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.
Each character or creature has two Damage Thresholds:
Damage is applied as follows:
Even 1 point of damage beyond the target's Evasion causes at least a Minor Wound.
For characters, the Serious Threshold is based on:
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 Armor for more.
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.
All damage has a type, such as:
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.
Example: Kara strikes a troll and rolls:
The trollβs Evasion is 9, so 13 β 9 = 4 raw damage
The trollβs thresholds:
Result: 4 < 5 β Minor Wound β Troll loses 1 HP
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:
Take one final action as if it were a critical success.
Roll 1d4:
You survive at 1 HP, but suffer a lasting penalty, such as:
If healing is applied before the decision, the character stabilizes and skips the death options.