Forbidden Lands Players Handbook
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
- 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 and 58: NOT MIND CONTROLWhen you MANIPULATE
- Page 59 and 60: ANIMAL HANDLING (EMPATHY)The Forbid
- 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: ✥✥✥✥quality, similar to to
- 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 and 114: ELVEN WEAPONS:TWO-HANDED SPEARSHORT
- Page 115 and 116: ✥✥✥✥✥✥✥✥SLEEPING PO
- 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
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