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Políticas públicas

In document USOS Y DEMANDAS DE AGUA (página 21-28)

3.4 EVOLUCIÓN FUTURA DE LOS FACTORES DETERMINANTES DE

3.4.2 PREVISIONES DE EVOLUCIÓN DE LOS FACTORES

3.4.2.3 Políticas públicas

APE

Description: Apes are large and powerful primates that are native to jungles across Harkuna. A

typical ape resembles a gorilla in many ways, but they are much stronger and far more aggressive. Apes kill and eat anything that they can catch, growing to over 5ft in height and weighing in at over 300 pounds!

Cha Com Int Mag Mus San Sco Thi

Ape 0 5 1 0 8 0 3 4

Defence: 8 Stamina: 10 Special Rules:

• Apes are commonly found in family groups ranging from 3 to 8

Threat Level: 6

BADGER

Description: The badger is the largest member of the weasel family. Although these creatures are

relatively small in size, they can pack a vicious bite when threatened or cornered. Badgers are com- mon in forests all over Harkuna.

Cha Com Int Mag Mus San Sco Thi

Badger 0 2 1 0 1 0 2 2

Defence: 3 Stamina: 4

Special Rules: None Threat Level: 1

mates that are native to jungles across Harkuna. A ut they are much stronger and far more aggressive

growing to over 5ft in height and weighing in a

Int Mag Mus San Sco Thi

1 0 8 0 3 4

oups ranging from 3 to 8

BADGER

Description: The badger is the largest member of the weasel family. Although these creatures are

relatively small in size, they can pack a vicious bite when threatened or cornered. Badgers are com- mon in forests all over Harkuna.

Cha Com Int Mag Mus San Sco Thi

Badger 0 2 1 0 1 0 2 2

Defence: 3 Stamina: 4

Special Rules: None Threat Level: 1

BAT (VAMPIRE)

Description: Vampire bats come in many shapes and sizes. Their strength lies in their numbers;

vampire bats swarm about their prey biting them into submission before latching on and sucking their victim of every drop of blood. Vampire bats are particularly fond of human blood.

These creatures live in caves in warm climate countries all over Harkuna. They only hunt at night.

Cha Com Int Mag Mus San Sco Thi Vampire bats (swarm) 0 4 1 0 1 0 5 5

Defence: 3

Stamina: 14 (this represents the sheer number of vampire bats) Special Rules:

• Swarm - due to the large number of bats they can att ack their victim from every angle. The victim of a vampire bat att ack will suff er a -3 Defence penalty for the duration of combat.

Threat Level: 2

BEAR

Description: A bear is a common animal found throughout much of the Fabled Lands, making

their homes mostly in woodland regions. There are a variety of diff erent species of bear, but they all share common characteristics: a large body with stocky legs, a long snout, and shaggy hair. Most bears are omnivorous, found in both the wilderness and forests over all of Harkuna.

Hunters throughout the Fabled Lands hunt bears for their meat and fur, which can fetch high prices if sold to the right buyer.

Cha Com Int Mag Mus San Sco Thi

Bear 0 5 1 0 6 1 5 2

Defence: 9 Stamina: 13

Special Rules: None Threat Level: 5

BAT (VAMPIRE)

Description: Vampire bats come in many shapes and sizes. Their strength lies in their numbers;

vampire bats swarm about their prey biting them into submission before latching on and sucking their victim of every drop of blood. Vampire bats are particularly fond of human blood.

These creatures live in caves in warm climate countries all over Harkuna. They only hunt at night.

Cha Com Int Mag Mus San Sco Thi Vampire bats (swarm) 0 4 1 0 1 0 5 5

Defence: 3

Stamina: 14 (this represents the sheer number of vampire bats) Special Rules:

• Swarm - due to the large number of bats they can att ack their victim from every angle. The victim of a vampire bat att ack will suff er a -3 Defence penalty for the duration of combat.

Threat Level: 2

BEAR

Description: A bear is a common animal found throughout much o

their homes mostly in woodland regions. There are a variety of diff eren share common characteristics: a large body with stocky legs, a long s bears are omnivorous, found in both the wilderness and forests over a Hunters throughout the Fabled Lands hunt bears for their meat an prices if sold to the right buyer.

Cha Com Int Mag Mus

Bear 0 5 1 0 6

Defence: 9 Stamina: 13

Special Rules: None Threat Level: 5

162

BOAR

Description: Boars are not carnivores but they are very bad tempered creatures. If disturbed or

surprised they are very likely to att ack. Adult boars are big, standing over 3 feet tall at the shoulder, and measuring up to 4 feet long. Boars are native to countries with a hot climate and can be found in jungles.

Cha Com Int Mag Mus San Sco Thi

Boar 0 4 1 0 4 1 3 3

Defence: 4 Stamina: 5 Special Rules:

• Charge - If a Boar has enough room it will always charge into combat using its large tusks to rend its opponent. If a Boar has multiple opponents, then the target is chosen randomly.

Threat Level: 2

CAMEL

Description: Camels are capable of carrying huge loads over very long distances without eating

and drinking. Camels are common to hot places such as deserts and stand well over 7 feet tall (their humps give them extra height and sitt ing in between them makes a usable saddle).

Cha Com Int Mag Mus San Sco Thi

Camel 0 1 1 0 3 1 1 1

Defence: 4 Stamina: 8 Special Rules:

• A camel is capable of carrying 50 EV with litt le problem.

Threat Level: 1

CROCODILE

Description: Crocodiles are vicious and deadly predators that reside in swamps and rivers close to

jungles, or warm temperature forests. These huge reptiles have been known to grow over 20 feet in length, with powerful jaws that grip their prey then drag it into the water.

Cha Com Int Mag Mus San Sco Thi Crocodile 0 6 1 0 5 1 4 4

Defence: 7 Stamina: 9 Special Rules:

• Surprise att ack - Crocodiles hide in the shallow waters waiting to pounce on anything drink- ing from the lake or river. A crocodile will gain a +4 bonus to its strike order during the fi rst combat round only.

Threat Level: 5

BOAR

Description: Boars are not carnivores but they are very bad tempere

surprised they are very likely to att ack. Adult boars are big, standing ov and measuring up to 4 feet long. Boars are native to countries with a h in jungles.

Cha Com Int Mag Mus

Boar 0 4 1 0 4

Defence: 4 Stamina: 5 Special Rules:

• Charge - If a Boar has enough room it will always charge into co rend its opponent. If a Boar has multiple opponents, then the tar

Threat Level: 2

rying huge loads over very long distances without eating t places such as deserts and stand well over 7 feet tall (their ng in between them makes a usable saddle).

m Int Mag Mus San Sco Thi

1 0 3 1 1 1

EV with litt le problem.

CROCODILE

Description: Crocodiles are vicious and deadly predators that resid

jungles, or warm temperature forests. These huge reptiles have been length, with powerful jaws that grip their prey then drag it into the

Cha Com Int Mag Mu Crocodile 0 6 1 0 5

Defence: 7 Stamina: 9 Special Rules:

• Surprise att ack - Crocodiles hide in the shallow waters waitin ing from the lake or river. A crocodile will gain a +4 bonus to combat round only.

DOG (HUNTING)

Description: A hunting dog makes a loyal and fearless pet. These creatures are normally breeds

such as Wolfh ounds, Boarhounds, Mastiff s and Hunting Hounds. Dogs are common all over Harkuna.

Cha Com Int Mag Mus San Sco Thi Dog (hunting) 1 3 1 0 2 1 4 4

Defence: 3 Stamina: 5 Special Rules:

• Hunting dogs make excellent trackers. and will add a +3 bonus to their master’s foraging tests.

Threat Level: 2

ELEPHANT

Description: Elephants are huge herbivores that, in many cases, can have a serious att itude problem

making then very unpredictable. They are common to warn climate countries and can be trained as mounts or beasts of burden that are able to drag immense weights.

Cha Com Int Mag Mus San Sco Thi Elephant 0 8 1 0 11 1 2 1

Defence: 12 Stamina: 18 Special Rules:

• Charge - If an elephant has enough room it will always charge into combat using its massive tusks and weight to its advantage. If an elephant has multiple opponents then the target is chosen randomly.

• An elephant is capable of carrying or pulling 500 EV.

Threat Level: 10

DOG (HUNTING)

Description: A hunting dog makes a loyal and fearless p

such as Wolfh ounds, Boarhounds, Mastiff s and Huntin Harkuna.

Cha Com Int M Dog (hunting) 1 3 1 0

Defence: 3 Stamina: 5 Special Rules:

• Hunting dogs make excellent trackers. and will ad tests.

Threat Level: 2

NT

: Elephants are huge herbivores that, in many cases, can have a serious att it

n very unpredictable. They are common to warn climate countries and can easts of burden that are able to drag immense weights.

Cha Com Int Mag Mus San Sc

0 8 1 0 11 1 2

2

es:

e - If an elephant has enough room it will always charge into combat usin and weight to its advantage. If an elephant has multiple opponents then n randomly.

phant is capable of carrying or pulling 500 EV.

164

HAWK

Description: A hawk is a bird of prey that looks similar to an eagle only slightly smaller. An aver-

age hawk has a wing span of about 2 feet. Hawks are native to temperate climate countries but will not be seen where it is hot.

Cha Com Int Mag Mus San Sco Thi

Hawk 0 2 1 0 1 1 6 7

Defence: 3 Stamina: 3 Special Rules:

• Hawks can be trained to hunt. If used in this manner then the owner will gain +2 to their for- age roll.

Threat Level: 1

HORSE

Description: Horses are common throughout Harkuna. They can be used in a number of ways but

the most common is as a riding animal. Bigger horses are trained as warhorses to carry knights fearlessly into batt le.

Cha Com Int Mag Mus San Sco Thi

Horse 0 3 1 0 4 1 1 3

Warhorse 0 4 1 0 5 1 1 2

Defence: horse 3, warhorse 6 (this score incorporates armour otherwise 4) Stamina: horse 10, warhorse 14

Special Rules:

• Some weapons, such as a lance can only be used from horseback.

• A horse and rider can charge into combat, and both gain the benefi t/penalty for this combat action.

• During combat a horse has the following movement values: walk 50 (10 squares), Canter 130 (26 squares) and Gallop 200 feet (40 squares)

• The Walk combat action is used to mount or dismount from a horse. If this is done in combat then it will provoke an opportunity att ack from any monster or enemy in an adjacent square. • Any close combat att acks made from horseback will grant a +2 Combat and Defence bonus. • Ranged combat on a moving horse will suff er a -2 penalty.

Threat Level: 2 (horse), 3 (warhorse)

eagle only slightly smaller. An aver- temperate climate countries but will

Mus San Sco Thi

1 1 6 7

n the owner will gain +2 to their for-

Horses are common throughout Harkuna. They can be used in a numb mon is as a riding animal. Bigger horses are trained as warhorses to

batt le.

Cha Com Int Mag Mus San S

0 3 1 0 4 1

0 4 1 0 5 1

e 3, warhorse 6 (this score incorporates armour otherwise 4) e 10, warhorse 14

eapons, such as a lance can only be used from horseback.

and rider can charge into combat, and both gain the benefi t/penalty f combat a horse has the following movement values: walk 50 (10 squar

res) and Gallop 200 feet (40 squares)

k combat action is used to mount or dismount from a horse. If this is d will provoke an opportunity att ack from any monster or enemy in an a

se combat att acks made from horseback will grant a +2 Combat and D combat on a moving horse will suff er a -2 penalty.

LION

Description: A lion is a dangerous beast indeed that weighs in at over 400 pounds, and has been

known to reach 8 feet long! Lions are found in warm areas, mainly in the wilderness.

Cha Com Int Mag Mus San Sco Thi

Lion 0 5 1 0 5 1 5 5

Defence: 10 Stamina: 12 Special Rules:

• Charge - If a lion has enough room it will always charge into combat, and if it has multiple opponents then the target is chosen randomly.

• Lions are typically found in packs consisting of 1d6+3 individuals.

Threat Level: 5

RAT (GIANT)

Description: A giant rat can grow as big as 4 feet long. They have razor sharp teeth that not only

cause a nasty wound, but often carry fatal diseases like the Plague. Giant rats are commonly found in sewers and swamps.

Cha Com Int Mag Mus San Sco Thi Giant rat 0 4 1 0 3 1 5 5

Defence: 4 Stamina: 8 Special Rules:

• Disease - During certain situations the Gamesmaster may have Giant Rats be the carriers of the Plague disease (see Chapter 9 - For the Gamesmaster for more information on poisons)

Threat Level: 3 or 10 for those with the Plague disease

ION

escription: A lion is a dangerous beast indeed that weighs in at over 400 pounds, and has been

nown to reach 8 feet long! Lions are found in warm areas, mainly in the wilderness.

Cha Com Int Mag Mus San Sco Thi

Lion 0 5 1 0 5 1 5 5

efence: 10 tamina: 12 pecial Rules:

Charge - If a lion has enough room it will always charge into combat, and if it has multiple opponents then the target is chosen randomly.

Lions are typically found in packs consisting of 1d6+3 individuals.

hreat Level: 5

RAT (GIANT)

Description: A giant rat can grow as big as 4 feet long. They have razor sharp teeth that not only

ause a nasty wound, but often carry fatal diseases like the Plague. Giant rats are commonly found n sewers and swamps.

Cha Com Int Mag Mus San Sco Thi Giant rat 0 4 1 0 3 1 5 5

Defence: 4 Stamina: 8 Special Rules:

Disease - During certain situations the Gamesmaster may have Giant Rats be the carriers of the Plague disease (see Chapter 9 - For the Gamesmaster for more information on poisons)

166

In document USOS Y DEMANDAS DE AGUA (página 21-28)

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