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sección IV discute cómo las escuelas deben implementar los IEPs y las leyes que se han

B. Objetivos anuales mensurables

Generally, poisons are harmful substances that must be eaten, touched, or ingested. Venoms are injected into the blood by a creature, though sometimes they can be secreted. A snake, for example, is venom- ous while a flask of hemlock is poisonous. Poisons and venoms are treated the same way.

When a character is exposed to a poison or venom, he must make a Might roll or suffer its effects. If the Might roll succeeds, the victim takes half damage from the poison or venom. If not, he takes full damage. Most poisons take effect 1-6 hours after being exposed to them; many venoms take a few minutes or even seconds.

Some weaker toxins do Fatigue damage instead of physical damage. This Fatigue is recovered normally. Strong toxins require Difficult Might rolls to resist their effects.

Un-chivalrous warriors coat their blades or spears with poison. Always roll to see if the poison takes effect after combat.

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FRIGHT

“Warriors fear little. Now we fight.”

This is the entirety of the speech made by General Tears shortly before the War of the Bloodsnows. His warriors fought bravely and showed no fear. Still, few returned home to tell of their courage and determination on that autumn day.

It takes many years to become such a fearless warrior, and those years are often filled with abject terror, fright, and bloody horrors.

There are two types of Fright — Revulsion and Terror. Revulsion covers most grotesque sights. Rotting bodies, blood-covered walls, and human-skin books all cause Revul- sion. Terror, on the other hand, represents the fear of dying. An army of skeletons appears from nowhere, a person is trapped in a dungeon all alone, a demon appears from a smoky cloud-these are situations that cause Terror.

In both situations, a person needs to make a Courage roll. If the sight is especially horrifying, the roll is Difficult. If a warrior sees a dead body, it may not phase him. If he realizes the dead body is his own brother, he may have to make a Difficult Courage roll. If a peasant who doesn’t believe in dragons suddenly sees one burning his town, he’ll get a Difficult roll, while the old man who knows they exist might not.

If the subject succeeds his roll, he is not phased by this horror and may act normally. If he fails, he is scared and will suffer ill effects. Roll 2d10 on the appropriate table.

Once a subject succeeds a fright roll against a particular thing, he won’t have to make one again against it. Runemasters should use common sense here. Even if a warrior overcomes his fears of a skeletal warrior, an entire army of them might still scare him!

Revulsion

2 - Victim’s stomach turns, but there are no ill effects. 3-4 - Subject gasps and is Surprised for a round. 5-6 - Subject yells out and is Surprised for 1d6 rounds. 7-8 - Subject screams in horror. He breathes heavily, takes 1d6 Fatigue, and is Surprised for the same amount of rounds. 9 - A scream to wake the dead. Subject takes 2d6 Fatigue, and is Surprised for the same amount of rounds.

10 - Gagging. Subject takes 1d6 Fatigue. Subject stumbles and becomes immobile for 2d6 rounds.

11 - Subject vomits all over himself. He takes 2d6 Fatigue. He is immobile and unable to do anything for 10 rounds.

12 - Subject runs from the area as fast as he can. He’ll continue to run for 1d6 rounds.

13 - Subject runs screaming and bawling for several minutes. He takes 3d6 Fatigue.

14 - Feint. Subject takes 2d6 Fatigue and feints. He can be woken in 1d6 minutes.

15 - Collapse. Subject takes 2d6 Fatigue and feints. He can be woken in 10 minutes.

16 - Subject starts babbling like a fool. He takes 1d6 Fatigue and will continue to speak like a madman for an hour. Treat him as being Surprised for this entire time.

17 - Subject’s hair turns stark white, or he looks like he’s aged 10 years. Subject is Surprised for the next 1d6 minutes.

Sample Poisons

Cobra venom does 4d6 damage. It only works if it gets in the bloodstream.

Wolfsbane does 3d6 damage and can be ingested or gotten into the bloodstream.

Arsenic does 3d6 Fatigue and then 3d6 damage. It must be ingested in a decent amount to take the desired effect.

Hemlock does 4d6 Fatigue and then 4d6 damage. Like arsenic, it must be ingested.

Nightshade does 5d6 damage and requires Difficult Might rolls to resist its effects. Both must get in the bloodstream.

Tirari poison is found on poisonous frogs and does 5d6 damage if it gets in someone’s blood.

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18 - Subject falls into a coma. Each day he must make a

Courage roll to wake up. If he’s in a coma for more than 10 days, he dies.

19 - Subject falls into a deep coma. Each day he must make a Difficult Courage roll to wake up. If he’s in a coma for more than 10 days, he dies.

20 - Heart attack. Subject falls to the ground and dies in a few moments. If a Physician gets to him immediately, a Hopeless Intellect roll will save him.

Terror

2 - Victim is startled, but there are no ill effects.

3-4 - Subject’s heart skips a beat and is Surprised for a round. 5-6 - Subject yells out and is Surprised for 1d6 rounds. 7-8 - Subject screams in terror. He takes 1d6 Fatigue, and is Surprised a round.

9 - A scream to wake the dead. Subject takes 2d6 Fatigue, and is Surprised for the same amount of rounds.

10 - Subject falls into a wide-eyed daze. He takes 1d6 Fatigue and becomes immobile for 1d6 rounds.

11 - Subject runs from the area as fast as he can. He won’t scream, won’t talk, he’ll just run. He’ll continue to run for 1d6 rounds.

12 - Subject freezes. He takes 2d6 Fatigue and becomes immobile for 1d6 rounds.

13 - Subject thrusts the nearest person – or failing that, object – at the cause of his fear. He takes 2d6 Fatigue.

14 - Subject launches himself at the cause of his terror. He’ll fights it until it dies, he dies, or it’s out of his sight.

15 - Subject flees, laughing or crying hysterically. He’ll run as far as he possibly can until he collapses from exhaustion.

16 - Subject goes berserk. He attacks everything in sight, starting with the closest person or object.

17 - Subject falls down on his knees and pleads for his life. He’s completely useless for 1 minute.

18 - Madness. Subject develops severe mental problems. The Runemaster should assign one or more nasty effects such as twitches, megalomania, phobias, paranoia, schizophrenia, depression, and more. Subject takes 1d6 Fatigue. The madness will usually manifest itself in a manner related to its cause. For example, if the maniacal breakdown is caused by a horde of attacking zombies, the poor victim will most likely suffer from acute necrophobia, an irrational fear of death and dead things. 19 - Raving lunatic. Subject develops most of the above mental problems, plus a few creative quirks of his own. Subject takes 1d6 Fatigue and will be completely uncontrollable. He is a menace to himself and his companions. Once per week the victim may attempt a Courage roll to recover. If he succeeds, the madness will be replaced by a permanent phobia as mentioned above. If he fails to recover after three weeks, the madness is too severe. A mercy-killing may be in order... 20 - Heart attack. Subject falls to the ground and dies in a few moments. If a Physician gets to him immediately, a Hopeless Intellect roll will save him.