Core Systems: Health & Healing
Posted: Thu Dec 09, 2021 12:00 pm

Health
Your total health depends upon your Stamina Attribute. The general rule is, you have 7 + your stamina health levels. The amount may be modified by powers, Merits, or Flaws.
Wound Penalties
When you are in your last 8 health boxes, and not a full health, you are considered to be in your injured wound track (this does mean that characters with Stamina 1 are immediately considered injured once they suffer at least one point of damage).
- If you have one or more points marked off in your injured wound track there is no immediate mechanical disadvantage; however, some attacks or effects may hurt you more.
- If you have one of more points marked off in your incapacitated wound track, you lose your simple action every round until you have been healed out of that wound track.
Healing
Garou heal at a remarkable rate, blows that would kill all but the greatest of heroes might only knock a Garou down for a little bit before they return ready to fight again.
Every round Garou heal one point of bashing or lethal damage. The exception being homid born when they are in homid form, or lupus born when they are in lupus form. In their breed forms, both homid and lupus born heal like humans do with such wounds. (15 minutes for each point of bashing, and 2 days for each point of lethal (mortals heal aggravated damage at the same rate as lethal)).
Aggravated damage still lays Garou low if they are just relying upon their healing factors. They take 1 day to heal a point of aggravated damage; during this day they must be in a form that benefits from their enhanced regeneration - and cannot do much but rest to recover.
Rage Healing
Once per scene, when you fall to the Incapacitated Health Level or worse, you may choose to "Rage-Heal," which keeps you conscious and in the fight. Spend one Rage to heal [your Stamina Rating +3] in Health Levels and enter Berserk Frenzy. You will gain a Battle Scar of your choosing, provided it's relevant to damage taken over the course of the fight.
Killing Blows
When all your health boxes are completely full and you take one or more points of damage past that point, you fall unconscious, but are not dead yet. Depending on the type of creature, more elaborate means of killing blows may be necessary. For a human or kinfolk, a simple killing blow is all that is needed, such an attack takes one standard action to finish off the opponent. For a Vampire, unless you know how to slay them faster, it takes 3 rounds of mutilating their body to destroy them as their flesh seems to resist such destruction. For a Garou or other shifter, as their healing factor keeps them alive it takes 5 rounds of mutilating their body to destroy them; however, using a silver weapon to decapitate them, or certain powers of the Wyrm allow of them to be killed with a simple killing blow that only takes 1 standard action.