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07:25, 24th April 2024 (GMT+0)

Regras adicionais.

Posted by FimbulwinterFor group 0
Fimbulwinter
GM, 6 posts
An endless winter
is coming!
Fri 31 Aug 2012
at 13:28
  • msg #1

Regras adicionais

Algumas regrinhas 'F!F!F!' para algumas coisas que não possuem regras e que eu quero testar:

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Take Watch

When you you're on watch and something approaches the camp roll Notice. On a Raise you're able to wake the camp and prepare a response, the camp takes +1 to any roll on their next action. On a Success you react just a moment too late; the camp is awake but hasn't had time to prepare. You have weapons and armor but little else. On a Miss whatever lurks outside the campfire's light has some advantage on you.

Undertake a Perilous Journey (one roll per 4 days travelled, or fraction)

When you travel through hostile territory (practically everywhere in Rassilion), choose one member of the party to act as Trailblazer, one to Scout ahead, and one to be quartermaster (the same character cannot have two jobs). If you don't have enough party members or choose not to assign a job, treat that job as if it had rolled a Miss. Each character with a job to do rolls (see below). On a Raise the quartermaster reduces the number of rations required by one. On a Raise the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much). On a Raise the scout will spot any trouble quick enough to let you get the drop on it. On a Success each roles performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don't get the drop on them either. On a Miss, the GM might have some kind of surprise for you.

Rolls:
-Trailblazer: the worst between Know(navigation) and Tracking. Someone can also roll Know(area) to add +1 to the Trailblazer roll (+2 with a raise).
-Scout: the worst between Stealth and Notice.
-Quartermaster: Survival

Carouse

When you return triumphant and throw a big party, spend 100gs and roll Spirit + extra 100s of gs spent + CHA. On a Raise choose 3 (below). On a Success choose 1. On a Miss, you still choose one, but things get really out of hand.

   -You befriend a useful NPC
   -You hear rumors of an opportunity
   -You gain useful information
   -You are not entangled, ensorcelled, or tricked

Recruit

When you put out word that you're looking to hire help, roll Persuasion + CHA. If you make it known…

    …that your pay is generous, take +1
    …what you're setting out to do, take +1
    …that they'll get a share of whatever you find, take +1

If you have a useful reputation around these parts take an additional +1. On a Raise you've got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along. On a Success you'll have to settle for someone close or turn them away. On a Miss someone influential and ill-suited declares they'd like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away.
If you turn away applicants you take -1 for you next roll to Recruit.

This message was last edited by the GM at 23:47, Sun 16 Aug 2020.
Fimbulwinter
GM, 70 posts
An endless winter
is coming!
Wed 12 Sep 2012
at 15:54
  • msg #2

Re: Regras adicionais

Essa é do próprio Hellfrost:

KNOCKBACK

   The physical attacks of large creatures can knock over
smaller foes. In order to cause knockback, the attacker
must make a successful Fighting attack. The blow does
not have to cause damage, it just has to hit. The victim
cannot avoid this—no human can hope to remain standing after
being on the receiving end of a frost giant’s colossal war axe.
   An opponent who is knocked back into a relatively
solid object (hay bales and glass windows, for instance,
are not solid) is automatically Shaken. This is treated as
a separate injury. A foe Shaken by an attack who is then
knocked back into a solid object suffers the effects of
successive Shaken results. Opponents may try to Soak
any initial damage from the attack or spend bennies to
remove a Shaken condition before the knockback is applied.
Knockback is based on the relative size of the attacker
and victim. For instance an ogre (Size +3) is four Sizes
bigger than an engro (Size –1). However, it is only two
Sizes bigger than an orc warrior (Size +1).

* 1 or fewer Sizes larger: No knockback.
* 2 or 3 Sizes larger: Victim knocked back 1” and falls
prone.
* 4 to 7 Sizes larger: Victim knocked back 1d4” and
falls prone.
* 8 to 11 Sizes larger: Victim knocked back 1d8” and
falls prone.
* 12 or more Sizes larger: Victim knocked back 2d6”
and falls prone.
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