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
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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:
Conditions:
Dying
0
Wounded
0
Doomed
0
Current State
Alive
What happens?
History