Hazards
Deliriants
All deliriants have the following effects:
- One dose: All failed Perception-based Skill tests treated as Critical Failures
- Two doses: All failed Willpower tests treated as Critical Failures
- Three doses: All failed Brawn-based Skill tests treated as Critical Failures
- If rendered Incapacitated! they are Knocked Out for 6 hours
- If under the influence of multiple sorts of deliriants, a Resolve test for Peril made at -10 per deliriant
Devil Grass
Has a calming effect and increased mental focus.
- Duration: 3 hours
- Effect: +1 to Peril Threshold and +20 to Tradecraft tests
Indigo Prophet
Heightens users’ reflexes at the cost of distracted illusions that dance in the corner of peripheral vision.
- Duration: 1 hour
- Effect: +1 AP, -30 to Perception-based Skill tests, Awareness test to distinguish friend from foe in combat
Mute
Cuts users off from the Od.
- Duration: 3 hours per dose (9 max)
- Effect: Unable to perceive or work the Od
Tears of the Poppy
Causes moderate hallucinations, opening the mind to visions.
- Duration: 3 hours
- Effect: +10 to Willpower
Woad
Causes frenzy and deadens pain when applied to the skin.
- Duration: 3 hours
- Effect: +1 to Damage Threshold and -10 to Intelligence-based Skill tests
Falling
A Blackbird suffers Damage equal to 1D10+the number of strides fallen. This Damage ignores any Damage Threshold modifier that armor confers. A Blackbird does not suffer Injuries from falling. Instead, roll Injury dice as you normally would, but if any land on face ‘6,’ the Blackbird is rendered Incapacitated! until their Damage and Peril Condition Tracks are fully restored.
Falling into Liquids
If a Blackbird falls into water (or some other liquid) that is at least half as deep as the distance they fell, reduce the strides fallen by 9 (to a minimum of 1 stride) for the purpose of lessening the Total Damage suffered.
Fire
Whenever a Blackbird is first exposed to fire or a source of intense heat, and every minute thereafter, a Coordination test must be made for them.
Difficulty & Damage
- Mildly Dangerous: Lit torches, cooking fat, hot coals, heated torture implements
- Routine (+10%)
- 1D10+1 Damage
- Moderately Dangerous: Campfires, improvised alcohol bombs, fireplaces, burning brands
- Standard (+0%)
- 2D10+2 Damage
- Seriously Dangerous: Seething oil, burning buildings, forest fires, massive conflagrations
- Challenging (-10%)
- 3D10+3 Damage
Results
Damage caused by fire doesn’t inflict Injuries. Instead, Injury dice are rolled (one for Moderate, two for serious, three for grievous) and any 6 results in them being On Fire.
- Success: Avoid being burned
- Critical Success: Next test automatically succeeds
- Sublime Success: Next two tests automatically succeed
- Failure: Suffer damage based on the intensity of the fire
- Critical Failure: As above and set On Fire
- Sublime Failure: Knocked Out by smoke inhalation, unable to escape or Resist
On Fire
- Immediately suffer 3D10+3 Damage
- Suffer the same damage on each subsequent Turn
- Immersing themself in water, rolling on unburned ground, or smothering the fire with a blanket immediately ends this effect.
Peril
Whenever you face a creature or situation that the Fateweaver feels would provoke stress, fear, or some other form of Peril, the player makes a Resolve test.
Results
- Success: No effect.
- Failure: Suffer 1D10+1 Peril.
- Critical Failure: Suffer 2D10+2 Peril.
- Sublime Failure: Suffer 3D10+3 Peril.
Pestilence
After a Blackbird is exposed to a disease, make a successful Toughness test for them at the Difficulty Rating indicated in its description, or else the Blackbird succumbs to its effect.
Results
- Success: No effect.
- Failure: The disease's effect kicks in immediately and lasts over the course of the disease's duration.
- Critical Failure: The Blackbird immediately suffers the effects of the disease twofold.
- Sublime Failure: They suffer thrice the effect.
Blue Death
An ugly wasting disease, causing a near-constant stream of vomiting and diarrhea, it quickly debilitates those exposed to it through extreme dehydration. Wading through a midden or traipsing through bogs and sewers can all expose Blackbirds to the blue death. It inhibits the body’s ability to recover appropriately and causes mental fortitude to grow weaker and weaker. Those who die from it may be recognized by the bluish cast their skin takes on in their final hours.
RESIST: (Routine +10%) Toughness test
DURATION: 1D10+1 days
EFFECTS: Over the course of its duration, an infected Blackbird awakens each day suffering 2D10+2 Peril and cannot rise on their Peril Condition Track at all.
TREATMENT: To treat a patient suffering from the Blue Death, a caregiver must have a Skill Rank in Heal, must possess a dose of mandrake root and a bandage (both are expended as part of the treatment), and must be left to work uninterrupted for at least 1 hour. If a successful (Routine +10%) Heal test is made to treat the infected, the patient does not suffer the disease’s effects for the following day. A Critical Success increases that to 2 days, whereas a Sublime Success increases it to 3. On a Critical Failure, the patient suffers an additional 1D10+1 Peril that day. On a Sublime Failure, the patient suffers an additional 2D10+2 Peril that day. A patient may be treated in this manner only once every day during a Rekindling, whether the treatment is successful or not.
Sleep Deprivation
All daimn, humans, jötunnkin, and nephilim must sleep. It is the primary requirement for recovery on the Peril Condition Track.
- If awake for more than a day, a Blackbird requiring sleep cannot recover from Damage or Peril until they’ve slept for 6 hours.
- For every additional day that passes without sleep, they suffer 2D10+2 Peril.
- If they reach Incapacitated!, they are Knocked Out, waking a day later.
- After sleeping, a Blackbird’s Peril Condition Track recovers completely.
Toxins
When a Blackbird comes into contact with a toxin, make a Toughness test for them to withstand being poisoned.
Difficulty
- One dose: Routine (+10%)
- Two doses: Standard (+0%)
- Three doses: Challenging (-10%)
Results
- Success: Effects resisted
- Failure: Suffer the effects below
- Critical or Sublime Failure: Slain! immediately
Effects
- One dose -
- Arsenic: Immediately suffer 1D10+1 Peril
- Nightshade: Unable to use Techniques, Movement Actions, or Reactions for 10 minutes
- Two doses -
- Arsenic: Immediately suffer 2D10+2 Peril
- Nightshade: Knocked out for 1 hour
- Three doses -
- Arsenic: Immediately suffer 3D10+3 Peril
- Nightshade: Slain!
Venoms
When a Blackbird comes into contact with a venom, make a Toughness test to resist its effects.
Difficulty
- Night Spider: Hard (-20%)
- Scorpion: Standard (+0%)
- Snake: Challenging (-10%)
- Spider: Routine (+10%)
Results
- Success: No effect
- Failure -
- Night Spider: Helpless from paralysis for 1 hour
- Scorpion: Flip to Fail for any Skill test relying on sight, death in BB hours
- Snake: Incapacitated! and cannot recover Peril, death in BB hours
- Spider: Helpless from paralysis, death in BB hours
- Critical or Sublime Failure: Slain! immediately