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Tools Archives Xina Games News RPG Info Misc. | ![]() |

Miscellaneous Rules
Physical Aspects
- Characters with a normal lifespan are children until age 15, adults until age 50, elderly until age 70, and venerable beyond that. They begin to decline at age 50. Each year, roll vs. HT for each attribute. It decreases by 1 point on a failed roll, or 2 points on a botched roll. At age 70, this check is made every 6 months, and at age 90 it is made every 3 months. If any attribute reaches 0, the character dies a natural death.
- A character can jump vertically (6 x MV)-10 in inches. He can jump horizontally (2xMV)-3 feet. For a running leap, add the number of yards run to the measurement, to a maximum of the original value. (Running can double the distance, at best.) Jumping/2 (round down) can be substituted for Movement if it is higher. The Enhanced Move (Ground) and Enhanced Jump trait multipliers are applied as the last step.
- A character can function without penalties at temperatures between 40° and 90°. For every 5°
above or 10° below that range, he has a -1 penalty to his effective HT and fatigue. In hot weather, a
character's armor, clothing, and equipment cause a problem. An additional penalty equal to his encumbrance
level or his DR, whichever is lower, applies to his HT. Armor, clothing, and gear can help in cold conditions,
reducing the HT penalty by anywhere from 1 to 5. The Temperature Tolerance trait affects these values.
For reference, a snowstorm blows at -13°, water freezes at 32°, water is too hot to touch without injury at 135°, water simmers at 185°, water boils at 212°, paper burns at 451°, a wood fire burns at 1200°, a forest fire burns at 2000°, steel melts at 2500°, iron melts at 2800°, and lava flows at 700° to 1,250° F. - Being on fire is a -5 to -10 penalty, depending on how much and which parts of the body are burning, and requires a Will roll against pain every round.
- A person can hold their breath for HTx10 seconds with no exertion, HTx4 seconds with mild exertion such as treading water, and HT seconds with heavy exertion. This assumes the character can take a deep breath before holding it. This time can be extended by 50% if the character hyperventilates first. When the seconds run out, he loses 1 PF per second. At 0 FP, he must make a Will roll every second. On a failed roll, he falls unconscious. On a critical failure, he inhales water.
Miscellaneous Rules
Travel
- A traveler carrying a pack can walk an average of 2 miles per hour for 6 hours, or 12 miles per day. A skilled hiker carrying gear can walk an average of 2.5 miles per hour for 8 hours, or 20 miles per day. This is reduced if carrying more than 20 lbs of gear.
- A riding horse can travel 20 miles a day, carrying a rider and saddlebags weighing 150 lbs or less. A horse in good condition can travel up to 25 miles a day. An endurance horse can travel 30 miles a day, or 40 miles with a light load, but must rest one day per week. Horses must be reshod every 500 miles or one month, whichever comes first.
- Smooth roads and level terrain can increase these distances by up to 20%.
Languages
Many generations ago, there was a single human language. Since then, isolation has spawned numerous local dialects.
Each character automatically knows the language of his homeland at IQ+2. The human dialects are Alkazari, Athanari,
Greveni, Seldari, Skovdari, Talandi, Tanari, and Vaerni. He can speak the language of other human lands at a -2 penalty.
The Trade language is a basic vocabulary agreed upon by all. Members of other races
who deal with humans often learn it.
Trade contains words useful for describing goods and their quality, quantity, and value.
It is also useful for establishing identity, periods of time, locations, and contractual obligations.
Trade language is a Mental Easy skill.
The Merchant Code language is a simple, secret language employed by merchants. It is
useful for discussing business without eavesdropping. Merchant Code language is a Mental Average skill.
The Underworld Argot is a secret language used by rogues and criminals. It changes
from time to time and has regional variations, so a character gradually loses skill ranks in this language
if it is not used for a long time. Underworld Argot is a Mental Average skill.
The Spellcaster's Argot is a complex language of specialized terms used to describe
magical theory and supernatural physics. It is difficult to learn spells, and almost impossible to study
Thaumaturgy, without knowing it. Spellcaster's Argot is a Mental Average skill.
Dialects of one's own language are Mental Easy. Other humanoid languages are Mental Average.
Goblinoid languages are Mental Easy. The Trade language is Mental Easy.
Ancient languages are Mental Hard.
Characters are not literate in any language by default.
Only one in six humans is literate, most members of metahuman races are literate, while only the shamans
and leaders of lesser races are literate.
Literacy in your own or similar languages is a Mental Easy skill.
Literacy in strange or ancient languages is a Mental Average skill.