Difference between revisions of "Vitality"

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Typically used with: '''Endurance'''.
 
Typically used with: '''Endurance'''.
  
In short: stay healthy. The Vitality skill is used when a character is fighting off disease, poisons, tranquilizers, and sickness. This skill essentially represents your ability to flex your immune system and physical composure. If you want to get on all of the carnival rides, even the spinning ones, Vitality is for you.
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In short: stay healthy. The Vitality skill is used to keep intrusions upon your health at bay, such as illness and contaminants. This skill essentially represents your ability to flex your immune system and physical composure. If you want to get on all of the carnival rides, even the spinning ones, Vitality is for you.
  
 
{{section|Healing|}}
 
{{section|Healing|}}
 
A character heals an amount of HP equal to the sum of their [[Endurance]] and Vitality for each full night of rest. No roll is required.  
 
A character heals an amount of HP equal to the sum of their [[Endurance]] and Vitality for each full night of rest. No roll is required.  
  
{{section|Resisting Infection|}}
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{{section|Resisting Illness|}}
You can make a Vitality check to ward off disease. Each source of infection has its own DL — the higher the DL, the more virulent the infection. Some diseases are spread through touch, others through injury and direct contact with the blood, and others still are airborne.
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You can make a Vitality check to ward off ''illness'', the impairment we all experience under detrimental circumstances (e.g. emotion, stress, disease, parasites, diet, drugs, odors). Each cause of illness presents its own DL to resist — the higher the DL, the more unavoidable the illness.
  
If you meet or exceed the DL, you remain healthy. Otherwise, you gain the ''infected'' condition and assume [[Knockout]] penalties (see the "Diseases" entry in the ''Damage and Death'' section of ''Chapter 4: Life and Death''). Every day you remain infected in-game, you have to make another Vitality check. If you succeed, you may ignore the effects of the disease for one day. If the player makes two consecutive, successful checks she is considered to have beaten the disease. Rare diseases might only be curable with medicine, if a cure is even possible.
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You might need to overcome motion sickness. Someone may have replaced your milkshake with chocolate laxatives. Maybe you're sailing a quarantine ship. If you meet or exceed the DL, you remain healthy. If you fail the check, you contract the illness in question and receive one [[Death Mark]] for each level of severity (see the "[[Illness]]" entry in ''Chapter 9: Adventurers Beware'').
  
Characters can use the [[Craft]] skill to create medicine that helps your immune system fight off infection.
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A ''fightable'' illness allows an unhealthy character to combat the illness at repeated intervals. Each illness featured in this book will list this frequency (e.g. ''fightable every 12 hours''). A successful check releases one Death Mark imposed by the illness. A [[Critical Failure]] imposes ''an additional'' Death Mark. Once all of the Death Marks imposed by the illness are released, the creature makes a full recovery.
  
{{section|Resisting Poison|}}
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A ''limited'' illness, on the other hand, will go away on its own (assuming you live through it).
You can also make a Vitality check to tough out poison. Each poisonous substance has its own DL — the higher the DL, the more toxic the poison. Some poisons enter the bloodstream through injury, some must be imbibed, and some can simply be absorbed through contact with the skin.  
 
  
If you meet or exceed the DL, you resist the poison. Otherwise, you gain the ''poisoned'' condition and begin taking a set amount of damage every round (see the "Poisons" entry in the ''Damage and Death'' section of ''Chapter 4: Life and Death''). Each round you remain poisoned, you make an additional Vitality check. If you succeed, you can ignore the effects of the poison for that round. Each poison has a set duration.
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{{section|Resisting Contaminants|}}
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You can also make a Vitality check to repel body-invading substances and organisms. Each contaminant has its own DL — the higher the DL, the more aggressive the intruding agent.
  
Characters can use the Craft skill to create an antidote, antitoxin, or antivenom capable of counteracting the poison coursing through your veins.
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If you meet or exceed the DL, you resist the contaminant and its effects. Otherwise, you experience all the benefits and drawbacks the contaminant has to offer. For example, poisons inflict Continual Damage, pathogens impose illness, and stimulants wake you up. See the "Contaminants" section of ''Chapter 9: Adventurers Beware'' for more information.  
 
 
{{section|Resisting Nausea|}}
 
Vitality is also used in those unfortunate situations where your character needs to keep his lunch down or his pants ''stain-free''. The higher the DL, the more likely you'll be sick. You might need to shrug off seasickness, airsickness, or motion sickness. Someone may have replaced your milkshake with chocolate laxatives. Whatever the case, if you fail the check, you move one step down the Knockout Track. If the conditions persist (and they usually do), you need to make subsequent Vitality checks. Your GM can tell you if that's every round, minute, or hour. Each additional failure puts you another step down the Knockout Track while you're "shouting groceries" in the corner.
 
  
 
{{section|Resisting Spells|}}
 
{{section|Resisting Spells|}}
Certain spells call for a Vitality check to resist, for instance [[Disease]], [[Poison]], and [[Sicken]]. In this case, [[Magic Defense]] can be added to your Vitality check.
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Certain spells call for a Vitality check to resist, for instance [[Disease]], [[Blood Corruption]], and [[Sicken]]. In this case, you may add any points in [[Magic Defense]] to this roll. The mage makes a [[Casting Roll]]. You make a Vitality check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 18:47, 14 March 2022

Typically used with: Endurance.

In short: stay healthy. The Vitality skill is used to keep intrusions upon your health at bay, such as illness and contaminants. This skill essentially represents your ability to flex your immune system and physical composure. If you want to get on all of the carnival rides, even the spinning ones, Vitality is for you.

Healing

A character heals an amount of HP equal to the sum of their Endurance and Vitality for each full night of rest. No roll is required.

Resisting Illness

You can make a Vitality check to ward off illness, the impairment we all experience under detrimental circumstances (e.g. emotion, stress, disease, parasites, diet, drugs, odors). Each cause of illness presents its own DL to resist — the higher the DL, the more unavoidable the illness.

You might need to overcome motion sickness. Someone may have replaced your milkshake with chocolate laxatives. Maybe you're sailing a quarantine ship. If you meet or exceed the DL, you remain healthy. If you fail the check, you contract the illness in question and receive one Death Mark for each level of severity (see the "Illness" entry in Chapter 9: Adventurers Beware).

A fightable illness allows an unhealthy character to combat the illness at repeated intervals. Each illness featured in this book will list this frequency (e.g. fightable every 12 hours). A successful check releases one Death Mark imposed by the illness. A Critical Failure imposes an additional Death Mark. Once all of the Death Marks imposed by the illness are released, the creature makes a full recovery.

A limited illness, on the other hand, will go away on its own (assuming you live through it).

Resisting Contaminants

You can also make a Vitality check to repel body-invading substances and organisms. Each contaminant has its own DL — the higher the DL, the more aggressive the intruding agent.

If you meet or exceed the DL, you resist the contaminant and its effects. Otherwise, you experience all the benefits and drawbacks the contaminant has to offer. For example, poisons inflict Continual Damage, pathogens impose illness, and stimulants wake you up. See the "Contaminants" section of Chapter 9: Adventurers Beware for more information.

Resisting Spells

Certain spells call for a Vitality check to resist, for instance Disease, Blood Corruption, and Sicken. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Vitality check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.