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rules:damage [2025/06/19 00:10] – 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 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 | ||
- | ===== Armor Thresholds ===== | + | --- |
- | Every character or creature has two **damage thresholds**: | + | |
- | | + | ## 📊 Damage Thresholds and Wounds |
- | * **Severe | + | |
+ | Each character or creature has two **Damage Thresholds**: | ||
+ | |||
+ | - **Serious | ||
+ | - **Critical | ||
Damage is applied as follows: | Damage is applied as follows: | ||
- | * If **damage ≥ Severe | + | - If **damage ≥ Critical |
- | | + | - If **damage ≥ Serious |
- | | + | - If **damage > 0 but < Serious** → **Minor Wound** (lose 1 HP) |
- | | + | - If **damage ≤ 0** → no injury |
- | In other words, **any positive | + | <WRAP tip> |
+ | Even 1 point of damage **beyond the target' | ||
+ | </ | ||
- | See [[rules: | + | --- |
+ | |||
+ | ## ⚙️ 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> | ||
+ | $$ | ||
+ | \text{Serious Threshold} = 5 + \text{Fortitude} + \text{Armor} + \text{Shield} \\\ | ||
+ | \text{Critical Threshold} = 2 × \text{Serious Threshold} | ||
+ | $$ | ||
+ | </ | ||
+ | |||
+ | 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 | ||
- | ===== Damage Types ===== | ||
All damage has a **type**, such as: | All damage has a **type**, such as: | ||
- | * Slashing, Bludgeoning, | + | - Slashing, Bludgeoning, |
- | * 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. | ||
+ | </ | ||
+ | |||
+ | **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 = 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** | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🩸 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 9, so 13 – 9 = **4 damage**. | + | ### 💀 Live, but Scarred |
- | Its thresholds: | + | You survive at **1 HP**, but suffer a **lasting penalty**, such as: |
- | | + | |
- | | + | |
- | Since 4 < Major, the troll takes **1 HP** of damage. | + | - A permanent debility or condition |
+ | - A cursed item, injury, or trauma | ||
+ | - Loss of an ally, limb, or reputation | ||
- | ===== Hit Points & Death ===== | + | <WRAP tip> |
- | Characters start with a small pool of HP, usually 5. | + | If **healing** is applied before the decision, the character stabilizes and **skips** the death options. |
+ | </ | ||
- | * 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: | + | ## 📌 Summary Notes |
- | ===== Notes ===== | + | - Most hits deal **1–3 HP** depending on damage |
- | * Most characters lose **1–3 HP per hit**. | + | - No need for special |
- | | + | - Evasion and Damage Thresholds come from **Aspects, |
- | * Armor, body type, and Domains may increase or decrease a character’s thresholds. | + | - Monsters |
- | * Creatures | + | |
+ | --- | ||