Health and Death
Health and Death
A character may be hit in various locations on the body.
Head, Body, Arms (each) and Legs (each):
These locations have hit points equal to the character’s Hit Points per location (HPLoc).
These locations can each be armoured. Armour must cover at least half of the body location to count. By default, a player has 3-HP per location.
Hands and Feet:
These do not have hit points of their own, but are considered separate locations as the rules treat them differently. When hits do count against them, they are considered part of the arm or leg.
Hands are not considered legal hits when gripping a weapon or shield.
Feet are always legal targets, but should not be targetted when a player is running, to avoid tripping.
If a limb is reduced to 0-HP, it is useless. An arm should be left to hang limply (and should drop anything it is holding, if it is safe to do so). A useless leg should drop a character to a knee.
2- useless legs, any 3- useless limbs, or a head or body on 0-HP, causes a character to be Unconscious.
Any location on
1-HP causes a character to start their Death Count (default 5 minutes – 300- seconds). No location can be reduced below -1-HP.
No single hit will drop a character from above 0- directly to
1 HP (by damage numbers, some effects can do this). Once a character is unconscious (AND on 0-HP head or body, there are other ways to be unconscious), another character may carry out a “Killing Blow”. This reduces a character to 1 Head and Body, and starts their Death Count.
Killing Blow is a 3-count skill. The call for it is “Killing 1, Killing 2, Killing 3”. The call (and role-play) should be obvious to anybody within 5- yards.
At the end of the death count, the character is dead. During the death count, they may not communicate with anybody who is not using a skill to allow them to do this. They may count their Death Count as “Dying 1, Dying 2, Dying 3… to Dying 300” to enable anybody within 5- yards to see that they are dying. This should not be used if their body is hidden or inside a structure. While you are being healed, the healer will take over your death count, as they know the effect their healing has on it. If they reach 300 (or your modified death count if it’s not 300) you should notify them that you just died.
If a location reaches -1, then it may be stabilised by some specific skills (stopping you from dying). The location may not have HP healed without the use of the Surgery skill first to return it to 0.
Unless called otherwise, a weapon does 1- point of blunt damage. Calls may add more damage, change the type of damage (including having multiple types), or add an effect (or multiple) to the damage.
Damage can be countered in multiple ways. Avoidance, Blocking, Resistance, or Immunity.
Avoidance will counter all elements of the damage, regardless of what effects it may have.
Blocking will usually counter all the damage, but may allow an effect to happen.
(eg Parry, Shield, Armour)
Resistance will counter damage, usually of a specific type. It does not change hit effects.
(eg Resist Blunt)
Immunity may be to an effect or a damage type. It only counters that specific type or effect.
(eg Immunity to Fumble)
Some effects have to deal HP damage to work. If you counter the damage on such an attack, then the effect doesn’t work due to its own mechanic, regardless of how you countered the damage.