Harm Preventer (HP)

Harm preventer (also known as health protector and shortened as HP), also known as hit points or Life Force is generated by living organisms on welt. Animals, plants, sapients, even synthetics and rocks can in certain cases generate HP. Planets themselves may generate HP, on a scale that is undetectable to mere mortals.
Centuries ago, the Dalmer reached a true discovery with the Life Force. They learned how to harness the Life Force and to direct it. The most tangible result of this experimentation is the most prevalent piece of technology in the entire World: the Life Force amplification implant, known as an amplant.
The amplant is so ubiquitous as to be nearly invisible. Every species that has ever encountered another sapient race now installs an amplant into all their newborns as soon as possible. The amplant serves two major purposes: it allows a person to harness and manipulate the Life Force, allowing the use of magic and feats of supernatural ability. It also allows a person to project their Life Force as a form of defense; focusing the Life Force outside of the body as a type of limited shield, defending your body from otherwise mortal wounds.
The more someone trains and studies and works with their amplant, the more powerfully they are able to utilize their Life Force, either improving the power of their ability to produce more powerful magical effects.
Hit Points are tied to a character’s personal power level. Characters who focus on magic, psychic powers, or other weird stuff increase in this power as they level, but don’t have as many hit points because they are directing their energies elsewhere. More martially focused characters have higher hit points because that is what is important to them. Hit Points aren’t an abstraction, they are literal facts.
== Definition ==
Creatures evolve Harm Preventer to cope with their competitors' impossibly strong abilities, such as flames of instantly lethal temperatures. 
Produced by the Integumentary system/ Exocrine system, Harm Preventer (HP) is a chemical created by an organism which is expended to protect the body from physical damage. Acting as a sort of natural chemical shield, HP is a kinetic buffering agent produced naturally by the skin like sweat. 
All organisms, fauna or flora living in Welt, Other races included, can produce HP, but not all members of the species do. The exact mechanics that trigger HP production in an organism are unknown.
Incredibly, undead beings also produce HP, and are subjected to the same limitations as their living counterparts.
== Mechanics ==
=== Production ===
HP is produced by goblet cells. It helps deal with the abrasions and wounds sustained in everyday life. Most lifeforms on welt are covered in these cells.
HP is produced by sudoriferous glands found in the skin. The chemical has the particularity of protecting the producers body from physical impacts that could lead to damage. Hp is universal amongst creatures of Welt, but it is not foolproof. HP does not make the producer invulnerable, as too much damage will deplete the producers HP reserves.
Food and rest accelerates HP production in the organism, but the most effective HP regeneration comes with sleep.  
Hp will protect a creature against physical trauma, but once it is depleted the creature can no longer fight, but can still run and hide. Once HP is depleted, actual wounds will appear on the creature.
Hp expenditure translates by spurts of blood colored liquid that evaporates when physical contact is made with the creature, but no wounds will appear if the creatures’ HP is not depleted.
HP output is correlated to aggression, the more there is, the more aggressive the subject is (generally against the observer). However, this output is detectable, as such Dalmer HUD technology is able to determine if an organism is hostile. The other hand of this is that angrier individuals are harder to kill.
=== Adrenaline rush ===
Adrenaline is what triggers a Dalmer reflexes and causes the creation of HP during stressful situations. This makes them hard to kill. Better yet, adrenaline HP has restorative properties, making that a Dalmer can leave combat in better health than it came in. 
=== Expenditure ===
When a living being sustains damage from any source (a strike, an impact, fall damage, etc) it will expend HP. Expending HP causes minimal pain, but the organism can stay alive right up until it depletes. HP is so effective as a chemical shield that patients can still be rescued even after they get shot in the face with a tank shell.
Expending HP translates as a spurt of blood like liquid. in fact it almost universally resembles the blood of the wounded living being in texture and color but beyond physical resemblance has nothing in common with actual hemoglobin.
Too much HP expenditure is known as depletion.
=== Depletion ===
HPD, or Harm Preventer Depletion means that the producer no longer has sufficient HP to protect itself from damage, meaning that any damage sustained after depletion will be like any other damage, susceptible to wounds, bleeding, scaring, and, if too intense, permanent injury, crippling, and death.
A creature whose Harm Preventer is depleted can still move or fly, but cannot fight, as further combat would risk permanent damage or killing it. In some cases HP depletion causes unconsciousness similar to a coma.
== Secondary effects ==
=== Banditism ===
HP, when full, causes creatures to turn violent against other creatures. Creatures with full HP will stay near (but not inside) settlements in order to fight whatever comes close. In the other races, this is known as the banditism phenomenon, where social outcasts will band together for a while until they are calmed and return to society.
=== Eyesight ===
HP causes very poor eyesight, some species and even other races affected by it are unable to detect movement less than 30 meters away. This is why stealth is very useful against enemies with HP. 
=== Abnormal digestion ===
HP prevents the need for waste disposal in the organism.
=== Food preservative ===
HP also preserves food and bodies indefinitely, meaning food with HP will remain fresh indefinitely, but will resist physical damage until depletion of HP. Food with HP will almost invariably contain radioactive isotopes that are harmful in large doses.
=== HP node ===
Creatures with large amounts of HP reproduction have special HP nodes which typically glow brightly even in darkness, making them ideal targets for opponents.
=== Radiation ===
HP emits a specific frequency that can be detected by HP detection technology. 
== Derived technologies ==
=== Dermal Trauma Impact ===
A way for the Dalmer to concentrate HP production to become more resistant, this works by supercharging the Dalmers sudoriferous glands that create HP. 
=== Hp detection program ===
A revolutionary technology developed by the Dalmer included in most if not all HUD devices. The HP detector detects the targets HP amount, ie the amount of damage the target can sustain before it is neutralized.
===Life Meter===
The Life Meter is a gauge indicating how much HP an individual has. Whenever an individual takes damage from an enemy attack or hazard, it loses health in increments of full Hearts, half Hearts or quarter Hearts. Losing all Hearts in the Life Meter causes immediate collapse, resulting in a HP depletion scenario. In various life forms in Welt, creatures and plants can extend their life energy from three to twenty hearts.
HP detection programs that do not have health represented by Hearts instead represent life force by rectangular segments.
=== Warpcare ===
The Dalmer healthcare system works by using massive HP detector networks that sense when a Dalmers HP is depleted and warping the unit to the nearest medbay. This is not foolproof however, as the HP depletion detector doesn’t have universal coverage, as such sometimes a wounded Dalmer will die without warping to a medbay. While the HP detection array works on all dalmer, when outside their settlements, usage of a skinsuit is essential to ensure warpout of the user should its HP levels deplete.
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