HP and damage
Your HP is equal to 2 × Constitution. A 5 in Constitution means you have 10 HP.
If an attack would bring your HP to 0 or below, your HP is set to 0 and you are considered incapacitated.
When being digested, your HP decreases over time. That is covered in the vore rules.
Incapacitated and critical
When incapacitated, you cannot fend off your assailants whatsoever. They may do as they please to you, and you may not contest their actions.
The only exception is vore: if you are eaten, you are able to put up a fight, but even if you escape, you are still incapacitated.
When incapacitated, you will definitely recover if you are given time to rest. If you are attacked while incapacitated, your HP goes into the negatives and you are put in critical condition. You will certainly die without being stabilized.
If you are brought to the negative of your max HP, you outright die. If you have 5 max HP and are brought to −5 HP, you die.
It is up to the GM how quickly someone dies from being in critical condition. Perks that regenerate HP can stabilize, provided they bring their target to 0 HP or higher.
If you have been stabilized, being attacked again can put you in critical condition once more.
Stabilizing
Stabilizing someone takes an Intelligence check. It needs 1 + (how negative your HP is) / 2 successes, rounded down.
HP regeneration and exhaustion
Pilzfrauns and baseliners require different amounts of rest. Pilzfrauns are made to work down to the bone, so they need less overall rest than baseliners.
- For every 20 hours awake, a Pilzfraun then needs 4 hours of sleep. For every point of damage, a Pilzfraun needs 4 hours of rest.
- For every 16 hours awake, a baseliner then needs 8 hours of sleep. For every point of damage, a baseliner needs 24 hours of rest.
Encumbrance
Encumbrance comes in three levels. Each level deducts 1 from your Strength and Dexterity. Those stats cannot be deducted below 1 through this. Any encumbrance level immediately makes you the slowest when deciding initiative. If you are as encumbered as someone else, usual initiative rules apply between you and them.
The levels are encumbered, heavily encumbered, and immobile. If you are immobile, you cannot move at all.
You can carry up to 2 + Strength weight worth of gear without penalty. Between that and up to double that value leaves you encumbered. Up to triple that value leaves you heavily encumbered. Up to quadruple that value is your absolute limit, leaving you immobile.
People are worth 3 weight.