Forbidden Lands Players Handbook

04.09.2021 Views

COMBAT & DAMAGE“What’s in a name?” Mormelan asked while wiping bloodfrom his blade on a silk handkerchief. “That which we calla heart, by any word would bleed as rich.” Reubenwald wasin no shape to respond, clutching his bleeding chest, but his lefthand reached for his grandmother’s magical dagger, hiddenin his boot.Life as an adventurer is hard and oftenviolent. You can run into wild beasts,malicious raiders, cold-souled RustBrothers, and demonic monsters. When someonegets in your way, sometimes you have nochoice but to hack your way through them.Combat can be rough for your player characterand can even be lethal. Before you entercombat, you should always ask yourself: Is itworth it?ROUNDS &INITIATIVEWhen a conflict begins, the first step is to determinewho has the initiative. Do this beforeanyone rolls dice for an action.DRAWING THE INITIATIVEGrab ten cards, numbered 1 through 10. Allthe players taking part in the conflict, eithervoluntarily or involuntarily, each draw a cardand the GM draws one card for every NPC.This is called drawing the initiative. The numberon the card determines the order in whichyou act in the conflict.Number 1 acts first, number 2 acts second,and so forth until everyone has acted.Place your initiative card by your charactersheet, so everyone can see in which order youall act. The GM puts her initiative cards infront of her.When all the participants in the combathave acted once, the round is over, and a newround begins. The round order remains thesame throughout the whole conflict – drawingthe initiative is only done once, at the start ofthe first round.83combat & damage

SURPRISEIf you perform an attack that the GM deemssurprising, you may draw two initiative cards,and choose which one of the two you want.The card you do not choose is put back in thedeck which is shuffled again before the others(either players or GM) draw their cards.TALENTSSome talents also allow you to affect your initiative.Read more in Chapter 4.CHANGING THE INITIATIVEYou never draw a new initiative card duringa fight, but you can exchange your initiativeCARDS FOR INITIATIVEIn the custom card deck for ForbiddenLands (sold separately),there are ten special initiativecards to use when drawing theinitiative. If you do not have accessto that deck, a normal deckof cards works fine, with the acesubstituting for the one.ROUNDS & TURNSIn the game, a round canrepresent any period from tenseconds up to a minute, dependingon circumstances andthe skills used.Another term used to keeptrack of time in the game isthe TURN. A turn is about 15minutes long, and it is used primarilywhen exploring adventuresites (see Chapter 8 in theGamemaster’s Guide).84chapter 5

SURPRISE

If you perform an attack that the GM deems

surprising, you may draw two initiative cards,

and choose which one of the two you want.

The card you do not choose is put back in the

deck which is shuffled again before the others

(either players or GM) draw their cards.

TALENTS

Some talents also allow you to affect your initiative.

Read more in Chapter 4.

CHANGING THE INITIATIVE

You never draw a new initiative card during

a fight, but you can exchange your initiative

CARDS FOR INITIATIVE

In the custom card deck for Forbidden

Lands (sold separately),

there are ten special initiative

cards to use when drawing the

initiative. If you do not have access

to that deck, a normal deck

of cards works fine, with the ace

substituting for the one.

ROUNDS & TURNS

In the game, a round can

represent any period from ten

seconds up to a minute, depending

on circumstances and

the skills used.

Another term used to keep

track of time in the game is

the TURN. A turn is about 15

minutes long, and it is used primarily

when exploring adventure

sites (see Chapter 8 in the

Gamemaster’s Guide).

84

chapter 5

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