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ANÁLISIS DE RESULTADOS OBTENIDOS EN EL HSJDDSA Y ADISA

INGRESO PROMEDIO – GASTO MEDICAMENTO

ANÁLISIS DE RESULTADOS OBTENIDOS EN EL HSJDDSA Y ADISA

The following samples are just a small selection of the possibilities. Variations also exist, some being easier to detect and/or disarm, some being harder. The Attack Bonus of a given trap may also vary, depending upon how well it is constructed.

Arrow Trap: TN 20/TN 25; +15 Arrow/Bolt (6); Triggering

the trap fires an arrow or crossbow bolt at the target.

Blade Trap: TN 25/TN 20; +24 Large Blade (9); A large scything

blade springs out of a hidden recess to strike the target.

Dart Storm (10’R): TN 15/TN 25; +6 Darts (2); Each person

within the radius takes 2d10 dart attacks. For each dart, add +1 to the AB and +1 to the amount of damage done. These darts are often coated in poison, increase the Save target number by +1 for each dart that hits a target.

Pit Trap (20’): TN 20/TN 25; +4 Fall (10); A mechanism

drops the floor out from under character(s). It is usually spring loaded to snap back into place. See Falling Damage on p. 87 for additional information.

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andslides

/C

ave

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ins

One of the hazards of adventuring is falling objects, such as from landslides and cave-ins. Depending upon the size of the falling objects and the area that they cover, and how close the character is to the edge, the GM may allow for an Acrobatics roll, minimum TN 20, for the character to attempt to escape the danger zone.

If the character is unable to escape, then he will likely take damage from things falling on him.

A landslide or avalanche is often very deadly. Anybody caught in the middle will take a +30 attack that does 10 points of Base Damage each round for the duration of the landslide (normally 2-10 rounds - roll 2d10, divide by 2).

A cave-in is like a landslide, but it is usually confined to a much smaller, enclosed area and it often does not last nearly as long as a landslide can. Cave-ins will last for 1-5 rounds (roll 1d10, divide by 2, round up), and they have an attack bonus of +20. The Base Damage for a cave-in is 10 points, the same as a landslide.

It is possible for there to be variations to both of these events. Some might be smaller and/or lighter while others might be longer, larger and/or be more damaging. The above rules represents the average cave-in and landslide.

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ight

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ision

Adventures take place in many different settings; and lighting, or the lack of it, can play a key role in how the adventure plays out.

Characters generally have one of three separate types of vision: Normal, Nightvision, and Darkvision. Each provides a character with the unique capability to see in environments where illumination is insufficient.

Normal Vision: With normal vision, characters can see

clearly during the day. On a starlit night, a character can see up to 30’ clearly. With nothing more than the ambient light of a full moon, the character can see up to 150’. In an interior setting, using artificial illumination (such as a torch or lantern), a character can see clearly within the limits of the lighting, and is able to see dimly (-8 to Perception rolls) out to an additional distance equal to one half of the illuminated radius.

For instance, if a character is using a torch that illuminates a 20’ radius, the character can see clearly up to 20’ away. They also have the ability (with the -8 modifier) to see up to, but not beyond, 30’ away.

Nightvision: With Nightvision, characters can see clearly

up to 100’ on a starlit night and up to 500’ by the light of a full moon. In an interior setting, with artificial illumination, the character can see clearly up to double (or triple, if they have Greater Nightvision) the normal radius of the lighting. Characters can also see dimly (-8 to Perception rolls) an additional distance equal to the illumination provided by the light source.

For instance, if a character is using a torch that illuminates a 20’ radius, the character can see clearly up to 40’ away and dimly (with the -8 modifier) from 40’ to 60’ away. If he had Greater Nightvision, he could see clearly up to 60’ and then an additional 20’ at a -8.

Darkvision: The character can see out to the full range

of his Darkvision, which may vary from character to character, when in complete, non-magical darkness. With no illumination everything is seen in shades of grey, illumination allows them to see in color.

He can also see clearly up to twice the normal range of their Darkvision on a starlit night and up to 10x that range when they have the light of a full moon available. When using artificial illumination, the character can see clearly, up to a distance equal to the range of his Darkvision, past the normal area illuminated. He can also see dimly (-8 to Perception rolls) for the same distance as his Darkvision beyond what he can see clearly.

Thus, if a character is using a torch that illuminates a 20’ radius, and the character has Darkvision up to 30’, the character can see clearly up to 50’ and they would be able to see dimly (with the -8 modifier) up to, but not beyond, 80’ away.

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ight

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ourCes

The number of light sources available in a fantasy game can range widely from simple torches to several spells. Each light source, however, illuminates a certain radius.

The following list offers a few examples of light sources for easy reference:

Light Source Area Illuminated

Candle 5’ radius

Lantern, Large 25’ radius Lantern, Small 15’ radius Light spell 10’ radius (base)

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imited

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isiBility

When adventuring outdoors, there are certain weather conditions that can hamper and/or impede upon how far a character is able to effectively see.

In foggy conditions, characters will be limited to seeing no more 50’ if the fog is light, 30’ if it is a moderate amount of fog, and 10’ if the fog is heavy.

Light rain or snow will automatically reduce how far a character can see by half. If the rain or snow is moderate, then the maximum distance that a character can see will be 50’ and in heavy rain or snow, he will only be able to see a maximum distance of 30’

These distances do not take into account any lighting conditions or sources that might be in use. If the lighting conditions or light sources in use indicate a smaller sight distance, then that should be used instead of these distances.

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taRvation

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hiRst

In a moderate climate, a character will require the equivalent of approximately 1 gallon of water and 1 pound of food per day. These measures constitute one “ration” of each.

If the character does not meet those requirements, he will deteriorate and eventually die. Characters in an extremely hot climate will require an extra ration of water each day, while those in an extremely cold climate require an extra ration of food.

Starvation

A character can survive for about a month without food. For each daily ration that is missed, the character will receive a -1 modifier. When the character reaches -20 he will no longer be able to feed himself, and when he reaches -30, he will die.

Thirst

Dying of thirst is faster than dying of starvation. Each day without a ration of water will result in the character receiving a -3 modifier. As with Starvation, at -20, he will be helpless and when he reaches -30, he will die.

Half-rations

If a character, who has received modifiers for either starvation or thirst or both, is able to consume at least half of a normal ration, he will not deteriorate any further, but he will not get better either.

Recovery

The only way to remove the modifiers from starvation and thirst is by eating and drinking. Healing magic will not work. Each day that the character consumes a normal ration of food, the negative modifier for starvation is reduced by 1 and if he consumes a normal ration of water will, the negativemodifier for thirst will be reduced by 3.

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ateRy

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azaRds

While rivers and lakes have always been important avenues of travel, they can be both a nuisance and hazard for characters that must somehow cross them.

A character may freely wade through still or slowly moving water that is not above his head at a rate of 10’ per round without being required to make a roll. If the water is fast moving, or the ground under the water is especially slick, the GM may require a Save vs. Dex for a character to be able to keep his feet.

Swimming

If the water is above the head of the character, he will have to swim. Swimming across a slow moving stream or river will be a Athletics roll (TN 12) while attempting to swim across rapids will be a TN 30 roll. Rapids can easily sweep a character far downstream. Even just keeping one’s head above water would be considered a TN 25 Athletics roll. The penalties for armor and encumbrance are tripled when swimming.

Drowning

A character is able to hold his breath for 25 rounds plus a number of rounds equal to his Constitution Stat Value.

Once this time has expired, the character must begin making a Save vs. Con (TN 20) each round. Should the character fail one roll, he immediately falls unconscious and will die in 1d10 rounds.

Quicksand

Quicksand can appear in any location where sand and water mix. Shallow quicksand is a nuisance and can be escaped easily, but deep pits of quicksand are more problematic. Attempting to float and/or “dog paddle” towards the edge of a quicksand pool will be at least a TN 20 Athletics roll.

If the character panics or even just flails about, they will sink at a rate of 5” inches per round if they are unarmored. Increase the rate of sinking by 2 inches for every -1 modifier from armor and encumbrance. Also, once a character sinks below the surface, he will drown as described above.

Pulling oneself or another out of quicksand requires Save vs. Str (TN 18) at the very least.

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