Hit Points


[3.2.1] Ready Hit Points - Before any Hit Points (HP) are used or lost to damage, each character's Ready HP are equal to the character's strength ability bonus multiplied by 2. All types of HP are whole numbers which can be tracked with simple counters. When a character performs an action, they use 1 or more ready hit points. When these Ready HP are used they become Used HP. The round is over when every character has no Ready HP left.

[3.2.2] Passive Defense Hit Points - Passive Defense HP should be kept track of seprately from Other Used HP, because the Passive Defense HP provide a defensive bonus throughout the round. Also, they can accumulate throughout the round. When ever a defense action fails (besides the passive defense it's self,) that action's initial roll has the Passive Defense HP added to it to see if the action successfully defends the character inspite of the action failing in it's original intention. If no defense is thrown at all, the Passive Defense HP are used as a bonus against the attacker's roll.

[3.2.3] Other Used Hit Points - Other Used HP should be kept track of seperately from Ready HP and Passive Defense HP since HP cannot be used more than once in the same round, and onced used, HP NOT used for Passive Defense provide no particular bonuses.

[3.2.4] Attack Power - To determine the Attack Power of a successful attack: Start with the attacker's damage bonus with the attacking weapon. For each hit point the attacker uses to cause extra damage, add one extra point of damage to the attack. Finally, subtract the target's Absorb bonus. If the attack is half-successful, divide the result by 2.

[3.2.5] Lasting Damage - Lasting damage is the long-term effect of injuries that heal slowly, such as cuts, bruises, and burns. The lasting damage of a successful attack is determined by the weapon's Sharpness.

[3.2.6] Stun Damage - Stun damage is the short-term effect of pain and injury. The stun damage added by a successful attack is determined by the weapon's Sharpness.

[3.2.7] Sharpness- The sharpness of a weapon is expressed in a fraction. For example, 1/7 means "one out of 7 damage points is lasting." This also means "6 out 7 damage points are stun damage." But it also specificly means that 1st 6 damage points of any given attack with that weapon are stun, and then the 7th point is lasting. So if a 16 point attack were done with this 1/7 weapon, 14 would be stun and 2 would be lasting (6 stun + 1 lasting + 6 stun + 1 lasting + 2 more stun for a total of 16.) Fractions 1/3 and below work this way.

However, one half and above act slightly differently, in that lasting is done before stun. For example, if a weapon has a sharpness of 6/7 and is used to deliver a 16 damage point attack, 14 of the points would be lasting and two would be stun (6 lasting + 1 stun + 6 lasting + 1 stun + 2 lasting for a total of 16.)

Because of the drastic difference between sharpness 1/2 and sharpnes 1/3, sharpness levels 1/2 and higher are used for "sharp" weapons, while sharpness levels 1/3 and below are used for "blunt" weapons. 1/5 is extreamly blunt, and 4/5 is extreamly sharp.

[3.2.8] Recovery - At the end of each round, each character's stun damage is reduced by the number of hit points they used to recover during that round.

[3.2.9] Regeneration - Characters recover from lasting damage at the rate of their regeneration ability bonus each week.

Rest should be considered as a bonus to any attempt to heal the character that week. Each day the character engages in no physically strenuous activity (especially combat, training and travel,) counts as a +1 bonus to the roll for that week. If the roll is successful, double the regeneration bonus of the resting character for that week. Opposition to this healing roll would include lack of resources, harsh conditions, poison or infection (up to +5 quite easily for each individual opposing factor.)


Copyright © 1997 - 2001 Seth Galbraith and Benjamin Galbraith