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11-13 - DEAD
The warrior is dead, lost to the shadowy underworld of
the nether realm. With fortune, he shall be allowed to rest
in peace. However, in Mousillon, not even death is certain!
All the weapons and equipment he carried are lost. Remove
him from the warband's roster.
14 - 21 PLAGUE
The warrior has contracted the deadly plague! His body
succumbs to the disease as he desparately clings to his
life!
Roll a further 2D6 and consult the Plague Effects Table.
22 - LEG BROKEN
The warrior's leg lies limp and broken. With little medical
knowledge available, a broken leg will usually heal crooked,
forever limiting the mobility of the warrior.
He suffers a -1 Movement penalty from now on.
23 - ARM WOUND
The warrior's arm is badly injured. If not treated quickly,
it runs serious risk of being infected!
Roll a D6. On a 1 the arm is infected and must be amputated.
The warrior may only use a single one-handed weapon from
now on. On a 2-5, the warrior misses the next game while
recovering. On a 6, the warrior has contracted the plague,
and must roll again on the Plague Effects Table! Consult
the chart below.
24 - MADNESS
Horrors stalk the streets of Mousillon under the shadowy
pall of night, preying on those weak or foolish enough to
leave themselves exposed. Their eerie calls echo throughout
the city, chilling the blood of even the most hardened veteran.
It is enough to break the minds of many would be adventurers,
pushing the psyche into regions of unimaginable horror.
Roll a D6. On a roll of 1-3, the warrior suffers from stupidity.
On a 4-6, the warrior is now subject to frenzy.
25 - SMASHED LEG
The warrior's leg is beaten and crushed, in serious danger
of becoming infected.
Roll a D6. On a 1 the warrior may not run anymore, but may
still charge. On a 2-5 the warrior must miss the next game.
On a 6 the warrior has contracted the plague, and must roll
on the Plague Effects Table! Consult the chart below.
26 - CHEST WOUND
The warrior has taken a serious blow to the chest. He
will forever be weakened by the ordeal as the wound slowly
heals.
His Toughness is forever reduced by -1.
31 - BLINDED IN ONE EYE
The warrior has been struck in the eye, disabling its
use. While lucky to survive the encounter, the warrior is
unlikely to ever regain full vision.
Randomly determine which eye is struck. A character that
loses an eye has his BS skill reduced by -1. Make a note
of which eye. If the warrior is subsequently wounded in
his other eye (ie randomly determined), then he must retire
from the warband.
32 - OLD BATTLE WOUND
The recent fight has upset an old wound long thought
healed. Every now and again, the pain flares up, incapacitating
the warrior.
The warrior survives, but from now on must roll a D6 at
the beginning of each battle. On the roll of a 1, the warrior
misses the game as the wound plays up.
33 - NERVOUS CONDITION
The wound has damaged the warrior's nervous system, ruining
his ability to concentrate and hold a steady focus.
The warrior now suffers -1 to his I value.
34 - HAND INJURY
The warrior has taken a nasty strike to the hand. While
the wound may heal, he will never have full control of it
again.
Roll a D6: on a 1-5 the warrior suffers -1 to his WS value.
On a 6, the warrior has contracted the plague, and must
roll on the Plague Effects Table!
35 - BADLY BEATEN
The warrior has been savagely beaten while he lay prone
on the ground. The attackers have long since fled the scene.
The warrior must miss the next game as he recovers.
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36 - ROBBED
The warrior has been robbed by someone that stumbled
across his unconscious body. When the warrior comes to,
he is left only with the clothes he was wearing.
All equipment, weapons and armour the warrior was wearing
are lost.
41 - 55 - FULL RECOVERY
After a rest, the warrior is lucky enough to escape the
encounter relatively unscathed, ready to fight again.
The warrior is relatively unaffected by his wound.
56 - BITTER ENMITY
The warrior will never forgive himself or his enemies
for getting taken out in the fight. He is psychologically
scarred by the experience.
Roll a D6. The warrior now suffers hatred against:
1 - 3: The individual who caused the injury. If it was a
henchman, then the warrior hates that henchman's leader
instead.
4: The leader of the warband that caused the injury.
5: The entire warband of the warrior who took him out.
6: All warbands of that type.
61 - CAPTURED
The warrior has been taken captive by the enemy, a fate
often worse than death! If he's ever released, it will be
at a hefty price.
He may be ransomed at a price set by the captor or exchanged
for one of the captor's warband who's being held hostage.
Captives may instead be sold to slavers for D6 x 5 gc.
Undead may kill their captive and gain a new zombie/skeleton.
The Possessed may sacrifice their prisoner, in which case
the leader gains +1 experience.
Warriors who are ransomed or exchanged retain all equipment.
If the captors sell or kill their prisoner, then the captors
retain their equipment.
62 - HARDENED
The warrior has pulled themself through the encounter,
strengthening their resolve and force of will. They shrug
off many of the horrors that plague the streets of Mousillon.
The warrior is now immune to fear.
63 - HORRIBLE SCARS
Many injuries leave a warrior physically scarred by the
experience. More commonly, plague survivors will be forever
marred by the ordeal, hideous deformations marking them
out as those who fell victim to the disease.
From now on, the warrior causes fear.
64 - DUEL
Th warrior has run afoul of a knight who bears a hefty
grudge against him, for an insult, most probably imagined.
As a matter of honour, the Knight challenges him to a duel,
leaving matters to the sacred joust...
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Profile
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M
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WS
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BS
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S
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T
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A
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Ld
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Knight
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1
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3
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8
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The Knight is equipped with a lance, full
armour, shield and Barded Warhorse (2+ save). He is capable
of all four Knight's Feats.
If your warrior fights on foot, the knight will leave his
horse tethered and fight on foot too.
Roll to see which side charges, and fight the battle as
normal. If the warrior loses, roll to see whether he is
dead or injured (ie a D66 roll of 11-35). If he is not dead,
the knight leaves, honour upheld, and the warrior may rejoin
his warband.
If the warrior wins, he gains 50 gc the knight had on him,
+2 Experience, and is free to rejoin his warband.
65 - SURVIVES AGAINST THE ODDS
The warrior not only recovers from his injury, but learns
from his mistakes as he vows never to let that happen again!
The warrior survives and gains +1 experience.
66 - IMMUNITY!
For an extreme minority, the plague holds no power over.
The warrior may have previously recovered from the plague,
or be immune to it from the outset. Whatever the reason,
the warrior is unaffected by the plague!
From now on, any results in the serious injury table that
require the warrior to consult the Plague Effects Table
are ignored. Treat these results instead as a full recovery.
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