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rules:damage [2025/06/18 19:40] – created Ron Helwigrules:damage [2025/07/10 22:59] (current) Ron Helwig
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 << rules:combat ^ rules:start ^ rules:stress >> << rules:combat ^ rules:start ^ rules:stress >>
  
-====== Applying Damage ======+# 💥 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. 
 + 
 +--- 
 + 
 +## 📊 Damage Thresholds and Wounds 
 + 
 +Each character or creature has two **Damage Thresholds**: 
 + 
 +- **Serious Threshold** — the amount of damage needed to inflict a **Serious Wound** (2 HP) 
 +- **Critical Threshold** — exactly **twice** the Serious Threshold — inflicts a **Critical Wound** (3 HP) 
 + 
 +Damage is applied as follows: 
 + 
 +- If **damage ≥ Critical Threshold** → **Critical Wound** (lose 3 HP)   
 +- If **damage ≥ Serious Threshold but < Critical** → **Serious Wound** (lose 2 HP)   
 +- If **damage > 0 but < Serious** → **Minor Wound** (lose 1 HP)   
 +- If **damage ≤ 0** → no injury 
 + 
 +<WRAP tip> 
 +Even 1 point of damage **beyond the target's Evasion** causes at least a **Minor Wound**. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## ⚙️ 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. 
 + 
 +<WRAP info> 
 +$$ 
 +\text{Serious Threshold} 5 + \text{Fortitude} + \text{Armor} + \text{Shield} \\\  
 +\text{Critical Threshold} 2 × \text{Serious Threshold} 
 +$$ 
 +</WRAP> 
 + 
 +See [[rules:armor|Armor]] for more. 
 + 
 +--- 
 + 
 +## 💔 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 
 + 
 +<WRAP tip> 
 +Force damage does **not exist** in this system. Treat it as **magical Bludgeoning** instead. 
 +</WRAP> 
 + 
 +**Resistance**, **vulnerability**, or **immunity** are applied to the **raw damage total**   
 +→ Then compare the result to thresholds. 
 + 
 +--- 
 + 
 +## 🧪 Example: Damage vs Thresholds 
 + 
 +<WRAP notice> 
 +**Example:**   
 +Kara strikes a troll and rolls:   
 +- 3d4 (Aspect Dice) → 8   
 +- 1d8 (weapon die) → 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 → Minor Wound → Troll loses **1 HP** 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 🩸 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: 
 + 
 +--- 
 + 
 +### 🔥 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** — Die immediately   
 +- **2–3** — Unconscious and dying (you will die in that many rounds if not healed)   
 +- **4** — Stabilized at 0 HP 
 + 
 +--- 
 + 
 +### 💀 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 
 + 
 +<WRAP tip> 
 +If **healing** is applied before the decision, the character stabilizes and **skips** the death options. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 📌 Summary Notes 
 + 
 +- Most hits deal **1–3 HP** depending on damage 
 +- No need for special “critical hit” rules — 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 
 + 
 +---