Holding Your Breath
A character can hold their breath for 2 Rotations
This increases by 1 rotation per size tier above average.
This increases by 1 rotation if you take one rotation to prepare yourself.
This decreases by 1 rotation if the character is swimming.
This decreases by 2 rotations if the character is swimming quickly or attacks.
After this time, the character must begin rolling vs suffocation.
Strangulation:
If you are being actively strangled:
If conscious, make an SR 12 Fortitude roll. On failure, take D100 damage that ignores DR.
If you fail this roll, make a second SR 12 Fortitude roll. On failure, take an additional D10and pass out on a failure
Both SR increase by 1 each Rot.
If unconscious, you do not make Fortitude rolls and take D100 damage per Rotation that ignores DR.
During your turn, you may spend a full action to attempt to free yourself. Make a Vigor roll to break the attacker’s hold, or a Dexterity roll to wriggle free. The attacker rolls their Vigor, and if their roll is lower than yours, the grip breaks.
After escaping strangulation, you have a movement speed penalty of -15 feet until your next turn.
Suffocation and drowning:
Once you run out of air you must begin rolling Fortitude every Rotation.
If conscious make an SR 15 Fortitude roll, on a failure take D100 damage that ignores DR
If you fail this roll make a second SR 12 Fortitude and pass out on a failure
Both SR increase by 1 each Rot.
If unconscious you do not make Fortitude rolls and take D100 damage per Rotation that ignores DR.
If you are conscious, taking a breath of air ends both Drowning and Suffocating.
If you are unconscious, taking a breath of air ends Suffocating. Each rotation make an SR 10 Fortitude roll, on success you wake up.
If you are unconscious and Drowning you must be removed from the water and an ally must succeed an SR 16 Medicine roll. The roll can be made once per rotation.