Hit Points

Hit Points are a representation of health, resolve and the will to live.

Hit Points are a representation of a combination of internal resources most creatures possess, such as health/structural integrity, resolve, luck and the will to live. While a creature may be visibly injured when missing HP, this is not always the case, as many forms of trauma leave no visible evidence. A creature is only guaranteed to be visibly injured if the are dealt a Wound. Otherwise a low HP could indicate cuts and bruises, a damaged psyche or even a deteriorating emotional state.

A creature’s Total HP is determined by multiple factors including a Creature’s Size, CON Modifier, Relative Traits and Active Abilities.

Starting HP

A level 0 a character starts with a set number of starting HP which is determined by two major factors, a Creature’s Size and CON Modifier.

Size Starting HP Bonus HP Increase Per lvl
Tiny 6 1d4
Small 8 1d6
Medium 10 1d8
Large 12 1d10

To finish calculating your character’s starting HP simply follow the equation below.

Size Bonus
+
CON Modifier
+
Misc. Modifiers
=
Total Starting HP

HP per Level Up

Whenever you level up you gain a static amount granted from your CON Modifier and a rolled amount based on your character’s Size.

Each time you level up your HP will increase by an amount equal to your Positive CON Modifier.

Then roll your HP Increase per level up based on your character’s Size.

The combined total is your net HP increase each time you level up.

Dealt Damage

When a creature is dealt damage that value is subtracted from their current HP Pool and/or Armor Pool.

0 HP or Less

When a creature is reduced to zero HP or fewer it is considered to be suffering from the Dying Condition.

Dying

A creature is considered to be dying when their HP value is reduced to zero or below. On their turn each round their only action they may take is a Death Saving Throw. Roll a d20 to perform a Death Saving Throw Roll. Dying creatures may spend 1 Might, Stamina or Willpower Point to add +2 to a Death Saving Throw Roll.

A Roll below a 10 is considered to be Failing a Death Saving Throw.

A Roll of 10 or higher is considered to be 1 Success of a Death Saving Throw and the creature continues holding on to life.

A Roll of 20 or higher allows the dying creature to regain 1 HP and immediately regain consciousness.

If a creature Fails all of their Death Saving Throws that creature immediately dies. Most Creatures have 2 Death Saving Throws. Any difference to this norm will be noted on in that creatures Traits.

Rolling 3 successes results in the dying individual to be Unconscious, but is no longer considered to be Dying.

Gaining healing or having a first aid successfully performed on the dying creature are the only other ways to end the dying state.

Performing 1st Aid

Any creature can attempt to stabilize an adjacent dying creature. To do roll a Medicine Skill Roll. The standard DC is 12 and increases by 2 for each Wound the Dying Creature Possesses.

Succeeding on this Skill Roll causes the creature to regain 1 HP and Consciousness.

Failing this Skill Roll by a factor of 5 or more causes the dying creature to add a Fate Die(roll another die and keep the lower result) to their next Death Saving Throw.

Recovering Hit Points

Resting, healing spells, items and potions are all ways creatures may recover HP. Creatures can regain HP while Resting but cannot recover from Wounds.

Resting - Creatures are considered to be Resting when lounging, sitting or leaning and engage in light to no activity, such as conversation, meditation or armor repair.

Hit points regenerate at a rate of 1+ Constitution Modifier HP per hour spent Resting and double that amount per hour spent Sleeping.

Wound Threshold

A creature is considered to be wounded when they receive damage of a single type from a single attack, spell, ability or hazard equal to 1 Third or more of their total HP. This is listed as the Wound Threshold on Monster Stats and Character Sheets.

When dealt a Wound, Roll 1d10 and refer to the Wound Table with the corresponding damage type

Recovering from Wounds

Most creatures recover from wounds at a rate of 1 wound per night(8 hours) of sleep.