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![]() Rogue Trader Rules-Effects |
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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. |
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