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rules:damage [2025/06/19 00:02] 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
  
-Damage in this system is simple, fast, and brutalMost characters only have handful of Hit Points (usually starting at 5). When damage is dealtthe result is compared against the defender’s **Armor Thresholds** to determine how many Hit Points are lost.+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.
  
-===== Armor Thresholds ===== +---
-Each character or creature has two thresholds that define how much incoming damage causes a greater wound:+
  
-  * **Light Threshold** – If damage meets or exceeds this, take 1 HP. +## 📊 Damage Thresholds and Wounds
-  * **Heavy Threshold** – If damage meets or exceeds this, take 2 HP. +
-  * If damage is **greater than double** the Heavy Threshold, take 3 HP.+
  
-If damage is **below the Light Threshold**, the target takes **no HP loss** — the armor absorbs the blow.+Each character or creature has two **Damage Thresholds**:
  
-These thresholds are set by the character's worn armor or magical protection. See [[rules:armor]] for more.+- **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 Types ===== +Damage is applied as follows:
-Different sources of damage have **types**, such as:+
  
-  Slashing +- If **damage ≥ Critical Threshold** → **Critical Wound** (lose 3 HP)   
-  Bludgeoning +- If **damage ≥ Serious Threshold but < Critical** → **Serious Wound** (lose 2 HP)   
-  Piercing +- If **damage > 0 but < Serious** → **Minor Wound** (lose 1 HP)   
-  Fire +- If **damage ≤ 0*→ no injury
-  Cold +
-  Lightning +
-  Acid +
-  Force +
-  * Psychic +
-  Necrotic +
-  * Radiant+
  
-Armor and abilities may offer **resistance****vulnerability**, or **immunity** to certain types. The GM determines how these affect threshold comparisons or HP loss.+<WRAP tip> 
 +Even 1 point of damage **beyond the target's Evasion** causes at least a **Minor Wound**. 
 +</WRAP>
  
-===== Example ===== +---
-Kara strikes a goblin with her axe. She rolls: +
-  * 3d4 (Aspect Dice) → 7 +
-  * 1d8 (damage die) → 5   +
-  * Total = 12+
  
-The goblin has: +## ⚙️ Setting Thresholds
-  * Evasion = 9 → 12 – 9 = **3 damage** +
-  * Armor Thresholds: Light = 2, Heavy = 4+
  
-Because 3 ≥ Light but < Heavy, the goblin takes **1 HP**.+For characters, the **Serious Threshold** is based on:
  
-===== Critical Hits? ===== +- A **base of 5** 
-This system does **not** currently use critical hits.+- Plus **Fortitude** 
 +- Plus **Armor** bonus 
 +- Plus **Shield** bonus (if equipped)
  
-Large dice pools and high rolls are already reflected in the damage output and HP loss. Optional rule variants may later allow for “crushing blows” or special effects at 3 HP loss or on max rolls.+The **Critical Threshold** is **twice** the final Serious Threshold.
  
-===== Death & Zero HP ===== +<WRAP info> 
-When a character reaches 0 HP: +$$ 
-  * They are downed and likely unconscious or dying. +\text{Serious Threshold} 5 + \text{Fortitude} + \text{Armor} + \text{Shield} \\\  
-  * The GM may call for a check (like Fortitude or Resolve) to cling to life. +\text{Critical Threshold} 2 × \text{Serious Threshold} 
-  * Healing or aid may restore them before they die outright.+$$ 
 +</WRAP>
  
-More details: see [[rules:healing]] and [[rules:stress]].+See [[rules:armor|Armor]] for more.
  
-===== Healing & Recovery ===== +---
-Damage can be healed using abilities, spells, or rest. See [[rules:resting]] for how HP is recovered during different types of rests.+
  
-===== Notes ===== +## 💔 Wound Severity Summary 
-  The GM may reduce thresholds based on called shotsenvironmental hazards, or vulnerabilities. + 
-  * Monsters and NPCs use the same rules, unless simplified for speed.+| 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**   
 +- Afterwardthe 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 **AspectsArmor, and Shield** 
 +- Monsters use the same system unless simplified for narrative purposes 
 + 
 +---