Difference between revisions of "Survival"
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Creatures can hold their breaths for 10 rounds, after which they take 1 wound per round. Wounds inflicted in this way heal at a rate of 1 per round while able to breathe. A creature that takes a [[standard action]] while suffocating suffers the effects of an additional round of suffocation immediately. | Creatures can hold their breaths for 10 rounds, after which they take 1 wound per round. Wounds inflicted in this way heal at a rate of 1 per round while able to breathe. A creature that takes a [[standard action]] while suffocating suffers the effects of an additional round of suffocation immediately. | ||
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+ | ==== Dehydration ==== | ||
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+ | In relatively humid environments, a creature loses 1 liter of water per 50 kilograms of weight per day. This increases by 1 liter if the environment is arid, by 2 liters if the environment is nearly body temperature or warmer, and by 2 liters with heavy exertion. When missing 2 liters of water per 50 kilograms or more, the creature is [[shriveled]]. Each day that the creature loses more water while already [[shriveled]], it takes 1d12 Dehydration damage: wounds inflicted by Dehydration damage cannot be healed until the creature drinks at least 1 liter of water per 50 kilograms of weight per day. | ||
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+ | Creatures that live on a Soul or Bone diet are not susceptible to dehydration. | ||
==== Natural Healing ==== | ==== Natural Healing ==== |
Revision as of 01:53, 9 September 2013
Food
It's not really possible to act at full potential without sufficient sustenance, and creatures that are more powerful need more food in order to survive. A creature which goes without food for a day gets a cumulative -1 penalty to Toughness, which can be cured by eating a day's worth of food; creatures that eat only enough food for a lower tier creature get their maximum HP reduced to that of the lower tier until they eat a proper meal. Unless otherwise specified, a creature's diet is assumed to be an Organic diet.
Tier | Organic Diet | Soul Diet | Bone Diet |
---|---|---|---|
Common | 1500 Calories | 5 insect souls | 250 grams of bones |
Elite | 2500 Calories | 1 soul of a creature at least as intelligent as a mouse | 500 grams of bones |
Paragon | 3500 Calories and 1 gram of Potentia Victus | 1 soul of an intelligent creature per month1 | 1 kilogram of bones and 2 grams of fossils |
Legend | 4500 Calories and 4 grams of Potentia Victus | 1 soul of an intelligent creature per week1 | 1 kilogram of bones and 8 grams of fossils |
- Penalties for going without food only start after this longer period of time has elapsed.
Suffocation
Creatures can hold their breaths for 10 rounds, after which they take 1 wound per round. Wounds inflicted in this way heal at a rate of 1 per round while able to breathe. A creature that takes a standard action while suffocating suffers the effects of an additional round of suffocation immediately.
Dehydration
In relatively humid environments, a creature loses 1 liter of water per 50 kilograms of weight per day. This increases by 1 liter if the environment is arid, by 2 liters if the environment is nearly body temperature or warmer, and by 2 liters with heavy exertion. When missing 2 liters of water per 50 kilograms or more, the creature is shriveled. Each day that the creature loses more water while already shriveled, it takes 1d12 Dehydration damage: wounds inflicted by Dehydration damage cannot be healed until the creature drinks at least 1 liter of water per 50 kilograms of weight per day.
Creatures that live on a Soul or Bone diet are not susceptible to dehydration.
Natural Healing
In the unlikely event that a character spends an entire day with any wounds, roll a d10. On a 7 or higher, the character is healed for 1 wound, but on a 6 or lower, the character takes 1d6+1 Disease damage.
Work
It's possible to make more than enough money to survive by working. By finding work that matches their specific specialties, a character can usually make a number of copper pieces per 8 hours of work equal to their point value, although clever choice of niches or legal and social problems can change that value drastically. Even without economic input from outside sources, a character can make twice this much value in items by making a DC 5 Items check for a nonmagical item, or a DC 8 Items check for a magical item; half of that value is contributed by expending material components (gold, bone, ink, metals, dyes, woods, and textiles, primarily).