+2
+3
+3
+4
+4
+5
+5
+5
+6
+6
+7
+8
+10
+12
+14
+16
+29
+22
+25
+28
+32
+36

Magic Limit determines how many Ranks in any kind of


magic skill (Arcane or Divine) a character may have
before suffering Derangements (see the Magic section
below for more information).
Mental shows the number added to your Willpower
score to determine the total Mental Resistance bonus,
meaning your ability to endure effects that attack your
mind.

11

Personality (PER)
An indication of a characters personal
magnetism, charisma and sense of self.
Usually used to attract, or divert attention,
barter and even gives a small bonus against
magic.
VALUE
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

MAGIC BONUS
-4
-3
-2
-1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+7
+8
+9
+10
+12
+14

Magic Bonus is added to any kind of


Resistance rolls you make against magic
effects, whether directed at you or in your
vicinity. If you are not directly affected by
them, this has no effect.

12

SKILLS
Using Skills
Skills are measured in Ranks, ranging from 0 (very basic) to 18 (complete mastery) and even higher,
depending on race and certain Perks. All skills in the 3d6 System have their corresponding Attribute. When
rolling a skill, always use this Attribute, as well. Skills may also have certain miscellaneous bonuses,
depending on Perks, Flaws or knowledges. Adding all these modifiers gives you a final modifier, which is the
number you add on a 3d6 roll to determine the final TN you managed to beat.
Skill Check = 3d6 Roll + Ranks + Attribute + Miscellaneous modifiers
Having no Ranks in a skill means that you have not trained this skill at all. Certain skills carry penalties for
using them without any training, as shown on the table below. Having at least 1 Rank means you are trained
in the skill.
SKILL
Prowess, Nimbleness*
Riding
Social
Personal
Academic (General)
Academic (Specific)
Divine, Arcane
Avoid, Block, Athletics, Acrobatics

PENALTY
-4
-6
None
-8
None
Unusable
Unusable
None

*except Avoid, Block, Athletics and Acrobatics (see below)

Fallback
If you dont have any ranks in a specific skill, or you have very few, and you have many in another, similar
one, you may roll the higher one instead. This, however, happens using only half the normal ranks you have
and only applies to skills that are linked (see below for more information). This is called Fallback.
In essence, you are using your higher skill in place of the lower one, assuming that half your ranks are still
more than the lower skill. If you have no ranks in that skill, you still get the penalty associated with having
no ranks, if any. Below you can find all the categories for Fallback. It is the users option to choose whether
they want to use fallback or not every time they use a skill.

Unarmed, Improvised
Axes, Blades, Blunt Weapons, Polearms
Bows, Crossbows
Pistols, Rifles
Ride (Q-Pedal), Ride (Saurial)
Sail (Boat), Sail (Galley)
Geography: Mountains, Plains, Forests
Technology: Stone, Metal, Leather, Wood

13

Prowess
These skills are a measure of a characters expertise in melee combat mostly and in abilities that utilize their
strength, in general. Most of these skills use the Coordination Attribute.

Unarmed (CRD): Shows a characters ability to dish out damage using bare hands, or natural weapons.
Improvised (CRD): Covers a wide range of items that are usually not meant to be used as weapons, but
the character does so, anyway.
Axes (CRD): Mostly covers sharp weapons whose damage is caused by the slashing end of the weapon.
Blades (CRD): One of the most usual categories of melee weapon, covers all size of blades, from daggers
to greatswords.
Blunt Weapons (CRD): These weapons usually deal bashing damage, crushing bones and sending foes
backwards.
Polearms (CRD): Very difficult but effective weapons, polearms combine slashing with piercing and even
bludgeoning potential. They are usually large weapons.
Athletics (STR): Strong athletic maneuvers fall in this category, such as jumping, climbing or swimming.
Shield Block (REA): A very useful skill, governs the use of shields in combat, deflecting melee or
projectiles alike away from you.

Nimbleness
These skills contain any kind of ability to shoot projectiles ranging from bows to rifles and also dodge and
weave or move around in the battlefield.

Bows (CRD): Determines your skill with shortbows, longbows and even mighty bows that require a
certain amount of Strength to use.
Crossbows (CRD): Covers the use of trigger weapons that fire bolts towards the enemy, such as light
crossbows, heavy crossbows or hand crossbows.
Hurled (CRD): In this category lie weapons that are launched to the opponent by some kind of
mechanism which assist in the hurl.
Thrown (CRD): Covers a wide array of weapons that are manually thrown to the enemy, usually from a
short range.
Pistols (CRD): Small firearms, however technologically advanced or not, fall into this category.
Rifles (CRD): Long firearms fall in this category, usually firing bullets with great precision and penetration
against armors.
Avoid (REA): Your ability to dodge incoming attacks, whether melee or ranged, by stepping out of the
way of the blow or projectile.
Acrobatics (CRD): Precision and coordination based acrobatics, such as balancing on tightropes,
tumbling through an obstacle-filled corridor or similar feats.

14

Riding
These skills allow you to effectively ride mounts in combat, be they simple horses and donkeys, or even
lizards or other beasts. Also covers the ability to drive carts or wagons and sail boats in the sea or rivers.

Drive, Wheeled (REA): Governs the use of any kind of vehicle with wheels, from simple carts pulled by
horses to complicated machinery that may even propel itself.
Ride, Flyer (REA): With this skill you can ride any kind of flying creature or machine, from dwarven
gliders to even dragons.
Ride, Quadrapedal (REA): The most common riding skill, you can ride horses, ponies and even other
weird horse-like creatures.
Ride, Saurial (REA): Mostly used by lizardmen and sometimes even orcs, this skill allows you to ride
lizard-like mounts.
Sail, Boat (REA): Small rowboats and ships are covered by this category, usually those that require the
user to make the effort of guiding the vessel himself.
Sail, Galley (REA): This skill deals with large ships, mainly those that require a big crew and the sailing
of which is mostly governed by giving orders or being at the right place in the right time.

Social
These skills allow you to communicate with other people and show how good you are at making others
believe what you say or swaying them to your cause. Also, your skills with animals and the wilderness are
covered here.

Analysis (INT): Being able to read others and discern hidden motives, moods and even bits of
personality from subtle clues on their facial and spoken language.
Bluff (PER): Covering your true motives or manipulating others into doing what you want them to
do.
Diplomacy (PER): The attribute of a great leader, this skill is the ability to lead and inspire others,
not by tricking them but by setting an example.
Intimidate (PER): Used to coerce others into doing what you want, or make them back down from
a fight.
Observe (REA): A basic adventuring skill, allows you to spot sudden changes in your environment,
making you able to react to danger faster.
Search (INT): Looking for clues or subtle hints on your environment, allowing you to find solutions
or hidden things.
Survival (INT): With this skill you may survive in the wilderness, covering many uses such as lighting
fires, finding safe spots for the night, even setting traps or finding food.
Talent (PER): Something you have discovered to be good at, an innate talent that you have trained,
such as ventriloquism, juggling or anything similar.

15

Personal
A group of skills that focuses on abilities which interact with the environment or the world around the
character, these skills cover a wide array. You may disable or set traps, heal other people or yourself, even
craft wondrous items or weapons and armors.

Medicine (INT): Ability to heal your allies, either swiftly in the aftermath of a battle or long-term by
applying medicinal practices to help them recuperate faster.
Design /Repair (INT): Measures your ability to construct anything, using plans and knowledge you
may have of the subject. This skill covers the actual part of making the items in question.
Disable Device (INT): Dismantle (or set) any kind of mechanical trap or device, from simple booby
traps to complex devices that may span entire rooms.
Security (INT): Disable or operate any kind of technological or electronic devices, also decreasing
the chance of them malfunctioning.
Forgery (INT): Your ability to make exact copies of documents that you have at hand or that you
have already seen.
Disguise (INT): Your ability to mimic any different individual, from making simple cosmetic changes
to appear prettier, to completely altering even your sex.
Siege Gear (INT): The ability to properly operate machines of war such as catapults, trebuchets and
rams.

Academic
These skills cover only knowledge that your character possesses and include virtually all aspects of the game
in that regard, from combat maneuvers to obscure magical lore. Note here that there are broad categories
and specific ones. Rules on how to deal with each one are included in later chapters in this book.

Combat Training: This category covers the knowledge of how weapons are used in combat, what
kind of armors may counter specific situations and also knowledge of large scale combat and tactics.
Georgaphy: Knowledge of the layout of areas in the land and how to survive or use the specific
terrain to your advantage.
Religion: Any kind of knowledge concerning the deities, rituals or customs of all religions in the land.
Technology: Specific lore about crafting, using and learning about technological devices, inventions
and equipment.
Society: Information pertaining to the society of your race, their customs, nobility and even laws
and trading rules and regulations.
Races: This group covers all knowledge about the different races of Rathnor and their abilities, as
well as other creatures such as abominations, undead or even constructs of magical or other nature.
Magic: Knowledge about the different kinds of magic, arcane or divine, rituals, words provinces and
even artifacts and the nature of magic, its origins. Also includes knowledge on any side-effects that
arise from its use.

16

Language
In this category lie all skills that involve speaking and writing languages other than your own. Usually, all
players get 4 Ranks in their own language, representing a common use of native tongue. You will find below
all language ranks and what they represent.
RANK
1
2
3
4
5
6

LANGUAGE MASTERY
Rudimentary, may only communicate on a very basic level
May be clearly understood, but will have issues with structure and vocabulary
Very good use, make minor mistakes, shows non-nativity
Native speaker
Eloquent and able to use highly sophisticated phrases and structure
Able to write poetry, literature and excel at them

There are several languages in the land of Rathnor, the most prevalent of which are outlined below. The
languages below are used by the majority of the races.

Human, Tradecommon
Human, Arthan
Human, Dhurlan
Human, Merteul
Human, Nortern
Elven
Dwarven
Orcish
Lizardman
Dragonish
Gypsy

Divine
These skills determine a cleric or druids ability to channel the magic of nature and their gods through them.
They are separated into categories with regard to how they affect the world and what kind of invocations
they form. Using these skills, priest and druids cast spells. All categories use Willpower as the basic Attribute.

Elemental: Shape and direct the elements and forces of nature, hurling flaming bolts or
manipulating the winds.
Control: Subdue your foes and hold them in place.
Illusion: Create figments and phantasms that are not real, but may even have the ability to hurt your
foes, should they believe in their existence.
Necromancy: Manipulate the energies of death, reversing the process and empowering corpses
with subdued souls.
Alteration: Ability to alter and enhance people or objects.
Divination: Receive glimpses of future actions, current events away from you and even foresight
about an incoming combat.
Healing: Heal your allies, treating wounds and even restoring other kinds of damage, such as fatigue,
diseases or even broken bones.

17

Arcane
The most formidable skills of all, arcane skills are possessed only by a few powerful, yet strange wizards.
These skills allow them to reshape the world as they see fit and change virtually anything around them. They
are separated into Provinces which form the basis of what you are attempting to change, and Words which
determine how you do so. All Words and Provinces use Intelligence as the basic Attribute.

Time: Control the very fabric of time.


Matter: Any type of matter, from liquid to solid, can be manipulated.
Body: Living organisms fall into this category, from simple to complex structures.
Space: The distance between two spots can be altered in any way you see fit.
Spirit: The soul and the psyche are the main components of this skill.
Mind: Bend the will and control what others think, feel and how they react.

Create: Form anything, even out of nowhere.


Empower: Enhance and increase attributes or abilities.
Direct: Control the direction of your target.
Destroy: Make something non-existent.
Confine: Limit the size, shape or reduce in effectiveness.
Alter: Change properties or form into something different.

18

PERKS & FLAWS


Using Perks and Flaws
Perks are bonus abilities and properties that your character has in their life. They can vary from simple
bonuses to skills to amazing feats, such as being able to run and fire arrows at your target with precision.
Conversely, Flaws define some significant problem that your character has and has stuck to them throughout
their life.
Perks can be either passive or active. The first means that they exist and are always a part of your character,
probably being recorded as bonuses on your sheet. The latter means that you must take some kind of action
to activate them. There are several Perk categories and one Flaw category. The Perk categories are divided
according to their use, to facilitate searching and finding ones appropriate to your character easier. You will
find these categories below.

Academic: Perks that have to do with knowledge and occult.


Adventuring: Perks that involve moving from one place to another, avoiding danger and navigating
dungeons and caverns.
Arcane: Magic of the arcane kind perks.
Close Combat: Perks related to fighting with melee weapons.
Combat Options: These Perks give you enhanced options when fighting any kind of fight, be that
close, ranged or even tactical.
Crafting: Perks that help you craft faster or more efficiently.
Defensive Combat: Use of shields, evasive maneuvers or taking cover.
Divine: Magic of the divine kind perks.
Healing: Perks that assist you in healing your allies and preventing worse situations.
Infiltration: Perks that allow you to enter places where you are not wanted, or even defend your
own against such intruders.
Investigation: Perks that involve locating, either by sight or any other sense.
Language: Become more fluent in languages you know, or able to understand those you dont.
Mobility: Perks regarding any kind of combat mobility to help you escape bad situations or
effectively move around the battlefield.
Mounted Combat: Perks that involve combat on mounts, be they steeds or even chariots and other
vehicles.
Player Options: Any kind of Perk that involves affecting how the dice are rolled or some other, outof-game aspect.
Racial Dwarf: Restricted to dwarven abilities.
Racial Human: Restricted to human abilities.
Ranged Combat: Perks related to fighting with ranged weapons.
Resilience: These perks give your character enhanced abilities to deal with damage, disease or other
adversities.
Social Interaction: Perks that involve the way you interact with those around you.
Teamwork: A special category of Perks, these allow you to effectively become a solid team with your
allies that gains extra abilities when they stay together.

19

TIME
Initiative & Rounds
In the 3d6 Game System, combat action is divided in Rounds, time units to measure and act out the entire
combat. Each round is roughly 3 seconds of normal time. Each round, players and enemies alike can take
turns acting however they see fit. To see who first performs their action, the Initiative mechanism is used.
Initiative = 1d6 + Initiative Modifier
The one that rolls the highest one gets to go first and the rest follow in Initiative order. The Initative Modifier
comes from your Reaction Attribute and any Perks you may have that enhance or reduce it.

IC Units & Costs


Each round, every character has a specific number of IC (Initiative Count) points to use as they see fit.
These determine the number of actions that can be performed in any given round. These are derived from
your Reaction and Intelligence Attributes, meaning that faster mental and physical reflexes help you perform
more actions simultaneously. The total number of IC you have to spend is called your Combat Rating and
comes from adding the two aforementioned Attributes, dividing them by 2 and then adding 5.
Combat Rating = [(Reaction + Intelligence) /2 ] + 5
Every action in the game in a combat round has a cost in IC. To perform an action simply declare it, spend
the IC and roll any relevant dice. You will find any special actions later in this book. All IC costs are shown on
the table below. Note that weapons have their own IC Cost, mentioned in the Equipment section of this book.
ACTION
Draw One-Handed Weapon*
Draw Two-Handed Weapon*
Draw Ammunition
Place Ammunition
Arm Light Crossbow
Arm Heavy Crossbow
Switch Position by one step**
Switch Movement Mode by one step
Standard Attack
Pick up Item
Parry / Block Melee
Shield Cover

IC COST
4
8
4
4
8
14
3
3
by weapon
8
1
3

* readied weapons halve this cost


**positions are: Standing, Kneeling and Prone

Scenes
For convenience and story-telling purposes, each important part of the story is separated into scenes, One
single session may have two, three or even more scenes. Although scenes are mostly used for story-telling
purposes by the GM, there are certain abilities that refresh after every scene, giving characters a chance to
recover a little. How long each scene lasts is usually left to the GM.

20

MOVEMENT & Visibility


Tactical Movement
Movement that happens in combat is called Tactical and usually happens in very small amounts and quite
fast. Each character has their own Speed Rating, which is simply the number of meters they can move in a
given round when walking. There are three Movemet Modes, explained below.

Walking = Speed Rating per meters


Hustling = Speed Rating x 2
Running = Speed Rating x 4
Sprint = Speed Rating x 6 (requires Fatigue, see later in this book)

At the beginning of your round, you must select your Movement Mode (or none). Running is a Full
Action, which means you cannot do anything else at that round.
This costs no IC. Switching Movement Modes during the round requires some, though, as shown on the table
earlier in this book. While moving, you gain certain bonuses and penalties, as explained below.

Penalty on all Attacks and Block equal to your current Speed


Bonus on Avoid equal to your current Speed
While Running, you get an Avoid of 20 if you are running away or towards your opponent and
an Avoid of (16 + Speed) if not.

If you switch your position first and then opt to make an attack, you get the penalties of the new Movement
Mode (if any). Note that you are not allowed to make any kind of attack, melee or ranged while Running,
since it is a Full Action, unless some ability allows you to do so.

Overland Movement
Movement that happens across long distances is calculated differently and is called Overland Movement. It
represents movement during an entire day of walking and is the main method the 3d6 System uses for
travelling. On the table below you will find the distance that someone can travel, depending on movement
speed and time. Generally, a normal human can only walk for 8 hours before being unable to do so anymore.
One days worth of travel means 8 hours of walking with around that many extra in between spent packing,
making and breaking camp and taking rests and 8 hours of sleep. This can also be done in 8 consecutive
hours of walking, after which though rest must be made for the entire day. Also, a travelling group may
Hustle, increasing their speed, but most cannot keep that mode of movement up for long, due to stamina
stress.
Hustling doubles your Movement Speed for Overland Movement, but you can only keep it up for one
hour. Any extra hour of Hustling requires a Forced March (see below).
However you choose to combine your travelling modes, you may only travel 8 hours worth every day without
tiring yourself. One hour of Hustling counts as two hours for that purpose. For example, if you Walk for 4
hours, then Hustle for 2, you have spent your 8 hours for that day. Walking for more than 8 hours worth of
distance in general over the course of one day requires a Forced March, risking Fatigue. It is not possible to
run while travelling for long periods time.
Forced March = Physical check with a TN = 10 + (2 x extra hours spent)

21

Losing a Forced March check means that you immediately gain 2 Fatigue. Characters may continue to make
checks, losing Fatigue in the process until unable to do so anymore (see Fatigue, later). Note here that if the
8 hours for the day have exceeded and the character decides to make a Hustle, then the TN stacks, meaning
it increases by 4 for that time.
SPEED
2 (Dwarf)
3 (Human)
4 (Human with Longstrider)
5 (Ogre)
6 (Human Hustling)
7 (Kurbul)
8 (Dog Hustling)

1 HOUR
3 km
4 km
6 km
7 km
8 km
10 km
12 km

1 DAY
24 km
32 km
48 km
56 km
64 km
80 km
92 km

Cover
While out in the wilderness or in the cities, characters will often find themselves in situations where there is
something between them and their opponent. In most crossbow or bow fights, this is usually the first thing
a character must do, to protect themselves. Cover actually hides some of the Locations on your body.
Any Location covered is untargettable by our opponents.
Of course, cover mostly applies to ranged fights. However, in the rare case where someone strikes another
in melee behind cover, simply disregard these Locations if they are hit, damaging the cover instead. Of
course, making a Called Shot solves this issue. There is also another kind of cover, the Partial Cover. This
means that only part of a Location is exposed. In that case, the Location may still be targeted normally, but
gains a +4 on the TN to hit it.
Partial Cover: +4 TN to hit Location
In melee, the Location is still targetable, but if it is hit randomly, apply the +4 modifier then to determine if
it was hit. If the attack missed because of the partial cover, then the cover is struck instead.

Concealment
When your target cannot be clearly seen because the image is blurry and hazy, then Concealment comes
into play. Usually this is caused by fog, heavy rain or even darkness. When making an attack against a target
with Concealment, you roll two dice first. Consult the tale below to see your chances of successfully hitting
the target. Concealment also provides with a bonus on Stealth and a penalty on Observe at the same time.

Soft Concealment: Light rain, severe heat from a distance, low-light conditions
Moderate Concealment: Heavy rain, fog, very poor light
Near-Total Concealment: Thick fog or smoke, almost no light
Full Concealment: Absence of light, magical darkness

CONCEALMENT
Soft
Moderate
Near-Total
Full

HIT (ON 2D6)


2-9 (85%)
2-7 (60%)
2-6 (30%)
2-4 (15%)

OBSERVE / STEALTH
-3 / +3
-6 / +6
-12 / +12
-

22

CHARACTERS
Locations
Every character in the game has a number of Hit Points, which represent their overall ability to withstand
damage of any kind. These Hit Points are divided in different parts of the body, called Hit Locations. These
locations suffer damage and other effects individually. Each characters records in their character sheet the
number of Hit Points dealt to each location separately.
When a location loses half its Hit Points, it becomes Hurt, meaning that the character suffers some
negative effects. Once all Hit Points have been lost from a Location, it becomes Shattered, meaning
that the character is probably in serious trouble.
You will find all Locations below, as well as the negative effects the character suffers at each stage. A
character may sustain a serious amount of damage before actually dying. This is usually dependent on being
hit in different parts of the body, as opposed to many hits on one single Location.
LOCATION
Torso
Head
Arms
Legs

HURT
-2 Penalty, -3 CBR, -3 Physical
-2 Penalty, -3 CBR, -6 Observe
-2 Penalty, -6 with Hurt hand
-2 Penalty, Half Speed (min. 1)

SHATTERED
Physical (TN = 24), die on fail, unconscious on success*
Physical (TN = 24), die on fail, unconscious on success*
Physical (TN = 24), unconscious on fail, double penalties on success*
Physical (TN = 24), unconscious on fail, double penalties on success*

* each subsequent loss after the first adds +6 to this TN

Hit Points
The Stamina Attribute shows the number of Hit Points each character has. Characters add a number based
on their size to determine their final Hit Points.
SIZE
Small
Human
Big
Giant

EXTRA HP
1
5
25
75

These are the Hit Points they have on their Torso. The rest of the Locations HP are determined as shown
below. See the Locations above for more information.

Torso = Stamina Attribute + Size Modifier


Head = Torso HP / 2
Arms = Torso HP / 3
Legs = Torso HP /3

Every Location also has a number of negative Hit Points equal to the characters Stamina Attribute. Once
these have been lost, the Location is considered to have been completely removed, ripped or even smashed
to the point of no return. No amount of healing can restore that Location back to the character once this has
happened.

23

Damage Reduction
Another protective aspect of the game is the Damage Reduction (DR). Any time you are hit, you deduct a
number from the damage dealt equal to your current Damage Reduction. This is always active and may even
be different in different parts of your body. Damage Reduction usually comes from armor, but can come
from other sources, such as barriers or even magic.

Fatigue
Every character has a number of Fatigue Points, representing their ability to endure hardships and keep on
going physically through running long distances, working for long hours or even running. Also, everyone has
a Fatigue Resistance, which is their ability to ignore some initial Fatigue loss.
Fatigue Points = 10 (for all characters)
Fatigue Resistance = Based on Stamina Attribute
There are several situations and even abilities in the game that cause a character to lose Fatigue. There are
penalties associated with losing Fatigue, reaching half your total Fatigue and losing it all. Losing half your
Fatigue means you are Exhausted and losing it all means you are Spent (and unconscious).

Fatigue Loss = -1 penalty for each Fatigue


Exhausted (Half Fatigue) = Cannot charge or run, -3 Combat Rating
Spent (0 Fatigue) = Unconscious, Half Combat Rating if somehow awakened

Recovering Fatigue is a staged process. You require 30 minutes of rest to restore all of your Fatigue
Resistance. After that, you require 30 minutes of rest to recover 1 Fatigue Point. Exhausted means you
require 6 hours of rest to begin recovering Fatigue normally and Spent means you begin recovering Fatigue
only after one day of complete rest.
There is another way a character can use their Fatigue. Spending 1 Fatigue can also give you certain bonuses
while in combat, as shown below. This Fatigue can be normally deducted from your Fatigue Resistance. Also
note that you lose the Fatigue after you have completed the action.

+2 bonus on any physical check, including attacking or defending


Gain 2 Combat Rating for 1 round
Dash, gaining +50% Speed while Running for a number of rounds equal to your Healing Factor

Composure
A characters mental sanity and strength of will is also measured by their Composure Points, their inner
strength and sense of control. Composure fluctuates through the course of a story as the characters lose
and regain it.
Composure Points = 10 (for all characters)
There are some situations and even abilities in the game that cause a character to lose Composure. There
are penalties associated with losing Composure, reaching half your total Composure and losing it all. Losing
half your Composure means you are Shaken and losing it all means you are Insane.
When a character loses Composure, first it is deducted from their Composure Resistance. Once this
is depleted, the character begins losing normal Composure.

24

Composure Loss = -1 penalty for each Composure


Shaken (Half Composure) = Requires a Mental check to take initiative
Insane (0 Composure) = Gain a Derangement, lapse into unconsciousness

Composure Points return at a rate of 1 per 12 hours, provided that the character does not make any
other checks that cause Composure damage, regardless of whether they were successful or not. The
Shaken and Insane conditions do not further add to the time required to recover Composure.

Encumbrance
Not all characters can carry the same weight for the same amount of time. The Encumbrance statistic defines
just that. Carrying larger weights on ones person makes them slower and limits their reactions. There are
several stages of Encumbrance, the limits of which are defined by the characters Strength and Stamina
attributes. To find your total Encumbrance Limit (EL), add your Strength and Stamina Attributes together and
then divide by two. This is the limit at which you are not encumbered.
(STR + STA) / 2
1
2

ENCUMBRANCE LIMIT (EL)


0
1

10

20

30

40

50

10

65

11

80

12

95

13

110

14

130

15

150

16

200

17

250

18

300

19

400

20

500

21

600

22

700

23

900

24

1200

25

1500

ENCUMBRANCE
Unencumbered
Encumbered
Burdened
Overburdened

LIMIT
Up to EL*
Up to (EL x 2)
Up to (EL x 4)
Up to (EL x 6)

REACTION
Normal
-1
-3
-5

MOVE
Normal
Half
Quarter
None

25

COMBAT
Range
One very important factor that influences your ranged attack is the Range to your target. All weapons have
a different Range modifier, written on the weapons entry. Beyond that, you multiply that number to find
further range increments. Any associated penalties are explained below. The first range is called Close and
takes no penalty. Further than there are Medium, Long and Effective, the last being the range at which the
weapon is considered to reach the limit of its effectiveness. The maximum range is called Extreme and is
actually the furthest the weapon can fire, even at an arc.
RANGE
Point Blank
Close
Medium
Long
Effective
Extreme

DISTANCE
Up to 2 meters
By Weapon
Close x 2
Close x 3
Close x 4
Effective x 2

MODIFIER
+6
Normal
-4
-8
-16
-24

Random Hits & Called Shots


When attacking someone, you have the option to either attack randomly, hoping to hit some part of them,
or specifically target a Location on their body. The former is determined by random dice, while the latter
carries a penalty. The two dice other than the War Die determine the Location hit on a normal attack.
You will find these chances below, as well as the penalties for selecting where to strike.
LOCATION
Head
Right Arm
Left Arm
Right Leg
Left Leg
Torso

DIE ROLL
2
5
6
3
4
7-12

CALLED SHOT
-16
-10
-10
-10
-10
-6

Melee Attacks
When making a melee attack, several factors need to be considered. First, you must check your total modifier
with the weapon you are attacking. Then, you must decide whether you want to make a Called Shot or not.
If you dont make one, then the Location hit is determined randomly. Otherwise, you select the Location that
you want. Then, add the total modifier with the weapon you are wielding and check the number against your
opponents Defense TN. If it is the same or greater, you have made a successful hit. Making an attack for
more than that increases the damage dealt.

Select Called Shot (if applicable)


Total all modifiers for your weapon
Roll three six-sided die
Determine Hit Location (if not making a Called Shot)
Compare total to your opponents Defense TN

26

Ranged Attacks
When making a ranged attack, you must select which part of your opponent to hit, therefore you are required
to make a Called Shot. Then, add the total modifier with the weapon you are wielding and check the number
against your opponents Defense TN. If it is the same or greater, you have made a successful hit. Making an
attack for more than that increases the damage dealt.

Select Called Shot


Total all modifiers for your weapon
Calculate Range and appropriate modifiers
Roll three six-sided die
Compare total to your opponents Defense TN

Avoiding
When receiving an attack, you have several options on how to attempt to not get hit. One of them is to
attempt to get out of the way of the attack. This is called Avoidance and uses the Avoid skill, along with the
characters Reaction Attribute. There is also a fixed number when you are attacking someone, meaning the
TN to hit them if they are stationary and are either not actively avoiding your attacks or cant do so effectively
enough. While a characters Avoidance is lower than that number or the character is unaware of the attack,
use that number. Otherwise, use their Avoidance.
Base TN to hit a target = 14
Avoidance = Total Avoid Skill
Note that Avoidance is a very low number usually and only very experienced characters will be able to use it
effectively. Also, it works the same for melee and ranged attacks. This is intentional, since dodging sword
thrusts and bolts is pretty much quite difficult.

Blocking
When you wish to stop a blow or divert it from hitting you, Deflection comes into play. You can choose to
either deflect with your weapon or your shield, if you have one equipped and ready. The former uses your
weapons normal attack value, but replaces Coordination with Reaction and uses the weapons Block Value
instead of the Attack value. The latter uses your Shield Block value, including any modifiers from shield.
Weapon Block = Ranks in Weapon + Reaction + Weapon Block + any applicable modifiers
Shield Block = Ranks in Shield Block + Reaction + Shield Block
These values are only used for melee. Deflecting ranged attacks with a weapon is usually not possible, unless
some very special ability allows you to do so. Shields, however, are quite effective, as they provide you with
Cover against ranged attacks depending on the type of shield used.
Shields cover a number of Locations based on the type of shield. They also provide Partial Cover on
the arm where the shield is equipped.
Note that these Locations are the shield-bearers choice and can change with each hit. However, it should be
noted that these Location must be possible to be covered by the shield. For example, it would be possible to
cover a characters Torso, Head and Right Arm with a large shield. On the other hand, covering Head, Left
and Right Leg would either be impossible or require some very compromising positions on the part of the
one using the shield. Of course, the combination of shields and already existing Cover would make for some
very powerful combinations.

27

Protecting Locations
Another way to ensure you dont get damaged on an already wounded Location is to attempt to safeguard it
by keeping it out of your opponents reach. To do so you must simply declare it before any attack against you
is made. This decision may change with every attack. However, this makes you less efficient in combat,
meaning that both your attack and defense are inhibited.
When protecting a Location, you get a -3 penalty on Attack and Defense, but this specific Location
gets a +6 on the TN to hit it with both melee or ranged attacks.

Damage
Inevitably, despite all kinds of defenses or ways to avoid damage, an attack is going to land and deal damage.
This damage is always deducted from the Location that was struck. To determine the final amount of damage,
simply roll the damage dice of the attack and then deduct any Damage Reduction from it (see earlier in this
book for details on this).
Final Damage = Damage Rolled Damage Reduction

Critical Hits
There are some situations where an attack goes a lot better than normal. Should an attack exceed the
defending TN by 16 or more, then it is considered a Critical Hit. These hits have an extra effect described
below. Furthermore, Critical Hits ignore 1s and 2s on the damage die rolled. Should an ability that ignores
1s combines with a Critical Hit, then it ignores one extra number, to a maximum of all dice rolling 6s.

Ripping: Hit ignores 1s on the damage die rolled.


Bleeding: Hit causes victim to bleed for 1 Hit Point per minute until healed.
Taxing: Critical Hit causes 1 Fatigue damage.
Paralyzing: If an appendix is struck, victim loses control of it for 1 minute
Impaling: Weapon sticks to targets flesh, dealing half base damage (no DR) when removed.
Fiery: Victim catches fire until extinguished.

Types of Actions
There are several kinds of actions one can take in the game, explained below in detail. Normal actions that
cost the IC explained earlier are called Standard Actions. These make up the majority of Actions a character
will take during a game. Also, there are Movement Actions, Free Actions, Committing, Ready Actions as well
as Full-Round Actions.
Standard Actions usually take a number of IC depending on the action and have no special rules. These
include most attacks, picking up items, etc.
Full-Round Actions are long tasks that take up an entire round. No IC are measured in these actions, they
simply take up a characters entire round, meaning they can do nothing more, regardless of how many IC
they have. If you spend even 1 IC, you may not initiate a Full-Round Action. Casting spells is usually such an
action.
Movement Actions are declared at the start of a characters turn and usually take no IC, unless another
action is used to change your declared movement.

28

Ready Actions are a special type of action. When you declare a Ready Action, you spend the IC to make it,
but the action is only performed after a condition you have specified occurs. Should that condition become
true, you may prevent yourself from performing the Ready Action by making a successful Mental Resistance
roll at a TN of 22. Ready Actions cost the same as Standard ones.
Free Actions take up virtually no time, or are done in conjunction with other actions. These actions include
speaking briefly (giving elaborate orders may be a Standard or even Full-Round Action), glancing somewhere
or hearing a noise.

Committing
One special option that characters have is the option to Commit IC for a certain purpose. Committing is used
for melee attacks only and allows characters to perform quick attacks when their enemies drop their
defenses or otherwise leave themselves vulnerable.
Committing costs half the attacks IC
When a character commits an attack, then they gamble that their opponent will do something that will cause
them to become vulnerable to that attack. Once this happens, the character who has Committed the attack
is free to make it normally. Below you will find situations that warranty a character to make a Committed
attack against an opponent. You may Commit an attack with any kind of weapon.

Opponent tries to move away from melee range with you


Enemy lowers their guard for any reason (unlocking a door, lighting a torch, etc)
Enemy shoots ranged weapon within melee range
You are attacked by someone with a Reach of half yours
Some perk allows you to hit your opponent at some specific situation

Combat Options
Below you will find a table listing all possible modifiers that a character can get during combat and the
situations that cause them. Any IC that these situations may require is mentioned earlier in this book. If any
situations give other benefits than modifiers, this is also explained below.
SITUATION

EFFECT

Kneeling
Crouching
Power Attack
Swift Attack (melee only)
Planned / Aimed
Careful Attack
Dodge Mode
Block Mode
Sunder Weapon
Trip
Disarm
Push

+1 Avoid/Ranged, -8 Block/Melee
+2 Avoid/Ranged, -16 Block/Melee
-2 Attack, +1 Damage (max 5)
-6 Attack, -1 IC
+1 Attack / 2 IC (max = CRD based)
-2 Attack, +1 Avoid/Block (Max 5)
Full action, +6 Avoid
Full action, +6 Block
Destroy your opponents weapon
Throw your opponent to the ground
Send your opponents weapon flying out of their hands
Send your opponent backwards

Sunder Weapon means you have to attack your opponents weapon directly, aiming to destroy it. You and
the opponent must make opposed attack rolls with your respective weapons. The larger weapon gains a +2
on that roll for every point of Reach difference. For details about the result of this roll, see Item Damage
below.

29

Trip means you attempt to unbalance your opponent and send him to the ground. To do so, you must make
opposed Unarmed attack rolls. If you win, your opponent falls to the ground. If you lose by more than 6
points of difference, then your opponent throws you to the ground. Note here that since you are doing this
Unarmed, you should be able to use your legs and at least one arm, otherwise you get a -4 on the roll. There
are certain weapons that give a bonus on this roll. Also note that if you are using an Unarmed attack against
an armed opponent, you immediately get the base weapons damage at a Location of your choice and your
opponent may make a Commit attack against you. There are Perks that help you reduce or overcome these
limitations.
Disarm means you attempt to send your opponents weapon flying away from him. To do so, you must
make opposed attack rolls with your respective weapons. The larger weapon gains a +2 on that roll for
every point of Reach difference. Also, a defender holding a two-handed weapon gains a +4 on this roll. If you
succeed, the opponents weapon falls to the ground.
Push means you smash onto your opponent, attempting to send them backwards. To do so, you must make
opposed Unarmed attack rolls. If you win, you push your opponent back 1 meter for every Degree of Success
by which you win. Note that since you are using an Unarmed attack against an armed opponent, you
immediately get the base weapons damage at a Location of your choice and your opponent may make a
Commit attack against you. There are Perks that help you reduce or overcome these limitations.

Item Damage
When blocking or being blocked, sometimes the item itself may get damaged. To facilitate this process, such
items condition is measured in Hits, instead of Hit Points. These are noted on each items individual entry
later in this book. Losing Hits can be done in two ways. One is when an attack is being blocked and the other
is when an item is being attacked directly. Blocking deals damage to the weapon or shield equal to the
attackers Strength Damage modifier and any extra Hits that the weapon itself deals. This number of extra
Hits is +1 for one-handed weapons and +2 for two-handed ones. When attacking a weapon directly, the
attackers also rolls an extra 1d6, increasing the number of Hits. That number further increases by 2 for
every Degree of Success on this roll.
Blocking Damage = Attackers Strength Damage modifier + Weapons Extra Hits
Sunder Damage = Attackers Strength Damage modifier + Weapons Extra Hits + (1d6)
Once an item has lost all of its Hits, it becomes useless and must be repaired before it can be used again,
but its not completely destroyed.

30

HEALING
Types of Wounds
Once damage has been dealt and combat is over, it is time to recover from these wounds. Depending on
their Healing Factor (see the Stamina Attribute), wounds are treated differently. A character can have Light,
Moderate, Serious and Critical wounds. You will find below an explanation on how each wound is categorized
according to Healing Factor.

Light Wounds - Up to Healing Factor


Moderate Wounds Up to (Healing Factor x 3)
Serious Wounds Up to (Healing Factor x4)
Critical Wounds Greater than (Healing Factor x 4)

When a character takes damage on each different Location on their body, note down the damage in different
boxes, as shown on the character sheet. Then, when time comes to heal these wounds, check each one
individually.

Combat Healing
Any wound can be treated within 10 minutes from being caused. This has a chance to reduce the potency of
the wound, thus helping it to recover faster or even being completely cured. To do so, the healer must spend
1 minute treating the wound with a special medicine kit. Lack of one gives a -16 penalty on the roll,
meaning that although it is still possible to treat a wound without one, it is really difficult. Different wounds
have different TNs.
WOUND

TN

Light
Moderate
Serious
Critical

22
26
30
34

MED-KIT HP
1
2
3
4

Successfully making the roll means that 1 Hit Point is restored from the wound, which is also healed
for 1 more for every Degree of Success. This spends some HP from the med-kits capacity for every HP
treated. You will find the TNs for all types of wounds below, as well as their respective med-kit expenditure.

Natural Healing
After any combat healing has been completed, the only way to rejuvenate is via natural healing. This means
either spending time in rest, or simply waiting until your wounds are healed. Each type of wound has a
different TN to restore any Hit Points to it. This is a Physical TN, meaning that your own system struggles
to fight that damage off. On the table below you will also find the number of Hit Points you get after each
successful roll. A Healer tending the wound may substitute a Medicine check for the Physical TN.
WOUND

TN

Light
Moderate
Serious
Critical

22
26
30
34

HP
1
1
1
1

TIME
15 Minutes
1 Day
3 Days
6 Days

31

Shattered Parts
A Location that has lost all its Hit Points is considered Shattered. This calls for some very special treatment
or recovery. When that happens, the character who has suffered the injury must spend a number of days
being treated. This depends on the Location that was Shattered. The character may either make the recovery
on their own or be assisted by a medic. In the first case they must make a Physical check at the TN outlined
below, while in the latter the medic may instead roll their Medicine skill. A characters negative Hit Points on
each Location do not matter. They only show if the Location is completely destroyed or not. Being at zero HP
for a Location or just at threshold of negative Hit Points a character can endure is the same as far as recovery
is concerned.
There is an extra effect when recovering from having a Location in this condition. If such a Location does not
get treated within a set amount of time, then there is a chance that something will remain from that wound.
This is called a wounds Time Limit.
LOCATION
Head
Arms
Legs
Torso

MEDICINE TN
46
44
44
42

PHYSICAL TN
44
40
40
36

TIME
2 Months
20 Days
20 Days
1 Month

TIME LIMIT
12 Hours
1 Day
1 Day
2 Days

In case that the wound is not treated within the Time Limit, then there is a chance (1-5 on a die roll) that
the wound suffers some permanent effect. This effect is random. Use the table below if such a thing
occurs to determine the outcome. Roll one die.
ROLL
1
2
3
4
5
6

EFFECT
HP on Location are less
-3 on an Attribute (CRD for arms, REA for legs, INT for head, STA for torso)
-3 on all rolls, plus extra effect (limp for legs, -6 for arm only, -3 CBR for head or Torso
Lose 4 Personality due to constant pain
On specific condition (weather change, altitude) get penalties of two of the above effects
GMs choice, severe effect

32

ARCANE MAGIC
Casting Spells
Arcane magic is divided in Words and Provinces. The former show the way that something is manipulated
and the latter what is being manipulated. The caster chooses the Word and Province to use and then state
the desired effect, in line with any limitation brought about by their ability in the chosen Word and Province
skill. Only one Word and one Province may be combined this way. Merging more is only done by rituals
and very specific abilities.
Casting a Spell increases the TN of the next Spell the user casts by +2. This stacks until the caster
makes a small rest (usually 1 hour).
After selecting the Word and Province, you make the roll. You roll the lowest of the two combined skills.
This means that if you dont have sufficient knowledge in both Word and Province used, your ability to cast
the chosen combination is overall weakened.

Word & Province TNs


All forms of magic should be first discussed with the GM. Magic in the 3d6 System is freeform and can take
many shapes. However, following are some major categorizations that cover most of what players may come
up with when requesting to cast magic, along with their respective TNs. There are possible a whole lot more
effects that may be created, but these here are the basic ones.
First, the target must be selected, or an area if no targets are present. Note that if there is something that
can be specified as a target, then the size must be applied. Otherwise, select an area. Usually, spells that
affect an area have no targets or cannot select any. They usually do something that does not target someone
in particular. However, if you wish to affect multiple targets, you must select the target modifier as
many times as there are targets.
TARGET
Tiny
Small
Human
Big
Giant
Huge
per Square Meter

MODIFIER
+2
+4
+6
+12
+24
+36
+4

Then, the range must be selected. If doing something on ones person then it does not increase the TN. But
beyond that, any range increases the TN proportionally. In this sense, magic is unlimited in its range, except
for the fact that at some point the TN will become too much for the caster to handle and will have to reduce
the range accordingly. Note here that should the GM wish to be more accurate, they could rule that there is
only a TN increase of +1 if the range is only increased by 5 meters.
RANGE
Personal
per 10 Meters

MODIFIER
+0
+2

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Finally, the effect must be chosen and all modifiers added together. The caster may select any kind of effect
they want and even combine any effects together. All modifiers shown here are per +1.
EFFECT

MODIFIER

Damage Dice
Damage
Attribute
Skill
Simulate Attribute

+6
+2
+9
+5
+2
+6 / Meter
+2 / 10kg
+9
+12
+9
+10
+12
+6
+5
+3
+20

Speed
Weight
Healing
Wound Reduction
Combat Rating
DR
Fatigue/Composure
Initiative
Resistances
HP
Re-Roll

Side-Effects
Failing a magic roll has certain side-effects. First, the caster gains 1 Fatigue. Then, a roll is made on the
table below to determine further effects. The severity of the side-effect depends on how much the roll was
missed for.

1 to 5 = Light side-effect
6 to 10 = Moderate side-effect
11-15 = Severe side-effect
16+ = GMs choice of something unique

You will find the effects below categorized by severity. Note that if something does not apply or if the GM
wishes to use their own side-effect they should feel free to do so, but stay in line with the effects below for
balance. To determine the side-effect, roll 2d6.
Light side-effects have a quite important, but not debilitating effect.
ROLL
2
3
4
5
6
7
8
9
10
11
12

EFFECT
Decrease Combat Rating to half
Lose 2 Willpower
Any damage you are dealt increases by 2
You get 2 Fatigue
Get 1d6+1 points of damage, no DR
Black out for 1 Round every 10 minutes, -1 on all rolls
Get a -4 penalty on all rolls
All targets have Moderate Concealment
Lose 2 HP per Minute
Everyone within 10m around you (including you) take 3 points of damage every 10 minutes, no DR
Roll on the Moderate table

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Moderate side-effects have a big impact and usually hinder the character quite a lot.
ROLL
2
3
4
5
6
7
8
9
10
11
12

EFFECT
May not use Magic at all
Lose 2 Willpower and Intelligence
Everyone within 10m around you (including you) suffer -4 on all rolls, half Speed and half CBR
Get a -8 penalty on all rolls
Black out for 3 Rounds every 10 minutes, -2 on all rolls
Get 2d6+2 points of damage, no DR
You get 5 Fatigue
All targets have Heavy Concealment
Lose 4 HP per Minute
You receive double damage, after DR
Roll on the Severe table

Severe side-effects have a big impact and usually hinder the character quite a lot.
ROLL
2
3
4
5
6
7
8
9
10
11
12

EFFECT
Everything you touch, suffers 1d6+2 points of damage (DR applies). You are dealt 1 each time (no DR)
You suffer a -8 penalty on both Avoidance and Deflection
You lose your sight, seeing only surges of Magic
Any mechanical equipment within your DVP Range around you suffers a Malfunction every round
Your mind leaves your body, until you make a Progressive Mental check (TN 26, PTN 100, 1/hour)
You may not affect anyone save yourself
You suffer 3d6+8 points of damage, no DR
Get a -8 penalty on all rolls
Lose 6 HP per Minute
Lose 4 points of Willpower and Intelligence
You drop to -1 HP, unconscious and only awaken if fully healed.

Duration
All powers have a duration for as long as the caster is concentrating on the power. This does not require any
action on the part of the caster. However, any TN for any kind of spell is increased by +6 for every active
power that the caster maintains.
In the case of powers that simply deal damage or some other effect that is instant and is not maintained by
the caster, then there is no duration.

Learning More
In order to learn more magic, the knowledge must either be transferred to you by someone else or discover
items that bear this knowledge. Most of the times these are tomes of magic, but sometimes this knowledge
may come from other items, as well. These items have a certain skill maximum that the wielder can learn
from. After having read the tome (or activated the item), the character must spend enough Experience Points
to increase their skill normally.

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DIVINE MAGIC
Casting Spells
Divine spells are granted by deities in the form of specific incantations. These vary from deity to deity but
there are some fixed forms that are usually granted to clerics. There are some specific categories that all
incantations fall into, called Spheres. All clerics learn one or more of these Spheres, in order to be able to
cast their incantations. To perform an Incantation, the cleric selects it and then rolls the appropriate
Sphere and compares the roll to the TN. All Incantations are Full-Round Actions. The Caster Level of a
cleric is defined by dividing the skill ranks of the Sphere in question by three. This property is used on several
situations and in many Incantations.
Casting an Incantation increases the TN of the next Incantation the user casts by +2. This stacks until
the caster makes a small prayer (usually 1 hour).
Caster Level (CL) = Ranks in relevant Sphere / 3
Failing an Incantation roll gives the cleric 1 Fatigue.

Incantation Properties
All Incantations have certain properties attached to them. These define every specific Incantation and
determine how it works. These properties cannot be altered, unless a deity provides the cleric with the ability
to do so, or the cleric learns an Incantation differently.
Skill defines which Sphere is used to perform it. All Incantations have only one Sphere that is used, unless
something very specific in an Incantation calls for two separate rolls.
Range is always set as half the clerics Caster Level (CL), multiplied by 10 in meters. This is the maximum
range at which the Incantation can affect its target.
Target defines how many people may be affected by the Incantation. If many are mentioned, the caster may
choose to voluntarily reduce that number.

Duration
Instant means that the Incantation does not last any longer than when it is manifested and disappears right
after it is completed.
Concentration means that the Incantation lasts for as long as the caster is concentrating on the power. This
does not require any action on the part of the caster. However, any TN for any kind of spell is increased
by +6 for every active power that the caster maintains.
Fixed Duration is something specific and is usually mentioned in each individual Incantations description.
This varies according to each Incantation and most of the times uses the CL of the cleric.

Incantations
You will find below a list of all known Incantations, along with all their respective properties. There are more
than those, usually given to clerics by their deities for specific reasons or under specific conditions. Any such
Incantations should be designed by the GM along with the player, with regard to the deity in question.

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EQUIPMENT
Properties
All weapons, armors and gear have certain properties. These are explained in detail below, after which the
list of such items follows. These properties are different for each piece of gear, making it unique or giving it
different properties.
Size shows how big the item is and how many hands it takes to be wielded.
Bonus is added to the total attack roll for this item.
Block is specific for melee weapons and is the number added when defending with the specific weapon.
Using a non-melee weapon to block has a fixed penalty of -6.
Damage is the number of dice or fixed number that is used when the attack with the specific weapon is
successful.
Reach is how big the weapon is and is used mainly for melee weapons. Most ranged weapons have a fixed
reach number of 2 if they are one-handed, or 3 if they are two-handed.
Arm is exclusive for ranged weapons and defines how much time it takes to re-arm the weapon so it is ready
to be used again. Does not include drawing and placing weapons.
IC is how much time it takes for the weapon to be used to make one normal attack.
Critical is what happens when the attacker scores a difference of 16 or more on the attack roll.
Ammo shows what kind of ammunition the ranged weapon takes.
Range shows the weapons initial Close Range value.
Penetration is a value that shows the ability of ammunition to pierce through armor. If an ammunitions
rating is equal to or greater than the armors DR, then the DR of the armor is treated as half normal.
Hits shows the number of Hits that the weapon can take before it is broken.
DR is an armors Damage Reduction value, which shows how many Hit Points is reduced after each attack
against the wearer.
Coverage measures how many Locations of a character an armor covers. For shields, it states the maximum
number of Locations that can be protected.
Penalty is reserved for armors and shows the number subtracted from a characters Reaction value when
that specific armor is being worn. For helmets its the penalty given to Observe checks and attack rolls.

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