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rules:damage [2025/06/18 19:40] – created Ron Helwig | rules:damage [2025/07/10 22:59] (current) – Ron Helwig | ||
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- | ====== | + | # 💥 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' | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## ⚙️ 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> | ||
+ | $$ | ||
+ | \text{Serious Threshold} | ||
+ | \text{Critical Threshold} | ||
+ | $$ | ||
+ | </ | ||
+ | |||
+ | See [[rules: | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 💔 Wound Severity Summary | ||
+ | |||
+ | | Wound Type | HP Lost | Description | ||
+ | |------------|---------|-------------------------------------| | ||
+ | | Minor | 1 HP | A glancing or shallow hit | | ||
+ | | Serious | ||
+ | | Critical | ||
+ | |||
+ | 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, | ||
+ | - 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. | ||
+ | </ | ||
+ | |||
+ | **Resistance**, | ||
+ | → 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 | ||
+ | |||
+ | The troll’s Evasion is 9, so 13 – 9 = **4 raw damage** | ||
+ | |||
+ | The troll’s thresholds: | ||
+ | - Serious | ||
+ | - Critical | ||
+ | |||
+ | **Result:** 4 < 5 → Minor Wound → 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: | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### 🔥 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. | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 📌 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 | ||
+ | |||
+ | --- |