Chapter VI: Combat, Damage & Movement
loathsome rot eats away at the very soul of its victim. Sufferers exhibit boils, fever and violent fluxes as the rot withers their frame to leprous proportions. Most end their lives before the final stages of the disease, for the disturbing changes it wreaks upon ones frame are enough to shatter one’s sanity. Many whisper that this illness is the work of the Fly Lord, casting his net to snare souls to his service. Only the mightiest of Shallyan healing magic can cure Neiglish Rot. For most victims, it is a death sentence. Duration: 30 days. Effects: Each day a character has the Neiglish Rot he must make a Toughness Test or lose 5% from every Characteristic on his Main Profile. If Toughness is reduced to 0 or less, the character dies. At the end of each week the character has the disease, roll on Table 11-1: Chaos Mutations on page 229. s CurVy m adness Description: This dangerous disease causes painful swellings upon the lips, tongue and gums. When these burst—usually whilst sneezing—foul tasting and infectious pus sprays out, sometimes up to five feet away. A high fever induces hallucinations and a terrible thirst in the victim, who must be doused in water and kept cool at all costs. People in the grip of the madness have gone on violent rampages, made shocking admissions and caused dangerous scandals. Folk cures include strapping sufferers to a stout board and forcing either grog with vinegar and limejuice or a live frog down their gullet. Characteristics on his Main Profile are halved (rounded up). If trying to do anything but recuperate, the character must make a successful Will Power Test or the GM will decide what he does instead. Considering that victims suffer from severe hallucinations, this could be nearly anything. s TenChfooT f eVer Description: This foul disease is a common Halfling affliction that has escaped from the Moot to plague the Empire. Views conflict on how it is caught. Some claim merely sharing a seat with one of the “wee folk” is enough to get you infected. Unfortunates who suffer from the fever are afflicted with sweats and shakes, sickness and a foul, meaty stink arising from their feet. The accepted method of dealing with this sickness is to fight fire with fire —rubbing the afflicted feet with meat, dung and the like to “drive out” the sickness. Duration: 7 days. Effects: The sufferer becomes so debilitated that all the M ovement has already been covered during combat and other situations where time is broken into 10 second rounds. Movement during narrative time, plus rules for jumping and falling, leaping, and flying, follow. Swimming and climbing are covered in Chapter 4: Skills and Talents under the skills Swim and Scale Sheer Surface respectively. n arraTIVe m oVemenT The vast majority of movement occurs as part of the story or narrative and it can be handled speedily. It isn’t necessary to make a journey as tedious for the players as it is for their characters. The GM can simply say things like, “After a gruelling eight hour hike, you finally arrive in Duration: 4 days.
Effects: The illness causes a –20% penalty to all the Characteristics on the character’s Main Profile. The sufferer and anyone within 4 yards also suffers a –10% on Perception Tests involving sense of smell, since the odour of the character’s feet is so unbelievably foul. w eeVIl C ough Description: Tiny mites that live in hay, wheat and flour stores cause this hacking cough. Spending too much time around infested areas will produce a thick, phlegmy cough, shortness of breath and a distinctive throaty rattle to the voice. Quacks often claim inhaling the vapours of various concoctions— many of them highly addictive—can cure it. Duration: 3 days. Effects: Coughing causes the character to suffer a –10% penalty to the Characteristics on his Main Profile and reduces Movement by 2. Nuln feeling hungry and dispirited.” Some GMs prefer to play such things fast and loose (“It takes you about a week.”). Others prefer more realism and like to spin out a story. For the benefit of the latter, there are two movement charts, Tables 6-8 and 6-9. Table 6-8: Local Movement in Yards Per Minute is for travel in a limited area, such as a city, village, or valley. Table 6-9: Overland Movement in Miles Per Hour is for long-term travel, such as that between two cities. Both tables are based on the Movement Characteristic and have two columns, hampered and standard. • Hampered Movement: Use this column when moving cautiously or through difficult terrain such as woods, marshes, or hills. This column is also appropriate for military formations on the march.
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