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For example; Tian is attempting to shoot a skeleton with his pistol, he rolls 3 dice
and adds is SLE (which is the attitude used with the shoot skill) of +3 to the highest
die rolled. He rolls a 3, 3 and a 1. He selects 3 as the highest die rolled, and gains a
bonus+1 for rolling an extra 3 for a total die roll of 4. Added to his attitude his total
is 7. Had he rolled an extra 3, he would have gained an additional +1.
Critical Failure
No matter what his attitude value is or how many dice he rolls, if the results on all a
characters dice are 1 than the roll is an automatic failure.
The default way of gaining quality is by taking gambles. Before a character rolls his
dice he can declare that he is taking one or more gambles; each gamble increases
both the quality and difficulty of the task by 1.
Attitudes:
Not only do a characters attitude scores add to his dice rolls, but they influence the
manner he acts in scenes. During a scene a character selects one of the 6 attitudes
to act as his favoured attitude. This favoured attitude affects initiative as well as
granting a bonus die to ability rolls that use that attitude.
Free dice work the same but have slightly different restrictions; they do not allow
the character to roll more dice than his ability rank, but they CAN be rolled on their
own without additional dice from the characters RP or AP. Abilities only gains one
free die each round from any one source.
0D6
Sometimes a character will have to roll 0D6 when using an ability, when this occurs
he rolls one die and disregards the result unless it is a 1. One the roll of a 1 the roll
is a failure otherwise his value is equal to his attitude + modifiers only.
Facts
Some actions taken by character are not governed by abilities, these actions are
called facts. These actions generally do not require a die roll and just require the
expenditure of an AP from the characters pool. Bonus dice can be used towards
Facts that match the characters favoured attitude unlike normal ability rolls.
Summoning
Certain spells and miracles allow for the summoning of creatures and entities under
the command of the caster. These spells may be cast multiple times to invoke
multiple creatures should the caster be skilled enough. Each summoned creatures
POT counts towards the total POT that a caster can control at one time.
2 2
3 4
4 8
5 12
6 24
Fear
Frightening characters and creatures make it more difficult for their opponents to
act against them or their allies, even forcing their opponents into rout as a result of
combat actions.
Certain races are considered frightful naturally, and certain spells or abilities grant
the Frightful ability to characters for a short period of time. Frightful characters are
divided into three classes which affect who are affected by fear.
Fear 1: Most fearful races possess this level of fear and it is the default level
granted by spells and items. (Such as Uren Steam masks) Fear 1 inflicts fear
on all characters that are not otherwise immune and the character is able to
use his Fear rating in place of his Mastery to resist the fear of others. Allies
and contacts of the character gain +2 to their MAS to resist Fear1
Fear 2: The living dead, creatures of darkness and other truly frightening
beings inflict this level of fear. These characters are immune to Fear unless it
is generated by a Hyperian, characters with fear 1 must still resist the fear of
the character.
Hyperian: Hyperians are servants of Light and virtue; as a result they are
immune to all fear. Living dead and Creatures of Darkness suffer from the
effects of Fear even if they possess fear 2. Hyperians do not inflict fear on
other characters.
A fearful opponent
Characters facing a fearful opponent only know what class of fear his foes
possesses, his opponents fear value is unknown until he attempts to engage him.
When attempting to enter the control zone of a character who is fearful the
character compares his MAS to the Fear of his opponent, if it is less the move in
cancelled and the dice are lost.
Resisting Fear
A character can attempt to bolster his MAS in the face of Fear using the ability
Intimidate/PUG. This can be done before engaging using AP or in reaction to a
Fearful character moving into melee range with RP. The difficulty is the characters
current mastery; success increases the characters MAS by one when resiting fear,
gambles grant a further increase of 1 per two gambles. This increase lasts until the
end of the round and can be attempted multiple times.
States of Mind:
Routed
Fleeing
If the character suffers rout on his turn he must spend at least on AP to move out of
the reach of the fearful character. If the character is unable to flee he suffers
Trauma
If he becomes routed outside his turn he must spend an RP to make a flee move if
possible. The Flee move is an exception to the normal use of the move fact, and the
character can spend multiple AP to flee further if they want.
Trauma:
Traumatised characters do little other than collapse or feint away, they count as
unconscious while suffering trauma but can be rallied using command as normal
Frenzy
A frenzying character suffers all the effects of rout, but he cannot use RP any longer
and must spend AP to engage the closest character in combat. (Friend or foe)
Rules additions/Clarifications
Shooting: Ignore the rate value on shooting weapons, all shooting weapons can be
fired as many times as the user can spend AP to shoot and reload them. Thrown
weapons must be drawn (using the draw weapon fact) before they are thrown at
their target. A character can carry a second one handed thrown weapon in his
offhand but suffers the normal penalties to his shoot roll. The wielder of a Beast star
must spend a 1AP fact to recover/catch the beast star in order to attack again with
it. If he does not it is considered to have landed in his square to be picked up on a
later round.
Rigor: Rigor increases the effective level of all the characters knowledges by one;
this does increase a characters Path of Magic knowledge but does not grant
additional spells.
Bash: If the effective POW of a Bash attack (POW of attacker +gambles) exceeds
the targets POW by more than two the target is also stunned. Hard Boiled
characters cannot be stunned in this way.
Slash: Slashing weapons gain +1 DAM for every two gambles made on the attack,
not for every gamble.
Weapons:
The Melee weapon table in the book is misprinted; use the table below, this also
includes some additional weapons that appear in the Confrontation universe. Cost
and availability data is as per the book.
Weapon DA Typ Rea SI Conce Notes
M e ch Z al
Battle Axe +4 S 1 3 -2
Dagger +1 P 0 A +1
Giant Mallet +4 B 2 4 na
Hook +1 S 0 A +1
Halberd +3 P 2 3 -3
Knife +1 s 0 A +1
Mace +3 B 1 3 -1
Pike +4 P 2 3 na
Rapier +3 P 1 3 -1
Sabre +2 S 1 3 -1
Scimitar +3 S 1 3 -1
Short Sword +1 S 1 2 0
Sickle +1 S 1 A +1
Spear +4 P 3 3 Na
Sword +2 S 1 3 -1
Voulge +4 S 3 3 Na
Leather 2 0 A
Armour
Leather 3 -1 3 Stacks +1
Greatcoat
Light Armour 4 -1 A
Officers 4 -2 2 Helm
Armour
Plate 5 -2 3 Helm
Reinforced 3 -1 3
Leather
Studded 3 -2 A Helm
Leather
Helm 1 -1 A Helm,
Stacks+1
(only if
armour does
not have the
helm trait)
Conscript 6 -2 3 Legal: no
Armour Avail:10,
weight 20kg
250D- Helm
Templar 7 -1 3 Legal: no
Armour Avail: 10,
Weight: 20kg,
500D. Helm,
Fine quality
Hybrid 4 0 3 Legal: no
Armour Avail:10
weight 5kg,
250D
Technomantic 1 -1 3 Legal:Yes
Helm avail:8 1.5kg
25D. Stack +1
Helm. Wearer
splits dice
between AP
and RP after
other
characters on
the same
attitude
Stacks +: This armour increases the value of the highest pro armour worn by its
bonus. Penalties are cumulative.
LARP combat
Combat in LARP sessions will work a little differently from the tabletop rules.
Specific instances are noted below.
Dice pools: At the start of each round characters gain an additional die to place in
AP or RP. Double a characters POT is still the maximum they may have.
MOV: MOV is largely abstract in the LARP game, move facts allow the character to
change targets in a Melee or to move between Melees. At the start of a scene the
GM will divide players up into Melees (groups) and declare the distance between
groups for movement and shooting purposes. Characters are either in a Melee or
between Melees (even if it is a Melee of one person). Characters in a Melee are not
necessarily fighting, just in a group for game purposes.
New Fact: Escape In a combat scene, a character who is not engaged with an
opponent, and it near the edge of the scene can spend a since AP to declare an
escape. Unless this fact is cancelled, the character leaves the scene during the
clean-up portion of the round. After an Escape is declared, the character cannot
spend any more AP.
New fact: Pursue A character with a MOV at least equal to a character who has
declared escape OR who has a ranged weapon can use this fact to cancel a
characters declared escape. The die used for pursue can come from a characters
RP if he has a higher initiative than the target. A pursuing character immediately
moves his MOV towards the escaping character.
Damage:
LARP combat uses a simplified damage system during combat. Hit points are not
used, instead attacks have a STR score which is resisted by the targets RES.
Two dice are always rolled for damage, the lowest one indicates the location hit and
the higher is added to the attackers STR. The defenders RES is then subtracted
from that roll and consulted on the table below:
<0 No
Damage
0/1
2/3
4/5
6/7
8/9
10/11
12/13
Stun: Stunned characters suffer -1 to all rolls until they shake the stun off with a
1AP fact.
Assassin: When inflicting damage with a Charge action, the Assassin rolls 3d6 for
damage and selects the two results of his choice.
Born Killer: The character gains a free die when making Melee combat attacks.
Brutish Charge: The character gains an extra die in his AP when he charges
successfully.
Ferocious: Stun results inflicted by this character are counted as light wounds
instead.
Hard Boiled: The character reads the damage chart one rank up when suffering
damage