Difference between revisions of "Health Points"
m |
Blottonoir (talk | contribs) (→Regaining lost health) |
||
Line 4: | Line 4: | ||
=====Regaining lost health===== | =====Regaining lost health===== | ||
− | Every night you rest, you regain Health Points | + | Every night you rest, you regain Health Points equal to your [[Endurance]] score plus your [[Vitality]] score. If you are tended to by a healer, that healer can make an [[Overnight Healing]] check to determine if you regain any additional Health Points. |
− | 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. | + | 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. |
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. | ||
Line 12: | Line 12: | ||
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. | 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. | ||
− | 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 | + | 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. 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 21:23, 1 March 2010
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 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!
Regaining lost health
Every night you rest, you regain Health Points equal to your Endurance score plus your Vitality score. If you are tended to by a healer, that healer can make an Overnight Healing check to determine if you regain any additional Health Points.
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.
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 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.
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. 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.