

Sanguine Sands
Health
Every character has seven Health levels, ranging from Bruised to incapacitated. Each level of health a character suffers has a dice pool penalty as well as a movement penalty.
Once a character reached 7 levels of Damage they are incapacitated, which means they are unable to take no further actions. This however, does not mean the Character is dead, it takes one more wound after incapacitated to say a character is dead. For each success on an opponent’s damage roll, your character would take one health level of damage. Her natural toughness gives her a chance to avoid some of that damage (using her Stamina to avoid damage is called soak.) Healing from incapacitated depends on your type of character and the type of Damage they have received.
Health Levels Dice penalty Movement Penalty
Bruised 0 Character is bruised or winded, but suffers no dice penalties due to damage.
Hurt –1 Character is superficially hurt, but suffers no movement hindrances.
Injured –1 Character has suffered minor injuries, and movement is mildly inhibited (halve maximum running speed).
Wounded –2 Character has suffered significant damage. He can walk, but he cannot run. At this level, a character may not move and attack.
Mauled –2 Character is badly injured, and may only stagger (about three yards or meters per turn).
Crippled –5 Character is catastrophically injured, and can only crawl (about one yard or meter per turn).
Incapacitated Character is incapable of movement and likely unconscious. A character who takes any more damage at this level dies.
Dead Character is dead. His pack and sept will mourn him, but he is with the ancestors now.
Damage
You can not measure health without discussing Damage as well. There are three types of damage, Bash, Lethal, and Aggravated.
Bashing - Most unarmed combat moves — punches, kicks, tackles, and clinches — deal
bashing damage. Even humans heal bashing damage at a reasonable rate, recovering
from such injuries in a matter of hours.
Health Level Recovery Time
Bruised to Wounded One Hour
Mauled Three Hours
Crippled Six Hours
Incapacitated 12 Hours
Lethal - Lethal damage includes any form of trauma that would lead to a hospital stay for a human being — from gunshot damage to knife-wounds. Humans can not soak lethal Damage. At the Storyteller’s discretion, attacks that would otherwise cause bashing damage can cause lethal damage when aimed at a vital body part such as a kidney or an eye, though such areas are difficulty 8 or 9 to target.
Shifters
Garou and other shapeshifters can soak lethal damage with Stamina in any form except their breed form.
Vampires
Vampires may resist lethal damage with their Stamina (and Fortitude if they have it).
Health Level Recovery Time
Bruised One day
Hurt Three days
Injured One Week
Wounded One month
Mauled Two months
Crippled Three months
Incapacitated Five months
Aggravated - Fire, and the teeth and claws of werewolves and other supernatural creatures all deal aggravated damage. Humans can’t soak aggravated damage. Some supernaturals can soak aggravated damage with their stamina while others need to have something like fortitude to soak what we call agg damage.
Shifter
can soak aggravated damage with Stamina in any form except their breed form, with the exception of damage from silver. Garou cannot regenerate aggravated damage.
Vampires
Aggravated damage may be soaked only with the Discipline of Fortitude (Not Stamina).
Healing
Aggravated damage heals as if it were lethal for humans. The only significant difference is that aggravated damage is harder to heal through supernatural means.
Supernaturals heal one health level of aggravated damage each day, as long as she spends her time resting in a form that normally regenerates.
Shifter Specific Health Rules
Regenerating damage when engaged in a stressful or physically intensive activity (like combat) is harder for a werewolf. The player must roll the Garou’s Stamina (difficulty 8) each turn. This roll is reflexive, so does not involve splitting a dice pool or spending Rage for multiple actions. Success means that the werewolf heals as normal. Failure means that he heals no damage. A botch indicates that the werewolf cannot regenerate until she’s had a chance to rest.
A critically injured werewolf can channel her Rage to save her life. It’s a risky proposition if it succeeds, the werewolf is thrown into a wild frenzy. It’s sometimes the only way for a character to save her life, though.To remain active, the player rolls his character’s permanent Rage (difficulty 8). Each success heals one health level of any kind of damage. No matter how much damage is healed, the character enters a berserk frenzy.
A character can only channel her Rage in this way once per scene. If she’s reduced to Incapacitated more than once in a single fight, she takes the worst effects of the damage. A werewolf gains a Battle Scar whenever she successfully remains active.
Some shifters do not have rage, If there is any other specific rules for a specific type of shifter they will be discussed in that are.