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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
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
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.
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)