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ironbound:rules:air

Air

Air quality can be a significant hazard for adventurers, who oftentimes find themselves deep underground, or even underwater.

Suffocation

If you are unable to get enough air to breathe, you risk suffocation. At the end of each turn in which you did not have sufficient air, you must roll+BOD. If you chose not to take a Main Action this round, you gain favour on this check. If you have any Suffocation Points, subtract them from this Body roll.

  • Complete Success: You hold your breath with no issue.
  • Success: You hold your breath, but gain one Suffocation Point.
  • Partial Success: You hold your breath, but it is taxing. You gain one Suffocation Point, and lose 1d6 Stamina. If you are out of Stamina, you suffer one point of Injury.
  • Failure: Holding your breath is taking a toll on you. You gain one Suffocation Point, and suffer one point of Injury.
  • Complete Failure: You reflexively gasp for breath, losing some of your precious air. You gain two Suffocation points, and suffer one point of Injury.

At the end of any turn in which you do have enough air to breathe, you lose one Suffocation Point if you have any.

ironbound/rules/air.txt ยท Last modified: by tailkinker