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