Vitality
The physical ability to resist attacks, poisons, and disease.
The mental ability to identify and resist negative information, mental disorders, and maintain integrity against foreign ideas.
Vitality: Score Range 1 to 100
Each point of Vitality costs One Power Point.
All Characters begin the game with 1 Vitality.
Hit Points: Each point of Vitality increases Hit Points by 7
Vitality Game Mechanics
Resistances: Reduces the chance to be affected by Disorders, Enthrallment, Insecurities, Biological Weapons, Poison, and Disease by 1% per point spent, maxing at 99% at 99/100 Vitality. You will still Carry the Enfeeblement, meaning you may still be contagious even if unaffected.
Anti-Carrier: At 100 Vitality, you no longer carry enfeeblements and will not be contagious unless you are affected.
Endurance: Some actions cause Hit Point damage, such as picking up too much weight, running for extended periods of time, and difficult swims and climbs. Your Endurance is equal to Vitality.
Health Pool: The Health Pool is a combination of energy to deflect, parry, or absorb blows.
Once Hit Points hit 0, The character becomes Vulnerable.
Vulnerable characters may be targeted by Maiming Effects and Cinematic Execution.
Hit Points are determined by combining 10xStrength and 7xVitality.
It is possible to have 1000 Hit Points with Max Strength and Vitality.
All characters start with 1 Vitality, therefore they’ll have 7 HP to begin.
Auto-Regeneration: Characters regenerate 25% of their Hit Points each Fifteen minutes they are not in combat and have not taken damage.