Vitality
Every step burns the fire that keeps you going.
Vitality is the measure of how long you can hold the line against a collapsing world. It is not just health—it is resolve, momentum, and the will to act when nothing remains. Vitality is the fire that fuels your presence in the story. When that fire dies, so do you.
To act, to strike, to survive, to conquer—it all begins with what you can endure.
What Is Vitality?
How much can you give before you fall?
Vitality (VIT) represents your total stamina, will, and resilience. It defines how many actions you can take, how long you remain in the fight, and how much punishment you can absorb. VIT equals your pool of Action Dice (AD). Lose one, lose both—they are the same fire.
Ask yourself:
- How long can I keep acting before collapse?
- What pushes me to keep moving through pain?
- Where do I draw the line between boldness and death?
Vitality Calculation
- Add together your five Core Vitals.
- Compare this total to the table below:
| Total of Vitals | Vitality |
|---|---|
| 5 | 3 |
| 6 | 4 |
| 7-9 | 5 |
| 10-11 | 6 |
| 12-14 | 7 |
| 15-17 | 8 |
| 18-21 | 9 |
| 22+ | 10 |
How Vitality Works
Your Vitality is the core of your presence in the world—a measure of how much you can do and endure.
Vitality States
| VIT | AD | State | Result |
|---|---|---|---|
| VIT > 0 | AD > 0 | Active | Act freely |
| VIT = 0 | AD = 0 | Unconscious | Recovery Check |
| VIT < 0 | AD = 0 | Critical | Recovery Check |
| VIT < 0 and Recovery Dice = 0 | AD = 0 | Dead | — |
Vitality & Action Dice
Each point of Vitality (VIT) grants 1 Action Die (AD)—e.g., if your Vitality is 5 then your number of AD is 5, and so on. These dice are your expendable resource—spent to act, move, or react to the world around you.
Number of Action Dice (AD) = Vitality
- For every 1 VIT you lose—taking wounds or being adversely affected by conditions—you also lose 1 AD.
Tip: Guard your AD like the lifeline they are—when your AD runs dry, so does your ability to shape the scene.
Healing Vitality
Natural Recovery (Long Rest)
You may restore lost Vitality and AD after every Long Rest.
A Long Rest is an uninterrupted 8-hour period of rest, sleep, or recovery. During this time, you may not cast spells, fight, or perform strenuous actions (i.e., spend Action Dice). If interrupted, the rest must begin again.
- After a Long Rest, roll all AD in your Wounds Pool.
- For each Critical Hit rolled:
- Gain +1 VIT.
- Move 1 Wounded AD back to your Ready AD Pool unless the healing effect says otherwise.
Note: If aided by a successful Medicine check, roll each Wound die with Advantage.
Magical Healing
Magical healing—spells, potions, magic items, etc.—restores VIT as stated by the spell or effect.
For each point of VIT restored by magic:
- Move 1 Wounded AD back to your Ready AD Pool unless the healing effect says otherwise.
Unless explicitly stated on the power or effect, magic healing cannot increase your Vitality beyond your maximum VIT. Excess healing is lost if no Wound AD remain.
Unconsciousness & Critical Recovery
If you are in an Unconscious or Critical state, you must successfully make a Recovery Check.
See Recovery and Death for full rules (pp xxx).
Summary
- Add your Core Vitals and use the table to determine your Vitality (VIT).
- VIT = Action Dice (AD). They rise and fall together.
- At 0 VIT or AD, you become Unconscious.
- At VIT < 0, you enter Critical state.
- You die when VIT < 0 and no Recovery Dice remain.
- Healing restores VIT and Wounded AD.