Vitality

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This system recreates the effects of the total hit points from earlier Runequest, while also integrating with the MRQ combat rules.

All characters are given a Vitality rating. This is equal to your CON. Add 1 for having a SIZ or POW of 15+. Add 2 for having a SIZ or POW of 18+

Vitality damage is incurred as follows: When a hit location is reduced to 0 HP -1 Each major wound suffered -1D6 (alternatively, make this a fixed penalty of -2 or -3) A character rolling to remain conscious, will lose 1 Vitality per round of combat. A character that has fallen unconscious will lose 1 Vitality per minute. Loosing a level of Fatigue -1

Whenever a character could recover a level of Fatigue, he can elect to restore 1 point of Vitality instead. Additionally, a day of rest will restore one additional point of Vitality.

A character reduced to 0 Vitality has expired.


To accompany this system, poisons should be assigned a damage value (I recommend 1 per 5 points of strength). When a character is poisoned, make an opposed roll between Resilience and the Poisons strength. If the Resilience wins, only half damage is sustained. Poison damage is applied to Vitality directly, and is sustained at a rate of 1 point per round of combat.

If an antidote is applied, make an opposed roll between the strengths of antidote and poison. If the antidote is successfull, deduct the antidotes "damage" from the remaining, unapplied poison damage.

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