MOVE, ENCUMBRANCE & FATIGUE
Characters may move up to Reflexes metres for each action used in a combat round. They may move up to the lowest of Reflexes or Endurance in km/hr.
Each multiple of Strength carried after the first reduces Endurance, Reflexes and Strength by 1. Thus a character with attributes A87468 could carry up to 8kg without effect, but carrying 9-16kg would make them A87357, 17-24kg A87246, and so on. When one of the three reaches 0, the character can't move at all. They can use extra effort (see below) to boost the affected stat and move anyway.
Obviously as soon as the encumbrance is removed, the attributes return to their former levels.
Each hour of marching about inflicts a level of injury on a random one of Endurance, Reflexes and Strength. First aid to this injury can consist simply of a short rest and extra food and drink.
EXTRA EFFORT
In a quickie or conflict, before rolling the dice, a player may expend 1 or more levels of injury on their character, each giving DM+1. They may choose the attribute affected, but it must be physical or mental as appropriate to the quickie or conflict. Extra Effort may not avoid a Balls-Up, which always stands, nor may it give a Triumph.
Extra effort may also be used to temporarily boost an attribute, such as in things like a forced march, or carrying something heavy a distance.
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