Creature States and Definitions
The Morval Earth Simple Abridged Fantasy Rules can be downloaded from this website click here.
Creature
State Definitions
Agony
-2 in Melee, missile firing & spell casting. (D10 8+ improves to Sharp
pain)
Berserk
+2 in melee and not subject to morale throws.
Blinded
Cannot see or fire, -4 in melee.
Collapsed
Creatures, having expended their fatigue points must lie down, can speak.
Coma
Deeply unconscious more than Faint or stunned.
Crippled
Basic badly wounded, must lie down, can speak. Adventurers option see P.4.
Damp
-1 from agility, -0.2 from Obstacle Value,
Dazed
-4 to melee no firing or spell, moves halved for one move after which D6
is thrown
each
move needing a 5+ to improve to Demoralised.
Dead
Deceased, Adventurers subject to possible recovery P.5. May be rendered Risen
dead by magical means in the Morval Earth setting.
Demoralised
-2 to melee, -2 to missile hits & -2 to morale throws, D6 5+ to
revert to normal.
Steeds
half moves only.
Entangled
-4 to melee, cannot move.
Faint
Unconscious, each move D6 5+ improve to Dazed
(or Pain dazed)
Floundering
This is the state of non-swimmers with no wreckage to cling to. Floundering
costs a fatigue point per move. Dice each move Floundering D10 -2 if
tired = 1- lost drowned.
Helpless
Incapable of saying or doing anything relevant. Attackers have free hacks (a D10
+ melee + weapon values +2, no parry chance)
Nagging
Pain -1 to melee &
Generosity, (D6 5+ improves to minor irritation.)
Paralysed
Stand helpless, Steeds refuse to
move. After two rounds, improve to Terrified.
Pain
Dazed -4 to melee, missile firing
and spell casting, Moves halved. (D6 5+ improves to
Agony.)
Prostrate
Fall to ground helpless,
Steeds stampede. After two rounds will improve to Paralysed.
Risen
Dead Need to replace fatigue
points from fresh blood or using Ghouls grip, to drain from live creatures.
Cannot be stunned, stung or poisoned. Have unlight sight.
Sharp
Pain -1 in melee, missile firing
and spell casting, (D6 5+
improves to Nagging Pain.)
Soaking
-2 from agility, -0.4 from Obstacle, -1 from melee. D6 5+ Improves to Damp.
Stampede
Steeds double move away from the source of their fear. Controlled Riders on
stampeding steeds, dice each move D10 +F Demoralised -1, Terrified -2,
Paralysed -4, (Steed alone needs 8+ to stop) 6+ regain control, 3+ stampede
another move, 2- thrown, strike D10-4 against rider.
Stunned
Unconscious. After one move begin dicing each move D6 needing 5+ to
improve to
Dazed
etc. For each stun blow strength worse than Dead (within the stun value) D6
+4 moves before improvement dicing begins. (D6 5+ to improve.)
Submerged.
Submerged creatures lose hand held items and additional gear, such as packs and
shields. Submergers are divided into swimmers, non-swimmers and sinkers. Sinkers
are Plate and heavy armoured creatures, liable to drown whether they can swim or
not.
Terrified
Can only dodge, with no bonus in melee, no firing, Steeds quarter moves only.
After two rounds, improve to Demoralised.
Tired
-2 from melee, -1 from missile hit chances, -1 from Morale throws and -1"
from single move, 2" from double move, (0.5" from swimming, 2"
from flying). Rest a move to regain 1 Fatigue point.
Undead
Have infinite fatigue. Have unlight sight and adversely affected by strong
light. Some Phantasmal undead, have to pass to the Planes in bright light.
Cannot be stunned stung or poisoned.
Witless
Means that the character stands
around inert, unless led by someone.
Wounded
-2 in melee -2 to firing hits. Improved to -1 by first aid.
Unready, -2 in melee for a round. (Caught half surprised)
Random
Valuables in Gilden Pezzi (plus as seen on figure) D10 dice
Figure |
Money |
Jewels |
Figure |
Money |
Jewels |
Unclothed
& skeletons |
0 |
0 |
Peasants,
Goblins |
D-4 |
0 |
Freemen,
Soldiers |
D |
0 |
Gentlewomen,
Harlots |
2xD |
2xD |
Knights,
Traders |
3xD+10 |
D-1 |
Merchants,
Lords |
6xD |
2xD |
Ladies,
Courtesans |
3xD+5 |
4xD |
Housewives,
Domestics |
D+3 |
D-2 |
Army
Standards (Only count when an
army has been formally mustered)
If an Army Standard is
lost, All Army units in sight must check for morale with a -2 deduction. Allied
units in sight, check morale dice without deduction.
If an army Standard is
seen to retreat, all Army units normal morale check dice.
To Basic Character statistics page (just what you need to play the game!)
To the Characteristics and The Traps page