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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 about 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 β‰₯ Severe Threshold, lose 3 HP
  • If damage β‰₯ Major Threshold but < Severe 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 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, Poison, Thunder
  • Psychic, Radiant, Necrotic

Force damage is not used in this system. Treat it as magical Bludgeoning, affected by Bludgeoning resistance or immunity.

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

Example

Kara strikes a troll and rolls:

  • 3d4 (Aspect Dice) β†’ 8
  • 1d8 (weapon damage) β†’ 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 begin with a small HP pool, usually 5. Each damaging hit causes 1 to 3 HP loss based on severity.

When a character reaches 0 HP, they are in immediate danger. The player chooses one of the following:

πŸ”₯ Blaze of Glory

Take one final action as if it were a complete success. If the action causes damage, that damage is the maximum value - no roll needed. After the action, the character dies heroically. No roll. No save.

Use when you want to go out with impact.

🎲 Risk Fate

Roll 1d4:

  • 1 β€” You die immediately.
  • 2–3 β€” You are unconscious, dying and in need of stabilization. You will die if not stabilized within the number of rounds you rolled.
  • 4 β€” You are stabilized at 0 HP (not dying).

Use when you’re feeling lucky.

πŸ’€ Live, but Scarred

Survive at 1 HP, but gain a lasting penalty, such as:

  • A permanent debility (disadvantage with an Aspect)
  • A serious wound or trauma
  • A permanent scar, lost item, or personal cost

Use when survival matters most β€” but not for free.

If healing magic is applied before the player makes a choice, the character is saved and skips this step.

See Healing and Stress for more on recovery and trauma.

Notes

  • Most characters lose 1–3 HP per hit
  • No special rules for critical hits β€” high rolls already yield bigger damage
  • Armor, body type, and Domain features may raise or lower Evasion or thresholds
  • Monsters and NPCs use the same rules unless dramatically simplified