Rogue Trader

Rules-Effects














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Physical Effects, Resting, Fatigue




























Fatigue

There are two types of Fatigue, temporary and permanent. Temporary Fatigue is the most common fatigue most characters will get, permanent fatigue is reserved for not getting a good night’s sleep, hunger, thirst or environmental conditions such as heat or cold.

A character has a number of Fatigue Levels equal to his/her Toughness Bonus. While fatigued they suffer a -10 penalty to all ability, skill and attack rolls. If they exceed the number of levels of Fatigue they then become exhausted. A character receives an additional Fatigue level for each time Sound Constitution is taken.

If a character takes more permanent fatigue than he has fatigue levels they will slip into a comatose state and must be hospitalized to be revived or allowed to rest in proper accommodations. Every 8 hours they can make a test to regain consciousness.

Exhaustion

An exhausted character takes a -20 penalty to all ability, skill and attack rolls, they are also unable to make a charge or run action. A character has only one exhaustion level, if they take any fatigue damage after reaching this level they will immediately fall unconscious. Every hour a Toughness test can be made to wake up, otherwise someone must awaken you.

Rest

Rest is similar to Sleeping, however it is not as energizing and does not offer any healing benefit. For each hour of complete rest with no activity, remove 1 level of temporary fatigue (which can take a character from exhausted back to fatigued) or repair one point of damage to an ability.

Sleep

A character must get 8 hours of rest every 24 hour period or they will succumb to the effects of fatigue. 8 Hours of rest restores all fatigue levels and exhaustion (including permanent fatigue levels), however the character must be resting upon a surface that is designed for resting, bed, cot, bunk, pile of animal furs, bedroll, etc. If they are not they always wake up with one level of permanent Fatigue. This level may not be “rested” away unless a full 8 hours of sleep is gained. Weather affects sleep only if the character is sleeping without real cover, tent, outpost, abandoned shack. A character can choose to remain awake, however, every 8 hours after the first 24 the character must make a T test or gain 1 level of Fatigue. After the first failed test the frequency reduces to 1 every 4 hours and receives a -10 penalty until the character is exhausted or stops to rest.

Resting for 8 hours repairs 10 pts of ability damage. If in a bed, cot, bedroll etc, under a roof, in a tent, or barracks you will heal your TB in wounds if lightly wounded. If not you get 1 wound back.

The Survival skill will allow a person in an urban jungle or a real one to find suitable shelter from the environment and/or assemble a makeshift bed from available materials.

Hunger and Thirst

Food and drink are vital for a character’s survival, even in the 41st millennium. A Character can go a number of days equal to 2 x their TB without food and 1x their TB without water. How much food and water a character needs depends on their size, metabolism and a few other creature specific requirements. Each day without water a character must take a Toughness test, failure indicates a single level of permanent fatigue. Upon reaching an exhausted state due to Fatigue from lack of food or water they are starving and/or dehydrated.

A person with the survival skill can make skill checks to locate food and water to survive from. They may extend the skill to others though that increses the difficulty along with environment, availabilty of resources and/or knowledge of an area.

Stims

Stims will allow a character to ignore the effects of fatigue or to reduce an Exhausted state to a Fatigued state. It also can revive an unconscious person, though they are fatigued for the duration of the Stim. Stims also allow a character critically injured to ignore the penalties associated with it. However after the Stims duration, the character gains all penalties from critical effects and fatigue or exhaustion. In addition, they gain one level of temporary fatigue.

Nausea

Character takes a -10 penalty to all skill, attack and ability checks, he can only take a half action.

Vertigo

 Character takes a -10 penalty to all skill, attack and ability checks. Unable to take a charge, take aim, called shot or run action.

Rigor

 The limbs of the character seize and stiffen up, movement becomes jerky and erratic, character has a -10 penalty to Agility tests.

Fevered

A feverish character takes a -10 penalty to Intelligence, Perception and Willpower tests.

Infection
 
Whether from an infection from the wound or a poisons ability to weaken a person’s immune system, a n infection can be treated with proper Anti Biotics, if not treated properly no further natural healing will occur, a Toughness test must be made every number of hours depending on the severity of the infection.to see if the infection spreads, is it does the character becomes ill and fevered.
 
Starvation and Dehydration
 
The effects of starvation and/or Dehydration are different yet both result in the same conclusion, the characters death. For every 12 hours while in a dehydrated or starving state a Toughness test is made once for each state if applicable. Failure indicates the loss of 1d5 S, T, Agi and 1 W. These points may only be regained through stims or food and/or water. If W are reduced to 0 the character dies, otherwise he/she lapses into a comalike state until wounds reach 0. While starving or dehydrated a character has an equal chance to suffer Rigor, Nausea or Vertigo in addition to being exhausted.
 
The modifier to the toughness test to resist hunger is based on the number of days since the last full meal was consumed. The number in parentheses represents the modifier for dehydration.
1 Day +10 (0)
2 Days +0 (-10)
3-5 Days -10 (-20)
6-10 Days -20 (-30)
11 + Days-30 (-30)
 






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