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The
Blight: Resources
Dying
/ Healing
HIT POINTS
All characters (and some items) have a certain number of hit points.
Hit points represent a character's luck, health, and basic physical
condition.
Each
class level a character has provides some number of hit points,
depending on the class. In addition to the hit points added for
each class level, a character also gains a number of hit points
equal to the character's Constitution modifier for each class
level as well.
DEATH, DYING AND HEALING
As a character takes damage, subtract that damage from the character's
hit points.
Effects of Hit Point Damage:
At
0 hit points, a character is disabled.
At from -1 to -9 hit points, a character is dying.
At -10 or lower, a character is dead.
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Massive Damage
If a character ever sustains damage so massive that 50 points
of damage or more are inflicted in one deduction, and the character
isn't killed outright, the character must make a Fortitude save
(DC 15). If this saving throw fails, the character dies regardless
of current hit points.
Disabled (0 Hit Points)
When a character's current hit points drop to exactly 0, the character
is disabled. The character is not unconscious, but is close to
it. The character can only take a partial action each round, and
if the character performs any strenuous activity, the character
takes 1 point of damage after the completing the act. Strenuous
activities include running, attacking, or using any ability that
requires physical exertion or mental concentration. If the character
takes a strenuous action, the character's hit points drop to -1,
and the character is dying.
Dying (-1 to -9 Hit Points)
When a character's current hit points drop to between -1 and -9
inclusive, the character is dying. The character immediately falls
unconscious and can take no actions.
At the end of each round (starting with the round in which the
character dropped below 0), roll d% to see whether the character
stabilizes. The character has a 10% chance to become stable. If
the character doesn't, the character loses 1 hit point.
If the character's hit points drop to -10 (or lower), the character
is dead. A character can keep a dying character from losing any
more hit points and make the dying character stable with a successful
Heal check (DC 15). If any sort of healing cures the dying character
of even 1 point of damage, the dying character stops losing hit
points and becomes stable.
Healing that raises the dying character's hit points to 0 makes
the character conscious and disabled. Healing that raises the
character's hit points to 1 or more makes the character fully
functional again, just as if the character had never been reduced
to 0 or less.
Dead (–10 hit points or lower)
When a character's current hit points drop to –10 or lower, or
if the character takes massive damage and fails the saving throw
(see above), the character is dead. A character can also die from
taking ability damage or suffering an ability drain that reduces
Constitution to 0.
Stable characters and Recovery
An hour after a tended, dying character becomes stable, roll d%.
The character has a 10% chance of becoming conscious, at which
point the character is disabled (as if the character had 0 hit
points). If the character remains unconscious, the character has
the same chance to revive and become disabled every hour. Even
if unconscious, the character recovers hit points naturally. The
character is back to normal when its hit points rise to 1 or higher.
A character who stabilizes on its own (by making the 10% roll
while dying) and who has no one to tend for it still loses hit
points, just at a slower rate. The character has a 10% chance
each hour of becoming conscious. Each time the character misses
the hourly roll to become conscious, the character loses 1 hit
point. The character also does not recover hit points through
natural healing.
Even once the character becomes conscious and is disabled, an
unaided character still does not recover hit points naturally.
Instead, each day he has a 10% chance to start recovering hit
points naturally (starting with that day); otherwise, the character
loses 1 hit point. Once an unaided character starts recovering
hit points naturally, the character is no longer in danger of
losing hit points (even if the character's current hit point total
is negative).
Healing
A character can never get back more hit points than the character
lost.
Natural Healing
A character recovers 1 hit point per character level per day of
rest. If the character undergoes complete bed rest (doing nothing
for an entire day), the character recovers one and one half times
the character's character level in hit points.
Magical Healing
Various abilities and spells, can give a character back hit points.
Each use of the spell or ability restores a different amount of
hit points. Magical healing won't raise a character's current
hit points higher than a character's hit point total.
Healing Ability Damage
Temporary ability damage returns at the rate of 1 point per day
of rest (light activity, no combat or spellcasting). Complete
bed rest restores 2 points per day.
Temporary Hit Points
Certain effects give a character temporary hit points. When a
character gains temporary hit points, note the character's current
hit points. When the temporary hit points go away, the character's
hit points drop to that score. If the character's hit points are
already below that score at that time, all the temporary hit points
have already been lost and the character's hit point score does
not drop.
When temporary hit points are lost, they cannot be restored as
real hit points can be.
SUBDUAL DAMAGE
Sometimes a character gets roughed up or weakened. This sort of
stress won't kill a character, but it can knock a character out
or make a character faint. Nonlethal damage is subdual damage.
If a character takes sufficient subdual damage, the character
falls unconscious, but the character doesn't die.
Dealing Subdual Damage
Certain attacks deal subdual damage. Other stresses, such as heat
or exhaustion, also deal subdual damage. When a character takes
subdual damage, keep a running total of how much damage he has
accumulated. Do not deduct the subdual damage number from a character's
current hit points. It is not "real" damage. Instead, when a character's
subdual damage equals a character's current hit points, the character
is staggered, and when it exceeds a character's current hit points,
the character goes unconscious. It doesn't matter whether the
subdual damage equals or exceeds a character's current hit points
because the subdual damage has gone up or because a character's
current hit points have gone down.
A character can use a melee weapon that deals normal damage to
deal subdual damage instead, but the character suffer a -4 penalty
on the attack roll.
A character can use a weapon that deals subdual damage, including
an unarmed strike, to deal normal damage instead, but the character
suffers a -4 penalty on the attack roll.
Staggered and Unconscious
When a character's subdual damage exactly equals a character's
current hit points, the character is staggered. The character
is so badly weakened or roughed up that the character can only
take a partial action each round. A character ceases being staggered
when the character's hit points exceed the character's subdual
damage again. When a character's subdual damage exceeds the character's
current hit points, the character falls unconscious. While unconscious,
a character is helpless.
Each full minute that a character is unconscious, a character
has a 10% chance to wake up and be staggered until the character's
hit points exceed a character's subdual damage again. Nothing
bad happens to a character if the character misses this roll.
Spellcasters who are rendered unconscious retain any spellcasting
ability they had before going unconscious.
Healing Subdual Damage
A character heals subdual damage at the rate of 1 hit point per
hour per character level. When a spell or a magical power cures
hit point damage, it also removes an equal amount of subdual damage,
if any.
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