Harm, Recovery, & Conditions (Arden-Vul)

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Arden-Vul > Rules > Harm, Healing, & Conditions

Harm

Critical Hits

  • A natural 20 on an attack roll inflicts maximum normal damage + an extra die of damage (whatever type the weapon normally rolls).

Death

  • 0 hp) unconscious but stable.
    • If healed to 1 hp or more, awaken immediately.
    • Vulnerable to coup de grace.
  • <0 hp) unconscious and losing 1 hp per turn, unless stabilized.
    • Vulnerable to coup de grace.
    • Con vs 6 each turn to stabilize on your own. On a roll of 1, lose an extra hp.
    • Magic healing, or Int vs 4 with a healers kit, to stabilize.
    • If restored to 1 hp or more, remain Slowed and Dazed for 1d6 Turns.
      • If restored after dropping to -6 or fewer hp, the experience likely leaves serious scars or an impairing wound that will take weeks to fully heal.
  • -10 hp) death

Raising the Dead

  • See Tampering With Mortality rules (ACKS)

Energy Drain

  • Each level of energy drain imposes: -1 attack, -1 save, -5% thief skills, -5 max hp, -1 effective level, and casters lose access to their highest level spell slot.
    • If no slots remain at a level, you're considered unable to cast spells of that level anymore.
    • If energy drain = level: you're broken to the point of becoming an ordinary 0-th level human. You cannot gain levels or return to being an adventurer.
    • If energy drain > level: you are slain, perhaps rising as an undead.
  • Energy drain can be removed by...
    • Gaining a level.
    • Receiving a Remove Curse from someone capable of Turning Undead. They must then succeed on a Turning check against the level of the creature that caused the drain (the most powerful such creature, if there are multiple sources of drain), with a -1 penalty per level of drain beyond the first. If successful, all energy drain is removed. If failed, there is no effect (but further castings may succeed).


Fatigue