Sword Staff

Chapter 23: Foreman Quick Reference

A single-page operator reference: the core roll and Push, combat resolution and reactive responses, gear breakage, the wound tables, Camp and Camp Actions, Crystal Shards and Magcells, item slots, and the travel roll.

Core Roll

Target = Stat + Motivation, capped at 99. Roll d100 as 1-100. If the dice show 00, read that as 100. There is no result of 0.

RollResult
<= TargetSuccess
> TargetFailure
1-10 and successCritical Success
91-100 and failureCritical Failure
100Always failure and Critical Failure

Push

After failing a Skill Check made with a learned action, spend Motivation equal to roll - Target to succeed. A Critical Failure cannot be Pushed. Cannot Push unlearned skills.

Motivation

Normal recovered baseline is 50. Absolute cap is 99. Alcohol at Camp restores Motivation to 50. Crystal Shards and special effects can raise Motivation above 50, never above 99.

Combat Round

Initiative once per encounter: Dexterity Skill Check. Initiative cannot be Pushed. Success = Fast, failure = Slow. Then resolve Fast phase, Slow phase, and two Actions per Contractor turn.

When attacked, a Contractor may respond with any action. A reactive action is only an ordinary action used in response to danger. It uses normal grammar, Stat, costs, range, and consequences, and does not spend one of the Contractor's two Actions on their own turn.

Distance Bands

Adjacent: touching, arm's reach, melee. Nearby: same room or area, a few seconds away. Most ranged weapons and staff-channeled magik work here. Far: visible but requires a full Move action to reach. Heavy ranged weapons work here. Distant: beyond normal engagement range this round. Specialized weapons, preparation, scopes, elevation, siege gear, or Foreman permission may reach it.

Attack Resolution

Against creatures, successful attacks deal weapon damage minus creature AP. Against Contractors, failed reactive actions and accepted hits mark full attack damage against current protection. HP damage happens only when no protection remains unless an effect explicitly bypasses protection.

Creature attacks do not usually roll to hit. The Foreman states the target, damage, position, and special properties. The attack hits unless the Contractor responds. Common responses include Moving away, Blocking, Striking to interrupt, Shaping cover, Focusing on the attack, Consuming a shard, or accepting the hit. Bosses, named enemies, or creatures with full character sheets may roll actions like Contractors when the Foreman wants that level of detail.

Common Reactive Responses

ResponseUsual StatSuccessFailure
Move away or into coverDexterityAttack misses, loses target, or hits a worse angle if movement plausibly avoids it.Mark full attack damage against current protection.
BlockConstitutionAttack is stopped or deflected if the block plausibly meets the threat.Mark full attack damage against current protection.
Any other legal actionVariesAction resolves first. If it plausibly prevents, avoids, redirects, interrupts, or absorbs the attack, the attack is stopped or changed.Attack lands first or lands fully. Action may still occur after the hit if possible.
Accept hitNoneNo roll.Mark full attack damage against current protection, or apply HP damage directly if no protection remains.

Gear Break

At round start, clear marked damage against protection. Failed reactive actions and accepted hits mark damage against current protection. If marked damage equals or exceeds relevant AP, protection breaks and marked damage resets. Break order: shield, armor, weapon. If marked damage is below relevant AP, nothing breaks yet. HP damage happens only when no protection remains, unless an effect explicitly bypasses protection.

Weapon Blocking

Melee weapons and staffs can Block in desperation. Light Ranged weapons may Block in desperation, but a failed Block breaks the weapon. Heavy Ranged weapons may Block only if the Foreman allows it, and a failed Block breaks the weapon. A successful weapon Block stops the attack, but if the blocked damage is greater than the weapon's AP value, the weapon still breaks. Weapon AP equals weapon damage.

Weapon Damage

WeaponDamage
Improvised1
Light Melee2
Standard Melee3
Standard Melee two-handed4
Two-Handed Melee5
Staff2
Light Ranged3
Heavy Ranged4
Throwing2

Armor and Shields

GearAP
Light Armor1
Medium Armor2
Heavy Armor3
Light Shield1
Standard Shield2
Heavy Shield3

Quality

QualityNameModifier
-3Scrap-3
-2Battered-2
-1Rough-1
0Proper+0
+1Fitted+1
+2Masterwork+2
+3Legendary+3

Weapon quality modifies checks made with that weapon. Armor modifies Constitution. Shields modify Dexterity. Accessories and prosthetics modify their listed Stats while equipped or attached.

Action Grammar

Action sentence: With my [noun] I [verb] the [target], optionally with [modifier]. Verb only is free. Verb plus one modifier costs 5 Motivation. If an action combines components from different Stat groups, roll the lowest involved Stat.

Learned and Unlearned Skills

StateRollPush?Learn?
Learned verb or modifierNormalYes, except Critical FailureAlready known
Unlearned verb or modifierDisadvantageNoOn success, may spend Inspiration
No plausible training or fictionNo rollNoRequires narrative access

Wound Roll Notes

Lucky results appear only on wound rolls of 1-10 and cancel the wound. Rolls of 91-100 are Maimed. A final digit of 0 is read as location 10. A roll of 100 is Maimed with location 10. Location 10 is never Lucky by itself.

Wound Type

d100TypeEffect
1-10LuckyNo wound. Gain +5 Motivation.
11-20LacerationBleeding: lose 1 Current HP per round until treated.
21-30BruiseLose 1d5 Motivation immediately.
31-40FractureDisadvantage on Skill Checks involving the affected body part until treated.
41-50PainDisadvantage on Intent Skill Checks until treated.
51-60Internal InjuryLose 1 Motivation per round until treated.
61-70Nerve DamageAffected body part cannot be used until treated. Relevant Skill Checks automatically fail.
71-80ConcussiveDisadvantage on all Skill Checks until treated.
81-90PunctureBleeding wound. Lose 1 Current HP per round and take only 1 Action per turn until treated.
91-100MaimedBody part or item destroyed. Requires prosthetic or Coiltech restoration.

Wound Location

Final DigitLocationStat Penalty
1Head-2 Intent
2Face-2 Spirit
3Torso-2 Constitution, in addition to wound counter
4Eyes-2 Intent
5Back / Pack-2 Spirit unless pack takes the hit
6Shield Arm-2 Dexterity unless shield takes the hit
7Weapon Arm-2 Dexterity unless weapon takes the hit
8Upper Leg-2 Dexterity
9Lower Leg-2 Dexterity
10Exposed Gear / Foreman ChoiceIf relevant gear can take the hit, it may. Otherwise the Foreman chooses the most exposed body location.

Gear Exceptions

Overwhelming ignores shield AP for break purposes. Light Ranged occupies the shield slot. When an effect ignores AP against a Contractor, exclude that protection from the AP calculation for that hit.

Camp

  • Ration. HP to maximum.
  • Alcohol. Motivation to the normal baseline of 50.
  • Both. HP to maximum and Motivation to the normal baseline of 50.

Wounds are separate. Each Contractor gets 2 Camp Actions by default. A secure inn, guarded caravan stop, or well-equipped base may grant 3.

Camp Actions

Camp ActionRequirementResult
RestRation and/or alcoholApply Camp Recovery.
Treat WoundMend verb or 1 Crystal ShardSpirit Skill Check. Success removes one non-Maimed Wound. Failure leaves the wound; if a shard was used, the shard is consumed. Critical Failure worsens the wound.
Repair GearRepair supplies or ShapeRepair supplies auto-succeed and are consumed. Shape requires a Shape Skill Check and consumes no supplies.
Forage / ResupplyEnvironment must allow itUse the method that fits the fiction: Commune/Spirit, Consume/Spirit, Move/Dexterity, or Conceal/Dexterity. Success produces basic supplies.
Stand WatchSomeone gives up recovery benefitsParty is not surprised if attacked in camp.

Crystal Shards

Consume Action. Roll 2d10. Choose one die to add to HP or Motivation, then subtract the other die from the opposite stat. HP cannot exceed Maximum HP. Motivation can rise above 50 but cannot exceed 99.

Item Slots

ItemSlot Rule
Weapon1 item
Shield1 item
Ration1 item
Alcohol1 item
Road Kit1 item
Tool bundle1 item
Crystal Shards3 per item slot
Magcells3 per item slot
Arrows/Bolts10 per item slot
Worn armorDoes not count against pack capacity while worn
Wielded weapon or shieldCounts against capacity
Attached prostheticDoes not count against capacity while attached; 1 item if carried
Small valuablesForeman judgment; bundle when reasonable
Repair supplies1 item

Coiltech and Magcells

Coiltech ItemMagcell Use
WeaponSpend 1 Magcell before attack. On hit, ignore AP.
ArmorSpend 1 Magcell when your armor would break, or when an attack would deal HP damage while the armor is intact. Prevent the HP damage from that hit and ignore one armor break from that hit.
ShieldSpend 1 Magcell when you respond to an attack against yourself or an ally within reach. You may Block that attack even if you are not the target. On success, the attack is stopped. On failure, the shield takes the damage before the target does.
ProstheticSpend 1 Magcell to ignore Motivation cost of one action using it.
AccessorySpend 1 Magcell to ignore one tied modifier cost.

Travel Roll

Roll 1d10 per Travel Day unless a Special replaces it. Natural 1 = Tailwind. Natural 10 = Crisis. Otherwise apply Standing Modifier and clamp 1-10.

Travel Event Results

d10Event
1Tailwind
2Uneventful
3Discovery
4Road Encounter / Social Complication
5Transport Obstacle
6Terrain Hazard
7Weather / Environment Hazard
8Resource Strain
9Hostile Encounter
10Crisis

Departure Checklist

CheckPrepared AStandard BUnprepared C
PaceFast, -1, 2 rations/dayMedium, 0, 1 ration/daySlow, +1, 0 rations/day
WatchActive / Driver, -1Casual, 0None, +1
OutfittingComprehensive, -1Basic, 0None, +1
KnowledgeGuide / Prior Trip, -1Map / Directions / Briefing, 0No Reliable Information, +1
TransportMounted / Cart / Hired, -1Cargo Paca only, 0On Foot, +1

Road Kits

A Road Kit costs Cheap Scrip, takes 1 inventory slot, and can cancel one time, HP, Motivation, gear, or supply cost from Weather / Environment Hazard or Resource Strain when plausible.

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