Like combat in Carbon 2185, health and injuries follow our core design mantra. The elements of our design process are: Ease of Use, Simple & Streamlined, Familiarity, and Cinematic Feel.
You all may be familiar with the concept of Hit Points, from the hundreds of thousands of tabletop games and video games that use them.
Hit Points are an abstract measurement of a character's overall health. To quote the System Reference Document, which explains this far better than we could:
"Hit Points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile."
As you can see from the character sheet above, player characters have three sections that represent their life force.
They have HP Max, which is the upper limit of hit points they can have at any one time (excluding temporary hit points, which can be granted by certain class abilities and consumable items).
Hit Dice correlate to both the character's own ability to heal from wounds, as well as their maximum hit points. Characters have a number of Hit Dice equal to their character level which can be expended during a short rest in order to heal a number of hit points equal to whatever number is rolled on the hit dice. During a long rest a character regains an amount of expended hit dice up to a number of dice equal to half of the character's level (minimum of one die).
Finally, we have the Hit Points box, in which you track your character's current hit points. You character may regain lost hit points by a class's healing abilities, by using certain items, by expending hit dice during a short rest, or by completing a long rest. At the end of a long rest, a character regains a number of hit points equal to half the number of hit points they are below their hit point maximum (minimum of one hit point).
We also have a new system in place for when a character suffers a Major Injury.
If you're reduced to 0 hit points as the result of a critical hit, but aren't killed outright; or if you're hit by massive damage that knocks you to 0 hit points and the remaining amount is higher than half your maximum hit points, but lower than your maximum hit points, you gain a Major Injury.
Major Injuries leave you unconscious with one failed death saving throw, meaning that if you aren't healed or stabilised by an ally quickly, the chances are you'll die. Death is permanent in 2185.
The Game Master can choose which injury is received from the Major Injury table, or roll on it.
For example, if you're blindfiring around a corner, and the opponent hits you with a Critical Hit that reduces you to 0 hit points, it would be odd if you suffered a Punctured Lung when only your hand was exposed, so the GM would choose the most logical choice from the table; Lose a Hand.