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Chapter 3: Primary Statistics [ | Introduction | Strength | Stamina | Agility | Speed | Beauty | Intelligence | Fortitude | Wisdom | Perception | Charisma | Making Stat Checks | ]
Stamina
This stat measures how well your character can stand up against damage before it even starts to really hurt him. At the higher
levels, his body has been toned to handle damage and is therefore near impervious to weak attacks.
Bonuses
For every additional stamina point over 5, you receive +4% to Resist Knockout/Death.
Your hitpoints are equal to your stamina x 3.
At a stamina of 12, you receive +1 PFb. Repeat this bonus for every 3 additional points past a stamina of 12.
For every 4 points in stamina, add 1 to your stamina skill checks.
Penalties
At less than 5 stamina, this character suffers from +1 blood loss on all major injuries. This is determined by the GM.
At less than 3 stamina, this character's Red damage and hitpoint recovery rate are cut in half. Fails all stamina checks.
Stamina Values
|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Hitpoints
|
3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 |
36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 | 60 |
PFb
|
-2 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +1 |
+1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 |
Resist Knockout (%)
|
-20 | -15 | -10 | -5 | +0 | +4 | +8 | +12 | +16 | +20 | +24 |
+28 | +32 | +36 | +40 | +44 | +48 | +52 | +56 | +60 |
Skill
|
0 | 0 | 0 | +1 | +1 | +1 | +1 | +2 | +2 | +2 | +2 |
+3 | +3 | +3 | +3 | +4 | +4 | +4 | +4 | +5 |
Physical Endurance -
This is how well the character can put up with continual physical stress. Each time the character tests the limits of his Stamina,
he must then take a break. The break must be considerate so that the character is well-rested (for some activities, like jogging,
the rest may only need to be an hour or so).
If the character simply jumps into another physical activity without taking a sufficient break, most or half of the time spent doing the last
activity will count against him (it's the GM's call, depending on how short a break the character takes).
When doing an activity, the character can normally keep it up for minutes, hours, or any other length of time.
Multiply the character's Stamina by 5. This is how long the character can carry out a physical activity. For continued work (such as
heavy construction, jogging, swimming, or other mildly strenuous activities), the character can go for minutes. For harsh tests of
strength and stamina (holding breath, sprinting, lifting), he can keep it up in seconds.
If the character chooses to go beyond his limits, he will have to make Stamina checks.
The Stamina checks will come with increasing penalties (GM's discretion, but try to make the difficulty go up by 1 each time you
ask for a roll. The check should happen every several minutes or seconds, depending on the activity).
If he fails, he must stop immediately. The character must then roll Resist Knockout. If he succeeds, he is simply out of breath and completely exhausted.
If he fails, he may pass out or at least fall over unable to react further. More information is available in the Stat Checks section.
If the character collapses from exhaustion or keeps up physical stress for far too long, he may have to rest for an entire day or two
to fully recover. If the character collapsed, but the exertion continued (perhaps he ran out of breath underwater),
the GM may choose to do Red damage to whatever area was affected.
Lifting, Sprinting, Holding Breath, or other Heavy Physical Stress - This can be done for his Stamina x 5 in seconds. Make checks every few seconds past that.
Carrying, Jogging, Climbing, Swimming, or other Light Physical Stress - The character can do this for his Stamina x 5 in minutes. Make checks every 5-10 minutes past that.
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