Quick Summaries
Stealth Modifiers | Tracking Modifiers
Modifier Situation | Modifier Situation
+2 Crawling | +2 Tracking more than 5 individuals
-2 Running | +4 Recent snow
+1 Dim light | +2 Mud
+2 Darkness | +1 Dusty area
+4 Pitch darkness | -4 Raining
+1 Light cover | -2 Tracking in poor light
+2 Medium cover | -2 Tracks are more than one day old
+4 Heavy cover | -2 Target attempted to hide tracks
Healing Modifiers | Load Limits
Modifier Situation | A Character's load limit is equal to 5 x STR
-2 Rough traveling |
-2 No medical attention | Every multiple of the load limit after the
-2 Poor environment | first subtracts 1 from the character's
- Medical Attention (-1940) | * Agility and all linked skills
+1 Medical Attention (1941+) | * Strength and all linked skills
+2 Medical Attention (2010+) |
Fear Table
d20 Effect
1-4 Adrenaline Surge: The hero’s “fight” response takes over. He adds +2 to all
trait and damage rolls on his next action.
5-8 Shaken: The character is Shaken.
9-12 Panicked: The character is Panicked.
13-16 Minor Phobia: The character gains a minor phobia.
17-18 Major Phobia: The character gains a major phobia.
19-20 The Mark of Fear: The hero is Shaken and also suffers some cosmetic
physical alteration —a white streak forms in the hero’s hair, his eyes
twitch constantly, or some other minor physical alteration. This reduces
his Charisma by 1.
21+ Heart Attack: The hero is so overwhelmed with fear that his heart stutters.
He must make a Vigor roll at -2. If successful, he’s Shaken and can't
attempt to recover for 1d4 rounds before he can attempt to recover. If he
fails, he dies in 2d6 rounds. A Healing roll at - 4 saves the victim’s life,
but he remains Incapacitated for 2d6 hours thereafter. (A greater healing
draught will heal them and revive them in 4+1d4 rounds.)
Reaction Table
2d6 Initial Reaction
2 Hostile: The NPC is openly hostile and does his best to stand in the
hero’s way. He won’t help without an overwhelming reward or payment of
some kind.
3-4 Unfriendly: The NPC isn’t willing to help unless there’s a significant
advantage to himself.
5-9 Neutral: The NPC has no particular attitude, and will help for little
reward if the task at hand is very easy. If the task is difficult, he’ll
require substantial payment of some kind.
10-11 Friendly: The NPC will go out of his way for the hero. He’ll likely do
easy tasks for free (or very little), and is willing to do more dangerous
tasks for fair pay or other favors.
12 Helpful: The NPC is anxious to help the hero, and will probably do so for
little or no pay depending on the nature of the task.
This message was last edited by the GM at 12:40, Wed 06 Oct 2010.