Game Mechanics - Vitality


Vitality measures a character’s physical health, strength, stamina, and resistance to physical harm and illness. A character with a high Vitality Attribute is well muscled and in excellent physical condition. A character with a low Vitality score is puny or in poor physical condition. If a character’s Vitality Attribute is ever reduced below 0, he dies.

• Vitality is added to Melee Weapon and Unarmed Combat damage rolls.

• Vitality reduces unarmed combat damage. When the character is hit by an unarmed combat attack, his Vitality is subtracted from the attacker’s damage roll.

• Vitality rolls are made to resist the effects of poison, drugs, and harmful environmental factors.

• Vitality determines how much a character can lift.

• Vitality may determine how long a seriously injured character will live.

Vitality – Carrying

A character’s Vitality Attribute determines how much weight he can comfortably carry. The higher the character’s Vitality Attribute, the greater his carrying threshold. A character can exceed his carrying threshold by up to fifty per cent, but he is encumbered while doing
so. While encumbered, a character suffers −1 Coordination. Players need not account for every kilogram their characters are carrying. Instead, general rules for encumbrance are listed by Vitality score. Armour does not affect a character’s carrying threshold. However, the armour a character wears may still impact his Coordination (see Armour, pages 191-192).

• Vitality 1 indicates an unquestionably weak character. He can comfortably carry approximately 10 pounds). He can reasonably carry the clothes on his back, a long coat, a pocket watch, and a small weapon without exerting himself. Heavy books or a medical
valise may push his encumbrance into the next weight category.

• Vitality 2 indicates a character who can carry approximately 30 pounds comfortably. He can carry a fair assortment of weapons and some fairly bulky equipment without being encumbered.

• Vitality 3 indicates an athletic and powerful character. He can carry approximately 80 pounds without breaking a sweat. He can carry multiple rifles, a tremendous amount of ammunition, bags of severed animate heads, etc.

• Vitality 4 indicates a heavily muscled character. He can carry approximately 155 pounds without being encumbered. The character can carry very heavy equipment, the wounded body of a mid-weight comrade, or a light machine gun.

• Vitality 5 indicates a character who is a true powerhouse. He can carry approximately 230 pounds without being slowed down.

• Vitality 6 indicates a supernormal character. He can carry weights that would crush a mortal man without even being encumbered. The character can comfortably carry approximately 385 pounds, an astounding amount of weight. He can even carry weapons that are normally mounted on a vehicle. He is not, however, exempt from the laws of physics. Leverage, mass, and the character’s arm span should all be taken into account.

• Vitality 7 indicates an unquestionably inhuman force of nature. He can carry approximately 865 pounds without being encumbered!

Vitality – Feats of Strength

A character can attempt to use his physical prowess to perform a number of feats of strength. These feats include lifting weights much greater than those he could comfortably carry, knocking down doors, and bending bars. The stronger the character is, the more impressive feats of strength he can attempt. If a character rolls a critical failure on a Feat of Strength roll, he pulls a muscle and suffers −1 Vitality for one day. A character cannot reduce his Vitality below 1 as a result of critically failing a lifting check.

• Dead Lift: With a successful Vitality roll (DR 11), a character can lift up to three times his carrying threshold. With a little more effort (DR 16), the character can lift up to four times his carrying limit. A character performing a Dead Lift can make no other action except to move a number of feet equal to his Coordination Attribute. Every minute, the character must make a Vitality or Wit roll (whichever is higher) versus the DR of the initial roll. If the roll fails, the character drops what he is carrying.

• Knocking Down Doors: A character with Vitality 3 or greater can attempt to knock down a sturdy door with a successful Vitality roll (DR 16). If the door is particularly solid or reinforced, the DR could increase significantly or the task may become impossible. Narrators should take into account the strength of the character when determining whether the task is possible. There are few things a rampaging thrope cannot punch his way through.

• Bending Bars: A character with Vitality 5 or greater is able to bend bars with a successful Vitality roll. The DR for such a task depends on how solid the bars are. Barred windows may require a roll versus DR 16 while the bending the bars of a jail cell will require a roll versus DR 20 or more. If the character has a tool, like a crowbar, that may be used to apply pressure, he may gain a bonus on his Vitality roll.

At the Narrator’s discretion, characters with exceptional Vitality scores are capable of even greater Feats of Strength.

Lifting and Feats of Strength Table:

1 10 15 30 40
2 30 45 90 120
3 80 120 240 320
4 155 235 465 620
5 230 345 690 920
6 385 580 1,155 1,540
7 865 1,300 2,595 2,405

Game Mechanics - Vitality

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