Survival

Food & Water

Player Characters often must journey into the wilderness to seek adventure. If they are wise, they will prepare. Only the fool would travel into unknown lands without food, water and other provisions - but then Player Characters are sometimes foolish. On other occasions, the players may find their characters in a situation where despite their best efforts they are lost in the wilderness and provisions are running short.

Provisions are available from a variety of sources on Hârn. The Innkeeper may provide a days meal of fresh food and drink. Longer journeys will generally require more durable (and less tasty) provisions. Salted/dried meats are available from salters. Dried provisions may also be available from a variety of sources. Water is generally free but it is heavy and difficult to carry in large quantity. Without proper provisions, characters will be subject to starvation, dehydration, hunger and thirst.

Starvation

Starvation affects the human body in several ways. Weight loss (up to 50%) is the most visible effect. Excess fat will go quickly, along with slower muscle loss and finally the organs will shrink. Bones and teeth become brittle; hair will thin, gray and fall out; Skin dries, becoming scaly and subject to infections.

Metabolism slows, accompanied by a drop in blood pressure, and an increase in blood volume. A series of Gastro-Intestinal problems occur, including ulcers, explosive diarrhea, and infection preventing the body from absorbing food.

Starvation will have negative affects on some Hârnmaster character attributes namely: STR, END, DEX, AGL, COM and SPD. Rather than adjusting each statistic individually, physical penalty should be applied to the use of any skill or roll involving these attributes. Except for rare cases of night-blindness, and increased fatigue, starvation does not affect INT, AUR, EYE, HRG, SMT, and TCH. MOR and WIL may be affected, more so by hunger than starvation.

Dehydration

Lack of water is a serious problem. Weight loss accompanies dehydration (10-20%), but the mental effects may be devastating. Dehydration penalties will affect all physical and mental attributes.

Character's in the desert or at sea may find themselves without water. Explorer's at high altitudes and in polar regions require greater amounts of water. Sailors may mix 2 parts fresh water with one part sea water without penalty, but drinking sea water straight just accelerates dehydration. Snow/melted ice will prevent dehydration, but does little to quench thirst, and body temperature will drop significantly with snow (1 point frost impact per pint to the thorax and abdomen).

Physical Penalty & Injury

When a character suffers from starvation and/or dehydration, the appropriate injury should be listed on the character sheet. The GM assigns a daily starvation rate and/or dehydration rate SR/DR from the Starvation/Dehydration Table. A roll is made against the table below, or on the healing table (Combat 28) if SR/DR is 6 or above (SR/DR of 6+ as H6).

CS: No Injury
MS: 1 Starvation / 1 Dehydration injury
MF: 2 Starvation / 2 Dehydration injury
CF: 3 Starvation / 2 Dehydration injury

Any critical failure requires a roll on the complications table. Complications are added as separate injuries. Each point of Starvation/Dehydration injury results in 1% weight loss. When a daily roll pushes total starvation injury over a multiple of 10, a kill roll is required using 1 die for each multiple (i.e. 10 = 1d6, 20 = 2d6, etc.) Above injury of 50, add one die for each point of injury.

For dehydration K rolls are required at multiples of 5, i.e. K1 at 5, K2 at 10, K3 at 15, etc. Add one die for each point of dehydration injury beyond endurance.

Hunger & Thirst

Hunger and thirst should be applied as special penalties at GM discretion. For characters of average morale and will, set hunger penalties equal to the number of meals missed. Thirst penalties can be set at the number of watches without water. These are only guidelines. Thirst penalties in the desert for example could be reasonably increased 5 fold.

Hunger should universally be applied to all checks involving WIL or MOR. Thirst penalties should apply to these as well as any check against INT, including skills that use INT in calculating their skill base. They should not affect any physical skills.

Famine

Social, moral and political restraints mean little to starving societies. Introversion, apathy and depression are common states of mind. While these changes may seem minor on the individual, on society as a whole they are quite profound. All activities cease that do not involve gathering food. Cannibalism is rare, and usually restricted to enemies.

In a famine situation, the GM can assess a standard "Famine penalty" to all minor NPC's in the region, rather than trying to keep track of starvation for each individual separately. Of course widespread starvation/dehydration aboard ship can be handled by assessing a penalty to effective crew rating as explained on CREW 7 of the Pilot's Almanac.

Extreme Weather

Hot and cold weather are also stressful to the human body. Unless temperatures are extremely high, hot weather will only accelerate dehydration as explained under the Starvation and Dehydration Table. Heatstroke and Sunburn are also possible, but can easily be prevented. Freezing weather may cause frostbite and or hypothermia.

Sunburn

Characters exposed to bright sunlight should receive impact each watch on the fire/frost injury table according to the temperature and cloud cover. Assess 2d6 sunburn impact on a hot day, 3d6 on a very hot day. Reduce this impact by the percentage cloud cover.

The characters complexion serves as natural "armour" against sunburn. If the original complexion values were recorded they should be deducted from the sunburn impact. If these values were not recorded use 8 for fair skinned, 10 for Average and 13 for dark complexion. Any opaque material will prevent sunburn, but heavy (hot) armour/clothing may increase their chance of sunstroke. Very fair skinned characters and Albinos (whose complexion is 0) are more susceptible.

Sunburn is a cumulative injury for each exposed area. Injury points should not be rolled for using d10, but are equal to the cumulative effective impact. Sunburn should only be a minor problem for most characters.

At GM discretion, fair skinned characters may reduce their sensitivity by "tanning". This may be handled by treating each "healed" minor sunburn injury as a temporary darkening of the complexion with the benefits of protection from further burn.

Sunstroke

The impact of heavy activity combined with heat can be very dangerous. Primarily, heat will increase the fatigue rate for most strenuous activities (combat, movement, etc.) Spells and psionic talents are not generally affected since they fatigue the mental capabilities of the user rather than the physical.

In hot weather, increase Fatigue Rate by 50%. In very hot weather, the rate should be doubled. Any activity requiring the expenditure of fatigue points greater than the characters Endurance calls for a 3d6 sunstroke (shock) roll. The roll is handled as a normal shock roll, but indicates sunstroke rather than shock.

Hypothermia

Character's who exert themselves in extremely cold weather freezing water, etc. may be subject to hypothermia. This is handled exactly as Sunstroke. Increase fatigue by 50% in cold weather, and double fatigue in very cold/freezing weather. Any activity requiring the expenditure of fatigue points greater than the characters Endurance calls for a 3d6 hypothermia (shock) roll.

Frostbite

Frostbite is another danger. Unless the characters are completely exposed, only Freezing weather should have any impact. Frost impact should be assessed each watch by rolling 2d6. If the character cannot find protection from the winds, add 1d6 for each level of wind force to frost impact. This impact is cumulative to all body zones. Injury points are equal to the effective cumulative impact of each zone. Consult the INJURY TABLE for other effects.

Armour/Clothing will provide its normal protection The body's natural heat will serve as additional protection. This requires a record of heat generated by the body. This is given an arbitrary body heat rating equal to Endurance. Deduct current body heat from frost impact to the Head/Body and Shoulders.. Deduct 2/3 body heat from the Upper Arms and thighs, 1/2 body heat from impact to elbows/knees, and 1/3 from the calf/forearm. No protection is provided to hands/feet. The bodies heat source is limited however, and frost impact will reduce the natural protection. Body Heat should be reduced by the total Frost Injury Index (i.e. total frost injury divided by ten, rounded down.

Frost impact may not be noticed by the character, as the appendages (especially fingers/toes) will become numb prior to serious injury.

Example: Valens Solice is stranded in northern Ivinia without proper provisions during a particularly wet and cold winter. Unable to start a fire or find shelter, he is subject to Freezing temperature and a Gale force wind giving 5d6 frost impact. He has wrapped himself in heavy furs giving his entire body a Frost protection factor of 12. His Endurance is 15.

During the first watch, Valens rolls 5d6 for 17 frost impact. Effective impact is 5, so his injuries are as follows:

Hands		Minor Frost		5 ip
Feet		Minor Frost		5 ip
Endurance Index				2
Body Heat				13
With an Endurance of 15, Valens cannot fail an E1 shock roll, even with an EI of 2.

During the next watch, frost impact is 26 (9 effective), so the injuries are:

Hands		Serious Frost		14 ip
Feet		Serious Frost		14 ip
Forearms	Minor Frost		5 ip
Elbows		Minor Frost		2 ip
Calves		Minor Frost		5 ip
Knees		Minor Frost		2 ip
Endurance Index				8 
Body Heat				7
He must make 8 E2 shock rolls, with an EI of 8. Miraculously he makes all 8. He also must make 4 E1 shock rolls, and makes them as well.

On the third watch, 24 points of frost are rolled. so his injuries are:

Hands		Grievous Frost		26 ip
Feet		Grievous Frost		26 ip
Forearms	Serious Frost		15 ip
Elbows		Minor Frost		10 ip
Calves		Serious Frost		15 ip
Knees		Minor Frost		10 ip
Endurance Index				20
Body Heat				0
With Endurance index of 20, he fails any shock roll. (Since he would have to make 8 E3 and 4 E1 shock rolls) he is unconscious.

Valens rolls 2d6 + EI (25) minutes and the GM multiplies this by 8, so he wakes up in 3 hours and 20 minutes. He is in Shock.

On the fourth watch, 26 points of frost impact occur. Effective impact is 14, and the following additional injuries occur:

Hands		Grievous Frost		30 ip
Feet		Grievous Frost		30 ip
Forearm		Grievous Frost		29 ip
Elbow		Grievous Frost		24 ip
Upper Arm	Serious Frost		14 ip
Calf		Grievous Frost		29 ip
Knee		Grievous Frost		24 ip
Thigh		Serious Frost		14 ip
Skull		Serious Frost		14 ip
Eye		Serious Frost		14 ip
Face		Serious Frost		14 ip
Neck		Serious Frost		14 ip
Shoulder 	Serious Frost		14 ip
Thorax		Serious Frost		14 ip
Abdomen		Serious Frost		14 ip
Hip		Serious Frost		14 ip
Groin		Serious Frost		14 ip
Endurance Index				55
Body Heat				0
Valens falls unconscious again, and it is unlikely he will awaken. It is still possible he could survive, If he is rescued by a highly skilled physician. His legs will have to be amputated above the knee, his arms above the elbow. He must also make a shock recovery roll.

On the fifth watch, Valens suffers 28 points of frost impact. Effective impact is 16, and all injury locations have Grievous Frost wounds with 30 ip. Valens must make two K3 rolls and a K4 roll to survive. Until his injuries are cured by magical or divine means, (mundane treatment is not possible for grievous frost) each watch he must repeat these three rolls. It is not likely he will survive for long. He will either freeze to death (fail a Kill roll) or die of shock.

Caloric Values Of Foods & Rations
Ration         Cal.   Ration        Cal.   
Ale/pt           200  Horsemeat/lb   1000  
                      .                    
Bacon/lb.       2500  Lamb/lb.       1100  
Beans/lb.        460  Lard/lb.       3700  
Beef/lb.        1000  Mead/pt         300  
Beer/pt          250  Milk-Cow/pt     300  
Brandy/pt        420  Milk-Goat/pt    250  
Bread rye /lf   1200  Milk-Sheep/p    250  
                      t                    
Bread           2400  Mutton/lb.      800  
wheat/lf                                   
Buns/ea.         140  Oatcake/ea.      65  
Butter/dr.        12  Oatmeal/lb.     290  
Cheese/lb.      1840  Olives/lb.      240  
Chicken/lb.     1100  Pheasant/lb.    970  
Cider/pt         245  Pies-Fruit/e    400  
                      a.                   
Crab/lb.         135  Pies-Meat/ea    500  
                      .                    
Cream/pt        1200  Pork/lb.       1420  
Duck/lb.        1540  Rabbit/lb.      990  
Eggs/ea.         970  Scones/ea.       50  
Fish/lb.         420  Sugar/lb.      1540  
Fruit-Apples/    240  Swan/lb.        900  
lb.                                        
Fruit-Berries    160  Veal/lb.       1280  
/lb.                                       
Fruit-Pears/l    300  Veg.            240  
b.                    -peas/lb.            
Fruit-Plums/l    140  Veg.-cabbage    100  
b.                                         
Goat/lb.         950  Veg.            450  
                      lentils/lb.          
Goose/lb.        685  Venison/lb.     717  
Ham/lb.         1330  Vetches/lb.     100  
Honey/pt        1320  Wine/pt         350  

NOTES:
1. Alcoholic beverages are not recommended as rations unless adequate water is available. They further dehydration rate. Intoxication can be tracked as a separate physical/mental penalty. Calculate intoxication penalty as follows: 10 x proof x oz. drunk/body weight. Add intoxication index (1/10 intoxication index) to dehydration injury.

2. Common rations include breads, beans and salted meats. Most food spoils quickly 2-3 days unless kept cold. Dried foods tend to last much longer. Assume no spoilage of dried foods occurs unless generated as an encounter result.

Starvation and Dehydration Table
 SR/DR    Rations       Food     Water       
                       (Cal.)    (pt)        
   6      Full          3600         4       
   5      Partial       2700         3       
   4      Half          1800         2       
   3      Quarter        900         1       
   2      None            0          0       
Modifier  Weather                            
 +1/-4    Very Hot      -900         +4      
 +1/-2    Hot           - 900        +2      
  -1/0    Cold          + 900                
 -2/-2    Freezing      +1800        +2      
          Activity                           
   +1     Sedentary     -900         -1      
   -1     Active        +900         +1      
   -2     Very          +1800        +2      
          Active                             
NOTES:
1 Characters who receive food and water rations roll against SR/DR times Endurance. If SR or DR, is 6, treat this as a healing roll. Otherwise roll as follows:

2 Characters in cold or freezing weather will require an additional 900 to 1800 calories of food, and will accumulate starvation injury at a higher rate. Character's in freezing or hot weather will require an additional quart of water. Those in very hot climes such as the desert will require twice as much water.

3 Obese Characters may assess 1/2 of their starvation IPs to their obesity until the fat supply is exhausted. One IP accounts for 1% of the characters total weight.

INJURY        DESCRIPTION                   TREATMENT        EML    NT    CF    MF    MS    CS    
Starvation      0 to 10% Weight Loss        Food             60     ---   H2    H3    H4    EE    
              10 to 20% Weight Loss         Food             50     ---   Inf   H3    H4    H5    
              20 to 30% Weight Loss         Food             30     ---   Inf   H3    H4    H5    
Dehydration   0-5% Weight Loss              Water            70     ---   H3    H4    H5    EE    
              5-10% Weight Loss             Water            60     ---   BL    H3    H4    H5    
              10-20% Weight Loss            Water            50     ---   BL    H3    H4    H5    
Sunburn       Mild Sunburn                  Compress         40     H5    H4    H5    H6    EE    
              Serious Sunburn               Compress         30     H4    H3    H4    H5    H6    
              Grievous Sunburn              Compress         20     H3    H2    H3    H4    H5    
Sunstroke     Serious Fatigue/Shock         Cooling          50     H4    H3    H4    H5    EE    
Hypothermia   Serious Fatigue/Shock         Warming          50     H4    H3    H4    H5    EE    
Frostbite     Chilled Flesh/Shivering       Warming          70     H5    H4    H5    EE    EE    
              Frostbite                     Warming          45     H4    MI    H4    H5    EE    
              Severe Frostbite              Amputate         20     ---   ---   ---   ---   ---