STEEL AGE
Closed Playtest vz076
Confidential — closed external playtest. Do not redistribute, repost, stream, record, or quote publicly.

Rules Index

Chapter II — Character Creation & Contacts
Determine Core AttributesII.2
Fate Roll (Default)II.2
Point BuyII.2
Attribute ModifiersII.2
Omen-BornII.3
Special Attribute: HealthII.3
BackgroundsII.4
Initial SkillsII.8
Finishing TouchesII.15
Nature of a ContactII.9
Choosing an Initial ContactII.9
Relationship StatesII.11
Invoking a ContactII.11
Consequences of FailureII.11
Contact BoonsII.12
Signature Boons by Contact CategoryII.13
Maintaining ContactsII.14
Burning a ContactII.14
Expanding One's NetworkII.14
Chapter III — Character Growth, Skills and Paths
Milestone AdvancementIII.1
Milestone RewardsIII.1
Major Arc RewardsIII.2
Raising Core AttributesIII.2
Human Limits in This AgeIII.2
Injury Can Lower Your MaximumIII.2
Spending Skill PointsIII.3
Skill Tier CostsIII.3
Partial Advancement (Committed Progress)III.3
Investing Toward a TierIII.3
No ReassignmentIII.3
Meaningful Use Requirement (Expert and Master)III.3
Downtime Training (Counts as Use)III.3
Skill RanksIII.4
CompetenciesIII.4
Basic Human CompetenciesIII.4
Background CompetenciesIII.4
Skill ChecksIII.4
Skill Check FormulaIII.5
Challenge Marks (CM)III.5
CM Benchmarks by DomainIII.5
Defended Skill Checks (Opposed)III.5
Skill PathsIII.6
Continued Advancement (Cross-Training)III.6
Skills and Paths ListIII.6
Martial SkillsIII.7
Wilderness & Travel SkillsIII.8
Subterfuge & Intrigue SkillsIII.9
Social & Civic SkillsIII.11
Craft & Technical SkillsIII.12
Special SkillsIII.12
Chapter IV — Combat
Combat ScaleIV.1
Terrain in CombatIV.1
Visibility in CombatIV.1
The Combat RoundIV.2
Action SummaryIV.3
Melee Combat ResolutionIV.4
Engagement Clash Segment (Neutral State)IV.4
Momentum Press Segment (Attack / Defense State)IV.5
Damage ResolutionIV.6
KnockdownIV.6
Ranged CombatIV.7
Range BandsIV.7
Cover ModifiersIV.7
Aiming ActionIV.7
Shooting into MeleeIV.8
Ranged Special CasesIV.8
Ammunition & Thrown WeaponsIV.8
Fatigue & WoundsIV.8
Last PushIV.8

Rules Index continued

Chapter IV — Combat (cont.)
Incapacitation, Stabilization & DeathIV.9
Trauma Check (at 0 Health)IV.9
IncapacitatedIV.9
Bleeding OutIV.9
Stabilization ProceduresIV.9
Multi-Opponent EngagementIV.10
SwarmedIV.10
Special CasesIV.10
Aftermath Procedure: Morale & PanicIV.12
Morale TriggersIV.12
Morale ResolutionIV.12
Panicked StateIV.12
Rout StateIV.12
RecoveryIV.12
Chapter V — Magic
Access to MagicV.1
Workings and the Unseen CraftV.1
Casting TimeV.1
Interrupted CastingV.1
Types of WorkingsV.1
Summoned Creatures and MeleeV.1
Resolving WorkingsV.2
Innate Magic DefensesV.2
Strain & Fatigue in SpellcastingV.2
Strain ThresholdV.3
Working Failure & Fatigue (Clean Miss Rule)V.3
Backlash (High Strain)V.3
Set Workings (Ritual Casting)V.3
Lingering StrainV.3
Heightened BacklashV.4
ConditionsV.4
Path StructureV.5
Working FormsV.5
Chapter VI — Wealth & Equipment
Coinage and Value in DyrhalVI.1
The Legacy of the Aurikronton CoinageVI.2
Wages, Services, and the Cost of LivingVI.2
WagesVI.2
Rations and DrinkVI.2
LodgingVI.2
Common ServicesVI.3
Lifestyle Packages (Optional)VI.3
Scarcity, Barter, and Price DriftVI.3
Arms and Armor in DyrhalVI.4
WeaponsVI.4
Melee Weapon DescriptionsVI.5
Ranged WeaponsVI.6
ArmorVI.6
Arms and Armor QualityVI.7
Adventuring Gear in DyrhalVI.8
Encumbrance (Slots)VI.10
Carry SlotsVI.10
Load StatesVI.10
Beasts, Carts, and TransportVI.11
Chapter IX — Trade, Crafting & Remedies
Negotiation & TradeIX.1
The Deal LadderIX.2
AppraisalIX.2
Crafting, Repairs, and CommissioningIX.3
Quality from CraftingIX.4
RepairsIX.4
Alchemicals and ToxinsIX.5
Healing SalveIX.5
AntitoxinIX.5
StimulantIX.5
Simple ToxinIX.6
ParalyticIX.6
Rare and Trade GoodsIX.7
Chapter VII — Travel, Exploration & Time
Time ScalesVII.1
Daily SegmentsVII.1
Fatigue and Lingering FatigueVII.2
The Rule of Two and Forced MarchVII.2
Rest & Sleep SegmentsVII.3
Rations and RecoveryVII.4

Rules Index continued

Chapter VII — Travel, Exploration & Time (cont.)
Travel DistanceVII.5
Universal ModifiersVII.5
Encounter CheckVII.5
Action Segment ActivitiesVII.6
Scouting, Foraging, Hunting & Making CampVII.7
Exploration Time and Adventuring TurnsVII.8
Lighting and VisibilityVII.9
Visibility TiersVII.9
Weather and ConditionsVII.9
Light SourcesVII.9
TerrainVII.10
Chapter VIII — Injury, Death & Retirement
Injury ThresholdsVIII.1
The Moment of CollapseVIII.1
Reaching 0 Health: Trauma CheckVIII.1
IncapacitatedVIII.2
Bleeding OutVIII.2
Medical Rounds (After the Fight)VIII.2
Stabilization (Combat Action)VIII.2
Wound RecoveryVIII.3
Natural Healing RequirementVIII.3
Returning From 0 HealthVIII.3
Medical Care: Restore to 1 HealthVIII.3
Natural Healing RatesVIII.4
Underfed and Starving: No Natural Health RecoveryVIII.4
Treatment and ConditionsVIII.4
The Scars of DyrhalVIII.5
Scars Test (Permanent Injury)VIII.5
Scars of Dyrhal Table (1d6)VIII.5
Surgeon's Kit and ScarsVIII.5
Poison and SicknessVIII.6
Poison StatesVIII.6
Poison ProfileVIII.6
Sources of Poison and SicknessVIII.7
Building New PoisonsVIII.7
DeathVIII.7
Chapter VIII — cont.
Succession and ContinuityVIII.8
Declaring a SuccessorVIII.8
Relationship State & SuccessionVIII.8
Where the Successor BeginsVIII.8
What Is InheritedVIII.8
Exposure & ConsequenceVIII.8
Failed SuccessionVIII.8
RetirementVIII.9
When Retirement Makes SenseVIII.9
Legacy Options (Choose One)VIII.9
Aging and Decline (Optional)VIII.9
Chapter X — Running the Game
The Role of the GMX.1
Adjudication PrinciplesX.1
Speak the Situation. Ask for Intent.X.1
If Failure Isn't Meaningful, Don't Roll.X.1
State the Stakes Before the Roll.X.1
Let Results Change the Situation.X.1
Be Consistent, Not Symmetrical.X.1
Encounter Design & PressureX.2
The Steel Age “Danger Knobs”X.2
Quick Encounter TemplatesX.2
Optional GM Tool: MooksX.2
Challenge & Stakes ToolkitX.3
The Challenge Mark Scale (CM)X.3
Set the Stakes Before the RollX.3
A Cost Menu for Meaningful FailureX.3
Environmental Challenges & ClocksX.4
Visibility and LightX.4
TerrainX.4
WeatherX.4
Pressure Clocks (Use Them Often)X.4
Rulings and ConsistencyX.5
MilestonesX.5
What Earns a MilestoneX.5
Session Zero ExpectationsX.6
Session Zero ChecklistX.6
Fate Points (Optional)X.6
The Core Procedure of PlayX.6
Campaign SeedsX.7

Rules Index continued

Chapter XI — Bestiary
BanditXI.2
RaiderXI.3
Man-at-ArmsXI.4
VeteranXI.5
AssassinXI.6
Common PeasantXI.7
Omen-Born Bounty HunterXI.8
NobleXI.9
GoblinXI.10
Beast-KinXI.11
OgreXI.12
TrollXI.13
WolfXI.14
BoarXI.15
BearXI.16
StagXI.17
Shamble-DeadXI.18
Barrow SkeletonXI.19
WightXI.20
Ossuary KnightXI.21
Spectral ArachneXI.22
HydraXI.23
Ruin-Stitched GolemXI.24
Nameless EchoXI.25
Chapter XII — Treasure, Rewards & Relics
Reward PrinciplesXII.1
Forms of RewardXII.1
Liquidation ValueXII.1
Treasure Generation GuidanceXII.2
Reward CompositionXII.2
Reward ScaleXII.2
Sources of TreasureXII.2
Quick Reward Table (GM Reference)XII.3
Chapter XII — cont.
Relics and Enchanted ItemsXII.4
The Nature of EnchantmentXII.4
Types of RelicsXII.4
Quick Reference TablesXII.5
Minor CharmsXII.5
Enchanted WeaponsXII.6
Enchanted Armor & Worn RelicsXII.7
Greater RelicsXII.7
Creating New Relics (GM Tools)XII.8
Appendix B — Reference Sheets
Roll ReferenceB.1
The Combat RoundB.2
Engagement StatesB.3
Health & FatigueB.4
The Unseen CraftB.6
Skills & PathsB.7
Steel Age Core Rules

Character Sheet

Back — Contacts, Equipment & Notes
Name / Identity
Category
Context
Relationship State →
Burned
Fraying −3
Wary −1
Neutral 0
Trusted +1
Bound +3
Interests & Vulnerabilities / Notes
Name / Identity
Category
Context
Relationship State →
Burned
Fraying −3
Wary −1
Neutral 0
Trusted +1
Bound +3
Interests & Vulnerabilities / Notes
Weapon
Reach
Lethality
Slots
Notes
Armor Type
AV
Slots
Shield
Bonus
Slots
Strain Threshold
Current Path
Working Name
Tier
Str
Wealth
Silver Rounds
Other Wealth
Item
Slots
Carry Slots (TGH+4)
Slots Used
Container Bonus
Load →
Light
Burdened −1
Laden −2
Overloaded −3
Penalties apply to mobility, stealth, climbing, swimming — not combat rolls.
Steel Age Core Rules
GM Encounter Sheet
Foe Tracking
Encounter / Location
Session
Date
Name / Type
TM
AV
Move
PRW
TGH
Health
Fatigue
Traits / Morale / Status
Engagement Clash
Momentum Press
Momentum Defense
Ranged Attack
Resilience
Magic Defense
Weapon  ·  Reach / Lethality
Name / Type
TM
AV
Move
PRW
TGH
Health
Fatigue
Traits / Morale / Status
Engagement Clash
Momentum Press
Momentum Defense
Ranged Attack
Resilience
Magic Defense
Weapon  ·  Reach / Lethality
Name / Type
TM
AV
Move
PRW
TGH
Health
Fatigue
Traits / Morale / Status
Engagement Clash
Momentum Press
Momentum Defense
Ranged Attack
Resilience
Magic Defense
Weapon  ·  Reach / Lethality
Name / Type
TM
AV
Move
PRW
TGH
Health
Fatigue
Traits / Morale / Status
Engagement Clash
Momentum Press
Momentum Defense
Ranged Attack
Resilience
Magic Defense
Weapon  ·  Reach / Lethality
Name / Type
TM
AV
Move
PRW
TGH
Health
Fatigue
Traits / Morale / Status
Engagement Clash
Momentum Press
Momentum Defense
Ranged Attack
Resilience
Magic Defense
Weapon  ·  Reach / Lethality
Name / Type
TM
AV
Move
PRW
TGH
Health
Fatigue
Traits / Morale / Status
Engagement Clash
Momentum Press
Momentum Defense
Ranged Attack
Resilience
Magic Defense
Weapon  ·  Reach / Lethality
Steel Age Core Rules
Opening Order Tracker
Opening Order Strip — highest score at left
1
2
3
4
5
6
7
8
9
10
11
12
Opening Order: 2d6 + Mind Modifier + Command & Tactics Skill Modifier  ·  Ties: higher Mind acts first · place tokens in order before round begins
Finis
Steel Age Core Rules Compendium  ·  vz074 Playtest Edition
Designed by Erik A. Daur
The world of Telas, the Barony of Omsk, and all contents herein
are original works. All rights reserved.

This document is a playtest draft.
Not for distribution or resale.