Monday, January 28, 2019

[LEGENDARIA] Central Regions of Legendaria

Region 04: The Silver Steppes and the Abhuman Hordes
These vast desolate steppes are an expansion of the meadows and wastelands from the north. They are broken here and there by long rolling hills running west to east, the hills dry and riddled with canyons, chasms, and hidden valleys. The river valleys are verdant and green, sometimes swampy when not defined by nearby hills and ridges.
 
Here and there are small rocky wastelands, each still glowing to a greater or lesser extent from atomic bombardment that predated the rise of the Last Galactic Empire. The Great Glittering River flows west to east across the middle of the land, with the Rugged Rapids and the Blackstone Escarpment at the easternmost edge of the region demarking the steppes from the more fertile Patchwork Lands of the east.
 
Abhuman Nomad
The Great Glittering River and its major tributaries are home to the only civilization in the region, a series of riverine towns, villages, and hamlets generally of Neo-Medieval sort, the famous “Glittering Towns,” which trade along the rivers, especially the silver that is found in large lodes, together with a variety of gemstones, in the nearby hills. There is also a brisk trade in the artifacts found in the ruins; each town and major village has a scientist or three in residence for evaluation of said artifacts. There has been some trade with the Offworlder Towns of the Burning Wastes (usually for silver and gemstones), so most town leaders have access to a handful of hydrocarbon ground vehicles and Modern or even Futuristic weaponry. Most of the towns in the region are relatively cosmopolitan, being founded by prospectors, miners, farmers, ranchers, and other immigrants from the Patchwork Lands to the east.
 
Glittering River Town
The Silver Steppes are the home of the Abhuman Hordes, a mélange of Savage and Neo-Medieval clans of Manimal, Goblinoid, and Mutant peoples, usually inimical to each other due to ancient feuds unless united under a powerful leader. Such a leader has recently arisen in the western reaches and is slowly building his power and bringing other clans under his banner. The last time this occurred the Glittering Towns and the Patchwork Lands were overwhelmed by the united clans and many hamlets, villages, towns, and even whole peoples were exterminated or forced to flee.
 
Offworlder Raider
No single major group dedicated to Chaos or Law resides in the region. The Banemasters (Map 02) send out raiding parties from time to time, as do the Outworlder Tyrants (Map 01); these are sometimes countered by the forces of the Star-Queen and the Defender of the Tower of the Stars from the Kingdom of Aeryth, to the south (Map 07), less commonly by the Champions of Castle Blackhawk (Map 08). More rarely, and usually only in the case of incursions by the Offworlder Tyrants, Marshal Lance Starstrider (Map 01) and his posse will follow the raiders from the Burning Wastes to mete out Galactic Justice.
 
Region 05: The Patchwork Lands and the Fallen Kingdoms
This region is hemmed in between realms dedicated to Chaos to the north and Law to the south, by savage hordes of Abhumans to the west and the mutant armies of the Glowing Wastes to the east. Here of old stood fabulous kingdoms and magnificent cities, all long ago fallen to ruin, even their myths and legend forgotten to time. Today it is a patchwork of glowing wastelands and verdant meadows, mutant-ridden forests and fey-haunted hills, eldritch lakes and irradiated swamps, where tiny one-village kingdoms are the rule, separated by monster-haunted wilderness filled with ancient ruins and long-lost secrets.
 
Patchwork Lands Castle of the King of Yore
This is the region where the player characters usually would begin, arriving by crashed starship, mis-spelled magical gate, mystical amusement park ride, or some other one-way ticket to Legendaria.
 
The Champions of Castle Blackhawk and the Banemasters of Demonfang Citadel are both active in this region; the former seeking to protect the locals from the depredations of the latter. The Mutant Armies of the Tower of Techno-Terror and the Abhuman Hordes of the Silver Steppes also raid into the region, while other villains and heroes of more distant origins can also be found here from time to time, as their various quests might take them.
 
Patchwork Lands Fair Hill Country
Geographically the Patchwork Lands are defined by the Shadow Peaks in the region to the north and the Crystal Peaks in the region to the south, both major east-west ranges of mountains, the lands between being a large, generally rectangular plateau. Weather is highly variable, not only due to geography but also because of malfunctioning ancient weather control systems and wild elemental and faerie forces. The land is divided in twain north and south by the Great Glittering River, which flows out of the far west across the Silver Steppes, across the Patchwork Lands, then east into the Glowing Wastes.
 
The three largest towns in the region are New Albosia (Elves, Dwarves, Halflings, Gnomes), Tradetown (Cosmopolitan), and Boltburg (Robosophonts). New Albosia in the west is often harassed by the Abhuman Hordes, Tradetown by the Banemasters, and Boltburg by the Mutant Armies of the Tower of Techno-Terror. Dozens of other villages, hamlets, castles, and towers are scattered across the region, each independent or allying with one another only long enough to fight off the latest threat. All enjoy the protection of the Champions of Castle Blackhawk from time to time, but fear calling on them too much lest they lose their independence to the Kingdom of Greymoor, as most of the other realms south of the Crystal Peaks have done (though they are all better off thereby).
 
Robosophont Town of Boltburg
In this situation a new group of heroes – not beholden to any one local group or kingdom – will at first be carefully watched but ultimately most welcome… except by the villains who prey on the local realms!
 
Region 06: The Glowing Wastes and the Tower of Techno-Terror
The Glowing Wastes dominate the western portion of this region, one of the larger reminders of the terrible end of the Last Galactic Empire. A parched, rocky and sandy wasteland, the ruins of a vast complex of urban arcology-style residences, gargantuan mega-factories, and lakes of glowing sludge dot the landscape amidst the neon-glowing mesas, buttes, and cinder cones.
 
The Glowing Wastes
The Glowing Wastes and the mutant denizens thereof are ruled by Murdreth the Techno-Mage from his Tower of Techno-Terror. Murdreth is a powerful magic-user (Techno-mage) of Chaotic and insane sort. Some say that his vast number of interchangeable super-science cybernetic enhancements drove him crazy; others say he was always so. He has an army of mutants at his disposal, as well as no few dumbot warriors and other servants, not to mention his coven of techno-mage apprentices/cultists. Rumors hold that Typhon, the Grand Master of the Banemasters, was once his apprentice; if true, it might explain the utter hatred and enmity they hold for one another.
 
The lands to the east are much like the Patchwork Lands, though more heavily tilted toward the kind of population found in the Faerie Forest, to the north (i.e., halflings, elves, dwarves, gnomes, and manimals), all organized in independent villages and hamlets. This region was regularly raided, and its peoples oppressed by the armies of the Techno-Mage, but then the power balance shifted a year ago with the arrival of the Royal Pack of the Star Wolves.
 
Cultist of the Techno-Tower Summoning a Techno-Demon
The Royal Pack are exiles/refugees from the homeworld of the Star Wolves, the world of Canosia, a planet where Wolf-Folk and Wolf-Kin and related canid demi-human and manimal races live. General Dyr-Ulf usurped the crown of the realm (the fate of King Canos is unknown); Prince Ly-Kos (Wolf-Folk Fighter (Swordsman)), the son of King Canos, fled with his loyal followers in seven starships and have settled on Legendaria to gather allies to retake their world.
 
General Dyr-Ulf leads W.O.R.G., his party/organization dedicated to world conquest, and is too busy conquering other worlds to deal with hunting the young prince himself (nor to dedicate much manpower). Thus, they are being hunted by his minion, Major Fen-Ryz, and his Hyena-Folk/Kin mercenaries. Major Fen-Ryz has allied with Murdreth and his mutants to rid the world of the Royal Pack.
 
Prince Ly-Kos Confronting a W.O.R.G. Bounty Hunter
Having settled on Legendaria a year ago, the Royal Pack of the Star Wolves almost immediately fell afoul of Murdreth and his armies, for the Royal Pack cleave to the old values of the Star Wolves – Community, Loyalty, Honesty, and Righteousness – which they believe applies to all peoples. And so, the Royal Pack have become the defenders of the innocent in the region, protecting the hamlets and villages of other goodly peoples in the name of Law. The Wolves’ Den, their Futuristic citadel, has become a beacon of justice and hope to all peoples in the region – and a focus of the wrath and power of Murdreth and his evil minions.

Sunday, January 27, 2019

[LEGENDARIA] Northern Regions of Legendaria

Region 01: The Burning Wastes and the Cities of Steel
This region is dominated by rocky, sandy, and muddy wastes punctuated by verdant meadows, the few rivers meandering from the north to the south to merge with the Great Glittering River on the Silver Steppes (Map 04). The eastern border is punctuated by the north-west spur of the Shadow Peaks, which here trails off into canyon-riddled hills, plateaus, and buttes occupied by strange and terrible monsters.
 
The wastelands are home to strange clans of various races each of which claims a ruined city of crystal and steel as a holy taboo. The plains are home to small clans of nomads who follow herds of wild beasts, on foot or riding various other four or more-legged beasts. All the various clans hate each other with a passion, but they unite as needed against the Abhuman Hordes to the south and against the Offworlders.
 
Here and there amidst the savage clans are found small walled towns, each built around and amidst a series of hydrocarbon wells and/or rare mineral mines. These towns are a mix of Modern and Futuristic technologies, having been founded in the last decade or two by the Offworlder Tyrants, small, independent off-world entrepreneurs, who have settled here for resource extraction with little concern for the locals or the ecology.
 
Offworlder Colony
These Offworlders are generally an evil and despicable lot, though there are no few who are here merely to seek a living. But as a rule, the settlements are each controlled by a group of self-serving criminal types who use misery and tyranny to control the settlers and squeeze every last credit from them that they can. As none of the settlements are legally registered with the Reserve Galactic Authority – what passes for the law in this sector of the Galaxy – whatever rules the Offworlder Tyrants make are the law, including slavery, theft, gambling, murder, and other worse vices.
 
Fortunately for the natives of the region, the various leaders of each settlement generally loathe each other, each wanting to be the “big man” in power, and none willing to give an inch of their own power to any others. Against all this is a small group of rebels, led by Marshal Lance Starstrider of the RGA. He and his posse do not have the resources to take the Offworlders on directly, so they work to try to unite the locals, assist the oppressed slaves and workers, and pit the various Offworlder Tyrants against each other to bring the whole ramshackle colony down.
 
Region 02: The Shadow Peaks and Demonfang Citadel
The great Shadow Peaks are home to the Banemasters of Demonfang Citadel. The Banemasters do not generally rule over the villages and hamlets of the region so much as they simply raid and oppress them at will, generally unopposed by any other factions, save irregular raids by the Champions of Castle Blackhawk. As such, the towns, villages, and hamlets of the region are poor, the peoples thereof mightily oppressed and downtrodden, and the coffers of the Banemasters fill with the treasure won with the blood, sweat, and tears of their slaves.
 
The larger settlements are loosely ruled by a governor of the Banemasters, the others kept in line by the regular raids and patrols sent through the region. Patrols consist of a Banemaster, a handful of minions, and a troop of Demonfang Citadel Dumbot Warriors. By this point, most are used to dealing with well-trod-upon peasants and slaves and are not at all prepared to deal with strong, independent hero-types who might actually fight back. At any sign of the Champions of Castle Blackhawk, their standing orders are to fall back and call in a strike team of Masters and more experienced minions (and swarms of Dumbot Warriors).
 
The Shadow Peaks
The Shadow Peaks are a narrow range of very tall conical mountains that run east to west, from the Fairy Forest to the Burning Wastes. Demonfang Citadel stands atop the tallest peak near the center of the range, its four demon faces facing the four cardinal points of the compass. The grav-bikes and grav-sleds of the Banemasters and their flying Dumbot Warriors swarm in and out of the mouths on their evil errands. Other than the handful of minions who remain in the larger towns and those who are on patrol, most Banemasters, their minions, and the dumbot warriors remain in citadel, ready to deploy for action wherever their Grand Master dictates.
 
The Grand Master of the Banemasters of Demonfang Citadel is the Sorcerer-King Typhon, a mighty magic-user (Sorcerer). The founder of the Banemasters, he wears purple robes, a golden mask with a horned demon face (which moves as would a living face, often with a sneer or a frown), and wields a magical black staff capped with a golden demon skull. He is always accompanied by Zahak, his pet purple dragon/familiar/steed, which can change from cat-sized to horse-sized.
 
The mountain range is no wider than 50 miles at any one point, and runs along the southern border of the region, spilling at times into the Patchwork Lands. Settlements in the mountains are found in the narrow valleys amongst the peaks. The midlands are rolling forested hills, with finger ranges of hills reaching north and dividing the deep jungles and swamps of the riverine lowlands. Rivers mostly flow north from the mountains, though some flow south into the Great Glittering River.
 
The rivers and the swamps of the northern part of the region are home to alien dinosaurs, giant serpents, giant frogs, and giant leeches. These swamps are also home to serpent-folk, lizard-folk, and frog-folk; half their settlements are dominated by the Banemasters, the other half by a mysterious force from the north known only as the Order of the Almighty Anura, said to be led by the Priest-King Xenopus.
 
Region 03: The Fairy Forest and the Foul Fens
This region is wild and fey; the power of magic is strong here, and high technology is rare and foreign. The “Fair Folk” – predominantly halflings, but also including elves, dwarves, gnomes, near-humans, amazons, changelings, and other demi-humans of goodly magical sort – are the dominant races, with the majority of other races generally being manimals (who live in peace with the demi-humans). These races dominate the wide swath of forest and meadow in the center of the region, the whole known as the Fairy Forest
 
The goodly demi-humans and manimals are balanced in power by the “Unfair Folk,” vile goblinoids and mutants that dwell in the Shadow Peaks and the Hidden Hills, the valleys and hills of which are covered in the shadowy, unpleasant “Dread Wood,” counterpart to the bright Fairy Forest. The Unfair Folk are generally independent from the Banemasters, though all have served them at time of need or in fear of their powers when called upon to do so. The goblinoids generally live in the ancient system of tunnels and caverns that riddle the mountains and forested hills; the surface lands of the mountains and hilly forests are usually home to the mutants and all manner of strange unique mutant monsters created by the energies of the Glowing Waste, the native warped Chaos Magic of the region, and the experiments of the Banemasters to the west.
 
The Fairy Forest
The Fairy Forest and the Fair Folk are protected by Jack Redcloud, the Champion Fair, a most puissant human of another world who arrived here by mischance some years ago. He wields the Seelie Sword, a mighty magical artifact that grants him great power (though not as great as the Lord of Legends of Castle Blackhawk). He and his allied heroes strike against the raids and other depredations of the Dread Overlord, a mighty mutant cyborg who seeks to conquer the region. The Dread Overlord wields the Unseelie Sword, the counterpart of the Seelie Sword, and is served by mysterious black-cloaked magic-users (said to be of the ancient Unseelie race) and mutant techno-priests of Chaotic sort. The Dread Overlord is a sometimes ally of the Banemasters but seeks to retain his independence; it is said that he once served the Techno-Mage of the Tower of Techno-Terror (Map 06), and thus he and his minions have access to Futuristic and Super-Science technology and technomancy.
 
The swamps, marshes, fens, and mudflats to the north, the Foul Fens, are inhabited by the same mix of serpent, lizard, and frog folk and kin native to the similar lands to the west (Map 02). These, however, are more independent, and only a few are beholden to the Order of the Almighty Anura (generally the frog-folk and kin, as the serpent and lizard folk and kin unite against the batrachian overlords).
 
The region is home to numerous ancient ruins, many predating the rise of the Last Galactic Empire, and all of fey and mystical sort (though some of the tunnels under the Shadow Peaks and the ruins in the valleys thereof, especially those abutting the Glowing Wastes to the south, are of Futuristic or Super-Science sort).

Tuesday, January 22, 2019

[LEGENDARIA] Technology in Legendaria

TECHNOLOGY varies from settlement to settlement in LEGENDARIA. The Tech-Levels in order of “advancement” are: Stone-Age Savagery, Neo-Medieval, Modern, Futuristic, and Super Science.

A settlement and its dependencies and colonies will mostly conform to the listed Tech Level, though certain groups and individuals may have access to a significantly higher technology, while lower-class and underclass beings might subsist at a lower Tech Level.
 
For example, while the Kingdom of Greymoor and the City of Greymoor have a Modern Tech Level, the Royal Family and their associates have limited access to Futuristic and even Super-Science weapons, armor, and tools through their alliance with the Champions of Castle Blackhawk. The citizens of Greymoor City have a solid Modern level of technology, while the village and hamlet-dwellers of the countryside generally have a mix of Neo-Medieval and Modern technology.
 
In the case of Greymoor, technological devices of Futuristic and Super-Science nature are not generally available for sale, save from the odd adventurer or merchant who has found something in the wilderness. The Royal Family and the Champions of Castle Blackhawk are certainly not going to sell any of their high-tech weapons or devices, though they might trade for an unusual item of interest.
 
STONE-AGE SAVAGERY includes Neo-Savages who live in post-apocalyptic squalor – the classic shield made of a STOP sign with a mace made of a parking meter.
 
Typical savage weapons include stone-tipped weapons such as spears, axes, and hammers; missile weapons include short bows and slings. Armor is limited to furs, chitin, bark, bone, wicker, and other natural plant and animal materials. Tools are made of similar materials, while shelters are constructed of wood, furs, large bones (such as mammoth or dinosaur bones), stones, and bricks.
 
Neo-Savages living in post-apocalyptic regions scrounge tattered remnants of old higher-tech items to create makeshift weapons and armor, such as saw blades, parking meters, plastic tubes, glass shards, and other detritus; while armor can be stitched together from old sports gear, rubber tires, signs, appliances, and other flotsam of the ruins. Tools are made of similar materials, while shelters are constructed of large chunks of ruined buildings (stones, bricks, large sheet metal, old I-beams) and disabled vehicles.
 
NEO-MEDIEVAL includes Renaissance, so is highly variable; some settlements have black-powder weapons, others do not. The vast majority of Legendarians live in Neo-Medieval towns, villages, and hamlets, rarely seeing and never owning any sort of advanced technology.
 
 
The primary common philosophy of the day is similar to the beliefs of the Luddites. Most folk do not trust technology, as it too readily fails; is expensive in time and resources to maintain when far simpler technology suffices; and causes all manners of dislocations in society. That said, Neo-Medieval folk are generally not ignorant; their knowledge of science and medicine is generally as good as Modern settlements, they simply reject most higher forms of technology.
 
Most simple melee, thrown, and missiles weapons are of the Neo-Medieval sort – swords, maces, throwing axes, crossbows, etc. Neo-Medieval versions of Savage weapons such as spears, slings, axes, and such, are of superior quality, made of iron or steel, and so forth, and so are qualitatively better in most ways than stone-tipped spears, axes, and hammers.
 
Buildings are made of wood frames with wattle-and-daub walls, thatched roofs, or in the case of the wealthy, fired bricks or dressed stone. Land vehicles include carts, wagons, and carriages; drawn by horses or similar creatures. Water vehicles include sailing boats and ships. Air vehicles at best include rudimentary balloons and gliders, often backward-engineered from Modern vehicles.
 
MODERN covers Steam to Interplanetary; a handful of locales on the planet (and none in the starting campaign region) have access to this technology. Most of these are decadent tyrannies ruled by depraved despots.
 
 
Modern weapons include slug-throwing pistols, rifles, shotguns, and grenades, as well as primitive tanks, propeller and jet airplanes, and missiles. Primitive and messy nuclear weapons are counted among these but are very rare.
 
FUTURISTIC covers Interstellar – think Star Wars/Star Trek. The Lords of Legend and the Banemasters have access to this level of technology, though only the leaders and greatest heroes and villains are able to command its regular use. Most of the minions of the Banemasters are robots (non-sophont “dumb-bots”), sometimes led by Robosophonts (usually unique creations at the Futuristic level). Ruins and relics of Futuristic sort are strewn across the wilderness amidst ancient and recent ruins. Ruins typically consist of twisted hulks of steel frames and melted or shattered glass, reinforced concrete and simple ceramic structures.
 
 
SUPER-SCIENCE is everything beyond Futuristic, including Intergalactic/Interdimensional/Time Travel, etc., in which science and magic are all but indistinguishable even to a Futuristic scientist. The ruins and artifacts of Super-Science level civilizations can be found in the deeper, darker wilderness of LEGENDARIA, amidst savage squalor and monster-haunted lands.
 
 
TECHNOLOGY INTERACTION
The nature of technological development in most cases is, especially when dealing with weaponry and armor, the more advanced technology is going to have a significant advantage over the less advanced technology. In such cases, the active technology either gains a bonus or penalty against the defensive technology; primitive has a penalty against advanced, advanced has a bonus against primitive.
 
The table below provides the basic bonuses and penalties when two disparate technologies interact. For example, a character wielding a techno-sword (a Futuristic weapon) against a target wearing Neo-Medieval armor gains a bonus of +4 to hit. A warrior wielding a Neo-Medieval crossbow suffers a -2 penalty to hit against a target wearing Futuristic combat armor.
 
In cases where the technology is impaired, mostly non-functional, or essentially non-existent, halve the bonus or penalty. If a tribesman wielding a Savage stone-tipped spear attacks a target wearing powered-down Super-Science armor the penalty is only -4, not -8. A scientist using a Super-Science Life Detector to find a Savage band of warriors only gains a +4 bonus to use of the device, as there are no Savage-technology level devices capable of disguising life signature.
 

Recall that regardless of bonuses or penalties, a Natural 1 is always a failure when rolling high, and a Natural 20 is always a success when rolling high (and vice-versa for rolling low).
 
When dealing with percentile skills or abilities multiply the bonus or penalty by 5 (thus +/- 10%, 20%, or 40%)
 
INTERPRETING TECHNOLOGICAL DEVICES
All sorts of technological devices of all Tech Levels have a native Difficulty to figure out how to use them.
 
In many cases, no check is needed to interpret an item when its form is very similar to that of another device of the same type; such as, to use a modern example, determining the basic use an AK-47 when one is already familiar with an M-16. However, such simple use does not include how to properly disassemble, clean, modify, or otherwise manipulate the device beyond the most basic, common function.
 

Unlike most technological interaction, the difference between Tech Levels of the device and interpreter is always a penalty; often those brought up in a Super-Science civilization will be bewildered by even the simplest Savage-level item! Penalties are expressed as a plus, not a minus, added to the Difficulty rating.
 
Modify the Difficulty first by subtracting the interpreter’s Intelligence modifier, then by the difference in Tech Level, and then by any other pertinent modifiers (usually based on race or class). Roll a d20; if the total is equal to or greater than the Difficulty, the character properly interprets the item; if less, the target fails to interpret the item. On a roll of Natural 1, Something Bad happens at the Judge’s whim.

Time to interpret is listed with the item; for subsequent attempts, increase the time based on this range (starting with the left-most when a time range is included multiple times): one round, one round, one minute, one minute, one turn, one turn, one turn, one hour, one hour, one hour, two hours, four hours, eight hours, one day, one day, one day, and finally one week (check each week thereafter).
 
POWER BATTERIES AND DRAIN
Most Modern, Futuristic, and Super-Science devices, from weapons to vehicles, are powered by batteries.
 
Thanks to the trickle-down of rudimentary Super-Science techniques, batteries are generally very long lasting, whatever the tech level, and there is no need to keep track of charges as such. Instead, in LEGENDARIA there is the Drain mechanic. Whenever a battery-powered device is used there is a chance that it has been drained its last bit of power.
 
The current battery level is measured in Drain, a number from 5 to 99. If when a battery-powered device is used a Natural 1 is rolled, in addition to whatever other malfunction/fumble occurs, add 1 point to the Drain score and roll percentile dice. If the percentile roll is equal to or less than the Drain, the battery has died and the use in question fails.
 
If the Drain is currently above 50, the Drain roll occurs on a 1 or 2; if above 75, on a 1-3, though a normal fumble/malfunction still only occurs on a 1.
 
Modern batteries have a lowest Drain of 25, Futuristic of 15, and Super-Science of 5.
 
There are other instances that might cause Drain, such as certain magic spells, psychic abilities, Futuristic and Super-Science devices, strange weather, etc.

Friday, January 18, 2019

[LEGENDARIA] Teamwork in Legendaria

Heroes dedicated to the forces of Law, when not on lonely quests, invariably work together as a team. Their training, camaraderie, and dedication to each other and their cause grant them bonuses in any endeavor they engage in while working as a team.
 
 
FORMING A TEAM
In order to form a team, a group must:
 
1) Consist of at least 50% + 1 characters of Lawful alignment, with the balance at worst being Neutral; followers of Chaos lack the empathy and do not have the ability to subvert their own individual lust for power, self-aggrandizement, and personal gain that is necessary to be part of a team. If a team no longer primarily consists of Lawfuls, and/or if one or more Chaotics manage to infiltrate the team and cause dissent, the team is DIVIDED.
 
2) Have a base of operations where they can gather together for training, recuperation, and recreation (and preferably, all live together). If the team’s base of operations is destroyed, the team is UNSUPPORTED.
 
3) Be dedicated to a common cause of Lawful sort, such as “Defense of Castle Blackhawk and the Kingdom of Greymoor,” “Strive toward the Freedom of our Native World,” “Protect Civilization and Innocents from the Depredations of Chaos,” or “Ensure the freedom and prosperity of all goodly peoples.” It does not even have to be a cause that is even possible under current circumstances; but as long as all members believe in that cause, and dedicate themselves together toward that cause, the cause qualifies. If more than half of the team no longer believes in their cause, the team is PURPOSELESS.
 
4) They must train together! They must train together a LOT! At least half of all “downtime” must be spent in training together. Not necessarily as a whole group; training in twos and threes works just fine, as long as the whole group trains together over time. If the team is not well trained together, they are UNPREPARED.
 
5) There must be a hierarchy, as teams must be organized to be a team; otherwise it is just a mob. There has to be a leader, and depending on the size of the team, lieutenants or captains, each leading their own distinct sub-group of the team. Primary requirements of a leader are Charisma, Wisdom, and Intelligence, even moreso than any physical martial abilities. If the leader is incompetent, has otherwise lost the respect of her team, or the hierarchy is otherwise completely compromised (leader and all team sub-leaders captured or otherwise unable to lead), the team is LEADERLESS.
 
A team with all five of the above conditions has TEAM COHESION and accrues team benefits as below. A team can survive one or two of the five states of loss of its organization – Divided, Unsupported, Purposeless, Unready, and Leaderless – and still remain a team, though UNSTEADY. If three or four of the states of loss exist, the team is considered UNREADY, and cannot use any of the team benefits until the issues are dealt with. If all five of the states of loss exist, the team is effectively DISBANDED, in fact if not in name.
 
The only way to RECONSTITUTE a team after it has Disbanded is for a core cadre of Lawful members to gather together at a base, rededicate themselves to the cause, train together, and form a new hierarchy. After all of the five conditions obtain once again, the team can be reunited, the new core cadre bringing in new and old members to work together as a team.
 
A new team or a reconstituted team must operate together for no less than three Intervals (see below) before the team fully gains Cohesion and team benefits become available.
 
Episodes and Intervals: An Episode is a complete “adventure,” or a discrete portion of an adventure (for multi-Episode runs). An Interval is discrete segment of time during an Episode during which a discrete event occurs, such as a battle, dealing with an NPC, crossing a rickety bridge, a respite, etc. (i.e., an “encounter.”)
 
 
TEAM BENEFITS
If a team has Cohesion, they gain the following benefits; if they are Unsteady, they lose the listed benefit(s).
 
1) All teammates have a +2 bonus to save against fear, natural or magical, as they are surrounded/supported by their teammates. This benefit does not accrue if the team is DIVIDED.
 
2) All henchmen/hirelings of the teammates have a +1 bonus to Morale. This benefit does not accrue if the team is UNSUPPORTED.
 
3) All teammates who are within 5 feet of one another use the best base saving throw of those adjacent to them when hit by an area-effect spell. For example, a 12th level teammate is flanked to either side by 3rd level teammates; if all three are hit by a fireball, all three use the 12th level teammate’s saving throw against Spells to determine damage. This benefit does not accrue if the team is PURPOSELESS.
 
4) A teammate within 5 feet of another teammate who has been hit by a melee, thrown, or missile attack can switch places with the teammate who was hit, after the hit is rolled but before damage is rolled. Regardless of armor class or any other protection, the teammate who is taking the hit is always still hit and suffers the damage from the attack. This benefit does not accrue if the team is UNPREPARED.
 
5) Most importantly, a team can take time to consider their actions and develop strategies they can best employ as a team against their enemies, even if already in the midst of combat or action. Normally, in combat or during other action, a Judge might limit conversation and the passing to-and-fro of ideas, even penalizing such depending on the circumstances. However, with a well-oiled team, these kinds of things are considered to have been worked out before hand, during training (“Plan Alpha-Seven GO!”), even though they obviously were not. So, the Judge is to give the team plenty of leeway in table talk about forming a plan, even within a period of a few rounds, and not worry about table talk, save for any specific information that one member might have that the others could not possibly have known (revealing such is still off limits without some form of proper communication). This benefit does not accrue if the team is LEADERLESS.
 
Note that there are certain race and class abilities that are also useful in team situations; these are covered in their respective race and class descriptions.
 
 
TEAMWORK POINTS
At the beginning of each Episode, each teammate gains a pool of TEAMWORK POINTS (tally on a sheet, use poker chips, etc.) that they can use in several ways. A 1st level character has one, a 4th level character has two, 8th level three, 12th level four, 16th level five, and 20th level six. This number is reduced by one for each team requirement that is not currently met by the team (to a minimum of zero).
 
The basic rule of Teamwork Points is that if you use your teamwork points for the benefit of your own character, you lose them, but if you give them to a teammate they can replenish after an Interval.

To qualify as a “given” Teamwork Point, the Teamwork Point must be given to a teammate as the giver is performing their action that leads up to the action in which the recipient will use the Teamwork Point(s). The giver must somehow work this into the narrative of how the recipient is going to use the Teamwork Point; even if the giver fails in their own action, the recipient still gets the Teamwork Point(s).
 
Teamwork Points can be used in the following way:
 
1) One Teamwork Point can be used to add a +1 to hit and +1 to damage with one melee, thrown, or missile attack.
 
2) One Teamwork Point can be used to gain a +2 bonus on a saving throw.
 
3) One Teamwork Point can be used to gain a +10% bonus to one skill use.
 
4) One Teamwork Point can be used to cause a Chaotic target to suffer a -2 penalty on a saving throw caused by the action of the user (i.e. the spell or psychic power was cast/used by the user of the Teamwork Point).
 
5) Teamwork Points can be spent to enable a character to do something unusual and unique that would not otherwise be considered possible. Success is not assured; the Judge may still require a roll. However, unless what is being suggested is completely outré and game-breaking, it should be considered possible, moreso the more Teammate Points are spent and the greater the narrative provided into the lead-up to the action.
 
For example, Kwark the Mighty Magician of the Champions of Castle Blackhawk is facing Glascion the Frost Dragon, a servant of the Banemasters of Demonfang Citadel. Unfortunately, though he has a third-level spell memorized, Kwark did not memorize fireball, the only spell that really works against Glascion. However, his three teammates remind him of previous times he used the spell (sometimes to less-than-spectacular results), and each time they call out a memory, the player tosses Kwark’s player a Teamwork Point. With three Teamwork Points (with good narrative) behind him, the Judge lets Kwark remember how to cast fireball, using the energy of the 3rd level spell he had memorized – however, in order for him to cast it properly and without backfire, he must also make a successful saving throw against spells, or Something Bad happens as well!
 
Note that Teamwork Points are cumulative with/stack with each other and all other bonuses.
 
After an Interval, any Teamwork Points given to and used by a teammate are replenished to the teammate who gave away the Teamwork Point. Points spent by their original owner are not replenished.

Tuesday, January 15, 2019

[LEGENDARIA] Corruption of Chaos in Legendaria

The forces of Law, personified by the Star Gods and the Lords of Life, hold life to be sacred, and reward those of Lawful sort who cleave to this belief, and punish those who do not.
 
Though Death and Entropy are among the strongest elements of Chaos, the forces of Chaos, personified in the Demons of the Outer Dark, too, value life… to the extent that they can use it, abuse it, corrupt it, and turn it to their own means! For while final victory will be theirs in the end – as in the end, all things fade and die, and entropy always wins – with the corruption of life, and the gathering of more resources to the bosom of Chaos, that victory will come that much sooner.
 
Chaos cannot create life, it can only corrupt it, twist it, and mutate it to its own ends. And so, the Demons of the Outer Dark prefer that their followers do not kill, they would rather that they corrupt their enemies to the ways of Chaos. They especially prefer that their minions corrupt those who are valiant followers of the forces of Law, for such is the sweetest victory, as it not only gains for Chaos strong minions, but also denies those resources to the followers of Law.
 
So surprisingly to some, the Lords of the Void and their philosophical descendants, the Banemasters of Demonfang Citadel, usually go out of their way to capture their victims and opponents, rather than kill them outright.
 
Common beings of Neutral sort and lesser beings of Lawful nature and no great power are considered worthy only of slavery – their degradation in this manner is pleasing to the Demons of the Outer Dark, for it causes fear, suffering, anger, and hatred, and the lamentations of the slaves are as music to their ears. Also, of course, the use of slaves enables the minions of Chaos to free up their other resources to continue the war against Law.
 
Heroic followers of the forces of Law, on the other hand, are sought after for the opportunity to corrupt them to the ways of Chaos, and to turn them into tools for the advancement of the purposes of the Demons of the Outer Dark.
 

Temptations are usually the first step, used when the heroes are yet young and inexperienced. The “benefits” of Chaos – vast wealth, untrammeled power, and access to mighty sorcery and super-science – will be offered to tempt the young heroes away from Law and into the hands of Chaos.
 
If temptations do not work, then the forces of Chaos seek to capture and corrupt the heroes of Law via transformation through an admixture of blackmail, torture, sorcery, and super-science. Even if they are merely reduced to mindless servitors, it is considered a significant win for Chaos and a loss for Law.
 

Only after numerous attempts to corrupt the heroes of Law via temptations and transformations fail, do the forces of Chaos seek to eliminate a Lawful hero via death; but even then, death on the battlefield or simple murder will never do! For the forces of Chaos, being arrogant in the extreme, must always try to prove their natural superiority over the forces of Law. And so, the minions of Chaos seek to capture the heroes and place them into or trick them and get them to willingly walk into, an Ingenious Death Trap. Or, most insidiously, bring them to a final end in an Eldritch Ritual, such that their souls are tendered directly unto the merciless hands of the Demons of the Outer Dark. Only then will Chaos truly prevail, denying Law its heroic resources through Death and Entropy and thereby gaining infinitesimal growth in their own power.
 
Note that once the forces of Chaos have resorted to using Ingenious Death Traps to eliminate Lawful heroes, that does not mean they will not resort to the use of temptations and transformations later. Whenever opportunity strikes, Chaos will use whichever method is easiest, readiest at hand, and most likely to succeed.
 
All this is not to say that there are not those aberrant minions of Chaos who would not simply prefer to slaughter followers of Law, or even any other living thing that gets in their way. However, these tend to be lone actors, shunned even by other minions of Chaos. If such psychopaths are part of a group such as the Banemasters, they usually have to be reigned in by the leadership or more powerful minions, often being unchained only in time of dire need (for such loose cannons often cause their masters as much damage as their enemies).
 

The “blessings” of the Demons of the Outer Dark for those minions who succeed at corrupting the heroes of Law can range from the esoteric – such as more Experience Points, more Hit Points, more Mental Strength Points – to the powerful and prosaic, such as a new powerful mutation, access to new eldritch spells, the granting of a mighty magic weapon, or the wisdom to use long-lost super science. Even the final end of a hero can grant great rewards, if that end is properly executed... 
 
As the foul villains dedicates to Chaos are all NPCs under the Judge’s control, such rewards are hers to dispense to the NPCs as events dictate.

Saturday, January 12, 2019

[LEGENDARIA]: Sanctity of Life in Legendaria

The forces of Law, personified in the Star Gods (aka the Lords of Life, various other deities of Law, etc.), value life – ALL life, even that of evil beings who have been corrupted by Chaos. Thus, even the lives of the most hardened villains, inhuman mutants, and wicked monsters are considered sacred. Killing a sentient being – even in self-defense – is considered murder, a terrible sin.
 
The lives of all sentient beings, including Robosophonts, are considered sacred (non-intelligent “Dumbots” are not). Only the Undead are considered irredeemable, and even then, over the ages there have been cases which give even the Star Gods pause. Killing non-intelligent animals for food, as predators do, is allowed, though even here, the forces of Law prefer such be kept to the minimum required; sports-hunting is considered be the equivalent of murder.
 
Thus, those who are Lawful strive to adhere to the sanctity of life at all costs – even to the point of saving the lives of the very Villains who, moments ago, threatened their own lives! The forces of Law hope for the redemption and repentance of those who have turned to the ways of Chaos, rather than their violent end. The destruction of life, even that of Chaotic creatures, only strengthens Chaos, as Entropy, and the end of Life, is a component of the strength of Chaos.
 
And so, Law rewards those of its adherents who spare the lives of their enemies, and severely punishes those who do not cleave to the sanctity of life.
 

REWARDS
Every time a Lawful hero or team spares the lives of their foes, each hero gains the following:
 
1) A Free Saving Throw Re-Roll, to be chosen by the hero when needed, reflecting the blessings of the Lords of Life. These may be saved and used whenever the hero wishes, and do not need to be used only against the villains from that encounter. The re-roll can be declared after a saving throw is made, and the better of the two rolls is used.
 
2) A bonus of +2 (+10%) on all attacks, saving throws, ability checks, and skill checks for the entire battle, against the same villains, the next time the villains attack the heroes (or the heroes go to aid innocents against the villains).
 
This does not apply if the heroes go out and seek to hunt down the villains!
 
3) The villains suffer a -2 (-10%) penalty on all attacks, saving throws, ability checks, and skill checks for the entire battle, against the same heroes, the next time the villains attack the heroes.
 
A hero may give a Free Saving Throw Re-Roll to a teammate or innocent who just failed a saving throw.
 
A hero may trade in three Free Saving Throw Re-Rolls for a Second Wind in battle; this immediately grants the hero 1d4 Hit Points or Mental Strength Points per level (i.e., a 3rd level hero would roll 3d4).
 
PUNISHMENTS
Should a Lawful hero ever take a life, in battle or by murder or other foul methods (though not honestly by accident), they suffer the following penalties:
 
1) They cannot be magically healed by a cleric devoted to Law. The magic simply will not work. Even magical healing from a Neutral cleric only heals half the rolled points (round down). Chaotic healing works just fine, well, as fine as any healing provided by a cleric dedicated to Chaos
 
2) They cannot gain any benefit from a blessing or other positive magical effect cast by a cleric or magic item of Law. Positive magical effects cast by a Neutral cleric fail half the time.
 
3) They suffer a -2 penalty on Reaction Checks with Lawful beings, -4 if the beings are aware of the fallen hero’s status as a murderer/killer.
 
4) Clerics of Law, Paladins, and other sub-classes lose all benefits and abilities that accrue to them due to the patronage of the forces of Law (Judge’s discretion).
 
Fallen heroes and heroines can only regain the grace of the forces of Law by seeking to atone for their misdeed by taking on a quest given them by a cleric of Law. The quest will be difficult, though not outright lethal, and will also have opportunities to prove the sincerity of their repentance, as well as temptations to fall further into corruption (the former provided by the forces of Law, the latter by the forces of Chaos).
 
If the fallen heroine successfully completes her quest and does not succumb to the temptations of Chaos, she will once again be in the good graces of Law, and all the restrictions above will be lifted.

However, if she refuses or fails the quest, or succumbs to the temptations of Chaos, she has failed, and at the least, has fallen from Lawful to Neutral (or even outright Chaotic), and cannot again regain the grace of the forces of Law without a major life-altering event in which she proves her worth.
 
Next Tuesday: Corruption of Chaos in LEGENDARIA

Tuesday, January 8, 2019

[LEGENDARIA] Mental Strength in Legendaria

MENTAL STRENGTH IN LEGENDARIA
A new stat used in LEGENDARIA is Mental Strength. Mental Strength (MS) works like Hit Points, however, whereas Hit Points represent the general physical health of a creature, Mental Strength represents the mental, psychic, and spiritual health of a creature.
 
Most monsters generally have a number of MS points based on their Hit Dice (Mental Strength Dice); monsters that are noted as being stronger mentally than physically might have a larger pool of MS points, and vice versa. For example, sprites have merely 1d4 Hit Points, but being faeries, have a much stronger presence than their physical form represents, and so have 2d8 MS points. A normal human with 1d4 HP has merely 1d4 MS. Dragons that cannot speak have a number of MS points equal to their Hit Dice in d4s, while spell-casting dragons roll a d8 per Hit Die for MS (and prominent enemy and ally dragons gain a Base Mental Strength as below).
 
Player characters and prominent enemies and allies have a bonus at 1st level to their Mental Strength equal to the average of their Intelligence, Wisdom, and Charisma scores, rounded up; this is known as the Base Mental Strength. To this add the Mental Strength Die roll and any Charisma modifier, as appropriate, at 1st level and above.
 
Clerics have a d6 for their Mental Strength Die (MSD) type; Fighters a d4; Thieves a d6; and Magic-users have a d8.
 
Various monstrous attacks, spells, psychic attacks, and certain weapons of super-science deal Mental Strength damage, rather than Hit Point damage, thus weakening the willpower, spirit, and lucidity of the target.
 
In LEGENDARIA, Undead attacks that normally deal level-draining instead drain Mental Strength in addition to any Hit Point damage. These attacks are particularly dangerous, as the MS damage dealt does not return until the Undead who dealt the damage is defeated or destroyed, as the Undead has literally stolen a part of the victim’s soul!
 

MENTAL STRENGTH DAMAGE
Whenever a character suffers damage such that their total MS points are reduced to less than their Base Mental Strength, they must make a saving throw versus Spells. Failure indicates that they are Addled, and suffer a -2 To Hit, to Saving Throws, and to all Ability Checks (-10% to all Skill Checks). Success on the saving throw indicates the character is merely Stunned for 1 round.
 
A Stunned character cannot take any action (attack, move, cast a spell, use a psychic ability or mutation, use a class skill, etc.), loses Dexterity and Shield bonuses to Armor Class, has a 50% chance to drop anything held in hand, a 50% chance of falling Prone each round, and suffers a -4 penalty to saving throws. Any creature attacking a Stunned character gets a +2 bonus to hit (+4 total if the character is Stunned and Prone).
 
An Addled character who suffers further Mental Strength damage while their total Mental Strength points are less than their Base Mental Strength and fails their saving throw versus Spells is Stupefied. Success means the character is merely Stunned for 1d3 rounds.
 
Magic-users and certain Race classes that have the Willpower ability (such as Elves and Psychic Mutants) may be Addled a second time if they fail against damage rather than become Stupefied (see above). The character instead becomes Befuddled, and the character suffers a total of -4 penalty To Hit, to Saving Throws, and to all Ability Checks (-20% to all Skill Checks). Befuddled characters suffer a +2 penalty to their Armor Class. Characters who are Befuddled also move at one movement rate slower than their normal rate (if this reduces movement to less than 30’ (10’) they may only stagger or crawl 5’ per round). A Befuddled character who is damaged again and fails their save is Stupefied, as per Addled, above. Success means the character is merely Stunned for 1d3 rounds.
 
Any character or creature who falls to 0 Mental Strength points immediately becomes Stupefied; however, if the attacker who dealt the damage that reduced the character or creature to 0 Mental Strength drains Mental Strength rather than dealing Psychic Damage (i.e., Undead), the character or creature is Brain Dead (i.e., reduced to a vegetative state).
 
Note: Some characters are able to expend Mental Strength to cast spells or activate psychic abilities. Use of Mental Strength points in this way can cause the character to become Addled, Befuddled, or even Stupefied, as normal, however, the character gains a +4 bonus to the saving throws against these effects. Use of Mental Strength points in this way does not count as draining of Mental Strength points.
 
STUPEFIED CREATURES
Immediately upon becoming Stupefied, a creature must make a saving throw versus Death; failure indicates that the creature is rendered Unconscious for 1d6 rounds. Success indicates that the creature is merely Stunned for 1d6 rounds. Thereafter, the creature is no longer Unconscious or Stunned, and instead is merely Stupefied. Stupefied creatures are not unconscious, but then they are not really conscious, either; they are stuck in between, in an insensate state.
 
Stupefied creatures suffer all the effects of Befuddlement, above, with the following additions. First, and most importantly, a Stupefied creature subjected to any sort of mind-affecting spell, psychic attack/ability, or super-science mind effect automatically fails their saving throw.
 
Second, Characters who are Stupefied also move at two movement rates slower than their normal rate.
 
Third, any creature with a Charisma of 13 or better that can also speak a common language with the Stupefied creature can make a suggestion, as per the spell; against this effect the Stupefied creature gains a saving throw versus Spells, though with the usual Befuddled penalty of -4.
 
Finally, Stupefied creatures that are not tended to or otherwise fall under the mental influence of another within one turn (10 minutes) of their Stupefaction must make a saving throw versus Spells every turn (10 minutes); failure indicates the creature has become Confused, as per the spell, acting in such a fashion until it falls Unconscious or has its Stupefaction ended. If the attacking creature’s group or attacked creature’s group effects do not apply, the creature manages to damage itself for 1d6 points of Hit Point damage.
 
 
AMNESIA: If a creature is reduced from a total number of Mental Strength points equal to or greater than its Base Mental Strength all the way to 0 Mental Strength in one attack/effect, in addition to Stupefaction, after ending its Unconscious or Stunned state, it must make another saving throw versus Spells. Failure indicates that the creature suffers from Amnesia, and does not remember its name, friends, enemies, or personal history, nor does it recall its class, profession, or other abilities.
 
Every time the Amnesiac creature encounters an ally, enemy, or other important creature or location, it may make another saving throw versus Spells to end the amnesia. Otherwise, it is highly susceptible to suggestion, as per Stupefaction, and does not even gain a saving throw against a simple suggestion put to it by a charismatic creature, naively believing whatever is said!
 
If an Amnesiac is forced to do something against his alignment, such as attack innocents or Teammates, the creature immediately gains a saving throw with a bonus of +4 to the save to end the Amnesia.
 
An Amnesiac who does not make a saving throw to regain their memory after the first week thereafter only gains one saving throw per day, regardless of incidents; if they do not make a save after one month, they only gain a save once per week; and if they do not make a saving throw after three months, the Amnesia is permanent, barring magical, psychic, or super-science intervention.
 
HEALING MENTAL STRENGTH
Addled and Befuddled status remains until the character is healed to equal or greater Mental Strength than their Base Mental Strength. Confused and Stupefied status is removed once the creature regains even a single Mental Strength point. Amnesia remains even if Mental Strength is restored to full.

Note that healing of Hit Point damage and Mental Strength damage occurs concurrently (at the same time).
 
Natural healing of Mental Strength usually requires rest in a comfortable and safe location with access to food and drink. A settlement or fortress with minimal comfort, food, and water allows for 1d3 Mental Strength points to be healed per day of rest. Characters with Willpower add their Charisma bonus to the roll.
 
Rangers and others with the Survival Skill in appropriate wilderness areas may attempt to use that skill to build a shelter and find food and water such that characters can heal 1 Mental Strength point per day of rest; otherwise no natural healing can occur in the wilderness. A prisoner in a donjon with only bread and water heals only if they have Willpower, and then a number of points per day equal to their Charisma bonus.
 
Magic-users (and those with Willpower) and Clerics whose current Mental Strength is at last equal to or greater than their Base Mental Strength may use meditation or prayer, respectively, to regain Mental Strength points. For every full hour of meditation or prayer the character makes a saving throw versus Spells; success indicates they gain 1d3 points of Mental Strength plus their Charisma bonus. Failure indicates no points are gained for that hour. Even the most minor interruption wastes all time already spent.
 
Other methods of healing Mental Strength include Clerics applying cure wounds spells (to heal Mental Strength rather than Hit Points); potions of healing (ditto); Psychics applying psychic healing; healing devices and medicines of Futuristic and Super-Science technologies; magical pools of healing; strange herbs such as Black Lotus (not without its cautions); and the like.

Friday, January 4, 2019

[LEGENDARIA] Hit Points in Legendaria

HIT POINTS IN LEGENDARIA
Player characters and prominent heroes and villains have a bonus at 1st level to their Hit Points equal to the average of their Strength, Dexterity, and Constitution scores, rounded up; this is known as the Base Hit Points. To this add the Hit Die roll and any Constitution modifier, as appropriate, at 1st level and above.
 
Whenever a character suffers damage such that their total Hit Points are reduced to less than their Base Hit Points, they must make a saving throw versus Death. Failure indicates that they are Wounded, and suffer a -2 To Hit, to Saving Throws, and to all Ability Checks (-10% to all Skill Checks). Characters who are Wounded also move at one movement rate slower than their normal rate (if this reduces movement to less than 30’ (10’) they may only stagger or crawl 5’ per round). Success on the saving throw indicates the character is merely Stunned for 1 round.
 
A Stunned character cannot take any action (attack, move, cast a spell, use a psychic ability or mutation, use a class skill, etc.), loses Dexterity and Shield bonuses to Armor Class, has a 50% chance to drop anything held in hand, a 50% chance of falling Prone each round, and suffers a -4 penalty to saving throws. Any creature attacking a Stunned character gets a +2 bonus to hit (+4 total if the character is Stunned and Prone).
 
A Wounded character who suffers further Hit Point damage while their total Hit Points are less than their Base Hit Points and fails their saving throw versus Death falls Unconscious. Success means the character is merely Stunned for 1d3 rounds.
 
Fighters and certain Race classes that have the Stamina ability (such as Dwarves) may be Wounded a second time if they fail against damage rather than fall Unconscious (see above). The character then suffers a Severe Wound, and the character suffers a total of -4 penalty To Hit, to Saving Throws, and to all Ability Checks (-20% to all Skill Checks). Severely Wounded characters suffer a +2 penalty to their Armor Class. Severely Wounded characters also move at two movement rates lower than their normal rate. A Severely Wounded character who is damaged again and fails their save falls Unconscious, as per Wounded, above.
 
Any character or creature who falls to 0 Hit Points immediately falls Unconscious; however, if the attacker who dealt the damage that reduced the character or creature to 0 Hit Points is purposefully attacking to kill, the character or creature is Dead.

REGAINING CONSCIOUSNESS
Unconscious characters remain Unconscious until provided aid; at this point they must make a saving throw versus Death. Wounded and Severely Wounded penalties apply. Success indicates they regain consciousness and 1 Hit Point. Failure indicates the character has entered a Coma.
 
If the initial aid check fails, and the character enters a Coma, a Physician may apply his skills; if successful, the Unconscious character immediately gets another chance to regain consciousness, with a bonus to the saving throw equal to the Physician’s Wisdom bonus.
 
A Physician with appropriate tools may attend a character in a Coma; the character gets another check every hour to awaken. For every four hours in a Coma, a character suffers 1 point of Ability Damage to a random Ability Score.
 
A Cleric with cure wounds spells may use magic to heal Unconscious characters or characters in a Coma; if even 1 Hit Point is gained, the character awakens.
 
 
HEALING
Wounded and Severely Wounded status remains until the character is healed to equal or greater Hit Points than their Base Hit Points. This may be ameliorated through performance of surgery by a Physician.
 
Natural healing of Hit Points usually requires rest in a comfortable and safe location with access to food and drink. A settlement or fortress with minimal comfort, food, and water allows for 1d3 Hit Points to be healed per day of rest. Characters with Stamina add their Constitution bonus to the roll.
 
Rangers and others with the Survival Skill in appropriate wilderness areas may attempt to use that skill to build a shelter and find food and water such that characters can heal 1 hit point per day of rest; otherwise no natural healing can occur in the wilderness.
 
A prisoner in a donjon with only bread and water heals only if they have Stamina, and then a number of points per day equal to their Constitution bonus.
 
Ability Damage heals at a rate of 1 point per day, once the character is healed to full Hit Points.
 
A Physician may increase natural healing through the application of their medical skills. Other methods of healing include Clerics with cure wounds spells; potions of healing; healing devices and medicines of Futuristic and Super-Science technologies; magical pools of healing; and the like.