Breathing
Hazard
Part of Hazard
Breathing is a HazardHazard HazardHazards are sources of potential Damage or adverse Effects. you face when a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that needs to breathe can’t get air.
Core Rule—Holding Your Breath
- When your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. isn’t tracking RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., you can hold your breath for a number of minutes equal to 5 + your BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience..
- When your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tracks RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., you can hold it for a number of RoundsRound CombatRounds are the units of time that divide play into 6-second intervals. equal to 2 + your BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. (minimum 1).
- Each time you take DamageDamage HealthDamage is harm that reduces your Hit Points. while your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tracks RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., lose 1 RoundRound CombatRounds are the units of time that divide play into 6-second intervals. of breath.
- If your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. starts tracking RoundsRound CombatRounds are the units of time that divide play into 6-second intervals. while you’re holding your breath, your remaining minutes become RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., up to your RoundRound CombatRounds are the units of time that divide play into 6-second intervals. limit.
- When you run out of breath, make the SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. for how time is being tracked.
In Minutes
Make this SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. each minute after you run out of breath.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Hold your breath for 1 more minute.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Gain 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. and hold your breath for 1 more minute.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- Your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. drops to 0 and you gain StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
In Rounds
Make this SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. at the start of each of your TurnsTurn CombatTurns are the part of each Round when you get your chance to act. after you run out of breath.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Hold your breath until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- You gain StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- Your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. drops to 0 and you gain StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
Source Player Codex