— Core Mechanic
When your Health reaches 0 or negative, you enter Death’s Door, the verge of death.
While at Death’s Door, you have disadvantage on every roll except damage rolls, and your Speed is halved.
At the start of your turn, roll a d20 + your Constitution, against DC 15, this is called a Death Saving Throw.
Upon failure, you receive a stack of Trauma. Upon success, you resist it, but the next death saving throw DC increases by 1.
Getting 3 stacks of Trauma will cause you to become Passed Out
Getting 5 stacks of Trauma means you die.
To escape Death’s Door, characters must be healed to positive health. This can be done through some Abilities or the Stabilize Action.
Better limp to safety and tend to your wounds before your body gives out.
When a character’s health reaches negative to their max health, they die instantly.
