During the course of the players’ adventures, it is very likely that they will suffer injury of some kind. The following sections explain how to handle damage, fatigue, wounds, and death.
Damage & Hit Locations
Damage & Hit Locations
Damage represents the ability of an attack to harm a character. Attacks against a character always strike a particular hit location (determined by the 1s digit of the attack roll, or a d10 counting 10 as 0), and the damage of that attack is reduced by the Armor Rating (AR) of that hit location. The characters Hit Points (HP) are then reduced by the remaining amount.
Result Location Hit 1-5 Body 6 Right Leg 7 Left Leg 8 Right Arm 9 Left Arm 0 Head Damage Types
The above rules hold true for all physical attacks and physical armor. However, some attacks and effects can deal other types of damage that can only be resisted with certain types of armor. Broadly, damage can be divided into two overall types
Physical Damage
Physical Damage
Physical damage represents physical cuts, jabs, and blows that harm a character through force of impact or blood loss (or both). All normal weapons deal physical damage, and physical damage is reduced by normal AR.
Link to originalMagic Damage
Magic Damage
Magic damage represents damage dealt by magical or elemental forces, such as burns from a fire ball spell. Poison is included in this category, though it is not always magical. There are sub-types of magic damage, each reduced by a corresponding armor type (and also reduced by generic magic AR).
Magic Damage Types
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Sub-Type Armor Type (Any) Magic AR Magic Magic AR Fire Fire AR Frost Frost AR Shock Shock AR Poison Poison AR Shadow - Resolving Magic Damage vs Specific Damage
When resolving specific damage types against resistance or weakness traits, the more specific value for the trait takes precedence.
Example
Jefe (pronounced “Geoff”) of the imperial guard is fending off a horde of zombies as they fall upon the city gates. Zombies have Resistance (Magic, 1) and Weakness (Fire, 3). Jefe successfully casts Fire Bolt and rolls 5 for damage. When the spell affects the zombie, the Weakness (Fire, 3) trait is applied to the damage without applying the resistance to magic resulting in a total of 8 fire damage being applied.
Death
Link to originalDeath
If a character is reduced to 0 Health Points remaining then they fall Unconscious. A character who is unconscious at 0 HP must pass an Endurance test on their turn. If they fail a number of tests in excess of their Luck bonus while unconscious, then they die. Taking damage at least once causes the character to fail the next test. If an effect would Stabilize them (this can be done with a Survival (Skill) or Profession [Medicine] skill test and a healer’s kit) or bring them above 0 HP, then they stop testing.
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Wounds
Wounds
Wounds represent devastating injuries caused by more damaging attacks, and not just simple cuts and bruises. If a character ever takes damage from a single attack (including enchantments and/or poisons) in excess of their Wound Threshold (WT), then they take a wound. Record the amount of damage and hit location, then follow these steps:
If you’re using the alternate ruleset for AP refreshing, modify the text in the body Wounds from “they begin the next round with one less” to “they begin their next Turn with one less”.
Link to originalShock Effects
Shock Effects
First, the character must make a special Endurance test known as a Shock Test, which represents how well the character fares against the initial effects.
- If the wound is to the body, the character loses an action point. If they have none remaining, they begin their next turn with one less. If they fail the shock test then they also suffer the crippled body condition.
- If the wound is to a limb then the character suffers the crippled limb condition (blows to the head instead stun for 1 round). If they fail the shock test then they also suffer the lost limb condition (lost ear or lost eye for the head). If the wound was caused by Magic Damage, the following applies:
- If the wound is from Fire Damage, the character also must pass an Agility test or gain the Burning (1) condition.
- If the wound is from frost, the character also must pass a Endurance test or gain the Dazed condition
- If the wound is from Poison Damage, the character loses a Stamina point.
- If the wound is from shock or magic damage, the character also loses Magicka Points equal to the damage inflicted.
Optional Rule Note: Turn-based AP Refreshing
Link to originalCircular transclusion detected: rules/optional-rules/turn-based-ap-refreshing
Passive Effects
After the shock test has been resolved, the character suffers a -20 to all tests and a -2 to future initiative rolls until the wound is fully healed. The character has 30 seconds (5 Rounds) before they drop to 0 HP through blood loss. (At 0 HP, see Death) These effects can be removed by first aid (a Survival (Skill) or Profession [Medicine] skill test must be performed, which takes 1 Turn and requires a healer’s kit or other supplies), or delayed with magical Healing (see below).
Optional Rule: Alternate Wounds
Link to originalIf your group prefers less bookkeeping and a more forgiving experience, you can use this rule instead of the standard rules for Wounds: Instead of a character taking a Wound when they take damage in excess of their WT, they take a wound if they ever take damage from a Critical Success on an attack or if an attack reduces them to 0 Health Points.
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Healing
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Conditions
Transclude of conditions