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Broken!!!

When an attribute score reaches zero, you are Broken. This means that you are put out of action in one way or another. Exactly what it means to be Broken depends on what attribute has been depleted:   STRENGTH: You’re knocked senseless. Roll for a critical injury for the type of damage you suffered (see page 196). If you’re not dead, you can only CRAWL and mumble through the pain. You can’t perform any other actions and you can’t roll for any skills.   AGILITY: You collapse from exhaustion. You can only CRAWL and wheeze. You can’t perform any other actions and you can’t roll for any skills.   WITS: You’re paralyzed by fear or confusion. Roll for a critical injury on the horror table (see page 200) – except if you Broke yourself by pushing a roll. If you remain conscious, you can RUN to a safe place, but you can’t perform any other actions or roll for any skills.   EMPATHY: You break down in despair or selfpity. You must either explode in a violent outburst, kicking and breaking everything around you, or withdraw from everyone around you. In either case, you’re uncommunicative until you’ve recovered a point of Empathy.   RECOVERY   The fastest way to recover from being Broken is for someone else to treat you by rolling for HEALING (for Strength or Agility) or PERFORMANCE (for Wits or Empathy). This is a slow action, but cannot be performed with an enemy at ARM’S LENGTH. If the roll is successful, you immediately recover a number of points in the Broken attribute equal to the number of x rolled. Further rolls have no effect, and the same person can only try once. If no one helps you within D6 hours, you recover anyway and get one point back in the relevant attribute.   CRITICAL INJURIES: If your Strength is Broken, you might die unless treated in time (below).   Once back on your feet, you will recover all remaining lost attribute points by RESTING or SLEEPING for a Quarter Day. This assumes that you are not HUNGRY, THIRSTY or suffering from another condition that blocks recovery.   Being Broken is always bad, but having your Strength or Wits Broken is especially dangerous – it can trigger long term effects and even cost you your life. Roll D66 on the table relevant to the latest form of damage you have suffered: slash wounds, stab wounds, or blunt force (for Strength), or horror (for Wits).   DEATH If your critical injury is listed as LETHAL, someone must make a successful HEALING roll to save you – otherwise, you die when the time indicated has passed. If you recover attribute points (above) before you die, you can attempt to HEAL yourself – but the roll gets a –2 penalty. Each person trying to HEAL you can only roll once.   INSTANT DEATH: Note that there are a small number of critical injuries that kill you outright. If you roll either of these, you draw your last breath in the Forbidden Lands. Time to make a new character.   PUSHED DAMAGE In the event you push a roll and break yourself (a desperate act indeed), you do not roll for a critical injury. You are just Broken.   HEALING   Each critical injury has a specific effect that you suffer during the healing time indicated – measured in days.   CARE: If someone manages to HEAL you during the process of healing a critical injury, the remaining healing time is reduced by half. Any earlier roll to save your life does not count towards this – a new roll is required to reduce the healing time.   ATTRIBUTE POINTS: Note that you can recover all your lost attribute points, but still suffer the effects of a critical injury.

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