Sword Staff

Chapter 24: Appendix - Core Tables and Forms

The collected reference tables and blank forms: character creation summary, race modifiers, skill trees, packs and consumables, Coiltech quick effects, the wound tables, the complete item-slot table, Route Card and Departure Checklist forms, the Arrival State Tracker, Contract and Creature templates, the Long Arc Tracker, and common costs.

Character Creation Summary

StepAction
1Choose race.
2Roll personality.
3Roll 5d20, assign four to Stats, discard one, apply race modifiers.
4Record Motivation 50.
5Record Inspiration 1.
6Record basic verbs: Move, Block, Focus, Consume.
7Record starting equipment: clothes, 2 rations, no weapon, no armor, no money, no pack, no starting Crystal Shards. Base carrying capacity is 3 items.
8Choose name.
9Write one-sentence motivation.

Race Modifiers

RaceModifier
Human+2 all Stats
Saurian+5 Constitution, -5 Intent
Lepid+5 Dexterity, -5 Spirit
Vulpin+5 Intent, -5 Constitution
Dryad+5 Spirit, -5 Dexterity

Skill Trees

StatBasicLearnedLearned
DexterityMoveStrikeConceal
ConstitutionBlockExertShape
IntentFocusChannelSurge
SpiritConsumeMendCommune

Packs

PackCapacityDexterity Penalty
No Pack30
Small Pack6-1
Medium Pack10-2
Large Pack15-4

Consumables

ItemSlot RuleUse
Ration1 itemTravel food and HP recovery at that night's Camp.
Alcohol1 itemMotivation recovery at Camp.
Crystal Shard3 per slotEmergency HP/Motivation trade. Can raise Motivation above 50, never above 99.
Arrows/Bolts10 per slotNon-Coiltech ranged ammo.
Magcells3 per slotCoiltech fuel.

Coiltech Quick Effects

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.

Wound Roll Note

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 Table

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 Table

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.

Complete Item-Slot Table

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

Route Card Form

FieldSelected OptionModifier / Travel DaysNotes
DistanceShort / Standard / Long2 / 3 / 5 Travel DaysSplit larger journeys into legs.
TerrainRoad / Trail / Wilderness-1 / 0 / +1Infrastructure, not biome.
ThreatFriendly / Standard / Hostile-1 / 0 / +1Reflects active danger on the route.
SpecialsNone / 1 / 2+Replaces one travel roll eachStill consumes the Travel Day unless the scene changes time.
Route Travel DaysDistance + Terrain + Threat, minimum 1Record before departure.

Departure Checklist Form

CheckABCSelected
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
Standing Modifier

Arrival State Tracker

Arrival FieldRecord
Travel Days taken
Rations remaining
Alcohol remaining
Crystal Shards spent or lost
Magcells spent
Wounds taken
Gear broken or lost
Road Kits spent
Pacas injured or lost
NPCs gained, angered, helped, or abandoned
Clues or warnings discovered

Contract Template

FieldNotes
Main ObjectiveRequired to get paid.
Secondary Objective AOptional but valuable.
Secondary Objective BOptional and likely in tension with A.
Known RisksWhat the party can learn before departure.
Hidden ComplicationWhat emerges during play.
Travel RouteRoute Card reference.
PayoutScrip, gear, favor, access, or mixed reward.
Ripples if FailedConsequences that become future play.

Creature Template

FieldEntry
Name
TierFodder / Standard / Veteran / Elite / Boss
Constitution
Damage
AP
Stat
BehaviorNearest / wounded / tactical / boss-level
Shard Drop
Special Rule
Terrain Hook

Long Arc Tracker

ThreadStatusNext PressurePotential Payoff
Active / Dormant / Resolved
Active / Dormant / Resolved
Active / Dormant / Resolved
Active / Dormant / Resolved
Active / Dormant / Resolved

Common Cost Table

Item or ServiceCost Guidance
RationCheap, usually 1-5 Scrip
AlcoholCheap, usually 1-5 Scrip
Road KitCheap, usually 1-5 Scrip
Arrows/Bolts bundleModerate
Single Crystal Shard in shopModerate
MagcellExpensive to Very Expensive, restricted where Majicoil controls supply
Rough weaponExpensive
Proper weaponVery Expensive
Light ArmorAbout 200 Scrip / Very Expensive
Medium ArmorAbout 350 Scrip / high Very Expensive
Heavy Armor600+ Scrip / Extreme
Light or Standard ShieldExpensive to Very Expensive by quality
Heavy ShieldVery Expensive to Extreme by quality
Small PackCheap to Moderate
Medium PackModerate
Large PackExpensive
Basic RepairCheap to Moderate for mundane gear
Coiltech RepairExpensive+ and may require special access
Loot Paca rentalCheap to Moderate daily rental
Cart rental with draft animalModerate to Expensive
Wagon rentalExpensive or faction-backed
Repair suppliesCheap to Moderate, usually 1-25 Scrip depending on item and market

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