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rules:damage [2025/06/19 00:10] 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 5 to start). Each time they take damage, they lose 1 to 3 HP depending on how severe the hit is.+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 ===== +---
-Every character or creature has two **damage thresholds**:+
  
-  * **Major Threshold** – the amount of damage required to inflict a serious wound (2 HP) +## 📊 Damage Thresholds and Wounds 
-  * **Severe Threshold** – the amount of damage required to inflict devastating wound (3 HP)+ 
 +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 **Critical Wound** (3 HP)
  
 Damage is applied as follows: Damage is applied as follows:
  
-  * If **damage ≥ Severe Threshold**, lose **3 HP** +If **damage ≥ Critical Threshold** → **Critical Wound** (lose 3 HP)   
-  If **damage ≥ Major Threshold**, lose **2 HP** +If **damage ≥ Serious Threshold but < Critical** → **Serious Wound** (lose 2 HP)   
-  If **damage > 0 but < Major Threshold**, lose **1 HP** +If **damage > 0 but < Serious** → **Minor Wound** (lose 1 HP)   
-  If **damage ≤ 0**, lose **0 HP**+If **damage ≤ 0** → no injury
  
-In other words, **any positive damage** that overcomes Evasion and armor will deal at least **1 HP**, unless reduced to zero or less.+<WRAP tip> 
 +Even 1 point of damage **beyond the target'Evasion** causes at least **Minor Wound**. 
 +</WRAP>
  
-See [[rules:armor]] for how these thresholds are set and modified.+--- 
 + 
 +## ⚙️ 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
  
-===== Damage Types ===== 
 All damage has a **type**, such as: All damage has a **type**, such as:
  
-  * Slashing, Bludgeoning, Piercing +Slashing, Bludgeoning, Piercing   
-  Fire, Cold, Lightning, Acid +Fire, Cold, Lightning, Acid, Poison, Thunder   
-  * Force, Psychic, Radiant, Necrotic+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**:
  
-Some effects or armor may offer **resistance****vulnerability**, or **immunity** to specific types. These adjust the **final damage value**, which is compared to the thresholds.+**1** — Die immediately   
 +**2–3** — Unconscious and dying (you will die in that many rounds if not healed)   
 +**4** — Stabilized at 0 HP
  
-===== Example ===== +---
-Kara strikes a troll and rolls: +
-  * 3d4 (Aspect Dice) → 8 +
-  * 1d8 (weapon damage) → 5   +
-  * Total = 13+
  
-The troll’s **Evasion** is 9so 13 – 9 = **4 damage**.+### 💀 Livebut Scarred
  
-Its thresholds: +You survive at **1 HP**, but suffer a **lasting penalty**, such as:
-  Major = 5 +
-  Severe = 9+
  
-Since 4 < Majorthe troll takes **1 HP** of damage.+- A permanent debility or condition   
 +- A cursed iteminjury, or trauma   
 +- Loss of an ally, limb, or reputation
  
-===== Hit Points & Death ===== +<WRAP tip> 
-Characters start with a small pool of HPusually 5.+If **healing** is applied before the decisionthe character stabilizes and **skips** the death options. 
 +</WRAP>
  
-  * At **0 HP**, a character is unconscious or dying. +---
-  * The GM may call for a Resolve or Fortitude check to resist death. +
-  * Magical healing or stabilization may revive the character before they expire.+
  
-See [[rules:healing]] and [[rules:stress]] for recovery and trauma.+## 📌 Summary Notes
  
-===== Notes ===== +Most hits deal **1–3 HP** depending on damage 
-  * Most characters lose **1–3 HP per hit**. +No need for special “critical hit” rules — big hits naturally escalate damage 
-  No special rules for critical hits—high rolls already translate to stronger impact. +- Evasion and Damage Thresholds come from **Aspects, Armor, and Shield** 
-  * Armor, body type, and Domains may increase or decrease a character’s thresholds. +- Monsters use the same system unless simplified for narrative purposes
-  * Creatures use the same rules, unless simplified for narrative pacing.+
  
 +---