Professional Documents
Culture Documents
1
Original Concepts and Design
Henri “Higgins” Paves, “Captain” Jackson Malloy,
with additional early content by Sean Cochran
Beta Writeup
Mostly Malloy
Editing
Mostly Henri
Web Design
George “Barbarossa” Webb
Helpful Consultants
Nathan Frund, Jake Norwood
Early Play-Testers
Barbarossa, Rayner, Jo (aka Caboose), Nick Longbottom
Band of Bastards and all associated names, characters, logos, marks, and
illustrations are © and ™ 2014 and 2015 Grand Heresy Press. All rights
reserved. References to other works are © and ™ their respective owners
and mentions herein do not constitute challenges to those claims.
Release 5 Changelog:
• Edits for clarity Permissions granted to print/photocopy for your own personal use, as well
• Whole bunch of typos as any play-aids or handouts on our website. For the guy working at the
• Incorporated some feedback (still in counter, this is “express permission.” Go for it.
progress)
• Skirmish Chapter added
Fonts
• Fighting multiple opponents rewritten
Linux Libertine
• Minor clarification to the positioning
rolls Pieces of Eight
• Way more stuff still to come.
©Grand Heresy Press
http://grandheresy.com
grandheresy@gmail.com
Join our forums community!
http://grandheresyforums.com
It’s been a long-time in coming, but we are pleased to welcome you to the Band of Bastards
initial Beta!
The contents of this document are abridged, and occasionally suspect. While we
did everything we could to try to reduce the number of typos and errors contained
within, it is virtually guaranteed that some made it through. Future releases will
include a full layout, error corrections, and all the other things you expect from a
full release. For now, try not to judge us too harshly on presentation just yet. Instead,
the emphasis was on getting this document out of our hands and into yours. If you
encounter any problems, spot typos, errors, or have any questions, hit up our boards at
http://www.grandheresyforums.com/. We are more than happy to help and look forward to your
feedback!
Before anything else though, we’d just like to take a moment and thank the people who made
this possible:
Ian Plumb (1965-2014). To say that this game would not have existed without him is not an
exaggeration. Without him, the Grand Heresy Press crew would simply not have met. Without
him, the world is a bleaker place. We’ll always miss you, brother.
Everyone from TROSfans.com — you guys provided us with some of the initial impetus for this
project, and the valuable discussions there undoubtably helped shape the game we are presenting
today.
Sean Cochran, for being a big part of the team in the early days of testing, and for providing
valuable direction when we first got started.
Nathan Frund, for his freely shared archery and black powder experience, for his constant en-
thusiasm and support, and for his consistently useful ability to help us name things when stuck.
Jake Norwood, for being our sounding board, answering countless questions, and most impor-
tantly, writing the original game that served as the inspiration for ‘Bastards. He’s the best kind
of Bastard there is.
Nikolas Lloyd, for creating some fantastic youtube videos that provided inspiration along the
way, and for putting up with our extremely esoteric questions and a nontrivial amount of email.
Roland Warzecha, for his research into swords, bucklers and shields. And also for his down to
earth explanation of Tempo. We’ve tried to incorporate those techniques into our game as faith-
fully as we could, and will definitely keep practicing them in our real-life bouts as well.
Matt Easton, for his ability to make videos with uncanny timing. Whenever we have found
ourselves confused or debating a thing, Easton invariably makes a clarifying video about that
very subject. This is either a massive coincidence, or he has hacked into our computers and per-
sonal chat logs. We kind of suspect the latter.
Fear the Boot podcast, for introducing us to the concepts of group template and the feel
document.
Our girlfriends and spouses, who put up with the silly amount of time we spent fiddling with
this, only occasionally giving us the evil eye for late nights and rambling on about extraordinarily
esoteric historical miscellanea...
And finally, you guys for helping us with the playtesting and feedback. The fans make this
possible.
Now, without further ado...
We few, we happy few, we Band of Bastards...
01 Beginnings
ofa Bastard
Band of Bastards is a role-playing game inspired by the dark fantasy stories of Joe Abercrombie’s First
Law trilogy and Andrzej Sapkowski’s Witcher, by the fast-paced swashbuckling of Alexandre Dumas’s
Three Musketeers and the obsessive revenge of The Count of Monte Cristo, by the political intrigues of
George R. R. Martin’s A Song of Ice and Fire, and the intimate tragedies at the heart of Hamlet and
Macbeth. This game is our love-letter to the kinds of stories that get our blood pumping and capture
our imaginations.
‘Bastards is a game about passion, violence, and general skullduggery. The players are tasked with
taking on the role of men and women driven by steadfast convictions, ravenous ambitions, and danger-
ous intention. It is a game of personal conflict and political power plays, of subterfuge and sacrifice, of
honest thieving and dishonest flattery, of tragedy and gallows humor, of profane, subtle sorcery and
fast-paced, brutal swordplay.
Toolkit Mentality
Band of Bastards is written with a modular approach in mind. The core rules are all
contained within this book, which will be updated with any changes, fixes, or major addi-
tions that come up as the beta continues. For the duration of the beta, optional rules will
be kept to a separate document that can be used as needed.
Ultimately, this is your game, not ours. What you choose to do with it is more impor-
Sidebars tant than any suggestions we might make and we’ve designed it that way from the ground
This is a sidebar. You’ll up. The division of the rules above supports a modular approach, and many systems can
find these throughout the be tweaked or replaced entirely without damaging others in the game.
book. Sometimes they
are designed to provide
additional rules and
clarifications. Other times
they are simply advice
and author-chatter. Take
On Setting
Following the above logic, ‘Bastards doesn’t come “boxed” with an expansive pre-written
them for what you will. setting, and this is by design. The game is meant to be setting agnostic, allowing it to be
We like our sidebars. adapted to whatever setting you want to play with minimal effort. In fact, we encourage
you to develop the setting for your campaign with your players as part of the first session,
and in Book IV we provide a method for doing just that.
This isn’t to say that the game is generic by default. The rules as written imply a number
of things about the nature of the game being played, and paint a portrait of a renais-
sance era culture of feuding nobles, violent warfare, changing technology and shifting
social strata. Once we reach publication, we’ll be providing a micro-setting that builds
on these themes by detailing a self-contained key locale both to get you started and as an
introduction to kind of campaigns and flavor we imagined when the rules were written.
8
01 Beginnings of a Bastard
On Numbers
for human consumption.
Keep an eye on the
forums, or sign up for our
Despite our best efforts, there is occasionally some math involved in the game. Whenever newsletter to be notified
when the next update hits.
you encounter something less than a whole number, round down to the nearest whole
http://grandheresy.com
number.
Measurements when given are often done in feet and yards. Most of the Grand Heresy
team are Americans. It happens. If you happen to live elsewhere in the world, or just have
a driving hate of imperial measurements, feel free to read “yard” as “meter” and call it
good without further translation. Nothing in our system has such precise tolerances as to
make the difference worth calculating.
9
02 The Die
is Cast
Why We Roll
Role-playing is an ongoing conversation between the players and the GM. The GM describes what is
going on, and the players describe what their individual characters do and how they react. This back
and forth creates the ongoing story. Dice enter the equation when there is a conflict that needs to be
resolved, and something is at stake.
Conflict
A conflict occurs any time the player wants to change the momentum of the story in progress,
whether that be to make something happen that wasn’t going to happen on its own, or prevent some-
thing from happening that was. Every conflict has two parts: task and intent.
The intent is what the player wants out of the conflict. Gain entry to the castle, get the jewels from the
safe, and stop the flow of blood are all examples of intent. Task is how the character is going to go about
accomplishing their intent. Bribe the guards, pick the lock, and apply a tourniquet are all good examples
of tasks. Task is important, because it determines what (attribute, skill, or proficiency) dice will be
rolled to resolve the conflict.
Stakes
Player characters are assumed to be relatively competent by default. Mundane tasks do not require
a roll. Instead, dice are rolled when the outcome of a conflict is important to the story being told. There
must be something at stake, with something to be gained and something to be lost. A success should
always bring about some tangible benefit, and a failure should always create some kind of complica-
tion. By picking up the dice, you’re putting something on the line and stating that you’re willing to
accept the consequences.
02 The Die is Cast
Failure
In fiction, characters usually fail despite their skill, rather than due to a lack of it. Their
failures only highlight the magnitude and danger of the opposition they face. Failure
means that they don’t succeed in their intent, but it doesn’t have to mean that they have
botched the task. Bastards don’t lose their grip on a rope, it snaps in mid-swing. They don’t
trip while sneaking past a guard, a creaking board gives them away. They don’t fail to
impress a love interest, the courting is cut short when a rival steals the spotlight.
Resort to Violence
When finesse doesn’t work, brute force will often do the trick. When the character fails
a roll, they can always try to accomplish the same intent with a different task, provided
the second attempt is bigger, louder, or meaner than the first. Fail to pick a lock? Kick
down the door. Fail to crack a safe? Blow it up. Where charm sometimes fails, a pistol is
very persuasive.
Needless to say, this approach always raises the stakes at hand, and usually creates
complications of its own in addition to any complications introduced by the previous roll.
Failing to seduce information out of someone may leave you with a bad reputation, but
blackmail will make you an enemy even if you succeed.
11
Band of Bastards Beta 0.1
Base TN
Even the simplest task is more complicated with an arrow in your gut. The majority of
rolls are compared against the Base TN (BTN). Base TN begins at TN6, but is increased
as the character takes wounds, suffers from fatigue, or other conditions. Specific TN shifts
are discussed in Chapters 09 and 13, but Table 02.01 provides a reference. TNs from wounds
do not stack with one another. The character only suffers the worst TN they have.
Table 02.01: Base TN Examples
Wound TN Description
None TN6 The character is healthy and has not received any injuries.
Level 1 TN6 Glancing blow — Stings when you get it, then you forget it.
Level 2 TN7 Superficial wound — More than a scratch, but you could still win the fight.
Level 3 TN8 Significant wound — Better to flee and fight another day. The wound will heal.
Level 4 TN9 Severe wound — The fight is over. Some of your bits may be missing.
Level 5 TN10 Massive wound — You’re either crippled, or gone back to the mud.
Fixed TN
Occasionally, something will be listed as having a Fixed TN (FTN). A Fixed TN cannot
be modified by advantages, disadvantages, or anything that would modify the character’s
Base TN. Unless otherwise specified, you can assume a Fixed TN is 6.
Exploding Dice
Whenever a die in your pool comes up as a natural 10 (often marked as a 0 on the die) it
explodes. Count it as a success and roll that die again. If it succeeds, add that success to
your total. If this results in a 10 again, add it as another success and roll again.
Jaff makes his Larceny check with 8 dice — this isn’t his first time. He rolls 4, 3, 2,
1, 6, 10, 2, 6. Yeesh. 1 success vs TN7. But wait! The 10 explodes. Jaff’s player picks up
the die and rolls it again — another 10! He notes the success and rolls again, getting
a 7, resulting in a total of 3 successes.
12
02 The Die is Cast
Obstacles
While TN represents what your character brings to the table, obstacles (Obs) represent Choosing Obs
the difficulty of the thing being attempted, both in task and intent. The obstacle of a roll If you ever need an ob-
is the minimum number of successes required to achieve the intent. Table 02.02 lists some stacle, but don’t have the
examples for different situations. chart in front of you, it’s
Table 02.02: Example Obstacles easy enough to guessti-
mate. Obs 1-5 are in the
Ob Description realm of mundane tasks.
Ob1 Trivial — Mostly meant for unskilled characters to succeed in basic tasks. Skilled char- 6-10 are in the realm of
acters don’t roll for these except for under dramatic circumstances — wounded, etc. heroic and superheroic.
For most tests, you can
Ob2 Routine — Keeping one’s footing on a precarious surface; noticing you’ve wandered
just assume the task will
into the bad part of town, etc.
be Ob3 and then raise or
Ob3 Average — Getting a frightened horse team under control; quickly climbing a moder- lower it as needed to suit
ately high fence; busting down a regular door. the situation.
Ob4 Challenging — Calming a frenzied horse; navigating a ship through dangerous reefs
using adequate maps; fishing with bare hands; general surgery.
obstacle vs
Ob5 Hard — Bending soft iron bars or hinges; surgery concerning vital organs of the body; disadvantage
lifting a heavily laden cart off a child; busting down a secure, reinforced door. While both are in some
Ob6 Desperate — Performing surgery on yourself; slipping free of rope bindings. way “how hard is this,”
they measure two dif-
Ob7 Overwhelming — Scaling nearly sheer walls by hand; swimming the English Channel;
ferent things. Obstacles
bending steel bars; ripping apart ones shackles while wearing them.
measure the inherent
Ob8 Insurmountable — Translating an unknown language; discerning the function of an difficulty of the task e.g.
alien mechanism; making a technological breakthrough. how steep / slick / high
Ob9 Futile — Surviving the desert without any supplies; winning a land war in Asia; Eating the wall is.
just one potato chip. Advantage and
disadvantage are about
Ob10 Madness — Seeing Cthulhu devour your neighbours alive and inviting it in for a hot
what the character brings
cup of earl gray; invading Russia in winter.
to the roll — e.g. proper
tools, manipulating their
MoS Description
-3 Catastrophic — Something goes terribly wrong. The GM introduces a major
complication.
-1, -2 Failure — The character fails at their desired goal and in the process create a mess for
themselves. The GM introduces a minor complication.
0 Mitigated Success — You succeeded in what you were trying to do, but not without
creating issues for yourself in the process. The GM introduces a compromise or minor
complication. In an opposed roll, a result of 0 is a tie.
1-2 Standard Success — You achieve exactly what you wanted to accomplish.
3+ Extraordinary Success — You get what you want and then some. Many rolls (par-
ticularly in combat) provide a specific bonus effect at this level.
5+ Masterful Success — Results nothing short of true art, on the level of Houdini,
Shakespeare, Mozart or Ulfberht. Songs written are destined to become classics and a
weapon forged is worthy of a king.
13
Band of Bastards Beta 0.1
If you roll 1 success over the obstacle required (4 successes vs Ob3) then you have MoS1.
If you roll exactly the number required, it’s MoS0. If you roll fewer than the number of
Rolling For successes required, the difference between what was rolled and what was needed becomes
Fluff a Margin of Failure (MoF).
Unless something is Certain rolls have built-in mechanics for interpreting MoS in context. Generic results
on the line, no roll is are given on Table 02.03.
required. Sometimes
though, you just want
to see “how well”
something went, even if
Complications
it isn’t vitally important
Complications are the consequences of a conflict. In ‘Bastards, they come in three fla-
to the story at hand. vors: major, minor, and compromise. Regardless of severity, the complication should be
Fluff rolls can be made
based on the task and intent of the roll. Ideally, it should be a natural consequence of what
any time that an action they were trying to do or how they went about doing it.
would normally not re- Complications are intentionally player-centric. The story focuses on the player charac-
quire a roll, but because ters and their actions, and thus it’s usually not necessary to worry about complications
there is nothing at stake that would affect NPCs. Unless an NPC’s failed roll would create a complication that im-
the roll doesn’t provide mediately benefits the player, the GM should generally ignore it. Under no circumstances
any tangible benefits. should an NPC’s failure create complications that directly hinder the players.
On the other hand, it
shouldn’t produce any Major Complication
complications, either.
A major complication is bad news, often as bad or worse than the original conflict
In our experience, fluff being resolved. Something important is permanently lost, heavily damaged or destroyed
rolls are usually the
(your horse collapses from exhaustion, your ship is heavily damaged, a named and impor-
result of friendly wagers
or competitions between
tant friendly NPC dies); a new conflict is introduced (the guards get the drop on you while
PCs “dueling banjos,” you’re occupied, the rope bridge snaps, the warehouse is set ablaze with you inside); or a
arm-wrestling, or long-reaching threat is created (your attempt to persuade an NPC made an enemy of them,
similar. The ever popular you were positively identified fleeing the scene of a crime).
“how well does my
character sing?” comes Minor Complication
up as well. A minor complication is usually on the scale of a setback. A fairly important piece
If your competition of equipment is damaged, missing, or temporarily removed from the scene (gunpowder is
actually has something damp, your horse is injured); an additional or increased challenge is introduced (the guards
important on the line, have become aware of your presence, the rope bridge begins rocking wildly, something
however, or the charac- is on fire); a minor but long-lasting effect is put into place (damaged relationship with an
ters are willing to injure NPC, you left clues at the scene of the crime).
themselves to beat the
other guy, roll as normal, Compromise
with complications and A compromise is for all intents and purposes exactly what the player wanted and was
all.
trying to achieve — but at a cost. The negotiation might succeed, but at a higher cost than
the player character intended to pay; they may succeed in grabbing hold of the ledge, but
at the cost of losing the grail. Compromises should present the character a choice — are
they willing to pay the price? If the player accepts, then they get what they want but
pay the price. If they refuse, they fail to achieve their intent, but they don’t suffer any
complications either.
Contest
When a conflict occurs between two or more opposed characters or forces, it becomes
a contest. Contests exist in any situation where two characters have opposed intentions,
and thus the success of one side requires the failure of the other. An arm-wrestling contest,
a swimming race, and sneaking past a guard are all contests. Both sides make their rolls as
14
02 The Die is Cast
normal. The side that rolled the most successes accomplishes their intent, with the differ-
ence between the two rolls forming the winner’s MoS. If the loser was a player character,
or the result is a tie, then complications would be introduced per MoS. Remember that
the roll is about determining who succeeds in their intent. Failing at a swimming contest
means that your character failed to achieve their intention (beat the opponent) not that
they failed at the task itself (swimming).
Competitions
Obstacles in contests Most of the time, a
For simplicity, opposed rolls never make use of an obstacle. If the two participants conflict between two
are against asymmetrical odds (a pursuit on foot over thorns or sharp rocks in which characters is going to be
one character has no shoes), the GM may assign one party or the other a disadvantage. about the capabilities of
If the asymmetry is extreme enough, they may assign a disadvantage to one side and an those characters relative
advantage to the other. to each other. In a foot
Table 02.04:Example Contests race between characters,
Ties we make the assumption
Aggressor Defender that both characters are
In any contest, there is an aggressor
physically capable of
(the person acting or attempting to change Breaking down Reinforcing / holding it
completing the race. The
the status quo) and a defender (the person a door closed
roll is just to resolve who
resisting or attempting to uphold the status Intimidating Standing firm does it faster.
quo). Ties automatically favor the aggressor, Picking a pocket Noticing your pocket is If the task itself is in
but always does so as a mitigated success, being picked doubt (swimming a vast
resulting in a compromise (see previous). If or treacherous stretch
Seducing Resisting temptation
both parties could be considered the aggres- of water) then have the
sor, or it isn’t obvious and the GM can’t de- Sneaking past Standing watch characters roll separate
cide, then the player character is considered Searching for Hiding in place unopposed rolls instead
the aggressor by default. If both sides are of a contest, using an Ob
player characters, flip a coin. based on the difficulty
of the task like a normal
roll. If both characters
Contests and Crowds meet the required Ob,
A lot of contests will be against multiple individuals who aren’t coordinating with each then compare the MoS to
other, such as trying to win over a crowd with an inspiring speech, or sneak a weapon past decide who did it better,
multiple indepedent guards. Rather than making a roll for every member of the crowd, faster, and so on.
or every guard the character will encounter within the castle, use a rough average as the
opposing pool. If every guard has 6 dice for a perception roll, then make a single 6 die roll
rather than one for each guard. If the player character succeeds, the results stand.
For another roll to be made, the circumstances would have to change as for any other
check. In the above example, the guards would not get to make another check unless
the conditions were notably more favorable to them, they acquired new information (for
instance, reason to suspect the player character), or higher-skilled guards were asked to
make the same check.
Working Together
Often as not, characters will want to work together to accomplish their goals. There
are two main ways to do this mechanically, depending on the nature of the task and their
intent.
Taking Point
When multiple characters are working in unison to overcome a single challenge, one
character may take point and lead the group’s efforts. This is usually the character most
15
Band of Bastards Beta 0.1
central to the task being attempted (the surgeon in a Medicine roll to sew someone back
up). The character taking point may use their full die pool for the roll, with other charac-
Too many cooks ters involved having the option to help. Helpers may select a single skill that they possess,
There is an upper limit explain how that skill would be used to contribute, and role-play that help if applicable. If
to how many helping the explanation makes sense, and their help is accepted, they may contribute a single die
dice can be gained
to the pool of the character taking point. If the helper has an expertise that directly applies
through taking point.
The GM should use some to the situation at hand, they may increase their help to two dice.
common sense here. It Attributes can also be used to help, but only with other attribute checks. Skills can
makes perfect sense for be used to help with skill or attribute checks, provided they can be justified. An ally
a couple helpers to aid can use their Strength attribute to help on a Feat of Strength roll, but not on a Strength/
in a surgery, acting as Blacksmithing roll. Someone could however use their Engineering skill to help a Feat of
assistants, but you can’t Strength if they could explain how it applied.
round up a dozen people
Once the total dice are pooled, the skill or attribute check is rolled as normal. Taking
to operate on a single
patient. Point is one of the best ways to get extra dice for a particularly tough roll. Players should
Similarly, a second pair
be ready to back each other up as much as possible when the situation calls for it.
of eyes can certainly A tree has fallen across the road, preventing the cart from crossing. Andrev and
add helping dice to a his two companions climb down to clear it from the path. It’s a heavy log, and going
painting (or drafting to be a difficult task. The GM calls it Ob4. Being the strongest, Andrev takes point.
an RPG text!), but there By himself, he has 9 dice for the task. He might be able to make it on his own, but
are diminishing returns better safe than sorry. His two companions move in to help, grabbing on to the log.
after the first couple
Neither of them have any particular skills or expertise that can apply, but since this
helpers.
is an attribute check, they can lend their Strength to his. The player of each helping
Any time you have
character gives Andrev one additional die to roll, bringing his pool to 11. He rolls 5
more than two or three
people helping a thing, successes. Together, they just manage to drag the log out of the road.
the GM should be sure to
ask themselves “would
this actually be helpful?”
Sharing Successes
Any time two or more characters are independently attempting the same task (such as
both characters attempting to climb a cliff face, sneak past a guard, etc.) they may opt to
share successes between them. After the dice are rolled, but before the results take effect
and complications are assigned, a character may choose to give away any number of their
own successes to another character on a 1:1 basis, reducing their own total successes to
increase an ally’s (or multiple allies’). To do this, they must explain how their character
assisted the other in context. Note that this means a character could choose to intention-
ally fail a roll to make another character succeed. Characters can recieve successes from
multiple allies, but you can only ever give away as many successes as you actually rolled.
Jaff and Vaiga are trying to sneak past a guard. Since both characters need to roll
to get past the guard, they are unable to resolve it by taking point. Jaff manages to
roll an impressive 3 successes. Vaiga rolls 2. Unfortunately, the guard rolls 3 as well.
Before the GM can announce the results, Jaff’s player decides he wants to share
successes with Vaiga and gives her 2 of his own. Mechanically, this gives her a total
of 4, and him a total of 1. She will remain unseen, while he has an MoF2, for a minor
complication. In character, they interpret it as follows:
Almost to the door, Vaiga steps on an old board that gives an obnoxious creek. Right
as the guard would have turned in her direction, Jaff whispers “I’ll lead him off,
run!” Jaff shouts a challenge to the guard and takes off, the guard in hot pursuit and
allowing Vaiga to slip inside unnoticed.
16
03 Anatomy of
a Bastard
Starting from Zero
Character creation in ‘Bastards is meant to be a group process. Before starting a campaign properly,
we recommend spending a session in a process dubbed session zero. It can take a bit of work up front,
but by the end the group has generated not just their own band of bastards, but the setting in which
they will play and have planted the seeds for a story ahead.
The GM has a whole section on guiding a group through session zero, but here we will assume that
they have either established much of the setting already (and disclosed this information to the group) or
you’ve been going through the process and reached the part where you make your own characters.
Creating your first character can be a little overwhelming at first, but with a bit of reading and
experimentation you’ll have it down in no time. It may help to read the relevant sections once through
before you start, just to get a better picture of the process. You’ll never know what may inspire you.
A Band of Bastards
By now, you should have a pretty solid idea of what you’re in for. Up to this step, you’ve established
a rough idea of where and when the campaign takes place, and a pretty good idea of the world around
you. Now comes the most important question: where do your characters fit in?
Establishing a band is essential to the way ‘Bastards is played. We put it in the name. The band forms
the ties that bind the player characters together, and establishes the relationships that will drive the
story forward. It is a rough template that frames the campaign to come. Creating a band puts everyone
at the table on the same page about three important things:
1) Basis — The premise of the campaign. What will the characters be doing?
2) Relations — How do the characters know each other? How are they connected?
3) Action — Why is the story happening Now?
Band of Bastards Beta 0.1
Basis
What is this campaign about? High-seas piracy? Mercenaries at war? An underworld
crime drama? Courtly intrigue among rival nobles? ‘Bastards requires a significant amount
of player buy-in to keep things moving, so it is important that the players (along with their
GM) collectively find something that everyone can get excited about playing.
Relations
Once the basis is established, you need to work out the relationships between the char-
acters themselves. The band need not be a literal group that all the players are part of,
but it should absolutely include the reasons that the player characters might know each
other, interact with each other, and share similar goals and interests — at least in the
beginning.
A game centered on courtly politics could easily have all of the members of the band
belong to or in the employ of the same noble house, but players need not cleave so tightly
to the concept. Players could just as easily take on the roles of free agents, courtiers, spy-
masters, assassins, and allied or even rival nobles, provided that at the beginning there are
ties established that bind everyone together (and more importantly) give some common
goals and motivations. It is perfectly natural that over time players may drift in opposite
directions, but at least at the beginning of the story everyone should be on the same side.
Action
Finally, ‘Bastards is meant to start with a story in full swing. At the final stage of band
creation, the group needs to decide on the action. What has happened that the story begins
now? What has set things in motion? What events have forced the characters into action?
Some groups will want to be very specific about this (“The King has been murdered!”),
others will be perfectly content with a vague suggestion (“There are rumors of new lands
to the west,”) leaving the GM to introduce things as they happen.
Concept
The real work of making a character takes place at the priority table, but because you
have so many options it’s a good idea to get a good concept in mind before you start. By
now you should have an idea of what kinds of characters are a good fit for the game you’re
going to run, and you might have already begun to narrow your choices down during the
relations phase of band creation. The following sections will give you some further ideas to
consider and some general advice on getting the character you want out of our system.
Archetypes
Most characters can at some level be painted with a broad archetype. Charming rogue,
cunning spymaster, wise old wizard, savvy street-urchin, these are all well-worn and
worthy archetypes to pick as a starting place for your character. Don’t worry if it begins
as a cliché. As any writer will tell you, literally anything that could be written has been
written somewhere by someone. Instead, use it as a starting place and build up your char-
acter through the details you add to them. A lot of archetypes are going to be obvious
and widely applicable (like those above) but we’ve thrown in some more ‘Bastard-flavored
examples:
18
Agitator: demagogue and political agi- Philosophist: scholars, natural philos-
tant for hire, generally used in politi- ophers, scholars and academics, they
cal games to drum up support among are the quintessential renaissance Making
the underclass. men using their learning to earn them Statements
Beggar-knight: the flower of chivalry patronage as orators, educators, inven- As you make your
fallen on hard times, possessed of little tors, and historians to rich patrons. character, you’ve got one
more than a noble surname and well- Sawbones: barber-surgeons and apoth- crucial thing to keep
worn steel. ecaries, skilled in surgery, dentistry, in mind: every choice
makes a statement.
Bravo: a professional duelist, fighting and a close shave.
There is a quote that is
for honor, reputation, fun, and profit. Sell-sword: blade-slinging soldiers for widely attributed to Fred
Cut-purse: any number of thieves, pick- hire, often organizing themselves into Hicks “a character sheet
pockets, and back-alleymen whose free companies for gold and glory. is a love-letter to the GM.”
main profession is parting honest men Mountebank: con men and snake-oil By choosing this skill or
that Story Aspect, you
from their coins. salesmen, specializing in all manner
are directly telling your
Dove: daylight spies and information of confidence schemes and general
GM the kinds of conflicts
brokers, with ears and eyes always flimflammery. you want to be involved
open for a price. “A little bird told me.” Named Man: men and women pos- in.
Godsman/Godsmaid: a man or woman sessing such a gift for violence and a If you make a character
who has removed themselves from the reputation for ruthlessness that their who is a combat monster,
very name elicits fear among the com- you’re asking for combat.
normal social order and expectations,
mon folk and respect from the violent If you make a character
taking on vows in service of their who is religiously
faith, usually as a formal member of and depraved.
devout, you’re asking for
a church or religious order instead of Jackal: peasant-levies spent too long that faith to be tested.
marriage. at campaign, fighting for one lord or A character defined by
Guild-rat: derogatory term for mem- another so long that they’ve little left their principles will be
in them but the fight, often taking to placed in situations to
bers of a fencing guild. In theory, a
banditry when their services are for- challenge them.
fencing guild is nothing more than an
gotten or dismissed. This is the stuff of good
academy for swordsmanship. In prac-
drama. The things you
tice, they tend to be havens for thugs Petty Noble: one of the many noble pick are what you will
and muscle-for-hire. houses struggling to maintain their play.
Free Agent: infiltrators, assassins and name, wealth, and status in the face
saboteurs, usually available to the of changing war and shifting politics.
highest bidder. Worm Eater: a dabbler in black arts
Livery Boy: livery and maintenance who consults with the dead. So named
men, sworn soldiers in a noble’s private for the belief that they take on aspects
army, wearing the colors of a noble of the dead themselves, or as a hint
house in order to borrow prestige and towards the reputed nefarious nature
influence in its name. of their rituals.
Mystagogue: esotericists, ecstatics, and
enlightened ones professing mystical The Band Itself
or spiritual knowledge. They are often How does your character fit into the basis
themselves rogue or heretical mem- of the story as established in band creation?
bers of an organized faith, or found- Broad strokes were applied before, but now
ing small cults of their own. Others it’s time to sit down and work out some
eschew religious trappings entirely details. Spitball back and forth with the
and take on a sorcerous aspect. other players and GM. The more you’ve tied
yourself into the group and overall story,
the better your experience will be.
19
Band of Bastards Beta 0.1
Priorities,
assumed to own at the beginning of the
game. Income describes the amount of
money per season that character will earn
Priorities
Once you’ve got a rough concept in mind,
under normal circumstances.
Alternatively, players can cash out,
forgoing both trappings and income in ex-
change for an amount of money that can be
it’s time to get building. In Band of Bastards, spent however they please. This works well
characters are defined by rough categories to represent either characters who are either
of information called priorities. By default, from wealthy families without being in
there are five priority columns: social class, charge of said family’s assets, or characters
attributes, skills, proficiencies, and edges who have spent their life-savings financing
& flaws. Each column is available in 5 tiers, a less settled life. This is a very common op-
I hate Math
with higher tiers providing the greatest tion for soldiers, swordsmen, and others who
If you don’t want to
keep track of how many
benefit (the thing is more important to my for obvious reasons aren’t tied to a specific
points each tier is worth, character) and lower tiers providing the location. Note that characters who take this
the default chart has you least (the thing is less important.) option will have to find some other way to
covered. PCs are created with 15 points to spend earn their living, unless they have an edge
If you pick one of each across these five categories, purchasing one like Patron.
tier (one 5, one 4, one selection from each category (no more, no
3, one 2, and one 1), it less). The cost of each selection is equal to Greater Noble
works out to 15 points the tier it resides in and confers the listed Greater nobility describes the landed class
and in the process en- benefit. Thus, purchasing tier 4 in edges & who are at the top of the social pyramid.
sure your character will
flaws costs 4 of the 15 available points, and The equivalent of barons for much of his-
have definite strengths
and weaknesses to play
grants the character 2 major edges, and one tory, they hold titles, possess land, and have
with. minor flaw. the right of law in their domain, hearing out
cases and collecting taxes. The wealthiest
and most prestigious of this class hold coun-
Social Class ties of their own, or have other barons that
pay homage to them. They are traditionally
Social class represents both the char-
acter’s station in society, as well as their addressed as Lord or Lady.
material wealth. Beyond that, the choice of Trappings: An ancestral holding, com-
social class may be one of the most defining prising of a sizeable amount of land sup-
aspects of the character, as it will largely ported by and sustaining some 400 families;
determine their lifestyle, standard of living, a fortified keep or small castle, with 50
and in what social circles they travel. men-at-arms garrisoned as household guard
Trappings refer to the things they are as well as all of the amenities to support it;
Table 02.03: Priority Table
Tier Social Class Attributes Skills Proficiencies Edges & Flaws
5 Greater Noble 20 4@4, 20 (Max 11) 3x Major Edge
5@3 (31)
4 Lesser Noble 17 1@4 14 (Max 9) 2x Major Edge,
7@3 (25) Minor Flaw
3 High Freeman 15 4@3 10 (Max 7) 2x Minor Edge,
4@2 (20) Minor Flaw
2 Low Freeman 13 8@2 6 Minor Edge,
(16) 2x Minor Flaw
1 Serf or Slave 10 5@2 0 Minor Edge,
(10) 2x Major Flaw
20
expensive wardrobe and personal jewelry; several employees; a fine wardrobe; and
several horses; one set of personal armor personal weapons of no more than 8sk total S=ECOND sON
worthy of a Baron (copper trimmed or Income: 3 marks per season in revenues (Playing below
etched highlights), any number of personal Cash Out: 24 marks class)
weapons, and several sets of lesser arms and
The social classes
armor. Low Freeman
listed assume that you
Income: 6 score per season in rents and Low freemen are the economically less are either the head of
taxes. fortunate equivalent of high freemen. a family, or the sole
Cash Out: Lords cannot cash out; their Though theoretically born free and inden- member thereof. One
social status is tied to having the land. tured to no one, they are almost always in way or another, you are
someone else’s employ. They may well be in control of the wealth
Lesser Noble Tradespeople looking to establish their own and property. This isn’t
Lesser nobles, or gentry, are noble by birth name and business, or merchants looking for as important for the
lower tiers, but can be
but possessed of meager holdings, usually their big break, but are most often soldiers,
extremely important for
granted to their family by a more powerful mercenaries, sailors, tenant farmers, or even the nobility.
or prominent house in exchange for he- just hired labor.
Sometimes you want
reditary service. Gentry usually supplement Trappings: Rented cottage in the country, to play a character who
their income as courtiers, sworn-knights, or small rented apartment in the city and shares the important
freelances and soldiers. They are normally common amenities; a wardrobe of common family name (the “second
addressed as Sir or Lady. clothing; dagger. son” or close relative)
Trappings: A small but fortified manor Income: 12 skillings per season paid but isn’t in charge. This
home or tower, serviced and supported by is usually the case when
wages.
a dozen families working on its lands and multiple players want to
Cash Out: 96 skillings be part of the same noble
furnished with common amenities; a per-
family.
sonal garrison of a dozen or so men-at-arms; Serf or Slave
To do this, roll your
two suits of expensive court clothing, and Serfs and slaves are technically two dif- character up as one
a wardrobe of fine clothing and jewelry; ferent classes of people, but they generally social class lower than
several horses; one suit of (polished) per- occupy the same position in society. Serfs the one you want to
sonal armor of any kind, and any number of are peasant farmers, bound to the land. play. You retain all of
personal weapons. While they have limited rights, they are the social privileges of
Income: 12 marks per season in rents effectively owned by the noble whose land the higher class, but to
and wages. they work. They generally cannot own represent your charac-
weapons (though daggers, staves, and bows ter’s personal wealth,
Cash Out: 96 marks you recieve the cash
are still common), and in times of need, they
out value of the prior-
High Freeman will be called upon to serve as conscripts in ity below your chosen
The high class of the low-born, high free- their lord’s army. priority.
men are the wealthy merchants, clerks, and Serfs who wish to abandon their heredi- To play the second
well-to-do Tradespeople. They are nearly tary duty (cash out) must gain their lord’s son (or daughter!) of the
always well-educated in their Trade, and permission to do so. Those who manage this gentry (tier 4), you’d
many have general education rivaling or task generally leave with little more than pick tier 3 as your social
surpassing that of the nobility. Most high the clothes on their back. Those who leave status, but recieve the
freemen will own some kind of business, without permission, are equally destitute cash out value of a low
though those that take to a wandering life but may find a price on their head as well. freeman (tier 2). In game,
often become captains among soldiery and however, you’d still be of
Trappings: Rented hovel or apartment, noble birth with all that
sea, or educated clergy. poorly furnished; up to two pairs of poor implies.
Trappings: A small manor home in the clothing; dagger or makeshift weapon.
country, or a modest home in the city with Income: 2 skillings per season allowed
all common amenities and a servant or two for their maintenance.
to help tend it; a place of business that is
Cash Out: 8 skillings, OR 16 skillings if
the character’s primary source of wealth
the character left without permission.
(a brewery, workshop, smithy) along with
21
Band of Bastards Beta 0.1
Story
defaulting. It costs 1 point to raise it from its
default value and add it to the sheet. A char-
acter with Longsword 6 thus has a default of
Aspects
3 when using any other melee proficiency
untrained. If they wanted to buy the Mass
Weapon proficiency, they would pay 1 point
to learn it and it would have a starting rank You now have a decent idea of who your
of 4 (3+1). These proficiencies can be raised character is and what they can do, but what
for 1 point per rank, but can’t be brought makes them tick? Story Aspects (SAs)
higher than the first proficiency purchased are where the interesting stuff happens.
of the type at character creation. Through the SAs you set the stage for every-
If the character has both ranged and melee thing to come and tell your GM (and fellow
proficiencies, repeat this process separately players) what kind of game you’re interested
for each. in exploring.
Chapter 07 goes into a lot of detail ex-
plaining the specifics of Story Aspects, and
Edges & Flaws it’s well worth taking a minute to go through
it and familiarize yourself with them. They
The edges & flaws priority represent
traits that do not easily fall into the catego- are the core of what drives the game.
ries presented above, such as the character Your character begins play with 5 points
having a Claim to noble title, or being an to spread between up to 5 SAs, in any man-
Amputee. Edges offer further strengths and ner they please. This includes starting an SA
definition to a character, and allow them to with zero dots in it. You don’t need to pick
have benefits that fall outside of the other all 5 SAs at once, and in some cases it’s best
areas of priority. Flaws add additional twists to leave one or two slots blank for things
and insights into the character, as well as a that develop.
reward mechanism for playing up a charac-
ter’s weaknesses. For a full list of edges and
flaws, see Chapter 06. Writing SAs
One of the best practices a group can
Picking Edges & Flaws
adopt is to make sure that each player has
You’ve got a little wiggle room in how you SAs which overlap and relate to the other
pick your edges & flaws. At the player’s op- player characters. The more closely you tie
tion, you have the following choices: together the characters’ motivations and
23
Band of Bastards Beta 0.1
Buying
interests, the more smoothly the game runs
for everyone.
At character creation, the players should
all share at least one SA, some common goal
or interest to unite them and set things in
motion. They need not all have it written
identically, but they should all want the
Stuff
If your character cashed out, then they
same thing — at least at first. As time goes have a fair amount of money to go spend.
on, player character interests will naturally The funds listed there represent whatever
evolve on their own as the story unfolds. they managed to scrape together in their
lives, so they own nothing but what you
Another useful approach is to make one
purchase. Chapters 15 and 16 have prices
or more of the character’s SAs about another
and rules listed for anything you might
player character in the group, naturally
want to buy.
linking the two and directly drawing those
characters into other SAs each character If your character kept their trappings,
may have. then they have whatever is listed under their
social class by default (as well as anything
Finally, try to have at least one SA that is
that could reasonably be assumed, such as
a conviction of some moral or philosophical
food for their larders, etc). They also begin
standpoint that the character would stand
with a starting wealth equal to a season’s
by. Some of the most mechanically reward-
pay.
ing SAs are simple statements of conscience
or faith that can be tested again and again.
Create Details
You’re almost done, but as you know the
Cast
If any of the edges or flaws you took
Name
What’s in a name? A lot, if fiction serves
as our reference. A name is in many cases
talk about NPCs (Contact, Retainer, Enemy, our first introduction to the character and
etc) then you’ll want to define those now. what they are like. Connor brings to
Chapter 08 goes into the rules and specifics mind a far different personality type than
of player-created NPCs, both those pur- Archibald; Lucy draws to mind a different
chased and those the character has access sort of character than Ursula. Names also
to for free. say a lot about the culture the character is
from. In a game with multiple competing
Outside of edges and flaws, take some
cultures, naming your character Vigbjord
time with your group to flesh out any other
will associate your character with a differ-
major relationships your character might
ent group than Jacques.
have. Are they married? Do they have a
family? Who do they answer to? Does any- Surnames can say as much or more
one work for them? These are all relatively about a character than their given name.
simple questions, but they can be worth a For nobles, the surname is often related to
few moments to think through. the place their family controls (Umberto
de Savoy), or the name of their noble house
(Carolingus, Plantagenet). Other cultures
base names off of the mother or father’s
name (Sturisson, Hansdottir) or a com-
mon ancestor (Ó Brádaigh). After the 11th
century, the lower-classes began adopting
24
surnames and bynames of their own. Some and kohl, with gold teeth and a braided
of these were topographical, based on the goatee.
place your character (or their family) was A gaunt and wiry man with pale hair
from (Easton, Molyneux). Others were based and a brooding gaze.
on occupation (Smith, Cartright). A leathery, stern-looking man with long
Some of the most flavorful are even de- dark hair and a salt-and-pepper beard.
scriptive of the character themselves. Names A mountain of a man with fists like
like Little or Longfellow referred to height hammers and a chest like an ale barrel.
and size. Names like Blackbeard, and Reed
A proud lioness of a woman with golden
(evolving from “red”) referred to complexion
braids and an athletic frame.
or hair color. Stern and Stoutheart were
common references to temperament. Scarlet
seems to have come from Scathelocke — lit- Occupation
erally lock-smasher, or lock-harmer. Your character does something to pay
Surnames are much more fluid in earlier their bills, whether you’re a noble or a scul-
times than they are now. The son of William lery maid. Write it here.
Smith might have gone by Benjamin Smith
early in life, but an unfortunately early bald- Parent’s’ Names & Occupations
ness and onion-shaped head might earn him Who were your parents? What did they
the name Ben Onion, or Benjamin Balding. do? What does that say about your upbring-
On the other hand, if he became known for ing? Are you in the family business? If not,
his pride and vanity, others might come what made you leave?
to call him Benjamin Peacock. If instead
Example
of smithing with his father, he’d somehow
been taken on by a knight and pressed
into service he might come to be known as
Benjamin Page.
Character
Description
A good description paints a picture for
everyone at the table. Spend a bit of time
Creation
After some discussion with his group,
picturing your character in your head — not Henri decides to roll up a big bruiser of a
just their physical appearance, but the im- foreign mercenary by the name of Andrev.
pression they might leave. Height, weight,
Glancing at the chart, Henri quickly
and hair/eye color are an okay place to
decides that he wants a character with
begin, but unless they are uncommon or
definitive strengths and weaknesses. He
extreme traits in some way they don’t tell us
also hates math, so he decides to go with
much about the character. Instead, highlight
the 54321 method. Arranging the character
what stands out about the character. What
from what he feels is most important about
is someone seeing them for the first time
the character to least important, he assigns
going to notice?
the priorities as follows:
Write a single good sentence giving the
first impression of your character. Make 5) Attributes, 4) Proficiencies, 3) Social
it as evocative as possible, while trying to Class, 2) Skills, 1) Edges & Flaws.
avoid cop-outs like discussing their equip- Attributes
ment, clothing, or profession. We’ve written Imagining Andrev, Henri pictured a man
out some samples to get you started: built like a refrigerator. Maybe not all that
A wild, unkempt woman with steel in tall, but having a chest like a whiskey barrel
her eyes and fire in her hair. and tree trunks for legs. He picks tier 5 for
A weathered hodgepodge of dreadlocks attributes, and has 20 points to spend. Tier 5
25
Band of Bastards Beta 0.1
gives him a free grey dot to allocate in at- his social class and takes the cash out value.
tribues, and he puts it in Strength. He then He’ll have 24 marks to spend on equipment
spends 3 more points raising his strength, later.
which gives him a total of 5 dots (1 free, 3
raised, and the 1 grey dot). He then puts 2 Skills
points in Agility, 5 in Stamina (3 to raise it Andrev has done pretty well for himself
to 4 dots, and then 2 more to raise it to 5), 2 as a mercenary, but that life is about all he’s
in Speed, 2 in Acumen, 2 in Cunning, 2 in known. Henri chooses to put a tier 2 pick
Willpower, and 2 in Social. After a moment, in skills and goes with the packets, 8@2.
he decides that Andrev is looking pretty flat He selects the 8 skills he thinks are most
and boring. He drops a point from Speed appropriate for his character and winds up
and puts it into Social instead. with Athletics, Command, Horsemanship,
He winds up with the following: Strength Manipulation, Steel, Survival, Teamster and
5, Agility 3, Stamina 5, Speed 2, Acumen 3, Warfare.
Cunning 3, Willpower 3, Social 4. He’s a wall He has three free expertises to spend,
of meat, and maybe not as quick as he could so he chooses to apply them to Command
be, but he seems like a nice guy, right? (Military), Manipulation (Intimidate), and
Steel (Battle). He takes his free Trade as
Proficiency Mercenary, at 3 dots.
The next most important thing is pro- Andrev was foreign born, so Henri
ficiency. Andrev makes his living with a decides that he is probably from the bad
weapon, so he should probably be pretty part of some town. He picks the suitably
good with them. He puts proficiencies at Slavic-sounding name of Kursow as a place
tier 4, giving him 14 points to spend and a of origin and pencils in “Slums of Kursow”
maximum of 9 he can place in any single in the background field.
proficiency.
Andrev seems like the kind of guy who Edges & Flaws
would swing a great big hammer, so he Henri placed edges & flaws as the char-
immediately puts 9 points into the Mass acter’s lowest priority, but not because it’s
Weapons proficiency. Since that will be his necessarily the least important part of
highest proficiency, it means that any other the character, or because the category is a
melee proficiency will default to 4. Being a “dump stat.” Instead, he chose it because he
battlefield-oriented character, he probably imagines Andrev to be a character who’s
should know his way around a polearm as been around a while and probably seen
well. For 1 point of his remaining 5, he buys some things that may not have left him for
Polearms at rank 5 (4 by default, +1 point the better. Flaws are a lot of fun to play out,
invested). He spends another 1 point and and he made sure Andrev had plenty. At
increases this to 6. With 3 points remain- tier 1, Andrev gets one minor edge, and two
ing, he purchases Brawling (Wrestling), major flaws.
Daggers, and Sword & Shield each at rank After looking through the edges, Henri
5. settles on Polyglot for Andrev. Because of
His final sheet will read: Mass Weapons 9, the low skill priority, there wasn’t a lot of
Polearms 6, Brawling (Wrestling) 5, Daggers 5, room to take additional languages. Having
Sword & Shield 5. a minor in Polyglot gives him 6 extra points
to spend on language skills. After finding
Social Class out the available languages from his GM,
Andrev clearly isn’t nobility, but Henri Henri pencils in High Hesten with 4 dots,
imagines that a beefy, relatively well-trained and Eastern Sallmic at 2 dots.
mercenary has had a fairly lucrative career. For his first flaw, Andrev goes for Greedy
With his level of proficiency, he’s probably at the major level. A Greedy mercenary
something of a veteran. He selects tier 3 as seems like a good direction, and probably
26
explains a good deal about why the character maybe she’ll return his affections. Because
isn’t a soldier with a more settled lifestyle. he made it an SA, the GM will have all kinds
Henri takes advantage of the rules allow- of fun giving Andrev a chance to bring that
ing him to change a major edge or flaw for about.
two minors, and decides to grab Honorable
as a minor flaw. Reading the description, it Buying Stuff
cements the character in his mind. On top Andrev chose to cash out, so he has 24
of that, he can already tell the combina- marks to spend. Henri imagines him to be
tion of Greedy and Honorable are bound something like a landsknecht, so he grabs
conflict and get the character in trouble. For two pair of fine clothing (12 skillings total).
his remaining minor flaw, Henri chooses He grabs a warhammer for 6 skillings, a
Disfigured, imagining a particularly nasty dagger for 2 skillings, and 7 skillings for a
slashing scar that stretches from Andrev’s rotella-style shield.
cheek, across the bridge of his nose and Knowing how expensive armor is, he
along the opposing temple, a souvenir from weighs his options carefully. A good helm
a battle in his younger days. and core protection are his first priority, but
he also doesn’t want to get too bogged down
Story Aspects in armor penalties. He picks up pikeman’s
The campaign proposed was based armor for 6mk and a morion-style open helm
around rebellion and a brewing civil war. for 2mk, all at munitions quality. Gauntlets
The players decided their band would be are the next biggest thing, and expensive
loyalists working for the crown, and this at that — another 3mk. From there, it’s just
suited Henri fine. Since this is the core fo- finding what he can afford without slow-
cus of the campaign, everyone writes an SA ing himself down too much. He picks up
on the topic. Henri personalizes Andrev’s. a bishop’s mantle to protect his throat and
For this particular mercenary, it’s not about shoulders for 15sk. A 7sk gambeson gives
the crown, it’s about the coin. He makes him some armor for his exposed arms — and
Andrev’s first SA an ambition, and writes it a little armor if for some reason he might
in-character. “I will make my fortune fighting not have time to put on the breast-and-back
for the crown.” Figuring this will probably plate of his munitions armor. After adding
come up sooner than later, he drops 3 points in a solid pair riding boots for 3sk, he figures
into it off the bat. he’s got reasonable protection.
To round out the character, he decides Finally, he wants a horse and buys a
to go for one of each SA type, choosing a Rouncy for good all-around utility and price
passion (“Lilli’s going to marry me. She just (2mk). He’s left with 8 marks, 7 skillings — a
doesn’t know it yet.”) and a conviction (“I’m a fairly reasonable savings for a mercenary
soldier, not a butcher. I won’t kill an unarmed career.
man”). Henri drops 1 point into each of
these, and leaves his other two slots open Details
for things that may develop once the cam- Henri started with the name Andrev in
paign takes off. mind, so working out a name was pretty
easy. He’s not as sure about a surname, but
Supporting Cast his father was a blacksmith so he adopts it
Andrev’s a foreigner, so he doesn’t know Kowal (Polish for blacksmith) as a family
a lot of people when the campaign starts. He name. Andrev Kowal it is.
doesn’t have any edges or flaws that would His description is next, and Henri gives
provide him with any NPCs off the bat, some thought to it. The two things that stand
but through his SAs he already introduced out about Andrev in Henri’s mind are that
one character — Lilli. He talks it over with he’s big and ugly, but he seems like he’d be
the GM, and they decide that she’s a native friendly. After kicking around some ideas,
girl that works at a local tavern. Andrev’s he settles on:
gone sweet on her and he hopes that just
27
Band of Bastards Beta 0.1
A massive, gnarled oak of a man, with a kindly face ruined by battle scars.
Occupation proved easy enough — Mercenary. Parent’s occupations were a bit harder.
He decides his father’s name was Jerzy, and he was a blacksmith. His mother was a mid-
wife once, housewife later. Her name was Alina.
And with that, he’s ready to play.
28
04 Attributes
& Skills
Attri butes
In Band of Bastards, much of a character’s abilities are defined by two sets of traits: attributes and
skills. Attributes represent the various areas in which a character may have raw aptitude. These are
divided into eight rough categories, four physical and four mental: Strength, Agility, Stamina, Speed,
Acumen, Cunning, Willpower, and Social. A character’s capacity in each of these attributes is repre-
sented by the number of dots they have in that category, normally rated between 1 and 5. Attributes
with scores of 0 cannot be rolled, regardless of how high the associated skill might be. Attributes of
2-3 are considered human average, with most people having 3s in the things they actively do (a clerk’s
Acumen), and 2s in the areas that are not of immediate concern to them (that same clerk’s Stamina or
Strength). A character can only have a 6th dot in an attribute if they took attributes as a tier 5 pick at
character creation, and even then they may only choose one attribute in which to place a sixth dot.
Agility (Ag)
Agility is a measure of a character’s nimbleness, balance, and hand-eye coordination.
It is a frequent component in physical skill checks that require any kind of precision and
plays a significant role in calculating a character’s combat prowess.
Stamina (Sm)
Stamina represents the general health and physical ruggedness of the character’s phy-
sique. Stamina governs everything from the ability to resist damage or toxins, to the ca-
pacity for healing, recovering from illness, and length at which a character may undertake
strenuous activity before experiencing adverse effects.
Speed (Sp)
Speed represents the character’s ability to project fast-twitch muscle force and how
quickly their body responds to and can carry out commands. It is a significant part of
movement and reaction time, and plays into combat as well.
30
Book 1 04 Attributes & Skills
31
Band of Bastards Beta 0.1
Health (Stamina/Willpower): Shaking off the effects of poison, disease, or other
physical influence, as well as wound recovery.
• Ob1: resisting flu in soppy weather
• Ob3: healing progress towards a level 3 wound
• Ob5: healing progress towards a level 5 wound
Knockdown (Strength/Agility): Keeping one’s footing when something would push
or pull a person to the ground.
• Ob1: resisting a stiff breeze on a moderate incline
• Ob3: not dropping an item after a moderate arm injury
• Ob5: staying upright after a leg breaking blow
Knockout (Strength/Willpower): Remaining conscious, whether from injury or
intoxicant.
• Ob1: moderate drinking
• Ob3: heavy drinking; shrugging off a serious blow to the head
• Ob5: getting blind drunk; staying conscious after a skull fracturing injury
Memory (Acumen/Willpower): Committing something to memory or recalling
details.
• Ob1: remembering coworker’s name
• Ob3: recalling details about an unmemorable event
• Ob5: recalling ridiculously obscure details about something you hardly
noticed
Reflexes (Speed/Cunning): Reacting in time to a sudden surprise. Reaching for a
object before it hits the ground. Getting out of the way of a trap.
• Ob1: catching a fainting lady who is faking it
• Ob3: safely catching a delicate item
• Ob5: dodging something that blind-sided you after merely hearing it
Perception (Acumen/Cunning): Noticing something in time to react.
• Ob1: noticing obvious stuff around you while distracted
• Ob3: noticing something weird or out of place
• Ob5: spotting an obscured object from a great distance
Passive Perception
Sometimes a character is off their game — guards fall asleep on duty all the time, and
pickpocket victims are often distracted, which makes thieving easier. Band of Bastards
models this with passive perception. When the character is distracted, they lose the
Acumen part of their perception pool and must roll Cunning alone. For the sake of clarity,
a character can remain on “full alert” for a number of hours equal to their Willpower.
Characters who have a relevant skill (such as Guard or Soldier as Trade skills) may roll
Cunning/Relevant skill instead, and never use passive perception unless they are actively
distracted or fall asleep. See Skills in Attribute Checks, below.
32
Book 1 04 Attributes & Skills
Skills
Skills are various specific areas in which the character may have recieved formal train-
ing or simply learned on their own. These skills rank between 0-5 dots normally, with 3
considered competent and 4 being what most professionals of any skill or vocation will
possess. As with attributes, in order to get a sixth dot in a given skill, you must have both
taken skills as a tier 5 priority at character creation and nominated a specific skill to be
the one in which your character has exceptional ability.
Skill Pools
Each skill is designed to cover a broad area of information and applies in different ways.
The skill pool functions in a similar way to the attribute pool, by pairing a skill with
the attribute most relevant to the given task to calculate the number of dice to be rolled.
Nearly all skills can be paired with multiple attributes depending on context. Hunting or
tracking may be a function of Cunning/Survival, while foraging for food may be Acumen/
Survival, and moving through dense woodlands may be either Agility or Stamina-based,
depending on the circumstances.
Expertise
Most skills are very broad in scope, but characters can add focus and specialization to
these skills by taking an expertise, representing advanced knowledge in a specific area of
a skill. Taking an expertise confers a +1 die bonus when dealing with situations related to
that specialization. A character with Legerdemain (Pickpocket) receives a bonus whenever
they are picking pockets or noticing a pickpocketing attempt. A single skill can have
multiple expertise, provided each expertise covers a different specialization.
Associated Skills
Sometimes a thing you plan to do could be influenced by multiple skills, such as Stealth
on a Survival roll for hunting, or a Lore skill being pulled into an Oration attempt on the
subject. This is covered by associated skills. A character may add a single die to their
pool for any skill in which they have 3+ ranks directly applicable to the roll at hand. If
33
Band of Bastards Beta 0.1
they have a relevant expertise to the thing specific expertise to attempt certain tasks.
at hand, this may increase to 2 dice. The
player must explain (and when appropriate,
Example
backgrounds
role-play) the skill’s inclusion into the roll.
The GM has veto power over any applica-
Background
In addition to the skills a character
• Beggar’s Hollow tion that is obviously stretching credibility. gains at character creation, each character
• The Court of King possesses an additional body of knowl-
Ulric Skills in Attribute Checks edge referred to as their background.
• Rural Peasant Sometimes when an attribute check This background represents their regional
• Son of the is called for, a given skill might be more and cultural influences growing up and is
Hestenheim Noble beneficial to the character than their raw worded at character creation. Whenever a
Court attributes. If a player has a relevant skill character might know something but either
• Lower Rungs of to the task at hand, they may substitute lacks dots in that skill or no specific skill
Parisian High Society the lesser of their two attributes for their exists, they may make a background check.
• Bad side of Kin skill score. For instance, a character with A background check essentially acts as a
Tartur a high Larceny skill searching for signs of stand-in skill that is worth two dots and can
• Nomad of the forced entry (Normally a Cunning/Acumen be used whenever it is relevant to the task
Southern Wastes check) could instead choose to make this at hand.
a Cunning/Larceny or Acumen/Larceny A good background is both general
• Velomite Temple
Orphan check. enough to imply different skills while tied
• Humble Fishing Note this benefit only goes one way. Skills to a specific place. If you find it hard to come
Village can replace an attribute, but an attribute can up with, say “I grew up in a...” or “I grew up
never replace a skill. as a...” and then try to capture the essence
• Son of a Gun of the place in two to four words.
• Campaign Trail
Tramp Proficiency as Skill
• The Flaming Hearts
Brothel
Sometimes a character’s training at arms
can come up outside of combat. When such
Tools
You don’t truly appreciate the value of a
• Daughter of the Hill a situation comes up, handle it like a normal
tool until you need one and don’t have it.
Tribe Chief skill roll, using half their proficiency rank
We play pretty fast and loose with tools in
(see Chapter 05) in place of a skill. Someone
• Monastery of ‘Bastards. The rule of thumb is that any
St. Norma the with 10 ranks in Sword & Buckler would
given situation either needs a tool, or it
Transcendant make a roll as though they had five dots in
doesn’t:
Sword & Buckler as a skill. Characters us-
• Raised by Wolves If it needs a tool...
ing proficiencies as a skill are not bound by
the 6 dot rule for those skills. Rank 12 in • And you have it, good on you.
a proficiency will translate to 6 dots when No mechanical effect.
used as a skill no matter what priorities • And you don’t have it or it’s an
were chosen at character creation. improvised tool, you’re at a dis-
advantage, if it can be attempted
Untrained at all.
Whenever a character needs to use a • And you’ve got high a quality
skill they don’t have, they can attempt an tool or resource (say, a work-
untrained skill check. The character shop instead of just a hammer)
makes the check using the single most rel- you get an advantage.
evant attribute (as per normal), but without If it doesn’t need a tool...
the added benefit of any additional skill or
• And you have one, you get an
attribute. If a character would normally roll
advantage!
Social/Command and they lack the skill,
they will just roll Social alone. Some skills • And you don’t have one, you
such as Medicine and Language require didn’t need one.
34
Book 1 04 Attributes & Skills
Use common sense. If you want to pick obscure information in the field
a lock, you’re going to need a lockpick. You
can’t perform surgery at all without tools,
but a knife and a stout axe can do in a pinch
(and at a disadvantage). You can climb a
Skills, Listed
The following is the default skill list
steep mountainside without tools, but hav- for Band of Bastards. Not every skill is
ing some rope and crampons will make appropriate for every setting. Exceptions
your life much easier. or changes are discussed during session Complete
zero. Whenever a skill name has the word Skill List
Using Skills (Specific) appended, it requires further A complete list of stan-
specification. When recording, replace the dard skills is provided
Every skill is different in its specifics, name of the skill entirely with the name of here for your reference.
and most offer unique utilities of their own. the specification. Trade (Blacksmith) should • Athletics
However, there is a lot of overlap in how just be “Blacksmith.”
• Command
the different skills operate. In addition to Each skill description begins with a list
whatever functions and Obs are listed with of potential areas of expertise that could ap- • Culture (Specific)
the individual skills, there are three com- ply, but if the player has something else in • Education
mon ways skills can be employed. We refer mind, the GM should be open to it as long as
• Engineering
to these as Umbrella Obs, as most skills can it fits the game being run. Each section ends
fall underneath the difficulties provided in with suggested obstacles to give you some • Horsemanship
one circumstance or another. ideas on the task. These are here for refer- • Intrigue
ence, but don’t feel like you need to crack • Impersonation
Opposed
open the book and look them up in-game. • Language
Whenever the success of the skill requires (Specific)
overcoming the resistance of a target, it is an Athletics
• Larceny
opposed roll. This is mostly notable because Potential Expertise: Climbing, Jumping,
there are no Obs to worry about — you’re Running, or Swimming. • Legerdemain
competing directly with the target. Athletics covers a wide range of physical • Lore (Specific)
Crafting Obs tasks. Stamina may be called for to repre- • Manipulation
sent sustained effort over time (running a • Medicine
Making something is usually the pur-
marathon). Agility represents tasks where • Oration
view of various Trade skills, and their uses
nimbleness or timing is the primary fac-
can vary wildly. As a rough guide though: • Perform
tor. Strength is somewhat less common,
• Ob1: crude project with little to no but could represent tasks that primarily • Politics
moving parts leverage muscle (climbing a rope with only • Stealth
• Ob3: an involved project with mul- your arms). Any raw physical tests should • Steel
tiple forces at play use the Feat of Strength (Strength/Stamina) • Streetwise
pool instead.
• Ob5: an extremely complex project • Survival
relying on clockwork precision Suggested Obs:
• Teamster
• Ob1: climbing a low branching tree;
Knowledge Obs • Trade (Specific)
staying afloat
Knowledge Obs all boil down to knowing • Warfare
• Ob3: quickly climbing a moder-
something.
ately high fence; swimming across a
• Ob1: trivial, surface level information quickly-flowing river
obvious to anyone in the field
• Ob5: scaling a vertical rock wall;
• Ob3: professional knowledge that is open-ocean swimming
well-known to experts in the field,
but beyond the grasp of laymen
• Ob5: extraordinary detail about
minutiae; esoteric or extremely
35
Band of Bastards Beta 0.1
Command Education
Potential Expertise: Management, Potential Expertise: Any Specific topic of
Obedience, Motivate, or by arena of influence study, including those listed below.
(Politics, Military, Labor, Trade). Education represents the character’s higher
Command is the skill of motivating, learning, generally through self-study or formal
coordinating, and inspiring a group of tutoring/schooling. This is classically the Artes
people towards a common goal. It governs Liberales, consisting of grammar, logic, rhetoric,
the ability to inspire men and the knowl- arithmetic, geometry, music (theory, rather than
edge of how to manage a group of people performance, which is covered by Perform), and
to work smoothly and effectively, as well astronomy/astrology. In game terms, this repre-
as asserting authority and issuing effective sents the book learning of a given character and
commands. may cover certain kinds of knowledge rolls.
Command is usually paired with Social, Acumen represents the use of intelligence
but Acumen and Cunning can be used as and reasoning through education to arrive at a
well. Most Command checks are opposed result (for instance, solving a complex geometry
by nature, often against a crowd. problem). Cunning is particularly important in
Suggested Obs: studies that reward experimentation or theoriz-
ing. Social can represent scholarly discourse or
• Ob1: integrating a couple of new
tutoring a student.
members into the crew
Suggested Obs:
• Ob3: inspiring crew to perform at full
effectiveness under time constraints • Ob1: fluent reading; basic logistic mathe-
matical calculations (addition, subtraction,
• Ob5: coordinating crew in a lethally multiplication)
hazardous situation
• Ob3: guesstimating the source of a quote;
Culture (Specific) knowing an author that advocates a
Potential Expertise: Etiquette and completely different approach; complex
Customs, Geography, Folklore, and History. logistic mathematical operations (algebra,
The Culture skill covers the knowledge geometry)
of customs, lore, and general information • Ob5: citing an obscure passage by a
about a region or group of people other well-known author by heart; theoretical
than your own. In essence, it functions as or arithmetic mathematical operations
a secondary Background skill that may be (number theory, complex physics, higher
advanced as normal. mathematics)
The culture skill is generally used with
Engineering
Acumen or Cunning to remember or figure
something out about the culture in ques- Potential Expertise: Artillery, Fortifications,
tion. Social/Culture checks may also be Crazy Contraptions.
used when determining etiquette or “fitting Engineering represents the character’s apti-
in” with the group to which the Culture tude for conjuring up the principles for devices
applies. Culture checks are almost always that are sometimes heretical, other times insane
against some form of knowledge Ob. and often extremely useful.
Suggested Obs: Engineering represents the character’s ap-
titude for both mechanical principles and the
• Ob1: basics of local etiquette
physics that empower them. It encompasses
• Ob3: knowing the common insults; everything from understanding obscure physi-
not sticking out as a tourist cal theories that help in aiming artillery pieces,
• Ob5: impressing locals with your to practical expertise on how to build bridges
insight (or insults!); passing for a and roofs that won’t collapse under their own
native weight.
36
Book 1 04 Attributes & Skills
Acumen and Cunning are the two attri- Intrigue
butes most commonly used in Engineering. Potential Expertise: Type of informa-
Acumen is most associated with recalling tion sought (Gossip, Scandal, Political) or by
known solutions to a given engineering type of informant (Courtiers, Servant Girls,
problem. Cunning is used for improvised or Guardsmen).
temporary solutions, or when creating en- Intrigue is the skill at prying gossip, Horsemanship?
tirely new solutions. Social can also be used scandal, and sensitive information from What about
to represent scholarly discourse or tutoring courtiers, servants, and other ears in the other animals?
a student. Most applications of Engineering wall among the upper classes, as well as In a society where
are by nature crafting or knowledge Obs. spreading it discretely among the same. horses are ubiquitously
Suggested Obs: Intrigue has three primary uses. It can be used for transportation
• Ob1: calculating the distance of a used as a social skill in direct opposition to and beasts of burden,
a target’s Cunning/Willpower, leading them it makes perfect sense
stronghold by other landmarks
to spill juicy information they know they to have horsemanship
• Ob3: calibrating an artillery battery as a stand-alone skill to
shouldn’t. This works like the Manipulate
to hit the targeted wall; designing cover riding and general
skill, but only works if the target is unaware
basic load-bearing structures — knowledge or familiarity
that you’re plying them for information with them.
bridges, simple fortifications
AND the target doesn’t have a personal and If you want your
• Ob5: complex fortifications or load vested interest in the information remain- character to be similarly
bearing structures; simple clockwork ing secret. familiar with, say, the
mechanisms Intrigue can also be used as a means handling, breeding, and
to spread information, discretely setting training of dogs, make it
Horsemanship
the rumor-mill turning with the MoS of a Trade skill.
Potential Expertise: Breeding, Training,
Riding. the more successful you are in convincing • Falconer
people the veracity of the rumor and the • Stableman
The character’s basic knowledge of horses
harder it is to trace it back to its source. • Shepherd
and horseback riding, as well as their ability
to stay in the saddle or handle the animal. Finally, Intrigue is one of the skills used
• Swineherd
when making connections rolls (see Chapter
Acumen or Cunning may be called upon • Goatherd
08) to introduce NPCs.
when the character needs information • Bear trainer
about a horse or breed. Willpower is used in Suggested Obs:
• Snake wrangler
the breaking of horses. Social may be used • Ob1: identifying the power-players at
to calm or steady the animal. court; uncovering the latest common • Rat Catcher
When actually riding the animal, skill gossip • Kennel master
rolls use the horse’s physical attributes, • Ob3: finding or planting a believable • Fowler
rather than that of the rider (see Bestiary) rumor on a chosen subject; uncover-
Otherwise, the skill is generally used as ing an important someone’s hidden
either a knowledge Ob about horses and indiscretions
horsemanship, or an opposed roll against • Ob5: recalling gossip of someone’s
the horse itself. shadowy dealings or peculiar fancies;
Suggested Obs: spreading an outlandish rumor about
• Ob1: retaining control while passing someone important without it being
a thicket traced back to you; uncovering secrets
• Ob3: jumping over a cart or a hedge someone is actively trying to suppress
• Ob5: jumping over 6 feet high or 21 Impersonation
feet long Potential Expertise: Type of person
(Noble, Priest, Cutpurse) or type of personality
(Loud, Angry, Dumb).
Impersonation is the ability to convinc-
ingly pose as someone you are not, complete
37
Band of Bastards Beta 0.1
with the proper mannerisms and forms. The Table 04.05: Language
skill can also be used to avoid sticking out
in a crowd. Dots Attribute
Impersonation is used in direct opposi- 0 Body language and gestures.
tion to a target’s Cunning/Acumen to get 1 Basic communication. “Want food.”
past guard posts or order someone around.
2 Simple reasoning with grammar or
As such, it functions in a manner similar
syntax mistakes. “I need borrow horse
to Manipulation provided that the target to king reach.”
does not recognize the character from
somewhere else, and the target doesn’t have 3 Complex reasoning, common vernac-
ular. “While flooding the river would
a personal and vested interest in keeping
cut away our retreat, getting flanked
the post guarded. If either of these condi-
would be worse.”
tions are untrue, you must use Manipulate
instead. 4 Command of more obscure vocabu-
lary and precise grammar rules. “It’s
Impersonation is usually a Social roll, but to whom, not who.”
avoiding attention in a crowd uses Cunning
instead. If a character attempts to take on 5 Complete language mastery. “I
am disinclined to acquiesce to your
a personality that would have knowledge
request.”
they don’t posses (Medicine for a doctor)
they roll as disadvantaged. levels above fluency, it jumps to Ob5.
Suggested Obs: Andrev finds himself sharing
• Ob1: adopting the regional accent a fire with a traveling Vilomite
Mother Superior and several monks
• Ob3: disguising one’s facial features serving as her bodyguards on the
within the same gender and ethnicity road. As one of the faithful, he is
so as to be unrecognizable; imitating happy enough to share what provi-
the jargon or customs of a specific sions he can and makes due with
class or profession among people who some small talk. As he turns in for
do not belong to it the night though, he hears them
• Ob5: creating a passable disguise whispering in Sallmic — the church
while literally on the run; passing tongue.
oneself off as a different gender or He’d been taught a little of it as a
ethnicity; imitating the jargon or youth, but never had the patience
customs of a specific class or profes- for it. With 2 dots, he has just
sion among members of that class or enough fluency that he could make
profession himself understood, but the monks
Language (Specific) are discussing things in their own
vernacular, littered with jargon
Potential Expertise: Regional dialects or
either particular to the church or
ancient forms of a specific language.
their region. The GM decides that
Characters are assumed to be fluent
this is just above his fluency, and
in their native tongues by default. The
thus an Ob3 check to keep up with
Language skill covers the learning of a
the jist of what’s being said.
specific secondary or foreign tongue, with
Even when no rolls are needed, the player
the number of dots representing the level of
should stick to their limitations while con-
fluency (Table 04.05).
versing in a foreign tongue. For instance,
An Acumen/Language roll is only called
actively making grammatical errors when
for when a character attempts to communi-
they have two dots, or just communicating
cate (or understand) a message beyond their
in word pairs when they possess but a single
level of fluency. When the intended com-
dot.
munication is only a single level above their
Literacy is handled as a separate issue,
38 fluency, the test is at Ob3. When 2 or more
Book 1 04 Attributes & Skills
determined during Session Zero. Either all lock without an obvious keyhole
characters are literate by default (in which
case the Illiterate Flaw becomes available), Legerdemain
Concealed
or they are illiterate by default (in which Potential Expertise: Pick-pocket, Cut- Weapons
case the Literate Edge becomes available). purse, Escape, Palming/ Sleight of hand,
Concealing weapons
In either case, a literate character is as- Concealment. is a function of the
sumed to be able to read and write in any Legerdemain is a broad skill involving Legerdemain skill.
language they speak. all manner of nimble-fingered tasks and In practice, this is an
Suggested Obs: tricks, including picking pockets, palming opposed roll between
objects, concealing small weapons, or other the character’s skill and
• Ob1: recognizing the language being the observer’s percep-
feats of prestidigitation. If the appropriate
spoken tion. The size and type
expertise is taken, Legerdemain can also
• Ob3: communicating a single level of weapon can confer
be used to make escape artist attempts to
beyond fluency either an advantage or
work oneself free of ropes or bindings (but disadvantage on the
• Ob5: communicating 2 or more levels not picking locks). Palming can be used to character’s Legerdemain
beyond fluency. grab small items without anyone noticing. roll.
Concealment is the art of making things • Hand-length
Larceny appear or disappear from view, as in stage or knife-length
Potential Expertise: Lockpicking, magic. weapons designed to
Burglary, Security Devices. Legerdemain is nearly always a function be hidden confer an
Larceny covers burglary, breaking and of Agility, but under the right circumstances, advantage.
entering, picking locks, as well as the Acumen or Cunning may be used as well. • Most Knife-length
recognizing and disarming of mechanical Suggested Obs: weapons will have
traps or other security devices. Larceny no modifier.
• Ob1: impressing children; basic
also includes the ability to effectively case • Short-length
palming and sleight of hand for one
a location, such as sizing up a building’s weapons, or
subject
security, guard movements, and identifying medium-length
entry points. • Ob3: palming large objects in front of weapons hidden
Many Larceny checks can be resolved a crowd; replacing a small statue on a beneath a large,
with a single check to establish the success pressure sensitive plate with an object billowing cloak are
or failure of a specific burglary, rolling the of roughly equal weight without disadvantaged.
activating the boulder trap If a weapon simply
details into one roll. When desired, the
cannot be seen from the
checks can be broken down by objectives • Ob5: dumbfounding a stage magician outside (a razorblade
and may well then include other skills as or other trained audience in the lining of a belt,
well (Stealth to creep through a courtyard, a knife deep inside
Athletics to get over a wall, etc). Larceny Lore (Specific)
of a boot or strapped
then becomes primarily the skill at observ- Potential Expertise: Specific subsets in a across one’s back while
ing, planning, and dealing with security given field of knowledge. wearing a cloak) no roll
measures. Lore exhaustively covers knowledge on is required unless they
a single subject. In most cases, a character are searched by a person
Larceny is most frequently made with the
does not actually need to invest in the Lore actively looking for
Acumen, Cunning, or Agility attributes.
hidden things.
Suggested Obs: skill. Most information a character will
acquire is already covered by the Education
• Ob1: spotting the signs of a guard dog skill (natural philosophy, basic mathematics,
on the premises a basic grasp of their region’s history), their
• Ob3: picking a decent lock; disarming Trade skill (Priest as a Trade readily supplies
a tripwire without setting it off; all of the church-doctrine related lore you
working out a predictable guard could ask for), or even their Background.
rotation However, sometimes you want your char-
• Ob5: disarming a complex acter to know something that doesn’t fit
mechanical trap; cracking a complex easily into any other category. In that case,
39
Band of Bastards Beta 0.1
you can take the Lore skill and designate may include surgical arts, knowledge of
it towards your area of interest. Examples anatomy, and other practices such as leech-
You’re a Liar
include: Peasant Folklore, Ancient History ing, or balancing the four humors. The exact
And a Thief of the Akkadian Region, Rituals of the Lost nature of medicine in a given culture is not
Manipulation and Tribes. necessarily important to the application of
Oration both require
Lore almost always uses the Acumen or the skill, but the GM may establish some
the target to buy into
what you are selling, or Cunning, though Social will cover discourse limits on what can be accomplished based
at least be open to the on the subject. Most applications make use on the campaign setting and technology.
possibility of what you of umbrella Obs. Cunning/Medicine is used for most
are selling. knowledge-checks, such as the diagnosing
If an NPC has a Manipulation of an illness or identification of a medicine.
reason to believe you Potential Expertise: Intimidation, Graft, Acumen/Medicine is used for discerning the
are completely full of it Seduction, Persuasion, Interrogation. proper course of treatments, researching of
(for instance, you have Manipulation covers all attempts at ma- medicine, or general medical knowledge.
a reputation as a liar) or nipulating another person to reveal a piece Agility/Medicine is needed for performing
the specific tactic you
of information or act in a certain manner. any kind of surgical procedure.
use is incompatible with
Intimidation, persuasion, seduction, brib- Less scrupulous characters with the
the target (you use a lie
they know is false, you ery, and interrogation are all functions of medicine skill can also use it in a way
try to seduce someone the Manipulate skill. similar to Manipulate, by means of torture.
who doesnt find your Note that the Manipulation skill cannot In this case, the rolling is not to see how
gender attractive), the simply make someone agree with you. The effective the torture is, but to ensure they
GM should feel free to role-playing accompanying the check must don’t accidentally kill their subject.
place you at a disadvan- provide context to the action, and a valid Suggested Obs:
tage, or even rule that it reason as to why the target should do as
just can’t be done. • Ob1: noticing the very first signs of a
you say. “I demand to see the King” is not a
If a player character is patient getting worse
valid manipulation attempt. “Are you going
the target of an Oration • Ob3: prescribing the right mix of
to explain to the King why news of his godson’s
or Manipulation attempt, herbs
they have options. If accident failed to reach him?” is.
they have an SA, edge or Manipulate is almost always a roll in • Ob5: surgery concerning vital organs
flaw that directly relates direct opposition, usually resisted by the of the body
to the tactic being used target’s Cunning/Willpower or Willpower/
(trying to convince an Manipulate. In some cases, it may even be a Oration
Honorable PC to lie), function of Willpower/Steel. Potential Expertise: Speeches, Debates,
they may freely choose Logic, Demagoguery, or by area of influence
to listen and roll, or
Most applications of Manipulation are
dependent on the Social attribute, though (Court, Politics, Religion, Philosophy).
refuse. If they do not
under certain occasions Cunning or even The skill covering the art of rhetoric and
have an applicable SA,
edge, or flaw, they may Strength/Manipulate are appropriate. oratory, debate, the composition of argu-
still freely choose to Manipulate is almost always used as an ments, writing of speeches, and the ability
listen and roll, but must opposed check. The GM should feel free to to project one’s voice above a crowd and
burn an SA to refuse give an advantage for exceptionally clever speak with emphatic effect. In some ways,
without a roll.
or well role-played manipulation attempts. Oration straddles a middle ground between
If a roll is made, the Manipulation and Command, but each has
results are binding. Medicine a separate purpose. Manipulation is focused
The player is, of course, Potential Expertise: First Aid, Herbs, on the direct and personal communication
free to escalate to more between two individuals. While Command
Surgery, Dentistry, Diagnostics, Poisons,
drastic measures... can inspire groups of men towards acts
Torture.
Medicine is the art of healing in what- of bravery, it is also very heavily oriented
ever culture the character may be from. In towards understanding dynamics of a given
most, this will include some knowledge of group and how to most efficiently utilize the
herbs, as well as basic first aid, bone-setting, individuals under your command.
and so on. In more advanced cultures, this Oration is not necessarily the art of
40
convincing your opponent of the validity of • Ob5: complex arrangements and
your argument, but at capturing the atten- difficult pieces, befitting the classical
tion of and swaying to your position those composers
who are audience to the debate being held.
Oration is also the direct art of changing Politics
the hearts and minds of those with whom Potential Expertise: Heraldry, Etiquette,
you speak. While Manipulate generally Analysis, and Diplomacy.
implies someone do a thing for you for one Politics covers both the knowledge of her-
reason or another, Oration can bring about aldry and protocol, to the ability to discern
the genuine change of heart that can only key political players, weigh alliances, and
happen when the party in question has untangle political webs while protecting or
come to believe with absolute certainty that favoring one’s own station.
what you are saying is objectively correct, Politics is usually rolled with Cunning,
righteous, and just — even if it isn’t. Acumen, or Social depending on the exact
In practice, Oration is almost always used nature of the roll.
either as an opposed check or a knowledge Suggested Obs:
Ob. • Ob1: knowing the banners of higher
Perform (Specific) nobility
Potential Expertise: Subsets within the • Ob3: basic familiarity with the
individual skill chosen. Acting might have holdings of great houses
Drama, Comedy, or Tragedy as an expertise. • Ob5: knowing the name of someone’s
String Instruments could choose an individual obscure relative or infant grandchild In Plain Sight
instrument (Lute, Harp, Violin). Singers tend At first blush, both
to take expertise in particular styles of songs Stealth Impersonation and
or moods of music song (Heroic Ballads, Love Potential Expertise: Urban, Wilderness, Stealth seem to apply to
Songs, Tragic Tales, etc). Blending In, Indoors, and Camouflage. “blending into crowds.”
Perform encompasses all of the skill and Stealth is the art of concealment, and In reality, the model two
technique one needs for a specific kind of moving without being seen. It covers all different circumstances.
performance art, such as Singing, Stringed manner of shadow skulking and soundless Impersonation is
Instruments, Acrobatics, and so forth. The footsteps, as well as the ability to blend useful when you simply
need to appear like you
skill may be taken multiple times, taking a into your surroundings or lose oneself in a
belong somewhere that
different art each time. crowd.
you do not. If you want
The skill covers the actual performance, Most applications of Stealth are opposed to avoid looking to the
as well as any tertiary tasks that someone rolls working off of the Cunning or Agility guards like you are
practicing the art would be familiar with (a attributes. However with the proper exper- obviously from out of
singer knowing a number of common songs, tise the character can also roll Acumen/ town, Impersonation can
a musician knowing a great deal about his Stealth to make an effective camouflage let you blend in with the
instruments). The skill does not cover the and gain an advantage on stealth rolls in a locals.
additional knowledge one might need to specific environment. Stealth is literally about
perform professionally, such as finding hiding in plain sight in
Steel this case, using a crowd
paying patrons, negotiating fees, and other
Potential Expertise: Battle, Horror, of people to block line
“business side” functions. For that, one of sight and lose your
should acquire the appropriate Trade skill. Gore, Physical Resistance, Mental Resolve,
attacker, disappearing
Suggested Obs: Temptation, and Deadpan.
into the crowds.
Steel is a broad skill that covers a charac-
• Ob1: simple tunes, such as those used
ter’s discipline, physical and mental resolve,
to teach a student
resistance to temptation, and ability to keep
• Ob3: tunes of moderate complexity, calm under pressure in the face of gore,
the least which you would expect to violence or fear. Steel is the skill frequently
hear from a paid performance used to resist manipulation attempts,
41
Band of Bastards Beta 0.1
including interrogation and torture, as of plants within a given region, how to
well as keeping one’s own expression from find food and water, hunting and fishing,
betraying something they’d rather not have creating shelter and other necessary skills
known. The skill can also be used to resist for surviving in a wilderness environment.
gag reflex. Survival also governs overland and move-
Steel is almost always a function of ment through broken or wilderness terrain.
Willpower or Stamina, though for certain Nearly any attribute can be used with
situations Social may be used as well. Survival, depending on the occasion.
Suggested Obs: Agility or Stamina may come into play for
movement. Acumen can come into play to
• Ob1: drawing your own blood
identify plants or find the location of par-
• Ob3: ignore guts and gore or vile ticular plants. Cunning may come into play
corpse stench for hunting and tracking.
• Ob5: storm deep into a building that’s Suggested Obs:
fully ablaze • Ob1: discerning deadly from edible
Streetwise • Ob3: sleep comfortably in the rain;
Potential Expertise: Type of information make good headway through a
being sought: Smuggling/Illicit Goods, Muscle thicket
for Hire • Ob5: following a blood trail by the
Streetwise represents the character’s torchlight
resourcefulness in dealing with gathering
and disseminating information from lower- Teamster
class or illicit sources, as well as acting as a Potential Expertise: Construction/
general kind of “criminal lore” catch-all. Repair, Chariots, Carriages, Carts/Wagons,
Streetwise can be rolled as an Acumen/ Distance Travel.
Streetwise ability for information the char- The Teamster skill represents experience
acter might have. Social/Streetwise can be and acquired skill with chariots, carts, and
used to spread information, and Cunning/ other animal-drawn wheeled vehicles, the
Streetwise can be used to track down the packing of loads, and their general repair
source of information. Finally, Streetwise and maintenance.
can be used to as an associated skill in con- Acumen/Teamster can be used for any-
nections rolls to find illicit contacts. thing from general knowledge checks and
Suggested Obs: estimating travel times or distances, to dis-
tinguishing the size, weight and design of a
• Ob1: knowing the names of famous
cart based on its tracks. Agility/Teamster is
thugs and robber-barons
frequently used for repairs or construction
• Ob3: putting a name and a face of a vehicle.
together; finding common illicit Like Horsemanship, most actual handling
goods or control checks are actually made using
• Ob5: recalling rumors of someone’s the vehicle’s attributes {not yet in Beta!},
obscure and shadowy dealings rather than that of the character.
Teamster checks are only called for when
Survival
a character wishes to do something unusual,
Potential Expertise: By region (The
or they must do something under stressful
Wolfswood, The Shire), or by function
circumstances. Most characters in a setting
(Hunting, Fishing, Tracking, Herbs, Navigation/
will not have any ranks at all. Peasants and
Trailblazing, Foraging, etc).
farmers who regularly cart their goods may
Survival is the quintessential outdoors well have 1 or 2 ranks. Traveling merchants
skill, covering everything from overland or caravan traders will average 3 ranks.
navigation and trailblazing, to knowledge Ranks 4 and 5 are generally only ever taken
42
by nomadic peoples, or those whom use not replace Manipulation, Leadership, and
chariots to race or war. Politics as important skills to have. Trade
Example Trades
Suggested Obs: skills thus generally make use of knowledge
Stuck for a Trade skill?
or crafting umbrella Obs.
• Ob1: safely navigating past another Consider the following:
cart on a narrow street Every character gets 3 free dots of Trade
Apothecary
at character creation, save those that have
• Ob3: getting a frightened horse team the Worthless flaw. Artist
under control Assassin
• Ob5: going at full speed on a narrow Warfare Astrologer
road with hard turns Potential Expertise: Strategy, Logistics, Baker
Discipline, Battlefield Movement, or by type Barber-Surgeon
Trade (Specific) (Naval, Siege, Guerilla, Block Formation).
Blacksmith
Potential Expertise: Specific subsets of a Warfare covers battlefield experience and
given Trade. A Smith could take an expertise military preparation, encompassing every- Bounty Hunter
in Goldsmithing, a Sailor could take an exper- thing from an understanding of tactics and Bowyer
tise in Galleys, and so forth. logistics, to discipline in following orders Brigand
Very few people survive into adulthood and maintaining ranks, as well as maneu- Butcher
without learning some means of providing vering on the battlefield. Carpenter
for themselves and fitting into the world. Warfare is a broad skill in terms of attri- Courtesan
Everyone is groomed into some role or bute distribution. Cunning/Warfare may be Farmer
profession they perform in relation to their used to devise tactics or decipher an enemy
Fisherman
community, and the Trade skill represents strategy. Acumen/Warfare plays a part in
the cumulative body of knowledge gained the logistics of troop movement, supply, and Guard
in training towards that role. Haberdasher
organization. Social/Warfare can play a part
Like Language, the Trade skill must be in training troops. Willpower/Warfare may Hunter
defined when taken. It can be anything be called for in discipline checks to avoid Jeweler
from a literal vocation such as Cobbler, breaking ranks. Knee-Breaker
Stonemason, or Smith, to a broader but no Suggested Obs: Laborer
less defined role such as Soldier, Merchant, Lawyer
• Ob1: effectively equipping a squad
Priest, Scholar, Noble, or Sailor. The only
with essential kit and tools (sergeant Mercenary
hard and fast guidelines are that a the Trade
and men) Merchant
represents a specific function in the world,
that it must be something one can be trained • Ob3: managing a company or two Monk
in, and it does not replace other skills or (half a dozen subordinates) Noble
abilities already in the book. Both Sailor • Ob5: waging large scale battles on Performer
and Noble require training under a more multiple fronts (dozen subordinates) Physician
experienced hand in order to learn all of the Priest
functions of their role. On the other hand, Reeve
“beggar” and “thief” are unsuitable as the
Sailor
former requires no training and the other
is simply an umbrella for the Legerdemain Scholar
and Larceny skills. Servant
In practice, a Trade skill is a catch-all, Soldier
covering all areas of knowledge and ability Taxidermist
associated with the specific trade that are Veterinarian
not covered by an existing skill. Sailor cov- Weaver
ers everything from navigation and sailing, Woodsman
to rigging, knowledge of ships and tying
knots. It does not replace Athletics for the
purposes of climbing around. Priest would
cover etiquette, theology, and so on, but will
43
Band of Bastards Beta 0.1
44
05 Proficiencies
&Maneuvers
Proficiencies
Proficiencies are the way in which ‘Bastards sums up a character’s martial training. In some ways
similar to skills, they function by their own rules as detailed here and in Chapter 09: Melee Combat.
Each proficiency represents a specific kind of fighting, each with a different emphasis and access to
certain maneuvers based on how that style operates. Proficiencies aren’t explicitly weapon-specific,
but a given proficiency often requires a certain type of weapon to take full advantage of it. The default
assumptions about weapon-length and leverage in the Polearm proficiency are completely inapplicable
to someone with a dagger.
Proficiencies are ranked according to their own metric, with rank 6 being considered the minimum
for competency. This is often the case with recruits or militia, or amateur brawlers. Professional mili-
tary men will often have 7 or 8 in a given proficiency, while truly exceptional warriors may have 10
or more.
Defaulting
Much of what a character learns about fighting applies to combat no matter how you are doing
it. Characters that have ranks in one proficiency may default when they are trying to learn a new
proficiency, or use one they do not possess.
When using a proficiency you are untrained in, you default to a rank equal to half of your highest-
ranked proficiency. For instance, someone with rank 10 in Sword & Buckler would be able to default to
5 when picking up an axe and fighting with the Mass Weapons proficiency. When defaulting, you do
not gain the benefit of emphasis, and are restricted to basic maneuvers only.
Note that proficiencies can only default to others within their type. Melee proficiencies may default
to other melee proficiencies, but not to ranged proficiencies and vice versa. Your skill with a crossbow
is of zero use in calculating your Longsword capabilities.
Learning a new proficiency through defaulting is covered in Chapter 7: Story Aspects.
Band of Bastards Beta 0.1
47
Band of Bastards Beta 0.1
Mass Weapons Messers
The Mass Weapons proficiency is a fairly Messers are for the most part short, ag-
straightforward one, concentrating on the gressive, and often curved blades that devel-
effective use of top-heavy weapons such as oped a fighting style of their own. Literally
clubs, maces or axes to deliver maximum having their roots as “big knives,” Messers
force onto the target. The proficiency covers are seen on and off the battlefield. They find
the use of both one and two-handed mass common use as hunting swords or as defen-
weapons, as well as the use of a shield along sive or dueling weapons among the middle
with them for defense. classes and common folk.
Mass weapons are a popular proficiency Like the longsword, messers excel at
for combatants from nearly any walk of getting up close and personal, and a fight
life. They are generally less expensive than that doesn’t end quickly is likely to end in
many other kinds of battlefield weapon, of- a grapple. The messer proficiency covers all
ten having wooden components and lesser messers and single-edged blades, as well as
demand on steel, while their potential to the daggers and bucklers with which they
combat heavy armor makes them popular are occasionally paired.
with the nobility as well. Emphasis: Counters
Emphasis: Power Swing When using a Counter, Messers
When using the Power Swing ma- may choose the target wheel instead
neuver, a Mass Weapon can spend of rolling for a random result, and
up to 2 dice in activation cost to get do not pay activation cost when
up to +2 damage (instead of just Grabbing from a Counter.
+1). Offensive Maneuvers
Offensive Maneuvers Bind & Strike (AC2)
Bind & Strike (AC2) Double Strike (AC2)
Double Strike (AC2) Murder Stroke (AC1)
Hook (AC1) Trip (AC2)
Shield Bash (AC0) Wind (AC1)
Trip (AC2) Defensive Maneuvers
Wind (AC1) Deflect & Strike (AC2)
Defensive Maneuvers Slip & Strike (AC1)
Deflect & Strike (AC2) Special Maneuvers
Slip & Strike (AC1) Half-Swording (AC0/1)
48
05 Proficiencies & M aneuvers
Polearms Sabers
Polearms are a family of weapons that Sharing much in common with the Sword
share a common ancestry with both Mass & Buckler proficiency, Sabers concentrate
Weapons and Spears. Polearms vary widely on the use of long, curved cut-and-thrust
in type and application, but are almost al- blades in intricate sweeping maneuvers.
ways some combination of a heavy wooden The Sabers proficiency covers the use of
shaft with a metal implement protruding sabers by themselves or in conjunction with
from the business end. Like other long- daggers or bucklers in the off-hand.
hafted weapons, polearms make heavy Emphasis: Draw Cuts
use of staff-fighting techniques, making a
Sabers do not pay activation costs
relatively simple weapon into an extremely
for using Draw Cuts.
effective combat system.
Offensive Maneuvers
Too large to carry as a sidearm, polearms
are predominantly battlefield weapons. Beat (AC2)
They are extremely common among infan- Bind & Strike (AC2)
try of all stripes, from the knightly pollax Double Strike (AC2)
to the halberds used to disrupt pike forma-
tions. Polearms have a strong presence in Trip (AC2)
more civilian roles as well, with the core Wind (AC1)
staff techniques being equally applicable Defensive Maneuvers
to glaive-weilding guardsmen and staff-
Deflect & Strike (AC2)
weilding peasantry.
Slip & Strike (AC1)
Emphasis: Leverage
Polearms do not pay the activation
cost when using the Expulsion or
Hook maneuvers.
Offensive Maneuvers
Beat (AC2)
Hook (AC0)
Trip (AC2)
Wind (AC1)
Defensive Maneuvers
Deflect & Strike (AC2)
Slip & Strike (AC1)
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Band of Bastards Beta 0.1
Spears Sword & Buckler
Spears were among the first weapons As metallurgy developed swords became
invented by man, and have been the domi- more common among combatants of all
nant battlefield weapon ever since. Spears stripes. The sword became the sidearm worn
can vary significantly in length and bal- both in civilian defense and as a secondary
ance, but they are always a long shaft with weapon on the battlefield. At the same time,
a blade on at least one end. Spears make for shields proved to be too unwieldy in many
extremely versatile weapons. Though they roles and so a number of techniques devel-
can be used two-handed for extra power, all oped utilizing bucklers or parrying daggers
but the longest or heaviest can be wielded in the off-hand.
one-handed, paired with a shield or even Emphasis: Follow-through
thrown.
All follow-up effects count as
Though they can be used for staff fighting advantaged.
in much the same way as other long-hafted
Offensive Maneuvers
weapons, spear fighting is all about control-
ling the distance between yourself and your Beat (AC2)
opponent. The weapon’s length becomes it’s Bind & Strike (AC2)
primary defense, delivering harassing jabs Double Strike (AC2)
and powerful thrusts while safely outside
your enemy’s striking distance. Trip (AC2)
Emphasis: Reach Control Wind (AC1)
Spears make the most of their Defensive Maneuvers
length. When the character has Deflect & Strike (AC2)
reach control with a spears, they Slip & Strike (AC1)
get +4 dice instead of +2.
Offensive Maneuvers
Beat (AC2)
Bind & Strike (AC2)
Hook (AC1)
Shield Bash (AC0)
Trip (AC2)
Wind (AC1)
Defensive Maneuvers
Deflect & Strike (AC2)
Slip & Strike (AC1)
Special Maneuvers
Reverse Grip (AC0/1)
50
05 Proficiencies & M aneuvers
Sword & Shield
As soon as the sword stepped onto the Ranged
battlefield, the shield was its natural com-
panion. Far from a passive defense, the shield
is often an active and aggressive weapon
Proficiencies
Ranged proficiencies function in a matter
with the sword exploiting the openings cre- very similar to melee, but are unconcerned
ated. The Sword & Shield proficiency covers with issues of emphasis, maneuvers, or off-
all one-handed swords, and the use of any handed use.
variety of shield including bucklers.
The sword and shield proficiency is still a Thrown weapons
dominant form on the battlefield whenever Thrown weapons don’t actually have a
one wears anything but the stoutest armor. proficiency of their own. Instead, thrown
Emphasis: Shield Work weapons use the associated melee proficiency Throwing rocks
when making a ranged attack. Thrown and grenades
Shield attacks count as advantaged knives and daggers fall under Daggers. Obviously, there is no
in the Shield Bash/Push, and Bind Javelins and Spears are under Spears, etc. “hit them with a rock”
& Strike Maneuvers. proficiency, so when
Offensive Maneuvers Bows throwing rocks and
Bind & Strike (AC2) More commonly seen in the hunter’s grenades you have two
hands than on the battlefield these days, options.
Double Strike (AC2) If you are trying to
this weapon combines stealth with speed,
Shield Bash (AC0) but can be quite deceptive for the amount of just toss something at a
strength needed to wield it. As such, skilled target or near a target,
Trip (AC2)
archers are as prized as ever, especially use Strength/Athletics
Wind (AC1) or Agility/Athletics for
as the world gears towards slower, louder
Defensive Maneuvers your aim.
weapons.
If you are trying to hit
Deflect & Strike (AC2)
Crossbows someone with an item
Slip & Strike (AC1) (rock, a grenade, what-
Being replaced by the firearms at a rapid
ever) then use Brawling
rate, this weapon is still wicked deadly in as a ranged proficiency,
skilled hands, doesn’t require exceptional unless it is covered by
strength and is also relatively quiet. Far something more obvious
from being outdated, crossbows are still (see Thrown Weapons,
deployed quite effectively by the more tradi- left.)
tional militaries and warbands alike.
Firearms
These loud, smoke-billowing weapons
have gained popularity with the wealthy
and the military class. While expensive to
produce, these modern inventions wreak
unparalleled havoc, easily penetrating all
but the toughest armor.
Slings
Popular among shepherds and farming
folk, these weapons can be made out leather
or plaited from a variety of materials and
are conveniently worn as straps, headbands
and belts. More at home on the ancient
battlefield than today, they can still pack a
punch in skilled hands.
51
Band of Bastards Beta 0.1
Maneuvers
follow-up, not from the player’s remaining
CP.
Special Maneuvers
Special Maneuvers are neither attack nor defense, but something in-between.
58
Do I need all of this?
Simple combat as
a stand-alone
In some campaigns or
for some groups, combat
The number of options provided by maneuvers, proficiencies and so on can be over-
may just not be all that
whelming at first. In Chapter 10, we provide some tricks on learning or teaching the com- important — either to
bat system, but sometimes the scene just doesn’t need a resolution system this detailed. the story, or the players.
Instead, we offer you the following solution: In other cases, players
may want to dig into
and learn the meat of the
Simple Combat game but aren’t ready
to deal with any of the
Instead of jumping to a normal melee combat scene, a quick fight can be resolved with advanced combat stuff.
Simple Combat.
In either situation,
Simple Combat is treated like an opposed skill check, with each side rolling Agility/ feel free to use Simple
(Half their proficiency ranks, per the Proficiency as Skill rules). If one side is better armed Combat as the default
or armored, they gain an advantage. If they are better armed and armored, they opponent combat system in your
has a disadvantage as well. Resolve as a normal opposed roll. game. You’re missing a
If multiple characters are involved, the fight splits into two teams with one character lot, but you can make
due without it.
on each side taking point as normal. Each helping character may contribute a single die
to their side’s collective pool, as normal. If they are using a proficiency ranked 6 or higher, When the players are
about to get in a fight,
they may add one additional die as though it were an expertise.
treat the whole thing as
The winners gets what they wanted, establishing a clear victory over their opponent, an opposed roll and have
who has either been backed into a corner, forced into some kind of hold, or otherwise the outcome be based on
beaten into submission. Everyone involved takes a level 2 wound, the location of which what the players have
the opponent gets to specify. Wounds taken in simple combat are not reduced by Stamina in mind. If that means
or armor. they want to kill their
opponents, then if they
MoS3+ gives the victorious side a choice. They can either choose not to suffer any in-
win, they do. On the
juries from the fight, or they may increase their opponent’s injuries to a maximum level
other hand, that likely
equal to their total MoS. If the winners have MoS4, they may inflict level 4 injuries on their means that if they lose,
opponents. they might be captured
If either side is not satisfied with the result of the scuffle, they can invoke Resort to or killed themselves.
Violence and go into full melee, but all prior injuries remain in effect. Feel free to disregard
Simple Combat is best used to resolve quick and dirty scuffles that aren’t necessarily the MoS results given,
intended to be lethal in resolution, but you can technically use them as a quick, narrative and instead use Table
solution for combat scenes. 2.03: Magin of Success
in Chapter 02 to work
out appropriate com-
plications based on the
results.
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Band of Bastards Beta 0.1
60
06 E dges
& Flaws
Attributes, skills, and proficiencies are all numerical measurements of a character’s talents and
capabilities, but not every character trait is so easily quantified. Edges and flaws are a way in which
characters may be fleshed out and made unique, introducing qualities that either augment or hinder
the way in which they interact with the world and how the world interacts with them.
Note that the edges and flaws you choose need to make sense when taken together. A character
cannot be both Beautiful and Ugly or Wealthy and Poor at the same time.
E dges
Edges are qualities or abilities that in some way benefit the character or offer them an advanta-
geous position in the world. Edges grant very little in the way of bonus dice, and the majority offer no
numeric benefit at all. Instead, they modify how your character is treated in general, or expand their
capabilities. Sometimes this will omit the need for a roll entirely. In other cases, they will allow a roll
that would otherwise be impossible.
There are no edges with the primary purpose of benefiting a character in combat, or enhancing
a skill or attribute. Each edge is intended to be an inherent quality of the character or their circum-
stances, defining them in some way outside of the parameters of any other priority pick. Along with
Story Aspects, edges also directly communicate to the GM what kind of challenges you want to face
and what kind of story you want to tell.
84
07 Story
Aspects
Story Aspects are the driving force in Band of Bastards. Each Story Aspect is a single statement
made by the player about their character’s goals, beliefs, and passions that set the stage for the game
to come.
SAs make for a kind of pact between the player and Game Master. They give the player a mechanism
to guide the focus of the game ahead, communicating to the GM what is important to their character
and where they want the current focus of the story to be. For the GM, SAs provide a guarantee that if
the scenario is built on that player feedback, it will be something the players will be actively interested
in playing. Finally, it provides the GM with a mechanism for rewarding players who actively partici-
pate in the game and provides those players an incentive to role-play their characters to the hilt.
Taken together, Story Aspects provide a closed-loop reward mechanic. Through their SAs, the player
declares what the story is about, the GM builds their scenarios based on those SAs, and the players are
rewarded for following through with the conflicts that arise.
Choosing SAs
Each SA is a brief statement the player writes that declares something important about who their
character is and what they want. They put you at the helm to decide where you want the story to go.
By taking something as an SA, you are telling the GM that you want to be tested against it. For that
reason, Story Aspects are never lukewarm. Good SAs should be personal and demand action. They
should be something that your character is willing to take dire risks to achieve, further, or protect.
Most SAs can be lumped into one of three major categories — ambitions, convictions, and passions.
Use these as training wheels to get you started. When making a new character, it’s often handy to
make sure they have one of each just to round them out. Once you get the hang of writing Story
Aspects though, don’t worry about the categories. They are guides, not rules.
Band of Bastards Beta 0.1
Ambitions
An ambition is a powerful goal, drive, or desire. Ambitions give the character a sense of
purpose and a determination to see it through. Some ambitions are materialistic (“Become
the richest man in Kin Tartur”), others are more idealistically motivated (“Restore the re-
public,” “Deliver my people from slavery”) but the best ones are always intensely personal
(“Reclaim the throne from my murderous uncle,” “Become the most feared swordsman in the
North”). Ambitions are usually challenged by presenting obstacles in the path of their
achievement, but sometimes the more insidious question often becomes “to what length
will you go to achieve them?”
Convictions
A conviction is a belief so entrenched that it becomes part of the character. It defines
them. Some convictions are religious or philosophical beliefs (“The Old Gods guide my
path,” “Rome is divine, and I am her humble servant,”) others are more personal statements
of ethics or principle (“I’m a man of my word,” “I kneel to no man,” “Death before dishonor”).
Convictions are guiding declarations a character lives by. They are challenged by expo-
sure to opposing beliefs, ideas, and contrary evidence, or when upholding that conviction
creates conflicts that betraying it would ease or resolve.
Passions
Where ambitions and convictions can be self-contained or even abstract, passions are
always intensely personal and outwardly focused. They represent a powerful relationship
between the character and some person or entity that shapes the way your character
interacts with the world. The relationship can be one of love, desire, or loyalty (“I would fol-
low Alexander to the ends of the earth”) or one of hatred, rage, and revenge (“Montague, I spit
on the name”). They can be open-ended (“For the love of Guinevere”) or built with an end in
mind (“I will avenge my father with the blood of the six-fingered man”). Passions straddle the
line between ambition and conviction, being challenged whenever the character’s resolve
is tested or the opportunity presents itself to further their aims.
Assigning SAs
Players have five slots on their character sheet for SAs, each of which can have up
to 5 dots assigned to it. Unlike skills or attribues, there is no “average” SA rank. Each
SA fluctuates from scene to scene and session to session. The number of dots is a purely
meta-game resource. It does not measure how intense or dedicated the character is to that
SA, but simply how much of a narrative boost they can draw from it in any given scene.
A character with the passion “Protect my brothers in arms” with 1 dot does not feel any less
urge to protect their comrades than they did with 5 dots.
Similarly, five slots just isn’t enough to cover every single bond, desire, and motivation
they might have. Instead, the SAs listed on the sheet are the ones you are currently inter-
ested in pursuing. Writing “I will win the heart of Princess Aslaug” instead of “My family is
everything to me, I must keep them safe” does not mean that your character is more attached
to the princess than their family. It just means that you as a player are more interested in
that particular plot at the moment.
Players are not required to have all five slots filled at all times. Often, it’s useful to have
an empty slot or two in case something develops as the game progresses. Players can fill
these empty slots at any time, including during play. That said, it’s good practice to have
at least three SAs listed at the beginning of each session to give your GM material to work
with and your character something to work toward.
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SAs in Play
The GM’s job is to set up scenes where the characters SAs are challenged. The player’s
Conflicting SAs
A player can often find
themselves in a place
job is to meet those challenges with vigor. When you are playing to your SAs, they support where their SAs are in
your character in the trials they will face. conflict. Sometimes this
First, whenever your character is in a conflict that would directly further, uphold, or is set up intentionally by
defend an SA they have, it is said to fire, granting its current value in bonus dice to their the player, sometimes it
pool for that roll. A character with “Win Circe’s Heart” at 2 dots would get 2 bonus dice to develops naturally with
any pool that directly involved wooing Circe, but they could also apply those bonus dice the story. No matter how
to any conflict that was meant to impress her, or even to combat pools for duels fought in it gets there, it’s always
good drama.
her honor or defense.
Conflicting SAs can
Second, whenever you act in accordance with your Story Aspects, you have the chance serve a more practial
to earn SA points towards them. If in a scene the character acts in a manner that upholds purpose, though. Having
or advances a Story Aspect, they gain an extra point towards that SA at the scene’s conclu- conflicting SAs can free
sion. To earn this reward, the action must come at some personal cost, either by being up the player’s options
directly detrimental to the character, creating a problem, or entering a conflict (with SAs in a scene, allowing
firing) that would have been avoided if the SA would have been ignored. If they enter a them to go in multiple
conflict and win, they get two points towards their SA instead of one. directions while being
faithful to their SAs
Only one SA can be firing towards a given pool. If multiple SAs would apply, the player
and without risking
can choose which one will be used. If multiple SAs come up in a single scene, they can losing any points for
each be used but again only one per roll. Regardless of how many SAs came up during the acting against their own
course of a scene, only one can be chosen to be rewarded at the scene’s end. motivations.
Sometimes, players will get “loose” SA points, usually from playing up flaws or accept-
ing temptations. These are in addition to the normal SA rewards and can be added to any Firing vs. burning
SA the player chooses, or spread across multiple SAs if applicable. There is a delicate
Note that SAs are capped at 5 dots. If you already have 4 dots, and you earn 2 points balance to be struck
(or 5 dots and earn an additional point) the extra point(s) are wasted. You can’t transfer between keeping your
them to another SA, but the lost points do count as having been burnt for the purposes of SAs high and spending
Karma (below). them for benefits. On
the one hand, the higher
Players who repeatedly work against their chosen SAs risk losing a point in that SA,
the SA’s value, the more
unless they are working against one SA in favor of another (see Conflicting SAs, sidebar),
dice you get when it
or are doing so as the result of a flaw (see Chapter 06). If you find yourself repeatedly comes up. An extra 5
working against your own SAs, consider changing them (see Changing SAs, page XX). SA dice on an skill roll is
points lost in this manner still count towards Karma. huge. An extra 5 dice
in a melee combat pool
Burning SAs
could be the difference
between crushing your
enemies or making a
new character. On the
Earning Story Aspects points is the main incentive in the game, you can only have so
other hand, any time
many dots at one time. When a given SA looks like it is going to be filled, you have the your SAs are firing, you
option to spend down or burn some of its points. SAs can be burnt in a number of ways, could be earning more
but fall into two primary categories — narrative effects and advancement. SA points. The tempta-
tion for huge pools of
Narrative Effects dice must be balanced
against the extra points
Narrative effects are different ways that the player can directly influence the scene or that could have been
story outside of their character’s actions. Each has a different effect and cost, but they all spent on something.
share a common theme of letting the player take a limited amount of direct control on the
world their characters inhabit, or otherwise bend the rules in their favor.
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Foresight
Sometimes, characters are smarter than their players. For 1 point, players can retroac-
tively establish any action that character could have taken provided that it can be resolved
without a roll, and that the character could have reasonably anticipated the need.
“I totally thought to bring the rope...”
For 2 points, the player can retroactively establish any action that could be resolved
with a single roll, provided that the character could have plausibly foreseen the need. Of
course, if the roll is unsuccessful, the complication will be something that applies to the
current scene.
“It’s alright, the guard captain is on our side. I approached him on watch and bribed him.”
“You did?”
“Uh. Yeah... that’s a Soc/Manipulate roll, right?”
Introduce an Element
For 1 point, a player can introduce an element to a scene that had not been previously
established. This can be a physical element to the scene (a sword hanging above a mantle, a
convenient chandelier to swing upon), or it can establish something more intangible such
as an element of an NPC’s background (“I recognize those tattoos! The innkeep must’ve served
in the same company I did.”)
Introduced elements should be relatively minor in impact, and be plausible within the
scene and setting. The GM has veto power on anything that is either too major in scope
(“the King is not your childhood friend”), would completely derail or bypass a scene or con-
flict (“there was no conveniently abandoned and unguarded ladder leaning against the castle
wall”), or would contradict the established lore.
On Second Thought...
For 1 point, the character can change their action in sequence from what their die
throw would have indicated. For instance, a character who declared a movement action
(threw a white d6) could choose instead to make an attack (normally red d6) or perform
one of the miscellaneous actions (normally d10).
Yes, But...
For 1 point, the player can take a failed unopposed roll and count it as an MoS0 success.
Though it counts as a mitigated success in terms of scope of effect, the GM will introduce a
major complication for your trouble instead of the minor complication or compromise.
Character Advancement
In addition to providing bonus dice and buying narrative effects, SAs also form the
primary progression mechanism. By pursuing things that they care about, players earn
points which can be spent to increase their characters’ various abilities. Each type of
advancement has its own costs, which may be either be taken from a single SA or divided
between several.
Keep in mind that any character advancements purchased should make sense within
the context of the story. If a character learns a new skill, they should probably have been
practicing it somewhere along the way. While it’s not terribly difficult to justify increas-
ing a skill or proficiency you have been using frequently, other things are a little more
difficult. Increasing an attribute, buying off a flaw, or picking up a new edge can require a
significant effort in-character as well as the cost in SA points.
Skills 1 to 2 4
While attributes seldom change, characters frequently 2 to 3 6
grow and hone their skills as a result of their experiences.
3 to 4 8
The cost for each advancement is listed on Table 07.02. As
with attributes, the costs are all cumulative. Note that it is 4 to 5 10
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a lower-ranked skill in some cases. Also, like with attributes, if your character has a grey
dot as the result of their priorities at character creation, do not count it towards the total
when figuring the cost of advancement.
Alternatively, one can purchase a new expertise for an existing skill for a flat 3 point
cost. This may be taken multiple times for each skill, but only one expertise ever applies
on a given roll.
Proficiencies
Proficiencies are raised in a manner similar to skills and attributes. The cost of raising
an existing proficiency is equal to the new rank that proficiency would have. Raising
Sword & Buckler from rank 4 to rank 5 would cost 5 SA points.
Purchasing a new proficiency works in the same way as raising an existing one, but
with defaulting taken into account (see Chapter 05). For a character with no other profi-
ciencies, learning the Polearms proficiency would cost 1 point to begin at rank 1. However,
if the character already had Sword & Shield at rank 6, then they would default to Polearms
at rank 3. It would then cost 4 points to purchase it at rank 4.
Ser Osjand has spent some time among the hill tribes and seen what their savage
axes can do. He decides to take up practice with the weapon, and eventually his
player decides to invest SA points into the Mass Weapons proficiency. Normally he
would begin at rank 1, but his prior training with the longsword gives him some
general knowledge at arms. His Longsword 8 defaults to rank 4 when using Mass
Weapons. Using this as a starting point, he spends 5 points to advance Mass Weapons
to rank 5 and officially write it down on his sheet.
Changing SAs
As the game progresses and the story evolves, many Story Aspects a character has will
resolve themselves, or seem less relevant to the direction the player wants to go. Players
may change one or more of their SAs allowing them to develop naturally as time goes on.
SAs can be changed at any time, including in the middle of a scene, but not in the middle
of a conflict. You can decide to change an SA before you pick the fight, but not during the
fight. You have three ways to change an SA.
Rewriting an SA
An SA can be changed entirely, either replacing it with another of the same or a differ-
ent type, or it can be simply removed from the sheet entirely to empty up a slot. To do this,
the player needs to burn down the current SA to 0 dots. At that point, they may remove or
replace the SA as they please.
Orphaning SAs
Occasionally, you want to replace an SA entirely but for whatever reason don’t want to
immediately burn through its points. Players can choose to orphan a single SA, erasing
its description but keeping its points on the sheet. Since those points are no longer tied to
any SA, they can’t fire and provide die bonuses to anything but they can be burnt for nar-
rative effects or advancement as usual. Any points a character wants to burn must come
from this pool first, and only one SA can be orphaned at any given time. The orphaned
points must be spent before another SA can be orphaned. SA points earned from flaws or
otherwise cannot be used to increase the orphaned pool.
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08 Supporting
Cast
Player characters do not exist in a vacuum. While you certainly can create a lone wanderer, it’s often
more rewarding to play a character with ties to people and places. Most NPCs you will encounter are
the product of the GM, but Band of Bastards has a few different ways for players to introduce their own
NPCs into the game or create new ones as the need arises.
Free Relationships
Most of a character’s relationships are just part of the landscape. A character’s wife, husband, fam-
ily, employer, servants, and so forth do not require any kind of mechanical investment. They can be
established for free as part of character creation. These “free” NPCs have two caveats. First, they do
not provide any specific kind of benefit, other than the dramatic value of their social interaction. The
second is that unlike edges and flaws, the relationship is not fixed by an out-of-character agreement.
They will grow and change naturally as a development of in-character events.
Band of Bastards Beta 0.1
Relationship-
Based Edges & Relationships Through
SAs
Flaws
As a quick reference,
the following will
produce NPC relation- Chapter 07 covers a number of ways in which SAs can be used to guide the direction of
ships of various types.
the game, but they can also be used to introduce elements to the game before the campaign
begins. A passion directed towards Princess Aslaug directly introduces an NPC named
Edges: Aslaug, and stipulates that she is a princess — or at least calls herself that.
• Ally Relationships created through SAs occupy some halfway place between the kinds of
• Asset out-of-character agreement of edge-based (or flaw-based) NPCs and the no-holds-barred
• Contacts approach from free relationships. Whatever the player establishes should ultimately be
possible — revenge taken, the lady’s hand won — but the GM is under no obligation to
• Patron
make the target cooperative. In fact, they are under every obligation to throw obstacles in
• Retainer the character’s way so that they can be tested against the SAs the player has chosen.
• Southpaw Slayer
Flaws:
• Blood Debt
• Coveted
Connections
Connections are an abstract way to represent all of the minor acquaintances and rela-
tionships the character has had over the course of their life. A connections roll is made
• Enemy
when a player wants to introduce an NPC to the story — usually in order to gain informa-
• Indebted tion, a favor, or some other service.
• Wanted The connections roll is treated as a specific type of skill check. The individual skill
• Secret used is based upon how the player is supposed to know the NPC in question. As a general
guide:
Education: applies to a character’s tutors, fellow students, or faculty of the
institution in which the character was educated.
Intrigue: applies to eyes and ears within court life, such as servants, guards,
courtiers and pages.
Lore: individuals who share the same or similar field of study (church history
scholars knowing other church history scholars).
Politics: applies to nobility and members of court.
Streetwise: applies to the slums and lower class or criminal elements.
Trade: applies to knowing members of the same or related trades, or their direct
customers.
Background: the weakest of all connections, it can be used for anyone of the
same background but makes all tests at +1Ob.
The roll is made with Social/(Skill) against an Ob based on a number of factors, ranging
from how obscure the information (or how difficult the favor), how soon you need it, and
the difference in social class between the two characters. Unlike most skill rolls, players
cannot aid each other on a connections roll through taking point or sharing successes.
Connections are about the individual character’s relationships and history. Associated
skills may apply their bonus dice as normal. SAs may also apply bonus dice towards a con-
nections roll, but any actual reward conditions would be resolved based on the resulting
NPC interaction.
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Information, Favor, or Service is...
• General common knowledge or practice for their field +1Ob
• Uncommon, specific, or requiring advanced training +2Ob
• Obscure, esoteric, or guarded +3Ob
• Forbidden, Secret, or Unique +4Ob
Needed...
• Whenever or wherever is convenient — No modifier
• At a time/place unusual for the NPC +1Ob
• Right here, right now +2Ob
NPC is...
• Of the same general rank and social class — No modifier
• Lower social class or status +1Ob
• A higher social class or status +2Ob
• The highest social status in the setting +3Ob
If the roll is successful, the player finds the NPC they are looking for and they are avail-
able to meet when and where the player specified. This does not necessarily guarantee
that the NPC will do what the player wants — that part is resolved through role-play
and conflict — but it does mean that the NPC has the capacity to do what they need. On
an MoS3+, their services will still come with a price but the character is cooperative by
default and becomes a Contact as per the edge.
A failure can represent any number of things that run counter to the player’s intent,
and introduces complications as always. The NPC may not be available at the time/place
needed. The NPC may be available, but their help is either useless or actually counterpro-
ductive. The NPC could even harbor some quiet grudge against the PC that they may have
forgotten about, being outwardly hostile or sabotaging the character. On an MoF3+ the
NPC becomes an Enemy, as per the flaw.
Connections are only rolled the first time an NPC is introduced. After that, the players
don’t need to roll again to get back in touch with the character, they simply require a
means to contact them.
Jaff and Andrev have come across some extremely valuable antiques. The problem?
Finding someone who will move such recognizably stolen goods. “Fortunately,” quips
Jaff, “I know a guy.” Jaff’s player decides that the character used to work with a fence
that dealt in high-end merchandise, selling it off to merchants of some discretion.
The GM decides this is reasonable enough, and calls for a Social/Streetwise check.
The fence is likely of similar social class as Jaff, so that’s not a factor, and Jaff isn’t in
any hurry to move the goods. However, a fence isn’t the most common of professions
to begin with, and the specialty of this particular fence makes him less common still.
After a moment, the GM decides this is an Ob3 roll.
Jaff has Social 3 and Streetwise 2. Not liking his odds, he asks if Larceny would
be an appropriate associated skill. With the GM’s nod, he adds another die to pool,
bringing it to 6. He rolls 3, 7, 4, 6, 2, 1. Two successes. The GM grins. Jaff makes his
way to the small dockside shop where his fence is known to operate, but he can’t
escape the feeling that this is going to cost him.
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09 Full
Contest
Most conflicts can be resolved with a single opposed roll, but sometimes you want a little more than
that. When the stakes are high enough, or the scene is so dramatically important that you want more
detail, full contest is there to help. The full contest rules themselves are fairly simple, but it can be used
to handle a number of different situations from furious debates to dueling snipers.
Determine Initiative
Who’s on the attack? Who’s on the defense? ‘Bastards uses the term initiative to refer
to which party is currently in control of the action — who is acting, as opposed to reacting.
The character in the role of the aggressor is said to “have the initiative” and chooses what
action they will take which determines what skills or attributes will be rolled. The char-
acter who is defending must react to the aggressor, with their options largely determined
by their opponent’s choices.
In the first round of a full contest, initiative usually goes to the person who initiated the
contest in the narrative. Generally speaking, one party or the other will express a desire to
act first before dice even come up. If the full contest comes up in the middle of a skirmish
(see Chapter 12) then initiative goes to the one whose roll came up first. If neither of those
apply, then the player character is considered to have the initiative by default. If both
parties are player characters, flip a coin.
On every round after the first, initiative is determined by the results of roll. If the ag-
gressor wins, they maintain initiative. If the defender wins, they now have initiative and
become the aggressor themselves.
Declare Roll
The party with initiative gets to choose the action they want to take, based on the
context of the conflict at hand. They both declare this in narrative terms, and suggest the
combination of attributes and skills they want to use for it. If you’re creeping through
the woods trying to find the other party before they find you, it could well be Agility or
Cunning with Stealth or Survival. A heated debate will often call on varying combinations
of Acumen, Willpower, Cunning, or Social with Orate, Education, or Manipulate. If the
suggested attributes or skills are out of sync with what the player has declared in their
narration, the GM is free to suggest a combination better fitting to the situation or the
player can revise their description.
In addition to the choice of action and attributes or skills, the aggressor must choose
whether they want to press or angle for this roll.
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Press
A press is a direct attack. It represents the straightforward or forceful attempt to ac-
complish your goal. In a foot race, a press is a burst of raw speed to catch up with (or gain
distance from) your opponent. In an argument, it is a direct point made against your
opposition. Pressing brings you closer to winning the contest, but takes a risk at the same
time. If you succeed on your roll, you deal stress to your opponent (see below). If your
opponent succeeds, however, you will be the one who takes stress instead. In a tie, neither
party takes stress, but the aggressor maintains initiative.
Angle
An angle is an attempt to maneuver against your opponent indirectly in such a way
as to gain the upper hand. In a foot race, an angle could be calling on Agility/Athletics to
nimbly pick your way through a thick crowd or taking a shortcut through a narrow alley.
In a debate, it could be using Cunning/Manipulate to lure your opponent into a verbal
trap.
Successful angling does not inflict stress, but if the aggressor wins the roll they gain
2xMoS in bonus dice towards their next roll in the following round. Thus, winning by
MoS1 yields 2 bonus dice. Winning by MoS3 yields 6. If the defender wins, the defender
gains initiative as normal but no stress is dealt to the aggressor. This makes angling a
useful choice both to gain tactical advantage and as a stalling tactic against someone with
a larger die pool.
Defend
The aggressor’s choice of action determines what the defender will roll in turn. This
follows the normal rules for contests, with the defender either having to match (roll the
same combination of attributes and skills as the aggressor), or resist the roll (using the
attributes or skills appropriate).
Assign Stress
In practice, stress is like a temporary wound that only applies to rolls within the full
contest. It is a purely narrative device, representing the escalating tensions of the conflict
as one side or the other draws closer to victory. As you wear your opponent down, they
have increasing difficulty affecting you.
Whenever the aggressor chooses to press and either party rolls an MoS1+, the character
who lost the roll takes a level of stress equal to the winner’s MoS. If the aggressor succeeds
with MoS2, the defender takes level 2 stress. If the defender succeeded with MoS4, the
aggressor takes level 4 stress.
Stress follows many of the same rules as physical wounds from combat, causing a shift
in the TN of the character afflicted based on its level. In addition to diminishing your
opponent’s effectiveness within the conflict, it has the handy side-effect of making the TN
bar on the character sheet a way to measure progress. Also like wounds, only the highest
level of stress caused counts. If your character has already taken level 3 stress (TN9), there
is no need to track a level 2 stress result (TN8) against them.
Table 09.01: Stress Level TNs
Level 1 Level 2 Level 3 Level 4 Level 5
TN7 TN8 TN9 TN10 Victory
Note that the TN shift from stress only applies to rolls that are related to the full contest
taking place. If the characters were in a full contest that had rounds set for days (tracking
a fugitive across the frontier), the TN-shift from stress would only apply to the roll made
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to resolve that round, not to any other conflict they might have to resolve in the time
between. TN shifts from physical wounds or fatigue do count towards the TN, however. If
the character had a TN7 from stress, but suffered a physical wound that gave them TN8,
they would use the higher of the two.
Resolve
A full conflict ends when one party inflicts level 5 stress on the other. If neither party
has been taken out or gives up (Giving Up, below), then move on to the next round, repeat-
ing steps 3-5 as necessary. The character that succeeded now has initiative, and can choose
their actions accordingly.
Once someone takes level 5 stress, they are out. Their opposing force prevails, but the
quality of their success depends on how close the results were.
• If the winning party has no stress, they have an extraordinary success the
equivalent of an MoS3+ result on a normal roll.
• If the winning party is at level 1-2 stress, they completely achieve their desired
intent.
• If the winning party is at level 3 stress, they succeed with either a compromise
or a minor complication (they may choose which).
• If the winning party is at level 4 stress, they succeed in their intent but at the
cost of a major complication.
Stress is temporary. After the conflict is settled and any complications are introduced,
all accumulated stress disappears and can be erased from the character sheet.
Giving Up
Sometimes the risk just isn’t worth the reward. A party can withdraw from a full contest
at any time to try and avoid the worst of the complications.
• If they withdrew with stress 3 or lower, they suffer no complications.
• If they withdrew with stress 4, they suffer only a minor complication instead.
Now uncontested, the other side wins as though they accrued no stress (an extraordi-
nary success).
Multiple Participants
If multiple participants are involved on either side, they break down roughly into two
teams. This functions identically to a full contest between individuals, with a single char-
acter representing each team and making an opposed roll for their side each round. The
team with initiative chooses their action and type as normal. Taking point rules apply
here as they would anywhere else, with teammates free to describe their own actions to
provide helping dice.
The character representing each side may change between rounds, allowing different
characters to take advantage of their various specialties. However, everyone on the same
team is linked within a full contest. The team as a whole shares any stress inflicted and
rolls at the appropriate TN. On the other hand, bonus dice from angling also carry over
forward regardless of which character on that team will be making the next roll.
Abstract Opposition
Full contest can also be a way to handle more abstract opposition, such as fighting a fire
or infiltrating a guarded fortress. The GM’s section has advice on how to construct and
run abstract mechanically, but from a player’s perspective it works in a very similar way
to any other full contest and follows the same rules, with one minor exception.
Unyielding
Stress introduces a TN shift that represents both escalating tensions as both sides begin
to struggle to affect one another. It works under the assumption that one side can affect
the potency of another. In a chase, the further you get away from your opponent, the more
difficulty they will have in catching up to you or influencing your actions. With abstract
opposition, it isn’t always possible to meaningfully diminish your opponent.
Unyielding opposition is not affected by TN shifts. Level 5 stress is still victory in the
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conflict, but no matter how much stress you inflict, unyeilding opposition will always roll
at TN6. No normal course of action can really effect a forest fire, but you may be able to
escape before you roast.
Though unyielding opposition is often elemental in nature, it’s status is not based upon
the inherent nature of the opposition itself. Instead its based on your relationship to it and
whether it is possible to reduce its influence. A ship caught in a thunderstorm at sea will
face unyielding opposition. There is nothing that can be done to reduce the storm’s effect
on the vessel. A ship trying to outrun a thunderstorm before it’s caught is no different than
any other chase, with stress inflicted raising the storm’s TN like any other opponent.
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10 Melee
Combat
Of all forms of conflict, combat is among the most dramatic. In ‘Bastards, melee combat is handled
in a very specific way to emulate both the fast cinematic way in which blades cross in fiction and the
dynamic dance at the heart of historical fencing.
A Turn of Phrase
In fencing circles, melee combat has been referred to as a “conversation in steel,” composed of phrases
of blade-play and punctuated by gaps without action. In ‘Bastards, we use the word phrase to refer to
an individual cycle of melee combat, which is outlined as follows:
1. Establish Dice Pools (Refresh)
2. Opening of a Phrase
2a. Determine Reach Control
2b. Determine Initiative
3. Positioning Rolls
4. The Clash
4a. First Tempo
4b. Second Tempo
5. Repeat.
Problem pikes
Compare the weapons being used. If both combatants have weapons of equal reach or
Canny observers
are locked in a grapple, ignore this step. In the case of a reach mismatch, one of the char-
may have noticed that
Extended reach stops at acters has a benefit over the other in the form of reach control. This translates to +2CP
around 7ft, well short of (+4CP if they are benefitting from the emphasis of the Spears or Daggers proficiency).
weapons like pikes and At the start of the fight, control goes to the character with the longer weapon by default.
sarissa. These weapons Should the character with the shorter weapon score a hit (regardless of whether or not it
simply aren’t meant for results in a wound), they gain control over reach at the next refresh. Should the character
the kind of individual with the longer weapon score a hit after that, they regain control and so on.
combat we model here.
<Insert an example!>
If it should come up
that a player insist on If a character is using a weapon in either hand, reach is always calculated with the
using a pike, or by some longest weapon. To seize or regain reach control you must strike your opponent with the
contrivance they must longer of the two weapons. The bonus from reach does not shift between tempos, but only
defend themselves with at the beginning of each phrase, so you won’t always see an immediate effect.
a galley’s oar, then
assume it is Extended
reach and apply a Determine Initiative
disadvantage to all Melee combat is a dance in which someone naturally leads and the other must follow.
manuevers using the As explained in the last chapter, in ‘Bastards, we refer to this as having initiative. The
weapon. They just aren’t person with initiative is considered the attacker or aggressor, with the other party taking
optimized for that sort up the position of the defender. During the phrase, the person with initiative declares
of thing. their actions (and dice allocation) first, with the other party then responding. One party
acts, the other reacts.
104 In combat, the attacker will retain initiative until the defender successfully beats an
attack roll with at least an MoS1, at which point the defender gains initiative and becomes
the attacker. On a tie, the attacker retains initiative and may continue attacking.
At the beginning of a fight, initiative is largely determined by how the fight actually Why throw
begins. Nearly all scenarios boil down to one of the following: White?
There are a handful
Sucker Punch of solid reasons to play
One character suddenly and abruptly attacks another, such as throwing a punch in the defensive in a duel.
middle of an otherwise verbal conflict. The combat begins as normal, with the character Several defenses have
who attacked first having initiative. The defender may declare a defense as normal. In offensive properties to
addition, the attacker is assumed to be at the proper reach for their weapon, even if it is them, which can create
shorter. For obvious reasons, the defender cannot pre-empt. a tactical advantage. It
also grants you the op- W
Ambush portunity to gauge your
One character gets a drop on another, whether by sneaking up on them or attacking opponent’s commitment, There
making them show their of soli
unseen. Not only does the attacker automatically gain initiative, the opponent only has dice first.
defens
half their total CP available in the phrase immediately following. They gain their dice
The biggest reason Severa
back as normal after refresh. In addition, the ambusher is assumed to be at the proper though is simply avoid- offensi
reach for their weapon, even if it is shorter. As you might imagine, this can be extremely ing a red/red situation. them,
effective. As with ambush, the defender cannot pre-empt. It looks great in samurai a tacti
films, but unless you also gr
Skirmish have strong armor or an portun
If the fight is initiated by a melee action in a Skirmish (see Chapter 12: Skirmish), then offensive maneuver that oppon
the one who initiated the fight (whose action it fell on in sequence) is automatically the will protect you at the makin
aggressor. After a fight begins, however the sequence roll simply determines when the same time, such a move dice fi
scene is played out in the roster and does not effect initiative thereafter. is liable to get you killed. The b
though
Dueling ing a r
On occasion, two people will square off with swords drawn. It isn’t clear who will It look
make the first move as each circle and feel each other out. In this case, initiative can be Standing Down films,
established by a die throw. When the time comes to determine who will attack and who Sometimes the have s
character with initiative offensi
will defend, each player secretly grabs either a red or white d6. Both players roll their dice
will decide for whatever will pr
simultaneously, revealing them to the other player. A red d6 indicates that the character
reason not to attack, same t
will attack. A white indicates that the character wishes to remain on the defensive. choosing to remain on is liabl
If one party throws red and the other throws white, then initiative has been established
the defensive. If the
and the fight begins as normal. character with initiative
chooses not to attack in
If both characters throw white, then the parties continue circling one another, feeling
each other out. a tempo, their opponent
automatically gains ini-
If both characters throw red, things can get messy. Known as a “double without de- tiative and may declare
fense,” both parties attack simultaneously, with neither party defending themselves unless
an attack of their own
a defense is built into the maneuver they were using. Resolve both maneuvers simultane- as though they were the
ously. Impact rating (pgXX) does not reduce the opponent’s pool until after both hits have
original attacker.
been resolved. If you have the dice, you can attempt to Preempt the attack (pgXX). If both combatants
choose not to attack,
then it creates a pause
Positioning Roll in combat as though
someone had used a
‘Bastards handles combat terrain in an abstracted fashion. The positioning roll can be successful Disengage
used for anything from negotiating environmental hazards, to forcing an opponent into a maneuver.
disadvantageous position, to recovering your own.
Positioning rolls are made by allocating dice from your combat pool, and then rolled
against either an Ob set by the GM, or (more often) the opponent’s own dice allocated to
the same.
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The positioning roll is generally optional. The character with the initiative is given the
choice to declare a positioning roll first and their opponent given the chance to allocate
positioning dice of their own. If they decline, the opponent is given the opportunity to
declare a positioning roll, with the original character given the same chance to allocate
dice in response.
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The Clash Playing it Safe
Melee combat is a series of pauses and footwork punctuated by violent clashes of steel.
The first tempo is an
‘Bastards treats this exchange of blade play as a pair of tempos that take place each phrase.
opening action, and in
Each tempo represents a single movement or attack that forces a response from your enemy.
certain ways it is a kind
The second tempo immediately follows the first, with virtually no time between them. As of gambit. If one spends
such, there is no time to do things like drawing another weapon, repositioning, and so too many dice, you
forth during the clash, though one can choose to drop their weapon at any time. run the risk of over-
extending yourself and
Balancing Dice arriving in the second
tempo with too few dice
At the most basic level, a character’s combat pool represents a burst of effort that the to defend yourself or
character can exert over the duration of a phrase. Tempo represents a kind of resource maintain control of the
management. After subtracting any dice spent in the positioning roll, players allocate initiative. Worse than
their dice between the two tempos — an opening action and a subsequent recovery. Any that, you could become
function of combat that takes place during the clash is a function of those dice, including a tempting target for a
the activation costs of any maneuvers used. preemptive attack. On
the other hand, if you
Dice are allocated in a specific order, with the attacker declaring their dice first, then the
spend too few dice in
defender. In the second tempo, the attacker may use their remaining dice, and the defender the first tempo, your
may do likewise. After that, the dice pools refresh and the phrases begins again. opponent could use the
opportunity to go heavy
Attacking on their own dice with
potentially disasterous
After initiative is determined, the aggressor may declare their attack. In ‘Bastards, this results.
takes on a specific syntax, as the player must specify the maneuver being used, how many Most of the time it’s
dice they are placing into the attack, and what part of their opponent they are aiming at. to a player’s benefit to
keep their dice relatively
Select a maneuver
balanced in allocation
Chapter 05: Proficiencies & Maneuvers listed a series of maneuvers, and you may choose between first and second
any offensive maneuver you have access to with your current weapon and proficiency. tempo. This is especially
Certain maneuvers have an activation cost, which indicates a number of dice that must true if you are unaware
be spent from your CP in order to use it. These dice are discarded for the remainder of of how many dice your
the phrase and are not rolled with the attack. Many maneuvers can be augmented, which opponent has.
changes the way in which they perform. Declare these as you would any other maneuver, The big thing to
paying any activation costs incurred by the maneuver or its augmentations. remember is that just
like in real life, not
Divide up your CP getting hurt is way more
After paying any activation costs, decide how many dice you are going to put into this important than hurting
your opponent. Wounds
attack. This will determine the number of dice you get to roll against your opponent.
in ‘Bastards are nasty.
Nominate a wheel It never hurts to favor
defense.
Finally, select a Wound Wheel to indicate what part of your opponent’s body you are
targeting. The full chart is on pageXX, but for reference, the available wheels are: Head,
Arms, Thigh, Shin, Belly, and Chest. If attacking from behind, use the same wheels, but
certain individual wound locations will be substituted. Note that certain wheels may be
obstructed by shields or the like (see Wheels and Favoring, below)
When done properly, a declared attack will at the very least sound like “I Swing for five
dice at his Head,” but feel free to embellish as desired. “I bring my kriegsmesser down in a
heavy two-handed blow, dropping seven dice in a Draw Cut across his Chest,” sounds so much
better.
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Defending
Defending is done in a fashion identical to attacking, above. Select an appropriate ma-
neuver, pay any activation costs, and declare your dice allocated. You do not have to select
a wheel, as you’re automatically assumed to be defending the correct location.
Defender Wins
If the Defender wins, they suffer no damage from their opponent’s attack in addition
to whatever additional benefits might be gained from their choice of maneuver. They gain
initiative and may attack in the following tempo.
Attacker Wins
If the attacker wins, they then roll the location of the wound and resolve damage. The
location is resolved by rolling a d6 and comparing it to the targeted Wound Wheel, count-
ing clockwise from the top to arrive at your actual location. Swings use the results on the
outside of the wheel. Thrusts use the results inside of the wheel.
Favoring The total damage of a blow is equal to the total of your Margin of Success and your
Summary weapon’s DR. Your opponent then subtracts their Stamina and any benefits from armor.
A character without The resulting number is the level of wound taken (See XXX). Subtract any impact from the
a shield can cover one opponent’s remaining die pool. If they have fewer remaining dice than the impact rating,
wheel at the cost of they are dropped to 0CP and the remaining is subtracted from the following refresh.
one die, and that’s it. A
character with a shield Ties
gets to cover a bonus On a tie, neither side gets what they really wanted. The attacker retains initiative, but
amount of locations they failed to land a blow. They deal no damage and reach is unaffected. The defender man-
based on their shield die
ages not to get hit, but they are still on the back foot and unable to gain the initiative.
in addition to having the
option of spending one After
die to cover one more.
If any maneuver used has a follow-up effect (See pg.XX) roll the appropriate dice now.
Note that this only
If this was the first tempo, move on to the second tempo and the combatants use up any
works for melee combat.
Ranged combat ignores remaining dice. If this is the second tempo, go back to refresh and begin a new phrase.
favoring entirely, but Repeat until someone surrenders, dies, or breaks from combat.
treats shields as cover or
concealment (see pgXX).
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Wheels and Favoring
Not all Wound Wheels can be targeted at all times. Players can intentionally prevent
wheels from being targeted through favoring, positioning themselves in such a way as to
keep certain parts of themselves better defended.
You can choose to favor a location during the opening of a phrase, after reach is calcu-
lated but before any positioning rolls are made. In order to do so, you may spend a single
die from your combat pool and place it on one (and only one) wheel you’re favoring. That
single wheel may not be targeted by your opponent’s attack unless they beat you on a
positioning roll, or use a maneuver that circumvents this (Wrap).
Shields automatically grant a certain amount of favoring dice based on their size (pgXX).
These dice may be freely spent in the same manner, and are in addition to the single die a
player can choose to spend. However, all favoring dice from a shield must cover a contigu- Two on Three
ous area. You could use a shield to favor arm, head, and chest, but not head and legs at the In any instance where
same time without covering the chest and abdomen as well. there is an uneven match
between numbers of
opponents, divde the
Multiple Opponents
Fighting multiple opponents puts you at a massive disadvantage. Whenever possible, fights.
greater number up by
the smaller number until
it is a series of X-on-One
you must use their numbers against them, positioning yourself so that your adversaries If it’s five-on-three,
get in each other’s way. then it will generally be
When fighting two-on-one (or three-on-one), the combatants divide up into teams, the two instances of a two-
outnumbering side and the lone combatant. Each character on the outnumbering side must on-one bout with the odd
declare how many dice each will be allocating towards their individual positioning rolls. character out having a
The lone combatant may then declare how many dice they will spend on positioning. All normal one-on-one fight.
parties roll simultaneously and compare their individual totals to the lone combatant. Of course, if someone
on the less-numerous
Lone Combatant team is a higher priority
If the lone combatant rolls a number of successes greater than the highest positioning target or simply known
roll from the outnumbering side, they win the positioning roll. They begin with initiative to be significantly more
dangerous, there’s noth-
and choose the number of opponents, from one to three, that they will face simultane-
ing preventing the more
ously. The specific opponents fought are chosen in the order of their positioning rolls, numerous team from
with the highest being chosen first, next highest next, and so on. If there is a tie between ganging up. You could
opponents in positioning roll, the lone combatant may choose whichever among the tied just as easily have a pair
they please. If the lone combatants positioning roll was MoS3+, they may choose which- of one-on-one duels with
ever opponent(s) they please regardless of positioning roll. If the lone combatant is tied an unfortunate soul
with the highest roll from the outnumbering side, they still only face one opponent but facing three opponents
lose initiative in the process. at once.
Multiple fights
Outnumbering Side
However a fight is di-
Anyone on the outnumbering side who beats the lone combatant’s positioning roll may vided up, each individual
fight them in the following phrase, up to a maximum of three opponents simultaneously. fight is self-contained.
If more than three opponents beat the lone combatant, then the three highest are the ones When multiple fights are
who will be in the fight. They also begin with initiative in the first tempo and declare their happening simultane-
attacks in the order of their positioning rolls, from highest to lowest. ously, use sequence (see
<Example> Chapter 12: Skirmish) to
determine in what order
The outnumbering combatants now involved may each make their attacks as normal, they are resolved.
and the lone defender must divide up their CP to defend against each attack individually.
This means separate die allocations in separate piles. If they successfully defend against
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any one of the attacks in the first tempo, they gain initiative and may retaliate against a
single opponent of their choice in the second (assuming they have any dice after suffering
impact). If they fail to defend against all attacks, they will divide up any remaining dice
between the next wave of attacks which must be individually defended against.
<Example>
Tie
If there is a tie between the lone combatant and one or more opponents on the outnum-
bering side, the lone combatant only faces a single opponent, but initiative goes to the
opposite side.
Preempting
Sometimes a character will respond to an attack not by defending, but by trying to
beat their opponent to the punch, declaring their own attack instead. Preempting creates
a contested roll, which determines which attack lands first. If dealing with a red/red, the
character who rolled lowest on the die throw is considered the original attacker for steps
1-3 and 6.
1. The attacker declares their offensive maneuver, allocating dice and targeting
their wound wheel as normal.
2. The defender declares a Contest of Speed. Both parties start with a number of
dice equal to their Speed attribute and may increase this pool with dice from
their CP on a 1:1 basis.
3. The Defender must declare their die allocations first, both their attack and any
dice allocated to increasing their Speed pool. The attacker may then increase
their own speed pool with dice from their CP.
4. Both characters roll vs Base TN. The original attacker is considered advantaged.
On a red/red, no one is advantaged. The winner of this contest has their attack
land first and is resolved unopposed.
5. If the winner’s attack caused impact, those dice are removed from the loser’s
current attack first. If they are alive and have dice left in that attack, they may
now resolve their own attack.
6. If both parties survive, initiative goes to the party that rolled the most suc-
cesses on their attack roll. Ties favor the original attacker.
7. If a red/red situation applies, the character who rolled lowest on the die throw
is considered the original attacker for steps. 1-3 and 6.
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11 Ranged
Combat
Before any kind of ranged attack can be made, you need line of sight to your target — an unbroken
line from you to them. You can’t shoot what you can’t see. If you have a target you can hit, the proce-
dure is as follows:
Overview
1. Establish Dice Pool
2. Check Range
3. Check for Cover
4. Check for Complexity
5. Take the Shot
6. Resolve the Hit
Range
Band of Bastards uses an abstract combat environment. While a map and miniatures can be help-
ful in establishing general spatial relationships, they are by no means required. For the purposes of
determining weapon ranges, distance is divided into seven even loose range bands like concentric
circles around the shooter.
The first four of these bands are Melee, Close, Short, and Medium range. These are the most
Band of Bastards Beta 0.1
common ranges most characters will have to deal with and also represent the ranges of
most weapons. They are generally defined by the amount of open terrain between the
shooter and a target, as dictated by the environment.
The remaining three bands are Long, Extended, and Remote range. These represent
completely open terrain where the distances begin to limit the amount of detail the naked
eye can discern. Few weapons can reach out this far, and engaging individual targets at
long range and beyond is impossible without rifling. Beyond these ranges, it becomes
impossible to spot a man-sized target with the naked eye.
Determining Range
Most of the time, the range will be evident from where the scene takes place. If there is
Bulletproof any doubt, assume that the furthest applicable range band applies. If a conflict breaks out
Cover with one side successfully ambushing the other (See Chapter 12), the ambushing side can
In real life, a well- decide at what range they want to begin.
charged black powder
firearm can shoot
through a door frame
or hostage at reasonable
Check for Cover
ranges. For the sake of Cover is anything that can physically protect a character from projectiles. Walls, large
simplicity, though, we trees, big rocks, and sandbags are all excellent examples of cover. Figure out which parts
decided it was much of the target are exposed, and which are obscured by cover. A man leaning around a
easier to claim that all corner with a pistol will have at the least their head and the weapon arm exposed at least
cover nullified shots to the shoulder. A target loosing a bow through an empty window likely has their chest,
protecting that location arms, head and neck completely exposed.
than to treat different
Body parts behind cover do not contribute to complexity (below) but instead those
material covers as differ-
areas are protected from harm. If the hit location of a shot indicates part of the body that
ent levels of armor.
was behind cover, it is effectively nullified. If no part of a target is visible from behind
112 cover, there is no line of sight and thus no shot is possible.
Check for Complexity
Like melee, CP in ranged combat involves allocating the character’s dice in different
ways depending on the situation at hand. For ranged combat, these dice are generally
allocated into two pools — placement and complexity.
Placement roughly translates into the likelihood of hitting something vital. The more
successes you roll for placement, the greater the severity of the wound. Complexity is an
obstacle that represents all of the adverse factors that affect a shot, including movement,
distance and visibility. The more difficult a shot, the higher the complexity. Most of these
factors are environmental in nature, but a few are based on motion and the size of the
target itself. Table 11.02 summarizes all of the modifiers to a complexity Ob, though your
best judgement always applies.
Under perfect conditions, a shot may not have a complexity Ob at all, allowing the
attacker to allocate their entire pool into placement with devastating consequences. If the
shot would be at a net Ob of 0 or less, then no complexity roll is required. Negative Obs do
not, however, translate into any kind of bonuses for the attacker.
When everything else has been accounted for, the shot is rolled. Both placement and
complexity (if required) are rolled against the attacker’s Base TN. For an attack to be a
hit, both pools must succeed. Placement requires only a single success, but additional
successes indicate a more damaging shot. Complexity requires that the Ob be met, with
failure indicating a missed shot. If the complexity Ob is met but no placement successes
are rolled, the shot can be assumed to have only grazed the target.
Leaning Out
A ranged attacker behind cover can try to minimize their exposure by leaning out.
Effectively, the character remains in complete cover until the moment of their shot, leans
out, and then dives back behind cover whent he shot has been made. Doing this imposes
a +2 Ob complexity to the shot for rushed target acquisition, but allows them to remain
in full cover both before and after the shot has been made. It does not, however, protect
them from any ranged attacks that come at them during the same step in sequence (see
Skirmish).
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Missed shots
Resolving the Shot
If both pools succeed, the hit location is determined randomly by default. Roll a red and
Keep the environment
white d6 simultaneously. The red die determines which wound wheel the shot lands on.
in mind whenever you’re
dealing with either a The white die determines the precise location struck, using the inside (thrust) locations.
missed shot. If a shot If that location is behind cover, the shot is absorbed or otherwise harmless. If it hits an
has some complexity exposed body part, add the placement MoS to the weapon’s DR to determine the attacker’s
due to a target weaving damage, then subtract the defender’s Stamina and Armor Value (and properties) as normal
through a crowd, a to determine the wound level.
missed bullet will go
somewhere and might
hit a bystander. The
material being used as
cover should similarly
be kept in mind. Barrels
Called Shots
Characters can make a called shot to take more control of where their shot will land.
count as cover in our This is especially useful when you’re dealing with a target who is armored or behind
rules, but their contents cover.
will at the very least If the target is unaware or helpless, and up to optimal range for your weapon, you may
begin to spill. It is a freely choose your target wheel.
fool that hides behind a
If the target is not unaware, you can aim high or low at optimal range. Treat the red
powder keg.
die as a d3 when determining hit location, counting only the upper or lower wheels,
clockwise.
It is also possible to narrow your aim to a specific wheel or wheels by spending dice
from your pool on wheels that you don’t want to hit. To get a head shot up to optimal range
for your weapon, you would need to spend two additional dice to cover up the chest and
arms wheels. At longer distances, the same headshot would cost five dice, covering up
every wheel except for the head.
When figuring out the wound location, just skip over the excluded wheels as you count
clockwise when determining wound location.
Multiple Targets
Engaging multiple targets in a single round requires a weapon capable of making mul-
tiple shots (such as a double-barreled pistol), or one with an Instant reload speed (such as
a bow).
Multiple targets can be engaged in a single round by dividing one’s CP between the
shots. Each target is considered an individual attack on its own, and follows all of the
normal rules for a ranged attack. When complexity applies, it applies to each attack
individually. If an attacker were shooting at two targets, each as a complex shot, then
they would ultimately need to divide their pool into placement and complexity for each
target resulting in four pools to manage. For obvious reasons, attacking multiple targets
is generally reserved for either the extremely skilled attacker or targets under the most
optimal condition.
The maximum number of targets that can be engaged in a single round is equal to the
attacker’s Agility or Cunning (whichever is lower) and limited by the number of shots
they can actually fire before reloading.
Madis has stealthily approached a river bank and sees two bandits watering their
mounts. Having been chased by outlaws for days, he sees it as an excellent opportu-
nity to thin their ranks and possibly even acquire a horse. He could easily take one
of them down in a surprise attack, but then the other might be upon him before he
114
can loose another shot. As Madis is quite skilled with a bow, he decides to take down
both bandits before either has a chance to realize their peril.
He could divide his 12 CP into equal parts, but as one of the footpads is wearing a
gambeson, Madis goes for an 8/4 split to ensure greater penetration on the armored
character. For the purposes of these two shots, Madis effectively has a CP of 8 and 4
that he can use to engage the two targets.
Madis has an Agility of 3 and a Cunning of 4. Had there been more bandits, he
could have chosen to engage up to 3 of them with his bow in a single round.
Thrown Weapons
Thrown weapons function identically to other ranged weapons, with two exceptions.
First is that they use the relevant melee proficiency for their CP, even as a ranged attack.
Javelins use the Spears proficiency, throwing knives use Daggers, and so on. The second is
that unlike other faster projectiles, thrown weapons can be deflected.
To deflect a thrown weapon, the target must be both aware of the incoming attack,
facing the thrower, and have a melee weapon or shield in hand. The attacker goes through
their roll as normal, allocating their dice as normal and dividing up between placement
and complexity if required. After the attacker’s made their roll, note their total successes.
The defender uses the relevant melee proficiency and uses their entire CP as a de-
fensive pool, rolled at a disadvantage. If the defender equals or exceeds the attacker’s
total successes (both for placement and complexity), then they have successfully deflected
the thrown weapon. If they fail, resolve the damage per the attacker’s placement roll as
normal.
Shields
Shields count as cover for the purpose of ranged combat, and protect both the arm
holding it and a number of contiguous locations equal to the number of favoring dice they
grant freely. Shields also make it easier to deflect thrown weapons (as above). In addition
to counting as cover, they use their normal shield TN to defend against thrown weapons,
ignoring the disadvantage.
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116
12 Skirmish
In real life, combat is a brutish and unpredictable affair. Things happen at a wild and chaotic pace
as combatants clash steel or rain hell upon each other from a distance. Others flee the field or rush
in to aid the wounded. Frantic pandemonium makes for extremely exciting scenes, but also creates a
problem from a gameplay perspective. You need a structure to make combat work smoothly, but you
don’t want so much structure that you lose the sense of chaos.
Sequence
Situational awareness can only get you so far in anticipating and reacting to things
around you, particularly where the enemy is concerned. It’s impossible to know exactly
when your actions will line up compared to those around you. Sequence is where chaos
makes a comeback.
Actions are broadly divided into three types, each with an associated die. At the begin-
ning of the round, you have to decide what category the action you want to do will fall
into. In brief:
• Any attack-only option is a red d6
• Any movement-only based option is a white d6
• Any action that is both of those or neither is a d10
The die you roll will both determine when your action will show up in sequence (lower
is better) and lock you into a category of action without making you declare exactly what
that action will be. At the beginning of each round, each player (and the GM) grabs the
appropriate dice and everyone rolls simultaneously. The actions are resolved from lowest
to highest until everyone has acted. Then the whole process starts over until the scene is
resolved.
Ties are considered to be resolved simultaneously, unless the tied results are in conflict
with each other. In that case, the player goes first. If it’s a tie between players, just resolve
it with opposed Speed rolls.
Melee
Getting up close and personal with an opponent. A melee action can be used to charge
in and initiate a fight with someone, or to represent continuing a fight you were in last
round. To initiate combat, you must be within Close range on foot or Short range on
horseback. Characters may draw a weapon from a crucial slot during this charge for
free as part of their action. Initiating combat on your action automatically grants you
initiative, but reach control is given to the longer weapon as normal. It’s worth noting that
engaging someone in combat automatically takes up their action if they haven’t gone yet
this round, regardless of what they originally rolled for sequence.
If you were stuck in melee combat at the end of your action in the last round, all par-
ties involved must roll a red d6 for sequence. The actions of all parties involved will be
consumed at the same time, occuring whenever the lowest roll indicated. Initiative is de-
termined like any other ongoing melee, based on the outcome of the last phrase between
the combatants.
A melee action usually lasts until the end of a phrase in which someone has either taken
an injury worth recording, gained a significant upper hand on their opponent (disarmed
them, thrown them to the ground, gotten them in a hold), or someone is slain/surrenders.
If after three full phrases neither opponent has gained any real ground over the other,
the action ends and the camera moves on to the next actor as normal, with the fight to
be continued next round. Actions will never end mid-phrase between tempos unless an
opponent surrenders, is knocked unconscious, or slain.
118
Shooting
Reach out and touch somebody. Any ranged combat attack falls under shooting. The
action consists of a single combat pool’s worth of dice, either spent on one careful shot or
spread across multiple shots from the same pool. Reloading is a slow action (below), rather
than a red action. If the character was leaning out from cover to take their shot, they
remain exposed at the end of their action.
Aim
The character lines up a careful shot on the target, allowing them to make their ranged
attack at -1Ob complexity. If the character was leaning out from cover to take their shot,
they remain exposed at the end of their action.
Drag
Dragging or carrying heavy weight, as per your Strength threshold. Count as a normal
movement, but with all range bands shortened by 1 (close is Ob 1, short is Ob 3).
Lay Ambush
Get into position to ambush a target. Designate a kill zone for your ambush, which can
be as small as a single door frame, or as wide as an alleyway. For ranged weapons, this can
be anywhere in the range of your weapon with unblocked line of sight. For melee weapons,
this must be within Close range (if on foot) or Short (if on horseback). If anyone wanders
into the nominated zone after your step in sequence this round, you may initiate an attack
on them based on the weapon you’re using. Regardless, after the first roll in sequence, the
character can decide to hold their ambush for as long as circumstances allow. They do not
need to throw sequence dice in following rounds. If the character wants to declare any
other actions (moving, shooting at a target not in their kill zone) they must roll another die
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Band of Bastards Beta 0.1
as normal and lose any and all benefits of ambushing. The benefits are also lost if the character
becomes engaged in melee.
If you’re using a firearm or crossbow, you take careful aim and wait. When the target enters
the nominated area, you may take an immediate shot at them. If this shot occurs in any follow-
ing round, you may also take it at -1Ob complexity (the aim bonus is built in). This shot takes
place at the beginning of the opponent’s action, before they can complete it. Thus if they were
moving to get into cover, you would shoot before they got there. If they leaned out of cover
to take a shot, you would get your shot off first. Firearms with multiple barrels may target
multiple opponents (or make multiple shots) with a single pool as normal, provided all targets
are within the kill zone.
Vaiga is pointing her pistol out of the window and has established a doorway across
courtyard as her kill zone. She sees an arquebusier leaning into the doorway to take a shot
at her. The arquebusier has his head, chest and both arms exposed. Vaiga can now freely
take a shot at him. She allocates her dice, including for the called shot to the head, but the
bullet flies wide. She’s in big trouble now — it’s the arquebusier’s turn to take a shot and
Vaiga’s head and right arm are still exposed.
If you’re using a bow of any sort, you are at a slight handicap. When your target enters the
kill zone, roll a die based on your type of bow (d6 normally, d10 if it has the Long trait). If your
die result is equal to or lower than your target’s step in sequence, you may loose your shot
before they finish their action as above. If it’s greater than the opponent’s step in sequence,
your shot is taken after their action is completed. If their action would make them an invalid
target (no line of sight, moved out of your range, etc) then your shot misses automatically. If
this shot occurs in any round following the lay ambush sequence roll, you may also take it at
-1Ob complexity (the aim bonus is built in). Bows may target multiple opponents with a single
pool as normal.
Madis is standing across the street as has established his kill zone as the alleyway left
to the burning inn. On sequence 3, he sees a ragged figure charging out from that alley
and rushing straight at him with a rusty cleaver. Madis rolls a d6 and gets a 3. This is just
barely enough to draw and loose in time to drive an arrow through the assailant’s chest.
Had the assailant came from some other alleyway or had a marksman popped out from
one the windows above, Madis would not have gotten the free shot, as those weren’t his
designated kill zones.
If you’re using a melee weapon, it is a matter of taking a position and waiting. When the
target moves into the nominated area, you may immediately initiate melee with them before
they have the chance to finish their action. If you do this from a position where the target
would not have seen you before, you also count as having ambushed them per the melee rules
(attacker has initiative automatically, defender has only half their CP to use in the first phrase,
attacker begins with reach control even if they have the shorter weapon. Obviously, if both
combatants have the same length weapon, no one has reach control).
Provoke a Duel
Cornering an opponent in such a way that they are required to fight you. Different from a red
(d6) melee action in that you aren’t charging in and automatically taking the initiative. Instead,
you’re blocking their path in such a way that they have no choice but to fight you but without
you necessarily having to take the first swing. Use the Dueling rules to determine initiative
(red/white throw). Otherwise, all distances and conditions work as the red (d6) melee entry.
Reload
Reloading a firearm or crossbow to be used again. Reloading consumes the character’s action
this round. Some weapons will require more than one reload action to be made ready.
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Run and Gonne
Any combination of movement while making a ranged attack. Movement is handled
per the white d6 rules, but with all ranges a band shorter (melee is free, close is Ob1, short
is Ob3). Horseback increases each range band as normal. The shot follows the normal
rules for shooting, but at an additional +1Ob complexity for the shooter moving. If a roll is
necessary, make the movement roll first. The shot may be resolved at any point along the
length the shooter covered. Most commonly, this will be used to lean out of cover, take a
shot, and then return to cover, but also covers any kind of shot from horseback.
3. Resolve Actions
Each character takes their actions in step, from lowest to highest die result. The indi-
vidual actions are resolved according to the rules for that specific action. If one character’s
action would consume another character’s action later in sequence (for instance, locking
them in melee combat), then they are skipped. If two or more characters end up on the
same sequence then their actions are resolved simultaneously. If those actions would be in
conflict, the player goes first. If it’s a tie between players, make opposed Speed rolls.
An Example Skirmish
The Ambush.
Our merry band is travelling by a winding forest road. Right out of the blue, they are
greeted by a ragged volley of lead shot and crossbow bolts that lands from several angles
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Band of Bastards Beta 0.1
from the right side of the road. There are the lead ball glances off the polished surface
seven shots in total. with no effect. The second round hits him in
Vaiga gets hit in the back by an MoS4 the left thigh with an extremely (un)lucky
pistol shot from Short range for a total of MoS6 for a total of 13 damage and creates
8 damage. After subtracting armor and a level 4 wound. As the rounds are plate
stamina, that comes up as a level 2 blunt piercing at this distance, the ball punches
wound, denting the armor. Cookie reads: straight through the cuisse and the cookie
An eye watering blow to the kidneys. KD2. reads: Thigh completely pierced. Leg can sup-
Vaiga would lose 4 dice from impact, but as port weight for only short periods of time. BL1,
she’s not in melee when struck, it is ignored. KD2. Ser Osjand loses a further 4 dice from
She beats the KD rolls and keeps herself his pool and his Base TN is now 9. He rolls
upright. knockdown vs Ob2 and fails, collapsing to
Madis feels a bolt whip past his head, but the ground with an agonizing cry.
is unharmed. Round 1
Being the the biggest and most heavily Every player extends their closed fist
armored, Andev and Ser Osjand take the with a die hidden in the palm. The GM picks
brunt of the volley. up three dice, explaining that the pistoleer,
Andrev takes an MoS3 crossbow bolt to crossbowmen and arquebusiers get separate
the neck for a total of 8 damage, but his throws.
bishop’s mantle and massive Stamina score Jaff throws red, Andrev, Madis and Ser
of 5 make it a scratch not even worth men- Osjand throw white, Vaiga throws a d10. The
tioning. An arquebus shot pierces the boot GM drops a red and two d10. He assigns the
leather on his shin with an MoS2 for a total red to the pistoleer, the d10 on the left to the
of 9 damage. Being the monster that he is, crossbowmen as he mentioned them first,
Andrev barely wavers and receives only a and the 10 to the right to the arquebusiers
level 2 wound. Cookie reads: Surface layer as he mentioned them the last.
pierced. Some blood. Andrev would lose two
It comes up as Jaff 1, Andrev a 5, Madis
dice from impact, but like Vaiga, he is not
also a 5, Vaiga a 4 and Ser Osjand a 6. GMs
in melee when struck, so it is ignored. His
rolls come up a 2, a 3 and a 10.
Base TN hikes up to 7 due to the wound.
Jaff gets to go first and draws a pistol
Ser Osjand is struck by two arquebus
from his belt. Looking back, he sees a
balls and two crossbow bolts. The first bolt
pistoleer amidst the brushes holding two
hits him in the crown with an MoS3 for a
pistols. Having just shot one, the man is
total of 8 damage, where it will be resisted
lowering the other. Being concealed and at
with 3 Stamina plus 6 proofed helmet. It
Short range as established earlier, this is an
simply glances off. The second lands with
Ob2 shot. Jaff splits his pool into 4 and 6.
an MoS4 and finds its way to the armpit,
The Cplx roll comes up as 9, 8, 8, 1 meaning
where it meets a maille voider. The bolt does
3 successes, and the Placement comes up
and total of 9 damage, which is reduced to
as 8, 10, 8, 2, 1, 6 for a total of 3 successes.
a level 3 wound by the AV6 (3 Stamina plus
The 10 explodes and rolls a 7, bringing his
3 maille). Crossbow bolts normally deliver
total to 4 successes. With the pistols DR4,
piercing damage, but maille armor has the
that’s a total of 8 damage. Subtracting the
metal trait, which converts the damage type
pistoleer’s Stamina 3, it adds up to a level 5
to blunt. The cookie reads: Knocks out the
wound. The wheel rolls come up as 3 and 3.
wind. Bad bruising. Taking deep breaths is go-
Cookie reads: Inner thigh pierced, femoral ar-
ing to be painful for a while. Ser Osjand loses
tery cut. Massive amount of blood. BL3, KD3.
6 dice and his Base TN goes up to 7. The bolt
The pistoleer loses 5 CP from the impact and
is left dangling, stuck in the maille.
his Base TN hikes all the way up to 10. He
The first ball hits him in the chest with a also fails the KD roll and goes down with a
MoS2 for a total of 9 damage, but combined sharp shriek.
armor value of 9 shrugs it off with ease, as
122
Then it’s the pistoleer’s turn. He has 8 Jaff gets a 4, Vaiga a 4, Ser Osjand a 3.
dice at TN10 to shoot back at Jaff, but having
Madis a 7. The GM just assigns his reds
fallen into the underbrush, he can no longerfrom left to right in the established order,
see his target. He could try to get back up the pistoleer gets 2, crossbowmen get 1, and
with positioning, and still shoot, but with the arquebusiers 5, dropping their guns and
TN10, that’s not a likely prospect. Using his
drawing their steel.
full action just to get up to make himself Andrev sees the numbers on the table and
a target doesn’t sound good either, so, he’ll
doesn’t Fancy getting four crossbow bolts in
skip his turn. his direction. He burns 2SA and declares
On 3, the four bandits get their crossbows
In the Nick of Time, bumping his sequence
loaded and are done for the turn. prior to the crossbowmen.
On 4, Vaiga grabs onto the fallen Ser He decides to engage as many crossbow-
Osjand and declares her action as Drag. She men as he can, which is three. The cross-
digs her fingers under one of Ser Osjand’s bowmen are the outnumbering party and
pauldrons and drags him off the path where need to declare the positioning first.
they are hidden by the foliage. “Take his right, take his right!” calls one
At 5, Madis dashes into the treeline on of the crossbowmen. All three allocate 2
the bandits’ side of the road. He’s explain-dice for positioning each. Andrev drops 4
ing three main purposes: to find cover, to dice into positioning and everyone rolls.
flank the bandits, and to get into the shortCrossbowmen get 4, 4 and 5, 2, and 6, 3. One
range while flanking. The GM says that the success. Andrev gets 9, 4, 3, 1. Also a single
first two are easily accomplished, but if hesuccess. The tie means Andrev can fight
wants to get to the short range as well, he one opponent at the time, but has to choose
will have to ignore the pistoleer, as well as
the opponent that got the most successes
being exposed to him. The bandits are too in positioning. The tie also means that the
spread out to get into the short range of all
opponent has the initiative.
of them, but if the pistoleer is discounted, itWith crossbow in hand, there is only one
can be done. Madis accepts the compromise, reasonable action. Discharge! Seeing this
bolts into the woods and finds a solid elm to
hulking brute of a man close up now, he al-
crouch behind as he readies his bow. locates all his remaining 8 dice to the shot,
Simultaneously, Andev pulls the war- which is made at an advantage. Andrev
hammer from his belt charges forward into allocates 9 for Parry at TN7. The crossbow-
the midst of the bandits. man rolls 1, 7, 5, 8, 5, 2, 2, 4. Four successes.
Andrev responds with 6, 2, 9, 9, 4, 1, 5, 10,
On 6, it’s Ser Osjand’s turn. His plan was
to crawl and limp to the cover the best of 8 plus one exploding die 5. Four successes
his ability, but as Vaiga has already accom-as well! A tie. Andrev just barely manages
plished that and he doesn’t wish to separateto knock down the crossbow and the bolt
from her, his action goes wasted. The playerslams into to the dirt between his feet. The
doesn’t complain, as he knows that despite first tempo concludes and the second tempo
moving to cover being a mundane task in beings. By all rights, the crossbowman
normal circumstances, the GM surely would should now have the initiative, but he has
have made him roll for it due to his wound. spent all his dice, which means the initiative
Base TN9 does not have favorable odds. will transfer over to Andrev. Not remotely
On 10, the arquebusiers complete the amused, he allocates 4 dice to the swing at
first round of their reload cycle, and stillthe crossbowman’s head. The man, being
have one to go. out of dice, cannot defend. Andrev rolls
3, 10, 2, 2 and the exploder comes up as 4.
Round 2 Just one success, but it’s enough to connect.
Jaff throws white, Vaiga, Ser Osjand and MoS1 combined with Andrev’s warhammer
Madis throw a d10, everyone else throws makes 7 damage, which as the wheel roll of
red. 4 determines, lands directly to the lad’s face.
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Band of Bastards Beta 0.1
Having subtracted a stamina of 3, it makes a Both Fancy Hat and his partner drop 4
level 4 wound. The randomizer die lands on dice into positioning. Jaff doesn’t like the
6. The cookie reads: Face mangled. Eye lost. idea of facing both of those guys alone and
And the crossbowman fails the KO3 roll, drops 6 into the positioning himself. They
which he is making now at Base TN8. The both roll. The partner gets 3, 3, 7, 10, with the
blow takes the man down and he does not exploding die landing on 10, and rolled once
rise again. more ends up on a 7! Four successes! Fancy
As Andrev has accomplished a significant Hat gets 8, 6, 7, 6. Four successes again! Jaff’s
measure by taking out one of the crossbow- dice come up as 9, 1, 2, 9, 8, 6. Four successes
men, his action ends. for him as well! A very close call to Jaff. The
On 1, The sole crossbowman whose ac- tie allowes him to avoid fighting both of
tion didn’t get consumed by Andrev gets his them at once, but he has lost the initiative to
turn to shoot. He’d like to take out Andrev the outnumbering party. Since both Fancy
who seems both huge and dangerous, but Hat and partner are tied, the choice of the
being still engaged in melee with two of the opponent falls to Jaff and he elects to face
crossbowmen, that’s an Cplx3 shot to avoid Fancy Hat. The man immediately declares a
his fellow bandits. So, he opts to shoot Jaff 5 die thrust to Jaff’s thighs. Jaff parries with
instead, which is just a Cplx2 shot, being 7. Fancy gets 3, 1, 10, 4, 5, plus explosion of
that Jaff is running towards Andrev. 8, two successes. Jaff gets 2, 7, 6, 2, 3, 5, 5,
also two successes. A tie again! Jaff barely
He sinks 4 dice into Cplx and 2 into
manages to parry the thrust, but Fancy Hat
Placement. The rolls come up as 2, 4, 3, 4,
retains initiative. First tempo concludes, the
which is a miss (but would have dealt nice
second begins. Fancy Hat declares a 5 die
damage with his 7, 6, Placement). What a rot-
cut to Jaff’s face. Jaff feels he’s outmatched
ten luck to miss such a basic shot! Jaff sees
and attempts to Disengage. Fancy Hat’s
the bolt whizz past, but keeps running.
dice come up as 8, 1, 8, 2, 5. Two successes.
At 2, the bleeding-out pistoleer is taking Jaff manages 8, 3, 5, 3. A tie again! Jaff is
aim at Madis with his remaining pistol. He untouched, but fails to break away from
has 8 dice at TN10 for an Ob1 shot due to the Fancy Hat. The first phrase concludes and
foliage. The hand wavers as he sees Madis the second phase begins, the pools refresh.
preparing his bow. He splits his dice pool
Fancy Hat and his partner once again
equally between Cplx and Placement, gets
drop 4 dice into positioning. Jaff would like
7, 3, 3, 6 and 9, 9, 6, 5. The pistol cracks and
to drop more than 6, but he doesn’t feel he
Andrev hears the bullet whip through the
can can afford that. 6 it is. Padner gets 3, 5, 3,
foliage above his head. Madis is unharmed.
5. Zilch! Fancy gets 2, 8, 9, 7. Three! Jaff gets
At 3, Ser Osjand unbuckles his leg har- 9, 8, 8, 6. Four! He manages to win the ini-
ness from the injured side, allowing Vaiga tiative, but still has to fight the Fancy Hat,
immediate access to the wound. as he rolled the most positioning successes
At 4, Vaiga uses her slow action to rum- from his opponents.
mage through her pack to get the tools out Jaff has 11 dice left, so, he decides to thrust
to treat Ser Osjand’s leg. to theHat’s chest with 5. The Hat burns 2
Also on 4, Jaff calls out: “Andrev!” as he dice for activation and counters with 6. Jaff
arrives to the main battlefield. gets 3, 3, 3, 6, 7. Two successes! The Hat gets
At 5, the two arquebusiers with side- 3, 10, 5, 2, 7, 4, with explosion coming to 9.
swords close in to Jaff. They’re wearing Three successes mean a successful counter,
sunbleached uniforms and one of them has and bring the Hat’s CP from 2 to 4 for the
a really Fancy Hat. purposes of attacking in the next tempo (as
Jaff has CP14 with his Sword & Buckler Jaff’s successes are added to his existing
proficiency and as he’s rushed to aid Andrev, pool). He thrusts at Jaff’s chest for 4 dice.
his SA Andrev is like a brother to me is firing, Jaff burns 2 dice for activation and goes for
giving him three extra dice. Deflect & Strike for 4. Hat gets 6, 5, 7, 3. Two!
124
Jaff gets 9, 2, 8, 6. Three! He deflects the thrust with his buckler and uses the cover to return
a thrust of his own from the follow-up, targeting Fancy Hat’s face. This is a 1-die follow-up,
but as Jaff is using Sword & Buckler proficiency, it’s made with an advantage. The die comes
up as 5! A success! MoS1 with 4p from his basket hilt sword adds up to 5 piercing damage to
the Fancy Hat’s (randomizer comes up as 2) face (as we’re looking at the inside of the wheel
for thrusts). The cookie reads: Grazed jaw. Surprising amount of blood. BL1. Jaff manages to
get past his opponent’s guard and grazes his jaw just below the ear. The Fancy Hat loses 2
dice from impact and his Base TN bumps up to 7. The second tempo ends. Fancy Hat took
an injury worth recording, so we move on to the next person’s action. Jaff can finish this
next round.
At 7, it’s Madis’ turn. Getting shot at by the bleeding pistoleer was an unpleasant surprise,
but Madis pays no heed in finishing him off as he focuses to the main fight around Jaff and
Andrev. There’s only one bandit who is not engaged in melee right now, and it’s the one
guy that managed to shoot off his crossbow. Madis can see that his target is surrounded
by some trees and foliage, making it an Ob2 shot. Having thrown a d10, he uses Aim and
brings that down to Ob1. Madis confirms that the target is within Short range (optimal for
his bow), aims high, uses one die to cover up the arms wheel, and allocates 5 dice to Cplx,
6 to Placement. The dice come up as 3, 6, 2, 2, 9, and 4, 8, 4, 3, 8, 3. Two and two! The arrow
flies through the foliage and having just the two uncovered wheels to choose between,
hits the crossbowman straight in the head wheel. Randomizer die of 6 specifies the neck
location. The bow has a DR5 vs the crossbowman’s Stamina 3, resulting in a level 4 wound
to the neck. Cookie reads: Throat is pierced, damaging the windpipe. Esophagus injury. BL2.
The man goes down in a splurt of his own vitae, clutching at the shaft through his neck.
With him down, Fancy Hat has lost 50% of his men. The GM makes a Command roll on
his behalf, which he promptly fails. His remaining men flee, leaving him alone to face both
Andrev and Jaff.
The combat is essentially over, but Vaiga says she want’s to make her Medicine check
to staunch the bleeding on Ser Osjand’s leg. BL2 means that’s an Ob3 Acumen/Medicine
check. Vaiga briefly contemplates using a tourniquet to get an Ob1 check instead, but as
that temporary measure would soon have to be removed anyway, she decides to give Ser
Osjand proper treatment from the get-go. Having an Acumen 3 and Medicine 3 (the Herbs
expertise doesn’t apply here), she has 6 dice, but her SA Ser Osjand made me who I am. I
owe him my life also applies and provides her with 2 extra dice, bringing her dice pool to
8. Having her tools ready, there is no disadvantage to the roll. The dice come up as 9, 10,
4, 6, 6, 1, 7, 1 with the exploding die coming up as 8. A total of 6 successes. The bleeding is
stopped.
As Vaiga gives first aid to Ser Osjand, the pistoleer with the femoral bleeding loses 3
more blood and starts pleading for help. If nobody helps him, he will lose 3 more blood in
a minute, which means he has lost 9 blood points of his total of 8. Having run out of blood
points, he will go into shock and needs to make a Health check vs Ob1 or die. If he survives,
the Ob goes up by 1 every minute.
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Band of Bastards Beta 0.1
126
13 Wounds
& Healing
Injuries in Band of Bastards are grisly affairs, emphasizing the tried and true principle that avoiding
a blow is vastly more important than dealing one. Only the most heavily armored characters can
afford to be lax in their defense and risk allowing blows to connect. For everyone else, being struck in
combat is a serious matter that can lead to permanent injury or death. Getting hit sucks in real life. It
sucks for your characters, too.
Wounds
Wounds in ‘Bastards are location specific. Where the hit lands is extremely important both for the
purposes of determining your defense against it (armor) and the effects of the injury once sustained.
Once the wheel has been determined (either through targeting in melee, or a random roll for ranged
attacks outside of melee), a d6 is rolled to determine the exact location affected. The next page shows
the Wound Wheel chart in full, though a smaller copy is included on the character sheet as well. The
exact location will be counted clockwise from the top of the wheel, with the outside track being used
for swing attacks, and the inside track representing thrusts or ranged attacks.
Canny observers may notice that not all wound locations are listed on the wheels. Certain wound
locations are not targeted directly, but are the result of either using the Wrap maneuver or other-
wise attacking the character from behind. A hit from behind that would have landed on the Ribs or
Abdomen counts as having landed on the target’s Back. A hit that would have landed on the back of the
Foot, Shin, or Knee counts as a blow to the Hamstring. If the corresponding front location is armored,
you can assume that the alternate location is similarly armored unless the armor in question explicitly
states otherwise (i.e. wearing a Breastplate without a Backplate).
Band of Bastards Beta 0.1
Crown
Crown
Shoulder Crown
Neck Face
HEAD
Neck Face
Neck Face
Face
Neck Shoulder
Face
Ribs Shoulder
HEAD Shoulder Hand Shoulder
Abs Ribs Hand Armpit
CHEST ARMS
Abs Armpit Forearm Upper Arm
ARMS Ribs Forearm Upper Arm
Abs Elbow
Ribs Elbow
Ribs Hip
Ribs Hip
Thigh Abs Knee Hip
Groin Abs Shin Groin
BELLY THIGH
Hip Abs Knee Thigh
Groin Abs Thigh Thigh
Abs Thigh
Thigh
Hip Thigh
Thigh
Foot Knee
Foot Knee
SHIN
Shin Shin
Shin Shin
Shin
Shin
Damage
Once we know where a blow falls, you have to determine how badly the target is
hurt. Check to see if the location is armored and add any benefits from the armor to
the character’s Stamina to determine the level of the wound sustained. The final wound
level is always equal to the difference between the attacker’s DR+MoS and the defenders
Stamina+AV, with any properties altering the way damage might be inflicted or capped.
128
Wound Levels
The severity of a wound is determined by its level. These range from 1 to 5 with lower
levels being less severe than higher levels.
Level 1 wounds represent minor nicks and bruises generally not worth men-
tioning after their initial sting. They are so unremarkable, in fact, that they are
not recorded on the sheet.
Level 2 wounds sting and leave a mark, but fade relatively quickly. These can
generally be patched up on the spot or take care of themselves within a week.
Level 3 wounds not life-threatening but often decisive enough to tip the bal-
ance in favor of one combatant or the other. They are significant, but they’ll still
generally heal on their own and heal quickly with treatment.
Level 4 wounds are broken bones and gouged flesh so severe that they are
almost always enough to end the fight on their own. Level 4 wounds will leave
characters crippled for some time, and will often require a skilled surgeon to
mend in such a way that it does not become a permanent disability.
Level 5 wounds put the opponent down, severing limbs or killing a character
outright. The character is permanently mangled in some way, with a skilled
surgeon needed for the character to survive at all.
130
Healing
What is broken must mend or perish. Band of Bastards breaks the process down into
three stages: intervention, treatment, and recuperation.
Intervention
Any wound bad enough to record will require some kind of care in order to heal. Level
2 and 3 wounds can simply be stitched up, using an Agility+Medicine check with an Ob
equal to the wound level. This can be done by an untrained individual, but like all un-
trained checks imposes an automatic disadvantage. If you’re working on yourself, you’re
at +1Ob as well. Any MoS above the required obstacle count as successes towards the
character’s healing roll (see Recuperation), meaning an exceptionally good Medicine roll
could reduce the wound level (and thus the base TN) right off the bat. Stitches generally
require a needle and suitable variety of thread (historically silk or catgut).
In a pinch, level 2 and 3 wounds can go without formal treatment and make due simply
being tightly bandaged and wrapped. This doesn’t require a medicine check, but also
doesn’t get the potential benefits of one either. If left completely untreated, the healing
rolls are at a disadvantage.
Level 4 and 5 wounds require surgery. Surgery is functionally the same as above, but
requires either three dots in Medicine to attempt, or a “Surgery” expertise. Characters
lacking such training are just making things worse. As above, any MoS above the required
obstacle count towards the character’s healing roll. Surgery optimally requires a set of
surgical tools, but in a pinch can be attempted with some bare minimum items and stitch-
ing material at a disadvantage.
If a character should somehow manage to remain conscious long enough to attempt
surgery on themselves, they do so at +1Ob, but will need to pass a Willpower+Steel check
with an Ob equal to the wound level to avoid passing out mid-surgery. Copious amounts of
alcohol will actually grant an advantage on this check, but a disadvantage on the surgery
itself.
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Band of Bastards Beta 0.1
Amputation
Sometimes, it is better to simply cut one’s losses—literally. Limbs that are infected (or
so badly mangled that they are certain to become infected) are often safer just to remove.
An amputation is an Ob3 surgery that results in the complete removal of the affected limb.
The character gains the Amputee flaw depending on how much of the limb was removed,
but it now only counts as a level 3 wound for the purposes of healing and any infection
originating from that limb is effectively removed.
Treatment
Treatment for most wounds involves the daily cleaning of the wound, the changing of
bandages, and the use of antiseptic treatments (conifer resin, honey, salt packing, boiled
sea water, etc. Pre-modern alcohol is typically not pure enough to work as an antiseptic).
If this treatment is maintained each day, the character can take make their next healing
roll at an advantage.
Recuperation
For every week in which the character has gotten moderate rest (no strenuous activity
or travel, staying out of fights, no hard labor) OR every two weeks of more strenuous activ-
ity, the character may make a healing roll. This is a Health (Stamina+Willpower) roll with
an Ob equal to the level of the wound in question. Healing rolls are unusual in that the
successes rolled are cumulative and roll over from check to check, allowing you to collect
the required number over multiple rolls. As noted above, stitches and surgery (though not
amputations) can add their MoS to this pool of successes. When the character meets the
needed Ob, reduce the total successes rolled so far by the current Ob, reduce the wound
level by 1, and then count any overflow towards the next healing roll. If a single roll would
heal more than one level of a wound, then it heals multiple levels. Once a wound drops to
Level 1, it is assumed to no longer be bad enough to impair the character and is erased.
The TN for these rolls is based on the character’s current base TN, but successes count
towards all of the wounds currently healing. It helps to tally these individually.
Jaff is fairly banged up. It’s nothing life-threatening, but he’s certainly on the mend.
He has a level 2 cut to the arm and a level 3 cut across the ribs. He’s been bandaged
up and seen a physician, but to little success. After a week of moderate rest, he has
earned a healing check. He has 5 dice, but it’s going to be at TN8 (his current base
TN, due to the level 3 wound). He manages to make 2 successes. This is actually
enough to reduce the level 2 wound to a level 1, and it is removed from his sheet. The
level 3 wound lingers, however, so he makes two tally marks next to the wound on
his sheet.
Another week passes before his next test. This will be made at TN8 as well, but he
rolls 3 successes. He already possessed 2 successes from last week’s roll, bringing his
total to 5. This first drops the wound from level 3 to level 2, and reduces the number
of successes by the same. However, since he has 2 successes left that is enough to
reduce the level 2 wound down to 1, removing it from his sheet. While in fiction the
wound may not have actually completely healed in that time, it’s no longer bothers
him.
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Weeks that fail to meet the obstacle for the wound generally do not create complica-
tions. However,if either of the following comes to pass:
• The wound is left dirty and unattended and the character fails a healing roll
(made at a disadvantage, due to its condition)
• The character fails any healing roll at an MoF3+
The wound becomes Infected (Below) and that week’s successes will not count towards
the current healing.
If a player has their character automatically pass a healing roll through SA expenditure
(Yes, But…) automatically heal a single level of their injury, but gain a flaw for their trouble
(Old Injury, Lame, or similar).
Infections
In war, you’re more likely to be slain by infection than the enemy. If a wound becomes
infected, either by MoF3+ failed healing roll or contamination, the infection is treated as
an additional level 3 wound and marked on the sheet. All normal healing stops while the
character is infected. Each day following, make a Health roll at your current Base TN with
the infection level as the Ob. For each day’s success, reduce the infection level by 1. For
each day’s failure, the infection increases by one level. If the character fails a health roll
vs the level 5 Ob, they succumb to their infection and die.
Characters can get an advantage on an infection roll either by using maggots on the
dead tissue (Acumen+Medicine Ob1) or performing surgery to remove the dead tissue
(Agility+Medicine with an Ob equal to the infection level). In both cases, the Ob goes up
by 1 if you are working on yourself. You can instantly rid yourself of any infection below
level 5 if you can amputate the limb that is infected (assumed to be the limb with the
highest wound level). At level 5, the infection is assumed to have spread into the body, at
which point an amputation won’t help. For similar reasons, if the infection is not in your
limbs then amputation is not an option.
While the character is infected, all normal healing stops. Once the infection has passed
through their system, they may begin the normal healing process again the following day.
For the sake of time keeping, the next healing check would be one week from that day.
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