Healing & Recovery
Death Saves
When you reach 0 HP, you fall unconscious. Each round you are unconscious, make a death save: roll 1d100 ≤ your CON.
- Success (3 total): You stabilise. You remain unconscious but will recover.
- Failure (3 total): You die.
Rolling 90+ counts as two failures. Rolling ≤ 10 counts as two successes.
Your allies can stabilise you with First Aid (see below), which ends death saves immediately.
First Aid
First Aid works both in and out of combat, but the rules differ.
In Combat
Roll ≤ INT once per combat per target. Heal = 1d10 + ⌊(skill – 50) / 10⌋. A Critical (≤10) auto-stabilises an unconscious ally.
Out of Combat
Roll ≤ INT. On success, heal 1d10 + ⌊(skill – 50) / 10⌋ hit points. You can attempt First Aid on each injured ally once per day — repeated attempts without rest do not help.
A Critical (≤10) heals double.
Short Rest
A short rest takes 1 hour of rest, food, and bandages. Recover CON hit points (minimum 1 HP healed). A character can only benefit from one short rest per 8 hours.
Long Rest
A long rest takes 8 hours of sleep in a safe location. Recover all hit points. A character can only benefit from one long rest per 24 hours.
Healing Outside the Party
If no one in the party has First Aid, healing is limited to short and long rests. NPCs with medical training can also provide First Aid at the GM's discretion.
Wounds and Scars
Your GM may impose lasting consequences for severe injuries — a lost eye, a limp, a brand. These are narrative, not mechanical, unless the GM assigns a specific penalty.