Forbidden Lands Players Handbook
SAVE A LIFE: The most important applicationof HEALING is giving first aid and saving the lifeof a fallen comrade who has suffered a criticalinjury. A failed roll at this point could mean theend for your patient, so be careful! Read moreabout critical injuries on page 108.SURVIVALPERFORMANCE (EMPATHY)Singing and performing are highly valued inthe Forbidden Lands. The land is permeatedby legends and myths, passed on by the peoplethrough generations. The PERFORMANCE skillcan be used in several ways.RECOVERY: When a comrade has her Wits orEmpathy Broken, you can use PERFORMANCEto bring her back to her feet, in the same wayas HEALING can recover Strength and Agility.Your subject immediately recovers a number ofattribute points equal to the number of x youroll. Read more in Chapter 5.TAUNT ENEMIES: You can use a slow action(see page 85) to taunt an enemy in combat. Theenemy must be in SHORT range and be able tounderstand your language. You cannot tauntmonsters or animals. Roll an opposed roll forPERFORMANCE versus INSIGHT. If you succeed,choose one of the following effects:✥✥The enemy is angered and has to direct hisnext attack towards you, if at all possible.✥✥The enemy is distracted and his next roll ismodified by –1. If you roll more x than youinitially needed to win, the enemy’s next rollis modified by an additional –1 for every x.Feel free to embellish your insults to the enemyat the gaming table!INSIGHT57skills
ANIMAL HANDLING (EMPATHY)The Forbidden Lands are full of horrible beastsand monsters, but there are also plenty of regularanimals in the forests, on the plains, and in themountains – these can be dangerous as well. Animalsare either wild or tame. The ANIMAL HAN-DLING skill can be used in several different ways:RIDE: Any adventurer can sit on a horse or anothertype of mount without falling off, but moreadvanced maneuvers can require a skill roll. ANI-MAL HANDLING replaces MOVE when you attemptdifficult jumps or other maneuvers on beastback.Use the mount’s AGILITY in these cases to determinethe number of Base Dice for the roll, notyour EMPATHY. You can push the roll, but yourun the risk of exhausting the mount.COMMAND TAME ANIMALS: Using ANIMALHANDLING, you can attempt to command a tameanimal to do your bidding. The actions you wantit to perform must be simple and within theframework of the animal’s normal behavior. TheGM decides what is reasonable. An attempt to dothis takes at least a few minutes.TAME WILD ANIMALS: When you encountera wild animal, you can attempt to discourage itfrom attacking by communicating on a primallevel. You must be at CLOSE range or closer, andyou must be aware of the animal’s presence.Roll an opposed roll for ANIMAL HANDLINGagainst the animal’s STRENGTH – larger animalsare harder to frighten off.Through a longer period of work, you canalso use ANIMAL HANDLING to tame a wildanimal. The animal must be caught, and tosuccessfully tame it you must use ANIMALHANDLING successfully as many times as theanimal’s STRENGTH, spread out over an equalnumber of days. You must spend a Quarter Day(see page 144) every day taming the animal, orthe process begins anew.Please note that you cannot tame monsters,only animals (see the table on page 124of the Gamemaster’s Guide).HEALING58chapter 3
- Page 7 and 8: lifted. You, and other restless sou
- Page 9 and 10: RAVENLAND -THE FORBIDDENLANDRavenla
- Page 11 and 12: placed on the map if one of your ad
- Page 13 and 14: are not necessary to play Forbidden
- Page 15 and 16: YOUR ADVENTURERVincerra lay dead be
- Page 17 and 18: Alderland who invaded Ravenland aga
- Page 19 and 20: DWARFIn the beginning, the god Huge
- Page 21 and 22: stomach it. They couldn’t stand t
- Page 23 and 24: froth washing your face. The night
- Page 25 and 26: FIGHTERYou have followed the way of
- Page 27 and 28: MINSTRELWhen the road is long, when
- Page 29 and 30: RIDERThe legends say that the anima
- Page 31 and 32: SORCERERLet them stare at you in fe
- Page 33 and 34: STARTING SCORES: When you create yo
- Page 35 and 36: PRIDEAdventurers are not like other
- Page 37 and 38: DARK SECRETEvery player character i
- Page 39 and 40: Quarter Day (see page 144). If the
- Page 41 and 42: SKILLS: To increase a skill level b
- Page 43 and 44: SKILLSThe lava ate his stilts and B
- Page 45 and 46: forward - perhaps at the cost of ti
- Page 47 and 48: CHANCE OF SUCCESSWhen you roll a lo
- Page 49 and 50: DIFFICULTYMODIFICATIONTrivial +3Sim
- Page 51 and 52: GEAR GETS WORNWhen you use gear and
- Page 53 and 54: SIMPLE AND ADVANCED ITEMSAll items
- Page 55 and 56: SLEIGHT OF HAND (AGILITY)When you a
- Page 57: NOT MIND CONTROLWhen you MANIPULATE
- Page 61 and 62: LIST OF TALENTSKIN TALENTSThe Human
- 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
ANIMAL HANDLING (EMPATHY)
The Forbidden Lands are full of horrible beasts
and monsters, but there are also plenty of regular
animals in the forests, on the plains, and in the
mountains – these can be dangerous as well. Animals
are either wild or tame. The ANIMAL HAN-
DLING skill can be used in several different ways:
RIDE: Any adventurer can sit on a horse or another
type of mount without falling off, but more
advanced maneuvers can require a skill roll. ANI-
MAL HANDLING replaces MOVE when you attempt
difficult jumps or other maneuvers on beastback.
Use the mount’s AGILITY in these cases to determine
the number of Base Dice for the roll, not
your EMPATHY. You can push the roll, but you
run the risk of exhausting the mount.
COMMAND TAME ANIMALS: Using ANIMAL
HANDLING, you can attempt to command a tame
animal to do your bidding. The actions you want
it to perform must be simple and within the
framework of the animal’s normal behavior. The
GM decides what is reasonable. An attempt to do
this takes at least a few minutes.
TAME WILD ANIMALS: When you encounter
a wild animal, you can attempt to discourage it
from attacking by communicating on a primal
level. You must be at CLOSE range or closer, and
you must be aware of the animal’s presence.
Roll an opposed roll for ANIMAL HANDLING
against the animal’s STRENGTH – larger animals
are harder to frighten off.
Through a longer period of work, you can
also use ANIMAL HANDLING to tame a wild
animal. The animal must be caught, and to
successfully tame it you must use ANIMAL
HANDLING successfully as many times as the
animal’s STRENGTH, spread out over an equal
number of days. You must spend a Quarter Day
(see page 144) every day taming the animal, or
the process begins anew.
Please note that you cannot tame monsters,
only animals (see the table on page 124
of the Gamemaster’s Guide).
HEALING
58
chapter 3