Difference between revisions of "Survival"

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(Dehydration)
(Suffocation)
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==== Suffocation ====
 
==== 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.
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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. 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.
  
 
==== Dehydration ====
 
==== Dehydration ====

Revision as of 07:58, 17 January 2014

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.

Table: Diet by Tier

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
  1. 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. 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.

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 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.

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).