Printable QRG2


| PERILOUS ADVENTURES WARBANDS GUIDE || QUICK REFERENCE: COMBAT MODIFIERS |


--- Combat Basics ---

  • Roll d100 (2d10: tens + units) under target (skill - Difficulty).
  • Margin of Success = Target - Roll (adds to damage/effect).
  • Critical: 01-05 (doubles damage or GM effect) | 96-00 (wastes action).

--- Target Numbers ---

  • Attack (Melee):
  • STR + Melee Weapons (STR-based) or DEX + Melee Weapons (finesse: rapier, dagger, short spear) - Difficulty.
  • Attack (Ranged):
  • DEX + Ranged Weapons - Difficulty.
  • Spellcasting:
  • WIS or INT + Spellcasting - Difficulty (full Mana success, half failure).
  • Defense (Reaction):
  • Dodge: DEX + Acrobatics | Brace: CON + Endurance (min 5 if success) - reduce damage by Margin + DR.

--- Combat Modifiers ---

  • Cover (Attack Difficulty Increase):

  • Light Cover (bushes, fog): +10 Difficulty—partially obscured.

  • Half Cover (low wall): +20 Difficulty—half body hidden.
  • Three-Quarters Cover (slit, barricade): +30 Difficulty—most body shielded.
  • Full Cover (wall, solid door): Cannot target directly—GM exceptions (e.g., area spells).
  • Concealment (Attack/Perception Difficulty Increase):

  • Dim Light (twilight, shadows): +20 Difficulty—vision impaired.

  • Darkness (night, no light): +40 Difficulty—blind unless special senses (e.g., vibration, Duskborn trait).
  • Mist/Fog (light): +10 Difficulty | Heavy Fog: +30 Difficulty—sight obscured.
  • Camouflage (natural blend): +20 Difficulty—target blends with environment.
  • Environmental Effects:

  • Rugged Terrain: Half Movement (e.g., 40 ft to 20 ft)—mud, rocks, debris.

  • Slippery (ice, wet): +20 Difficulty to Athletics/Acrobatics—GM may force roll to avoid prone.
  • High Ground: +10 attack vs. lower targets—ledge, hill advantage.
  • Wind (strong): +20 Difficulty to Ranged Weapons—arrows veer.

--- Situational Modifiers ---

  • Aiming: Spend Standard Action—next Ranged attack +20—steady shot.
  • Flanking: +10 attack if ally within 5 ft of target—team pressure.
  • Prone Target: +20 attack (melee), +20 Difficulty (ranged)—downed foe.
  • Unaware Target: +20 attack—surprise strike (Stealth vs. Perception).
  • Fatigue: -10 rolls/level (max 5 = unconscious)—exhaustion stacks.

--- Defense Modifiers ---

  • Shield: +5/+10 to dodge/brace rolls (wooden/metal)—extra guard.
  • Prone: +20 Difficulty to ranged hits, -20 dodge rolls—low profile, less agile.
  • Blinded: +40 Difficulty to attacks, -20 dodge rolls—sight gone.
  • Stunned: No Reaction—full damage taken—helpless moment.

--- Spellcasting Modifiers ---

  • Verbal/Somatic: +20 Difficulty if muted/bound—words or hands blocked.
  • Concentration: +20 Difficulty if hit since last turn—focus shaken.
  • Range: Beyond spell range = +10 Difficulty/10 ft—stretched power.

--- GM Notes ---

  • Combine modifiers as needed (e.g., dim + cover = +40 Difficulty).
  • Traits/Distinctions may negate (e.g., Night’s Embrace vs. dim light).
  • Difficulty caps at GM discretion—impossible shots fail.