≫ WHAT WE BECOME: SURVIVOR STORIES APPLICATIONS ≪

  • Applications for What We Become: Survivor Stories are currently on hold while we work on creating our second wave of combat tests.

    What We Become: Survivor Stories is a series of bite-sized scenarios meant to test our new and improved combat system in action! Our first wave contained 5 different scenarios, all taking place within the What We Become universe. Our second wave will contain 5 more scenarios. If you've been waiting to play on the server, now's your chance!

    Additionally, each scenario has a limited number of slots for each role in the party, as well as an overall participation limit. If you apply for a role/scenario that is already full, you will be asked to apply for a different role/scenario. You can view the number of slots remaining for the current scenario on its respective forum post, linked above.

    Make sure to check out our latest newsletter if you haven't yet! It has lots of information about our upcoming lore, among other things.

d. Health System

Health System

Health System

Character Hit Point (HP) values vary depending on which traits a character posesses.

The default HP pool a character starts with is 100HP.
The maximum HP pool a character may start with is 145HP.
The minimum HP pool a character may start with is 75HP.



Bleed Out Timer

  • When a character is downed, a bleed out timer begins.
    • On the first down, the character has 5 turns to be revived before they die.
    • On the second down, the character has 4 turns to be revived before they die.
    • On the third down, the character has 3 turns to be revived before they die.

  • A character is considered downed when their health reaches 0HP.
  • While downed, a character has two options for revival: revival by another character, or self-revival.
    • Self-revival is limited to 3 attempts for characters with a medical background, and 2 attempts for all characters.
    • If all attempts as revival fail, the character dies outright.



Tiered Wound System

  • There are two types of wounds: minor and heavy wounds.
    • These wounds impose limits on health restoration and can only be remedied through the use of specialized medical equipment.

  • When a character sustains two heavy wounds, they will only be able to use their sidearm accurately (Revolvers or Pistols).
    • Attempts to attack with a primary weapon (Shotguns, Rifles, etc.) will be met with significant penalties on all rolls to hit.

  • Minor wounds may occur randomly when hit by an attack that deals more than 50HP or when a character's health drops below 20HP.
    • Minor wounds decrease a character's maximum HP pool by 15HP per wound.

  • Heavy wounds are sustained when hit by a critical attack or an attack that deals more than 75HP.
    • Heavy wounds decrease a character's maximum HP pool by 25HP per wound.

  • Each time a character is downed in combat, they sustain a heavy wound.
    • A character may only go down 3 times in a single combat encounter or event; after the third down, the character dies outright.



Medical Items

  • A wide range of medical items with their own unique uses have been implemented into the game.
    • This includes both new and existing medical items adapted to the combat system.

  • Click on a medical item to copy the info to your clipboard.
  • Sort the list alphabetically by clicking on one of the headers.



Name Description
First Aid Kit An all-encompasing medical item that restores the user to full HP and treats the BLEEDING status effect as well as all HEAVY & MINOR WOUNDS.
Wound Care Kit A wound care kit that treats the BLEEDING status effect as well as all HEAVY & MINOR WOUNDS, but does not restore any HP.
Wound Care Kit A splint that treats the FRACTURED status effect.
Revitalisol Medicinal Spray A medicinal spray that restores 75HP and treats the BLEEDING status effect as well as all MINOR WOUNDS. Can also be used to sterilize bandages and fight wound infections.
Rejuvenex Medicinal Spray A less effective medicinal spray that restores a 50HP. Can also be used to sterilize bandages and fight wound infections.
Vitalix Supplements A supplement that restores 20HP. Can also be used to alleviate panic.
Hemolock Supplements A supplement that treats the BLEEDING status effect. Can also be used to alleviate pain.
Purifinex Supplements A supplement that cures the POISONED status effect. Can also be used to alleviate fatigue.
Bandages Restores 15HP and treats the BLEEDING status effect.
Makeshift Bandages Restores 10HP and treats the BLEEDING status effect.



Traits

  • Certain traits within the game may yield distinct advantages and disadvantages upon selection and utilization, taking into accouint the diversity of character abilities and attributes.
    • Some traits are capable of evolving or before removed through roleplay means or the passage of time.

  • Click on a trait to copy the info to your clipboard.
  • Sort the list alphabetically by clicking on one of the headers.



Name Description
Stout +5HP in starting pool.
Strong +10HP in starting pool.
Feeble -5HP in starting pool.
Weak -10HP in starting pool.
Obese +20HP in starting pool; 2AP per tile movement penalty.
Thick Skinned +15HP in starting pool; resists the BLEEDING status effect.
Thin Skinned -15HP in starting pool; susceptible to the BLEEDING status effect.
Resilient Resists the POISONED status effect.
Prone to Illness Susceptible to the POISONED status effect.
Fast Healer Restore an extra 1D20 worth of HP when using a healing item.
Fear of Blood Requires a D20 die roll in order to heal yourself or others; if failed, the medical item is wasted. When healing yourself while downed, recieve a -1 penalty to all rolls.
Dextrous Receive one free miscellaneous action every combat scenario.
Fresh Amputee -8 penalty on all rolls to hit when using a two-handed weapon.
Fresh Amputee (No Prosthetic) -9 penalty on all rolls to hit when using a two-handed weapon.
Proficient Amputee -5 penalty on all rolls to hit when using a two-handed weapon.
Proficient Amputee (No Prosthetic) -6 penalty on all rolls to hit when using a two-handed weapon.
Adept Amputee -2 penalty on all rolls to hit when using a two-handed weapon.
Adept Amputee (No Prosthetic) -3 penalty on all rolls to hit when using a two-handed weapon.



<< c. Stealth System e. Armor System >>




Last Updated: August 5, 2023

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