**This is an old revision of the document!**
Applying Damage
Damage in this system is simple, fast, and brutal. Most characters only have a handful of Hit Points (usually starting at 5). When damage is dealt, the result is compared against the defender’s Armor Thresholds to determine how many Hit Points are lost.
===== Armor Thresholds ===== Each character or creature has two thresholds that define how much incoming damage causes a greater wound:
- Light Threshold – If damage meets or exceeds this, take 1 HP.
- Heavy Threshold – If damage meets or exceeds this, take 2 HP.
- If damage is greater than double the Heavy Threshold, take 3 HP.
If damage is below the Light Threshold, the target takes no HP loss — the armor absorbs the blow.
These thresholds are set by the character's worn armor or magical protection. See 🛡️ Using Armor for more.
===== Damage Types ===== Different sources of damage have types, such as:
- Slashing
- Bludgeoning
- Piercing
- Fire
- Cold
- Lightning
- Acid
- Force
- Psychic
- Necrotic
- Radiant
Armor and abilities may offer resistance, vulnerability, or immunity to certain types. The GM determines how these affect threshold comparisons or HP loss.
===== Example ===== Kara strikes a goblin with her axe. She rolls:
- 3d4 (Aspect Dice) → 7
- 1d8 (damage die) → 5
- Total = 12
The goblin has:
- Evasion = 9 → 12 – 9 = 3 damage
- Armor Thresholds: Light = 2, Heavy = 4
Because 3 ≥ Light but < Heavy, the goblin takes 1 HP.
===== Critical Hits? ===== This system does not currently use critical hits.
Large dice pools and high rolls are already reflected in the damage output and HP loss. Optional rule variants may later allow for “crushing blows” or special effects at 3 HP loss or on max rolls.
===== Death & Zero HP ===== When a character reaches 0 HP:
- They are downed and likely unconscious or dying.
- The GM may call for a check (like Fortitude or Resolve) to cling to life.
- Healing or aid may restore them before they die outright.
More details: see healing and 😰 Managing Stress.
===== Healing & Recovery ===== Damage can be healed using abilities, spells, or rest. See Resting for how HP is recovered during different types of rests.
Notes
- The GM may reduce thresholds based on called shots, environmental hazards, or vulnerabilities.
- Monsters and NPCs use the same rules, unless simplified for speed.