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ARMORS

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5/6 (magical robe)
6 (cloth)
5/6 (light)
4/6 (medium) (MIN STR 1)
4/5 (medium +) (DEX checks -1 / min STR 2) (MAX DEF 5)
4/5/6 (medium ++) (DEX checks -2 (MAX DEF 4) / min STR 3 / MOV -1)
3/4/5 (heavy) (DEF -1 (MAX DEF 3) / DEX checks -3 / min STR 4 / MOV -2 )
-

Manica +1 DEF ; Deflect #10+ (melee only)


Bracers +1 DEF ; Deflect #10+ (melee only)
Shield +1 DEF ; Deflect : #10 /#12 (melee + ranged)
Light Helm, Circlet ... 5/6 (head shots)
Helm 4/5/6 (head shots)

CRITICALS
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CRITICAL HIT = 1 DMG (regardless TA) ; -1 TA ; -2 DEF ROLL
CRITICAL MELEE MISS = PRONE or DROP WEAPON 50% ; COUNTER ATTACK (+2)
CRITICAL RANGED MISS = WEAPON BREAKS (BOWS+CROSSB. 1 Turn to fix) +50% self 1
DMG
PRONE (Knives ; Daggers ...) + 50% self 1 DMG
CRITICAL FAILURE DEFENDIG = 1 DMG (regardless TA) ; -1 TA
CRITICAL SUCCESS DEFENDIG = +1 TA ; -1 DMG ; 1 Free COUNTER ATTACK

MAGIC
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ARCANE BG (Magic , Miracles , Psionics ...) ; MANA 10 ; 2 free POWER lvl. 1
ARCANE BG LVL. II (MANA 13 - Min. MND 4 ]
ARCANE BG LVL. III [MANA 15 (MAX not count. Focus) - Min. MND 5]
(Knowledge : Arcana or Religion/Esoteric)
(Magic BG no ARMOR apart from cloth or magical)
(Magic BG can DETECT MAGIC with a MND roll)
- 1 Full Round to restore Mana points (Max Rolls MND/Day) :
MND Roll (Natural Roll 5+ ; DC 7 = 1pt. ; DC 11 = 2pts. ; DC 15 = 3pts.)
- 2 After Long Rest (8 hrs.) :
MND Roll (Natural Roll 3+ ; DC 7 = Half pts. rounded down ; DC 9 = Full Mana
pts.)
FOCUS OBJECTS
- Weak : STRAIN 1 ; MANA 2
- Average : STRAIN 2 ; MANA 3

- Strong : STRAIN 3 ; MANA 5


(STRAIN -1 the Focus is destroyed ; Before can be recharged at magical areas, exc...)
COMBAT OPTIONS
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ATK from Behind = +2
ATK from Side = +1
SURPRISE ATK = +2
HIDDEN ATK = +4 (Defender is unaware)
(Defender is Prone) ATK +2
OUTNUMBERED = (+1 ATK for each enemy not already in melee)
COVER = -1/-2/-3
CALLED SHOT = -2ATK ; +1 DMG (no AR)
AIM = No Action (just Move) +1 ATK (next round) or (No Action + No Move +2 ATK)
WILD/FAST ATK = -2 DEF ; +2 ATK (or +2 DMG or +1 ATK +1 DMG)
DEFEND = NO ATK ACTION but +2 DEF until next turn
TRICKS/DISTRACT = opposed MND or AGI : -2 DEF until next turn
PRONE = +2 ATK , -2 ATK from prone
KNOCKING PRONE = opposed STR (with Shield +1) or AGI trick (1 ATK ACTION)
GRAPPLING = STR vs STR/AGI (STR/AGI vs STR to escape)
MOVE ACTIONS
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- Walk (move up to your speed) + Readying or Sheathing a Weapon
If you leave a square adjacent to an enemy you provoke an opportunity attack from
that enemy.
- Shift (move 1 square)
You do not provoke opportunity attacks (from front squares only)
You cannot shift into squares requiring more than 1 movement point (difficult terrain)
You cannot shift into terrain requiring a skill check
- Run (Move up to your speed + 3)
You take -4 to ATK until the start of your next turn
You grant combat advantage until the start of your next turn
If you leave a square adjacent to an enemy you provoke an opportunity attack from
that
- Charge (Move + STR straight line twd the target)
-2 to ATK (no skills or wpn bonus)
- Crawl (Move up to half your speed)
You must be prone to crawl
If you leave a square adjacent to an enemy you provoke an opportunity attack from
that
- Stand Up from Prone

ABILITIES
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- Ambidexterity :

I) -2 secondary ATK
II) no penalty to secondary ATK

- Athletics : I) ADV in DEX CHKS


II) CRITICAL SUCCESS in DEF with natural 11/12
- Charisma : ADV in social activities
- Alchemy :
I) Potions with MND -2 Roll ; Recipts = MND ; No. of Potions MND/Day ;
(need Know.) Alchemist's Kit + Bag (Max 10 Potions)
II) MND Roll (2 Favoured P. with ADV) ; Types MND +2 ;
Recipts = MNDx2 ; No. of P. MND+2/Day
- Healing (Medicine) : +2 in Healing Rolls (ADV with Healing Kit) (DC7 = 1 End / DC 11 =
2 End)
(Min MND 2)
CRITICAL SUCCESS = 3 End
Healing Kit X10 ; Max. Heal.Rolls/Day for a Char STR+1
- Luck : I) ADV when spending Hero to reroll
II) Spend 1 Hero to get a +3 to a roll
- Initiative : I) +1 to initiative (min DEX 3)
II) +2 to initiative (min DEX 4)
- Knowledge :
Arcana : I) MND roll without DISADV ; II) MND roll ADV (min MND 4)
Nature : I) MND roll without DISADV ; II) MND roll ADV (min MND 2)
Religion/Esoterism : I) MND roll without DISADV ; II) MND roll ADV (min
MND 3)
Alchemy/Herbalist :

I) MND roll without DISADV ; II) MND roll ADV (min MND

3)
- Perception : I) MND roll without DISADV
II) MND roll with ADV
- Traps and Locks : +2 to Traps (not Magical) Perception, Disable and Unlock
(ADV with Thieve's Tools / Critical Fail. = Tools destroyed)
(Heroes without this can try with DISADV and +1 with Tools)
- Stealth : I) +2 moving silent. , hiding ecc...
II) ADV and x2 DMG vs unaware (min DEX 3)

- Shieldscraft : I) +1 DEF , Deflection #10/#12 (melee and range) and STR ATK with
Shield
(if hit, enemy is also knocked PRONE)
II) +2 to DEF and ATK (with Shield only)
- Weaponcraft (X) : I) +1 in ATK or DEF (melee only)
II) +2 ATK or DEF (+1 ATK +1 DEF)
III) ADV ATK + DEF (melee only) ; CRITICAL SUCCESS with natural
11-12
- Archery (X) : I) +1 ATK with Ranged
II) ADV with Ranged ; CRITICAL SUCCESS with natural 11-12
- Survival :
- Fearless :
- Power :

I) ADV to find food... + outdoor activities


II) ADV ATK + DEF vs Wild Animals
I) +1 to Fear Rolls
II) ADV vs Fear rolls
I) Use of the choosen power
II) +2 to the choosen power (-1 Mana to cast but Min. 1 Mana must be

spent)
- Arcane BG : I) lvl 1
II) lvl 2
III) lvl 3

EXPERIENCE & MONSTERS PTS.


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STATS up to +3 = 4 XP
STATS +4/+6 = 6 XP
+1 END / HERO = 2 XP
SKILLS I = 3 XP
SKILLS II = 7 XP
SKILLS III = 12 XP

MONSTERS PTS. : ATK + DEF + END/HERO + SKILLS lvl. X2

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