Healing Rules

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drpete
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Healing Rules

#1 Post by drpete »

Healing

In combat, a PC can spend a point of Luck to roll their class hit die plus Stamina modifier and regain that number of lost hit points (a warrior would roll 1d12 while a wizard would roll 1d4). The hero is in effect taking a quick break from battle to inspect his wounds, catch a breath, or rally his strength before plunging back into combat, revitalizing himself and shaking off bodily trauma. The PC can perform no other action that round as it takes all his concentration to deal with his wounds, even if the PC has more than one action die. The character can move normally, however. The PC must be conscious to spend Luck to regain lost hit points. An unconscious or dying PC cannot regain hit points in this manner, but can be treated by an ally (see Rousing Dying Characters).

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drpete
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Re: Healing Rules

#2 Post by drpete »

Rousing Dying Characters

A bleeding-out character saved by another staunching his wounds remains incapacitated and is considered to be at zero hit points and unconscious. He cannot take any action and is at the mercy of his enemies. An unconscious PC with zero hit points is utterly defenseless and can be killed by an enemy administering a coup de grâce. Once the battle is ended, the incapacitated character can spend 1 Luck to regain a single hit point and become conscious.

If the PC has already utilized his recuperation for the day, he can only regain hit points by natural rest or via magical or alchemical healing unguents until the following day.

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drpete
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Re: Healing Rules

#3 Post by drpete »

Recuperating

Outside of combat, a PC can rest and recuperate to bind his wounds, restore his spirit, and recover from the stress of battle. Recuperating in this manner takes 1d3 turns, after which the PC can spend 1 point of Luck and regain hit points equal to a roll of his class hit die + Stamina bonus + his level. If the PC’s rest is interrupted before this time elapses, he does not regain any hit points and must start the recuperating process anew.Each PC can only recuperate once per day and gains no ben-efit from further rests until he has had a full night’s sleep.

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drpete
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Re: Healing Rules

#4 Post by drpete »

Restoratives

Gritted teeth and clean bandages can go a long way to re-storing a PC’s vitality, but a draught of potent potable goes even further! There are several liquors and wines, plus an assortment of even stranger beverages that help revive an injured PC’s spirit and rally his health.

Most of these restoratives can only be consumed while recuperating as it takes time for the beverage to rouse the PC’s vitality. Drinking a restorative beverage in the heat of combat is not always possible and the effects are not immediate. When a PC consumes a draught of restorative drink while recuperating (typically a half-pint of liquid or ¼ the contents of a wineskin), the PC receives a bonus to his hit die roll at the end of the recuperating period.

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drpete
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Re: Healing Rules

#5 Post by drpete »

Healing Salves

Various herbal, medicinal, and quasi-alchemical treatments exist on Nehwon for the treating of wounds. These are not always magical potions, but medical salves that alleviate pain and accelerate the healing of wounds. They can be purchased from apothecaries and witches, procured from one’s patron, or otherwise acquired by a daring adventurer.

A PC using a healing unction regains 1d4 hp. If the salve is applied by a NPC trained in the healing arts or by a PC with the Healer benison, the salve restores 1d6 hit points. Healing salves can be used to restore additional hit points above and beyond the hit points a PC receives from recu-perating and indulging in restoratives (see below).

Healing salves usually cost 10 gold rilks for a single appli-cation but prices vary by region and availability.

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