Hit Points


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. (See Action Rules/Action Rounds.)

Passive Defense Hit Points - Passive Defense HP should be kept track of seperately from Other Used HP because the Passive Defense HP can accumulate throughout the round and provide a protective bonus. At the beginning of each round the character's Passive Defense HP is zero. The Passive Defense HP can then be increased by Defensive Manuevering. (See Action Rules/Maneuvering/Defensive Maneuvering.) The character's Passive Defense HP are subtracted from the success level of any attack against that character. This does not affect the success or failure of any actions opposing that attack, so Passive Defense can protect a character from a counter attack, but it won't make the attack that was being countered successful.

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 once used, HP NOT used for Passive Defense provide no particular bonuses.

Stun Damage - Stun damage is the short-term effect of pain and injury. The stun damage added by a successful attack the attack's attack power minus the target's absorb bonus. Only half the stun damage is inflicted if the attack is only half-sucessful.

Lasting Damage - Lasting damage is the long-term effect of injuries that heal slowly, such as cuts, bruises, and burns. The lasting damage added by a successful attack the attack's attack power plus the weapon's Sharpness bonus minus the target's absorb bonus. Only half the lasting damage is inflicted if the attack is only half-sucessful. (See Equipment/Armor and Weapons/Sharpness.)

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.

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 - 2002 Seth Galbraith and Benjamin Galbraith