Difference between revisions of "Book:Adventures"
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*Paralyzed - Unable to move. A character who is paralyzed may not engage in actions or checks that require physical movement. | *Paralyzed - Unable to move. A character who is paralyzed may not engage in actions or checks that require physical movement. | ||
+ | |||
+ | *Pinned - A character who is pinned may not move until they have escaped the pin, and is | ||
*Prone - Off your feet and on the ground. Prone characters suffer a -4 to Defense rolls until they stand up. | *Prone - Off your feet and on the ground. Prone characters suffer a -4 to Defense rolls until they stand up. | ||
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==Environment== | ==Environment== | ||
+ | |||
+ | ===Cities=== | ||
+ | ===Wilderness=== | ||
===Hazards=== | ===Hazards=== | ||
Hazards are environmental dangers which can hurt the characters if they are left exposed to them. This can be anything from severe weather to cunningly devised traps. | Hazards are environmental dangers which can hurt the characters if they are left exposed to them. This can be anything from severe weather to cunningly devised traps. | ||
+ | Level Zero - | ||
Level One - | Level One - | ||
Level Two - | Level Two - | ||
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Level Five - | Level Five - | ||
− | + | Fire/Steam - | |
+ | Fog - Visibility is limited to 20 ft. Spot checks +4 DL | ||
+ | Thunderstorms - Spot checks +2 DL, Animal Control and Ride +2 DL | ||
+ | Swamps/Low water - Dropped/disarmed items are lost, Speed is halved | ||
+ | Tundra/Ice - DL 15 Athletics checks every round or fall prone | ||
+ | Bridges, Ledges, Pits - Trip and overrun attacks push targets off the edge | ||
Extreme heat - Desert conditions which threaten characters with exhaustion, sunburn, and thirst. | Extreme heat - Desert conditions which threaten characters with exhaustion, sunburn, and thirst. | ||
Extreme cold - Icy weather capable of chilling unprepared characters to the core. Usually accompanied by driving snow, sleet, ice, hail or rain. | Extreme cold - Icy weather capable of chilling unprepared characters to the core. Usually accompanied by driving snow, sleet, ice, hail or rain. |
Revision as of 21:16, 26 April 2010
The dangers are many on the road to death or glory. This chapter deals with elements of the game which you'll need to master in order to survive.
Contents
Health and Healing
As mentioned earlier, a character's life-force is measured in Health Points. Most folks start off with 30 of these at character creation, though some characters and monsters have more or less.
When a character rests at the end of a day, chances are that character has lost some Health Points. A character regains a number of lost HP equal to their Endurance score plus their Vitality score for each night they rest peacefully. Injured characters can also be tended by healers and medics overnight, which yields more HP recovery. The character attempting to administer overnight healing to the wounded one rolls either a Lore: Medicine and Healing, Occupation: Healer or Surgeon or Medic, or other applicable skill check against a DL of 12. For each point of success, the attended character regains an additional HP (in addition to Endurance + Vitality). Healers may tend to themselves overnight in this way, but cannot tend to more than one person per night.
It is important to remember that a character can never regain more HP than he or she has in total.
It is said that there exist elixirs which instantly heal wounds and restore life force. Some elixirs are rumored to enhance the prowess of the drinker or to restore youth. The availability of these elixirs is most certainly rare and they would be pricey at best. Only practitioners of magic or experienced alchemists would have the knowledge of the workings of these concoctions, let alone be able to produce them.
The natural world, as opposed to the magical one, however, is rich with verdant energy. Finding herbs and nectars that can help in restoring a character's health is much easier. If an adventurer is seeking it, he or she should be able to purchase things like herbal salves, ointments, poultices, etc. that can be applied to a wound. Other legends tell of flowers that cure specific illnesses. Some say that the fruit of rare trees can heal in much the same way. Generally speaking, these items assist the process of healing when a character rests overnight. The GM should be the final authority on the availability of healing supplements and their price.
Damage and Death
When a character suffers hurts, whether from the actions of foes in combat, bad luck, or naturally occurring hazards, they suffer damage. Whereas Hurt is a term used to describe the lethal power of weapons and the like, Damage means the amount of injury a character sustains in the form of lost Health Points. When a character reaches 0 HP, they die. Cry you may, but die you must.
Tainted Damage is a form of damage which cannot be healed in the normal fashion of resting and healing. It is so insidious that it must be healed by magical, supernatural or highly specialized means. Forms of healing will always say if they heal tainted damage. Tainted damage is often caused by dark and destructive magic, the natural weapons of monsters, or cursed items and traps. When a character suffers tainted damage the GM should be sure to point it out. The player may want to jot down somewhere obvious how much tainted damage the character has accrued, since those lost HP will not be recovered in the normal way.
When a character dies, there's no denying, that kind of sucks. The dead character is not playable anymore and the player has to create a new character if he or she wants to continue playing with that group of gamers. Some GMs will allow for things like resurrection, so maybe it isn't the end for your character. Often, however, these magical rites are costly and rarely performed. The main thing to remember is not to get discouraged. This has happened to many of us veteran gamers and it has happened to us innumerable times. There are even some gamers who have come to embrace the fact that their characters never seem to last long. Just draw up a new character and keep playing. The reaper comes for us all, eventually.
See the House Rules section for some more information on injury, healing, and death.
Diseases
In addition to the physical dangers of the world, characters are often accosted by sniffles and common ailments, as well as many serious bacterial and viral diseases. In Elysium, when it comes to disease and plague, running out of tissues is the least of your worries.
When a character comes in contact with a disease, the character must make a save to avoid becoming infected with the disease. The exact save may vary according to the specific disease, but mostly these are Mutation and Grunt Saves. Some diseases are spread through touch, others through injury and direct contact with the blood, and others still are airborne. The DL of the save is dependent on the level of disease, but GM's may decide that a particularly resistant or deadly strain of the disease attacks the character and so the DL would be higher in this case.
If the initial save is failed, the character is infected and will suffer the effects of the disease. Each time the character rests, he or she must make another save. If this save is passed, the character may ignore the effects of the disease for the following day. If the character makes two consecutive, successful saves the character is considered to have beaten the disease. If a character with ranks in Lore: Medicine/Healing or other medical-related skill is on hand, he or she can make a skill check instead of the character's save. If successful, this works just as if the character had rolled a successful save.
The effects of the disease are dependent on the level. Each day, the infected character wakes at a specific Stage of the Knock-out chart. There are also side effects of each disease as well.
- Level One - Stage One KO
- Level Two - Stage Two KO
- Level Three - Stage Three KO
- Level Four - Stage Four KO
- Level Five - Infected character is comatose each day the save is failed
Listed below are some simple diseases.
- Minor Malaise - Sniffles, a low-fever, and aches and pains gently pelt the body with slight discomfort. Most employers will ask for a note from the doctor if the character misses work. (Level One, Airborne, DL 10, Mutation)
- Icy Shivers - The infected character begins to shiver violently and suffers from a feeling of extreme cold, dizziness, and numbness in extremities. Fatal if endured for long. Writing becomes impossible, and tasks requiring manual dexterity or steady hands are extremely difficult. The infected character becomes increasingly dependent on extreme heat, and in bad cases, may attempt to burn themselves (Level Two, Airborne, DL 14, Mutation).
- Rusty Leg - Flu-like symptoms including nausea, weakness, and vomiting accompany a nasty red-orange rash which causes the inflamed skin to flake like rust. Character has a hard time walking faster than a shuffle due to pain in the shins and feet, which is where the symptoms usually first manifest. Speed is reduced to 5 ft./AP (Level Three, Injury, DL 12, Grunt).
- Violet Death - A plague-like sickness which begins with itching and a bile-like taste in the mouth the day after infection. On the second day, purple splotches begin to appear first around the armpits, feet, and crotch of the victim, then appearing on the neck, elbows and knees and spreading outwards. On the third day, open sores appear on the skin, which turn necrotic and begin to rot, causing damage to the infected character. The character suffers 1 damage/hour each day (Level Four, Touch, DL 16, Grunt).
- Hematic Scourge - Three days after becoming infected, the character is wracked by terrible pain. They are considered KO'd, but still conscious, and so are incapable of Skill Checks or Attack and Defense Rolls. The body begins to seep blood out of the pores and orifices (2 damage/hour each day). Screaming and moaning are commonplace, as are last will and testaments (Level Five, Injury, DL 18, Grunt).
Poisons
In the words of the immortal Socrates: "I just drank what?" Be careful of that goblet of wine, friend, it may have worse things in it than cheap merlot. Poison is a common weapon in the political world of kings and pawns. Then there are the exotic animals and monsters of the world with their natural venoms. Anything that poisons the blood and causes impairment is considered a poison. Poisons work in much the same way as Diseases. When a character comes into contact with a poison, a save is required. If passed, everything is fine. If failed, the character has been poisoned. Some poisons enter the bloodstream through injury, some must be imbibed, and some can simply be absorbed through contact with the skin.
- Level Zero - 0 damage/round
- Level One - 1 damage/round
- Level Two - 2 damage/round
- Level Three - 4 damage/round
- Level Four - 8 damage/round
- Level Five - 16 damage/round
- Webking Venom - The venom of these huge spiders causes a drowsy or unconscious state in its victims. Affected characters are rendered unconscious. (Level Zero, Injury, DL 14)
- Ginger Ivy Oil Extract- The oils of the Ginger Ivy plant severely irritate the skin, causing small blisters and boils which itch like a sonofagun, but are mostly an annoyance. If the extract of the plant is imbibed, however, it causes the mouth and throat to swell and blister, cutting off airflow. The victim often tears frantically at his or her own throat in a futile attempt at relief, and this sometimes does more damage than the Ginger Ivy Oil. (Level One, Imbibed, DL 12)
- Hag's Blood - This is the actual blood pulled from the veins of slain hags. It is highly toxic and causes short bouts of violent illness and hallucinations. A character poisoned with Hag's Blood is considered Confused (Level Three, Imbibed, DL 16)
- Mortargore Poison - This alchemical poison is capable of thickening and hardening the blood in a victim's veins, causing rigidity and heart attack. (Level Four, Imbibed, DL 18)
- Black Lotus Poison - Capable of killing in a matter of seconds, Black Lotus poison is many assassins' preferred weapon. It is swift, traceless, and extremely potent. Character is rendered blind. (Level Five, Imbibed/Injury/Contact, DL 20)
Condition
Sometimes a character can be impaired through other causes than the loss of blood and HP. Often, diseases, poisons, spells, or strong emotions can affect how well a character feels.
The Knock-out Track
As a character becomes increasingly exhausted, ill, dazed, or punch-drunk, that character moves further down the Knock-out Track. The further down the track a character is, the more penalties are applied to skill checks, attack and defense rolls, and saves.
Status | Penalty |
---|---|
Stage One | -2 |
Stage Two | -4 |
Stage Three | -6 |
Stage Four | -8 |
Stage Five | Knocked-out |
- Blinded - Unable to see at all. Blind characters automatically fail Spot checks and cannot benefit from or be harmed by spells, abilities or skill checks that rely on sight.
- Confused - Unable to tell friend from foe. Confused characters have a 50/50 chance to mistake allies for opponents.
- Deafened - Unable to hear. Deafened characters automatically fail Listen checks and cannot benefit from or be harmed by spells, abilities or skill checks that rely on hearing.
- Grabbed - Currently held in a Grab by another character.
- Paralyzed - Unable to move. A character who is paralyzed may not engage in actions or checks that require physical movement.
- Pinned - A character who is pinned may not move until they have escaped the pin, and is
- Prone - Off your feet and on the ground. Prone characters suffer a -4 to Defense rolls until they stand up.
- Unconscious - Helpless and unresponsive. Rousing a sleeping ally takes 4AP
- Wide-eyed - Surprised and unprepared for the action at hand. A character who is wide-eyed in combat adds only their Armor score and Endurance score to Defense Rolls (i.e. no Cunning, Weapon Skill, Agility, or Dodge).
Environment
Cities
Wilderness
Hazards
Hazards are environmental dangers which can hurt the characters if they are left exposed to them. This can be anything from severe weather to cunningly devised traps.
Level Zero - Level One - Level Two - Level Three - Level Four - Level Five -
Fire/Steam - Fog - Visibility is limited to 20 ft. Spot checks +4 DL Thunderstorms - Spot checks +2 DL, Animal Control and Ride +2 DL Swamps/Low water - Dropped/disarmed items are lost, Speed is halved Tundra/Ice - DL 15 Athletics checks every round or fall prone Bridges, Ledges, Pits - Trip and overrun attacks push targets off the edge Extreme heat - Desert conditions which threaten characters with exhaustion, sunburn, and thirst. Extreme cold - Icy weather capable of chilling unprepared characters to the core. Usually accompanied by driving snow, sleet, ice, hail or rain. Falling rocks and landslides - Tumbling rocks pelt anyone caught in the area and threaten to knock characters prone or over precipices. Volcanic eruption - The skies are clouded with smoke and thick ash, which obscures vision and chokes those who breathe the air. Turbulent water - Makes swimming very difficult and could pull unwitting characters under the surface with riptides and undertow. Drowning is a large possibility.