**This is an old revision of the document!**
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.
TODO: revisit this and see if we can improve the death mechanics options.
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 or evasion.
- Creatures use the same rules, unless simplified for narrative pacing.