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 0th level human. You cannot gain levels or return to being an adventurer.
- If energy drain > level: you are slain, likely rising as an undead.
- Energy drain can be removed by...
- Gaining a level.
- Receiving a Remove Curse, followed promptly by a Turn Undead. The Turning check must succeed against the type of creature that caused the drain (the most powerful 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 be attempted.
Fatigue