Cosmic Peril Fantasy: Healing & Rest
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CPF is designed with an eye towards keeping battle tense and dramatic because of the risk of lasting injury. The rules for healing and rest reflect this.
Normally, characters function normally and are considered healthy. Going Below Full Statistic points:- If a player's statistics are damaged (such as damage to Intelligence via Mental Overload), then their statistic modifiers are recalculated, lower if appropriate. If any statistic hits 0, the character is mortally wounded.
- When a character is damaged, their current HP becomes lower than their maximum hp. This entails the following:
- Either you were hit by an attack, projectile, or debris of some sort, or were harmed by a hazard.
- Examples of hits include being hit by a bullet, arrow, falling debris, spring-loaded stinger, or poisonous spit.
- Examples of harm from a hazard include ionizing radiation, poison gas, toxic waste, vaccuum, electric arcs, lava, or liquid nitrogen.
- You now have a fresh wound. This means that:
- You have a chance of gaining an infection, which will further harm you, if the wound is not promptly treated by medicine or magic.
- You can receive first aid once, after which, you are considered bandaged and first aid cannot be applied again until the next fresh wound.
When a normal character goes to zero hp due to a nonlethal attack or effect, they are considered to have been "knocked unconscious".
- Effects which may nonlethally KO a character include:
- Blackjack, Taser, Punch, General Anaesthetic, Tranquilizer Dart
- After being nonlethally KO'd in this way, the victim will be unconscious for 1d8 hours, and then wake up with 1 hp.
- A person skilled in medicine can alternatively use a medical kit to revive them earlier.
- During any hours of unconsciousness, the victim might need to roll a Physical saving throw to check for infection. If it was just a bruise, then there's no need.
- Then, that person is in mortally wounded status.
- then, that person is in mortally wounded status and they will die in 6 seconds if not immediately brought to safety.
- then, that person is dead.
- Characters who are mortally wounded receive +1 exhaustion level. The first level of exhaustion causes disadvantage on all skill rolls.
- A mortally wounded PC will die in 1d4+1 rounds after their mortal wound (rolled privately by the GM).
- Another actor may, during this time, choose to use an action and a medical kit to "stabilize" that person. This could also be achieved with some spells.
- The TN to stabilize a mortally wounded person or animal is usually 8 but varies with the context--obviously, it's harder to do in the middle of a shootout.
- When stablized: the victim remains alive, and are now in "recovering" status.
- If the mortally wounded or recovering victim takes any further damage to or past 0 hp before or after being stabilized, they will die instantly.
- In order to fully recover from a mortal wound, the stabilized and recovering victim generally needs 1 week of clean, comfortable bed rest and good medical care.
- They cannot begin to regenerate HP naturally until AFTER the moral wound has been fully healed--i.e., after that week of good rest and care
- First aid or magic can heal some hp manually during this time, but the exhaustion remains until the wound is fully healed.
- If a person is hurt, but not morally wounded:
- They regain HP equal to their Consitution modifier per 8 hours of good comfortable rest with good nutrition--i.e., 3x con-mod per rest-day.
- Sleeping in a bag/tent/car/anything uncomfortable will NOT restore lost hp.
- The player is allowed to do light activity such as reading or writing, walking and conversation while still being considered "resting", but working on science projects or mechanical projects does not count as rest, instead it is "work".
- If a person was mortally wounded or has exhaustion levels from another source, then they must have 1 week of comfortable bed rest and care per exhaustion level to recover successfully from the exhaustion.
- Additionally, any arcane skill user will recover 1 spell point per hour of rest, or meditation, not including travel.
- If a person's statistics are damaged (such as damage to Intelligence via Mental Overload), but above 0:
- They regain 1 point of lost statistics per 8 hours of good comfortable rest with good nutrition--i.e., 3 per day.