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legacy:rules:environment [2025/09/08 14:49] – [Falling] tailkinkerlegacy:rules:environment [2025/09/08 14:50] (current) – [Suffocation] tailkinker
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 ===== Suffocation ===== ===== Suffocation =====
  
-Air is very important to creatures that can breathe, but most adventuring happens in places where air is sufficiently common that the characters won't need to consider it.  This is not always the case, however Flooded underground tunnels, caves filled with toxic gasses, or swamps with patches of miasma are all places where the air supply might not be as easily available. +Air is vital to creatures that can breathe, but most adventuring takes place in environments where air is plentifulExceptions include flooded tunnels, caves filled with toxic gases, or swamps with patches of miasma—situations where breathing may be restricted.
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-A creature has a number of Breath Points equal to four plus their Body score.  You won't typically record this, because it only really matters when suffocation is a possibility.  Only when you are deprived of air will your Breath Points be less than full. +
- +
-At the start of each turn, a character who cannot breathe must expend one Breath Point, or else take 2d6 Vital damage. +
- +
-At the start of each turn, if a character //can// breathe, they recover one Breath Point, up to their maximum.+
  
 +A creature has a number of Breath Points equal to 4 + their Body modifier. Typically, this is not tracked unless suffocation is a possibility; only when a creature is deprived of air will their Breath Points fall below the maximum.
 +  * **Deprived of Air**: At the start of each turn, a character who cannot breathe loses 1 Breath Point. If they have no Breath Points remaining, they instead take 2d6 Vital damage.
 +  * **Breathing Normally**: At the start of each turn, a character who can breathe recovers 1 Breath Point, up to their maximum.
 ===== Temperature ===== ===== Temperature =====
  
legacy/rules/environment.1757342944.txt.gz · Last modified: by tailkinker