X4. Misc

Inspiration Pad Pro2

Is a free table program provided by NBOS Software: www.nbos.com.

I have used this quite a bit and have made my tables available for use from the Yahoo group: http://games.groups.yahoo.com/group/aegyptvs_sw/

The Weather.

The following is a copy of the Weather tables used and a conversion of them into card picks.

Table: Weather

Maxreps: 1

1: Conditions: [@Condition]... Temperature: [@Temperature] (Midday +1)

Select two cards, the first for Condition, the second for Temperature.

Table: Condition

1: Rain, extended (vs5)(Slows -1)(-1 to missiles)

1: Storm, short rain, wind (vs5)(-2 to missiles)

1: Wind, strong (vs6)(-2 to missiles)

3: Fine

CARDS:

Red cards are fine weather, no effects.

Black cards are bad weather. Spades are Rain extended, Clubs are Storm with short rains, picture cards add strong winds.

Table: Temperature

2: Cold (+1)

5: Normal

4: Warm (+1)

3: Special: [@Specials]

CARDS:

A-2 Cold (+1)

3-7 Normal

8-J Warm (+1)

Q-K+Jokers Special

Table: Specials

6: Warm (+1)

4: Hot (+2)

2: Very Hot (+4)

2: Unique: [@Event]

CARDS:

A-6 Warm (+1)

7-10 Hot (+2)

J-Q Very Hot (+4)

K+Jokers Unique

Table: Event

2: Tremour/Quakes

2: Sand Storms (+4)(Missiles -4)

1: Fire Storms (brimstone)(+4)

2: Wind Storms (+2)(MIssiles -4)

2: Snap freeze at night (+2)

2: Very cold day, winds (+2)(Missiles -2)

2: Persistant strong winds (+2)(Missiles -4)

2: Heavy rain, snap floods (+2)(Missiles -4)

CARDS:

A-2 Tremour/Quakes

3-4 Sand storms(+4)(Missiles -4)

5-6 Wind Storms (+2)(Missiles -4)

7-8 Snap freeze at night (+2)

9-10 Very cold day, winds (+2)(Missiles -2)

J-Q Persistant strong winds (+2)(Missiles -4)

K Heavy rains, snap floods (+2)(Missiles -4)

Jokers Firestorms (+4)

Poison

Poisons are nasty, and socially unacceptable. They should generally be reserved for particularly nasty characters or monsters that are well known for this feature, allowing the players to maybe prepare for the worst. A lot of poisons do not kill – well not in and of themselves. They mostly debilitate the victim allowing the poisoner to inflict other unfortunate acts. To reflect this I would suggest using poisons that mostly attack Pace or inflicting Fat but not killing. But its up to the individual GM to decide.

Poisons will have a strength represented by a dice type plus maybe a modifier, eg 1d6+1.

Poisons are all resisted by VG. Make a comparison roll between the strength of the poison and the VG of the target to determine the effect.

Poisons will normally attack one score, but particularly nasty ones may attack 2 scores at the same time; eg SM&SP.

Poisons can attack targets such as: Traits, Pace, Toughness (no armour). They may also inflict direct wounds or fatigue lose. They might even swap back and forth.

Poisons keep attacking for 2d6-1 rounds usually. If a target is reduced to zero then they collapse and MAY require medical aid, depending on the intent of the poison. Poisons may take 2d6 rounds to take effect generally (see Fast Acting and Blade Venoms however), depending on the delivery system.

Someone actively using their Healing skill on the target will give them +2/+4 to their VG rolls as long as their Healing roll is successful/raise.

Fast Acting: some creatures may have fast acting poisons which are aimed primarily at preventing the target getting away and converting them into a source of mushy food. These types of poisons generally will attack Pace, or maybe inflict FAT, and will begin acting with the targets next round.

Blade Venoms: these are used to coat a bladed or piercing weapon so that they take affect directly through the wound inflicted. They tend to be fast acting but of limited duration (a bit like an acid really). Blade Venom always attacks VG and nearly always inflicts a wound as a result. They only make one attack each time though (no duration).

Each time a venomed blade inflicts damage roll a d6, 1-4 the venom is lost, 5-6 it remains for another strike.

Applying a Blade Venom takes 2 rounds to do safely. If can be done in one round with an AG(4) roll. A failed roll sees the venom wasted. A fumble results in a venom attack on the applier.

Disease.

Disease attacks values similar to poisons, only the duration is daily rather than every round.

Some names and targets for diseases:

Plague: VG

Wasting: ST

Cholera: VG

Mindrot: SM

Souldrain: SP

Fever: VG

Bloodfire: VG then ST, alternately.

Madness: SM then SP, alternately.

Shakes: AG

Weakening: Toughness

Someone actively using their Healing skill on the target will give them +2/+4 to their rolls as long as their Healing roll is successful/raise. This roll will need to be done every day.

Bed rest and good care will add +1 to recovery rolls. Travel and bad conditions will yield penalties as appropriate.