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rules:damage [2025/06/28 19:40] – 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. | 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. | 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. | ||
- | ## Damage Thresholds and Wounds | + | --- |
+ | |||
+ | ## 📊 Damage Thresholds and Wounds | ||
Each character or creature has two **Damage Thresholds**: | Each character or creature has two **Damage Thresholds**: | ||
- **Serious Threshold** — the amount of damage needed to inflict a **Serious Wound** (2 HP) | - **Serious Threshold** — the amount of damage needed to inflict a **Serious Wound** (2 HP) | ||
- | - **Critical Threshold** — the amount of damage needed to inflict | + | - **Critical Threshold** — exactly **twice** |
Damage is applied as follows: | Damage is applied as follows: | ||
- | - If **damage ≥ Critical Threshold**, you suffer a **Critical Wound** (lose 3 HP) | + | - If **damage ≥ Critical Threshold** |
- | - If **damage ≥ Serious Threshold but < Critical | + | - If **damage ≥ Serious Threshold but < Critical** |
- | - If **damage > 0 but < Serious | + | - If **damage > 0 but < Serious** |
- | - If **damage ≤ 0**, you take **no damage** | + | - If **damage ≤ 0** → no injury |
- | In other words, **any positive | + | <WRAP tip> |
- | + | Even 1 point of damage **beyond the target' | |
- | See [Armor](./armor) for how thresholds are set and modified. | + | </WRAP> |
--- | --- | ||
- | ## Wound Severity Summary | + | ## ⚙️ 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: | ||
+ | |||
+ | --- | ||
- | These terms are used throughout the rules: | + | ## 💔 Wound Severity Summary |
| Wound Type | HP Lost | Description | | Wound Type | HP Lost | Description | ||
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| Critical | | Critical | ||
- | Some features or effects trigger when you deal or suffer | + | Some features or effects trigger when you **deal or suffer** |
--- | --- | ||
- | ## Damage Types | + | ## ☠️ |
All damage has a **type**, such as: | All damage has a **type**, such as: | ||
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- Slashing, Bludgeoning, | - Slashing, Bludgeoning, | ||
- Fire, Cold, Lightning, Acid, Poison, Thunder | - Fire, Cold, Lightning, Acid, Poison, Thunder | ||
- | - Psychic, Radiant, Necrotic | + | - Psychic, Radiant, Necrotic |
- | **Force damage | + | <WRAP tip> |
+ | Force damage | ||
+ | </ | ||
- | Some effects or armor may provide | + | **Resistance**, **vulnerability**, |
+ | → Then compare the result | ||
--- | --- | ||
- | ## Example | + | ## 🧪 Example: |
- | + | ||
- | Kara strikes a troll and rolls: | + | |
+ | <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** |
- | The troll’s thresholds: | + | The troll’s thresholds: |
- Serious = 5 | - Serious = 5 | ||
- | - Critical = 9 | + | - Critical = 10 |
- | Since 4 < Serious, the troll suffers a **Minor Wound** and loses **1 HP**. | + | **Result:** 4 < 5 → Minor Wound → Troll loses **1 HP** |
+ | </ | ||
--- | --- | ||
- | ## Hit Points and Death | + | ## 🩸 Hit Points and Dying |
- | Characters begin with a small HP pool, usually around 5. | + | Characters |
- | Each hit causes 1 to 3 HP loss based on wound severity. | + | |
- | When a character reaches | + | Each hit causes |
- | The player chooses | + | At the beginning of the first turn they are at **0 HP**, the player must choose one of the three following |
--- | --- | ||
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### 🔥 Blaze of Glory | ### 🔥 Blaze of Glory | ||
- | > *Use this when you want to go out with impact.* | + | Take **one final action** as if it were a **critical |
- | + | - Deal **maximum possible | |
- | Take **one final action** as if it were a **complete | + | - Afterward, the character **dies heroically** |
- | If it causes damage, use the **maximum possible | + | |
- | After the action, the character **dies heroically**. | + | |
--- | --- | ||
### 🎲 Risk Fate | ### 🎲 Risk Fate | ||
- | |||
- | > *Use when you're feeling lucky.* | ||
Roll **1d4**: | Roll **1d4**: | ||
- | - **1** — You **die immediately** | + | - **1** — Die immediately |
- | - **2–3** — You are **unconscious | + | - **2–3** — Unconscious |
- | - **4** — You are **stabilized** | + | - **4** — Stabilized |
--- | --- | ||
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### 💀 Live, but Scarred | ### 💀 Live, but Scarred | ||
- | > *Use this when survival matters — but not for free.* | + | You survive at **1 HP**, but suffer a **lasting penalty**, such as: |
- | Survive at **1 HP**, but gain a **lasting penalty**, such as: | + | - A permanent debility |
- | - A permanent debility | + | - A cursed item, injury, |
- | - A lingering | + | - Loss of an ally, limb, or reputation |
- | - Loss of a valued item or relationship | + | |
- | If **healing** is applied | + | <WRAP tip> |
+ | If **healing** is applied before | ||
+ | </ | ||
--- | --- | ||
- | ## Notes | + | ## 📌 Summary |
- | - Most characters lose **1–3 HP per hit** | + | - Most hits deal **1–3 HP** depending on damage |
- | - No special | + | - No need for special |
- | - **Armor**, **Body Type**, and **Domain Features** can adjust Evasion and thresholds | + | - Evasion and Damage Thresholds come from **Aspects, |
- | - **Monsters | + | - Monsters use the same system |
+ | --- | ||