Polemos: 4th Age - Tracks

Tracks

IMPORTANT NOTE: This document has not been finalized yet and may change in the future

Chaos

Location/Field Condition Track
  • 9 - Chaos - Congruence: +1 modifier to all [magic] skills
  • 12 - Chaos - Turbulence: +2 modifier to all [magic] skills. [natural] creatures take one random HP, FP, or SP damage each hour.
  • 18 - Chaos - Tempest: +3 modifier to all [magic] skills; reduce total ability MP cost by 1 (minimum 1). [natural] creatures take one damage of a random type and measure each minute. Rarely GM determined or random breakdowns in physical laws (e.g. gravity loops, density lightning) occur in a subset of the area and persist for a short time.
  • 24 - Chaos - Hurricane: +4 modifier to all [magic] skills; reduce total ability MP cost by 2 (minimum 1). [natural] creatures take one damage of a random type and measure each round. Occasionally GM determined or random breakdowns in physical laws (e.g. gravity loops, density lightning) occur in a subset of the area and persist for some time.
  • 36 - Chaos - Cataclysm: +6 modifier to all [magic] skills; reduce total ability MP cost by 4 (minimum 1). [natural] creatures take one damage of a random type and measure each round. Frequently GM determined or random breakdowns in physical laws (e.g. gravity loops, density lightning) occur in a subset of the area and persist for a prolonged time, often overlapping.

Fatigue

Character Track
  • 4 - Fatigue - Winded: -1 modifier to all skills
  • 8 - Fatigue - Weakened: -1D [defense] rolls, -1 SP per round
  • 10 - Fatigue - Disabled: -1D [defense] rolls, -2 SP per round
  • 12 - Fatigue - Unconscious: Cannot make any actions or roll skills except the relax action.

Stress

Character Track
  • 3 - Stress - Driven: Reserve 1 FP. +1 modifier to all skills.
  • 6 - Stress - Desperate: Reserve 2 FP. +2 modifier to all skills. -1D6 skill rolls.
  • 9 - Stress - Tormented: Reserve 4 SP. +3 modifier to all skills. -1D6 skill rolls.
  • 12 - Stress - Broken: Add or increment one [corruption] affliction. Reset stress to zero.

Vampiric Power

Character Track
  • 5 - Vampiric Power - Neophyte: +1 [persuasion] skill modifier. Sleeping for an entire daylight period heals 1 undead HP per body area.
  • 13 - Vampiric Power - Peer: +1 [persuasion] skill modifier. +2 attitude modifier with other vampires. Intelligence of your vampiric thralls is limited to that of child. May use vampiric healing ability.
  • 45 - Vampiric Power - Superior: +1 [persuasion] skill modifier. +2 attitude modifier with other vampires. May send commands to thralls through thought. May re-roll all damage rolls once. May use vampiric familiar ability.
  • 81 - Vampiric Power - Lord: +1 [persuasion] skill modifier. +4 attitude modifier with other vampires. Intelligence of your vampiric thralls is not limited. Sleeping for an entire daylight period heals all undead HP. May re-roll all accuracy rolls once.
  • 666 - Vampiric Power - Prince: +1 [persuasion] skill modifier. +4 attitude modifier with other vampires. May re-roll all rolls once.
  • 10000 - Vampiric Power - Elder: +1 [persuasion] skill modifier. +6 attitude modifier with other vampires. May re-roll all rolls up to 2 times. Reduce total ability MP cost by half.