Any character can hold her breath for anumber of turns equal to twice her Vitality score. After this period of time, the character must make a DC 10 Vitality saving throw every turn in order to continueholding her breath. Each round, the DC increases by1. When this roll is failed, the character dies.
Exposure to Cold
An unprotected character in cold weather (below 40° F) must make a Vitality saving roll for eachhour of exposure (DC 15) or take 1d6 points of damage. In conditions of severe cold or exposure(below 0° F), an unprotected character must make a Vitality saving roll once every 10 minutes (DC 15),taking 1d6 points of damage. Extreme cold (below-20
F) deals 1d6 points of lethal damage per minute(no saving roll).
Exposure to Heat
A character in very hot conditions (above 90
F) must make a Vitality saving roll each hour (DC 15)or take 1d4 points of damage. In severe heat (above110
F), a character must make a Vitality saving rollonce every 10 minutes (DC 15) or take 1d4 damage.In extreme heat (air temperature over 140
F, fire,boiling water, lava), merely
air deals 1d6damage per minute (no saving roll).
Falling characters sustain1d6 points of damage per 10 feet fallen, to a maximum of 20d6. A Vitality saving roll can be made at heights of 20 feetor less to halve damage (rounded down). Saving rollsdo not mitigate falling damage from heights above20 feet and further damage may be incurred bylanding on objects as the Referee sees fit.
If a character’s clothes or hair catch fire, hetakes 1d6 points of damage immediately. For eachsubsequent minute that the character remains on fire,he takes another 1d6 points of damage. A successful Agility saving roll will extinguish the fire.
For every full 8 hours of sleep or more thatyour character accrues after being inured, removeone point of Damage Taken per character Level. For example, if your character is of 3
Level and hastaken 5 points of damage, but has rested for 8 hours,they will reduce Damage Taken by
points.If your character rests uninterrupted for anentire 24 hours after being injured, you can removean amount of Damage Taken equal to
your character’s current Level.
restore character health.To learn how these spells work, consult the individualdescriptions in the source document that you areusing or the spells devised by the Referee.
You can never reduce Damage Taken to lessthan zero (i.e., your character can’t recover any morehealth than they lost to begin with).
Characters experience two different kinds of growth – Ability growth and level growth.
Any time that a player rolls a ‘natural’ (i.e.,unmodified) result of either 1 or 20 when making an Ability roll, they need to place a checkmark next to the Ability involved. At the end of a game session, a player needsto roll 1d20 for each checkmark on their recordsheet, one at a time. If they roll a result that equals
exceeds the rating of the Ability that the checkmark is