At Death's Door

According to the Rules Cyclopedia and BECMI rules, when a character gets to 0 hit points, s/he is dead. However, because we are after more epic adventure, 0 hit points is not the end.

If a character reaches exactly 0 hitpoints, s/he collapses to the ground and cannot move. However, for one round, s/he may say a few last words before slipping into unconciousness. S/he cannot cast spells or give an unlimited speech. Any words are whispered and may be missed in the heat of battle. This is the equivalent of a scene in movies where a supporting character falls but says something wise or pithy to the hero before succumbing.

If the character is below -1 but above the lower of either -10 or their total hit points as a negative, s/he is “at Death’s door.” When the character gets to -1, s/he will continue to lose hitpoints until “stabilized” by another person. Anyone may stabilize a dying character by spending a round with him or her, binding wounds, using a healing check or casting a cure spell. If the person is not stabilized, s/he will continue to lose 1 hit point per round during their initiative point. When they reach -10 or a negative score equal to their total hit points (whichever is lower) the character dies.

If a character reaches -4 or below, s/he may incur a permanent injury. If the character is not magically healed out of the negative hit point status (thus s/he is healed through natural ways such as by someone using the healing skill), s/he must roll on the table below to determine the effect.

Roll(d20) Damage
1-8 No effect.
9-11 Permanent scar (no effect but should be noted in character description)
12-13 Permanent disfigurement (reduce Charisma score by 1d4).
14-15 Broken limb (takes 2d4+9 weeks to heal unless receive cure serious wounds or better healing for the injury; determine limb at random on 1d4: 1=left arm, 2=right arm, 3=left leg, 4=right leg; damage to arms effects combat (not able to use shield or if weapon arm, apply -2 to “to hit” and damage), damage to legs affects movement and combat (-1 penalty to armor class, -1 to “to hit” and damage and movement category is made one category worse – see the house rule on Encumbrance and Movement).
16 Crushed limb (permanent damage unless receive cure serious wounds or better healing for the injury; determine limb at random on 1d4: 1=left arm, 2=right arm, 3=left leg, 4=right leg; damage to arms effects combat (not able to use shield or if weapon arm, apply -2 to “to hit” and damage), damage to legs affects movement and combat (-1 penalty to armor class, -1 to “to hit” and damage and movement category is made one category worse – see the house rule on Encumbrance and Movement).
17-18 Broken ribs (takes 2d4+9 weeks to heal unless receive cure serious wounds or better healing for the injury; -1 penalty to armor class; -2 to “to hit” and damage; movement category is made one category worse – see the house rule on Encumbrance and Movement and Constitution score reduced by 1d4.
19 Gutted (takes 1d4+10 weeks to heal unless receive cure serious wounds or better healing for the injury; -1 penalty to armor class; -2 to “to hit” and damage; movement category is made one category worse – see the house rule on Encumbrance and Movement and Constitution score reduced by 1d4; 10% chance of permanent injury which make Constitution loss permanent and loss of 1d4+1 hitpoints permanently.
20 Severed body part (determined at random on : 1-3=left hand, 4-6=right hand, 7-8=left arm, 9-10=right arm, 11=left leg, 12=right leg, 13=left foot, 14=right foot, 15=left eye, 16=right eye, 17=nose, 18=left ear, 19=right ear, 20=tongue; impact will be determined by DM).

At Death's Door

NEPA Known World csp_gtp2