Health

Health is denoted by two attributes, Stamina and Wounds. In turn these are divided into subsets which are recovered at different rates and are tracked seperately.

Physical damage occurs when exhausted which may be identified by scars, missing limbs...

Wounds

These give the amount of physical damage your body can take before giving up the ghost. The number of WP is given by :

Constitution + Racial base

Physical wounds are split into wound points and life points

Wound Points (WP)
Minor breaks (fingers, toes), sword cuts, bruised ribs, light to medium sprains.
1 Day point locked. This cannot be recovered until the WP is cured
1 Critical Injury
Life points (LP)
Major breaks (arm, leg), cracked ribs, internal injuries, torn ligaments, crushed limbs.
1 row of stamina points are locked. These cannot be recovered until the WP is cured
1 Critical Injury

Critical Injuries

Certain feats and damage causing wound points also causes a critical injury. In some cases these may only last until the end of the encounter.
Each injury will affect only the part of the body where the blow was taken (random if a spell effect such as fireball).  No matter how many WP are taken only one location is hit and one critical injury suffered.

Each critical has permanent effects and effects that last until the end of the next round. If a second critical is taken on the same location, then the effect lasts until the end of the encounter (the permanent effect is also doubled i.e. double initiative disadvantage & -2 to all skills).

 

Location Critical Injury Effect
Permanent effects

Initiative disadvantage

-1 to all skills

Legs

Half speed

-1 defence

Weapon Arm

Disadvantage to all physical skills (includes spellcasting)

Held items are dropped

Shield arm

Shield ineffective

2 handed weapons at disadvantage

Torso

Disadvantage to all skills

Head

Stunned

Certain creatures cause critical injuries when they critical hit (or have a feat), these may only last until the end of the encounter or a day point cure, whichever is first.

Healing

Unlike stamina all wounds heal at together. Thus two sprained ankles will both heal together at the same time as your broken arm, though quicker. WP all heal within 1 week, LP all heal within 1 month converting down to WP which then take another week. This is quicker than reality where breaks take 6-12 weeks plus another 6-12 weeks recovery, however for playability a character should not be incapacitated for too long.

Prayers and rituals that heal wounds will also heal a single critical injury if more than one critical has been suffered. The last critical cannot be cured until all the wounds are also cured. (Ideally we would track criticals against WP for the location but that is too cumbersome).

The heal prayer only lets characters ignore the effects of a critical injury for a few minutes, it wears off aftera few hours, the ritual will permanently mend the injury.

Healing may target any specific area to remove the chosen critical injury.

Stamina

Health or stamina is not all recovered at the same rate, after exercise a short breather will enable a person to carry on for a little while longer but after strenuous exercise the body needs a long time to recover fully. Running a marathon at race pace drains the muscles so much that it takes about a month to fully recover, whereas after a 100 yard sprint you may still think you are exhausted but you will recover in a few hours. This is modelled by having the some health points lost regained more quickly than the others.

The recovery rate varies from 1 / round (AKA Breather points) to 1 per day. Although tracked seperately they are all referred to as Stamina points. There are a few effects which target Day points specifically or exclude breather points.

All characters start with stamina = 1/2 wounds +5 breather rounded up or

1/2 Wounds + 5 breather

or

Con + height in feet + 5 Breather points

Active characters will increase this by training and adventuring.

A character with 13 WP who had bought 3 extra stamina points would start at 15SP (13 wounds/2=7 +3 bought + 5 Breather)

Points are created equally split (except the 5 breathers) across the columns starting from the slowest to recover.

 

BP
1 rnd

SP
5 min

SP
1 hour

SP
1 day

WP
1 week
LP
1 mnth
           
           
           
           
           
           
           

Injuries

Damage may be caused by being hit in combat, poison, getting caught in fireballs, falling on pointy objects.

In normal combat only stamina points are lost not wound points. Points are lost across the columns from left to right.

  1. For each WP lost a SP (day) is prevented from recovering.
  2. For each Life point lost a row of stamina is prevented from recovering

i.e. your maximum stamina has been reduced.

Frank takes several hits, the first for 6 points

BP
1 rnd

SP
5 min

SP
1 hour

SP
1 day

WP
1 week
LP
1 mnth
1
1
1
1
 
1
1
   
 
           
           
           
           
           

and the second for 8 points. Where a type of Stamina is exhausted skip the column and apply it to the next column instead.

BP
1 rnd

SP
5 min

SP
1 hour

SP
1 day

WP
1 week
LP
1 mnth
1
1
1
1
   
1
1
2
2
   
2
2
2
2
   
2
2
   
         
           
           

The third hit is for 4 points, this fill up the remaining stamina points and then works down the wound points column.

BP
1 rnd

SP
5 min

SP
1 hour

SP
1 day

WP
1 week
LP
1 mnth
1
1
1
1X
3
 
1
1
2
2X
3
 
2
2
2
2X
3
 
2
2
   
3
         
           
           

The loss of Wound Points caused the permanent loss of Stamina Points (day) until the wound is healed. and a critical injury in the location struck

The 4th hit causes another 4 points damage

This gets a little tricky.

First apply the locks for the wound point (Y), then apply the lock for the Life point (Z) with a critical injury in the location struck. This means that some spoints end up with double locks. You don't need to track double locks though as you can always easily see what is locked since for each WP a stamina (day) is locked and each Life Poiunt a row is locked. If Frank had not gone into life points he would still have suffered another critical injury but it wouldn't have made the limb useless.

BP
1 rnd

SP
5 min

SP
1 hour

SP
1 day

WP
1 week
LP
1 mnth
1Z
1Z
1YZ
1XZ
3
4
1
1
2Y
2X
3
2
2
2
2X
3
2
2Y
4
3
     
4
       
4
           

So after maximum healing Franks health would be

BP
1 rnd

SP
5 min

SP
1 hour

SP
1 day

WP
1 week
LP
1 mnth
X
X
X
X
3
4
X
X
3
X
3
 
X
4
       
4
       
4
           

At this point although Frank is not exhausted since he has free stamina points, however he will be suffering a critical injury.

Falling

Damage increases exponentially the further you fall

with a difficulty of 9. The character is also prone and must make a stunned save.

A save vs Acrobatic (difficulty 11 +1 per 10') will reduce the damage by 10'.

Armour has no effect.

Running

Normal walking speed is 6x height per round (~32'/round for a human)

Normal speed in combat is at a hustle of 5'/s (50'/round). This does not cause SP loss unless you do it for several rounds and is then calssed as jogging.

 

Each minute roll Endurance (Con) against difficulty to halve the SP lost.

Speed   Minute Round Endurance
x1 Walk - - -
x1.5 Jog 1 -  
x2 Run 6 1 3
x3 Sprint 30 5 6
x4 Max 120 20 n/a

Running at x3 speed or greater always costs at least 1SP

When starting a charge or hurling a spear you need a run up to reach speed. It takes 10' to reach double speed and +10' for each extra speed category (however for calculating the distance moved for normal running assume you are travelling at the top speed for the whole round)

Lack of Sleep

Lose 1 day point per hour of sleep lost

Lose 1 day point per hour of extra travel (>8 hours or Dwarfs > 10)

Lose 1 Mental stat (INT or WILL or ALT) per lost 4 hours
After 8 hours save (WILL+END) or fall asleep
Save again (ongoing rising twice) if lose more sleep.
A normal night's sleep + 2 hours will recover 1 mental point

Healing

Health is normally regained through rest, although certain priests can speed up the healing process. Any exercise such as walking, riding or adventuring will prevent recovery though pottering whilst getting lunch or walking around town (without chasing the bandits) is OK

A constitution check (12) will reduce the time by 1 day per success level

The Wound Point recovery rates is halved if characters are not resting the affected area.

Life Points cannot be regained if the affected area is not totally rested (arm in a sling, no walking/riding for cracked ribs). Pottering around a house is acceptable.

The trait fast healing reduces the healing time by 2 days or 1 week (for WP/LP)

Type
Recovery rate per point
Breather 1 round
Stamina 5 minutes
Stamina 1 hour
Stamina 1 day
Wounds 1 week
Wounds 1 month

Herbalism

The herbalism skill may be used with the application of the correct plants to mitigate the effect of wounds. If you suffered more than 1 wound in a single strike then a herbalism skill check (14) will reduce the number of wounds suffered by the success level to a minimum of 1, this takes 10 minutes.

Herbalism also acts as fast healing on a successful check; it works in addition to the feat.

Conditions

Aim / prepare

Advantage (to hit, melee & spell damage)

Dodging

Melee attacker:             Disadvantage (hit & damage)
Ranged attacker:           Disadvantage to hit

Grappled

Grappled:                      Dodge saves and all skills (except brawling) at disadvantage
Grappler:                      Advantage for body attacks (bite, claw...)
3rd party attacker:         Advantage for thrusting attacks

Prone

Minimum initiative is 5

Defender:                      Disadvantage on Dodge saves / all skills.
Attacker:                       Advantage

Takes a movement and a minor action to rise.

Restrained

No skills requiring movement
Everything at disadvantage
Cast attempt > 10 + spell level
Attacker:           Auto hit,
Damage advantage

Inivisible

Melee attack:    Auto hit, advantage to damage

Deafened

Alert = -1 max (affects defence)
Attackers:         Advantage

Blinded

Lose 1d8 from skill roll

Obscured

Disadvantage to hit

Frightened

Disadvantage
May not approach

Hasted

Advantage to initiative, hit & dodge saves

Slowed

Defender :        Disadvantage to actions,initiative
damage & dodge saves
Attacker:           Advantage to hit

Stunned

No actions. 
Attacked at advantage / Disadvantage to saves

Dazed

Defender:          Full disadvantage
Attacker:           Melee advantage

Frozen

Disadvantage to initiative

 

Problems of Low Health

Exhaustion

Initially all damage comes off stamina. When stamina is reduced to zero further damage applies as wounds and the character is exhausted. When exhausted all skill checks only use 1d8 instead of two.

Wounded

At low wounds creatures are unable to fight due to the pain. They fall to the ground or stagger away clutching the wounds staunching the blood flow and gritting their teeth (or screaming in agony).

At 1 Life Point it is possible for characters to bleed to death / die by massive trauma or fall unconscious. Magic curing life points will normall prevent the 50% chance of dying but there is a 10% chance that they will be too traumatised to be helped by it (Heal wounds or better).

Life Points
Effect
0
Dead
1
50% KO, 50% die in 1-3 rounds
2 -3

50% prone, 50% staggering.

At 1 life point the unconscious roll is unrelated to the 50% die roll so you may be dying but conscious.

 Back to rpg