Rough Magic 3e EN:GM Resources

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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.

Hostile Environments

Table: Hostile environments
Environment Effect
Darkness Attack and defense penalties
Dehydration Lose one Endurance per day; penalty die on all tasks
Exposure Lose one Endurance, from once per hour to once per six hours
Falling Lose one Endurance for each five meters fallen
Fire Action value depends on heat and intensity, once per round
Poisons Brawn task roll, from once per round to once per hour
Sleep Deprivation Lose one Reason per day, then lose one Will per day, then lose one Endurance per day
Starvation Lose one Endurance per week; penalty die on all tasks
Suffocation Lose one Endurance per minute
Vacuum Lose one Endurance, from once per round to once 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.

Characters suffering from dehydration lose one Endurance per day until they are rehydrated. Additionally, the character incurs a penalty die on all rolls. Equipment and spells that provide protection from Endurance damage are not effective against the effects of dehydration.

Exposure

Extremes of heat and cold can be dangerous to those without adequate protection from the elements. Characters exposed to extreme temperatures gradually lose Endurance until they find shelter. How quickly they lose Endurance depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat, causes the character to lose one Endurance every six hours or so: brutal, but not immediately life-threatening. The same character in a blazing hot desert or in the middle of a blizzard might lose an Endurance once per hour. Equipment and spells that provide protection from Endurance damage are not effective against this damage.

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 for each five meters fallen (rounded down). Conventional forms of protection, such as armor and energy shields, are effective against this damage.

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

The action value of a fire depends on its heat and intensity. Any equipment or spell that provide protection from Endurance damage is effective against fire damage.


Table: Fire
Fire Action
Value
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 action value 3. On the other hand, the Earth's core is far beyond even action value 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 challenging Brawn roll (difficulty 3) 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 they immediately lose one Endurance. 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 loss of Endurance. This continues until the character successfully makes a Brawn roll, or they are administered the appropriate antidote (if one exists). Once the character successfully makes a Brawn roll against the poison or is administered the appropriate antidote, they stop losing Endurance and begin to heal normally.

Some poisons and pathogens have effects other than or in addition to Endurance damage, such as blindness or paralysis.

Equipment and spells that provide protection against conventional forms of damage are not effective against damage from poisoning.

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.

A character suffering from sleep deprivation loses one Reason per day until their Reason equals zero. Once the character's Reason is reduced to zero, the character loses one Will per day until their Will equals zero. Once the character's Will is reduced to zero, the character loses one Endurance per day until their Endurance is reduced to 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. Equipment and spells that provide protection from Endurance damage are not effective against the effects of sleep deprivation.

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.

Characters suffering from starvation lose one Endurance per week until they eat something. Additionally, the character incurs a penalty die on all task rolls. Equipment and spells that provide protection from Endurance damage are not effective against the effects of starvation.

Suffocation

A character who needs to breath but is unable to do so, such as someone drowning or suffocating, loses one Endurance per minute until they can breathe freely again. Equipment and spells that provide protection from Endurance damage are not effective against suffocation.

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: Attribute cost
Value Incremental Cost
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
16-18 6
19-20 7


Brawn

Brawn determines how much a character can lift and how far they can throw things.


Table: Brawn
Brawn Lift Throw
(25 kg)
Standing
Long Jump
0 25 kg 0 m 0 m
1 45 kg 1 m 1 m
2 60 kg 2 m 1 m
3 90 kg 3 m 2 m
4 125 kg 4 m 2 m
5 180 kg 6 m 3 m
6 250 kg 8 m 3 m
7 350 kg 11 m 4 m
8 500 kg 16 m 4 m
9 700 kg 23 m 5 m
10 1,000 kg 32 m 5 m
11 1,400 kg 45 m 6 m
12 2 tonnes 65 m 6 m
13 3 tonnes 90 m 7 m
14 4 tonnes 130 m 7 m
15 6 tonnes 180 m 8 m
16 8 tonnes 250 m 8 m
17 11 tonnes 350 m 9 m
18 16 tonnes 500 m 9 m
19 23 tonnes 700 m 10 m
20 32 tonnes 1 km 10 m
  1. Lift indicates the greatest weight that the character can "clean and jerk" (pick up and lift overhead). 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 350 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 8 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.

Agility

Agility determines a character's base movement speed (running, swimming, etc.).


Table: Agility
Agility Walk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(kph)
0 0 m 0 m 0 m 0 kph
1 2 m 4 m 8 m 5 kph
2 4 m 8 m 16 m 10 kph
3 6 m 12 m 24 m 14 kph
4 8 m 16 m 32 m 19 kph
5 10 m 20 m 40 m 24 kph
6 12 m 24 m 48 m 29 kph
7 14 m 28 m 56 m 34 kph
8 16 m 32 m 64 m 38 kph
9 18 m 36 m 72 m 43 kph
10 20 m 40 m 80 m 48 kph
11 22 m 44 m 88 m 53 kph
12 24 m 48 m 96 m 58 kph
13 26 m 52 m 104 m 62 kph
14 28 m 56 m 112 m 67 kph
15 30 m 60 m 120 m 72 kph
16 32 m 64 m 128 m 77 kph
17 34 m 68 m 136 m 82 kph
18 36 m 72 m 144 m 86 kph
19 38 m 76 m 152 m 91 kph
20 40 m 80 m 160 m 96 kph
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(kph)
0 0 m 0 m 0 m 0 kph
1 1 m 1 m 2 m 1 kph
2 1 m 2 m 4 m 2 kph
3 2 m 3 m 6 m 4 kph
4 2 m 4 m 8 m 5 kph
5 3 m 5 m 10 m 6 kph
6 3 m 6 m 12 m 7 kph
7 4 m 7 m 14 m 8 kph
8 4 m 8 m 16 m 10 kph
9 5 m 9 m 18 m 11 kph
10 5 m 10 m 20 m 12 kph
11 6 m 11 m 22 m 13 kph
12 6 m 12 m 24 m 14 kph
13 7 m 13 m 26 m 16 kph
14 7 m 14 m 28 m 17 kph
15 8 m 15 m 30 m 18 kph
16 8 m 16 m 32 m 19 kph
17 9 m 17 m 34 m 20 kph
18 9 m 18 m 36 m 22 kph
19 10 m 19 m 38 m 23 kph
20 10 m 20 m 40 m 24 kph

Power

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.


Table: Power
Power Maximum
Mass
Maximum
Distance
0 25 kg 0 m
1 45 kg 1 m
2 60 kg 2 m
3 90 kg 3 m
4 125 kg 4 m
5 180 kg 6 m
6 250 kg 8 m
7 350 kg 11 m
8 500 kg 16 m
9 700 kg 23 m
10 1,000 kg 32 m
11 1,400 kg 45 m
12 2 tonnes 65 m
13 3 tonnes 90 m
14 4 tonnes 130 m
15 6 tonnes 180 m
16 8 tonnes 250 m
17 11 tonnes 350 m
18 16 tonnes 500 m
19 23 tonnes 700 m
20 32 tonnes 1 km


Mass

Table: Item mass
Item Mass Brawn (to lift)
full suitcase, female human glamour model 45 kg 1
large dog, slender female human 65 kg 2
typical human male, small floor safe 100 kg 3
heavy human male, refrigerator 125 kg 4
weapon locker, racing motorcycle 175 kg 5
dolphin, lion, large brown bear 225 kg 6
tiger, motorcycle, medium floor safe 300 kg 7
touring motorcycle 400 kg 7
polar bear 500 kg 8
cow, horse, small sailboat 600 kg 8
small civilian helicopter 700 kg 9
small automobile 900 kg 10
medium missile 1,100 kg 10
hippopotamus, full size automobile 2 tonnes 12
small military helicopter 3 tonnes 13
armored car 4.5 tonnes 14
elephant, empty dump truck 6 tonnes 15
light fighter plane 8 tonnes 16
empty tractor-trailer, large military helicopter 10 tonnes 17
fighter plane 15 tonnes 18
large missile 20 tonnes 19
loaded dump truck 25 tonnes 19
private plane, empty train car 30 tonnes 20


Speed

Table: Item speeds
Item Speed Agility
avg human swimming 3 kph 2
max human swimming 9 kph 7
avg human running 12 kph 2
max human running 45 kph 9
fast submarine 80 kph --
fast bird, cheetah, sailfish 120 kph --
racing motorcycle 200 kph --
sports car 250 kph --
airplane 800 kph --