Exploring and Hazards:
creature can carry weight up to 100 pounds plus 50 pounds times their
Str score (minimum 50 pounds). A character who is carrying more than
this amount suffers large penalties, as follows:
* Move speed is reduced to 10 feet.
* -8 to all skill checks, saving throws and attack rolls.
* -8 to all Stealth and Parkour checks (this is on top of the -8 to all
a creature has a fly speed, that creature can, as a move action, move
up to that distance in any direction they want. In addition a creature
with a fly speed does not fall (if they somehow lose their fly speed,
they fall normally).
a creature falls a great distance, it takes damage. Every 10 feet a
creature falls deals 1d6 damage to a limit of 15d6 damage. A DC 15
Parkour check allows a creature to reduce this damage by 1d6 (reducing
the limit to 14d6).
Creatures need food and water to stay alive. If a creature fails to
meet these needs, they could die.
creature needs to consume 1 gallon of water each day (creatures larger
than large or smaller than small may need more or less). If a creature
fails to meet this requirement, they take damage. The first day deals
no damage, the second deals 1d6 damage, and each day after that doubles
the dice. If a creature gets enough water on a given day, this process
Food works in much the same way, but slower. The first
three days deal no damage, the next two deal 1d6, the next two deal
2d6, and the doubling continues from there. If a creature gets enough
food on a given day, this process restarts.
need rest to retain their focus. Failing to meet this need results in a
decrease in abilities. Most creatures need at least 4 hours of sleep
each night. If a creature fails to meet this requirement, they take
If a creature failed to get the required sleep on a given night,
they suffer a -3 penalty to all attack rolls, skill checks and saving
throws on the next day. If a creature misses multiple nights in a row,
each day after the first doubles the penalty for the day (i.e. the day
after the second night has a -6 penalty).
a character spends more rounds in a row without air than 10 plus double
their Constitution score, they start to suffocate. When a creature
starts to suffocate, they take 1d6 damage on the first round; the
number of dice doubles each round. This damage continues until they
reach air or die.
Heat and Cold:
and cold can be very dangerous to unprotected creatures. Temperatures
above 100° F or below 0° F threaten to do damage. In those conditions
an unprotected character must make a Fortitude save once every 10
minutes (DC 14, +1 per previous check). Failing this check deals 1d6
damage. Wearing warm clothes gives a +4 bonus on saves due to cold,
while cool clothes give a +4 to saves due to heat.
can be very dangerous. When exposed to a poison, a creature must make a
Fortitude save; the DC of this save is based on the poison. Failure
means they are afflicted by the poison.
When afflicted by a
poison, a creature must make a Fortitude save once every minute (10
rounds); the DC of this save is based on the poison. Failing this save
results in the creature taking damage; the amount of the damage is
based on the poison. If they pass the check, they take no damage; if
they pass two checks in a row, they are no longer afflicted by the
Some sample poisons are as follows:
Redsalt: Fort DC 10, 1d4 damage. Craft (alchemy) DC 15, 20 gp.
Blackweed: Fort DC 15, 1d6 damage. Craft (alchemy) DC 20, 25 gp.
Shadowbrew: Fort DC 10, 2d6 damage. Craft (alchemy) DC 20, 25 gp.
Deathwart: Fort DC 20, 2d6 damage. Craft (alchemy) DC 25, 45 gp.
can put a poison on a weapon. If you do, that uses up the poison, but
exposes the next creature hit with that weapon to the poison. A
creature is also exposed to a poison if they ingest it.
can drain away the power of their victims. When exposed to a disease, a
creature must make a Fortitude save; the DC of this save is based on
the disease. Failure means they are infected by the disease.
infected by a disease, a creature must make a Fortitude save once every
hour; the DC of this save is based on the disease. Failing this save
results in the effect of the disease getting worse. The effect of a
disease is a penalty to one or more ability scores. The penalty starts
at -1 and increases by 1 every time the effects get worse. If an
ability score is lowered to -6 or worse, the creature dies of the
If they pass the check, they do not get worse; if they pass two checks
in a row, they are cured and the penalty is removed.
Some sample diseases are as follows:
Weakfoot: Fort DC 10, Str.
Lockup: Fort DC 15, Dex.
Greyout: Fort DC 15, Int, Wis.
Darkness and light comes in three levels; bright light, shadowy
darkness and pitch black darkness.
Bright light has no effect on creatures in it.
creature in shadowy darkness has concealment and suffers a -4 penalty
to all attack rolls, all skill checks based on Dex and all Perception
A creature in pitch black darkness has total concealment
and suffers a -14 penalty to all attack rolls, all skill checks based
on Dex and all Perception checks. In addition, while in pitch black
darkness, creatures can not use abilities that deal extra damage due to
precision (for example, a sneak attack).
A DC 5 Perception check
can cut the attack/skill penalty in half (i.e. shadowy becomes -2;
pitch black becomes -7). A DC 10 Perception check removes the
restriction of precision damage abilities. Both of these checks require
a move action to make; the effects of these checks lasts until the
creature enters bright light.
Creatures that can see in the dark do not suffer the attack/skill
create bright light out to a radius of 30 feet and shadowy darkness for
30 feet past that (a torch burns for 3 hours). The sun creates bright
light everywhere it shines; the moon creates shadowy darkness
everywhere it shines. If an area has multiple light levels, the
brightest takes effect unless noted.
such as weapons, armor and walls can be attacked to deal damage to
them. The number of hit points an object has is determined by the
material it is made of, as follows:
Cloth: 1 hit point
Crystal: 2 hit points
Wood: 5 hit points
Stone: 10 hit points
Metal: 20 hit points
In addition, walls, doors and any objects thicker than 2 inches thick have double the normal hit points.
do not have an AC; no attack roll is needed to attack them. Weapons and
armor being used by a character can not be attacked.
effects can inflict points of Mental Strain. A character with one or
more points Mental Strain suffers a penalty to Will saving throws and
skill checks equal to the points of Mental Strain. Every night that
passes removes 1 point until none remains.
characters of opposite sexes engaging in "basket-making" have a 15%
chance of causing the female to become pregnant. If the characters are
trying to avoid pregnancy, reduce this chance to 5%; if they are trying
to cause pregnancy, increase this chance to 45%. The races of the
characters does not matter (all of the races in "Rules and Races" and
interbreed). Once pregnant, the character remains pregnant for an
average of 9 months (add/subtract 1d6-4 weeks). The child is the same
race as the mother.
While a child has to reach its race's
starting age to get their first class level, they do have stats before
then. They have their ability scores normally, and have +0 for their
saves, BAB and prowess and 4 hit points. They have the racial traits of
their race, but no class features, skills or feats. However, children
are one size smaller than their race is normally up until half way to
their starting age (e.g. a human younger than 7 is small). In the event
that someone is evil enough to kill children, children are worth 0 XP.