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.
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.
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).
CS: No InjuryAny 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.
MS: 1 Starvation / 1 Dehydration injury
MF: 2 Starvation / 2 Dehydration injury
CF: 3 Starvation / 2 Dehydration 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 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.
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.
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.
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.
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 13With 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 7He 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 0With 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 0Valens 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.
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
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.
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
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 --- --- --- --- ---