KKDragonLord
First Post
hit points are renamed to vitality points
healing surges are renamed to adrenal surges
negative hit points are renamed to wound points
Vitality points represent character exhaustion, turning deadly strikes
into flesh wounds, cuts and bruises, near-misses and such.
When "bloodied" the character is getting tired, at half capacity and
is likely to have some blood on his clothes.
- The player has to keep track of how many wound points the character
has, the total wound points is equal to the bloodied amount, at 0 vps
he is bleeding and dying
- When he is low on Vitality points, if he gets hit and take enough
damage to go to 0 vps or less, it means that he has taken a potentially lethal blow.
Subtract the excess damage from his current amount of wound points.
- The character becomes fatigued and must roll endurance DC 10+(current total amount of wounds points lost)
or fall unconscious and start dying, on a 1 he
also loses 1wp (the player can choose not to roll and auto-fail)
- If he succeeds he may stay conscious and can take 1 action/round, but
he will bleed an additional 1wp for every action he takes that is not a minor action,
- At the beginning of the next round he bleeds another wound point and
makes a dying check, if it succeeds he can roll to stay conscious again
at the previous DC+ points bled, if it fails he falls unconscious, if
its a 1 he bleeds another wp
- If the player rolls a 20 on either roll, the character stabilizes
with 1 vp but is still fatigued unless he spends a second wind (doesn't
cost an action, but doesn't recover wound points) or until he gets any
healing
- When wound points reach 0 the character is dead, if failed to
stabilize 3 times, the character is dead
- If another character uses first aid to stabilize the character, he
goes to 1 vp and can act again, but is fatigued until he spends an
adrenal surge or gets magical healing
- A separate first aid can allow the character to spend adrenal
surges, on a 20 the first aid recovers 1wp, on a 1, an inevitable
1point of damage
The only ways to heal wound points are:
a) Extended rest= 5%wp (minimum 1)
b) Full rest = 10%wps (minimum 2)
c) First aid and 5 min rest immediately after combat= 5%wp min1 (10%wp
min2 on a 20, requires the use of an adrenal surge) DC=15
d) First aid and extended Rest or full rest = +5% wps min1 (DC=10)
(+10% min2 on a 20) (+5% min1 for every optional +5 to DC, if failed
but result above 10 gets only 10% min2 wps)
b) Magical healing like the +1d6 of healing word or cure light wounds
(the magical healing recovers an equal amount of vitality points as
well)
c) Magical healing from potions, items and other sources
- On a 5 mins rest if abilities like healing word are used to recover
wounds, they take another 5mins to recharge to full use
Feats:
Paragon (prerequisite Toughness)
Great Stamina: +2 on endurance rolls to stay conscious, character may fail 1 stabilizing roll without falling unconscious, takes only 1 additional wp dmg for all actions taken in a round.
Epic: (prerequisite Toughness, Great Stamina)
Die Hard:The character can roll endurance to stay conscious, and starts to roll dying checks only after a failure, the character does not bleeds additional wps for actions taken
healing surges are renamed to adrenal surges
negative hit points are renamed to wound points
Vitality points represent character exhaustion, turning deadly strikes
into flesh wounds, cuts and bruises, near-misses and such.
When "bloodied" the character is getting tired, at half capacity and
is likely to have some blood on his clothes.
- The player has to keep track of how many wound points the character
has, the total wound points is equal to the bloodied amount, at 0 vps
he is bleeding and dying
- When he is low on Vitality points, if he gets hit and take enough
damage to go to 0 vps or less, it means that he has taken a potentially lethal blow.
Subtract the excess damage from his current amount of wound points.
- The character becomes fatigued and must roll endurance DC 10+(current total amount of wounds points lost)
or fall unconscious and start dying, on a 1 he
also loses 1wp (the player can choose not to roll and auto-fail)
- If he succeeds he may stay conscious and can take 1 action/round, but
he will bleed an additional 1wp for every action he takes that is not a minor action,
- At the beginning of the next round he bleeds another wound point and
makes a dying check, if it succeeds he can roll to stay conscious again
at the previous DC+ points bled, if it fails he falls unconscious, if
its a 1 he bleeds another wp
- If the player rolls a 20 on either roll, the character stabilizes
with 1 vp but is still fatigued unless he spends a second wind (doesn't
cost an action, but doesn't recover wound points) or until he gets any
healing
- When wound points reach 0 the character is dead, if failed to
stabilize 3 times, the character is dead
- If another character uses first aid to stabilize the character, he
goes to 1 vp and can act again, but is fatigued until he spends an
adrenal surge or gets magical healing
- A separate first aid can allow the character to spend adrenal
surges, on a 20 the first aid recovers 1wp, on a 1, an inevitable
1point of damage
The only ways to heal wound points are:
a) Extended rest= 5%wp (minimum 1)
b) Full rest = 10%wps (minimum 2)
c) First aid and 5 min rest immediately after combat= 5%wp min1 (10%wp
min2 on a 20, requires the use of an adrenal surge) DC=15
d) First aid and extended Rest or full rest = +5% wps min1 (DC=10)
(+10% min2 on a 20) (+5% min1 for every optional +5 to DC, if failed
but result above 10 gets only 10% min2 wps)
b) Magical healing like the +1d6 of healing word or cure light wounds
(the magical healing recovers an equal amount of vitality points as
well)
c) Magical healing from potions, items and other sources
- On a 5 mins rest if abilities like healing word are used to recover
wounds, they take another 5mins to recharge to full use
Feats:
Paragon (prerequisite Toughness)
Great Stamina: +2 on endurance rolls to stay conscious, character may fail 1 stabilizing roll without falling unconscious, takes only 1 additional wp dmg for all actions taken in a round.
Epic: (prerequisite Toughness, Great Stamina)
Die Hard:The character can roll endurance to stay conscious, and starts to roll dying checks only after a failure, the character does not bleeds additional wps for actions taken
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