TBD
LL SP Light Level
4 -1 Twilight
3 -2 Partial Darkness
2 -4 Deep Darkness
1 -4 Deepest Darkness
0 -4 Total Darkness
Regular humans are subject to a Sight Penalty as indicated in the Light Levels table above. They treat Deep and Deepest Darkness as Total Darkness, but not everybody does.
Sight Penalty is capped at -4, at which point you are considered Blind.
Sight Penalty is applied to all Melee and Ranged Skills, and to many other checks relying on sight to an extent.
For blind Ranged Attacks, an extra -2 is applied for each Range increment exceeded.
Each light source has a Range and emits light either in a cone or in all directions.
The area within Range of a light source is considered Twilight (LL4). For each Range increment exceeded, the Light Level decrements by 1.
Lighting an equipped light source usually takes 1 CA.
Climbing Skill:
Stealth
, Survival
, or Combat//2
.Level//2
For each climbing route, the GM determines the difficulty meter by meter. A typical difficulty can go from 0 (routine challenge) over 5 (very challenging) to 10 (almost impossible for normal people without tools). He describes the route and difficulty in abstract terms.
Each character decides how far he wants to climb, or into how many segments to break a route, but he has to roll for each segment. Then he rolls for each segment:
Climbing Result =
Finesse
+ Climbing Skill
+ tool bonus
- 2 if wet / slippery
The GM compares the Result to the route Difficulty for each change in Difficulty, from bottom to top (or top to bottom if climbing down).
If Result - Difficulty
is < 0, the character falls as soon as he
reaches the height of that Difficulty. If it is exactly 0, he is stuck
at that height and must make a new roll to climb either up or down,
potentially in addition to a Morale check.
Falling from a height of more than Finesse
meters causes
[DR + Height (m) - Survival OR Stealth]
Damage. For soft or hard
surfaces add a small modifiers, such as -1
for earth or +1
for
rough stone. For water, divide heights by 5, for a haystack by 2.
Armor gives 1 point of Protection.
If the character is not controlling his fall, add +2 damage and ignore the height minimum.
Area Fire cannot be avoided. When expose to a burning area, characters take Fire Damage at the end of each Morale Phase, after checking for Recovery from Dazed.
Flame Attacks are regular ranged fire attacks, except each Obstacle is subject to the attack, and they need to be Evaded without shield bonus, or Deflected with the shield using Missile Evasion. Deflecting doesn't avoid the attack, but reduces Fire Damage and chance of Burning as below.
Damage = DR
+ Fire Damage (varies by attack, 5 by default)
+ Character Flammability (usually 0)
- Armor Protection (for most armors) OR
Armor Protection // 2 IF already Burning OR
0 if ABLAZE
- Shield Missile Defense IF Deflected
- Vigor
After rolling for Damage, roll for Burn:
Burn Result =
Fire Damage (same as used in Damage Roll)
+ Attack Burn Modifier (normally 0)
+ Character Flammability (usually 0)
- 2 if wet UNLESS Burning
- Shield Missile Defense // 2 IF Deflected
- 1d6
If > 0, the victim's new Burn Rate is Result
, unless he already
has a higher Burn Rate.
A Burning character has a Burn Rate from 1-6, which can be tracked using a d6. If it ever exceeds 6, he becomes Ablaze.
If unbothered by the damage, he can otherwise act normally.
A Burning character receives Fire Damage equal to his Burn Rate each Morale Phase as if exposed to a burning area, although Burn is not rolled for this.
Afterwards, his Burn Rate automatically increments by 1.
An Ablaze character takes 7 Fire Damage at the end of every Morale Phase, and armor doesn't protect him anymore.
He cannot act at all, counts as defenseless, and spends all his MP running in a randomly determined direction (even if Dazed).
If Downed, he dies immediately.
One attempt per Turn can be made to extinguish a Burning character, at the cost of 1 CA. If he receives outside help, the helper needs an appropriate tool, both need to spend 1 CA.
Extinguish Result = DR
+ Finesse
+ 2 if receiving help with blanket or similar tool
- Burn Rate
- Character Flammability (usually 0)
- Attack Burn Modifier (normally 0)
Any positive Result is immediately subtracted from the Burn Rate. If it drops < 1, the fire is extinguished.
An Ablaze character can only be extinguished by submersion in water, magic, or other drastic methods. Usually, no roll is required for this.
Level//2
Swim checks are usually DR + Finesse + Swimming Skill - Difficulty
.
Unencumbered characters who can swim need not check under normal conditions.
In water, armor and Helmets count as unequipped for encumbrance purposes.
Encumbered characters incur a -2
penalty to Swimming Skill. If that
drops them below 0, they count as non-swimmers for Swim Checks.
Characters who are underwater during the Morale Phase check for Breath:
Breath =
Vigor
+ Swimming Skill
+ Breath Modifier (usually 0)
- Accumulated Drown Rate
- 2 if engaged in strenuous activity
Result Effect
<= 0 Add 2 to Drown Rate
1-3 Add 1 to Drown Rate
4+ --
Drown Rate can be tracked using a d6. Drown Rate // 2
is applied as
a penalty to almost all checks, including Recovery from Dazed.
If Drown Rate exceeds 6, the character is Downed. Instead of checking for Breath, he must now check for Survival each Turn as per Death's Door, with a Severity of Drown Rate and without being able to stabilize, until rescued. After each check, the Drown Rate automatically increments by 1.
TBD