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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 5 to start). Each time they take damage, they lose 1 to 3 HP depending on how severe the hit is.

===== Armor Thresholds ===== Every character or creature has two damage thresholds:

  • Major Threshold – the amount of damage required to inflict a serious wound (2 HP)
  • Severe Threshold – the amount of damage required to inflict a devastating wound (3 HP)

Damage is applied as follows:

  • If damage ≥ Severe Threshold, lose 3 HP
  • If damage ≥ Major Threshold, lose 2 HP
  • If damage > 0 but < Major Threshold, lose 1 HP
  • If damage ≤ 0, lose 0 HP

In other words, any positive damage that overcomes Evasion and armor will deal at least 1 HP, unless reduced to zero or less.

See 🛡️ Using Armor for how these thresholds are set and modified.

===== Damage Types ===== All damage has a type, such as:

  • Slashing, Bludgeoning, Piercing
  • Fire, Cold, Lightning, Acid
  • Force, Psychic, Radiant, Necrotic

Some effects or armor may offer resistance, vulnerability, or immunity to specific types. These adjust the final damage value, which is compared to the thresholds.

===== Example ===== Kara strikes a troll and rolls:

  • 3d4 (Aspect Dice) → 8
  • 1d8 (weapon damage) → 5
  • Total = 13

The troll’s Evasion is 9, so 13 – 9 = 4 damage.

Its thresholds:

  • Major = 5
  • Severe = 9

Since 4 < Major, the troll takes 1 HP of damage.

===== Hit Points & Death ===== Characters start with a small pool of HP, usually 5.

  • At 0 HP, a character is unconscious or dying.
  • The GM may call for a Resolve or Fortitude check to resist death.
  • Magical healing or stabilization may revive the character before they expire.

See healing and 😰 Managing Stress for recovery and trauma.

Notes

  • Most characters lose 1–3 HP per hit.
  • No special rules for critical hits—high rolls already translate to stronger impact.
  • Armor, body type, and Domains may increase or decrease a character’s thresholds.
  • Creatures use the same rules, unless simplified for narrative pacing.