vendredi 25 mai 2018

Hazards & healing

Hazards & healing

Diseases

DiseaseResistDurationEffectTreatment
Bloody fluxToughness +30%1D10+1 days2D10+2 peril per dayHeal -20%
Chaotic rotToughness -30%Until curedone skill rank per weekHeal -30%
Filth feverToughness +10%1D10+1 dayscannot recover perilHeal +10%
Grey plagueToughness -10%Until cured-3% Agility per weekHeal -10%
King's diseaseToughness -10%Until cured-1 [AB] per weekHeal -10%
Orx moltToughnessUntil cured1 Chaos rank per weekHeal
Red deathToughness -20%Until cured1 Chaos rank per weekHeal -20%
Tomb rotToughness +20%1D10+1 dayscannot recover damageHeal +20%
Treeman syndromeToughness -20%Until cured-1 [PB] per weekHeal -20%
Venereal diseaseToughnessUntil cured-3% Brawn per weekHeal
War feverToughness +10%1D10+1 days2D10+2 peril per dayHeal +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 medicaSkillComponentsTime
Aethyric fluidAlchemylaboratory, wytchstone essence, void salt1D10+1 hours
BandagesHealhoney pot, strip of ragged cloth10 minutes
Bottle bombTradecraftlaboratory, wytchstone essence, void salt1D10+1 hours
Chitterchant brewAlchemylaboratory, wytchstone, void salt, brandy1D10+1 hours
DecoctionAlchemylaboratory, void salt, prima materia1D10+1 hours
DeliriantAlchemylaboratory, extract of the plant1D10+1 hours
ElixirAlchemylaboratory, shard of wytchstone1D10+1 hours
Glass grenadeTradecraftdiseased rag or poison, wytchstone essence, bottle bomb10 minutes
GunpowderAlchemylaboratory, vial of saltpeter1D10+1 hours
LaudanumAlchemylaboratory, seed pod of opium1D10+1 hours
Mutagenic potionAlchemylaboratory, wytchstone, void salt, 3 prima materia1D10+1 hours
PanaceaAlchemylaboratory, shard of wytchstone*1D10+1 hours
QuicksilverAlchemylaboratory, crystal of cinnabar1D10+1 hours
Royal waterAlchemylaboratory, vial of saltpetert1D10+1 hours
Smelling saltsAlchemylaboratory, vial of epsom1D10+1 hours
TalismanIncantationlaboratory, shard of wytchstone*1D10+1 hours
TinctureAlchemylaboratory, seed pod of opium1D10+1 hours
ToxinsAlchemylaboratory, shard of wytchstone*1D10+1 hours
Venom & AntivenomAlchemylaboratory, venom1D10+1 hours
Void saltAlchemylaboratory, royal water, wytchstone essence1D10+1 hours
WytchblightAlchemylaboratory, wytchstone essence, void salt1D10+1 hours
WytchfyreAlchemylaboratory, shard of wytchstone*1D10+1 hours
WytchslimeAlchemylaboratory, wytchstone essence, void salt1D10+1 hours
Wytchstone essenceAlchemylaboratory, shard of wytchstone*1D10+1 hours
Wytchstone incenseAlchemylaboratory, wytchstone essence, void salt1D10+1 hours
Wytchstone tokenAlchemylaboratory, wytchstone essence1D10+1 hours


Number of dosesSkill 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%
2no 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

SubstanceUsages
Aethyric fluidcreating and healing golems
BandageBind 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
CinnabarQuicksilver, Red death
Chitterchant brewSlavery
DecoctionImpart supernatural capacities
Epsom saltSmelling salts
Glass grenadeWeapon
Holy waterGrey plague
HoneyBandages
LaudanumToxins, Recover damage
LeechesBloodletting, Leeching, King's disease, Psychosurgery
Mandrake rootDeliriant, Filth fever
Mutagenic potionHexer ritual, Transformation, Insanity, Death
OpiumLaudanum, Perform surgery, Tincture, Treat injuries
Prima materiaDecoction, Mutagenic potion
QuicksilverHypnosis, Suppress disorder, Psychosurgery, Venereal disease, War fever
RotgutBloody flux, Bottle bomb
Royal waterOrx-molt, Void salt
SaltpeterGunpowder, Royal water
Smelling saltsHeatstroke, Recover peril, Toxins
Surgical toolsFrostbite, Grey plague, King's disease, Leeching, Orx-molt, Perform surgery, Red death, Treeman syndrome, Venereal disease, War fever
TinctureIgnore injury
Void saltAethyric fluid, Chitterchant brew, Mutagenic potion, Treeman syndrome, Wytchblight, Wytchslime, Wytchstone incense
WolfsbaneTomb rot
WytchblightPoison creature, Skaven drug
WytchfyreFueling skaven weapons
WytchslimeDissolve bodies
Wytchstone essenceAethyric fluid, Glass grenade, Void salt, Wytchblight, Wytchslime, Wytchstone incense, Wytchstone token
Wytchstone incenseIgnore chaos manifestations, Recover peril
Wytchstone shardChitterchant brew, Mutagenic potion, Wytchstone essence
Wytchstone tokenCurrency, Ignore chaos manifestation

Aucun commentaire:

Enregistrer un commentaire