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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 around 5). Each time they take damage, they lose 1 to 3 HP, depending on how hard they were hit.

Damage Thresholds and Wounds

Each character or creature has two Damage Thresholds:

  • Serious Threshold β€” the amount of damage needed to inflict a Serious Wound (2 HP)
  • Critical Threshold β€” the amount of damage needed to inflict a Critical Wound (3 HP)

Damage is applied as follows:

  • If damage β‰₯ Critical Threshold, you suffer a Critical Wound (lose 3 HP)
  • If damage β‰₯ Serious Threshold but < Critical Threshold, you suffer a Serious Wound (lose 2 HP)
  • If damage > 0 but < Serious Threshold, you suffer a Minor Wound (lose 1 HP)
  • If damage ≀ 0, you take no damage

In other words, any positive damage that gets through Evasion and armor deals at least 1 HP.

See Armor for how thresholds are set and modified.


Wound Severity Summary

These terms are used throughout the rules:

Wound Type HP Lost Description
Minor 1 HP A glancing or shallow hit
Serious 2 HP A solid, painful injury
Critical 3 HP A devastating or near-fatal blow

Some features or effects trigger when you deal or suffer a Serious or Critical Wound.


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, and apply any relevant resistances or immunities.

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.


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.

The troll’s thresholds:

  • Serious = 5
  • Critical = 9

Since 4 < Serious, the troll suffers a Minor Wound and loses 1 HP.


Hit Points and Death

Characters begin with a small HP pool, usually around 5. Each hit causes 1 to 3 HP loss based on wound severity.

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


πŸ”₯ Blaze of Glory

Use this when you want to go out with impact.

Take one final action as if it were a complete success. If it causes damage, use the maximum possible value β€” no roll needed. After the action, the character dies heroically.


🎲 Risk Fate

Use when you're feeling lucky.

Roll 1d4:

  • 1 β€” You die immediately
  • 2–3 β€” You are unconscious and dying. You will die in that many rounds unless stabilized.
  • 4 β€” You are stabilized at 0 HP (not dying)

πŸ’€ Live, but Scarred

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

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

  • A permanent debility (e.g., disadvantage with an Aspect)
  • A lingering injury, trauma, or cursed scar
  • 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.


Notes

  • Most characters lose 1–3 HP per hit
  • No special rules for critical hits β€” high rolls naturally deal higher damage
  • Armor, Body Type, and Domain Features can adjust Evasion and thresholds
  • Monsters and NPCs use the same damage rules unless simplified for narrative pacing