π©Έ Health
Characters' physical and mental condition are represented by Health Points. They get reduced by taking damage (DMG).
Core, Fluxical, and Temporary Pointsβ
Core Health Points (HP) can not easily be healed and require time and attention to regenerate.
Fluxical Health Points (FHP) can be refilled by skills and items with relative ease. These are added on top of the Core HP and are used up first when taking damage. They also vanish after a day if they cannot be refreshed.
Temporary Health Points (THP) are added on top of FHP and can only be gained by special effects. They are not limited to any maximum, but also cannot stack.
Damageβ
Your HP will reduce by taking damage. You can take multiple kinds of damage, each denoted by a special abbreviation:
| Abbr. | Name | Description |
|---|---|---|
| DMG | Normal Damage | Reduces HPs in order by the stated amount minus Defense. |
| pDMG | Piercing Damage | Reduces HPs in order by the stated amount. Ignores Defense. |
| dDMG | Direct Damage | Reduces HP by the stated amount. Ignores THP, FHP and Defense. |
Woundsβ
Substantial physical or mental damage will leave marks on a character, known as wounds. These will induce negative traits as long as they are not healed and are split into 4 severities: Minor, Major, Severe, and Critical.
Gaining Woundsβ
Wounds can be gained either by a character's HP dropping to zero, specifically induced by an enemy, or due to a Fumble.
A character can only have one wound of each severity. This is represented by the one slot of each severity on your character sheet.
Wounds taken increase in severity over time when none of them are healed. When a character takes a one, the severity of the wound will be of the lowest one, the character doesn't already have. In other words, the wound will take the least severe free slot.
If a character is out of free wound slots and would gain another one, they unfortunately succumb to their wounds and pass away.
Example Woundsβ
| Effects | Minor | Major | Severe | Critical |
|---|---|---|---|---|
| Speed | -1 Speed | -1 Speed | -2 Speed | -3 Speed |
| HP | -10% mHP | -25% mHP | -33% mHP | -50% mHP |
| FHP | -10% mFHP | -25% mFHP | -33% mFHP | -50% mFHP |
| DMG | x1.5 DMG from Flux Type | x2 DMG from Flux Type | x3 DMG from Flux Type | x4 DMG from Flux Type |
| ATTR | -2 on Attr. Category | -4 on Attr. Category | -8 on Attr. Category | -12 on Attr. Category |
Healing Woundsβ
Every full 9 hour rest in safety, the character affected may attempt to treat a single wound. Depending on the severity, they may need additional external help to increase the healing.
The higher the wound severity, the more often a wound must be treated before it fully heals. This is denoted by the checkboxes on your character sheet. A minor just takes a single treatment, while a critical takes 4 treatments.
To attempt a treatment, roll a D20 and add either the CON or INT modifier, for injuries or traumas respectively. Then check that against the treatments difficulty. The more treatments are left, the more difficult it is:
- One Treatment: 18 (Can be achieved by all characters)
- Two Treatments: 22 (Need at least +2 for characters without CON/INT)
- Three Treatments: 26 (Need at least +6 for characters without CON/INT)
- Four Treatments: 30 (Need at least +10 for characters without CON/INT)
However, upon success, you may check the treatment checkbox and the wound will start to heal. If there are still treatments left, you may reduce the effects of the wound slightly, as if it stepped down a severity.
If all treatments are done, the wound is fully healed, all effects are cleared and the severity slot will be free again.
Unconsciousnessβ
When a characters HP drop to 0, they'll become unconscious. They are taken out of action and healing is no longer possible anymore until the character is stabilized using a skill, item, or stabilization roll.
Note that the character always goes unconscious when their HP drops to zero, regardless of their F/THP.
Stabilizationβ
To stabilize an unconscious character, two Flux Dice of the Flux Affinities of the downed are required. Any remaining players can provide the Dice in direct contact to the fallen.
When all Dice have been given, the player will regain consciousness, regain 1D4 HP and half their max FHP. They are also allowed to immediately rejoin the action with half their Focus and half their Speed.
Death by Unconsciousnessβ
Death can happen either due to special circumstance or when an unconscious character is left behind.
Healing and Restingβ
Restsβ
To rest, the party needs to find a safe spot to setup camp. If they can't they will risk being disturbed.
For every rest, the GM rolls the entire Tension Pool if there is one active.
For every 3 hours of rest:
- Each character regenerates 10% of their max HP.
- The GM rolls additional Tension Rolls. The count is equal to the danger level from 0 to 3.
Per day only 9 hours of rest are allowed. Any additional will not regenerate points.
Accommodationsβ
Using accommodations like Inns, will improve regeneration. Generally double the regeneration rate. They often also give additional THP.