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Cast a Utility Spell

Charge: Move up to Speed and make one melee Attack, Knock Down, or
ATTACK ROLLS Shove. All Attacks/Challenges you make have a 1 bane penalty until the end of
the round.
Melee: d20 + Str modifier
Ranged/Finesse: d20 + Agi modifier Concentrate: Damage or Insanity gain forces a Will Challenge to maintain it.
Spell: d20 + varies (often Int/Will modifier)
Defend: All attacks against you suffer 1 bane and all Challenge rolls to resist
vs. Target Number (TN) usually Defense attacks are made with 1 boon.

CHALLENGE ROLLS Disarm: Str or Agi Attack vs. higher of targets Str or Agi. Apply 2 banes to
attempt if unarmed.
Not directly opposed though boons/banes may apply.
Disarm a Trap: Int Challenge. Failure may set it off.
d20 + varied modifier vs. TN 10
Distract: Short Range. Int Attack vs. targets Int. Target makes next
BOONS/BANES Attack/Challenge roll that round with 2 banes.
d6 per Boon/use highest as adjustment End an Effect
d6 per Bane/use highest as adjustment
Escape: Str or Agi Attack vs. targets Str if Grabbed. Gets free and moves up
Boons/Banes cancel out one-for-one.
to half Speed without triggering Free Attack.
Extinguish a Fire: If self or another creature within reach is on fire and
suitable means of dousing the flames are available.
Feint: Short Range. Agi Attack vs. targets Per. 2 boons on the next Attack you
Attack/Cast an Attack Spell make vs. targets Def or Agi before the round ends OR your movement does
Attack an Object: Attacking a worn/carried object is done with 2 banes. not trigger Free Attacks from the target for 1 round.
Find: Per Challenge to find a hidden object including traps. Per Attack vs. Agi
Attack with Two Weapons: 1) Attack one target with main hand weapon and
2 bane penalty. If it hits, both weapons hit, but off-hand weapon just adds its of hidden creature to spot hidden creature. Can Guess the Location and try to
strike a totally concealed opponent with a 3 bane penalty.
normal unmodified damage die to total. 2) Attack two targets, making the main
hand attack against one target and the off-hand attack against the other, both Grab: Str or Agi Attack vs. targets Agi. If already Grabbed target, this is
with 3 banes. If you attack with a shield it loses its defensive benefit for the rest automatically successful.
of the round.
Help: Int Challenge to provide a 1 boon bonus to a target within 5 yards, on the
next Attack/Challenge roll they make that round.

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Hide: Agi Challenge. Requires Heavily Obscured or Three-Quarter Cover or
better. Also provides 1 boon to Attacks vs. the Def or Agi or targets that
cannot see you. Amount Half Health: Injured
Knock Down: Str Attack vs. targets Agi with 1 bane/boon per Size difference. Amount = Health: Incapacitated (Dead if suffers all damage from single
Knocks target Prone. source. Dead if takes more damage after being Incapacitated)
Prepare: Describe a Trigger Action. Make that Action with 1 boon when it is Incapacitated characters follow Disabled/Dying procedure. NPCs are killed or
triggered. unconscious for 1d3 hours.
Pull: Str Attack vs. targets Str. Only on Grabbed target of your Size or smaller. DEPRIVATION
Move up to half Speed taking them with you.
Str Challenge. 1 bane per day without food, 1 bane per day without water, 1
Reload: Ready next piece of ammunition. Optional Rule: This is done 5 times. bane per day without sleep. Failure becomes Fatigued. If already Fatigued,
Thereafter, when an attack using the weapon has a result of 0 or less, takes d6 damage that can only be recovered by days of missing
ammunition has run out. food/water/sleep.
Retreat: Move away at up to half Speed. Does not trigger a Free Attack. EXPOSURE
Rush: Move up to twice Speed. Str Challenge at end of each hour. Failure becomes Fatigued. If already
Shove: Str Attack vs. targets Str with 1 bane/boon per Size difference. Moves Fatigued, suffers d6 Health penalty.
them away 1 yard +1 yard per Str modifier. FIRE
Stabilize: Int Challenge with 1 bane if the target is Dying. Success heals 1 Does d6 damage at the end of each round.
damage.
SUFFOCATION
Use an Incantation: Anyone can read one. If readers Power is greater than
spells Rank, is automatically successful. If readers Power is equal or less than Hold breath for minutes equal to Str score. If uses an Action, must make Str
the spells Rank, must make Int Challenge with 1 bane per level of difference. Challenge roll or reduce the minutes by 1. Make Str Challenge when out of time.
Failure means it fails and the incantation is ruined. Failure means 2d6 Health penalty. Repeat roll at end of each round with a
cumulative 1 bane penalty per round and per extra action, enduring a further d6
Use an Item: Drink/administer a potion, retrieve an object, light a torch, etc. Health loss with failure.
FREE ATTACK HEALING
Once per round, you can make a free melee attack vs. any creature moving out Rest for at least 8 hours once per 24 hours. Rest heals Healing Rate damage.
of reach (unless they are using the Retreat Action or Escape Action from a
grab). If rests a full 24 hours, regains double Healing Rate.
If Rest period is interrupted for more than 1 minute, it is wasted.
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Befriend: Will Attack vs. targets Will. Gain +1 boon to further social rolls vs. Jump Across: 2 + Agi modifier/yards with 2 yard or more run-up. Agi
same target in some cases. Challenge to jump higher. Can be done as part of Movement.
Deceive: Int Attack vs. targets Int. Jump Up: Agi modifier x 0.5 ft./x1 ft. if run-up of 2 yards or more. Agi
Challenge to jump higher. Can be done as part of Movement.
Intimidate: Will or Str Attack vs. targets Will.
Ride: Mounting/Dismounting uses Movement. Rider or Mount can use an
Persuade: Will Attack vs. targets Will. Action OR both can with a 2 bane penalty (once per round only).
Taunt: Int Attack vs. targets Will. Mount Falls Prone: Agi Challenge or d6 + mounts Size damage and
Immobilized beneath it. Action and Str or Agi Challenge to get free with 1
bane per Size difference larger.
Sneak: Agi Challenge. Fail: Can be heard, 0 or Less: Make a lot of noise
Heavy Armor: -2 to Speed Stand Up: Costs an Action OR Movement
Walk: Maximum of 8 hours before Forced March. Swim: In treacherous waters, Str Challenge with 1 bane for Medium Armor/2
banes for Heavy Armor. Fail: No progress, 0 or Less: Sink!
Forced March: Str Challenge/hour. Fail: d6 damage and Fatigued
Cautious: Perception +1 boon
Jog*: Perception +1 bane/Forced March +1 bane
Run**: Perception +2 banes/Forced March +2 banes Resisted with a Will Challenge. Each dark magic spell you know provides 1
*Each hour is 2 hours walking **Each hour is 4 hours walking boon to the roll.

Balance: Agi Challenge, Fail: Stop moving, 0 or Less: Land prone or fall When Insanity points equal Will, you Go Mad.

Climb: Str Challenge, Fail: Stop moving, 0 or Less: Fall When you Go Mad, reduce Insanity by d6 + Will modifier.

Crawl: Move at half Cautious Speed. Also reduce Insanity by d6 + Will modifier by gaining Quirks chosen by GM.

Drop Prone: Doesnt cost Movement. When you gain Insanity, you become Frightened for rounds equal to the new
Insanity total.
Fly: May require Str Challenge in treacherous weather.
If already Frightened, become Stunned for the duration.

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Gained from heinous acts, e.g. cold-blooded murder, torturing innocents, etc. As Totally Obscured. Heavily Obscured if in clouds of dust/smoke.
When gained roll d20: Invisible attacks vs. those unable to see it provide 1 boon.
< new Corruption score: roll on Mark of Darkness table. If repeated result,
gain 2d6 Insanity instead.
DARK MAGIC
Gain 1 Corruption each time you discover a dark magic tradition.
Each time you learn a dark magic spell, roll a d6: if the result is less than the
number of Dark magic spells you know, you gain 1 Corruption.

Can carry number of items equal to Str score easily. Beyond that up to twice
Strength is encumbered (Slowed, plus 1 bane to all Str and Agi rolls).

Shadow of the Demon Lord is 2016, Schwalb Entertainment, LLC.


These unofficial cheat sheets created by Jargogle Bamboozle.
Wearers suffer 1 bane on all Str and Agi rolls and -2 Speed if they do not meet
the armors requirements.

Defense: 5 (usually)
Health: Size x 10. Half for Fragile materials, double or more for stone/metals.
Destroyed/rendered useless at 0 Health.
Breaking an Object: Strength Challenge with 1 bane per Size larger than you.

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