Adventurers are often put in situations risking physical bodily harm, HP(Health Points) represents ones energy, focus, and ability to avoid serious harm. Expending health by marking harm, when you become bruised, scraped, experience minor cuts, and fatigue. When HP drops to 0, the character must make a Death Save(See Below)
Damage is dealt through attacks and spells, and mark harm when received.
Ongoing is a damage keyword that causes the character to take the damage whenever they take a turn, or every few minutes, until it is resolved.
Armor
Armor reduces incoming damage point for point. Attacks may have tags; such as Piercing or Ignores Armor that change how armor prevents damage.
Debilities
Some attacks cause long lasting impairments beyond damage. They heal with extended rest or care or with specific magic. Debilities of the same type do not stack (Unless specified) and instead if a character were to gain another debility of the same type, the strongest one applies.
Weak (STR): You can't exert much force.
Shaky (DEX): Unsteady and trembling.
Sick (CON): Something's wrong inside.
Stunned (INT): Thoughts are scattered.
Confused (WIS): Disoriented and unfocused.
Scarred (CHA): Visibly marked or disfigured.
Death Save
When an adventurer's life hangs in the balance, their will to survive is put to the ultimate test.
A Death Save is rolled when you drop to 0 health, determining whether the character survives the experience or meets their end.
How to Execute: Roll 2d6 without any stat modifiers to determine your fate.
Outcomes:
11+ Cheated death: You remain conscious at 1 health.
7-9 You become unconscious but stable.
3-6 You become unconscious but stable, but at a significant cost.
2- You die.
Healing
There are several ways for an adventurer to regain HP they have lost, through Make Camp, Safe Rest, and Magical sources, such as spells, potions, or moves.