Forbidden_Lands_References.pdf

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Combat Order
Start of Combat
Draw initiative cards
Surprise: Draw 2 initiative cards, choose better
6
7
8
Armor Save
Attacks
Action
Slash
Speed
Slow
Skill
Melee
Required
Standing,
Drawn
Edged/Blunt
wpn
Standing,
Drawn Point-
ed wpn
Standing/
Unarmed
Standing
Dodge
+2
Parrying
Wpn
OK
Wpn
OK
Shield
OK
Effect
Dmg to Str
1. Combine armor & helmet rating
2. Roll 1 gear die for each armor rating
3. Each subtracts 1 from damage
4. Each and/or each point of damage that penetrates
reduces armor rating by 1
Helmet Special: If you take a critical injury, you may sacrifice
your helmet for reduction. See rules pg. 105 for details.
Stab
Slow
Melee
OK
OK
-2
+2
Dmg to Str
Start of Round
Players may exchange initiative cards here.
Apply Damage
Any remaining
are applied as damage to target
Actions
Crawl Only
Effect
Knocked
sensless
Exhausted
Panic
Punch/Kick/
Bite
Grapple
Slow
Slow
Melee
Melee
OK
OK
+2
OK
+2
OK
+2
OK
Dmg to Str
Target drops
wpn, both fall
prone
Dmg to Str
Escape grapple
Target falls prone
= drop 1H
wpn, 2 = drop
2H wpn
Dmg to Str
Declare Action
1 Fast action + 1 Slow Action
OR
2 Fast Actions
Attribute
Strength
Critical
Slash (pg196)
Blunt (pg.197)
Stab (pg.198)
NA
Horror (pg.199-
200)
NA
Grapple
Attack**
Break Free**
Shove
Disarm
Fast
Fast
Fast
Fast
Melee
Melee
Melee
Melee
Grappling
target
Being
grappled
None
Standing,
target has
wpn (not
shield)
In range,
readied wpn
X
X
OK
OK
X
X
X
OK
X
X
X
OK
X
X
OK
OK
Agility
Wits
Empathy
Crawl Only
Run Only
Target Declares Reaction
If defender is ready to fight and has any fast
actions remaining, they may dodge or parry
BEFORE the attack dice are rolled.
"You must either explode in
a violent outburst, kicking
and breaking everything
around you, or withdraw
from everyone around you.””
Shoot
Slow
Marks-
man
OK
X
X
OK
*Fall prone after dodge. -2 to remain standing.
**Only actions allowed during grapple.
Roll Action
*No critical if self inflicted with a pushed roll
Non-Attack
Action
Speed
Slow
Slow
Slow
Slow
Slow
Fast
Fast
Fast
Fast
Fast
Fast
Fast
Fast
Fast
Skill
Manipulation
Performance
Special
Move
(No roll)
(No roll)
(No roll)
(No roll)
(No roll)
Move
(No roll)
(No roll)
Special
Varies
Required
Opponent can hear you
Opponent can hear you
Special
No enemies in Arm's length
You are prone
None
None
You are prone
Enemy in arm's length range
No enemies in Arm's length
Hvy wpn, stab/swing is next action
Readied wpn, shoot in same round
Special
Varies
Success:
GM's call
GM's call
Special
Leave Combat
Move while prone
Wpn Drawn
Ranged Wpn Readied
Stand Up
Swap initiative
Move zones
+1 damage
+1 damage
Special
Varies
Persuade
Taunt
Cast Spell
Flee
Crawl
Draw Wpn
Ready Wpn
Melee: Strength + Melee Skill + Wpn Bonus
Ranged: Agility + Marksmanship Skill + Wpn Bonus
Magic: See spell description
Other: Attribute + Skill + Gear
A single does the weapon’s damage rating
to the target, additional do +1 for each.
End Round
Finish your actions, move to next initiative.
If it is the final initiative, do not reshuffle cards. Keep the
same cards for the entire combat.
Roll Reaction
Dodge: Agility + Move Skill + Bonus
Parry: Strength + Melee Skill + Bonus
subtracts one
from the attack.
Fleeing Modifiers
Range
Near
Short
Long
Open Zone
Rough Zone
Mod
–1
0
+1
–1
+1
Range Modifiers
Range
Arm’s Length
Near
Short
Long
Distant
Mod
–3/+3
-
–1
–2
–3 (requires Aim)
Get Up
Feint
Run
Swing
Aim
Power Word
Use Item
Each
Social Actions
Action
Taunt
Persuade
Bluff
Speed
Slow
Slow
Slow
Roll
Empathy + Performance + Bonus
Empathy + Manipulate + Bonus
Empathy + Manipulate + Bonus
http://frialigan.se/en/startpage/
Weapon Features
Feature
Action
Special Rules
Blunt
Edged
Heavy
Hook
Light
Parrying
Pointed
Slash
Slash
Swing
Weapon
Shove
If the enemy takes a critical injury, roll on the blunt trau-
ma table.
If the enemy takes a critical injury, roll on the slash
wounds table.
Additional 1 damage on successful attacks. Takes up two
gear rows on your character sheet.
You can list two light items on one gear row on your
character sheet.
Weapons without the parrying feature get a -2 penalty
when parrying.
If the enemy takes a critical injury, roll on the stab
wounds table.
SLEEPY
You need to sleep for at least one Quarter Day of each
day. After one day without sleep, you become SLEEPY.:
v
You cannot recover Wits, except through magic.
If your Wits are Broken while SLEEPY, you must
sleep for at least one Quarter Day to get back up
again.
v
You take 1 point of damage to your Wits each
day. If this damage breaks your Wits, you collapse
and sleep for at least one Quarter Day.
v
As soon as you have slept for at least a Quarter
Day, you are no longer SLEEPY, and you can recov-
er Wits normally.
Social Modifiers
Action
+1
+1
+1
+1
+1
+1
-1
-1
-1
-1
-1
Speed
For each point of repuation above opponent's
You have more people on your side.
What you ask for doesn’t cost your opponent anything.
Your opponent has suffered damage to any attribute.
You have helped your opponent previously.
You present your case very well (determined by the GM).
Your opponent has more people on his side.
You ask for something valuable or dangerous.
Your opponent has nothing to gain by helping you.
You are having trouble understanding each other.
The range between you is SHORT or longer.
Parry
Stab
THIRSTY
You must drink a ration of water (see page 38) at least
once per day. After a day without water, you become
THIRSTY.
v
You cannot recover any attributes, except
through magic. If you are Broken, you need to
drink water to get back up again.
v
You take 1 point of damage to both Strength
and Agility every day. If either of hese are Broken
while THIRSTY, you die after another day without
water.
v
As soon as you drink, you are no longer
THIRSTY, and you can recover your attributes
normally.
COLD
When the cold is bitter and you don’t have enough
shelter, you have to roll ENDURANCE regularly. The
colder it is, the more frequently you need to roll. A
chilly fall day requires a roll per day; in the depth of
winter, you might have to roll once every hour. You
can even hallucinate, causing you to act irrationally –
details are up to the GM to decide.
v
You must keep rolling ENDURANCE at the same
interval, and with the same effect if you fail. If your
Strength is Broken while you are COLD, you die
the next time you have to roll.
v
You cannot recover Strength or Wits. Only after
you have warmed up again, if only by a campfire,
are you able to recover those attributes.
HUNGRY
You must eat a ration of food (see page 38) at least
once every day. After a day without food, you become
HUNGRY. Being HUNGRY has several effects:
v
You cannot recover Strength in any way, except
through magic. You can recover other attributes.
v
You suffer 1 point of damage to Strength per
week. If your Strength is Broken while HUNGRY,
you die after another week without food.
v
As soon as you have eaten, you are no longer
HUNGRY, and you can recover Strength normally.
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