Healing, Injury and Death
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During an adventure, you’re bound to be attacked or hit by something in the world. Maybe rocks fall upon you in a cave, or you’re on the receiving end of an unsavoury character’s rage.
Loss of Hit Points
Loss of Hit Points occurs when an attack successfully hits you, this can be through a variety of ways, mainly by taking a lot of damage from an attack, not being able to fully block it, or successfully dodge the attack.
Death’s Door
Once you reach 0 Hit Points, you reach death’s door. On the round of death’s door, you may still act normally, until you reach the next round, where the effects take place. If you are hit once you reach death’s door, you take 1 wounds damage unless the weapon specifically deals more wounds damage.
Once you reach death’s door. Your hit points change into a new system, known as “Wounds”. You start with 3 wounds, your Vitality Modifier giving you an extra +1 to these wounds each +15% you have in it. You recover 1 wound per day. Once the round is over, you become unconscious and are receiving the full effects of death’s door. You are helpless in this state, and need to be stabilised to stop bleeding. If someone (or yourself, while conscious) performs a Heal action (DC equal to final attack’s weapon modifier), you do not fall unconscious and leave death’s door, where you will be brought back to life with 1 Hit Point. You lose 1 wounds every minute you are not stabilised, if you are hit while in the death’s door state, you lose 1 wounds unless specified otherwise.
Permanent Injuries
Permanent Injuries are caused by weapons that deal 2 wounds or more, instead of killing off a character at once their wounds are depleted, you may instead opt to give them a permanent scarring (or a few) to their character, and leave them unconscious for 1d4 days, where they will then awaken with 1 Hit Point. If they are healed during this time, they are woken up within 1d4 hours.
Dying and Death
Once a character hits 0 HP and 0 wounds, they are dead, the character is no longer able to be played and a new character may be written up for the player. Dying and Death should be treated as a dramatic thing, it should never be the GM’s intention to kill a player but to give them a challenge that they should persevere, that being said, the GM should also not be too kind to the players and make sure they never die. Death should be a real consequence for players in combat scenarios and death itself should be a challenge that the players face.
Healing
Some actions and abilities restore HP, MP or SP – or some combination of the three. Healing is an important factor that allows players to increase their chances of surviving an encounter or being able to overcome certain obstacles in their way. There is methods of Magical Healing and Natural Healing, which function in different ways, the main difference being one uses MP while the other does not, respectively.
Overheal
Overhealing is a technique where the maximum HP, MP or SP of a character reaches over its maximum limit. Overheal typically lasts only for the rest of the round unless stated otherwise, Overhealed Stats are used first before the actual stats, at the end of the round, all Overhealed HP, MP and SP is removed, and each stat is at its maximum amount (if it had any Overheal)
Revival
In the case of certain abilities, A character can be revived from the dead from another character using an ability like Revivify, Resurrect or Wish. Characters when revived in this method must be willing to be revived to be brought back, otherwise the ability fails.