Difference between revisions of "Stamina"
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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 | + | 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| | + | {{section|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 taking a [[Called Shot]] to the head or abdomen 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''). | |
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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. | ||
− | + | Contests of strength between creatures of different sizes favor the larger creature. In these opposed combat rolls, the larger creature gains a +4 bonus for each point of [[Size]] difference. Thus, if a firnoy attempts to suckerpunch a kulgeri in the liver, the kulgeri receives a +8 bonus to his Stamina check to resist the effects. | |
{{section|Staying Power|}} | {{section|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. | |
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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|}} | ||
+ | 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, | + | 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. | |
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{{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]]. | + | 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. |
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[[Category:Skills]] | [[Category:Skills]] |
Latest revision as of 23:40, 19 January 2020
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 taking a Called Shot to the head or abdomen 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.
Contests of strength between creatures of different sizes favor the larger creature. In these opposed combat rolls, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a firnoy attempts to suckerpunch a kulgeri in the liver, the kulgeri receives a +8 bonus to his Stamina check to resist the effects.
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.