Wednesday, March 27, 2019

Forced Activity Checks

Also known as forced march, this page describes checks made against exhaustion. Depending upon the character’s constitution, there is a point when further activity is impossible. The activity checks chart shown indicates where this limit begins for humanoids, depending on their constitution.

The columns under Hours of Activity without a Check describes how long the individual can perform that activity before they must check to see if fatigue denies them the ability to continue:
Travel includes movement on foot or when mounted. Persons carried along in carts, wagons and carriages are considered to be resting.
Hard physical labour describes work that consistently strains the muscles and produces sweat. This includes the carrying of gear that reduces movement by 2 actions points or more (see encumbrance). This also includes driving a vehicle.
Light physical labour describes work that can be performed without straining the muscles or producing sweat. This includes any carrying of gear that reduces movement by 1 action point. This also includes controlling an animal mount.
Mental labour describes work that can be done with no more than a writing implement and mental thought. This includes learning spells.

The maximum combat rounds per day is subject to rules on combat fatigue, limiting the total number of combat rounds that can be performed in sequence before rest must be taken. Otherwise, it describes the total number of combat rounds that can be fought without experiencing fatigue.

Once a character has travelled, worked or fought to their maximum potential in hours or rounds, they must make a constitution check to determine if they are able to press on for another hour, or for another 1-8 combat rounds (roll in advance and let the player know). If the character succeeds, they’re constitution is temporarily reduced by 1 point.

When the hour has passed, or they have momentarily rested from combat according to the combat fatigue rules, they may again make a constitution check, with their adjusted constitution. Another success will mean another loss of 1 point, and continued action for another similar period of time. This may continue until the constitution check fails.

Once a check has failed, the character is considered “half-spent.” They can no longer move under their own power, nor defend themselves (see helpless defenders). However, if they can be helped along by any other whose weight is at least 80% of the half-spent person’s weight, half-spent persons are able to continue on. Half-spent persons make no further checks; however, any supporter who then fails their check becomes half-spent and can no longer provide aid.

Once any half-spent person has had ten minutes to be still and stiffen up, they will become fully spent. At this point, they can be carried or dragged, but they can no longer be induced to move under their own power. Nor can they defend themselves. If collapsed, they must make a constitution check every half-hour, or lose consciousness. Efforts to move or defend themselves will similarly reduce them to unconsciousness.


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