## What happens at 0 HP?

1. **Initiative:** Your initiative moves to immediately before the creature or effect that reduced you to 0 HP.
2. **Dying:** You usually gain **dying 1**, or **dying 2** if the attacker critically succeeded or you critically failed a save. Add your existing **wounded** value.
3. **Nonlethal:** If reduced to 0 HP by nonlethal damage, you become unconscious without gaining dying.
4. **Unconscious:** You cannot act. You remain unconscious at 0 HP even after being stabilised; healing you to **1 HP or more** ends dying and unconscious, allowing normal action from your next turn.

## Recovery checks

At the **start of every turn** while dying, attempt a **flat check with DC 10 + current dying value**.

| Recovery result | Change to dying |
|---|---:|
| Critical success | −2 |
| Success | −1 |
| Failure | +1 |
| Critical failure | +2 |

DC examples: dying 1 → 11; dying 2 → 12; dying 3 → 13.

Damage received **while dying** increases dying by 1, or by 2 if from an attacker's critical hit or your own critical failure. Reaching **dying 4** normally kills you. **Doomed N** reduces your death threshold by N. Taking damage from one blow equal to or greater than **twice your maximum HP** can kill instantly, as can certain death effects.

## Medicine

| Activity | Requirements | Result |
|---|---|---|
| **Administer First Aid — Stabilise** | **2 actions**, medkit, adjacent dying creature at 0 HP; Medicine vs **DC 15 + current dying**. | Success: target loses dying but remains unconscious at 0 HP. Critical failure: dying +1. Losing dying this way normally grants or increases wounded. |
| **Administer First Aid — Stop Bleeding** | **2 actions**, medkit, adjacent creature with persistent bleed; Medicine check usually vs source DC. | Success: target benefits from assisted recovery. Critical failure: takes persistent bleed damage immediately. |
| **Treat Wounds** | **10 minutes**, medkit, one injured *living* target. Medicine DC 15. | Success: **2d8 HP** and removes wounded; critical success: **4d8 HP** and removes wounded; critical failure: **1d8 damage**. |
| **Higher Treat Wounds DC** | Trained Medicine may choose higher DC only at appropriate proficiency: expert 20, master 30, legendary 40. | Add **+10/+30/+50 HP** respectively to successful healing. Critical failure damage unchanged. |
| **Extended Treat Wounds** | After a successful check, spend **1 full hour** treating the same target. | Double the Hit Points regained. |
| **Treat Poison** | **1 action**, trained Medicine and medkit. | Medicine vs poison DC: +2 to patient's next poison save on success, +4 on critical success, −2 on critical failure. |

**Treat Wounds cooldown:** The target is temporarily immune for **1 hour**, measured from the start of the treatment. The same living target can be treated once per hour, rather than every 70 minutes. A character may treat themselves.

## Wounded, Hero Points and rest

- **Wounded:** Any time you normally lose the dying condition, gain wounded 1 or increase it by 1. If you later gain dying, increase that dying value by wounded. Wounded ends if someone restores HP to you with a **successful Treat Wounds**, or if you are at **full HP and rest 10 minutes**.
- **Heroic Recovery:** At the start of your turn or when dying would increase, spend **all remaining Hero Points (at least 1)**. You lose dying and stabilise at 0 HP. You **do not gain or increase wounded** from this recovery; any existing wounded value remains. You are still unconscious at 0 HP.
- **Hero Point reroll:** Alternatively spend 1 Hero Point to reroll a check, using the second result.
- **Persistent damage:** At end of your turn take persistent damage, then a **DC 15 flat check** to end it. Assistance usually takes **2 actions** to permit one extra recovery check per round; especially suitable assistance can lower the flat-check DC to 10.
- **Normal rest:** Typically 8 hours; recover **level × Constitution modifier (minimum 1)** HP. Daily preparations follow rest.
- **Long-term rest:** A full day and night; recover **twice level × Constitution modifier (minimum 1)** HP.

**Read with Sheet 06:** Common Conditions includes grabbed, prone, unconscious, dying, wounded and relevant penalties in shorter form. These are distinct from any campaign-original lasting injury rules, which would be labelled a house rule.