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This translation is being used as source strings within this component.
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748 104,732 1,121,062 |
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All strings | Browse Translate Zen |
748 104,732 1,121,062 |
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Translated strings | Browse Translate Zen |
51 78,657 794,062 |
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Strings with any failing checks | Browse Translate Zen |
1 1 76 |
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Failing check: Inconsistent | Browse Translate Zen |
2 4,349 44,544 |
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Failing check: Unpluralised | Browse Translate Zen |
2 4,728 48,327 |
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Failing check: Ellipsis | Browse Translate Zen |
50 78,656 793,986 |
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Failing check: Multiple failing checks | Browse Translate Zen |
Overview
Project website | github.com/fvtt-cn/swade_compendium_chn | |
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Instructions for translators | SWADE 汉化 |
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Translation license | GNU General Public License v3.0 or later | |
Translation process |
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Source code repository |
https://github.com/fvtt-cn/swade_compendium_chn
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Repository branch | main | |
Last remote commit |
Merge pull request #17 from bnp800/main
3e23d3d
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Last commit in Weblate |
Merge pull request #17 from bnp800/main
3e23d3d
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Weblate repository |
https://weblate.dickytwister.org/git/swade/swade_compendium_chn/
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File mask |
*/swpf-core-rules.swpf-rules.json
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Monolingual base language file |
en-US/swpf-core-rules.swpf-rules.json
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Translation file |
Download
en-US/swpf-core-rules.swpf-rules.json
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Last change | June 1, 2025, 4:37 p.m. | |
Last change made by | None | |
Language | English | |
Language code | en | |
Text direction | Left to right | |
Number of speakers | 1,728,900,209 | |
Number of plurals | 2 | |
Plural type | One/other | |
Plurals | Singular | 1 | Plural | 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, … |
Plural formula |
n != 1
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4 weeks ago
String statistics
Strings percent | Hosted strings | Words percent | Hosted words | Characters percent | Hosted characters | |
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Total | 748 | 104,732 | 1,121,062 | |||
Translated | 100% | 748 | 100% | 104,732 | 100% | 1,121,062 |
Needs editing | 0% | 0 | 0% | 0 | 0% | 0 |
Read-only | 0% | 0 | 0% | 0 | 0% | 0 |
Failing checks | 6% | 51 | 75% | 78,657 | 70% | 794,062 |
Strings with suggestions | 0% | 0 | 0% | 0 | 0% | 0 |
Untranslated strings | 0% | 0 | 0% | 0 | 0% | 0 |
Quick numbers
and previous 30 days
Trends of last 30 days
−29%
Hosted words
+100%
+82%
Hosted strings
+100%
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Translated
+100%
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Contributors
—
![]() Resource updated |
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![]() String updated in the repository |
<div>
<h1 class="wide no-toc">Travel</h1> <p> Many epic tales feature trips across great expanses. A party may sail the Inner Sea or ride across the frontier of Varisia or navigate every district in Absalom. </p> <p> Below are some guidelines to help you figure out how long these journeys take and what dramatic events might happen along the way. </p> <p> <strong>When to Use These Rules:</strong> If it doesn’t matter how long the trip takes, skip all this. Narrate the journey, maybe do an <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04interludes0000]{Interlude}</strong>, and get to the next scene. If you need to know how long the trip takes, or want to insert an obstacle or encounter of some sort, use the information below as a guideline. </p> <p> <strong>The Basics:</strong> The mode of travel determines how many miles the group makes per day. </p> <h2>Travel Times</h2> <p> The rates below assume reasonable terrain and weather. Difficult conditions can drastically decrease progress (or increase it in the case of sailing with strong winds). </p> <table style="width:50%"> <colgroup> <col></col> <col></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Average Travel Times</th> </tr> <tr> <th class="sub-heading left">Transport</th> <th class="sub-heading">Miles/8 hour Day</th> </tr> <tr> <td>Foot</td> <td class="centered">24</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Horse, Light]{Horse}</td> <td class="centered">30</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Cart]{Cart} (one beast)</td> <td class="centered">30</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Carriage]{Carriage}</td> <td class="centered">40</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Wagon, Light]{Wagon} (per beast)</td> <td class="centered">30</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Rowboat]{Rowboat}</td> <td class="centered">24</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Sailing Ship]{Sailing Ship}*</td> <td class="centered">30</td> </tr> <tr> <td>Steam Ship*</td> <td class="centered">40</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Airship (Dirigible)]{Airship (Dirigible)}</td> <td class="centered">80</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Glider]{Glider}</td> <td class="centered">60</td> </tr> </tbody> </table> <p> <em> *Sailing ships are greatly affected by currents and winds. Strong winds or currents in the right direction allow them to travel about 60 miles per day. Poor winds or going against the current reduce them to 20 miles per day or less. </em> </p> <h2>Encounters</h2> <p> If an area is dangerous or lawless, draw a card from the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Deck} once per day (or even two or three times a day in particularly dangerous areas). A face card or higher represents an encounter, and the card suit can be used to determine the type. </p> <p> Draw twice more if the card is a Joker and combine the results — such as Enemies and an Obstacle, or Strangers and Treasure. </p> <p> Game Masters are highly encouraged to customize encounters based on their setting. </p> <ul> <li> <span class="list-heading">Spades — Enemies:</span> Monsters, enemies, or hostile beasts bar the way. Perhaps they lie in ambush if it’s a popular path, waiting for the next band of unwary travelers. </li> <li> <span class="list-heading">Hearts — Strangers:</span> The group comes upon neutral or friendly nonplayer characters such as merchants, lost travelers, a guide, or even other adventurers. </li> <li> <span class="list-heading">Diamond — Treasure:</span> Somewhere along the way is something of value — a caravan eager for trade or a forgotten ruin with treasure— and guardians to protect it! </li> <li> <span class="list-heading">Clubs — Obstacle:</span> The heroes encounter an obstacle of some kind and must figure out how to circumvent it. Some examples are a flooded river, a decaying rope bridge, a dangerous whirlpool, etc. The obstacle might be defended by creatures or enemies as well. </li> </ul> <h2 class="example">Example: Cinderlands</h2> <p> Our heroes are traveling across the frontier of Varisia, traversing the burning plains of the Cinderlands. </p> <p> The GM draws a Jack of Clubs and decides the area is currently in the throes of an emberstorm— a dangerous black blizzard of dust and ash. This slows progress to a crawl for hours and makes the characters roll for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from heat and the relentless dusty winds (see the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}</strong> section). </p> <p> The GM draws again later that day and gets a Queen of Spades. From an unseen burrow under the charred ground, an ankheg surfaces, hungry for fresh prey. </p> <div><img src="modules/swpf-core-rules/assets/art/p166_Mokmurian_Fight.webp" alt="wizard blocking golems attack with a shield spell" /></div> </div>
<div
<h1 class="wide no-toc">Travel</h1> <p> Many epic tales feature trips across great expanses. A party may sail the Inner Sea or ride across the frontier of Varisia or navigate every district in Absalom. </p> <p> Below are some guidelines to help you figure out how long these journeys take and what dramatic events might happen along the way. </p> <p> <strong>When to Use These Rules:</strong> If it doesn’t matter how long the trip takes, skip all this. Narrate the journey, maybe do an <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04interludes0000]{Interlude}</strong>, and get to the next scene. If you need to know how long the trip takes, or want to insert an obstacle or encounter of some sort, use the information below as a guideline. </p> <p> <strong>The Basics:</strong> The mode of travel determines how many miles the group makes per day. </p> <h2>Travel Times</h2> <p> The rates below assume reasonable terrain and weather. Difficult conditions can drastically decrease progress (or increase it in the case of sailing with strong winds). </p> <table style="width: <colgroup> <col> <col></col> </colgroup> <tbody> <th class="main-heading" colspan="2">Average Travel Times</th> <tr> <tr> <th class="sub-heading left">Transport</th> <th class="sub-heading">Miles/8 hour Day</th> <tr> <tr> <td>Foot</td> <td class="centered">24</td> <tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Horse, Light]{Horse}</td> <td class="centered">30</td> <tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Cart]{Cart} (one beast)</td> <td class="centered">30</td> <tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Carriage]{Carriage}</td> <td class="centered">40</td> <tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Wagon, Light]{Wagon} (per beast)</td> <td class="centered">30</td> <tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Rowboat]{Rowboat}</td> <td class="centered">24</td> <tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Sailing Ship]{Sailing Ship}*</td> <td class="centered">30</td> <tr> <tr> <td>Steam Ship*</td> <td class="centered">40</td> <tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Airship (Dirigible)]{Airship (Dirigible)}</td> <td class="centered">80</td> <tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Glider]{Glider}</td> <td class="centered">60</td> </tr> </tbody> </table> <p> <em> *Sailing ships are greatly affected by currents and winds. Strong winds or currents in the right direction allow them to travel about 60 miles per day. Poor winds or going against the current reduce them to 20 miles per day or less. </em> </p> <h2>Encounters</h2> <p> If an area is dangerous or lawless, draw a card from the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Deck} once per day (or even two or three times a day in particularly dangerous areas). A face card or higher represents an encounter, and the card suit can be used to determine the type. </p> <p> Draw twice more if the card is a Joker and combine the results — such as Enemies and an Obstacle, or Strangers and Treasure. </p> <p> Game Masters are highly encouraged to customize encounters based on their setting. </p> <ul> <li> <span class="list-heading">Spades — Enemies:</span> Monsters, enemies, or hostile beasts bar the way. Perhaps they lie in ambush if it’s a popular path, waiting for the next band of unwary travelers. </li> <li> <span class="list-heading">Hearts — Strangers:</span> The group comes upon neutral or friendly nonplayer characters such as merchants, lost travelers, a guide, or even other adventurers. </li> <li> <span class="list-heading">Diamond — Treasure:</span> Somewhere along the way is something of value — a caravan eager for trade or a forgotten ruin with treasure— and guardians to protect it! </li> <li> <span class="list-heading">Clubs — Obstacle:</span> The heroes encounter an obstacle of some kind and must figure out how to circumvent it. Some examples are a flooded river, a decaying rope bridge, a dangerous whirlpool, etc. The obstacle might be defended by creatures or enemies as well. </li> </ul> <h2 class="example">Example: Cinderlands</h2> <p> Our heroes are traveling across the frontier of Varisia, traversing the burning plains of the Cinderlands. </p> <p> The GM draws a Jack of Clubs and decides the area is currently in the throes of an emberstorm— a dangerous black blizzard of dust and ash. This slows progress to a crawl for hours and makes the characters roll for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from heat and the relentless dusty winds (see the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}</strong> section). </p> <p> The GM draws again later that day and gets a Queen of Spades. From an unseen burrow under the charred ground, an ankheg surfaces, hungry for fresh prey. </p> <div><img src="modules/swpf-core-rules/assets/art/p166_Mokmurian_Fight.webp" alt="wizard blocking golems attack with a shield spell" /></div> </div> |
![]() String updated in the repository |
<div>
<h1 class="wide no-toc">The Planes</h1> <p> While the world of Golarion exists on the Material Plane, there are many other realms in other dimensions of reality known as the planes of existence. Scholars and sages call these, collectively, the Great Beyond. </p> <p> <strong>When to Use These Rules:</strong> Reference these summaries of the five general types of planes when characters travel to other planes or encounter creatures from the Great Beyond. </p> <p> <strong>The Basics:</strong> Each plane is effectively its own universe with its own natural laws. Rare linking points allow travel between the planes. Some powers also allow — or prohibit — travel between the planes. </p> <h2>Material Plane</h2> <p> The default plane for play in <cite>Pathfinder for Savage Worlds</cite>, the Material Plane operates under the same set of natural laws as our real world. The size and scope of it depends on the GM’s campaign, although the world of Golarion remains the focus of <em>Savage Pathfinder</em>. </p> <h2>Transitive Planes</h2> <p> These planes overlap and interact with other planes, especially the Material. Transitive planes are accessed by powers and special abilities, allowing for travel to other planes of reality. These are the most common: </p> <h3>Astral Plane</h3> <p> This silvery void connects the Material and Inner Planes to the outer Planes. A traveler in the Astral Plane sees it as a vast and empty void dotted with motes of physical reality intersecting with countless overlapping planes. </p> <h3>Ethereal Plane</h3> <p> The Ethereal Plane overlaps with both the Material and the Shadow Plane. A traveler experiences the Material world as if the world were an insubstantial ghost. He can move through solid objects without being seen by creatures in the natural world. Strange creatures dwell here; they can sometimes influence the real world in mysterious and terrifying ways, such as a ghost haunting a graveyard. </p> <h3>Shadow Plane</h3> <p> Best described as a warped "reflection" of the Material Plane, the Shadow Plane is a grim, colorless "duplicate" of the real world. It is infused with negative energies and serves as home for creatures such as undead shades. Plane shifters use the Shadow to cross vast distances across the Material. </p> <h2>Inner Planes</h2> <p> The Inner Planes contain the building blocks of reality. Each Inner Plane is made up of a single type of energy or element, with inhabitant of the same type. </p> <h3>Elemental Planes</h3> <p> Air, Earth, Fire, Water — each of these elements command their own planes, with classic Elemental creatures and other strange beings such as genies and mephits. </p> <h3>Energy Planes</h3> <p> The energies of the Positive and Negative energy planes infuse reality on the Material world. The former provides the spark of life, while the latter harbors the taint of undeath. In general, all characters who use powers draw energy from these planes as well. </p> <h2>Outer Planes</h2> <p> Beyond the mortal world, these planes are the various realms of the gods and the final resting places of the dead from the Material Plane. Characters with arcane powers often contact beings from these planes for advice, guidance, and summoned allies. </p> <h2>Demiplanes</h2> <p> These are extra-dimensional spaces that function like planes but have measurable size and limited access. Items such as a bag of holding and portable hole access these strange places. </p> </div>
<div
<h1 class="wide no-toc">The Planes</h1> <p> While the world of Golarion exists on the Material Plane, there are many other realms in other dimensions of reality known as the planes of existence. Scholars and sages call these, collectively, the Great Beyond. </p> <p> <strong>When to Use These Rules:</strong> Reference these summaries of the five general types of planes when characters travel to other planes or encounter creatures from the Great Beyond. </p> <p> <strong>The Basics:</strong> Each plane is effectively its own universe with its own natural laws. Rare linking points allow travel between the planes. Some powers also allow — or prohibit — travel between the planes. </p> <h2>Material Plane</h2> <p> The default plane for play in <cite>Pathfinder for Savage Worlds</cite>, the Material Plane operates under the same set of natural laws as our real world. The size and scope of it depends on the GM’s campaign, although the world of Golarion remains the focus of <em>Savage Pathfinder</em>. </p> <h2>Transitive Planes</h2> <p> These planes overlap and interact with other planes, especially the Material. Transitive planes are accessed by powers and special abilities, allowing for travel to other planes of reality. These are the most common: </p> <h3>Astral Plane</h3> <p> This silvery void connects the Material and Inner Planes to the outer Planes. A traveler in the Astral Plane sees it as a vast and empty void dotted with motes of physical reality intersecting with countless overlapping planes. </p> <h3>Ethereal Plane</h3> <p> The Ethereal Plane overlaps with both the Material and the Shadow Plane. A traveler experiences the Material world as if the world were an insubstantial ghost. He can move through solid objects without being seen by creatures in the natural world. Strange creatures dwell here; they can sometimes influence the real world in mysterious and terrifying ways, such as a ghost haunting a graveyard. </p> <h3>Shadow Plane</h3> <p> Best described as a warped "reflection" of the Material Plane, the Shadow Plane is a grim, colorless "duplicate" of the real world. It is infused with negative energies and serves as home for creatures such as undead shades. Plane shifters use the Shadow to cross vast distances across the Material. </p> <h2>Inner Planes</h2> <p> The Inner Planes contain the building blocks of reality. Each Inner Plane is made up of a single type of energy or element, with inhabitant of the same type. </p> <h3>Elemental Planes</h3> <p> Air, Earth, Fire, Water — each of these elements command their own planes, with classic Elemental creatures and other strange beings such as genies and mephits. </p> <h3>Energy Planes</h3> <p> The energies of the Positive and Negative energy planes infuse reality on the Material world. The former provides the spark of life, while the latter harbors the taint of undeath. In general, all characters who use powers draw energy from these planes as well. </p> <h2>Outer Planes</h2> <p> Beyond the mortal world, these planes are the various realms of the gods and the final resting places of the dead from the Material Plane. Characters with arcane powers often contact beings from these planes for advice, guidance, and summoned allies. </p> <h2>Demiplanes</h2> <p> These are extra-dimensional spaces that function like planes but have measurable size and limited access. Items such as a bag of holding and portable hole access these strange places. </p> </div> |
![]() String updated in the repository |
<div>
<h1 class="wide no-toc">Social Conflict</h1> <p> Not every conflict is won by the blade. Successful oratory can topple nations. </p> <p> <strong>When to Use These Rules:</strong> Most social exchanges are a simple skill roll resisted by the appropriate Trait, such as @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} or @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} vs. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side's discussion. (The GM might use a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04dramatictask00]{Dramatic Task} instead if the argument must be won in a hurry!) </p> <p> <strong>The Basics:</strong> Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the <strong>Conflict Results</strong> table (below) to see how well they've influenced their audience. </p> <h2>Conflict Rounds</h2> <p> The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points). </p> <p> During each round, the player roleplays her character's argument and makes a @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} roll opposed by the Spirit of whoever she's trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead. </p> <p> Each success and raise by the petitioner grants her an "Influence Token" (rivals don't gain tokens, they just oppose the petitioner and keep her from gaining them). </p> <p> <strong>Modifiers:</strong> Persuasion rolls should be modified by the situation as the GM sees fit. A hero trying to convince a wizard of a fact within his field rolls the lowest of his Persuasion or @Compendium[swpf-core-rules.swpf-skills.Occult]{Occult}. A particularly brilliant argument or impassioned roleplaying might add +1 to +4. An insult or <em>faux pas</em> inflicts a similar penalty. </p> <p> Hindrances should also be considered. Convincing a jury that an @Compendium[swpf-core-rules.swpf-hindrances.Outsider]{Outsider (Major)} is innocent of a crime, for example, might inflict a −2 penalty. </p> <h3>Results</h3> <p> At the end of the third round, the speaker looks up her total Influence Tokens on the <strong>Social Conflict Results</strong> table below. </p> <p> <strong>Trials:</strong> Run trials and similar conflicts from the accuser's point of view since they must usually prove the accused's guilt. If the player characters are the defenders, they oppose the prosecution and must keep them from gaining Influence Tokens with the judge (baron, king, warlord, etc.). </p> <p> Accusers in a trial must get at least three tokens to convict. Lesser or greater results indicate the degree of punishment based on local customs and laws. </p> <h2>Example: To Arms!</h2> <p> The cleric must convince a baron to send troops to the defense of a neighboring fiefdom. The barony has warred with his neighbor for generations so the GM decides that's a −4 penalty to the @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} roll. </p> <p> Worse, she's opposed by his slimy wizard, who argues against the idea every round (he opposes her Persuasion rolls). </p> <p> The cleric gets lucky the first round and gets a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. That's two Influence Tokens. She fails on the second, but gets another raise in the third, for a total of four tokens. </p> <p> The baron agrees but requires payment in land from his neighbor in return for sending part of his army to his rival's defense. </p> <table> <colgroup> <col style="width:15%"></col> <col style="width:85%"></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Social Conflict Results</th> </tr> <tr> <th class="sub-heading left">Tokens</th> <th class="sub-heading left">Results</th> </tr> <tr> <td>0</td> <td> Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted. </td> </tr> <tr> <td>1–3</td> <td> The target isn't truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty. </td> </tr> <tr> <td>4–5</td> <td> The arbiter is reasonably convinced or willing to help. He grants the aid requested, more or less, but only under certain conditions or in exchange for payment, tasks, favors, etc. The prosecution is successful with typical sentencing in a trial. </td> </tr> <tr> <td>6+</td> <td> The target is eager to help or agree. He gives more than expected in a negotiation or provides more support than requested. A defendant is convicted with the maximum penalty. </td> </tr> </tbody> </table> </div>
<div
<h1 class="wide no-toc">Social Conflict</h1> <p> Not every conflict is won by the blade. Successful oratory can topple nations. </p> <p> <strong>When to Use These Rules:</strong> Most social exchanges are a simple skill roll resisted by the appropriate Trait, such as @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} or @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} vs. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side's discussion. (The GM might use a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04dramatictask00]{Dramatic Task} instead if the argument must be won in a hurry!) </p> <p> <strong>The Basics:</strong> Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the <strong>Conflict Results</strong> table (below) to see how well they've influenced their audience. </p> <h2>Conflict Rounds</h2> <p> The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points). </p> <p> During each round, the player roleplays her character's argument and makes a @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} roll opposed by the Spirit of whoever she's trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead. </p> <p> Each success and raise by the petitioner grants her an "Influence Token" (rivals don't gain tokens, they just oppose the petitioner and keep her from gaining them). </p> <p> <strong>Modifiers:</strong> Persuasion rolls should be modified by the situation as the GM sees fit. A hero trying to convince a wizard of a fact within his field rolls the lowest of his Persuasion or @Compendium[swpf-core-rules.swpf-skills.Occult]{Occult}. A particularly brilliant argument or impassioned roleplaying might add +1 to +4. An insult or <em>faux pas</em> inflicts a similar penalty. </p> <p> Hindrances should also be considered. Convincing a jury that an @Compendium[swpf-core-rules.swpf-hindrances.Outsider]{Outsider (Major)} is innocent of a crime, for example, might inflict a −2 penalty. </p> <h3>Results</h3> <p> At the end of the third round, the speaker looks up her total Influence Tokens on the <strong>Social Conflict Results</strong> table below. </p> <p> <strong>Trials:</strong> Run trials and similar conflicts from the accuser's point of view since they must usually prove the accused's guilt. If the player characters are the defenders, they oppose the prosecution and must keep them from gaining Influence Tokens with the judge (baron, king, warlord, etc.). </p> <p> Accusers in a trial must get at least three tokens to convict. Lesser or greater results indicate the degree of punishment based on local customs and laws. </p> <h2>Example: To Arms!</h2> <p> The cleric must convince a baron to send troops to the defense of a neighboring fiefdom. The barony has warred with his neighbor for generations so the GM decides that's a −4 penalty to the @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} roll. </p> <p> Worse, she's opposed by his slimy wizard, who argues against the idea every round (he opposes her Persuasion rolls). </p> <p> The cleric gets lucky the first round and gets a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. That's two Influence Tokens. She fails on the second, but gets another raise in the third, for a total of four tokens. </p> <p> The baron agrees but requires payment in land from his neighbor in return for sending part of his army to his rival's defense. </p> <table> <colgroup> <col style="width: <col style="width: </colgroup> <tbody> <th class="main-heading" colspan="2">Social Conflict Results</th> <tr> <tr> <th class="sub-heading left">Tokens</th> <th class="sub-heading left">Results</th> <tr> <td>0</td> <td> <tr> <td>0</td> <td> Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted. </tr> <tr> <td>1–3</td> <td> </tr> <tr> <td>1–3</td> <td> The target isn't truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum </td> </tr> <tr> <td>4–5</td> <td> </td> </tr> <tr> <td>4–5</td> <td> The arbiter is reasonably convinced or willing to help. He grants the aid requested, more or less, but only under certain conditions or in exchange for payment, tasks, favors, etc. The prosecution is successful with typical sentencing in a trial. </tr> <tr> <td>6+</td> <td> </tr> <tr> <td>6+</td> <td> The target is eager to help or agree. He gives more than expected in a negotiation or provides more support than requested. A defendant is convicted with the maximum penalty. </tr> </tbody> </table> </div> |
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<h1 class="wide no-toc">Quick Encounters</h1> <p> Sometimes the Game Master may want to quickly sum up an encounter rather than track every action round by round. "Quick Encounters" resolve these kinds of situations with good collaborative storytelling, tension, and risk. </p> <p> <strong>When to Use These Rules:</strong> Use Quick Encounters when you're pressed for time, the group isn't as interested in tactical fights, or they do something the GM isn't prepared for, like infiltrating an enemy compound she hasn't yet detailed. </p> <p> <strong>The Basics:</strong> Characters make a skill roll based on the type of encounter and their goal and interpret the results narratively with the Game Master. </p> <h2>Encounter Types</h2> <p> No @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, and then the players agree on a general plan and what their characters will do to resolve the situation. </p> <p> Once all the players state their intent, they pick the skill that best represents their actions during the encounter and roll. Here are some common examples: </p> <ul> <li><span class="list-heading">Combat:</span> @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, arcane skill.</li> <li> <span class="list-heading">Crisis:</span> @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}, @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} (to calm bystanders), @Compendium[swpf-core-rules.swpf-skills.Repair]{Repair}. </li> <li><span class="list-heading">Heist:</span> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}, @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion}, @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth}, @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery}.</li> <li> <span class="list-heading">Mission:</span> @Compendium[swpf-core-rules.swpf-skills.Battle]{Battle}, @Compendium[swpf-core-rules.swpf-skills.Boating]{Boating}, @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth}. </li> <li><span class="list-heading">Trek:</span> @Compendium[swpf-core-rules.swpf-skills.Common Knowledge]{Common Knowledge}, @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}, @Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}.</li> </ul> <p> <strong>Modifiers:</strong> The GM should assign modifiers based on the situation. If the heroes greatly outnumber their opposition, pursue much slower prey, have prior experience with the obstacles in their path, or special equipment to deal with hazards, the roll might be made at +1 to +4. </p> <p> Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a −1 to −4 penalty. </p> <h3>Turn Order & Critical Actions</h3> <p> Players can go in whatever order they want in a Quick Encounter. This might be important if some of their actions are dependent on someone else's. In a heist, for example, the group might depend on a smooth-talker to gather information about the target's security before the thief attempts to break in. Similarly, a battle commander might need to send a scout across enemy lines before sending in a team to sabotage the enemy's war engine. </p> <p> Resolve these kinds of actions in the order that makes sense, and allow those who come after to change their own plans as the situation changes. </p> <p> If a critical task is failed, the GM must decide if it stops the encounter or simply complicates it (perhaps inflicting a penalty to everyone else's roll). In the heist example above, for example, maybe the charmer gets the information but tips off someone who adds extra sentries, inflicting a −2 penalty to @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth} or @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} rolls. Likewise, the scout might find the war engine's location but the enemy moves the device shortly thereafter, adding the need for additional reconnaissance for the team of saboteurs. </p> <p> These kinds of complications might also mean resolving the encounter in multiple stages instead of one roll as the heroes must react to the changing circumstances (see <strong>Staged Encounters,</strong> below). </p> <h3>Staged Encounters</h3> <p> Quick Encounters are typically a single die roll followed by some narration between the GM and the players. But some encounters might need additional rounds to better reflect the results or any new information or events that come to light. </p> <p> If the heist to break into a wizard's tower and steal a powerful occult artifact goes badly, for example, the next stage might become a crisis when the tower suddenly bursts into supernatural flames. That might then lead to a combat encounter as an artifact in the wizard's study breaks and releases an angry djinn! </p> <p> The beauty of staged encounters is their ability to handle complex problems when the constraints of time or larger narrative require a speedy resolution. </p> <h2>Encounter Results</h2> <p> Once each player has determined her skill and any modifiers, she rolls the dice and works with the Game Master to narrate the details based on the total, the situation, and the other players' actions. </p> <h3>Dangerous Encounters</h3> <p> If a character fails his roll in a dangerous situation he takes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} (or d4 Wounds with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}). If he's the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soaked} as usual. </p> <p> Success means the hero emerges with only <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} means he escapes unscathed. </p> <h3>Nonlethal Encounters</h3> <p> If the encounter isn't physically dangerous, failure means the hero doesn't contribute to the party's overall success somehow. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means she suffers social stigma, loses or breaks a piece of vital equipment, is positively identified, or gets the wrong information. This likely means moving on to a second stage of the encounter as she deals with the fallout of her errors. </p> <h3>Success & Failure</h3> <p> In general, narration and individual actions determine the success or failure of an encounter. If the smooth-talker can't learn the habits of the sentries, for example, and the GM decides this fact shuts down the operation rather than complicating it, the encounter fails. In other words, let the story tell the tale. </p> <p> In a more dynamic situation such as combat, assume the group "wins" if there are at least as many total successes (one for each success and raise) as there are player characters. They get the information, drive off their foes, complete the mission, or avert (or escape) the crisis. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} rolls <em>don't</em> count as successes. </p> <p> If there are fewer successes than player characters, they fail. Specifics are up to the Game Master, but this might mean the party has to fall back or retreat from their foes, their prey escapes, they don't get the object or information they sought, they survive the crisis but can't save most of the bystanders, and so on. </p> <p> If they can try again, the GM should "reset" the encounter with the new narrative so the group has to come up with a new plan. And of course, their foes are likely on to them now! </p> <h3>Ammo & Power Points</h3> <p> Use the rules for <strong>Ammo & Power Points</strong> under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04massbattles000]{Mass Battles}</strong> for combat encounters if desired. Otherwise the player and GM can just decide what resources were consumed in the encounter. </p> <h2 class="example">Example: Night on the prowl</h2> <p> Our heroes must break into a nobleman's library, steal an ancient book, and stop an evil conspiracy that threatens all of Golarion. </p> <p> The group decides to play out the break-in as a Quick Encounter. The rogue plans to use @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} to break into the library, take the manuscript, then escape out the back. The bard supports her with a diversionary recital in the town square. </p> <p> The GM decides the rogue's Thievery roll is at −2 to get into the library. The bard gets a success with his @Compendium[swpf-core-rules.swpf-skills.Performance]{Performance} to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support}. He adds +1 to his friend's roll. </p> <p> The rogue manages a single success, but since there are two player characters and the rules say they need at least as many successes as there are characters, they fail. </p> <p> The GM says three of the nobleman's guards are alerted by the pair's actions. The heroes can continue if they want, but the encounter is now more difficult (−2). The GM also says it's now a Dangerous Encounter as the guards are armed and nervous. </p> <p> With the fate of Golarion at stake, the party agrees to press on. The rogue now uses @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth} to avoid the guards. The bard disguises himself and knocks on the door, pretending to be lost! The GM tells the bard to use Performance for this Support roll. He rolls a 21! Both characters are successful, so the ancient manuscript is secured! </p> </div>
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<h1 class="wide no-toc">Quick Encounters</h1> <p> Sometimes the Game Master may want to quickly sum up an encounter rather than track every action round by round. "Quick Encounters" resolve these kinds of situations with good collaborative storytelling, tension, and risk. </p> <p> <strong>When to Use These Rules:</strong> Use Quick Encounters when you're pressed for time, the group isn't as interested in tactical fights, or they do something the GM isn't prepared for, like infiltrating an enemy compound she hasn't yet detailed. </p> <p> <strong>The Basics:</strong> Characters make a skill roll based on the type of encounter and their goal and interpret the results narratively with the Game Master. </p> <h2>Encounter Types</h2> <p> No @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, and then the players agree on a general plan and what their characters will do to resolve the situation. </p> <p> Once all the players state their intent, they pick the skill that best represents their actions during the encounter and roll. Here are some common examples: </p> <ul> <li><span class="list-heading">Combat:</span> @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, arcane skill.</li> <li> <span class="list-heading">Crisis:</span> @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}, @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} (to calm bystanders), @Compendium[swpf-core-rules.swpf-skills.Repair]{Repair}. </li> <li><span class="list-heading">Heist:</span> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}, @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion}, @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth}, @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery}.</li> <li> <span class="list-heading">Mission:</span> @Compendium[swpf-core-rules.swpf-skills.Battle]{Battle}, @Compendium[swpf-core-rules.swpf-skills.Boating]{Boating}, @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth}. </li> <li><span class="list-heading">Trek:</span> @Compendium[swpf-core-rules.swpf-skills.Common Knowledge]{Common Knowledge}, @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}, @Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}.</li> </ul> <p> <strong>Modifiers:</strong> The GM should assign modifiers based on the situation. If the heroes greatly outnumber their opposition, pursue much slower prey, have prior experience with the obstacles in their path, or special equipment to deal with hazards, the roll might be made at +1 to +4. </p> <p> Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a −1 to −4 penalty. </p> <h3>Turn Order & Critical Actions</h3> <p> Players can go in whatever order they want in a Quick Encounter. This might be important if some of their actions are dependent on someone else's. In a heist, for example, the group might depend on a smooth-talker to gather information about the target's security before the thief attempts to break in. Similarly, a battle commander might need to send a scout across enemy lines before sending in a team to sabotage the enemy's war engine. </p> <p> Resolve these kinds of actions in the order that makes sense, and allow those who come after to change their own plans as the situation changes. </p> <p> If a critical task is failed, the GM must decide if it stops the encounter or simply complicates it (perhaps inflicting a penalty to everyone else's roll). In the heist example above, for example, maybe the charmer gets the information but tips off someone who adds extra sentries, inflicting a −2 penalty to @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth} or @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} rolls. Likewise, the scout might find the war engine's location but the enemy moves the device shortly thereafter, adding the need for additional reconnaissance for the team of saboteurs. </p> <p> These kinds of complications might also mean resolving the encounter in multiple stages instead of one roll as the heroes must react to the changing circumstances (see <strong>Staged Encounters,</strong> below). </p> <h3>Staged Encounters</h3> <p> Quick Encounters are typically a single die roll followed by some narration between the GM and the players. But some encounters might need additional rounds to better reflect the results or any new information or events that come to light. </p> <p> If the heist to break into a wizard's tower and steal a powerful occult artifact goes badly, for example, the next stage might become a crisis when the tower suddenly bursts into supernatural flames. That might then lead to a combat encounter as an artifact in the wizard's study breaks and releases an angry djinn! </p> <p> The beauty of staged encounters is their ability to handle complex problems when the constraints of time or larger narrative require a speedy resolution. </p> <h2>Encounter Results</h2> <p> Once each player has determined her skill and any modifiers, she rolls the dice and works with the Game Master to narrate the details based on the total, the situation, and the other players' actions. </p> <h3>Dangerous Encounters</h3> <p> If a character fails his roll in a dangerous situation he takes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} (or d4 Wounds with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}). If he's the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soaked} as usual. </p> <p> Success means the hero emerges with only <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} means he escapes unscathed. </p> <h3>Nonlethal Encounters</h3> <p> If the encounter isn't physically dangerous, failure means the hero doesn't contribute to the party's overall success somehow. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means she suffers social stigma, loses or breaks a piece of vital equipment, is positively identified, or gets the wrong information. This likely means moving on to a second stage of the encounter as she deals with the fallout of her errors. </p> <h3>Success & Failure</h3> <p> In general, narration and individual actions determine the success or failure of an encounter. If the smooth-talker can't learn the habits of the sentries, for example, and the GM decides this fact shuts down the operation rather than complicating it, the encounter fails. In other words, let the story tell the tale. </p> <p> In a more dynamic situation such as combat, assume the group "wins" if there are at least as many total successes (one for each success and raise) as there are player characters. They get the information, drive off their foes, complete the mission, or avert (or escape) the crisis. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} rolls <em>don't</em> count as successes. </p> <p> If there are fewer successes than player characters, they fail. Specifics are up to the Game Master, but this might mean the party has to fall back or retreat from their foes, their prey escapes, they don't get the object or information they sought, they survive the crisis but can't save most of the bystanders, and so on. </p> <p> If they can try again, the GM should "reset" the encounter with the new narrative so the group has to come up with a new plan. And of course, their foes are likely on to them now! </p> <h3>Ammo & Power Points</h3> <p> Use the rules for <strong>Ammo & Power Points</strong> under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04massbattles000]{Mass Battles}</strong> for combat encounters if desired. Otherwise the player and GM can just decide what resources were consumed in the encounter. </p> <h2 class="example">Example: Night on the prowl</h2> <p> Our heroes must break into a nobleman's library, steal an ancient book, and stop an evil conspiracy that threatens all of Golarion. </p> <p> The group decides to play out the break-in as a Quick Encounter. The rogue plans to use @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} to break into the library, take the manuscript, then escape out the back. The bard supports her with a diversionary recital in the town square. </p> <p> The GM decides the rogue's Thievery roll is at −2 to get into the library. The bard gets a success with his @Compendium[swpf-core-rules.swpf-skills.Performance]{Performance} to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support}. He adds +1 to his friend's roll. </p> <p> The rogue manages a single success, but since there are two player characters and the rules say they need at least as many successes as there are characters, they fail. </p> <p> The GM says three of the nobleman's guards are alerted by the pair's actions. The heroes can continue if they want, but the encounter is now more difficult (−2). The GM also says it's now a Dangerous Encounter as the guards are armed and nervous. </p> <p> With the fate of Golarion at stake, the party agrees to press on. The rogue now uses @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth} to avoid the guards. The bard disguises himself and knocks on the door, pretending to be lost! The GM tells the bard to use Performance for this Support roll. He rolls a 21! Both characters are successful, so the ancient manuscript is secured! </p> </div> |
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<h1 class="wide no-toc">Networking</h1> <p> Pathfinders often need to find information or ask for favors. You can roleplay these encounters out, or you can allow them to use their skills in a "macro" sense — summing up hours of effort with a single roll. </p> <p> @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} is the nice way of interacting with one’s contacts. The flip side of the coin is @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation}. Either can get the job done but in slightly different ways, as shown below. </p> <p> <strong>When to Use These Rules:</strong> When the player characters want to ask around town for favors or information. </p> <p> <strong>The Basics:</strong> Characters use @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} or @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} to gather favors or information. </p> <h3>Persuasion (The Nice Way)</h3> <p> Characters use @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} to socialize within their various social circles for information or favors. When used in this way, Persuasion isn’t a single exchange but several hours of networking, hobnobbing, carousing, drinks, gifts, bribes, or entertaining. This might represent time roaming a marketplace, a series of meetings with important people, or an evening of food and drink. </p> <p> Success grants most of what the character wants, though it may take a while, cost some money, or require a favor in return. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} either gets more of whatever he was looking for, or at a lower cost. </p> <p> Failure means the hero’s efforts are in vain. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means he’s cut off from that particular group for a while (up to the GM but typically about a week). </p> <p> <strong>Money Talks:</strong> You can catch more flies with honey than vinegar, the saying goes. A character with a little lucre to spread around gets a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{reroll} on her networking attempt, spending money on better bribes, gifts, or wining and dining her contacts. </p> <p> The amount required is up to the GM, the location, and the nature of the contact(s) she interacts with. As a rule of thumb, use the expenses listed under <span>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04downtime000000]{Carousing}</span> and modify as appropriate from there. </p> <h3>Intimidation (The Not-so-Nice Way)</h3> <p> @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} can also be used to gather information, call in favors, or make demands, but it’s a little less savory. </p> <p> Each attempt to "work the streets" takes several hours of threats and general unpleasantness, rousting the local populace for whatever the hero needs. </p> <p> Success grants the character most of what she wants, though her victims might decide to get some payback later on. A raise means she gets more info, gets it faster, or her victims are too scared or otherwise preoccupied to plot revenge. </p> <p> Failure means the bully doesn’t get anything useful. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means she ends the evening with a fat lip, black eye, or broken nose (see <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>). She can work her contacts again the next day, but they’re more likely to be waiting for her this time! </p> <p> <strong>Busting Heads:</strong> The bruiser can improve her odds by getting more violent or extreme than usual. This alienates her contacts for a week but grants her a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{reroll} on the Intimidation check. </p> <p> This raises the stakes as well. A simple failure means the evening ends with <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>. A Critical Failure bears more serious consequences. The GM might break the action down to an actual encounter (which might be an ambush!). The hero might run afoul of the law, come back with two levels of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from Bumps & Bruises, or her questions might trigger a deadly reaction from a more powerful enemy! </p> <h2 class="example">Example: Savage Measures</h2> <p> Amiri the barbarian needs to locate a town official held for ransom by nefarious bandits. Her @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} is better than her @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion}, and she has the @Compendium[swpf-core-rules.swpf-edges.Menacing]{Menacing} Edge, which adds +2 to Intimidation rolls. Time is tight so she decides to bust some heads. That gives her a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{reroll} as well. With the bonus and reroll she gets a success and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. The barbarian finds the bandit hideout and learns how many goons guard the official. </p> </div>
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<h1 class="wide no-toc">Networking</h1> <p> Pathfinders often need to find information or ask for favors. You can roleplay these encounters out, or you can allow them to use their skills in a "macro" sense — summing up hours of effort with a single roll. </p> <p> @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} is the nice way of interacting with one’s contacts. The flip side of the coin is @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation}. Either can get the job done but in slightly different ways, as shown below. </p> <p> <strong>When to Use These Rules:</strong> When the player characters want to ask around town for favors or information. </p> <p> <strong>The Basics:</strong> Characters use @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} or @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} to gather favors or information. </p> <h3>Persuasion (The Nice Way)</h3> <p> Characters use @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} to socialize within their various social circles for information or favors. When used in this way, Persuasion isn’t a single exchange but several hours of networking, hobnobbing, carousing, drinks, gifts, bribes, or entertaining. This might represent time roaming a marketplace, a series of meetings with important people, or an evening of food and drink. </p> <p> Success grants most of what the character wants, though it may take a while, cost some money, or require a favor in return. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} either gets more of whatever he was looking for, or at a lower cost. </p> <p> Failure means the hero’s efforts are in vain. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means he’s cut off from that particular group for a while (up to the GM but typically about a week). </p> <p> <strong>Money Talks:</strong> You can catch more flies with honey than vinegar, the saying goes. A character with a little lucre to spread around gets a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{reroll} on her networking attempt, spending money on better bribes, gifts, or wining and dining her contacts. </p> <p> The amount required is up to the GM, the location, and the nature of the contact(s) she interacts with. As a rule of thumb, use the expenses listed under <span>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04downtime000000]{Carousing}</span> and modify as appropriate from there. </p> <h3>Intimidation (The Not-so-Nice Way)</h3> <p> @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} can also be used to gather information, call in favors, or make demands, but it’s a little less savory. </p> <p> Each attempt to "work the streets" takes several hours of threats and general unpleasantness, rousting the local populace for whatever the hero needs. </p> <p> Success grants the character most of what she wants, though her victims might decide to get some payback later on. A raise means she gets more info, gets it faster, or her victims are too scared or otherwise preoccupied to plot revenge. </p> <p> Failure means the bully doesn’t get anything useful. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means she ends the evening with a fat lip, black eye, or broken nose (see <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>). She can work her contacts again the next day, but they’re more likely to be waiting for her this time! </p> <p> <strong>Busting Heads:</strong> The bruiser can improve her odds by getting more violent or extreme than usual. This alienates her contacts for a week but grants her a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{reroll} on the Intimidation check. </p> <p> This raises the stakes as well. A simple failure means the evening ends with <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>. A Critical Failure bears more serious consequences. The GM might break the action down to an actual encounter (which might be an ambush!). The hero might run afoul of the law, come back with two levels of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from Bumps & Bruises, or her questions might trigger a deadly reaction from a more powerful enemy! </p> <h2 class="example">Example: Savage Measures</h2> <p> Amiri the barbarian needs to locate a town official held for ransom by nefarious bandits. Her @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} is better than her @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion}, and she has the @Compendium[swpf-core-rules.swpf-edges.Menacing]{Menacing} Edge, which adds +2 to Intimidation rolls. Time is tight so she decides to bust some heads. That gives her a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{reroll} as well. With the bonus and reroll she gets a success and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. The barbarian finds the bandit hideout and learns how many goons guard the official. </p> </div> |
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<h1 class="wide no-toc">Mass battles</h1> <p> Many adventures feature heroes traveling about the land, gathering @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04allies00000000]{allies} to thwart some inevitable foe or ravaging horde. They build coalitions, train armies, discover powerful artifacts, and finally stand against the enemy in desperate and glorious battle. </p> <p> The rules presented here allow the Game Master to handle a small warband holding a fort against an undead horde, a siege against a walled city, or even full divisions of troops fighting across a massive battlefield. The process is abstract, but it provides a narrative base for heroes to plan, get involved, and take part in the carnage! </p> <p> <strong>When to Use These Rules:</strong> Use the Mass Battle rules when you need to resolve a large conflict that can go either way, and also allow the player characters to have a role in its outcome. The culmination of these tales is not always a foregone conclusion, and failure can be just as interesting as victory! </p> <p> <strong>The Basics:</strong> Each side has a number of “Force Tokens” equal to its relative strength and size. Commanders roll their @Compendium[swpf-core-rules.swpf-skills.Battle]{Battle} skill each turn. The winner reduces his rival’s force until one side or the other breaks. </p> <h2>Setup</h2> <p> To start, give the larger or more powerful army 10 Force Tokens. Give the opposing army a proportional number of tokens. If one army has 10,000 warriors, for example, and the other has 7,000, give the smaller army seven tokens. These represent the troops, ships, and other assets in each side’s army. </p> <p> Adjust the ratio as makes sense to account for special or elite troops, better equipment, and so on. If one army is half as powerful as another, for example, give one side 10 Force Tokens and the other five. Get close enough to give a reasonable approximation of relative strength. The dice and the players’ actions will handle the rest. </p> <h2>Battle</h2> <p> At the start of each round, the player characters discuss and decide on their plan. Then the attackers make an opposed @Compendium[swpf-core-rules.swpf-skills.Battle]{Battle} roll against the defender. Add the modifiers below as appropriate to each roll. </p> <table style="width:75%"> <colgroup> <col></col> <col></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Battle Modifiers</th> </tr> <tr> <th class="sub-heading left">Modifier</th> <th class="sub-heading left">Circumstance</th> </tr> <tr> <td> <p>+1 per<br />point of<br />advantage</p> </td> <td> <p> <strong>Force Bonus:</strong> The side with the most Force Tokens adds +1 for each point of difference. If the larger army has 10 tokens and the smaller one has 7, for example, the commander of the more powerful army adds +3. </p> </td> </tr> <tr> <td> <p>+1 to +4</p> </td> <td> <p> <strong>Tactical Advantage:</strong> Grant a +1 to +4 bonus for any special circumstances that might help that army, such as fortifications, weather, terrain, or other conditions not otherwise factored into the army’s strength. </p> </td> </tr> <tr> <td> <p>+1 to +4</p> </td> <td> <p> <strong>Battle Plan:</strong> Add +1 to +4 if one side has a particularly effective or clever plan over the other. </p> </td> </tr> </tbody> </table> <h3>Results</h3> <p> The winner of the opposed roll consults the Battle Results. Casualties are generally distributed evenly throughout the army or however the GM feels is most appropriate for the narrative. </p> <p> <strong>Time:</strong> A standard battle round is two hours of hard fighting. The Game Master should change this as suits her needs or the story. A more reserved fight might have four- or even eight-hour rounds, while a siege might be a battle round per day. </p> <table style="width:75%"> <colgroup> <col></col> <col></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Battle Results</th> </tr> <tr> <th class="sub-heading left">Modifier</th> <th class="sub-heading left">Result</th> </tr> <tr> <td> <p>Tie</p> </td> <td> <p><strong>Draw:</strong> Both sides lose one Force Token.</p> </td> </tr> <tr> <td> <p>Success</p> </td> <td> <p> <strong>Marginal Victory:</strong> The victor loses one Force Token, the defeated loses two. </p> </td> </tr> <tr> <td> <p>Raise</p> </td> <td> <p> <strong>Victory:</strong> The defeated army loses two Force Tokens. </p> </td> </tr> </tbody> </table> <h3>Morale</h3> <p> After an army loses one or more Force Tokens, its leader makes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} check modified by these circumstances: </p> <table style="width:75%"> <colgroup> <col></col> <col></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Morale Modifiers</th> </tr> <tr> <th class="sub-heading left">Modifier</th> <th class="sub-heading left">Circumstance</th> </tr> <tr> <td> <p>−1</p> </td> <td> <p>Each Force Token lost so far.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army is made up mostly of @Compendium[swpf-core-rules.swpf-abilities.Undead]{undead} or other @Compendium[swpf-core-rules.swpf-abilities.Fearless]{fearless} troops.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army is within fortifications or prepared positions.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army cannot retreat or will be killed if it does.</p> </td> </tr> </tbody> </table> <p> Success means the leader cajoles the army to fight on. The battle continues another round (or as the attacker sees fit). </p> <p> Failure means the commander loses control of his force. The army is defeated but conducts an orderly retreat. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means they flee the field in a reckless rout. They may be scattered temporarily or permanently, ridden down by the enemy, or captured as the GM decides. </p> <h3>Aftermath</h3> <p> When one side routs, retreats, or runs out of Force Tokens, the battle ends. If it’s important to determine the fate of named @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extras} or other nonplayer characters, use the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03healing0000000]{Aftermath & Extras}</strong> rules. </p> <h2>Characters In Mass Battles</h2> <p> Player characters can dramatically affect the results of the battle. Before their commander makes a Battle roll, players who want to enter the fray describe what they’re doing and make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} roll with whatever skill they feel is most appropriate. (Don’t forget that enemy champions can add to the rival commander’s Battle roll as well!) </p> <p> Each hero’s success grants the commander +1 to his Battle roll but the warrior takes @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises} for the effort. With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the character emerges unharmed and rolls on the <strong>Battle Effects</strong> table; the player may choose to use the result rolled or give the commander the usual +2 bonus instead. </p> <table> <colgroup> <col></col> <col></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Battle Effects</th> </tr> <tr> <th class="sub-heading left">2d6</th> <th class="sub-heading left">Result</th> </tr> <tr> <td> 2 </td> <td> <strong>Inspire:</strong> The warrior battles valiantly, inspiring the troops and urging them to fight on despite their injuries. Her side immediately recovers one Force Token. </td> </tr> <tr> <td> 3–4 </td> <td> <strong>Terrorize:</strong> The fighter’s fury terrorizes her foes. The enemy commander subtracts 2 from his @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll if forced to test morale this round. </td> </tr> <tr> <td> 5–9 </td> <td> <strong>Valor:</strong> The warrior’s Support adds +2 to the commander’s Battle roll as usual. </td> </tr> <tr> <td> 10–11 </td> <td> <strong>Slaughter:</strong> The foe reels at the champion’s onslaught. Subtract 2 from the enemy commander’s Battle total. </td> </tr> <tr> <td> 12 </td> <td> <strong>An Army of One:</strong> Tales will be told and songs sung of the warrior’s epic feats this day. The enemy army loses a Force Token immediately (this doesn’t subtract from his Battle roll but does cause a morale check even if he wins). </td> </tr> </tbody> </table> <p> Failure means the warrior fought bravely. He takes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} but doesn’t add to the commander’s Battle roll. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means the character rolls on the <strong>Battle Effects </strong>table but also suffers d4+1 Wounds! </p> <p> The Game Master and players should work together to describe each character’s glorious scenes of bravery and carnage once the results are determined. </p> <h3>Ammo & Power Points</h3> <p> If it’s important to track, each round a hero enters the fray and uses @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting} or an arcane skill the character expends some ammunition or @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points}. </p> <p> Arcane types and archers use 2d6 Power Points or arrows per round of Mass Battle. The GM should alter these numbers based on the character's chosen tactics, the length of each battle round, weapon types, or how long she thinks the hero has to recover or rearm between rounds. </p> </div>
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<h1 class="wide no-toc">Mass battles</h1> <p> Many adventures feature heroes traveling about the land, gathering @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04allies00000000]{allies} to thwart some inevitable foe or ravaging horde. They build coalitions, train armies, discover powerful artifacts, and finally stand against the enemy in desperate and glorious battle. </p> <p> The rules presented here allow the Game Master to handle a small warband holding a fort against an undead horde, a siege against a walled city, or even full divisions of troops fighting across a massive battlefield. The process is abstract, but it provides a narrative base for heroes to plan, get involved, and take part in the carnage! </p> <p> <strong>When to Use These Rules:</strong> Use the Mass Battle rules when you need to resolve a large conflict that can go either way, and also allow the player characters to have a role in its outcome. The culmination of these tales is not always a foregone conclusion, and failure can be just as interesting as victory! </p> <p> <strong>The Basics:</strong> Each side has a number of “Force Tokens” equal to its relative strength and size. Commanders roll their @Compendium[swpf-core-rules.swpf-skills.Battle]{Battle} skill each turn. The winner reduces his rival’s force until one side or the other breaks. </p> <h2>Setup</h2> <p> To start, give the larger or more powerful army 10 Force Tokens. Give the opposing army a proportional number of tokens. If one army has 10,000 warriors, for example, and the other has 7,000, give the smaller army seven tokens. These represent the troops, ships, and other assets in each side’s army. </p> <p> Adjust the ratio as makes sense to account for special or elite troops, better equipment, and so on. If one army is half as powerful as another, for example, give one side 10 Force Tokens and the other five. Get close enough to give a reasonable approximation of relative strength. The dice and the players’ actions will handle the rest. </p> <h2>Battle</h2> <p> At the start of each round, the player characters discuss and decide on their plan. Then the attackers make an opposed @Compendium[swpf-core-rules.swpf-skills.Battle]{Battle} roll against the defender. Add the modifiers below as appropriate to each roll. </p> <table style="width: <colgroup> <col> <col></col> </colgroup> <tbody> <th class="main-heading" colspan="2">Battle Modifiers</th> <tr> <tr> <th class="sub-heading left">Modifier</th> <th class="sub-heading left">Circumstance</th> <tr> <td> <tr> <td> <p>+1 per<br />point of<br />advantage</p> <td> <p> <td> <p> <strong>Force Bonus:</strong> The side with the most Force Tokens adds +1 for each point of difference. If the larger army has 10 tokens and the smaller one has 7, for example, the commander of the more powerful army adds +3. </td> </tr> <tr> <td> <p>+1 to +4</p> </td> <td> <p> </td> </tr> <tr> <td> <p>+1 to +4</p> </td> <td> <p> <strong>Tactical Advantage:</strong> Grant a +1 to +4 bonus for any special circumstances that might help that army, such as fortifications, weather, terrain, or other conditions not otherwise factored into the army’s strength. </td> </tr> <tr> <td> <p>+1 to +4</p> </td> <td> <p> </td> </tr> <tr> <td> <p>+1 to +4</p> </td> <td> <p> <strong>Battle Plan:</strong> Add +1 to +4 if one side has a particularly effective or clever plan over the other. </td> </td> </tr> </tbody> </table> <h3>Results</h3> <p> The winner of the opposed roll consults the Battle Results. Casualties are generally distributed evenly throughout the army or however the GM feels is most appropriate for the narrative. </p> <p> <strong>Time:</strong> A standard battle round is two hours of hard fighting. The Game Master should change this as suits her needs or the story. A more reserved fight might have four- or even eight-hour rounds, while a siege might be a battle round per day. </p> <table style="width: <colgroup> <col> <col></col> </colgroup> <tbody> <th class="main-heading" colspan="2">Battle Results</th> <tr> <tr> <th class="sub-heading left">Modifier</th> <th class="sub-heading left">Result</th> </tr> <td> <p>Tie</p> </td> <td> <p><strong>Draw:</strong> Both sides lose one Force Token.</p> </td> </tr> <tr> <td> <p>Success</p> </td> <td> <p> <strong>Marginal Victory:</strong> The victor loses one Force Token, the defeated loses two. </p> </td> </tr> <tr> <td> <p>Raise</p> </td> <td> <p> <td> <p>Tie</p> </td> <td> <p><strong>Draw:</strong> Both sides lose one Force Token.</p> </td> </tr> <tr> <td> <p>Success</p> </td> <td> <p> <strong>Marginal Victory:</strong> The victor loses one Force Token, the defeated loses two. </p> </td> </tr> <tr> <td> <p>Raise</p> </td> <td> <p> <strong>Victory:</strong> The defeated army loses two Force Tokens. </td> </td> </tr> </tbody> </table> <h3>Morale</h3> <p> After an army loses one or more Force Tokens, its leader makes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} check modified by these circumstances: </p> <table style="width: <colgroup> <col> <col></col> </colgroup> <tbody> <th class="main-heading" colspan="2">Morale Modifiers</th> <tr> <tr> <th class="sub-heading left">Modifier</th> <th class="sub-heading left">Circumstance</th> <tr> <td> <p>−1</p> </td> <td> <p>Each Force Token lost so far.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army is made up mostly of @Compendium[swpf-core-rules.swpf-abilities.Undead]{undead} or other @Compendium[swpf-core-rules.swpf-abilities.Fearless]{fearless} troops.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army is within fortifications or prepared positions.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <tr> <td> <p>−1</p> </td> <td> <p>Each Force Token lost so far.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army is made up mostly of @Compendium[swpf-core-rules.swpf-abilities.Undead]{undead} or other @Compendium[swpf-core-rules.swpf-abilities.Fearless]{fearless} troops.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army is within fortifications or prepared positions.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army cannot retreat or will be killed if it does.</p> </tr> </tbody> </table> <p> Success means the leader cajoles the army to fight on. The battle continues another round (or as the attacker sees fit). </p> <p> Failure means the commander loses control of his force. The army is defeated but conducts an orderly retreat. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means they flee the field in a reckless rout. They may be scattered temporarily or permanently, ridden down by the enemy, or captured as the GM decides. </p> <h3>Aftermath</h3> <p> When one side routs, retreats, or runs out of Force Tokens, the battle ends. If it’s important to determine the fate of named @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extras} or other nonplayer characters, use the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03healing0000000]{Aftermath & Extras}</strong> rules. </p> <h2>Characters In Mass Battles</h2> <p> Player characters can dramatically affect the results of the battle. Before their commander makes a Battle roll, players who want to enter the fray describe what they’re doing and make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} roll with whatever skill they feel is most appropriate. (Don’t forget that enemy champions can add to the rival commander’s Battle roll as well!) </p> <p> Each hero’s success grants the commander +1 to his Battle roll but the warrior takes @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises} for the effort. With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the character emerges unharmed and rolls on the <strong>Battle Effects</strong> table; the player may choose to use the result rolled or give the commander the usual +2 bonus instead. </p> <table> <colgroup> <col> <col></col> </colgroup> <tbody> <th class="main-heading" colspan="2">Battle Effects</th> <tr> <tr> <th class="sub-heading left">2d6</th> <th class="sub-heading left">Result</th> </tr> <td> 2 </td> <td> <td> 2 </td> <td> <strong>Inspire:</strong> The warrior battles valiantly, inspiring the troops and urging them to fight on despite their injuries. Her side immediately recovers one Force Token. </tr> <tr> <td> 3–4 </td> <td> </tr> <tr> <td> 3–4 </td> <td> <strong>Terrorize:</strong> The fighter’s fury terrorizes her foes. The enemy commander subtracts 2 from his @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll if forced to test morale this round. </tr> <tr> <td> 5–9 </td> <td> <strong>Valor:</strong> The warrior’s Support adds +2 to the commander’s Battle roll as usual. </td> </tr> <tr> <td> 10–11 </td> <td> </tr> <tr> <td> 5–9 </td> <td> <strong>Valor:</strong> The warrior’s Support adds +2 to the commander’s Battle roll as usual. </td> </tr> <tr> <td> 10–11 </td> <td> <strong>Slaughter:</strong> The foe reels at the champion’s onslaught. Subtract 2 from the enemy commander’s Battle total. </tr> <tr> <td> 12 </td> <td> </tr> <tr> <td> 12 </td> <td> <strong>An Army of One:</strong> Tales will be told and songs sung of the warrior’s epic feats this day. The enemy army loses a Force Token immediately (this doesn’t subtract from his Battle roll but does cause a morale check even if he wins). </tr> </tbody> </table> <p> Failure means the warrior fought bravely. He takes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} but doesn’t add to the commander’s Battle roll. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means the character rolls on the <strong>Battle Effects </strong>table but also suffers d4+1 Wounds! </p> <p> The Game Master and players should work together to describe each character’s glorious scenes of bravery and carnage once the results are determined. </p> <h3>Ammo & Power Points</h3> <p> If it’s important to track, each round a hero enters the fray and uses @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting} or an arcane skill the character expends some ammunition or @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points}. </p> <p> Arcane types and archers use 2d6 Power Points or arrows per round of Mass Battle. The GM should alter these numbers based on the character's chosen tactics, the length of each battle round, weapon types, or how long she thinks the hero has to recover or rearm between rounds. </p> </div> |
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<h1 class="wide no-toc">Interludes</h1> <p> Interludes give players a way to get to know their own characters, reveal their backstories, or even add to the lore of the world you’re all building together. </p> <p> <strong>When to Use These Rules:</strong> The GM might call for an Interlude when the party gathers around the campfire, travel across Golarion, or socialize at the local tavern. </p> <p> <strong>The Basics:</strong> Players tell a story from their character’s point of view and are rewarded with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Benny}. </p> <h2>Running An Interlude</h2> <p> When you want to give your players a moment to catch their breath and get into character, allow those who want to take part to draw a card from the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Deck}. The suit of the card gives each player three choices: Downtime, Backstory, or Trek. If a player draws a Joker give <em>everyone</em> a Benny and let them choose the suit and category! </p> <ul> <li> <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04downtime000000]{Downtime}:</strong> What the hero does when left alone. A priest might quietly read a holy text while a warrior constantly sharpens his blades. </li> <li> <strong>Backstory:</strong> A tale of the character’s past, told through her voice and narration. </li> <li> <strong>Trek:</strong> The story of an obstacle or challenge the party encountered on the trip. </li> </ul> <div> <img src="modules/swpf-core-rules/assets/art/pyramids.webp" alt="A group of travelers march across a narrow bridge high above the desert lowlands" /> </div> <table> <colgroup> <col></col> </colgroup> <tbody> <tr> <th class="main-heading">Interludes</th> </tr> <tr> <th class="sub-heading left">Spades</th> </tr> <tr> <td> <strong>Downtime:</strong> The character spends time alone in quiet contemplation. What does she do? </td> </tr> <tr> <td> <strong>Backstory:</strong> A great victory or personal triumph. </td> </tr> <tr> <td> <strong>Trek:</strong> A difficult obstacle the group negotiated along the way. </td> </tr> <tr> <th class="sub-heading left">Hearts</th> </tr> <tr> <td> <strong>Downtime:</strong> The hero practices a skill. What is it? </td> </tr> <tr> <td> <strong>Backstory:</strong> A tale of the hero’s greatest love — lost, found, present, or waiting on her back home. </td> </tr> <tr> <td> <strong>Trek:</strong> The party met along the way — merchants, fellow travelers, a renowned bard or hero, etc. Who were they and what happened? </td> </tr> <tr> <th class="sub-heading left">Diamonds</th> </tr> <tr> <td> <strong>Downtime:</strong> The character studies or works on an object of some sort. What is it? </td> </tr> <tr> <td> <strong>Backstory:</strong> Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination. </td> </tr> <tr> <td> <strong>Trek:</strong> How the group found something that helped them along the way, such as an oasis, minor treasure, food or water, friendly locals, etc. </td> </tr> <tr> <th class="sub-heading left">Clubs</th> </tr> <tr> <td> <strong>Downtime:</strong> Your hero broods or is angry about something. What is it, and how does she misbehave? </td> </tr> <tr> <td> <strong>Backstory:</strong> A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret. </td> </tr> <tr> <td> <strong>Trek:</strong> A hardship the party overcame on their trip: the tragic death of a favored "@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extra}, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on. </td> </tr> </tbody> </table> </div>
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<h1 class="wide no-toc">Interludes</h1> <p> Interludes give players a way to get to know their own characters, reveal their backstories, or even add to the lore of the world you’re all building together. </p> <p> <strong>When to Use These Rules:</strong> The GM might call for an Interlude when the party gathers around the campfire, travel across Golarion, or socialize at the local tavern. </p> <p> <strong>The Basics:</strong> Players tell a story from their character’s point of view and are rewarded with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Benny}. </p> <h2>Running An Interlude</h2> <p> When you want to give your players a moment to catch their breath and get into character, allow those who want to take part to draw a card from the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Deck}. The suit of the card gives each player three choices: Downtime, Backstory, or Trek. If a player draws a Joker give <em>everyone</em> a Benny and let them choose the suit and category! </p> <ul> <li> <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04downtime000000]{Downtime}:</strong> What the hero does when left alone. A priest might quietly read a holy text while a warrior constantly sharpens his blades. </li> <li> <strong>Backstory:</strong> A tale of the character’s past, told through her voice and narration. </li> <li> <strong>Trek:</strong> The story of an obstacle or challenge the party encountered on the trip. </li> </ul> <div> <img src="modules/swpf-core-rules/assets/art/pyramids.webp" alt="A group of travelers march across a narrow bridge high above the desert lowlands" </div> <table> <colgroup> </colgroup> <tbody> <th class="main-heading">Interludes</th> <tr> <tr> <th class="sub-heading left">Spades</th> <tr> <td> <tr> <td> <strong>Downtime:</strong> The character spends time alone in quiet contemplation. What does she do? </tr> <tr> <td> </tr> <tr> <td> <strong>Backstory:</strong> A great victory or personal triumph. </tr> <tr> <td> </tr> <tr> <td> <strong>Trek:</strong> A difficult obstacle the group negotiated along </td> </tr> <tr> <th class="sub-heading left">Hearts</th> </tr> <tr> <td> </td> </tr> <tr> <th class="sub-heading left">Hearts</th> </tr> <tr> <td> <strong>Downtime:</strong> The hero practices a skill. What is it? </tr> <tr> <td> </tr> <tr> <td> <strong>Backstory:</strong> A tale of the hero’s greatest love — lost, found, present, or waiting on her back home. </tr> <tr> <td> </tr> <tr> <td> <strong>Trek:</strong> The party met along the way — merchants, fellow travelers, a renowned bard or hero, etc. Who were they and what </td> </tr> <tr> </td> </tr> <tr> <th class="sub-heading left">Diamonds</th> </tr> <td> <td> <strong>Downtime:</strong> The character studies or works on an object of some sort. What is it? </tr> <tr> <td> </tr> <tr> <td> <strong>Backstory:</strong> Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination. </tr> <tr> <td> </tr> <tr> <td> <strong>Trek:</strong> How the group found something that helped them along the way, such as an oasis, minor treasure, food or water, friendly locals, etc. </tr> <tr> <th class="sub-heading left">Clubs</th> </tr> <tr> <td> </tr> <tr> <th class="sub-heading left">Clubs</th> </tr> <tr> <td> <strong>Downtime:</strong> Your hero broods or is angry about something. What is it, and how does she misbehave? </tr> <tr> <td> </tr> <tr> <td> <strong>Backstory:</strong> A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret. </tr> <tr> <td> </tr> <tr> <td> <strong>Trek:</strong> A hardship the party overcame on their trip: the tragic death of a favored "@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extra}, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on. </tr> </tbody> </table> </div> |
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<h1 class="wide no-toc">Hazards</h1> <p> Heat, cold, hunger, thirst, lack of sleep, and other hazards can wear down even the hardiest of heroes, sending them into a downward spiral that can lead to @Compendium[swpf-core-rules.swpf-abilities.Death]{death} if they can’t improve their situation. </p> <p> <strong>When to Use These Rules:</strong> When you want to emphasize the dramatic and dangerous nature of extreme environments or lack of resources. </p> <p> Other Hazards listed in this section, such as falling, poison, disease, and the like, generally come up in response to a creature or situation. </p> <p> <strong>The Basics:</strong> Each Hazard is different, but most are an attribute check made periodically against some dangerous effect. Failure tends to cause <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}</strong>. Use the standard rules modified by any changes noted in this section. </p> <h2>Bumps & Bruises</h2> <p> Stumbling down a slope or running through a cavern in the dark might cause numerous cuts, scrapes, and bumps. </p> <p> Characters moving through injurious terrain make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll. Those who fail gain a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. </p> <p> <strong>Recovery:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} levels from Bumps & Bruises improve one level every 24 hours instead of every hour. </p> <p> A character may use the @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} skill to treat the injuries. Success relieves one level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from Bumps & Bruises and a raise relieves two. Each healer may attempt this roll only once unless the GM decides a change in circumstances warrants another opportunity (finding medical supplies, for example). </p> <h2>Climbing</h2> <p> Climbing uses the @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} skill, and the basics are covered under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}</strong>. When the game is in rounds, each inch climbed takes 2″ of Pace. </p> <p> No roll is usually needed to ascend ladders or trees with sturdy limbs unless the GM feels there’s a good reason (being chased, injured, etc.). </p> <p> Under stress (such as during combat rounds), the climber must roll @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} to make progress. Success means he moves normally, failure means he doesn’t make any progress that round, and a Critical Failure indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>. If unsecured, see the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Falling}</strong> rules. </p> <p> <strong>Modifiers:</strong> The GM should assign a bonus (+2) if the surface has numerous hand- and footholds or the climber has good equipment. Assign a penalty (−1 to −4) for smooth surfaces, lack of equipment, bad weather, etc. </p> <div> <img src="modules/swpf-core-rules/assets/art/yeti.webp" alt="a yeti lies in wait as two climbers make their way up a steep cliff" /> </div> <h3>Prepared Climbs</h3> <p> Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the "top" of each section. </p> <p> The GM might also consider using the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04dramatictask00]{Dramatic Tasks}</strong> system if the surface must be ascended in a certain amount of time — such as before weather hits, guards return, etc. </p> <h2>Cold</h2> <p> Trudging through deep snow for hours on end, facing biting winds, or falling in ice water can wear down and kill even a hearty warrior. </p> <p> A character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours spent in weather below freezing (32° F); at −2 if the temperature is below 0° F. Failure means the hero incurs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> Roll only once per day if a character has appropriate cold weather gear (heavy furs and the like), or once every five days if well-provisioned with shelter, food, and other resources. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} victims @Compendium[swpf-core-rules.swpf-abilities.Death]{die} after 2d6 hours instead of waking @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Exhausted}. </p> <p> <strong>Recovery:</strong> Victims can recover @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} only after they receive adequate warmth and shelter. </p> <h2>Disease</h2> <p> Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or @Compendium[swpf-core-rules.swpf-abilities.Death]{death}. </p> <p> Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} result. In any of these situations, the victim must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll to avoid infection. </p> <p> To handle such a diverse range of diseases, we’ve broken them down into three major categories. If you’re trying to model a specific disease, adjust the rules presented here to better reflect its symptoms. </p> <p> <strong>Recovery:</strong> Diseases can be cured by the <em>@Compendium[swpf-core-rules.swpf-powers.Healing]{healing}</em> power with the Neutralize Poison or Disease modifier, or with specific medications — whether or not those are available depends on the game (GM’s call). </p> <p> The symptoms can often be treated by common medicines, however. With a successful @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll, a physician, priest, herbalist, etc., can prescribe or create a treatment. She may attempt to do so once per day. </p> <p> Each application of the treatment (balms, poultices, elixirs, etc.) reduces @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} by one level for four hours. </p> <table> <colgroup> <col style="width:25%"></col> <col style="width:75%"></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Disease categories</th> </tr> <tr> <th class="sub-heading left">Type</th> <th class="sub-heading left">Effect</th> </tr> <tr> <td>Chronic</td> <td> <p> At the start of every game session, the character makes a Vigor roll. Failure means he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means he will @Compendium[swpf-core-rules.swpf-abilities.Death]{expire} before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. Success means the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} for the game session, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} means he gets a second wind and suffers no ill effects. </p> </td> </tr> <tr> <td>Debilitating</td> <td> <p> Flus, viruses, stomach bugs and the like have various specific symptoms but generally result in the character being @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} for 2d6 days. </p> </td> </tr> <tr> <td>Lethal</td> <td> <p> Fast-acting diseases might be found in the darkest depths of forgotten dungeons or in specific locations on Golarion. Upon contracting the disease, the hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued}. At the start of each turn thereafter, he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or suffer a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound}! (Some diseases may call for a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll more slowly, such as once per hour or once per day.) A successful @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll stops the effects <em>only</em> if the proper medicine is on hand to stop the disease. </p> </td> </tr> </tbody> </table> <div> <img src="modules/swpf-core-rules/assets/art/b1-opener.webp" alt="a man on a sinking ship fights off a giant octopus in a last attempt to save his life" /> </div> <h2>Drowning</h2> <p> Swimming is covered under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}</strong>. In still water, each inch of movement on the tabletop takes 2″ of Pace. Swimming up or down stream should modify this as the Game Master sees fit. </p> <p> Under hazardous conditions, swimmers must roll @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} to move. Failure means she makes no progress that round, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} causes a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. With success she moves normally. </p> <p> If it becomes important to know, characters can hold their breath for a number of rounds equal to 2 plus their Vigor die, or half that if they weren’t prepared for being submerged and didn’t have time to get a good breath. </p> <p> Add +2 to swimming rolls if a character has something that floats to hold on to. </p> <p> <strong>Armor:</strong> Subtract 1 for each point of worn armor, not counting any magical bonuses. Swimming in chainmail, for example, subtracts 3 from a character's @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (swimming) rolls. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} characters @Compendium[swpf-core-rules.swpf-abilities.Death]{perish} in a number of rounds equal to their Vigor die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swpf-core-rules.swpf-skills.Stealth]{Healing} roll at −2. </p> <h2>Electricity</h2> <p> On Golarion, characters may encounter natural or magical sources of electricity. Contact with a high voltage electrical source (GM’s call) causes 3d6 damage. Increase the damage by +1d6 if the victim is standing in deep water or driving rain, and +2 if the victim wears mostly metal armor (chainmail, platemail). </p> <p> <strong>Armor:</strong> Armor doesn’t protect from electrical damage unless it’s specifically designed to do so (e.g., a rubberized suit). </p> <h2>Falling</h2> <p> Falling damage is 1d6+1 for every full 10 feet (or d6+1 per 2" on the tabletop), to a maximum of 10d6+10. </p> <p> <strong>Snow:</strong> Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point. </p> <p> <strong>Water:</strong> A successful @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll halves damage into reasonably deep water at heights of 10″ (20 yards) or less. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they’d hit solid earth. </p> <h2>Fire</h2> <p> If a flammable target is hit by fire (GM’s call), roll 1d6. On a 6, the target catches fire and immediately takes the damage listed below. Very flammable targets catch fire on a 4–6. Volatile targets, such as a person dowsed in pitch, catch fire on a 2–6. </p> <p> Fire continues to cause damage at the beginning of the victim’s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage. </p> <p> A character may also make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll to put out a fire on himself, others, or a flame the size of a Medium @Compendium[swpf-core-rules.swpf-powers.Blast]{Blast} Template. This is an action, plus any modifiers for intensity, tools, the flammability of the target, etc. </p> <table style="width:50%"> <colgroup> <col></col> <col></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Fire Damage</th> </tr> <tr> <th class="sub-heading">Damage</th> <th class="sub-heading left">Description</th> </tr> <tr> <td class="centered">1d6</td> <td>Spot contact, steam</td> </tr> <tr> <td class="centered">2d6</td> <td>Bonfire, burning room</td> </tr> <tr> <td class="centered">3d6</td> <td>Fireball</td> </tr> <tr> <td class="centered">5d6</td> <td>Lava</td> </tr> </tbody> </table> <p> <strong>Armor:</strong> Armor protects normally unless the attack or hazard’s description says otherwise. A hero hit with a fireball is still better off if he has a breastplate than not, for example. </p> <p> <strong>Flaming Weapons:</strong> Flame doesn’t cause extra @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{damage} but may set the target on fire if the target is flammable or volatile (as above). </p> <h3>Smoke Inhalation</h3> <p> Fires in confined areas produce deadly smoke. Each person within must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every round. If the roll is failed, the character gains a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. A wet cloth or similar precaution adds +2 to the roll. </p> <p> <strong>Death:</strong> A person @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} from smoke inhalation @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} in a number of minutes equal to his Vigor. If someone can get to the victim before then, he can be resuscitated by removing him from the hazard and succeeding on a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll at −2. </p> <h2>Heat</h2> <p>Heat over 90° Fahrenheit can cause heat exhaustion and heatstroke.</p> <p> A character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours spent in weather above 90° F; at −2 if the temperature is above 110° F. Failure means the hero incurs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> Roll only once per day if a character has plenty of water, or once every five days if well-provisioned with shelter, food, and other resources. </p> <p> <strong>Heatstroke:</strong> A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} when resisting heat indicates heatstroke! The hero must make a second @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or perish. </p> <p> <strong>Recovery:</strong> A victim must cool down somehow to recover @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. This usually means water, shade, and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{rest}. </p> <h2>High altitude</h2> <p> Traversing landscapes at high elevations can cause @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} — and potentially worse — to those who aren’t used to it. </p> <p> When traveling at altitudes roughly a mile high or higher, a character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours. Failure means the hero incurs a Fatigue level. The roll is at −2 for elevation greater than 10,000 feet, and −4 (maximum) for higher than 15,000 feet. </p> <p> At the GM’s discretion, characters who are already acclimated to these elevations don’t need to roll. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} victims @Compendium[swpf-core-rules.swpf-abilities.Death]{die} after 2d6 hours. </p> <p> <strong>Recovery:</strong> Victims one level of Fatigue per hour after resting for at least two full hours. </p> <h2>Hunger</h2> <p> Average-size humans need about 1,500 calories of reasonably nutritious food per day to avoid the effects of hunger. If sufficient sustenance isn’t available, a character begins to suffer and die. </p> <p> After 24 hours without enough food, the victim must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll. Failure means he gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> See the <strong>@Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}</strong> skill when a character wants to hunt or scrounge for food from the local environment. </p> <p> <strong>Death:</strong> An @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} character @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} from hunger 3d6 hours later. </p> <p> <strong>Recovery:</strong> The victim must have at least a half day’s food to recover. </p> <h2>Poison</h2> <p> The bane of adventurers across all of Golarion can be delivered by the smallest of foes — poison! </p> <p> When an adventurer is poisoned, he must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll minus the Strength of the poison (if listed). Failure causes the effects listed below: </p> <ul> <li> <span class="list-heading">Knockout:</span> The victim is knocked out (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} and unconscious) for 2d6 hours (twice that with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}). </li> <li> <span class="list-heading">Lethal:</span> The victim is Stunned, takes a Wound (two with a Critical Failure), and perishes in 2d6 rounds. </li> <li> <span class="list-heading">Mild:</span> The victim suffers Fatigue, or Exhaustion with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}. This cannot cause Incapacitation. </li> <li> <span class="list-heading">Paralyzing:</span> The victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned}Stunned} and cannot attempt to recover for d4+1 rounds (double that with a Critical Failure). </li> </ul> <p> These are basic and simplified poison effects that can be altered as needed to suit specific creatures or hazards. A particularly deadly venomous snake, for example, might still cause Exhaustion to those who resist its effects, or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. </p> <div> <img src="modules/swpf-core-rules/assets/art/oasis.webp" alt="an adventurer with hand clutched outwards crawls to a small oasis in the hot desert" /> </div> <p> <strong>Treatment:</strong> A character may make a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If successful, the victim’s life is saved and the poison no longer has any ill effects — paralyzed victims can move and those rendered unconscious wake. </p> <p> Each character may only attempt one Healing roll per incident to cure the poison, but another character with Healing may try as well. </p> <h2>Sleep</h2> <p> Most people need a minimum of six hours’ sleep out of every 24. A character who goes without must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every 24 hours thereafter or suffer @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. Tea or similar stimulants add +1 to the roll. </p> <h2>Thirst</h2> <p> An average-sized human requires two quarts of water a day. This requirement is doubled in very dry conditions (such as the desert) or areas of great heat and high humidity (the jungle) as the character perspires constantly and begins to dehydrate. </p> <p> If enough water isn’t available, the hero begins to suffer from dehydration. A day after he can’t get enough water, he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every eight hours (every four hours in a very hot or humid environment). Failure incurs a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. </p> <p> See the <strong>@Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}</strong> skill when a character wants to search for water from the local environment. </p> <p> <strong>Recovery:</strong> Characters recover Fatigue levels normally after receiving sufficient water. </p> <p> <strong>Death:</strong> An individual @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by thirst @Compendium[swpf-core-rules.swpf-abilities.Death]{perishes} after 2d6 hours. </p> <h2>Traps & Haunts</h2> <p> Traps are mechanical or magical in nature, usually constructed to protect treasures or stop intruders. They range from simple camouflaged pits to poisoned @Compendium[swpf-core-rules.swpf-gear.Darts(blowgun)]{darts} and triggered magical <em>@Compendium[swpf-core-rules.swpf-powers.Burst]{burst}</em> effects. </p> <p> Haunts function like traps, but are specific supernatural phenomena connected to restless shades or other spirits. These areas react violently to the presence of the living, usually triggering some kind of effect when the area is entered or some item of personal import is touched or approached. </p> <p>Here's how to read each trap or haunt's description:</p> <p><strong>Type:</strong> Mechanical, Magical, Haunt</p> <p> <strong>Notice Check:</strong> Yes or No, with any modifier to a @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} roll to detect the presence of a trap. Success allows the heroes to react before the trap or haunt is triggered. </p> <p> <strong>Thievery Check:</strong> Yes or No, with any modifiers to the @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} die roll needed to succeed in disabling a trap. </p> <p> <strong>Effects:</strong> How the trap springs or the haunt manifests, their game effects, and whether or not it can reset. </p> <p> <strong>Wounds:</strong> Haunts can be affected by the @Compendium[swpf-core-rules.swpf-powers.Healing]{healing power}. When the haunt is healed a number of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wounds} equal to the number listed here, it's disabled. </p> <p> <strong>Reset:</strong> After a certain duration, a haunt (even a disabled one) resets to its original state. The duration is listed in the haunt. This continues until the haunt is destroyed. </p> <p> <strong>Destroying a Haunt:</strong> To completely destroy a haunt, its source must be destroyed. This is usually listed before the haunt or in the description. This will often involve destroying something, such as a cursed corpse. </p> <h2 class="trap floor"> Collapsing Floor </h2> <p> <strong>Type:</strong> Mechanical; <strong> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} Check: </strong> Yes, at –2; <strong> @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} Check: </strong> Yes, at –2 </p> <p> <strong>Trigger:</strong> A hinged section of floor is rigged to give way. Any Size 0 or larger creature entering the room triggers a collapse. </p> <p> <strong>Effect:</strong> Victims fall 30 feet (3d6+3 damage) unless they make an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Evasion} roll to dive clear. </p> <h2 class="trap skull"> Vengeful spirit </h2> <p><strong>Type:</strong> Haunt (6’ radius);</p> <p> <strong> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} Check: </strong> No (the spirit appears without warning); </p> <p> <strong>Trigger:</strong> Proximity; <strong>Wounds:</strong> 1; <strong>Reset:</strong> 1 day </p> <p> <strong>Effect:</strong> The spirit manifests in front of the victim, causing him to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04fear0000000000]{Fear} check when the ghostly image appears. </p> <div> <img src="modules/swpf-core-rules/assets/art/traps.webp" alt="an adventurer and his party set off a trap unleashing swinging axes and falling sections of the floor beneath them" /> </div> </div>
<div
<h1 class="wide">Hazards</h1> <p> Heat, cold, hunger, thirst, lack of sleep, and other hazards can wear down even the hardiest of heroes, sending them into a downward spiral that can lead to @Compendium[swpf-core-rules.swpf-abilities.Death]{death} if they can’t improve their situation. </p> <p> <strong>When to Use These Rules:</strong> When you want to emphasize the dramatic and dangerous nature of extreme environments or lack of resources. </p> <p> Other Hazards listed in this section, such as falling, poison, disease, and the like, generally come up in response to a creature or situation. </p> <p> <strong>The Basics:</strong> Each Hazard is different, but most are an attribute check made periodically against some dangerous effect. Failure tends to cause <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}</strong>. Use the standard rules modified by any changes noted in this section. </p> <h2>Bumps & Bruises</h2> <p> Stumbling down a slope or running through a cavern in the dark might cause numerous cuts, scrapes, and bumps. </p> <p> Characters moving through injurious terrain make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll. Those who fail gain a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. </p> <p> <strong>Recovery:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} levels from Bumps & Bruises improve one level every 24 hours instead of every hour. </p> <p> A character may use the @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} skill to treat the injuries. Success relieves one level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from Bumps & Bruises and a raise relieves two. Each healer may attempt this roll only once unless the GM decides a change in circumstances warrants another opportunity (finding medical supplies, for example). </p> <h2>Climbing</h2> <p> Climbing uses the @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} skill, and the basics are covered under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}</strong>. When the game is in rounds, each inch climbed takes 2″ of Pace. </p> <p> No roll is usually needed to ascend ladders or trees with sturdy limbs unless the GM feels there’s a good reason (being chased, injured, etc.). </p> <p> Under stress (such as during combat rounds), the climber must roll @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} to make progress. Success means he moves normally, failure means he doesn’t make any progress that round, and a Critical Failure indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>. If unsecured, see the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Falling}</strong> rules. </p> <p> <strong>Modifiers:</strong> The GM should assign a bonus (+2) if the surface has numerous hand- and footholds or the climber has good equipment. Assign a penalty (−1 to −4) for smooth surfaces, lack of equipment, bad weather, etc. </p> <div> <img src="modules/swpf-core-rules/assets/art/yeti.webp" alt="a yeti lies in wait as two climbers make their way up a steep cliff"> </div> <h3>Prepared Climbs</h3> <p> Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the "top" of each section. </p> <p> The GM might also consider using the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04dramatictask00]{Dramatic Tasks}</strong> system if the surface must be ascended in a certain amount of time — such as before weather hits, guards return, etc. </p> <h2>Cold</h2> <p> Trudging through deep snow for hours on end, facing biting winds, or falling in ice water can wear down and kill even a hearty warrior. </p> <p> A character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours spent in weather below freezing (32° F); at −2 if the temperature is below 0° F. Failure means the hero incurs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> Roll only once per day if a character has appropriate cold weather gear (heavy furs and the like), or once every five days if well-provisioned with shelter, food, and other resources. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} victims @Compendium[swpf-core-rules.swpf-abilities.Death]{die} after 2d6 hours instead of waking @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Exhausted}. </p> <p> <strong>Recovery:</strong> Victims can recover @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} only after they receive adequate warmth and shelter. </p> <h2>Disease</h2> <p> Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or @Compendium[swpf-core-rules.swpf-abilities.Death]{death}. </p> <p> Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} result. In any of these situations, the victim must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll to avoid infection. </p> <p> To handle such a diverse range of diseases, we’ve broken them down into three major categories. If you’re trying to model a specific disease, adjust the rules presented here to better reflect its symptoms. </p> <p> <strong>Recovery:</strong> Diseases can be cured by the <em>@Compendium[swpf-core-rules.swpf-powers.Healing]{healing}</em> power with the Neutralize Poison or Disease modifier, or with specific medications — whether or not those are available depends on the game (GM’s call). </p> <p> The symptoms can often be treated by common medicines, however. With a successful @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll, a physician, priest, herbalist, etc., can prescribe or create a treatment. She may attempt to do so once per day. </p> <p> Each application of the treatment (balms, poultices, elixirs, etc.) reduces @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} by one level for four hours. </p> <table> <colgroup> <col style="width: 25%"> <col style="width: 75%"> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Disease categories</th> </tr> <tr> <th class="sub-heading left">Type</th> <th class="sub-heading left">Effect</th> </tr> <tr> <td>Chronic</td> <td> <p> At the start of every game session, the character makes a Vigor roll. Failure means he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means he will @Compendium[swpf-core-rules.swpf-abilities.Death]{expire} before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. Success means the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} for the game session, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} means he gets a second wind and suffers no ill effects. </p> </td> </tr> <tr> <td>Debilitating</td> <td> <p> Flus, viruses, stomach bugs and the like have various specific symptoms but generally result in the character being @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} for 2d6 days. </p> </td> </tr> <tr> <td>Lethal</td> <td> <p> Fast-acting diseases might be found in the darkest depths of forgotten dungeons or in specific locations on Golarion. Upon contracting the disease, the hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued}. At the start of each turn thereafter, he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or suffer a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound}! (Some diseases may call for a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll more slowly, such as once per hour or once per day.) A successful @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll stops the effects <em>only</em> if the proper medicine is on hand to stop the disease. </p> </td> </tr> </tbody> </table> <div> <img src="modules/swpf-core-rules/assets/art/b1-opener.webp" alt="a man on a sinking ship fights off a giant octopus in a last attempt to save his life"> </div> <h2>Drowning</h2> <p> Swimming is covered under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}</strong>. In still water, each inch of movement on the tabletop takes 2″ of Pace. Swimming up or down stream should modify this as the Game Master sees fit. </p> <p> Under hazardous conditions, swimmers must roll @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} to move. Failure means she makes no progress that round, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} causes a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. With success she moves normally. </p> <p> If it becomes important to know, characters can hold their breath for a number of rounds equal to 2 plus their Vigor die, or half that if they weren’t prepared for being submerged and didn’t have time to get a good breath. </p> <p> Add +2 to swimming rolls if a character has something that floats to hold on to. </p> <p> <strong>Armor:</strong> Subtract 1 for each point of worn armor, not counting any magical bonuses. Swimming in chainmail, for example, subtracts 3 from a character's @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (swimming) rolls. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} characters @Compendium[swpf-core-rules.swpf-abilities.Death]{perish} in a number of rounds equal to their Vigor die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swpf-core-rules.swpf-skills.Stealth]{Healing} roll at −2. </p> <h2>Electricity</h2> <p> On Golarion, characters may encounter natural or magical sources of electricity. Contact with a high voltage electrical source (GM’s call) causes 3d6 damage. Increase the damage by +1d6 if the victim is standing in deep water or driving rain, and +2 if the victim wears mostly metal armor (chainmail, platemail). </p> <p> <strong>Armor:</strong> Armor doesn’t protect from electrical damage unless it’s specifically designed to do so (e.g., a rubberized suit). </p> <h2>Falling</h2> <p> Falling damage is 1d6+1 for every full 10 feet (or d6+1 per 2" on the tabletop), to a maximum of 10d6+10. </p> <p> <strong>Snow:</strong> Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point. </p> <p> <strong>Water:</strong> A successful @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll halves damage into reasonably deep water at heights of 10″ (20 yards) or less. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they’d hit solid earth. </p> <h2>Fire</h2> <p> If a flammable target is hit by fire (GM’s call), roll 1d6. On a 6, the target catches fire and immediately takes the damage listed below. Very flammable targets catch fire on a 4–6. Volatile targets, such as a person dowsed in pitch, catch fire on a 2–6. </p> <p> Fire continues to cause damage at the beginning of the victim’s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage. </p> <p> A character may also make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll to put out a fire on himself, others, or a flame the size of a Medium @Compendium[swpf-core-rules.swpf-powers.Blast]{Blast} Template. This is an action, plus any modifiers for intensity, tools, the flammability of the target, etc. </p> <table style="width: 50%"> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Fire Damage</th> </tr> <tr> <th class="sub-heading">Damage</th> <th class="sub-heading left">Description</th> </tr> <tr> <td class="centered">1d6</td> <td>Spot contact, steam</td> </tr> <tr> <td class="centered">2d6</td> <td>Bonfire, burning room</td> </tr> <tr> <td class="centered">3d6</td> <td>Fireball</td> </tr> <tr> <td class="centered">5d6</td> <td>Lava</td> </tr> </tbody> </table> <p> <strong>Armor:</strong> Armor protects normally unless the attack or hazard’s description says otherwise. A hero hit with a fireball is still better off if he has a breastplate than not, for example. </p> <p> <strong>Flaming Weapons:</strong> Flame doesn’t cause extra @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{damage} but may set the target on fire if the target is flammable or volatile (as above). </p> <h3>Smoke Inhalation</h3> <p> Fires in confined areas produce deadly smoke. Each person within must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every round. If the roll is failed, the character gains a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. A wet cloth or similar precaution adds +2 to the roll. </p> <p> <strong>Death:</strong> A person @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} from smoke inhalation @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} in a number of minutes equal to his Vigor. If someone can get to the victim before then, he can be resuscitated by removing him from the hazard and succeeding on a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll at −2. </p> <h2>Heat</h2> <p>Heat over 90° Fahrenheit can cause heat exhaustion and heatstroke.</p> <p> A character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours spent in weather above 90° F; at −2 if the temperature is above 110° F. Failure means the hero incurs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> Roll only once per day if a character has plenty of water, or once every five days if well-provisioned with shelter, food, and other resources. </p> <p> <strong>Heatstroke:</strong> A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} when resisting heat indicates heatstroke! The hero must make a second @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or perish. </p> <p> <strong>Recovery:</strong> A victim must cool down somehow to recover @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. This usually means water, shade, and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{rest}. </p> <h2>High altitude</h2> <p> Traversing landscapes at high elevations can cause @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} — and potentially worse — to those who aren’t used to it. </p> <p> When traveling at altitudes roughly a mile high or higher, a character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours. Failure means the hero incurs a Fatigue level. The roll is at −2 for elevation greater than 10,000 feet, and −4 (maximum) for higher than 15,000 feet. </p> <p> At the GM’s discretion, characters who are already acclimated to these elevations don’t need to roll. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} victims @Compendium[swpf-core-rules.swpf-abilities.Death]{die} after 2d6 hours. </p> <p> <strong>Recovery:</strong> Victims one level of Fatigue per hour after resting for at least two full hours. </p> <h2>Hunger</h2> <p> Average-size humans need about 1,500 calories of reasonably nutritious food per day to avoid the effects of hunger. If sufficient sustenance isn’t available, a character begins to suffer and die. </p> <p> After 24 hours without enough food, the victim must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll. Failure means he gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> See the <strong>@Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}</strong> skill when a character wants to hunt or scrounge for food from the local environment. </p> <p> <strong>Death:</strong> An @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} character @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} from hunger 3d6 hours later. </p> <p> <strong>Recovery:</strong> The victim must have at least a half day’s food to recover. </p> <h2>Poison</h2> <p> The bane of adventurers across all of Golarion can be delivered by the smallest of foes — poison! </p> <p> When an adventurer is poisoned, he must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll minus the Strength of the poison (if listed). Failure causes the effects listed below: </p> <ul> <li> <span class="list-heading">Knockout:</span> The victim is knocked out (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} and unconscious) for 2d6 hours (twice that with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}). </li> <li> <span class="list-heading">Lethal:</span> The victim is Stunned, takes a Wound (two with a Critical Failure), and perishes in 2d6 rounds. </li> <li> <span class="list-heading">Mild:</span> The victim suffers Fatigue, or Exhaustion with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}. This cannot cause Incapacitation. </li> <li> <span class="list-heading">Paralyzing:</span> The victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned}Stunned} and cannot attempt to recover for d4+1 rounds (double that with a Critical Failure). </li> </ul> <p> These are basic and simplified poison effects that can be altered as needed to suit specific creatures or hazards. A particularly deadly venomous snake, for example, might still cause Exhaustion to those who resist its effects, or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. </p> <div> <img src="modules/swpf-core-rules/assets/art/oasis.webp" alt="an adventurer with hand clutched outwards crawls to a small oasis in the hot desert"> </div> <p> <strong>Treatment:</strong> A character may make a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If successful, the victim’s life is saved and the poison no longer has any ill effects — paralyzed victims can move and those rendered unconscious wake. </p> <p> Each character may only attempt one Healing roll per incident to cure the poison, but another character with Healing may try as well. </p> <h2>Sleep</h2> <p> Most people need a minimum of six hours’ sleep out of every 24. A character who goes without must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every 24 hours thereafter or suffer @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. Tea or similar stimulants add +1 to the roll. </p> <h2>Thirst</h2> <p> An average-sized human requires two quarts of water a day. This requirement is doubled in very dry conditions (such as the desert) or areas of great heat and high humidity (the jungle) as the character perspires constantly and begins to dehydrate. </p> <p> If enough water isn’t available, the hero begins to suffer from dehydration. A day after he can’t get enough water, he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every eight hours (every four hours in a very hot or humid environment). Failure incurs a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. </p> <p> See the <strong>@Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}</strong> skill when a character wants to search for water from the local environment. </p> <p> <strong>Recovery:</strong> Characters recover Fatigue levels normally after receiving sufficient water. </p> <p> <strong>Death:</strong> An individual @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by thirst @Compendium[swpf-core-rules.swpf-abilities.Death]{perishes} after 2d6 hours. </p> <h2>Traps & Haunts</h2> <p> Traps are mechanical or magical in nature, usually constructed to protect treasures or stop intruders. They range from simple camouflaged pits to poisoned @Compendium[swpf-core-rules.swpf-gear.Darts(blowgun)]{darts} and triggered magical <em>@Compendium[swpf-core-rules.swpf-powers.Burst]{burst}</em> effects. </p> <p> Haunts function like traps, but are specific supernatural phenomena connected to restless shades or other spirits. These areas react violently to the presence of the living, usually triggering some kind of effect when the area is entered or some item of personal import is touched or approached. </p> <p>Here's how to read each trap or haunt's description:</p> <p><strong>Type:</strong> Mechanical, Magical, Haunt</p> <p> <strong>Notice Check:</strong> Yes or No, with any modifier to a @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} roll to detect the presence of a trap. Success allows the heroes to react before the trap or haunt is triggered. </p> <p> <strong>Thievery Check:</strong> Yes or No, with any modifiers to the @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} die roll needed to succeed in disabling a trap. </p> <p> <strong>Effects:</strong> How the trap springs or the haunt manifests, their game effects, and whether or not it can reset. </p> <p> <strong>Wounds:</strong> Haunts can be affected by the @Compendium[swpf-core-rules.swpf-powers.Healing]{healing power}. When the haunt is healed a number of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wounds} equal to the number listed here, it's disabled. </p> <p> <strong>Reset:</strong> After a certain duration, a haunt (even a disabled one) resets to its original state. The duration is listed in the haunt. This continues until the haunt is destroyed. </p> <p> <strong>Destroying a Haunt:</strong> To completely destroy a haunt, its source must be destroyed. This is usually listed before the haunt or in the description. This will often involve destroying something, such as a cursed corpse. </p> <h2 class="trap floor"> Collapsing Floor </h2> <p> <strong>Type:</strong> Mechanical; <strong> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} Check: </strong> Yes, at –2; <strong> @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} Check: </strong> Yes, at –2 </p> <p> <strong>Trigger:</strong> A hinged section of floor is rigged to give way. Any Size 0 or larger creature entering the room triggers a collapse. </p> <p> <strong>Effect:</strong> Victims fall 30 feet (3d6+3 damage) unless they make an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Evasion} roll to dive clear. </p> <h2 class="trap skull"> Vengeful spirit </h2> <p><strong>Type:</strong> Haunt (6’ radius);</p> <p> <strong> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} Check: </strong> No (the spirit appears without warning); </p> <p> <strong>Trigger:</strong> Proximity; <strong>Wounds:</strong> 1; <strong>Reset:</strong> 1 day </p> <p> <strong>Effect:</strong> The spirit manifests in front of the victim, causing him to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04fear0000000000]{Fear} check when the ghostly image appears. </p> <div> <img src="modules/swpf-core-rules/assets/art/traps.webp" alt="an adventurer and his party set off a trap unleashing swinging axes and falling sections of the floor beneath them"> <h1 class="wide no-toc">Hazards</h1> <p> Heat, cold, hunger, thirst, lack of sleep, and other hazards can wear down even the hardiest of heroes, sending them into a downward spiral that can lead to @Compendium[swpf-core-rules.swpf-abilities.Death]{death} if they can’t improve their situation. </p> <p> <strong>When to Use These Rules:</strong> When you want to emphasize the dramatic and dangerous nature of extreme environments or lack of resources. </p> <p> Other Hazards listed in this section, such as falling, poison, disease, and the like, generally come up in response to a creature or situation. </p> <p> <strong>The Basics:</strong> Each Hazard is different, but most are an attribute check made periodically against some dangerous effect. Failure tends to cause <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}</strong>. Use the standard rules modified by any changes noted in this section. </p> <h2>Bumps & Bruises</h2> <p> Stumbling down a slope or running through a cavern in the dark might cause numerous cuts, scrapes, and bumps. </p> <p> Characters moving through injurious terrain make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll. Those who fail gain a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. </p> <p> <strong>Recovery:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} levels from Bumps & Bruises improve one level every 24 hours instead of every hour. </p> <p> A character may use the @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} skill to treat the injuries. Success relieves one level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from Bumps & Bruises and a raise relieves two. Each healer may attempt this roll only once unless the GM decides a change in circumstances warrants another opportunity (finding medical supplies, for example). </p> <h2>Climbing</h2> <p> Climbing uses the @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} skill, and the basics are covered under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}</strong>. When the game is in rounds, each inch climbed takes 2″ of Pace. </p> <p> No roll is usually needed to ascend ladders or trees with sturdy limbs unless the GM feels there’s a good reason (being chased, injured, etc.). </p> <p> Under stress (such as during combat rounds), the climber must roll @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} to make progress. Success means he moves normally, failure means he doesn’t make any progress that round, and a Critical Failure indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>. If unsecured, see the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Falling}</strong> rules. </p> <p> <strong>Modifiers:</strong> The GM should assign a bonus (+2) if the surface has numerous hand- and footholds or the climber has good equipment. Assign a penalty (−1 to −4) for smooth surfaces, lack of equipment, bad weather, etc. </p> <div> <img src="modules/swpf-core-rules/assets/art/yeti.webp" alt="a yeti lies in wait as two climbers make their way up a steep cliff" /> </div> <h3>Prepared Climbs</h3> <p> Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the "top" of each section. </p> <p> The GM might also consider using the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04dramatictask00]{Dramatic Tasks}</strong> system if the surface must be ascended in a certain amount of time — such as before weather hits, guards return, etc. </p> <h2>Cold</h2> <p> Trudging through deep snow for hours on end, facing biting winds, or falling in ice water can wear down and kill even a hearty warrior. </p> <p> A character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours spent in weather below freezing (32° F); at −2 if the temperature is below 0° F. Failure means the hero incurs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> Roll only once per day if a character has appropriate cold weather gear (heavy furs and the like), or once every five days if well-provisioned with shelter, food, and other resources. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} victims @Compendium[swpf-core-rules.swpf-abilities.Death]{die} after 2d6 hours instead of waking @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Exhausted}. </p> <p> <strong>Recovery:</strong> Victims can recover @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} only after they receive adequate warmth and shelter. </p> <h2>Disease</h2> <p> Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or @Compendium[swpf-core-rules.swpf-abilities.Death]{death}. </p> <p> Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} result. In any of these situations, the victim must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll to avoid infection. </p> <p> To handle such a diverse range of diseases, we’ve broken them down into three major categories. If you’re trying to model a specific disease, adjust the rules presented here to better reflect its symptoms. </p> <p> <strong>Recovery:</strong> Diseases can be cured by the <em>@Compendium[swpf-core-rules.swpf-powers.Healing]{healing}</em> power with the Neutralize Poison or Disease modifier, or with specific medications — whether or not those are available depends on the game (GM’s call). </p> <p> The symptoms can often be treated by common medicines, however. With a successful @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll, a physician, priest, herbalist, etc., can prescribe or create a treatment. She may attempt to do so once per day. </p> <p> Each application of the treatment (balms, poultices, elixirs, etc.) reduces @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} by one level for four hours. </p> <table> <colgroup> <col style="width:25%"></col> <col style="width:75%"></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Disease categories</th> </tr> <tr> <th class="sub-heading left">Type</th> <th class="sub-heading left">Effect</th> </tr> <tr> <td>Chronic</td> <td> <p> At the start of every game session, the character makes a Vigor roll. Failure means he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means he will @Compendium[swpf-core-rules.swpf-abilities.Death]{expire} before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. Success means the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} for the game session, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} means he gets a second wind and suffers no ill effects. </p> </td> </tr> <tr> <td>Debilitating</td> <td> <p> Flus, viruses, stomach bugs and the like have various specific symptoms but generally result in the character being @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} for 2d6 days. </p> </td> </tr> <tr> <td>Lethal</td> <td> <p> Fast-acting diseases might be found in the darkest depths of forgotten dungeons or in specific locations on Golarion. Upon contracting the disease, the hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued}. At the start of each turn thereafter, he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or suffer a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound}! (Some diseases may call for a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll more slowly, such as once per hour or once per day.) A successful @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll stops the effects <em>only</em> if the proper medicine is on hand to stop the disease. </p> </td> </tr> </tbody> </table> <div> <img src="modules/swpf-core-rules/assets/art/b1-opener.webp" alt="a man on a sinking ship fights off a giant octopus in a last attempt to save his life" /> </div> <h2>Drowning</h2> <p> Swimming is covered under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}</strong>. In still water, each inch of movement on the tabletop takes 2″ of Pace. Swimming up or down stream should modify this as the Game Master sees fit. </p> <p> Under hazardous conditions, swimmers must roll @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} to move. Failure means she makes no progress that round, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} causes a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. With success she moves normally. </p> <p> If it becomes important to know, characters can hold their breath for a number of rounds equal to 2 plus their Vigor die, or half that if they weren’t prepared for being submerged and didn’t have time to get a good breath. </p> <p> Add +2 to swimming rolls if a character has something that floats to hold on to. </p> <p> <strong>Armor:</strong> Subtract 1 for each point of worn armor, not counting any magical bonuses. Swimming in chainmail, for example, subtracts 3 from a character's @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (swimming) rolls. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} characters @Compendium[swpf-core-rules.swpf-abilities.Death]{perish} in a number of rounds equal to their Vigor die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swpf-core-rules.swpf-skills.Stealth]{Healing} roll at −2. </p> <h2>Electricity</h2> <p> On Golarion, characters may encounter natural or magical sources of electricity. Contact with a high voltage electrical source (GM’s call) causes 3d6 damage. Increase the damage by +1d6 if the victim is standing in deep water or driving rain, and +2 if the victim wears mostly metal armor (chainmail, platemail). </p> <p> <strong>Armor:</strong> Armor doesn’t protect from electrical damage unless it’s specifically designed to do so (e.g., a rubberized suit). </p> <h2>Falling</h2> <p> Falling damage is 1d6+1 for every full 10 feet (or d6+1 per 2" on the tabletop), to a maximum of 10d6+10. </p> <p> <strong>Snow:</strong> Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point. </p> <p> <strong>Water:</strong> A successful @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll halves damage into reasonably deep water at heights of 10″ (20 yards) or less. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they’d hit solid earth. </p> <h2>Fire</h2> <p> If a flammable target is hit by fire (GM’s call), roll 1d6. On a 6, the target catches fire and immediately takes the damage listed below. Very flammable targets catch fire on a 4–6. Volatile targets, such as a person dowsed in pitch, catch fire on a 2–6. </p> <p> Fire continues to cause damage at the beginning of the victim’s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage. </p> <p> A character may also make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll to put out a fire on himself, others, or a flame the size of a Medium @Compendium[swpf-core-rules.swpf-powers.Blast]{Blast} Template. This is an action, plus any modifiers for intensity, tools, the flammability of the target, etc. </p> <table style="width:50%"> <colgroup> <col></col> <col></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Fire Damage</th> </tr> <tr> <th class="sub-heading">Damage</th> <th class="sub-heading left">Description</th> </tr> <tr> <td class="centered">1d6</td> <td>Spot contact, steam</td> </tr> <tr> <td class="centered">2d6</td> <td>Bonfire, burning room</td> </tr> <tr> <td class="centered">3d6</td> <td>Fireball</td> </tr> <tr> <td class="centered">5d6</td> <td>Lava</td> </tr> </tbody> </table> <p> <strong>Armor:</strong> Armor protects normally unless the attack or hazard’s description says otherwise. A hero hit with a fireball is still better off if he has a breastplate than not, for example. </p> <p> <strong>Flaming Weapons:</strong> Flame doesn’t cause extra @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{damage} but may set the target on fire if the target is flammable or volatile (as above). </p> <h3>Smoke Inhalation</h3> <p> Fires in confined areas produce deadly smoke. Each person within must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every round. If the roll is failed, the character gains a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. A wet cloth or similar precaution adds +2 to the roll. </p> <p> <strong>Death:</strong> A person @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} from smoke inhalation @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} in a number of minutes equal to his Vigor. If someone can get to the victim before then, he can be resuscitated by removing him from the hazard and succeeding on a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll at −2. </p> <h2>Heat</h2> <p>Heat over 90° Fahrenheit can cause heat exhaustion and heatstroke.</p> <p> A character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours spent in weather above 90° F; at −2 if the temperature is above 110° F. Failure means the hero incurs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> Roll only once per day if a character has plenty of water, or once every five days if well-provisioned with shelter, food, and other resources. </p> <p> <strong>Heatstroke:</strong> A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} when resisting heat indicates heatstroke! The hero must make a second @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or perish. </p> <p> <strong>Recovery:</strong> A victim must cool down somehow to recover @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. This usually means water, shade, and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{rest}. </p> <h2>High altitude</h2> <p> Traversing landscapes at high elevations can cause @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} — and potentially worse — to those who aren’t used to it. </p> <p> When traveling at altitudes roughly a mile high or higher, a character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours. Failure means the hero incurs a Fatigue level. The roll is at −2 for elevation greater than 10,000 feet, and −4 (maximum) for higher than 15,000 feet. </p> <p> At the GM’s discretion, characters who are already acclimated to these elevations don’t need to roll. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} victims @Compendium[swpf-core-rules.swpf-abilities.Death]{die} after 2d6 hours. </p> <p> <strong>Recovery:</strong> Victims one level of Fatigue per hour after resting for at least two full hours. </p> <h2>Hunger</h2> <p> Average-size humans need about 1,500 calories of reasonably nutritious food per day to avoid the effects of hunger. If sufficient sustenance isn’t available, a character begins to suffer and die. </p> <p> After 24 hours without enough food, the victim must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll. Failure means he gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> See the <strong>@Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}</strong> skill when a character wants to hunt or scrounge for food from the local environment. </p> <p> <strong>Death:</strong> An @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} character @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} from hunger 3d6 hours later. </p> <p> <strong>Recovery:</strong> The victim must have at least a half day’s food to recover. </p> <h2>Poison</h2> <p> The bane of adventurers across all of Golarion can be delivered by the smallest of foes — poison! </p> <p> When an adventurer is poisoned, he must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll minus the Strength of the poison (if listed). Failure causes the effects listed below: </p> <ul> <li> <span class="list-heading">Knockout:</span> The victim is knocked out (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} and unconscious) for 2d6 hours (twice that with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}). </li> <li> <span class="list-heading">Lethal:</span> The victim is Stunned, takes a Wound (two with a Critical Failure), and perishes in 2d6 rounds. </li> <li> <span class="list-heading">Mild:</span> The victim suffers Fatigue, or Exhaustion with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}. This cannot cause Incapacitation. </li> <li> <span class="list-heading">Paralyzing:</span> The victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned}Stunned} and cannot attempt to recover for d4+1 rounds (double that with a Critical Failure). </li> </ul> <p> These are basic and simplified poison effects that can be altered as needed to suit specific creatures or hazards. A particularly deadly venomous snake, for example, might still cause Exhaustion to those who resist its effects, or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. </p> <div> <img src="modules/swpf-core-rules/assets/art/oasis.webp" alt="an adventurer with hand clutched outwards crawls to a small oasis in the hot desert" /> </div> <p> <strong>Treatment:</strong> A character may make a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If successful, the victim’s life is saved and the poison no longer has any ill effects — paralyzed victims can move and those rendered unconscious wake. </p> <p> Each character may only attempt one Healing roll per incident to cure the poison, but another character with Healing may try as well. </p> <h2>Sleep</h2> <p> Most people need a minimum of six hours’ sleep out of every 24. A character who goes without must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every 24 hours thereafter or suffer @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. Tea or similar stimulants add +1 to the roll. </p> <h2>Thirst</h2> <p> An average-sized human requires two quarts of water a day. This requirement is doubled in very dry conditions (such as the desert) or areas of great heat and high humidity (the jungle) as the character perspires constantly and begins to dehydrate. </p> <p> If enough water isn’t available, the hero begins to suffer from dehydration. A day after he can’t get enough water, he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every eight hours (every four hours in a very hot or humid environment). Failure incurs a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. </p> <p> See the <strong>@Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}</strong> skill when a character wants to search for water from the local environment. </p> <p> <strong>Recovery:</strong> Characters recover Fatigue levels normally after receiving sufficient water. </p> <p> <strong>Death:</strong> An individual @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by thirst @Compendium[swpf-core-rules.swpf-abilities.Death]{perishes} after 2d6 hours. </p> <h2>Traps & Haunts</h2> <p> Traps are mechanical or magical in nature, usually constructed to protect treasures or stop intruders. They range from simple camouflaged pits to poisoned @Compendium[swpf-core-rules.swpf-gear.Darts(blowgun)]{darts} and triggered magical <em>@Compendium[swpf-core-rules.swpf-powers.Burst]{burst}</em> effects. </p> <p> Haunts function like traps, but are specific supernatural phenomena connected to restless shades or other spirits. These areas react violently to the presence of the living, usually triggering some kind of effect when the area is entered or some item of personal import is touched or approached. </p> <p>Here's how to read each trap or haunt's description:</p> <p><strong>Type:</strong> Mechanical, Magical, Haunt</p> <p> <strong>Notice Check:</strong> Yes or No, with any modifier to a @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} roll to detect the presence of a trap. Success allows the heroes to react before the trap or haunt is triggered. </p> <p> <strong>Thievery Check:</strong> Yes or No, with any modifiers to the @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} die roll needed to succeed in disabling a trap. </p> <p> <strong>Effects:</strong> How the trap springs or the haunt manifests, their game effects, and whether or not it can reset. </p> <p> <strong>Wounds:</strong> Haunts can be affected by the @Compendium[swpf-core-rules.swpf-powers.Healing]{healing power}. When the haunt is healed a number of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wounds} equal to the number listed here, it's disabled. </p> <p> <strong>Reset:</strong> After a certain duration, a haunt (even a disabled one) resets to its original state. The duration is listed in the haunt. This continues until the haunt is destroyed. </p> <p> <strong>Destroying a Haunt:</strong> To completely destroy a haunt, its source must be destroyed. This is usually listed before the haunt or in the description. This will often involve destroying something, such as a cursed corpse. </p> <h2 class="trap floor"> Collapsing Floor </h2> <p> <strong>Type:</strong> Mechanical; <strong> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} Check: </strong> Yes, at –2; <strong> @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} Check: </strong> Yes, at –2 </p> <p> <strong>Trigger:</strong> A hinged section of floor is rigged to give way. Any Size 0 or larger creature entering the room triggers a collapse. </p> <p> <strong>Effect:</strong> Victims fall 30 feet (3d6+3 damage) unless they make an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Evasion} roll to dive clear. </p> <h2 class="trap skull"> Vengeful spirit </h2> <p><strong>Type:</strong> Haunt (6’ radius);</p> <p> <strong> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} Check: </strong> No (the spirit appears without warning); </p> <p> <strong>Trigger:</strong> Proximity; <strong>Wounds:</strong> 1; <strong>Reset:</strong> 1 day </p> <p> <strong>Effect:</strong> The spirit manifests in front of the victim, causing him to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04fear0000000000]{Fear} check when the ghostly image appears. </p> <div> <img src="modules/swpf-core-rules/assets/art/traps.webp" alt="an adventurer and his party set off a trap unleashing swinging axes and falling sections of the floor beneath them" /> </div> </div> |
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<h1 class="wide no-toc">Fear</h1> <p> Cold dread seizes the heroine as she enters the lost tomb. A dragon emerges from the cave, belching smoke and fire at the adventurers who threaten its hoard. An investigator stumbles upon a scene of grisly, ritualistic carnage. </p> <p> These rules reflect the horror of these terrible situations upon your heroes’ psyches. </p> <p> <strong>When to Use These Rules:</strong> When a creature has the @Compendium[swpf-core-rules.swpf-abilities.Fear]{Fear} Special Ability, or the Game Master decides a situation is particularly disturbing. </p> <p> <strong>The Basics:</strong> Characters make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll when confronted by creatures or situations that cause Fear. </p> <h2>Fear Checks</h2> <p> The heroes make a Fear check (a Spirit roll as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}) when they first spot a creature with the @Compendium[swpf-core-rules.swpf-abilities.Fear]{Fear} ability}. </p> <p> Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature: </p> <ul> <li> <span class="list-heading">Nausea:</span> If the scene was grotesque or horrific, such as a grisly discovery or learning a secret "Man Was Not Meant to Know," the character is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} from the mental strain. Critical Failure means the victim must roll on the <strong>Fear Table</strong> as well. </li> <li> <span class="list-heading">Terror:</span> A terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extras} are typically Panicked. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Cards} must roll on the <strong>Fear Table</strong> (at +2 with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the Fear check). Roll a d20 and add the monster’s Fear penalty, if any, to the roll (a −2 adds +2 to the roll, for example). </li> </ul> <h3>Becoming Jaded</h3> <p> After encountering a particular type of creature, the character doesn’t have to make Fear checks every time he sees another in that particular scenario. If the party clears out an asylum full of spectral inmates, for example, they should only have to roll the first time they encounter them — not in every room. The Game Master might require a roll if the heroes encounter such horrors in a particularly different or frightening situation, however. </p> <table> <colgroup> <col></col> <col></col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Fear Table</th> </tr> <tr> <th class="sub-heading left">d20*</th> <th class="sub-heading left">Effect</th> </tr> <tr> <td>1–3</td> <td> <strong>Adrenaline Surge:</strong> The hero’s "fight" response takes over. He acts as if he had a Joker this action! </td> </tr> <tr> <td>4–6</td> <td> <strong>Distracted:</strong> The hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Distracted} until the end of his next turn. </td> </tr> <tr> <td>7–9</td> <td> <strong>Vulnerable:</strong> The target is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} until the end of his next turn. </td> </tr> <tr> <td>10–12</td> <td> <strong>Shaken:</strong> The character is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}. </td> </tr> <tr> <td>13</td> <td> <strong>The Mark of Fear:</strong> The hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned} and suffers some cosmetic physical alteration — a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests. </td> </tr> <tr> <td>14–15</td> <td> <strong>Frightened:</strong> The character gains the @Compendium[swpf-core-rules.swpf-hindrances.Hesitant]{Hesitant} Hindrance for the remainder of the encounter. If he already has it, he’s Panicked instead. </td> </tr> <tr> <td>16–17</td> <td> <strong>Panicked:</strong> The character immediately moves his full @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} plus running die away from the danger and is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}. </td> </tr> <tr> <td>18–19</td> <td> <strong>Minor Phobia:</strong> The character gains a @Compendium[swpf-core-rules.swpf-hindrances.Phobia]{Minor Phobia} Hindrance somehow associated with the trauma. </td> </tr> <tr> <td>20–21</td> <td> <strong>Major Phobia:</strong> The character gains the @Compendium[swpf-core-rules.swpf-hindrances.Phobia]{Major Phobia} Hindrance. </td> </tr> <tr> <td>22+</td> <td> <strong>Heart Attack:</strong> The hero is so overwhelmed with fear that his heart stutters. He must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll at –2. If successful, he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned}. If he fails, he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} and @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} in 2d6 rounds. In the latter case, a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter. </td> </tr> </tbody> </table> <p> <em>*Add the creature’s Fear penalty as a positive number to this roll.</em> </p> </div>
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<h1 class="wide no-toc">Fear</h1> <p> Cold dread seizes the heroine as she enters the lost tomb. A dragon emerges from the cave, belching smoke and fire at the adventurers who threaten its hoard. An investigator stumbles upon a scene of grisly, ritualistic carnage. </p> <p> These rules reflect the horror of these terrible situations upon your heroes’ psyches. </p> <p> <strong>When to Use These Rules:</strong> When a creature has the @Compendium[swpf-core-rules.swpf-abilities.Fear]{Fear} Special Ability, or the Game Master decides a situation is particularly disturbing. </p> <p> <strong>The Basics:</strong> Characters make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll when confronted by creatures or situations that cause Fear. </p> <h2>Fear Checks</h2> <p> The heroes make a Fear check (a Spirit roll as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}) when they first spot a creature with the @Compendium[swpf-core-rules.swpf-abilities.Fear]{Fear} ability}. </p> <p> Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature: </p> <ul> <li> <span class="list-heading">Nausea:</span> If the scene was grotesque or horrific, such as a grisly discovery or learning a secret "Man Was Not Meant to Know," the character is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} from the mental strain. Critical Failure means the victim must roll on the <strong>Fear Table</strong> as well. </li> <li> <span class="list-heading">Terror:</span> A terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extras} are typically Panicked. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Cards} must roll on the <strong>Fear Table</strong> (at +2 with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the Fear check). Roll a d20 and add the monster’s Fear penalty, if any, to the roll (a −2 adds +2 to the roll, for example). </li> </ul> <h3>Becoming Jaded</h3> <p> After encountering a particular type of creature, the character doesn’t have to make Fear checks every time he sees another in that particular scenario. If the party clears out an asylum full of spectral inmates, for example, they should only have to roll the first time they encounter them — not in every room. The Game Master might require a roll if the heroes encounter such horrors in a particularly different or frightening situation, however. </p> <table> <colgroup> < <col></col> </colgroup> <tbody> <th class="main-heading" colspan="2">Fear Table</th> <tr> <tr> <th class="sub-heading left">d20*</th> <th class="sub-heading left">Effect</th> <tr> <td>1–3</td> <td> <tr> <td>1–3</td> <td> <strong>Adrenaline Surge:</strong> The hero’s "fight" response takes over. He acts as if he had a Joker this action! </tr> <tr> <td>4–6</td> <td> </tr> <tr> <td>4–6</td> <td> <strong>Distracted:</strong> The hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Distracted} until the end of his next turn. </tr> <tr> <td>7–9</td> <td> </tr> <tr> <td>7–9</td> <td> <strong>Vulnerable:</strong> The target is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} until the end of his next turn. </tr> <tr> <td>10–12</td> <td> </tr> <tr> <td>10–12</td> <td> <strong>Shaken:</strong> The character is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}. </tr> <tr> <td>13</td> <td> </tr> <tr> <td>13</td> <td> <strong>The Mark of Fear:</strong> The hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned} and suffers some cosmetic physical alteration — a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests. </tr> <tr> <td>14–15</td> <td> </tr> <tr> <td>14–15</td> <td> <strong>Frightened:</strong> The character gains the @Compendium[swpf-core-rules.swpf-hindrances.Hesitant]{Hesitant} Hindrance for the remainder of the encounter. If he already has it, he’s Panicked instead. </tr> <tr> <td>16–17</td> <td> </tr> <tr> <td>16–17</td> <td> <strong>Panicked:</strong> The character immediately moves his full @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} plus running die away from the danger and is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}. </tr> <tr> <td>18–19</td> <td> </tr> <tr> <td>18–19</td> <td> <strong>Minor Phobia:</strong> The character gains a @Compendium[swpf-core-rules.swpf-hindrances.Phobia]{Minor Phobia} Hindrance somehow associated with the trauma. </tr> <tr> <td>20–21</td> <td> </tr> <tr> <td>20–21</td> <td> <strong>Major Phobia:</strong> The character gains the @Compendium[swpf-core-rules.swpf-hindrances.Phobia]{Major Phobia} Hindrance. </tr> <tr> <td>22+</td> <td> </tr> <tr> <td>22+</td> <td> <strong>Heart Attack:</strong> The hero is so overwhelmed with fear that his heart stutters. He must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll at –2. If successful, he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned}. If he fails, he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} and @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} in 2d6 rounds. In the latter case, a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter. </tr> </tbody> </table> <p> <em>*Add the creature’s Fear penalty as a positive number to this roll.</em> </p> </div> |
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en-US/swpf-core-rules.swpf-rules.json
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