Health and Injury
Below are the rules for dealing with a Characters Health in and out of Combat. As well as how to deal with injury, death, and restoring hit points.
Health
Normally the "Health" of a Character is not in question, meaning that the Character is not normally sick with the flu or have some disease. However, there can be campaigns where it would suit the story to have Character's deal with the chance of sickness or disease. Please review both the Conditions page as well as the Pharmaceutical page for more information sicknesses and illnesses. Most of the time when a GM or other Player asks about a Characters Health they are instead referring to the Hit Points.
Hit Dice
Characters Hit Dice or HD is the dice type associated with a Character's Core Class. The dice represent the potential Hit Points of a Character. Hit dice examples are d6, d8 and d10. Each time a Character levels up they get to roll there Hit Dice for more Hit Points. At level 1 the Character can take max Hit Points without rolling. So at level two, a Strong Hero would have 2 Hit Dice or "2d8 of HD". A Character also adds there Constitution modifier to there Hit Points every level unless it is negative.
Hit Points
Hit Points is what most people commonly think of when they think of a Character's health. Hit Points are removed when a Character takes damage in combat (See the Injury section below) and are used to measure how hard a character is to kill.
Editing Character Sheet: The Player can record the Character Hit Points on the Future Path Character Sheet. It is located just under the "Future Path" to the right of the Ability Scores. Also in above the "SPEED" section you will notice that there are "DR" boxes. DR will be explained further later. Below the Total and DR section there is a "Wound/Current HP" and below that is "NonLethal Damage" boxes. These boxes are there to make it easier to record combat damage.
Temporary Hit Points
Certain effects can give a character temporary hit points. When a character gains temporary hit points, make a note of his or her current hit points before adding the temporary hit points. When the temporary hit points go away, the character’s hit points drop to that score. If loosing the temporary Hit Points causes the Character to go to 0 or a negative number then the character 'passes out' and has 0 hit points and is now in a 'Dying' state.
Constitution Bonus Hit Points
An increase in a character’s Constitution score—even a temporary one—can give the character more hit points (an effective hit point increase), but these are not temporary hit points. They can be restored through normal healing. When a character’s Constitution drops back down to its previous score after a temporary increase, the character’s full normal hit points go down accordingly.
Injury
Receiving Damage
When an opponent attempts to attack a Character that opponent must first do an accuracy check again the Character's AC. If successful the opponent then rolls dice according to what weapon he used. The total from that dice roll is the damage that is inflicted on the target. The Character subtracts that number (after considering things such as DR) from what Hit Points the Character currently has.
Editing Character Sheet: As mentioned above there is a box just below the "Total" box there is a "Wound/Current HP" box that can be used to record damage occurred during combat.
Nonlethal Damage
Nonlethal damage is dealt by unarmed attackers and some weapons. Melee weapons that deal lethal damage can be wielded to deal nonlethal damage, but the attacker takes disadvantage on attack rolls. Nonlethal damage does not directly affect the target’s hit points. Instead, the attack rolls for damage and then the defender must roll a Constitution save of DC5 + damage or else suffer 1 + (1 for every 5 points the saving throw failed by) worth of temporary Conn damage. (This changes the defender's Conn score temporarily down and is not the same as Ability Damage to Constitution). Any Temp Damage suffered will go away after a full rest. Once the defender's Conn is down to 7 the target becomes Shaken. Once the defender's Conn is down to 5 they are Dazed. Once the defender's Conn is down to 3 or below they are knocked Unconscious.
- Notes
- A blow that does 3 or more Conn damage in one round causes the defender to be automatically Shaken unless they are already Shaken which in that case they are Dazed.
- A blow that does 4 or more Conn damage in one round causes the defender to be automatically Dazed unless they are already Dazed in which they are knocked Unconscious.
- A blow that does 5 Conn damage at once instantly knocks the defender Unconscious.
Damage Types
There are 4 different types of damage in Future Path. Chemical, Electrical, Kinetic, Thermal. The default damage type is Kinetic. All damage is Kinetic unless specified. Weapon arch types can change the damage type.
- Chemical: This includes things like acid, chemical burns, some types of damage from nature/planet/bio-based weapons.
- Electrical: Any damage associated with direct contact with electricity or magnetism.
- Kinetic: Any damage done by force of energy. shock waves, any sonic damage is considered kinetic.
- Thermal: Any damage from heat or radiation or the lack thereof. (cold damage is considered Thermal)
Weapons can have multiple damage types. Targets can have a defense against damage types. If so they take half damage. If the target is vulnerable or has a weakness, then they take double damage.
A Character can posses damage reduction for a certain damage type.
You can learn more about other special Damage Types and Attributes here.
Death
Zero Hit Points
Once a Character reaches 0 hit points they are considered unconscious, unstable and dying.
- Stabilizing
- With a Medical Kit, another Character will need to assist the dying Character by attempting to stabilize them. This requires a Treat Injury Skill check of DC 15 and a Full Round Action. For the full rules on this review the Stabilize Dying Character action in the Treat Injury skill.
- Unstable/Dying
- This special status implies that the Character is about to die. Every round the Character takes 1d4 of Constitution damage. Any successful attacks on the Character force an additional 1d4 of Constitution damage. Once a Character's Constitution reaches 0, they die. To read up more on what Agility Damage, please go here. To learn about healing ability go to the section below: Ability Healing
Death
Once a Player hits Zero Constitution, they are considered dead. This doesn't mean they are permanently dead. Advanced civilizations have different ways of cheating death. A Character can be brought back to life through the means of powerful futuristic science! There are 2 different main forums of bringing a person 'back from the dead'.
- Rejuvenate the body. (Usually, this requires that the majority of the body is still intact)
- This can be done using advanced biology and chemistry taking what is left of the original body and reviving it to a new condition.
- Replace the bad damage parts with new ones. Usually, this means being part machine, a cyborg. However, this could also mean taking other biological samples from different 'donors.'
- Transfer the mind into a new body. (Usually, this requires that just the mind is intact and not too damaged)
- Physical transplant the brain into a new body.
- Using advance technology download the mind and its thought patterns/memories into a computer that can then be uploaded to another body.
- Using Psionics to transfer one's consciousness to another body
- Lastly any other Sci-Fy sounding way that the GM (and group) are ok with excepting.
Each of these has their advantages and disadvantages.
For any of the rejuvenation techniques the disadvantages are Time,(time and rest where the body is in a medically induced coma) A mostly intact body, (The Character's body must not have died in such a way where the majority of it would be missing), and lastly the body must not have started decomposition. It would have needed to be placed in some form of status within 4 hours of death. Rejuvenation is a Tech Level 2 skill. Higher tech levels can do it with better results.
- Minimal Cost: $1,000,000 x Character Level.
- Procure Diff 4
For any of the Transfer of Mind into a new body, the disadvantages are Stats, (Any stats related uniquely to the previous body no longer count unless it was cloned, which would be more expensive). Distance, (If the Character's brain has to be actively connected for full memory download then it may not work if the Character is out of range. The range would max out beyond a planet's med to high orbit.) Mind Transfer is a Tech Level 3 skill. Higher tech level can do it with better results.
- Minimal Cost: $10,000,000 x Character Level.
- Procure Diff 4
Healing
Please review the Treat Injury skill for more information.
In Combat
Healing in Combat can be done in one of two ways. Either with the Treat Injury skill or items from the Medical Items section of the General Equipment page.
- Treat Injury
- The Treat Injury skill requires a full round action, and a Medical or First Aid Kit. The amount of health is determined by the Skill Level. Some Talents provided by Advance Classes can reduce the time needed. For more information about the Treat Injury skill review: Restore Hit Points section of the Treat Injury skill.
- Medical Items
- Again these items are located in the Medical Items section of the General Equipment page. Using "Concoction" such as Healing Concoction administrated through a Syringe doesn't require a Treat Injury skill check. However, without the Treat Injury check the "Concoction" provides no bonus. With a successful Treat Injury check DC10 the health restored provides a bonus equal to the Treat Injury Skill Level.
Natural Healing
If a Character is stable and not dying (Has at least 1 hit point), then they can slowly heal themselves over time, unless they are sick.
For every 8 hours of rest, the Player can roll there Hit Die and add the Hero's Constitution Mod to regain that amount of health. If the Character has multi-base classes, then choose the one with the largest Hit Die. If the Character does a full day of bed rest (The Character doesn't leave the bed all day except to do the necessary) then the Player can roll the number of Hit Die equal to 1/4 (round up) there Character Level + Con Mod for each die and add the total to there Hit Points. If someone is providing Long/Short term care, then it is Hit Die equal to 1/2 (round up) character level + Con Mod.
A Player cannot use Treat Injury on oneself. In any situation a Natural 20 makes each Die max without rolling.
Ability Healing
24 hours after the Ability damage was dealt a Character can start healing naturally, as long as they are not sick. Every day where the Character gains at least 8 hours of uninterrupted sleep the Character gains 1 point back in all damaged Abilities. (This doesn't include the Treat Injury Skill)
Another Character can help by using the Treat Injury skill to assist in improving the healing of an Ability score. This action cannot be done in combat and has a DC20. The Long/Short Term Care action can also be used to help improve ability damage but only once per 24 hours which includes rest. If successful the Character regains +1d4 in as much as 3 different Ability scores. If a critical success (Natural 20) is rolled the Character gains a +4 in as much as 3 different Ability scores.
Med-packs and other Items
There are several professional kits that are useful for helping with Treat Injury skill checks. Located [[[General_Equipment#Profession_Kits|here] we have Medical Kit, First Aid Kit, and Surgery Kit. Certain checks require a Kit for the Skill check to be attempted. All kits have a limited number of uses. The default number is 20 while advanced kits have 10. Advanced kits provide advantage bonuses to there associated checks.
Please review [[[General_Equipment#Profession_Kits|Profession Kits]] for more information on items that can help in both the Treat Injury skill but also while in combat.