- Heavy sleepers must be aroused by shouting that is done very close or by rough shaking. This requires 3 action points (AP) expenditure from an outsider, who must enter the sleeper's hex first (which counts as an additional AP cost). Loud sounds such as combat or shouting that happens around the sleeper will eventually awake the sleeper in 2 to 3 rounds (with a 50% chance of each). For 1 round after waking, heavy sleepers are -3 to hit in combat and cannot spellcast. Treat as fully awake thereafter.
- Normal sleepers can be aroused by shouting their name or giving a single kick costing 2 AP, either of which can be done from an adjacent hex. If done from 2-3 hexes away, normal sleepers will awake upon hearing their names on the second attempt (in the next round), or from hearing the sound of fighting. For 1 round after waking, normal sleepers will be -1 to hit in combat and can spellcast only cantrips or 1st level spells. Treat as fully awake thereafter.
- Light sleepers will be aroused by hearing any non-stealthy stranger moving within one hex of their person, upon hearing their name hissed from two hexes away, or upon being touched. This last requires 1 AP expenditure from an outsider in an adjacent hex. Additionally, the sound of a weapon leaving its scabbard, a crossbow being loaded, an arrow whizzing past or any weapon contact will awake them. Light sleepers should be treated as fully awake at once.
Determining if a creature is a heavy, normal or light sleeper is as follows:
- Magical creatures of all forms, including undead, faeries, creatures from the outer planes and dragons, should be counted as light sleepers. This group will also include beasts with an intelligence greater than 7 (average), along with animal felines and canines.
- All other non-humanoid creatures should be counted as normal sleepers.
Humanoids are calculated as follows:
- When known, add intelligence, wisdom and constitution to obtain a sum.
- For monster humanoids where wisdom and constitution are not known, double the monster's intelligence and add the equivalent of the humanoid's probable strength. For example, a bugbear's intelligence is 8 and it's strength is considered to be 17. This produces a sum of 33. Where applicable, make estimates based on this principle.
- For monster humanoids, add 1 point per hit die above the first. A bugbear would add 2 points.
- For player demi-humans and humans, add 1 point per level.
- Thieves, assassins and monks should add an additional 3 points.
- Mages, illusionists and bards should subtract 3 points.
This system is deliberately designed to be prejudiced against humanoids, for game-playing purposes.
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