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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 β€ 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 trollβs Evasion is 9, so 13 β 9 = 4 damage.
The trollβs 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:
π₯ 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.
π² Risk Fate
Use when you're feeling lucky.
Roll 1d4:
- 1 β You die immediately
- 2β3 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)
π 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 1β3 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