Sei sulla pagina 1di 1

MOVEMENT ACTIONS CHARGE GET UP MOVE RETREAT RUN

COST 2 AP 1 AP 1 AP 2 AP 3 AP

TAKE COVER ATTACK ACTIONS

1 AP COST

DESCRIPTION Move at a distance equal to your Agility Bonus (AB) +6, gaining a +10 Base Chance to hit with your next Hand-to-Hand or Melee Attack on this Turn. However, it invokes an Opportunity Attack if you are already Engaged with a foe. You stand up from the ground, get into a carriage or mount atop an animal. However, it invokes an Opportunity Attack if you are already Engaged with a foe. Move at a distance equal to your Agility Bonus (AB) +3. However, it invokes an Opportunity Attack if you are already Engaged with a foe. Move out of an Engagement at a distance equal to your Agility Bonus (AB) +3 without provoking Opportunity Attacks. Move at a distance equal to your Agility Bonus (AB) +9. As a result, foes suffer a -20 Base Chance to hit you with Attack Actions until the beginning of your next Turn. However, it invokes an Opportunity Attack if you are already Engaged with a foe. Move at a distance of 1 yard to a waist-high wall or higher. The barrier or cover must come up to your mid-section and be made of wood, stone or metal to grant ample protection. Trees, a cart or low stone walls would qualify, but shrubs or thick grasses would not. If youre behind lighter cover or behind a shield with the Protective Quality, foe's suffer a -10 Base Chance to hit you with Attack Actions until the beginning of your next Turn. If youre behind heavier cover, foe's suffer a -20 Base Chance to hit you with Attack Actions until the beginning of your next Turn.

CALLED SHOT

HAND-TO-HAND ATTACK

MELEE ATTACK

RANGED ATTACK CHAIN ATTACK ACTIONS

CHOKEHOLD (head) CRIPPLE (legs)

DISARM (arms)

JOINT LOCK (arms)

KNOCKOUT! (head) SHIELD SLAM (body) STUNNING BLOW (body)

TRIP (legs) SPECIAL ACTIONS

ARM WEAPONS CAST MAGICK

GRIM RESOLVE

INSPIRING WORDS

INTIMIDATION TACTICS PERILOUS STUNT

SHAKE IT OFF WAIT REACTIONS

DODGE

PARRY

OPPORTUNITY ATTACK

Attack a specific body part with a relevant Athletics, Melee-based or Ranged-based Skill Test. If you attempt to attack someones head or legs, you suffer a -20 Base Chance to hit with a Called Shot. If you attempt to attack someones body or arms, you suffer a -10 Base Chance to hit with a Called Shot. After successfully striking (and if your foe fails to Dodge or Parry), you immediately deal Damage and may move to any relevant Chain Attack Action. You can use a Called Shot against a foe thats sleeping, knocked unconscious, shackled to the floor, pinned beneath something heavy or simply incapacitated in some manner. In these cases, you never have to roll to hit; you instantly slay them with a coup de grace! Once youve attempted a Called Shot, whether successful or not, you cannot use any other Attack Actions until your next 2 AP Turn. However, it invokes an Opportunity Attack if you are already Engaged with a foe with a ranged attack. When Engaged with a foe, make an Athletics Test to strike. However, you suffer a -20 Base Chance to strike foes that are armed with any melee weapon. Spend 1 AP to gain an additional +10 Base Chance to your attack. Alternatively, spend 2 AP to gain an additional +20 Base Chance to your attack. After successfully striking (and if your foe fails to Dodge or Parry), you immediately deal Damage. Once youve 1, 2 or 3 AP attempted a Hand-to-Hand Attack, whether successful or not, you cannot use any other Attack Actions until your next Turn. When Engaged with a foe, make a relevant Melee-based Skill Test, referencing the Skill required to use your weapon. Spend 1 AP to gain an additional +10 Base Chance to your attack. Alternatively, spend 2 AP to gain an additional +20 Base Chance to your attack. After successfully striking (and if your foe fails to Dodge or Parry), you immediately deal Damage. Once youve attempted a Melee Attack, whether successful or 1, 2 or 3 AP not, you cannot use any other Attack Actions until your next Turn. When at a Distance from a foe, make a relevant Ranged-based Skill Test, referencing the Skill required to use your weapon. Spend 1 AP to gain an additional +10 Base Chance to your attack. Alternatively, spend 2 AP to gain an additional +20 Base Chance to your attack. After successfully striking (and if your foe fails to Dodge or Parry), you immediately deal Damage. Once youve attempted a Ranged Attack, whether successful or not, you cannot use any other Attack Actions until your next Turn. However, it invokes an Opportunity Attack if you are 1, 2 or 3 AP already Engaged with a foe. COST Your foe must make a successful Athletics Test or be Choked. While Choked, your foe suffers bare-handed Damage immediately and every Turn thereafter until they successfully Shake It Off (Athletics). Additionally, your foe nor you can use Movement Actions as you must maintain 1 AP the Chokehold. You may freely release a Chokehold at any time. Your foe must make a successful Resilience Test or be Crippled. While Crippled, your foe cannot use Movement Actions thereafter until they 1 AP successfully Shake It Off (Resilience). Your foe must make a successful Melee-based Skill Test (determined by the weapon you're wielding) or be Disarmed. When Disarmed, your foe loses one weapon, thrown at a distance just outside of easy reach. The foe must spend a requisite number of Action Points to pick up 1 AP their belongings afterwards (at their option). Your foe must make a successful Athletics Test or be Joint Locked. While Joint Locked, your foe suffers bare-handed Damage immediately and every Turn thereafter until they successfully Shake It Off (Athletics). Additionally, your foe nor you can use Attack Actions as you must 1 AP maintain the Chokehold. You may freely release a Joint Lock at any time. Your foe must make a successful Resilience Test or be knocked unconscious. When knocked out, they immediately fall to the ground, suffer 1 Damage (Soak notwithstanding) and drop everything in their hands just outside of easy reach. The foe is knocked unconscious for a number of minutes equal to your Strength Bonus (SB). During this time, they can instantly be slain with a Called Shot. Knockout! only works against 1 AP Surprised foes. Your foe must make a successful Discipline Test or be Dazed. While Dazed, must flip their results to fail all Attack Actions thereafter until they 1 AP successfully Shake It Off (Discipline). Your foe must make a successful Resilience Test or be Stunned. While Stunned, they lose 1 Action Point, starting their Turn with 2 Action 1 AP Points thereafter until they successfully Shake It Off (Resilience). A foe cannot be made victim to Stunning Blow more than once. Your foe must make a successful Coordination Test or be knocked prone onto the ground. When knocked prone, they immediately fall to the ground, suffer 1 Damage (Soak notwithstanding) and drop everything in their hands just outside of easy reach. The foe must Get Up on their 1 AP next Turn and spend a requisite number of Action Points to pick up their belongings afterwards (at their option). COST DESCRIPTION You may draw any weapon either from your own body, something you dropped at your feet, swap weapons at your side, give a weapon to an ally or even take one from an ally. You may drop any item in your hand at any time, immediately at your feet. Anything dropped at your feet 1 AP requires you to Arm Weapons afterwards. Varies Use a Petty, Lesser or Greater Magick spell. However, it invokes an Opportunity Attack if you are already Engaged with a foe. You immediately gain a temporary pool of health, equal to your Willpower Bonus (WB). Should you suffer Damage again during combat, subtract it first from the temporary pool of health before consideration of Damage to your Damage Threshold. At the end of combat, any 2 AP remaining temporary health disappears. You can only use Grim Resolve once during combat. You may attempt an Leadership Test. If successful, one ally who can clearly see and hear you is immediately Inspired. While Inspired, that ally gains a +10 Base Chance to all Skill Tests. An ally can only be made subject to Inspiring Words once during combat, and cannot be 1 AP Inspired if suffering from Fear or Intimidation. You may attempt an Intimidate Test. If successful, one foe who can clearly see and hear you is immediately Intimidated. While Intimidated, that foe suffers a -10 Base Chance to all Skill Tests until they successfully Shake It Off (Discipline). A foe can only be made subject to 1 AP Intimidation Tactics once during combat, and cannot be Intimidated if already Inspired. Varies Attempt a death-defying stunt or use your Skills in a way not described by the other Action types. You may attempt to a Difficulty Rating (Normal +/-0%) to escape from any number of Combat Conditions. Roll once, referencing each Skill related to the number of conditions youre suffering from for purposes of this Test: Bleeding (Resilience), Choked (Athletics), Crippled (Resilience), Dazed, Fear or Intimidation (Discipline), Joint Locked (Athletics) or Stunned (Resilience). If youre affected by multiple conditions, compare the results to each condition. If successful, their effects disappear immediately. If you fail, you may attempt to Shake It 2 AP Off on your next Turn. Whenever you Wait, you may interrupt someone elses Turn by succeeding a Scrutinize Test; failing that, you act immediately afterwards. You 0 AP may take any series of actions, up to 3 Action Points. Once youve acted, you assume a new position within the Initiative Order. COST Whenever you are successfully hit by Hand-to-Hand, Melee or Ranged Attack outside of your Turn but before Damage is determined, attempt a Coordination Test. Your Tests Difficulty Rating receives either a penalty or a bonus, based on the Difficulty Rating of your foes attack. It is always the opposite bonus or penalty. If successful, you entirely avoid all Damage. However, you immediately fall to the ground prone and drop everything in-hand just outside of easy reach. You must Get Up on your next Turn and spend a requisite number of Action Points to pick 0 AP up your belongings afterwards (at your option). You cannot Dodge if you are Defenseless or Surprised. Whenever you are successfully hit by Hand-to-Hand or Melee Attack outside of your Turn but before Damage is determined, make a relevant Melee-based Skill Test, referencing the Skill required to use your weapon. If youre armed with a shield, you may attempt to Parry Ranged Attacks. If successful, you can reduce the Damage you take, equal to the sum of your Additional Soak. Additional Soak in the case of Parry is 1 AP a sum of Soak + Melee Bonus (MB) + your shields Defense Value. You cannot Parry if you are Defenseless or Surprised. In specific situations, you make a Hand-to-Hand or Melee Attack against an exposed foe. A foe is always left Defenseless to an Opportunity Attack. However, you may only attempt an Opportunity Attack once for free outside of your Turn. Furthermore, you cannot make Opportunity 0 AP Attacks while laying on the ground prone, are surprised, incapacitated in some way or with weapons that possess the Reach Quality.

Potrebbero piacerti anche