Nin-Gonost
Nin-Gonost Rulebook
Table of Contents
Table of Contents
- A Personal Message For You
- Nîn-Gonost: The Core Rules
- Components In Nîn-Gonost
- The Dice
- Basics
- Fighting
- Ranged Attacks
- Other Actions
- Line Of Sight and Cover
- Taking Damage & Fatigue
- Morale
- Skills
- Advanced Options
- Weapon Effects
- Special Abilities
- Multiple Players
- Attacking Structures And Objects
- Detail Of Play
- Playsheet
A Personal Message For You
Thank you. Thank you for journeying into the dark world of Gwaindor with the infamous ancient dungeon of Nîn-Gonost and thank you for playing our game.
The original rulebook for Nîn-Gonost had a few problems, inconsistent translation being just one of them. Due to production time pressures and a bilingual design team, the rules had some sections that were more difficult to decipher than the ancient tomes of arcane magic in the deepest studies of Nîn-Gonost.
Then came the tournaments. As Nîn-Gonost gained a fast growing following, it turned out that widely varying interpretations of rules were coming up – and the rules did not clarify the right way to play.
So we took steps to fix up the rules. Not just the English and the organization, but the rules themselves. If any action involved a formula that slowed down play at all, it was revamped. Ambiguous rules were resolved and ugly rules removed. Everything became streamlined. Skills were drastically altered (Sneak and the new Search) to improve playability and rebalance characters as rules shifted. We added rules to amp up the excitement level even more (Counter Strike and the revised Dodge roll). Soon, we had gutted the system and built a new, meaner, faster game that was easier to play, and to our amazement, a whole lot more fun.
The basic game engine of the dice and movement are untouched, but polished. There's some new twists. If you liked the advanced game, you'll love this. If the advanced game scared you, you'll love this.
Come on in. The dungeon's fine.
– Paul A. DeStefano & the Adiken Team
Nîn-Gonost: The Core Rules
The Core Rules are the heart of the Nîn-Gonost game system. These rules replace the original Advanced Rules in the rule book. If you are looking for a more basic game, read the section on Basics and no further, substituting the "Beginner Rules" for Ranged and Combat rolls. Once you master that game, use the full Ranged and Combat rules. Then add on skills and start looking into the advanced options – you don't need to read all of the skill descriptions, just whatever skills any characters in your team have.
If you already have the original Nîn-Gonost rules, this will all be very familiar. It still contains excellent background information and scenarios. You will find rules for velocity are gone, now incorporated into stats and formulas themselves. Changes to the basic game engine will be found in Dodge and the new Counter Strike. Most skills have been tweaked and Manna Skills revised and rebalanced.
You are reading the basis of the new Nîn-Gonost system. And the start of a whole new gaming hobby.
Components In Nîn-Gonost
The Cards
Each miniature comes with a character card which shows its point value, stats and a name or description and picture, to make identifying the character on the board easy. A single card represents a single character. We will use Sir Galwen as our example.
Definitions:
- VALUE: This is how many points a character is worth when setting up armies and often in determining victory conditions. If a fight is agreed upon to be a 200 point fight, each player must choose up to 200 points of character VALUE. Sir Galwen's value is 55.
- ACTIONS: Total number of Action Points (APs). This is how many action (such as moving or fighting) a character may take in a single turn. Sir Galwen can take 4 actions per turn.
- SPEED: Total number of spaces a character may move with a single action point. The first number is WALK speed, the second number is RUN speed. A character with 4 AP may walk 4 times in a single turn. Sir Galwen can walk 1 or run 3 spaces.
- FIGHT and RANGE: The color of the circle (along with the small number to the upper right of the circle) tell which color die the character rolls in combat. This color represents the character's skill. The number inside the circle is the Damage Bonus if the character hits an opponent. Darker colors (higher die numbers) represent greater skill, while higher bold white numbers in the circle represent greater damage. The FIGHT circle shows the color and number DUEL DIE used in hand to hand combat, like sword, and the RANGE circle is used to pick which ACCURACY DIE is used and what damage is applied. The number in the circle on the card is for the character's usual weapon – the value may change during the game (if the character is disarmed, for example). Sir Galwen has a Fight skill of 5 (Dark Yellow) with a +8 Damage Bonus. The +8 is actually his 5 STR plus the 3 listed for his longsword. Unarmed combat has a –1 penalty, so he would fight at –4 from his listed damage bonus of 8 or –1 from his strength, both of which mean 4. He has no ranged weapon, so there is no ranged bonus for damage, but he has a Range skill of 2 – light blue.
- RESISTANCE: Higher numbers here mean tougher armor. If the total Power of an incoming attack EXCEEDS this number, the character is killed. Sir Galwen's Resistance is 14.
- MANNA: This is the force of life. When hurt, a character loses Manna. Manna can also be used to cast spells, using the very life force of the character to alter reality. Sir Galwen has 5 Manna points.
Attributes
Attributes are the physical makeup of a character. They also tell what base die skill attempts work off of. If a character is attempting a STR based skill with no modifiers, and they have a STR of 4, they will use Accuracy die 4, the Red die, to determine their success.
- STR: Strength. Shows the raw physical strength the character exerts in combat and tasks such as lifting. Sir Galwen has a Strength of 5.
- CON: Constitution. How physically hearty the character is. If a character survives an attack, but the Power of that attack is greater than their CON, they will lose a point of Manna. Sir Galwen's Constitution is 4.
- DEX: Dexterity. The character's skill at fast or fine movement, such as dodging an arrow or picking a lock. Sir Galwen has a 4 Dexterity.
- PER: Perception. How aware the character is and how sharp their senses are. This will be used to determine how far away a character can aim. Sir Galwen's Perception is 2.
- WIL: Willpower. The mental merit a character has to resist magic or perform a task requiring intelligence. Sir Galwen's Willpower is 6.
- CTR: Control. The ability to wield Manna. Characters with a 0 CTR may not use spells or Manna skills under any condition. Characters with a 1 or greater may possibly be MannaWeavers, like Wizards. Sir Galwen's control is 4.
- WGT: Weight. How much the character weighs. A point of WGT is about equal to 33 pounds in our world. Sir Galwen has a weight of 10 – about 330 pound in his full armor.
Skills and Equipment describe special abilities of a character, and modifiers used in case equipment is lost or destroyed. EQUIPMENT NUMBERS ARE ALREADY FIGURED IN TO THE CHARACTER CARD. If a character has a line that says a weapon type +3 for their primary weapon, that 3 is already taken into account. If they LOSE the weapon, then the three is subtracted from their Damage Bonus. They are assumed to be using their highest bonus weapon by default. Sir Galwen has a Longsword +3 and dagger +1. If using his dagger, you would subtract the sword value from his damage bonus and add the dagger (8 –3 +1), for a +6 damage bonus. His total armor value is 10. He has the skill of Leadership at +2 and Bravery at +2.
The Dice
The Nin-Gonost Conflict system uses 25 dice, but ONLY 2 are ever rolled by a player at a time. One will be either a DUEL or ACCURACY die, and one will be a FATE die. Some rare cases call for just a Fate die to be rolled as well.
Bonuses and Modifiers
Bonuses are the numbers shown inside the Range and Fight circles on a character card. Specifically, these are Damage Bonuses. Bonuses are added to the total for the WINNER of a die roll only. For Accuracy dice, it is added to the number on the die face. For Duel dice, it is added to the Difference of the numbers between opponents' rolls.
Modifiers are things like striking an opponent from behind or firing at close (or long) range. They MODIFY THE DIE ROLLED – not the total. A +1 modifier means roll the next higher die – not add two to the result. Modifiers stack. If a character gets a –1 modifier for shooting an opponent with a shield and a –1 modifier for shooting at long range, the will roll the die 2 dice lower than their base die.
Accuracy Dice
These are used for RANGED ATTACKS and SKILLS. Any action which is not directly resisted by another force uses accuracy dice. A broken arrow is a failure. Always. A FATE (star) rolled when a broken arrow is rolled is a CRITICAL FAILURE. A crosshair and a number INCLUDING ZERO indicates a success. The number represents the accuracy of the attempt. If a crosshair is rolled and a FATE (star) comes up on the Fate die, the attempt is a PERFECT SUCCESS.
Examples: Character has a RED accuracy die and a +3 damage bonus. If this were a ranged attack, the red is the color of their RANGE circle, and the bonus the number inside. If it is a skill attempt (Like using DEX to open a lock), the number is the number of the red die (4).
SKILL ROLLS:
- If the roll comes up with a BROKEN ARROW and no Fate (star), the attempt has FAILED.
- If the roll is BROKEN ARROW and a Fate (star), the attempt is a CRITICAL FAILURE, often with disastrous results.
- If the roll comes up with a CROSSHAIR and no Fate (star), the attempt has SUCCEEDED.
- If the roll is a CROSSHAIR and Fate (star), the attempt is a PERFECT SUCCESS.
- If a character has a skill of LOCKPICK +2, and a DEX of 4, they would roll Accuracy die 6, since Lockpick is a DEX skill, and they add the 2 modifier.
? Dice
If forced to roll the ? die (light yellow), a success only occurs if the ? and a Fate (star) are rolled. If rolling a ?+? die (white), success only occurs if the ? and a Fate (star) are rolled AND an additional Fate (star) is rolled. These count as normal successes, as if a 0 were rolled. No perfect success is possible when rolling these dice.
Duel Dice
When Duel Dice are rolled, multiple players will be rolling dice. Higher rolls win whatever contest is being resolved. If one side rolls a 4 and has a +16 bonus while the other rolls a 6 but has only +1 bonus, the 6 wins the contest. Bonuses are never added directly to a die roll.
The Duel Dice Difference
When seeing who won a contest, such as a fight, players each roll duel dice. The HIGHER roll wins, and the DIFFERENCE between the two rolls is added to any bonuses to come up with a POWER.
Example: An orc rolls a 5 and Sir Galwen rolls a 7. Sir Galwen has won the contest with a difference of 2 (7-5=2). If this were a combat roll, Sir Galwen would add his Damage Bonus of 8, striking the orc for a total power of 10 (the 2 difference from the roll, plus the 8 on his Fight Bonus as shown on his character card total up to 10). If either came up with a FATE star, their attempt is a Perfect Success (if they rolled higher) or a Critical Failure (if they rolled lower).
Core Rule #1: Roll 2 dice – 1 colored, 1 Fate. Core Rule #2: Modify the die you roll, not the number. Core Rule #3: Always roll the Fate die. Core Rule #4: Bonuses are only added to winning rolls.
Basics
Note To Beginners
To play a simpler game, You may choose to use the Beginner's rules for Combat and Ranged attacks, and all other rules in the Basics section, but no advanced or optional rules. You may add further rules as your comfort with the base game system grows.
Choosing Sides
If playing a Free Form scenario (one where players simply make up a map and teams), players should simply choose a point value and create forces totaling no more than that value. Special Scenarios, such as many of the scenarios in the Campaign Book, will have uneven forces and victory conditions.
Good characters have Blue stars around their Action Point Total. Evil have Purple and Neutral have Green. You may not mix Blue and Purple stars on a team. Either team may include Neutral (green) characters. It is also possible to have an all neutral team.
If a character has a proper name on its card, it is considered Unique and you may only field one on your team.
Core Rule #1: Good and Evil don't mix. Core Rule #2: Equal values are fair. Usually. Core Rule #3: Named Characters are Unique.
Turn Sequence
The side with fewer miniatures on their team chooses who goes first. If sides have equal figures, then the side with the lower total points chooses. If still a tie, determine who will choose the first player randomly. Each character must complete its turn before moving on to another character. You do not need to spend all of your action points. After all characters have used up to their AP in actions (or saved them – more on that later), the next player turn begins.
Core Rule #1: Move all of your team before the opponent goes. Core Rule #2: Use all of a character's Action Points before going to the next.
Moving
Speeds
Characters are in one of three speeds: Stop, Walk or Run. A character cannot change from Stop to Run without first moving at Walk speed. Maximum Walk speed is shown as the first movement number. Maximum Run speed is the second movement number. You do not have to move the full speed shown. If your last action had no movement, your speed is considered to be Stopped. If you moved any number up to your walk speed, your speed is Walk. If your last action moved you a number of spaces over your Walk and up to your Run speed, you are running. Each space moved counts as 1 towards your movement total. A speed of 4 allows you to move 4 spaces.
It costs one Action Point to Run or Walk. You may freely change speeds within those ranges, or from Run to Walk, Walk to Run, Walk to Stop or Stop to Run without penalty. Changing from Run to Stop (to perhaps avoid hitting a wall) is a Perilous Movement (see Perilous Movement).
A character who ran as his last action last turn MUST move with his first AP this turn.
Assumed Speed
Exact speed of characters is not tracked. If a character is in his Run speed range (greater than his Walk speed, up to his Run speed), his Assumed Speed for any calculations is assumed to be his Maximum Run Speed. If a character is Walking, his Assumed Speed is his Maximum Walk Speed. Stopped characters have an Assumed Speed of 0. Even if a character has a run speed of 9, but only moved 7, his speed counts as a 9 – his maximum run speed. This simulates perhaps dodging and ducking as he moves.
Facing
Miniatures have 1 front face, 2 sides and 1 back. You may wish to mark a side on the base as "front" by painting it a different color. Characters may not face the corner of a square.
Sight Arc
The Sight Arc or Line Of Sight (diagram in the printed rulebook) extends directly from the sides of a characters space. They cannot see behind themselves. The GREEN squares indicate where a character can see, if the yellow edge were their front. If attacked from a square NOT in green, the character is considered to be attacked from the rear.
Firing Arc
The Firing Arc (diagram in the printed rulebook) extends outward in a 45 degree angle from each of the front facing corners of a character's space. Characters may only attack other characters that are in their Firing Arc.
If the yellow edge indicates the character's front facing, then he may target any of the squares highlighted in BLUE, extending until obstructed. Distance is counted straight out at the center of the arc. Diagonal counting is allowed. Any of the highlighted squares at the top of this diagram are at a range of 4.
Movement Arc
Rather than think in terms of straight or diagonal, the Nin-Gonost system uses a Movement Arc (diagram in the printed rulebook). The normal movement arc is a corridor 3 spaces wide in front of a character, no matter how far they move.
In a SINGLE AP spent on movement, the character may choose to end up in any of the squares highlighted in red (assuming their move speed allows them to move that far). After each AP, a new movement arc is determined from where the character is standing. Count STRAIGHT OUT from the character the number of spaces you wish them to move. The may move to that space, OR the space to either side of that space, if the path to the target space is unblocked. The distance moved is counted as how many squares straight out.
Obstacles
Obstacles are walls, doors, opposing characters, or friendly characters engaged in combat. If a line drawn from the center of the starting space to the center of the space you wish to end a move passes through or touches a space containing an obstacle, you may not move to that space. The character shown at right may not move along the red line. You may pass through friendly characters not engaged in combat if you are both at walk speed, but may not be in the same space as any other character at the end of an Action Point. If either character is at Run Speed, it is Perilous Movement.
Other Movement
Sidestep/Backstep (1 AP): A character may move to any adjacent square, including diagonal, and keep their facing if they were Stopped or at Walk. Not available if running.
Free Rotate: A character may change their facing by 90 degrees if they did not just RUN on their prior action and will not RUN on their next action. Any attempt to turn before or after a Run is a Perilous Movement (see Perilous Movement). This costs NO action points. You may never turn in the middle of an action, only BEFORE or AFTER one.
U-Turn (1 AP): Characters at Walk speed or Stopped may turn 180 degrees.
Crawl (2 AP): A character knocked down may Crawl at walk speed for 2 AP. To drop to crawling position from a stand costs 1 AP. Crawling characters count as prone.
Stand Up (1 AP)
- Base Die: Character Dex
- Failure (Broken Arrow): Character fails to stand.
- Critical Failure (Broken Arrow AND Fate): Character fails and loses any further AP for this turn.
- Success (Crosshair): Character Stands.
- Perfect Success (Crosshair AND Fate): Character Stands for 0 AP.
Jump (1 AP)
- Base Die: Character Dex
- Maximum distance you may jump OVER when stopped is equal to your walk speed –2. If you had just walked, you may jump walk –1. If you had just run, you may jump over your Walk speed.
- Jumping over furniture count as an additional +1 space when counting distance.
- Jumping characters counts as an additional +2 spaces. Large characters are +3.
- Failure (Broken Arrow): Character fails and lands directly in the space in front of them.
- Critical Failure (Broken Arrow AND Fate): Character fails and lands directly in the space in front of them. 1 Manna point of damage is taken.
- Success (Crosshair): Successful jump.
- Perfect Success (Crosshair AND Fate): Successful jump and choose their facing upon landing.
Perilous Movement
- Base Die: Character Dex
Any move that breaks the basic movement rules, such as Turning while running or stopping immediately after running without walking first (To avoid falling in a pit, perhaps), is a Perilous Move and the character must make a Perilous Move roll. The player must tell other players where it is they wish their character to end the current Action Point (not complete turn) before rolls are made.
Roll an Accuracy Die equal to the Character's DEX score. For each additional attempt at a perilous move for the same character in the same turn, modify the die rolled by –1.
Example: If a character tries to turn after a Run action with a DEX of 4, they will roll Accuracy Die 4 (red). Whether they fail or succeed, if later this turn they attempt another Perilous move, they will roll Accuracy Die 3 (purple). Another attempt this turn will bring them down to Accuracy Die 2 (light blue).
- Failure (Broken Arrow): Character fails and must continue as if they did not attempt the Perilous movement – ie not stopping or turning. If they hit an obstacle, see the rules for Hitting Obstacles.
- Critical Failure (Broken Arrow AND Fate): Character fails and FALLS in the square AFTER the one they were trying to take the Perilous Movement in. This may result in them hitting an obstacle and staying in the same square. They also take 1 automatic Manna Point of damage. If they hit an obstacle, see the rules for Hitting Obstacles.
- Success (Crosshair): Character continues without difficulty.
- Perfect Success (Crosshair AND Fate): Character continues without difficulty AND this attempt does not count as a negative modifier against further attempts this turn.
Hitting Obstacles
- Base Die: Character Dex
- Failure (Broken Arrow): Character FALLS in space of impact. If WGT + Assumed Speed (See Assumed Speed) is greater than RES, character loses a point of manna.
- Critical Failure (Broken Arrow AND Fate): Character FALLS in space of impact. Character loses a point of manna and remaining AP for the turn.
- Success (Crosshair): Character reduced to Stop and is facing obstacle.
- Perfect Success (Crosshair AND Fate): Character reduced to Stop and may choose facing. (If the character had been at Run speed and come to a stop at a wall, he may not get a free rotate, since his last action had a Run speed).
If you hit ANOTHER CHARACTER – they must ALSO make a Perilous Movement roll.
Example of Perilous Movement and Hitting Obstacles: A squire has a movement of 3/6 (Walk 3, run 6). He is at run speed heading to a corner in the hallway ahead. Declaring he will turn that corner at Run Speed, must roll a DEX die. With a DEX of 5, he rolls accuracy die #5 (Dark Yellow). He rolls that die and a Fate die. OUCH – he rolls the broken arrow! This means he does not turn! He slams into the wall in front of him at his Assumed Speed of 6! He tries to right himself before hitting the wall. He makes another DEX check and passes, rolling a 1. He did not turn, and hits the wall, unharmed. Had he failed his Obstacle Roll, he would have to add his Assumed Speed (6) to his WGT (6) – and hit himself for 12, which is greater than his RES of 6 – he would have hit the wall hard enough to lose a point of Manna.
Core Rule #1: Characters are at Stop, Walk or Run. Core Rule #2: You must Walk before Run. You cannot Stop from a Run.
Fighting
If characters are adjacent (diagonal included) they may engage in combat.
A character standing next to another character is not necessarily engaged. Once the pair roll Duel Dice, they are considered to be Engaged.
If a straight line drawn between the center of the spaces of two characters touches an obstacle, such as a wall or another character, they cannot be engaged.
Characters may attack another character IN FRONT of them, in their movement arc, not the side or rear.
Once engaged, a character may turn in their space, but not move from their space without a successful Disengage. An engaged character MUST fight – additional actions must be combined (see combined action) if attempted. If you engaged in a fight and knocked down, for instance, your STAND action must be Combined (see combined actions) with your fight, since you MUST fight with each AP when engaged.
Combat Roll
- Base Die: Character's Fight Die
Each attack costs the attacker 1 AP. Defenders may defend for free. Both characters involved roll the Duel Die equal to their Fight skill (possibly modified) and the Fate die. The HIGHER roll wins. The POWER of the strike is equal to the DIFFERENCE between the two rolls PLUS any Damage Bonus for the winner's weapon. If this POWER is greater than the opponent's RESISTANCE, they are killed. If the POWER is greater than the opponent's CON, they lose a point of Manna.
POWER (difference + DAMAGE) > RES kills the opponent. POWER (difference + DAMAGE) > CON wounds the opponent.
If the WINNER rolled Fate (star), then if the POWER is greater than the opponent's CON, the opponent is killed.
If the LOSER rolled Fate (star), then the blow is Blocked and no damage done.
If both roll Fate (star), then the combat is resolved normally.
If both numbers rolled are a tie, it is a parry (clash of weapons), resulting in no damage.
If both numbers rolled are a tie, and ONE character rolled a FATE star, there is a Counter Strike. A Counter Strike happens IMMEDIATELY and costs no AP. The player who rolled the fate modifies their die by an additional +1 beyond any previous modifiers, and both players roll another attack. The +1 bonus is good for that single counter strike only and no further rolls. Additional counterstrikes do NOT add up. Characters continue with the same fight option they had chosen. This simulates the weapons parrying, and the player rolling fate using an advantage to immediately strike a second time.
If both numbers rolled are a tie AND both players rolled Fate (star), then BOTH characters are DEFEATED.
Beginner's Rule for Combat Roll
If you wish to simplify the Nîn-Gonost combat resolution, use the following for Combat Rolls, ignoring Manna points.
POWER (difference) + DAMAGE > RES kills the opponent.
If the WINNER rolled Fate (star), the opponent is killed.
If the LOSER rolled Fate (star), then the blow is Blocked and no damage done.
If both roll Fate (star), then the combat is resolved normally.
If both numbers rolled are a tie, it is a parry (clash of weapons), resulting in no damage.
If both numbers rolled are a tie, and ONE character rolled a FATE star, there is no effect.
If both numbers rolled are a tie AND both players rolled Fate (star), then BOTH characters are DEFEATED.
Defeated Characters are placed lying face up on the floor. They may be moved through normally, but their weapons and items may be taken from them.
After a character has been attacked, they may choose to Free Spin turn to face the attacker for free.
Backstab
A character's BACK is considered to be the three spaces behind the character, the opposite of his movement arc. If attacked from one of these spaces, the defending character makes a PER roll.
- Failure (Broken Arrow): Character is unaware, the attack occurs at +1 for the attacker, -1 for the defender, who does not get to choose a combat option. The defender may Free Spin after the attack.
- Critical Failure (Broken Arrow AND Fate): Character is unaware, the attack occurs at +2 for the attacker, -2 for the defender, who does not get to choose a combat option. The defender may Free Spin after the attack.
- Success (Crosshair): Character is aware, the attack occurs at +1 for the attacker, -1 for the defender, who may choose a combat option. The defender may get a Free Spin after resolving the attack.
- Perfect Success (Crosshair AND Fate): Defender immediately gets a free spin. If they choose to keep their back to the opponent, treat as a regular Success.
Mobs
Multiple Opponents (a mob) may choose to move to Engage a single opponent but not attack yet, holding remaining APs to the end of the turn. Once characters are moved into position, they may EACH attack using the Multiple Opponents modifier. This simulates the mob reaching their target at the same time and striking, rather than stepping up one at a time and hoping to survive. If a character moves into position but has NO AP remaining, they do not count as engaged and as a member of the Mob. The attack may not be a Combined action. IF characters that were part of the mob still have APs remaining, but the target is defeated, their held AP are lost – they may not choose another target to attack.
Modifiers
- Each character a character is engaged to beyond the first: -1
- Striking a character from the rear: +1
- Being struck from the rear: -1
- Fighting while prone: -3
- Character has higher Action Point total: +1 per AP (Not counting used/unused – number as card shows)
Note: If using the Optional Advanced Weapon Table, additional modifiers may apply.
Combat Options
These tactics modify the dice rolled and damage caused. Each hand to hand attack, an option may be chosen before dice are rolled. Remember, POWER is your Accuracy (The difference between Duel Dice PLUS your damage bonus (The number INSIDE the circle on your character card). Changing your Fight Die changes your chance to hit the opponent, while the damage modifier changes your chance to defeat them with that hit.
All Out: Fight Die -1, Damage Bonus +2, attacker only.
Cautious: Fight Die +1, Damage Bonus –2.
Defensive: Fight Die +2, May not cause damage. Even if the player using the Defensive option wins the roll, there is no effect.
Disarm: POWER > opponent's STR. Fate on a higher roll means automatic disarm.
Disengage: If the character choosing to Disengage wins the duel, no damage is caused, but they may step 1 square straight back.
Grab: Fight Die –2; If POWER > opponent's CON, opponent is held and may not fight or move until free. May attempt to break hold as a STR v STR duel using Fight dice.
Knock Back: If POWER + STR > opponent's WGT. Fate on a higher roll means automatic knockback and knocked down. Opponent moves 1 space directly away. +1 if character attempting knock back has a shield.
Knock Out: Success if POWER > opponent's CON. Fate on a higher roll means automatic Knock Out. Target falls prone and is unconscious. Opponent may attempt to regain consciousness with a CON roll at the end of each turn. On a critical failure of the CON roll, the character will never regain consciousness during this game. On a critical success, the character immediately stands up with no AP cost. An adjacent character may spend Actions attempting to awaken the character. Each AP spent allows an additional immediate CON roll to wake up.
Trip: Success if POWER > opponent's WGT. Opponent is knocked down. Fate on a higher roll means knockback and knocked down. Opponent moves 1 space directly away.
Core Rule #1: DIFFERENCE plus winner's DAMAGE vs loser's RESISTANCE or CON to Kill or Wound. Core Rule #2: You can get killed on your own turn.
Ranged Attacks
A character may attempt a ranged attack (thrown weapons or bows) if the target is in Line Of Sight and closer than the longest Range of the weapon they are attempting to use. See the Line Of Sight rules for details. A character engaged in combat may not use ranged weapons.
Nocking an arrow costs 1 AP. Characters are assumed to have enough ammunition to last the length of the game.
Any roll resulting in a Broken Arrow roll by a character has a nocked arrow will cause their arrow to become unnocked. Any action listed in the Other Actions section will also unnock an arrow.
Throwing or firing a weapon costs 1 AP.
The firing/throwing player rolls an Accuracy die equal to the Range die color of the firing character.
Ranged Attack
- 1 AP for a fired shot, or throw a weapon
- Base Die: Character's Range Die
- Failure (Broken Arrow): Character has missed the target.
- Critical Failure (Broken Arrow AND Fate): Character has missed the target and broken the weapon. If it was a thrown weapon, it may not be retrieved. If it was a bow weapon, it will take 4 AP to repair the bow.
- Success (Crosshair): Add the attacker's Damage Bonus to the number on the Accuracy Die. This is the shot's POWER. If this is greater than the targets RES, they are killed. If the total is greater than the target's CON, the target loses a single point of Manna.
- Perfect Success (Crosshair AND Fate): Add the attacker's Damage Bonus to the number on the Accuracy Die. This is the shot's POWER. If this is greater than the target's CON, the target is killed.
POWER (Accuracy die + DAMAGE) > RES kills the opponent. POWER (Accuracy die + DAMAGE) > CON wounds the opponent.
Targets may attempt to use an evasive action, such as Dodging, Deflecting or Catching the projectile for free IF the firer was in their front Sight Arc (see Line Of Sight and Cover) after the projectile hits.
Beginner's Rule for Ranged Roll
If you wish to simplify the Nîn-Gonost Ranged resolution, use the following for Combat Rolls, ignoring Manna points:
- 1 AP for a fired shot, or thrown weapon
- Base Die: Character's Range Die
- Failure (Broken Arrow): Character has missed the target.
- Critical Failure (Broken Arrow AND Fate): Character has missed the target and broken the weapon. If it was a thrown weapon, it may not be retrieved. If it was a bow weapon, it will take 4 AP to repair the bow.
- Success (Crosshair): Add the attacker's Damage Bonus to the number on the Accuracy Die. This is the shot's POWER. If this is greater than the targets RES, the target is killed.
- Perfect Success (Crosshair AND Fate): The target is killed.
Accuracy + DAMAGE > RES kills the opponent. The target may roll a Fate die to dodge. If a Fate (star) is rolled, they are unharmed.
Modifiers
- Close Range (Up to attacker's PER): +1
- Long Range (Over 3 times attacker's PER): -1
- Cover: -1 for each square of cover
- Target has a shield (not buckler) and being shot in the front or side: -1
- Line Of Sight: -1 for each step (see Cover)
- Large target: +1
- Target's Assumed Speed is greater than Attacker's PER: -1
- Target Prone: -1
- Target is engaged in combat: -1
- Concentrating to Aim: +1 per AP concentrating.
Core Rule #1: Accuracy + Damage Bonus > RESISTANCE kills. Accuracy + Damage Bonus > CON causes 1 manna of damage.
Other Actions
In Nin-Gonost, any action is attemptable.
Concentrating
- 1 AP per +1 Bonus
Concentrating will grant a +1 bonus to any Accuracy Die roll per 1 AP spent concentrating. This can be used to aim a bowshot, prepare to hide, increase an Intimidation roll or any other Accuracy Die roll. A character may not concentrate more than their WIL times per turn. Concentration bonuses may not be saved from turn to turn. May not be used when engaged in combat.
Move/Lift Object
- 1 AP (push or pull)
- Base Die: STR+2 vs WGT of the object
Object moves 1 square straight away on success, 2 on perfect success. If attempting to pick up an object, success means the character is holding the object, Perfect success means it took 0 AP. If a character has a strength greater than 8, use Accuracy die 8 (dark purple) and add the character's strength and compare to weight.
Open Door
2 AP. Also for opening chests, etc. This is for standard, unblocked doors. If opening AWAY from the opening character, if the space that the door is swinging through has a opponent in it, use the rules for Hold Door.
Manipulate Object
1 AP - draw or sheath weapon, lock a door, bite an apple, cut a bowstring or any assumed automatic success. Common sense must be used to determine things like having to sheath a sword to tie a shoe, since tying a shoe takes two hands.
Hold Door
(Or similar STR contest) – 1 AP (Free for defender) a STR duel between the character attempting to open and the character attempting to shut the door. Winner gets choice.
Attacking Objects or Unconscious Characters
1 AP - Objects (or unconscious characters) are attacked just like normal combat, except they are assumed to roll a 0 and not Fate on every roll. You may not choose a combat option. If the object is destroyable, its damage rating will be noted in the scenario or the Structural Damage table.
You Want to WHAT!?
1 AP - Characters may attempt actions not covered in the rules. Any fast action may be attempted at the –1 die (?+?), with a failure cost of 1 Manna. A Broken Arrow rolled and either one or two Fate stars rolled will kill the failing character. This would allow, for example, a dwarf to catch an arrow with his teeth if his hands are full and he is bound. Note that he has a far greater chance of killing himself than succeeding.
Line Of Sight and Cover
Cover and Line Of Sight determine how difficult it is to hit a target at range.
SIGHT ARC extends directly from the sides of a characters space. They cannot see behind themselves.
FIRING ARC extends outward in a 45 degree angle from the front facing corners of a character's space.
Walls, Doors, Large and larger Characters BLOCK line of sight. Other objects and characters provide Cover. Line of Sight and Cover modifiers stack.
To determine modifiers for a shot, a character must be able to trace a line from any point on the front facing edge of the Attacker's square to any point on the Target's square. If any parts of the spaces can have a straight line unbroken by objects that block line of sight, the character may attempt the shot. Characters are assumed to fill the entire square they occupy.
If a line can be drawn from the center of the Attacker's square to the center of the Defender's square and only passes through objects that provide cover, without touching a square that blocks line of sight, then there is no line of sight modifier.
If a line CANNOT be drawn from the center of the attacker's square and the target's square, find the nearest square that DOES allow the straight line to be drawn. If a traced line touches the corner of a square that blocks line of sight, it is not considered a clear shot.
The LINE OF SIGHT modifier is the number of squares a character would have to travel to get to the square where there is no blocked line from center to center, including that square.
Example: If the nearest square with a perfect line from center to center is 2 spaces away, then my Line Of Sight modifier is –2.
IGNORE ALL INTERVENING OBJECTS when determining line of sight. Characters (other than Large Characters) and obstacles like sarcophagi are count towards cover and are computed from the attacker's actual square, not the Line Of Sight square.
After Line Of Sight is determined, trace a line from any point on the attacker square to any point on the target square again. Attacker chooses the locations on the squares to use. If that line crosses any space that includes a character, sarcophagi or other blocking object, another –1 modifier is added for each obstructed space.
The diagram accompanying this passage in the printed rulebook shows Character A's blue line to Character B's square, the first unobstructed Square 2, and Character C providing cover. In the example, Character A would not be allowed to step directly into Square 2, because a Wall is in the path, center to center. He would have to take 2 steps to get there, first square 1, then 2. This makes his Line Of Sight modifier –2. From the actual position of A, C is in the way, and adds –1 for cover. The shot can be made at –3, before applying modifiers such as distance. For A to shoot C, the Line Of Sight modifier is at –1 (1 step for Line Of Sight).
If you miss a target, and one of the squares the projectile passes through contained another character, friend or foe, roll a fate die, starting with the furthest. On a Fate (star), that character is hit by the weapon with an accuracy of 0 and no further checks are made.
Projectiles that are assumed to land in the space of the original target, hit or miss.
Prone and crawling characters that are not Large creatures may hide completely behind furniture objects as if they were walls.
Core Rule #1: Line Of Sight modifier is how many steps to a clear shot. Core Rule #2: Cover modifier is how many objects between firer and target. Core Rule #3: Modifiers stack.
Taking Damage & Fatigue
Weapon attacks cause 1 manna damage. Never more, although they can be instantly killed.
Characters with no Manna points are Fatigued. Characters with less than zero manna points are dead.
When a character reaches 0 Manna, it is FATIGUED – all die rolls are at –2.
Recover
- All AP
- Base Die: Character's CON
To recover from Fatigue, a character must spend its total maximum APs to try to recover. Characters must not be engaged to recover. These APs must be spent in a single turn. Only characters with 0 manna may attempt to recover.
Remember: Recovery rolls will be modified at CON –2!
- Failure (Broken Arrow): Character has not recovered.
- Critical Failure (Broken Arrow AND Fate): Character is dead.
- Success (Crosshair): Character now has 1 Manna Point.
- Perfect Success (Crosshair AND Fate): Character now has 1 Manna Point and one AP to use this turn.
Core Rule: 0 manna is Fatigued (-2), Negative is defeated.
Morale
Characters start the game with NORMAL Morale.
If raised +1 to INSPIRED, all WIL and CTR rolls are at +1. If lowered –1 to INTIMIDATED, all WIL and CTR rolls are at –1, and they may only fight Cautious or Defensive. If lowered –2 to SCARED, all WIL and CTR rolls are at –2, they fight at Defensive-2 and may not engage or attack any opponent. If lowered –3 to TERRIFIED all WIL and CTR rolls are at –4, they drop any objects in their hands and must run away from all opponents.
Morale Boost
- All AP
- Base Die: Character's WIL + any Bravery
To recover Morale, if lower than normal, a character must spend its total maximum APs to try to Morale Boost. Characters must not be engaged to Morale Boost. These APs must be spent in a single turn. Does not affect other characters.
- Failure (Broken Arrow): Character has not recovered.
- Critical Failure (Broken Arrow AND Fate): Morale drops another level.
- Success (Crosshair): Character recovers 1 Morale.
- Perfect Success (Crosshair AND Fate): Character recovers 2 Morale.
Skills
Once you've gotten the hang of all of the prior rules, you can add Skills. You don't actually need to read this section until you use characters that possesses these skills. When you get comfortable with using skills, you can have characters who are not trained in a skill attempting to execute one.
Some skills (Like Acrobat) are Bonus Skills that modify base die rolls. Others are actions. Bonus Skills are only usable by characters who have the skill printed on their card.
Skills that cost any AP may be attempted by anyone, but if they do not list that skill on their stat card, the attempt is at a –2 die modifier.
Skills that are Free Reactions may be attempted by anyone with no penalty.
Acrobat
- die modifier to Jump, Perilous Movement, Dodge, Disengage and Stand
Bravery
- die modifier to all Morale affecting events.
Catch Projectile
- Free reaction
- Base Die: Dex – 2
An attempt to catch an incoming projectile. Attacker must be in Sight Arc and free to move arms with a free hand. The catching character's STR must be equal to or greater than the projectile's WGT. If the target is unharmed, attacker loses 1 level of Morale.
- Failure (Broken Arrow): Hit resolved as rolled.
- Critical Failure (Broken Arrow AND Fate): Hit resolved as if a Fate (star) were rolled with it.
- Success (Crosshair): Reduce the Power of the incoming attack by the number rolled.
- Perfect Success (Crosshair AND Fate): Target unharmed.
Deflect Projectile
- Free reaction
- Base Die: Dex – 1 +1 if carrying a shield or buckler.
An attempt to deflect an incoming projectile. Attacker must be in Sight Arc and free to move. The deflecting character's STR must be equal to or greater than the projectile's WGT. If unharmed, projectile falls into adjacent square of target's choice, striking any figure there with a POWER equal to the Dex roll + weapon Damage Modifier. Base damage for deflected arrows and bolts is 1.
- Failure (Broken Arrow): Hit resolved as rolled.
- Critical Failure (Broken Arrow AND Fate): Hit resolved as if a Fate (star) were rolled with it.
- Success (Crosshair): Reduce the Power of the incoming attack by the number rolled.
- Perfect Success (Crosshair AND Fate): Target unharmed.
Dodge
- Free Reaction
- Base Die: Dex
An attempt to avoid an incoming projectile. Attacker must be in Sight Arc, and dodger must be unbound, not being grabbed or otherwise restricted.
- Failure (Broken Arrow): Hit resolved as rolled.
- Critical Failure (Broken Arrow AND Fate): Hit resolved as if a Fate (star) were rolled with it.
- Success (Crosshair): Reduce the Power of the incoming attack by the number rolled.
- Perfect Success (Crosshair AND Fate): Target completely unharmed.
Dodge Example: An archer shoots an orc, hitting with a Total Power of 9. This will defeat the orc, who has only an 8 RES. The orc tries to Dodge. With a DEX of 3, he rolls the purple Accuracy die. He gets a 2 and no Fate star. The incoming shot now counts as having a power of 6 (8 minus the dodge of 2). 6 is lower than the Orc's RES, he is not killed. It is still higher than his CON, he takes one Manna damage. Having seen the shot coming, the orc dodges enough to take a hit his arm instead of the chest.
Examine Fight Technique
- 1 AP
- Base Die: Fight (Roll an Accuracy Die equal to your Fight Die)
Attempt to examine the style of the engaged opponent. Opponent must be your PER or lower distance.
- Failure (Broken Arrow): No effect.
- Critical Failure (Broken Arrow AND Fate): No effect, may not reattempt on this opponent this game.
- Success (Crosshair): Hand to hand attacks by this character are +1 die vs this opponent for this game.
- Perfect Success (Crosshair AND Fate): All hand to hand attacks by this character are at +2 dice against this opponent for this game.
Intimidate
- 1 AP
- Base Die: WIL
An attempt to frighten the opponent. Targets a single opponent up to the smaller of either the Intimidator's or opponent's PER away. (Check both PERs, use the lower as the range).
- Failure (Broken Arrow): No effect.
- Critical Failure (Broken Arrow AND Fate): Target gains 1 Morale level.
- Success (Crosshair): Target lowers 1 Morale level.
- Perfect Success (Crosshair AND Fate): Target lowers 2 Morale levels.
Leadership
- 1 AP
- Base Die: WIL (+ Intimidation bonus if Evil, + Bravery bonus if Good)
Attempt to Rally allies. Allies must be within their PER to be affected.
- Failure (Broken Arrow): No effect.
- Critical Failure (Broken Arrow AND Fate): -1 Morale for all targets.
- Success (Crosshair): +1 Morale for all targets.
- Perfect Success (Crosshair AND Fate): +2 Morale for all targets.
Lock Pick
- 2 AP
- Base Die: PER
Unlock a locked door. –3 if attempted without Tools. Requires a free hand.
- Failure (Broken Arrow): No effect.
- Critical Failure (Broken Arrow AND Fate): Lock jammed – door may not be opened.
- Success (Crosshair): Door unlocked.
- Perfect Success (Crosshair AND Fate): Door Unlocked, only 1 AP used.
Search
- 1 AP
- Base Die: PER (NO NEGATIVE FOR NOT HAVING THIS SKILL ON A CARD)
Attempt to locate a sneaking character in their Line Of Sight. Ranged modifiers for Distance apply.
- Failure (Broken Arrow): No effect.
- Critical Failure (Broken Arrow AND Fate): May not attempt to SEARCH again this game.
- Success (Crosshair): Enemy no longer SNEAKING.
- Perfect Success (Crosshair AND Fate): Enemies may not SNEAK again this game.
Sneak
- 1 AP
- Base Die: PER
Attempt to go unnoticed. A character remains SNEAKING until they are engaged in combat, take any damage, move an object or run. Character may be found by SEARCHING.
- Failure (Broken Arrow): No effect.
- Critical Failure (Broken Arrow AND Fate): May not SNEAK again this game.
- Success (Crosshair): Enemies fire at -2 against this target and may not engage combat.
- Perfect Success (Crosshair AND Fate): Enemies may not attack this target.
Spot Weakness
- 1 AP
- Base Die: PER
Try to find a flaw in the opponent's armor. May only attempt once per target per turn. Effects do not stack. Opponent must be your PER or lower distance.
- Failure (Broken Arrow): No effect.
- Critical Failure (Broken Arrow AND Fate): No effect and no further attempts may be made on that target by that character.
- Success (Crosshair): Target at –1 RES when attacked by spotting character.
- Perfect Success (Crosshair AND Fate): Target at –2 RES when attacked by spotting character.
Transcend
- 1 AP
- Base Die: WIL
Use sheer willpower to physically excel.
- Failure (Broken Arrow): No effect.
- Critical Failure (Broken Arrow AND Fate): Take 1 manna damage.
- Success (Crosshair): Take 1 manna damage, +1 to STR or RUN until next turn.
- Perfect Success (Crosshair AND Fate): Take 1 manna damage, +1 to STR and RUN until next turn.
Advanced Options
While these rules do add complexity, they also add a tactical richness to the game. Players should agree before the start of a game which advanced options are going to be used.
Combined Actions
A character may attempt to do multiple single AP actions with a single Action Point. The total number of actions you attempt in a single AP may not exceed your character's DEX. With a single action point you may choose to execute the following in the order shown here:
- A single Move action (running adds an additional –1 modifier, causing –2 to other actions).
- A single close combat action.
- Any number of unique skills (including manna skills), but never the same skill more than once.
- Object manipulation actions such as Nock Arrow or Open Door or Block Door.
- A single ranged attack.
Nock and shoot to draw and fire a bow counts as 2 actions towards the total, and the bow is fired at and additional –2 die modifier beyond other combined action penalties and a –2 damage modifier.
Example: Sir Galwen has been knocked prone. He tries to Stand and Attack in a single AP. His stand roll and attack roll are each executed at –1 die. Unfortunately, due to order of execution, he will attack before standing. Perhaps he would be wiser to not combine this action.
Example: Kurtz wants to take a single step (a walk move), nock and fire his bow, all in 1 AP. This counts as 3 actions. Nock and fire incurs a –2 die modifier and –2 to his damage bonus. He walks, and then takes his shot at –3 to his die (Nock and shoot plus one additional action) and –2 to his damage bonus.
You must announce ALL actions you are going to attempt at once. Each action is resolved in sequence, independently, with the same modifier applied to each action. There is a –1 modifier for every roll beyond the first. All actions executed as combined movement at Run speed makes the Run a Perilous Move with a die modifier equal to the number of actions attempted.
Example: An orc with Range Die 4 attempts to Nock and Fire an arrow. He modifies his attack by the one additional action down to range die 3, before even taking other modifiers into effect. If the same orc attempts to Nock and Fire while Running, he will fire at –2 (two additional actions) and be required to make a Perilous Movement roll at –2.
Charge
Charge is a special combined action. It is used to engage an opponent in the same AP used to move next to them. The fight is resolved using Fight Die –1 at Walk speed, -2 at Run speed, Damage Bonus +1 if Walking, +2 if Running. Characters must not have been engaged with each other. No perilous move roll needed. No roll is required for the sudden stop, either. May be combined with a fight option.
Core Rule #1: Each additional action per AP modifies all actions by –1, cumulative.
Saved AP
A character may save a single AP to execute any NON-COMBINED action during an opponent's turn. It may not occur midway through a combined action, nor in the middle of a move. It must occur BETWEEN actions of the opponent. If a character can run past a hallway, but at the start and end of that movement action occupy squares out of the hallway, the shot may not be taken. HOWEVER, if the character's movement action stands him in the middle of the hallway before the next action point, the opponent may used a saved action to swing a weapon or fire a bow as if it were their own turn.
Saved AP are lost when the saving player's turn comes up again.
Core Rule #1: Saved AP may execute 1 action between, not during, opposing actions.
Weapon Effects
Picking Up Weapons
Characters may not use weapons that are not listed on their character card. Picking up a weapon costs 1 AP.
Poison
If a character is damaged by a weapon with Poison, at the start of EACH turn they must make a CON roll on an accuracy die. Additional poisonings do not stack.
- Failure (Broken Arrow): Character takes 1 manna damage.
- Critical Failure (Broken Arrow AND Fate): Character killed.
- Success (Crosshair): No effect.
- Perfect Success (Crosshair AND Fate): Poison cured.
Advanced Weapons Table
The table below reflects the different properties of specific weapons. Players must agree before the game to use the Advanced Weapon Effect rules. This is used in case a weapon is thrown or a special combat option used.
| Weapon | Damage Bonus | Throw Modifier | Trip | Disarm | Knock Out | WGT | Advanced Option |
|---|---|---|---|---|---|---|---|
| Unarmed | -1 | --- | -1 | -2 | -1 | --- | |
| Battle Axe | 5 | -3 | -1 | -2 | -2 | 2 | |
| Chain | 2 | -3 | 0 | 0 | -1 | 1 | Whirl |
Weapon: The weapon name. * denotes the weapon may cause Structural Damage.
Damage Bonus: The damage bonus applied when the weapon hits. If there is a #/#, the second number applies to the weapon when using the ability marked under Special.
Throw Modifier: The Die modifier applied to a character's RANGE die AND when figuring Maximum range when attempting to throw the weapon.
Trip: The die modifier applied when attempting the Trip Combat Option.
Disarm: The die modifier applied when attempting the Disarm Combat Option.
Knock Out: The die modifier applied when attempting the Knock Out Combat Option.
WGT: The Weight of the weapon.
Advanced Option: an extra effect of the weapon. Advanced effects may be combined with standard Combat Options.
Long
Characters with long weapons (ie spears) may engage a character 2 spaces away in their movement arc, but cannot take damage from the opponent unless the opponent also has a long weapon.
Whirl
For each AP spent Concentrating with this weapon, you may increase the weapon's Damage Bonus by 1.
Set
If a character has just charged, the defender may Set their weapon. If the charging character loses the Duel roll, the player with the Set weapon may add 1 to their damage bonus if the charger was walking, 2 if running.
Advanced Ranged Weapons Table
Damage Bonus: The damage bonus applied when the weapon hits. Load: AP cost to load a single piece of ammunition into the weapon. Range: The Maximum Range a weapon may be fired. WGT: Weight of the WEAPON itself.
It costs 1 AP to fire any of the weapons listed.
| Weapon | Damage Bonus | Load | Range | WGT |
|---|---|---|---|---|
| Crossbow | 10 | 8 | 30 | 1 |
| Hand Crossbow | 6 | 4 | 18 | 0 |
| Longbow | 8 | 1 | 24 | 0 |
| Shortbow | 6 | 1 | 18 | 0 |
Advanced Combat Options
Thrown Items
Throwing costs 1 AP.
Projectile items / weapons are thrown a maximum range equal to a character's STR + Throw Modifier +3, and hit with the weapon's Damage bonus. The Accuracy die rolled is equal to the Range die of the character modified by the Throw Modifier. Other modifiers may apply.
Example: Sir Galwen cannot reach an orc, a pit is between them. He spends 1 AP to sheath his sword, 1 to draw his dagger and a one more to throw the dagger. He has a STR of 5, has no range modifier. He may throw the dagger 8 spaces (STR-MOD+3) at his usual Range skill for +1 damage bonus. He redraws his sword with his fourth AP.
Throwing Non-Weapons
If the thrown object is not a weapon (door, character or helmet?), it has a negative Throw Modifier and Damage Modifier (Die AND distance) of its WGT.
Example: a Half-Troll wishes to throw a Squire. The Half-Troll has a strength of 10, the Squire has a weight of 6, and is already carried by the half-troll. The creature may throw the Squire a maximum range of 10 (his STR) – 6 (Squire's WGT for being a non-weapon) + 3 (for a Throw) = 7 squares. A troll may hurl the Squire 7 spaces away at a –6 die modifier (also adding any additional modifiers, like range and aim) and a +6 damage bonus. Squires do not make great projectiles.
Core Rule #1: Throw Modifiers change DIE and Maximum Distance. Core Rule #2: STR-WGT+1 = Maximum Distance for a thrown weapon.
Manna Weaving
Sorcerers, Wizards, Mages, Shaman. Manna Weavers. Able to control their inner Manna, weakening their own bodies to alter the world around them, Manna Weavers may spend Manna Points on Manna Skills. To the uninitiated this is Magic and the skills are Spells.
Manna Skills will are detailed on cards included with the miniature capable of Manna Weaving. They may cost AP, Manna or both. A Weaver may not spend Manna to lower their total to 0 or lower. Rules for Manna Skills supercede all other rules. Manna weavers are supernatural beings.
Manna Skills
Duel based manna skills (like Mind Tricks) are affected by the Counter Strike Rule as in a standard hand to hand duel. Manna skills may be used while engaged. Note that spending AP to concentrate improves the success chance of most spell casts. If on a Manna skill duel, both characters roll Fate on a tie, each character takes 1 MP damage. Manna Skills work in Line Of Sight, unless otherwise specified.
Characters may attempt to cast manna skills not on their card if they have a CTR of 6 or greater and all attempts are made with a die modifier of –3. Manna skills may not be attempted if the caster's alignment is not listed in the spell description.
Armor Of The Damned
- 1 AP & 3 MP
- Base Die: CTR Evil only
The damned souls the caster summons forth may save him from a killing blow. Lasts until the start of the caster's next turn. May only be successfully cast once per turn.
- Failure (Broken Arrow): Caster loses 1 MP, but the spell is uncast.
- Critical Failure (Broken Arrow AND Fate): Caster loses 3 MP, but the spell is uncast.
- Success (Crosshair): Caster gains die roll in RES.
- Perfect Success (Crosshair AND Fate): Caster gains die roll in RES, but spell only costs 1 MP.
Heal Friend / Lay On Hands
- 2 AP & 2 MP
- Base Die: CTR Good only
The touch of the caster heals wounds at the cost of their own life force. The target character must be adjacent and in the caster's movement arc. Cost is chosen before rolling. May not bring a character above the manna value printed on their card. A successful cast also removes poison, revives knocked out targets and raises morale of the target by 1 level. May not target self.
- Failure (Broken Arrow): Caster loses 1 MP, but the spell is uncast.
- Critical Failure (Broken Arrow AND Fate): Caster loses 2 MP, but the spell is uncast.
- Success (Crosshair): Caster spends the 2 MP and target heals manna equal to the die roll.
- Perfect Success (Crosshair AND Fate): Caster spends only 1 MP and the target heals manna equal to the die roll.
Mind Tricks
- 1 AP & 2 MP
- Base Die: caster CTR vs target WIL (duel dice) Good / Evil / Unaligned
Illusions, deceptions, lies and fears bombard the target's mind. Range is up to the caster's PER.
- If the WIL >= CTR, the spell has no effect.
- If the WIL > CTR AND Fate star was rolled with it, the spell has no effect and may not be attempted on this character again this game.
- If the CTR > WIL then the caster may control the target for THE DIFFERENCE between the two rolls in AP. You may not control a character for more AP than their total.
- If the CTR > WIL AND Fate star was rolled then the caster may control the target for THE DIFFERENCE between the two rolls in AP, but the spell only costs 1 MP. You may not control a character for more AP than their total.
Controlled characters may not take any action (or inaction) that directly causes damage to themselves or other characters. The controlled character is activated by the controller at the start of the original owner's turn.
Pure Light
- 1 AP & 2 MP
- Base Die: CTR Good
The caster emits a burst of pure good manna. This effects all Night Creatures within a shooting arc from the caster for a range equal to the casters CTR. Note: All orcs are Night Creatures.
- Failure (Broken arrow): Caster loses 1 MP, but the spell is uncast.
- Critical Failure (Broken Arrow AND Fate): Caster loses 2 MP, but the spell is uncast.
- Success (Crosshair): Affected characters turn their back to the caster and are considered to be Stopped. In case of ambiguity, caster chooses.
- Perfect Success (Crosshair AND Fate): As success, but at a cost of only 1 MP.
Seduction
- 1 AP & 2 MP
- Base Die: CTR Evil or Neutral
Attempt to confuse a target by having them focus on desires rather than battle.
Caster must be in target's Line Of Sight and within target's PER.
- If the WIL > CTR, the spell has no effect.
- If the WIL > CTR AND Fate star was rolled with it, the spell has no effect and may not be attempted on this character again this game.
- If the CTR > WIL Character may not attack or defend against seducing character and is treated as Unconscious to that character.
- If the CTR > WIL and a Fate star was rolled with it, as success but the spell only costs 1 MP.
Once attacked by the seducer, the spell is broken and the character may spin to face. An unseduced adjacent character may attempt to help a character break the spell. For each AP spent trying to aid the seduced character, the seduced character may make a WIL check. If the WIL check is a critical failure, the spell cannot be broken. If the WIL check is a perfect success, the character may not be seduced by that character again.
Shape Shift
- 2 AP & 2 MP
- Base Die: CTR Must be on character card
The caster tries to change into an alternate shape from the ShiftRealms. Note: Player must have the figure available to shift into.
- Failure (Broken arrow): Caster loses 1 MP, but the spell is uncast.
- Critical Failure (Broken Arrow AND Fate): Caster loses 2 MP, but the spell is uncast.
- Success (Crosshair): Character is replaced by the alternate figure. The form retains existing damage and spent AP as well as any modifiers such as morale.
- Perfect Success (Crosshair AND Fate): As success, but at a cost of only 1 MP.
The new form is retained until changed by a further Shape Shift.
Telekinesis
- 1 AP & 2 MP
- Base Die: CTR Good / Evil / Unaligned
The caster uses his control of Manna to manipulate physical objects.
Levitate Object
- Failure (Score <= object WGT): Caster loses 1 MP, but the spell is uncast.
- Critical Failure (Score <= object WGT AND Fate): Caster loses 2 MP, but the spell is uncast.
- Success (Score > object WGT): Object is lifted off of the ground.
- Perfect Success (Score > object WGT AND Fate): As success, but at a cost of only 1 MP.
To keep an object hovering costs 1 MP for every AP spent holding it up, no roll needed. If the caster is struck, moved, or needs to roll any dice, the spell effect ends.
Throw Object (1 AP & 2 MP; Base Die: CTR)
The object must be Levitated, held or lifted first. The object may be thrown a range of CTR+3. Treat it as a thrown weapon, with the caster rolling a CTR die as their Ranged die. Include standard Line Of Sight and ranged modifiers from the Advanced weapons tables.
Open / Close Door (1 AP & 2 MP; Base Die: CTR)
The door must be in caster's line of sight.
- Failure (broken arrow): Caster loses 1 MP, but the spell is uncast.
- Critical Failure (broken arrow AND Fate): Caster loses 2 MP, but the spell is uncast.
- Success (crosshair): Door position is changed.
- Perfect Success (crosshair AND Fate): Door position is changed. This cast only costs 1 MP.
Unlock / Lock Door (1 AP & 2 MP; Base Die: CTR -2)
The door must be in caster's line of sight.
- Failure (broken arrow): Caster loses 1 MP, but the spell is uncast.
- Critical Failure (broken arrow AND Fate): Caster loses 2 MP, but the spell is uncast.
- Success (crosshair): Lock is affected.
- Perfect Success (crosshair AND Fate): Lock is affected. This cast only costs 1 MP.
Deflect (1 MP, Free Reaction; Base Die: CTR)
Resolve as a regular Deflect, using the character's CTR die.
Time Bending
- 1 AP & 1-4 MP
- Base Die: CTR Good / Evil / Unaligned
Removes himself from the effects of passing time.
- Failure (broken arrow): Caster loses 1 MP, but the spell is uncast.
- Critical Failure (Broken Arrow AND Fate): Caster loses 4 MP, but the spell is uncast.
- Success (Caster's CON or higher): Character immediately gains 1 AP for each MP spent.
- Perfect Success (Caster's CON or higher AND Fate): Character immediately gains 2 AP for each MP spent (maximum 4 AP).
Unleashed Manna
- 1 AP & 5 MP
- Good
- Base Die: CTR accuracy die
The caster expends raw manna to increase their physical energy. The effect lasts until the start of the caster's next turn.
- Failure (Broken arrow): Caster loses 1 MP, but the spell is uncast.
- Critical Failure (Broken arrow AND Fate): Caster loses 5 MP, but the spell is uncast.
- Success (Crosshair): Character immediately gains points equal to the number on the die roll to divide as they see fit among STR (increases damage), CON (increases RES), DEX (increases Fight), and/or PER (increases range).
- Perfect Success (Crosshair and Fate): As success, but at a cost of only 3 MP.
Words Of Despair
- 1 AP & 3 MP
- Base Die: caster CTR vs target WIL (duel dice) Evil
The whispers of the caster touch the deepest fears of the target's mind. Target must be in Line Of Sight.
- If the WIL > CTR, the spell has no effect.
- If the WIL > CTR AND Fate star was rolled with it, the spell has no effect and may not be attempted on this character again this game.
- If the CTR > WIL the target loses 1 level of morale for each point of difference.
- If the CTR > WIL and a Fate star was rolled with it, as success but the spell only costs 1 MP.
Special Abilities
Special abilities are abilities that can only be used by characters that have the skill written on their card.
Aura Of Desperation
Any good or unaligned character within 2 squares of the character with an Aura of Desperation get a –2 die modifier on WIL based checks. Auras can stack.
Breath Of Decay
- 2 AP & 2 MP
May be used once per turn. Placing the breath template pointed end touching the front edge of the breathing character's base at any angle. Squares which the template passes over (even partially) are affected. All affected squares are struck by a Ranged attack with a Power of 15. Characters not successfully dodging will take 1 MP damage and are poisoned. Characters may only dodge to defend.
Staff Of Souls
Every time the wielder wins a hand to hand duel, the wielder gains manna points equal to the difference in the duel dice and the target loses them. On a perfect strike, the victim loses all manna points to the wielder. The victim cannot go below 0 manna this way. The wielder may not gain manna beyond the number printed on their character card. Other characters touching the staff will lose all MP. MP drained by the staff while not being held by a wielder are lost.
Vampire's Embrace
Resolved as a hand to hand attack combat option with a –3 die modifier. If the embracing character wins, the target loses 1 MP and the embracing character gains 1 MP. The victim cannot go below 0 manna this way. A character with this ability may never gain or recover MP in any other way. The character may not gain manna beyond the number printed on their character card.
Multiple Players
Players simply take turns as usual, staying in sequence. If players are in teams, movement counts allies as friendly characters.
MultiPlayer Mobs
A player may used Saved AP to count up towards being in a Mob with other player's characters, as long as they all resolve their attacks consecutively, just as if it were a single player mob.
Attacking Structures And Objects
If there are special rules for objects in a scenario, they supercede table below. Objects do not have Manna, but can have Structural Points. Objects are destroyed at 0 structural points. Refer to the Advanced Weapons Table to see if a weapon is suited to cause structural damage.
Doors can be ripped from their hinges on a STR contest, with their STR being equal to the door's Structural points. An opponent rolls for the door. Objects are not affected by Fate – do not roll the Fate die when dealing with structures.
Carrying a door or similar object counts as carrying a shield granting a +1 resistance bonus.
If an object does not have any specified stats, you may use WGT*2 to figure its resistance and WGT/2 to figure structural points, rounding up. For WGT 0, use WGT 1.
| Object | Resistance | Structural Points | WGT |
|---|---|---|---|
| Wooden Door | 15 | 4 | 8 |
| Reinforced Door | 20 | 6 | 10 |
| Sarcophagus Base | 10 | 4 | 16 |
| Sarcophagus Cover | 10 | 2 | 8 |
Detail Of Play
The printed Detail Of Play section is a worked example laid out in three panels. It is transcribed here in play order.
Sir Galwen's Turn
- Setup: Sir Galwen is Wounded and has only 4 Manna remaining. This orc is unwounded. This orc is unwounded, has an arrow nocked and a saved AP.
- First AP: Walk 1.
- Second AP: Walk 1, free 1/4 turn.
- Third AP: Galwen must walk, being he just made his free ¼ turn. The Orc player interrupts the move with a Saved AP. From his position, he can see the edge of the square Galwen has entered. It is a very bad angle, with a Line Of Sight modifier of –3, and Galwen carries a shield for an additional –1. It is close range, however, adding a +1. The Orc's usual ranged die is Red (die #4). With an overall –3, he will use Light Green (accuracy die #1). Amazingly, he rolls a 0 and no Fate. Adding his Damage Bonus of 8, Galwen is hit with a Power of 8. Galwen rolls his DEX (accuracy die #4) to dodge. He rolls a 2 and no Fate. This reduces the shot's power to 6. This is still higher than Galwen's CON and he takes a point of damage. Three Manna remain for him.
- Fourth AP: Galwen CHARGES the warrior, but fights Normally. The orc warrior chooses to fight Normally. Galwen rolls the purple fight die (duel die #3, 2 less for a running charge), the orc rolls the red fight die. Galwen rolls 8, no Fate, the orc rolls 7, no Fate. Galwen wins the strike, hitting for 1, plus his charge modifier of +2 for running, +8 for his damage bonus. The total power of 11 is higher than the poor orc's Resistance, killing him.
Orc's Turn
- First AP: Walk 2.
- Second AP: Walk 1. Free ¼ Turn to face Sir Galwen.
- Third AP: Nock an arrow.
- Fourth AP: Fire. Normally shooting Red (die #4), the Orc is +1 due to close range and rolls gold (Accuracy Die #5). Sir Galwen will get no chance to dodge from a shot to his back. The orc rolls a 2 and no Fate. Adding his damage bonus of 8 means Galwen is struck with a power of 10. Not enough to beat his resistance, but definitely higher than his CON. Another wound. Galwen has only TWO Manna remaining.
Galwen's Turn
- First AP: Outraged, Sir Galwen turns around.
- Second AP: Galwen charges, although this time he will only get +1 damage bonus and –1 die, since he is only Walk speed away from the orc. The Orc fights normally with light purple (Duel die #3), but chooses to be Cautious, using red Duel die #4, instead. Galwen fights red (Duel die #4). Galwen rolls a 9 and no Fate. The orc rolls a 6 and Fate. The orc loses the strike, but due to Fate, it is a Perfect Block.
- Third AP: Galwen chooses to Fight normally. The Orc chooses to Defend cautiously. They use the same dice, having chosen the same combat options. Galwen rolls a 7 and a Fate. The orc rolls a 7 and no Fate. Tie – no damage, but Galwen's Fate during the tie means he gets the advantage in a Counter Strike. The orc rolls the red die to fight again, Galwen moves up to dark green (Duel die #6). The orc rolls a 6 and no Fate, Galwen rolls an 11 and no Fate. The difference is 5 in Galwen's favor. He adds his 8 damage bonus for a total Power of 13, easily surpassing the Orc's 8 resistance. The orc is defeated.
Playsheet
Combat rolls
- POWER (diff + DAMAGE) > RES kills; POWER (diff + DAMAGE) > CON wounds.
- Winner Fate: > CON kills.
- Loser Fate: Perfect Block.
- Both Fate: Ignore.
- Tie, no Fate: Parry (ignore).
- Tie, both Fate: Both killed.
- Tie, 1 Fate: Counter Strike, +1 die reroll.
Combat modifiers
- Each Additional Opponent: -1
- Striking a character from the rear: +1
- Being struck from the rear: -1
- Higher Action Point total: +1
- Fighting Prone: -3
Ranged rolls
- POWER (Accuracy) + DAMAGE > RES kills; POWER (Accuracy) + DAMAGE > CON wounds.
- Fate: > CON kills.
- Thrown Weapon range: STR + Throw Modifier +3.
Ranged modifiers
- Close Range (up to PER): +1
- Long Range (over 3 x PER): -1
- Each square of Cover: -1
- Shield (front or side): -1
- Each step to clear Line Of Sight: -1
- Large target: +1
- Assumed Speed is greater than PER: -1
- Per AP Concentrating to Aim: +1
- Target Prone: -1
- Target is engaged in combat: -1
Defending a Backstab (PER roll)
- Perfect Success: Spin.
- Success: +1 attack, -1 defend, combat option, spin.
- Failure: +1 attack, -1 defend, no combat option, spin.
- Critical Failure: +2 attack, -2 defend, no combat option, spin.
Fight modes
| Fight Mode | Die Modifier | Damage Bonus | AP | React | Notes |
|---|---|---|---|---|---|
| All Out | -1 | +2 | 1 | No | Attack Only |
| Cautious | +1 | -2 | 1 | Yes | |
| Charge | -1 Walk / -2 Run | +1 Walking / +2 Running | 0 | No | Combined move |
| Defensive | +2 | May not damage | 0 | Yes | Defend Only |
Action AP costs
| Action | AP | Action | AP | Action | AP | Action | AP |
|---|---|---|---|---|---|---|---|
| Attack | 1 | Disengage | 1 | Nock Arrow | 1 | Sidestep | 1 |
| Backstep | 1 | Jump | 1 | Open/Close Door | 2 | Throw | 1 |
| Crawl | 2 | Manipulate | 1 | Shoot | 1 | Walk / Run |
Skill and action outcomes
| Action | AP | Skill | Perfect Success | Critical Failure | Success | Failure |
|---|---|---|---|---|---|---|
| Catch | 0 | DEX-2 | Unharmed, -1 Morale | Hit as if Fate rolled | Unharmed | Fail |
| Deflect (+1 shield) | 0 | DEX-1 | Deflect, DEX+Bonus | Hit as if Fate rolled | Unharmed | Fail |
| Dodge | 0 | DEX | Unharmed | Hit as if Fate rolled | Reduce by Acc # | Fail |
| Examine Fight | 1 |
Morale levels
| Morale Level | WIL & CTR | Fight Mode | Other |
|---|---|---|---|
| Inspired | +1 | Any | |
| Normal | - | Any | |
| Intimidated | -1 | Cautious or Defensive | |
| Scared | -2 | Defensive –2 | May not engage or attack |
| Terrified | -4 | Defensive -4 | Drops Weapon, Must run |
The printed book ends with an alphabetical index (pages 27) which is not transcribed.