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 plus 1. 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.)
Maneuvering Hit Points - On the character sheet there are boxes for maneuvering pools for targets A, B, and C. These letters are assigned to specific opponents. Hit points spent to maneuver are sent to one of these specific targets and go in that target's pool. They are the location of the hit points that are added togather to find the passive defense bonus.
Wind-Up Hit Points - Wind-up adds to the attack power of a specific attack. When wind-up hit points are used they become "other used". You may accumulate wind-up hit ppoints throughout the round. Whenever any wind-up hit points are used, all of the current wind-up hit points must be used in that single attack. Wind up hit points can become ready hit points only at the beginning of the following round. Wind-up hit points are stored in the Wind-Up hit point pool before they are used in an attack.
Other Used Hit Points - Other Used HP should be added to the Other Used hit point pool and may not be removed until the end of the round, and once used, HP NOT used for wind-up and maneuvering 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.)
Losing Hit Points - When taking damage, the character will lose hit points accordingly. Hit points are first lost from the ready hit points pool. If there are no ready hit points to lose, then the hit points should be taken from the used pool. If the used pool is empty, then the hit points should be taken from the maneuvering pools, which lowers the maneuvering bonuses accordingly. There is no such thing as negative hit points, only excess damage points.
Recovery - Hit points may be spent to recover stun damage. For every hit point spent this way one stun becomes Other Used along with the spent hit point. This is considered an action and therefore interruptable. If it is interrupted, no hitpoints are recovered from stun.
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.)