Title: 4c Journey Rules Author: Anonymous Pastebin link: http://pastebin.com/ypCHh9JD First Edit: Thursday 18th of September 2014 02:37:44 PM CDT Last Edit: Thursday 18th of September 2014 02:37:44 PM CDT Note: These rules are currently based on SLSS since there’s a fatigue system already in place. SASS can substitute HP for FP use for the time being. where appropriate.   Recap from SLSS New description for Fatigue Points and Exhaustion in next section Fatigue Points ( http://pastebin.com/NtVzMBhm )  *Fatigue Points, or FP, represent your body's "internal energy supply". By default, your FP maximum is equal to your Vit score, so a character with 9 Vit would have a maximum of 9 FP. You burn FP gradually during strenuous activities, such as forced marching or exercising. Disease, heat, hunger, missed sleep and other such things can also drain FP. You can deliberately "spend" FP to power certain skills and abilities, such as spellcasting. Some attacks also drain FP instead of HP. If you lose FP, you risk falling unconscious or even dying from overexertion! Any character that wants to use many special abilities or be a heavy worker will benefit from a high FP maximum.   -- Encumbrance -- ( http://pastebin.com/9uRyK8ZK )    To get straight out of the way the most simple thing before starting on advanced discussions. Encumbrance measures how much you are carrying RELATIVE to your BL, and how heavily it is impeding you.  Encumbrance goes from None to Extra Heavy, each with an attached number. This number is taken as a penalty to all Str and Dex based skill rolls, and to casting rolls. Note that this stacks with Armor Check Penalty (described further down). In addition, heavier loads decrease your Mo (always round up, minimum of 1) and give a dodge penalty to AC.  You can still attempt to carry or manipulate things heavier than Extra-Heavy Encumbrance, see http://pastebin.com/HGyMzRaM    No Encumbrance (0): You are carrying up to BL in equipment. You take no penalties.  Light Encumbrance (1): You are carrying up to BLx2. Mox0.8, -1 AC.  Medium Encumbrance (2): You are carrying up to BLx3. Mox0.6, -2 AC.  Heavy Encumbrance (3): You are carrying up to BLx6. Mox0.4, -3 AC.  Extra-Heavy Encumbrance (4): You are carrying up to BLx10. Mox0.2, -5 AC.   - Exhaustion: Losing FP - ( http://pastebin.com/W046mgPW )    As you lose Fatigue Points, you become continually more and more exhausted. Below are summarized the effects of low or negative FP:    Less than 1/4 of your maximum FP left - You are very tired, this state is also called "exhausted". Your Move, Dodge and Str is HALVED (round up). Str based attributes such as HP are unaffected, but skill checks based on Str are.    0 FP or less - You are on the verge of collapse. If you suffer further fatigue, every point of lost FP also causes 1 HP of damage due to overexertion. Thus fatigue from starvation, dehydration, etc, will eventually kill you - and you CAN work yourself to death! To do anything but talk or rest, you must roll a Will roll against SN (10+FP below zero) once per 10 minutes out of combat or per round in combat. On a success, you can act normally. You may use FP to cast spells or anything else and if you are drowning you continue to struggle, but you still lose 1 HP per lost FP. On a failure, you collapse, incapacitated, and can do nothing other than light conversation or sleeping until you recover to positive FP. On a critical failure, make an immediate Vit roll against SN (10+negative FP). On a failure, you suffer a heart attack (See Mortal Conditions http://pastebin.com/utmchV4A )!    -1xFP - You fall unconscious. While unconscious, you recover lost FP at the same rate as for normal rest. You awaken once you reach positive FP. Your FP can never fall below this level. After this stage, any FP cost comes off HP instead!     Modifications to FP:          *Fatigue Points, or FP, represent your body's "internal energy supply". By default, your FP maximum is equal to your Vit score, so a character with 9 Vit would have a maximum of 9 FP. You burn FP gradually during strenuous activities, such as forced marching or exercising. Disease, heat, hunger, missed sleep and other such things can also drain FP. You can deliberately "spend" FP to power certain skills and abilities, such as spellcasting. Some attacks also drain FP instead of HP. If you reach zero FP, you risk falling unconscious or even dying from overexertion! Any character that wants to use many special abilities or be a heavy worker will benefit from a high FP maximum.  You can never go below 0 FP.    As you lose Fatigue Points, you become continually more and more exhausted. Below are summarized the effects of low FP:    Less than 1/4 of your maximum FP left (round down) - You are very tired, this state is also called "exhausted". Your Move, Dodge and Str is HALVED (round up). Str based attributes such as HP are unaffected, but skill checks based on Str are.   0 FP or less - You are on the verge of collapse. If you suffer further fatigue, for every point of when FP is supposed to be consumed, you suffer 1 HP of damage due to overexertion. Thus fatigue from starvation, dehydration, etc, will eventually kill you - and you CAN work yourself to death! To do anything but talk or rest, you must roll a Will roll against SN (10+ (max HP  - current HP) ) once per 10 minutes out of combat or per round in combat. On a success, you can act normally. You may use HP to cast spells or anything else and if you are drowning you continue to struggle, but you still lose 1 HP per lost FP. On a failure, you collapse, incapacitated, and can do nothing other than light conversation or sleeping until you recover to positive FP. On a critical failure, make an immediate Vit roll against SN (10+ 2x(Max HP - current HP) ). On a failure, you suffer a heart attack (See Mortal Conditions http://pastebin.com/utmchV4A )!     Journey Rules Don’t Stop, Believing….         While traveling, you tend to spend more time outside than in town: Hiking, exploration, scavenging, etc.  Journey Action Checks happen in order to figure out how well you are at navigating the wilderness each day.  These are not used during your daily jobs for the town.   Terrain Difficulty         Grasslands, wastes:                                                     10         Woods, highlands, rocky terrain:                                        12         Deep forests, swamps, mountains:                                        14         Deserts and jungles:                                                    16         Alpine and other high altitude or extreme environments:                 18   Weather         Clear skies / cloudy                                                    +0         Hot/cold/rain/strong winds/fog (for each)                               +1         Hard rain / snow / night / deep fog (for each)                          +3         Hurricane / tornado / blizzard (for each gg SimCity 2000 )              +5   Condition         Condition is a character’s current health status.  When it’s high, they are full of energy, but when it’s low, it’s easier to make a mistake due to being unaware.  At the start of each day during the journey, make a Condition check using your strength and will modifiers.           On a 20 or higher, the character is feeling so great that one of their attributes receives +1 for the remainder of the day for every point over 19.  No attribute may receive more than +2 in this way.           On a natural 1, the character is feeling out of sorts. Choose one of the following conditions and apply it until recovered (Descriptions here: http://pastebin.com/utmchV4A ):         Coughing or Sneezing         Euphoria         Drowsy; make checks every hour.         Sickened     Recovering from Status Effects while Journeying         If any effect occurred due to a failed condition roll, a character can recover if:           The next day’s condition check, modified by any current conditions succeeds         Be affected by a healing spell, herb, or potion that affects the status effect.         Receive aid in a town or city         Receive first aid from a person with the first aid or physician skills. This is only temporary and lasts for an hour. For each condition, they make a standard roll modified by their skill and how many conditions the target character has.  Each check takes 10 minutes. Journey Flow         1: Condition Check: (STR + WILL) modifiers                 Everyone on the journey makes this for that day         2: Travel Check (STR + DEX) modifiers, Dice Check: Terrain + Weather                 Everyone makes this check to determine how easily they move along the terrain without trouble. On a success, the character moves through without harm. On a failure, they lose half their current FP, rounded down. On a natural 20, they get a +1 to the next day’s Condition check. On a natural 1, their current FP is reduced to a quarter of their current FP, rounded down.           3: Direction check (INT + PER) modifiers, Dice Check: Terrain + Weather           The mapper is the one who makes this check, with 1 person supporting if desired. It determines the ability of the group to find their way.  On a success, they proceed as normal. On a failure, they only move half as far, but on the next day receive a +1 to their Direction check if still in the same terrain. On a critical success, increase distance traveled by 20%, on a critical failure, the party winds up where they started from for the next day.           4: Camping check (DEX + INT) modifiers, Dice Check: Terrain + Weather                 Up to two characters may attempt this once.  If the party doesn’t have tents or sleeping equipment, the roll also receives -1.  This is the ability to sleep soundly during the night.  On a success, all characters’ recover HP and FP as normal. On a failure, half HP and FP recover.  On a critical success, double recovery and add +1 to the next day’s condition. On a critical failure, no HP and FP are restored, and the next day’s condition receives -1.   At the end of each day, 1 food and 1 water ration per character is depleted.