Health & Rest
Health
Your race determines the amount of health you have.
- Of Blood, Of Clay - roll 3d6, drop lowest
- Of Dirt, Of Dust - roll 3d6, drop middle
- Of Tears, Of Corpse - roll 3d6, drop highest
When your Health reaches 0, roll 2d6 for injury on the table below. After determining the injury, "refill" your Health to max, applying the appropriate penalty. This penalty remains until the injury is healed. Any "overflow" damage carries over into the next "refill".
For example, a PC has 3 health and suffers 5 damage. The PC is dropped to 0, takes an injury and the penalty to max Health, refills to the new max, then takes the remaining 2 points of damage thereafter.
If max health every reaches 0, you die.
Injury Location | 1-2 | 3-4 | 5-6 |
---|---|---|---|
1 | Ear/Mouth/Nose | Jaw/Throat | Head |
2-3 | Back/Shoulder | Belly | Chest |
4 | Hand/Wrist | Elbow | Arm |
5-6 | Foot/Ankle | Knee | Leg |
1st Injury to Area
- -1 Max Health
- Choose something the area can normally do – yours cannot for the next D6 days.
2nd Injury to Area
- -3 Max Health
- Choose something the area can normally do – yours cannot for the next D6 months.
3rd Injury to Area
- -6 Max Health
- The area is removed from your body.
Rest
A rest is an 8-hour period of sleeping and light activity (reading, talking, eating, keeping watch for no more than two hours). Interruptions of an hour or more in a period of rest requires the rest restart.
- Resting in a safe place, like an inn, restores 1D6 health.
- Resting in an unsafe place, like a dungeon, restores 1 health.
- If you've had sufficient food and water for the day, gain +1 health restored. If not, incur -1 health restored instead.