| water - potable water. usually a fontain so that it
cannot be contaminated.
|
| food - each food "plant" has a rating (3 by default)
which is the number of meals provided at dawn each day.
A meal will last for one week before it goes bad (it''l
taste pretty bad by then too). A meal is usually some
sticky rice with vegetables and a little meat all wrapped
in a banana leaf. The meals are not very travel worthy;
you need to make a (Hiking, Survival, etc.) roll for each
day (10 mi) travelled. Failure = it broke open and you
lose the food.
|
| prize - a prize is usually not present at the beginning
of a scenario. A player most move into the hex and then
do a "concentrate" maneuver. A 1 on a 1d6 means that the
prize appears.
|
| healing - most healing "plants" provide one (or more)
healing fruit(s) (like an orange) at dawn each day. Each
fruit is 3pts of healing and requires 5 secs to consume.
They are very stout and can be tossed around, only
breaking on a critical failure. Each fruit will last 2
weeks.
|