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Untitled Document
Injury/Death
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HIT POINTS
All characters (and some items) have a certain number of hit points. Hit points
represent a character's luck, health, and basic physical condition.
If a character's Constitution changes, modify that character's hit point total
immediately.
DEATH, DYING
& HEALING
As a character takes damage, subtract that damage from the character's hit
points.
Effects of Hit Point Damage:
· At 1+ hit points, a character is able to act normally
· At 0 hit points, a character is disabled.
· At from -1 to -9 hit points, a character is dying.
· At -10 or lower, a character is dead.
Massive Damage
If a character ever sustains damage so massive that 50 points of damage or
more are inflicted in one deduction, and the character isn't killed outright,
the character must make a Fortitude save (DC 15). If this saving throw fails,
the character dies regardless of current hit points.
Disabled (0 Hit Points)
When a character's current hit points drop to exactly 0, the character is
disabled. The character is not unconscious, but is close to it. The character
can only take a partial action each round, and if the character performs any
strenuous activity, the character takes 1 point of damage after the completing
the act. Strenuous activities include running, attacking, or using any ability
that requires physical exertion or mental concentration. If the character
takes a strenuous action, the character's hit points drop to -1, and the character
is dying.
Dying (-1 to -9 Hit Points)
When a character's current hit points drop to between -1 and -9 inclusive,
the character is dying. The character immediately falls unconscious and can
take no actions.
At the end of each round (starting with the round in which the character dropped
below 0), roll d% to see whether the character stabilizes. The character has
a 10% chance to become stable. If the character doesn't, the character loses
1 hit point.
If the character's hit points drop to -10 (or lower), the character is dead.
A character can keep a dying character from losing any more hit points and
make the dying character stable with a successful Heal check (DC 15).
If any sort of healing cures the dying character of even 1 point of damage,
the dying character stops losing hit points and becomes stable.
Healing that raises the dying character's hit points to 0 makes the character
conscious and disabled. Healing that raises the character's hit points to
1 or more makes the character fully functional again, just as if the character
had never been reduced to 0 or less.
Dead (-10 hit points or lower)
When a character's current hit points drop to -10 or lower, or if the character
takes massive damage and fails the saving throw (see above), the character
is dead. A character can also die from taking ability damage or suffering
an ability drain that reduces Constitution to 0.
Stable characters and Recovery
An hour after a tended, dying character becomes stable, roll d%. The character
has a 10% chance of becoming conscious, at which point the character is disabled
(as if the character had 0 hit points). If the character remains unconscious,
the character has the same chance to revive and become disabled every hour.
Even if unconscious, the character recovers hit points naturally. The character
is back to normal when its hit points rise to 1 or higher.
A character who stabilizes on its own (by making the 10% roll while dying)
and who has no one to tend for it still loses hit points, just at a slower
rate. The character has a 10% chance each hour of becoming conscious. Each
time the character misses the hourly roll to become conscious, the character
loses 1 hit point. The character also does not recover hit points through
natural healing.
Even once the character becomes conscious and is disabled, an unaided character
still does not recover hit points naturally. Instead, each day he has a 10%
chance to start recovering hit points naturally (starting with that day);
otherwise, the character loses 1 hit point.
Once an unaided character starts recovering hit points naturally, the character
is no longer in danger of losing hit points (even if the character's current
hit point total is negative).
Healing
A character can never get back more hit points than the character lost.
Natural Healing
A character recovers 1 hit point per character level per day of rest. If the
character undergoes complete bed rest (doing nothing for an entire day), the
character recovers one and one half times the character's character level
in hit points.
Magical Healing
Various abilities and spells, can give a character back hit points. Each use
of the spell or ability restores a different amount of hit points. Magical
healing won't raise a character's current hit points higher than a character's
hit point total.
Healing Ability Damage
Temporary ability damage returns at the rate of 1 point per day of rest (light
activity, no combat or spellcasting). Complete bed rest restores 2 points
per day.
Temporary Hit Points
Certain effects give a character temporary hit points. When a character gains
temporary hit points, note the character's current hit points. When the temporary
hit points go away, the character's hit points drop to that score. If the
character's hit points are already below that score at that time, all the
temporary hit points have already been lost and the character's hit point
score does not drop.
When temporary hit points are lost, they cannot be restored as real hit points
can be.
SUBDUAL DAMAGE
Sometimes a character gets roughed up or weakened. This sort of stress won't
kill a character, but it can knock a character out or make a character faint.
Nonlethal damage is subdual damage. If a character takes sufficient subdual
damage, the character falls unconscious, but the character doesn't die.
Dealing Subdual Damage
Certain attacks deal subdual damage. Other stresses, such as heat or exhaustion,
also deal subdual damage. When a character takes subdual damage, keep a running
total of how much a has accumulated. Do not deduct the subdual damage number
from a character's current hit points. It is not "real" damage.
Instead, when a character's subdual damage equals a character's current hit
points, the character is staggered, and when it exceeds a character's current
hit points, the character goes unconscious. It doesn't matter whether the
subdual damage equals or exceeds a character's current hit points because
the subdual damage has gone up or because a character's current hit points
have gone down.
A character can use a melee weapon that deals normal damage to deal subdual
damage instead, but the character suffer a -4 penalty on the attack roll.
A character can use a weapon that deals subdual damage, including an unarmed
strike, to deal normal damage instead, but the character suffers a -4 penalty
on the attack roll.
Staggered and Unconscious
When a character's subdual damage exactly equals a character's current hit
points, the character is staggered. The character is so badly weakened or
roughed up that the character can only take a partial action each round. A
character ceases being staggered when the character's hit points exceed the
character's subdual damage again.
When a character's subdual damage exceeds the character's current hit points,
the character falls unconscious. While unconscious, a character is helpless.
Each full minute that a character is unconscious, a character has a 10% chance
to wake up and be staggered until the character's hit points exceed a character's
subdual damage again. Nothing bad happens to a character if the character
misses this roll.
Spellcasters who are rendered unconscious retain any spellcasting ability
they had before going unconscious.
Healing Subdual Damage
A character heals subdual damage at the rate of 1 hit point per hour per character
level. When a spell or a magical power cures hit point damage, it also removes
an equal amount of subdual damage, if any.
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