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Defensive

Close Combat Stance Combat TN 12 Order of Action 3


Fighting conser vatively, tr ying to protect yourself or others and holding your ground.

Rearward
Ranged Combat Stance Combat TN 12 Order of Action 4
Staying away from the press, to attack your foes from a distance.

Protect Companion

Requirements

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.

You may only assume a rearward stance if at least two other characters are fighting in a close combat stance, and the total number of enemies isn't more than twice the number of heroes. You may only attack with or be targeted by ranged weapons.

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.

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

If you spent your previous round in a rearward stance, you may flee the combat at the beginning of a round.

Open
Close Combat Stance Combat TN 9 Order of Action 2
Fighting without sparing yourself, but giving proper att ention t o your enemies actions.

Forward
Close Combat Stance Combat TN 6 Order of Action 1
Exploiting any opportunity to attack, to the point of exposing yourself to the retaliation of your enemies.

Rally Comrades

Forego 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.

Intimidate Foe

Escape Combat

Forego 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.

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.

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.

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