5DQJH&DWHJRULHVZLWKPRGLILHUV 5DQJH 5DQJH&DWHJRULHVZLWKPRGLILHU QJH&DWHJRULHVZLWKPRGLILHUV &DW Range
Description
Typical Terrain Shooting Fleeing
Arm's right next to Length you
—
-3/+3
—
few steps away, Near in same zone
small room, cave tunnel
—
-1
≤ 25 meters, in Short bordering zone
dense forest, swamp, large hall
-1
Long
≤ 100 meters forest, hills, city (4 segments) ruins, gigantic away hall
as far as the eye Distant can see
plains, mountains
-2
0
+1
-1 (open); -3 (aim) +1 (rough)
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$UWLIDFW'LFH Result
D8
D10
D12
6
⚔
⚔
⚔
7
⚔
⚔
⚔
8
⚔⚔
⚔⚔
⚔⚔
9
—
⚔⚔
⚔⚔
10
—
⚔⚔⚔
⚔⚔⚔
11
—
—
⚔⚔⚔
12
—
—
⚔⚔⚔⚔
&RQGLWLRQVV Condition
Dice #
Chance
Pushed
1
17%
29%
2
31%
50%
3
42%
64%
4
52%
74%
5
60%
81%
6
67%
87%
7
72%
90%
8
77%
93%
9
81%
95%
10
84%
96%
Effects
cannot recover Strength without magic; suffer 1 point of damage to Strength per week; death Hungry if your Strength is broken and you go another week without food
Thirsty
cannot recover any attributes without magic; if broken, must drink water to get back up again; suffer 1 point of damage to Strength/Agility daily; death if your Strength/Agility is broken and you go another day without water
Sleepy
cannot recover Wits without magic; if broken, must sleep ≥ one Quarter Day to get back up again; suffer 1 point of damage to Wits daily, collapse and sleep for ≥ one Quarter Day if this damage breaks you
Cold
suffer 1 point of damage to Strength/Wits immediately; possible hallucinations and irrationality (GM discretion); continue rolling Endurance at same interval with same effect on fails, if Strength is broken while cold, you die on your next roll; cannot recover Strength/Wits
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7\SLFDO&RYHU
Action
Prerequisite
Skill
Slash
Edged or Blunt weapon
Melee
Stab
Pointed weapon
Melee
Punch/Kick/Bite
unarmed
Melee
Grapple
unarmed
Melee
Break Free
you are Grappled
Melee
Shoot
Ranged weapon
Marksmanship
Persuade
opponent can hear you
Manipulation
Type
Movement
Taunt
opponent can hear you
Performance
Plains
Open Terrain
-1
+1
Cast Spell
you are a Druid/Sorcerer
None (Chapter 6)
Forest
Open Terrain
+1
+1
Dark Forest
Difficult Terrain
-1
0
Flee
no enemy at Arm's Length
Move
Hills
Open Terrain
0
0
Crawl
you are prone
None
Mountains
Difficult Terrain
-2
-1
Impassable
—
—
at Near range
Melee Charge talent
High Mountains
Charge
Lake/River
Requires a boat or raft
—
0
Marshlands
Requires a raft
+1
-1
Quagmire
Difficult Terrain
-1
0
Ruins
Difficult Terrain
-2
-1
)DVW$FWLRQVV Action
Prerequisite
Skill
Dodge
—
Move
Parry
Shield or Parrying Weapon
Melee
Draw Weapon
—
—
Barrier
Armor Rating
Furniture
3
Wooden Door
4
Tree Trunk
5
Wooden Wall
6
Stone Wall
8
7HUUDLQ7\SHV Forage* Hunt
+ Q +LNLQJ'LVWDQFH
Swing Heavy weapon, must be performed Weapon right before a close combat attack
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