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