Difference between revisions of "Survival"

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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.
 
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.
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==== Work ====
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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).

Revision as of 09:16, 4 February 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.

Table: Diet by Tier

Tier Organic Diet Soul Diet Bone Diet
Common 1500 Calories Bacteria souls absorbed by simply existing 250 grams of bones
Elite 2500 Calories 5 insect souls 500 grams of bones
Paragon 3500 Calories and 1 gram of Potentia Victus 1 soul of a creature at least as intelligent as a mouse 1 kilogram of bones and 2 grams of fossils
Legend 4500 Calories and 4 grams of Potentia Victus 1 soul of a member of one's own species 1 kilogram of bones and 8 grams of fossils

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).