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RTGFG

The document provides rules for various combat maneuvers and attacks in a roleplaying game, including: - Attacking with two weapons to gain additional damage from the off-hand weapon. - Throwing weapons so they stick in or bounce off targets. - Natural weapons that are part of a creature's body. - Unarmed attacks using hands, feet, and the like that can be enhanced by spending combat tokens. - Grabbing, dragging, and wrestling opponents using Strength or Agility rolls. The rules describe actions for shoving, grabbing, wrestling, and dragging opponents in combat encounters. It also outlines ways to enhance attacks by spending combat tokens, such as dealing extra damage or targeting additional

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0% found this document useful (0 votes)
124 views4 pages

RTGFG

The document provides rules for various combat maneuvers and attacks in a roleplaying game, including: - Attacking with two weapons to gain additional damage from the off-hand weapon. - Throwing weapons so they stick in or bounce off targets. - Natural weapons that are part of a creature's body. - Unarmed attacks using hands, feet, and the like that can be enhanced by spending combat tokens. - Grabbing, dragging, and wrestling opponents using Strength or Agility rolls. The rules describe actions for shoving, grabbing, wrestling, and dragging opponents in combat encounters. It also outlines ways to enhance attacks by spending combat tokens, such as dealing extra damage or targeting additional

Uploaded by

Knorkator
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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aim

for the head, the target could be Intellect Strength. You make the roll with 1 boon if you
impaired. used your move on your current turn to run. On a
success, you push the target into an adjacent zone
Attacking with Two Weapons or both you and the target fall prone. If the result
If you wield two weapons, one in each hand, you of your roll is 20 or higher, the target also falls
can attack with both weapons at the same time. prone and without you having to fall prone as well.
When you do so, only the properties from the
weapon you wield in your main hand apply. On a Grab
success, add the damage from the weapon you You try to grab a creature in reach. Make a
wield in your off-hand as extra damage for the Strength roll against the target's Agility. You
attack. succeed automatically against an immobilized
creature. On a success, the target becomes
Thrown Weapons immobilized until the end of your next turn. The
Some weapons have the thrown property, which affliction ends early if you release the target,
lets you throw them at targets beyond your reach which you can do freely. The effect also ends if you
but within the number of zones listed for the move away from the target without dragging it
thrown property. Once you throw a weapon, it (see Drag) or you become controlled, dazed,
either sticks in the target’s body or bounces off the stunned, or unconscious.
target and falls to the ground—the Sage decides. If you have a target grabbed, you can use an
In any case, you must retrieve the weapon before action extend the duration until the end of your
you attack with it again. next turn.
A grabbed target can overcome the effects of
Natural Weapons being grabbed by making a successful Strength roll
or Agility roll.
Some creatures have natural weapons, such as
claws or teeth. A natural weapon is part of the
creature’s body and as such the creature is
Drag
You attempt to move while you have a creature
considered to be always wielding a melee weapon.
grabbed and bring the creature with you. Make a
Sometimes a natural weapon is called such, but
Strength roll against the Strength of grabbed
often a natural weapon is implied by its name—
creature. On a success, you move as normal and
tail, claw, teeth, and so on.
the creature moves with you.

Unarmed Attacks Wrestle


You can make unarmed attacks using your hands, You attempt to wrestle a creature you have
feet, elbows, and the like. There are several ways grabbed to prevent it from doing anything except
to make an unarmed attack, each of which are try to overcome the grab. Make a Strength roll or
described below. Agility roll against the Strength or Agility of one
Size and Unarmed Attacks When you make an creature you have grabbed. On a success, the
unarmed attack against a target considerably target becomes held until the end of your next
larger than you or smaller than you, the Sage turn or until you release it, which you can do at
might grant boons or impose banes as the any time for free. The effect also ends if the target
circumstances suggest. The Sage might also deem is no longer in your zone, or if you become dazed,
certain unarmed attacks are impossible against stunned, controlled, or unconscious.
some creatures—good luck trying to wrestle the A held target is immobilized, cannot stand up,
dragon! cannot use actions or reactions. The target makes
Strength and Agility rolls with 1 bane. When the
Unarmed Strike target becomes held, you can choose to deal 1d6
You attempt to punch, kick, elbow, or headbutt one damage.
creature in reach. Make a Strength roll with 1 bane While you have a target held, you cannot move,
against the target’s Defense. On a success, the you cannot use reactions or minor actions, you
target takes 1d6 damage. provide partial cover to the target, and you grant 1
boon on rolls to attack you.
Shove You can maintain the hold on your turn by using
You attempt to shove a creature in reach out of an action to do so, which causes the target to be
reach. Make a Strength roll against the target’s held again until the end of your next turn.

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UNARMED ATTACKS AGAINST OBJECTS Agility roll with 1 bane against the target’s
Some objects might be immune to unarmed attacks at Defense. On a success, the target drops one object
the Sage’s discretion. Shoving a secured column likely it holds in its hands. If the result of your roll is 20
has no effect and punching an iron wall is not going to or higher, and you have a hand free, you can snatch
do anything more than hurt yourself. The Sage might the dropped object out of the air. If you fail the roll,
disallow unarmed attacks against objects and animated though, you grant the target 1 boon on rolls it
objects or impose 1 bane or more on rolls against them. makes against you until the start of your next turn.
Furthermore, such attacks could have harmful
consequences for the attacker. Driving Attack
Spend 2 combat tokens when you use an action to

Combat Tokens attack with a melee weapon or unarmed strike. On


a success, you and the target move into an
Certain paths grant combat tokens as a benefit. adjacent zone.
You spend combat tokens when you use an action Far Attack
to attack, perform a combat maneuvers, or use When you attack with a ranged weapon, you can
some talents. If you would attack using a reaction, choose your targets beyond the range of your
minor action, or some other resource, you cannot weapon. Spend any number of combat tokens to
combat tokens to enhance the attack unless the increase the range of your ranged weapon by one
rules say otherwise. You replenish your supply of per combat token spent, up to a maximum of
combat tokens at the start of each of your turns. double the weapon’s normal range.
You can spend combat tokens in any of the
following ways. Guarded Attack
Spend 2 combat tokens when you use an action to
Extra Targets attack with a melee weapon. Until the start of your
When you choose your target for an attack you next turn, you impose 1 bane on rolls the target
make with a weapon, you can spend combat makes to attack you. If you are wielding a shield,
tokens to attack additional targets. For every 2 the number of banes increases to 2. The effect
combat tokens you spend, you can target one ends early if you become controlled, dazed,
additional creature. Some weapon properties stunned, or unconscious.
require you to spend more or fewer tokens to Hit and Run Attack
attack extra targets. When you attack with a melee weapon, you can
spend 3 combat tokens. After the attack, you move
Extra Damage out of your target’s reach without triggering a free
When you succeed on a roll to attack, you can attack.
spend combat tokens to deal extra damage with
the attack. For every 2 combat tokens you spend, Off-Hand Attack
your attack deals an extra 1d6 damage. Certain If you are wielding two weapons, one of which has
weapon properties discount or increase the the off-hand property, you can spend 2 combat
combat tokens you need to spend to deal extra tokens to make an additional attack using the off-
damage with them. hand weapon instead of using the normal rules for
fighting with two weapons. You can make this
Combat Maneuvers additional attack against the target of your main
Combat maneuvers provide ways to produce weapon attack or a different one.
effects other than damage. You might lunge at a Unbalancing Attack
foe or smash into the foe to send it sprawling. Spend 2 combat tokens when you make a close or
Whenever you make an attack, you can choose to unarmed attack. On a success, the target makes an
perform a maneuver by spending combat tokens Agility roll and falls prone on a failure.
as noted in the maneuver’s description. You can
perform only one maneuver per attack.
Disarming Attack
Casting Spells
If you wield a melee weapon, you use it to knock You can cast any spell you have learned or in
something from the hand of one creature in reach. written form as an inscription once and then the
Spend a number of combat tokens equal to the spell is lost. You replenish castings of spells you
target’s level (minimum 1). Make a Strength or have learned when you rest for 8 hours.

27
Spell Tiers: A spell belongs to a particular tier, Such durations follow the normal rules concerning
which describes the earliest point you can learn durations.
the spell as well as its overall potency. Spells
described in this book are either minor, novice,
expert, or master spells. Combat
Name
Requirement Any circumstances, situations, or items you
Developments
Although many combats take place in stable
must have in order to cast the spell. If the spell lacks
requirements, this entry is absent. environments between you and your foes,
Casting You can cast any spell you have learned at least once. situations might arise that can tip the scales one
You regain expended castings after a full night’s rest. This way or the other.
entry offers a description of any rules that pertain to the
casting of the spell, such as an increased number of castings,
the ability to cast the spell as a minor action or using a Zone Features
reaction, or if you have to do anything else to cast the spell. If
the spell lacks such rules, this entry is absent.
Many zones include features with which you can
Target A description of what the spell targets. If the spell interact. Doors can be opened and closed, tables
targets you and you alone, this entry is absent. flipped to provide cover, and curtains can be
Effect A description of what happens when you cast the spell. pulled down to briefly tangle up enemies. Using
zone features in creative ways can give you and
Targeting your friends an edge against difficult opponents.
Unless the spell says otherwise, you must be able
to see a target and be able to draw a line between Hidden Features
yourself and it. In other words, you need an As mentioned previously, many zones have hidden
unobstructed path between you and the target. features that must be discovered by searching or
Spells tend not to move around corners and other stumbling across them. A hidden door could
obstacles unless the effect says otherwise provide you with an escape route from an
Creatures and/or Objects: The spell targets unwinnable fight, while stepping on a pressure
up to the listed number of creatures, objects, or plate might send a barrage of arrows through the
creatures and objects. You can always choose room, a pit to open under you, or an alarm to
fewer targets than the spell allows. Also, if a spell sound that alerts other nearby foes. Hidden
would target a creature and you are a creature, features that rely on being triggered take effect
you can target yourself with the spell. immediately when triggered and their ongoing
A spell might specify allies or enemies, in which effects, if any, resolve at the round’s end when the
case the spell can affect only your allies or your Sage resolves end of round effects.
enemies. You count as your own ally.
Zones: The spell targets one or more zones. If
the target line instructs you to choose contiguous Changing Circumstances
zones, each target zone must share a border with A fiery blast might dispatch a band of goblins, but
at least one other target zone. it could also set fire to everything in the room.
Booming thunder might cause an unstable ceiling
to start falling in and shattering a wall with
Rolls tremendous force could cause it to crumble and
Some spells require you to make an attribute roll release the waters it held back. Sometimes your
to produce the desired effect or to improve its activities can have unexpected consequences that
effect, while other spells might allow targets to might aid you or make things worse.
mitigate the spell’s effects with a successful rolls.
If a spell has multiple targets and calls for a roll,
you make the roll for each target separately. Reinforcements
Cover: Cover applies when an obstacle partly The sounds of combat might draw reinforcements
blocks the path between the source of the spell or other enemies into the battle, causing more foes
effect and the target and only if you are rolling to appear at the round’s end. The Sage places new
against a target’s Defense or Agility. combatants on the revealed zone from the greatest
Nested Durations: Sometimes, an effect created concentration of combatants in the direction from
by a success or failure lasts for a period of time. which they come.

28
Extended Chases
Chases If a chase goes on for 1 minute or longer, each
You or your enemies might try to run away. participant must make a Strength roll at the end of
Assuming no one follows, the fleeing party each round. On a failure, a participant becomes
escapes. If one or more creatures take off after Agility impaired until the chase ends.
them, a chase begins between the pursued and
their pursuers. Ending the Chase
When a chase begins, the Sage decides how The chase ends when the lead drops to 0, in which
much of a lead the pursued have on the pursuers. case the pursuers catch up with the pursued, or
The lead is measured in zones, and each round the the pursuers lose track of the pursued, give up, or
pursued spent fleeing adds 1 to the lead. If the do something else.
pursued fled 2 rounds before the pursuers follow,
the lead becomes 2, for example. The pursued,
then, try to increase the lead, while the pursuers
work to lessen it. The pursuers can abandon the
chase at any time, at which point the chase ends.
Like combat, the chase takes place over a series
of rounds. Unlike combat, the pursued take their
turns and then the pursuers take their turns. The
round ends and a new round begins until the
chase ends.

Pursued Turns
Every creature in the group being chased makes
an Agility roll. If half or more succeed, the lead
increases by 1. If fewer than half succeed, the lead
is unchanged. A pursued creature can do
something else such as cast a spell or hide, but
that creature leaves the group of pursued. In
addition, creatures in this group might split up
into smaller groups or as individuals. Those not
pursued get away.

Pursuers Turn
Each group chasing the fleeing creature makes an
Agility roll. If half or more succeed, the lead
decreases by 1 and nothing happens if more than
half fail. During the chase, individual pursuers
might split off to chase creatures that have gone
off in a different direction, in which case the Sage
treats these as separate chases. Finally, the
pursuers can also take other actions—attacking,
casting a spell, or something else, but this usually
means the creature falls behind.

Chase Complications
The chase takes the pursued and the pursuers
through zones, which might introduce
complications as the fleeing creatures might
scramble over rubble, leap over pits, or lead the
pursuers into dangerous places. Some challenges
might require an attribute or a luck roll to
continue to give chase at the Sage’s discretion.

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