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, and 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.


==Hostile Environments==
==Extraordinary Attributes==


{| cellpadding="4" cellspacing="1"
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.
|+Table: Hostile environments
|- class="h1row"
! class="alignleft"|Environment
! class="alignleft"|Effect
|- class="oddrow"
| class="alignleft"|Asphyxia
| class="alignleft"|Lose one endurance level per minute
|- class="evenrow"
| class="alignleft"|Darkness
| class="alignleft"|Attack and defense bonuses (see [[Rough_Magic:Actions#Opposed_Tasks|Opposed Tasks]])
|- class="oddrow"
| class="alignleft"|Dehydration
| class="alignleft"|Lose 1 endurance level per day; task roll penalty (-3) on all tasks
|- class="evenrow"
| class="alignleft"|Exposure
| class="alignleft"|Lose one endurance level, from once per minute to once per six hours
|- class="oddrow"
| class="alignleft"|Falling
| class="alignleft"|Lose one endurance level for each ten meters fallen
|- class="evenrow"
| class="alignleft"|Fire
| class="alignleft"|Damage rating depends on heat and intensity, once per round
|- class="oddrow"
| class="alignleft"|Pathogens (acute)
| class="alignleft"|Brawn task roll, once; task roll penalty (-3) on all tasks
|- class="evenrow"
| class="alignleft"|Pathogens (chronic)
| class="alignleft"|Brawn task roll, once per week; task roll penalty (-3) on all tasks
|- class="oddrow"
| class="alignleft"|Poisons
| class="alignleft"|Brawn task roll, from once per round to once per hour
|- class="evenrow"
| class="alignleft"|Pressure
| class="alignleft"|Lose one endurance level, from once per round to once per minute
|- class="oddrow"
| class="alignleft"|Radiation
| class="alignleft"|Brawn task roll, once per week; task roll penalty (-3) on all tasks
|- class="evenrow"
| class="alignleft"|Sleep Deprivation
| class="alignleft"|Lose 1 Reason per day, then lose 1 Will per day, then lose 1 endurance level per day
|- class="oddrow"
| class="alignleft"|Starvation
| class="alignleft"|Lose 1 endurance level per week; task roll penalty (-3) on all tasks
|- class="evenrow"
| class="alignleft"|Vacuum
| class="alignleft"|Lose one endurance level, from once per round to once per minute
|}


===Asphyxia===
===Attribute Cost===


A character who needs to breath but is unable to do so, such as someone drowning or suffocating, loses one endurance level per minute until they can breathe freely again. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
 
|+Table: Extraordinary attribute cost
A character with [[Rough_Magic:Aliens#Immunity_To_Asphyxia|Immunity to Asphyxia]] or suitable environmental gear is unaffected by asphyxia.
|-  
 
! class="aligncenter"|Value
===Darkness===
! class="aligncenter"|Cost Per Point
 
|-  
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 an attack penalty (-3). Conversely, if a defender can't see the attacker but the attacker can see them, the attacker gains an attack bonus (+3).
| class="aligncenter"|1-3
 
| class="aligncenter"|1
A character with [[Rough_Magic:Supernaturals#Night_Vision|Night Vision]] or equipment permitting them to perceive normally suffers no ill effects from darkness.
|-  
 
| class="aligncenter"|4-6
===Dehydration===
| class="aligncenter"|2
 
|-  
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.
| class="aligncenter"|7-9
 
Characters suffering from dehydration lose one endurance level per day until they are rehydrated. Additionally, the character incurs a penalty (-3) on all rolls. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
 
A character who is [[Rough_Magic:Aliens#Self-sustaining|self-sustaining]] is unaffected by 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 levels 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 level every six hours or so: brutal, but not immediately life-threatening. The same character in a blazing hot desert or standing on a ridge above the frost plains of Ribos might lose an endurance level once per minute. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
 
A character native to [[Rough_Magic:Aliens#Frigian|sub-zero enviroments]] is unaffected by extreme cold, while a character native to [[Rough_Magic:Aliens#Infernal|fiery enviroments]] is unaffected by extreme heat. A character with [[Rough_Magic:Esoteric_Orders#Harmony|Harmony]] or suitable environmental gear is unaffected by either extreme.
 
===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 level for each ten meters fallen, rounded in the falling character's favor. Conventional forms of protection, such as armor and energy shields, are not effective against this damage.
 
Particularly soft or yielding surfaces can reduce the damage rating of the fall by as much as half, while particularly unforgiving surfaces may double the damage rating.
 
===Fire===
 
The rank and damage rating of a fire depends on its heat and intensity. Any equipment or alien trait that provides protection from endurance damage, such as armor and energy shields, is normally effective against fire damage. The defense value of each target in the affected area is subtracted from the attack rating of the fire: each target in the affected area loses one endurance level per round for each three points of remaining damage.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Fire
|- class="h1row"
! class="alignleft"|Fire
! class="aligncenter"|Attack<br />Rating
|- class="oddrow"
| class="alignleft"|Campfire, torch
| class="aligncenter"|6
|- class="evenrow"
| class="alignleft"|Burning building
| class="aligncenter"|8
|- class="oddrow"
| class="alignleft"|Burning flammable chemicals
| class="aligncenter"|10
|- class="evenrow"
| class="alignleft"|Interior of a blast furnace
| class="aligncenter"|12
|- class="oddrow"
| class="alignleft"|Molten lava
| class="aligncenter"|14
|- class="evenrow"
| class="alignleft"|Surface of a star
| class="aligncenter"|16
|}
 
 
Very cool and very hot fires are outside of this range. A lit spice-stick can cause painful burns, for example, but it's less damaging than attack rating 6. On the other hand, the interior of a star is far beyond even attack rating 16.
 
Fire has a reduced effect on a character native to [[Rough_Magic:Aliens#Infernal|fiery environments]] or a character with [[Rough_Magic:Esoteric_Orders#Harmony|Harmony]]: their effective defense rating is doubled.
 
===Pathogens===
 
Pathogens are usually infectious microorganisms which cause disease, such as bacteria and viruses, or parasites, such as fungi and protozoans. Each disease has its own array of symptoms, and not every person afflicted with a given disease will present every symptom.
 
Most diseases caused by pathogens can be categorized as either acute or chronic. Acute infections affect the patient quickly, run their course, and the patient typically recovers completely. Chronic diseases are long lasting and may have debilitating effects.
 
If the GM determines that a character has been exposed to a pathogen that could cause an acute infection, the character must make a Brawn task roll against a difficulty based on the virulence of the pathogen (usually difficulty 3). If the Brawn task roll is successful, the character resists the pathogen and may suffer only incidental side-effects such as an itchy throat. If the Brawn task roll is not successful, the character has succumbed to the pathogen: they lose one endurance level, which is not restored until the character recovers from the disease. The disease lasts for 2d6 days, during which the character feels terrible. Additionally, the character incurs a task roll penalty (-3) on all task rolls. Complete rest and appropriate treatment reduces the recovery time by one-half, and rapid healing, such as that provided by Meditation and Regeneration, is also effective at reducing the recovery time.
 
If the GM determines that a character has been exposed to a pathogen that could cause a chronic infection, the character must make a Brawn task roll against a difficulty based on the virulence of the pathogen (usually difficulty 3). If the Brawn task roll is successful, the character resists the pathogen, typically without any symptoms whatsoever. If the Brawn task roll is not successful, the character has succumbed to the pathogen, and they immediately lose one endurance level. Unlike ordinary damage, resting for a half-hour or so does not restore this endurance level: in fact, the character will not recover any endurance levels until the disease is cured.
 
The character must attempt another Brawn task roll against the chronic infection once per week. Each failed Brawn task roll results in another endurance level lost. Additionally, the character incurs a task roll penalty (-3) on all task rolls, including the Brawn task roll to resist the pathogen. This continues until the character makes a successful Brawn task roll, or they are administered the appropriate cure for the disease (if one exists). Once the character makes a successful Brawn task roll against the damage rating of the pathogen or is administered the appropriate cure, they stop losing endurance levels and begin to heal normally. Rapid healing, such as that provided by Meditation and Regeneration, is effective at reducing the recovery time.
 
A character with [[Rough_Magic:Aliens#Immunity_To_Disease|Immunity To Disease]] or suitable environmental gear is unaffected by infectious microorganisms, parasites, and other pathogens such as prions.
 
===Poisons===
 
Poisons, venoms, and toxins are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. The symptoms of poisoning are so variable that there is no easy way to classify them. Some poisons increase heart rate, while others cause lowered heart rate. Some poisons cause lethargy, while others cause hyperactivity. Some poisons cause pain or gastrointestinal distress, while others cause a mild, pleasant elation.
 
Immediately after exposure or ingestion (depending on the type of poison), a poisoned character must make a Brawn task roll against a difficulty based on the potency of the poison (usually difficulty 3). If the Brawn task roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn task roll is not successful, the character has succumbed to the poison, and they immediately lose one endurance level. Periodically thereafter, the character must attempt another Brawn task 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 task roll results in another endurance level lost. This continues until the character successfully makes a Brawn task roll, or they are administered the appropriate antidote. Once the character successfully makes a Brawn task roll against the poison or is administered the appropriate antidote, they stop losing endurance levels and begin to heal normally.
 
Some poisons have effects other than or in addition to endurance damage. A few such effects are indicated in the table of poisons below.
 
Protection against conventional forms of damage, such as armor and energy shields, are not effective against damage from poisoning, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
 
A character with [[Rough_Magic:Aliens#Immunity_To_Disease|Immunity To Disease]] or suitable environmental gear is unaffected by poisons.
 
{| cellpadding="4" cellspacing="1"
|+Table: Poisons
|- class="h1row"
! class="alignleft"|Poison
! class="alignleft"|Type
! class="aligncenter"|Difficulty
|- class="oddrow"
| class="alignleft"|Amaranthine (gas)
| class="alignleft"|inhaled
| class="aligncenter"|3
| class="aligncenter"|3
|- class="evenrow"
|-  
| class="alignleft"|Amaranthine (solid)
| class="aligncenter"|10-12
| class="alignleft"|ingested or injected
| class="aligncenter"|3
|- class="oddrow"
| class="alignleft"|Seabat Venom<sup>1</sup>
| class="alignleft"|injected
| class="aligncenter"|3
|- class="evenrow"
| class="alignleft"|Amaurotic Gas<sup>2</sup>
| class="alignleft"|inhaled
| class="aligncenter"|4
| class="aligncenter"|4
|- class="oddrow"
|-  
| class="alignleft"|Blue Windflower Venom
| class="aligncenter"|13-15
| class="alignleft"|injected
| class="aligncenter"|5
| class="aligncenter"|5
|- class="evenrow"
|-  
| class="alignleft"|Hebenon
| class="aligncenter"|16-18
| class="alignleft"|ingested
| class="aligncenter"|5
|- class="oddrow"
| class="alignleft"|Black Vitriol<sup>2,4</sup>
| class="alignleft"|contact
| class="aligncenter"|6
| class="aligncenter"|6
|- class="evenrow"
|-  
| class="alignleft"|Tetrocaine<sup>3</sup>
| class="aligncenter"|19-20
| class="alignleft"|ingested
| class="aligncenter"|7
| class="aligncenter"|7
|- class="oddrow"
| class="alignleft"|Tetrocaine Gas<sup>3</sup>
| class="alignleft"|inhaled
| class="aligncenter"|8
|- class="evenrow"
| class="alignleft"|Turbocurarine
| class="alignleft"|injected
| class="aligncenter"|8
|- class="oddrow"
| class="alignleft"|Benecyanide
| class="alignleft"|contact
| class="aligncenter"|8
|- class="evenrow"
| class="alignleft"|Vexxine Gas
| class="alignleft"|contact
| class="aligncenter"|9
|- class="oddrow"
| class="alignleft"|Vexxine Gas
| class="alignleft"|inhaled
| class="aligncenter"|12
|}
|}
#Character is also paralyzed
#Character is also blind
#Non-lethal
#Corrosive effects on the skin, eyes, and exposed mucous membranes


===Pressure===
===Agility===
 
Characters exposed to extreme atmospheric pressure lose endurance levels until they return to their natural atmosphere or their internal and external pressure is equalized (generally through the use of an air supply specifically designed for use at that pressure). How quickly they lose endurance levels depends on how prepared they are and the severity of the conditions. A trained diver 30 meters under water would lose one endurance level per minute: life threatening, but not immediately fatal. The same character 300 meters under water (approximately 30 atmospheres, or 3040 kPa) would lose one endurance level per round unless they had specialized breathing apparatus designed to maintain a constant pressure inside their bodies. At higher pressures, even specialized breathing apparatus is not enough to protect the body from the structural failure of tissue, not to mention the pressure on unprotected nerves causing them to stop transmitting impulses.
 
Protection against conventional forms of damage, such as armor and energy shields, are not effective against exposure to extreme pressure, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.


A character wearing an exosuit designed for extreme pressure environments or who is native to [[Rough_Magic:Aliens#Aquatic|deep sea environments]] is unaffected by high pressure, as is a character with [[Rough_Magic:Esoteric_Orders#Harmony|Harmony]].
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>.


===Radiation===
Radioactivity is caused by the decay of the atomic nucleus of an unstable atom. Living things exposed to high amounts of ionizing radiation develop acute radiation syndrome, also known as radiation poisoning or radiation sickness. Acute radiation syndrome is an umbrella term for a variety of symptoms which occur within 24 hours of exposure and which may last for several months.
The symptoms of acute radiation syndrome depend on the exposure. Relatively small doses of radiation result in nausea and vomiting, headaches, fatigue, fever, and a reddening of the skin. Intermediate exposure can result in more severe gastrointestinal and symptoms related to a drop in the number of blood cells, such as infection and bleeding. Larger doses can result in neurological effects such as dizziness, headache, or decreased level of consciousness, followed shortly thereafter by death.
Twenty-four hours after exposure, a character exposed to radiation must make a Brawn task roll against a difficulty based on the intensity of the radiation (usually difficulty 3). If the Brawn task roll is successful, the character takes no damage from the radiation and suffers only incidental side-effects such as nausea. If the Brawn task roll is not successful, the character has developed acute radiation syndrome, and they immediately lose one endurance level. Each week thereafter, the character must attempt another Brawn task roll. Each failed Brawn task roll results in another endurance level lost. Additionally, the character incurs a task roll penalty (-3) on all task rolls, including the Brawn task roll to resist the acute radiation syndrome. This continues until the character successfully makes a Brawn task roll, or they are administered the appropriate treatment. Once the character successfully makes a Brawn task roll against the radiation or is administered the appropriate radiation treatment, they stop losing endurance levels and begin to heal normally.
Protection against conventional forms of damage, such as armor and energy shields, are not effective against damage from acute radiation syndrome, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
A character with [[Rough_Magic:Esoteric_Orders#Harmony|Harmony]] or suitable environmental gear, or who is native to [[Rough_Magic:Aliens#Infernal|fiery climates]] is unaffected by ionizing radiation.


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Radiation
|+Table: Extraordinary Agility
|- class="h1row"
|-  
! class="alignleft"|Radiation
|
! class="aligncenter"|Difficulty
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="oddrow"
|-  
| class="alignleft"|Fallout from a recent nuclear explosion
! class="aligncenter"|Agility
| class="aligncenter"|3
! class="aligncenter"|Walk<br /> (Base Move)
|- class="evenrow"
! class="aligncenter"|Run<br />(Double Move)
| class="alignleft"|Vial of plutonium
! class="aligncenter"|Sprint<br />(All-out Move)
| class="aligncenter"|6
! class="aligncenter"|Sprint<br />(km/h)
|- class="oddrow"
|-  
| class="alignleft"|Interior of a nuclear reactor
| class="aligncenter"|9
|- class="evenrow"
| class="alignleft"|Nuclear explosion
| class="aligncenter"|12
|}
 
===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 1 Reason per day until their Reason equals 0. Once the character's Reason is reduced to 0, the character loses 1 Will per day until their Will equals 0. Once the character's Will is reduced to 0, the character loses one endurance level per day until they are allowed to sleep. 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. Protection against conventional forms of damage, such as armor and energy shields, are not effective against the effects of sleep deprivation, nor is rapid healing, such as that provided by Meditation and Regeneration.
 
A character who is [[Rough_Magic:Aliens#Self-sustaining|self-sustaining]] is unaffected by 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 level per week until they eat something. Additionally, the character incurs a task roll penalty (-3) on all task rolls. Protection against conventional forms of damage, such as armor and energy shields, are not effective against the effects of starvation, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
 
A character who is [[Rough_Magic:Aliens#Self-sustaining|self-sustaining]] is unaffected by starvation.
 
===Vacuum===
 
Characters exposed to vacuum lose endurance levels until they return to their natural atmosphere. How quickly they lose endurance levels depends on how prepared they are and the rapidity of the loss of atmosphere. A trained astronaut who is exposed to a loss of atmosphere over the course of a minute would lose one endurance level per minute: life threatening, but not immediately fatal. The same character exposed to a vacuum without warning would lose one endurance level per round.
 
Protection against conventional forms of damage, such as armor and energy shields, are not effective against exposure to vacuum, but rapid healing, such as that provided by Meditation and Regeneration, may offset the effects.
 
A character with [[Rough_Magic:Aliens#Immunity_To_Asphyxia|Immunity To Asphyxia]] or suitable environmental gear is unaffected by vacuum.
 
==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 rank 10.
 
===Brawn===
 
Brawn determines how much a character can lift and how far they can throw things.
 
{| cellpadding="4" cellspacing="1"
|+Table: Brawn
|- class="h1row"
! class="aligncenter"|Rank
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Standing  Long Jump
|- class="oddrow"
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|45 kg
| class="alignright"|2 m
| class="alignright"|1 m
| class="alignright"|4 m
| class="alignright"|1 m
| class="alignright"|12 m
|- class="evenrow"
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|65 kg
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|1 m
| class="alignright"|4 m
|- class="oddrow"
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|90 kg
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|2 m
| class="alignright"|6 m
|- class="evenrow"
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|125 kg
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|2 m
| class="alignright"|8 m
|- class="oddrow"
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|180 kg
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|3 m
| class="alignright"|12 m
|- class="evenrow"
| class="alignright"|36 m
| class="alignright"|22 km/h
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|7 m
| class="alignright"|8 m
| class="alignright"|14 m
| class="alignright"|3 m
| class="alignright"|42 m
|- class="oddrow"
| class="alignright"|25 km/h
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|350 kg
| class="alignright"|10 m
| class="alignright"|11 m
| class="alignright"|20 m
| class="alignright"|4 m
| class="alignright"|60 m
|- class="evenrow"
| class="alignright"|36 km/h
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|500 kg
| class="alignright"|<span style="color: rgb(204,0,0)"><b>13 m</b></span>
| class="alignright"|16 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
| class="alignright"|4 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>78 m</b></span>
|- class="oddrow"
| class="alignright"|<span style="color: rgb(204,0,0)"><b>47 km/h</b></span>
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|700 kg
| class="alignright"|19 m
| class="alignright"|23 m
| class="alignright"|38 m
| class="alignright"|5 m
| class="alignright"|114 m
|- class="evenrow"
| class="alignright"|68 km/h
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|1,000 kg
| class="alignright"|28 m
| class="alignright"|32 m
| class="alignright"|56 m
| class="alignright"|5 m
| class="alignright"|168 m
|- class="oddrow"
| class="alignright"|100 km/h
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
| class="alignright"|1,400 kg
| class="alignright"|41 m
| class="alignright"|45 m
| class="alignright"|82 m
| class="alignright"|6 m
| class="alignright"|246 m
|- class="evenrow"
| class="alignright"|150 km/h
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|2 tons
| class="alignright"|60 m
| class="alignright"|65 m
| class="alignright"|120 m
| class="alignright"|6 m
| class="alignright"|360 m
|- class="oddrow"
| class="alignright"|220 km/h
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
| class="alignright"|3 tons
| class="alignright"|89 m
| class="alignright"|90 m
| class="alignright"|178 m
| class="alignright"|7 m
| class="alignright"|534 m
|- class="evenrow"
| class="alignright"|320 km/h
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|4 tons
| class="alignright"|130 m
| class="alignright"|125 m
| class="alignright"|260 m
| class="alignright"|7 m
| class="alignright"|780 m
|- class="oddrow"
| class="alignright"|470 km/h
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
| class="alignright"|6 tons
| class="alignright"|190 m
| class="alignright"|180 m
| class="alignright"|380 m
| class="alignright"|8 m
| class="alignright"|1,140 m
|- class="evenrow"
| class="alignright"|680 km/h
|-
! class="aligncenter h2cell"|16
! class="aligncenter h2cell"|16
| class="alignright"|8 tons
| class="alignright"|280 m
| class="alignright"|250 m
| class="alignright"|560 m
| class="alignright"|8 m
| class="alignright"|1,680 m
|- class="oddrow"
| class="alignright"|1,000 km/h
|-
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
| class="alignright"|11 tons
| class="alignright"|410 m
| class="alignright"|350 m
| class="alignright"|820 m
| class="alignright"|9 m
| class="alignright"|2,460 m
|- class="evenrow"
| class="alignright"|1,500 km/h
|-
! class="aligncenter h2cell"|18
! class="aligncenter h2cell"|18
| class="alignright"|16 tons
| class="alignright"|600 m
| class="alignright"|500 m
| class="alignright"|1,200 m
| class="alignright"|9 m
| class="alignright"|3,600 m
|- class="oddrow"
| class="alignright"|2,200 km/h
|-
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
| class="alignright"|23 tons
| class="alignright"|890 m
| class="alignright"|700 m
| class="alignright"|1,780 m
| class="alignright"|10 m
| class="alignright"|5,340 m
|- class="evenrow"
| class="alignright"|3,200 km/h
|-
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|20
| class="alignright"|32 tons
| class="alignright"|1,300 m
| class="alignright"|1 km
| class="alignright"|2,600 m
| class="alignright"|10 m
| class="alignright"|7,800 m
| class="alignright"|4,700 km/h
|}
|}
 
|
#'''Lifts''' 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 rank less than their Brawn. For example, a character with rank 8 Brawn could carry up to 350 kg and suffer no penalties to their movement while doing so.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
#'''Throws (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 rank required to lift the object from the character's total Brawn rank. Look up the difference in the "Rank" column: this indicates how far the character can throw the object. For example, a character with rank 8 Brawn (the peak of human potential) could throw an object weighing 65 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.
! class="aligncenter"|Agility
 
! class="aligncenter"|Swim<br />(Base Move)
===Agility===
! class="aligncenter"|Fast Swim<br />(Double Move)
 
! class="aligncenter"|Swim Sprint<br />(All-out Move)
Agility determines a character's base [[Rough_Magic:Actions#Movement|movement speed]] (running, swimming, etc.).
! class="aligncenter"|Swim Sprint<br />(km/h)
 
{| cellpadding="4" cellspacing="1"
|+Table: Agility
|-  
|-  
|
{| cellpadding="4" cellspacing="1"
|- class="h1row"
! class="aligncenter"|Rank
! class="aligncenter"|Walk (Base Move)<br />AGL x 1.5
! class="aligncenter"|Run (Double Move)<br />AGL x 3
! class="aligncenter"|Sprint (All-out Move)<br />AGL x 9
|- class="oddrow"
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|9 m
| class="alignright"|4 km/h
|- class="evenrow"
|-  
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|3 m
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|4 km/h
|- class="oddrow"
|-  
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|5 m
| class="alignright"|1 m
| class="alignright"|9 m
| class="alignright"|2 m
| class="alignright"|27 m
| class="alignright"|6 m
|- class="evenrow"
| class="alignright"|4 km/h
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|6 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|36 m
| class="alignright"|7 km/h
|- class="oddrow"
|-  
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|8 m
| class="alignright"|2 m
| class="alignright"|15 m
| class="alignright"|4 m
| class="alignright"|45 m
| class="alignright"|12 m
|- class="evenrow"
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|9 m
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|18 m
| class="alignright"|54 m
| class="alignright"|11 km/h
|- class="oddrow"
|-  
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|11 m
| class="alignright"|3 m
| class="alignright"|21 m
| class="alignright"|6 m
| class="alignright"|63 m
| class="alignright"|18 m
|- class="evenrow"
| class="alignright"|11 km/h
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|12 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>4 m</b></span>
| class="alignright"|24 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
| class="alignright"|72 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>24 m</b></span>
|- class="oddrow"
| class="alignright"|<span style="color: rgb(204,0,0)"><b>14 km/h</b></span>
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|5 m
| class="alignright"|10 m
| class="alignright"|30 m
| class="alignright"|18 km/h
|-
! class="aligncenter h2cell"|10
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|14 m
| class="alignright"|27 m
| class="alignright"|42 m
| class="alignright"|81 m
| class="alignright"|25 km/h
|- class="evenrow"
|-  
! class="aligncenter h2cell"|10
| class="alignright"|15 m
| class="alignright"|30 m
| class="alignright"|90 m
|- class="oddrow"
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
| class="alignright"|17 m
| class="alignright"|10 m
| class="alignright"|33 m
| class="alignright"|20 m
| class="alignright"|99 m
| class="alignright"|60 m
|- class="evenrow"
| class="alignright"|36 km/h
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|18 m
| class="alignright"|13 m
| class="alignright"|36 m
| class="alignright"|26 m
| class="alignright"|108 m
| class="alignright"|78 m
|- class="oddrow"
| class="alignright"|47 km/h
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
| class="alignright"|20 m
| class="alignright"|17 m
| class="alignright"|39 m
| class="alignright"|34 m
| class="alignright"|117 m
| class="alignright"|102 m
|- class="evenrow"
| class="alignright"|61 km/h
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|21 m
| class="alignright"|22 m
| class="alignright"|42 m
| class="alignright"|44 m
| class="alignright"|126 m
| class="alignright"|132 m
|- class="oddrow"
| class="alignright"|79 km/h
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
| class="alignright"|23 m
| class="alignright"|30 m
| class="alignright"|45 m
| class="alignright"|60 m
| class="alignright"|135 m
| class="alignright"|180 m
|- class="evenrow"
| class="alignright"|110 km/h
|-
! class="aligncenter h2cell"|16
! class="aligncenter h2cell"|16
| class="alignright"|24 m
| class="alignright"|40 m
| class="alignright"|48 m
| class="alignright"|80 m
| class="alignright"|144 m
| class="alignright"|240 m
|- class="oddrow"
| class="alignright"|140 km/h
|-
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
| class="alignright"|26 m
| class="alignright"|53 m
| class="alignright"|51 m
| class="alignright"|106 m
| class="alignright"|153 m
| class="alignright"|318 m
|- class="evenrow"
| class="alignright"|190 km/h
|-
! class="aligncenter h2cell"|18
! class="aligncenter h2cell"|18
| class="alignright"|27 m
| class="alignright"|71 m
| class="alignright"|54 m
| class="alignright"|142 m
| class="alignright"|162 m
| class="alignright"|426 m
|- class="oddrow"
| class="alignright"|260 km/h
|-
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
| class="alignright"|29 m
| class="alignright"|95 m
| class="alignright"|57 m
| class="alignright"|190 m
| class="alignright"|171 m
| class="alignright"|570 m
|- class="evenrow"
| class="alignright"|340 km/h
|-
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|20
| class="alignright"|30 m
| class="alignright"|130 m
| class="alignright"|60 m
| class="alignright"|260 m
| class="alignright"|180 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|}
|}
|}
|
 
{| cellpadding="4" cellspacing="1"
 
|- class="h1row"
===Brawn===
! class="aligncenter"|Rank
 
! class="aligncenter"|Swim (Base Move)<br />AGL x 1/3
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>.
! class="aligncenter"|Fast Swim (Double Move)<br />AGL x 2/3
 
! class="aligncenter"|Swim Sprint (All-out Move)<br />AGL x 2
 
|- class="oddrow"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Extraordinary Brawn
|-  
! class="aligncenter"|Brawn
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Standing<br />Long Jump
|-
! class="aligncenter h2cell"|0
| class="alignright"|25 kg
| class="alignright"|1 m
| class="alignright"|0 m
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|37 kg
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|2 m
|-  
|- class="evenrow"
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|54 kg
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|4 m
|-  
|- class="oddrow"
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|79 kg
| class="alignright"|2 m
| class="alignright"|1 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|6 m
|- class="evenrow"
! class="aligncenter h2cell"|4
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|3 m
|-  
| class="alignright"|8 m
|- class="oddrow"
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
| class="alignright"|4 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|3 m
|-  
| class="alignright"|10 m
|- class="evenrow"
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|5 m
| class="alignright"|2 m
| class="alignright"|2 m
|-
! class="aligncenter h2cell"|7
| class="alignright"|370 kg
| class="alignright"|8 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
|-  
|- class="oddrow"
! class="aligncenter h2cell"|7
| class="alignright"|2 m
| class="alignright"|5 m
| class="alignright"|14 m
|- class="evenrow"
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|3 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>540 kg</b></span>
| class="alignright"|5 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11 m</b></span>
| class="alignright"|16 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>5 m</b></span>
|- class="oddrow"
|-  
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|3 m
| class="alignright"|960 kg
| class="alignright"|6 m
| class="alignright"|20 m
| class="alignright"|18 m
| class="alignright"|8 m
|- class="evenrow"
|-  
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|3 m
| class="alignright"|1,700 kg
| class="alignright"|7 m
| class="alignright"|35 m
| class="alignright"|11 m
|-
! class="aligncenter h2cell"|11
| class="alignright"|3,000 kg
| class="alignright"|62 m
| class="alignright"|20 m
| class="alignright"|20 m
|- class="oddrow"
|-  
! class="aligncenter h2cell"|11
| class="alignright"|4 m
| class="alignright"|7 m
| class="alignright"|22 m
|- class="evenrow"
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|4 m
| class="alignright"|5,400 kg
| class="alignright"|8 m
| class="alignright"|110 m
| class="alignright"|24 m
| class="alignright"|35 m
|- class="oddrow"
|-  
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
| class="alignright"|4 m
| class="alignright"|10 t
| class="alignright"|9 m
| class="alignright"|200 m
| class="alignright"|26 m
| class="alignright"|62 m
|- class="evenrow"
|-  
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|5 m
| class="alignright"|17 t
| class="alignright"|9 m
| class="alignright"|350 m
| class="alignright"|28 m
| class="alignright"|110 m
|- class="oddrow"
|-  
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
| class="alignright"|5 m
| class="alignright"|30 t
| class="alignright"|10 m
| class="alignright"|620 m
| class="alignright"|30 m
| class="alignright"|200 m
|- class="evenrow"
|-  
! class="aligncenter h2cell"|16
! class="aligncenter h2cell"|16
| class="alignright"|5 m
| class="alignright"|54 t
| class="alignright"|11 m
| class="alignright"|1,100 m
| class="alignright"|32 m
| class="alignright"|350 m
|- class="oddrow"
|-  
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
| class="alignright"|6 m
| class="alignright"|96 t
| class="alignright"|11 m
| class="alignright"|2 km
| class="alignright"|34 m
| class="alignright"|620 m
|- class="evenrow"
|-  
! class="aligncenter h2cell"|18
! class="aligncenter h2cell"|18
| class="alignright"|6 m
| class="alignright"|170 t
| class="alignright"|12 m
| class="alignright"|4 km
| class="alignright"|36 m
| class="alignright"|1,100 m
|- class="oddrow"
|-  
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
| class="alignright"|6 m
| class="alignright"|300 t
| class="alignright"|13 m
| class="alignright"|6 km
| class="alignright"|38 m
| class="alignright"|2 km
|- class="evenrow"
|-  
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|20
| class="alignright"|7 m
| class="alignright"|540 t
| class="alignright"|13 m
| class="alignright"|11 km
| class="alignright"|40 m
| 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===


===Power===
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.


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


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Power
|+Table: Extraordinary Power Level
|- class="h1row"
|-  
! class="aligncenter"|Power<br />Rank
! class="aligncenter"|Power Level
! class="aligncenter"|Maximum<br />Mass
! class="aligncenter"|General Effect
! class="aligncenter"|Maximum<br />Length
! class="aligncenter"|Mass
|- class="oddrow"
|-  
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|45 kg
| class="alignright"|1
| class="alignright"|1 m
| class="alignright"|37 kg
|- class="evenrow"
|-  
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|65 kg
| class="alignright"|1
| class="alignright"|2 m
| class="alignright"|54 kg
|- class="oddrow"
|-  
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|90 kg
| class="alignright"|2
| class="alignright"|3 m
| class="alignright"|79 kg
|- class="evenrow"
|-  
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|125 kg
| class="alignright"|2
| class="alignright"|4 m
| class="alignright"|120 kg
|- class="oddrow"
|-  
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|180 kg
| class="alignright"|4
| class="alignright"|6 m
| class="alignright"|170 kg
|- class="evenrow"
|-  
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|5
| class="alignright"|250 kg
| class="alignright"|250 kg
| class="alignright"|8 m
|-  
|- class="oddrow"
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|350 kg
| class="alignright"|8
| class="alignright"|11 m
| class="alignright"|370 kg
|- class="evenrow"
|-  
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|500 kg
| class="alignright"|11
| class="alignright"|16 m
| class="alignright"|540 kg
|- class="oddrow"
|-  
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|700 kg
| class="alignright"|20
| class="alignright"|23 m
| class="alignright"|960 kg
|- class="evenrow"
|-  
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|1,000 kg
| class="alignright"|35
| class="alignright"|32 m
| class="alignright"|1,700 kg
|- class="oddrow"
|-  
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
| class="alignright"|1,400 kg
| class="alignright"|62
| class="alignright"|45 m
| class="alignright"|3,000 kg
|- class="evenrow"
|-  
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|2 tons
| class="alignright"|110
| class="alignright"|65 m
| class="alignright"|5,400 kg
|- class="oddrow"
|-  
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
| class="alignright"|3 tons
| class="alignright"|200
| class="alignright"|90 m
| class="alignright"|10 t
|- class="evenrow"
|-  
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|4 tons
| class="alignright"|350
| class="alignright"|125 m
| class="alignright"|17 t
|- class="oddrow"
|-  
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
| class="alignright"|6 tons
| class="alignright"|620
| class="alignright"|180 m
| class="alignright"|30 t
|- class="evenrow"
|-  
! class="aligncenter h2cell"|16
! class="aligncenter h2cell"|16
| class="alignright"|8 tons
| class="alignright"|1,100
| class="alignright"|250 m
| class="alignright"|54 t
|- class="oddrow"
|-  
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
| class="alignright"|11 tons
| class="alignright"|2,000
| class="alignright"|350 m
| class="alignright"|96 t
|- class="evenrow"
|-  
! class="aligncenter h2cell"|18
! class="aligncenter h2cell"|18
| class="alignright"|16 tons
| class="alignright"|4,000
| class="alignright"|500 m
| class="alignright"|170 t
|- class="oddrow"
|-  
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
| class="alignright"|23 tons
| class="alignright"|6,000
| class="alignright"|700 m
| class="alignright"|300 t
|- class="evenrow"
|-  
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|20
| class="alignright"|32 tons
| class="alignright"|11,000
| class="alignright"|1 km
| class="alignright"|540 t
|}
 
 
==Hostile Environments==
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hostile environments
|-
! class="alignleft"|Environment
! class="alignleft"|Effect
|- 
| class="alignleft"|Darkness
| class="alignleft"|Attack and defense penalties
|- 
| class="alignleft"|Dehydration
| class="alignleft"|Maximum Endurance reduced by one per day; penalty die on all tasks
|-
| class="alignleft"|Exhaustion
| class="alignleft"|Cumulative penalties
|- 
| class="alignleft"|Exposure
| class="alignleft"|Maximum Endurance reduced, from one per hour to one per six hours
|- 
| class="alignleft"|Falling
| class="alignleft"|Lose one Endurance for each five meters fallen
|- 
| class="alignleft"|Fire
| class="alignleft"|Damage depends on heat and intensity, once per round
|- 
| class="alignleft"|Poisons
| class="alignleft"|Maximum Endurance reduced, from one per round to one per hour
|- 
| class="alignleft"|Starvation
| class="alignleft"|Maximum Endurance reduced by one per week; penalty die on all tasks
|- 
| class="alignleft"|Suffocation
| class="alignleft"|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 the appropriate powers, 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.
===Exhaustion===
 
Most people need to rest after eight hours of strenuous activity. If they do not, they suffer a -3 penalty on all skill rolls until they do. If they go more than 24 hours without sleep, they suffer another -3 penalty until they get a solid night's 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 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 a normal attack which inflicts Endurance damage. The power level (PL) of a fire depends on its heat and intensity.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Fire
|-
! class="alignleft"|Fire
! class="aligncenter"|PL
|-
| class="alignleft"|Campfire, torch
| class="aligncenter"|3
|-
| class="alignleft"|Burning building
| class="aligncenter"|6
|-
| class="alignleft"|Molten lava
| class="aligncenter"|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.
===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==
==Mass==


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Item mass
|+Table: Item mass
|- class="h1row"
|-  
! class="alignleft"|Item
! class="alignleft"|Item
! class="aligncenter"|Mass
! class="aligncenter"|Mass
! class="aligncenter"|Brawn Rank (to lift)
! class="aligncenter"|Brawn (to lift)
|- class="oddrow"  
|-  
| class="alignleft"|full suitcase, female human glamour model
| class="alignleft"|medium dog, full suitcase
| class="alignright"|20 kg
| class="aligncenter"|1
|-
| class="alignleft"|full pony keg of beer, small sea turtle
| class="alignright"|45 kg
| class="alignright"|45 kg
| class="aligncenter"|1
| class="aligncenter"|2
|- class="evenrow"
|-  
| class="alignleft"|large dog, slender human female
| class="alignleft"|slender adult, large dog
| class="alignright"|65 kg
| class="alignright"|65 kg
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|typical human male, small floor safe
| class="alignright"|100 kg
| class="aligncenter"|3
| class="aligncenter"|3
|- class="evenrow"  
|-  
| class="alignleft"|heavy human male, refrigerator
| class="alignleft"|full keg of beer
| class="alignright"|75 kg
| class="aligncenter"|3
|-
| class="alignleft"|typical adult, small floor safe, wooden chest
| class="alignright"|90 kg
| class="aligncenter"|4
|-
| class="alignleft"|heavy adult
| class="alignright"|125 kg
| class="alignright"|125 kg
| class="aligncenter"|4
| class="aligncenter"|4
|- class="oddrow"
|-  
| class="alignleft"|weapon locker, racing speeder bike
| class="alignleft"|racing motorcycle, refrigerator, wooden table
| class="alignright"|175 kg
| class="alignright"|150 kg
| class="aligncenter"|5
| class="aligncenter"|5
|- class="evenrow"  
|-  
| class="alignleft"|large predator
| class="alignleft"|small armoire, weapon locker, large sea turtle
| class="alignright"|200 kg
| class="aligncenter"|6
|-
| class="alignleft"|large brown bear, dolphin, harpsichord, lion
| class="alignright"|225 kg
| class="alignright"|225 kg
| class="aligncenter"|6
| class="aligncenter"|6
|- class="oddrow"
|-  
| class="alignleft"|speeder bike, medium floor safe
| class="alignleft"|motorcycle, medium armoire, medium floor safe, tiger
| class="alignright"|300 kg
| class="alignright"|300 kg
| class="aligncenter"|7
| class="aligncenter"|7
|- class="evenrow"
|-  
| class="alignleft"|huge predator, touring speeder bike
| class="alignleft"|large armoire, grizzly bear, large desk, riding horse, touring motorcycle
| class="alignright"|400 kg
| class="alignright"|400 kg
| class="aligncenter"|8
| class="aligncenter"|8
|- class="oddrow"  
|-  
| class="alignleft"|riding animal
| class="alignleft"|polar bear
| class="alignright"|500 kg
| class="aligncenter"|8
|-
| class="alignleft"|cow, draft horse, small sailboat
| class="alignright"|600 kg
| class="alignright"|600 kg
| class="aligncenter"|9
| class="aligncenter"|9
|- class="evenrow"
|-  
| class="alignleft"|small civilian air speeder
| class="alignleft"|compact car, piano
| class="alignright"|700 kg
| class="alignright"|900 kg
| class="aligncenter"|9
| class="aligncenter"|9
|- class="oddrow"
|-  
| class="alignleft"|compact land speeder
| class="alignleft"|civilian helicopter, medium missile, grand piano
| class="alignright"|900 kg
| class="alignright"|1,000 kg
| class="aligncenter"|10
| class="aligncenter"|10
|- class="evenrow"  
|-  
| class="alignleft"|medium missile
| class="alignleft"|full size car, hippopotamus
| class="alignright"|1,100 kg
| class="alignright"|2 t
| class="aligncenter"|11
|-
| class="alignleft"|small military helicopter, military truck
| class="alignright"|3 t
| class="aligncenter"|11
| class="aligncenter"|11
|- class="oddrow"
|-  
| class="alignleft"|large herbivore, full size land speeder
| class="alignleft"|armored car
| class="alignright"|2 tons
| class="alignright"|4 t
| class="aligncenter"|12
| class="aligncenter"|12
|- class="evenrow"  
|-  
| class="alignleft"|small military air speeder
| class="alignleft"|elephant, empty dump truck
| class="alignright"|3 tons
| class="alignright"|5 t
| class="aligncenter"|12
|-
| class="alignleft"|large military helicopter, empty tractor-trailer
| class="alignright"|9 t
| class="aligncenter"|13
| class="aligncenter"|13
|- class="oddrow"
|-  
| class="alignleft"|armored land speeder
| class="alignleft"|loaded dump truck
| class="alignright"|4.5 tons
| class="alignright"|20 t
| class="aligncenter"|14
| class="aligncenter"|15
|- class="evenrow"
|-  
| class="alignleft"|huge herbivore, empty cargo carrier
| class="alignleft"|empty train car
| class="alignright"|6 tons
| class="alignright"|30 t
| class="aligncenter"|15
| class="aligncenter"|15
|- class="oddrow"  
|-  
| class="alignleft"|light star fighter
| class="alignleft"|empty cargo plane, loaded tractor-trailer
| class="alignright"|8 tons
| class="alignright"|40 t
| class="aligncenter"|16
|-
| class="alignleft"|stone monolith, loaded tanker truck, bank vault
| class="alignright"|50 t
| class="aligncenter"|16
| class="aligncenter"|16
|- class="evenrow"  
|-  
| class="alignleft"|large military air speeder
| class="alignleft"|suburban house, Trident missile, heavy battle tank
| class="alignright"|10 tons
| class="alignright"|50 t
| class="aligncenter"|16
|-
| class="alignleft"|loaded cargo plane
| class="alignright"|80 t
| class="aligncenter"|17
| class="aligncenter"|17
|- class="oddrow"  
|-  
| class="alignleft"|medium star fighter
| class="alignleft"|blue whale
| class="alignright"|15 tons
| class="alignright"|90 t
| class="aligncenter"|17
|-
| class="alignleft"|loaded train car
| class="alignright"|100 t
| class="aligncenter"|18
| class="aligncenter"|18
|- class="evenrow"
|-  
| class="alignleft"|large missile, spice shipment
| class="alignleft"|locomotive, fishing trawler
| class="alignright"|20 tons
| class="alignright"|200 t
| class="aligncenter"|19
| class="aligncenter"|19
|- class="oddrow"
|-  
| class="alignleft"|loaded cargo hauler
| class="alignleft"|empty 747 passenger plane
| class="alignright"|25 tons
| class="alignright"|300 t
| class="aligncenter"|19
| class="aligncenter"|19
|- class="evenrow"
|-  
| class="alignleft"|private star yacht
| class="alignleft"|typical train
| class="alignright"|30 tons
| class="alignright"|400 t
| class="aligncenter"|20
| class="aligncenter"|20
|}
|}
Line 812: Line 761:
==Speed==
==Speed==


{| cellpadding="4" cellspacing="1"
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Item speeds
|+Table: Item speeds
|- class="h1row"
|-  
! class="alignleft"|Item
! class="alignleft"|Item
! class="aligncenter"|Speed
! class="aligncenter"|Speed
! class="aligncenter"|Agility Rank
! class="aligncenter"|Agility
|- class="oddrow"
|-  
| class="alignleft"|avg human running
| class="alignleft"|avg human running
| class="alignright"|12 kph
| class="alignright"|20 km/h
| class="aligncenter"|2
| class="aligncenter"|5
|- 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="alignleft"|fast submarine
| class="alignleft"|fast submarine
| class="alignright"|80 kph
| class="alignright"|80 km/h
| class="aligncenter"|--
| class="aligncenter"|10
|- 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"|--
| class="aligncenter"|11
|- class="oddrow"  
|-  
| class="alignleft"|armored land speeder
| class="alignleft"|arrow
| class="alignright"|320 kph
| class="alignright"|240 km/h
| class="aligncenter"|--
| class="aligncenter"|12
|- class="evenrow"  
|-
| class="alignleft"|civilian land speeder
| class="alignleft"|fast car
| class="alignright"|400 kph
| class="alignright"|320 km/h
| class="aligncenter"|--
| class="aligncenter"|13
|- class="oddrow"  
|-  
| class="alignleft"|speeder bike
| class="alignleft"|fast helicopter
| class="alignright"|560 kph
| class="alignright"|400 km/h
| class="aligncenter"|--
| class="aligncenter"|14
|- class="evenrow"  
|-
| class="alignleft"|air speeder
| class="alignleft"|F5 tornado wind
| class="alignright"|800 kph
| class="alignright"|480 km/h
| class="aligncenter"|--
| class="aligncenter"|14
|- class="oddrow"  
|-  
| class="alignleft"|star fighter
| class="alignleft"|terminal velocity
| class="alignright"|1,900 kph
| class="alignright"|530 km/h
| class="aligncenter"|--
| class="aligncenter"|15
|-
| class="alignleft"|bullet train
| class="alignright"|560 km/h
| class="aligncenter"|15
|-  
| class="alignleft"|airplane
| class="alignright"|800 km/h
| class="aligncenter"|16
|-  
| class="alignleft"|pistol bullet
| class="alignright"|1,100 km/h
| class="aligncenter"|17
|-
| class="alignleft"|sound
| class="alignright"|1,200 km/h
| class="aligncenter"|17
|-  
| class="alignleft"|supersonic airplane
| class="alignright"|2,000 km/h
| class="aligncenter"|18
|-
| class="alignleft"|rifle bullet
| class="alignright"|3,000 km/h
| class="aligncenter"|19
|}
|}


Line 859: Line 833:
[[Category:GM Resources]]
[[Category:GM Resources]]
[[Category:Rough_Magic]]
[[Category:Rough_Magic]]
[[Category:English]]

Latest revision as of 21:18, 27 December 2021

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
Exhaustion Cumulative penalties
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 the appropriate powers, 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.

Exhaustion

Most people need to rest after eight hours of strenuous activity. If they do not, they suffer a -3 penalty on all skill rolls until they do. If they go more than 24 hours without sleep, they suffer another -3 penalty until they get a solid night's 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 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 a normal attack which inflicts Endurance damage. The power level (PL) of a fire depends on its heat and intensity.


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.

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