<< rules:combat ^ rules:start ^ rules:stress >> # πŸ’₯ 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. --- ## πŸ“Š 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 ≀ 0** β†’ no injury Even 1 point of damage **beyond the target's Evasion** causes at least a **Minor Wound**. --- ## βš™οΈ 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. --- ## πŸ’” 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. --- ## ☠️ 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. --- ## πŸ§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 troll’s Evasion is 9, so 13 – 9 = **4 raw damage** The troll’s thresholds: - Serious = 5 - Critical = 10 **Result:** 4 < 5 β†’ Minor Wound β†’ Troll loses **1 HP** --- ## 🩸 Hit Points and Dying Characters usually begin with **5 HP**, though some features may modify this. Each hit causes **1–3 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: --- ### πŸ”₯ Blaze of Glory Take **one final action** as if it were a **critical success**. - Deal **maximum possible damage** - Afterward, the character **dies heroically** --- ### 🎲 Risk Fate Roll **1d4**: - **1** β€” Die immediately - **2–3** β€” Unconscious and dying (you will die in that many rounds if not healed) - **4** β€” Stabilized at 0 HP --- ### πŸ’€ 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. --- ## πŸ“Œ Summary Notes - Most hits deal **1–3 HP** depending on damage - No need for special β€œcritical hit” 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 ---