Build Guide & Mechanics Reference

"Know the numbers. Master the battlefield."

Every formula in IronTithe, derived directly from the Ledger calculations and Core Rules. Each term is fully broken down — so you know exactly what feeds each number and how to push it higher.

The Core Roll

Every action resolves with a 1d10 roll that must meet or beat a Difficulty Value (DV).

RESULT = 1d10 + Relevant Characteristic (+ any skill/bonus) ≥ DV

The contest rule — opposed tests. When you act against a static task or environment, you roll against a DV the GM sets. When you act against someone who resists, both sides roll the same shape — 1d10 + skill — and the higher total wins, each using its own relevant skill. A commander pressing Authority rolls 1d10 + Authority; the target resisting rolls 1d10 + their resist skill. The characteristic does not ride on a trained contest (stacking it inflated the curve); its one contest role is the untrained fallback — with no points in the skill you roll Dis.d10 + the governing characteristic (Disadvantage: two dice, take the lower). Inspire and Performance are the only exceptions, keeping 1d10 + skill + characteristic as uncontested projection. Against Bestiary creatures nothing slows down — the Law of Resistance bar (Characteristic TN + Resist bonus, scaled by Tier) is the creature’s pre-rolled side of that contest, so monsters never roll to resist.

  • Natural 10 — Exploding Dice (Confirmed Hit/Cast Only): If your To-Hit or To-Cast roll (1d10 + bonus) meets or beats Defense or TN and the die showed a 10, roll a second 1d10. No To-Hit or casting bonus on this roll. For melee/ranged attacks, only Precise Strike points apply. For casting (all six disciplines), only Perception points apply. If that roll (+ applicable skill points) meets or beats Defense/TN, add +1d10 damage. Chain continues on each subsequent natural 10 by the same rule. Falling short on any explosion roll ends the chain — all wounds already confirmed are kept.
  • Natural 1 (Miss): An automatic miss. No further penalties.
  • Advantage: Roll 2d10, keep the higher.
  • Disadvantage: Roll 2d10, keep the lower.
  • Held Action penalty: –2 to To-Hit or To-Cast. Removed entirely at 6+ pts in Discipline.

Action Points (AP)

TOTAL AP = 1 + floor(Quickness pts ÷ 3) + Directly purchased AP
TermSourceNotes
1Base — all charactersEveryone starts with 1 AP
floor(Quickness ÷ 3)Quickness skill (Agility group)+1 AP per 3 pts. Also +1 Agility per 3 pts.
Purchased APDirect XP buy — 175 XP base, compoundingEach additional rank costs more
Example: 9 pts in Quickness = floor(9÷3) = +3 AP. Base 1 + 3 = 4 AP total. This also gives +3 Agility from the same investment.

Characteristics

Characteristics are never set manually — they grow automatically from skill investment.

CHARACTERISTIC = floor(Total Skill Pts in that group ÷ 3) + Bonus field – Armor penalty

Every 3 pts invested in skills belonging to a characteristic's group raises that characteristic by 1. Armor modifiers then apply on top for Agility and Awareness.

CharacteristicCore + Swap PoolArmor modifier
AgilityAthletics, Evasion, Quickness + swap: Stealth, Thieving, Tumble, Acrobatics, Disguise, Escapology, Sleight of Hand–Armor Agility penalty (Leather/Chain –1, Plate –2)
AwarenessAcute Senses, Focus, Precise Strike + swap: Druidism, Riposte, Stamina, Danger Sense, Lip Reading, Swift Read–Armor Awareness penalty (Splint/Banded –1, Field Plate –2, Full Plate –3)
CharismaAuthority, Charm, Inspire + swap: Mending, Devotion, Light-Soul, Deception, Intimidation, Performance, SeductionNone
IntellectEvaluation, Knowledge, Read/Write + swap: Tracker, Perception, Wizardry, Alchemy, Engineering, Medicine, NavigationNone
PhysiqueFortitude, Hard as Nails, Rugged + swap: Shieldsman, Ki, Strength Conditioning, Brawling, Climbing, Endurance, SwimmingNone
WillpowerIron Will, Resolve, Spirit + swap: Discipline, Shaman, Vibhuti, Survival, Meditation, Oathkeeper, Pain Tolerance, Willpower ReserveNone
Example: 6 pts Athletics + 3 pts Stealth + 3 pts Evasion = 12 total Agility-group pts. floor(12÷3) = +4 Agility. Wearing Studded Leather (–1 Agility) gives net Agility of 3.

Defense (To Be Hit)

Defense

Defense is the DV an attacker must meet or beat on their To-Hit roll to land a strike on you.

DEFENSE = 3 + Armor Def + max(0, floor(Evasion pts ÷ 3) + Armor Agility penalty) + Bonus field
TermValueNotes
3Base — all charactersMinimum DV attackers must beat
Armor Def0–5 by armor type + magical bonusSee Armor table below
Evasion Def bonusfloor(Evasion pts ÷ 3), then add Armor Agility penalty (negative). Result capped at 0 minimum.Heavy armor cancels this. Mithril has no penalty so Evasion applies fully.
Bonus fieldManual entry on ledgerMagic items, spells, runes

Critical interaction — Evasion vs Heavy Armor: Chain Mail (–1 Agility) cancels 3 pts of Evasion investment. Full Plate (–2 Agility) cancels 6 pts. Mithril has no penalties, making it the ideal pairing with Evasion.

Evasion DM note: The DM bonus from Evasion (floor(Evasion÷3)) is NOT affected by armor Agility penalty — only the Defense bonus is. So even in plate armor, Evasion still contributes to physical DM.

Blinded condition: Defense drops to armor value only — base 3 and all Evasion bonus disappear.

Example: Leather (Def 2, –1 Agl) + 6 pts Evasion (floor(6÷3)=2, –1 armor = 1 net). Defense = 3 + 2 + 1 = 6. Same build in Chain Mail: Evasion net = 2 – 2 = 0. Defense = 3 + 3 + 0 = 6. The better armor gives the same Defense but the Evasion is wasted on the Defense calculation (it still helps DM).

Total Wounds

TOTAL WOUNDS = (Race Base + Physique + all Skill Wound Bonuses + Bonus field) × Size Multiplier
SourceAmountNotes
Race BaseDwarf 12 | Human 9 | Elf 6 | Halfling 3Fixed starting pool
Physique characteristicfloor(Physique skill group pts ÷ 3)Auto-calculated — grows from Fortitude, Rugged, Hard as Nails, etc.
Fortitude+10 wounds per pt investedMost wound-efficient skill. Also +1 Physique per 3 pts + DoT DM.
Iron Will+2 wounds per pt investedAlso: survive at 0 wounds for 1 extra turn per pt. DoTs reduce this.
Rugged+2 wounds per pt invested15 XP all races. Also +1 Physique per 3 pts.
Hard as Nails+2 wounds per pt investedAlso +1 DM per 2 pts (physical from 1pt; spell/bless from 3pts). Bloody Minded (ignore Bleeding) at 6 pts.
Discipline+1 wound per pt investedAlso expands magic/ki resource slots. Also +1 Awareness per 3 pts.
Resolve+1 wound per pt investedAlso +1 Willpower per 3 pts. Guards the will — endures magic that seizes the mind (Fear, Terror, compulsion, Dominate). Rolls 1d10 + Resolve; untrained Dis.d10 + Willpower. (Magical damage is Spirit’s domain.)
Stamina+1 wound per pt investedAlso +1 DoT DM per 2 pts + exhaustion delay.
Size MultiplierSmall ×0.5 | Normal ×1 | Large ×2 | Giant ×3 | Enormous ×6 | Titanic ×8Applied last — multiplies the entire wound total
Example — Dwarf Fighter: Race 12 + Physique 3 (9 skill pts) + Fortitude 3 pts (×10 = 30) + Rugged 3 pts (×2 = 6) + Hard as Nails 4 pts (×2 = 8) = 12+3+30+6+8 = 59 × 1 (Normal) = 59 Total Wounds. This same build gives Physical DM of: Armor + floor(4÷2)=2 from HaN + any Shieldsman.

Damage Mitigation (DM)

DM reduces damage after a hit lands. Three separate pools exist — one per damage source type.

Physical DM — vs Melee & Standard Ranged

PHYSICAL DM = Armor D.Mit + floor(Hard as Nails ÷ 2) + Shieldsman pts + floor(Evasion ÷ 3) + Adv.Voc bonuses + Bonus field
SourceRateNotes
Armor D.Mit1–8 by type, stacks if 2 pieces wornSee Armor table
Hard as Nails+1 DM per 2 pts (physical from 1pt; spell/bless from 3pts)Also +2 wounds per pt
Shieldsman+1 DM per pt (Defensive Stance)Offensive Stance converts to +1 wound per pt instead — choose each turn
Evasion+1 DM per 3 ptsUnlike Evasion's Defense bonus, this is NOT reduced by armor Agility penalty
Cleric Adv.Voc+1 DM (all sources)Stacks with others
Unwavering Adv.Voc+3 DM (all sources)Passive — always active once purchased
Sovereign Mind Adv.Voc+1 DM (all sources)Active spike: (Willpower×2)+Physique for 1 turn

Magical DM — vs Spells & Blessings

MAGICAL DM = Willpower + floor(Spirit ÷ 2) + floor(Survival ÷ 2) + Adv.Voc bonuses + Bonus field
SourceRateNotes
Willpower characteristicfloor(Willpower skill group ÷ 3)Grows from Iron Will, Resolve, Shaman, Spirit, Survival
Spirit+1 magic DM per 2 ptsAlso +1 healing received per pt invested, +1 Willpower per 3 pts. Guards the soul & body — sole home of magical damage mitigation. (Magical mind-control is Resolve’s domain; broad magic-hardening wants both.)
Survival+1 magic DM per 2 ptsAlso +1 max wound per pt + env. resistance
Adv.Voc bonusesSame as Physical (+1, +3, +1)Cleric, Unwavering, Sovereign Mind apply to all DM pools

DoT DM — vs Disease, Poison & Bleeding

DOT DM = Physique + floor(Stamina ÷ 2) + floor(Fortitude ÷ 3) + floor(Discipline ÷ 3) + Adv.Voc bonuses + Bonus field
SourceRateNotes
Physique characteristicfloor(Physique group ÷ 3)Same stat that boosts melee wounds — high Physique helps both
Stamina+1 DoT DM per 2 ptsAlso +1 wound per pt + exhaustion delay
Fortitude+1 DoT DM per 3 ptsPrimary use is +10 wounds per pt — DoT DM is the secondary gain
Discipline+1 DoT DM per 3 ptsAlso +1 wound per pt + resource slots

Bonus DM vs Evil: floor(Light-Soul pts ÷ 3) added to all three DM pools when Cleric Advanced Vocation is active. Light-Soul also adds +1 wound to all attacks against Evil per pt.

Minimum hit: Every successful hit always deals at least 1 wound, regardless of how high your DM is.


Melee To-Hit Bonus

Melee

Added to your 1d10 roll — must meet or beat the target's Defense.

Standard Weapons — Physique-based

Axes, Swords, Maces, Hammers, Spears, Polearms, Greatswords:

MELEE TO-HIT = floor(Physique ÷ 5) + floor(Str.Conditioning ÷ 3) + floor(Athletics ÷ 3) + Weapon Bonus – Armor Melee Penalty

2H Weapons: No To-Hit penalty — but each strike costs 2 AP instead of 1. The trade is AP economy vs wound output (Physique ×2).

Finesse Weapons — Agility-based

Daggers, Rapiers, Shortswords, Whips:

FINESSE TO-HIT = floor(Agility ÷ 5) + floor(Precise Strike ÷ 3) + floor(Athletics ÷ 3) + Weapon Bonus – Armor Melee Penalty
Accuracy SourceRateNotes
floor(Physique ÷ 5)+1 per 5 pts of PhysiqueStandard weapons only
floor(Agility ÷ 5)+1 per 5 pts of AgilityFinesse weapons only — armor Agility penalty reduces Agility before this calculation
floor(Str.Conditioning ÷ 3)+1 per 3 ptsStandard only. Also +2 wounds per 3 pts.
floor(Precise Strike ÷ 3)+1 per 3 ptsFinesse only. Also +2 wounds per 3 pts + crit armor shred.
floor(Athletics ÷ 3)+1 per 3 ptsBoth standard and finesse. Also shared with ranged To-Hit.
Focus action (passive)+1 per 3 pts in FocusOnly when Focus action (1 AP) is taken before the attack
– Armor Melee PenaltySee Armor tableSubtracted from final To-Hit. Padded –0, Leather –0, Studded –1, Chain –1, Splint –1, Banded –1, Field Plate –2, Full Plate –2, Mithril –1. Furs and shields: no penalty.

Situational To-Hit modifiers:

  • Size-Up (1 AP): Advantage on next melee To-Hit if not engaged with multiple opponents. Also adds Physique to wounds.
  • Outnumbered 2:1+: Attackers gain Advantage To-Hit.
  • 2H Weapon: No To-Hit penalty. Costs 2 AP per strike. Physique ×2 on wound bonus.
  • Phantom Assassin: Advantage To-Hit when attacking from Stealth or Flanking.
  • Shield Rush: +1 To-Hit per pt of Shieldsman on the charge (requires 25 ft movement).

Critical interaction — Finesse & Heavy Armor: Finesse builds suffer a compounding armor penalty that standard melee does not. Armor reduces Agility first (e.g. Chain –1 Agl), which lowers floor(Agility÷5) directly. Then the Armor Melee Penalty (m_pen) is subtracted on top of that. A Finesse fighter in Chain Mail loses Agility accuracy from the stat reduction AND takes an additional –1 melee penalty — paying the armor cost on both fronts. Mithril is the only heavy armor that avoids this: no Agility reduction means only the flat –1 m_pen applies.

Melee Wound Bonus

Melee

Standard Weapons — Physique-based

WOUND BONUS = Physique + floor(Str.Conditioning ÷ 3)×2 + floor(Precise Strike ÷ 3)×2 + floor(Athletics ÷ 3) + Weapon Dmg Bonus

2H: Physique × 2  |  Off-hand: Physique × 0.5  |  Lance (mounted): Physique × 3  |  2H costs 2 AP per strike.

Finesse Weapons — Agility-based

WOUND BONUS = Agility + floor(Physique ÷ 3) + floor(Precise Strike ÷ 3)×2 + floor(Athletics ÷ 3) + Weapon Dmg Bonus

2H Finesse: full formula × 2  |  Off-hand Finesse: full formula × 0.75

Special: Flail

FLAIL WOUNDS = Physique + Awareness + Str.Cond bonus + Precise Strike bonus + Athletics bonus + Weapon Dmg Bonus
Passive Wound BonusAmountAdvanced Vocation Active Effect
Str. Conditioning (÷3)×2+2 per 3 pts2H Full-Weight: Normal+(Physique×4)+2d10+Stunned
Precise Strike (÷3)×2+2 per 3 ptsOn crit: shred target DM by your Precise Strike pts
Athletics (÷3)+1 per 3 ptsShared with ranged
Nimble Strike+1 flatActive: Normal+Agility+Awareness
Expose Armor+1 flatActive: reduce target DM by Awareness+1d10
Phantom Assassin+2 from Stealth/Flank onlyActive: Normal+1d10+(Agility×2)+Mute
Throat Slice+1 flatActive: Normal+1d10+(Agility×2)+2 Bleeding
Impale+1 flatActive (1H): Normal+1d10+1 Bleed; (2H): Normal+1d10+2 Bleed
Impact+2 flatActive (1H): +Physique; (2H): +(Physique×2)+Stunned
Stack example — Physique Bruiser, 2H Greatsword: Physique 4 ×2 = 8. Str.Cond 6 pts → (6÷3)×2 = +4. Precise Strike 6 pts → +4. Athletics 6 pts → +2. Impact passive +2. Weapon bonus +1. Total wound bonus = +21 added to the base 1d10 roll.

Ranged To-Hit Bonus

Ranged
RANGED TO-HIT = floor(Agility ÷ 5) + floor(Precise Strike ÷ 3) + floor(Perception ÷ 3) + Weapon Bonus – Armor Ranged Penalty
SourceRateNotes
floor(Agility ÷ 5)+1 per 5 pts of AgilityCore ranged accuracy stat — the speed and steadiness of the draw. Armor Agility penalties reduce this.
floor(Precise Strike ÷ 3)+1 per 3 ptsApplies to melee AND ranged To-Hit
floor(Perception ÷ 3)+1 ranged To-Hit per 3 ptsReading the battlefield — spotting gaps, tracking movement
Weapon BonusManual bonus fieldMagic weapons, scopes, etc.
– Armor Ranged PenaltySee table belowMost armor types impose a ranged To-Hit penalty
ArmorRanged To-Hit PenaltyMelee To-Hit Penalty
Furs / None–0–0
Padded / Cloth–0–0
Leather–0–0
Studded Leather–0–1
Chain Mail–1–1
Splint Mail–1–1
Banded Mail–1–1
Field Plate–2–2
Full Plate–3–2
Mithril–0–1
Shields–0–0

Situational ranged modifiers:

  • Aim (1 AP): Advantage on next ranged To-Hit + add Awareness to wounds + range ×1.5.
  • Firing into melee: Disadvantage To-Hit (unless target is 2× ally's size). A miss does not hit your ally.
  • Cover: Target gains Disadvantage against your shot. Each obstructing ally = –1 additional penalty.
  • Opportunist Advanced Vocation: Removes ALL penalties for shooting into melee or obscured LoS.

Ranged Wound Bonus

Ranged

Bows

BOW WOUNDS = Awareness + (Agility × AP spent on shot) + Physique + Precise Strike bonus + Athletics bonus + Weapon Dmg Bonus

Longbow replaces Physique with Physique × 3.

Crossbows

CROSSBOW WOUNDS = Awareness + (Agility × AP spent) + Precise Strike bonus + Athletics bonus + Weapon Dmg Bonus

Firearms (Blackpowder)

FIREARM WOUNDS = (Awareness × 2) × AP spent + Precise Strike bonus + Athletics bonus + Weapon Dmg Bonus

Firearms rely entirely on Awareness — there is no physical draw or throw involved. AP investment scales this hard.

Thrown Weapons

THROWN WOUNDS = Awareness + floor(Physique ÷ 2) + (Agility × AP spent) + Precise Strike bonus + Athletics bonus + Weapon Dmg Bonus

Thrown weapons also apply the Size Multiplier. All others do not.

Passive Wound BonusAmountActive Effect
AP spent (rAct multiplier)Scales Agility contributionMore AP = more wound damage from Agility. Aim also adds Awareness on top.
Precise Strike (÷3)×2+2 per 3 ptsSame as melee wound contribution
Athletics (÷3)+1 per 3 ptsShared with melee
Marksman+2 flat ranged wound bonusActive: Normal+Awareness+1d10. Sniper spec: Normal+Agl+(Awa×2)+1d10+Bleed
Opportunist+1 flat ranged wound bonusActive: reduces target DM by Awareness. Seeker: Normal+1d10+(Awa×3)+Agl
Heavy Arbalest+1 flat + ignores 2 DM alwaysLinebreaker: ignores ALL worn armor DM + pass-through
Thunderstrike+2 flat (Blackpowder only)Every hit adds 1 Stunned. Point-Blank: unblockable, 1d10+(Awa×2)+bonuses+2 Bleed
Example — Longbow Archer, Aim (1 AP) + 2 AP shot: Awareness 3 + (Agility 4 × 2 AP = 8) + Physique 3 (×3 Longbow = 9) + Precise Strike 6 pts = +4 + Marksman passive +2 + Aim adds Awareness +3 to wounds = 3 + 8 + 9 + 4 + 2 + 3 = +29 wound bonus on the d10 roll.

Spell To-Cast Bonus

Spell
CAST TO-HIT = Core Cast Stat + Skill Accuracy Bonus + floor(Focus ÷ 3) + Bonus field – Armor Cast Penalty
Magic SchoolCore Cast StatSkill Accuracy BonusArmor Penalty
Wizardryfloor(Intellect ÷ 5)If skill ≥9: floor((skill–6) ÷ 3)Studded/Chain −1, Banded/Splint −2, Plate/Full −3
Devotionfloor(Charisma ÷ 5)If skill ≥9: floor((skill–6) ÷ 3)0 if armor TN ≤3; −2 if armor TN ≥4
Druidismfloor(Awareness ÷ 5)If skill ≥9: floor((skill–6) ÷ 3)Studded/Chain −1, Banded/Splint −2, Plate/Full −3
Shamanfloor(Willpower ÷ 5)If skill ≥9: floor((skill–6) ÷ 3)Studded/Chain −1, Banded/Splint −2, Plate/Full −3
Kifloor(Physique ÷ 5)If skill ≥9: floor((skill–6) ÷ 3)No armor penalty

Skill Accuracy Bonus detail: Zero effect until 9 pts. At 9 pts = +1. At 12 pts = +2. At 15 pts = +3. This is the linear late-game bonus from deep skill investment.

Focus action: Spend 1 AP before casting. floor(Focus pts ÷ 3) passive bonus to To-Cast applies. Also distribute Focus pts between +1 flat wound/heal per pt and –1 target DM per pt.

Counter-Cast: Attacker: 1d10 + To-Cast + Magic Skill pts. Defender: 1d10 + To-Cast + Skill pts OR Resist Bonus. Winner's spell prevails. Tie = both take half wounds unmitigated.

Resist Bonus (defender's passive): If magic skill ≥6: floor((skill–3)÷3). Kicks in at 6 pts (+1) and grows from there.

Arcane Mastery (15+ pts in any magic skill): Add your Spirit skill pts as a flat bonus to ALL spell wounds and healing. One of the most powerful late-game multipliers.

Spell Wound Bonus

Spell
SPELL WOUNDS = Core Wound Stat + Skill Wound Bonus + Spirit pts (if Arcane Mastery active) + Bonus field
SchoolCore Wound StatSkill Wound BonusScaling
WizardryIntellect characteristicfloor(Wizardry ÷ 3) × 3+3 per 3 pts — strongest wound scaling
DevotionCharisma characteristicfloor(Devotion ÷ 3) × 2+2 per 3 pts — also strongest healer
DruidismIntellect characteristicfloor(Druidism ÷ 3) × 1+1 per 3 pts — compensated by AoE utility
ShamanIntellect characteristicfloor(Shaman ÷ 3) × 2+2 per 3 pts — dual offensive/healing
KiPhysique characteristicfloor(Ki ÷ 3) × 1+1 per 3 pts — melee-range physical magic

Overcast Menu — each additional AP beyond base TN cost:

  • Empower: +1d10 + Primary Characteristic to wounds or healing.
  • Precision: +2 flat To-Cast bonus for this cast.
  • Piercing: Ignore 3 pts of target's DM.
  • Enlarge: AoE radius +10 ft.
  • Extend: Duration +1 turn.
  • Vantage: Range +50 ft.
  • Echo: Apply non-damaging buff to 1 additional target.

Max d10s by TN: TN 1–3: D1d10  |  TN 4–6: 1d10  |  TN 7–9: 2d10  |  TN 10–12: 3d10  |  TN 13–15: 4d10  |  TN 16–18: 5d10  |  TN 19+: 6d10

Example — Wizard, 12 pts Wizardry, Intellect 4, Spirit 6: Wounds = 4 (Intellect) + (12÷3)×3 = 12 = +16. Arcane Mastery needs 15 pts. At 15 Wizardry: add Spirit 6 = +22 bonus on every offensive spell — before any overcasting.

Healing Bonus

Heal

Magic Healing — Devotion, Druidism, Shaman

CAST HEALING = Core Heal Stat + Magic Heal Bonus + Spirit pts (if Arcane Mastery) + Bonus field
SchoolCore Heal StatSkill Heal Bonus
DevotionCharisma characteristicfloor(Devotion ÷ 3) × 2
DruidismAwareness characteristicfloor(Druidism ÷ 3) × 2
ShamanWillpower characteristicfloor(Shaman ÷ 3) × 2

Spirit skill: Each pt in Spirit adds +1 wound to healing received from any Blessing — this stacks on top of the healer's output bonus and comes from the recipient's sheet, not the healer's.

Cleric Advanced Vocation: Adds +1 wound healed whenever you receive any Blessing.

Divinity Advanced Vocation: Heals Normal + Devotion pts (TN≤7 blessings). Crit: Normal + (Devotion×2) + removes 1 Bleeding.

Sanctity spec (Divinity): Normal + (Devotion×2) + 1d10, removes Bleeding, allies gain +1 Fear resistance 2 turns.

Non-Magic Healing — Mending Skill

MENDING HEAL = Mending pts × 2 wounds restored per use
MENDING BLEED REDUCTION = Mending pts × 1 wound reduced from each Bleeding stack per turn

Cannot be used while either party is in active melee. Does not remove the Bleeding condition — only reduces its per-turn damage.


Armor Reference

ArmorDefD.Mit –Agl–Awa To-Cast Penalty –MoveSpecial
WDSDevVibKi
Animal Furs01
Cloth / Padded11
Leather22–1
Studded Leather23–1–1–1 Melee To-Hit
Chain Mail34–1–1–1–5 ft–1 Melee, –1 Ranged To-Hit
Splint Mail35–1–1–2–1–10 ft–1 Melee, –1 Ranged To-Hit
Banded Mail35–1–1–2–1–10 ft–1 Melee, –1 Ranged To-Hit
Field Plate46–2–2–3–2–2–15 ft–2 Melee, –2 Ranged To-Hit
Full Plate58–2–3–3–2–3–15 ft–2 Melee, –3 Ranged To-Hit
Mithril45–1 Melee To-Hit only
Light Shield/Buckler+1+11 hand occupied
Heater/Heavy Shield+2+2–1Req Physique 4. If <4: no Def/DM bonus, –2 Agl.

To-Cast columns: WDS = Wizardry / Druidism / Shamanism · Dev = Devotion · Vib = Vibhuti · Ki = Ki. Penalties are capped — no caster suffers worse than –3 from armour weight. Devotion and Ki ignore lighter armour entirely; Ki is never penalised. (See the Core Rules "Iron Cage — Arcane Interference" for the authoritative table.)

Movement penalty is offset by floor(Physique ÷ 3) recovery steps. Physique 3 = 1 recovery step, negating Chain Mail's movement penalty entirely. Each step = 5 ft recovered.

Weapon Reference

Melee

ClassExamplesBase WoundsTo-HitSpecial
Blunt 1HMace, Warhammer, Staff1d10 + bonusesNormalIgnores 1 DM
Edged 1HSword, Axe, Claymore1d10 + bonusesNormal
Piercing 1HDagger, Rapier, Spear1d10 + bonusesNormalFinesse eligible.
2-HandedGreatsword, Greataxe1d10 + bonusesNormal2 AP per strike. Physique ×2 wound bonus. Ignores 2 DM.
PolearmHalberd, Pike1d10 + bonusesNormal2 AP per strike. Attack from 2nd rank at no penalty.

Ranged

ClassExamplesBase WoundsRangeSpecial
BowsShort, Long, Elven1d10 + bonuses80–400 ftQuickload (1 AP). Longbow: Physique×3 wound bonus.
CrossbowsLight, Heavy1d10 + bonuses60–300 ftIgnores 3 DM. Heavy: ignores all DM + Bleed on nat 10.
BlackpowderPistol, Rifle1d10 + bonuses75–400 ftIgnores 4 DM. Rifles: ignore all DM at normal range.
ThrowingKnife, Javelin, Axe1d10 + bonuses15–80 ft+ Physique bonus to wounds. Scales with Size Multiplier.

Build Archetypes

⚔ Blademaster — Agility Finesse

Core stats: Agility → Physique (secondary) → Awareness

Key skills: Stealth, Evasion, Precise Strike, Athletics, Quickness

Advanced Vocations: Nimble Strike, Phantom Assassin, Throat Slice, Impale, Dodge

To-Hit: floor(Agility÷5) + floor(Precise Strike÷3) + floor(Athletics÷3) Wounds: Agility + floor(Physique÷3) + (Precise Strike÷3)×2 + Athletics bonus + ~4–5 passive stacking bonus

🪓 Warbringer — Physique 2H

Core stats: Physique → Willpower → Iron Will

Key skills: Str. Conditioning, Fortitude, Hard as Nails, Rugged, Shieldsman

Advanced Vocations: Impact, Cleave, Sunder, Block/Bulwark, Unwavering

To-Hit: floor(Physique÷5) + floor(StrCon÷3) + floor(Athletics÷3) Wounds (2H): (Physique×2) + (StrCon÷3)×2 + (Precise Strike÷3)×2 + Impact +2 passive Physical DM: Armor + floor(HaN÷2) + Shieldsman + Evasion÷3 + Cleric+1 + Unwavering+3

🏹 Deadeye — Ranged Precision

Core stats: Agility → Awareness → Physique (Longbow)

Key skills: Perception, Precise Strike, Athletics, Stamina, Discipline

Advanced Vocations: Marksman, Opportunist, Heavy Arbalest, Thunderstrike

To-Hit: floor(Agility÷5) + floor(Precise Strike÷3) + floor(Perception÷3) Wounds (Bow): Awareness + (Agility × AP) + Physique + passives (+2 Marksman +1 Opportunist)

✦ Arcanist — Offensive Caster

Core stats: Intellect → Spirit → Willpower (magic DM)

Key skills: Wizardry (to 15+), Knowledge, Read/Write, Spirit, Discipline

Advanced Vocations: Concentrate, Metaphysical, Deviation, Infusion of Arcana

To-Cast: floor(Intellect÷5) + floor((Wizardry–6)÷3, if ≥9) + Focus bonus – Armor Penalty (Studded/Chain −1, Banded/Splint −2, Plate/Full −3) Wounds: Intellect + (Wizardry÷3)×3 + Spirit pts (at Wizardry 15+)

🙏 Battle Priest — Devotion Healer

Core stats: Charisma → Willpower → Spirit

Key skills: Devotion (to 15+), Light-Soul, Spirit, Resolve, Mending

Advanced Vocations: Divinity, Cleric, Metaphysical, Rebirth

To-Cast: floor(Charisma÷5) + floor((Devotion–6)÷3, if ≥9) – Armor Penalty (0 if TN≤3, −2 if TN≥4) Healing: Charisma + (Devotion÷3)×2 + Spirit pts (at Devotion 15+) Magic DM: Willpower + Spirit÷2 + Cleric +1 + Unwavering +3

🛡 Iron Wall — Tank / Defender

Core stats: Physique → Willpower → Agility (Evasion for DM)

Key skills: Fortitude, Hard as Nails, Rugged, Iron Will, Shieldsman, Evasion

Advanced Vocations: Block, Unwavering, Sovereign Mind, Cleric, Bulwark spec

Defense: 3 + Armor Def + max(0, Evasion÷3 + Armor Agl penalty) Physical DM: Armor + HaN÷2 + Shieldsman + Evasion÷3 + Cleric+1 + Unwavering+3 + SovMind+1 Total Wounds: Race + Physique + (Fortitude×10) + (IronWill×2) + (Rugged×2) + (HaN×2)

☣ Dominator — Will & Coercion Controller

Core stats: Charisma → Willpower → Awareness

Key skills: Authority, Intimidation, Zealotry, Resolve, Insight, Oathkeeper

Advanced Vocations: Unwavering, Sovereign Mind, Cleric (for the all-DM buffer)

Playstyle: You don’t out-damage the room — you decide who in it gets to act. Authority forces compliance, Intimidation strips a turn (Stand Down) or breaks a line, and the reworked Zealotry / Resolve make you nearly impossible to coerce, charm, or frighten back. A Dominator opens fights by removing the most dangerous enemy from the math, then weathers everything aimed at their own will. Pairs naturally with a striker who cashes in the openings you create.

Coerce (opposed): 1d10 + Authority/Intimidation vs target’s 1d10 + resist skill (untrained side: Dis.d10 + characteristic) Resist coercion: 1d10 + Zealotry (mundane) · 1d10 + Resolve (magical) Vs creatures: beat the Law of Resistance bar (Characteristic TN + Resist, scaled by Tier) Repeat control: a target already controlled this encounter resists further control at Advantage (anti-lockout)

Uses the standard opposed-test resolution (1d10 + skill; the untrained fall back on Dis.d10 + characteristic). Note that the strongest control effects (Authority’s mass compliance, Intimidation’s Break the Line) are turn-economy swings, not raw damage; their value scales with the size of the fight, not the toughness of one target. Two guard-rails keep control fair: the creature Resist bar rises with Tier (so a Boss is a genuine gamble, not a lockdown), and a target already controlled this encounter resists further attempts at Advantage (no stun-locking one key foe out of the fight).

What’s New (June 2026)

Recent additions and changes. Full player-facing write-ups live in the Patch Notes; this is the mechanics-reference summary.

✶ The Contest Rule — Re-Centred on Skill

Opposed contests resolve as 1d10 + skill  vs.  1d10 + skill, higher total wins. The characteristic is not added to a trained contest — an earlier draft (the “Mark of Three”) stacked it on every test and over-inflated the curve. Its one role in a contest now is the untrained fallback: with no points in the skill you roll Disadvantage on the d10 + the governing characteristic. See The Core Roll above for the full statement. Two skills are the exception — Inspire and Performance keep 1d10 + skill + characteristic, as uncontested projection (rolled vs a flat DV, never a defender). Bestiary creatures are unaffected — their Law of Resistance bar is their side of the roll, and it now lines up with the de-inflated player side.

Resist-skill lanes: Resolve endures the supernatural (Fear, Terror, magical compulsion, Dominate); Zealotry endures mundane coercion (Charm, Intimidation, Seduction by people). Resolve’s old magical-mitigation contribution moved to Spirit.

Anti-lockout: a creature already subjected to a control effect this encounter resists further control attempts at Advantage — control removes a turn, it does not stun-lock a key foe out of the fight.

⚒ Terminology — DM, not WM

This guide now uses Damage Mitigation (DM) throughout, matching the system-wide rename from the old “Wound Mitigation (WM).” The mechanic is unchanged — only the label. (Likewise, the Willpower swap-pool entry now reads Vibhuti, not the retired “Śabda.”)

⚡ Essence — Casting Resource (adopted in v4 sheet · pending group confirm)

An optional spell-economy layer, now live in the v4 sheet and pending the table's final confirmation. If used, a caster has an Essence pool spent to cast; if not, casting works exactly as the rest of this guide describes. It is built into both character sheets with an auto-calculating tracker, so it can be switched on or ignored without re-statting.

Essence Pool = (floor(vocation ÷ 3) + floor(Discipline ÷ 3) + floor(Characteristic ÷ 3)) × 3 Characteristic = discipline's primary stat (Wiz=Int · Shaman/Vibhuti=Wil · Devotion=Cha · Druid=Awa · Ki=Phy · Runecraft uses none) + relic Essence · + 1 if Meditation 6+ · Each spell costs its TN · Cantrips free · Refreshes each encounter

Why this shape: every term is a third, multiplied by three — the Power of Three in the math. Counting the governing characteristic (not just skill points) makes the pool reward commitment to one path: a pure caster draws a deep well, a hybrid a shallower one. One-use scroll items in the Reliquary still cast without spending Essence by design.

✦ New Workings (Spells)

Several gap-filling spells were added across the disciplines. Mechanically they slot into the existing To-Cast / TN framework with no new rules:

SpellTNDisciplineFills
Sacred Light2DevotionCombat-grade holy light; the unliving fight at Disadvantage in it.
Discern the Unholy3DevotionDetect undead / daemonic / Evil through walls and disguise.
Teleport13WizardryNo-line-of-sight jump, carries passengers (distinct from Blink).
The Silencing Word8VibhutiPreemptive spoken silence; complements the contested Arcane Duel counter.

Earlier additions also include Feather Fall, Enlarge/Reduce, Water Breathing, and Scry. All are new player options — clear them with your GM.

⌖ The Reliquary — Loot Tables

The Reliquary now rolls on a fourteen-category master table, and three categories use a two-step Common / Greater Hoard system in the old Unearthed Arcana style:

  • Melee, Ranged, and Armour each split into two sub-tables. First roll d100 to route: 1–75 → the Common Hoard (mostly workaday gear, a couple of Rare, one Legendary), 76–100 → the Greater Hoard (Rare/Legendary-heavy, the only place an Artifact appears). Then roll d100 on that table.
  • Monster-crafted gear — pieces forged from dragons, undead champions, Pyreborn, Weald-beasts, Titan-Blood, the Vraxxal, and the Khugron deep — lives in the Greater Hoards.
  • New flat categories: Enchanted Ammunition, Scrolls & One-Use Castings (cast at their TN with no Essence cost, then crumble), and Mounts & Companions.