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− | '''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. | + | '''Health Points''' (or ''HP'') are a measure of a character’s very life force. You have a maximum number of HP and a current number of HP. When you raise your maximum, you become harder to kill (see the Advancement section later in this chapter). |
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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 nearly-human-sized 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!
| + | A creature’s [[Size]] determines its starting maximum HP. Most characters begin the game with 30 HP, so long as they’re about human-sized. Smaller characters get fewer; larger characters get more. |
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− | ==Regaining lost health==
| + | Injuries lessen your character's current HP. Rest and healing restore them. When your character's current HP reach zero, they become ''unconscious''. When current HP drops below zero, the character dies. ''It's curtains, ya hear? Curtains!'' |
− | 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).
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− | Sometimes characters can enlist the aid of a surgeon or physician. These specialists function in much the same way as a healer but are capable of other feats as well. Giving life to golems, installing cybernetic implants, and coating one's skeleton in adamantium could be among these talents.
| + | See both the "Damage" and "Healing" entries in ''Chapter 9: [[Book:Life and Death|Life and Death]]'' for more information. |
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− | 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 elixirs 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.
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Latest revision as of 19:31, 10 January 2021
Health Points (or HP) are a measure of a character’s very life force. You have a maximum number of HP and a current number of HP. When you raise your maximum, you become harder to kill (see the Advancement section later in this chapter).
A creature’s Size determines its starting maximum HP. Most characters begin the game with 30 HP, so long as they’re about human-sized. Smaller characters get fewer; larger characters get more.
Injuries lessen your character's current HP. Rest and healing restore them. When your character's current HP reach zero, they become unconscious. When current HP drops below zero, the character dies. It's curtains, ya hear? Curtains!
See both the "Damage" and "Healing" entries in Chapter 9: Life and Death for more information.