First Aid and Recovery
Dying in GURPS is a very real possibility - any being can pose a danger and get lucky.
Health:
Any damage that gets past DR comes off your HP. You do not automatically die at 0 HP, but every turn thereafter you must make a success roll against your HT. Failure means you instantly pass out.
If you continue taking damage down to -HP, you collapse and pass out automatically. You must then make a success roll against HT or die.
First Aid
Bandaging: The First Aid skill requires one minute and restores 1 HP if successful.
Treating Shock: If continued care is given for another 30 minutes, and another First Aid roll is made, the wounded character rolls on the Treating Shock Table – minimum 1.
High HP and Healing
The healing rates given for natural recovery, first aid, magical healing spells, the Regeneration advantage, etc. assume someone with human-scale Hit Points; that is, with fewer than 20 HP. Those with more HP heal in proportion to their HP score. Multiply HP healed by 2 at 20-29 HP, by 3 at 30-39 HP, by 4 at 40-49 HP, and so on, with each full 10 HP adding 1 to the multiple.
First Aid: Treating Shock Table
| Tech Level | Time Per Victim | HP Restored |
|---|---|---|
| 0-1 | 30 | 1d-4 |
| 2-3 | 30 | 1d-3 |
| 4 | 30 | 1d-2 |
| 5 | 20 | 1d-2 |
| 6-7 | 20 | 1d-1 |
| 8 | 10 | 1d |
| 9+ | 10 | 1d+1 |
This content is based on GURPS, but is not strictly GURPS rules.
Natural Recovery:
Homebrew(but pretty close to OG): At dawn of each day after nights rest and decent food, gain 1 HP. If spending a full day resting with decent food, gain 2 HP.
The GM may give a penalty if conditions are bad, or a bonus if conditions are very good.
Characters that fell unconscious because they had fewer than 0 HP automatically wake up 15 minutes after their HP becomes positive again.
Fatigue points are recovered at a rate of 1 per ten minutes of rest (maximum activity of sitting quietly).