Difference between revisions of "VP (Health)"
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| + | ==VP== | ||
| + | VP stands for Vitality Points. These represent how close the character is to dying. when out of VP, the character cannot survive. | ||
| + | |||
| + | Current, Maximum and Temporary values are listed - when VP is referred to, assume Current VP is referred to. When a character takes damage once HP is 0, their Current VP is lowered instead. Some forms of attacks do direct VP Damage or deal Insidious Damage, which damages HP and VP at the same time. | ||
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| + | A character's VP cannot be raised above their Maximum VP. If something specifically describes itself as giving a character Temporary VP, it restores Current VP first and then increases Temporary VP. | ||
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| + | Current VP is regained by [[Healing (Recovery)|Healing]]. | ||
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| + | <span style="color:red">'''Traditional Adventures'''</span> - Characters do not have Vitality or VP. | ||
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| + | <span style="color:yellow">'''Heroic Adventures'''</span> - No change. | ||
| + | |||
| + | <span style="color:lime">'''Epic Adventures'''</span> - No change. | ||
| + | |||
| + | ===Determining Vitality Points=== | ||
| + | VP is determined by the number of Base Hit-Dice or Levels (whichever is highest) + Hit Dice Size + Vitality (based on Constitution) by default. The maximum VP gain from Levels is 10. | ||
| + | |||
| + | For example, a Level 4 Fighter with a d10 Hit Dice and a Constitution of 17 has 4 + 10 + 17, for a total of 31 VP. Meanwhile a Level 10 Wizard with a d4 Hit Dice and a Constitution of 6 has 10 + 4 + 6, for a total of 20 VP. | ||
| + | |||
| + | ===VP Increases=== | ||
| + | A character gains 1 VP per Hit-Dice or Level they possess, whichever gives the greater value. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10. | ||
| + | |||
| + | ===Size Alterations=== | ||
| + | Size has an effect on the total number of VPs a character has. | ||
| + | |||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | |'''Size''' | ||
| + | |'''VP Modifier''' | ||
| + | |- | ||
| + | | Tiny- | ||
| + | | Half VPs for every Size Category below Tiny | ||
| + | |- | ||
| + | | Tiny | ||
| + | | -1/2 | ||
| + | |- | ||
| + | | Small | ||
| + | | +0% | ||
| + | |- | ||
| + | | Medium | ||
| + | | +0% | ||
| + | |- | ||
| + | | Large | ||
| + | | +25% | ||
| + | |- | ||
| + | | Huge | ||
| + | | +100% | ||
| + | |- | ||
| + | | Gigantic | ||
| + | | +250% | ||
| + | |- | ||
| + | | Colossal | ||
| + | | +500% | ||
| + | |- | ||
| + | | Colossal+ | ||
| + | | +250% for every Size Category above Colossal | ||
| + | |- | ||
| + | |} | ||
| + | |||
| + | ===Temporary VP=== | ||
| + | A character may gain Temporary VP from various sources - usually magic. When a character receives VP damage, Temporary VP is lost before reducing Current VP. | ||
| + | |||
| + | Temporary VP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary VP lasts for 24 hours. Once the duration has expired, 1 point of Temporary VP is converted into Current VP per round. Temporary VP is also converted into Current VP at a rate of 1 point per 10 minutes of rest, regardless of duration. | ||
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| + | If a character cannot increase their Current HP with Temporary VP as it has reached Maximum VP and Temporary VP's duration has expired, then 1 point of Temporary VP is lost per round. | ||
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| + | |||
| + | ==VP 0== | ||
| + | At VP 0, the character is almost always [[Death (Status)#Dead|Dead]] - they may only not be if they have something that specifically prevents it. If they are not, they are considered [[Unconscious]] and cannot have this removed until they are above VP 0. | ||
| + | |||
| + | ===VP Below 0 and Destruction Threshold=== | ||
| + | VP ''can'' be reduced below 0, but this only makes a difference for purposes of destroying the body, resurrection and regeneration. | ||
| + | |||
| + | A character has a Destruction Threshold equal to their Maximum VP. It is usually not necessary to write this down, however, as the player can just read their Maximum VP to determine it. Once a character is reduced to their Destruction Threshold, the character makes a [[Saving Throw_(Save)#Fortitude|Fortitude]] [[Saving Throw_(Save)#Saving Throw vs. Death|Saving Throw vs. Death]] with a penalty equal to the VP below their Destruction Threshold. | ||
| + | |||
| + | On a failure, they are [[Death (Status)#Destroyed|Destroyed]]. For example, the above Wizard would need to have -20 VP before they must make a save to see if their body is destroyed beyond recognition. A character cannot be made [[Death (Status)#Gone|Gone]] unless a specific attack or situation states that it is the case. | ||
| + | |||
| + | A character may avoid [[Death (Status)#Destroyed|Destruction]] if they possess a specific trait that prevents (or alters) it, such as [[Regeneration#Total Regeneration|Total Regeneration]] - though usually some other effect is experienced. | ||
| + | |||
| + | ===Total Regeneration=== | ||
| + | If a character possesses [[Regeneration#Total Regeneration|Total Regeneration]], they do ''not'' become [[Death (Status)#Dead|Dead]] at VP 0 unless they are dealt damage that reduces them to below 0 of a type that their Regeneration has an Exemption to or something else occurs to void their Regeneration. Regeneration is, however, no protection against being rendered simply [[Death (Status)#Gone|Gone]]. | ||
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| + | A character with [[Regeneration#Total Regeneration|Total Regeneration]] receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round against attacks that are not considered an Exemption to their Regeneration. | ||
| + | |||
| + | A character with [[Regeneration#Total Regeneration|Total Regeneration]] does, however, suffer penalties to their Regeneration rate when other characters might [[Death (Status)#Dead|Die]] or be [[Death (Status)#Destroyed|Destroyed]]. If below 0 VP, the character suffers [[Stunted Regeneration_(Status)#Stunted Regeneration|Stunted Regeneration]] slowing them to half their normal rate whilst if they are below their Destruction Threshold, they suffer [[Stunted Regeneration_(Status)#Glacial Regeneration|Glacial Regeneration]], increasing the time per regeneration by one step (1 round to 1 turn, 1 turn to 1 hour, 1 hour to 1 day, 1 day to 1 week and so forth). | ||
Revision as of 13:23, 26 July 2018
old:
Contents
VP
VP stands for Vitality Points. These represent how close the character is to dying. when out of VP, the character cannot survive.
Current, Maximum and Temporary values are listed - when VP is referred to, assume Current VP is referred to. When a character takes damage once HP is 0, their Current VP is lowered instead. Some forms of attacks do direct VP Damage or deal Insidious Damage, which damages HP and VP at the same time.
A character's VP cannot be raised above their Maximum VP. If something specifically describes itself as giving a character Temporary VP, it restores Current VP first and then increases Temporary VP.
Current VP is regained by Healing.
Traditional Adventures - Characters do not have Vitality or VP.
Heroic Adventures - No change.
Epic Adventures - No change.
Determining Vitality Points
VP is determined by the number of Base Hit-Dice or Levels (whichever is highest) + Hit Dice Size + Vitality (based on Constitution) by default. The maximum VP gain from Levels is 10.
For example, a Level 4 Fighter with a d10 Hit Dice and a Constitution of 17 has 4 + 10 + 17, for a total of 31 VP. Meanwhile a Level 10 Wizard with a d4 Hit Dice and a Constitution of 6 has 10 + 4 + 6, for a total of 20 VP.
VP Increases
A character gains 1 VP per Hit-Dice or Level they possess, whichever gives the greater value. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10.
Size Alterations
Size has an effect on the total number of VPs a character has.
| Size | VP Modifier |
| Tiny- | Half VPs for every Size Category below Tiny |
| Tiny | -1/2 |
| Small | +0% |
| Medium | +0% |
| Large | +25% |
| Huge | +100% |
| Gigantic | +250% |
| Colossal | +500% |
| Colossal+ | +250% for every Size Category above Colossal |
Temporary VP
A character may gain Temporary VP from various sources - usually magic. When a character receives VP damage, Temporary VP is lost before reducing Current VP.
Temporary VP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary VP lasts for 24 hours. Once the duration has expired, 1 point of Temporary VP is converted into Current VP per round. Temporary VP is also converted into Current VP at a rate of 1 point per 10 minutes of rest, regardless of duration.
If a character cannot increase their Current HP with Temporary VP as it has reached Maximum VP and Temporary VP's duration has expired, then 1 point of Temporary VP is lost per round.
VP 0
At VP 0, the character is almost always Dead - they may only not be if they have something that specifically prevents it. If they are not, they are considered Unconscious and cannot have this removed until they are above VP 0.
VP Below 0 and Destruction Threshold
VP can be reduced below 0, but this only makes a difference for purposes of destroying the body, resurrection and regeneration.
A character has a Destruction Threshold equal to their Maximum VP. It is usually not necessary to write this down, however, as the player can just read their Maximum VP to determine it. Once a character is reduced to their Destruction Threshold, the character makes a Fortitude Saving Throw vs. Death with a penalty equal to the VP below their Destruction Threshold.
On a failure, they are Destroyed. For example, the above Wizard would need to have -20 VP before they must make a save to see if their body is destroyed beyond recognition. A character cannot be made Gone unless a specific attack or situation states that it is the case.
A character may avoid Destruction if they possess a specific trait that prevents (or alters) it, such as Total Regeneration - though usually some other effect is experienced.
Total Regeneration
If a character possesses Total Regeneration, they do not become Dead at VP 0 unless they are dealt damage that reduces them to below 0 of a type that their Regeneration has an Exemption to or something else occurs to void their Regeneration. Regeneration is, however, no protection against being rendered simply Gone.
A character with Total Regeneration receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round against attacks that are not considered an Exemption to their Regeneration.
A character with Total Regeneration does, however, suffer penalties to their Regeneration rate when other characters might Die or be Destroyed. If below 0 VP, the character suffers Stunted Regeneration slowing them to half their normal rate whilst if they are below their Destruction Threshold, they suffer Glacial Regeneration, increasing the time per regeneration by one step (1 round to 1 turn, 1 turn to 1 hour, 1 hour to 1 day, 1 day to 1 week and so forth).