LotR Quick Reference Sheet.pdf

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LotR_Skill+Spell_Sheet.pdf
COMBAT & TESTS SUMMARY
Combat Actions
General Actions
General Actions
Action Cost
Test Type
Common Modifiers
Aim
1
None
None
Delay
0
None
None
Dodge
1
Swiftness
Close/Ranged Combat
Draw or recover weapon
1
None
None
Parry/Block
1
Opposed
Close Combat
Reload
1
None
None
Armed Manoeuvres
Action Cost
Test Type
Common Modifiers
Armed Attack, basic
1
Armed Combat
Close Combat
Armed Attack, blunt
1
Armed Combat
Close Combat
Armed Attack, defensive
1
Armed Combat
Close Combat
Armed Attack, power
2
Armed Combat
Close Combat
Armed Attack, precise
1
Armed Combat
Close Combat
Armed Attack, sweep
2
Armed Combat
Close Combat
Armed Attack, two-handed
2
Armed Combat
Close Combat
Charge
2
Armed Combat
Close Combat
Ranged Attack
1
Ranged Combat
Ranged Combat
Unarmed Manoeuvres
Action Cost
Test Type
Common Modifiers
Grab
1
Unarmed Combat
Close Combat
Punch/Kick
1
Unarmed Combat
Close Combat
Trip
1
Unarmed Combat
Close Combat
Movement Actions
Action
Test*
Crawl/Step 1 2 None
Walk 1 6 None
Jog 2 12 None
Run 2 18 Run TN 5+
Sprint Full round 40 Run TN 10+
Swim 1 2 Swim TN 5+
Jump 1 1 vertical, 2 horizontal Jump TN 5+
Climb 1 1 vertical OR horizontal Climb TN 5+
Drop prone/Stand up 1 Become prone / Stand up None / Nimbleness TN 5+
* Tests required only if in combat or character attempts to move farther than normally allowed. TN +5 if in combat; failed test = 1/2 movement,
disastrous failure = trip and prone.
Action Cost
Distance (yards)
Test*
Free Actions
Full-Round Actions
Action
Effect/Test
Action
Test
Command
Several word command
Hide in cover or shadows
Stealth (TN varies)
Drop Object
Drop item or weapon
Inspirational speech
Inspire (TN varies)
Observe Notice something/Observe TN varies
Search 1 x 1 yard area
Search (TN varies)
Target
Acquire new target in combat
Warn/Alert
Shout warning or sound alert
Combat Actions
Movement Actions
Action
Test*
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Extended Full-Round Actions
Action
Action
Test
Perform healing or treat wounds
Healing (TN varies)
Repair damaged weapon
Smithcraft (TN varies)
Close Combat Test Modifiers
Situation
Situation
Test Modifier
Defender prone
-5 TN
Attacker in better position
-1 to -3 TN*
Defender in better position
+1 to +3 TN*
Defender behind cover
See "Cover Protection"
Off-hand penalty
+8 TN**
* Narrator must determine exact modifier based on situation.
** Off-hand penalty applies whenever combatant relies on non-dominant hand to perform close combat action.
Ranged Combat Test Modifiers
Situation
Situation
Test Modifier
Range Category:
Point blank
-2 TN
Short
+0 TN
Medium
+2 TN
Long
+4 TN
Extended
+2 per increment
Defender prone
+5 TN
Attacker in better position
-1 to -5 TN*
Defender in better position
+1 to +5 TN*
Defender behind cover
See "Cover Protection"
Attacker on horseback
+4 TN
Off-hand penalty
+8 TN**
Target Moving:
Walk/jog/run/sprint
+2/+4/+6/+9 TN
* Narrator must determine exact modifier based on situation.
** Off-hand penalty applies whenever combatant relies on non-dominant hand to perform ranged attack.
Stun Effects
Degree of Success
Degree of Success
Reaction TN
Duration
Effect (Failed/Successful)
1 Complete success
5
3d6x3 rounds
Unconscious/-5 test penalty
2 Superior success
10
2d6+3 minutes
Unconscious/-9 test penalty
3 Extraordinary success
15
1d6x10 minutes
Unconscious/-12 test penalty
Encumbrance and Movement
Encumbrance
Burden
Effect
Load
Penalty
Light burden (Str x less than 1 lb.)
+/- 0
Average (up to Str x10)
None
Average burden (Str x 1-10 lbs.)
+/- 0
Heavy (Str x11-20)
3/4 pace
Heavy burden (Str x 11-20 lbs.)
Stamina test made at +10 TN
Very Heavy (Str x21-30)
1/2 pace*
Very heavy burden (Str x 21-30 lbs.) Stamina test made at +20 TN
* Cannot sprint
Extended Full-Round Actions
Close Combat Test Modifiers
Ranged Combat Test Modifiers
Range Category:
Target Moving:
Stun Effects
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Drowning, Falling & Fire Damage
Effects of Injury & Weariness
Drowning Time Stamina TN
Stamina TN
Damage*
Wound Level
Injury Effect*
1st round
5
1d6
Healthy
None
2nd round
10
1d6+3
Dazed
Character performs test at -1
3rd round
15
2d6+6
Injured
Character performs test at -3
4th round
20
3d6+12
Wounded
Character performs test at -5
5th round
25
4d6+18
Incapacitated
Character performs test at -7
6th round
30
5d6+24
Near Death
Character performs test at -9
* Once a character has fallen unconscious.
*Injury penalties apply to all physical and combat-related tests,
as well as to most academic tests. See the Physical and Academic
Fall Distance
Acrobatics TN
Damage*
Test Modifiers Tables (pages 218 and 220). They do not apply to
0-2 yards
0
1d6-3
Stamina reaction tests made to recover from injury. The severity of
2+ to 5 yards
5
1d6-3
injury already factors into the TN of these reaction tests.
5+ to 10 yards
10
2d6+3
10+ to 15 yards
15
3d6+6
Weariness Level
Effect
Rest
15+ to 20 yards
20
4d6+12
Hale (normal)
None
-
20+ to 25 yards
25
5d6+18
Winded
-1 to all tests
10 minutes
15+ to 30 yards
30
6d6+24
Tired
-2 to all tests
1 hour
30+ to 33.3 yards
30
7d6+30
Weary
-4 to all tests
2 hours
33.3+ yards
30
7d6+33
Spent
-8 to all tests
4 hours
*Successful Acrobatics test reduces the damage sustained by half.
Exhausted
Character collapses and
can take no action until he regains
Fire/Heat
Swiftness TN
Damage/Rnd
at least one Weariness level.
Torch
5
1d6+3
Campfire
10
2d6+4
Weariness Rates
Bonfire
15
3d6+6
Level
Base Time
Interval
Blasting Fire
20
6d6+18
Extreme
10 minutes
5 minutes
Demanding
1 hour
30 minutes
Healing & Natural Healing
Standard
2 hours
1 hour
Wound Level
Stamina TN
Healing TN
Relaxed
4 hours
2 hours
Dazed
10
10
Injured
15
15
Wounded
20
20
Incapacitated
25
25
Near Death
30
30
Armour Protection
Armour Type
Damage Absorbed*
Leather 10 2
Scale mail 20 4
Chainmail, ordinary 30 5
Chainmail, Dwarf 40 7
Chainmail, mithril 25% normal +10 to chainmail value
Chainmail, Orc 35 6, -1 Nimbleness tests
Chaimail, with plates +5 +1 to chainmail value
Shield, Large 5-12 +5 parry, -5 to hit w/ ranged attacks
Shield, Small 4-8 +3 parry, -5 to hit w/ranged attacks
*For corslets; a full hauberk absorbs +1 point of damage, wearer suffers a -1 penalty on all Nimbleness-based tests.
Weight (lbs.)
Damage Absorbed*
Drowning Time
Rest
Level
Armour Protection
Armour Type
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Cover Protection
Corruption Difficulty
Cover Type
Absorb Sustain
Sustain
Situation
TN
Thin wooden door
6
5
Exposure to the One Ring (circa 3018)
Wooden door
8
10
Under normal circumstances
10
Thin metal door
10
15
Near Mordor
15
Reinforced wooden door
12
20
In Mordor
20
Reinforced metal door
14
25
For every time the Ring is worn
+1 to TN
Large rocks
14
25
Exposure to Temptation
Worked stone wall
20+
60+
Mild temptation
5-8
Strong temptation
9-14
Degree of Cover
TN Modifier
Very strong temptation
15-20
100% (nothing exposed)
Impossible to shoot around
Sorcery
80-99% (head, arm exposed)
+12 TN
Learning a spell of sorcery
No roll
50-79% (some or all of upper body exposed)
+9 TN
Character earns 1 Corruption automatically
25-49% (all upper, some lower exposed)
+6 TN
Casting a spell of sorcery
15
10-24% (most of body exposed)
+3 TN
Character has 1-3 Corruption
+1 TN
Character has 4-6 Corruption
+2 TN
Character has 7-9 Corruption
+3 TN
Character has 10+ Corruption
+4 TN
Fear & Fear Modifiers
Attacker's Test Result
Attacker's Test Result
Effect
Failure
No effect: Victim can resist the fear and act normally.
Marginal success
Frightened: Victim suffers a -1 penalty on all tests.
Complete success
Panicked: Victim suffers a -2 penalty on all tests.
Superior success
Unnerved: Victim may take no actions for one round, and suffers -4 penalty on all tests.
Extraordinary success
Unmanned: Victim flees as fast as he can, or he falls to the ground and cowers.
Inspiring Fear: Modifiers to Intimidate (Fear) Test
Test Modifier
Target is in a stronghold of evil or a place of darkness (Mordor, Dol Guldur, Moria, and so on)
+2 to 8
Target is near an evil place
+1 to 3
Target is at a disadvantage (outnumbered and so on)
+2 to 4
The cause of the fear is nearby
+ 1 to 6
Attacker utters terrifying soliloquy
+1 to 6
Appropriate display of power or might
+1 to 6
Brandishing the object the target has cause to fear
+1 to 4
Resisting Fear: Modifiers to Willpower Test
Test Modifier
Target is in a stronghold of the Wise, or a place of goodness (Minas Tirith, Imladris, Lorien, etc.)
+2 to 8
Target is fighting for or protecting that to which he is Faithful
+2 per pick allotted to Faithful
The cause of fear is at a distance
+1 to 6
Defender utters an inspiring soliloquy
+1 to 6
Action Rounds : Each character can normally take 2 actions in a round (see sidebar page 214).
A round lasts roughly 6 seconds.
Initiative
Initiative: Swiftness test (2d6 + Swiftness), combatants take all actions (unless they delay an action)
in order of highest to lowest initiative.
Surprise
Surprise: Observation test (TN 10 + applicable mods.); failure means combatant loses both initiative
and one action in first round.
Absorb
TTN
TN
Sorcery
Fear & Fear Modifiers
Action Rounds
Initiative
Surprise
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Standard Target Numbers
Physical Test Modifiers
Difficulty
Base TN
Condition*
Test Mod.**
Simple
5
Visibility & Lighting
Routine
10
Clear visibility/ideal lighting
+/- 0 TN
Challenging
15
Dim lighting
+/- 2 TN
Difficult
20
Darkness
+/- 5 TN
Virtually Impossible
25
Light smoke/fog
+/- 2 TN
Dense smoke/fog
+/- 5 TN
Light rain
+/- 1 TN
Academic Test Modifiers
Heavy rain
+/- 3 TN
Condition
Test Mod.
Extreme Temperature
Character in comfy surroundings
+/- 0 TN
Temperate
+/- 0 TN
Memory Loss
Uncomfortable heat/cold
+ 2 TN
Suffering mind-altering drug/toxin
+ 5 to 10 TN
Extreme heat/cold
+ 5 TN
Suffering from selective amnesia
+ 3 to 9 TN
Terrain
Suffering near total amnesia
+ 5 to 10 TN
Flat/unobstructed terrain
+/- 0 TN
Distractions
Uneven/lightly obstructed terrain
+/- 3 TN
Engaged in life-threatening situation
+ 5 to 10 TN
Broken/heavily obstructed terrain
+/- 5 to 10 TN
Surrounded by loud noise/talking
+ 3 to 6 TN
On moving ship/boat
+ 2 TN
Affected by environmental factors
1/2 Physical Mod
Slick surface/uncertain footing
+ 3 TN
Slippery surface/poor footing
+ 7 TN
Social Test Modifiers
Disadvantageous position
+ 3-9 TN
Condition
Test Mod.
Advantageous position
- 3 to 9 TN
Subject is:
Equipment Tests
Loyal/devoted
- 10 TN
Adequate equipment
+/- 0 TN
Friendly/pacifistic
- 5 TN
Inadequate equipment/inferior tools
+ 5 TN
Indifferent
+/- 0 TN
Using makeshift tools
+ 10 TN
Aggressive/unfriendly
+ 5 TN
Totally unequipped
+ 15 TN
Hostile/violent
+ 10 TN
Well equipped/superior tools
- 5 TN
Subject has different native tongue
+/- 0 to +15 TN
Size Modifiers
Subject of same race as character
+/- 0 to - 5 TN
Character 2 sizes larger than target
+ 4 TN
Subject and character different race
+/- 0 to +10 TN
Character 1 size larger than target
+ 2 TN
Environmental factors make com-
Character and target same size
+/- 0 TN
munication difficult
+ 3 to 9 TN
Character 1 size smaller than target
- 2 TN
Character demonstrates evidence or
Character 2 sizes smaller than target
- 4 TN
sincerity
- 3 to 9 TN
Other Modifiers
Off-hand penalty***
+ 8 TN
* Characters making opposed tests against other characters
suffering same modifiers need not factor modifiers into test
except in cases where relative modifiers favour one of the
opponents.
** Indicates the modifier is relative, can be good or bad for
character depending on situation.
*** The off-hand penalty applies whenever a character relies on
his non-dominant hand.
Other Modifiers
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