Dying Flow Chart
State transitions for player characters — W = Wounded value added to every dying increase
Alive
Dying X
Unconscious
Dead
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flowchart TD
classDef alive fill:#193a14,stroke:#3a7c32,color:#b8e8b0
classDef dying fill:#3e1a06,stroke:#a04010,color:#f0a868
classDef dead fill:#1a0404,stroke:#600808,color:#c06060
classDef unc fill:#0e2234,stroke:#2060a0,color:#90c8e8
ALIVE(["ALIVE \n· ≥1 HP"]):::alive
DX(["DYING X \n· Recovery DC 10+X"]):::dying
UNC(["UNCONSCIOUS \n· 0 HP"]):::unc
DEAD(["DEAD \n· dying ≥ threshold"]):::dead
ALIVE -->|"0 HP lethal \n· normal hit (+W)"| DX
ALIVE -->|"0 HP lethal \n· crit hit/fail (+W)"| DX
ALIVE -->|"0 HP nonlethal"| UNC
ALIVE -->|"Massive dmg or Death Effect"| DEAD
DX -->|"Crit Success \n· dying−2 \n· +Wounded"| UNC
DX -->|"Success \n· dying−1 \n· +Wounded"| UNC
DX -->|"Failure \n· dying+1+W"| DX
DX -->|"Crit Fail \n· dying+2+W"| DX
DX -->|"Take dmg \n· dying+1+W or +2+W"| DX
DX -->|"dying ≥ threshold"| DEAD
DX -->|"Healing 1+ HP \n· +Wounded"| ALIVE
DX -->|"Hero Points \n· Wounded unchanged"| UNC
UNC -->|"Healing or natural recovery"| ALIVE
UNC -->|"Take lethal dmg to 0 HP"| DX
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