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Table 60: Camping Equipment
Item Cost
Blanket 5
Canvas (per square metre) 10
Hammock 20
Pavilion (twenty man) 500
Sleeping bag 40
Tent, Small (one man) 50
Tent, Medium (three man) 100
Tent, Large (five man) 200

Table 61: Fire and Lighting Equipment
Item Cost
Candle holder 2
Candle, Fast burning 1
Candle, Long burning 5
Flask of Oil (half litre) 10
Flint and Steel 3
Greek fire (half litre) 20
Lantern, Bull's-eye (litre) 30
Lantern, Hooded (litre) 20
Lantern, Shuttered 50
Oil lamp (litre) 10
Safety guard 10
Tinder box 5
Torch 3

Candle, Fast burning:
A wax or tallow candle which burns for about 1 hour, illuminating an area of 2 metres radius.
Candle, Long burning:
A wax or tallow candle treated to burn slower, and lasts about 3 hours, illuminating an area of about 2 metres radius.
Greek fire:
Generic term to describe a flammable tar which is used offensively. Any person hit by greek fire suffers a Wound at -4 every round until the fire is extinguished.
Lantern, Bull's-eye:
Lantern with a hemispherical lens such that light is only emitted from one direction, and only when the shutter is open. Illuminates 20 metres in a rough cone. One half litre of oil burns for 6 hours in a Bull's-eye lantern.
Lantern, Hooded:
A lantern with hinged sides which casts light in all directions for 10 metres radius. One half litre of oil burns for 6 hours in a hooded lantern.
Lantern, Shuttered:
A lantern which is small enough to fit into one hand and has a set of shutters, each of which can be controlled by one finger. This type of lantern produces narrow beams of light in whatever direction is required, and is useful for stealth purposes. The beams illuminate up to 5 metres and the lantern holds a quarter of a litre of oil which burns for 3 hours.
Oil lamp:
Simple device, consisting of a container of oil with a wick. An oil lamp illuminates an area of 10 metres radius, but cannot be moved easily without blowing out. One half litre of oil burns for 6 hours in an oil lamp.
Safety guard:
A wire mesh that surrounds a lantern, to help diffuse heat and therefore reduce the chance of the lantern igniting gas. This item is a relatively advanced concept, and hence may be inappropriate in some Worlds.
Tinder Box:
A small box containing very dry wood flakes. The tinder lights relatively easily when struck with a spark, produced by flint and steel.
Torch:
A piece of wood, soaked in tallow which provides illumination in a 10 metre radius. The light from a torch is uneven, and has a tendency to flicker, distinguishing it from light produced by lanterns. One torch burns for about 3 hours.
Table 62: Musical Instruments
Item Cost Item Cost
Bugle 50 Horn 30
Drum 25 Lute 200
Flute 40 Mandolin 250
Harp 400 Pipe 20
Herald's trumpet 100
Bugle:
A simplistic trumpet
Herald's trumpet:
An especially long trumpet, designed for playing prior to an announcement.
Horn:
Any wind instrument made of bone, such as a conch horn or a ram's horn.
Lute:
A stringed instrument, like a rounded guitar.
Mandolin:
Similar to a lute, but where the lute usually has a single string the mandolin has several strings, creating a fuller sound.
Pipe:
A simplistic flute.
Table 63: Source of Poison
Poison Source Area Type Doses
Desert Grass Swamp Forest RainF. Mount. Ocean*
Plant leaves 1-2 1-2 1-2 1-2 1-2 1-2 1-3 1d6+2
Plant sap 3-4 3-4 3 3-4 3 3-4 4-6 1d6+2
Plant seeds 5-6 5-6 4-5 5-6 4-5 5-7 7-8 1d6
Tree leaves - 7 6 7 6 8 - 1d6+2
Tree sap - 8 7 8 7 9 - 1d6+2
Tree seeds - 9 8 9-10 8 10 - 1d6+2
Tree bark - 10 9 11 9 11 - 1d6+2
Fungus 7 11-12 10 12 10 12 - 1d6+2
Fungal spores 8 13 11 13 11 13 - 1d6
Lizard toxin 9-10 14 12 14 12 14 - 1d6/2
Frog toxin - 15 13-14 15 13 15 - 1d6/2
Snake toxin 11-14 16 15 16 14-15 16 9-10 1d6
Insect toxin 15-16 17 16 17 16 17 - 1d6/3
Arachnid toxin 17-19 18 17 18 17 18 - 1d6/3
Fish toxin - - 18 - 18 - 11-18 1d6/3
Other toxin - 19 19 19 19 19 19 Varies
Mineral 20 20 20 20 20 20 20 2d6-1
Biodiversity 10 15 15 20 30 10 20
* This is used for underwater and on the surface. Some sea plants grown at the surface, and others float up to the surface from time to time, allowing them to be found.

Doses: Number of doses that can be refined from a single occurrence of the poison source.
Biodiversity: Numeric value indicating how diverse the flora and fauna of that terrain is (see below).

Table 64: Nature of Poison
Roll Rate Effect Side Effects Form Method
1-2 (0) Very Slow (0) Damaging2 (0) None (0) Insoluble powder (0) Ingested
3-4 (1) Slow (0) Damaging2 (0) None (0) Insoluble Powder (0) Ingested
5-6 (1) Slow (0) Damaging2 (0) None (2) Liquid (0) Ingested
7-8 (3) Moderate (0) Damaging2 (0) None (2) Liquid (2) Inhaled
9-10 (3) Moderate (2) Soporific (0) None (2) Liquid (5) Intravenous
11-12 (3) Moderate (2) Soporific (0) None (5) Soluble Powder (5) Intravenous
13-14 (5) Fast (5) Psychoactive (0) None (5) Soluble Powder (5) Intravenous
15-16 (5) Fast (5) Healing3 (2) Residual (5) Gas (5) Intravenous
17-18 (10) Delayed1 (5) Paralysing (5) Naturalistic (5) Oil (10) Contact
19-20 (10) Immediate (10) Fatal (5) Other (5) Oil (10) Contact
1 Delayed poisons are always considered fatal. Do not roll on the Effect column.
2 Damage modifier is 2d6-6. This Value of the Damage modifier multiplied by 2 is applied to the poison value.
3 Rate does not apply to substances with Healing properties.

• If Form determined before Method

Insoluble powder: Treat contact or intravenous as ingested.
Liquid: Treat any results of inhaled as ingested.
Soluble powder: Any method of delivery is possible.
Gas: Treat any results of ingested or intravenous as inhaled.
Oil: Treat any results of inhaled as intravenous.

• If Method determined before Form

Ingested: Treat any results of gas as liquid.
Inhaled: Treat any results of oil or liquid as gas.
Intravenous: Treat gas or insoluble powder as liquid.
Contact: Treat any results of gas as liquid.

9.6 Poisons

Almost every conceivable world will have some substances which are harmful or fatal to life. A person with Plant lore (or Poison lore - a Specialisation of Plant lore) can identify such substances and possibly refine poisons from them.

Table 65: Locating Poisons
Area Frequency Awa
Desert Once every 4 days 20
Grassland Once every 2 days 10
Wetlands Once every 2 days 15
Forest Once daily 5
Rainforest Twice daily 5
Mountains Once every 2 days 20
Underwater Once every 2 days 5
Ocean Once every 10 days 20

Awa: This is the base Difficulty for spotting a poison.
The GM should add 1d20 to the base Difficulty
each time a check is made.

The following list details the process to be followed to search for poisons during a period of travel:

1. Attempt to spot poison source:
A player must declare to the GM (they may do this in secrecy) that their character is looking for poisons as they travel. To determine whether they have spotted a potential poison source, an Awareness Task is performed against a Difficulty that varies with the terrain being crossed. Table 65 gives the task difficulties for the different terrain types, along with the frequency with which tests can be made. The Awareness Task Difficulty is calculated by adding the result of a 1d20 roll to the appropriate Difficulty on Table 65.
2. Determine poison source:
If the Awareness task succeeds, a potential source of a poison has been found by the character. The GM should determine the form this source takes, by rolling 1d20 on the appropriate terrain column of Table 63.
3. Determine Poison Value:
The GM calculates the poison value of the poison found, by rolling 1d20 and adding the result to the biodiversity value of the terrain in which the poison source was found. Biodiversity values are given on Table 63. Criticals and Fumbles apply to this roll. If Fumbles reduce the poison value to zero or less, no poison has been found (the source looked like it might be poisonous, but actually has no poisonous properties) and the character must start looking again. The poison value of a poison source is a general guide as to the potential effectiveness of a poison derived from that source. Note that only the GM will know the poison value of a source. The character doesn't know whether the source actually has poisonous qualities yet.
4. Attempt to recognise poison:
By this stage, the character has in their possession an object that may yield a poisonous substance. Now it must be determined whether that character recognises this to be a source of poison. To do this, they must succeed in a Plant or Poison lore Task with a Difficulty equal to the poison value of the source for Plant lore, or half this Difficulty for Poison lore. Note again that the player will not know the poison value, and therefore they should not be told the Difficulty of this Task, only whether they succeed or not. The poison value of a source is equal to the poison value of the poison derived from that source. Note that Plant lore cannot be used to identify toxins or mineral poisons - only those poisons which have some form of fauna as an origin.
5. Determine details:
The GM should roll five times on Table 64 to determine the rate, effect, side effects, form and method of delivery for the poison. Each entry in Table 64 has a numeric value, for example, Psychoactive is listed as `(5) Psychoactive'. In this case, the value is 5. If this value is less than the current poison value, it is subtracted from the poison value. If not, the result is ignored, and the top entry in that column is used instead. Once all columns have been rolled, the remaining poison value becomes the potency of the poison - representing how strong the poison is.
Whenever the poison is employed, the subject makes an Passive Task Resolution on Endurance against the potency of the poison. If they fail, the poison takes effect, if they succeed, they resist the poison's effects. A description of each of the entries from Table 64is below:
Very Slow:
Poison starts at a potency of 0 and increases by 5 every 1d6 days, until maximum potency is reached. From then, it drops by 10 every 1d6 days until it has fallen to 0. One Endurance Task must be made every time the potency increases or decreases.
Slow:
As for very slow, but potency increases by 5 every 1d6 hours. Potency drops 10 by the same scale as for very slow.
Moderate:
As for very slow, but potency increases by 5 every 1d6 minutes. Potency drops 10 by the same scale as for very slow.
Fast:
As for very slow, but potency increases by 5 every 1d6 rounds. Potency drops 10 by the same scale as for very slow.
Delayed:
Poison lies inert in subjects system for a certain amount of time before it begins to take effect. During this time, the subject suffers no ill effects from it. Roll 1d6 to determine whether the delay is a matter of days (1-4), weeks (5) or months (6). Roll again on the Rate column to determine the Rate after the delay has expired. Delayed poisons are always fatal.
Immediate:
Poison goes into system at maximum potency. Subject must instantly make an Endurance Task against this potency. Potency drops by 10 every 1d6 rounds.
Damaging:
Poison causes damage to the subject, using the poison's Damage modifier (rolled when the poison is created, on 2d6-6). Every time the subject fails their Endurance Task, they take damage.
Soporific:
The first time the subject fails their Endurance Task, they are drowsy (treat as if Wounded - all Skills and Attributes halved). The second time they fail, they fall asleep. If the first failure is by 20 or more, they fall asleep instantly. They will remain asleep for 1d6 hours.
Psychoactive:
The poison affects the mind. It may be hallucinogenic, or consciousness raising, or something else. The GM should decide the exact effects.
Healing:
The poison has healing properties. The Rate column should be ignored for substances with healing properties. If a person has their wounds treated with healing potions or poultices, they add 1d20 to the substance's potency and compare it to the Heal column in Table 50. If the total is equal to or greater than this value, that one day of healing counts as two for the purpose of wound recovery. For example, a character has suffered a Serious wound. After Stabilisation, they roll for how long it will take to heal and get 18 days. The character treats it with a healing poultice with potency of 25. They roll 1d20 and get 18, for a total of 43. This exceeds the value in Table 50 for healing a Serious wound (40), and hence that day counts as two for the purposes of recovery. The Serious wound now only needs 16 days to heal.
Paralysing:
The first time the subject fails their Endurance Task, they are slowed (treat as if Wounded - all Skills and Attributes halved). The second time they fail, they are paralysed. If the first failure is by 20 or more, they become paralysed instantly. They will remain paralysed for 1d6 hours.
Fatal:
Each time the subject fails their Endurance Task, they fall to their next lowest Wound State (first Wounded, then Unconscious, then Dead). If any of their failures are by 20 or more, they fall Dead instantly.
Residual:
The poison remains in the blood stream. After the subject has survived one dose, the poison is treated as being in their system at half its initial potency. This decreases by ten percent every 1d6 months (during this time, no Endurance Tasks need be made to overcome the poison) and the next time the subject is hit by that poison, the potency is whatever remains of the last potency plus the new potency.
Naturalistic:
The effects of the poison mimic natural causes and cannot be traced to a poison.
Other:
The GM can determine any other Side effects they consider reasonable.
Gas:
The substance can be refined into a gaseous form. Insoluble Powder: Substance becomes an insoluble powder after refining.
Soluble Powder:
After refining, the substance is a powder which can be dissolved in water, or used as a powder.
Liquid:
The substance is a liquid after refining.
Oil:
The substance refines into an oily liquid. This can be used to coat the blades of weapons.
Inhaled:
The poison must be inhaled to take effect.
Ingested:
The poison must be eaten or drunk to take effect.
Intravenous:
The poison takes effect when it enters the subject's blood stream (via an injury, for instance). Intravenous poisons are automatically considered ingested poisons as well.
Contact:
The poison takes effect the moment it comes into contact with the subject's skin. A contact poison is automatically considered an intravenous, ingested and (if gas or powder) inhaled poison as well.
To refine the poison, the discoverer must make a Plant lore Task of 20 plus the value listed in Table 64 for its Form and Method (half Difficulty if Poison lore is used).

If a character goes into an apothecary to buy a poison, the following method should be used. Let the player declare all the aspects they want (e.g. they might want a fatal poison that can be applied as an oil) and sum up the cost in poison value (worked out from Table 64). Then, roll on the biodiversity of each of the areas in the current country and for one area from each neighbouring country. If any of the poison values are 20 more than the poison value required, a suitable substance exists. Roll in the columns of Table 64 that have not already been defined to determine the remaining values.

The base cost per dose will be somewhere in the region of the poison value of the desired substance. Of course, if the desired substance is illegal, there is less chance the apothecary can get any, and the price could be ten or twenty times higher.

Let us take an example of someone wanting to buy a poison which can be ingested (0) and paralyses (5) the subject. The country the character is in is mostly grassland (biodiversity 15) but with two forests (biodiversity 20). A poison value of 25 or more is needed to find the desired poison. The GM rolls an 11 for the grassland giving a poison value of 26 (success), a 4 for the first forest for 24 (failure) and an 18 for the second forest for a 38 (success). The apothecary has two poisons that might do the job.

For the first the GM rolls 7, 14 and 6 for Rate, Side effects and Form, indicating moderate (3) Rate poison, with no Side effects (0), and a liquid (2) Form. The total, including the 5 already specified is 10, giving a potency of 16 (26 -10). For the second the GM rolls 19, 7 and 16 indicating a poison which has immediate (10) effects, no Side effects and comes in a liquid (2) Form (the die roll indicated gas, but since we know this is to be ingested, this is treated as liquid). This gives a total of 17, for a potency of 21 (38 -17). The character decides to buy the second poison at a cost of 38 per dose.

9.7 Horses

The horse was the only viable form of overland transport for many years, and its use in battle changed the face of warfare considerably. Because of the importance of the horse in most worlds, all horses are given Attributes, much as players are. The Species template (these are modifiers to the actual values, not to Ranks) for a horse is as follows:

STR +10   END +10   DEX -20   AGL +5   AWA +5   PHS -10

The Avatar rules consider three distinctions of horses: draft horses, riding horses and war horses. The Racial Rank modifiers for each are as follows:

Draft horse: +2 STR, +2 END, -2 AGL Cost: 200
Riding horse: -1 STR, +1 END, +2 AGL Cost: 100
War horse: +1 STR, +2 END, +1 AGL Cost: 500

Normally, the Ranks would not be altered, except at the GM's discretion (that is, all horses are Rank 4 in each Attribute, altered by Racial Rank modifiers). A horse's Strength Attribute determines how much the horse can carry or pull. For a horse which is being ridden, it must have at least as much Strength as average of the rider's Strength and Endurance (this is taken to be proportional to the weight of the rider). If the rider's average of Strength and Endurance exceeds the horse's Strength, the difference is subtracted from Agility. When more than one horse is pulling a cart, their Strengths can be combined using Table 15.

Endurance is used if the horse is being pushed, that is, if it is being forced to canter for most of a day, instead of alternating between trotting and walking. This is equivalent to the horse being on a forced march (see section 8.5). It is also used to determine the horse's Wound States.

Agility is used primarily for jumping (Task of 20 to 40, depending on height and length of obstacle), but getting a horse to jump requires a Ride Task equal to the Agility Task which the horse undertakes. If the horse and rider know each other well, the Ride Task difficulty is halved. Agility is also used to determine the relative speeds of different horses.

A race between two horses is an Active Task determined on the horses Agility Attribute. However, the rider may use their Skill to help push the horse faster. A Task is made on Ride, and for each 5 that the value exceeds 10, the Agility Task gains a +1. The GM is at liberty to apply a penalty on horses which are heavily laden. For prolonged chases, the horses will need to make Endurance Task as well. Every five minutes of galloping, the Task difficulty increases by 5, from a base of 10.

Armour for horses, known as Barding, is also available, although it is more expensive than the human equivalent (see Table 66, below, for prices). The Strength limits are the same as the human equivalents (see section 5.11), and when determining penalties to Agility, the average of the rider's Strength and Endurance (as before, this is taken to be proportional to the weight of the rider) and the required Strength of the armour should be used.

Table 66: Barding
Item Cost Item Cost
Leather hood 50 Skull cap 100
Chain hood 200 Full helm 500
Padded 200 Leather 300
Brigandine 500 Scale 800
Chain 1000 Plate mail 1500
Full Plate 2000

Barding:
Horse armour, this is much the same as the equivalent human armour. Most barding is only available for the horse's body, although a skirt helping to cover the legs, is available in brigandine, scale and chain. Alternatively, the legs can be bound in padding or leather barding.
Leather hood:
A hood made from soft leather armour.
Skull cap:
The horse equivalent of a helm.
Chain hood:
Equine equivalent of a coif.
Full helm:
A great helm for horses.
Table 67: Horse Tack
Item Cost Item Cost
Bit & Bridle 5 Blanket 5
Cart 200 Halter 2
Horseshoeing 10 Saddle 20
Wagon 500 Yoke 5
Bit and Bridle:
Standard riding tack, without this the rider lacks reins and all Riding Tasks are at +10 difficulty.
Blanket:
A large blanket for covering the horse at night.
Cart:
A simple cart, which can be pulled by a Riding or Draft horse, with a Strength of 20 or more. A higher Strength will be needed if there is going to be someone or something in the cart.
Halter:
Used for tying a horse to a stall.
Horseshoeing:
Any horse without shoes is likely to go lame very quickly, if it is used for riding or pulling a cart. Most horses need reshoeing about twice a year.
Saddle:
Leather platform for the rider. Whilst a saddle is not needed, it does make the ride much more comfortable.
Wagon:
A relatively large cart, requiring two to four horses (total Strength 40) to pull. A higher Strength will be needed if there is going to be someone or something in the wagon.
Yoke:
A wooden cross-piece which is laid across a horse's shoulders when pulling a plough, or attempting to pull a wagon out of a ditch, for instance.


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Last Updated: April 16th, 1999