Advanced Rules

Items

Special Abilities

Pain
When ever a character takes damage, he will be handicapped until his next action by the pain. The pain is symbolized by an malus until the characters next actions and only the worst damage is counted. it is -10 for stamina damage, -20 for normal damage, -30 for critical and -40 for vital damage.

Encumbrance
Depending on the Strength it indicates, how much the character can carry. It also determs how far the character can walk.

light: encumbrance < characters strength: the character can move constitution in meters per movement action and initative is reflex + 2W20

normal:encumberance < characters physical: the character can move constitition/2 in meters per movement action, initative is 1W20 + reflex and get a -1 on stamina regeneration

overburden: encumberance > characters physical   (up to 2x physical) the character can move constitition/4 in meters per movement action, initative =  reflex and get a -2 on stamina regeneration

Alcohol
All alcohol give a malus on all checks. this is determed by alcohol markers. After the first drink, the character must pass a check for every addional drink, difficulty determed by the type. If the check fails, the marker give a higher malus. (-5 first, -10, -25). If the marker reach -25, the character is wasted and has a chance to go to the floor each turn.

on-the-floor

cold and heat