FOOD & WATER attributes. Player Characters often must journey into the Character's in the desert or at sea may find wilderness to seek adventure. If they are wise, they themselves without water. Explorer's at high will prepare. Only the fool would travel into altitudes and in polar regions require greater unknown lands without food, water and other amounts of water. Sailors may mix 2 parts fresh provisions - but then Player Characters are water with one part sea water without penalty, but sometimes foolish. On other occasions, the players drinking sea water straight just accelerates may find their characters in a situation where dehydration. Snow/melted ice will prevent despite their best efforts they are lost in the dehydration, but does little to quench thirst, and wilderness and provisions are running short. body temperature will drop significantly with snow Provisions are available from a variety of sources (1 point frost impact per pint to the thorax and on Hârn. The Innkeeper may provide a days meal abdomen). of fresh food and drink. Longer journeys will generally require more durable (and less tasty) PHYSICAL PENALTY & INJURY provisions. Salted/dried meats are available from When a character suffers from starvation and/or salters. Dried provisions may also be available dehydration, the appropriate injury should be from a variety of sources. Water is generally free listed on the character sheet. The GM assigns a but it is heavy and difficult to carry in large daily starvation rate and/or dehydration rate quantity. Without proper provisions, characters SR/DR from the Starvation/Dehydration Table. A will be subject to starvation, dehydration, hunger roll is made against the table below, or on the and thirst. healing table (Combat 28) if SR/DR is 6 or above (SR/DR of 6+ as H6). STARVATION CS: No Injury Starvation affects the human body in several MS: 1 Starvation / 1 Dehydration injury ways. Weight loss (up to 50%) is the most visible MF: 2 Starvation / 2 Dehydration injury effect. Excess fat will go quickly, along with slower CF: 3 Starvation / 2 Dehydration injury muscle loss and finally the organs will shrink. Bones and teeth become brittle; hair will thin, gray Any critical failure requires a roll on the and fall out; Skin dries, becoming scaly and subject complications table. Complications are added as to infections. separate injuries. Each point of Starvation/Dehydration injury results in 1% Metabolism slows, accompanied by a drop in weight loss. When a daily roll pushes total blood pressure, and an increase in blood volume. starvation injury over a multiple of 10, a kill roll is A series of Gastro-Intestinal problems occur, required using 1 die for each multiple (i.e. 10 = including ulcers, explosive diarrhea, and infection 1d6, 20 = 2d6, etc.) Above injury of 50, add one preventing the body from absorbing food. die for each point of injury. Starvation will have negative affects on some For dehydration K rolls are required at multiples HârnMaster character attributes namely: STR, of 5, i.e. K1 at 5, K2 at 10, K3 at 15, etc. Add one END, DEX, AGL, COM and SPD. Rather than die for each point of dehydration injury beyond adjusting each statistic individually, physical endurance. penalty should be applied to the use of any skill or roll involving these attributes. Except for rare cases of night-blindness, and increased fatigue, HUNGER & THIRST Hunger and thirst should be applied as special starvation does not affect INT, AUR, EYE, HRG, penalties at GM discretion. For characters of SMT, and TCH. MOR and WIL may be affected, average morale and will, set hunger penalties more so by hunger than starvation. equal to the number of meals missed. Thirst DEHYDRATION penalties can be set at the number of watches without water. These are only guidelines. Thirst Lack of water is a serious problem. Weight loss penalties in the desert for example could be accompanies dehydration (10-20%), but the reasonably increased 5 fold. mental effects may be devastating. Dehydration
1993 J. Patrick McDonald, Columbia Games Inc. & N. Robin Crossby.
SURVIVAL 2 Hunger should universally be applied to all Sunburn is a cumulative injury for each exposed checks involving WIL or MOR. Thirst penalties area. Injury points should not be rolled for using should apply to these as well as any check against d10, but are equal to the cumulative effective INT, including skills that use INT in calculating impact. Sunburn should only be a minor problem their skill base. They should not affect any physical for most characters. skills. At GM discretion, fair skinned characters may FAMINE reduce their sensitivity by "tanning". This may be handled by treating each "healed" minor sunburn Social, moral and political restraints mean little injury as a temporary darkening of the complexion to starving societies. Introversion, apathy and with the benefits of protection from further burn. depression are common states of mind. While these changes may seem minor on the individual, on society as a whole they are quite profound. All SUNSTROKE The impact of heavy activity combined with heat activities cease that do not involve gathering food. can be very dangerous. Primarily, heat will Cannibalism is rare, and usually restricted to increase the fatigue rate for most strenuous enemies. activities (combat, movement, etc.) Spells and In a famine situation, the GM can assess a psionic talents are not generally affected since standard "Famine penalty" to all minor NPC's in they fatigue the mental capabilities of the user the region, rather than trying to keep track of rather than the physical. starvation for each individual separately. Of course In hot weather, increase Fatigue Rate by 50%. In widespread starvation/dehydration aboard ship very hot weather, the rate should be doubled. Any can be handled by assessing a penalty to effective activity requiring the expenditure of fatigue points crew rating as explained on CREW 7 of the Pilot's greater than the characters Endurance calls for a Almanac. 3d6 sunstroke (shock) roll. The roll is handled as a EXTREME WEATHER normal shock roll, but indicates sunstroke rather than shock. Hot and cold weather are also stressful to the human body. Unless temperatures are extremely high, hot weather will only accelerate dehydration HYPOTHERMIA Character's who exert themselves in extremely as explained under the Starvation and Dehydration cold weather freezing water, etc. may be subject to Table. Heatstroke and Sunburn are also possible, hypothermia. This is handled exactly as Sunstroke. but can easily be prevented. Freezing weather may Increase fatigue by 50% in cold weather, and cause frostbite and or hypothermia. double fatigue in very cold/freezing weather. Any SUNBURN activity requiring the expenditure of fatigue points greater than the characters Endurance calls for a Characters exposed to bright sunlight should 3d6 hypothermia (shock) roll. receive impact each watch on the fire/frost injury table according to the temperature and cloud cover. Assess 2d6 sunburn impact on a hot day, FROSTBITE Frostbite is another danger. Unless the 3d6 on a very hot day. Reduce this impact by the characters are completely exposed, only Freezing percentage cloud cover. weather should have any impact. Frost impact The characters complexion serves as natural should be assessed each watch by rolling 2d6. If "armour" against sunburn. If the original the character cannot find protection from the complexion values were recorded they should be winds, add 1d6 for each level of wind force to frost deducted from the sunburn impact. If these values impact. This impact is cumulative to all body were not recorded use 8 for fair skinned, 10 for zones. Injury points are equal to the effective Average and 13 for dark complexion. Any opaque cumulative impact of each zone. Consult the material will prevent sunburn, but heavy (hot) INJURY TABLE for other effects. armour/clothing may increase their chance of Armour/Clothing will provide its normal sunstroke. Very fair skinned characters and protection The body's natural heat will serve as Albinos (whose complexion is 0) are more additional protection. This requires a record of susceptible. heat generated by the body. This is given an
1993 J. Patrick McDonald, Columbia Games Inc. & N. Robin Crossby.
SURVIVAL 3 arbitrary body heat rating equal to Endurance. Hands Grievous Frost 26 ip Deduct current body heat from frost impact to the Feet Grievous Frost 26 ip Head/Body and Shoulders.. Deduct 2/3 body heat Forearms Serious Frost 15 ip from the Upper Arms and thighs, 1/2 body heat Elbows Minor Frost 10 ip from impact to elbows/knees, and 1/3 from the Calves Serious Frost 15 ip calf/forearm. No protection is provided to Knees Minor Frost 10 ip hands/feet. The bodies heat source is limited Endurance Index 20 however, and frost impact will reduce the natural Body Heat 0 protection. Body Heat should be reduced by the With Endurance index of 20, he fails any total Frost Injury Index (i.e. total frost injury shock roll. (Since he would have to make 8 divided by ten, rounded down. E3 and 4 E1 shock rolls) he is unconscious. Frost impact may not be noticed by the Valens rolls 2d6 + EI (25) minutes and the GM character, as the appendages (especially multiplies this by 8, so he wakes up in 3 hours and fingers/toes) will become numb prior to serious 20 minutes. He is in Shock. injury. On the fourth watch, 26 points of frost impact occur. Example: Valens Solice is stranded in northern Ivinia Effective impact is 14, and the following additional without proper provisions during a particularly wet injuries occur: and cold winter. Unable to start a fire or find shelter, he is subject to Freezing temperature and a Gale Hands Grievous Frost 30 ip force wind giving 5d6 frost impact. He has wrapped Feet Grievous Frost 30 ip himself in heavy furs giving his entire body a Frost Forearm Grievous Frost 29 ip protection factor of 12. His Endurance is 15. Elbow Grievous Frost 24 ip Up.Arm Serious Frost 14 ip During the first watch, Valens rolls 5d6 for 17 frost Calf Grievous Frost 29 ip impact. Effective impact is 5, so his injuries are as Knee Grievous Frost 24 ip follows: Thigh Serious Frost 14 ip Hands Minor Frost 5 ip Skull Serious Frost 14 ip Feet Minor Frost 5 ip Eye Serious Frost 14 ip Endurance Index 2 Face Serious Frost 14 ip Body Heat 13 Neck Serious Frost 14 ip Shoulder Serious Frost 14 ip With an Endurance of 15, Valens cannot fail an E1 Thorax Serious Frost 14 ip shock roll, even with an EI of 2. During the next Abdomen Serious Frost 14 ip watch, frost impact is 26 (9 effective), so the injuries Hip Serious Frost 14 ip are: Groin Serious Frost 14 ip Hands Serious Frost 14 ip Endurance Index 55 Feet Serious Frost 14 ip Body Heat 0 Forearms Minor Frost 5 ip Valens falls unconscious again, and it is Elbows Minor Frost 2 ip unlikely he will awaken. It is still possible Calves Minor Frost 5 ip he could survive, If he is rescued by a Knees Minor Frost 2 ip highly skilled physician. His legs will have Endurance Index 8 to be amputated above the knee, his arms Body Heat 7 above the elbow. He must also make a He must make 8 E2 shock rolls, with an EI shock recovery roll. of 8. Miraculously he makes all 8. He also On the fifth watch, Valens suffers 28 points of frost must make 4 E1 shock rolls, and makes impact. Effective impact is 16, and all injury them as well. locations have Grievous Frost wounds with 30 ip. On the third watch, 24 points of frost are rolled. so Valens must make two K3 rolls and a K4 roll to his injuries are: survive. Until his injuries are cured by magical or divine means, (mundane treatment is not possible for grievous frost) each watch he must repeat these three
1993 J. Patrick McDonald, Columbia Games Inc. & N. Robin Crossby.
SURVIVAL 4 rolls. It is not likely he will survive for long. He will STARVATION AND DEHYDRATION either freeze to death (fail a Kill roll) or die of shock. TABLE CALORIC VALUES OF FOOD SR/DR Rations Food Water Ration Cal. Ration Cal. (Cal.) (pt) Ale/pt 200 Horsemeat/lb 1000 6 Full 3600 4 Bacon/lb. 2500 Lamb/lb. 1100 5 Partial 2700 3 Beans/lb. 460 Lard/lb. 3700 4 Half 1800 2 Beef/lb. 1000 Mead/pt 300 3 Quarter 900 1 2 None 0 0 Beer/pt 250 Milk-Cow/pt 300 Brandy/pt 420 Milk-Goat/pt 250 Weather Modifiers Bread rye /lf 1200 Milk-Sheep/p 250 Modifier Weather Bread wheat/lf 2400 Mutton/lb. 800 +1/-4 Very Hot -900 +4 Buns/ea. 140 Oatcake/ea. 65 +1/-2 Hot -900 +2 Butter/dr. 12 Oatmeal/lb. 290 -1/0 Cold +900 Cheese/lb. 1840 Olives/lb. 240 -2/-2 Freezing +1800 +2 Chicken/lb. 1100 Pheasant/lb. 970 Cider/pt 245 Pies-Fruit/e 400 Activity Modifiers Crab/lb. 135 Pies-Meat/ea 500 Activity Cream/pt 1200 Pork/lb. 1420 +1 Sedentary -900 -1 Duck/lb. 1540 Rabbit/lb. 990 -1 Active +900 +1 Eggs/ea. 970 Scones/ea. 50 -2 Very Active +1800 +2 Fish/lb. 420 Sugar/lb. 1540 Fruit- Notes Apples/lb. 240 Swan/lb. 900 1 Characters who receive food and water rations Fruit- roll against SR/DR times Endurance. If SR or DR, Berries/lb. 160 Veal/lb. 1280 is 6, treat this as a healing roll. Otherwise roll as Fruit-Pears/lb. 300 Veg.-peas/lb. 240 follows: Fruit-Plums/lb. 140 Veg.-cabbage/lb. 100 Goat/lb. 950 Veg.-lentils/lb. 450 2 Characters in cold or freezing weather will Goose/lb. 685 Venison/lb. 717 require an additional 900 to 1800 calories of food, Ham/lb. 1330 Vetches/lb. 100 and will accumulate starvation injury at a higher Honey/pt 1320 Wine/pt 350 rate. Character's in freezing or hot weather will require an additional quart of water. Those in very Notes hot climes such as the desert will require twice as 1. Alcoholic beverages are not recommended as much water. rations unless adequate water is available. They 3 Obese Characters may assess 1/2 of their further dehydration rate. Intoxication can be starvation IPs to their obesity until the fat supply is tracked as a separate physical/mental penalty. exhausted. One IP accounts for 1% of the Calculate intoxication penalty as follows: 10 x characters total weight. proof x oz. drunk/body weight. Add intoxication index (1/10 intoxication index) to dehydration injury. 2. Common rations include breads, beans and salted meats. Most food spoils quickly 2-3 days unless kept cold. Dried foods tend to last much longer. Assume no spoilage of dried foods occurs unless generated as an encounter result.
1993 J. Patrick McDonald, Columbia Games Inc. & N. Robin Crossby.