Rise and Fall of Valencia
A character’s Shock Value is equal to his or her Constitution Score divided by 2 (round down, minimum of 1). If a character suffers an amount of damage greater than his or her Shock Value, there is a danger that the character will be stunned. If the attack penetrates the skin (such as an arrow or knife), the Shock Value also represents the damage necessary to inflict a Serious Injury, which, if untreated, can result in the character bleeding to death. A nonlethal attack can still stun a target, but does not cause bleeding.
If a character suffers more damage from a single attack than his or her Shock Value, he or she must make a Fortitude Save vs. a DC of 12 + 1 per point of damage inflicted above the character’s Shock Value (round down). If the check fails, the character is stunned and will collapse. The character will also let go of anything he or she is holding. The attack does not have to break the skin. The character’s incapacitation will last for a number of rounds equal to the amount by which the Save was failed. An incapacitated character is effectively out of action, either knocked out or awake but immobilised by pain or shock. He or she may not take any offensive, defensive, or non-combat actions. The duration of incapacitation from multiple failed Saves from several injuries occurring in a short period of time is cumulative.
Normally, characters only recover from shock after a number of rounds equal to the amount by which they failed their Fort Save. GMs may wish to give characters a chance to recover every round, however. In this case, during the character’s Initiative, he or she should rolla Fort Save. On the first round the DC is 20, and this lowers by 1 (19, 18, etc.) every round until the character recovers, either by making the Save or after the required number of rounds have passed. The character cannot take a standard or full-round action on the round he or she recovers, but the character may take a move action (or simply play dead). During his or her next Initiative, the character can act normally.
A character that suffers more damage than his or her Shock Value from an attack that breaks the skin (such as a knife, arrow, axe, etc.) has taken a Serious Injury. A character who suffers a Serious Injury loses one additional Hit Point every round he or she remains in combat until given successful first aid (even if the character makes a successful Fort save to avoid Shock). If the character is no longer in combat (whether because he or she falls unconscious or for any other reason that stops the character from fighting), he or she loses one Hit Point every minute instead of every round. A character that decides to stop fighting (and who has no opponents targeting him or her) is considered out of combat.
A seriously injured character who has received a battlefield dress will lose one Hit Point every hour until he or she undergoes successful surgery. Thus, a character who is badly hurt might die because of shock and internal injuries before he or she can be stabilized. A character can suffer multiple Serious Injuries. If so, each must be treated separately, and Hit Pointlosses are cumulative.
Treatment for Serious Injuries
If a character suffers a Serious Injury, he or she will lose one Hit Point every round (or every minute if out of combat) until treated. This requires a successful Heal Skill check against a DC of 15 + 1 per Serious Injury suffered, and takes a full-round action; several tries can be made until successful. If the character is trying to dress his or her own wounds, apply a -2 penalty. Just stopping the bleeding through a field dress is not enough, however — it only slows the loss of Hit Points. As mentioned before, a Serious Injury that is treated will still result in the loss of one additional Hit Point every hour until the character undergoes more thorough treatment. This requires a Heal Skill check against a DC of 15 + 1 per Serious Injury suffered. There is no penalty if performed in a clean, dry location with suitable equipment available, but a -4 penalty applies if it is performed with less adequate facilities (for example, using incomplete or low-quality tools or an inappropriate location) or -8 if performed with completely improvised equipment (for example, on the ground near a battlefield using only what can be found nearby). Each attempt will take at least 10 minutes. Success stabilizes the patient while failure does nothing. Another try is possible, however.
Optionally, a character who has been badly injured (negative Hit Points) because of cumulative Hit Point loss may also require treatment, even if he or she did not suffer a Serious Injury. This may be dependent on the nature of the injuries — someone who was badly burned may be in worse condition than someone who was beaten up. The GM can rule that keeping the character alive until he or she can be properly treated requires a successful Heal Skill check and that full recovery (at doubled healing rate) will require a Heal Skill check.