Survival & Progression

Progression
Gaining Levels

You will gain levels at regular weekly intervals of progression, detailed below:

Accrual Rate: The accrual of levels varies based on the level you are about to reach, beginning seven active days from your creation date (which begins at level 0): The server master will be keeping tract on how active you are.


 * Levels 1 - 4: You gain 1 level per seven active days
 * Level 5 - 9: You gain 1 level per twenty-one active days
 * Level 10 - 14: You gain 1 level per thirty-five active days.
 * Level 15 - 19: You gain 1 level per forty-nine active days
 * Level 20 - 24: You gain 1 level per sixty-three active days
 * Level 25 - 29: You gain 1 level per seventy-seven active days
 * Level 30: You gain 1 level per ninety-one active days

Note: This is not a “do nothing” progression system if you don't roleplay you will not progress.

Exhaustion
Exhaustion exists in 5 distinct types (listed below), which exist on a scale of 1 to 100: Each category has an individual score for determining debuffs, but having a total combined score of 250 will also lead to death.

1-10: Ideal comfort level. No penalties.

11-30: You begin to notice the telltale signs of exhaustion. No penalties.

31-50: You are “Hindered” by exhaustion, facing a penalty dependent on the specific type of exhaustion which hinders you.

51-70: You are “Suffering” from exhaustion, facing a penalty dependent on the specific type of exhaustion which hinders you.

71-90: You are “Agonizing” over your exhaustion, facing a severe penalty dependent on the specific type of exhaustion which hinders you.

91-99: You are “Crippled” by your exhaustion, facing an extremely severe penalty dependent on the specific type of exhaustion which hinders you.

100: You are “Dead”. Don’t let the quotations fool you, you’re just plain dead. You have died of the specific form of exhaustion affecting you. In the case of Stress, specifically, you are rendered catatonic (braindead).

Types of Exhaustion
Hypothermia

Warmth, precious warmth. Without it, your body begins to shut down, shivering and twitching as it struggles to generate some semblance of the heat it needs to function properly. Let it set in for too long? You might lose a limb, or worse.

Special Note: Cold Resistance applies to Hypothermia damage at a 1-to-1 ratio.


 * Hindered: You suffer a -1 penalty to Dexterity, Strength, and combat checks. This penalty is doubled for dexterity and strength-based Skills (such as Sleight of Hand and Crafting).


 * Suffering: You suffer a -2 penalty to Dexterity, Strength, and combat checks, which is doubled for relevant skills (as detailed above).


 * Agonizing: You suffer a -4 penalty to Dexterity, Strength, and combat checks, doubled for relevant skills.


 * Crippled:  You suffer a -6 penalty to Dexterity, Strength, and combat checks, doubled for relevant skills. You suffer 1 permanent point of damage to Dexterity and Strength each time you reach the “Crippled” state of Hypothermia in a given day. For every 5 points of permanent damage, you lose a limb (determined randomly, blackened with frostbite).

Dehydration

Water. The life giving force that flows across the planet. Run yourself too ragged and you’ll find your lack of hydration causing detrimental effects from loss of consciousness to crippling migraines and even death.

Note: You suffer 10 Dehydration at Noon and Midnight, every day.

Special Note: If your camp has an able source of water you do not need to keep track of this as long as your Character is at camp.


 * Hindered: You suffer a -1 penalty to Constitution, Intelligence, and Wisdom.


 * Suffering: You suffer a -2 penalty to Constitution, Intelligence, and Wisdom.


 * Agonizing: You suffer a -4 penalty to Constitution, Intelligence, and Wisdom, and all actions become “Full Turn” actions in combat.


 * Crippled: You suffer a -6 penalty to Constitution, Intelligence, and Wisdom. All actions become “Full Turn” actions in combat, and all activities outside of combat take twice as long (in the case of Work and Downtime points, costs are doubled).

Fatigue

Sleep is anything but “for the weak”, regardless of what those stalwart Stone Giants might claim. They sleep just as sound as anyone, and without sleep your mind can begin to play tricks on you, eventually either forcing you to nap those precious hours away that your body requires or killing you outright for denying it the chance to recharge.

Note: You gain 25 Fatigue every night you go without sleep.


 * Hindered: You suffer a -1 penalty to Strength and Dexterity.


 * Suffering: You suffer a -2 penalty to Strength and Dexterity.
 * Agonizing: You suffer a -4 penalty to Strength and Dexterity, and movement is halved.


 * Crippled: You suffer a -6 penalty to Strength and Dexterity, and your movement speed is reduced to 1.

Starvation

Without fuel, your body simply cannot operate. Starvation represents the cumulative effect of forcing your body to operate when the only fuel it has to burn is the body itself.

Note: You suffer 10 Starvation at Noon and Midnight, every day.


 * Hindered: You suffer a -2 penalty to Constitution.
 * Suffering: You suffer a -4 penalty to Constitution.
 * Agonizing: You suffer a -6 penalty to Constitution.


 * Crippled: You suffer a -8 penalty to Constitution.

Stress

Stress isn’t just having a bad day. Real stress permeates your body like an angry jolt of electricity, clenching your jaw and forcing your heart to pound in your chest. The worst part? Something primal about it resonates in others. Stress is infectious in large quantities.


 * Hindered: You suffer a -1 to Saves.
 * Suffering: You suffer from the Shaken condition.
 * Agonizing: You suffer from the Shaken condition, and suffer critical failures on any d20 roll of 5 or less.


 * Crippled: You suffer a Mental Break, suffering from the Shaken condition, critical failures on any d20 roll of 10 or less, and impose the Shaken condition on allies within 5 feet of you.