Health: Hit Points
Overall Health is a measure of Hit Points and Stress levels. Hit Points are the total amount of damage accumulation a Character can take on before becoming Vulnerable, while Stress Endurance is the total amount of Stress accumulation a Character can take on before suffering a Stress Collapse. Each form of Stress has a different Stress Collapse.
Hit Points
Our Total Hit Points are calculated as 10xStrength+7xVitality.
Fun Fact: Minimum Character Hit Point Total is 7, while the Maximum Hit Point Total is 1,000
Once a Character or Unit has accumulated enough damage to exceed their Total Hit Points. Or if calculated as Hit Point Loss, and they have been reduced to 0 Hit Points, they become Vulnerable. While Vulnerable an Epilogue may be Activated with them as the Victim. Excess damage does not go away, and remains among their Injury Cards until healed. Until the amount of damage is reduced below the Hit Point Total, they remain Vulnerable.
Hit Points Defined
Hit Points are the energy to shake off incoming damage and keep performing in top shape. While becoming Vulnerable is the line between being able to generally prevent incoming injuries and the next Action being one which the Character or Unit simply can’t stop. The killing blow, or the one knocking them cold.
Hard Damage
Every Single Injury Card regardless of the damage on the card applies 1 Hard Damage to the Character. Hard Damage reduces maximum Hit Point based on the total Number of Injury Cards a Character has. Hard Damage takes time to heal.
Natural Healing
Rest: Characters regenerate 20% of their Hit Points each hour which they don’t take damage.
Relax: Characters reduce their Stress Levels by 1 for each hour they don’t Accumulate Stress.
Recovering from Hard Damage: Hard Damage reduces the Character’s Hit Point Maximum and includes issues like lost limbs and broken bones. Hard Damage heals at a rate of (v:4) per 10 Hours, and damage from Lost Limbs is permanent unless a way is found to regenerate the lost limb.