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 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