Professional Documents
Culture Documents
This chapter describes the mechanical aspects of the main physical REACTIVE ACTION: Some actions will give your opponent the
and social combat, injuries and how to recuperate from them. opportunity to perform a Reactive Action in response of your choice,
like defending itself from an attack. On a Reactive Action you can
Life as an explorer is hard and often violent. You can run into wild perform a specific Main Action related to the action that triggered it
beasts, malicious raiders, cold-souled elves, terrifying monsters and (like defending yourself from an attack). You do not have a limit of
horrendous curses. When someone gets in your way, sometimes you Reactive Actions during a combat round.
have no choice but to hack your way through them by violence; and
sometimes you will be hurt doing that.
The rule system allows a fast-paced and often lethal physical combat, SURPRISE ACTION: If you perform an attack that the GM deems
so before you enter into aggression mode, you should always ask if it unexpected, from NPC’s perspective, you may perform one Surprise
is worth the risk. Action before the first round begins. On a Surprise Action you can
perform one Support Action, one Reactive Action, or one Main
Action (choose only one). After you finishes your Surprise Action,
Initiative Value is rolled by every participant, Initiative Order is
ROUNDS & INITIATIVE arranged by the GM and the first round starts. Remember that NPCs
can surprise PCs too.
When a conflict begins, physical or social, the GM stops the flow of
time and become to count it in short periods called Rounds. A round
is a time frame of approximately 6 seconds, so 10 rounds become 1 COMBAT BASIC CONCEPTS
minute. On one Round your character can perform some actions or
tasks that roughly comprises these 6 seconds. Initiative Value 1D10 + Competence Score.
To make things organised, all PCs and NPCs involved in the conflict Initiative Order Arrange results in order from highest to lowest.
scene have a Turn to act, and the turn sequence is arranged through Main Action Perform a complex task or one a task that
an Initiative Value: the result of 1D10 + Competence Score. involves: needs a skill roll.
Once rolled and defined the Initiative value of every participant in the Support Action Positioning on battlefield, preparation for a task,
conflict scene, the GM arrange the Initiative Order. The highest involves: or interaction with items/environment.
results go first.
Surprise Action
After every participant have acted, the 6-second Round finishes and, 1 Main Action or 1 Support Action
involves:
if the fight continues, a new Round begins with the same Initiative
Order. Some Talents may affect your Initiative Value or the Initiative Reactive Action 1 Main Action that must be related to the action
Order. To know more, refer to Chapter 6 – Talents. involves: that triggered it.
If you surprise your Perform a Surprise Action comprised of:
opponent you can: 1 Main Action or 1 Support Action.
On a regular combat Perform 1 Main Action and 1 Support Action or;
ACTIONS turn you can: Perform 2 Support Actions.
There are two basic actions your character can perform on your turn
during a combat round. A Main Action usually consists of rolling for
a skill or performing a complex/long task. A Support Action usually
consists of some movement or positioning in battlefield, preparation
of a complex/long task, or interaction with items or the environment.
When it is your time to act in the Round, you can perform one
Main Action and one Support Action (in any order), or two
Support Actions.
The table Actions lists examples and typical main and support
actions. How attacks work is explained in detail in the sections Close
and Ranged Combat. When it’s your time to act, simply state which
two actions you wish to perform, describe how you go about it, and
roll dice to see if you are successful.
Forbidden Lands of Symbaroum
ACTIONS
Run, Walk, Crawl Not Engaged with an active enemy. If Engaged, needs to Retreat before movement. No check
Get up, Lie Down, You are prone and want to get up fast; or you are standing and want to lie down on the ground No check
Mount your Horse fast; or you want to mount your steed during a chase.
Draw a weapon or You reach for a weapon (like a sword or handaxe) or ammo (like arrows, bolts or throwing No check
ammunition knives) on your body or at Engaged Range (like over a table or in your mount).
Interact Search your backpack, open a door, enter in a carriage, dismount your horse, etc. No check
Take cover To hide or looking for protection against ranged attacks. Needs an obstacle at Short Range. No check
Prepare a shoot Cocking a bolt in the crossbow or reloading it. Must draw your bolt from case first. No check
Positioning Change your relative position on battlefield, but only inside the Short-Range Zone. No check
Resist a spell Character must be conscious and willing to resist the effect. Discipline
Avoid falling Character tries to cling on the edges to avoid falling a cliff. Agility
Dodge an attack Character must be aware of the attack and not grappled or immobilized. Defense
Free Attack Character gains the opportunity to attack due to enemy’s lack of attention (GM decides). Melee Combat
Melee Attack Needs a readied melee weapon and to be Engaged with an enemy. Melee Combat
Ranged Attack Needs a readied ranged weapon and a visible enemy at reachable range zone. Ranged Combat
Grapple Unarmed attack. Must win an Opposed Melee Combat vs Melee Combat skill check. Melee Combat
Brake Free You are Grappled. Must win the next Opposed Melee Combat check on your turn. Melee Combat
Spellcasting Invoke a magical power. Must be able to gesticulate and speak loudly and imposingly. Varies
Aiming Spend one Main Action aiming at the target to gain +2D6 bonus on your next attack roll. Ranged Combat
Ready Hold your action until a triggering action be performed by an enemy. No check
Assist Help an ally in battlefield. Both must perform the same action type. Varies
Disarm Must win an Opposed Melee Combat vs Melee Combat skill check with a -4D6 penalty. Melee Combat
Feint Must win an Opposed Melee Combat vs Insight. On a success, +2D6 on next attack. Melee Combat
Shove Must win an Opposed Athletics vs Athletics skill check. On a success, target falls prone. The Athletics
GM decides if the target creature can be shoved based on its size and number of limbs.
Charge Must run from Short Range into Engaged Range and attack. Increases damage in +1. If your Melee Combat
attack fails, the enemy gains a Free Attack against you.
Use an item Apply first aid on a fallen friend using a medicine kit; or search for a tomb exit location on your Varies
map while running from undeads (example of complex tasks).
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ZONES
The map is divided into areas or Zones. A zone is typically a room, a
corridor, or an area of ground. It is inside the zone that all PCs and
NPCs are during a scene and where their actions occur.
A zone is generally smaller in a cramped environment than in open
terrain where long-range sight and ranged attacks can be performed
more easily. A Zone exact size always follows its range category (see
below).
OBSTACLES: The GM must describe the zone to every player so
their PCs can properly interact with its features, like obstacles,
corridors, stairs, furniture, and NPC’s locations. Each obstacle that
may hamper character movement must be indicated to PCs along
with the necessary skill checks they would need to pass to overcome
them.
ILUMINATION: During description, the Zone must be classified
according to its illumination as the lack of it may significantly
hamper the PCs actions against their enemies. There are three
illumination categories.
Clear: The condition when most creatures see normally. Even
gloomy days provide enough light, as do torches, lanterns,
bonfires, etc. You can see clearly up to Extreme Range if no
obstacle blocks your sight.
RANGE CATEGORIES
Shadows:
Engaged Close enough for physical interaction (±2m); can hear whispers; can see facial expressions. A partially
Short Several meters between targets (±10m); can talk comfortably without raising voices. obscured
area. An
Medium Several dozen meters between targets (±50m); must talk loudly to hear each other. area of
Long Further than several dozen meters between targets (±100m); must shout to hear each other. shadows is
usually a
Extreme Several hundred meters between targets (±500m); cannot hear each other even shouting. boundary
Number of Support Actions Needed to Move From Zone/Range to Another between a
light
From/To Engaged Short Medium Long Extreme source
(such as a
Engaged 0 1 2 4 6
torch), and
Short 1 0 1 3 5 its
Medium 2 1 0 2 4
Long 4 3 2 0 2
Extreme 6 5 4 2 0
surrounding darkness. The full moon night sky, the soft light of
twilight and dawn also counts as dim light. The range of your
sight is limited to medium range.
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concentric zones of different sizes. The table below exemplify all five movement using them. The GM just need to stablish “distances
range categories. approximations” based on Range Categories, so the PCs can reach
using their Support Actions (movement).
To move from one range zone to another, you need to execute
movement; represented in game terms as a Support Action (run, walk
or crawl). Long range categories will need more than one movement
to cover.
CLOSE COMBAT
To move from one location inside a Short-Ranged zone, to another
location inside the same zone, you must spend one Support Action When you attack someone with your bare fists or a melee weapon,
(usually Positioning Action). However, if you want to change your you use the Melee Skill. Close combat usually happens at Engaged
current distance from your enemy, you must change your Range Range. You can fight unarmed or use a weapon – the latter case may
Category. give you a Gear Bonus on your attack roll.
To getting closer to your target, um must change your Range to To hit your enemy with your attack you need to win an Opposed
Engaged. If you want to get away form your enemy, you must Skill Check between Melee Combat (yours) and Defense (enemy).
change to Short Range or even farther. To change your Range Remember that several modifiers may apply on this skill check (to
Category you must spend Support Actions to move. See the table both attacker and defender). On a failure you miss your blow.
below. The majority of combat scenes occur in Engaged and Short On a success, you hit the target. Sum your weapon damage rating and
Ranges, so do not worry to memorize the whole table conversion your number of successes on the attack roll – this is your damage
scheme; just keep it as a reference. delivered. If your enemy has any Damage Resistance (like from its
armor), reduce the value from the damage delivered. The target
receives the remaining damage points as physical damage on its
Potence Score. See table Combat Resolution.
If you had more than one success on your Opposed Skill Check (after
comparing attack roll vs. defense roll), you may increase your
damage in one point for each success. Alternatively, you may convert
some or all of your successes into Combat Stunts. The table Stunts
below is a collection of suggestions. The GM and players are
encouraged to develop different Stunts (or events) that may occur
with remaining successes from an attack roll.
COMBAT RESOLUTION
Steps Resolution
1: Attack Roll Roll Melee or Ranged Combat Skill (+ Modifiers)
2: Defense Roll Roll Defense Skill (+ Modifiers)
3: Compare Compare successes between attack vs defense. Attack
Number of is successful if it gets more successes than defense.
Successes Keep the number of attack successes to next step.
Sum your Weapon Damage Rating value with your
4: Damage
attack successes to know your Damage Delivered. This
Delivered
ENGAGING ENEMIES: While Engaged with your enemy, you can value will be reduced by armor (if any).
walk around it, although it will accompany your position. Some
5: Apply
Talents and Combat Stunts (see below) may allow you to attack from Reduce from the Damage Delivered your Damage
Damage
behind your enemy or perform special combat maneuvers. Resistance value (from armor, magic, elixirs, etc.)
Resistance
To become Engaged with your enemy (allowing the use or melee Apply the final damage to targeted attribute (usually
weapons against it), you must first walk into your enemy Engaged 6: Final Damage
Potence).
Zone. Usually this movement (through a Support Action Walk),
doesn’t provoking a Free Attack from your enemy (unless it is using Spend remaining successes (if any available) on a
7: Stunts
a Reach Weapon, see weapon qualities in Chapter 7 - Equipment). combat maneuvers or Stunts (optional)
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roll. The thug has armor of 1D3. The GM rolls 1D3 and gets 2 as It must immediately roll on the Critical Injury Table with a +10
result. So, the Damage Delivered of 3 is reduced to 1 (3-2=1, the modifier on the D20. See more about critical injuries below.
Final Damage). The thug reduces its Potence Score in one point,
from 5 to 4.
If Bob had had another 3 remaining successes, he could have SURPRISED TARGETS: Fatal blows can be delivered against
converted those into a Prone Condition for his enemy, making the unaware targets through a Surprise Action in the beginning of a
thug trip and fall from Bob’s combat maneuvers. Alternatively, he combat scene. This makes ambushes, skirmishes, and traps
could increase his final damage in +1 (with one remaining success) dangerous and lethal, like real life. To reduce game’s lethality, the
and reduce the enemy’s Armor Resistance Rating in -1 (with two GM may allow the following:
successes). Surprised targets may make a Defense Roll against surprise
attacks if the player character passes on an Hard Awareness
STUNTS
The remaining successes of your attack can be converted into:
MELEE WEAPONS
1 +1 physical damage point per additional success OR
When you enter close combat, it is wise to have a melee weapon in
+1D6 attack bonus to the next ally, for the next round OR
hand. Weapons give you a Gear Bonus for your roll, increasing the
2 +1 fatigue damage point per additional success OR
damage caused and allowing you to perform actions that are harder or
Reduce enemy’s Armor Resistance Rating in -1.
even impossible without a weapon.
Change your Initiative Value up or down 5 positions OR
Beyond a Gear Dice and damage, each weapon also has one or more 3
Apply an automatic Condition, like Prone or Grappled
qualities that may slightly bend the standard rules, giving its user an
advantage in certain combat situations or against certain enemies. Spend one of GM’s Fate Points in your favor (GM must approve
4
Refer to Chapter 7 – Equipment to find the weapon tables and their your event description and consequences)
qualities. Skill Check (as a Free Reactive Action).
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by Defense Skill. So, allowing all successes to be converted into he or she wants to attack the real target or the cover (to brake or
damage points. eliminate its target protection).
There are three Cover Categories: Total, Major and Minor. Total
Cover gives you total protection (and full concealment); so, the
enemy cannot target you, only your cover. A Major Cover protects
RANGED COMBAT the majority of your body living only your head and maybe one arm
When you shoot or throw something at someone you must roll your partially visible. A Minor Cover protects only half your body, like
Ranged Combat Skill. You need to be able to see your target, at waist down.
least its position. You also need a ranged weapon, even if it is a
regular rock from the ground.
DAMAGE
RANGED WEAPONS Damage can come in many forms and once received, they reduce one
of your four Attribute Scores. So, in practice, your character has an
To attack with a ranged weapon, you need to (re)load it first, and Attribute Score (its maximum value) and an Attribute Value (its
execute the attack next. Some melee weapons can be thrown, they current damaged value).
have a quality called Throwing, that allow this.
All four Attribute Scores will fluctuations during play, and you must
To draw a weapon ammo (arrows, bolts, and bullets) from its keep track of them to know how many dices you have for a specific
compartment you must spend a Support Action, while to shoot you check.
must spend a Main Action. Some ranged weapons (like crossbows,
lasso, slings, and bolas) need an additional Support Action to prepare When rolling for an attribute of skill check, you must use your
their ammo before being fired/released against the target. Attribute Value, not its full score. So, if you have Potence Score 4
and receives 3 damage points, its current value drops to 1. Until
healed, you make Potence Checks with only 1 dice from your
SHOOTING MODIFIERS attribute.
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POISON: Poison Damage comes from the effects of a poison On both tables you roll 1D20, the lower the result the better. The
toxicity on a living being. Poison damage is applied on Competence worst result of a Critical Injury Table is Final Death, while in
Score. Mental Trauma Table is Permanent Madness. If your roll reaches
these results your character is no more playable and you must create
RADIANT: Radiant Damage comes from the unique aspects of a new one.
sunlight and theurgy spells. Artificial light from torches and lamps
cannot duplicate real sunlight radiance. Radiance damage affect Racial traits, talents, diseases, poisons, and magical effects can
undeads and is applied on their Potence Score. influence this D20 roll. Just sum all modifiers before rolling the D20.
For example, if you have a -4 from ogre race, and a +2 from a curse,
SICKNESS: Sickness Damage comes from the effects of a disease you roll 1D20-2.
or illness on a living being. Sickness damage is applied on
Competence Score. Each Critical Injuries or Mental Trauma you have generates a
+1 modifier on your next Disabled Roll on the same table. This
modifier persists until that critical injury or mental trauma is
healed. So, if a character becomes Disabled and he or she already
DISABLED
has 3 critical injuries (whatever the severity) the new Disabled
If one of your Attributes reaches zero, you become Disabled. This Roll for Critical Injuries would be 1D20+3.
means that you are put out of action in one way or another. Exactly Each damage point received after becoming Disabled, add a +1
what it means to be Disabled depends on what attribute has been on your d20 roll. So, if a Disabled character receives 4 damage
depleted: points it will roll 1d20+4.
At GMs discretion, high severity critical injuries and mental
POTENCE: You are knocked senseless and instantly gains one traumas generate penalty dices on physical and social actions
Critical Injury (see below). You can’t perform any main, reactive or (skill checks). These are called Hindrance Dice and can be
support actions, cannot roll for any skills nor cast spells. found on each table.
COMPETENCE: You collapse from exhaustion or you are gravely As you can see, accumulating untreated Critical Injuries and Mental
ill. You can only crawl and wheeze. You can’t perform main actions Traumas brings you closer and closer to final death or permanent
nor cast spells. You only roll on the Critical Injuries Table (see madness.
below) when you are disable by poison or sickness damage.
DISABLED ROLL
One of your attributes reaches zero:
Step Potence or Competence: you fall prone and cannot act.
1 Intelligence or Presence: you run away or give up and leave.
Step Potence or Competence: roll 1D20 on Critical Injuries Table
2 Intelligence or Presence: roll 1D20 on Mental Traumas Table
Talents, elixirs and spells can apply modifiers to D20 roll
Untreated critical injuries or mental traumas add +1 on D20 roll
Notes
Received damage after disabled; each point adds +1 on D20
Received a Fatal Blow, add +10 on D20 roll
For example: Bob has Presence 3 and took 5 Morale Damage Points
from an undead Fear Attack. Bob has no Fear Resistance thus taking
all 5 damage points. His Presence goes to zero and he becomes
Disabled. Now he must make a Disabled Roll with 1D20+2 (5-3=2).
If he doesn’t become totally insane, he will run from the undead as
fast as he can.
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CRITICAL INJURIES
17-19 Agonizing 30 Minutes Increase the severity to Horrific Very Hard -2D6
20-22 Horrific 1 Minute Increase the severity to Gruesome Very Hard -2D6
23-24 Gruesome 1 Round Increase the severity to Lethal Extremely Hard -3D6
MENTAL TRAUMAS
17-19 Paranoid Weekly Increase the severity to Fanatical Very Hard -2D6
20-22 Fanatical Daily Increase the severity to Irrational Very Hard -3D6
23-24 Irrational Daily Increase the severity to Insane Extremely Hard -4D6 LONG
REST: A
25+ Insane - Permanent Madness. - - Long Rest
is a period
of at least 8 hours without physical activity, usually sleeping but can
be reading or talking around a campfire. As long as you’re not
Disabled, after a Long Rest, your character recovers all attribute
RESTING, HEALING & RECOVERY points. He or she can also recover from some Conditions or perform
long-term tasks that require daily dice rolling like healing critical
There are different ways to recover from fatigue, wounds, and mental
wounds.
traumas. But as a general rule, after becoming Disabled by any type
of attribute damage, after 1 hour, your body recovers naturally, MEDICAL CARE: Through a Challenging Medicine Skill Check
healing 1 point back in the relevant attribute score. you immediately recover a number of attribute points equal to the
number of successes rolled. The healer needs a Main Action and a
SHORT REST: A Short Rest is a period of at least 1 hour without
medicine kit with enough supplies, though. This is the most common
strenuous physical activity, usually a break to eat, tend your wounds
form of healing in the battlefield or away from home. You can repeat
and take a breath. As long as you’re not Disabled, after a Short Rest,
this action on the same victim after he or she finishes a Long Rest.
you recover 1D4+1 points of lost attribute points due to damage,
fatigue, fear, madness, etc. You must not be suffering from any RECOVERY: Even after all attribute points have been recovered,
Condition that blocks recovery, though (see Conditions Section). If the Critical Injuries and Mental Traumas remain until properly
you have several damaged attributes, you decide the order in which treated. The best way to recover from critical injuries and mental
they are healed. traumas is through a Season Activity called Recovering.
However, until your character finds a proper place to rest and
recover, he or she will depend on Medicine Checks from a reachable
healer and its current supply of herbs, salves, and potions. The
Critical Injury and Mental Trauma tables shows the difficulty checks
of each injury/trauma severity and the frequency those rolls must be
made for improvement or not.
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After a full day treating a victim on a safe place with proper medical generates a permanent reduction of one PC’s attribute in one point
supplies, the healer can make his or her Medicine Skill Check; adding (the GM chooses which one according to scene).
its number of successes on the patient’s next Death/Madness Roll
made by the patient. On a failure, the patient doesn’t improve and
continue to make Death/Madness Rolls according to its For example: Bob has one critical injury with Fearsome Severity.
injury/trauma severity. Each hour, Bob must pass on a Death Roll (see below) or its
Fearsome Critical Injury will worse, becoming an Agonizing Critical
Injury. Bob knows Medicine and have a medicine kit to treat his own
FINAL DEATH & PERMANENT MADNESS wounds. The player makes a Medicine Skill Check and gets 2
successes. After 30 minutes (Agonizing Severity Time), Bob’s player
If you have an untreated critical injury or mental trauma, you must makes another Death Roll with two automatic successes. His dice
make a Death or Madness Roll each time the listed time for that doesn’t get any successes, but with the two successes he improves his
injury/trauma runs out. Critical Injury from Agonizing to Deep. In this new severity level,
Bob must make another Death Roll after 6 hours.
DEATH ROLL: Make a Challenging Potence Check (using your
full score). If the Death Roll fails, your injury worsened through Bob also has one mental trauma with Absentminded Severity and
infection of bleeding, and now it is considered one category worse need to make a Madness Roll every season to know if it improves to
than before. If you succeed, you improved, reducing the injury total cure or worse to Confused Severity. Using incenses and herbs,
severity in one category per success on your roll. You continue to he may add his Medicine Skill Check successes into his next Madness
make Death Rolls when the new amount of time has passed. If you Roll. However, he gets no successes in his dice roll, so he must rely
have one success on a Superficial Death Roll, you become fully only on his Madness Roll successes. After a full season waiting, he
healed and does not need to make additional Death Rolls for this makes the roll and get no success at all. His mental trauma worsened
injury anymore. to Confused as his nightmares continue tormenting him.
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SHAME
Shame is a type of Morale Damage applied on your Presence Score.
As soon as it reaches zero, your character becomes Disabled and
FATIGUE must roll on the Mental Trauma Table – see chapter 8 Conflict.
Strenuous or prolonged physical activities will produce fatigue points If a creature becomes Disabled by Morale Damage (Shame), it
and reduce your Competence Score until it reaches zero and you fall immediately leaves the presence of other people. If cornered he or
exhausted (Disabled) to the ground. The GM determines when your she may become aggressive or just cry. The character may feel
character receives fatigue damage, but usually each time you roll humiliated or dishonoured. Whatever the case, the character must
your Athletics Skill, or after each combat scene, you should receive at make a roll on the Mental Trauma Table – see chapter 8 Conflict.
least 1D3 fatigue points. Frequent or untreated mental traumas accumulate, leading you closer
and closer to permanent insanity.
FALLING
Falling on a hard surface automatically inflicts an amount of Force
Damage to you equal to the height of the fall (in meters) divided by POISON
2, rounding all fractions down.
Poisons are measured by a Toxicity Rating. A weak poison has
In a controlled jump, roll Agility – each success rolled reduces the Toxicity of 3, a strong poison has Toxicity of 6, and a deadly poison
damage done by one. Armor can also protect you from falling can have Toxicity 9 or even more.
damage.
Like Disease Virulence rules, make an Opposed Roll between
Poison’s Toxicity and your character Athletics. If the poison wins,
you acquire the Poisoned Condition (see below) and you suffer its
FEAR full effects.
Terrifying experiences, be it from chaotic battles or supernatural
horrors may generate the primal feeling of fear.
When subjected to a frightful experience or creature, the character SUFFOCATION
automatically gains one or more points of Morale Damage (Fear). Suffocation usually occurs during a close combat (like grappling) or
This damage varies according to scene, creature type, spells, etc. during a drowning. A character can hold its breath for a number of
If a creature becomes Disabled by Morale Damage (Fear), it flees rounds equal to double its Potence Score. After that time, the
cowardly as fast as possible. If cornered he or she may faint or character loses one Competence point per round by Fatigue
freezes, crying and screaming. Whatever the case, the character must Damage.
make a roll on the Mental Trauma Table (see below). Frequent rolls If the character becomes Disabled by suffocation he or she collapses
on this table can lead you to madness. to unconsciousness (see Unconscious Condition). If suffocation
continues after unconsciousness, the character dies after 1D3 rounds.
MADNESS
Madness is a type of Intellect damage applied on your Intelligence DAMAGING OBJECTS
Score. As soon as it reaches zero, your character becomes Disabled
and must roll on the Mental Trauma Table – see chapter 8 Conflict. Sooner or later, your character will need to smash a door, bend jail
bars, break manacles or chains, cut a rope or crack an undead locked
ITEMS ARMOR & WHOLENESS
casket. In these moments, you will need to know how much damage
Example of Item or Object (its Wholeness) Armor items and objects can take before falling into pieces.
Paper (1), glass or crystal (2) 0 Items and objects that are not been worn or handled by a creature,
cannot defend for themselves. In this case, the player usually doesn’t
Clothes (3), thin rope (3), thin book (3) 0
need to roll the dice, although the GM must decide if the attack can
Leather (3), thin wood or bone (4), thick rope or book (5) 1D3 or cannot break the item or object.
Hard leather (5), wood door/window/chest (6) 1D4 You may consult the Table Items Armor & Wholeness below to have
Regular wood trunk (10), metal tool or utensil (3) 2D4 an idea of how much damage an item can resist. An item’s Armor
function like a character’s armor, reducing the damage taken from an
Metal bars (4), chains and manacles (3) 3D4 attack. An item’s Wholeness indicates how much damage points it
can sustain before breaking and become useless.
Metal door/window/chest (6) 4D4
Stone wall (20), reinforced metal door (12) 5D4
Frequent or untreated mental traumas accumulate, leading you closer
and closer to permanent insanity.
Other Intellect Damage types, like confusion, can lead your character CONDITIONS
to madness too. In reality, anything that makes you roll on Mental
Trauma Table can. Conditions function as situational templates that you apply on your
character to keep track of bonuses, penalties, and action limitations.
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When subjected to a Condition, mark it in the relevant check boxes You need to make Athletics Checks at regular intervals
on your character sheet. depending on the temperature. On a failure, you suffer one points
of Elemental Damage (Cold) to your Potence Score.
ADDICTED
BLINDED
A creature that receives five or more Intellect Damage (Madness)
points from a single substance type in a period of 24 hours become A Blinded creature cannot see, thus unable to make ranged attacks or
Addicted in that substance. run through a zone with obstacles. However, it can clumsily engage
in close combat:
An addicted creature needs a new dose of the addicting
substance in 1D4 days. After that time, each 24 hours without the A blinded creature has -2D6 on Agility, Defense and Melee
substance demands a success on a Discipline Skill Check to Combat Skill Checks.
resist the crave for more 24 hours. On a failure, the creature A blinded creature cannot perform Ranged Attacks or conjure
becomes Depressed (see below) and receives one Mental magical effects that requires Vision.
Trauma. The creature will do whatever is necessary to acquire a
new dose as soon as possible.
GRAPPLED
CHARMED A Grappled creature has part of its body entangled or bonded. When
the grappling occurs between two humanoids, their aim for the neck
The creature has become the target of a magical effect called Charm. or joints, trying to suffocate the target or causing enough pain
Usually employed by small faeries and predators from the eternal through arm locks to force it to give up and surrender.
night. It affects the mind of the target, changing its feelings towards
the caster creature, or charmer. The victim usually became fond of A grappled creature cannot walk, run, crawl, jump, or change its
the charmer, trying to help and protect it, although not through position in battlefield or range category.
dangerous actions to itself. A grappled creature must pass on a Break Free Action to leave
the grappler’s grasp and return to Engaged Range.
A charmed creature cannot directly or indirectly harm the A grappled creature can only use light weapons against its
charmer. grappler.
A charmed creature desires the friendship and wellbeing of the While Grappled, spellcasters must pass on a Hard Mysticism
charmer. Check to cast their spells.
The charmer has +2D6 to all social skill checks made with the
charmed creature.
The charmed creature may help the caster in small tasks that do
not endanger its life. IMMOBILIZED
An Immobilized creature has all its body entangled or bonded. So, it
cannot attack, defend, manipulate items, move, jump, change its
DEHYDRATED position of range category. This has several effects:
You must drink a ration of water at least once per day. While in the Attacks against immobilized creatures may be considered Fatal
wilderness, you must roll your Water Consumable Dice. After a day Blows if delivered from Engaged distance.
without water, you become Dehydrated. The effects are:
You cannot heal critical injuries or attribute damage.
You suffer 1 point of Fatigue Damage to both Potence and
Competence after 24 without water. If you become Disabled If not gagged, immobilized creatures can talk, see, and hear, but
from dehydration, you die in 1D4 hours. cannot interact physically with their surroundings. However,
Thievery Skill can be used to free itself from ropes, chains and
chackles.
DEPRESSED While Immobilized, spellcasters cannot cast their spells.
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(as a Free Reaction) to allow them to roll their Defense Skill A Restrained creature has part of its body entangled or bonded. So, it
(with -2D6 penalty) against each invisible attack. cannot move, jump, change its position of range category. Although
it remains in its standing or prone position when subjected to this
condition. The effects are:
OVERLOADED Restrained creatures have a -2D6 penalty on attack and defense
rolls.
There is limits in how much pounds of treasure you can bring back
Attacks against a restrained NPC (minions only) may be
from the old ruins of Davokar over your shoulders. Your Potence
considered Fatal Blows if delivered from Engaged distance.
Score multiplied by 20 is the maximum weight (in pounds) that your
character can carry without punishing your movement rate. Above Spellcasters must pass on a Hard Mysticism Check to cast their
this load, you become Overloaded. This has several effects: spells.
Your movement rate drops 30% during travels and you need one
additional Support Action to change Range Zones – except SICKENED
between Engaged and Short Range.
A Sickened creature has a disease. While he or she is sickened, the
character must win an Opposed Athletic checks against the Disease
PARALYZED Virulence (Sickness Roll).
A paralyzed creature has all its large muscles stiffened. So, it cannot ● The day after the infection, you suffer one point of damage to
attack, defend, manipulate items, move, jump, and change its position both Potence and Competence.
of range category. It can talk with difficulty, hear, and see without ● You can’t recover your Potence or Competence while in
moving its head, though. This has some mechanical consequences: Sickened Condition.
● Make another sickness roll once per day. Each failed roll means
Attacks against paralyzed creatures may be considered Fatal
Blows if delivered from Engaged distance. you suffer another point of damage to both Potence and
Each round paralyzed, the creature receives one point of Force Competence.
Damage on Competence Score (constriction pain and breathing ● If your Potence became Disabled while sick, you die in 24 hours
difficulty). if you don’t get a cure in time.
● As soon as you succeed at a sickness roll, you are no longer
Sickened and can start to recover your attributes normally.
POISONED SLEEPY
To become Poisoned, you must have failed an Opposed Roll between You need to sleep for at least 8 hours per day (usually at night). After
the Poison’s Toxicity and your Athletics Skill. Once Poisoned, you one day without enough sleep, you become Sleepy.
suffer its effects for the time specified by the poison’s type. After that
time expires, you may roll again (if not dead). Drinking the correct You suffer 2 points of Intellect Damage (Confusion) per day
antidote type eliminates the poison from your body. until you fall sleep. If your Intelligence becomes Disabled you
collapse and sleeps for at least 8 hours uninterrupted.
Lethal Poisons: Take one point of damage to Potence each While Sleepy, all your skill based on Intelligence have their
round for 1D4+1 rounds. difficulty checks increase in one category.
Paralyzing Poisons: Take one point of damage to Competence
each round for 1D4+1 rounds.
Hallucinogenic Poisons: Take one point of damage to
Intelligence each round for 1D4+1 rounds.
STARVING
Sleeping Poisons: Take one point of damage to Presence each You must eat a ration of food at least once every day. While in the
round for 1D4+1 rounds. wilderness, you must roll your Food Consumable Dice. After a day
without food, you become Starving. The effects are:
You cannot heal critical injuries or attribute damage.
PRONE You suffer 1 point of Fatigue Damage to both Potence and
To attack an opponent in close combat, you need to be standing on Competence after 24 without water. If you become Disabled
your feet. If you are prone, you must first spend a Support Action to from starvation, you die in 1D4 hours.
get up before you can attack.
Engaged enemies have +2D6 in attack rolls against prone targets. STUNNED
Ranged attacks from medium of farther distances have -2D6
You become dazed, shocked, or astonished by someone or
penalty.
something. Whatever the source of your torpor, you cannot properly
Spellcasters must pass on a Hard Mysticism Check to cast their act until you recover.
spells while prone.
You suffer one point of Intellect Damage (Confusion) per turn
while Stunned.
RESTRAINED While Stunned, you cannot change range categories and all your
skill checks have -2D6 penalty.
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Forbidden Lands of Symbaroum
While Stunned, spellcasters must pass on a Very Hard What you ask of your opponent or what you want them to do must be
Mysticism Check to cast their spells. within reason – no NPC will agree to do anything or act completely
against their own interests, no matter how good your roll is.
UNCONSCIOUS
An Unconscious creature is incapacitated and cannot execute any
action. It is not aware of its surroundings and cannot see, hear, or If you successfully persuade your opponent, they must either do what
speak. This has several effects: you want or immediately escalate the conflict and attack you using
physical violence.
Unconscious creatures drop whatever they are holding and falls
prone. Even if your opponent chooses to do what you want, they can still
demand something in return. The GM decides what that entails, but it
Melee attacks against an unconscious creature may be
should be reasonable enough for you to be able to meet those
considered Fatal Blows.
demands. It is up to you to accept the agreement or not.
While Unconscious, spellcasters cannot cast their spells and all
its magical effects stops functioning.
SOCIAL CONFLICT
Sometimes, you can make things go your way without resorting to
violence. Instead, you trick or convince your opponents without
drawing your weapon. There are two ways to manage a social
conflict: through a simple opposed skill check or through a Social
Conflict.
A Social Conflict is a longer more detailed form of social interaction;
designed to introduce tension on social scenes, where interactions
between PCs and NPCs are usually resolved with only one roll.
Rather than winning a single opposed roll, the character engaged in a
social conflict must achieve a high number of successes in sequential
opposed rolls or deal damage on their opponents’ mental attributes.
RESOLUTION
STEP 01: Like a physical combat, the participants must define their
initiative order (1d10+Presence Score). During each Conflict Round,
they will explain their arguments and make skill checks.
STEP 02: Usually, there are two group of participants: Favour and
Against. The GM must separate all participants in one of both groups
to know which one is an ally and support the character’s argument
and which one is an opponent, trying to discredit PC’s arguments.
STEP 03: The GM must define a milestone of successes that
represent the number of facts, arguments, threats, or pleas that finally
convince the other group to agree or give up. As a guideline, the GM
may use 3 successes for friendly NPCs, 6 for neutral NPCs, and 9 for
unfriendly NPCs (see chapter 11 – Antagonist).
STEP 04: Start the combat from the highest initiative score. In each
turn, a PC or NPC can make an opposed roll between Persuasion and
your opponent’s Insight. Each remaining success is hoarded together
for one group (Favour or Against). Alternatively, any number of
remaining successes can be converted to Morale Damage (Shame)
on the opponent’s Presence Score.
STEP 05: After all participants have performed their actions, a new
round began. The social conflict ends when one side (Favour or
Against) reaches the milestone of successes or all member of that
group give up, accepting the terms of the other group.
The social conflict mechanics is recommended for tense social scenes
like interrogations, diplomatic meetings, or convincing the inquisitors
that your alchemy laboratory isn’t a heretic place.
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