Blade of The Iron Throne Color Edition (6792937)
Blade of The Iron Throne Color Edition (6792937)
Blade of The Iron Throne Color Edition (6792937)
ISBN: 0-29882-89386-9
Copyright © 2013 Iron Throne Publishing
Blade of the Iron Throne and all associated names, characters, logos, marks, and illustrations are © and TM 2013 Iron Throne Publishing,
Phillip Jones and Michael Heider. All rights reserved.
All artwork © and TM 2013 Iron Throne Publishing. All rights reserved.
The World of Xoth and all related characters, names, places, items, plots, settings, descriptive text and concepts are copyright (C) 2008-
2013, Morten Braten and Xoth.Net Publishing. They appear in this work with permission.
Permission is granted to copy the character sheets and tables from the Appendices for personal use.
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Zero Failure
(Ties) Result Varies
One Basic Success
Two Good
Three Well done
Four Expertly done
Five Perfect
While only one success is normally need- Ref: Sure - but it’ll be tougher since you
ed for an action to be successful, some ac- don’t know what you’re doing. Now you’re
tions at the ref’s discretion may be tasked with going to need four successes. And any result
additional success requirements. One exam- of two or less successes will earn you a Com-
ple could be a player character attempting plication.
to pick a lock while pressed for time: In this example one success would normally
Ref: You want to pick this lock? achieve the task (opening the lock), but an ad-
That would normally be only ditional success is required to achieve the in-
Average, but to do it in time tended result (opening it before something else
is Challenging. You’re going happens), for a total of two successes. Attempt-
to need two successes. Get- ing this task as an Attribute Check instead of a
ting no successes will mean Skill Check, as required, doubles this number
things get complicated! to four successes. Blade follows the idea that
(See the section on Compli- one action requires one Check.
cations later in this chapter)
Player: Rats! I don’t have There are five basic types of Checks:
Lock Picking as a skill! Can 1. Attribute Checks are made with a dice
I try it using that lock-pick pool derived from an Attribute level. They rep-
Otho gave me? resent tasks attempted with one’s natural, in-
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3. Proficiency Checks are Checks made With Opposed Checks both participants roll
with a dice pool calculated from several against TN 7. The number of successes of the
contributing scores, and are made by rolling participant with the smaller number of success-
any number of dice drawn from the appropri- es are subtracted from the other participant’s,
ate pool (Melee Pool, Archery Pool, or Sor- leaving the latter as the winner with a Quality
cery Pool) against Target Numbers that may of Success (See Table 1.1) as an indicator of the
frequently differ from the usual TN 7. They are general degree of victory.
more fully explained in chapters four and six. If an Opposed Skill Check is called for and
one party is lacking the required Skill, he may
4. Opposed Checks are made when- substitute the most appropriate Attribute, as
ever two characters or forces normal, but must compare his result to twice
match each other for suprem- the number of successes of his opponent.
acy. Examples include attack- Ties are counted as victories for the party
ing an opponent, detecting who wants to maintain the status quo. In pick-
an ambush, or slipping past ing somebody’s pockets, a tie would for exam-
a patrol. ple be a failure for the thief, but in attempting
All manner of Checks may to avoid detection by a guard, a tie would be
be tested against any other, a success.
with one player possibly at- A Quality of Success of 1 will always achieve
tempting a Skill Check, while the desired task. If the referee deems this too
his opponent rolls an Attri- easy, thinking that additional factors would
bute Check in opposition. make the task harder to achieve for one than
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apply the highest applicable PA plus add +1 Yes, they do. You see, anytime you role-
die for every other applicable PA, regardless play and act on one of your PA’s, the ref may
of its current rating, as a scene bonus to the reward your role-playing with a PA point.
character’s Melee, Archery, and Sorcery Pools. By acting on a PA, it shows that it means
All PAs should be collectively determined something to the character, and it advances.
before play begins, with thought given to the Now, as an aside, the numerical value of
harmony of the varied goals of all players par- any PA does not in any way represent
ticipating in the session. Remember, Passion its importance to your character or its
Attributes let you, the PLAYERS, collectively priority over your other PA’s, that is de-
tell the referee exactly what YOU want the termined by your role-playing alone,
game to be about. and merely defines what PA is cur-
rently the focus of you, the player.
I have to make them up myself? So, by playing your PA’s, they
Yes, you do. This is understandably the most increase. Now, does the ref keep
daunting, yet also the most exciting, task of a tally of what you did and then
character creation. dole points out at the end of
Regardless of whatever else is written on the session? No! He im-
that sheet, no matter how strong or weak the mediately awards you
characters other Attributes, combat skills, mag- with a point and there-
ical aptitude, or skills, nothing is more influen- fore the game becomes
tial to that character than those FOUR lines. a dynamic field, where
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sible quest. Such a quest should take up more to be outsiders or social outcasts, re-
than five game sessions devoted solely to it, jected or looked down upon by the
during which time the PC should face more powers of the society they find
than even odds of dying at least three times; in themselves in. Sword and Sor-
short, the referee should make sure that such a cery also diverges sharply from
quest fails more often than it succeeds. high fantasy in that non-hu-
Please be advised that this Priority Pick mans such as elves and
should not be taken lightly, as the severity of dwarves typically don’t
the curse will more likely than not result in the exist, and both player
destruction of the PC before the quest to lift it characters and non-play-
can be completed. er characters are human.
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One Poor
E Cursed Decadent 22 12 4
Asset
Three Poor
F Doomed Degenerate 18 0 0
Assets
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that Proficiency. Some Maneuvers, such as ba- “It means the same thing.”
sic attacks, are granted automatically to a war- Karl Edward Wagner, Lynortis Reprise
rior with only a single point in the applicable
Proficiency. Brawling - The one weapon everyone has
Maneuvers may also require the payment of is his body. Variations of unarmed combat
an “Activation Cost” from the character’s Me- exist all over the world. This version is pop-
lee Pool (MP). This cost is detailed in parenthe- ular throughout the western half. Brawling
ses next to each maneuver. involves, first and foremost, punching and
Other Maneuvers may only be learned kicking - delivered by means of the Bash
through play, and even then are only available Maneuver –and also grappling and plenty of
at certain Proficiency levels. dirty tricks. While mostly an unarmed Pro-
Some fighting styles are quite similar to oth- ficiency, the use of knuckledusters, saps and
ers, and each Proficiency lists those styles that the like is also incorporated.
are closely related. These “Defaults” are des- Cut & Thrust - This Proficiency refers
ignated with a negative Proficiency modifier to swords that are usually wielded in a
based on the Proficiency from which the de- quick fencing style, not in conjunction
fault originates. with a shield. This includes such blades
Defaults are listed in Table 3.0, which fol- as sideswords, rapiers, and perhaps
lows the Proficiency descriptions. Thus, if your sabres. With this Proficiency, the
primary Proficiency is Sword & Shield and you sword is often accompanied by a
need to find the default for Greatsword, read buckler, dagger or arming glove
the “defaults from Sword & Shield” column in the off hand.
on the Greatsword line of Table 3.0 and apply Dagger - This small, easi-
this modifier to your Sword & Shield rating. ly hidden weapon comes
In this case it is –3, meaning that you can use in many forms. Found
the Greatsword Proficiency at 3 less than your in every place in the
Sword & Shield Proficiency. world, daggers and
knives are used as both
tools and instruments of
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Brawling - -2 -1 -4 n/a
Cut & Thrust -4 - -4 -4 n/a
Dagger -1 -2 - -4 n/a
Greatsword -4 -3 -4 - n/a
Lance n/a n/a n/a n/a -
Longsword -4 -4 -4 -1 n/a
Mass Weapon & -3 -2 -4 -4 n/a
Shield
Pole-arm -4 -3 -4 -2 -3
Spear & Shield -4 -2 -4 -3 -2
Sword & Shield -4 -2 -4 -3 n/a
Wrestling -1 -4 -2 -4 n/a
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-2 -3 - -2 -4 -4
-3 -3 -3 - -3 -4
-2 -2 -4 -3 - -4
-3 -4 -4 -4 -4 -
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Sword &
Shield (1) 0 0 0 1 (3) 2
Feint & Swing, Feint & Thrust, and Half-Sword are available for all Proficiencies at identical,
variable Activation Costs explained in the Maneuver descriptions.
Activation Costs in parentheses are those not normally taught with a certain Proficiency,
but that might come up for use in unusual situation.
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* Brawling: Bash Activation Cost 0 is for punches, 1 for kicks and any other Bashes that might
come up.
** Dagger: Bash Activation Cost 1 is for punches, 2 for any other Bashes that might come
up.
*** Wrestling: Bash Activation Cost 1 is for punches, 2 for kicks and any other Bashes
that might come up.
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This Maneuver is available at all Proficiency and the contest is rolled normally. If the
levels. attacker wins the Beat, then the de-
Beat: The Beat is an attack upon an oppo- fender’s weapon (or whatever else
nent’s weapon or shield as an attempt to re- was being “Beaten”) is knocked
move it temporarily. Beats may only be per- aside and cannot be used in the
formed at the start of a bout or following a following Exchange.
“pause,” as described in Chapter Four. This Additionally, every success
sudden, brutal, and effective Maneuver is ex- in the attacker’s QoS costs
ecuted by declaring “Beat” as your offensive the defender 2 MP (this
Maneuver, along with the dice allotted to the functions similarly to
attack. The defender assigns defense dice to a Shock, described under
defensive Maneuver (Parry, Evade, Block, etc.) Damage in Chapter Four).
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The world of Blade is a dangerous one. The basic temporal unit any Com-
Though fierce monsters and abominations in- bat Scene in Blade is the Combat
habit the far corners of the world, adventurers Round. During the Combat Round,
must also be on the lookout for thugs, cutpurs- every combatant has dice to spend on
es, assassins, mercenaries and anybody else actions equal to his Melee Pool (MP).
who would kill them for their silver. Players will have to be judicious
And the most deadly foes care nothing for about what activities they spend their MP
treasure, and instead want a hero’s corpse for dice on, and all associated costs to their MP
darker purposes… pool. A subdivision of the Combat Round is
As characters adventure throughout the the Exchange, with every Combat Round con-
world, they will encounter those who stand sisting of two.
in their way. Unfortunately, not all villains The Exchange is thus the shortest temporal
will launch themselves at the characters with division of a Combat Scene, which ultimate-
sword in hand. ly consists of any number of Combat Rounds,
The more dangerous ones use their snake each made up of a pair of Exchanges.
tongues, devious minds, or sorcery to bring In Blade, combat is never handled by go-
the heroes to ruin. Good referees will throw ing around the table from player to player in
all types of foes against characters – those who order every single Round, let alone
fight with tooth and claw, cowards who would Exchange. Instead, every player goes
sooner run than battle, and those who seek through a number of Rounds before
to undermine adventurers with a labyrinth of it is the next player’s turn. This collec-
plans and deception. tion of unbroken Combat Rounds is
Sometimes, battle is inevitable. Though the called the “Limelight”.
warriors of Blade are well trained and deadly, Limelight harks back to the
even the most inexperienced knave can thrust way swashbuckling fights were
a pitchfork into the throat of a battle-hardened once portrayed in movies, when
king. Players should always keep in mind that the camera focused on one
more people walk into battle than walk from combatant and his ene-
it… mies for an intense set
of actions and then, at
a suitably dramatic mo-
ment, cut to another excit-
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HUGE ANIMALS
Even though such creatures are rarely en-
countered in Sword & Sorcery, some refs
might want to utilize truly huge creatures
as opponents for their PCs. A creature
that is at the very least as big
as a rhinoceros may engage
more than one PC at once,
provided its build does log-
ically allow for this. A giant
octopus creature might for
example engage several PCs
simultaneously, as might a
tyrannosaur, biting one and
kicking another opponent,
but a giant wolf, lacking
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II. Encumbrance
(Optional)
Despite many players’
aversion to it, some sys-
tems insist on meticulously
tracking a PC’s gear, weight
and bulk. Players who
use these optional Encum-
brance rules should careful-
ly ensure that their PC carries
only a reasonable amount of
gear, and that each item
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3. GENERIC DAMAGE
Any damage from fire, cold, electricity,
sorcery, the elements, or not specifically
covered by rules uses the “Generic Dam-
age” chart in the Appendix. Such damage is
calculated like damage from any other at-
tack described in chapter four. Such damage
is applied randomly using Table 5.4, unless
impacting a specific area (such as someone
with a flaming arrow, in which case any fire
damage is simply applied to the area struck).
4. POISON
When a character is poi-
soned, he must pass frequent
Checks to avoid advancing
along the six levels of the
Poison Track, which, much
like the six Wound Levels of
melee combat, are progres-
sive in their severity. Should
he advance to Poison Level
6, he dies.
The frequency of such
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5. PAIN - IT’S JUST A SCRATCH! amount of Pain equaling the QoS of the suc-
(Optional) cessful Check may be subtracted from any
The protagonists of Sword & Sorcery tales newly inflicted wounds. The player then de-
are notoriously tough. Whether because of cides how this QoS bonus is applied against
an indomitable force of will or just sheer those wounds, distributing Pain relief to any
machismo, they often shrug off hurt that fresh wound as desired.
would lay low lesser men. The same is Example: Otho has 3 cuts received during
true for PCs and named NPCs the fight he just emerged from as victor:
in Blade. • A Pain 1 cut to his hand
As soon as the action in a • A Pain 1 cut to his jaw
scene in which the character • A Pain 2 cut to his side
has received a wound sub- Rolling a TN7 Check vs. Tenacity (His TY is
sides, the higher of either higher than his BN) he scores 3 Successes and
BN or TY may be Checked opts to reduce the Pain 2 cut to his side down
for the character; (NOTE: to zero, and to also get rid of the Pain 1 cut to
PAs are not applied to this his hand. The cut to his jaw he opts to leave as
Check!). Once Checked, an a dueling scar for the ladies to admire!
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Weapon
who will detect the presence of a scryer’s sor- Point Near Med. Far
DR
cerous vision on even a single Success on an B. TN TN TN TN
Unopposed SY Check, and even clearly see
such a presence as a kind of astral body on
Successes
two Successes on this Check. Witchfire
Ca.
5 7 9 11
Disembodied spirits can detect a sorcerer’s
disembodied consciousness automatically, as
can many supernatural beings like demons or
ghosts. Many such beings may even be able to
interact with the spiritual body and possibly In game terms, Witchfire manifests as a
even harm it as if it were physical. Should the ranged weapon of the launched type
astral body be killed by such an attack, the sor- (see Table 4.4), without the capability
cerer’s physical body dies as well. to attack at Extreme Range and with
an AP cost for every +/– 1 on table 4.5,
WITCHFIRE - The Witchfire Mystery sorcer- taken from one Range band worse
ously unleashes energies to damage or outright than the actual attack (i.e. Near to
destroy inanimate and animate things. Despite Extreme); Witchfire is notoriously
the Mystery’s name, those energies need not hard to aim precisely.
manifest as fire, but can take any number of The sorcerer utilizing Witch-
forms, depending on both the setting and the fire makes Casting and Con-
sorcerous tradition employed. It can be beams tainment Checks as normal.
of searing light from the sorcerer’s eyes, bolts of Any Casting Success-
fire leaping from his fingertips, a spectral vor- es double as both the
tex of slavering demonic shapes, lightning or Witchfire’s eventual
pillars of fire from the sky, a dagger appearing Damage Rating, and as
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9. A GAME IN MOTION
TENDS TO STAY IN MOTION
Blade is a game of action,
so keep the action mov-
ing. Think of your game as a
movie, and then think about
what you do — and
don’t — want to see
on the screen. Stick to
pulp author Raymond
Chandler’s school
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Play with plenty of small secrets in your These rules are yours, and you are
Blade game. Why does the prim and proper invited to make them even more so
lady down the street go out every Thursday at by customising them to your heart’s
midnight and not return until noon the next content. Add, change, and ignore
day? What’s that blue flickering light that what you like. There is however
shines from a neighbor’s basement window at only a single rule that cannot be
night? altered while still playing Blade
Why can’t you remember last Tuesday and this is the Iron Rule:
morning, anyway? The “best” and most in- When we encourage
spiring RPG material I’ve seen is always ma- “you” to make these
terial that contains dozens of tiny, throw-away rules your own we are
mysteries. Almost every paragraph mentions referring to the gaming
some weird oddity and doesn’t really explain group, not the referee. The
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Shomas
The kingdom of Sho-
ma is rich in gold, to the
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IA-AZUTLATL MAGGASH
the Blood-God of Sunken Ptahaana the Brazen God of Zhaol
The true form of Ia-Azutlatl is unknown, but Abominable are the brass idols of
he is one of the Old Gods; some even claim Maggash, the fire-god of Zhaol, and
that he is the greatest and oldest of those an- even worse are the rites of the priest-
cient ones. It is known that the blood-dru- hood, which include the burning of
ids of now-sunken Pthaana worshipped him infants as sacrifice. The priests of
with ceremonies of mass slaughter atop their Zhaol accept no other god than
stepped pyramids of green stone. Today, his their own, and worship of oth-
name survives only in the rituals of primitive er gods is strictly forbidden and
savages and mad hierarchs. punishable by death. Mag-
gash is sometimes de-
JUL-JUGGAH picted as a bull, or a
the Devil-Bird of Azimba bull-headed human-
oid.
The sweltering plains of Azimba are dot-
ted with hundreds of monstrous statues of liz-
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smiths and gem-cutters, usually do not trust city guard rarely venture into this part of the
town.
the governor’s soldiers and keep a few hired
Pleasure District: A large district filled
guards as backup in the case of burglary.
with all manner of depravities, including
Old Town: This is the oldest existing district
gambling-houses, drinking-houses, bordel-
of the city, hailing from the time when the city
los, fighting-pits and lotus-smoking dens.
was little more than a collection of mud-brick
Thieves, thugs, prostitutes and slavers
houses clustered around a central well.
abound. This is a great place to waste
The old town is still important, due to the
coin quickly. One of the most notori-
existence of underground tunnels that lead
ous locations of the district is the House
water from here to the rest of the city. The
of Abu Khafi. Also in this district is a
district is otherwise noted for its many sages,
“temple” to Belet-Lil, in reality little
scholars and students of the arcane.
more than a gathering-place for
Temple District: In this maze of alleyways
orgiastic revellers.
and tall walls are a number of temples and
shrines devoted to various gods. Located here SHOMA AND THE TOWN
is a temple dedicated to the beast-headed OF KATANGA
Yar-Ammonite pantheon. Near the temple is a Katanga is the only
small necropolis, where mummified Yar-Am- town of any impor-
monites as well as preserved animals lie en- tance in the kingdom
tombed for eternity. of Shoma; the lesser
Poor and desperate people from the near- “towns” are merely crude
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Swung Piercing Damage Table: Area 1, Right and Left (Lower Legs)
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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Arming Sword M 7 +1 7 +1 7 -1
The basic, run-of-the-mill one-handed sword.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Hand-And-A-Half,
M 7 +2 7 +1 6 0
Two-Handed
Hand-And-A-Half,
L 8 +2 8 +1 8 0
One-Handed
An arming sword with a slightly longer blade and hilt long enough to accommodate both hands.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Hand-And-A-Half, Swing-
M 7 +3 7 +1 6 0
Optimized, Two-Handed
Hand-And-A-Half, Swing-
L 8 +3 8 +2 8 0
Optimized, One-Handed
Thrust- and swing-type Offensive Maneuvers with this tip-heavy blade require an additional 1 MP
Activation Cost (minimum 1).
One-handed Thrust DR decreased by –1 against all metal armor.
A hand-and-a-half sword with a slightly broader blade and parallel edges along most of its length.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Hand-And-A-Half, Thrust-
M 7 +1 7 +1 6 -1
Optimized, Two-Handed
Hand-And-A-Half, Thrust-
L 8 +1 8 +1 7 -1
Optimized, One-Handed
Thrust- and swing-type Offensive Maneuvers with this hilt-heavy blade have their Activation Cost
reduced by 1 MP. If the Activation Cost thus becomes –1, +1 is added to the MP for the Ma-
neuver.
Additional +1 Thrust DR against armor.
A hand-and-a-half sword with a stiff diamond cross-section, and edges tapering even for most of
its length.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Greatsword VL 8 +3 8 +1 8 +1
A hand-and-a-half sword with a longer blade, intended solely for use with both hands.
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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Sidesword M 6 -1 7 +1 6 -2
Thrust-type Offensive Maneuvers have their Activation Cost reduced by 1 MP. If the Activation
Cost thus becomes –1, +1 is added to the MP for the Maneuver.
Swing DR decreased by –1 against all metal armor.
Thrust DR decreased by –1 against all metal armor with the exception of maille.
The DTN is increased by +1 against two-handed and heavy one-handed swords, by +2 against
light pole-arms and one-handed mass weapons, and by +3 against heavy pole-arms and
two-handed mass weapons.
An arming sword with a slender blade of stiff diamond cross-section tapering to an acute point.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Rapier L 6 -3 8 +1 6 -3
DR decreased by –2 against all metal armor with the exception of maille.
DR decreased by –1 against maille and all non-metal armor.
The DTN is increased by +1 against daggers and sideswords, by +2 against one-handed swords,
by +3 against two-handed and heavy one-handed swords, by +4 against light pole-arms and
one-handed mass weapons, and by +5 against heavy pole-arms and two-handed mass weap-
ons.
Point will break on any connecting swing against armor better than gambeson or pliable leather
unreinforced by metal, reducing Reach to Medium and Thrust DR to 0.
A sidesword with a somewhat longer but even more slender blade, tapering for much of its length
to a very acute point.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Saber M 7 +1 8 +1 7 -1
Swing-type Offensive Maneuvers have their Activation Cost reduced by 1 MP. If the Activation
Cost thus becomes –1, +1 is added to the MP for the Maneuver.
Swing DR decreased by –1 against all types of armor.
A one edged arming sword with a slight to moderate back-curve.
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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Greatsaber,
L 7 +4 9 0 7 +1
Two-handed
Swing-type Offensive Maneuvers with this tip-heavy blade require an additional 1 MP Activation Cost
(minimum 1).
Defensive Maneuvers with this tip-heavy blade require an additional 1 MP Activation Cost (minimum 1).
Swing DR decreased by –1 against all types of armor.
A two-handed version of the saber, with a longer hilt and a longer, heavy chopping blade. The blade is
one-edged, slightly to moderately curved, flaring out from the crossguard, with the end of the blunt back
edge sharpened and descending towards the sharp edge to form a moderately sharp point.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Dao M 8 +2 9 0 7 0
Defensive Maneuvers with this heavy blade require an additional 1 MP Activation Cost (minimum 1).
A far Eastern type of saber with a slight flare towards the – rather blunt – point of the blade.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Katana,
M 7 +2 8 +1 6 -1
Two-Handed
Katana,
L 8 +2 9 +1 8 -1
One-Handed
Swing-type Offensive Maneuvers have their Activation Cost reduced by 1 MP. If the Activation
Cost thus becomes –1, +1 is added to the MP for the Maneuver.
Swing DR decreased by –1 against armor.
A far Eastern hand-and-a-half sword with a long hilt and a one-edged, back-curved blade.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Wakizashi S 6 +1 7 +1 7 -2
Swing-type Offensive Maneuvers have their Activation Cost reduced by 1 MP. If the Activation
Cost thus becomes –1, +1 is added to the MP for the Maneuver.
Swing DR decreased by –1 against armor.
A short sword with a blade of the Katana type.
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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Yatagan M 7 +2 7 +1 7 -1
Thrust-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Swing DR decreased by –1 against all armour with the exception of gambeson.
A longer, Ottoman version of the kopis with a less pronounced flare to the blade.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Xiphos S 6 +1 6 +1 7 -2
Thrust- and swing-type Offensive Maneuvers require an additional 1 MP Activation Cost (mini-
mum 1).
An ancient Greek short sword with a leaf-shaped blade tapering to a slight waist before flaring out
and then tapering once again to an acute point.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Khopesh S 6 +1 8 0 7 -2
Swing DR decreased by –1 against any type of armor.
Can be used to execute the Hook Maneuver. Activation Cost for this Maneuver is 1 less than nor-
mal for the Proficiency used.
A shortsword with a slender, peculiarly shaped, one-edged blade. The blade at first runs straight
for litle more than one third its overall length and then forms an arc, with the edge on the arc’s
“belly”.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Falx S 6 +1 7 0 7 -2
Thrust-type offensive Maneuvers with this awkward blade require an additional +1 MP Activation
cost (minimum 1).
Swing DR decreased by –1 against any type of armor.
A very simple shortsword. It has a very long heft without any kind of crossguard and a one-edged
blade. The blade curves slightly forward for about half its length and tapers to a point along
this curve.
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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Spatha M 7 +1 7 +1 7 -1
Thrust-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
The ancient Roman version of the arming sword, tapering slightly along most of its length before
suddenly tapering to an acute point.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Viking Sword M 7 +1 7 +1 7 -1
Thrust-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Thrust DR reduced by –1 against armor.
The Viking version of the Roman spatha, with a less acute point.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Dagger H 6 -1 5 0 9 -3
A straight fighting knife with a substantial blade, usually two-edged.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Knife H 6 -2 5 0 10 -4
A dagger with a shorter blade, one- or two-edged.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Stiletto, Edged H 6 -2 5 0 9 -4
Additional +1 Thrust DR against armor.
A dagger with a slender blade of very stiff diamond cross-section, tapering to a very acute point.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Broad Dagger H, S 6 0 6 +1 8 -2
Can equally be used at Hand and Short Reach at the same time.
Swing-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
A dagger with a slightly longer and significantly broader, two-edged blade.
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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Parrying
H 6 -1 5 0 6 -4
Dagger
Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
The DTN is increased by +1 against one-handed swords, by +2 against two-handed and heavy
one-handed swords, by +3 against light pole-arms and one-handed mass weapons, and by +4
against heavy pole-arms and two-handed mass weapons.
Remember: Parrying with the off-hand is at an additional +1 DTN.
A dagger with – usually – a slightly more slender blade, but a very broad and sturdy cross-guard.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Katar H, S 6 0 6 +1 8 -2
Swing-type offensive Maneuvers require an additional +1 MP Activation cost (minimum 1).
Additional +1 thrust Damage against all types of armor.
Partially protects the hand and wrist; use AV of the gambeson (Piercing 1, Blunt & Cleaving 2).
A stabbing dagger with a perpendicular handle set between two metal bars and a two-edged, tri-
angular blade that’s broad at the base and tapers rather evenly to an acute point.
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Pata M 7 +1 7 +1 7 -1
Swing-type offensive Maneuvers require an additional +1 MP Activation cost (minimum 1).
Additional +1 thrust Damage against all types of armor.
Protects the hand and wrist like light plate armour worn without gambeson (i.e. AV Piercing 3,
Blunt 2).
Cannot execute the Quick-Draw Maneuver. Drawing the weapon always takes one full Exchange.
Knockdown Checks to avoid being disarmed of the Pata using the Disarm Maneuver only require
successes equal to one third the opponent’s QoS.
An arming sword blade with a perpendicular handle set in a tubular metal glove, the Pata is slight-
ly more unwieldy on the swing, but more powerful on the thrust.
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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Halberd, Axe-Blade VL 8 +4 7 +1 7 +2
Halberd, Back-Spike VL 8 +4 7 +1 7 -n/a
Offensive and Defensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Axe damage is Cleaving, damage from the spikes opposite the axe-blade and on the top (the
thrusting attack) is Piercing. Additional +1 Swing DR against armor.
Switching between attacking with the axe-blade and the spike opposite it is free in between
Rounds, but carries a 1 MP Activation Cost during Rounds. Thrusts with the top-spike can be
delivered from any of the two grips without additional Activation Cost.
A long spear with additional axe-blade and a spike opposite that.
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Swing-type Offensive Maneuvers with a punch require an additional +1 MP Activation Cost (mini-
mum 1).
DR for both punches and kicks is reduced by –1 against pliable textile and leather armor, and by –2
against any other type of armor.
A kick can equally be aimed at Hand and Short Reach, but requires an additional 1 MP Activation
Cost if at Short Reach (minimum 1).
Use of a knuckleduster or metal-capped boots or an equivalent will increase punch and kick DRs
respectively by +1.
Common sense is needed in adjucating what body parts can be targets of unarmed attacks and what attacks
can be defended against unarmed. Unless the opponent is in something other than an upright position,
kicks can usually not be aimed higher than the hips, and punches cannot usually be thrown lower than
the groin. For defence, the leg can usually not parry attacks aimed higher than the hips, and arms cannot
usually parry attacks aimed lower than the thighs.
A successful parry with hand or foot against anything other than an unarmed attack will result in damage
to the parrying limb.
Against a swung Cleaving attack, the parrying limb suffers a hit as if struck from an attack with double the
QoS the attacker actually achieved, and against all other attack forms one and a half times the QoS the
attacker ultimately achieved. The final wound to the defender is thus calculated as if the attack had been
aimed at the limb to which damage is now inflicted.
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ANIMAL WEAPONS
Weapon Reach ATN DR Blunt DR
Medium Fangs H 5 -3 -5
Large Fangs H 6 -1 -4
Damage is Cleaving.
Medium fangs are those found on the vast majority of mammals and reptiles. Large fangs are
those that seem oversized even in relation to their owner, the incisors of the sabre-tooth being
a prime example.
MISSILE WEAPONS
Weapon Point B. TN Near TN Medium TN Far TN Extreme TN DR
Dagger 6 7 8 9 n/a 0
Hatchet 6 7 8 9 10 0
Spear 6 7 8 9 n/a +1
Javelin 6 7 8 9 10 +1
Daggers and spears cannot attain extreme range.
Hatchets cause Cleaving damage, not Piercing damage.
The dagger thrown to deadly effect is a mainstay of the Sword & Sorcery genre, and the stats
above reflect this. We strongly recommend that you use those stats for your game of Blade, but
if you really can’t bring yourself to cater to this cliché, you can tone down the thrown dagger
by changing its DR to –1.
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Thug, Bully, or Mugger The kind of scum populating dingy taverns and
Attributes: BN 5, HT or SY 3 dark back alleys. Proficiency is mostly Dagger, but
Aim 3 or 4, Kdown 5, Kout 5 might also be Brawling or Cut & Thrust.
Melee Proficiency 4
MP 8
Key Skills Sneaking 4 (if mugger)
Cultist The rank and file of any one of the many unwhole-
Attributes: CG 5, one Attribute 3 some secret cults. Secrecy and deception is their
Ref 4 or 5, Aim 4 or 5 second nature, but they have no real combat fight-
Melee Proficiency Dagger Proficiency 2 ing training – their Proficiency is usually Dagger, for
MP (Dagger) 6-7 those fanatically (but ineptly) brandished knives.
Key Skills Falsehood 4, Sneaking 2, Theology 2
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Feline, Medium Any large and dangerous cat from the size of a
Attributes: BN 6, DG 7, TY 4, CG 7 cheetah to about the size of a jaguar, encompass-
Ref 8, Kdown 7, Kout 6, Move 11 ing leopards, panthers, pumas, lionesses, etc. Even
MP (Medium Fangs & Claws) 10 if they do hunt in packs, they still do rarely employ
pack combat tactics.
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Spider, Monstrous Not an earthly spider, but one with a body at least
Attributes BN 6, DG 8, TY 4, CG 5 the size of a large pumpkin. It is has a chitinous
Ref 8, Kdown 7, Kout 7, Move 12 (+1) exoskeleton that protects it like hardened leather
MP (Medium Fangs) 10 (AV 3 Piercing, AV 2 Blunt & Cleaving). Its murder-
Injects poison upon any bite whose Impact Rating ous poison has a progression rate of a few minutes,
surpasses victim’s AV. and requires a QoS 4 to succeed at the Progression
Check. Take care: This is a PC-killer!
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Supernatural Menaces A cruel fiend that has lived through eons, one
part man, the other part demon, or maybe undead.
Demons, undead, and other supernatural be-
It feeds on the life essence in the blood of man,
ings are the toughest opponents the PCs can face.
having to kill every time it feeds, and has drunk dry
If such creatures appear, they will invariably be the
entire nations. Its outward form may appear pleas-
center of the adventure, and the object of the ad-
ing, but Detect Sorcery will identify it as sorcerous,
venture will be as frequently about avoiding them
and with a high QoS even reveal its true form: That
as overcoming them.
of an emaciated, barely human fiend with fangs,
Supernatural menaces are rarely specimens of a
talons, leathery skin and bat-like wings sprouting
kind, but usually single, unique creatures. As such,
from under his arms. It can also assume this form
they will usually have a number of special powers
openly, in which case it can fly.
requiring special rules.
The vampire is nocturnal and sees perfectly in
even the tiniest bit of residual light; daylight irri-
Vampire
Attributes BN 10, DG 8, TY 7, SY 7, HT 7, CG 9 tates it, and all its TNs are at +2 if in direct sunlight,
Ref 9, Aim 8, Kdown 9, Kout 9, or +1 if in deep shade. In addition, all his TNs are
Move 9, Power 9 at cumulative +1 for every day he fails to drink dry
Weapon Proficiencies Melee (all) 13, Missile (all) 10
a human being.
MP 22
The vampire can be destroyed by burning
AP 18
Cursing 6, Enslavement 9, (though it does not burn any better than a human,
Mysteries
Mending (Pain) 6 that is, practically not at all) or by clean decap-
Cursing 15, Enslavement 18, itation, though knowing this requires a Check of
SP
Mending [Pain] 15
Occultism of Legendary Challenge Level. All other
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