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Adventuring

Skills
A skill test is rolled on a D20 and must result in a roll of equal to or lower than the score currently in the skill. The margin of success, MOS
is then adjusted by the difficulty.
Difficulty
Simple
Easy
Moderate
Difficult
Hard
Heroic
Success
0
1-11
12 +
Failure
-1
-2 to -11
-12
Time Frame
>5 secs
10-60 secs
1-6 mins
10-60 mins
1-6 hours
6-24 hours
10-60 hours
1-6 days

Modifier
+12
+6
0
-4
-8
-12

Marginal success. The test barely succeeds, there will be a condition applied.
Normal success
Exceptional success. Done with style and panache.
Marginal failure. The test almost succeeds or succeeded but with conditions.
Normal failure
Exceptional failure. The test failed completely, there may be further consequences.

Attack, perception
Reroute power, use comms, apply medpac, quick search
Apply first aid, basic tech test, build a fire, basic scavenge
Complex tech test, thoroughly search an area
Major repairs, build a shelter, gather resources
Research
Starship repairs
Construct complex tech

Advanced Skills
Unless you have training in an Advanced skill you will only ever get half of the Attribute score appropriate.
Taking your time
Test the time frame table for each additional increment in time above the required time a +1 modifier is added to the final MOS.
Aid another character
The helping character must make a moderate skill test, if successful they may add the appropriate Attribute score to the skill test of the
character ultimately performing the test.
Opposed roles
Opposed rolls (player vs opponent), whoever has the highest margin of success or rolls a critical is the winner in and opposed skill test. A
critical Evade is always successful.
Critical and Fumble rolls
A critical is always on a roll of 1; ignores armour and always hits
A Fumble is a roll of 19/20; always misses. If skill ranks are higher than 20 then this drops to 20.
Skills over 20
For every 20 in a skill the character possesses Fumbles are reduced by 1
Skill improvement
During a session and upon a successful skill test a mark is placed against that particular skill.
At the end of the session the player can spend EXP on skills that have been marked. A skill improvement opportunity costs 100 exp for skill
1-10, 300 exp 11 to 16, 17-20 costs 600 exp, 21+ costs 1200 exp per point. They must then make a skill test equal to or higher than their
current skill, they then add +1 to their current skill. If they roll less than their current skill then they do not add anything to their current
score.
To learn a new skill cost 600 XP and will require a month of down time, only one new skill at a time can be learned in a months downtime.

Adventuring
Hero Points (optional)
Hero points differentiate heroes from the masses. It allows the character to perform extraordinary feats. All characters start with 2 Hero
Points and can then earn them through attending games, completing quests/stories, roleplaying well, selfless acts and anything else the
Ref finds appropriate.
Action Surge
Gain an additional 2 action points in combat by spending 1 HP.
Second Chance
Reroll a failed skill test by spending 1 HP.
Near Miss
Causes the amount of damage taken to be halved by spending 1 HP.
Insight
Gain a clue or hint from the Ref when stuck by spending 1 HP.
Cling to Life
If a character takes a Major Wound then the player can spend 2 HPs to fall unconscious and awake having been left for dead, knocked
clear, etc
Experience Awards or EXP
A player will receive an award of EXP per game. And typically earn 100-300 EXP per session.
Roleplaying
No participation or minimal effort 0
Mediocre gaming, some participation 100
Good roleplaying, active participation 300
Full in character - 400
Combat
Easy encounter 50
Moderate encounter 100
Difficult encounter 200
Near death experience 400
Skill use
Creative use of skill use to influence rolls 100
Ideas
Creative use of skill/situation/equipment 10 to 100
Making the ref laugh 50
EXP multipliers
For every 3 hours past the first 3 hours a x 0.5 exp multiplier is added.
Cinematic multiplier
Small Group
Large Group
Gritty
Standard Fantasy
High Fantasy
Epic

1 or 2
3+

x 1.5
x1
- 0.5
+ 0.5
+1

EXP expenditure.
1 10 = 100
11 - 16 = 300
16-20 = 600
21+ = 1200
Purchase Talents at a 300 per rank cost.
Purchase a Hero Point at 100 EXP each.
Improve Attributes at a current score X 500 cost. So to raise from 11 to 12 would cost 5500 XP.
Generate cash, 1 exp = 1GP up to a maximum of 100 XP = 100GP; per session.

Adventuring
Combat
Combat is broken down into rounds of 5 seconds of time during which up to 3 Action Points can be spent.

2 handed attack 2pts

Begin a skill test or continue a skill test 3pts

Disarm 3pts

Draw and Attack 3pts, +0 to hit.

Dual Wield 3pts, -5 to hit

Evade/Parry 1pt, to avoid 1 attack.

Full Evade 3 pts, +10 to evade all incoming attacks, must move 5 and up to max movement rate.

Move 1pt per 10

Precise Attack 3pts, +2 to hit.

Ranged 2pts, +0 to hit.

Reload 3pts

Retrieve an item 2 pts

Snap shot 1pt, -1 per snap shot cumulative.

Standard Attack 2pts

Throw 2pts, BOD X 10 in feet.

Use a standard Talent 2pts


Initiative
Roll 1D20 + Initiative + Combat sense + Modifiers from miscellaneous sources.
Order of initiative on a draw
Missile
1h melee
Magic
2h melee
Close combat
Weapons skill test.
Ranged Attack
Bow, Thrown or Firearms skill test.
Evade, Parry
Roll Evade to test to actively avoid attacks, the character gets one free Evade/Parry and must then spend APs per extra Evade/Parry
taken.
Surprise/Ambush
If the characters gain surprise then they will get a free round before the opponents can attack, defences work normally unless sneak
attacks are performed.
Full Evade
Apart from performing an evade, no other action can be done this allows the defender to have a full evade vs ranged attacks and a +10 vs
combat.
Dual Wield
If a character wishes to use two weapons to attack during combat then they will suffer a -10 to both attacks. Each weapon must be one
handed. Ambidexterity perk reduces this by -2 per level. If they use one to attack and the other to parry or block (unless a shield) they still
suffer this penalty.
Sneak attacks
If the attacker can get a stealth attack vs an opponent, against an unprotected opponent the outcome is a Major Wound. Against a
protected opponent the Armour Rating is ignored.
Range
Attack modifier
Close
+8
Short
0
Medium
-4
Long
-8
Extreme
-12

Adventuring
Hit location
Location
Head
Hand
Arm
Shoulder
Chest/Back
Stomach
Groin
Upper leg
Lower leg
Foot

Penalty
-8
-8
-6
-6
-4
-6
-8
-4
-4
-8

Damage Modifier
X2
X
X
X 1.5
0
X 1.5
X 1.5
0
0
X1

Random location D20


1-2
3-4
5-6
7-8
9-12
13-14
15
16-17
18-19
20

Knockout
Against an unprotected head target a successful opposed attack vs a Persistence will result in the target being knocked unconscious.
Depending the margin of success depends on how long the target is out for the count.
Margin of success
Time spent unconscious.
01-10
10 seconds
11-20
20 seconds
21-30
30
31-40
1 minute
41-50
5 minutes
51-60
10 minutes
60-80
20 minutes
81+
1 hr
Cover
Light smoke
Heavy smoke
Poor light
Moonlight
Darkness

Modifier
-4
-8
-4
-4
-12

cover
cover
cover
Fully covered

-4
-8
-12
See barriers

Wooden door/ Partition wall


Metal barrier
Security barrier
Airlock door
Bulkhead door

1D6/20
4D6/40
5D6/50
1D6X10/200
1D6X10/200 per 5

Stone/brick wall
Fortified stone wall

3D6/100
1D4+1X10/200

Prone, close
Prone , ranged
Crouched

+4
-4
-2

Disarm
A successful location attack vs Evade followed by a successful Endurance test against the hand holding the weapon will cause the target to
drop what they are holding.
Trip/Throw
A successful Brawling/Martial Arts vs Evade can be used to knock the target prone instead of causing damage.
Damage
There are 3 types of damage
Attribute, attributes can be reduced from the effects of disease and Fatigue. If Body drops to 0 or less then the character is dead.
Health, this is the amount of lethal damage a character can withstand before a risk death occurs. Once a character reaches 0 they are then
consider to be suffering a Major Wound, every minute the character must make a Persistence Saving Throw to remain conscious.;
however unless medical treatment occurs within the number of minute equal to the Body Attribute score the character will perish. Whilst
suffering a Major Wound the character is considered Debilitated Fatigue condition applied.
Instant Death will occur if the character takes in excess their half their maximum Health score in negative damage, only a Hero Point or
Divine intervention can mitigate this result.

Adventuring
Acid
The degree of the acid damage is more a function of the acids type. For games purposes, consider only significant contact, such as the
immersion of a hand or arm, or cantact with the eyes.

Weak acid causes 1D6 hit points per round

Strong acid causes 2D6 hit points per round

Very Strong acid causes 3D6 hit points per round


Personal armour does not neutralise acid, but does momentarily retard its effects:

weak acid does 1 hit point for the first 1D3 rounds

strong and very strong do 1D3-1 hit points per round for the first 1D3 rounds.
After that the acid does full damage.
Ambush
If an attacker has successfully made a Stealth and remained undetected (versus a Perception roll), he or she can ambush an opponent. If
the attacks are with missile weapons, the ambusher gets a single combat round where all of his or her attacks are Easy and gains a one off
+10 to hit. If the ambusher is using a hand-to-hand weapon, the defender can only try to Dodge or parry (if a weapon is available) for one
combat round. Next round, combat is handled as normal.
Area Attacks
Giants, Gods and other enormous beings can attack several targets within a single step or blow. How this is done may clear from the
statistics or situation. If not, the factors are the coverage of the blow and if the blow is aimed or accidental. Massive creatures cause 4D6
to anyone in its area; Colossal creatures cause 6D6 to anyone in its area. All targets in the area take that damage.
Backstabs
If the target is unaware of the specific whereabouts of an attacker in a combat, the target must make a Difficult Perception roll. If the
target remains unaware (fails the roll) of an attacker behind him, can try to backstab the opponent: +10 to hit.
Big and Little Targets
Faced with a creature of Large or bigger, for every increase add +1 to the chance to hit with a missile.
Faced with a creature of below Small subtract -1 to the chance to hit with a missile.
Chases & Pursuits
If a character succeeds at a Difficult (-4) Athletics test, they may treat their Movement as one higher than normal for a single Combat
Action or minute.

Sprinting is very tiring when chasing and counts as heavy activity.

If mounts are being used by characters in a pursuit, then the Athletics skill of the mount should be used rather than that of the
character.
Cover
Hiding behind something larger, equal to, or up to the characters size can offer a defensive bonus. If the item can serve as cover, any
missile attacks against him or her are Difficult -8. An attack that would normally hit but misses is assumed to hit the cover. The GM should
determine if the attack passes through the cover, reducing damage appropriately (a brick or metal wall might stop the attack completely, a
thin wood wall might only reduce damage by 4 points, etc.).
Illumination & Darkness

Environment is
Brightly Illuminated

Example
Blazing summer day, shrine holding a rune of Light.

Illuminated

Heavily candlelit room, overcast day, within radius of


illuminating item.
Cavern mouth, misty day, within 3 x radius of illuminating
item.
Large cavern illuminated only by embers, foggy day,
within 5 x radius of illuminating item.
Sealed room with stone walls, cavern many miles
underground, mountaintop whiteout, shrine holding a
rune of Darkness.

Partial Darkness
Dark
Pitch Black

Effects
+2 to Perception tests to spot hidden
characters or items
None.
4 to vision-based Perception tests.
8 to vision-based Perception tests.
Movement penalised by 1m.
Perception tests reliant on vision impossible,
as are ranged attacks. 12 to close combat
attacks. Movement halved.

Darkness
If fighting in near-total darkness (without any night vision or equivalent), all combat skills become Difficult and suffer -4. In pitch black
darkness, all combat skills are Hard -8.
Dark Sight
Allows the character to treat pitch black conditions as dark. Normally possessed by subterranean creatures and trolls.

Adventuring
Disease
Every type of disease has the following information detailed:
Name: The diseases name. Also, if the disease is magical in nature, it will be mentioned here.
Type: Lists whether the disease is spread through contamination, touch or is airborne.
Delay: The time between the diseases introduction to a character, to the time its effect takes hold. It is also the time following disease
contraction that a victim will be forced to make follow-up opposed disease tests.
Potency: This is a number between 1 and 30 that measures the strength of a disease. Some magical diseases, like the shining plague,
have even higher Potencies. A character must make an opposed Resilience test versus the diseases Potency test in order to avoid or
mitigate the damage of the disease.
Effect: Usually hit point damage that affects all locations of the victim, though this is not universal. Many diseases will apply a penalty to
Characteristics or skills. More exotic diseases may cause hallucinogenic effects, paralysis or a combination of effects. These take place
after the delay noted above.
The effects of the disease cannot be removed or healed until the disease itself has been neutralised or has dissipated in the victims
system. Hit point damage caused by disease will not automatically heal it must be healed through magical or natural healing.

Disease Succeeds, Character Fails


If the disease succeeds its Potency test and the character fails his Resilience test, the disease has its full effect.

Character Succeeds, Disease Fails


If the character succeeds his Resilience test and the disease fails its Potency test, the disease has no effect.

Both Disease and Character Succeed


Whoever rolled the highest in their test wins.

Both Disease and Character Fail


Whoever rolled the lowest in their test wins.
Unlike a poison, diseases will progress if a character does not resist its effects. Once the first opposed test is failed by the victim, they will
have to make an additional opposed test (after an amount of time determined by the diseases delay statistic).
If the victim succeeds this second opposed test, he has overcome the worst of the disease and will no longer suffer its effects (other than
remaining hit point damage) after while (use the diseases delay statistic to determine how long this takes).
If the victim fails this second opposed test, he falls deeper into the disease. Apply all of the diseases effects again to the character. Once
the delay period has elapsed once more, the victim will have to make a third opposed disease test, and so on.
Encumbrance
Every piece of equipment in the Equipment chapter has a weight, this is normally in pounds. Characters can usually ignore the effects on
Encumbrance that these have unless they start carrying more than half their carry weight allowance, as long as the character has a
suitable means of carrying them, such as a sack or backpack.

A character can carry equipment which total weight is less than or equal to his Body x 20 in lbs without penalty.
Overloading
A character carrying total weight greater than his Body x 20lbs is Overloaded.

Overloaded characters suffer a 4 penalty to all tests that require physical actions, including Weapon skill tests and most tests
that have Body or Prowess as a Characteristic.

Overloaded characters have their Movement halved. They also suffer a 4 penalty to all Fatigue tests.

A character cannot carry more than Body x 40lbs.


Explosion
Explosions come from many sources manmade and natural. They are calculated in circles of effect. Make a resilience saving throw to keep
standing.
Rate explosions in 2D6 of circular effect per 5. Armour does reduce explosion damage.
Exposure, Starvation and Thirst

A character can normally survive for a number of hours equal to his Body x 2 before suffering from exposure.

A character can survive for a number of days equal to his Body before becoming starved, though after three days they will
begin to suffer a 2 penalty to Fatigue tests.

A character can survive for a number of hours equal to his Body x 4 before becoming chronically thirsty, though particularly arid
environments may reduce this to Body x 3 or even Body x 2.

Whenever a character is suffering from exposure, starvation or thirst, the Fatigue test penalty immediately doubles to 4. In
addition, the character will automatically suffer 2D6 points of damage every day, for every condition he is experiencing.
Natural or magical healing will not heal this damage only sufficient shelter, food or water can remedy the problem and allow
natural or magical healing to take place.
Falling
A character that takes damage from a fall ends up prone. Armour points do not reduce falling damage.
Distance Fallen
10 or less
11 to 30
30 60
61 120
121 240
+50

Damage Taken
No damage.
3D6
6D6
12D6
24D6
+2D6 damage

Adventuring

As long as the character was not surprised, they may attempt an Acrobatics test to mitigate falling damage a successful test
allows the character to treat the fall as if it were 10 shorter than it actually is. In addition, as long as this test is a success and
the character is not reduced to 0 hit points in a location due to the fall, the character lands safely and is not prone.
Characters falling onto soft surfaces may have the distance they fall effectively halved for the purposes of damage.
Characters falling onto damaging surfaces will suffer the effects of the surface to all locations that are damaged in the fall.

Fatigue
Physical activity is divided into three categories; light, medium and heavy. The length of time a character can engage in physical activity
without running the risk of becoming Exhausted is determined by his Body. Once this time has elapsed, a character must begin to make
skill tests in order to resist the effects of exhaustion.
Light Activity: Characters never risk Fatigue while engaging in light activity.
Medium Activity: Includes running, fighting in combat, climbing or swimming at a rapid rate. A character can engage in medium activity
for a number of minutes equal to his Body x 2 before risking Fatigue. Once this time has elapsed, the character must immediately make a
Simple (+4) Athletics test or begin suffering the effects of Fatigue. So long as the activity continues, he must make another Simple (+4)
Athletics test every time a number of minutes equal to the characters Body x 2 elapse.
Heavy Activity: Includes back-breaking manual labour, sprinting and climbing at a rapid rate. A character can engage in heavy activity for a
number of Combat Actions equal to his Body x 2 score before risking Fatigue. Once this time has elapsed, the character must immediately
make a Normal (+0) Athletics test or begin suffering the effects of Fatigue. So long as the activity continues, he must make another Normal
(+0) Athletics test every time a number of Combat Actions equal to the characters Body elapse.
Effects of Fatigue
If a character fails a test while engaged in medium or heavy activity, he will begin to show Fatigue. Every time a Fatigue test is failed, the
character will drop down one level of Fatigue, as shown on the Fatigue Levels table.
Fatigue Levels
Level of Fatigue
Fresh
Winded
Tired
Wearied
Exhausted

Debilitated

Effects
None.
All skill tests (including further tests to resist Fatigue) suffer a 2 penalty.
All skill tests (including further tests to resist Fatigue) suffer a -4 penalty. Movement suffers a -5 penalty.
All skill tests (including further tests to resist Fatigue) suffer a -6 penalty. Movement suffers a -10 penalty.
Initiative suffers a 2 penalty.
All skill tests (including further tests to resist Fatigue) suffer a -8 penalty. Movement is halved. Initiative suffers
a 4 penalty. Prowess is considered half for the purposes of determining tests.
Character must make a Persistence test every minute or fall unconscious for 1D3x2 hours
All skill tests (including further tests to resist Fatigue) suffer a 10 penalty. Movement is halved. Initiative
suffers a 6 penalty. Prowess is considered as 1 determining tests.
Character must make a Difficult Persistence test every round or fall unconscious for 1D6x2 hours.

Time and Fatigue


Once a character has been awake for 10+Body x 2 hours, they must make a Persistence test or drop one Fatigue level. This test must be
repeated for every hour the character remains awake.
Recovering from Fatigue
A character will move up one level of Fatigue for every two hours of complete rest or four hours of light activity. A successful First Aid or
Healing test can raise a character by one level of Fatigue once per day, but cannot raise a character above Winded.
Fire, Heat and Freezing

The amount of damage suffered from fire or heat will depend on its intensity, as shown on the Fire and Heat table.
The intensity of fires ranges from that of a torch or small campfire to that of the white heat of a forge. Armour insulates against fire
damage for 1D6 rounds, after that the adventurer takes damage as if the armour no longer existed.

A hand held torch does 2D6 damage that it is thrust against the target. Armour resists as above.

A bonfire does 3D6+2 damage each round.

To be in a burning hut or ship causes 2D6+2 per round and the adventurer needs to make a LUCK roll or he begins to asphyxiate
(see drowning).

The temperature of lava or that of a kiln is too hot to approach closely. It causes 4D6 per round.
Damage Source
Flame
Large Flame
Small Fire
Large Fire
Inferno

Example
Candle
Flaming brand
Camp fire, cooking fire
Scolding steam, large bonfires, burning rooms
Lava, inside a blast furnace

Damage
1D6 point
2D6 points
3D6 points
4D6 points
5D6 points

Adventuring
Healing
Healing can be performed in one of four ways using the First Aid skill, a magical spell, eating a meal or through natural healing, resting
while the injuries heal themselves.
Eating a meal

A character gains Health back per meal they consume per day based on the quality of the food (up to a maximum of 2 meals).
Rest

A rest is 8 hours long.

You can only take 1 rest per 24 hours.

You must sleep normally.

Wounds recover at 1D4+1 per rest period, as long as the character does not engage in anything other than light activity.
Magical Healing
However magical healing is achieved, whether from a spell or potion, it has an instantaneous effect.

If a character has been knocked unconscious due to a Major Wound, the restoration of a single hit point to the wounded
location that caused the unconsciousness will revive the character.

Unless specifically stated, magical healing cannot re-attach severed limbs or revive the dead.
Illuminating Items
Example
Candle or embers
Flaming brand or lantern
Campfire
Bonfire
Light spell

Radius
5
20
40
60
20, but unlike natural light sources, the Light spell only illuminates a 20 radius
and does not provide partial darkness or darkness to areas beyond this radius.

Inanimate Objects
All inanimate objects have armour points and hit points. Except for the most unusual of circumstances, attacks on inanimate objects will
automatically hit characters simply need to work out how much damage they deal.
The objects armour points will be deducted from any damage dealt as normal, with the remainder being applied to its hit points. Once an
objects hit points have been reduced to zero, it is smashed and useless.
Inanimate objects likely to block or restrain characters, such as doors or ropes, have Strength scores. To break down a door, or burst ones
bonds, a character must succeed at a brute force Athletics test. This automatically reduces the objects hit points to 0.
Object
Boulder
Castle gate
Castle wall (2m section)
Chain
Club
Dagger
Hut wall (2m section)
Iron door
Rope
War sword
Wooden chair
Wooden door (normal)
Wooden door (reinforced)
Wooden fence (2m section)

Armour Points
6
5
7
6
2
4
2
8
2
6
2
3
6
2

Hit Points
40
120
250
8
4
4
15
75
3
10
6
25
30
5

Brute Force Modifier

40%

30%

+0%
30%
+0%

+10%
10%
+10%

Inanimate Objects & Weapons


Using a weapon on an inanimate object with armour points equal to or greater than that of the weapon deals damage on both the object
and the weapon.
Movement
The Movement table shows how far characters with a variety of Movement scores can travel over various periods of time. Groups of
characters travelling together will move at the speed of the slowest member.
Time Period
Combat Action
Minute
Hour
Day (12 hours)

Movement 1m
1m (2m if
running)
12 (24m if
running)
0.7km
8.4km

Movement 2m
2m (4m if
running)
24m (48m if
running)
1.4km
16.8km

Movement 3m
3m (6m if
running)
36m (62m if
running)
2.2km
26.4km

Movement 4m
4m (8m if
running)
48m (96m if
running)
2.9km
34.8km

Movement 5m
5m (10m if
running)
60m (120m if
running)
3.6km
43.2km

Movement 6m
6m (12m if
running)
72m (144m if
running)
4.3km
51.6km

Adventuring
Movement in combat assumes a character is moving as fast as possible given his particular Combat Action. Movement over any period
other than combat (Minute or longer) assumes a character is walking at a sustainable rate, though it is possible to run instead. This
sustainable walking is considered light activity, though a full day (12 hours) of walking will count as medium activity.
Poison
Every type of poison has the following information detailed
Grade: The poisons effective strength.
Potency: This is the modifier to the victims Reliance Saving Throw. The lower the Potency score the more difficult the poison is to resist. A
character must make an opposed Resilience test versus the poisons Potency test in order to avoid or mitigate the damage of the poison.
Poison Succeeds, Character Fails
If the poison succeeds its Potency test and the character fails his Resilience test, the poison has its full effect.
Character Succeeds, Poison Fails
If the character succeeds his Resilience test and the poison fails its Potency test, the poison has no effect.
Both Poison and Character Succeed
Whoever has the highest margin of success in their test wins.
Both Poison and Character Fail
Whoever has the lowest margin of failure in their test wins.
Effect:
Damaging Poison: 1st Stage is instant, 2nd Stage is after 1 minute.
Paralysis Poison: 1st Stage is instant, 2nd Stage occurs after completion of 1st Stage
Stages: How long the poison, if effective, will affect the victim. The effects of the poison cannot be removed or healed until the poison
itself has been neutralised or has dissipated in the victims system. Hit point damage caused by poison will not automatically heal it
must be healed through magical or natural healing.
Poison Chest
Damaging
Lesser
Minor
Major
Greater
Greatest

Pot
0
-5
-10
-15
-20

1st Stage
2D6
4D6
6D6
8D6
10D6

2nd Stage
4D6
8D6
12D6
16D6
Death!

Paralysis
Lesser
Minor
Major
Greater
Greatest

Pot
8
12
16
20
24

1st Stage
1D6 rounds
1D6 minutes
1D6 hours
2D6 hours
1D3 days

2nd Stage
1D6 minutes
1D6 hours
2D6 hours
1D3 days
Permanent!

Cost
1000SP
200SP
500SP
1000SP
5000SP

Example Poisons
Scorpion venom - Lesser Damaging + Lesser Paralysis
Black Lotus Flower - Greatest Damaging+ Major Paralysis
Wyvern Sting Major Damaging
Assassins Toxin Minor Damaging
Death Root Greatest Paralysis
Night Sight
Allows the character to treat partial darkness as illuminated and darkness as partial darkness. This is normally possessed by nocturnal
creatures.
Running
Running is easy enough for short periods; a character can run for a number of minutes equal to his CON before suffering from any
tiredness. Once this time period has elapsed, the running counts as medium activity.
Terrain & Weather
Movement rates can be hindered by terrain and other adverse conditions such as wind, rain and hail. These conditions are divided into
three categories, Slight, Moderate and Great Adversity.

Slight Adversity: Reduce the characters distance moved by 25%.

Moderate Adversity: Reduce the characters distance moved by 50%.

Great Adversity: Reduce the characters distance moved by 75%.

Adventuring
Suffocation
While performing medium activity, a character can hold his breath for a number of Combat Rounds equal to his Body x 2. Characters
engaging in light activity can double this time, while characters performing heavy activity will halve it.
Once a character has surpassed the time for which he can hold his breath, he must make a Resilience test every round with a cumulative
-2 penalty. If he fails, he automatically starts inhaling the suffocating substance, which automatically damages his Chest location him
every round.
Substance Inhaled
Water
Vacuum
Thick Smoke
Poison Gas

Damage Taken
2D6
2D6
1D6
Character is exposed to the poison. If the gas is also a thick smoke, then 1D6 damage is incurred
in addition to the poisons effect.

Armour points do not reduce suffocation damage. The damage will only cease once the character can draw breathable air once more.
Even then, the character will require a Resilience test to be able to do anything other than wretch or gasp for breath for 1D4 Combat
Rounds.

10

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