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App e n d i X

CHARTS & TABLES Legend Award Table


Total Legend
Current Legend Points Awarded
Circle Award* Per Session*
1 2575 (50) 100300 (200)
Poison Table 2 100300 (200) 4001,200 (800)
Poison Spell Defense/
3 200500 (350) 8002,000 (1,400)
Type Step Number Onset Time Duration
Damage 59 Instant/12 16 rounds 4 250700 (475) 1,0002,800 (1,900)
days 5 5001,500 (1,000) 2,0006,000 (4,000)
Debilitation 57 Instant Effect Test 6 9002,700 (1,800) 3,60010,800 (7,200)
days 7 1,6504,900 (3,275) 6,60019,600 (13,100)
Paralysis 59 Instant Effect Test
8 2,3507,000 (4,675) 9,40028,000 (18,700)
hours
Death 1013 Instant/12 Instant 9 4,80014,200 (9,500) 19,20056,800 (38,000)
days 10 8,60025,800 (17,250) 34,400103,200 (68,800)
11 15,45046,350 (30,900) 61,800185,400 (123,600)
12 22,95068,850 (45,900) 91,800275,400 (183,600)
Curse Table
Curse 13 42,500127,500 (85,000) 170,000510,000 (340,000)
Type Step Number* Effect 14 77,500232,500 (155,000) 310,000930,000 (620,000)
Minor 78 Reduced steps, minor damage 15 120,000360,000 (240,000) 480,0001,440,000 (960,000)
Major 915 Scars, reduced Attribute Values * The Average Award for each Circle is shown in parentheses.

Horror Horrors Horror-marked items or


Spellcasting characters, use of Horror powers
step through item Falling Fire Damage Table
* The step number used to determine if a curse affects a character. Damage Table Damage
Distance Damage Size of Fire Step
Fallen Step Campfire (small) 6 (touch)
Travel Rate Table 23 yards 5 Campfire (large) 8 (touch)
Method of Travel Travel Rate 46 yards 10 House Fire 10
Airship 255 miles (per 16 hour day) 710 yards 15 Forest Fire 12
Caravan (foot) 20 miles (per 8 hour day) 1120 yards (2) 20 Torch 4 (touch)
Caravan (mounted) 30 miles (per 8 hour day) 2130 yards (2) 25
Namegiver (foot) 25 miles (per 8 hour day) 3150 yards (3) 25
Namegiver (mounted) 45 miles (per 8 hour day) 51100 yards (3) 30
Riverboat 160 miles (per 16 hour day) 101150 yards (4) 30
151200 yards (4) 35
Barrier Rating Table 201+ yards (5) 35
Physical Death
Barrier Material Armor Rating Climbing
Blood Ivy 3 15 Difficulty Table
Cave or Natural Wall 30 150 Difficulty
Wood (up to 2 inches thick) 7 20 Surface Number
Wood (more than 2 inches Tree 5
9 30
thick) Pole 7
Stone Wall (mortared) 12 45 Rocky Cliff 9
Stone Block 20 85 Wall 12
Sheer
15
Surface
Detection Light Source
Difficulty Table Visibility Table
Detection Difficulty Light Source Radius
Difficulty Number Candle 2 yards
Easy 5
Torch 5 yards
Average 9
Campfire 10 yards
Hard 15
Very Hard 21 Lantern 10 yards
Heroic 25 Light Quartz 5 yards

295
Perception Difficulty Table Difficulty Number Table
Typical Acting Very
Situation Difficulty Number Character Easy Average Hard Hard Heroic
Hidden target Targets Dexterity step Ordinary 12 35 69 1012 1315
Locate trap Trap Detection Difficulty Novice 12 37 812 1316 1720
Spot secret doors 8+
Journeyman 36 712 1318 1922 2327
Notice clues 5+
Notice anything unusual about 6 Warden 68 1216 1824 2529 3035
surroundings Master 811 1720 2528 2934 3541

Perception Modifiers Table


Interaction Success Table
Difficulty
Result
Environmental Condition Modifier
Sight: Type of Interaction Test Level
Dusk/dawn +2 Deceit:
Darkness:* Exaggeration Average
Partial +1 Fabrication Good
Full +2 Half-Truth Average
Complete +3 Insight:
Light rain/precipitation +1 Detect basic emotions Average
Heavy rain/precipitation +3 Detect deception Good
Target concealed: Detect deception when targets Excellent
Partial +2 features are obscured
Full +4 Intimidation:
Complete +6 Do nothing Average
Target camouflaged, same color as surroundings +3 Take action Good
Target color contrasts with surroundings 3 Make an Impression:
Target uniquely shaped compared to 2
Improve targets attitude by one level Average+
surroundings
Viewer knows what to look for, i.e., has seen 2 Worsen targets attitude by one level Poor
specific object or character before Ask for a Favor:
Sound: Refer to the Favor Success Table Varies
Soft background noise +1
People talking +2
Boisterous talk/singing +3 Favor Success Table
Loud noises/battle sounds: Target Attitude Small Favor Large Favor
1020 yards away +1 Awestruck Poor Average
2150 yards away +2 Loyal Average Good
More than 50 yards away +4
Friendly Good Excellent
Sound lower in pitch than background noise +2
Neutral Excellent Extraordinary
Sound higher in pitch than background noise 2
Sound has steady rhythm that contrasts with 2 Unfriendly Extraordinary NA
background noise Hostile NA NA
Listener heard sound before and recognizes it 2 Enemy NA NA
Listener trying to identify the only audible sound 3
Smell:
Obvious odor 2 Visibility Table
Other odors present +2 Short Medium Long
Touch: Condition Range Range Range
Extreme temperature (hot or cold) 3 Daylight 20 200 750
Perceiver is wearing gloves +3 Dawn/Dusk 15 125 500
Taste: Light fog 10 75 250
Taste is obvious 3 Heavy fog 2 5 10
Perceiver has a cold +3 Light rain/drizzle 15 175 350
Astral Sensing (see the Workings of Magic Heavy rain 10 50 100
Varies
chapter of the Players Guide)
Night with moon 5 60 200
* In addition to any Action Test penalties (see Situation Modifiers on p.226 of the Combat
chapter of the Players Guide). Night with no moon 5 15 30
296
Combat Quick Reference

App e n d i X
Combat Options Table
Combat Option* Effect/Modifier
Aggressive Attack +3 bonus to Attack and Damage Tests; Combat Rounds
(1 per attack) 3 penalty to Physical and Spell Declare Actions (p.214)

Defense Determine Initiative (p.214)

Aiming (1 per round) +2 (1 round) or +3 (2 rounds) bonus to Resolve Actions (p.215)

next ranged Attack Test (see text) Begin a New Round (p.215)

Attacking Possibly knocks opponent down;


to Knockdown inflicts no real damage to opponent
Attacking to Stun Damage Test inflicts Stun damage; Resolving Attacks
Wounded opponent is also Stunned Make an Attack Test (p.218)

Called Shot (1) 3 penalty to Attack Test; if successful,


Determine Success (p.218)

attack hits designated area


Make a Damage Test (p.218)

Defensive Stance +3 to Physical and Spell Defense; Adjust Damage for Armor (p.219)

3 penalty to all Action Tests (except Check for Wounds (p.219)

Knockdown Tests) Make a Knockdown Test (p.219)

Giving Ground (1) +1 to Physical Defense per yard given Check for Unconsciousness or Death (p.219)

(up to maximum of Melee Weapons or


Unarmed Combat Rank); 2 penalty
to Attack Tests
Going Inside a Shield Negates opponents shield bonuses;
Situation Modifiers Table
2 penalty to Attack Test
Action Test Defense
Jumping Up (2) Allows the character to stand up and
Situation Modifier Modifier*
perform a Standard action; no other
Blindsided 2
movement allowed
Running (1) Character doubles his Movement Rate, Cover Partial: +2
but is Harried Full: +4
Complete: NA
Setting Against a Allows the character to unhorse a Darkness Partial: 1
Charge charging opponent (Blindness; Dazzled) Full: 3
Shattering a Shield (1) Breaks opponents shield Complete: 5
Splitting Allows a move/action/move Distance Short: NA
Movement (1) combination; character is Harried Long: 2

Harried 2 2
Tail Attack Allows an additional Unarmed Overwhelmed 3 3
[tskrang only] Combat attack (2 to all Action Tests) Impaired Movement Light: 2
Medium: 3
Hard: 4
Tail Parry +1 to Physical Defense per 1 to all Knocked Down 3 3
[tskrang only] Action Tests (max. +3 bonus) Stunned Simple actions only; 2
Harried (2)
Surprised No Action Tests allowed 3
* T he number show n in parentheses af ter the combat option is the Strain cost * Also applies to Social Defense, at the gamemasters discretion.
for using that option.

297
Result Level Table
Step/Action Dice
Difficulty Result
Table
Number Pathetic Poor Average Good Excellent Extraordinary
Step Action
2 * 1 24 56 78 9+ Number Dice
3 * 12 35 67 89 10+ 4 D6
4 * 13 46 79 1011 12+ 5 D8
5 1 24 57 810 1113 14+ 6 D10
6 1 25 68 912 1316 17+ 7 D12
7 12 36 710 1114 1518 19+ 8 2D6
8 13 47 812 1315 1619 9 D8+D6
20+
10 2D8
9 14 58 914 1517 1821 22+
11 D10+D8
10 15 69 1015 1619 2022 24+
12 2D10
11 15 610 1116 1720 2124 25+ 13 D12+D10
12 16 711 1217 1822 2326 27+ 14 2D12
13 16 712 1319 2024 2528 29+ 15 D12+2D6
14 17 813 1420 2125 2630 31+ 16 D12+D8+D6
15 18 914 1522 2326 2730 31+ 17 D12+2D8
16 19 1015 1623 2427 2832 33+ 18 D12+D10+D8
19 D12+2D10
17 110 1116 1724 2529 3033 34+
20 2D12+D10
18 111 1217 1825 2630 3135 36+
21 3D12
19 111 1218 1927 2832 3336 37+ 22 2D12+2D6
20 112 1319 2028 2933 3438 39+ 23 2D12+D8+D6
21 113 1420 2129 3035 3640 41+ 24 2D12+2D8
22 114 1521 2230 3136 3741 42+ 25 2D12+D10+D8
23 115 1622 2332 3337 3842 43+ 26 2D12+2D10
24 115 1623 2433 3438 3943 44+ 27 3D12+D10
28 4D12
25 116 1724 2534 3540 4145 46+
29 3D12+2D6
26 117 1825 2635 3641 4246 47+
30 3D12+D8+D6
27 118 1926 2736 3742 4348 49+ 31 3D12+2D8
28 118 1927 2838 3944 4549 50+ 32 3D12+D10+D8
29 120 2128 2939 4045 4650 51+ 33 3D12+2D10
30 120 2129 3040 4146 4752 53+ 34 4D12+D10
31 121 2230 3141 4247 4853 54+ 35 5D12
32 122 2331 3242 4348 4954 55+ 36 4D12+2D6
37 4D12+D8+D6
33 123 2432 3344 4550 5156 57+
38 4D12+2D8
34 123 2433 3445 4651 5257 58+
39 4D12+D10+D8
35 124 2534 3546 4752 5359 60+
40 4D12+2D10
36 125 2635 3647 4853 5459 60+
37 126 2736 3748 4955 5661 62+ Steps 1, 2, and 3
38 127 2837 3850 5156 5762 63+ Step Action
39 128 2938 3951 5257 5863 64+ Number Dice
1 D63
40 129 3039 4052 5358 5965 66+
2 D62
* No such thing as a Pathetic result for this Difficulty Number, except if the Rule of One (see the Players Guide, p.15), is being used.
3 D61
298

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