STEEL AGE
Closed Playtest vz076
Confidential — closed external playtest. Do not redistribute, repost, stream, record, or quote publicly.
Skill Check
2d6 + Skill Mod + Attr Mod + Situational
Must exceed CM or Defense Score. Ties favour the world.
Competency Check
2d6 + Attr Mod (no skill mod)
For routine trained knowledge under pressure.
Contested / Defended
2d6 + Skill + Attr vs Defense Score
Defense Score = Base + Attr Mod + Skill Mod (if applicable).
2−3
3–4−2
5–6−1
70
8–9+1
10–11+2
12+3
Rank
Mod
Attr Mod?
Untrained
+0
No
Trained
+0
Yes
Skilled
+1
Yes
Expert
+2
Yes
Master
+3
Yes
CM 6
Routine under pressure
CM 8
Standard challenge
CM 10
Hard
CM 12
Severe
CM 14
Extreme
CM 16
Legendary
Contact Request
2d6 + Charm Mod + Persuasion Mod + Relationship Mod
Must exceed CM. Margin of failure ≥ 4 → Relationship worsens.
BurnedCannot be invoked
Fraying−3 to roll
Wary−1 to roll
Neutral+0
Trusted+1 to roll
Bound+3 to roll
Morale Check
2d6 + Command Mod vs CM 8 or CM 10
Resolves in Aftermath. Each trigger = one check.
TriggerLeader falls (organized groups only)
Trigger50% casualties + outnumbered 2:1
TriggerCatastrophic or supernatural shock
FailUnit routs or breaks
Declare before Clash
Win all Engagement Clashes faced this round
Choose Disengage instead of pressing — collapses your Momentum. Move 10′ at end of Closing Phase, after all other actions.
Opening Order
2d6 + Mind Mod + Command Skill Mod
Engagement Clash
2d6 + Melee Skill Mod + Prowess Mod + Reach
Highest wins Momentum. Tie = no Momentum gained.
Momentum Press (Attack)
2d6 + Melee Skill Mod + Prowess Mod
No Reach. Only holder of Momentum may press.
Momentum Defense
2d6 + Melee Skill Mod + Prowess Mod + Shield
Attacker wins → hit. Tie → no hit, Momentum persists. Defender wins → Momentum collapses.
Damage Total
Raw 2d6 Margin + Prowess Mod + Weapon Lethality
Margin = attacker raw 2d6 − defender raw 2d6 (ignore all mods). Ranged/magic: use Mind Mod or Path Attr Mod.
Resilience Total
Toughness Mod + Armor
Hit Damage > Resilience → Health loss = margin + 1 Fatigue
Graze Damage ≤ Resilience → 1 Fatigue only
Unaware No Clash/Press. Defender raw = flat 4
Knockdown Raw margin ≥ 8 → Prone instead of damage (opt.)
Ranged Attack
2d6 + Ranged Skill Mod + Mind Mod (Prowess if thrown)
Ranged Defense
2d6 + Range Band Mod + Cover Mod
Unaware target: flat 4 (no roll).
Point Blank 6–30′+0
Short 31–60′+1
Medium 61–120′+2
Long 121–240′+3
Extreme 241–300′+4
No Cover+0
Partial / Shield+2
Solid Cover+4
Casting — Contested Working
2d6 + Unseen Craft Mod + Casting Attr Mod
vs 2d6 + Target Attr Mod + Unseen Craft Mod (if Omen-Born)
Casting — Marked Working
2d6 + Unseen Craft Mod + Casting Attr Mod
vs Challenge Mark (CM). Must exceed CM to succeed.
Strain Threshold
Casting Attr Mod + Unseen Craft Skill Mod
Strain per Working = tier (T+1, S+2, E+3, M+4). Exceeding threshold triggers backlash.
Fail clean Margin of Failure ≥ Strain → no Fatigue
Fail dirty MoF < Strain → +1 Fatigue
Backlash Fail dirty + Strain > Threshold → +1 Fatigue + Health loss = MoF
Trauma Check (at 0 Health)
Roll 2d6 ≤ Toughness − Wound Margin
Wound Margin = damage past 0. Exceed threshold → death. Pass → Incapacitated, Bleeding Out.
Bleeding +1 Fatigue per round (Aftermath) until Stabilized
Death Fatigue ≥ Toughness while Bleeding Out
Stabilize
Healing Skill Check vs CM
CM 8Clean access, supplies, no threat
CM 10Poor light, time pressure
CM 12+Catastrophic injury, no supplies, danger
Two-action procedure. Stops Bleeding Out. Does not restore Health.
Wounded (≤50%)+1 Fatigue per round (Aftermath)
Bleeding Out+1 Fatigue per round (Aftermath)
Hit (any)+1 Fatigue regardless of Health loss
Swarmed+1 Fatigue if lose any Clash (Aftermath)
Magic StrainPer Working cast (see above)
Rest SegmentClears all Fatigue (not Lingering)
Rest TurnClears up to 2 Fatigue
Sleep SegmentClears 1 Lingering Fatigue
Unwounded (>50%)+2 Health per day (sleep)
Wounded (≤50%)+1 Health per day (sleep)
From 0 HealthMedical check (CM 8–12+) → 1 Health
Requires 6 hours uninterrupted sleep. Underfed/Starving: no recovery.
Combat Special Cases
Swarmed
2+ enemies declare you as target. If you lose any Clash → +1 Fatigue (Aftermath). Waived if you already took damage Fatigue this round.
Prone
Cannot gain Momentum. Cannot Disengage. Auto-loses Engagement Clashes. Defends with Basic Human Skill only. Stand if all Presses defended in a turn.
Blind
Cannot Aim. Cannot initiate a Press. Auto-loses Clashes vs sighted foes. Defends normally but no Shield bonus. Ties in Press = attacker wins.
Restrained
Cannot move or gain Momentum. No shield. Defends with Prowess mod only. Break free (Closing): 2d6 + Prowess vs 2d6 + Prowess (+1 per extra restrainer).
Shooting Into Melee
Target treated as Partial Cover (+2). Miss by 1–4 with 1 ally engaged: no stray. Miss by >4 (1 ally) or >2 (2+ allies): stray shot hits a random engaged ally.
Rear Engagement
Attacker auto-wins Engagement Clash — no roll. Ranged rear attacks deny shield cover but grant no other bonus.
Press Order
Roll all Momentum Attacks. Resolve highest to lowest. A failed defense collapses that combatant's Momentum immediately, cancelling their pending press.
Committed Foes
Their Momentum persists. Yours cannot persist against them. If they lose a Press, they auto-take damage and Momentum collapses. Won't Disengage.
Helpless Target
Asleep, bound, or Incapacitated. No roll needed — auto-kill if attacker has lethal weapon, time, and no interference.
I
Phase One
Opening Phase
Set Opening Order once at the start of combat. Each combatant rolls — high scores act first. Order holds for all subsequent rounds; new combatants roll when they enter. Then unengaged combatants act in opening order — move, prepare, cast, aim, or wait. Becoming Engaged during this phase ends your movement immediately and costs your Opening action.
Opening Order: 2d6 + Mind + Command Skill
Sets turn order Unengaged only Move · Aim · Cast · Wait Damage: immediate Fatigue: deferred
II
Phase Two
Melee Combat Resolution
Engaged combatants clash. The phase resolves in two sequential steps:
Engagement Clash
All engaged combatants declare targets and roll opposed Melee Combat checks. Winner gains Momentum over their declared target.
Momentum Press
Only combatants with Momentum may press. All press rolls are made, then resolved highest-to-lowest. A successful press deals damage immediately — no separate damage roll. Raw 2d6 dice + weapon lethality vs. Resilience.
Momentum Persistence If you hold Momentum at round end and remain Engaged with the same foe, skip the Clash next round — proceed directly to Momentum Press. Momentum collapses on a failed defense, Disengagement, or lost conditions.
Damage: immediate Fatigue: deferred
III
Phase Three
Closing Phase
Unengaged combatants act again in opening order — reposition, reload, complete casting. After all actions resolve, any combatant who declared Disengagement in Melee Resolution moves 10′. Then resolve Aftermath.
Unengaged only Move · Reload · Complete Cast Damage: immediate Fatigue: deferred
Aftermath
All deferred Fatigue is applied. Morale and panic checks resolve. Spell sustain rolls are made. End-of-round effects trigger. Fatigue applied here does not affect rolls until next round.
Health reaching 0 Resolve Trauma Check immediately upon reaching 0 Health — not deferred. Survival means Incapacitated and bleeding out unless stabilized.
All Fatigue applied Morale checks Spell sustain
New Round — Return to Phase I
Unengaged
Default State
Not adjacent to a hostile enemy. Has freedom of movement and access to preparatory actions. Can act during both the Opening Phase and Closing Phase.
Move Aim Release Casting Ready/Reload Take Cover Go Prone/Stand Stabilize Wait Melee Resolution
Becomes Engaged
Moves adjacent to a hostile enemy — movement ends immediately
Disengages
Declared before Engagement Clash — move resolves at end of Closing Phase
Engaged
Adjacent to Hostile Enemy
Adjacent to a hostile enemy. Participates in Melee Combat Resolution Phase. Cannot act during Opening or Closing Phases — the struggle consumes all attention.
Melee Combat Resolution Opening Phase Actions Closing Phase Actions
Multiple Engagements
A combatant may be Engaged with multiple enemies simultaneously. Each pairing resolves its own Clash and Momentum independently.
Engagement Trigger
Becoming adjacent to a hostile enemy immediately ends movement and confers Engaged status — even mid-Opening Phase.
Disengage Restriction
Disengagement is not an action. It is declared before the Engagement Clash and won through Melee Resolution. Successful disengagers move 10′ at the end of the Closing Phase, after all other actions resolve.
Terrain & Movement
A combatant cannot move through a square occupied by a hostile creature. Terrain changes movement cost — it does not change engagement rules.
Positional States
Unengaged
A
B
Not adjacent — free to act in Opening and Closing
Movement
A
B
A moves adjacent to B — movement ends immediately
Engaged
A
B
Adjacent — Melee Resolution only. No Opening or Closing actions.
Combatant A (friendly)
Combatant B (enemy)
Neutral State
Neither combatant holds Momentum. Both must contest the Engagement Clash to establish control.
Momentum Held — Carried
You retained Momentum over this target from the previous round — it was not broken.
Skip the Engagement Clash. Proceed directly to Momentum Press.
Engagement Clash
Score = Melee Skill Check + Reach
Highest total wins Momentum over their declared target. Targets must be declared before rolling. Ties result in neither combatant gaining Momentum.
Win
You gain Momentum over your declared target.
↓ Proceed to Momentum Press
Tie
No Momentum gained. Neither combatant may Press this round. Both remain in Neutral State.
Lose
Opponent gains Momentum over you. They may initiate a Momentum Press. You defend.
Momentum Press
Attack = Melee Skill Check
Defense = Melee Skill Check + Shield
Attacker must exceed the Defense Total. Ties favour the defender — no hit, Momentum persists. Reach does not apply.
Entry from: Engagement Clash win · or Momentum carried from previous round
Attacker Wins
Hit lands. Momentum persists into the next round.
↓ Proceed to Damage Resolution
Tie
No hit. Momentum persists into the next round — no new Clash needed.
Defender Wins
No hit. Momentum collapses immediately. Both combatants return to Neutral State.
Damage Resolution
Damage Total = Raw 2d6 Margin + Prowess Mod + Weapon Lethality
Resilience = Toughness Mod + Armor Value
Margin = attacker raw 2d6 − defender raw 2d6 from the Momentum Press. No new roll. No modifiers applied to margin.
Damage > Resilience — Wound
Defender loses Health equal to the difference. Defender gains +1 Fatigue.
Damage ≤ Resilience — Graze
No Health loss. Defender gains +1 Fatigue only.
Multiple Presses — Resolution Order
When multiple combatants hold Momentum, roll all Attack Totals first, then resolve highest to lowest. A failed defense collapses that combatant's Momentum immediately — any pending press they held is canceled before it can land.
Swarmed
If two or more enemies declare you as their target, you must resolve multiple Engagement Clashes. Lose one or more — gain +1 Fatigue in Aftermath. Waived if you already gained Fatigue from Damage Resolution this round.
Momentum Carryover
If you begin a round still Engaged with a target over whom you hold Momentum, skip the Engagement Clash against them entirely. Proceed directly to Momentum Press.
Momentum Collapse
A combatant may hold Momentum against one declared target only. Momentum collapses immediately if you fail a Momentum Defense, fail a Momentum Press, change your declared target, or your target disengages or is removed.
Multiple Combatants
Each combatant declares one target. Engagements resolve separately. A combatant may be Engaged with multiple enemies simultaneously — each pairing resolves its own Clash and Momentum independently.
Rear Attacks
If attacked from a rear vector, the attacker automatically wins the Engagement Clash. No roll is made. The defender may still roll their Momentum Defense normally if the attacker proceeds to a Press.
Health
Starting Health = Toughness score (+2 if not Omen-Born)
Above 50% Health
Unwounded
No special condition. The character fights at full capacity.
Health falls to 50% or below
At or Below 50% Health
Wounded
Gain +1 Fatigue at end of each round (Aftermath) until above 50% Health again.
Health reaches 0
Health = 0
Incapacitated
Trauma Check — Resolve Immediately
Roll 2d6 vs Trauma Threshold (Toughness − Wound Margin).
Success: Survive — become Incapacitated, begin Bleeding Out.
Failure: Death.
Bleeding Out: gain +1 Fatigue per round (Aftermath) until Stabilized. Cannot act. Cannot move. If Fatigue ≥ Toughness → Death.
Trauma Check failure — or Fatigue ≥ Toughness
Death Condition
Dead
Trauma Check failed, or Fatigue reached or exceeded Toughness score while Bleeding Out. See Chapter VIII for Death & Retirement.
Fatigue
Each point = −1 to all rolls. Stacks cumulatively.
Timing
All Fatigue gained during a round is deferred and applied in the Aftermath. It does not affect rolls until the following round.
Effect
−1 to every die roll per point of Fatigue. There is no cap — Fatigue accumulates until cleared or the character dies.
Sources of Fatigue
+1
Any successful Momentum Press hit (regardless of Health loss)
+1
Being Wounded (≤50% Health) — each Aftermath
+1
Bleeding Out — each Aftermath until Stabilized
+1
Magic Strain — per Working cast
Var.
Forced march, starvation, environmental hardship
Death Threshold
If Fatigue equals or exceeds Toughness score while Incapacitated and Bleeding Out — the character dies. This is the spiral: wounds produce Fatigue, Fatigue compounds penalties, unchecked Bleeding Out closes the loop.
Fatigue — Rest Segment
Clear Fatigue through rest. See Chapter VII for rest segment rules and quantities cleared.
Health — Sleep
Unwounded: +2 Health/day. Wounded (≤50%): +1 Health/day. Requires 6 hours uninterrupted sleep.
From 0 Health
Stabilize stops Bleeding Out. Medical skill check (CM 8–12+) restores to 1 Health. Still Wounded until above 50%.
Steel Age Core Rules

The Unseen Craft

Casting, strain, and the cost of working magic. Omen-Born only.

Casting — Roll Formulas
Unseen Craft Check
2d6 + Unseen Craft (Casting) Skill Mod + Casting Attribute Mod + Situational
Magic Defense Total
2d6 + Relevant Attribute Mod + Unseen Craft Skill Mod (if Omen-Born) + Situational
Types of Workings
Contested
Resisted by target's Magic Defense. Unseen Craft Check vs Magic Defense Total. Ties favour the world.
Marked
Resolved against a fixed CM. Used for self-targeted, allied, or environmental effects.
Ritual
Cannot be cast in combat. Requires time, preparation, and uninterrupted focus. Generates Lingering Strain.
Casting Time & Interruption

Combat Workings require two consecutive action segments. The caster may not take other actions until the Working resolves.

If interrupted between segments — by becoming Engaged, taking damage, or Restraint — the Working fails. The caster still gains Strain equal to the Working's tier.

Damage from Workings

Use only the raw 2d6 dice from the opposed roll to determine margin. Add the Working's Lethality + Casting Attribute Mod. Subtract target's Resilience. Remainder = Health loss. A successful hit also inflicts +1 Fatigue on the target regardless of Health loss.

Conditions from Workings
Chilled
Until end of target's next turn. +1 Lethality from cold-damage Workings against Chilled targets.
Dazed
Cannot take actions either action segment this round. Automatically loses Momentum.
Frightened
−2 on all rolls.
Slowed
−2 to Opening Order. Movement reduced by 5′.
Strain

Each time a Working is cast — successfully or not — the caster gains Strain equal to the Working's tier. Strain accumulates for the entire scene and does not affect casting rolls directly; it represents how unstable magic has become.

TierStrain Gained
Trained+1
Skilled+2
Expert+3
Master+4
Strain Threshold

Casting Attribute Mod + Unseen Craft Skill Mod
(GM option: also add Toughness Mod)
Up to this value, you work within the ordered Nine. Beyond it, something deeper notices.

Working Failure & Fatigue

Margin of Failure (MoF) = Defense Total − Unseen Craft Check Total (min 0)

MoF ≥ Strain
Clean failure. No Fatigue gained.
MoF < Strain
Dirty failure. Gain +1 Fatigue.
Backlash — High Strain

If Strain > Strain Threshold and Working fails with MoF < Strain:
+1 Fatigue and Health loss = MoF. This Health loss ignores armor.

Set Workings & Lingering Strain

A Working cast outside immediate danger is a Set Working. It generates Lingering Strain — Strain that does not clear at end of scene. Lingers until the caster completes 3 consecutive Sleep Segments.

Rest Segments clear scene Strain only. They do not clear Lingering Strain.

Heightened Backlash (Set Workings Only)

If current Strain exceeds Strain Threshold during a Set Working, increase Health loss from backlash by the amount Strain exceeds the threshold. Combat casting does not apply this amplification.

Clearing Strain
Scene Strain
Cleared during a Rest Segment (Exploration Time).
Lingering
Cleared only by 3 consecutive Sleep Segments (full night's rest).
Steel Age Core Rules

Skills & Paths

All skills at a glance — attributes, paths, and the nine paths of the Unseen Craft.

Trained+0+ attr. mod
Skilled+1+ attr. · choose path
Expert+2+ attr. mod
Master+3+ attr. mod
SP Cost1 · 2 · 4 · 6per tier
Martial
Melee CombatProwess
Reach (Spears/Polearms) Heavy Momentum (Axes) Dueling (Swords) Close Combat (Blades) Shield & Defense
 
Ranged CombatMind / Prowess*
Marksman Skirmisher
 
Command & TacticsCharm / Mind*
Leadership Tactics
 
Acrobatics & MovementProwess
Acrobatics & Tumbling Controlled Footwork
Wilderness & Travel
SurvivalMind
Outdoorsman Pathfinder
 
BeastwiseMind / Charm*
Hunting & Trapping Animal Handling
 
SeamanshipMind
Sailor Navigator
Subterfuge & Intrigue
StealthProwess / Mind*
Shadow Evasion
 
ThieveryMind
Cutpurse Burglar
 
DeceptionCharm / Mind*
Liar Imposter
 
StreetwiseCharm / Mind*
Urban Sense Shadow Trade
Craft & Technical
CraftMind
Craftwork Fine Craft
 
Construction & LaborMind
Builder Miner
 
HealingMind
Physician Medicine
Unseen Craft (Casting) ✦ — The Nine Paths Attribute varies by Path · Omen-Born only · Path set by birth month · Cannot be changed
EirvethFrost · Death · PeaceCast: Toughness
TajmorkNight · Secrets · MisdirectionCast: Mind
LyuberaLove · Art · DreamsCast: Charm
VargthyrBeasts · Storms · FearCast: Charm
VerdaineEarth · Plants · HealingCast: Toughness
FarrkjolCraft · Fire · KnowledgeCast: Mind
PravonLaw · Sun · JudgmentCast: Mind
ArkaelosWar · Vengeance · FateCast: Mind
ThalarionSea · Travel · ChanceCast: Charm