Damage and Conditions

Living the life of an adventurer is dangerous and potentially deadly. There are all sorts of ways to get hurt. Luckily, most adventurers have a few ways to avoid dying and heal more quickly than commoners.

Damage Types

Weapons deal one of the following types of damage.

  • Slashing - Cutting with the edge of a blade.
  • Piercing - Stabbing with a pointed tip.
  • Bludgeoning - Blunt force trauma

Armor

The simplest way to avoid damage (other than not getting into fights) is armor. Wearing armor and helmets grants the owner protection. You can only wear one set of armor and one helmet at a time, but it does not count toward your Encumbrance while you're wearing it.

Armor Rating:

A set of armor's ability is called its Armor Rating. Armor Rating sets the base Threshold for attacks to hit. A successful attack above the Armor Rating deals full damage. A success below the Threshold deals one-half damage.

Further, Armor Rating sets the base Threshold for Athletics, Evade, and Sneaking rolls as well as Spellcasting rolls.

Helmets

Wearing a helmet increases your overall Armor Rating. Helmets can be equipped and dropped as an action. Unfortunately, a helmet's Armor Rating sets the Base Threshold for Awareness and Spot Hidden rolls.

Resistance

Having Resistance to a damage type means that any damage dealt of that type is halved.

Immunity

Having Immunity to a damage type means that any damage of that type is reduced to zero.

Vulnerability

Having Vulnerability to a damage type means that any damage of that type you take is doubled.

Hit Points & Wounds

Your Hit Point maximum is equal to your CON score. Any time you take damage, subtract that amount from your Hit Points. If your Hit Points reach zero, you are considered “Wounded” and bleeding out.

Being Wounded:

When you are wounded, you start a Death Clock. Your Death Clock has a number of ticks equal to your CON Base Talent.

On your turn, if any of the following things happen, your clock ticks down.

  • At the beginning of your turn, remove 1 tick.
  • If you take damage, remove 2 ticks.
  • If you move more than one-half your movement rate, remove 2 ticks.
  • If you take an action, remove 3 ticks.

If your Death Clock loses its last tick, you collapse and die.

First Aid:

If one of your allies is wounded, you may attempt a roll against Healing to stabilize them. Without a healer's kit, this roll is made with Disfavor.
* Success allows your patient to stop removing ticks from their Death Clock, but they remain at 0 HP.

  • Acing the roll allows them to stabilize and regain 1 HP.
  • Rolling a Bullseye stabilizes your patient and allows them to regain d6 HP.
  • Botching the roll removes 2 ticks from their Death Clock.

Wounded but Stable

If you are at 0 HP but Stabilized, taking any more damage makes you Wounded and removes 2 ticks from your death clock.

Conditions

In addition to physical injury, you can also be afflicted with various Conditions. Conditions are unique hindrances that can be temporary or long-term.

Conditions fall into five categories -

  • Sensory Restriction - Effects such as blindness or deafness. These remove or disable one or more of the target's senses.
  • Mobility Restrictions - Effects such as being bound or falling prone. These reduce or remove the target's ability to move.
  • Action Denials - Effects like stunned or paralyzed. These remove the target's ability to act entirely.
  • Damage Over Time - Effects like bleeding or burning. These deal damage at regular intervals until they are removed.
  • Mental States - Effects like fearful or charmed. These conditions affect the way the character behaves.
  • Narrative Conditions - Effects that limit or modify a character's access to abilities or resources such as WP.

Multiple Conditions

A character may suffer from multiple conditions. The effects of each condition compound with each other.

Healing Conditions:

Some conditions are easily removed using an action, even in combat. Others are harder to recover from and need more time or possibly magical healing.

Ignoring a Condition:

You may be able to make a trade with your GM to temporarily ignore a condition. For example, spending SP to ignore the Blinded condition or spending HP to move while suffering the Hamstringed condition.