Post by fairies wear boots 👢 on Dec 16, 2021 20:52:43 GMT -5
A private roleplaying game campaign set in an emergent world of autumn-shrouded mountains, musty wooden corridors, and moonlit blood-feuds. Unless you find your username in the cast below, please do not post in this thread. Discord messages are preferred. I will request moderation to delete off-topic posts and posts made by those uninvolved. Please and thank you.
Chronology
Year of Storms, Winter
Dramatis Personae
Use the appropriate NPC profile using the "sword" icon in the top right for your posts; under "Mononofu", select the correct profile.
the World, fairies wear boots 👢
{behind the scenes}"Utsushi-yo", this life, the mortal world. The environment around you and all its things.
Kuratomo, oznerol {behind the scenes}
- | Cool 0 | Hard +2 | Hot 0 | Sharp +1 | Weird -1 |
- Unharmed
- Light skin, Battered old armor, Fanciful clothing, Aristocratic face, Raging eyes, Hard body
- Long sword (4-harm) of unusual metal, with an inlaid hilt and razor sharp edge
- Short sword (2-harm) with an ivory hilt and a slender blade
- Bow & arrows (3-harm, at range, specialized, 2-handed)
- Laced scales, greaves, arm guards (1 armor, 2 armor against arrows)
- Great dark spotted cloak of fur and hide
- Short leather shoes trimmed with bear fur
- Goods worth 2 keep
The Moves
All rolls are 2d6, using Orokos.com for results.
{Basic Actions}Spending and Earning Keep
At the beginning of every season, spend 1, 2, or 3 keep for your lifestyle (plus 0, 1, or 2 more keep for your mount’s hunger, if you have one). If you can’t or won’t, tell the world so, and answer its questions. If you need coins, goods, or keep during a season, tell the world you’d like to work to earn your keep.
Imagine four possible lifestyles, relative to one another. First is the typical one: you eat what the people around you eat, wear what they wear, sleep where they sleep. Spend 1 keep at the beginning of the season to live this life.
Next is better: you eat first and best, as an honored guest, a beloved leader, or a feared intruder. You wear finer clothing than the people around you, and sleep apart from them, in greater comfort. Spend 2 keep at the beginning of the season to live this life.
Next is better still: you do not eat the best of their food, but better food, food of your own, prepared by your own servants, of ingredients not available to the people around you. You wear clothing the like of which they have never before seen; kingly, queenly stuff. You sleep in luxury. Spend 3 keep at the beginning of the season to live this life.
Last is worst: you are starving, in rags, desperate, dying of hunger, thirst, and exposure. This is what it should mean to spend 0 keep at the beginning of the season, and it still might.
Working the hard earth is worth 1 keep.
Other duties should be worth 2–4 keep, depending on both how onerous they are and
how well you perform them. Expect 3 keep, be grateful for 4, and resent 2.
When you work, the world gets to choose:
• The world describes the work you do very quickly, in summary.
• You play out the work you do, making moves and conducting play as normal.
• Make a single move or a quick snowball of moves to see how it goes.
At the end, the world tells you how much it was worth.
History, Improvement, and Highlighted Stats
At the end of every season, choose one or two characters who know you better than they used to. If there are more than two, choose two at your whim. Those characters add +1 to their history with you. If this brings them to history+4, they reset to history+1 and mark experience. If no one knows you better, choose one character who doesn’t know you as well as they thought, or choose any character at your whim. That character takes -1 to their history with you. If this brings them to history -3, they reset to history=0 and mark experience.
Whenever you roll a highlighted stat, and whenever you reset your history with someone, mark experience. When you mark experience for the 5th time, improve. Each time you improve, choose one of the options the world presents to you. You cannot choose it again.
At the beginning of any season, or at the end if you forgot, anyone can call for new highlighted stats. The character with the highest history chooses one stat to highlight, and the world chooses another. You’re allowed to ask someone to highlight a particular stat for you, but you aren’t allowed to insist. If you have a particular stat that, because of your moves, you never roll, you’re allowed to insist that someone highlight a different stat instead.
Do something risky
When you do something risky, dangerous, challenging, or demanding, roll+cool.
On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the world can offer you a worse outcome, a hard bargain, or an ugly choice. On a miss, be prepared for the worst. On a 12+, you transcend the challenge. You do what you set out to do, and the world must offer you a better outcome, true beauty, inspiration, or a moment of grace.
Attack or threaten someone
When you attack or threaten someone, roll+hard.
On a 10+, they have to choose 1: submit to you, try to flee, or fight back. On a 7–9, they can also choose to lie, try to placate you, back down with dignity, take a more secure position, or make a fighting retreat. If you’re satisfied with their answer, you can accept it; otherwise, you may press your attack and join battle with them. On a miss, be prepared for the worst. On a 12+, if you’re not satisfied with their answer, you can inflict harm on them as established, before joining battle with them.
Seduce or manipulate someone
When you try to seduce, manipulate, bluff, disorient, or lie to someone, tell them what you want them to do, give them a reason, and roll+hot.
For NPCs: on a 10+, they’ll go along with you, unless or until some fact or action betrays the reason you gave them. On a 7–9, they’ll go along with you, but they need some concrete assurance, corroboration, evidence, or show of good faith first.
For PCs: on a 10+, both. On a 7–9, choose 1:
What they do then is up to them.
On a miss, for either NPCs or PCs, be prepared for the worst.
On a 12+, only if they’re an NPC, they do it, and furthermore you win them fully over to you. Tell the world to erase their threat and make them an ally.
Choose 1:
• Ally: confidante.
• Ally: guardian.
• Ally: representative.
• Ally: friend.
• Ally: lover.
• Ally: right hand.
Read a person
When you read a person in a charged interaction, roll+sharp.
On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
• Is your character telling the truth?
• What’s your character really feeling?
• What does your character intend to do?
• What does your character wish I’d do?
• How could I get your character to __?
On a miss, ask 1 anyway, but be prepared for the worst.
Advanced: on a 12+, hold 3, but spend them 1 for 1 to ask any question you like.
Read a situation
When you read a charged situation, roll+sharp. On a hit, you can ask the world questions.
Whenever you act on one of the world’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
• Where’s my best escape route / way in / way past?
• Which enemy is most vulnerable to me?
• Which enemy is the biggest threat?
• What should I be on the lookout for?
• What’s my enemy’s true position?
• Who’s in control here?
• Can I meet my enemy as an equal, or does one of us hold decisive advantage over the other?
On a miss, ask 1 anyway, but be prepared for the worst.
Advanced: on a 12+, ask any 3 questions you like.
Grasp blindly outward
When you grasp blindly outward from yourself into the realms of spirits and gods, roll+weird. On a hit, the world will tell you something new and interesting about the current situation, and might ask you a question or two; answer them. On a 10+, the world will give you good detail. On a 7–9, the world will give you an impression. If you already know all there is to know, the world will tell you that. On a miss, be prepared for the worst. Advanced: on a 12+, you reach through the world to what’s beyond.
Help or interfere
When you help or interfere with someone who’s making a roll, roll+your history with them. On a 10+, they take +2 (help) or -2 (interfere) to their roll. On a 7–9, they take +1 (help) or -1 (interfere) to their roll. On a miss, be prepared for the worst.
At the beginning of every season, spend 1, 2, or 3 keep for your lifestyle (plus 0, 1, or 2 more keep for your mount’s hunger, if you have one). If you can’t or won’t, tell the world so, and answer its questions. If you need coins, goods, or keep during a season, tell the world you’d like to work to earn your keep.
Imagine four possible lifestyles, relative to one another. First is the typical one: you eat what the people around you eat, wear what they wear, sleep where they sleep. Spend 1 keep at the beginning of the season to live this life.
Next is better: you eat first and best, as an honored guest, a beloved leader, or a feared intruder. You wear finer clothing than the people around you, and sleep apart from them, in greater comfort. Spend 2 keep at the beginning of the season to live this life.
Next is better still: you do not eat the best of their food, but better food, food of your own, prepared by your own servants, of ingredients not available to the people around you. You wear clothing the like of which they have never before seen; kingly, queenly stuff. You sleep in luxury. Spend 3 keep at the beginning of the season to live this life.
Last is worst: you are starving, in rags, desperate, dying of hunger, thirst, and exposure. This is what it should mean to spend 0 keep at the beginning of the season, and it still might.
Working the hard earth is worth 1 keep.
Other duties should be worth 2–4 keep, depending on both how onerous they are and
how well you perform them. Expect 3 keep, be grateful for 4, and resent 2.
When you work, the world gets to choose:
• The world describes the work you do very quickly, in summary.
• You play out the work you do, making moves and conducting play as normal.
• Make a single move or a quick snowball of moves to see how it goes.
At the end, the world tells you how much it was worth.
History, Improvement, and Highlighted Stats
At the end of every season, choose one or two characters who know you better than they used to. If there are more than two, choose two at your whim. Those characters add +1 to their history with you. If this brings them to history+4, they reset to history+1 and mark experience. If no one knows you better, choose one character who doesn’t know you as well as they thought, or choose any character at your whim. That character takes -1 to their history with you. If this brings them to history -3, they reset to history=0 and mark experience.
Whenever you roll a highlighted stat, and whenever you reset your history with someone, mark experience. When you mark experience for the 5th time, improve. Each time you improve, choose one of the options the world presents to you. You cannot choose it again.
At the beginning of any season, or at the end if you forgot, anyone can call for new highlighted stats. The character with the highest history chooses one stat to highlight, and the world chooses another. You’re allowed to ask someone to highlight a particular stat for you, but you aren’t allowed to insist. If you have a particular stat that, because of your moves, you never roll, you’re allowed to insist that someone highlight a different stat instead.
Do something risky
When you do something risky, dangerous, challenging, or demanding, roll+cool.
On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the world can offer you a worse outcome, a hard bargain, or an ugly choice. On a miss, be prepared for the worst. On a 12+, you transcend the challenge. You do what you set out to do, and the world must offer you a better outcome, true beauty, inspiration, or a moment of grace.
Attack or threaten someone
When you attack or threaten someone, roll+hard.
On a 10+, they have to choose 1: submit to you, try to flee, or fight back. On a 7–9, they can also choose to lie, try to placate you, back down with dignity, take a more secure position, or make a fighting retreat. If you’re satisfied with their answer, you can accept it; otherwise, you may press your attack and join battle with them. On a miss, be prepared for the worst. On a 12+, if you’re not satisfied with their answer, you can inflict harm on them as established, before joining battle with them.
Seduce or manipulate someone
When you try to seduce, manipulate, bluff, disorient, or lie to someone, tell them what you want them to do, give them a reason, and roll+hot.
For NPCs: on a 10+, they’ll go along with you, unless or until some fact or action betrays the reason you gave them. On a 7–9, they’ll go along with you, but they need some concrete assurance, corroboration, evidence, or show of good faith first.
For PCs: on a 10+, both. On a 7–9, choose 1:
What they do then is up to them.
On a miss, for either NPCs or PCs, be prepared for the worst.
On a 12+, only if they’re an NPC, they do it, and furthermore you win them fully over to you. Tell the world to erase their threat and make them an ally.
Choose 1:
• Ally: confidante.
• Ally: guardian.
• Ally: representative.
• Ally: friend.
• Ally: lover.
• Ally: right hand.
Read a person
When you read a person in a charged interaction, roll+sharp.
On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
• Is your character telling the truth?
• What’s your character really feeling?
• What does your character intend to do?
• What does your character wish I’d do?
• How could I get your character to __?
On a miss, ask 1 anyway, but be prepared for the worst.
Advanced: on a 12+, hold 3, but spend them 1 for 1 to ask any question you like.
Read a situation
When you read a charged situation, roll+sharp. On a hit, you can ask the world questions.
Whenever you act on one of the world’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
• Where’s my best escape route / way in / way past?
• Which enemy is most vulnerable to me?
• Which enemy is the biggest threat?
• What should I be on the lookout for?
• What’s my enemy’s true position?
• Who’s in control here?
• Can I meet my enemy as an equal, or does one of us hold decisive advantage over the other?
On a miss, ask 1 anyway, but be prepared for the worst.
Advanced: on a 12+, ask any 3 questions you like.
Grasp blindly outward
When you grasp blindly outward from yourself into the realms of spirits and gods, roll+weird. On a hit, the world will tell you something new and interesting about the current situation, and might ask you a question or two; answer them. On a 10+, the world will give you good detail. On a 7–9, the world will give you an impression. If you already know all there is to know, the world will tell you that. On a miss, be prepared for the worst. Advanced: on a 12+, you reach through the world to what’s beyond.
Help or interfere
When you help or interfere with someone who’s making a roll, roll+your history with them. On a 10+, they take +2 (help) or -2 (interfere) to their roll. On a 7–9, they take +1 (help) or -1 (interfere) to their roll. On a miss, be prepared for the worst.
{Peripheral Actions}Suffer harm
When you suffer harm, roll+harm suffered (after armor, if you’re wearing any).
On a 10+, the world can choose 1:
• You’re out of action: unconscious, trapped, incoherent or panicked.
• It’s worse than it seemed. Take an additional 1-harm.
• Choose 2 from the 7–9 list below.
On a 7–9, the world can choose 1:
• You lose your footing.
• You lose your grip on whatever you’re holding.
• You lose track of someone or something you’re attending to.
• You miss noticing something important.
On a miss, the world can nevertheless choose something from the 7–9 list above. If it does, though, it’s instead of some of the harm you’re suffering, so you take -1harm.
When you inflict harm on another player’s character, the other character gets +1 history with you for every segment of harm you inflict. If this brings them to history+4, they reset to history+1 as usual, and mark experience. When you heal another player’s character’s harm, you get +1 history with them for every segment of harm you heal. If this brings you to history+4, you reset to history+1 as usual, and mark experience. When you hurt someone, they see you more clearly. When you heal someone, you see them more clearly.
You suffer harm as established: the harm rating of the enemy, weapon, or mishap inflicting the harm, minus your own armor, modified by any advantages or other modifiers that hold.
When you suffer harm, mark 1 wound for each 1 harm you suffer.
Wounds 1–3 are not life threatening; wounds 4–6 are. When you mark the 6th wound, your life is ending.
While your wounds 1–3 are fresh, they can be healed, but failing that, after a season passes, mark them over in pen. Old wounds linger.
When you take a life-threatening wound, wounds 4–6, mark that you’re dying. Without healing, your wounds will get worse: as time passes, the world can have you continue to take harm and mark wounds for no other reason.
When your life is ending, choose 1:
• Come back with -1hard.
• Come back with +1weird (max +3).
• Change to a new playbook.
• Die.
If you choose to come back, decide with the world how many wounds you should come back with, if any.
Commerce
When you go into a bustling market, looking for some particular thing to buy, and it’s not already obvious that you’ll be able to find it for sale, roll+sharp. On a 10+, yes, you find it for sale. On a 7–9, the world chooses one of the following:
• It costs 1 keep’s worth more than you’d expect
• It’s not openly for sale, but you find someone who can lead you to someone selling it.
• It’s not openly for sale, but you find someone who sold it recently, who may be willing to introduce you to their previous buyer.
• It’s not available for sale, but you find something similar. Will it do?
When you make known that you want something, that you’ll pay to speed it on its way, roll+keep spent (max roll+3). It has to be something you could legitimately get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.
Insight
Normal individuals do not have access to insight.
When you call upon someone or something for insight, ask them what they think your best course is, and the world will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.
Augury
Normal individuals do not have access to augury.
When you use someone or something for augury, roll+weird.
On a hit, you can choose 1:
• Reach through the realms of spirits and gods to something or someone connected to it.
• Isolate and protect a person or thing from the realms of the spirits and gods.
• Isolate and contain a fragment of the realm of the spirits and gods itself.
• Speak words into the realms of the spirits and gods.
• Open a window into the realms of the spirits and gods.
By default, the effect will last only as long as you hold it, will reach only shallowly into the realms of the spirits and gods as it is local to you, and will bleed instability.
On a 10+, choose 2; on a 7–9, choose 1:
• It’ll persist (for a while) without your actively holding it.
• It reaches deep into the realms of the spirits and gods.
• It reaches broadly throughout the realms of the spirits and gods.
• It’s stable and contained, no bleeding.
On a miss, whatever bad happens, the instrument of your augury bears the brunt.
Mounts
Anyone with a mount has access to these moves.
When you try to outrace another rider, roll+the difference between your mounts’ speeds. On a 10+, you outrace them. On a 7–9, choose: drive your mount to suffer 1 harm (ignoring armor) and outrace them, or else let them outrace you. On a miss, they outrace you.
When you push your mount to hard labor or long endurance, roll+your mount’s strong. On a 10+, your mount proves capable and accomplishes it. On a 7–9, choose: push your mount beyond its capacity, to accomplish it, but inflicting 1 harm (ignoring armor); or else let your mount set its own limits and fall not too far short. On a miss, your mount balks.
When you suffer harm, roll+harm suffered (after armor, if you’re wearing any).
On a 10+, the world can choose 1:
• You’re out of action: unconscious, trapped, incoherent or panicked.
• It’s worse than it seemed. Take an additional 1-harm.
• Choose 2 from the 7–9 list below.
On a 7–9, the world can choose 1:
• You lose your footing.
• You lose your grip on whatever you’re holding.
• You lose track of someone or something you’re attending to.
• You miss noticing something important.
On a miss, the world can nevertheless choose something from the 7–9 list above. If it does, though, it’s instead of some of the harm you’re suffering, so you take -1harm.
When you inflict harm on another player’s character, the other character gets +1 history with you for every segment of harm you inflict. If this brings them to history+4, they reset to history+1 as usual, and mark experience. When you heal another player’s character’s harm, you get +1 history with them for every segment of harm you heal. If this brings you to history+4, you reset to history+1 as usual, and mark experience. When you hurt someone, they see you more clearly. When you heal someone, you see them more clearly.
You suffer harm as established: the harm rating of the enemy, weapon, or mishap inflicting the harm, minus your own armor, modified by any advantages or other modifiers that hold.
When you suffer harm, mark 1 wound for each 1 harm you suffer.
Wounds 1–3 are not life threatening; wounds 4–6 are. When you mark the 6th wound, your life is ending.
While your wounds 1–3 are fresh, they can be healed, but failing that, after a season passes, mark them over in pen. Old wounds linger.
When you take a life-threatening wound, wounds 4–6, mark that you’re dying. Without healing, your wounds will get worse: as time passes, the world can have you continue to take harm and mark wounds for no other reason.
When your life is ending, choose 1:
• Come back with -1hard.
• Come back with +1weird (max +3).
• Change to a new playbook.
• Die.
If you choose to come back, decide with the world how many wounds you should come back with, if any.
Commerce
When you go into a bustling market, looking for some particular thing to buy, and it’s not already obvious that you’ll be able to find it for sale, roll+sharp. On a 10+, yes, you find it for sale. On a 7–9, the world chooses one of the following:
• It costs 1 keep’s worth more than you’d expect
• It’s not openly for sale, but you find someone who can lead you to someone selling it.
• It’s not openly for sale, but you find someone who sold it recently, who may be willing to introduce you to their previous buyer.
• It’s not available for sale, but you find something similar. Will it do?
When you make known that you want something, that you’ll pay to speed it on its way, roll+keep spent (max roll+3). It has to be something you could legitimately get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.
Insight
Normal individuals do not have access to insight.
When you call upon someone or something for insight, ask them what they think your best course is, and the world will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.
Augury
Normal individuals do not have access to augury.
When you use someone or something for augury, roll+weird.
On a hit, you can choose 1:
• Reach through the realms of spirits and gods to something or someone connected to it.
• Isolate and protect a person or thing from the realms of the spirits and gods.
• Isolate and contain a fragment of the realm of the spirits and gods itself.
• Speak words into the realms of the spirits and gods.
• Open a window into the realms of the spirits and gods.
By default, the effect will last only as long as you hold it, will reach only shallowly into the realms of the spirits and gods as it is local to you, and will bleed instability.
On a 10+, choose 2; on a 7–9, choose 1:
• It’ll persist (for a while) without your actively holding it.
• It reaches deep into the realms of the spirits and gods.
• It reaches broadly throughout the realms of the spirits and gods.
• It’s stable and contained, no bleeding.
On a miss, whatever bad happens, the instrument of your augury bears the brunt.
Mounts
Anyone with a mount has access to these moves.
When you try to outrace another rider, roll+the difference between your mounts’ speeds. On a 10+, you outrace them. On a 7–9, choose: drive your mount to suffer 1 harm (ignoring armor) and outrace them, or else let them outrace you. On a miss, they outrace you.
When you push your mount to hard labor or long endurance, roll+your mount’s strong. On a 10+, your mount proves capable and accomplishes it. On a 7–9, choose: push your mount beyond its capacity, to accomplish it, but inflicting 1 harm (ignoring armor); or else let your mount set its own limits and fall not too far short. On a miss, your mount balks.
{Battle Actions}When you join battle with someone, find who commands the field.
Command the field
When two warriors meet, both armed, they meet as equals. The particular differences between them as warriors, between their positions, and between their weapons might give one an advantage over the other, but still they meet as equals. Some advantages are so decisive, however, that holding one gives that warrior command of the field.
Decisive advantages:
• If you’re armed and armored, and your enemy is neither, you command the field.
• If you outnumber or outsize your enemy by half again or more, you command the field.
• If you are able and armed to fight at range, but your enemy must cover the ground between you before engaging, you command the field.
• If you are mounted, and your enemy is on foot, you command the field.
Choosing your battle move:
• If you command the field, your battle move is to press your advantage.
• If your enemy commands the field, your battle move is to survive against the advantage.
• If you meet as equals, your battle move is to seize by force or a variation, to do single combat. Choose the latter if you have no objective but to injure and kill your enemy. If you have any other tactical or material objective, though, choose to seize by force.
Other PC combatants:
• If another PC is fighting at your side or under your command, they should help if you’re pressing your advantage, seizing by force, or doing single combat, and you should consult with them to make your choices. If you have to survive against the advantage, though, they do too, independently.
• If your enemy is also a PC, and you meet as equals, you both make your moves simultaneously. If one of you commands the field, though, the one trying to survive against the advantage makes their move first, and the one pressing their advantage makes their move only on a miss.
Competing advantages:
If you and your enemy hold competing advantages — when you are 4 warriors armed with bows, and your enemy is a dozen warriors but not armed with bows, for instance — the world judges whether one side’s advantage remains decisive and commands the field, or whether they balance each other and you meet as equals after all. If you disagree with the world, nevertheless it is its judgment to make and so it stands. To avoid being startled by it, be sure to read the situation before you commit to battle.
Establish and exchanging harm
Establishing harm:
• If you’re fighting for sport, not in earnest, you inflict 0 harm.
• If you’re fighting in earnest, but unarmed, you inflict 1 harm.
• If you’re fighting armed, you inflict harm according to your weapon.
• Subtract your armor from the harm against you, unless the attack specifically pierces, ignores, or otherwise bypasses armor.
• Some weapon tags give additional modifiers, depending on the circumstances.
Exchanging harm:
• Both sides simultaneously inflict and suffer harm as established.
When you take harm, ask the world whether you should suffer harm. Ask even if your armor and other choices reduce the harm you suffer to 0 or less.
Press your advantage
When you command the field, your move is to press your advantage. Roll+hard.
On a 10+, you inflict harm upon them as established, and then they have to choose: submit to you, try to flee, or force your hand upon them.
On a 7–9, you inflict harm upon them as established, and then you choose 1:
• Offer them your terms, and ask whether they will accept them.
• Demand that they offer you their terms, and decide whether to accept them.
If you agree to terms, the battle ends. Otherwise, they have to choose, as for a 10+: submit to you, try to flee, or force your hand.
On a miss, you accidentally give them an opening of some kind. Be prepared for the worst.
Outcomes:
• If you agree to terms, the battle ends.
• If they submit to you, your choice is to accept their submission or to strike them again while they’re at your mercy. Either way, the battle ends.
• If they try to flee, your choice is to let them go, to strike them again in the back as they flee, or to try to block or pursue them. In the former cases, the battle ends. In the latter case, this phase of the battle ends, and to continue to fight you must move to rejoin battle with them.
• If they force your hand upon them, they give you no choice but to strike them again. This phase of the battle ends, and either you or they can choose to rejoin battle.
In any outcome, if you strike them again, inflict harm again as established.
Survive against the advantage
When your enemy commands the field, your move is to survive against the advantage. Work out with the world and/or the other player where you might be able to go and where you might be forced to go. Especially work out whether there’s somewhere you can go where you’ll be able to escape or somehow seize the advantage. Once done, Roll+hard.
On a 10+, you’re able to make your way to where you hoped. On a 7–9, choose:
• You’re able to make your way to where you hoped, but your enemy strikes you, inflicting harm as established.
• You’re forced to go where your enemy drives you, but your enemy’s unable to land a blow.
On a miss, there’s no surviving it. If your enemy’s a PC, they press their advantage now. If your enemy’s an NPC, they inflict harm as established now, and you must choose: submit to their mercy, break away and flee, or defy them and let them strike you again.
Outcomes:
• If you’re able to make your way to where you hoped, this phase of the battle ends. You might be able to seize the advantage and rejoin battle.
• If you’re forced to go where your enemy drives you, this phase of the battle ends. If you or your enemy rejoins battle, though, your enemy might still command the field.
• If you submit to your enemy’s mercy, the battle ends with your submission.
• If you try to flee, this phase of the battle ends. Your enemy can choose to let you go, or can move to block or pursue you and rejoin battle.
• If you defy your enemy and let them strike you again, they inflict harm again as established. This phase of the battle ends, but either you or they can move to rejoin battle.
Seize by force
To seize something by force, exchange harm, but first roll+hard. On a 10+, choose 3. On a 7–9, choose 2:
• You inflict terrible harm (+1 harm).
• You suffer little harm (-1 harm).
• You take definite and undeniable control of it.
• You impress, dismay, or frighten your enemy.
On a miss, choose 1 anyway, but be prepared for the worst.
Variations:
• To assault a secure position, roll to seize by force, but instead of choosing to take definite control of it, you can choose to force your way into your enemy’s position.
• To keep hold of something you have, roll to seize by force, but instead of choosing to take definite control of it, you can choose to keep definite control of it.
• To fight your way free, roll to seize by force, but instead of choosing to take definite control of it, you can choose to win free.
• To defend someone else from attack, roll to seize by force, but instead of choosing to take definite control of it, you can choose to protect them from harm.
• To hold your enemy off while your allies take action, roll to seize by force, but instead of choosing to take definite control of it, you can choose to hold your enemy off.
When your enemy is a PC:
You both roll your moves and both make your choices. Choose blind, committing to your choices before you know your enemy’s. There’s only a single exchange of harm. All of the modifiers that you chose between you apply to it.If you choose contradictory options — one of you to take definite control, the other to keep definite control of it, for instance — they cancel one another. It’s the same as if neither of you had chosen them, and the matter remains contested.
Do single combat
When you do single combat, no quarters, exchange harm, but first:
Against an NPC: Roll+hard. On a 10+, you choose 3 and your enemy chooses 1. On a 7–9, you choose 2 and your enemy chooses 2. On a miss, you choose 1 and your enemy chooses 3.
Against another PC: You both roll+hard. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1, and your enemy chooses an additional 1 against you.
You can choose duplicates. Choose blind, committing to your choices before you know your enemy’s.
• You inflict terrible harm (+1 harm).
• You suffer little harm (-1 harm).
• You score 1 toward seizing control.
After you exchange harm, which of you has spent more toward seizing control?
• If a tie, either of you can choose to end the fight by submitting to the others’ mercy, or by breaking and trying to flee. If you both choose to fight on, though, then fight on.
• If you spent more toward seizing control, the fight ends with your enemy at your mercy.
Using a war-band as a weapon
You can use your war-band as a weapon by having them attack or threaten someone or make a battle move against them. When you do, you roll the dice and make the choices, but it’s your war-band that inflicts and suffers harm, not you yourself.
War-bands inflict and suffer harm as established:
• Your war-band inflicts harm equal to its listing’s harm rating.
• Subtract your war-band’s armor from the harm against them, unless the attack specifically pierces, ignores, or otherwise bypasses armor.
There are a number of drills a war-band can practice. Drilling is an act of regular, ongoing discipline and effort. You choose your war-band’s drills, if any, in war-band creation.
• Drilling against archers trains you to effectively rush enemy archers. For purposes of commanding the field, it eliminates the advantage of an enemy that can fight at range, when you can’t.
• Drilling against cavalry trains you to hold fast and break a cavalry charge. For purposes of commanding the field, it eliminates the advantage of a mounted enemy when you’re on foot.
• Drilling in defense trains you to fight together to hold a position. When your war-band fights in defense of a position, for purposes of commanding the field, it counts as half again its number. (If the position has walls, their multiplier applies as well, as below.)
• Drilling in ranks trains to you fight in order, advance and retreat with discipline, and defend the warriors on your right and left. For purposes of commanding the field, your war-band counts double its number against a force that fights in disorder.
• Drilling unarmed trains you to fight effectively even without your weapons. For purposes of commanding the field, it eliminates the advantage of an enemy that is armed and armored, when you’re not.
Walls and siege engines:
• Walls: for purposes of commanding the field, a war-band fighting to defend walls counts double or more its number against an attacking force, depending on the size and quality of the walls. Walls are rated 2x, 3x, 4x, or 5x in stronghold creation.
• Siege engines: siege engines reduce the advantage of your enemy’s walls. Siege engines are rated siege-1, siege-2, or siege-3, and subtract their rating directly from the enemy walls’ multiplier. (Siege engines also provide a bonus to the harm you inflict.)
When your war-band suffers harm
When your war-band suffers harm, each 1 harm it suffers puts one warrior in ten, plus one mount in ten, out of the fight. 1 harm means 10%, 2 harm means 20%, 3 harm means 30%, and so on. These warriors are driven away, pinned down, wounded, killed, dazed, held off, or otherwise rendered noncombatant. Collectively, they are your fallen. If the battle continues, discount them from your war-band’s number. Then, at the end of the battle, sum your fallen and count your dead among them.
Normally, a war-band breaks once it’s taken 2 harm. You can hold your war-band together with leadership or bloody-crowned, though, until it takes 4 harm.
For PCs leading or fighting in the war-band, ask the world how much harm you take, and answer the world’s questions about your role in the fight. Expect to take harm equal to the harm the war-band’s taken, but the world can modify it by 1 or 2 up or down.
When you count your dead, roll+harm, the total harm that your war-band has suffered. This move is unusual: a hit is bad for you, a miss is good. On a 10+, a solid and undeniable half of your fallen are dead or dying of their wounds. On a 7–9, less than half of your fallen are dead or dying of their wounds, a third or a quarter of them. On a miss, few of your fallen are dead or dying of their wounds, only one in five or one in six.
Lay an ambush
Lay an ambush by preparing a disadvantageous position for your enemy to unknowingly take, then waiting in concealment for them to take it. To draw them into your prepared position, you might be able to seduce or manipulate them.
Expecting your war-band to hold discipline while your enemy takes position might be doing something risky, or you might be able to force them to by using leadership or bloody-crowned.
Once your enemy’s in position, spring your ambush by attacking them.
Conduct a pitched battle
Conduct a pitched battle by using attack or threaten someone, seize by force or single
combat.
Start with attack or threaten someone only if your enemy was not expecting to meet you now, here, on this particular pitch, from this particular direction. Otherwise, start by establishing who commands the field and proceed directly to choosing battle moves.
Supposing that the forces meet as equals, if both war-leaders intend only to reduce the other’s force, with no other objective, treat it as single combat. If either war-leader hopes to achieve any other tactical or material objective, though, use seize by force or a variation.
Lay a siege
To lay a siege, you must commit a war-band to the effort. Roll+hard.
On a 10+, hold 3. On a 7–9, hold 2. During the remainder of the season, you can spend your hold 1 for 1 to declare that:
• For purposes of wealth, the stronghold is not secure, nor the strongholder’s rule unchallenged.
• No one inside the stronghold can leave it.
• The people inside the stronghold are suffering d-harm: food.
• The people inside the stronghold are suffering d-harm: water.
• The people inside the stronghold are subject to a disease, which the world should create as an affliction threat.
• Your forces now launch a full assault upon the stronghold.
• A small raiding party of your warriors try to slip inside the stronghold.
On a miss, hold 2 as above, but choose 1 as well:
• Your besieging forces are themselves suffering d-harm: food.
• Your besieging forces are bankrupting you; spend 3 keep now.
• Your besieging forces are losing heart, in want, or prey to their vulnerabilities.
Renew your siege at the beginning of every season until you abandon it, or until your enemy submits, flees, sallies out, or somehow breaks it.
For a PC besieged by an NPC, roll+hard, once when the siege is laid, and again at the beginning of every season the siege continues. On a 10+, your enemy holds 2 as above, but cannot maintain the siege and abandons it at the end of the season. On a 7–9, your enemy holds 2 as above. On a miss, your enemy holds 3 as above.
s-harm and d-harm
s-harm means stun. It disables its target without causing any regular harm. NPCs suffering s-harm are simply unable to act. For a PC suffering s-harm, doing anything at all is risky and challenging; the challenge is “you’re stunned” or “you’re dazed.”
A person suffers d-harm from deprivation. d-harm is strictly for acute cases of deprivation. For scarcity and chronic deprivation, create affliction threats instead.
Individual NPCs simply suffer the effects of d-harm as follows. For PCs suffering d-harm, tell them the effects they’re suffering, and if they can’t or don’t alleviate their deprivation, inflict regular harm alongside it, in increments of 1-harm ap.
For a population suffering d-harm, the two questions are how they behave, and how long they can last before breaking up, tearing themselves apart, or dying.
• d-harm (air), asphyxiation: Difficulty breathing, panic, convulsions, paralysis, unconsciousness, brain damage, death within minutes.
Inflicted on a population: Immediate panic. Social cohesion breaks down basically at once into a survival-driven desperation to find air.
• d-harm (warmth), hypothermia: shivering, hunger, dizziness, confusion, drowsiness, frostbite, delirium, unconsciousness, irregular heartbeat, death in an hour or more, depending on the cold.
Inflicted on a population: Huddling together, despair, lethargy, resignation. Isolated individuals suffer worsening individual symptoms, so social cohesion can last basically as long as the individuals can.
• d-harm (cool), heat stroke: headache, dehydration, weakness or cramps, confusion, fever, vomiting, seizures, unconsciousness, death in an hour or more, depending on the heat.
Inflicted on a population: Desperation, panic, lethargy, resignation. Social cohesion can last as long as the individuals can, as the less vulnerable individuals try to help the more vulnerable.
• d-harm (water), dehydration: desperation, headache, confusion, delirium, collapse, death in 3 days.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can last up to a week before breaking down into violence or dispersal.\
• d-harm (food), starvation: irritability, hunger, weakness, diarrhea, lethargy, dehydration, muscular atrophy, heart failure and death within 2–3 months.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can last up to 2 weeks before breaking down into violence, cannibalism, or dispersal.
• d-harm (sleep), sleep deprivation, irritability, disorientation, nodding off, depression, headache, hallucinations, mania, personality changes, bizarre behavior.
Inflicted on a population: Malaise, infighting, tantrums, desperation. For long-term acute sleep deprivation, create affliction threats instead.
Command the field
When two warriors meet, both armed, they meet as equals. The particular differences between them as warriors, between their positions, and between their weapons might give one an advantage over the other, but still they meet as equals. Some advantages are so decisive, however, that holding one gives that warrior command of the field.
Decisive advantages:
• If you’re armed and armored, and your enemy is neither, you command the field.
• If you outnumber or outsize your enemy by half again or more, you command the field.
• If you are able and armed to fight at range, but your enemy must cover the ground between you before engaging, you command the field.
• If you are mounted, and your enemy is on foot, you command the field.
Choosing your battle move:
• If you command the field, your battle move is to press your advantage.
• If your enemy commands the field, your battle move is to survive against the advantage.
• If you meet as equals, your battle move is to seize by force or a variation, to do single combat. Choose the latter if you have no objective but to injure and kill your enemy. If you have any other tactical or material objective, though, choose to seize by force.
Other PC combatants:
• If another PC is fighting at your side or under your command, they should help if you’re pressing your advantage, seizing by force, or doing single combat, and you should consult with them to make your choices. If you have to survive against the advantage, though, they do too, independently.
• If your enemy is also a PC, and you meet as equals, you both make your moves simultaneously. If one of you commands the field, though, the one trying to survive against the advantage makes their move first, and the one pressing their advantage makes their move only on a miss.
Competing advantages:
If you and your enemy hold competing advantages — when you are 4 warriors armed with bows, and your enemy is a dozen warriors but not armed with bows, for instance — the world judges whether one side’s advantage remains decisive and commands the field, or whether they balance each other and you meet as equals after all. If you disagree with the world, nevertheless it is its judgment to make and so it stands. To avoid being startled by it, be sure to read the situation before you commit to battle.
Establish and exchanging harm
Establishing harm:
• If you’re fighting for sport, not in earnest, you inflict 0 harm.
• If you’re fighting in earnest, but unarmed, you inflict 1 harm.
• If you’re fighting armed, you inflict harm according to your weapon.
• Subtract your armor from the harm against you, unless the attack specifically pierces, ignores, or otherwise bypasses armor.
• Some weapon tags give additional modifiers, depending on the circumstances.
Exchanging harm:
• Both sides simultaneously inflict and suffer harm as established.
When you take harm, ask the world whether you should suffer harm. Ask even if your armor and other choices reduce the harm you suffer to 0 or less.
Press your advantage
When you command the field, your move is to press your advantage. Roll+hard.
On a 10+, you inflict harm upon them as established, and then they have to choose: submit to you, try to flee, or force your hand upon them.
On a 7–9, you inflict harm upon them as established, and then you choose 1:
• Offer them your terms, and ask whether they will accept them.
• Demand that they offer you their terms, and decide whether to accept them.
If you agree to terms, the battle ends. Otherwise, they have to choose, as for a 10+: submit to you, try to flee, or force your hand.
On a miss, you accidentally give them an opening of some kind. Be prepared for the worst.
Outcomes:
• If you agree to terms, the battle ends.
• If they submit to you, your choice is to accept their submission or to strike them again while they’re at your mercy. Either way, the battle ends.
• If they try to flee, your choice is to let them go, to strike them again in the back as they flee, or to try to block or pursue them. In the former cases, the battle ends. In the latter case, this phase of the battle ends, and to continue to fight you must move to rejoin battle with them.
• If they force your hand upon them, they give you no choice but to strike them again. This phase of the battle ends, and either you or they can choose to rejoin battle.
In any outcome, if you strike them again, inflict harm again as established.
Survive against the advantage
When your enemy commands the field, your move is to survive against the advantage. Work out with the world and/or the other player where you might be able to go and where you might be forced to go. Especially work out whether there’s somewhere you can go where you’ll be able to escape or somehow seize the advantage. Once done, Roll+hard.
On a 10+, you’re able to make your way to where you hoped. On a 7–9, choose:
• You’re able to make your way to where you hoped, but your enemy strikes you, inflicting harm as established.
• You’re forced to go where your enemy drives you, but your enemy’s unable to land a blow.
On a miss, there’s no surviving it. If your enemy’s a PC, they press their advantage now. If your enemy’s an NPC, they inflict harm as established now, and you must choose: submit to their mercy, break away and flee, or defy them and let them strike you again.
Outcomes:
• If you’re able to make your way to where you hoped, this phase of the battle ends. You might be able to seize the advantage and rejoin battle.
• If you’re forced to go where your enemy drives you, this phase of the battle ends. If you or your enemy rejoins battle, though, your enemy might still command the field.
• If you submit to your enemy’s mercy, the battle ends with your submission.
• If you try to flee, this phase of the battle ends. Your enemy can choose to let you go, or can move to block or pursue you and rejoin battle.
• If you defy your enemy and let them strike you again, they inflict harm again as established. This phase of the battle ends, but either you or they can move to rejoin battle.
Seize by force
To seize something by force, exchange harm, but first roll+hard. On a 10+, choose 3. On a 7–9, choose 2:
• You inflict terrible harm (+1 harm).
• You suffer little harm (-1 harm).
• You take definite and undeniable control of it.
• You impress, dismay, or frighten your enemy.
On a miss, choose 1 anyway, but be prepared for the worst.
Variations:
• To assault a secure position, roll to seize by force, but instead of choosing to take definite control of it, you can choose to force your way into your enemy’s position.
• To keep hold of something you have, roll to seize by force, but instead of choosing to take definite control of it, you can choose to keep definite control of it.
• To fight your way free, roll to seize by force, but instead of choosing to take definite control of it, you can choose to win free.
• To defend someone else from attack, roll to seize by force, but instead of choosing to take definite control of it, you can choose to protect them from harm.
• To hold your enemy off while your allies take action, roll to seize by force, but instead of choosing to take definite control of it, you can choose to hold your enemy off.
When your enemy is a PC:
You both roll your moves and both make your choices. Choose blind, committing to your choices before you know your enemy’s. There’s only a single exchange of harm. All of the modifiers that you chose between you apply to it.If you choose contradictory options — one of you to take definite control, the other to keep definite control of it, for instance — they cancel one another. It’s the same as if neither of you had chosen them, and the matter remains contested.
Do single combat
When you do single combat, no quarters, exchange harm, but first:
Against an NPC: Roll+hard. On a 10+, you choose 3 and your enemy chooses 1. On a 7–9, you choose 2 and your enemy chooses 2. On a miss, you choose 1 and your enemy chooses 3.
Against another PC: You both roll+hard. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1, and your enemy chooses an additional 1 against you.
You can choose duplicates. Choose blind, committing to your choices before you know your enemy’s.
• You inflict terrible harm (+1 harm).
• You suffer little harm (-1 harm).
• You score 1 toward seizing control.
After you exchange harm, which of you has spent more toward seizing control?
• If a tie, either of you can choose to end the fight by submitting to the others’ mercy, or by breaking and trying to flee. If you both choose to fight on, though, then fight on.
• If you spent more toward seizing control, the fight ends with your enemy at your mercy.
Using a war-band as a weapon
You can use your war-band as a weapon by having them attack or threaten someone or make a battle move against them. When you do, you roll the dice and make the choices, but it’s your war-band that inflicts and suffers harm, not you yourself.
War-bands inflict and suffer harm as established:
• Your war-band inflicts harm equal to its listing’s harm rating.
• Subtract your war-band’s armor from the harm against them, unless the attack specifically pierces, ignores, or otherwise bypasses armor.
There are a number of drills a war-band can practice. Drilling is an act of regular, ongoing discipline and effort. You choose your war-band’s drills, if any, in war-band creation.
• Drilling against archers trains you to effectively rush enemy archers. For purposes of commanding the field, it eliminates the advantage of an enemy that can fight at range, when you can’t.
• Drilling against cavalry trains you to hold fast and break a cavalry charge. For purposes of commanding the field, it eliminates the advantage of a mounted enemy when you’re on foot.
• Drilling in defense trains you to fight together to hold a position. When your war-band fights in defense of a position, for purposes of commanding the field, it counts as half again its number. (If the position has walls, their multiplier applies as well, as below.)
• Drilling in ranks trains to you fight in order, advance and retreat with discipline, and defend the warriors on your right and left. For purposes of commanding the field, your war-band counts double its number against a force that fights in disorder.
• Drilling unarmed trains you to fight effectively even without your weapons. For purposes of commanding the field, it eliminates the advantage of an enemy that is armed and armored, when you’re not.
Walls and siege engines:
• Walls: for purposes of commanding the field, a war-band fighting to defend walls counts double or more its number against an attacking force, depending on the size and quality of the walls. Walls are rated 2x, 3x, 4x, or 5x in stronghold creation.
• Siege engines: siege engines reduce the advantage of your enemy’s walls. Siege engines are rated siege-1, siege-2, or siege-3, and subtract their rating directly from the enemy walls’ multiplier. (Siege engines also provide a bonus to the harm you inflict.)
When your war-band suffers harm
When your war-band suffers harm, each 1 harm it suffers puts one warrior in ten, plus one mount in ten, out of the fight. 1 harm means 10%, 2 harm means 20%, 3 harm means 30%, and so on. These warriors are driven away, pinned down, wounded, killed, dazed, held off, or otherwise rendered noncombatant. Collectively, they are your fallen. If the battle continues, discount them from your war-band’s number. Then, at the end of the battle, sum your fallen and count your dead among them.
Normally, a war-band breaks once it’s taken 2 harm. You can hold your war-band together with leadership or bloody-crowned, though, until it takes 4 harm.
For PCs leading or fighting in the war-band, ask the world how much harm you take, and answer the world’s questions about your role in the fight. Expect to take harm equal to the harm the war-band’s taken, but the world can modify it by 1 or 2 up or down.
When you count your dead, roll+harm, the total harm that your war-band has suffered. This move is unusual: a hit is bad for you, a miss is good. On a 10+, a solid and undeniable half of your fallen are dead or dying of their wounds. On a 7–9, less than half of your fallen are dead or dying of their wounds, a third or a quarter of them. On a miss, few of your fallen are dead or dying of their wounds, only one in five or one in six.
Lay an ambush
Lay an ambush by preparing a disadvantageous position for your enemy to unknowingly take, then waiting in concealment for them to take it. To draw them into your prepared position, you might be able to seduce or manipulate them.
Expecting your war-band to hold discipline while your enemy takes position might be doing something risky, or you might be able to force them to by using leadership or bloody-crowned.
Once your enemy’s in position, spring your ambush by attacking them.
Conduct a pitched battle
Conduct a pitched battle by using attack or threaten someone, seize by force or single
combat.
Start with attack or threaten someone only if your enemy was not expecting to meet you now, here, on this particular pitch, from this particular direction. Otherwise, start by establishing who commands the field and proceed directly to choosing battle moves.
Supposing that the forces meet as equals, if both war-leaders intend only to reduce the other’s force, with no other objective, treat it as single combat. If either war-leader hopes to achieve any other tactical or material objective, though, use seize by force or a variation.
Lay a siege
To lay a siege, you must commit a war-band to the effort. Roll+hard.
On a 10+, hold 3. On a 7–9, hold 2. During the remainder of the season, you can spend your hold 1 for 1 to declare that:
• For purposes of wealth, the stronghold is not secure, nor the strongholder’s rule unchallenged.
• No one inside the stronghold can leave it.
• The people inside the stronghold are suffering d-harm: food.
• The people inside the stronghold are suffering d-harm: water.
• The people inside the stronghold are subject to a disease, which the world should create as an affliction threat.
• Your forces now launch a full assault upon the stronghold.
• A small raiding party of your warriors try to slip inside the stronghold.
On a miss, hold 2 as above, but choose 1 as well:
• Your besieging forces are themselves suffering d-harm: food.
• Your besieging forces are bankrupting you; spend 3 keep now.
• Your besieging forces are losing heart, in want, or prey to their vulnerabilities.
Renew your siege at the beginning of every season until you abandon it, or until your enemy submits, flees, sallies out, or somehow breaks it.
For a PC besieged by an NPC, roll+hard, once when the siege is laid, and again at the beginning of every season the siege continues. On a 10+, your enemy holds 2 as above, but cannot maintain the siege and abandons it at the end of the season. On a 7–9, your enemy holds 2 as above. On a miss, your enemy holds 3 as above.
s-harm and d-harm
s-harm means stun. It disables its target without causing any regular harm. NPCs suffering s-harm are simply unable to act. For a PC suffering s-harm, doing anything at all is risky and challenging; the challenge is “you’re stunned” or “you’re dazed.”
A person suffers d-harm from deprivation. d-harm is strictly for acute cases of deprivation. For scarcity and chronic deprivation, create affliction threats instead.
Individual NPCs simply suffer the effects of d-harm as follows. For PCs suffering d-harm, tell them the effects they’re suffering, and if they can’t or don’t alleviate their deprivation, inflict regular harm alongside it, in increments of 1-harm ap.
For a population suffering d-harm, the two questions are how they behave, and how long they can last before breaking up, tearing themselves apart, or dying.
• d-harm (air), asphyxiation: Difficulty breathing, panic, convulsions, paralysis, unconsciousness, brain damage, death within minutes.
Inflicted on a population: Immediate panic. Social cohesion breaks down basically at once into a survival-driven desperation to find air.
• d-harm (warmth), hypothermia: shivering, hunger, dizziness, confusion, drowsiness, frostbite, delirium, unconsciousness, irregular heartbeat, death in an hour or more, depending on the cold.
Inflicted on a population: Huddling together, despair, lethargy, resignation. Isolated individuals suffer worsening individual symptoms, so social cohesion can last basically as long as the individuals can.
• d-harm (cool), heat stroke: headache, dehydration, weakness or cramps, confusion, fever, vomiting, seizures, unconsciousness, death in an hour or more, depending on the heat.
Inflicted on a population: Desperation, panic, lethargy, resignation. Social cohesion can last as long as the individuals can, as the less vulnerable individuals try to help the more vulnerable.
• d-harm (water), dehydration: desperation, headache, confusion, delirium, collapse, death in 3 days.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can last up to a week before breaking down into violence or dispersal.\
• d-harm (food), starvation: irritability, hunger, weakness, diarrhea, lethargy, dehydration, muscular atrophy, heart failure and death within 2–3 months.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can last up to 2 weeks before breaking down into violence, cannibalism, or dispersal.
• d-harm (sleep), sleep deprivation, irritability, disorientation, nodding off, depression, headache, hallucinations, mania, personality changes, bizarre behavior.
Inflicted on a population: Malaise, infighting, tantrums, desperation. For long-term acute sleep deprivation, create affliction threats instead.