Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:damage [2025/06/22 20:06] Ron Helwigrules:damage [2025/07/10 22:59] (current) Ron Helwig
Line 1: Line 1:
 << 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 about 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**:+## 📊 Damage Thresholds and Wounds
  
-- **Major Threshold** – the amount of damage required to inflict a serious wound (2 HP) +Each character or creature has two **Damage Thresholds**: 
-- **Severe Threshold** – the amount of damage required to inflict devastating wound (3 HP)+ 
 +- **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 but < Severe 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 [Armor](./armor) for how these thresholds are set and modified.+---
  
-## Damage Types+## ⚙️ 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: All damage has a **type**, such as:
Line 29: Line 68:
 - Slashing, Bludgeoning, Piercing   - Slashing, Bludgeoning, Piercing  
 - Fire, Cold, Lightning, Acid, Poison, Thunder   - Fire, Cold, Lightning, Acid, Poison, Thunder  
-- Psychic, Radiant, Necrotic  +- Psychic, Radiant, Necrotic
  
-**Force damage is not used** in this system. Treat it as **magical Bludgeoning**, affected by Bludgeoning resistance or immunity.+<WRAP tip> 
 +Force damage does **not exist** in this system. Treat it as **magical Bludgeoning** instead. 
 +</WRAP>
  
-Some effects or armor may offer **resistance**, **vulnerability**, or **immunity** to specific types. These adjust the **final damage value**, which is then compared to the thresholds.+**Resistance**, **vulnerability**, or **immunity** are applied to the **raw damage total**   
 +→ Then compare the result to thresholds.
  
-## Example+---
  
-Kara strikes a troll and rolls:+## 🧪 Example: Damage vs Thresholds 
 + 
 +<WRAP notice> 
 +**Example:**   
 +Kara strikes a troll and rolls:  
 - 3d4 (Aspect Dice) → 8   - 3d4 (Aspect Dice) → 8  
-- 1d8 (weapon damage) → 5   +- 1d8 (weapon die) → 5   
-**Total = 13**+**Total = 13**
  
-The troll’s **Evasion** is 9, so 13 – 9 = **4 damage**.+The troll’s Evasion is 9, so 13 – 9 = **4 raw damage**
  
-Its thresholds: +The troll’s thresholds:   
-Major = 5 +Serious = 5   
-Severe 9+Critical 10
  
-Since 4 < Major, the troll takes **1 HP** of damage.+**Result:** 4 < 5 → Minor Wound → Troll loses **1 HP** 
 +</WRAP>
  
-## Hit Points & Death+---
  
-Characters begin with a small HP pool, usually 5. Each damaging hit causes 1 to 3 HP loss based on severity.+## 🩸 Hit Points and Dying
  
-When a character reaches **HP**, they are in immediate danger. The player chooses one of the following:+Characters usually begin with **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 ### 🔥 Blaze of Glory
-Take **one final action** as if it were a **complete success**. If the action causes damage, that damage is the maximum value - no roll needed. 
-After the action, the character **dies heroically**. No roll. No save. 
  
-*Use when you want to go out with impact.*+Take **one final action** as if it were a **critical success**.   
 +- Deal **maximum possible damage**   
 +- Afterward, the character **dies heroically** 
 + 
 +---
  
 ### 🎲 Risk Fate ### 🎲 Risk Fate
 +
 Roll **1d4**: Roll **1d4**:
  
-- **1** — You **die immediately**. +- **1** — Die immediately   
-- **2–3** — You are **unconscious**, dying and in need of stabilization. You will die if not stabilized within the number of rounds you rolled. +- **2–3** — Unconscious and dying (you will die in that many rounds if not healed)   
-- **4** — You are **stabilized** at 0 HP (not dying).+- **4** — Stabilized at 0 HP
  
-*Use when you’re feeling lucky.*+---
  
 ### 💀 Live, but Scarred ### 💀 Live, but Scarred
-Survive at **1 HP**, but gain a **lasting penalty**, such as: 
-- A permanent debility (disadvantage with an Aspect) 
-- A serious wound or trauma 
-- A permanent scar, lost item, or personal cost 
  
-*Use when survival matters most — but not for free.*+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>
  
-If healing magic is applied **before** the player makes a choice, the character is saved and skips this step.+---
  
-See [Healing](./healing) and [Stress](./stress) for more on recovery and trauma.+## 📌 Summary Notes
  
-## 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
  
-Most characters lose **1–3 HP per hit** +---
-No special rules for critical hits — high rolls already yield bigger damage +
-Armor, body type, and Domain features may raise or lower Evasion or thresholds +
-- Monsters and NPCs use the same rules unless dramatically simplified+