Health, Armor, and Damage

Health, armor, and damage are simple systems but are critical to the game. The systems are heavily affected by items, class, and level, and thus it is very important to accurately document everything on one's character sheet.

Health:
Health is simple, and is calculated by added one's strength and constitution, then dividing the sum by 5; though by items, class, and level, bonuses outside of the calculation may be added. [Example: 35 Constitution + 35 Strength / 5 = 14 + 3 from class bonuses = 17 HP total]

Armor:
Armor can be broken down to simply being health that is stacked on top of health, and is reduced first when taking damage. Armor is usually based on equipped items, but other buffs like race, class, or spells can add additional armor. With armor, its' health is measured in Armor Rating, and a special type of damage is set that will only affect this armor rating: Armor piercing. Armor piercing damage on a weapon allow the weapon to bypass armor rating and deliver the other forms of damage onto the target, though any 'overflow' armor piercing damage will be lost, as armor piercing only damages armor rating.

When damage is done to armor, armor rating will naturally degrade, assuming significant damage is done. Thusly, when damage (including armor piercing) is done to armor that exceeds 2/3rds of the armor rating, then the armor rating will drop by 1/6th, and will remain at this reduced state until repaired.

Damage:
Damage is where it begins to become somewhat complicated, though this is primarily in that there are many, many possible status effects. There are a few main rules to the damage system: Firstly, damage and HP are generalized across the body, while armor and some status effects are localized.

Bleeding:
Excessive and dangerous amounts of bleeding. Bleeding will be triggered by attacks that inflict bleeding or by a GM stating that a hit would likely inflict bleeding. F or every turn passed without treating the wound - 1/4 of the damage inflicted by the attack that triggered bleeding will be inflicted.

Crippling:
The mangling, breaking, etc of a body part to a point where it cannot be used at a normal capacity. Crippling 1/I will be triggered when a body part* takes 1/2+ of the being's total health in one hit, crippling 2/II will be triggered when a body part takes 3/4+ of the being's total health in one hit , and crippling 3/III will be triggered when a body part* takes x2+ of the being's total health in one hit. On crippling 1/I every usage of the crippled body part requires a somewhat difficult willpower check but the crippling can be treated in combat which will make willpower checks normal difficulty, on crippling 2/II every usage of the crippled body part requires a difficult willpower check and cannot be fixed in combat, on crippling 3/III the body part is irreparably damaged or outright amputated with the only chance to restore functionality would be high level magic or prosthetic.

* Body part: Head***, torso**, arms, or legs - if something small like a finger is hit it is up to the GM whether to consider the specific part crippled or count it as the entire limb

** On crippling 1/I of the torso, inventory weight limits drop by 1/2, any movements (excluding the head) or exceeding the weight capacity trigger willpower checks. On crippling 2/II of the torso the effects are the same, but movement is reduced to crawling. On crippling 3/III of the torso, the being is instantly killed.

*** On crippling 1/I of the head, sight range drops to 1/4, as well as intelligence, wisdom, and charisma. On crippling 2/II of the head, the being falls unconscious until healed. On crippling 3/III of the head, the being is instantly killed.

Dazed:
Usually resulting from taking a hit to the head, an especially strong hit, or being the victim of a spell. Unless specified otherwise the effect will last for 1d6 turns and while active, one gains somewhat disadvantage to all checks, and disadvantage to any checks regarding wisdom, intelligence, or perception in general.

Dirty:
Resulting from ignoring hygiene, one becomes prone to disease. Dirty 1/I results from 3+ days of neither changing clothes nor bathing, and results in that one must make a constitution check with somewhat difficulty at the end of every day to not contract a random illness based on the circumstances, as well as making a difficult constitution check for every open wound to not develop an infection. Dirty 2/II results from 7+ days of neither changing clothes nor bathing, and results in that one must make a constitution check with difficulty at the end of every day to not contract a random illness based on the circumstances, as well as making a very difficult constitution check for every open wound to not develop an infection.

Dying:
Dying is a point where all living things will one day find themselves, but in a world as many campaigns are in, most will die eventfully and prematurely. Dying is in fact a simpler, albeit much more stressful system in comparison to damage and it's status effects. When one's health drops to 0, they fall unconscious. Once unconscious one must pass three constitution checks, with the option to roll all three at once or one per round. If one fails to get three successes, they will die; though if one succeeds they survive and are unconscious. To regain consciousness, one will roll a 15 DC check once per round, or be roused by taking further damage or by another being. Should one take twice or more damage to the head or chest, they will die instantly, and beings unconscious from damage that are struck can be killed if a net total of two times their health in damage, attacks on unconscious beings dealing double damage.

Exhaustion:
Sometimes people push themselves to the limit, and sometimes they've been forced to by outside circumstances. Exhaustion is simple but devastating, setting all physical checks to be difficult rolls and mental checks to be rolled with somewhat difficulty. Exhaustion can be triggered by work, combat, or marching for 10+ hours and can be fixed by resting/sleeping for 8+ hours.

Infection:
An infection is caused by not treating an open wound, and will result in a slow and agonizing death if not dealt with, or may require the amputation of body parts. Once a wound becomes infected, at the beginning of every day the wound will do damage, starting at 1 die of the original damage, and adding one die every day. Infections can be treated by medicine or making a very difficult constitution check with disadvantage, once per day.

Suppression:
Usually caused by a multitude of attacks in quick succession, or a multitude of projectiles, though other things like spells can trigger suppression. While suppressed, one cannot move from one's position (if in the open) or from cover/concealment (if suppressed behind cover/concealment) and all checks are with difficulty. If one does not receive an attack for 3 turns the effect is deactivated, or if one makes a difficult willpower check.