Difference between revisions of "Vitality"

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Revision as of 00:12, 9 November 2007

The Vitality skill is used when a character is hanging onto life by a thread. Many environmental effects require a Vitality roll to shrug off, such as extreme heat, cold, thin air, or no air. Many spells require Vitality and its most common related ability, Endurance for save rolls.

Difficulty

The DL for environmental effects is extremely varied. In general, it should be based on the extremeness of the climate. Your GM has the final call, as always, for determining DL for these.

For reference, a character can hold its breath for a number of minutes equal to the average of their Vitality and Endurance (Example: 3 END + 4 Vitality / 2 = 3 ½ minutes). After this time, the character passes out and begins dying.

A character that is suffering from environmental effects (heat, cold, etc.) takes a -2 to all rolls. Each hour a character is in a harsh environ, a new roll must be made. Failed attempts add penalties cumulatively.

Opposed Rolls

Vitality is sometimes used in conjunction with Endurance against a Spell Roll or Special Power.

Retries

Vitality attempts cannot be retried without spending a fate point.