Endurance

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ENDURANCE CON




Your stamina and ability to maintain activity for long periods of time.

Contents

Use

The timeframes given in these examples uses are guidelines. The GM should feel free to adjust the time needed between Endurance checks to best suit the game and that particular challenge.

Extreme Activity

Each minute you spend engaged in intense activity, like running all-out or actively swimming, you must make a DC 10 Endurance check (+2 for each additional minute beyond the first). If you succeed, you are in good shape to continue. If you fail, you move one step down the Check Condition Track, suffering a -2 penalty to future Strength and Constitution checks. If you fail again, or if you fail by 5 or more, you move down an additional step down the Check Condition chart, suffering a -5 penalty to Strength and Constitution checks. If you fail a third time, or if you fail by 10 or more, you fall unconscious and helpless. It takes an ten minutes of rest to recovery from any conditions you may have suffered from extreme activity (DC = 10 + 2 for each minute the activity lasted).

Forgo Food and Drink

Characters must eat and drink every day to stay healthy. If you go for more than a day without eating or drinking, you must make a DC 10 Endurance check (+5 for each additional day beyond the first). If you succeed, you are in good shape to continue. If you fail, each of your physical ability scores is drained by 1 point. Note that if your Strength or Dexterity are reduced below -5, you are unable to move under your own power, and if your Constitution drops below -5, you could die! You can only attempt to recover your drained ability scores if you have nutritious food and drink. The recovery DC is equal to 10 + 5 for each day you went without food.

Realistic Thirst

Alternatively, since most creatures need to consume much more water than they do food, you can track each requirement separately. For more realistic games, thirst should be checked about two or three times as often as starvation. For thirst, to be more realistic, you should check about three times a day. However, it is up to the GM to determine when and how often to make these checks.

Forgo Sleep

Characters must sleep for about eight hours every day to stay fighting fit. If you go for more than a day without sleeping, you must make a DC 10 Endurance check (+5 for each additional day beyond the first). If you succeed, you are in good shape to continue without sleep. If you fail, you move one step down the Check Condition Track, suffering a -2 penalty to future Strength and Constitution checks. If you fail again, or if you fail by 5 or more, you move down an additional step down the Check Condition chart, suffering a -5 penalty to Strength and Constitution checks. If you fail a third time, or if you fail by 10 or more, you fall unconscious and helpless. It takes a good night's sleep (at least 8 hours) to recover from fatigue due to staying up for prolonged periods (no check required).

Hold Your Breath

Each round you spend holding your breath beyond your Constitution score requires a DC 10 Endurance check (+2 for each additional round beyond the first). If you succeed, you are in good shape to continue. If you fail, you move one step down the Check Condition Track, suffering a -2 penalty to future Strength and Constitution checks. If you fail again, or if you fail by 5 or more, you move down an additional step down the Check Condition chart, suffering a -5 penalty to Strength and Constitution checks. If you fail a third time, or if you fail by 10 or more, you fall unconscious and helpless (and you begin breathing normally again, which may be dangerous if you are surrounded by a dangerous substance or submerged in water). It takes one action of rest to recover from any conditions you may have suffered from holding your breath (DC = 10 + 2 for each round you held your breath).

Prolonged Activity

Each hour you spend engaged in prolonged activity (such as a forced march, treading water, etc.), you must make a DC 10 Endurance check (+2 for each additional hour beyond the first). If you succeed, you are in good shape to continue. If you fail, you move one step down the Check Condition Track, suffering a -2 penalty to future Strength and Constitution checks. If you fail again, or if you fail by 5 or more, you move down an additional step down the Check Condition chart, suffering a -5 penalty to Strength and Constitution checks. If you fail a third time, or if you fail by 10 or more, you fall unconscious and helpless. It takes an hour of rest to recovery from any conditions you may have suffered from prolonged activity (DC = 10 + 2 for each hour the activity lasted).

Brave the Elements

If caught in inclement weather (such as extreme heat or cold, or in particularly heavy rain or wind), you must make a DC 10 Endurance check (+2 for each additional hour beyond the first). If you succeed, you are in good shape to continue. If you fail, you move one step down the Check Condition Track, suffering a -2 penalty to future Strength and Constitution checks. If you fail again, or if you fail by 5 or more, you move down an additional step down the Check Condition chart, suffering a -5 penalty to Strength and Constitution checks. If you fail a third time, or if you fail by 10 or more, you fall unconscious and helpless. It takes an hour of rest to recovery from any conditions you may have suffered from inclement weather (DC = 10 + 2 for each hour you were exposed to the weather).

Action

Endurance checks are generally only required after an extended period of activity, usually outside of combat. When called for, Endurance checks don't require any action themselves.

d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

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