Injury and Healing Rules
Anything that lives can get injured or sick sometimes. In the turbulent world of the Witcherverse, the injury is not exactly a stranger to the people’s lives, and everyone is quite aware how deadly sometimes even small injuries can be. These things are not taken lightly, and should not be.
In OOC manner, it is important to remember that the injuries are here to enhance stories rather than to put stop to play. And yet, there is a huge importance on them existing, creating the feeling of actual danger in a way the world should be dangerous. As you will read further down, you might find out our healing times are HUGE compared to usual - but do not despair. Most of the time injured, you are not likely to be in coma, or bound to a bed, and especially if you use the services of local healers and herbalists, you will be in shape significantly shorter time. Please, use this ruleset as a guideline rather than strict rule, and keep in mind your fellow players who picked healers as their roles so your character does not have to die.
When it comes to receiving injury, you are mostly the boss over your character’s fate. In combat, in normal activities, as long as your Reasonable Right to Life stands, you are pretty much the one who decides if the blow sliced you open, or just knocked you dark, or you just ran out of breath, the results are your flavor to your story. A little different situation emerges during the Trial of Grasses (if you ever face it) when your fate is in the hands of a dice and finally in the unlucky event of being subjected to torture.
In terms of rules, your health can be in one of the four following states:
Healthy: This is your norm, your fully fit. Of course you can have scars and some minor pains, joint aches and such, but these are not limiting to your daily activities at all. Of course, if you are crippled for life, you are still crippled with all it’s limitations.
Lightly injured: Scraps and bruises, hurting joints, nothing too major. You are generally equipped to go on with your life with very few limitations, you get to curse now and then. Unless you have the Pain Resistance talent, you suffer -1 to your initiative rolls, but that’s about it. Light injuries, if unattended, heal for one week.
Badly injured: Things did not go well in your life. You are still able to somehow function, but you lost a lot of blood, maybe some of your bones are broken, maybe you suffer from concussion. In one or other way almost all your daily activities are suddenly a chore, they are difficult and challenge you. In combat you suffer -4 to initiative (-2 with the Pain Resistance talent) if you are even able to fight at all. Bad injuries take, if unattended, take one week to become Light injuries. If you left those unattended, you can of course consider lasting side effects for your life, these are already serious enough.
Life threateningly Injured: Shit hit the fan. You probably took the wrong turn, pissed off god or gods, or you are just unlucky. The life hangs on a thin thread, your bones are shattered, your skull cracked, your lungs full of water of blood, you are for the most removed from your daily life and all your duties now are just to try and survive, because almost everything is impossible to you. You are unable of combat for the moment, but depending on your injuries you might have some consciousness left, or some ability to crawl about. Life threatening injuries, if unattended, take one week to become Bad injuries. If you leave them unattended, you might consider lasting disability or death even.
Where the actual hit point pool is concerned, after a fight you regain your hit points at a rate of 1 hit point per 2 days, unless treated my magic or herbalism (doctor), in which case the speed is 1 hit point per 1 day. There are also faster methods, if you look around for them.
In OOC manner, it is important to remember that the injuries are here to enhance stories rather than to put stop to play. And yet, there is a huge importance on them existing, creating the feeling of actual danger in a way the world should be dangerous. As you will read further down, you might find out our healing times are HUGE compared to usual - but do not despair. Most of the time injured, you are not likely to be in coma, or bound to a bed, and especially if you use the services of local healers and herbalists, you will be in shape significantly shorter time. Please, use this ruleset as a guideline rather than strict rule, and keep in mind your fellow players who picked healers as their roles so your character does not have to die.
When it comes to receiving injury, you are mostly the boss over your character’s fate. In combat, in normal activities, as long as your Reasonable Right to Life stands, you are pretty much the one who decides if the blow sliced you open, or just knocked you dark, or you just ran out of breath, the results are your flavor to your story. A little different situation emerges during the Trial of Grasses (if you ever face it) when your fate is in the hands of a dice and finally in the unlucky event of being subjected to torture.
In terms of rules, your health can be in one of the four following states:
Healthy: This is your norm, your fully fit. Of course you can have scars and some minor pains, joint aches and such, but these are not limiting to your daily activities at all. Of course, if you are crippled for life, you are still crippled with all it’s limitations.
Lightly injured: Scraps and bruises, hurting joints, nothing too major. You are generally equipped to go on with your life with very few limitations, you get to curse now and then. Unless you have the Pain Resistance talent, you suffer -1 to your initiative rolls, but that’s about it. Light injuries, if unattended, heal for one week.
Badly injured: Things did not go well in your life. You are still able to somehow function, but you lost a lot of blood, maybe some of your bones are broken, maybe you suffer from concussion. In one or other way almost all your daily activities are suddenly a chore, they are difficult and challenge you. In combat you suffer -4 to initiative (-2 with the Pain Resistance talent) if you are even able to fight at all. Bad injuries take, if unattended, take one week to become Light injuries. If you left those unattended, you can of course consider lasting side effects for your life, these are already serious enough.
Life threateningly Injured: Shit hit the fan. You probably took the wrong turn, pissed off god or gods, or you are just unlucky. The life hangs on a thin thread, your bones are shattered, your skull cracked, your lungs full of water of blood, you are for the most removed from your daily life and all your duties now are just to try and survive, because almost everything is impossible to you. You are unable of combat for the moment, but depending on your injuries you might have some consciousness left, or some ability to crawl about. Life threatening injuries, if unattended, take one week to become Bad injuries. If you leave them unattended, you might consider lasting disability or death even.
Where the actual hit point pool is concerned, after a fight you regain your hit points at a rate of 1 hit point per 2 days, unless treated my magic or herbalism (doctor), in which case the speed is 1 hit point per 1 day. There are also faster methods, if you look around for them.