Far Away Land - Cheat Sheets: Core Rule

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FAR AWAY LAND – CHEAT SHEETS

CORE RULE
1) Roll d6s equal to BRT, DEX or WIT plus appropriate Boon/minus Flaw if appropriate
If score is 0, roll only 1d3
2) Keep the highest single dice.
If more than one 6 is rolled, add +1 to the kept 6 for each extra 6
3) Compare result vs. Target Number (TN) or Opposed Roll
a) Target Number. Equal or higher is success.
Difficulty Rating TN
Simple 2-3
Easy 4
Tricky 5
Hard 6+
b) Opposed Roll. Highest result wins. Ties go to PCs. If two PCs are in contest, tie goes to
defender/non-aggressor.

MAGIC USE
Spellcasting WIT + Arcane check vs. WIT + Arcane (if Opposed).
If unopposed (no TN or casting roll needed), spell is automatically cast.
Learning Spells Requires study for spell’s LVL in days.
Spell Duration Lasts caster’s LVL x spell duration type, e.g. Rounds, Days, etc.
Summoned Creatures Always obey caster. If summoner is killed so are their summoned creatures.
A killed summoned creature dematerialises.

CHARACTER IMPROVEMENT
Improvement XP Cost Improvement XP Cost
Increase Boon Boon x5 Gain a Boon 10
Increase Stat Stat x10 Increase Flaw 5

Gaining Levels Gain a Level whenever they reach an XP total equal to their current Level x
10.
Level Gain Benefits +1 Luck, +1 HP, and +1 level of Severe Damage.
Every 5th Level: +1 Action.

Jargogle Bamboozle, 2016


FAR AWAY LAND – CHEAT SHEETS
COMBAT
1) Determine Initiative
All involved make a DEX check.
PCs/NPCs go in order, highest to lowest. Ties go to PCs.
* If one party Surprises other, automatically win Initiative and gain +1 die to all attacks for first round.
2) On turn, character spends ACT (Actions) to perform tasks until out of Actions/decides to stop.
Action ACT Cost Action ACT Cost
Bluff 2 Melee Attack 3
Crawl 2 Move 2
Delay Turn 3 Ranged Attack 3
Disarm 3 Ready Self 3
Draw/Sheath Weapon 1 Shove 3
Grapple/Hold 3 Spell/Ability 4
Load Weapon 2 Use Skill (Boon) 3
3) If attacking, make an Opposed check vs. the defender:
Attacker Defender
Melee Attack BRT + Melee BRT + Melee
Ranged Attack DEX + Ranged DEX + Ranged
Spell WIT + Arcane WIT + Arcane
Mental Attack WIT + varies WIT + Alert
* Average sized creatures trying to use giant weapons: -2 dice penalty to attack.
4) If attack was a success, apply results. Damage is calculated and deducted from HP if appropriate:
((Attack check – Defense check) + Weapon Damage) - Armor Class
5) Repeat steps 1-4 for each PC/NPC involved in the round, in Initiative order.
6) Once all involved have had a turn, start from step 1 again.

COMBAT OPTIONS
Bluff Opposed WIT check. Success grants +1 die to attack rolls vs. the opponent for
rest of fight. Only use once per opponent, per encounter.
Defensive Position Give up all attacks/movement/actions, gain +1 die all defense checks for round
Disarm Opposed BRT + Melee check. Success with Margin of Success 3+ knocks
weapon 5’ away. Causes no damage
Grapple/Hold Opposed BRT + Melee check. Success holds opponent. Make a check each
round to maintain. Only use vs. opponents same size or smaller
Mounted Combat +1 die to melee attacks. Use Unstable Footing rules for ranged attacks
Control Scared Mount: Opposed DEX + Mounts vs. mount’s BRT (total Round)
Avoid Being Thrown: Opposed DEX + Mounts vs. mount’s BRT (total Round)

Jargogle Bamboozle, 2016


FAR AWAY LAND – CHEAT SHEETS
COMBAT ACHIEVEMENTS
Come Together! Inspires allies in vicinity with +1 die to all rolls next round.
Death Blow! If makes 3 or more deadly blows to single enemy type in single encounter, gain
+1 die to all attacks vs. that enemy type forever.
High Rolla! If scores 7+ on two consecutive attack rolls, gains +1 die to next attack.
Sacrificial Lamb! If puts others before self in combat, gain an XP bonus and word of deed spreads.

SITUATIONAL MODIFIERS
Cover -1 die to attack targets in partial cover.
Exhausted Tired: -1 die, Worn Out: -2 dice, Exhausted: -3 dice, Dead Tired: -4 dice
Once/day make BRT check vs TN 5 to use Second Wind each round to ignore.
High Wind -1 die to ranged and projectile attacks including appropriate spells.
Obscured Vision -1 die to melee attacks, -2 dice to ranged attacks beyond 15 ft.
Stunned No Actions for 1 round.
Unstable Footing DEX check (varied TN) each round or -1 die melee attacks/-2 dice ranged attacks.

DAMAGE SOURCES & RESISTANCE


Acid +1d3/rd to soft targets, +1/rd to hard targets
Electric +4 to metal targets
Falling DEX check (varied TN) to fall safely/reduce damage. 1d6 damage/10 ft.
20-29 ft.: K.O. on 1d6 roll of 1-3. 30 ft.+: K.O. on 1d6 roll roll of 1-5
Fire +1d3/rd to flammable targets
Poison +1/10 mins. Lasts Poison LVL/hours. BRT check (TN 5)/round to resist
Weapon, Light +1d6 (1-Handed and Missile Weapons)
Weapon, Heavy +1d6+1 (2-Handed and Large Missile Weapons)
Weapon, Giant Lt +2d6 (1-Handed and Missile Weapons)
Weapon, Giant Hvy +2d6+1 (2-Handed and Large Missile Weapons)

Armor Reduce damage by: Light 2, Heavy 3, Shield 1


Immunity No damage from particular damage form
Resistance Half damage from particular damage form

DEATH & HEALING


Above 0 HP Light Wounds, heal 1d6 HP/day
0 or less HP Severe Wounds, heal 1d3 HP/day
Negative HP below DEAD! PC may opt to take a permanent negative effect (like a severed limb)
character LVL as a Battle Scar instead, avoiding final death. This is likely a new Flaw.

Jargogle Bamboozle, 2016


FAR AWAY LAND – CHEAT SHEETS
CRAFTING
WIT + Crafty check vs. TN. Must have required materials/fund and time.
If check has a Margin of Success is 3+, item is Master Made.
Master Made Weapons: +1d6 damage Master Made Armor: +2 AC

Crafting Difficulty
Simple (3) Object requires little preparation and very few materials.
Easy (4) Object requires planning, few materials. Materials may/may not require preparation.
Tricky (5) Object requires planning, several materials and possibly work area/specific equipment.
Materials will need some preparation.
Hard (6+) Object requires a lot of planning, Object is complex, requires special tools and/or work
areas. May need to be created in various separate stages.

Crafting Time
Difficulty (TN) Typical Time Rush Jobs
Simple (3) A few hours It is possible to reduce time taken by taking a -2 die
A few hours to a day penalty for every 25% the time is reduced by.
Easy (4)
Tricky (5) 1-3 days
Hard (6+) 4 days to 2 weeks

Crafting Potions/Poisons/Antidotes
Effect LVL TN Antidote/Poison Potion
1-3 3 Costs poison’s LVL x 5gp in Requires spell scroll and 1d6 x 5gp of
4 ingredients. reagents.
4-6
Effect LVL is poison LVL. Effect LVL is spell’s LVL.
7-9 5
Creates 1 vial of poison or antidote. Creates 1d2 potions.
10 6 Failure: Ingredients ruin. Failure: scroll/reagents ruined.

Jargogle Bamboozle, 2016

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