Pools

## Summary

Pools represent different attributes of a character which are expected to fluctuate upwards and downwards throughout the course an adventure.

## Health

Characters have two basic pools of health from which they draw their endurance. These are **Stamina** and **Vitality**.

### Stamina

Stamina represents a character's ability to ignore minor injuries such as cuts, abrasions and bruises.

**Calculating Stamina**

* Each character starts with 8 stamina.
* Each character adds their *Strength* score.
* For every 3 points a character has in *Martial,* *Monstrous* or *Athletics* skills, that character's *Stamina* is increased by 1.

**Managing Stamina**

* *Stamina* points are the first points to be lost whenever a character is injured.
	+ *Stamina* never falls below zero
* During any period where a character is no longer in combat and has a reasonable amount of time to tend to minor injuries (roughly 5 minutes), that character may restore their *Stamina* to maximum.

### Vitality

Vitality represents a character's ability to ignore significant injuries such as lacerations and tissue damage.

**Calculating Vitality**

* Each character starts with 8 *Vitality*.
* Each character adds their *Fortitude* score
* Each character’s *Vitality* improves with each level.

**Managing Vitality**

* *Vitality* points are lost whenever a character is injured and does not have any *Stamina* remaining.
	+ *Vitality* can fall below zero.
	+ Whenever a character's *Vitality* falls below zero, they must follow the rules for *Injuries and Death*.
	+ If a character's *Vitality* plus *Stamina* falls below zero, that character automatically falls *Unconscious*.
* During a full period of rest (8 hours) a character may restore half their maximum *Vitality* score.
	+ This is reduced by half (i.e. one quarter) if 'sleeping rough' (no tent, shelter etc).

## Morale

Morale represents a character’s remaining ‘mental stamina’.

**Calculating Morale**

* Each character starts with 8 maximum morale.
* Each character adds their *Mettle* score
* Each character’s maximum *Morale* improves with each level.
* For every 3 points a character has in *Speechcraft* skills, that character's *Morale* is increased by 1.

**Managing Morale**

* A character's current *Morale* cannot fall below zero.
* When a character has their *Morale* reduced to zero, they become *shaken*.
	+ *Shaken* characters roll a *Fizzle Dice* for attack rolls, saves and skill checks
* When a character would have their Morale reduced to less than zero, they must make a *Mettle* save or become *Panicked*. The difficulty of the check is equal to 14 + the *Morale* the player would have lost below zero. On a *Critical Failure* they become subject to *Mental Scarring*.
	+ *Panicked* characters have a number of options:
		- They may flee (actions spent running away)
		- They may become paralyzed with fear (no actions)
		- They may surrender (to intelligent adversaries)
	+ *Panicked* characters may recover if they are in a 'safe space' (i.e. no immediate threats). Each turn they may make a *Mettle* save to remove the *Panicked* state.
* *Morale* points are lost when:
	+ An ally is rendered unconscious by an enemy (-D8)
	+ This character is rendered unconscious (-D8)
	+ This character fails a *Fear* save (-D4) - This is in addition to other effects failing a *Fear* save would cause
	+ Being attacked during a surprise round (-1)
	+ Sustaining a *Critical Success* from an adversary's attack or rolling a *Critical Failure* on an adversary's save (-1)
* *Morale* points are restored by:
	+ A full rest (+D8)
	+ Defeating an encounter without sustaining any *Vitality* damage (+D4)