Health
Health points determine how much damage a character can receive before she suffers penalties or even dies as a result of physical damage. Characters have a varying amount of physical health points or slots, illustrated as checkboxes on a character sheet.
From birth and up to five years of age, every character has a base number of 5 physical health points. Then, the number of health points increases by 1 for each base point of STR, END and AGI. On top of that, there may be specials that a character can take that further increases number of health slots.
Determining/gaining health: Unlock health slots from the top and down through a whole column (vertical) before moving on to the next. Start from left with the C column and move towards right. Scratch out or otherwise indicate the slots your character are not going to use.
For human characters, size and reach are determined by the number of health slots.
Health slots | Size | Reach |
5 | S | 1 |
6 | S | 1 |
7 | S | 1 |
8 | S | 1 |
9 | S | 1 |
10 | S | 1 |
11 | S | 1 |
12 | S | 1 |
13 | M | 2 |
14 | M | 2 |
15 | M | 2 |
16 | M | 2 |
17 | M | 2 |
18 | M | 2 |
19 | M | 2 |
20 | M | 2 |
Restoring physical health
The time it takes to heal a wound is up to the GM, but a general guideline is as follows :
Non-lethal damage
- Health heals from the bottom right, starting with the most serious wounds
- Bruised points heal within minutes (1/3 hour (20 minutes) per point)
- Damage which inflicts negative modifier (hurt, injured, mauled, crippled) heals after X hours where X is determined by the modifier.
Example : Ilsa is an adult and has sustained 5 non-lethal damage, bringing her two points into hurt. Each of the hurt wounds take 1 hour each to heal and then her bruised points take another hour to heal. After 3 hours, Ilsa is unhurt.
Lethal damage
- Health heals from the bottom up, starting with the most serious wounds
- Bruised points heal within minutes (1/3 day (8 hours) per point)
- Damage which inflicts negative modifier (hurt, injured, mauled, crippled) heals after X days where X is determined by the modifier.
Example : Peter is an adult and has sustained 10 lethal damage, bringing him one points into the mauled category. Healing mauled will take 3 days, then healing the entirety of injured will take 6 days, then he will be wounded for 3 days and bruised for 1 day.
Size & reach
The size of a character generally helps determine reach and how much space the character takes on a grid. Generally, and for ease, children (ages 0 – 12) are considered small and teenagers and adults are considered medium. Tiny and large are usually reserved for non-human creatures, but there may of course be exceptions.
For a more detailed chart on how size and weight in bipedal humanoids corresponds to size categories and reach, see the table below.
Size category | Height | Weight | Base reach |
Tiny | 0 – 0,5m | 0 – 10kg | 0 |
Small | 0,5 – 1,5m | 10 – 50kg | 1 |
Medium | 1,5 – 2,5m | 50 – 150kg | 2 |
Large | 2,5 – 3,5m | 150 – 300kg | 3 |
Tiny creatures have no reach, meaning that in order to attack someone, they have to occupy the same space as the character they are attacking. Small creatures may attack adjacent squares while medium characters can attack with kicks and punches across one space.
Note that weapons may further extend reach.
Should a PC ever be or become tiny or large (or some other category), her base speed may also be affected. For now, this is left up to the GM and player to sort out.
Speed
A characters’ speed is a measure of how many spaces on a grid she can move each round. Basic speed for humans is calculated by the following basic formula :
Power (Agi + Str) + Penalty
Specials or magic items may further add modifiers to this formula.
During a round, a character can generally move up to her speed and take an action – or she can move up to her speed twice. As such, while each space on a grid counts as a 0,5 x 0,5 meters space, a characters speed also tells you how many meters that character can move per round.