Mechanics - Basic Rules - Health


Health represents how healthy your character is, as in how much it is not dead.

Health equals [Maximum Health – Wounds taken].

If your character’s health is reduced to four or less than it takes penalties to most rolls, as follows:

Four Health remaining: -1 dice.

Three Health remaining: -2 dice.

Two Health Remaining: -4 dice.

One Health Remaining: -6 dice.

If your characters Health is reduced to zero or less it is either unconscious or dead, depending on the types of wounds it has taken.

Maximum Health

Is determined by your species and physical toughness. It is as high as your Health can get.

Max Health for humans equals [5 + Stamina].

Damage and Wounds

Damage / wounds come in three different flavors: Aggravated, Lethal, and Bashing. The weapon used determines the type of damage dealt.

Aggravated damage is very severe.

Examples include: burns, maceration, destruction of nervous tissue, the effects of some chemicals, etc.

Such wounds usually take months for a normal human to recover from and often leave permanent disability.

People can soak aggravated damage, however wounds caused by aggravated damage resist most types of supernatural healing.

Aggravated damage is always marked first on a characters health boxes, using a three slash star. A person’s aggravated wounds reduce their remaining Health to zero they are dead.

Lethal damage is… lethal, in large enough doses.

Examples include: cuts, breaks, and internal bleeding. Blunt force impacts can cause Lethal wounds.

Such wounds take weeks for a normal person to recover from, having a chance to reduce one level of Lethal wound to Bashing each night of rest, as long as they have healed any other Bashing damage first).

Lethal wounds are marked with a two slash x in a character’s health boxes, after any Aggravated wounds, but before Bashing wounds. If a person’s Lethal wounds reduce their remaining Health to zero they are dead.

Bashing damage is less dangerous.

Examples include: abrasions, bruising, light scalding, and light concussions, (mostly the bruising).

An ordinary human will generally heal one level of bashing wound per night of rest. This has priority over healing Lethal or Aggravated wounds.

Bashing wounds are marked with a single slash [ / ]. If a Bashing wound reduces a character to zero Health they fall unconscious. It is possible to regain consciousness before healing that last wound, but they won’t be in a good way.

If a character whose last heath was taken by Bashing damage receives more Bashing damage, then the damage is applied by upgrading previously received Bashing wounds to Lethal wounds. If the last wound in the last Health box is upgraded to Lethal in this way the character is dead.

Stagger Penalty:

Stagger is technically a fourth type of damage, in that it can be healed. However it doesn’t interact directly with the Health mechanic, applying a direct penalty instead of causing wounds.

Examples include: secondary effect of being hit in the head, secondary effect of electrocution, effect of pepper spray, etc.

Stagger penalty can immobilize a character by reducing their dice pools to zero, but it can’t actually kill them (unlike in real life).

Effect of Modifying Statistics on Health

If, even temporarily, your character gains dot(s) in Stamina or changes its body type (becoming massive for example), then their Health and Maximum Health will increase.

If, even temporarily, your character loses dot(s) in Stamina or changes its body type, then their Health and Maximum Health will decrease. This can result in penalties, unconsciousness, or death.

Mechanics - Basic Rules - Health

Kapre Aswang Avandus