Difference between revisions of "Health Points"

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Each character starts out the game with 30 Health Points.  More or less life can be gained through magic and trumps and faults, however all beings are born with the same vitality, more or less.  Damage in combat lessens the character’s remaining HP.  Like we said before, when a character reaches zero life, it's curtains, hear?  Curtains!
 
Each character starts out the game with 30 Health Points.  More or less life can be gained through magic and trumps and faults, however all beings are born with the same vitality, more or less.  Damage in combat lessens the character’s remaining HP.  Like we said before, when a character reaches zero life, it's curtains, hear?  Curtains!
  
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==Regaining lost health==
 
Every night you rest, you regain Health Points.  How many depends on the settings in which you rest.  In the wild, healing should occur at a rate of 5 HP per night.  Under the care of a healer or a [[Sidhe]], an additional 5 HP are regained.  In the cities or mechatropolises, healing occurs at a rate of 2 HP per night.  So, best case scenario: per night, under the care of a trained [[Sidhe]] healer, in the wild, a character would recover 10 HP.  In order to gain the 5 HP from the trained healer, the healer needs to make an [[Insight]] + Occupation (Healer) check against a [[DL]] of 15 ([[Sidhe]] do not need to make this check).
 
Every night you rest, you regain Health Points.  How many depends on the settings in which you rest.  In the wild, healing should occur at a rate of 5 HP per night.  Under the care of a healer or a [[Sidhe]], an additional 5 HP are regained.  In the cities or mechatropolises, healing occurs at a rate of 2 HP per night.  So, best case scenario: per night, under the care of a trained [[Sidhe]] healer, in the wild, a character would recover 10 HP.  In order to gain the 5 HP from the trained healer, the healer needs to make an [[Insight]] + Occupation (Healer) check against a [[DL]] of 15 ([[Sidhe]] do not need to make this check).
  
 
Additionally, a player gains back any used [[Magic Points|Magic]] or [[Spirit Points]] after a full night of rest.
 
Additionally, a player gains back any used [[Magic Points|Magic]] or [[Spirit Points]] after a full night of rest.
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It is said that there exist vials which contain elixers that heal wounds and restore life force.  Their availability is most certainly rare at best, and even if found would be pricey indeed.  Only practitioners of magic or experienced alchemists would have the knowledge of the workings of these concoctions, let alone be able to produce them.
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The natural world, however, is rich with verdant energy; finding herbs and nectars that can restore a character's health is much easier.  Herbalists and professional healers are known to study much lore regarding the healing properties of plants.  If an adventurer is seeking it, he or she would able to purchase an herbal salve that can be applied to a wound.  Herbal salves should restore no more than 10 HP.  Some say that the fruit of rare trees can heal creatures in much the same way.  Other legends tell of flowers that cure specific illnesses.  The GM should be the final authority on the availability of healing supplements and their price.

Revision as of 20:20, 17 March 2008

Health Points (or HP) are a measure of a character’s very life force. Their decline could be due to all sorts of physical problems: injuries, disease, old scars, etc. Simply put, Health Points represent how much "life" the character still possesses. When health reaches zero, the character is dead.

Each character starts out the game with 30 Health Points. More or less life can be gained through magic and trumps and faults, however all beings are born with the same vitality, more or less. Damage in combat lessens the character’s remaining HP. Like we said before, when a character reaches zero life, it's curtains, hear? Curtains!

Regaining lost health

Every night you rest, you regain Health Points. How many depends on the settings in which you rest. In the wild, healing should occur at a rate of 5 HP per night. Under the care of a healer or a Sidhe, an additional 5 HP are regained. In the cities or mechatropolises, healing occurs at a rate of 2 HP per night. So, best case scenario: per night, under the care of a trained Sidhe healer, in the wild, a character would recover 10 HP. In order to gain the 5 HP from the trained healer, the healer needs to make an Insight + Occupation (Healer) check against a DL of 15 (Sidhe do not need to make this check).

Additionally, a player gains back any used Magic or Spirit Points after a full night of rest.

It is said that there exist vials which contain elixers that heal wounds and restore life force. Their availability is most certainly rare at best, and even if found would be pricey indeed. Only practitioners of magic or experienced alchemists would have the knowledge of the workings of these concoctions, let alone be able to produce them.

The natural world, however, is rich with verdant energy; finding herbs and nectars that can restore a character's health is much easier. Herbalists and professional healers are known to study much lore regarding the healing properties of plants. If an adventurer is seeking it, he or she would able to purchase an herbal salve that can be applied to a wound. Herbal salves should restore no more than 10 HP. Some say that the fruit of rare trees can heal creatures in much the same way. Other legends tell of flowers that cure specific illnesses. The GM should be the final authority on the availability of healing supplements and their price.