Hitpoints

Hitpoints represent your character's ability to withstand damage. Most successful attacks on your character will deal Damage that is reflected as a loss of Hitpoints. Your Hitpoint Total, represents the maximum amount of damage that you can suffer (without healing) before you risk taking substantial injuries, which may result in your death (see Injuries for more details). When you first take damage, the amount of damage that you suffer is subtracted from your Hitpoint Total. The resulting value is your Current or Remaining Hitpoints. These Hitpoints are lost until they are regained through Healing.

Hitpoint Total

Hitpoints are a representation of your character's health and determine the damage a character can take. Your character's Race and Class will grant a base amount of Hitpoints (based on a fraction of your Attribute Scores) plus additional Hitpoints on a per level basis. Miscellaneous bonuses can add to either these Base Hitpoints or Per Level Hitpoints. The sum of the Base Hitpoints and Per Level Hitpoints will determine the Total Hitpoints (or "Maximum Hitpoints") for your first level character.

Base Hitpoints = [(Att 1 + Att 2) from Race + (Att 3 + Att 4*) from Class] ÷ 3 + Miscellaneous Bonuses
*Note that Att 4 is only present in a subset of Classes. Many classes will only contribute one attribute score towards hitpoints.
Per Level Hitpoints = Racial per Level Hitpoints + Class per Level Hitpoints + Miscellaneous Bonuses
Total Hitpoints = Base Hitpoints + (Per Level Hitpoints x Level)

Healing Value (HV)

The Healing Value is a percentage of a character's health that can be healed through the use of certain powers and effects. It is often used when determining the amount of Healing a character receives and also represents the amount of damage you can take before Concentration is disrupted. Your character's Healing Value is equal to 20% or one-fifth of your character's total hitpoints.

Healing Value = Total Maximum Hitpoints ÷ 5 (round down)

Disabled

When your character is reduced to 0 Hitpoints, it is Disabled. Additionally, whenever your character suffers damage while at 0 Hitpoints, it must make a Resilience check to avoid taking an Injury. Before a creature becomes Disabled, it may receive minor bumps and bruises, but once it has been reduced to 0 hitpoints, it runs the risk of significant injury.

Healing & Regaining Hitpoints

The most common method of regaining hitpoints during combat is through Healing. This is completed with the aid of a power or ritual and usually requires you to burn Stamina (see Energy) to regain hitpoints. When healing, increase your current hitpoints by the amount of healing you receive. Often Healing will include your one or more Healing Value's worth of hitpoints, plus some variable amount.

Temporary Hitpoints

When granted temporary hitpoints, you gain a pool of extra hitpoints. These extra hitpoints are separate from your Hitpoint total, and should be tracked separately. Any damage suffered is subtracted from the temporary hitpoints first, before reducing your actual hitpoints. After the temporary hitpoints expire, any remaining temporary hitpoints are lost. You can gain temporary hitpoints regardless of your current hitpoint value, even while at maximum hitpoints.

Temporary hitpoints do not stack, so if you receive additional temporary hitpoints while you have temporary hitpoints remaining, take the better of the two values (the new value or your current value).

Temporary Hitpoints do not last long and expire whenever you complete a rest (unless stated otherwise).

Regeneration

"The Trolls kept attacking in small squads, it seemed like there were hundreds of them... then we realized it was just the same trolls coming back to life. Cutting them up didn't have much effect, and it wasn't until we took to burning the bodies that we finally had peace."
——Martin of the High Guard

A creature with Regeneration regains a constant amount of Hitpoints over time. The amount of Hitpoints regained is specified by the feature or ability that grants Regeneration. Creatures may have Regeneration at all times, may need to activate it as part of a power, or may gain Regeneration in response to certain factors (such as exposure to certain energy types).

Regeneration only allows a creature to regain lost Hitpoints and cannot elevate it above its Hitpoint Total. Hitpoints regained through Regeneration are gained at the end of the round. Regeneration also automatically removes any Ongoing Bleed and Blood Loss effects.

A creature which continually Regenerates can heal physical injuries over time. Every phase it automatically removes 1 box from all of its injuries that have the Physical keyword. Additionally, a physical lethal injury is healed (and the creature fully restored to life) after 1d4 hours (provided the Regeneration is not prevented in some way, such as dealing any damage of the type that prevents its Regeneration). The permanent effects of injuries are also removed an hour after the injury is healed. If an effect or Lethal Injury completely destroys a creature's body, the Regeneration no longer functions.

Regeneration removes 1 level of Blood Loss every phase (potentially restoring the creature to life if it died from Blood Loss).

Some damage types deal injuries that regeneration cannot heal (such as vile damage or annihilation damage).

Sometimes a creature's Regeneration is prevented, usually by the application of specific types of injuries (i.e. resulting from a particular damage type). In these cases, the creature is permanently killed if it takes a Lethal Injury of a type that prevents its Regeneration. If a creature's Regeneration cannot be prevented, it may be extremely difficult to permanently kill and require creative measures to eliminate.

Regeneration and Fast Healing are not cumulative; the greater of the two benefits applies. Additionally, if Regeneration is gained from multiple sources, only the greater effect applies.

Simple Monsters

Simple monsters with Regeneration automatically suffer a Lethal Injury when reduced to 0 Hitpoints. Unless the Lethal Injury was of a type that prevents its Regeneration, the Fatal aspect of the injury will heal and the creature will be restored to life in 1d4 hours. However, dealing any subsequent damage to a simple monster of the type that prevents its Regeneration, will prevent it from healing the lethal injury and kill the creature.

Fast Healing

Fast Healing works similarly to Regeneration, except that it does not heal injuries.

  • Fast healing is gained at the end of the round.
  • Fast Healing and Regeneration are not cumulative; the greater of the two benefits applies.
  • Fast Healing automatically removes any Ongoing Bleed (but not Blood Loss) effects.