Health & Injuries

Calculating Health

Every Character will have a Hit Point Total. This is calculated using the formula;
END+FORT/10+Racial Hit Die

At first level, gain the maximum amount of hitpoints from the racial hit die as if each die had its highest value rolled. Make sure to round this value up to a whole number. Each portion of your body has a limb health pool to draw from. If a limb is reduced to 0 HP it is considered disabled. The chart below indicates the HP pool that you must spread evenly amongst all parts of the body that qualify. So if you have 2 arms, then the limbs, manipulation life pool would be split between both evenly.

Body Section Information Health Pool
Vitals, Sensory Typically used to denote the head of a creature. If a critical weak point, such as eyes, are not on the head separate this into multiple hit locations. 1/4 HP
Limbs, Manipulation Represents the arms of the creature, or possibly the tongue or tail if they have the ability to manipulate items with it 2/3 HP
Torso Represents the center of mass of the creature equal to HP
Limbs, Locomotion Represents the legs or method of locomotion of the creature, be it fins, wings etc. 1/2 HP


Damaging and Disabling Limbs

When an attack hits your character the attacker will roll on the body area hit chart and then determine, if necessary, what limb is struck by rolling an evenly distributed percentile die representing all limbs (ie. if you have two arms its 50/50, 4 arms is 25/25/25/25) and then all damage of the attack is applied to that section.
  If desired, during an attack one may choose to make a called shot. A Called Shot: When your character makes a called shot choose a limb or vital. Your next attack will target that location but, you take a penalty to the attack of -21. Or double that if it has Vitals in the name..
  Instead of making a called shot one can choose to instead make a Controlled Attack: When taking an attack action your character can choose to control their strike to aim for more deadly strikes. Doing so will cause a penalty of -9. During the random body hit table roll the attacker gets to choose to add or subtract up to +12 from the result..

Disabled Limbs
A limb is considered disabled when its hitpoints reach 0. When using a disabled limb various penalties are gained until it has healed. When a Manipulatory Limb is disabled, if a character attempts to use that limb to wield a combat weapon or during a skill check. they take a -21 to any checks made with that limb. If a locomotion limb is struck reduce movement by a percentage based on the number of locomotion limbs your character has (ie. A creature with two legs would move at half speed once one leg was disabled.) If the sensory vitals become disabled the creature must immediately make a Hard Endurance Save or become unconsious. The torso being disabled causes a penalty to all checks of -21.

Death and Dying
Metu Mortis: When making a metu mortis roll the character will roll a 1d100 roll. They must roll below Metu Mortis+25-X. Where X is -6 multiplied by the amount of damage below 0 your body part has been reduced to. Each time a metu mortis roll is succeeded record a success, three successes stabilizes the body part. Each failure causes one damage. When the negative damage is equal to the HP value of that body part it becomes destroyed. If your character's torso or head becomes destroyed your character dies. a result of 1 heals the body part 1 and stabilizes the body part. A roll of 100 instead makes the body part take 5 damage. A hard medecine check can stabilize a body part.

Destroyed Limbs
A manipulatory limb or locomotion limb that is destroyed through metu mortis rules results in the complete loss of that limb. The penalties for locomotion limbs being disabled becomes permanent. A manipulatory limb that is lost through destuction can not be used at all and any task that would require the use of that limb to do properly, such as climbing, or juggling, will incur a -46 to the roll (GM can determine what rolls may require more than one limb).

Heroic Injuries

The first time a character's head or torso becomes destroyed, they may choose to roll on the heroic injuries table. Doing so stabilizes that body part and returns its hit points to -1. This allows charcter's to avoid death at a heavy cost.

Torso Heroic Injuries


ResultDescriptionEffect
1-50Crippling WoundReduce your move speed by one size category and choose three ability scores to apply -6
51-60Spinal InjuryDisable d3 limbs starting with locomotion limbs
61-75Internal DamageCertain movements cause spasms and pain. Choose two of Athletics, Negotiations, Speechcraft, or Streetwise. The chosen skills get a penalty of -6
76-85Ugly ScarringThe attacks left you deformed to the point people avoid you, -9 to Beauty, and a -13 to Etiquette, Perform, and Seduction Skills.
86-95Devastating WoundReduce your Torso hit points by 1/4
96-99Suprising RecoveryYour torso returns to 1 hitpoint and you regain consciousness
100Vengeful RecoveryYour torso regains 1d10 HP and you may immediately make a melee attack against any target that had previously injured you

Sensory Vitals Heroic Injury Chart


ResultDescriptionEffect
1DecapitatedDeath takes you
2-50Serious Neurological DamageReduce four Ability Scores by 6, you may choose the same one multiple times
51-65Moderate Neurological DamageReduce two Ability Scores by 6, you may choose the same one multiple times
66-75Partial Loss of VisionReduce your vision bonuses by half and double the penalties
76-85Partial Speech impedimentSpeechcraft skills take a -25
86-95Traumatic InjuryChoose two basic skills at random, reduce them by -17. Choose one basic skill at random reduce it by -8
96-99Slow RecoveryYour Sensory Vitals return to 1 hitpoint. Your Character regains consciousness
100Miraculous RecoveryHeal your sensory vitals 1d10 HP. You can immediately use one partial action

Note when you aquired a Heroic Injury on your character sheet. If you were to gain a heroic injury while still having a previous one your character instead dies.

Rest and Restoration

The primary way to replenish life and resources of your character. There are several methods of rest;
 
Quick Breather: Takes 30 minutes. Removes half of the bleeding effects on the creature. Regain 1 hitpoint and regain 1/10 mana spent.
 
Long Breather: Takes 1 hour. Removes all the bleeding effects on the creature. Regain 2 hitpoints and regain 1/5 of maximum mana.
 
Quick Study: Takes 1 hour. Regain 1/4 of maximum mana and must study for an entire hour.
 
Short Rest: Takes 4 hours. Removes all bleeding effects. If a meal is eaten regain your (Racial Health Modifier)/2 in hitpoints. Regain ΒΌ of max mana. At least 2 hours of a light rest must be spent sleeping.
 
Meditation: Takes 4 hours, Regain 1/2 of max mana. At least 3 hours must be spent meditating.
 
Long Rest: Takes 9 hours. Removes all bleeding effects. If a meal is eaten regain your (Racial Health Modifier)+Level in hitpoints. Regain 1/2 of max mana. At least 8 hours of a long rest must be spent sleeping.
 
Study & Meditation: Takes 9 hours. Regain max mana. At least 8 hours of rest must be spent in study and meditation.
 
Medical Leave: Takes 1d4 days. Removes all bleeding effects and restores hitpoints and mana back to full. Restore all disabled limbs. Remove the effects of one heroic injury. Recover from any mild disease or poison effect. A creature must spend the entire medical leave resting.
Keywords
Called Shot: When your character makes a called shot choose a limb or vital. Your next attack will target that location but, you take a penalty to the attack of -21. Or double that if it has Vitals in the name.

Controlled Attack: When taking an attack action your character can choose to control their strike to aim for more deadly strikes. Doing so will cause a penalty of -9. During the random body hit table roll the attacker gets to choose to add or subtract up to +12 from the result.

Metu Mortis: When making a metu mortis roll the character will roll a 1d100 roll. They must roll below Metu Mortis+25-X. Where X is -6 multiplied by the amount of damage below 0 your body part has been reduced to. Each time a metu mortis roll is succeeded record a success, three successes stabilizes the body part. Each failure causes one damage. When the negative damage is equal to the HP value of that body part it becomes destroyed. If your character's torso or head becomes destroyed your character dies. a result of 1 heals the body part 1 and stabilizes the body part. A roll of 100 instead makes the body part take 5 damage. A hard medecine check can stabilize a body part.

Hit Location Chart


RollHit LocationExample
1-4Vitals, SensoryAn arrow to the eye, a crushing blow to the skull, on most lifeforms an attack to the head
5-34Limbs, ManipulationA cut to the arm
35-75TorsoThe center of mass, often chest of a creature
76-100Limbs, LocomotionA stab to the foot, or slice to the thigh

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