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 still lose Toughness, but only if the penalty is not already as large as the number of tiers lower the diet is for. 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.
Creatures can hold their breaths for 4 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. If a creature forgets to perform a Deep Inhalation before entering a place where it cannot breathe, and does not exhale instead, it only holds its breath for one-tenth as long.
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 liter per 50 kilograms of additonal water the creature loses 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.
Only [ Blooded ] creatures are susceptible to dehydration.
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.
Most creatures need sleep. If, during the past 30 hours, the creature has not slept for at least 8 of those hours, it is tired.
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 40 hours of work equal to their point value plus their total skill factors, 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 items with 8 hours of work and an Items check: A DC 10 check can produce an item worth up to 8 copper, with every +1 to the DC doubling the maximum value of the item produced, and every doubling of time spent on the check reducing the DC by 1. Half of the value of the item is contributed by expending material components (gold, bone, ink, metals, dyes, woods, and textiles, primarily). Expended components are not wasted on a failed check.
Items or [ Machine ] creatures that are worth points can also be crafted: 8 hours of work and a DC 10 Items check is sufficient to produce something worth up to 1 point, with every +1 to the DC doubling the maximum value of the thing produced, and every doubling of time spent on the check reducing the DC by 1.