Health Levels

The Health Level section on the Pirate's Sheet is slightly more complicated than the Shame Gage and it is useful to all Characters, not only Pirates. Its use requires much a whit of sense from the part of the Game Master for managing the Health Levels of the Characters, even if, in the chapters and sections where it is involved, a minimum of rules is given for guidance.

The Health Level Bar comprises four sub-sections which consist in as many little bars on the Character's Sheet. Each has a given number of Skulls which are as many levels and they are described here below.

Interesting but… what about death?

As already mentioned, death is neither the beginning nor a common ending for a story-telling session, well, at least, not a an exit to be taken too lightly; isn't that so that it wouldn't be so funny for anybody (in most cases at least…) that one of the Players' Characters exits in the course of a gameen effet ce ne serait amusant pour personne qu’un des Personnages Joueurs, is that so?

Death remains thus entirely at the decision of the Game Master (is no result of a blind application of any rule) and such a decision should have a meaning and make sense in the course of the Scenario or the Campaign as a whole.

However, it is certain that if the Character acts decidedly in a suicidal way, one cannot refuse him the exit of death! If one absolutely stays on going hunting the monsters of the Sea o' Many Mournings with a boarding sabre on a raft-o'fortune made of coconut tree palms, it is all one's free choice… It will probably not last too long, well, who knows after all?!

Level description

« Just Fine! » (No harm):

The Skulls of that section corresponds to blows or little wounds without any gravity, at most letting a bruise appear for a while. Recovering from such little scratches is possible within a few minutes with a little ointment (for sensitive skins only).

« Ouch, as if… » (Hit) :

The Skulls of that section correspond to minor blows which, however, really hurt at first, the recovery for which, nevertheless, being over after a good night of sleep or, possibly, a good drinking session… That tells you how bad they are!

« See the Stars?! » (Groggy / Hurt) :

With the Skulls of that section, one starts to take blows which are not without any consequences; first of all, immediate consequences (See the chapter regarding Encounters and Fights), one is somewhat groggy or shocked, but also because healing from such wounds or blows lasts more and can require some medical care. Healing mode and duration are according to the Game Master, duration between some days and some weeks in most cases.

« … » [blamm !] (Heavily hurt) :

Well, there… as for the immediate consequences, the Character who takes such a blow or wound falls on the ground unaware (Which, in turn, entails a risk for additional bruise but, at that level in most cases, one does not need to take that into account…). That's well so since, in Zebra Island RPG as already mentioned, opponents rarely execute the wounded laying on the ground. That being said, the wounded Character is not so much better off for that… Immediate medical care (at least urgent) are probably necessary. Then, the healing process will probably require time, from generally at least two weeks up to several months according to each case.

Initial Levels

At Creation, Levels in the Health Bar - that is to say the Skulls which are to be kept unchecked – are a function of the Character's Constitution, according to the following chart:

Consti-
tution
« Just
Fine ! »
« Ouch, as if… »« See the Stars?! »« … »
[blamm !]
1
2
3-4
5-6
7-8
9
10

Losses and Recovery

As well as for Shame Gauge, the initial number of available free slots in each section cannot be surpassed, except in some circumstances detailed in the rules.

The loss of Health Levels and their healing are, in each section, according to the specified rules and type of situation. In the description above, most common healing speeds are given.

One sees that the Game Master has quite a wide range at hand for interpretation; moreover, do not forget that some Voodoo drinks can accelerate the healing process (while sometimes having undesired side effects too!) and that if the Scenario requires it, the Game Master has free hands to manage those issues at best, notably to avoid isolating a Player too long in the course of the game – well, it could also be a way to solve the ever difficult question of who will take down the notes!