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. --- ## Starting Health At character creation, your **Starting Health** is determined by their character. --- ## 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 --- ## 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 --- ## 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 --- ## 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. ## Related notes - [[Combat/Combat|Combat]]