Intimidate Foe Rally Comrades Protect Companion Knockback

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Combat Task Combat Task Combat Task Combat Option

— FORWARD — — OPEN — — DEFENSIVE — — ANY STANCE —


Intimidate Foe Rally Comrades Protect Companion Knockback
Forgo Attack roll. Forgo Attack roll. Announce the character you wish to protect You literally ‘roll with the punches,’ and
Roll Awe or Battle instead (TN 10 plus the Roll Inspire or Song instead (TN 14). right after choosing your stance (they must reduce the force of an attack by stepping
highest Attribute level among all foes). All fighting companions (including you) be in FORWARD or OPEN stance). back or to the side or by kneeling under the
Enemy loses Hate points accordingly: recover Endurance lost this battle force of a blow.
accordingly: When the protected character is attacked,
• Ordinary success: 2 Hate points you may choose to spend 1 point of Hope Halve the Endurance loss caused by a
• Great success: 3 Hate points • Ordinary success: 2 Endurance points and become the target of the attack in his successful attack against you (rounding
• Extraordinary success: 4 Hate points, • Great success: 3 Endurance points place. The attack is resolved using your fractions up) by letting yourself be thrown
or a number of points equal to your
character’s Valour rating, whichever is
• Extraordinary success: 4 Endurance
points, or a number of points equal to
stance (TN 12) to calculate the TN. off-balance.

higher. your character’s Heart rating, You may still Attack this round. When you are knocked back, you cannot
whichever is higher. change your stance and you spend the
The Loremaster divides the Hate point loss following round recovering your fighting
in any way he sees fit. You cannot intimidate position, unable to take any further action
if you were just Wounded or Wounded that turn. If an adversary attacks you while
during the previous round. you are recovering from knockback, the
attack is resolved normally.

Combat Task Combat Task Combat Option Combat Option


— REARWARD — — ANY CLOSE — — ANY STANCE — — ANY STANCE —
Prepare Shot COMBAT STANCE
Remove Helm Called Shot
Forgo Attack roll.
Escape Combat If you are wearing a helm, you can remove it Announce a ‘called shot’ before rolling your
Spend an entire round preparing a ranged when your turn to act comes, as a free attack dice. If you succeed, a special attack
Forgo Attack roll.
attack instead, and get a clearer shot the action. result occurs, depending on the weapon
Roll Athletics instead (TN 10 plus highest
following round. used to attack.
Attribute level among all foes).
Removing a helm causes you to lower your
If you succeed in a ranged attack during the Fatigue score by 3 points (and, of course, to A called shot hits only when the roll
On a successful roll, you have escaped. A
following round, you are considered to have lose the helm’s Protection bonus). produces a Great or Extraordinary success.
great or extraordinary success is needed if
successfully achieved a Called shot. If not, the attack misses altogether.
you are engaged by multiple opponents. If
If you are already Weary, you do not gain
your escape attempt fails, you remain
anything from lowering your Fatigue score If the roll fails with an C, the attempt fails
engaged and cannot attack when your next
(as Weariness is normally removed only in a catastrophic way called a fumble.
turn to act comes.
after a prolonged rest).
Fumble: The next time you are attacked, the
If you were in REARWARD the previous
difficulty to hit you will be equal to the basic
round, you may escape combat feely at the
combat TN of your stance (you lose any
top of the round. No roll is required to do so.
bonuses from attributes, Virtues or
equipment).

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