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  • Combat Cheat Sheets

    Hi all! I made some combat cheat sheets as easy reference for my players
    I use a few house rules (all asterisked) and will include the raw excel for anyone wishing to alter the sheet to vanilla rules for themselves.

    I just figured I'd share it with you all.

    Raw sheet in excel format (Still has the houserules, sorry):
    http://www.mediafire.com/view/cflvh1...heatsheet.xlsx

    Printable PDF formatted for 3 sheets (still with house-rules):
    http://www.mediafire.com/view/a34vx5...eatsheetV2.pdf

    Enjoy!

    Edit: Updated with V2. Intrigue cheat sheet coming soon.
    Last edited by DrixDZanth; 11-04-2014, 09:34 PM. Reason: Addenda

  • #2
    Re: Combat Cheat Sheets

    Just got around to looking at this. Great work! Great for new players.

    I think I may use your house rules as well.

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    • #3
      Re: Combat Cheat Sheets

      These are great! Very detailed. I made up some cheat sheets for my group, too. They're not as detailed as yours, though. Would you mind if I shared them up on this thread, too? This thread title would be a good place to collect a variety of cheat sheets people have put together.

      Comment


      • #4
        Re: Combat Cheat Sheets

        More the merrier.

        Comment


        • #5
          Re: Combat Cheat Sheets

          A compilation of Physical Combat tidbits from the book. Intended to be used as a quick reference when you're not sure what options you have. Not to be used for nitpicking or over-complicating actions.

          Steps

          1. Battle field: Description of surroundings and modifiers
          2. Detection: Stealth vs. passive Awareness. +1D attack vs. surprised foes.
          3. Initiative: Agility (Quickness) test, highest goes first.
          4. Actions: 1 Greater, 2 Lesser, 3-6 Free Actions.
          5. Repeat: Repeat steps 1-4 until there's a clear victor.
          6. Resolution: Victor decides the consequences of defeat.

          Greater Actions

          Divided Attack: Split dice pool to attack 2+ foes. Resolve each.
          2-Weap Attack: Add off-hand mod to main weapon dam, lose any Defense bonus.
          Combo Attack: Divided attack w/ extra 2-weap attack dam.
          Charge: Up to 2x move, -1D attack for +2 weapon damage.
          Counter Attack: No action. Standard attack vs. next foe in reach.
          Reckless Attack: -5 Combat Defense for +1D Fighting test.
          Disarm: Standard attack vs. passive Fighting, w/ 2 degrees of success. (p.174)
          Pin/Break Pin: Grabbed foe, Athletics vs. Athletics, helpless.
          Dodge: 1/2 move, Agility test + equip bonus + New Combat Defense.
          Pass: No action. +2B on next test, normal limits apply.
          Fall/Stand: Fall down or stand up (w/ AR 6 or more).
          Drive/Ride: Non-war trained steed w/ Animal Handling test.
          Trample: Animal Handling vs. Combat Defense. (+5 CD/consecutive foe.)
          Pull Rider: Use Grab weapon, Fighting vs. passive Animal Handling.
          Catch Breath: Endurance test (0), restore 1 health point/degree of success.
          Sprint: 4x move - Bulk.
          Yield: No action. Offer terms of defeat.


          Lesser Actions

          Standard Attack: Fighting/Marksmanship vs. Combat Defense (only 1/round).
          Assist: Add 1/2 Fighting to adjacent ally vs. his foe. (counts as attack).
          Aim: +1B on next Fighting/Marksmanship test.
          Cautious Attack: -1D attack for +3 Combat Defense.
          Distract: Cunning vs. passive Will, foe loses Awareness from Combat Defense.
          Maneuver: Fighting vs. passive Fighting, -1D for 1 round, moved 1 yard. (p.174)
          Grab: Hit foe and meet or beat his passive Athletics (Strength).
          Knockdown: Athletics (+2 w/ move action) vs. passive Agility. Helpless.
          Knockout: Fighting vs. passive Endurance. 1 degree of success = -5 Combat Defense. 2+ degrees of success = out. (p. 174)
          Drive/Ride: War trained steed w/ Animal Handling test.
          Move: 4 yards +/- move modifiers.
          Fall/Stand: Fall down or stand up w/ AR 5 or less.
          Interact: Most simple, non-combat actions: move, shove, pull, draw, mount, etc.

          Free Actions

          Free Attack: Foe moves 2+ yards, passive Fighting vs. foe's Combat Defense.
          Stance: Pick an attack stance. (Duels/jousts only.) (p. 168)
          Speak: 1 sentence/free action. (Max 6 sentences/round.)
          Destiny Point: Spend or burn a Destiny Point to modify scene/action/roll/etc.
          Take a Point of Fatigue: Gain -1/point to all results. Max Fatigue = Endurance. Pick one:
          ◾ Ignore Armor Penalty.
          ◾ Ignore 1 Wound penalty.
          ◾ Ignore all Injury penalties.
          ◾ Gain 1 Lesser Action.

          Other Combat Information

          Tactics: Warfare (Tactics) to go last in round and give +1B to another's initiative test.
          Terrain: Boundary: 0 move. Obstacles/bystanders: Lesser Action to move around, possible cover (+5/+10 Combat Defense). Treacherous: -1 yard move, cumulative. Higher Ground: +1B Fighting.
          Light: Shadowy: -1D Agility, Awareness, Fighting, Thievery, -2D Marksmanship. Darkness: -2D to listed Abilities. -4D Marksmanship.
          Helpless: Lose Agility from Combat Defense. Gain +1D to Fighting/Marksmanship tests targeting a helpless foe (pinned, tied, sleeping, etc.)
          Move: 4 yards base. +1 yard/Run bonus die. -1/2 bulk. Athletics 1 = 3 yards. Moving target: -1D attack after target sprints.
          Mounted: Mount's move. +1B Fighting vs. foes on foot. +2 damage w/ war trained steed.
          Use Ability: Can be Greater or Lesser Action, as described in Ability section.
          Injuries: Reduce damage by your Endurance. -1 results/Injury (</= Endurance).
          Wounds: Reduce all damage from most recent hit. -1D/Wound (< Endurance).
          Defeat: Victor chooses: Death, maimed (-1D any Ability), take the Black, unconscious (2d6 hours), ransom. Victim can burn a Destiny Point to change.

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          • #6
            Re: Combat Cheat Sheets

            A compilation of Intrigue Combat tidbits from the book. Intended to be used as a quick reference when you're not sure what options you have. Not to be used for nitpicking or over-complicating actions.

            Steps

            1. Objective: Goal (Friendship, information, service, deceit, etc.)
            2. Type: Simple (1 test each), Standard (single defeat), Complex (3+ Victory Points gained by defeating foe).
            3. Scene: Modifiers from locations and people.
            4. Disposition: (Intrigue Armor) Affectionate, Friendly, Amiable, Indifferent, Dislike, Unfriendly, Malicious.
            5. Technique: (Intrigue Weapon) Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt.
            6. Initiative: Status (Reputation).
            7. Actions: 1 action from each participant during each round.
            8. Repeat: Repeat steps until there is a clear victor.
            9. Resolution: Resolve according to technique used.

            Dispositions
            (NOTE: The Disposition Rating reduces Influence damage to your Composure by that amount.)

            Disposition (Disposition Rating) +/- Deception +/- Persuasion Effect
            Affectionate (1) -2 Dec +5 Per. Love/loyalty. Performs most requests. Risks life.
            Friendly (2) -1 Dec +3Per. Kinship/goodwill. Performs favors. Takes risks.
            Amiable (3) 0 Dec +1 Per. Acquaintance. Easy/Beneficial favors. No risks.
            Indifferent (4) 0 Dec 0 Per. No feelings. Favors/risks for duty/compensation.
            Dislike (5) +1 Dec -2 Per. Uncomfortable. No risks. Entertains harmful thoughts.
            Unfriendly (6) +2 Dec -4 Per. Disdain. Allows harm. May cause small harms.
            Malicious (7) +3 Dec -6 Per. Enemy. Takes risks to harm you and yours.


            Techniques

            Technique (Deception Specialty) Base Influence Effect
            Charm (Act) Persuasion Raise Disposition 1 step. Gain +1D for next Intrigue scene.
            Seduce (Bluff) Persuasion Perform carnal act OR temporarily raise Disposition.
            Convince (Act) Will Get agreement/assistance for one trial.
            Intimidate (Act or Bluff) Will Flee OR temporarily be Amiable in your presence.
            Bargain (Bluff) Cunning Get goods/services for compensation by to Disposition.
            Incite (Bluff) Cunning Affect Disposition toward another for days = your Persuasion.
            Taunt (Bluff) Awareness Perform task according to Disposition. Disposition lowers.

            Actions

            Influence: (Intrigue damage) Persuasion/Deception (applicable specialty) vs. foe's Intrigue Defense. Reduces Composure according to Technique.
            Assist: Persuasion (9) test to add 1/2 your Persuasion to ally's next test.
            Fast Talk: Persuasion vs. passive Will. 2+ degrees of success: foe loses Cunning from Intrigue Defense.
            Manipulate: Persuasion vs. passive Will. Choose foe's Technique next round.
            Consider: No action. +2B on next test (limits apply).
            Read Target: Awareness vs. passive Deception. Gain +1D for this Intrigue. Learn Disposition and Technique. Each additional success can give a motive, attitude, etc.
            Shield of Reputation: Status vs. passive Will. Raise Disposition towards you.
            Use Logic: Cunning (Logic) test (base Difficulty 12) to find flaw : -1D to foe's next test, OR to assess foe: +bonus dice = your Logic to your next test (limits apply).
            Remember: Cunning (Memory) (See p. 61 for Difficulties). Gain +1B on next test (gain +1D w/ 3+ degrees of success).
            Withdraw: Will (Dedication), result replaces Intrigue Defense till end of next round.
            Mollify: Other Persuasion (12, +/- Disposition modifier). Restore Composure = your Persuasion, +1 point/degree of success.
            Quit: Leave Intrigue Combat. Circumstantial repercussions.
            Switch to Combat: Attack foe. Circumstantial repercussion.

            Other Intrigue Combat Information

            Changing Objectives: Foe(s) restore Composure points equal to their Will.
            Recognition: Status (Difficulty 12-foe's Knowledge) for Disposition on meeting.
            New Participant: Restore all Composure. Begin Intrigue Combat again.
            Frustration: Reduce Influence damage by Will, -1D in Deception/Persuasion.
            Yield: Offer up a compromise.
            Destiny Point: Burn to choose outcome after defeat.

            Intrigue without a full Combat

            Status vs. Status: If Status is 3+ ranks higher than foe, automatically defeat him in a Simple with 1 successful Influence test.
            Status vs. Disposition: Rating If Status is equal or higher than foe's Disposition Rating, You may automatically apply Influence without a test.
            Simple Persuasion Action: Minor exchange. Persuasion vs. passive Will to raise Disposition 1 step/degree of success for a short time/scene.

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