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 can scarcely hope to survive.

Current VP, Maximum VP and Temporary are listed. When VP is generally referred to, assume it means Current VP.

Traditional Adventures - Characters do not have Vitality or VP.

Heroic Adventures - No change.

Epic Adventures - No change.

Current VP

Current VP refers to how much of a character's VP is currently remaining - how far they are from death.

Whenever a character takes damage and they have 0 or less HP, their Current VP is lowered by the amount of damage taken, after Temporary VP is exhausted.

Insidious Damage also deals VP damage in addition to HP damage. If a character has 0 HP and takes Insidious Damage, they instead take double damage to VP.

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 HP first and then increases Temporary VP.

Current VP is regained by various means of recovery - Healing, Resting, Regeneration, magical spells and from converting Temporary VP into Current VP.

Maximum VP

Maximum VP refers to the total permanent VP received from all sources. It does not include Temporary VP.

Temporary VP

A character may gain Temporary VP from various sources - usually magic.

When a character receives damage that would effect VP, Temporary VP is reduced by the damage before applying any remaining damage to Current VP. If a character gains Temporary VP whilst their Current VP is below Maximum, increase Current VP by the Temporary VP instead - any remaining is then added to Temporary 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 HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.

Determining VP

VP is determined by the Character's Vitality, Hit-Dice size and number of HD or Levels.

HD Size Modifier

If the character has 1+2 HD or less, they add half their HD Size to VP. If they have a Class, they may add their full Class HD to VP instead - whichever is greater.

If the character has 1+3 HD or more, they add their full HD Size to VP or Class HD Size to VP, whichever is greater.

If the character is Multiclass, they use the average of their Class HD Sizes. Fractional HP can be saved for evening out when level increases.

If the character is Dualclass, they use the largest HD Size available from Class HD.

HD # Modifiers

If the character has 1+2 HD or less, they do not add a bonus to from HD to VP.

If the character has 1+3 HD or more, they add 1 point to VP per HD they possess.

A character gains 1 VP per Level up to and including Level 10. If a character is Multiclass, they divide VP gain across each class levels. The most they can gain from this is 10 VP. Fractional HP can be saved for evening out when level increases.

If the character is Dualclass, they add the highest level they have.

Character Size Size Modifiers

Size has an effect on the total number of VPs a character has. This is a modifier to all VP the character receives, thus a character who gains 8 levels and is Large would gain +25% extra VPs from this, for a total of 10 instead of 8.

Size VP Modifier
Tiny- Half VPs for every Size Category below Tiny
Tiny Half VP
Small +0%
Medium +0%
Large +25%
Huge +100%
Gigantic +250%
Colossal +500%
Colossal+ +250% for every Size Category above Colossal

VP 0

At VP 0, a character is Dead, unless they have something that specifically prevents it. If they are not, they are considered On The Brink of Death and cannot have this removed until they are above VP 0.

Traditional Adventures - Characters do not have Vitality or VP.

Heroic Adventures - No change.

Epic Adventures - Characters with Class Levels make a Saving Throw vs. Death whenever they take damage (including from bleeding) with a cumulative -1 penalty. If they ever fail a Save vs. Death, they die.

VP Below 0

VP can be reduced below 0, but this only makes a difference for purposes of destroying the body, resurrection and regeneration.

Destruction Threshold

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 half VP below their Destruction Threshold they are. Characters with Total Regeneration receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round, providing the damage is not of a type that their Regeneration has an exemption to. On a failure, they are Destroyed. For example, a character with 20 VP would need to be reduced to -20 VP before they must make a save to see if their body is destroyed beyond recognition. A character cannot be Totally Destroyed unless a specific attack or situation states that it is the case.

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, usually no protection against being Totally Destroyed.

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).

VP Examples

A Level 12 Dwarven Fighter with a Constitution of 19 has a Hit-Dice Size of d10 and a Vitality of 10. They receive +10 from their level. This gives them a total VP of 30.

A Goblin Wizard 3/Thief 4 with a Constitution of 7 has a Hit-Dice Size of d4/2 + d6/2 from class or d8/2 from HD (opting for the former for 5) and a Vitality of 4. They receive +1.5 from Wizard and +2 from Thief. This gives them a total VP of 12.5.

A Fighter 3 -> Cleric 4 Yuan-ti Abomination with a Constitution of 14 and a Base HD of 9 receives a HD Size of d10 from Fighter and a Vitality of 7. They receive +4 from Cleric (their highest Dualclass level) and an additional +9 for the number of Base HD. This gives them 30 VP before Size is considered. As a Large character, they receive a further 25% bonus to their VPs, for a total of 37.5 VP.