Hp & Damage

Hitpoints

When an opponent sustains damage, it is deducted from their hit points. A person’s hit points are allocated across different body parts, resulting in the corresponding body part being affected by the subtraction.

The total number of hit points a person has is determined by their race, history, and class (Each witch provides different benefits to your constitution bonus, which is then added to your hit points), and this number remains constant and do not progress over time, it can only be healed up to its total value. These hit points are then divided into six parts: head, torso, arms, and legs. The percentage ratio for each body part is determined by the game master’s HP-bodylist. As a specific body part’s hit points reach zero, it becomes unusable. While some body parts can be revived, such as limbs and torso, the head is an exception and cannot be revived. If the head’s hit points reach zero, the person is permanently dead unless revived using magic. For all limbs, if their hit points reach zero for a third time before healing completely, the body part is lost. In the case of torso, if it has lost all hit points a third time before healing completely the person will die. To revive a person, their wounds must be mended through medical means or by employing spells.

Hit points are divided into distinct segments, with each corresponding to a specific body part. For a medium humanoid, the division is as follows:

HEAD: 15% – When down to zero you are dead

TORSO: 35% – When down for the third time you are dead

RIGHT ARM: 10% – When down for the third time the limb is lost

LEFT ARM: 10% – When down for the third time the limb is lost

RIGHT LEG: 15% – When down for the third time the limb is lost

LEFT LEG: 15% – When down for the third time the limb is lost

When dividing your HP, adjust the numbers to the nearest whole numbers and ensure that the sum total remains equal to your total HP.

Damage

The extent of damage inflicted is determined by the weapon, item or spells and amulets used for the attack. You can find a comprehensive list of all available items in the Game Assets section, along with their respective speed factors, weight, and volume. These attributes play a crucial role in combat and other interactions within the game world. >>>    Spells can be found under spells >>>

Environment

Injuries can occur beyond just combat scenarios; they can result from various sources like falls, poisoning, or exposure to acids. These damages are typically categorized into three main groups:

  1. Blunt Force: This category covers injuries caused by blunt impacts, such as falling from heights, being trampled by a horse, or experiencing the weight of a large falling object.
  2. Internal Ailments: Internal injuries stem from factors like ingesting poison or venomous substances or consuming tainted food, like that infamous goblin soup.
  3. Corrosive Effects: Damage in this group results from corrosive elements like acid, flames, or even abrasive substances like ogre sandpaper.

 

Blunt force

To assess the impact of blunt force, the Game Master (GM) will initially reference a comparable weapon. For instance, a horse trampling might be equated to the damage caused by a mace or club. In cases involving external objects striking characters, reference should be made to the damage resulting from elemental pressure, as indicated in the table below for falling damage.

 

 

ARMOR
1m
 2m 
5m
 7m
10m
15m
20m
30m
 50m
100m
No protection
Fumble*
Stunned**
10%
20%
30%
40%
50%
70%
DEATH
DEATH
Light armor
0
Fumble*
Stunned**
10%
20%
30%
40%
50%
70%
DEATH
Heavy armor
0
0
Fumble*
Stunned**
10%
20%
30%
40%
50%
70%
Magic armor***
0
0
0
Fumble*
Stunned**
10%
20%
30%
40%
50%

* The GM may request an Athletics or Acrobatics skill check to determine if any damage or penalties have occurred.

       ** The GM may request an Constitution skill check to determine if any damage or penalties have occurred.

        *** This refers to armor offering superior protection compared to heavy armor.

Internal Ailments

note done

 

Corrosive Effects

note done

 

Armor

Aside from employing special maneuvers, you have the option of donning armor or amulets for your protection. These come in various forms such as regular armor, magic armor, spells, and amulets.

It’s important to note that even if you possess strong defense through multiple amulets, it doesn’t necessarily imply that your enemy lacks ways to counteract it.

Healing

In the realm of health and recuperation, a spectrum of injuries and the corresponding healing processes come into play. This guide provides a comprehensive overview of these conditions, spanning from minor afflictions to more substantial wounds.

Damage Levels:
When your health is compromised, understanding the stages of healing becomes crucial. Below, we explore the continuum of damage levels and their respective recovery paths.

Under 80% Damage:

Untreated: 15% recovery per day
Treated (Regular Mending): 25% recovery per day
Treated (Skill Traits): 25% recovery per day
Treated (Magic – Subscribed Spell): Healed HP + 25% recovery per day
Treated (Magic – Subscribed Spell) Under 80% -> 25%: Healed HP + 20% recovery per day (until under 80%), then 25% recovery per day

Equal or Over 80% Damage:

Untreated: 10% loss per day
Treated (Regular Mending): 0% recovery per day
Treated (Skill Traits): 10% recovery per day
Treated (Magic – Subscribed Spell): Healed HP
Treated (Magic – Subscribed Spell) Under 80% -> 25%: Healed HP

Embark on a journey of understanding the intricacies of healing as we delve into the specifics of each state, illuminating the methods and nuances that guide your path to recovery.