- Damage Condition Track
- When injury occurs
- Bleeding
- Infection
- Peril condition track
- Disorder
- Extreme weather
- Falling
- Fire
- Intoxication
- Lighting sources
- Poison
- Sleep deprivation
- Starvation
- Suffocation
- Materia medica… and others
Hazards & healing
Diseases
Disease | Resist | Duration | Effect | Treatment |
Bloody flux | Toughness +30% | 1D10+1 days | 2D10+2 peril per day | Heal -20% |
Chaotic rot | Toughness -30% | Until cured | one skill rank per week | Heal -30% |
Filth fever | Toughness +10% | 1D10+1 days | cannot recover peril | Heal +10% |
Grey plague | Toughness -10% | Until cured | -3% Agility per week | Heal -10% |
King's disease | Toughness -10% | Until cured | -1 [AB] per week | Heal -10% |
Orx molt | Toughness | Until cured | 1 Chaos rank per week | Heal |
Red death | Toughness -20% | Until cured | 1 Chaos rank per week | Heal -20% |
Tomb rot | Toughness +20% | 1D10+1 days | cannot recover damage | Heal +20% |
Treeman syndrome | Toughness -20% | Until cured | -1 [PB] per week | Heal -20% |
Venereal disease | Toughness | Until cured | -3% Brawn per week | Heal |
War fever | Toughness +10% | 1D10+1 days | 2D10+2 peril per day | Heal +10% |
Treatments are explained in the disease description.
Leeching (MG) is another possible additional treatment.
Damage Condition Track
The
Damage Condition
Track has the
following steps and rules:
-
Unharmed
-
Lightly Wounded
-
Moderately Wounded; roll 1 Chaos Die to check if Moderate Injury is gained
-
Seriously Wounded; roll 2 Chaos Dice to check if Serious Injury is gained
-
Grievously Wounded; roll 3 Chaos Dice to check if Grievous Injury is gained
-
Slain! You are dead, unless a Fate Point is spent
When
suffering Damage,
compare the rolled result to the character’s Damage
Threshold.
-
If (Total > Damage Threshold), move 1 step down the Damage Condition Track.
-
If (Total > 6 + Damage Threshold), move 2 steps down the Track.
-
If (Total > 12 + Damage Threshold), move 3 steps down the Track.
-
If (Total > 18 + Damage Threshold), the target’s Slain!
Recovering from damage
Bind wounds
A caregiver must have a Skill Rank in Heal;
1 bandage and 10 minutes.
Injuries must first have been successfully
treated.
May be healed (whether successfully or not) only
once par 24 hours.
Damage
Condition Track
|
Heal
Test Difficulty Rating
|
Lightly Wounded
|
automatic success
(or +30% if not skilled) |
Moderately Wounded
|
+10%
|
Seriously Wounded
|
no modifier
|
Grievously Wounded
|
-10%
|
Heal
Test result
|
|
Success
|
move
one step up the Damage Condition Track
|
Critical Success
|
move
two steps up the Damage Condition Track
|
Failure
|
no
recovery
|
Critical Failure
|
no
recovery and your wounds suffer from Infection
|
Laudanum
Move one step up the
Damage Condition Track; suffer 1 Corruption; only once per 24 hours;
opposite effect if more than once during the 24 hours period.
When injury occurs
Injuries
are determined
randomly, and they have the following special rules:
-
Based on the random result, they impose certain conditions and penalties.
-
Upon gaining an Injury, also gain 3, 6, or 9 points of Corruption, depending on its severity (even if immune to the Injury itself!)
-
If no armour is worn, begin Bleeding. Each Turn gain 1 Corruption. If you Bleed longer than [BB], become Slain!
-
A Fate Point may be spent to avoid an Injury.
Treat injuries
Surgery
A caregiver must have a Skill Rank in Heal
();
1 seed pod of opium and 10 minutes. Surgical tools are also needed
for Grievous Injuries.
Each injury must be treated separately.
May be treated (whether successfully or not) only
once par 24 hours.
A Grievous Injury must successfully be treated
within [BB] hours, or the effect becomes permanent.
Number
of Injuries
|
Heal
Test Difficulty Rating
|
1
|
+10%
|
2
|
no modifier
|
3
|
-10%
|
Heal
Test result
|
|
Success
|
you
may begin recuperation
|
Critical Success
|
as
above and recuperation time is reduced by 3 days to a minimum of
1
|
Failure
|
no
recovery, the effect of a grievous injury becomes permanent
|
Critical Failure
|
as
above and your wounds suffer from Infection
|
Recuperation time
Injury
|
Heal
Test Difficulty Rating
|
Moderate Injury
|
1D10+1
|
Severe Injury
|
2D10+2
|
Grievous Injury
|
3D10+3
|
Each day spent in bed reduces the recuperation
time by 1 day, to a minimum of 1.
Use tincture
Ignore and Injury’s
effect for 24 hours; suffer 1 Corruption.
Bleeding
You can
automatically stop Bleeding by using 3 AP and either 1 Bandage and
Cauterization. The latter causes the patient to move down 3 steps
from the Peril Condition Track. If Incapacitated!, he remains
unconscious for 1 hour.
Suffer 1 Corruption
each turn spent bleeding.
If Bleeding is not
stopped within [BB] turns, the wounded is Slain!
Infection
While suffering from
Infection, you cannot recover from Peril, Damage nor Injuries until
successfully dealt with though bloodletting.
Each 24 hours passed
with an infection causes the permanent loss of 1% Brawn.
A healer must have a Skill Rank in Heal;
surgical tools, 1 bottle of leeches, 1 bandage and 1 hour.
May be healed (whether successfully or not) only
once par 24 hours.
Damage
Condition Track
|
Heal
Test Difficulty Rating
|
Unharmed
|
+20%
|
Lightly Wounded
|
+10%
|
Moderately Wounded
|
no modifier
|
Seriously Wounded
|
-10%
|
Grievously Wounded
|
-20%
|
Heal
Test result
|
|
Success
|
your
Infection goes away
|
Critical Success
|
as
above and move one step up the Damage Condition Track
|
Failure
|
no
recovery
|
Critical Failure
|
as
above and suffer a permanent loss of 6% Brawn
|
Peril condition track
The
Peril Condition Track
has the following steps and rules:
-
Unhindered
-
Imperiled
-
Ignore 1 Skill Rank; determine Base Chance as if the character had 1 less Skill Rank
-
Ignore 2 Skill Ranks; determine Base Chance as if the character had 2 less Skill Ranks
-
Ignore 3 Skill Ranks; determine Base Chance as if the character had 3 less Skill Ranks
-
Incapacitated!; cannot succeed at Skill Tests and gain 6 points of Corruption
When
suffering Peril,
compare the rolled result to the character’s Peril
Threshold.
-
If (Total > Peril Threshold), move 1 step down the Peril Condition Track.
-
If (Total > 6 + Peril Threshold), move 2 steps down the Track.
-
If (Total > 12 + Peril Threshold), move 3 steps down the Track.
-
If (Total > 18 + Peril Threshold), the character’s Incapacitated!
Recovering from Peril
-
Rest in safe place (recover to Unhindered)
-
Rest in unsafe place (recover to Imperiled)
-
Use smelling salts (recover 1 step; only once per day; suffer 1 Corruption; opposite effect if more than once per day)
Disorder
Suppress disorder
Quicksilver
suppress a Disorder’s effects for 24 hours, but immediately suffer
1 Corruption.
Perform hypnosis (mg)
With a successful Incantation test by an Alienist or Charlatan (adding a Quicksilver ampule and its effects), the patient may ignore one of their disorders effects for a number of days equal to the hypnotist's [FB].Perform psychosurgery
Heal Test
once a week to treat a Disorder or Chaotic Rot. The patient must then
convalesce for 1d10 + 1 days, regardless success or not.
The surgeon must
have access to surgical tools, Quicksilver (1 ampule), leeches (a
bottle) and a Bandage, and 1d10 + 1 hours of work
The Difficulty
Rating depends of the number of Chaos Ranks the patient has gained:
Chaos
Ranks
|
Heal
Test Difficulty Rating
|
0 – 1
|
+30%
|
2
|
+20%
|
3
|
+10%
|
4
|
no modifier
|
5
|
-10%
|
6
|
-20%
|
7 – 9
|
-30%
|
Heal
Test
|
|
Success
|
patient’s
Chaos Ranks are reduced to 0 and the Chaotic Rot is cured
|
Critical Success
|
as
above, the Disorder is also cured
|
Failure
|
the
patient permanently loses 9% Willpower
|
Critical Failure
|
the
patient is Slain!
|
Extreme weather
Frostbite
After becoming
Incapacitated! in the cold, you can no longer recover Peril or Damage
unless treated by a skilled Healer. If not treated successfully
within 24 hours, you gain either the Veteran’s Hand or Foot
Drawback.
The healer must have
access to surgical tools, a Bandage, a campfire, and 1 hour of work.
Grievous Injuries must first be treated.
Damage
condition track
|
Heal
Test Difficulty Rating
|
Unharmed
|
+20%
|
Lightly wounded
|
+10%
|
Moderately wounded
|
no modifier
|
Seriously wounded
|
-10%
|
Grievously wounded
|
-20%
|
Heal
Test
|
|
Success
|
the
Frostbite goes away and you can start recover again
|
Critical Success
|
as
above, and move one step up the Damage and Peril Condition
Tracks
|
Failure
|
you
lose 1d6 – 1 fingers or toes (and 1% Brawn for each toe and 1%
Agility for each finger)
|
Critical Failure
|
you
lose the whole foot or hand
|
-
5 toes or a foot lost gives you the Veteran’s Boot Drawback
-
5 fingers or a hand lost gives you the Veteran’s Hand Drawback
Heatstroke
After becoming
Incapacitated! in the heat, you can no longer recover Peril or Damage
unless treated by a skilled Healer. If not successfully treated
within 24 hours, you are Slain!
The healer must have
access to smelling salts, a jug of water, and 1 hour of work.
Damage
condition track
|
Heal
Test Difficulty Rating
|
Unharmed
|
+20%
|
Lightly wounded
|
+10%
|
Moderately wounded
|
no modifier
|
Seriously wounded
|
-10%
|
Grievously wounded
|
-20%
|
Heal
Test
|
|
Success
|
the
Heatstroke goes away and you can start recover again
|
Critical Success
|
as
above, and move one step up the Damage and Peril Condition
Tracks
|
Failure
|
your
brain is damaged (and you lose 3% Willpower)
|
Critical Failure
|
your
suffer the Dunderhead Drawback (and you lose 6% Willpower)
|
Falling
-
1d10 + [yards fallen] damage, ignoring armor, no Injury may be suffered by this way
-
In at least [yards fallen] / 2 yards of water, reduce the yards fallen by 9 (to a minimum of 1)
-
If you fall more than 3 + [BB] yards, perform an Arduous (-30%) Toughness Test or become Incapacitated! unable to move until Damage and Peril Condition Tracks are restored to Unhindered and all Injuries are fully recuperated from
Jumping
-
use the same rule as falling in water
Fire
-
Fire doesn’t inflict Injuries
Fire
ferocity
|
Resist
DR
|
Damage
|
Example
|
Mildly dangerous
|
+10%
|
1d10 + 1
|
candles, cooking oil, hot
coals and lamps
|
Moderately dangerous
|
standard
|
2d10 + 2
|
camp fires, bottle bombs,
hearths, burning torches
|
Seriously dangerous
|
-10%
|
3d10 + 3
|
siege burning oil, burning
buildings, forest fires, massive conflagrations
|
Coordination
Test for every minute of exposition
|
|
Success
|
you pat of the flames for now
|
Critical Success
|
as above, and you also
succeed the Test for the next minute
|
Failure
|
you suffer damage
|
Critical Failure
|
as above and you are set On
Fire
|
Poisons
Inebriants
- Devilweed (MG)
- Green fairy (MG)
- Liquid courage
- Madam Geneva (MG)
- Tobacco (MG)
Liquid courage
-
Toughness test every hour of drinking, the Difficulty Rating is increased by one step.
Alcohol
|
Toughness
Test Difficulty Rating
|
Cheap wine
|
+20%
|
Mead
|
+10%
|
Good wine or Rotgut
|
no modifier
|
Spirits
|
-10%
|
Dwarven beer
|
-20%
|
Toughness
Test
|
|
Success
|
no
intoxication
|
Failure
|
Intoxicated!
|
Critical Failure
|
Incapacitated!
|
If
Incapacitated!, you’re unconscious for 6 hours and cannot recover
on the Peril Condition Track for 24 hours.
Deliriant
-
Takes effect within 1 hour
-
Gain 1 point of Corruption per dose
-
When under the influence of one dose, treat failed Perception based Tests as critically failed
-
When under the influence of 2 doses, as above and treat failed Willpower based Tests as critically failed
-
When under the influence of 3 doses, as above and treat failed Brawn based Tests as critically failed
-
If Incapacitated!, you fall unconscious for 6 hours (and the Peril Condition Track is not restored)
Deliriant
|
Doses
|
Effect
|
Black Lotus
|
1
|
+10% to Willpower for 3 hours
|
2
|
+20% to Willpower for 6 hours
|
|
3
|
+30% to Willpower for 9 hours
|
|
Mandrake root
|
1
|
+1 to Peril Threshold for 3
hours
|
2
|
+2 to Peril threshold for 6
hours
|
|
3
|
+3 to Peril Threshold for 9
hours
|
|
Red cap mushrooms
|
1
|
+1 to Damage Threshold for 3
hours
|
2
|
+2 to Damage Threshold for 6
hours
|
|
3
|
+3 to Damage Threshold for 9
hours
|
Toxin
-
Takes effect immediately
-
Slain! if the Resist Test is critically failed
Towin
|
Affects
|
Doses
|
Effect
|
Animalbane
|
Animal
|
1
|
flees for 1 minute
|
Animal
|
2
|
flees for 2 minutes and
reduce its Movement by 6
|
|
Animal
|
3
|
paralysed for 3 minutes
|
|
Beastbane
|
Beast
|
1
|
suffers 1D10+1 physical Peril
|
Beast
|
2
|
suffers 2D10+2 physical Peril
|
|
Beast
|
3
|
suffers 3D10+3 physical Peril
|
|
Blackroot
|
Mutant
|
1
|
unable to use Reactions for 1
minute
|
Mutant
|
2
|
as above, and also Perilous
Stunts for 2 minutes
|
|
Mutant
|
3
|
as above, and also Movements
for 3 minutes
|
|
Demonbane
|
Abyssal
|
1
|
suffers 1D10+1 physical Peril
|
Abyssal
|
2
|
suffers 2D10+2 physical Peril
|
|
Abyssal
|
3
|
suffers 3D10+3 physical Peril
|
|
Folkbane
|
Humanoid
|
1
|
unable to use Reactions for 1
minute
|
Humanoid
|
2
|
as above, and also Perilous
Stunts for 2 minutes
|
|
Humanoid
|
3
|
as above, and also Movements
for 3 minutes
|
|
Graveroot
|
Supernatural
|
1
|
flees for 1 minute
|
Supernatural
|
2
|
flees for 2 minutes and
reduce its Movement by 6
|
|
Supernatural
|
3
|
paralysed for 3 minutes
|
Venom
-
Takes effect immediately
-
Slain! within [BB] hours unless saved by the adequate anti-venom
Venom
|
Immediate
effect
|
Scorpion
|
flip to fail Tests which
relies on sight
|
Snake
|
Incapacitated! and cannot
recover on the Peril Condition Track
|
Spider
|
Helpless
|
Usage and preparation
- Can be treated by leeching (MG)
- Can be placed in food or liquid or applied to a weapon
- Evaporates within 3 hours when exposed to open air
- Volunteers can choose to fail their Toughness Test
Poison
type
|
Doses
or venom
|
Toughness
Test Difficulty Rating
|
Inebriant
|
1
|
+10%
|
2
|
no modifier
|
|
3
|
-10%
|
|
Toxin
|
1
|
+10%
|
2
|
no modifier
|
|
3
|
-10%
|
|
Deliriant
|
1
|
+20%
|
2
|
+10%
|
|
3
|
no modifier
|
|
Toxin
|
1
|
+10%
|
2
|
no modifier
|
|
3
|
-10%
|
|
Venom
|
Scorpion
|
no modifier
|
Snake
|
-10%
|
|
Spider
|
+10%
|
Sleep deprivation
Suffer
2D10+2 mental Peril for every 24 hours passed without 6 hours of
sleep. Unconscious once Incapacitated!
Starvation
No recovery from
Damage or Peril if you don’t eat at least one meal a day.
Suffer 2D10+2
physical Peril if you don’t eat daily.
Slain! after not
eating for a number of days greater than [BB].
Hunting and foraging
1D10+1 hours spent
gives enough days of food equal to you [PB] when a Survival Test is
succeeded (which may be adjusted by the natural environment).
Suffocation
You can hold your
breath [BB] minutes. Afterwards, suffer 2D10+2 physical Peril by
minute. Slain! once Incapacitated! if not rescued within [BB] minutes
by a kiss of life.
Kiss of life
Requires one minute
and a Heal Test by someone who has at least a Skill Rank. The
Difficulty Rating is Trivial (+30%) but increases by one step for
each minute spent unconscious.
Heal
Test
|
|
Success
|
awaken,
but still Incapacitated!
|
Failure
|
remain
unconscious
|
Materia medica… and others
Materia medica | Skill | Components | Time |
Aethyric fluid | Alchemy | laboratory, wytchstone essence, void salt | 1D10+1 hours |
Bandages | Heal | honey pot, strip of ragged cloth | 10 minutes |
Bottle bomb | Tradecraft | laboratory, wytchstone essence, void salt | 1D10+1 hours |
Chitterchant brew | Alchemy | laboratory, wytchstone, void salt, brandy | 1D10+1 hours |
Decoction | Alchemy | laboratory, void salt, prima materia | 1D10+1 hours |
Deliriant | Alchemy | laboratory, extract of the plant | 1D10+1 hours |
Elixir | Alchemy | laboratory, shard of wytchstone | 1D10+1 hours |
Glass grenade | Tradecraft | diseased rag or poison, wytchstone essence, bottle bomb | 10 minutes |
Gunpowder | Alchemy | laboratory, vial of saltpeter | 1D10+1 hours |
Laudanum | Alchemy | laboratory, seed pod of opium | 1D10+1 hours |
Mutagenic potion | Alchemy | laboratory, wytchstone, void salt, 3 prima materia | 1D10+1 hours |
Panacea | Alchemy | laboratory, shard of wytchstone* | 1D10+1 hours |
Quicksilver | Alchemy | laboratory, crystal of cinnabar | 1D10+1 hours |
Royal water | Alchemy | laboratory, vial of saltpetert | 1D10+1 hours |
Smelling salts | Alchemy | laboratory, vial of epsom | 1D10+1 hours |
Talisman | Incantation | laboratory, shard of wytchstone* | 1D10+1 hours |
Tincture | Alchemy | laboratory, seed pod of opium | 1D10+1 hours |
Toxins | Alchemy | laboratory, shard of wytchstone* | 1D10+1 hours |
Venom & Antivenom | Alchemy | laboratory, venom | 1D10+1 hours |
Void salt | Alchemy | laboratory, royal water, wytchstone essence | 1D10+1 hours |
Wytchblight | Alchemy | laboratory, wytchstone essence, void salt | 1D10+1 hours |
Wytchfyre | Alchemy | laboratory, shard of wytchstone* | 1D10+1 hours |
Wytchslime | Alchemy | laboratory, wytchstone essence, void salt | 1D10+1 hours |
Wytchstone essence | Alchemy | laboratory, shard of wytchstone* | 1D10+1 hours |
Wytchstone incense | Alchemy | laboratory, wytchstone essence, void salt | 1D10+1 hours |
Wytchstone token | Alchemy | laboratory, wytchstone essence | 1D10+1 hours |
Number of doses | Skill Test Difficulty Rating |
1 (elderly mutagenic potion, panacea) | -30% |
1 (aethyric fluid, middle aged mutagenic potion, talisman) | -20% |
1 (elixir, glass grenade, strong decoction, adult mutagenic potion) | -10% |
1 (chitterchant brew, middling decoction, young mutagenic potion) | no modifier |
1 | +10% |
2 | no modifier |
3 | -10% |
Skill
Test
|
|
Success
|
you
prepare the number of doses you intended to prepare
|
Critical Success
|
as
above and you prepare one additional dose (except with panacea,
where you just keep enough wytchstone to prepare another dose)
|
Failure
|
ingredients
are expanded
|
Critical Failure
|
Panacea,
talisman, wytchstone essence: as above, and suffer 3D10+3 damage
from fire
Others:
as above, and suffers 2D10+2 Peril
|
Elixir
Shelf life:
[IB] weeks, after that it becomes cursed
Effects:
3 Corruption, effects are immediate, roll on table page 342
Cursed:
effects are the same, but roll Chaos Die; on a ”6” you gain a
curse (GM’s choice) for 24 hours
Identifying:
secret Alchemy Test (must possess at least one Skill Rank)
Main usages
Substance | Usages |
Aethyric fluid | creating and healing golems |
Bandage | Bind wounds, Bloodletting, Bloody flux, Filth fever, Frostbite, Grey plague, King's disease, Leeching, Orx-molt, Perform surgery, Red death, Stem bleeding, Treeman fever, War fever |
Cinnabar | Quicksilver, Red death |
Chitterchant brew | Slavery |
Decoction | Impart supernatural capacities |
Epsom salt | Smelling salts |
Glass grenade | Weapon |
Holy water | Grey plague |
Honey | Bandages |
Laudanum | Toxins, Recover damage |
Leeches | Bloodletting, Leeching, King's disease, Psychosurgery |
Mandrake root | Deliriant, Filth fever |
Mutagenic potion | Hexer ritual, Transformation, Insanity, Death |
Opium | Laudanum, Perform surgery, Tincture, Treat injuries |
Prima materia | Decoction, Mutagenic potion |
Quicksilver | Hypnosis, Suppress disorder, Psychosurgery, Venereal disease, War fever |
Rotgut | Bloody flux, Bottle bomb |
Royal water | Orx-molt, Void salt |
Saltpeter | Gunpowder, Royal water |
Smelling salts | Heatstroke, Recover peril, Toxins |
Surgical tools | Frostbite, Grey plague, King's disease, Leeching, Orx-molt, Perform surgery, Red death, Treeman syndrome, Venereal disease, War fever |
Tincture | Ignore injury |
Void salt | Aethyric fluid, Chitterchant brew, Mutagenic potion, Treeman syndrome, Wytchblight, Wytchslime, Wytchstone incense |
Wolfsbane | Tomb rot |
Wytchblight | Poison creature, Skaven drug |
Wytchfyre | Fueling skaven weapons |
Wytchslime | Dissolve bodies |
Wytchstone essence | Aethyric fluid, Glass grenade, Void salt, Wytchblight, Wytchslime, Wytchstone incense, Wytchstone token |
Wytchstone incense | Ignore chaos manifestations, Recover peril |
Wytchstone shard | Chitterchant brew, Mutagenic potion, Wytchstone essence |
Wytchstone token | Currency, Ignore chaos manifestation |
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