For those who don't have access to the rules (at all, or easily available when posting), this might help your planning.
[sblock=Intrigue Essentials]
Actions during an Intrigue:
Assist: Pass a Challenging (9+) Persuasion test, add half (round down) your Persuasion rank to an ally's next test this conflict.
Consider: Give up action this exchange, next exchange, get +2B, but bonus dice cannot exceed your rank in whatever ability you test.
Fast Talk: Talk nonsense. Test Persuasion vs opponent's passive Will (4 x Will rank); if you earn 2 successes, opponent loses Cunning rank from his Intrigue defense score.
Influence: Basic/common action. Make a Persuasion or Deception test vs opponent's Intrigue defense to deal influence damage to his composure. Gain bonus dice based on technique, possible modifiers based on your disposition, influence reduced by opponent's disposition.
Manipulate: Goad opponent. Test Persuasion vs opponent's passive Will (4 x Will rank); on success, you choose opponent's technique in the next exchange.
Mollify: Repair someone's Composure. Pass a Formidable (12+) Persuasion test, restore composure equal to number of successes times your Persuasion rank, reduced by target's disposition towards you.
Quit: The intrigue ends, although their may be plot related consequences depending on the matter being discussed...
Read Target: Make an Awareness test vs opponent's passive Deception (4 x Deception rank); on success, learn target's current disposition towards you and his current technique. You also gain +1D on all Deception and Persuasion tests for the rest of the intrigue.
Shield of Reputation: Use your status to influence opponent. Make a Status test vs opponent's base Will rank; on success, opponent's disposition improves 1 step. Limit 1 per intrigue.
Yield: Offer a compromised outcome. If accepted, intrigue ends with compromised results. If not accepted, opponent can make a counter-offer or outright refuse.
Combat!: You stop talking and start smacking!
Whenever your Composure is reduced, you may take on Frustration to lessen the damage further. Each point of Frustration you take reduces damage to your composure equal to your Will rank, but imposes -1D (1 penalty dice) on all Deception and Persuasion tests until the end of the Intrigue. If you gain more Frustration than your Will rank, you are defeated as if your composure was reduced to 0.
At the end of an intrigue, all damage to composure and accumulated frustration is removed.
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[sblock=Combat Essentials]
During each round of combat, you may take 1 Greater Action (G) or 2 Lesser Actions (L), and any number (limited by the Narrator case-by-case) of Free Actions (F). Only one of these actions may be an attack.
In order to attack, one of the following must be true:
You are armed with a Fighting weapon and are adjacent to an opponent (this is called being engaged)
You are armed with a Reach Fighting weapon and are within 3 yards of an opponent
You are armed with a Close Range Marksmanship weapon and are within 10 yards of an opponent
You are armed with a Long Range Marksmanship weapon and are within 100 yards of an opponent
Actions during Combat:
Standard Attack (L): Test Fighting or Marksmanship vs opponent's combat defense. Deal base damage x number of successes reduced by opponent's Armor Rating.
Divided Attack (G): Only way to attack multiple foes in one round. Divide all your Fighting dice as you wish among all your opponents, then divide any Bonus dice (cannot assign more Bonus dice than Fighting dice) as well. Resolve each attack separately as above.
Two-Weapon Attack (G): If you have a Fighting weapon in main hand and an Off-Hand weapon in your other, you may add the Off-Hand weapon's damage bonus to the main weapon's base damage when calculating damage for the attack. You lose any Defensive bonus of the Off-Hand weapon until your next turn.
Combining Attack (G): Combine Divided Attack and Two-Weapon Attack. Divide dice as in Divided Attack, but add the Off-Hand damage bonus to all attacks.
Pull Rider From Mount (G): If armed with a Grab weapon or pole-arm. Make a Fighting test vs opponent's passive Animal Handling: Ride (4 x Animal Handling rank + Rank bonus dice); on success, opponent pulled from mount and he lands prone.
Pin (G): If you are already grabbing an opponent (you used a Grab weapon last attack), pass an opposed Athletics test vs opponent, you maintain pin on opponent (who can take no actions except trying to escape and is considered Helpless). To escape a pin, pass an opposed Fighting: Brawling test vs opponent.
Mounted attacks:
If you are mounted during combat, you:
- Use your mount's Movement instead of your own
- Gain +1B on Fighting tests vs non-mounted opponents
- Gain +2 to your base Fighting damage if the steed is war trained and didn't move
- May spend your Destiny points to allow your mount to take injuries and/or wounds if it is attacked
Assist (L): If assisting on an attack, you must be adjacent to opponent, otherwise, ally must be able to see and hear you (adjacency required on case-by-case). Add half (round down) of your rank in the ability being Assisted as bonus dice to your ally's next test. Bonus dice cannot exceed ally's rank in ability.
Catch Breath (G): Make an Automatic (0+) Endurance test, remove 1 damage per success.
Charge (G): Move up to twice your Movement, then make a Standard Attack with -1D on the attack but +2 to weapon's base damage.
Dodge (G): Move up to half your Movement. Make an Agility test; the result replaces your Combat Defense until your next turn. Add any Defensive bonuses from your weapons to the test.
Interact (L): Manipulate an object in the environment (pick up, open door, draw weapon, etc...)
Move (L): Move your speed in yards.
Sprint (G): Move your sprint speed in yards (4 x Movement)
Fall Down/Stand Up (L): Fall prone or stand from prone. If your Armor Rating is 6 or higher, this action requires a Greater Action.
Drive/Ride (Varies): If your steed is war trained and not injured, you must spend a Lesser action to control it, otherwise, you must spend a Greater Action. Make an Automatic (0+) Animal Handling test; you control your mount for 1 round per success, unless circumstances change (such as it becomes injured). Driving a vehicle requires a Lesser Action on the driver's behalf.
Pass (G): Take no action, but gain +2B on your next test next round. Bonus dice may not exceed your rank in tested ability.
Use Ability (Varies): You may use other abilities not directly related to combat (ie, Athletics to jump, Awareness to spot reinforcements, etc.). Required action determined on case-by-case basis.
Use Destiny Point (No action): You spend or burn a destiny point.
Yield (G): You give up. Honorable opponents may even recognize it. If you reenter combat after yielding, it is dishonorable and you take -1D on all Persuasion and Status tests with anyone who witnessed your treachery.
Aim (L): Gain +1B on your next Fighting or Marksmanship test. Bonus dice cannot exceed ability's rank.
Cautious Attack (L): Make an standard attack with a -1D penalty. You gain +3 to your Combat Defense until your next turn.
Counterattack (G): Hold an attack until later in round. Your turn ends now, but before your next turn, you may make a standard attack against anyone who engages you or you can see for Marksmanship attacks. This interrupts opponent's action. If opponent charged you and you have a Fighting weapon, gain +2 to your weapon's base damage.
Disarm (G): Make a Fighting test vs opponent's passive Fighting (4 x Fighting rank). If you get 2 successes, you disarm opponent. If you critically fail (fail by 5 or more), you are disarmed. If you have a hand free, you grab weapon, otherwise it goes 1d6 yards in a random direction.
Distract (L): Make a Cunning test vs opponent's passive Will (4 x Will rank). On success, opponent loses Awareness from Combat Defense until his next turn or he is attacked (whichever is first)
Knockdown (L): Make an Athletics test vs opponent's passive Agility (4 x Agility rank). On success, opponent is knocked prone. If you moved this turn first, you get +2 to your test.
Knockout (L): Versus unaware foe only. Make a Fighting test vs opponent's passive Endurance (4 x Endurance rank). On success, opponent is stunned and takes -5 to Combat Defense. If you earn 2 successes, opponent is knocked unconscious. Each round, opponent may attempt a Formidable (12+) Endurance: Resilience test to wake up/recover from stun; otherwise, the stun ends after 1d6 rounds and the unconsciousness after 1d6 minutes. You may also spend a Destiny point to negate effect.
Maneuver (L): Make a Fighting test vs opponent's passive Fighting (4 x Fighting rank). On success, opponent gets -1D on all tests for one round, and you may move opponent 1 yard per success in any direction (opponent allowed a Routine (6+) Awareness test to avoid lethal spaces).
Reckless Attack (G): Make a standard attack with +1D, but take a -5 penalty to your Combat Defense until your next turn.
Trample (G): Mounted only. Move your mount in straight line through any number of opponents' spaces and make an Animal Handling test vs each opponent's Combat Defense (if steed not war trained, add +6 to opponent's Combat Defense, add cumulative +5 to Combat Defense for each opponent after first). On success, deal damage equal to mount's Athletics rank x number of successes.
Whenever your Health is reduced, you may take on Injuries to lessen the damage. Each injury you take reduces damage to your Health equal to your Endurance rank, but imposes -1 penalty on all tests. You cannot have more Injuries than your rank in Endurance.
Alternatively, when your Health is reduced, you may take on Wounds to lessen the damage. Each Wound you take completely removes the damage from one hit, but imposes -1D on all tests. If the number of Wounds you have equals your Endurance rank, you die.
If your Health is reduced to 0, you lose. Your opponent chooses the result of your defeat (death, maiming, ransom, taking the black, unconsciousness) unless you burn a destiny point.
I am not using the Critical Hit and Fumble rules.
Fatigue:
At any time during combat (even if not your turn), you may accept a point of Fatigue to gain some benefit until your next turn. Each point of Fatigue adds -1 penalty to all tests. You cannot accept more Fatigue than your Endurance rank.
Possible benefits:
- Ignore armor penalty
- Ignore 1 wound
- Ignore all injuries
- Gain 1 Lesser action; this action may be used to attack, even if you've already done an attack this round
You lose 1 point of Fatigue every 4 hours of rest.
Recovery:
At the end of a combat, remove all damage to your Health (not including Injuries and Wounds).
You may roll to recover from injuries a day after incurring them. The difficulty of the Endurance test depends on the amount of activity during the day (Light Activity: Routine (6+); Moderate Activity: Challenging (9+); Strenuous Activity: Formidable (12+)). Each success removes 1 injury.
You may roll to recover from wounds a week after incurring them. The difficulty of the Endurance test depends on the amount of activity during the week (Light Activity: Challenging (9+); Moderate Activity: Hard (15+); Strenuous Activity: Heroic (21+). Success removes 1 wound, plus 1 per two degrees of success. A critical failure (fail by 5 or more), adds 1 wound. If you cannot accept the wound, you die.
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[sblock=Destiny Point Essentials]
Spent Destiny Points return after achieving a story goal.
Burnt Destiny Points are gone forever.
Destiny Points may be bought with experience after achieving story goals, or be rewarded for doing particularly noteworthy things during play.
Destiny Points may be invested to gain a Benefit Quality after achieving a story goal, or regained by removing a Benefit Quality (certain Benefits note that the invested Destiny Point cannot be recovered in certain circumstances)
At any (reasonable) time, a character may add a Drawback to gain a Destiny Point. Note though, that Drawbacks inflicted on a character do not automatically add a Destiny Point.
A spent Destiny Point can:
- Add +1B to a test, which can exceed the normal ability rank limit
- Convert a bonus die to a test die
- Remove a penalty die
- Add a penalty die to an opponent's test
- Take an extra Lesser Action; this action may be used to attack, even if you've already attacked this round
- Ignore Armor Penalty for 1 round
- Change another character's disposition by one step in either direction
- Negate another character's spent Destiny Point
- Add minor detail to a scene (that lock there? yeah, it's actually pretty shoddy)
- Activate or ignore an environmental quality (penalties from rain/snow, loosing a herd of cattle onto the battlefield, pulling a bystander into the way of a hit on you, etc. - not all combats will have environmental qualities)
A burnt Destiny Point can:
- Convert all bonus dice to test dice
- Add +5 to test result
- Automatically succeed on 1 test as if you rolled difficulty exactly
- Remove all damage and injuries (but not wounds)
- Choose consequence of own defeat
- Change another character's successful test into a failed test
- Automatically compel another character in an intrigue
- Permanently remove one of your Drawbacks
- Negate another character's burnt Destiny Point
- Add significant detail to a scene (wow! this journal completely maps out Jon Snow's heritage!)
- Avoid certain death. Character may be presumed dead, but will actually reappear some appropriate time later
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