Cosmic Peril Fantasy: Healing & Rest
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CPF is designed with an eye towards keeping combat rare and risky because of the chance of lasting injury. The rules for healing and rest reflect this.
Normally, characters function normally and are considered healthy. Going Below Full Health Points (HP):- When a character is damaged, their current HP becomes lower than their maximum hp. They 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 time you are freshly damaged.
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 2d8+Resilience to check for infection.
- 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 8 in good conditions 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 at 0 hp.
- 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, during which they remain at a stable 0 hp.
- 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 mortally wounded:
- After being bandaged, they regain HP equal to (1 + Resilience) per 8 hours of good comfortable rest with good nutrition.
- Sleeping in a bag/tent/car/anything uncomfortable will NOT restore lost hp.
- The player is allowed up to 2 hours of light activity during each 8-hour rest cycle. Light activity includes reading and sharing information but not intense crafting/hacking/negotiating work.
- A person will cure any exhaustion levels not given by a mortal wound, with 24 hours of good comfortable rest and healthy food.
- If a person was mortally wounded, then they must have 1 week of comfortable bed rest and care to recover successfully from the exhaustion.
- Additionally, any arcane skill user will recover 1 spell point per 4 hours of comfortable rest or meditation up to their maximum. If the player has the Meditation skill, then they will recover spell points equal to their Meditation skill level per hour.