装备

要装备武器和护甲, 你需要将它们填在角色表的“装备武器”和“装备护甲”部分。若想使用武器攻击、使用护甲抵抗伤害、使用装备的特性,必须先装备它们。你不能装备比你位阶更高的武器或护甲。

玩家角色可以携带两件额外武器并在角色卡的“库存武器”区域记录。

在休息时,你可以随意切换库存武器和装备武器,而在其他时间你必须标记 1 压力点才能切换武器。

角色一次只能装备一件护甲。在身处险境或处于压力时无法装备;其余时间,装备或卸下护甲不会产生消耗。每一护甲均有对应护甲槽。如果角色卸下其护甲,则追踪标记相应数量的护甲槽。你无法将护甲携带至物品栏中。若你的角色装备或卸下护甲,重新计算你的伤害阈值。

武器

所有武器都有位阶、属性、射程、伤害骰、伤害类型和负荷。某些武器拥有特性。

类别

武器的类别代表其为主武器或副武器。你的角色每次最多只能装备一件对应类别的武器。

属性

武器的属性 表示使用该武器进行攻击掷骰时应采用的属性。

射程

武器的射程 表示使用该武器攻击时,攻击者与目标之间允许的最大距离。

伤害

武器的伤害表示你成功攻击时所掷出伤害骰的大小;你掷出的骰子数量等同于你的熟练度。如伤害包含固定调整值,该数值会加至总伤害中,但不受熟练度影响或改变。

伤害类型

武器的伤害类型 表示其造成的是物理伤害还是魔法伤害。造成魔法伤害的武器仅能由具有施法属性的角色使用。

负荷

武器的负荷* 表示装备时占用的手的数量** 。你的角色最大负重为两只手。

特性

武器的特性代表在装备该武器时持续生效的特殊规则。

你可以将已装备的武器投向一个邻近范围内的目标,使用灵巧属性进行攻击掷骰。成功时,造成该武器的正常伤害。投掷后,该武器不再视为已装备状态。在你取回并重新装备之前,无法使用该武器进行攻击或从其特性中获得增益。

主武器表格

主武器查询

副武器表

副武器查询

护甲

每件护甲都有名称、基础伤害阈值和基础护甲值。一些护甲还具有特性。

  • 护甲的基础护甲值代表其提供给穿戴者的护甲槽。总护甲值等于护甲的基础护甲值加上其他额外加值。角色的护甲值无法超过 12 。
  • 护甲的基础伤害阈值会影响穿戴者的重度和严重伤害阈值。总伤害阈值等于护甲的基础伤害阈值加上角色等级再加上其他额外加值。
  • 护甲的特性只在装备时起效。

当无甲时,角色的基础护甲值为 0 , 重度伤害阈值等于角色等级,严重伤害阈值等于角色等级的两倍。

降低伤害

当你受到伤害时,你可以标记 1 护甲槽来将需要标记的生命点数量减一。当角色的护甲值为 0 时则不能标记护甲槽。如果一个效果临时增加了你的护甲值,它也会增加你同样数量的可用护甲槽,而当这个效果结束时,临时的护甲槽也将移除。

护甲表

护甲查询

战利品

物品查询

消耗品

消耗品查询

战斗轮椅

作者:Mark Thompson

战斗轮椅是一套附加规则,旨在帮助你在《匕首之心》中扮演使用轮椅的角色。本节提供相关机制和叙事指导,供你参考,但你也可以自由调整设定文本,使其更契合你的角色。请尽情享受设计轮椅的乐趣,并根据你的喜好,为你的角色打造一款独一无二、量身定制的轮椅。

动作与移动

在描述你的角色如何移动时,你可以使用以下描述:

  • “我推到门边,看看门是不是开着的。”
  • “我把轮椅推到人群中,问问发生了什么。”
  • “我拉下刹车,急停,然后在座位上转身,用弓对准入侵者。”

后果

下列是一些描述你的角色使用轮椅时可能遇到的复杂情况的方式:

  • “我拉下刹车,但没预料到地面上碎石的影响。”
  • “我小心撞上了一块坚冰,结果整个滑了出去,超出了目标位置。”
  • *“我想要发力追击,但前轮卡在路面裂缝中,让我稍微停顿了一下。”*游戏主持人应避免以“破坏轮椅”或“将轮椅从游戏中移除”作为后果,除非所有在场玩家,特别是使用轮椅角色的玩家,明确表示同意。

闪避值

你的角色被认为擅长操控他们的轮椅并在其中应对各种情况。因此,只有重型框架型号的轮椅会给角色的闪避值带来减值。

负重

非战斗状态下,所有轮椅都可以用一只或两只手操控。然而,当轮椅被用作武器时,根据你选择的类型,攻击时需要一只手或两只手来操控。

如果你扮演一位手臂活动受限或无法使用手臂的角色,其轮椅可以通过魔法方式与角色同调。例如,你的角色可以使用心灵感应来引导轮椅移动,就像一辆伪电动轮椅。这里列出的所有规则都可以根据任何角色的需求进行调整和改编。

选择你的型号

所有战斗轮椅都会以主武器的形式装备。轮椅有三种型号可供选择:轻型、重型和奥术。建议你考虑你正在扮演的角色类型以及所属的职业,然后选择最符合该角色概念的型号。

轻型框架型号

虽然坚固,但这些轮椅的轻型框架允许轮椅以更灵活的方式随你的角色移动。这些型号最适合依赖速度和灵活性的冒险者。

名称 位阶 属性 距离 伤害 负重 特性
轻型框架轮椅 1 敏捷 近战 d8 物理 单手操控 快速:当你进行攻击时,你可以标记 1 压力点,以射程内另一生物为目标。
改进轻型框架轮椅 2 敏捷 近战 d8+3 物理 单手操控 快速:当你进行攻击时,你可以标记 1 压力点,以射程内另一生物为目标。
高级轻型框架轮椅 3 敏捷 近战 d8+6 物理 单手操控 快速:当你进行攻击时,你可以标记 1 压力点,以射程内另一生物为目标。
传说轻型框架轮椅 4 敏捷 近战 d8+9 物理 单手操控 快速:当你进行攻击时,你可以标记 1 压力点,以射程内另一生物为目标。

重型框架型号

这些轮椅拥有笨重且更重的框架,使轮椅的重量能增强你的角色的攻击。这也使它们成为更大的目标。

名称 位阶 属性 距离 伤害 负荷 特性
重型框架轮椅 1 力量 近战 d12+3 物理 双手操控 重型:−1 闪避值。
改进重型框架轮椅 2 力量 近战 d12+6 物理 双手操控 重型:−1 闪避值。
高级重型框架轮椅 3 力量 近战 d12+9 物理 双手操控 重型:−1 闪避值。
传说重型框架轮椅 4 力量 近战 d12+12 物理 双手操控 重型:−1 闪避值。

奥术框架型号

这些轮椅的框架与你的角色及其魔法相契合,允许其通过轮椅引导法术。与其他主要魔法武器不同,奥术框架型号在进行攻击时没有指定使用的属性,而是使用你的子职业指示的施法属性。

名称 位阶 属性 距离 伤害 负荷 特性
奥术框架轮椅 1 施法 远距 d6 魔法 单手操控 可靠:攻击掷骰 +1。
改进奥术框架轮椅 2 施法 远距 d6+3 魔法 单手操控 可靠:攻击掷骰 +1。
高级奥术框架轮椅 3 施法 远距 d6+6 魔法 单手操控 可靠:攻击掷骰 +1。
传说奥术框架轮椅 4 施法 远距 d6+9 魔法 单手操控 可靠:攻击掷骰 +1。

EQUIPMENT

Your equipped weapons and armor are the ones listed in the "Active Weapons" and "Active Armor" sections of your character sheet. Your character can only attack with weapons, benefit from armor, and gain features from items they have equipped. You can't equip weapons or armor with a higher tier than you.

PCs can carry up to two additional weapons in the "Inventory Weapon" areas of the character sheet.

You can swap an Inventory Weapon with an Active Weapon at no cost during a rest or moment of calm; otherwise, you must mark a Stress to do so.

Your character can only have one Active Armor at a time. They can't equip armor while in danger or under pressure; otherwise, they can equip or unequip armor without cost. Each armor has its own Armor Slots; if your character unequips their armor, track how many of its Armor Slots are marked. You can't carry armor in your inventory. When your character equips or unequips armor, recalculate your damage thresholds.

WEAPONS

All weapons have a tier, trait, range, damage die, damage type, and burden. Some weapons also have a feature.

CATEGORY

A weapon's category specifies whether it is a Primary or Secondary weapon. Your character can only equip up to one weapon of each category at a time.

TRAIT

A weapon's trait specifies which trait to use when making an attack roll with it.

RANGE

A weapon's range specifies the maximum distance between the attacker and their target when attacking with it.

DAMAGE

A weapon's damage indicates the size of the damage dice you roll on a successful attack with it; you roll a number of dice equal to your Proficiency. If the damage includes a flat modifier, this number is added to the total damage rolled, but is not altered or affected by Proficiency.

DAMAGE TYPE

A weapon's damage type indicates whether it deals physical or magic damage. Weapons that deal magic damage can only be wielded by characters with a Spellcast trait.

BURDEN

A weapon's burden indicates how many hands it occupies when equipped. Your character's maximum burden is 2 hands.

FEATURE

A weapon's feature is a special rule that stays in effect while the weapon is equipped.

You can throw an equipped weapon at a target within Very Close range, making the attack roll with Finesse. On a success, deal damage as usual for that weapon. Once thrown, the weapon is no longer considered equipped. Until you retrieve and re-equip it, you can't attack with it or benefit from its features.

PRIMARY WEAPON TABLES

Browse primary weapons

SECONDARY WEAPON TABLES

Browse secondary weapons

ARMOR

Every armor has a name, base damage thresholds, and a base Armor Score. Some armor also has a feature.

  • An armor's base armor score indicates how many Armor Slots it provides its wearer before additional bonuses are added to calculate their total Armor Score. A PC's Armor Score can't exceed 12.
  • An armor's base thresholds determine its wearer's major and severe damage thresholds before adding bonuses to calculate their final damage thresholds.
  • An armor's feature is a special rule that stays in effect while the armor is equipped.

While unarmored, your character's base Armor Score is 0, their Major threshold is equal to their level, and their Severe threshold is equal to twice their level.

REDUCING INCOMING DAMAGE

When you take damage, you can mark one Armor Slot to reduce the number of Hit Points you would mark by one. If your character has an Armor Score of 0, you can't mark Armor Slots. If an effect temporarily increases your Armor Score, it increases your available Armor Slots by the same amount; when the effect ends, so does the availability of these Armor Slots.

ARMOR TABLES

Browse armor

LOOT

Browse items

Consumables

Browse consumables

Combat Wheelchair

By Mark Thompson

The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart. This section provides mechanics and narrative guidance for you to work from, but feel free to adapt the flavor text to best suit your character. Have fun with your character's wheelchair design, and make it as unique or tailored to them as you please.

ACTION AND MOVEMENT

When describing how your character moves, you can use descriptions such as the following:

  • "I roll over to the door to see if it's open."
  • "I wheel myself over to the group to ask what's going on."

• "I pull my brakes and skid to a halt, turning in my seat to level my bow at the intruder."

CONSEQUENCES

Here are some ways you might describe complications you encounter when your character uses their wheelchair:

"I pull my brakes, but I don't think to account for the loose gravel on the ground."

"I hit a patch of ice awkwardly and am sent skidding out past my target."

"I go to push off in pursuit, but one of my front caster wheels snags on a crack in the pavement, stalling me for a moment."

GMs should avoid breaking a character's wheelchair or otherwise removing it from play as a consequence, unless everyone at the table, especially the wheelchair user's player, gives their approval.

EVASION

Your character is assumed to be skilled in moving their wheelchair and navigating numerous situations in it. As a result, the only wheelchair that gives a penalty to a PC's Evasion is the Heavy Frame model.

BURDEN

All wheelchairs can be maneuvered using one or two hands outside of combat. However, when being used as a weapon, the chair is restricted to requiring one or two hands to perform attacks, depending on the model you've chosen. If you're playing a character who has limited to no mobility in their arms, their wheelchair can be attuned to them by magical means. For example, your character might use a psychic link to guide the chair around like a pseudo-electric wheelchair. All the rules presented here can be tailored and adapted to any character's needs.

CHOOSING YOUR MODEL

All combat wheelchairs are equipped as Primary Weapons. There are three models of wheelchair available: light, heavy, and arcane. You're encouraged to consider the type of character you're playing and the class they belong to, then choose the model that best matches that character concept.

Light Frame Models

Though tough, these wheelchairs have light frames that allow the chair to move with your character in more acrobatic ways. These models are best suited to adventurers who rely on speed and flexibility.

Name Tier Trait Range Damage Burden Feature
Light-Frame
Wheelchair
1 Agility Melee d8 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Improved
Light-Frame
Wheelchair
2 Agility Melee d8+3 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Advanced
Light-Frame
Wheelchair
3 Agility Melee d8+6 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Legendary
Light-Frame
Wheelchair
4 Agility Melee d8+9 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.

Heavy Frame Models

These wheelchairs have bulky and heavier frames, allowing the chair to lend its weight to your character's attacks. It also makes them a bigger target.

Name Tier Trait Range Damage Burden Feature
Heavy-Frame
Wheelchair
1 Strength Melee d12+3 phy Two-Handed Heavy: −1 to Evasion
Improved
Heavy-Frame
Wheelchair
2 Strength Melee d12+6 phy Two-Handed Heavy: −1 to Evasion
Advanced
Heavy-Frame
Wheelchair
3 Strength Melee d12+9 phy Two-Handed Heavy: −1 to Evasion
Legendary
Heavy-Frame
Wheelchair
4 Strength Melee d12+12 phy Two-Handed Heavy: −1 to Evasion

Arcane Frame Models

These wheelchairs have frames that are attuned to your character and their magic, allowing them to channel their spells through the chair. Unlike other primary magic weapons, the arcane-frame model doesn't specify a trait to use when making an attack with it. Instead, you use the Spellcast trait indicated by your subclass.

Name Tier Trait Range Damage Burden Feature
Arcane-Frame
Wheelchair
1 Spellcast Far d6 mag One-Handed Reliable: +1 to attack rolls
Improved
Arcane-Frame
Wheelchair
2 Spellcast Far d6+3 mag One-Handed Reliable: +1 to attack rolls
Advanced
Arcane-Frame
Wheelchair
3 Spellcast Far d6+6 mag One-Handed Reliable: +1 to attack rolls
Legendary
Arcane-Frame
Wheelchair
4 Spellcast Far d6+9 mag One-Handed Reliable: +1 to attack rolls