Rough Magic 4e EN:GM Resources: Difference between revisions

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| class="alignleft"|Poisons
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| class="alignleft"|Maximum Endurance reduced, from once per round to once per hour
| class="alignleft"|Maximum Endurance reduced, from once per round to once per hour
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| class="alignleft"|Pressure
| class="alignleft"|Maximum Endurance reduced, from once per round to once per minute
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| class="alignleft"|Starvation
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Some poisons and pathogens have additional effects, such as blindness or paralysis.
Some poisons and pathogens have additional effects, such as blindness or paralysis.
===Pressure===
If a character is exposed to extreme atmospheric pressure, their maximum Endurance will be gradually reduced until they return to their natural atmosphere, or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on how prepared they are and the severity of the conditions. If a trained diver were 30 meters under water (approximately 3 atmospheres, or 30 decibars), their maximum Endurance would be reduced by one maximum Endurance per minute: life threatening, but not immediately fatal. If the same character were 300 meters under water (approximately 30 atmospheres, or 300 decibars), their maximum Endurance would be reduced by one maximum Endurance per round. Once the character has returned to their natural atmosphere, their maximum Endurance is restored at the same rate it was lost.
A character with [[Rough_Magic_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by high pressure.


===Starvation===
===Starvation===

Revision as of 19:21, 7 January 2022

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 20 m 40 m 120 m 70 km/h
10 40 m 80 m 240 m 140 km/h
11 70 m 140 m 420 m 250 km/h
12 130 m 260 m 780 m 470 km/h
13 200 m 400 m 1,200 m 700 km/h
14 400 m 800 m 2,400 m 1,400 km/h
15 700 m 1,400 m 4,200 m 2,500 km/h
16 1,300 m 2,600 m 7,800 m 4,700 km/h
17 2 km 4 km 12 km 7,000 km/h
18 4 km 8 km 24 km 14,000 km/h
19 7 km 14 km 42 km 25,000 km/h
20 13 km 26 km 78 km 47,000 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 2 m 4 m 12 m 7 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 50 m 100 m 300 m 180 km/h
18 70 m 140 m 420 m 260 km/h
19 100 m 200 m 600 m 360 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 Example Throw
(25 kg)
Standing
Long Jump
0 25 kg medium dog 1 m 0 m
1 35 kg wood bookcase 1 m 0 m
2 55 kg pony keg of beer 1 m 1 m
3 80 kg manhole cover 2 m 1 m
4 120 kg heavy adult 2 m 1 m
5 170 kg wood table 4 m 2 m
6 260 kg motorcycle 5 m 2 m
7 380 kg large desk 8 m 4 m
8 550 kg grand piano 11 m 5 m
9 980 kg small car 20 m 8 m
10 1,700 kg full size car 35 m 11 m
11 3,100 kg small military helicopter 62 m 20 m
12 5,500 kg empty dump truck 110 m 35 m
13 9,800 kg armored car 200 m 62 m
14 17 t tractor-trailer 350 m 110 m
15 31 t private jet 620 m 200 m
16 55 t loaded tanker truck 1,100 m 350 m
17 98 t railroad boxcar 2,000 m 620 m
18 170 t huge mining dump-truck 3,500 m 1,100 m
19 310 t hydro-electric generator 6,200 m 2,000 m
20 550 t 747 passenger plane 11 km 3,500 m
  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 turn. 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 380 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 80 kg (such as a cooperative slender human) up to 4 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 Area Range
0 0 25 kg 0 m radius 0 m
1 1 35 kg 1 m radius 10 m
2 2 55 kg 1 m radius 10 m
3 3 80 kg 1 m radius 10 m
4 4 120 kg 1 m radius 10 m
5 6 170 kg 1 m radius 10 m
6 8 260 kg 1 m radius 10 m
7 12 380 kg 10 m radius 100 m
8 16 550 kg 10 m radius 100 m
9 24 980 kg 10 m radius 100 m
10 32 1,700 kg 10 m radius 100 m
11 45 3,100 kg 10 m radius 100 m
12 64 5,500 kg 10 m radius 100 m
13 90 9,800 t 100 m radius 1 km
14 125 17 t 100 m radius 1 km
15 180 31 t 100 m radius 1 km
16 250 55 t 100 m radius 1 km
17 360 98 t 100 m radius 1 km
18 500 170 t 100 m radius 1 km
19 720 310 t 1 km radius 10 km
20 1,000 550 t 1 km radius 10 km
21 1,500 980 t 1 km radius 10 km

Hostile Environments

Table: Hostile environments
Environment Effect
Darkness Attack and defense penalties
Dehydration Maximum Endurance reduced, once per day; -3 penalty on all tasks
Exhaustion Cumulative penalties
Exposure Maximum Endurance reduced, from once per hour to once 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 once per round to once per hour
Pressure Maximum Endurance reduced, from once per round to once per minute
Starvation Maximum Endurance reduced, once per week; -3 penalty on all tasks
Suffocation Maximum Endurance reduced, 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 -3 penalty. Conversely, if a defender can't see the attacker, the defender incurs a -3 penalty.

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 -3 penalty 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 in the character's favour), 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 12
Burning building 15
Molten lava 18


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 12. On the other hand, the Earth's core is far beyond even PL 21.

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 12) Survival (Brawn) roll against the poison. If the target has Alteration Resistance, they add their Power Level to their roll. 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.

Pressure

If a character is exposed to extreme atmospheric pressure, their maximum Endurance will be gradually reduced until they return to their natural atmosphere, or until their maximum Endurance is reduced to zero. How quickly their maximum Endurance is reduced depends on how prepared they are and the severity of the conditions. If a trained diver were 30 meters under water (approximately 3 atmospheres, or 30 decibars), their maximum Endurance would be reduced by one maximum Endurance per minute: life threatening, but not immediately fatal. If the same character were 300 meters under water (approximately 30 atmospheres, or 300 decibars), their maximum Endurance would be reduced by one maximum Endurance per round. Once the character has returned to their natural atmosphere, their maximum Endurance is restored at the same rate it was lost.

A character with Environmental Immunity is unaffected by high pressure.

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 -3 penalty 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 9
fast bird, cheetah, sailfish 120 km/h 10
arrow 240 km/h 11
fast car 320 km/h 11
fast helicopter 400 km/h 12
F5 tornado wind 480 km/h 12
terminal velocity 530 km/h 12
bullet train 560 km/h 12
airplane 800 km/h 13
pistol bullet 1,100 km/h 14
sound 1,200 km/h 14
supersonic airplane 2,000 km/h 15
rifle bullet 3,000 km/h 15