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Light_and_Surprise
In light, PCs may not surprise monsters or NPCs except in special circumstances, such as when ambushing or when stealthily moving through a jungle.
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Monsters and NPCs can be surprised with a 2-in-6 chance.
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All rolls, including defense rolls, gain two Banes.
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In the dark, Hired Hands must make a Morale check every turn.
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Any action that would normally be aided by sight takes twice as long as usual.
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The final 10' of any light source is dim.
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Some light sources provide only dim light.
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Monsters and NPCs can be surprised with a 2-in-6 chance if all members of the party are in dim light (monsters may also surprise PCs with the same chance.)
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All rolls, including defense rolls, gain one Bane.
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Henchmen and Hired Hands suffer a Bane to all Morale checks when in dim light, unless they are skilled in Stealth (5 or better) and are used to operating in such conditions.
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A stealthy character (Stealth +2 or better) suffers no Banes from dimness and gains a Boon to stealthy actions.
Light Condition | Penalties |
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Darkness | 2 Banes |
Dimness | 1 Bane (unless stealthy) |
Light | -- |
A party that has surprise will act 1st on round 1 without need for an initiative check and gain a Boon to all rolls for round 1.
If there is a chance that either party is surprised, roll 1D6.
1D6 | Result |
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1 | PCs Surprise in Dimness or Darkness or when opening a door |
2 | PCs Surprise in Dimness or Darkness or when opening a door |
3 | -- |
4 | -- |
5 | Enemies Surprise |
6 | Enemies Surprise |
Make sure your players understand how a stealthy character in dim light can scout ahead to control surprise.
Often, instead of attacking on a surprise round, foes should change the battlefield (throw nets, spring traps, set a fire, hide and snipe, send one of their party to bring reinforcements), or deprive the party of a resource (smash backpacks, extinguish torches.)