Difference between revisions of "Stamina"

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(clarify resisting spells)
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In short: tough it out. The Stamina skill is used when a character is performing strenuous activity. Many environmental effects require a Stamina check to shrug off, such as extreme heat, cold, thin air, or no air. Performing strenuous activity for longer than usual will also require one. Survivalists, backpackers, and free-divers would make heavy use of the Stamina skill.  
 
In short: tough it out. The Stamina skill is used when a character is performing strenuous activity. Many environmental effects require a Stamina check to shrug off, such as extreme heat, cold, thin air, or no air. Performing strenuous activity for longer than usual will also require one. Survivalists, backpackers, and free-divers would make heavy use of the Stamina skill.  
  
Any time you're trying to push your body past its natural endurance limits will call for a Stamina check. In general, if you're trying to avoid moving down the [[Knockout]] Track, increased Stamina is your best defense.
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Any time you're trying to push your body past its natural endurance limits, it calls for a Stamina check. Failing a Stamina check usually moves you down the [[Knockout Track]].
  
{{section|Surviving Extremes|}}
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{{section|Resisting Knockout|}}
You can make a Stamina check to survive in harsh climates like burning deserts, or arctic wastelands. The more extreme the climate, the higher the DL. If a character is suffering from environmental effects (e.g. heat, cold, aridity) and fails a check, he moves down one step on the [[Knockout Track]]. A new roll must be made each hour a character is in such harsh conditions.  
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When you get hit with a concussive force, you have to make a Stamina check against a variable DL to avoid moving one stage down the [[Knockout Track]]. This includes the [[Knockout]] tactic in combat (see ''Chapter 10: Combat''), the effects of the [[Artful Dodger]] trump (see Chapter ''7: Trumps''), and proximity to an explosion, like someone hurling a black powder grenade (see ''Chapter 11: Equipment'').
  
Clothing and equipment meant to counter the effects of the environment, like heavy winter cloaks or airy white linen robes, grant a +4 to the Stamina check.
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If your result is lower than the DL, you move one stage down the Knockout Track. On a [[Critical Failure]], you move all the way down the Knockout Track and immediately gain the ''[[unconscious]]'' condition.
  
 
{{section|Staying Power|}}
 
{{section|Staying Power|}}
You need to make a Stamina check whenever you want to perform any physical activity for an extended period of time, for example hiking, running, laboring, climbing, or swimming. Once you pass the normal time limit, you make a Stamina check against a DL set by your GM. The DL should increase regularly as you keep going. If you fail the check, you can keep going, but you move one step down the Knockout Track.
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As detailed in ''Chapter 4: Life and Death'', the ''tiring'' version of [[Stamina Drain]] comes into play whenever you want to perform any physical activity for an extended period of time, for example hiking, running, laboring, climbing, swimming, and staying awake. You have to make recurring Stamina checks as long as you continue the exertion or wakefulness. The DL for each additional check is higher than the last. Each failed Stamina check moves you one stage down the [[Knockout Track]], but you can keep going until you collapse. Once you reach stage 5, you gain the ''unconscious'' condition.
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For example, marching more than 8 hours will subject you to Stamina Drain (DL 15; +1 every hour; tiring). The challenge is even more difficult if you're trying to jog with all your stuff. In this case, you can only go for 4 hours before you're subject to Stamina Drain (DL 18; +2 every hour; tiring).
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{{section|Surviving Extremes|}}
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The ''lethal'' version of [[Stamina Drain]] has far more serious consequences. You have to make recurring Stamina checks as long as you're subjected to the following life-threatening conditions: ''dehydrated'', ''exposed'', ''starving'', and ''suffocating''. The DL for each additional check is higher than the last. Each failed Stamina check moves you one stage down the [[Knockout Track]]. Once you reach stage 5, you gain the ''unconscious'' condition. If you remain subject to the danger and fail another check, you die.
  
For example, marching more than 8 hours will begin to induce exhaustion. Each hour past 8, a character will need to make a Stamina check at a DL of 15. This DL increases by one for every additional hour. Each failure moves you one step down the Knockout Track. The challenge is even more difficult if you're trying to jog with all your stuff. In this case, for double your walking speed, you can only go for 4 hours before a DL 18 Stamina check. Each each hour past that raises the DL by 2. You can read more about overland movement and its Knockout effects in ''Chapter 12: Adventures''.  
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For example, when someone chokes you in combat you gain the ''suffocating'' condition and become subject to Stamina Drain (DL 15; +1 every round; lethal).
  
{{section|Holding Your Breath|}}
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Clothing, equipment, and gear meant to counter the effects of the environment, like heavy winter cloaks, sunscreen, or airy white linen robes, grant a +4 to the Stamina check.
In an environment with no air, a character who is not doing anything physically taxing can hold her breath one minute for each point of Endurance she possesses (thirty seconds per point if performing strenuous activity such as combat or swimming). After this, the character is considered to be suffocating. For each round spent suffocating, a Stamina roll against a DL of 15 must be made in order to keep from slipping one step down the Knockout Track. Each round the difficulty increases by one point (DL 16, DL 17, and so on). Once the character reaches step five (unconscious), if the airless conditions persist another round, the character suffocates. One skilled in [[Healing]] may be able to revive a drowned character if quick to action.
 
  
 
{{section|Resisting Spells|}}
 
{{section|Resisting Spells|}}
 
Certain spells with physically taxing effects can be defended against using a Stamina check, for instance [[Thunder]] and [[Flare]]. In this case, you may add any points in [[Magic Defense]] to this roll. The mage makes a [[Casting Roll]]. You make a Stamina check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
 
Certain spells with physically taxing effects can be defended against using a Stamina check, for instance [[Thunder]] and [[Flare]]. In this case, you may add any points in [[Magic Defense]] to this roll. The mage makes a [[Casting Roll]]. You make a Stamina check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 12:59, 19 August 2019

Typically used with: Endurance.

In short: tough it out. The Stamina skill is used when a character is performing strenuous activity. Many environmental effects require a Stamina check to shrug off, such as extreme heat, cold, thin air, or no air. Performing strenuous activity for longer than usual will also require one. Survivalists, backpackers, and free-divers would make heavy use of the Stamina skill.

Any time you're trying to push your body past its natural endurance limits, it calls for a Stamina check. Failing a Stamina check usually moves you down the Knockout Track.

Resisting Knockout

When you get hit with a concussive force, you have to make a Stamina check against a variable DL to avoid moving one stage down the Knockout Track. This includes the Knockout tactic in combat (see Chapter 10: Combat), the effects of the Artful Dodger trump (see Chapter 7: Trumps), and proximity to an explosion, like someone hurling a black powder grenade (see Chapter 11: Equipment).

If your result is lower than the DL, you move one stage down the Knockout Track. On a Critical Failure, you move all the way down the Knockout Track and immediately gain the unconscious condition.

Staying Power

As detailed in Chapter 4: Life and Death, the tiring version of Stamina Drain comes into play whenever you want to perform any physical activity for an extended period of time, for example hiking, running, laboring, climbing, swimming, and staying awake. You have to make recurring Stamina checks as long as you continue the exertion or wakefulness. The DL for each additional check is higher than the last. Each failed Stamina check moves you one stage down the Knockout Track, but you can keep going until you collapse. Once you reach stage 5, you gain the unconscious condition.

For example, marching more than 8 hours will subject you to Stamina Drain (DL 15; +1 every hour; tiring). The challenge is even more difficult if you're trying to jog with all your stuff. In this case, you can only go for 4 hours before you're subject to Stamina Drain (DL 18; +2 every hour; tiring).

Surviving Extremes

The lethal version of Stamina Drain has far more serious consequences. You have to make recurring Stamina checks as long as you're subjected to the following life-threatening conditions: dehydrated, exposed, starving, and suffocating. The DL for each additional check is higher than the last. Each failed Stamina check moves you one stage down the Knockout Track. Once you reach stage 5, you gain the unconscious condition. If you remain subject to the danger and fail another check, you die.

For example, when someone chokes you in combat you gain the suffocating condition and become subject to Stamina Drain (DL 15; +1 every round; lethal).

Clothing, equipment, and gear meant to counter the effects of the environment, like heavy winter cloaks, sunscreen, or airy white linen robes, grant a +4 to the Stamina check.

Resisting Spells

Certain spells with physically taxing effects can be defended against using a Stamina check, for instance Thunder and Flare. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Stamina check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.