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rules:damage [2025/06/22 20:06] – Ron Helwig | rules:damage [2025/07/10 22:59] (current) – Ron Helwig | ||
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<< rules: | << rules: | ||
- | # 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 | + | 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 |
- | - **Major Threshold** | + | Each character or creature has two **Damage Thresholds**: |
- | - **Severe | + | |
+ | - **Serious | ||
+ | - **Critical | ||
Damage is applied as follows: | Damage is applied as follows: | ||
- | - If **damage ≥ Severe | + | - If **damage ≥ Critical |
- | - If **damage ≥ Major Threshold but < Severe Threshold**, lose **2 HP** | + | - If **damage ≥ Serious |
- | - 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 | + | <WRAP tip> |
+ | Even 1 point of damage **beyond the target' | ||
+ | </ | ||
- | See [Armor](./ | + | --- |
- | ## 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> | ||
+ | $$ | ||
+ | \text{Serious Threshold} = 5 + \text{Fortitude} + \text{Armor} + \text{Shield} \\\ | ||
+ | \text{Critical Threshold} = 2 × \text{Serious Threshold} | ||
+ | $$ | ||
+ | </ | ||
+ | |||
+ | 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. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## ☠️ | ||
All damage has a **type**, such as: | All damage has a **type**, such as: | ||
Line 29: | Line 68: | ||
- Slashing, Bludgeoning, | - Slashing, Bludgeoning, | ||
- 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** | ||
+ | </ | ||
- | Some effects or armor may offer **resistance**, **vulnerability**, | + | **Resistance**, **vulnerability**, |
+ | → Then compare the result | ||
- | ## 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 | + | - 1d8 (weapon |
- | - **Total = 13** | + | **Total = 13** |
- | The troll’s | + | The troll’s Evasion is 9, so 13 – 9 = **4 raw damage** |
- | Its thresholds: | + | The troll’s |
- | - Major = 5 | + | - Serious |
- | - Severe | + | - Critical |
- | Since 4 < Major, the troll takes **1 HP** of damage. | + | **Result: |
+ | </ | ||
- | ## 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 | + | 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 | ||
+ | |||
+ | --- | ||
### 🔥 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**, | + | - **2–3** — Unconscious and dying (you will die in that many rounds |
- | - **4** — You are **stabilized** | + | - **4** — Stabilized |
- | *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. | ||
+ | </ | ||
- | If healing magic is applied **before** the player makes a choice, the character is saved and skips this step. | + | --- |
- | See [Healing](./ | + | ## 📌 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 | + | |