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# π₯ Applying Damage
This system uses a simplified but dramatic method for handling injury.
Instead of tracking large pools of HP, each character has only a few Hit Points (typically around 5). Each time they take damage, they lose **1 to 3 HP**, depending on how hard they were hit.
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## π Damage Thresholds and Wounds
Each character or creature has two **Damage Thresholds**:
- **Serious Threshold** β the amount of damage needed to inflict a **Serious Wound** (2 HP)
- **Critical Threshold** β exactly **twice** the Serious Threshold β inflicts a **Critical Wound** (3 HP)
Damage is applied as follows:
- If **damage β₯ Critical Threshold** β **Critical Wound** (lose 3 HP)
- If **damage β₯ Serious Threshold but < Critical** β **Serious Wound** (lose 2 HP)
- If **damage > 0 but < Serious** β **Minor Wound** (lose 1 HP)
- If **damage β€ 0** β no injury
Even 1 point of damage **beyond the target's Evasion** causes at least a **Minor Wound**.
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## βοΈ Setting Thresholds
For characters, the **Serious Threshold** is based on:
- A **base of 5**
- Plus **Fortitude**
- Plus **Armor** bonus
- Plus **Shield** bonus (if equipped)
The **Critical Threshold** is **twice** the final Serious Threshold.
$$
\text{Serious Threshold} = 5 + \text{Fortitude} + \text{Armor} + \text{Shield} \\\
\text{Critical Threshold} = 2 Γ \text{Serious Threshold}
$$
See [[rules:armor|Armor]] for more.
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## π Wound Severity Summary
| Wound Type | HP Lost | Description |
|------------|---------|-------------------------------------|
| Minor | 1 HP | A glancing or shallow hit |
| Serious | 2 HP | A solid, painful injury |
| Critical | 3 HP | A devastating or near-fatal blow |
Some features or effects trigger when you **deal or suffer** a Serious or Critical Wound.
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## β οΈ Damage Types
All damage has a **type**, such as:
- Slashing, Bludgeoning, Piercing
- Fire, Cold, Lightning, Acid, Poison, Thunder
- Psychic, Radiant, Necrotic
Force damage does **not exist** in this system. Treat it as **magical Bludgeoning** instead.
**Resistance**, **vulnerability**, or **immunity** are applied to the **raw damage total**
β Then compare the result to thresholds.
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## π§ͺ Example: Damage vs Thresholds
**Example:**
Kara strikes a troll and rolls:
- 3d4 (Aspect Dice) β 8
- 1d8 (weapon die) β 5
**Total = 13**
The trollβs Evasion is 9, so 13 β 9 = **4 raw damage**
The trollβs thresholds:
- Serious = 5
- Critical = 10
**Result:** 4 < 5 β Minor Wound β Troll loses **1 HP**
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## π©Έ Hit Points and Dying
Characters usually begin with **5 HP**, though some features may modify this.
Each hit causes **1β3 HP** loss depending on wound severity.
At the beginning of the first turn they are at **0 HP**, the player must choose one of the three following options:
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### π₯ Blaze of Glory
Take **one final action** as if it were a **critical success**.
- Deal **maximum possible damage**
- Afterward, the character **dies heroically**
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### π² Risk Fate
Roll **1d4**:
- **1** β Die immediately
- **2β3** β Unconscious and dying (you will die in that many rounds if not healed)
- **4** β Stabilized at 0 HP
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### π Live, but Scarred
You survive at **1 HP**, but suffer a **lasting penalty**, such as:
- A permanent debility or condition
- A cursed item, injury, or trauma
- Loss of an ally, limb, or reputation
If **healing** is applied before the decision, the character stabilizes and **skips** the death options.
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## π Summary Notes
- Most hits deal **1β3 HP** depending on damage
- No need for special βcritical hitβ rules β big hits naturally escalate damage
- Evasion and Damage Thresholds come from **Aspects, Armor, and Shield**
- Monsters use the same system unless simplified for narrative purposes
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