Health points

Health points (HP) represent the amount of health that an avatar possesses, and they act as a buffer against incoming damage. When a possessed avatar’s HP reach zero, the avatar perishes dramatically and leaves behind a crystal. Any items carried by the avatar remain near the crystal. See Mana Boost for ways not to die.

HP are not quickly restored each day. It can take a considerable amount of time, possibly several days, for HP to fully recover to their maximum level. The quickest process of regaining HP relies on items that possess healing properties.

Upon initial possession, every avatar begins with a base of HP, determined by their attributes and items worn.

After a prolonged period of rest (referred to as a long rest), each avatar rolls their tier die (singular) and may gain several HP equal to the value rolled. Short rests are not considered; only one long rest is allowed per day.

This process of recovery can continue until an avatar’s HP reaches a maximum of 20 times their tier level plus their base, which serves as the upper limit for their health.

Temporary bonus HP may be granted to characters, but these are considered separate from regular HP and are given to the character. The maximum amount of temporary bonus HP for a character is also capped at 20 times their tier level plus their base. Any reduction of HP is always subtracted from the characters temporary and base health points first. Note: the character cannot be killed!

Eating a meal gives one HP (per avatar that eats) if that meal takes more than 20 minutes in game world. Roll playing the meal is suggested.  Maximum of 3 meals per day.

Recovering HP is a gradual process that takes time. During in-game days, players roll a die (based on their tier) for each in world day. This process continues even on days when players are not engaged in real-life (IRL) sessions, and the average value of the die roll is used to determine the increase in HP for each avatar between sessions. HP can also come from items and meals between sessions.

Story arcs and boons can also have an effect. If the guide manager (GM) decides to give out HP, they can do so up to the maximum amount.

HP represents how much of a beating your Avatar can take before they die. When you take damage, you take it out of your current pool of HP.

When your Character is first created as a tier 1 character, you receive HP based on your attribute distribution. When your first Avatar is possessed, they are at max health. Max HP for an Avatar is also 20 times their tier level plus their base. When you advance to the next tier of play you add 20 times the tier level you have advanced to.

  • Tier-1:              Max health points = 20 plus base
  • Tier-2:              Max health points = 40 plus base
  • Tier-3:              Max health points = 60 plus base
  • Tier-4:              Max health points = 80 plus base
  • Tier-5:              Max health points = 100 plus base

HP are carried on all avatars the character has. When your avatar reaches zero health points they die. This does not kill the character, only the avatar. Any items the avatar is carrying are dropped where they die, along with a soul crystal. (There are ways around losing items.)

Items may also add to HP in one of three types; temporary HP, added HP, or added maximum HP. Temporary HP remain with the character and are always used first when any damage is taken by any avatar.