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.

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 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. 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.

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


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 Endurance is reduced to zero. Additionally, the character incurs a penalty die on all rolls.

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 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 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 Presence per day until their Presence equals zero. Once the character's Presence 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 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.

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