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RULES v1.3

HEALTH, DEATH, AND DYING

HEALTH
To find your character’s initial hit points roll d4+5. When adventuring, PCs can rest to regain lost hitpoints at a rate of 1d8 + ENDURANCE bonus per 8 hours of rest. Resting 8 hours in a safe, well supplied location returns all of a PC’s hitpoints. If you smoke sink prior to resting, you regain all of your HP no matter where you slept.
If a character with BANDAGES makes a successful INQUIRY check before resting, they can set a wounded character’s injuries and ensure that character is fully healed with 8 hours of undisturbed rest, even in the wilderness. If that INQUIRY roll is successful and the attending character has a TRIAGE KIT, they can attempt surgical intervention. On a successful BALANCE save, the character being operated on regains all hitpoints, on a failed save the operation is botched and the character under the knife loses d8 hitpoints.
WHAT HAPPENS AT ZERO?
If a non-lethal weapon’s damage reduces a character’s hitpoints to 0, that character is knocked unconscious but remains stable.
If you hit 0 HP, you are DOWNED - immediately go prone and roll on the WOUND and then CONSCIOUSNESS tables to determine the location and severity of the blow that felled you.
Wound Table
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1
1
Head
2
2
Face
3
3
Critical Organ
4
4
Non-critical organ
5
5
Chest
6
6
Gut
7
7
Groin
8
8
Right arm
9
9
Left arm
10
10
Right leg
11
11
Left leg
12
12
Graze! Lose a finger or toe, regain a hit die, and get back in the fight!
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Consciousness Table
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1
Roll (d6)
2
1
Unconscious - you’re out until at least the end of this fight
3
2-4
Semi-conscious - you can act this turn, reroll on this table next turn. All actions performed by Semi-conscious characters suffer from a -2 DAZED malus.
4
5-6
Conscious - do not need to roll further on this table
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All wounds have three stages of increasing severity, DAMAGED - MANGLED - MORTAL (see the wound severity chart for more details). All wounds begin as DAMAGED (with the exception of wounds due to certain weapons and ammunition). DAMAGED wounds will trouble your character for at least the rest of the current session. They can be completely recovered from, turn into permanent disfigurements, or fester into MANGLED wounds.
MANGLED wounds require medical intervention or they will become MORTAL. Recovery from a MANGLED wound will likely still leave a character disfigured. Once a wound becomes MORTAL, it kills the afflicted character.
DOWNED characters have several options on their turns. If they roll to stay conscious, a downed character may crawl 10 ft. They may also choose to either HOLD or PUSH. HOLDING ensures a wound does not get worse on that turn, but takes up that character’s action. PUSHING allows the character to take an action including making an attack, manipulating an object, or any other action the Guide deems reasonable. Pushing also triggers an ENDURANCE baseline save. If the save is successful, there is no further effect. However, if the save is failed, then the character’s wound worsens, either to a MANGLED wound or to a MORTAL wound - the latter killing the character after their final action.
After a combat, DOWNED characters regain consciousness and are considered to be at 1 HP with an UNTREATED wound. Movement is still restricted to crawling until the wound is either PATCHED UP, SURGERY is performed, or a CRYOPUNCH is applied.
To patch up a wound, another character can either apply a TRIAGE KIT or BANDAGES. A TRIAGE KIT is required for surgery.
For damaged severity wounds, a triage kit can be used to automatically patch up the wound. The negative effects of the wound persist until the character has significant downtime (at least two weeks, depending on the Guide’s discretion), but eventually heal entirely. A character can also be patched up with bandages, but this triggers a BALANCE baseline save on the part of the character doing the patching up. In either case, the wounded character is considered patched up, but if the save fails the wounded character gains the negative effects associated with their injury permanently as the wound heals poorly, making the character PERMANENTLY DISFIGURED.
Mangled severity wounds can also be patched up for a short term reprieve, but even if patched up, the wounded character must receive surgery or a CRYOPUNCH application before resting, or they will die. A character with a triage kit may attempt surgery to save the wounded character’s life. Surgery takes one hour and the surgeon cannot be disturbed for the entirety of the procedure. The character makes a BALANCE baseline save. On a failure, the character under the knife dies. On a success, they receive a PERMANENT DISFIGUREMENT equivalent to a poorly patched up DAMAGED wound of the same location. On a natural 20, or a save value of 20 or higher, the surgery is a MIRACULOUS SUCCESS and the wounded character will recover entirely after a couple weeks of bedrest (as determined by the Guide).

Options for surgeons:
Surgeons may choose to take one hour before surgery to fully DIAGNOSE the patient. Any character in the party can take on this role. To diagnose, roll an INQUIRY baseline save, on a success the surgeon gets advantage on their BALANCE roll to perform the surgery, on a failure an hour is wasted.
If the wound is to a character’s limb, the surgeon may opt to use their triage kit for an AMPUTATION. The wounded character will lose the limb, but otherwise be back in action with no lingering wounds. A party may also consider more creative methods for amputation, by the guide’s discretion.

CRYOPUNCH can be applied to characters with broken or mangled wounds. CRYOPUNCH’d characters have their wounds (and whole body) essentially frozen and remain unconscious until returned to Tellus Athera where miraculous surgery can return them to full health.

Wound Severity table (wound effects stack)
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1
Wound location
DAMAGED
MANGLED
2
Head
-2 INQUIRY, -2 PERCEPTION, lose 1 sense, disadvantage on consciousness rolls
-2 INQUIRY, -2 PERCEPTION, lose an additional sense, limited short term memory
3
Face
-2 MANNER, -2 PERCEPTION
-2 MANNER
-2 PERCEPTION
Lose ability to speak
4
Critical Organ
-3 ENDURANCE
-3 ENDURANCE
5
Non-critical Organ
-2 ENDURANCE
-2 ENDURANCE
6
Chest + Gut
-1 ENDURANCE
-2 ENDURANCE
7
Groin
‘Somethin ain’t right down there’ -1 ENDURANCE
-1 ENDURANCE
-1 MANNER
8
Arm
Lose use, -2 MIGHT
-3 MIGHT
9
Leg
Hobbled (reduce max speed to 15 ft)
-2 MIGHT
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