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<h2>22 GAME RULES</h2>
<h3>Hinder</h3>
<p>
You force an opponent into a disadvantageous position. This may represent a
variety of actions: a feint, a diversion, or even a stinging remark.
</p>
<p>
Once you have described your approach, you perform a Check against your
target, with a fixed Difficulty Level of 10 — the Game Master will determine
the relevant Attributes based on your description.
</p>
<p>
<strong>Example:</strong> Princess Camilla has challenged the Death Knight
Brandon to a duel. She circles the imposing warrior and attempts to put the
light of the sun behind her, hoping to dazzle him — the Game Master calls for
a <code>DEX + INS</code> Check.
</p>
<ul>
<li>
If your Check succeeds, you inflict one of the following status effects upon
the loser: dazed, shaken, slow, or weak. Your choice.
</li>
</ul>
<p>For more information on status effects, see page 94.</p>
<p>
Back to the example above: Camilla gets a critical success and decides to
inflict slow on the Death Knight. She also generated an opportunity — which
she immediately spends to send Brandon's sword flying from his hand.
</p>
<h3>Inventory</h3>
<p>
You produce an item from your inventory and immediately use that item as part
of the same action: you might give a potion to one of your allies or slip them
a refreshing balm during a tense negotiation, for instance.
</p>
<ul>
<li>
If the item you want to use requires you to be close to the target and
something or someone bars your way, the Game Master may ask for a Check.
</li>
<li>
If you use an item whose effects include a free attack against one or more
targets, you perform this free attack as part of the Inventory action.
</li>
</ul>
<p>The rules for Inventory Points are explained on page 104.</p>
<p>
Note that you can perform this action even if you have items equipped in both
hands.
</p>