Forbidden Lands Players Handbook
night vision, you have no choice but to feelyour way forward/around. To RUN in completedarkness requires a successful MOVE roll, andyou generally take 1 point of damage if you failthat roll.You can attack opponents at ARM’S LENGTHnormally in darkness, but you must first SCOUTsuccessfully to be able to target them. This actiontakes no time in combat – you can SCOUTand then attack directly in the same round.You cannot SHOOT at targets at SHORT rangeor more in total darkness. You can shoot opponentsat ARM’S LENGTH or NEAR range, but onlyif you make a SCOUT roll. All ranged attacks indarkness are modified by –2.FALLINGIf you fall from three meters or more and hit ahard surface, the GM rolls for an attack againstyou. She rolls a number of Base Dice equal tothe height of the fall in meters, minus 2. Youtake 1 point of damage to Strength for everyx she rolls. Metal armor gives no protection.DROWNINGAdventurers in the Forbidden Lands are assumedto know how to swim. If you end up inwater, you need to make an ENDURANCE roll everyturn (15 minutes) to stay afloat. If you wearmetal armor, you need to roll every round.If you sink, you need to make an ENDUR-ANCE roll every round to hold your breath. Ifyou fail, you start to drown and suffer 1 pointof damage to Strength every round until someonesaves you. If you are Broken when drowning,you die after D6 minutes.POISONPoisons are measured by Potency. A weak poisonhas Potency 3, a strong poison has Potency6, and an extremely potent poison can have Potency9 or even more. If you ingest poison insome manner, roll an opposed roll against theGM – she rolls a number of Base Dice equal tothe Potency and you roll for ENDURANCE. If thepoison wins, you suffer its full effect. If youwin the roll, you only suffer the limited effectof the poison.✥✥✥✥✥✥✥✥LETHAL POISONFULL EFFECT: You take 1 point of damageto Strength each round until you areBroken. Your critical injury counts asnon-typical. If you drink an antidote intime, the effect of the poison is halted.LIMITED EFFECT: You take 1 point ofdamage to Strength.PARALYZING POISONFULL EFFECT: You take 1 point of damageto Agility each round until you are Broken.If you drink an antidote in time, theeffect of the poison is halted.LIMITED EFFECT: You take 1 point ofdamage to Agility.113combat & damage
✥✥✥✥✥✥✥✥SLEEPING POISONFULL EFFECT: You take 1 point of damageto Wits each round until you are Broken,at which time you fall unconscious for D6hours. You don’t suffer a critical injury. Ifyou drink an antidote in time, the effectof the poison is halted.LIMITED EFFECT: You take 1 point ofdamage to Wits.HALLUCINOGENIC POISONFULL EFFECT: You take 1 point of damageto Empathy each round until you areBroken. If you drink an antidote in time,the effect of the poison is halted.LIMITED EFFECT: You take 1 point ofdamage to Empathy.DISEASEWhen exposed to a dangerous contagion orinfection, you need to roll an opposed rollfor ENDURANCE against the Virulence ratingof the disease. This is called a sickness roll. Atypical disease has a Virulence of 3, but thereare diseases with much higher ratings. If youfail the roll, you fall SICK, which has severaleffects:✥✥The day after the infection the diseasebreaks, at which time you suffer 1 pointof damage to both Strength and Agility.✥✥You can’t recover your Strength or Agilitywhile SICK, except through magic.✥✥Make another sickness roll once per day.Each failed roll means you suffer another✥✥✥✥POISON ON WEAPONSPoisons can be smeared onweapons with the POINTED orEDGED features. The poisonwill take effect after an attackthat inflicts 1 point of damageor more. Smearing poison ona weapon is a slow action. Thepoison stays on the weapon fora Quarter Day or until it’s usedin an attack that hits a target.point of damage to both Strength andAgility.If your Strength is Broken when SICK, youdie after another day if you don’t get wellbefore then.As soon as you succeed at a sicknessroll, you are no longer SICK. Stop rollingsickness rolls and recover your attributesnormally.OTHER DISEASESThe sickness effects describedabove reflect a common butdeadly disease. There are manyother diseases that can haveunique effects.114chapter 5
- Page 63 and 64: KIN TALENTSYour kin gives you a spe
- Page 65 and 66: PATH OF HEALINGYour calling is to u
- Page 67 and 68: ✥✥✥✥RANK 2: Once you have u
- Page 69 and 70: this talent in combat counts as a s
- Page 71 and 72: the effects of this talent require
- Page 73 and 74: ✥✥RANK 3: You can cast rank 1,
- Page 75 and 76: ✥✥✥✥RANK 2: When you cook f
- Page 77 and 78: ✥✥✥✥x - that is, two x for
- Page 79 and 80: MELEE CHARGEYou throw yourself into
- Page 81 and 82: ✥✥RANK 3: You can add a D8 Arti
- Page 83 and 84: ✥✥✥✥quality, similar to to
- Page 85 and 86: SURPRISEIf you perform an attack th
- Page 87 and 88: SLOW ACTIONSACTION PREREQUISITE SKI
- Page 89 and 90: ROUGH: You must roll MOVE when you
- Page 91 and 92: AMBUSHES &SNEAK ATTACKSThe key to w
- Page 93 and 94: tive order in the round. However, t
- Page 95 and 96: LENGTH. Brings you to NEAR range. R
- Page 97 and 98: the attack. If the defender has alr
- Page 99 and 100: you can SHOOT. Note that the FAST S
- Page 101 and 102: ✥✥✥✥✥✥✥✥You ask for
- Page 103 and 104: KNIFELONGSWORDDAGGERSHORTSWORDTWO-H
- Page 105 and 106: THROWING KNIFETHROWING AXESLINGLONG
- Page 107 and 108: SHIELDSWEAPON BONUS DAMAGE RANGE CO
- Page 109 and 110: COUP DE GRACEAn opponent who has lo
- Page 111 and 112: DWARVEN WEAPONS:DAGGERThe effects o
- Page 113: ELVEN WEAPONS:TWO-HANDED SPEARSHORT
- Page 117 and 118: MAGICThe eyes of Braka the Stone Si
- Page 119 and 120: INGREDIENTSMost spells in this chap
- Page 121 and 122: GRIMOIRESYou don’t need your spel
- Page 123 and 124: ✥✥✥✥DUR ATION: ImmediateING
- Page 125 and 126: PURGE UNDEAD✥✥RANK 2✥✥RANGE
- Page 127 and 128: HAWK’S EYE✥✥RANK 1✥✥RANGE
- Page 129 and 130: and Empathy drop to 1 each while in
- Page 131 and 132: ✥✥RANK 3✥✥✥✥✥✥RANGE
- Page 133 and 134: ✥✥RANK 2✥✥✥✥RANGE: Shor
- Page 135 and 136: 134chapter 6
- Page 137 and 138: ✥✥RANK 3✥✥✥✥✥✥RANGE
- Page 139 and 140: ✥✥✥✥DUR ATION: ImmediateING
- Page 141 and 142: ✥✥RANK 1✥✥✥✥✥✥RANGE
- Page 143 and 144: and Durable effects can be chosen s
- Page 145 and 146: OTHER MAPSThe map of the ForbiddenL
- Page 147 and 148: two hexagons per Quarter Day in OPE
- Page 149 and 150: D66 MISHAP EFFECTLEADING THE WAY MI
- Page 151 and 152: rolls for a random encounter or int
- Page 153 and 154: D6 MISHAP EFFECT1 Sprainedankle2 Lo
- Page 155 and 156: FISH in the same location, which me
- Page 157 and 158: combat or other similar activity, y
- Page 159 and 160: THE STRONGHOLDGermond licked the na
- Page 161 and 162: STRONGHOLD FLAWSD6 FLAW1 The roof i
- Page 163 and 164: NON-PAYMENTD6 EFFECT1 The hireling
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SLEEPING POISON
FULL EFFECT: You take 1 point of damage
to Wits each round until you are Broken,
at which time you fall unconscious for D6
hours. You don’t suffer a critical injury. If
you drink an antidote in time, the effect
of the poison is halted.
LIMITED EFFECT: You take 1 point of
damage to Wits.
HALLUCINOGENIC POISON
FULL EFFECT: You take 1 point of damage
to Empathy each round until you are
Broken. If you drink an antidote in time,
the effect of the poison is halted.
LIMITED EFFECT: You take 1 point of
damage to Empathy.
DISEASE
When exposed to a dangerous contagion or
infection, you need to roll an opposed roll
for ENDURANCE against the Virulence rating
of the disease. This is called a sickness roll. A
typical disease has a Virulence of 3, but there
are diseases with much higher ratings. If you
fail the roll, you fall SICK, which has several
effects:
✥✥
The day after the infection the disease
breaks, at which time you suffer 1 point
of damage to both Strength and Agility.
✥✥
You can’t recover your Strength or Agility
while SICK, except through magic.
✥✥
Make another sickness roll once per day.
Each failed roll means you suffer another
✥✥
✥✥
POISON ON WEAPONS
Poisons can be smeared on
weapons with the POINTED or
EDGED features. The poison
will take effect after an attack
that inflicts 1 point of damage
or more. Smearing poison on
a weapon is a slow action. The
poison stays on the weapon for
a Quarter Day or until it’s used
in an attack that hits a target.
point of damage to both Strength and
Agility.
If your Strength is Broken when SICK, you
die after another day if you don’t get well
before then.
As soon as you succeed at a sickness
roll, you are no longer SICK. Stop rolling
sickness rolls and recover your attributes
normally.
OTHER DISEASES
The sickness effects described
above reflect a common but
deadly disease. There are many
other diseases that can have
unique effects.
114
chapter 5