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Renegade 20 Core Manual

Version Alpha 0.30

Adventuring

During the course of adventuring you will have to reconcile many things... sleeping, eating, healing, and more.

Healing

A spellcaster who is able to heal can repair a great amount of damage, but can not heal everything. After a few rounds of combat, it becomes much more difficult to repair old injuries, and after a few minutes, it takes all the healers energy to repair wounds that have set in. Think of it this way, a cut leads to blood loss and trauma. If a cleric can get there before the body realizes the full extent of the trauma, the healer can do a lot to repair the energy. Each combat may weaken the party to a point where a rest is necessary. Even then, the next day will not allow the cleric to heal all the previous days injuries. It is likely that the party will be mostly restored, but not fully.

Presuming your party contains one or more spell casting healers, you should expect that their innate spells can quickly heal only injuries that occurred in the last 2 rounds. During the combat, they can use their encounter healing spells and even a daily healing spell if they wish. After the combat ends, they may use a single additional encounter spell to heal themselves and their allies as long as it is within 5 minutes of the encounter. After that, only daily spells can repair the injuries suffered during the venture.

To track your characters status, you should keep track on your normal maximum hit points, your Venture hit point maximum which is your maximum hit points that you started the current venture with, and the encounter hit point maximum, which is the number of hit points you started an encounter with. Keep track of damage you have taken over the last round or two, as that can be healed through Innate spells. Any damage you take beyond the last 2 rounds can be cured through Encounter Spells, up to 5 minutes past the end of the battle (allowing for an extra encounter spell to heal wounds). After that any remaining hit points becomes your new Encounter hit point maximum. If, at the end of the day, you get to take a hard rest, you regain hit points. Whatever your new hit point total is becomes your next Venture hit point total.

Fatigue

Adventuring can be tiring. Just being awake can tax the spirit. After 12 hours of adventuring and every two hours thereafter without a hard rest, each person or creature must succeed in a Shock Check (Endurance Skill check DC 18) or suffer a cumulative -1 penalty to all skill modifiers, rolls and attacks. This means that all skill checks, attacks, damage rolls involving a skill bonus, and maximum spell levels are all reduced. Fatigue is cured only by a hard rest.

Rest and Recovery

A hard rest is an extended rest of at least 6 hours that includes sleep that recharges your body. The benefits of a hard rest include the removal of all Fatigue and if it is your first extended rest of a day additional healing as well. Each day that you have had at least 6 hours of uninterrupted rest or meditation, you may take an extra Heal Self action, as defined in the combat chapter. This means that you regain d6 + your Endurance Skill Modifier in hit points each day that has included at least 1 extended rest.

A full days rest is a day that includes at least 2 hards rests and the rest of the day must not include strenuous activity, such as combat or travel. If you are suffering long term Continuing effects and are able to have a full days rest, you receive a +2 boon towards resolving preexisting Continuing effects the next day.

Tracking

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given below:


Very Soft Ground (Base DC 5)
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground (Base DC 10)
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground (Base DC 15)
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground (Base DC 20)
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Add +1 for every 24 hours since trail was made.
Add +1 for every hour of rain since trail was made.
Add +5 if there is fresh snow or leaf cover since trail was made (+10 if heavy).

Add best stealth of tracked party if they attempt to hide trail (move at half speed).
Add +2 for low visibility (fog, precipitation, dusk).
Add +5 for darkness (+10 if overcast or moonless night).

Subtract 1 for every creature in tracked party.

Carrying Capacity

Being able to carry and transport goods effectively is crucial to adventuring (who else is going to carry out the loot with you?) There are three levels of encumbrance that defines your character: Unencumbered, Encumbered and Max Load.

  • Unencumbered Load = (10 + Athletics Skill Modifier + Endurance Skill Modifier) x 5
  • Encumbered Load = 3 x Unencumbered Load
  • Max Load = Encumbered Load + 50 + (5 x Willpower Skill Modifier)

Your Unencumbered Load is the maximum load you can manage without suffering movement penalties.
Your Encumbered Load is the maximum load you can manage with the following penalties. Movement is reduced by 1. All Stealth and Agility skill rolls suffer a -2 penalty.
Your Max Load is the maximum load you can manage. You suffer the following penalties if you bear a load greater than the Encumbered Load. Movement is reduced by half. All Stealth and Agility skill rolls suffer a -5 penalty.