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Health represents a creature’s physical resilience and ability to continue fighting. Unless explicitly stated otherwise, all creatures (players, humanoids, monsters, and bosses) follow these rules.
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## Starting Health
At character creation, your **Starting Health** is determined by their character.
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## Health Gain on Level Up
When you gain a level:
- Your **HP is fully restored**
- You gain additional maximum Health based on your Character + Fortitude Modifier
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## Incapacitation (0 Health)
When a creature is reduced to **0 Health**, it becomes **Incapacitated** instead of dying immediately.
**While Incapacitated:**
- You are unconscious and unable to act
- You remain incapacitated for **3 rounds**
- Being hit while incapacitated **resets the timer**
- Any creature may use an action to **Execute** you to kill you outright.
- Executing takes one turn to complete and can be interupted by dealing damage to the executioner.
- After stating the execution, the turn of the executioner ends.
- Executing is finished as soon as their next turn begins.
- The recovery timer is paused whilst being executed.
After the 3-round duration ends:
- You stand back up with **1 HP**
- You may act normally on your turn
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## Carrying an Incapacitated Creature
- An incapacitated creature (medium size or less) may be picked up and carried as a bonus action
- Picking someone up slows you by 50%
- Can't dodge while carrying
- Disadvantage on parrying when wielding Weapons that require two-handing.
- If the carrier is hit, the incapacitated creature is **immediately dropped**
- Recovery timer is paused while being carried
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## Environmental Death
Some conditions bypass the incapacitation grace period.
If an incapacitated creature:
- **Is burning**
- **Is submerged in water**
They die after **2 rounds** if not picked up or removed from the hazard.