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Errata
Download all errata on this page as a PDF file: Errata PDF
- Page 88 - Pack Leader Entry under Wolfling was cut off. Its
included here in its entirety.
Pack Leader – You lead the pack,
taking a leadership role in any group. When not leading, you chafe and fight
against the authority in place until you leave or get the leadership
position.
As Pack Leader you give a bonus to any single task the “pack” performs equal
to your CHAR. For instance, you are in charge of a group of five, and set
them up defensively against an attack. You could provide your CHAR as a
bonus to their DEF. You could just as easily have that group run, and have
CHAR as a bonus to Movement. Regardless, once a task has started and the
bonus applied to the task, you cannot change it. If one or more of the group
no longer performs the task, they lose the bonus. You must exert your
leadership over the pack to provide this bonus, requiring a TD 75 LEAD
check, or the pack does not get the bonus. If you fail, you cannot try again
on the same task.
Must be the “leader” in fact, not in name or as a puppet. Will fight and
sabotage the current leader, until you can take over, or you are forced from
the group. When not leading, your EGO and CHAR suffer a -4 penalty, and you
are -10 on all skill, Save, and other checks you make.
Special Attack Maneuver – When you engage foes at Close ER, you can snap and
savage enemies with your fangs as a quickened action. You have a -20 penalty
to hit with the bite and any other weapons you use that CF action count.
- Page 462- The Falling, Healing Recovery and Status and Conditions
information in the Adventuring section was accidently omitted.
FALLING
Whether you set off a trap and
drop into a deep pit, get pushed off a bridge or just thrown, circumstances will
arise where you could fall and receive injury. The distance you fall determines
the amount of damage you take. When falling uncontrolled from heights greater
than your SIZE in feet, you take d10+1 HP damage for every 10 ft or fraction
thereof that you fall. Also, the chance you will also suffer a Bash critical is
equal to the uncontrolled distance you fall. The material you fall onto or into
determines the severity of the critical if one occurs. Consult the chart below
for a list of example materials and severity ratings.
|
Sample Materials and Severity Samples |
|
Material |
Severity |
|
Hard rock, pavement or stone |
B |
|
Soft rock, shale, hard packed sand |
A |
|
Water or other liquid |
A |
|
Foliage |
X |
|
Loose soil, sand or loam |
Y |
|
Cushioned material, leaf pile |
Z |
Example – Gek’raga falls 50 ft from the ceiling of a cavern. She uses Control
Fall from Acrobatics but fails the required TD 150 with her roll of 88. Her
uncontrolled falling distance is 50, so she will take 5d10 HP damage from the
fall and has a 50% chance to suffer a Bash critical as well. She’s falling
towards hard stone so if she does suffer a critical it will be a B-grade one.
You can use the Acrobatics skill to handle the fall but it requires a base TD
100 plus the distance fell applies unless the fall was a result of another’s
action (i.e., a spell propelled you up into the air and then catapulted you
downward; you would use the TD described in the action).
Example
– Hurnueor is crawling his way up a steep cliff. He ascends 64 ft then loses
his grip and falls. He will take 7d10+7 HP of damage and have a 64% chance of
suffering a BASH critical. He could attempt to control the fall but would need
to make a TD 160 to succeed.
Traversing
Water
Water can be a nuisance and a danger depending on the circumstances.
Wading
A
person can wade through water not over their head at one quarter your normal
movement. Anything more than this requires you to swim as outlined in the
Athletics skill. If you attempt any action while wading, you reduce any
Maneuver based skill checks by –10 for every quarter of your height. Some
beings are native to the watery environment and ignore these restrictions.
Drowning
You
can hold your breath for a number of melee rounds equal to your CON score. Once
this expires, you make a TD 75 Shock check immediately. Each succeeding melee
round you add +25 to this amount and check again. If you fail, you fall
unconscious and down in d10 melee rounds. You can drown in any fluid, liquid or
even fine substances like a dust or flour.
Starvation and Thirst
Without adequate food and water, you can quickly die. Every day you go without
make a TD 50 CON check. If you fail, reduce your CON by one and take a -5 on
all actions. Roll twice per day if you are without both food and water. If
your CON reaches zero by this method, you lapses into unconsciousness and then
die d10 hours later.
Example
– Dwarf is trapped in a cave-in. The first day he does well (makes both saves)
but fails both saves on the second and third days (reducing his CON -4 and
taking a –20 on all actions.
Temperature
Extremes
Whether baking in the sun or freezing to death in the snow, the effects of
temperature extremes can quickly spell death. When exposed to extremes of
either, make a TD 100 Shock check once per hour or suffer a –5 to all actions.
This modifier is cumulative but can be negated by gaining warmth if cold and
shade if heat. True extremes will inflict d10 BODY damage every 10 minutes of
exposure.
Proper attire
can add a bonus to the Shock check or negative it. Good cold weather gear may
add +20, +40 or more to the save required, for instance.
Acclimation
of a being to the area also adds a bonus or negates the save requirement. A
Shinda-Khai, for instance, is bred for the desert areas and would have a large
bonus to saves against heat exposure.
HEALING AND RECOVERY
During the course of the game a character will likely receive damage in some
form or another.
Injuries
Injuries are HP damage, blood loss, impairment to attributes or characteristics
and specific injuries to the body, mind or its parts. Injuries heal without
extraordinary treatment through time and rest based on your RR. Injury healing
is laid out in the Healing Categories Table.
Critical
Damage
Another type of damage is damage from critical strikes and damage to attributes
or characteristics. Unlike Injuries, Critical Damage does not heal unattended.
Critical damage represents structural or internal damage to a person’s body and
could be anything from broken bones to missing limbs, organ destruction and
other things. Without intercession from medical, arcane, psychic, religious or
other sources, the damage is permanent until healed.
Death
Death happens in one of four ways:
Instant Death
An
injury or critical damage occurs that leads to immediate death. This is
typically listed as such. Instant Death can also occur if you take more than
your listed BODY or another attribute or characteristic in damage.
Excessive HP damage
You
take more HP damage than your HP total. Your soul or spirit will remain in your
body for a number of melee round equal to your ESS before departing. If you
heal enough HP before this time to bring you to zero HP or higher, you will not
die due to excessive HP damage
Death occurs after a period of time
Some spells, mental powers, diseases, poisons and critical hits indicate a
person will die after a certain amount of time elapses. If the injury or
critical damage is healed prior to the elapsed time, you will not die.
Special Circumstance
Some instances may lead directly to death, such as being buried under 800 tons
of dragon or falling from space into the atmosphere without protection.
Deterioration
Once a person dies the body’s ability to recover begins to decay rapidly. Every
melee round a person’s ESS is reduced by 1 until it reaches zero. At this
point, a person’s soul will not return to their body through normal means. The
Medical skill and herb use*, for instance, cannot be used after this point to
resurrect a person. Only certain very powerful magiks such as Death Breaker or
particular abilities can call a person back after this point. Regardless, make
a TD 125 CON check or lose d8 CON and d4 ESS if you resurrect or come back from
the dead.
*a very few unique herbs are highly arcane and their use is strong enough to
raise or resurrect a person from death.
Healing
Healing is important. It determines how much time, care and resources are
required for recovery.
Natural
Healing
You
naturally heal your RR or 1 attribute or characteristic point of impairment per
day of normal or limited activity. Limited activity is a low level of activity
that does not include strenuous acts like spell casting, combat and other
athletic acts. You can also forgo all activity and take rest to heal more
quickly as well. Rested healing in this manner allows you to recover 150% your
RR and 1 attribute or characteristic point of impairment. Attribute or
characteristic point damage and critical hits do not heal naturally and require
medical, arcane or psychic intervention.
|
Healing Categories |
|
Normal |
You heal RR or one attribute or
characteristic impairment per day of normal or limited activity. |
|
Rested |
150% RR and one attribute or characteristic
impairment per day |
|
Cared |
Full RR and one attribute or characteristic
impairment per day even under normal activity |
|
Physician’s Care |
You heal double RR and 2 attribute or
characteristic impairment per day. Or, you can heal normal RR and 1
attribute or characteristic damage per day. |
Healing
with the Medical skill
The
medical skill plays a very important part in healing. Its abilities are
outlined under the Medical skill. However, some important issues are handled
below.
Complications
Some treatments may lead to complications. The chance of error is equal to the
total amount of damage inflicted, +10 for each ailment, status effect or
Attribute or Characteristic damage. After totaling up the chances, subtract any
bonuses from secrets. The result is the percent chance for a complication to
exist. If a complication occurs, roll d3 times on the complications table.
Example
– A badly torn up Dwarf makes it back to his camp. One of his shield mates is a
fair hand at Medical and resets the dislocated bones, treats his perforated
bladder and stitches up his mangled skin (Field Surgery). The Dwarf had taken
35 HP damage and a total of 12 points of impairment and attribute damage. The
chance of complications from the treatment is 35 + 120 or 155. The Dwarven
surgeon reduces this chance by 56 due to skill, which leaves a 99% chance of
complications due to the field surgery.
|
Medical
Complications |
|
%Roll |
Complication |
|
1-10 |
Infection prevents healing for d10 days |
|
11-20 |
Major scarring lowers CHAR by d6 |
|
21-30 |
Related attribute impaired by d6 for d10
months |
|
31-40 |
treatment does 2d10 HP damage instead |
|
41-45 |
Infection prevents healing until cured,
50% chance of losing d8 CON |
|
46-50 |
BODY and CON reduced by d6 points each |
|
51-55 |
TD 200 medical check required or dead
within d4 hours |
|
56-60 |
treatment inflicts 5d10 HP damage |
|
61-65 |
d6 related attributes impaired by d10 for
d4 years |
|
66-70 |
d4 related attributes permanently lose d6
points |
|
71-75 |
Lowers ESS by d4 |
|
76-80 |
Loss of related physical ability
(movement, senses, range of motion, etc.) |
|
81-90 |
Crippled; total loss of related physical
ability |
|
91-100 |
Screwed up. Patient dies. |
STATUS AND CONDITIONS
In
the rough and tumble arena of the world you will take more than damage or feel
the cold chill of death. Many variations and shades of each exist and the below
is a roster of the most common of their number. When a character is
affected in a certain way, the effect is called a condition. These are
descriptive things such as tired, chilled or stunned. Each has its own effect
and the most common are listed in the Condition Table.
When a character is overwhelmed with a certain feeling or way of thought, it is
a status. These are emotional descriptive states, such as anger, rage or
desire. These are outlined in the State Table.
|
CONDITON TABLE |
|
Physical Exhaustion |
|
Tired |
Physically or otherwise drained of
reserves and needing to rest to recuperate. Suffer a –5 on all skills. |
|
Exhausted |
You are affected as outlined in Fatigued
but to a point beyond your body’s ability to keep up. Suffer –20 to all
skill checks, DEF, MD, PD and Saves and – 3 CF. |
|
Fatigued |
You are tired to the point of impacting
your physical and mental sharpness. Suffer –10 all skills, DEF, MD, PD
and Saves and –1 CF. |
|
Bone weary
|
You are exhausted to the point of
physical and mental debilitation. Suffer –30 to all skill checks, DEF,
MD, PD and Saves; you also have a –5 to CF to all attribute checks. |
|
Attribute or Characteristic |
|
Impaired |
An attribute or characteristic is
temporarily lowered due to some circumstance or event. The impairment
heals naturally on its own as outlined in Healing in Recovery. |
|
Drained |
An attribute or characteristic is
Impaired but unlike normal impairment does not return without specific
healing, medicine or magik intervention to cure it. |
|
Damaged |
An attribute or characteristic is damaged
and will not heal without some form of medical intervention. |
|
Destroyed |
Some part of an attribute or
characteristic is permanently destroyed and will not come back or
regenerate. |
|
Physical, Mental or Emotion Unbalance |
|
Shaken |
Something unbalances you, knocks the wind
out of you, or hits you harder than you expected. Suffer –10 all
skills, Defenses and Saves, and –1 CF. |
|
Staggered |
Something strikes you that is so
disconcerting to the point of physical and mental confusion, chaos and
conflict. You lose all quickened actions and suffer –30 all skills,
DEF, MD, PD and Saves and –5 CF. |
|
Unsettled |
Something strikes and disturbs you to the
point of being flustered, tense, disconcerted and ill at ease. Suffer
–20 to all skill checks, Defenses and Saves and –7 to CF. |
|
Flattened |
Something disquiets and unnerves you to
the point that you physically and mentally cannot comprehend and react
to it. You can take no actions or even move and suffer a –50 to all
skills, DEF, MD, PD and Saves. |
|
Miscellaneous |
|
Chilled |
Entire body reacts to some source that
forces it shiver, shake and quaver. Suffer –10 all skills, DEF, MD, and
PD and –2 CF. |
|
Cringing |
A cringing being cowers close to the
ground, losing all movement or normal actions. |
|
Disturbed |
Upset and troubled to the point of mental
unbalance. Suffer –10 to all skills and to PD. |
|
Gagging |
Something overwhelms your body’s natural
defenses against nausea, forcing you to gag and heave. You lose all
quickened actions; suffer –30 to skills, DEF, MD, PD and Saves and –1 to
CF. |
|
Immobilized |
You are constrained from movement and all
physical actions. While immobilized you cannot Dodge or defend yourself
physically. |
|
Outmaneuvered |
You were caught unprepared or forced into
a situation where you cannot act. While Outmaneuvered you cannot take
any actions, normal, quickened or otherwise. |
|
Stunned |
Something hammers you physically,
mentally or otherwise to the point you cannot make dedicated actions
though your reflexive and automatic reactions still function. You can
take no actions, quickened, normal or otherwise but do not suffer any
other penalties. |
|
STATES TABLE |
|
Anger |
You are overtaken
with a surge of anger. Angered creatures receive a +20 bonus to Shock
and Fear, a +10 bonus to ATK, but a –20 penalty to PD and to DEF.
Requires a TD 100 Fear save to break Anger. |
|
Berserker Rage |
You suffer a total loss of control where
you mindlessly attack anything. You have 0 DEF while berserk and when
you come out of it you have a 25% chance to take 2d8 BODY impairment.
While berserk you are +30 ATK, +5 to all DME and +50 to Shock saves.
You are also immune to most emotions & fear and condition/statuses. |
|
Calm |
You gain a +10
bonus to all saves, +10 PER and Recon skill checks. Calm also cancels
Anger, Frenzy, Desire or Rage conditions. Losing a Fear save will
shatter the hold of this emotion. |
|
Courage |
You gain a +20 bonus to Fear and Shock
saves. Add a +5 bonus to ATK, PD, DEF, Dodge and Parry. Courage
cancels Despair or Dread conditions. Losing a Fear save will shatter
the hold of this emotion. |
|
Desire |
You seek any
opportunity to become physically intimate with the specified creature
and requires a TD 75 MA check to shake off the effect. Otherwise, it
lasts for a full hour. |
|
Despair |
You are penalized
–20 to Fear and Shock saves. Has a –5 penalty to ATK, PD, DEF, Dodge
and Parry. At the end of each hour affected, the affected being must
make a TD 75 Fear save to overcome this emotion or it lasts another
hour. |
|
Dread |
You must make a TD
50 Fear save to do anything except slump into deep dread. Even moving
requires a Fear save. Even when they do overcome this feeling, the
being has a –5 penalty to Shock saves, ATK, PD, DEF, Dodge and Parry.
To break Dread, requires a TD 125 Fear save. |
|
Fascinated |
You are unable to
take any action other than to watch with total attention the object of
their fascination. It takes a TD 75 MA check to break Fascinated.
Otherwise, it lasts for an hour. Failing a Fear check will also break
this status. |
|
Frenzy |
Frenzied creatures
spend themselves in drinking, feasting, and dancing unless provoked or
incited to violence. Frenzied creatures turn violent if they are
attacked or perceive a person threatening or a threat to friends. Frenzy
provides a +20 bonus to ATK and Fear, a –20 penalty to PD and a –10
penalty to DEF. Making a TD 100 Fear save breaks Frenzy. Frenzy
cancels Calm, Dread and Sleep conditions. |
|
Hope |
You gain a +30
bonus to Shock and Fear saves, as well as a +10 bonus to ATK, PD, DEF,
Dodge, Parry and all skill checks. Hope cancels Despair. A lost Fear
save kills the Hope status. |
|
Love |
You see another
being as the center of their affection, seeking every opportunity to be
near that creature and making every effort to win the creature’s
affection. |
|
Neutral |
Similar to Calm,
Neutral engenders a state of balanced emotion and cancels all statuses
but Frenzy and Sleep. |
|
Rage |
Enraged creatures
lose control of their senses and respond to all activity with violence,
be it physical, verbal or emotional. Enraged beings will even react
violently if they perceive a person threatening. They are compelled to
fight heedless of danger. Enraged creatures receive a +40 bonus to
Shock and Fear, a +30 bonus to ATK, but a –20 penalty to PD and a –30
penalty to DEF. Requires a TD 125 Fear save to break rage. |
|
Sleep |
The drowsiness
invoked causes intense sleepiness. Unless the being affected makes a TD
75 MA check they fall asleep for at least one hour. Normal events that
would wake a being will still do so. |
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