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rules:damage [2025/06/28 19:40] 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.   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 a **Critical Wound** (3 HP)+- **Critical Threshold** — exactly **twice** the Serious Threshold — inflicts a **Critical Wound** (3 HP)
  
 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** → **Critical Wound** (lose 3 HP)   
-- If **damage ≥ Serious Threshold but < Critical Threshold**, you suffer a **Serious Wound** (lose 2 HP)   +- If **damage ≥ Serious Threshold but < Critical** → **Serious Wound** (lose 2 HP)   
-- If **damage > 0 but < Serious Threshold**, you suffer a **Minor Wound** (lose 1 HP)   +- If **damage > 0 but < Serious** → **Minor Wound** (lose 1 HP)   
-- If **damage ≤ 0**, you take **no damage**+- If **damage ≤ 0** → no injury
  
-In other words, **any positive damage** that gets through Evasion and armor deals **at least 1 HP**. +<WRAP tip> 
- +Even 1 point of damage **beyond the target'Evasion** causes at least a **Minor Wound**. 
-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> 
 +$$ 
 +\text{Serious Threshold} = 5 + \text{Fortitude} + \text{Armor} + \text{Shield} \\\  
 +\text{Critical Threshold} = 2 × \text{Serious Threshold} 
 +$$ 
 +</WRAP> 
 + 
 +See [[rules:armor|Armor]] for more. 
 + 
 +---
  
-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   | 3 HP    | A devastating or near-fatal blow    | | Critical   | 3 HP    | A devastating or near-fatal blow    |
  
-Some features or effects trigger when you deal or suffer **Serious** or **Critical Wound**.+Some features or effects trigger when you **deal or suffer** Serious or Critical Wound.
  
 --- ---
  
-## Damage Types+## ☠️ Damage Types
  
 All damage has a **type**, such as: All damage has a **type**, such as:
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 - 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**, and apply any relevant resistances or immunities.+<WRAP tip> 
 +Force damage does **not exist** in this system. Treat it as **magical Bludgeoning** instead. 
 +</WRAP>
  
-Some effects or armor may provide **resistance**, **vulnerability**, or **immunity** to specific damage types. These apply to 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 +## 🧪 Example: Damage vs Thresholds
- +
-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 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**
  
-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** 
 +</WRAP>
  
 --- ---
  
-## Hit Points and Death+## 🩸 Hit Points and Dying
  
-Characters begin with a small HP poolusually around 5.   +Characters usually begin with **5 HP**though some features may modify this.
-Each hit causes 1 to 3 HP loss based on wound severity.+
  
-When a character reaches **HP**, they are in immediate danger.   +Each hit causes **1–3 HP** loss depending on wound severity.   
-The player chooses **one** of the following:+At the beginning of the first turn they are at **0 HP**, the player must choose one of the three following options:
  
 --- ---
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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 success**.   
- +- Deal **maximum possible damage**   
-Take **one final action** as if it were a **complete success**.   +- Afterward, the character **dies heroically**
-If it causes damage, use the **maximum possible value** — no roll needed.   +
-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 and dying**. You will die in that many rounds unless stabilized.   +- **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
  
 --- ---
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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 or condition   
-- A permanent debility (e.g., disadvantage with an Aspect) +- A cursed item, injury, or trauma   
-- A lingering injury, trauma, or cursed scar +- Loss of an ally, limb, or reputation
-- Loss of a valued item or relationship+
  
-If **healing** is applied **before** this decision is made, the character is stabilized and skips the death options.+<WRAP tip> 
 +If **healing** is applied before the decision, the character stabilizes and **skips** the death options. 
 +</WRAP>
  
 --- ---
  
-## Notes+## 📌 Summary Notes
  
-- Most characters lose **1–3 HP per hit**   +- Most hits deal **1–3 HP** depending on damage 
-- No special rules for critical hits — high rolls naturally deal higher damage   +- No need for special critical hit” rules — big hits naturally escalate damage 
-- **Armor**, **Body Type**, and **Domain Features** can adjust Evasion and thresholds   +Evasion and Damage Thresholds come from **Aspects, Armor, and Shield** 
-**Monsters and NPCs** use the same damage rules unless simplified for narrative pacing+- Monsters use the same system unless simplified for narrative purposes
  
 +---