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D20

HIT POINTS
Character hit points (or HP) helps players convey how much stamina, skill, and what quality armor their character has when engaged in combat. All character’s, regardless of level, begin with 35/35 HP.

Total hit points can change based on perks chosen by the player as they level up their character.


TAKING DAMAGE
Just as your character will deal damage in combat, they will also take damage. Enemy mobs will make attack rolls the same as your character, but in some cases mobs will use special abilities that require your character to succeed on a skill check to evade the attack or take reduced damage. When your character takes damage their HP is reduced by the total damage dealt, as noted by the DM. When a character reaches 0 HP, they roll for Wounds.

It is important to know that damage sustained does not mean your character is wounded by every point of HP lost. HP encompasses stamina, skill, armor, and flesh. Those who have a difficult time differentiating how to emote different types of damage, please refer to the table below (Note: this table is not obligatory, merely a guideline).

100% HP (35) = Healthy
75%-99% HP (26-34) = Armor Damage
50%-74% HP (17-25) = Sundered Armor
25%-49% HP (8-16) = Fatigue
1%-24% (1-7) = Bodily Damage
0% HP (0) = K.O. / Exhaustion



K.O. AND WOUNDS
Players roll 1d20 for wounds after dropping to 0 hit points (K.O.) and the outcome of that roll determines what bracket of wounds the player falls under (i.e. the value of the roll determines the wound bracket). In the event players K.O. and roll < 19, they can get up again. In the event players K.O. more than once, the outcome of their first roll stacks with the outcome of all subsequent wound rolls. When a player exceeds a 19 (total) for wounds, they remain knocked unconscious for the remainder of the combat and will require post-combat healing before they can regain consciousness again.

Wounds Outcomes
1 – 6 (Minor Wounds)
  • Can be healed and get back up.
  • Cannot be healed more than 30/35 HP.
7 – 12 (Moderate Wounds)
  • Someone must perform a Medicine skill check (DC 10) to stabilize you (to 1 HP), before you can become conscious and receive healing.
  • Your rolls for actions receive -2 until you receive post-combat healing.
  • Movement becomes difficult.
  • Cannot be healed more than 25/35 HP.
13 – 18 (Heavy Wounds)
  • Someone must perform a Medicine skill check (DC 10) to stabilize you (to 1 HP), before you can become conscious and receive healing.
  • Your rolls for actions receive -5 until you receive post-combat healing.
  • Movement becomes difficult.
  • Cannot be healed more than 20/35 HP.
19 – 20 (Severe Wounds)
  • Cannot get back up in combat with these wounds.
  • Someone must perform a Medicine skill check (DC 10) to stabilize you (to 1 HP), before you can become conscious again.
  • Requires post-combat healing to take further actions.


POST-EVENT RECUPERATION
Time off between roleplay events represent periods of rest, during which characters can heal physical wounds, recuperate energy, and mend weapons and armor. Players may elect to maintain damage between back-to-back roleplay events, for immersion – but it is not a requirement.