Breath

 

Breath

Almost everything breathes, even turtles, though, we won't get into how that works. The ebb and flow of breath through the body is a central requirement for most living things, and the ability to control one's own breathing is considered a requirement for achieving higher states of consciousness for many. Beyond the mystic arts, however, breath plays a key roll in many things, not the least of which is how much activity can be done in a short amount of time, or how long one can go without breathing before suffering from loss of consciousness or death.


Base breath(temporary) for new characters:


  • Base Breath Rating: DDE

  • Starting Pool Size: 14



Actions that do not require an ability to perform, such as walking, running, and swinging a weapon with no special modifiers, including basic move actions cost a base of 5 Breath + Potency + any noted additional cost. If an Ability Crafting is used, the cost is 5 + Breath Cost.




Breath: Starting breath pool is determined by heritage and follows all rules for pools.




At the beginning of a character's turn, they may indicate that they wish to spend their turn 'catching their breath'. Doing so cost 5 stamina points and ends their turn. On the beginning of their next turn, the character rolls their breath rating and adds the result to their breath pool. If the character moved, acted or is attacked between the time the declaration is made and the time the result is determined, then the result is halved. When a character's breath pool reaches zero, they gain the Winded status.


Winded (Status): When a character's breath goes below zero, they gain the winded status at Rank E. Any further breath cost is paid in stamina at a rate of 2 stamina per 1 breath. Performing actions that consume breath while winded increases the status Rank by one rank. Each rank about E cost 3 stamina to remove. Actions performed while winded have their potency reduced by one per winded rank. Taking a short rest break will clear all accumulated winded status ranks.


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