Professional Documents
Culture Documents
Sellsword Folio (v1.0)
Sellsword Folio (v1.0)
⅞
When battle looms near, an average person will ask what
they’re fighting for. Their queen? Their god? Their country?
Whatever they decide, the Sellsword knows it to be a lie.
So instead, you brandish steel for the cash it’ll
put in your pocket. After all, if you’re good
at something, you should never do it for
free. That means you live and die by your
reputation and results. This sometimes means
you serve as a platoon leader in understaffed armies or
garrisons, moving between employers when the plunder
dries up, or simply in waiting for the next war.
Your reputation means far more than skill, but it’s not
an easy one to uphold. Actual soldiers will doubt your
loyalty. Peasants will revile you for your brutality. Lords will
tighten their purse strings once the battle is over. So you
take contracts that no one else will: to put down a peasant
revolt, evict blue bloods from their manors, or ransack a
shopkeeper’s premises for a rival guild. After all, it is the
characteristic clink of coins in the hand that drives you to
murder others for profit.
Ta l ent: I n di f f e r enc e
Effect: When viewing blood-soaked and visceral scenes
of death, you always succeed at Resolve Tests to withstand
horror (such as with Stress, Fear, and Terror) and don’t gain
Corruption due to such scenes.
c orrUPTion T racker
m y c Haos a lignmenT is ... m y o rder a lignmenT is ...
9 8 7 6 5 4 3 2 1 1 2 3 4 5 6 7 8 9
+6
+12
UnHarmed
ligHTly woUnded
- No chance of being Injured
serioUsly woUnded
- Roll 2D6 to see if you’re Injured
grievoUsly woUnded
- Roll 3D6 to see if you’re Injured
encUmbrance limiT casH
BP SS GC
slain!
- Sacrifice 1 Fate Point
3 + [BB] cUrrenT overage 12bp = 1ss 20ss = 1gc 240bp = 1gc to live to tell the tale . . .
MOVEMENT ACTIONS SPECIAL ACTIONS
AP AP
NAME EFFECT NAME EFFECT
COST COST
Maneuver 3 yards and avoid Opportunity Load for various AP, or Quickload for 0
Maneuver 2 AP
Attacks Load Varies AP (but can only use Short Distances and
left Defenseless until next Turn)
Run 3× Movement value and gain Low
Run 3 AP
Cover
1 or 2 Spend 1 AP for +10 Base Chance, or 2 AP
Take Aim
Take Cover 1 yard and gain Low, AP for +20 Base Chance
Take Cover 1 AP
Medium, High, or Total Cover
Ranged Make a Combat-based Test, the foe must Describe to GM how you Assist an ally’s
1 AP Assist Varies
Attack Dodge it or suffers weapon Damage Skill Test, and GM assigns AP cost
PERILOUS STUNTS
Before or after Difficulty Rating is called out,
AP modify the Difficulty Rating by one, two, or
NAME EFFECT Channel
COST 1 AP three positive steps, but suffer Corruption
Power
and roll Chaos Dice to see if you invoke a
Make an Athletics or Coordination Test,
Chaos Manifestation
Chokehold 1 AP the foe must Resist with Athletics or they’re
Choked
Make a Guile or Skulduggery Test, the When you are a target of a Spell, make an
Counterspell 1 AP
Dirty Tricks 1 AP foe must Resist with Awareness or they’re Incantation Test to dispel its effects
Blinded
Make an Athletics or Coordination Test, the Before or after you suffer Combat
foe must Resist with Coordination or either Resist 0 AP Conditions or Spell effects, Resist using a
Takedown 1 AP
be pushed 3 yards away from you or knocked Skill indicated in the ability’s listing
Prone where they stand