Warlords Of Kruhl 3e EN:GM Resources: Difference between revisions
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===Attribute Cost=== | ===Attribute Cost=== | ||
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===Agility=== | ===Agility=== |
Revision as of 19:39, 15 April 2021
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 Warlords Of Kruhl are normally ranked on a scale from 1 to 10. The tables below provide values for attributes above 10.
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.
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Brawn
Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in red.
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 |
- 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 has extraordinary powers, the character's Power Level determines the potency of their abilities.
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
Environment | Effect |
---|---|
Darkness | Attack and defense penalties |
Dehydration | Maximum Endurance reduced by one per day; penalty die on all tasks |
Exhaustion | Cumulative penalty dice |
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 |
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 a spell or ability 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.
Exhaustion
Most folk need to rest after eight hours of strenuous activity. If they do not, they suffer a penalty die on all skill rolls until they do. If they go more than 24 hours without sleep, they suffer another penalty die until they get a solid night's rest. Humans alone are capable of pushing themselves for days without rest.
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 rating of a fall depends on the distance fallen: +1 rating for each five meters fallen (rounded down), up to a maximum of 20. Particularly soft or yielding surfaces can reduce the rating 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.
Fire | Rating |
---|---|
Campfire, torch | 3 |
Burning building | 6 |
Molten lava | 9 |
Very cool and very hot fires are outside of this range. A lit stick of incense can cause painful burns, for example, but it's less damaging than rating 3. On the other hand, the planet's core is far beyond even rating 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.
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
Item | Mass | Brawn (to lift) |
---|---|---|
medium dog, full satchel | 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, wooden chest | 90 kg | 4 |
heavy adult | 125 kg | 4 |
large wooden table | 150 kg | 5 |
small armoire, large sea turtle | 200 kg | 6 |
large brown bear, harpsichord, lion | 225 kg | 6 |
medium armoire, tiger | 300 kg | 7 |
large armoire, grizzly bear, large desk, riding horse | 400 kg | 8 |
polar bear, empty light wagon | 500 kg | 8 |
cow, draft horse, small sailboat | 600 kg | 9 |
piano, loaded light wagon | 900 kg | 9 |
grand piano, empty heavy wagon | 1,000 kg | 10 |
hippopotamus | 2 t | 11 |
elephant, loaded heavy wagon | 5 t | 12 |
stone monolith | 50 t | 16 |
blue whale, 25 m cog | 90 t | 17 |
Speed
Item | Speed | Agility |
---|---|---|
avg human running | 20 km/h | 5 |
max human running | 40 km/h | 8 |
fast bird, cheetah, sailfish | 120 km/h | 11 |
arrow | 240 km/h | 12 |
F5 tornado wind | 480 km/h | 14 |
terminal velocity | 530 km/h | 15 |
magic missile | 1,100 km/h | 17 |
sound | 1,200 km/h | 17 |