Rough Magic 3e EN:GM Resources: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=Rough_Magic]] [[Rough_Magic|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=Rough_Magic_3e_EN:Contents]] [[Rough_Magic_3e_EN:Contents|Contents]]
{{TOC right}}
{{TOC right}}
This chapter provides additional information for the game moderator, such as the movement capabilities of creates with attributes far beyond human limits, the mass of commonplace objects, and the speed of various creatures and vehicles.
This chapter provides additional information for the game moderator, such as the movement capabilities of creates with attributes far beyond human limits, the mass of commonplace objects, and the speed of various creatures and vehicles.
Line 13: Line 13:
|- class="h1row"
|- class="h1row"
! class="aligncenter"|Value
! class="aligncenter"|Value
! class="aligncenter"|Incremental Cost
! class="aligncenter"|Cost Per Point
|- class="oddrow"
|- class="oddrow"
| class="aligncenter"|1-3
| class="aligncenter"|1-3
Line 36: Line 36:
| class="aligncenter"|7
| class="aligncenter"|7
|}
|}
===Brawn===
Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
{| cellpadding="4" cellspacing="1"
|+Table: Extraordinary Brawn
|- class="h1row"
! class="aligncenter"|Brawn
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Standing<br />Long Jump
|- class="oddrow"
! class="aligncenter h2cell"|0
| class="alignright"|25 kg
| class="alignright"|1 m
| class="alignright"|0 m
|- class="evenrow"
! class="aligncenter h2cell"|1
| class="alignright"|37 kg
| class="alignright"|1 m
| class="alignright"|1 m
|- class="oddrow"
! class="aligncenter h2cell"|2
| class="alignright"|54 kg
| class="alignright"|1 m
| class="alignright"|1 m
|- class="evenrow"
! class="aligncenter h2cell"|3
| class="alignright"|79 kg
| class="alignright"|2 m
| class="alignright"|1 m
|- class="oddrow"
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
| class="alignright"|2 m
| class="alignright"|1 m
|- class="evenrow"
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
| class="alignright"|4 m
| class="alignright"|2 m
|- class="oddrow"
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|5 m
| class="alignright"|2 m
|- class="evenrow"
! class="aligncenter h2cell"|7
| class="alignright"|370 kg
| class="alignright"|8 m
| class="alignright"|4 m
|- class="oddrow"
! class="aligncenter h2cell"|8
| class="alignright"|<span style="color: rgb(204,0,0)"><b>540 kg</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>5 m</b></span>
|- class="evenrow"
! class="aligncenter h2cell"|9
| class="alignright"|960 kg
| class="alignright"|20 m
| class="alignright"|8 m
|- class="oddrow"
! class="aligncenter h2cell"|10
| class="alignright"|1,700 kg
| class="alignright"|35 m
| class="alignright"|11 m
|- class="evenrow"
! class="aligncenter h2cell"|11
| class="alignright"|3,000 kg
| class="alignright"|62 m
| class="alignright"|20 m
|- class="oddrow"
! class="aligncenter h2cell"|12
| class="alignright"|5,400 kg
| class="alignright"|110 m
| class="alignright"|35 m
|- class="evenrow"
! class="aligncenter h2cell"|13
| class="alignright"|10 t
| class="alignright"|200 m
| class="alignright"|62 m
|- class="oddrow"
! class="aligncenter h2cell"|14
| class="alignright"|17 t
| class="alignright"|350 m
| class="alignright"|110 m
|- class="evenrow"
! class="aligncenter h2cell"|15
| class="alignright"|30 t
| class="alignright"|620 m
| class="alignright"|200 m
|- class="oddrow"
! class="aligncenter h2cell"|16
| class="alignright"|54 t
| class="alignright"|1,100 m
| class="alignright"|350 m
|- class="evenrow"
! class="aligncenter h2cell"|17
| class="alignright"|96 t
| class="alignright"|2 km
| class="alignright"|620 m
|- class="oddrow"
! class="aligncenter h2cell"|18
| class="alignright"|170 t
| class="alignright"|4 km
| class="alignright"|1,100 m
|- class="evenrow"
! class="aligncenter h2cell"|19
| class="alignright"|300 t
| class="alignright"|6 km
| class="alignright"|2 km
|- class="oddrow"
! class="aligncenter h2cell"|20
| class="alignright"|540 t
| class="alignright"|11 km
| class="alignright"|4 km
|}
#'''Lift''' indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 370 kg and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.
#'''Jumps''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.


===Agility===
===Agility===


Agility determines a character's base [[Rough_Magic:Actions#Movement|movement speed]] (running, swimming, etc.). Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
Agility determines a character's base [[Rough_Magic_3e_EN:Actions#Movement|movement speed]] (running, swimming, etc.). Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.




Line 175: Line 52:
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|Sprint<br />(kph)
! class="aligncenter"|Sprint<br />(km/h)
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
Line 181: Line 58:
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
Line 187: Line 64:
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
Line 193: Line 70:
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|18 m
| class="alignright"|11 kph
| class="alignright"|11 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
Line 199: Line 76:
| class="alignright"|8 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|24 m
| class="alignright"|14 kph
| class="alignright"|14 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
Line 205: Line 82:
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|36 m
| class="alignright"|36 m
| class="alignright"|22 kph
| class="alignright"|22 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
Line 211: Line 88:
| class="alignright"|14 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|42 m
| class="alignright"|25 kph
| class="alignright"|25 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
Line 217: Line 94:
| class="alignright"|20 m
| class="alignright"|20 m
| class="alignright"|60 m
| class="alignright"|60 m
| class="alignright"|36 kph
| class="alignright"|36 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
Line 223: Line 100:
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>78 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>78 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>47 kph</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>47 km/h</b></span>
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
Line 229: Line 106:
| class="alignright"|38 m
| class="alignright"|38 m
| class="alignright"|114 m
| class="alignright"|114 m
| class="alignright"|68 kph
| class="alignright"|68 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
Line 235: Line 112:
| class="alignright"|56 m
| class="alignright"|56 m
| class="alignright"|168 m
| class="alignright"|168 m
| class="alignright"|100 kph
| class="alignright"|100 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
Line 241: Line 118:
| class="alignright"|82 m
| class="alignright"|82 m
| class="alignright"|246 m
| class="alignright"|246 m
| class="alignright"|150 kph
| class="alignright"|150 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
Line 247: Line 124:
| class="alignright"|120 m
| class="alignright"|120 m
| class="alignright"|360 m
| class="alignright"|360 m
| class="alignright"|220 kph
| class="alignright"|220 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
Line 253: Line 130:
| class="alignright"|178 m
| class="alignright"|178 m
| class="alignright"|534 m
| class="alignright"|534 m
| class="alignright"|320 kph
| class="alignright"|320 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
Line 259: Line 136:
| class="alignright"|260 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|780 m
| class="alignright"|470 kph
| class="alignright"|470 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
Line 265: Line 142:
| class="alignright"|380 m
| class="alignright"|380 m
| class="alignright"|1,140 m
| class="alignright"|1,140 m
| class="alignright"|680 kph
| class="alignright"|680 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|16
! class="aligncenter h2cell"|16
Line 271: Line 148:
| class="alignright"|560 m
| class="alignright"|560 m
| class="alignright"|1,680 m
| class="alignright"|1,680 m
| class="alignright"|1,000 kph
| class="alignright"|1,000 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
Line 277: Line 154:
| class="alignright"|820 m
| class="alignright"|820 m
| class="alignright"|2,460 m
| class="alignright"|2,460 m
| class="alignright"|1,500 kph
| class="alignright"|1,500 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|18
! class="aligncenter h2cell"|18
Line 283: Line 160:
| class="alignright"|1,200 m
| class="alignright"|1,200 m
| class="alignright"|3,600 m
| class="alignright"|3,600 m
| class="alignright"|2,200 kph
| class="alignright"|2,200 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
Line 289: Line 166:
| class="alignright"|1,780 m
| class="alignright"|1,780 m
| class="alignright"|5,340 m
| class="alignright"|5,340 m
| class="alignright"|3,200 kph
| class="alignright"|3,200 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|20
Line 295: Line 172:
| class="alignright"|2,600 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|7,800 m
| class="alignright"|4,700 kph
| class="alignright"|4,700 km/h
|}
|}
|  
|  
Line 304: Line 181:
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|Swim Sprint<br />(kph)
! class="aligncenter"|Swim Sprint<br />(km/h)
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
Line 310: Line 187:
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|4 kph
| class="alignright"|4 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
Line 316: Line 193:
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|4 kph
| class="alignright"|4 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
Line 322: Line 199:
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|4 kph
| class="alignright"|4 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
Line 328: Line 205:
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
Line 334: Line 211:
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
Line 340: Line 217:
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|18 m
| class="alignright"|11 kph
| class="alignright"|11 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
Line 346: Line 223:
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|18 m
| class="alignright"|11 kph
| class="alignright"|11 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
Line 352: Line 229:
| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>24 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>24 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>14 kph</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>14 km/h</b></span>
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
Line 358: Line 235:
| class="alignright"|10 m
| class="alignright"|10 m
| class="alignright"|30 m
| class="alignright"|30 m
| class="alignright"|18 kph
| class="alignright"|18 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
Line 364: Line 241:
| class="alignright"|14 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|42 m
| class="alignright"|25 kph
| class="alignright"|25 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
Line 370: Line 247:
| class="alignright"|20 m
| class="alignright"|20 m
| class="alignright"|60 m
| class="alignright"|60 m
| class="alignright"|36 kph
| class="alignright"|36 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
Line 376: Line 253:
| class="alignright"|26 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|78 m
| class="alignright"|47 kph
| class="alignright"|47 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
Line 382: Line 259:
| class="alignright"|34 m
| class="alignright"|34 m
| class="alignright"|102 m
| class="alignright"|102 m
| class="alignright"|61 kph
| class="alignright"|61 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
Line 388: Line 265:
| class="alignright"|44 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|132 m
| class="alignright"|79 kph
| class="alignright"|79 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
Line 394: Line 271:
| class="alignright"|60 m
| class="alignright"|60 m
| class="alignright"|180 m
| class="alignright"|180 m
| class="alignright"|110 kph
| class="alignright"|110 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|16
! class="aligncenter h2cell"|16
Line 400: Line 277:
| class="alignright"|80 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|240 m
| class="alignright"|140 kph
| class="alignright"|140 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
Line 406: Line 283:
| class="alignright"|106 m
| class="alignright"|106 m
| class="alignright"|318 m
| class="alignright"|318 m
| class="alignright"|190 kph
| class="alignright"|190 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|18
! class="aligncenter h2cell"|18
Line 412: Line 289:
| class="alignright"|142 m
| class="alignright"|142 m
| class="alignright"|426 m
| class="alignright"|426 m
| class="alignright"|260 kph
| class="alignright"|260 km/h
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
Line 418: Line 295:
| class="alignright"|190 m
| class="alignright"|190 m
| class="alignright"|570 m
| class="alignright"|570 m
| class="alignright"|340 kph
| class="alignright"|340 km/h
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|20
Line 424: Line 301:
| class="alignright"|260 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|780 m
| class="alignright"|470 kph
| class="alignright"|470 km/h
|}
|}
|}
|}




===Power===
===Brawn===


If the character is a supernatural creature or they can invoke the power of magic, the character's Power determines the potency of their supernatural abilities.
Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Extraordinary Power
|+Table: Extraordinary Brawn
|- class="h1row"
|- class="h1row"
! class="aligncenter"|Power
! class="aligncenter"|Brawn
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Standing<br />Long Jump
|- class="oddrow"
! class="aligncenter h2cell"|0
| class="alignright"|25 kg
| class="alignright"|1 m
| class="alignright"|0 m
|- class="evenrow"
! class="aligncenter h2cell"|1
| class="alignright"|37 kg
| class="alignright"|1 m
| class="alignright"|1 m
|- class="oddrow"
! class="aligncenter h2cell"|2
| class="alignright"|54 kg
| class="alignright"|1 m
| class="alignright"|1 m
|- class="evenrow"
! class="aligncenter h2cell"|3
| class="alignright"|79 kg
| class="alignright"|2 m
| class="alignright"|1 m
|- class="oddrow"
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
| class="alignright"|2 m
| class="alignright"|1 m
|- class="evenrow"
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
| class="alignright"|4 m
| class="alignright"|2 m
|- class="oddrow"
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|5 m
| class="alignright"|2 m
|- class="evenrow"
! class="aligncenter h2cell"|7
| class="alignright"|370 kg
| class="alignright"|8 m
| class="alignright"|4 m
|- class="oddrow"
! class="aligncenter h2cell"|8
| class="alignright"|<span style="color: rgb(204,0,0)"><b>540 kg</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>5 m</b></span>
|- class="evenrow"
! class="aligncenter h2cell"|9
| class="alignright"|960 kg
| class="alignright"|20 m
| class="alignright"|8 m
|- class="oddrow"
! class="aligncenter h2cell"|10
| class="alignright"|1,700 kg
| class="alignright"|35 m
| class="alignright"|11 m
|- class="evenrow"
! class="aligncenter h2cell"|11
| class="alignright"|3,000 kg
| class="alignright"|62 m
| class="alignright"|20 m
|- class="oddrow"
! class="aligncenter h2cell"|12
| class="alignright"|5,400 kg
| class="alignright"|110 m
| class="alignright"|35 m
|- class="evenrow"
! class="aligncenter h2cell"|13
| class="alignright"|10 t
| class="alignright"|200 m
| class="alignright"|62 m
|- class="oddrow"
! class="aligncenter h2cell"|14
| class="alignright"|17 t
| class="alignright"|350 m
| class="alignright"|110 m
|- class="evenrow"
! class="aligncenter h2cell"|15
| class="alignright"|30 t
| class="alignright"|620 m
| class="alignright"|200 m
|- class="oddrow"
! class="aligncenter h2cell"|16
| class="alignright"|54 t
| class="alignright"|1,100 m
| class="alignright"|350 m
|- class="evenrow"
! class="aligncenter h2cell"|17
| class="alignright"|96 t
| class="alignright"|2 km
| class="alignright"|620 m
|- class="oddrow"
! class="aligncenter h2cell"|18
| class="alignright"|170 t
| class="alignright"|4 km
| class="alignright"|1,100 m
|- class="evenrow"
! class="aligncenter h2cell"|19
| class="alignright"|300 t
| class="alignright"|6 km
| class="alignright"|2 km
|- class="oddrow"
! class="aligncenter h2cell"|20
| class="alignright"|540 t
| class="alignright"|11 km
| class="alignright"|4 km
|}
#'''Lift''' indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 370 kg and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.
#'''Jumps''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.
 
===Power Level===
 
If the character is a supernatural creature or they can invoke the power of magic, the character's Power Level determines the potency of their supernatural abilities.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Extraordinary Power Level
|- class="h1row"
! class="aligncenter"|Power Level
! class="aligncenter"|General Effect
! class="aligncenter"|General Effect
! class="aligncenter"|Mass
! class="aligncenter"|Mass
Line 535: Line 534:
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Dehydration
| class="alignleft"|Dehydration
| class="alignleft"|Endurance reduced by one per day; penalty die on all tasks
| class="alignleft"|Maximum Endurance reduced by one per day; penalty die on all tasks
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Exposure
| class="alignleft"|Exposure
| class="alignleft"|Endurance reduced, from one per hour to one per six hours
| class="alignleft"|Maximum Endurance reduced, from one per hour to one per six hours
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Falling
| class="alignleft"|Falling
| class="alignleft"|Lose one Endurance Point for each five meters fallen
| class="alignleft"|Lose one Endurance for each five meters fallen
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Fire
| class="alignleft"|Fire
| class="alignleft"|Action value depends on heat and intensity, once per round
| class="alignleft"|Damage depends on heat and intensity, once per round
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Poisons
| class="alignleft"|Poisons
| class="alignleft"|Endurance reduced, from one per round to one per hour
| class="alignleft"|Maximum Endurance reduced, from one per round to one per hour
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Sleep Deprivation
| class="alignleft"|Sleep Deprivation
| class="alignleft"|Attributes reduced by one per day: Reason, then Agility, then Endurance
| class="alignleft"|Attributes reduced by one per day: Reason, then Agility, then maximum Endurance
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Starvation
| class="alignleft"|Starvation
| class="alignleft"|Endurance reduced by one per week; penalty die on all tasks
| class="alignleft"|Maximum Endurance reduced by one per week; penalty die on all tasks
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Suffocation
| class="alignleft"|Suffocation
| class="alignleft"|Endurance reduced by one per minute
| class="alignleft"|Maximum Endurance reduced by one per minute
|}
|}


Line 564: Line 563:
Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.
Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.


A character with [[Rough_Magic:Supernaturals#Night_Vision|Night Vision]] or equipment permitting them to perceive normally suffers no ill effects from darkness.
A character with [[Rough_Magic_3e_EN:Supernaturals#Night_Vision|Night Vision]] or equipment permitting them to perceive normally suffers no ill effects from darkness.


===Dehydration===
===Dehydration===
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A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. Initially, the character experiences headaches, loss of appetite, and dry skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three days without water, the character experiences tiredness, irritability, and dizziness. Severe dehydration results in death.
A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. Initially, the character experiences headaches, loss of appetite, and dry skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three days without water, the character experiences tiredness, irritability, and dizziness. Severe dehydration results in death.


If a character is suffering from dehydration, their Endurance is reduced by one per day until they are rehydrated or until their Endurance is reduced to zero. Additionally, the character incurs a penalty die on all rolls. Once the character is rehydrated, their Endurance is restored at the same rate it was lost.
If a character is suffering from dehydration, their maximum Endurance is reduced by one per day until they are rehydrated or until their maximum Endurance is reduced to zero. Additionally, the character incurs a penalty die on all rolls. Once the character is rehydrated, their maximum Endurance is restored at the same rate it was lost.


===Exposure===
===Exposure===


Extremes of heat and cold can be dangerous to those without adequate protection from the elements. If a character is exposed to extreme temperatures, their Endurance will be gradually reduced until they find shelter or until their Endurance is reduced to zero. How quickly their Endurance is reduced depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat, would reduce their Endurance by one every six hours or so: brutal, but not immediately life-threatening. If the same character were in a blazing hot desert or in the middle of a blizzard, their Endurance would be reduced by one every hour. Once the character is no longer exposed to the extreme temperatures, their Endurance is restored at the same rate it was lost.
Extremes of heat and cold can be dangerous to those without adequate protection. If a character is exposed to extreme temperatures, their maximum Endurance will be gradually reduced until they find shelter or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat, would reduce their maximum Endurance by one every six hours or so: brutal, but not immediately life-threatening. If the same character were in a blazing hot desert or in the middle of a blizzard, their maximum Endurance would be reduced by one every hour. Once the character is no longer exposed to the extreme temperatures, their maximum Endurance is restored at the same rate it was lost.


===Falling===
===Falling===


A character who falls farther than they can jump takes damage based on the distance fallen. A character who falls and strikes a surface loses one Endurance Point for each five meters fallen (rounded down). Conventional forms of protection, such as armor and energy shields, are effective against this damage.
Falling is treated as a normal attack which inflicts Endurance damage. The power level (PL) of a fall depends on the distance fallen: +1 PL for each five meters fallen (rounded down), up to a maximum of PL 20. Particularly soft or yielding surfaces can reduce the power level of the fall by as much as half.
 
Particularly soft or yielding surfaces can reduce the damage of the fall by as much as half, while particularly unforgiving surfaces may double the damage.


===Fire===
===Fire===


Fire is treated as an attack which inflicts Endurance Point damage. The action value of a fire depends on its heat and intensity. Any spell or equipment which provides protection from Endurance Point damage is effective against fire damage.
Fire is treated as an attack which inflicts Endurance damage. The damage of a fire depends on its heat and intensity. Any spell or equipment which provides protection from Endurance damage is effective against fire damage.




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|- class="h1row"
|- class="h1row"
! class="alignleft"|Fire
! class="alignleft"|Fire
! class="aligncenter"|Action<br />Value
! class="aligncenter"|PL
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Campfire, torch
| class="alignleft"|Campfire, torch
Line 604: Line 601:




Very cool and very hot fires are outside of this range. A lit cigarette can cause painful burns, for example, but it's less damaging than action value 3. On the other hand, the Earth's core is far beyond even action value 9.
Very cool and very hot fires are outside of this range. A lit cigarette can cause painful burns, for example, but it's less damaging than PL 3. On the other hand, the Earth's core is far beyond even PL 9.


===Poisons===
===Poisons===
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Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Described here is a generic poison: your character may encounter poisons or pathogens which are more complicated than this example.
Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Described here is a generic poison: your character may encounter poisons or pathogens which are more complicated than this example.


Immediately after exposure, a poisoned character must make a moderately difficult (DV 3) Survival (Brawn) roll against the poison. If the Brawn roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn roll is not successful, the character has succumbed to the poison, and their Endurance is reduced by one. Periodically thereafter, the character must attempt another Brawn roll (once a round for very potent poisons, once an hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Brawn roll results in another reduction of the character's Endurance. This continues until the character successfully makes a Brawn roll, or they are administered the appropriate antidote (if one exists), or their Endurance is reduced to zero. Once the character successfully makes a Brawn roll against the poison or is administered the appropriate antidote, their Endurance is restored at the same rate it was lost.
Immediately after exposure, a poisoned character must make a moderately difficult (DV 3) Survival (Brawn) roll against the poison. If the Survival (Brawn) roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Survival (Brawn) roll is not successful, the character has succumbed to the poison, and their maximum Endurance is reduced by one. Periodically thereafter, the character must attempt another Survival (Brawn) roll (once a round for very potent poisons, once an hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reduction of the character's maximum Endurance. This continues until the character successfully makes a Survival (Brawn) roll, or they are administered the appropriate antidote (if one exists), or their maximum Endurance is reduced to zero. Once the character successfully makes a Survival (Brawn) roll against the poison or is administered the appropriate antidote, their maximum Endurance is restored at the same rate it was lost.


Some poisons and pathogens have additional effects, such as blindness or paralysis.
Some poisons and pathogens have additional effects, such as blindness or paralysis.
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A character who goes more than 24 hours without sleep begins to suffer the effects of sleep deprivation. Initially, the character experiences weariness, confusion, and irritability. After three days without sleep, the character experiences hallucinations and decreased cognitive ability. Prolonged, complete sleep deprivation results in weight loss and ultimately death.
A character who goes more than 24 hours without sleep begins to suffer the effects of sleep deprivation. Initially, the character experiences weariness, confusion, and irritability. After three days without sleep, the character experiences hallucinations and decreased cognitive ability. Prolonged, complete sleep deprivation results in weight loss and ultimately death.


If a character goes more than 24 hours without sleep, their Reason is reduced by one. Each day that the character remains awake, their Reason is reduced by one, until their Reason equals zero. Once the character's Reason is reduced to zero, their Agility is reduced by one per day until their Agility equals zero. Once the character's Agility is reduced to zero, their Endurance is reduced by one per day until their Endurance equals zero. Under normal circumstances, the character will fall unconscious at this point and remain so for at least a day. However, if the character is physically prevented from losing consciousness, they will eventually die. Once the character has resumed a normal sleep pattern, their attributes are restored to their normal values, although they may experience some lingering fatigue.
If a character goes more than 24 hours without sleep, their Reason is reduced by one. Each day that the character remains awake, their Reason is reduced by one, until their Reason equals zero. Once the character's Reason is reduced to zero, their Agility is reduced by one per day until their Agility equals zero. Once the character's Agility is reduced to zero, their maximum Endurance is reduced by one per day until their maximum Endurance equals zero. Under normal circumstances, the character will fall unconscious at this point and remain so for at least a day. However, if the character is physically prevented from losing consciousness, they will eventually die. Once the character has resumed a normal sleep pattern, their attributes are restored to their normal values, although they may experience some lingering fatigue.


===Starvation===
===Starvation===
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A character who goes more than 7 days without eating begins to suffer the effects of starvation. Initially, the character experiences weakness, confusion, and irritability. After three weeks without food, the character experiences hallucinations and convulsions. Starvation eventually results in death.
A character who goes more than 7 days without eating begins to suffer the effects of starvation. Initially, the character experiences weakness, confusion, and irritability. After three weeks without food, the character experiences hallucinations and convulsions. Starvation eventually results in death.


Each 7 days a character goes without eating, their Endurance is reduced by one, until their Endurance equals zero. Additionally, the character incurs a penalty die on all rolls. Once the character has resumed a normal diet, their Endurance is restored at the same rate it was lost.
Each 7 days a character goes without eating, their maximum Endurance is reduced by one, until their maximum Endurance equals zero. Additionally, the character incurs a penalty die on all rolls. Once the character has resumed a normal diet, their maximum Endurance is restored at the same rate it was lost.


===Suffocation===
===Suffocation===


If a character needs to breath but is unable to do so, such as someone drowning or suffocating, their Endurance is reduced by one per minute until they can breathe freely again, or until their Endurance equals zero. Once the character is able to breathe normally, their Endurance is restored at the same rate it was lost.
If a character needs to breath but is unable to do so, such as someone drowning or suffocating, their maximum Endurance is reduced by one per minute until they can breathe freely again, or until their maximum Endurance equals zero. Once the character is able to breathe normally, their maximum Endurance is restored at the same rate it was lost.


==Mass==
==Mass==
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|- class="oddrow"
|- class="oddrow"
| class="alignleft"|avg human running
| class="alignleft"|avg human running
| class="alignright"|20 kph
| class="alignright"|20 km/h
| class="aligncenter"|5
| class="aligncenter"|5
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|max human running
| class="alignleft"|max human running
| class="alignright"|40 kph
| class="alignright"|40 km/h
| class="aligncenter"|8
| class="aligncenter"|8
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|fast submarine
| class="alignleft"|fast submarine
| class="alignright"|80 kph
| class="alignright"|80 km/h
| class="aligncenter"|10
| class="aligncenter"|10
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|fast bird, cheetah, sailfish
| class="alignleft"|fast bird, cheetah, sailfish
| class="alignright"|120 kph
| class="alignright"|120 km/h
| class="aligncenter"|11
| class="aligncenter"|11
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|arrow
| class="alignleft"|arrow
| class="alignright"|240 kph
| class="alignright"|240 km/h
| class="aligncenter"|12
| class="aligncenter"|12
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|fast car
| class="alignleft"|fast car
| class="alignright"|320 kph
| class="alignright"|320 km/h
| class="aligncenter"|13
| class="aligncenter"|13
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|fast helicopter
| class="alignleft"|fast helicopter
| class="alignright"|400 kph
| class="alignright"|400 km/h
| class="aligncenter"|14
| class="aligncenter"|14
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|F5 tornado wind
| class="alignleft"|F5 tornado wind
| class="alignright"|480 kph
| class="alignright"|480 km/h
| class="aligncenter"|14
| class="aligncenter"|14
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|terminal velocity
| class="alignleft"|terminal velocity
| class="alignright"|530 kph
| class="alignright"|530 km/h
| class="aligncenter"|15
| class="aligncenter"|15
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|bullet train
| class="alignleft"|bullet train
| class="alignright"|560 kph
| class="alignright"|560 km/h
| class="aligncenter"|15
| class="aligncenter"|15
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|airplane
| class="alignleft"|airplane
| class="alignright"|800 kph
| class="alignright"|800 km/h
| class="aligncenter"|16
| class="aligncenter"|16
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|pistol bullet
| class="alignleft"|pistol bullet
| class="alignright"|1,100 kph
| class="alignright"|1,100 km/h
| class="aligncenter"|17
| class="aligncenter"|17
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|sound
| class="alignleft"|sound
| class="alignright"|1,200 kph
| class="alignright"|1,200 km/h
| class="aligncenter"|17
| class="aligncenter"|17
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|supersonic airplane
| class="alignleft"|supersonic airplane
| class="alignright"|2,000 kph
| class="alignright"|2,000 km/h
| class="aligncenter"|18
| class="aligncenter"|18
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|rifle bullet
| class="alignleft"|rifle bullet
| class="alignright"|3,000 kph
| class="alignright"|3,000 km/h
| class="aligncenter"|19
| class="aligncenter"|19
|}
|}

Revision as of 17:27, 11 August 2019

Arrow up 16x16.png Contents

This chapter provides additional information for the game moderator, such as the movement capabilities of creates with attributes far beyond human limits, the mass of commonplace objects, and the speed of various creatures and vehicles.

Extraordinary Attributes

A character's attributes in Rough Magic are normally ranked on a scale from 1 to 10. The tables below provide values for attributes above 10.

Attribute Cost

Table: Extraordinary attribute cost
Value Cost Per Point
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
16-18 6
19-20 7

Agility

Agility determines a character's base movement speed (running, swimming, etc.). Peak human potential is marked in red.


Table: Extraordinary Agility
Agility Walk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(km/h)
1 2 m 4 m 12 m 7 km/h
2 2 m 4 m 12 m 7 km/h
3 3 m 6 m 18 m 11 km/h
4 4 m 8 m 24 m 14 km/h
5 6 m 12 m 36 m 22 km/h
6 7 m 14 m 42 m 25 km/h
7 10 m 20 m 60 m 36 km/h
8 13 m 26 m 78 m 47 km/h
9 19 m 38 m 114 m 68 km/h
10 28 m 56 m 168 m 100 km/h
11 41 m 82 m 246 m 150 km/h
12 60 m 120 m 360 m 220 km/h
13 89 m 178 m 534 m 320 km/h
14 130 m 260 m 780 m 470 km/h
15 190 m 380 m 1,140 m 680 km/h
16 280 m 560 m 1,680 m 1,000 km/h
17 410 m 820 m 2,460 m 1,500 km/h
18 600 m 1,200 m 3,600 m 2,200 km/h
19 890 m 1,780 m 5,340 m 3,200 km/h
20 1,300 m 2,600 m 7,800 m 4,700 km/h
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(km/h)
1 1 m 2 m 6 m 4 km/h
2 1 m 2 m 6 m 4 km/h
3 1 m 2 m 6 m 4 km/h
4 2 m 4 m 12 m 7 km/h
5 2 m 4 m 12 m 7 km/h
6 3 m 6 m 18 m 11 km/h
7 3 m 6 m 18 m 11 km/h
8 4 m 8 m 24 m 14 km/h
9 5 m 10 m 30 m 18 km/h
10 7 m 14 m 42 m 25 km/h
11 10 m 20 m 60 m 36 km/h
12 13 m 26 m 78 m 47 km/h
13 17 m 34 m 102 m 61 km/h
14 22 m 44 m 132 m 79 km/h
15 30 m 60 m 180 m 110 km/h
16 40 m 80 m 240 m 140 km/h
17 53 m 106 m 318 m 190 km/h
18 71 m 142 m 426 m 260 km/h
19 95 m 190 m 570 m 340 km/h
20 130 m 260 m 780 m 470 km/h


Brawn

Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in red.


Table: Extraordinary Brawn
Brawn Lift Throw
(25 kg)
Standing
Long Jump
0 25 kg 1 m 0 m
1 37 kg 1 m 1 m
2 54 kg 1 m 1 m
3 79 kg 2 m 1 m
4 120 kg 2 m 1 m
5 170 kg 4 m 2 m
6 250 kg 5 m 2 m
7 370 kg 8 m 4 m
8 540 kg 11 m 5 m
9 960 kg 20 m 8 m
10 1,700 kg 35 m 11 m
11 3,000 kg 62 m 20 m
12 5,400 kg 110 m 35 m
13 10 t 200 m 62 m
14 17 t 350 m 110 m
15 30 t 620 m 200 m
16 54 t 1,100 m 350 m
17 96 t 2 km 620 m
18 170 t 4 km 1,100 m
19 300 t 6 km 2 km
20 540 t 11 km 4 km
  1. Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 370 kg and suffer no penalties to their movement while doing so.
  2. Throw (25 kg) indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.
  3. Jumps indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.

Power Level

If the character is a supernatural creature or they can invoke the power of magic, the character's Power Level determines the potency of their supernatural abilities.


Table: Extraordinary Power Level
Power Level General Effect Mass
1 1 37 kg
2 1 54 kg
3 2 79 kg
4 2 120 kg
5 4 170 kg
6 5 250 kg
7 8 370 kg
8 11 540 kg
9 20 960 kg
10 35 1,700 kg
11 62 3,000 kg
12 110 5,400 kg
13 200 10 t
14 350 17 t
15 620 30 t
16 1,100 54 t
17 2,000 96 t
18 4,000 170 t
19 6,000 300 t
20 11,000 540 t


Hostile Environments

Table: Hostile environments
Environment Effect
Darkness Attack and defense penalties
Dehydration Maximum Endurance reduced by one per day; penalty die on all tasks
Exposure Maximum Endurance reduced, from one per hour to one per six hours
Falling Lose one Endurance for each five meters fallen
Fire Damage depends on heat and intensity, once per round
Poisons Maximum Endurance reduced, from one per round to one per hour
Sleep Deprivation Attributes reduced by one per day: Reason, then Agility, then maximum Endurance
Starvation Maximum Endurance reduced by one per week; penalty die on all tasks
Suffocation Maximum Endurance reduced by one per minute


Darkness

Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.

A character with Night Vision or equipment permitting them to perceive normally suffers no ill effects from darkness.

Dehydration

A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. Initially, the character experiences headaches, loss of appetite, and dry skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three days without water, the character experiences tiredness, irritability, and dizziness. Severe dehydration results in death.

If a character is suffering from dehydration, their maximum Endurance is reduced by one per day until they are rehydrated or until their maximum Endurance is reduced to zero. Additionally, the character incurs a penalty die on all rolls. Once the character is rehydrated, their maximum Endurance is restored at the same rate it was lost.

Exposure

Extremes of heat and cold can be dangerous to those without adequate protection. If a character is exposed to extreme temperatures, their maximum Endurance will be gradually reduced until they find shelter or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat, would reduce their maximum Endurance by one every six hours or so: brutal, but not immediately life-threatening. If the same character were in a blazing hot desert or in the middle of a blizzard, their maximum Endurance would be reduced by one every hour. Once the character is no longer exposed to the extreme temperatures, their maximum Endurance is restored at the same rate it was lost.

Falling

Falling is treated as a normal attack which inflicts Endurance damage. The power level (PL) of a fall depends on the distance fallen: +1 PL for each five meters fallen (rounded down), up to a maximum of PL 20. Particularly soft or yielding surfaces can reduce the power level of the fall by as much as half.

Fire

Fire is treated as an attack which inflicts Endurance damage. The damage of a fire depends on its heat and intensity. Any spell or equipment which provides protection from Endurance damage is effective against fire damage.


Table: Fire
Fire PL
Campfire, torch 3
Burning building 6
Molten lava 9


Very cool and very hot fires are outside of this range. A lit cigarette can cause painful burns, for example, but it's less damaging than PL 3. On the other hand, the Earth's core is far beyond even PL 9.

Poisons

Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Described here is a generic poison: your character may encounter poisons or pathogens which are more complicated than this example.

Immediately after exposure, a poisoned character must make a moderately difficult (DV 3) Survival (Brawn) roll against the poison. If the Survival (Brawn) roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Survival (Brawn) roll is not successful, the character has succumbed to the poison, and their maximum Endurance is reduced by one. Periodically thereafter, the character must attempt another Survival (Brawn) roll (once a round for very potent poisons, once an hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reduction of the character's maximum Endurance. This continues until the character successfully makes a Survival (Brawn) roll, or they are administered the appropriate antidote (if one exists), or their maximum Endurance is reduced to zero. Once the character successfully makes a Survival (Brawn) roll against the poison or is administered the appropriate antidote, their maximum Endurance is restored at the same rate it was lost.

Some poisons and pathogens have additional effects, such as blindness or paralysis.

Sleep Deprivation

A character who goes more than 24 hours without sleep begins to suffer the effects of sleep deprivation. Initially, the character experiences weariness, confusion, and irritability. After three days without sleep, the character experiences hallucinations and decreased cognitive ability. Prolonged, complete sleep deprivation results in weight loss and ultimately death.

If a character goes more than 24 hours without sleep, their Reason is reduced by one. Each day that the character remains awake, their Reason is reduced by one, until their Reason equals zero. Once the character's Reason is reduced to zero, their Agility is reduced by one per day until their Agility equals zero. Once the character's Agility is reduced to zero, their maximum Endurance is reduced by one per day until their maximum Endurance equals zero. Under normal circumstances, the character will fall unconscious at this point and remain so for at least a day. However, if the character is physically prevented from losing consciousness, they will eventually die. Once the character has resumed a normal sleep pattern, their attributes are restored to their normal values, although they may experience some lingering fatigue.

Starvation

A character who goes more than 7 days without eating begins to suffer the effects of starvation. Initially, the character experiences weakness, confusion, and irritability. After three weeks without food, the character experiences hallucinations and convulsions. Starvation eventually results in death.

Each 7 days a character goes without eating, their maximum Endurance is reduced by one, until their maximum Endurance equals zero. Additionally, the character incurs a penalty die on all rolls. Once the character has resumed a normal diet, their maximum Endurance is restored at the same rate it was lost.

Suffocation

If a character needs to breath but is unable to do so, such as someone drowning or suffocating, their maximum Endurance is reduced by one per minute until they can breathe freely again, or until their maximum Endurance equals zero. Once the character is able to breathe normally, their maximum Endurance is restored at the same rate it was lost.

Mass

Table: Item mass
Item Mass Brawn (to lift)
medium dog, full suitcase 20 kg 1
full pony keg of beer, small sea turtle 45 kg 2
slender adult, large dog 65 kg 3
full keg of beer 75 kg 3
typical adult, small floor safe, wooden chest 90 kg 4
heavy adult 125 kg 4
racing motorcycle, refrigerator, wooden table 150 kg 5
small armoire, weapon locker, large sea turtle 200 kg 6
large brown bear, dolphin, harpsichord, lion 225 kg 6
motorcycle, medium armoire, medium floor safe, tiger 300 kg 7
large armoire, grizzly bear, large desk, riding horse, touring motorcycle 400 kg 8
polar bear 500 kg 8
cow, draft horse, small sailboat 600 kg 9
compact car, piano 900 kg 9
civilian helicopter, medium missile, grand piano 1,000 kg 10
full size car, hippopotamus 2 t 11
small military helicopter, military truck 3 t 11
armored car 4 t 12
elephant, empty dump truck 5 t 12
large military helicopter, empty tractor-trailer 9 t 13
loaded dump truck 20 t 15
empty train car 30 t 15
empty cargo plane, loaded tractor-trailer 40 t 16
stone monolith, loaded tanker truck, bank vault 50 t 16
suburban house, Trident missile, heavy battle tank 50 t 16
loaded cargo plane 80 t 17
blue whale 90 t 17
loaded train car 100 t 18
locomotive, fishing trawler 200 t 19
empty 747 passenger plane 300 t 19
typical train 400 t 20

Speed

Table: Item speeds
Item Speed Agility
avg human running 20 km/h 5
max human running 40 km/h 8
fast submarine 80 km/h 10
fast bird, cheetah, sailfish 120 km/h 11
arrow 240 km/h 12
fast car 320 km/h 13
fast helicopter 400 km/h 14
F5 tornado wind 480 km/h 14
terminal velocity 530 km/h 15
bullet train 560 km/h 15
airplane 800 km/h 16
pistol bullet 1,100 km/h 17
sound 1,200 km/h 17
supersonic airplane 2,000 km/h 18
rifle bullet 3,000 km/h 19