Вы находитесь на странице: 1из 1

IMPORTANT TESTS

COMBAT STEPS
1) Check for Surprise (LB 42-43)
- Battle, Hunting or Stealth to Ambush
- Awareness, Battle or Hunting to Detect
- Surprised PCs cannot gain combat advantage
2) Determine Initiative (LB 41)
- Defending group holds initiative
3) Resolve Opening Volleys (LB 41)
- Ranged Only, TN 12 + Parry + Shield Bonus
4) Assign Combat Advantage (LB 41-42)
- Battle Roll
- TN 12: Ambushing
- TN 14: Defending
- TN 18: Attacking
- Adds Extra Success Dice 1/j2/jj3
5) Choose Stances (AB 162-163)
- Forward: TN 6
- Open: TN 9
- Defensive: TN 12
- Rearward: TN 12
6) Combat Round
- Each side in Initiative Order
- Forward > Open > Defensive > Rearward
- From Highest Wits to Lowest

COMBAT NOTES
Called Shot: Successful Attack + at least 1 j
Damage: Endurance Lost

Corruption Test: Feat Die + Wisdom Dice, TN 14^


Failure: Gain Shadow Points based on severity (LB 56-58)
Fatigue Test: Base Travel Test, TN 14
- Guide: Travel
- Scout: Explore
- Look-Out: Awareness
- Huntsman: Hunting
- Failure: Lose Endurance equal to Traveling Gear
encumbrance
- Failure + C: Trigger Hazard while on Journey
Lore Test: Each PC MAY make lore test at beginning of Journey
- Success: (Choose 1/j2/jj3)
- Reduce Journey length by 1 day
- Allow one character to automatically pass fatigue test
- Reduce TN of all Fatigue Rolls made by one character
- Failure: Add 1 day to Journey Total

IMPORTANT TERMS
Advancement Points: Spend on Valour, Wisdom and Weapon Skills
- Awarded for Invoking Trait AFTER success
- Awarded for Succeeding above and beyond TN
Experience Points: Spend on Common Skills

Add Basic Damage if Great Success


Add 2x Basic Damage if Extraordinary Success
Edge: Piercing Blow if Feat Die matches or exceeds

- Awarded at end of Session


Fellowship Points: Equal to number of Party Members
- May be spent to recover Hope, One for One

Injury: TN for Protection Test to avoid Piercing Blow

Fatigue: Equal to Encumbrance of all carried gear

Killed: Takes second Wound and reduced to 0 Endurance in same round

Hope: Can be spent to add (Favoured)Attribute Bonus to Skill Test

Knockback: PC may lose next turn to Halve Endurance Lost

Miserable: Hope drops equal to or below Shadow Rating

Knockout: Takes a Second Wound

Trait (Specialty/Distinctive Feature):

Parry: Adds to TN to be hit, Equal to Basic Wits plus Shield Bonus

- Invoke to automatically succeed skill test where appropriate

Protection Test: (Feat Die + Armor Dice) + Headgear Bonus

- Invoke to get a skill test when a test is not allowed by situation

Attribute Bonus: Body


Wounded: Fails Protection Test

COMBAT STANCES
1) Forward: Close, TN 6
- Intimidate Foe: Forgo your attack and make an Awe or Battle
roll at TN 10 plus the highest Attribute level among all foes. If
you received a wound during the previous round you cannot
attempt to intimidate. If you succeed, your opponents lose one or
more Hate points. If you fail, you lose one point of Hope.
2) Open: Close, TN 9
- Rally Comrades: Forgo your attack and make an Inspire or
Song roll instead. If the roll is successful, all fighting
companions, including you, who suffered a loss of Endurance
during the current combat, recover one or more Endurance
points. If the roll is failed, you lose one point of Hope.
3) Defensive: Close, TN 12
- Protect Companion: After choosing a defensive stance, choose
a companion who is in open or forward stance. You strive to
protect this hero. When this protected hero is attacked, you may
choose to spend a point of Hope to become the target of the
attack instead.
4) Rearward: Ranged, TN 12
- Prepare Shot: You spend an entire round preparing a shot. If
your attack in the following round is successful, you achieve a
Called Shot.
Escape Combat: At the end of a round, make an Athletics roll, TN 10 plus
the highest Attribute level among the opponents you are facing.
If you succeed you have escaped combat. You need a great or
extraordinary success if you are engaged with multiple
opponents. If you fail, you remain engaged and cannot attack
next action. If you spent your previous round in a rearward
stance, you may flee the combat at the beginning of a round.

- Invoke after successful Skill test to gain Advancement Point


Weary: Endurance drops equal to or Below Fatigue Rating
- Outlined numbers on dice count as 0

FELLOWSHIP PHASE
Time (AB 168)
- 1 Week to 3 Months
Where (AB 169)
- Sanctuary
- Disband
- Homeland (Standing Upkeep)
Activities (AB 170-173)
- Heroic Development (individual)
- Spending Experience Points
- Raise Valour or Wisdom
- Costs Twice intended rank
- Raise Weapon Skills
- Costs Twice intended rank
- Split weapon out of cultural
- Spending Advancement
- Raise Common Skills
- Costs 4x intended rank
-Undertakings (AB 171-173)
- Meet Patron (Group)
- Gain New Distinctive Feature (Individual)
- Must replace pre-existing Feature
- Heal Corruption (Individual)
- TN 14 Craft or Song, heals 2/j4/jj6
- Raise Standard of Living (One Month) (Individual)
- 1 Treasure: Prosperous
- 2 Treasure: Rich
- Raise Standing (See Book) (Individual)
- Open New Sanctuary (See Book) (Group)

Вам также может понравиться