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.
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.
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 Armor for more.
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.
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.
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
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:
π₯ Blaze of Glory
Take one final action as if it were a critical success.
- Deal maximum possible damage
- Afterward, the character dies heroically
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
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.
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