912541-Forbidden Lands Reference Sheet 2-Pages

August 4, 2024 | Author: Anonymous | Category: N/A
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Description

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7KH6NLOOV Strength

Agility

Wits

Empathy

Difficulty

Modification

Might

Stealth

Scouting

Manipulation

Trivial

+3

Lore

Performance

Simple

+2

Endurance Sleight of Hand Melee

Move

Survival

Healing

Easy

+1

Crafting

Marksmanship

Insight

Animal Handling

Average

0

Demanding

-1

Hard

-2

Formidable

-3

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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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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

Terrain

On Foot

On Horse-Back



Open

2 hexes/quarter

3 hexes/quarter

Get Up

you are prone



Difficult

1 hex/quarter

1 hex/quarter

Shove



Melee

Disarm

target holds a weapon

Melee

Feint

enemy at Arm's Length



Run

no enemy at Arm's Length

Move (in Rough zone)

Retreat

enemy at Arm's Length

Move

Grapple Attack

you've Grappled an opponent

Melee

Ready Weapon

Ranged weapon



Aim

Ranged, ≥ Short distance



Power Word

you are a Druid/Sorcerer

None (Chapter 6)

Use Item

varies

varies

/LJKW 'DUNQHVV Spring

Summer

Autumn

Winter

Morning

Light

Light

Light

Dark

Daytime

Light

Light

Light

Light

Evening

Dark

Light

Dark

Dark

Nighttime

Dark

Dark

Dark

Dark

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