In my opinion, Port is pretty lethal. You can die almost immediately if you go into the negative Hits. This is how it goes:
Negative Hit Points is negative hit points. It is unnecessary to track how far into the negatives you are.
When reaching negatives, you are dying. If not in Rounds, go to Rounds.
Upon the start of the next Round, roll a Save or Die. If you miss it, you're dead. If you make it, you're still alive (but dying). When you miss a roll, you die.
- After you succeed in your Save, if you have a healing device, you can make a CON check to use it on yourself. If you make the CON check you can heal and make it up to 1 Hit Point. You get back up and you're okay to adventure some more.
- After you succeed in your Save, another character may heal you with a healing device. You do not need to make a CON check for this to happen.
The healing devices that are in common use are:
- Potions of the several Cure Wounds spells of course.
- Bandages. Bandages is a healing kit. It takes one Round to apply bandages to yourself or someone else. Bandages can heal one Hit Point after a sequence when your figure takes Hit Point damage.
After you have used Bandages, roll 1d6. On a roll of 1, that Bandages is exhausted. It cannot be used any longer. This is like your healing kit running empty of key supplies.
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