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Modifiers

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Eduardo -
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any other relevant bonuses (such as aiming, charging, magic each major NPC and group of minor NPCs.

or NPCs. This can mean


items, talents, etc.). You can also assign bonuses and penalties that some combatants flee while others stay and fight.
to the attack roll to reflect the circumstances of the encounter, In general you want to use morale tests with NPCs only. Players
just as you do in opposed tests. In general these bonuses and should have the choice for their character to fight or flee.
penalties should range from 1 to 3. They can take into account
anything that would affect the attacker’s ability to hit the
target, such as lighting, terrain, tactics, and concealment. Here example
are some example modifiers based on common circumstances.
Use them as a guideline when assigning bonuses and penalties The warrior Brigitte, the rogue Najah, and the mage
to attack rolls. Varuker are fighting off an ambush by a gang of vicious
bandits. After four rounds of combat they have killed four
of the attackers, leaving a bandit leader (a major NPC) and
attack roll modifiers two bandits (a group of minor NPCs). The GM decides it’s
Modifier Circumstance a good time to test morale, since over half of the attackers
Defender in heavy cover, such as a building are down. The Game Master rolls once for the bandit leader
–3 and once for the bandits, getting a 14 and an 8 respec-
or stone wall. Melee attacker in heavy snow.
tively. The GM set the TN at 11, so the bandit leader makes
Defender in light cover, such as a hedge
a successful test but the bandits fail. The next time the
or the woods. Melee attacker in the mud.
–2 bandits take a turn, they will attempt to flee. The bandit
Ranged attack vs. defender engaged in melee
leader now has a tough decision to make: fight on alone, or
combat. Combat at night.
follow the bandits?
Rain, mist, or smoke obscures the defender.
–1

handling hazards
Combat in low light conditions.
0 Normal circumstances.
Attacker is on higher ground. Defender is
You should have a good handle on how to deal with combat
+1 prone. Melee attacker and allies outnumber
encounters now. The combat rules are the most detailed part of
defender 2 to 1.
Fantasy AGE since the nature of action time requires a certain
Melee attacker and allies outnumber amount of precision. Swords and arrows are not the only threats
+2
defender 3 to 1. Defender is drunk. PCs face in a dangerous world, however. They must also contend
+3 Defender is unaware of the attack. with traps, falling, fire, and other perils. All of these things fall
under the general header of “hazards” and this section explains
how to deal with them. They are most commonly found in
morale exploration encounters but sometimes appear in combat
encounters or (more rarely) roleplaying encounters.
In many games combat is an all or nothing affair. Opponents
Rather than come up with a raft of special rules for each
fight until one side or the other is wiped out. War is indeed
individual type, Fantasy AGE handles hazards with a simple
bloody but it would be infinitely more so if it was prosecuted
system that can be used to simulate everything from pit traps
in this way. In truth most combats end when the morale of
to drowning. Published adventures will define hazards for
one side breaks and its combatants flee. Now in fantasy you
you, but when you need to adjudicate them on your own, you
will, of course, find monsters who will fight on regardless of
must answer the following questions:
circumstances, but most NPCs have some sense of self-pres-
ervation. You can simulate this with Willpower (Morale) tests • What is the nature of the hazard?
when it seems appropriate. Characters will fight on with a
successful test or attempt to break off from combat or even • Can it be avoided?
surrender on a failed test. • How dangerous is the hazard?
When is it appropriate to test? That is for you to determine • Does it have any special effects?
based on the circumstances of the combat and the perception
• How long does it last?
of the combatants. You should consider, however, calling for
a test under the following conditions:
what is the nature of the hazard?
• When more than half of the side’s combatants are out of
the fight (dead or incapacitated). The first step is to describe the nature of the hazard in a
• When the side’s leader or champion is defeated. general way. It could be a treacherous pathway leading up
the side of a mountain, a raging forest fire, or a tripwire that
• When fighting on will mean being trapped or triggers a dart attack. You may tweak your idea as you define
surrounded. the hazard, but for now just broadly define the parameters.
You can handle this one of two ways. Your first option is to
make one Willpower (Morale) test for the side using the Will- can it be avoided?
power of its leader (or best available if there is no clear cut
leader). This has the advantage of being simple and can end Some hazards, particularly traps, are a hidden danger. You
a combat with one die roll. Your other option is roll once for must decide if the PCs have a chance to detect it beforehand.

chapter 8 - mastering the rules 101

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