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]] [[Rough_Magic|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, | 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== | ==Hostile Environments== | ||
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! class="aligncenter"|Lift | ! class="aligncenter"|Lift | ||
! class="aligncenter"|Throw<br />(25 kg) | ! class="aligncenter"|Throw<br />(25 kg) | ||
! class="aligncenter"|Standing | ! class="aligncenter"|Standing<br />Long Jump | ||
|- class="oddrow" | |- class="oddrow" | ||
! class="aligncenter h2cell"|0 | ! class="aligncenter h2cell"|0 | ||
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|- class="h1row" | |- class="h1row" | ||
! class="aligncenter"|Agility | ! class="aligncenter"|Agility | ||
! class="aligncenter"|Walk (Base Move) | ! class="aligncenter"|Walk<br /> (Base Move) | ||
! class="aligncenter"|Run (Double Move) | ! class="aligncenter"|Run<br />(Double Move) | ||
! class="aligncenter"|Sprint (All-out Move) | ! class="aligncenter"|Sprint<br />(All-out Move) | ||
! class="aligncenter"|Sprint (kph) | ! class="aligncenter"|Sprint<br />(kph) | ||
|- class="oddrow" | |- class="oddrow" | ||
! class="aligncenter h2cell"|10 | ! class="aligncenter h2cell"|10 | ||
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|- class="h1row" | |- class="h1row" | ||
! class="aligncenter"|Agility | ! class="aligncenter"|Agility | ||
! class="aligncenter"|Swim (Base Move) | ! class="aligncenter"|Swim<br />(Base Move) | ||
! class="aligncenter"|Fast Swim (Double Move) | ! class="aligncenter"|Fast Swim<br />(Double Move) | ||
! class="aligncenter"|Swim Sprint (All-out Move) | ! class="aligncenter"|Swim Sprint<br />(All-out Move) | ||
! class="aligncenter"|Swim Sprint (kph) | ! class="aligncenter"|Swim Sprint<br />(kph) | ||
|- class="oddrow" | |- class="oddrow" | ||
! class="aligncenter h2cell"|0 | ! class="aligncenter h2cell"|0 |
Revision as of 14:15, 4 May 2018
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
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.
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
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.
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 |
- 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.
- 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.
- 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.).
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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.
Power | Maximum Mass |
Maximum Length |
---|---|---|
1 | 45 kg | 1 m |
2 | 65 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 | 125 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
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
Item | Speed | Agility |
---|---|---|
avg human running | 12 kph | 2 |
max human running | 45 kph | 9 |
avg human swimming | 3 kph | 2 |
max human swimming | 9 kph | 7 |
fast submarine | 80 kph | -- |
fast bird, cheetah, sailfish | 120 kph | -- |
racing motorcycle | 200 kph | -- |
sports car | 250 kph | -- |
airplane | 800 kph | -- |