Further modifications are certain to follow.
Characters have Hit Points and Body Points (or Grit and Flesh). HP represents a character's ability to avoid taking serious damage, and BP represents a character's actual bodily integrity. If you have HP, you can take a hit; if you've lost BP, there are things outside your body that really need to be put back inside.
HP at level 1 is equal to your full hit die + your CON bonus. At every subsequent level you roll for your HP with no CON bonus. HP caps at 20.
BP is equal to your CON score. It goes up and down according to that score, or in the occasional magical effect. Any damage taken to BP will be subtracted from both STR and CON. Taking BP damage means you are now bleeding out, and will lose and additional 1 BP / round until stabilized.
When you reach 0 HP, you are incapacitated. Any damage taken beyond this point will be taken from your BP. If you reach 0 BP, you are dead. If you are attacked while incapacitated, you are dead.
HP is restored to full by a restful night of sleep and a meal. Other circumstances, (sleep but no food, food only, partial sleep, etc) you will only recover 1d6 + lvl HP.
BP is recovered through the following methods, and is done so in the same intervals it is dealt in (minor, small, medium, great).
Save vs magic to resist addiction. Addicts make saves to resist at -1. If health restored equals or exceeds character's max BP, they will progress to the next stage (gain 1 panacea mutation, save malus increased by 1). Total transformation into a panacea mutant occurs upon reaching stage 5.
Chance of infection dependent on the surgeon's level of preparation. This will be a larger worry for players when in the field, but a visit to the barber should go with only minor risk.
Heal Serious Wounds
R: Touch T: Creature D: 0
Restores [sum] BP. Biomancy of this nature (the kind that won't give you cancer) is a carefully-guarded secret among the fleshcrafter guilds. They will charge you a premium for it, but it's possible to undo lingering injuries through this method.
Can heal max BP equal to die type x 2. Healing crystals repair injury through absorbing and storing it; they will not only be rendered useless upon capacity, but become radioactive as hell. They are thoroughly illegal.
A stabilized character at rest will recover 1d4 BP per week.
- Medicine - Setting bones, stopping bleeding, stabilizing the injured, identifying injuries, basic knowledge of herbs and medicines. Not a permanent solution, cannot recover BP.
- Surgery - See barbers.
If you take BP damage, make a CON save against your new score. If you fail, you will take a lingering injury. Roll for one on your favorite table, and if you don't have a favorite table, James Introcaso has a good one.
Broken bones are healed after 10 days of rest.
Missing limbs can be repaired or replaced, but advanced prostethics and grafts ought to be treated as quest rewards.
Certain damage types will always leave specific lingering injuries, as appropriate.
Fire damage will result in burn scars.
Unholy damage will result in anathema.
Holy damage will result in sanctification.
Corrosive damage will result in acid scars.
Nectrotic damage will result in fleshrot.
This whole thing was made to retroactively fit into the normal LotFP health system I've been using with my group. I'll be running it proper when Hot Springs Island No Allergy Edition gets going in a couple weeks, and see what needs tweaked there.