+
+
+
+ Dying Flow Chart
+State transitions for player characters — W = Wounded value added to every dying increase
+ +
+
+
+ Alive
+ Dying 1
+ Dying 2
+ Dying 3
+ Unconscious
+ Dead
+
+
+
+
+%%{init: {'theme':'dark','themeVariables':{'background':'#161210','primaryColor':'#193a14','primaryTextColor':'#e8d5b0','primaryBorderColor':'#3a7c32','lineColor':'#9a7e56','secondaryColor':'#3e2e06','tertiaryColor':'#1a2840','edgeLabelBackground':'#211a13','clusterBkg':'#211a13'}}}%%
+flowchart TD
+
+ classDef alive fill:#193a14,stroke:#3a7c32,color:#b8e8b0
+ classDef d1 fill:#3e2e06,stroke:#a07a10,color:#f0e060
+ classDef d2 fill:#3e1a06,stroke:#a04010,color:#f0a868
+ classDef d3 fill:#300c0c,stroke:#8a1010,color:#f07070
+ classDef dead fill:#1a0404,stroke:#600808,color:#c06060
+ classDef unc fill:#0e2234,stroke:#2060a0,color:#90c8e8
+
+ ALIVE(["ALIVE · ≥1 HP"]):::alive
+ D1(["DYING 1 · Recovery DC 11"]):::d1
+ D2(["DYING 2 · Recovery DC 12"]):::d2
+ D3(["DYING 3 · Recovery DC 13"]):::d3
+ DEAD(["DEAD · dying 4"]):::dead
+ UNC(["UNCONSCIOUS · 0 HP"]):::unc
+
+ ALIVE -->|"0 HP lethal · normal hit (+W)"| D1
+ ALIVE -->|"0 HP lethal · crit hit/fail (+W)"| D2
+ ALIVE -->|"0 HP nonlethal"| UNC
+ ALIVE -->|"Massive dmg or Death Effect"| DEAD
+
+ D1 -->|"Crit Success · dying-2"| UNC
+ D1 -->|"Success · dying-1"| UNC
+ D1 -->|"Failure · dying+1+W"| D2
+ D1 -->|"Crit Fail · dying+2+W"| D3
+ D1 -->|"Take dmg · +1+W"| D2
+ D1 -->|"Healing 1+ HP"| ALIVE
+ D1 -->|"Hero Points"| UNC
+
+ D2 -->|"Crit Success · dying-2"| UNC
+ D2 -->|"Success · dying-1"| D1
+ D2 -->|"Failure · dying+1+W"| D3
+ D2 -->|"Crit Fail · dying+2+W"| DEAD
+ D2 -->|"Take dmg · +1+W"| D3
+ D2 -->|"Healing 1+ HP"| ALIVE
+ D2 -->|"Hero Points"| UNC
+
+ D3 -->|"Crit Success · dying-2"| D1
+ D3 -->|"Success · dying-1"| D2
+ D3 -->|"Failure · dying+1+W"| DEAD
+ D3 -->|"Crit Fail · dying+2+W"| DEAD
+ D3 -->|"Take dmg · +1+W"| DEAD
+ D3 -->|"Healing 1+ HP"| ALIVE
+ D3 -->|"Hero Points"| UNC
+
+ UNC -->|"Healing or natural recovery"| ALIVE
+ UNC -->|"Take lethal dmg to 0 HP"| D1
+
+
+
+ Key Rules
+-
+
- Recovery Check is a flat check (no modifiers) with DC = 10 + current dying value, made at the start of each turn while dying. +
- Wounded is added to every dying value increase — being Wounded 2 and failing a recovery check means dying increases by 3 (1+2). +
- Doomed X reduces your death threshold from 4 to (4−X). Doomed 1 means dying 3 kills you. Decreases by 1 per full night’s rest. +
- Heroic Recovery: Spend all Hero Points at the start of your turn or when dying would increase. You lose the dying condition and stabilize at 0 HP. Wounded does not increase from this. +
- Nonlethal KO: Reduced to 0 HP by a nonlethal attack causes Unconscious with no dying condition. You wake naturally after 10+ minutes. +
- Massive Damage: Instant death if you take damage equal to or greater than double your maximum HP in one blow. +
- Losing dying: Each time you lose the dying condition (except via Heroic Recovery) you gain Wounded 1 or increase Wounded by 1. +
- Clearing Wounded: A successful Treat Wounds action, or restored to full HP and resting 10 minutes. +
+
+ Situation Simulator
+Step through dying state transitions interactively — set conditions first, then choose what happens
+ +
+ Start as:
+
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+
+
+
+ Conditions:
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+
+
+ Wounded
+
+ 0
+
+
+
+ Doomed
+
+ 0
+
+
+
+
+
+ Current State
+ Alive
+
+
+
+
+
+
+
+
+ What happens?
+
+
+
+
+
+
+ History
+
+