Forbidden Lands Players Handbook
EXAMPLETo spice up the fight against the orcs, hiddencombinations are used. It’s time for a newround and since Orc 1 is Broken, Orc 2 actsfirst. He attacks Nirmena, and both thereforechoose hidden combinations.The orc is the attacker and the GMsecretly chooses the card sequence PRE-PARE+STRIKE for him. Nirmena choosesHINDER+STRIKE, very risky because sheexposes herself to the orc’s attack. First,both the orc and Nirmena show their firstcards: the orc’s PREPARE against Nirmena’sHINDER. The orc, who didn’t expect Nirmena’sbold move and can’t stop it, decidesto follow through on his plan and uses hisfirst action to SWING WEAPON (to increasethe damage of the planned attack in step 2).Nirmena SHOVES. She can’t use hershortsword (as it has no HOOK), but rollswell and succeeds nonetheless. The orc fallsdown! In step 2, both have chosen to STRIKE.The orc goes first, but as he is prone he can’tattack. It’s Nirmena’s turn. She SLASHESat him with her sword and gets a +2 bonusas the orc is prone. The attack hits and theorc is Broken.RANGEWhen you shoot at someone, it is harder to hityour target the further away they are. At SHORTrange, you get a –1 penalty, and at LONG rangeit’s a –2. At ARM’S LENGTH, you get –3 since it’svery hard to draw a bead on an opponent thatclose to you. This does not apply if you areshooting at a defenseless or completely obliviousopponent at ARM’S LENGTH – in that case,you get a +3 bonus instead.SHOOTING RANGERANGEMODIFICATIONArm’s Length –3/+3Near –Short –1Long –2Distant –3 (requires Aim)ACTIONSThe actions available in ranged combat are notas numerous as in close combat, but there area few options.RANGED COMBATWhen you attack someone from a distance, youroll MARKSMANSHIP. You need a ranged weapon,even if it’s simply something to throw. Thetable on page 103 describes various weaponsand indicates the maximum range at which theweapon can be used.READY WEAPON: Fast action. Before youcan fire your bow or sling, you must READYit – prepare the weapon by nocking an arrowor placing a stone in your sling. Once you haveREADIED your weapon, you can’t take any slowaction other than SHOOT and no fast actionother than AIM (see below) – if you do anythingelse, you must READY the weapon again before97combat & damage
you can SHOOT. Note that the FAST SHOOTERtalent allows you to fire bows and slings withoutusing an action to READY the weapon.Crossbows don’t need to be READIED. Instead,you must LOAD a crossbow (slow action)before each shot. You can carry a LOADED crossbowaround as long as you like.AIM: Fast action. Before you SHOOT, you canAIM. This gives you a +1 bonus to the attack.You must AIM and SHOOT in the same round– you cannot save the bonus for a later round.Please note that you cannot READY your weapon,AIM and SHOOT in the same round, as thatis a total of three actions. It’s possible if youhave the FAST SHOOTER talent, however.You can’t AIM at an aware opponent atARM’S LENGTH – he is too close for you to beable to draw a bead on.SHOOT: Slow action. Roll for MARKSMANSHIPand the weapon’s Gear Bonus. Can be DODGED,but to PARRY a ranged attack the target must havea shield. If you hit, your target takes WeaponDamage on his Strength. For every additionalx rolled, the damage increases by 1. If the targetsuffers a critical injury, roll on the table for stabwounds if you used a bow or throwing knife anduse the table for blunt force if you used a sling ora thrown rock.DODGE: Fast reactive action. You throw yourselfout of the way of your opponent’s attack.Roll MOVE (not MELEE). Every x you roll eliminatesone x from the attacker’s roll. Any excessx have no effect. When you DODGE, you fallprone. You can choose to remain standing, atthe cost of a –2 penalty.PARRY: Fast reactive action. To be able toPARRY a ranged attack, you must either have ashield or a weapon with the PARRYING featureand at least level 2 in the talent for the relevantweapon type (see Chapter 4). Roll using MELEEand the weapon’s Gear Bonus. Every x you rolleliminates one x from the attacker’s roll. Anyexcess x have no effect.REACTIVE ACTIONSJust like in close combat, your opponent mustdeclare if he intends to DODGE or PARRY beforeyou roll to attack. DODGE and PARRY are reactiveactions and break the normal initiative orderin the round.EXAMPLEThe last remaining orc RETREATS and thenRUNS. In the next round, Tyrgar DRAWS hiscrossbow and then SHOOTS it. The range is nowSHORT which gives Tyrgar a –1 penalty. Yet herolls two x, and with the crossbow’s WeaponDamage of 2 he inflicts 3 points of damage.SOCIAL CONFLICTSometimes, you can make things go your waywithout resorting to violence. Instead, youtrick or convince your opponents withoutdrawing your weapon. This might even be possiblein the midst of combat, if the GM judgesit plausible. For non-violent conflicts, you usethe MANIPULATION skill.What you ask of your opponent or whatyou want him to do must be within reason –98chapter 5
- 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 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: the attack. If the defender has alr
- 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
- 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
you can SHOOT. Note that the FAST SHOOTER
talent allows you to fire bows and slings without
using an action to READY the weapon.
Crossbows don’t need to be READIED. Instead,
you must LOAD a crossbow (slow action)
before each shot. You can carry a LOADED crossbow
around as long as you like.
AIM: Fast action. Before you SHOOT, you can
AIM. This gives you a +1 bonus to the attack.
You must AIM and SHOOT in the same round
– you cannot save the bonus for a later round.
Please note that you cannot READY your weapon,
AIM and SHOOT in the same round, as that
is a total of three actions. It’s possible if you
have the FAST SHOOTER talent, however.
You can’t AIM at an aware opponent at
ARM’S LENGTH – he is too close for you to be
able to draw a bead on.
SHOOT: Slow action. Roll for MARKSMANSHIP
and the weapon’s Gear Bonus. Can be DODGED,
but to PARRY a ranged attack the target must have
a shield. If you hit, your target takes Weapon
Damage on his Strength. For every additional
x rolled, the damage increases by 1. If the target
suffers a critical injury, roll on the table for stab
wounds if you used a bow or throwing knife and
use the table for blunt force if you used a sling or
a thrown rock.
DODGE: Fast reactive action. You throw yourself
out of the way of your opponent’s attack.
Roll MOVE (not MELEE). Every x you roll eliminates
one x from the attacker’s roll. Any excess
x have no effect. When you DODGE, you fall
prone. You can choose to remain standing, at
the cost of a –2 penalty.
PARRY: Fast reactive action. To be able to
PARRY a ranged attack, you must either have a
shield or a weapon with the PARRYING feature
and at least level 2 in the talent for the relevant
weapon type (see Chapter 4). Roll using MELEE
and the weapon’s Gear Bonus. Every x you roll
eliminates one x from the attacker’s roll. Any
excess x have no effect.
REACTIVE ACTIONS
Just like in close combat, your opponent must
declare if he intends to DODGE or PARRY before
you roll to attack. DODGE and PARRY are reactive
actions and break the normal initiative order
in the round.
EXAMPLE
The last remaining orc RETREATS and then
RUNS. In the next round, Tyrgar DRAWS his
crossbow and then SHOOTS it. The range is now
SHORT which gives Tyrgar a –1 penalty. Yet he
rolls two x, and with the crossbow’s Weapon
Damage of 2 he inflicts 3 points of damage.
SOCIAL CONFLICT
Sometimes, you can make things go your way
without resorting to violence. Instead, you
trick or convince your opponents without
drawing your weapon. This might even be possible
in the midst of combat, if the GM judges
it plausible. For non-violent conflicts, you use
the MANIPULATION skill.
What you ask of your opponent or what
you want him to do must be within reason –
98
chapter 5