Wounds & Conditions

This page covers damage types, the wound system, healing, death, and all combat conditions.

3.2.0.0 Combat for the core combat system


Damage types

All damage is either physical or magic.

Physical damage - cuts, impacts, and blood loss from normal weapons. Reduced by normal AR.

Magic damage - elemental or magical forces. Reduced by the corresponding AR sub-type:

Sub-typeReduced by
Magic (generic)Magic AR
FireFire AR (and Magic AR)
FrostFrost AR (and Magic AR)
ShockShock AR (and Magic AR)
PoisonPoison AR (and Magic AR)
ShadowNothing

When resolving specific damage types against Resistance or Weakness traits, the more specific trait takes precedence over the generic one.


Hit locations

Determined by the ones digit of the attack roll (or d10, count 10 as 0):

RollLocation
1-5Body
6Right Leg
7Left Leg
8Right Arm
9Left Arm
0Head

Damage is reduced by the AR of the hit location struck, then subtracted from HP.


Wounds

If a single attack deals damage (after AR, including enchantments and poisons) in excess of the character’s Wound Threshold (WT), it causes a wound. Record the damage and hit location, then resolve shock effects and passive effects.

Shock effects

The character must make a Shock Test (Endurance):

Body wound:

  • Lose 1 AP (if none remain, start next Turn with 1 fewer)
  • Fail the shock test: also gain [[Crippled Body Part|Crippled Body]] (Organ Damage)

Limb wound:

Additional effects from magic damage:

  • Fire: Test Ag or gain Burning (1)
  • Frost: Test End or gain Dazed
  • Poison: Lose 1 SP
  • Shock/Magic: Lose MP equal to the damage dealt

Passive effects

After the shock test, the wounded character suffers:

  • -20 to all tests until the wound is fully healed
  • -2 to future initiative rolls
  • 30 seconds (5 rounds) before blood loss drops them to 0 HP

These effects can be removed by first aid (a Survival or Profession [Medicine] test, 1 Turn, requires a healer’s kit) or delayed by magical healing.


Death

At 0 HP, the character falls Unconscious. Each Turn they must pass an Endurance test. Failing a number of tests exceeding their Luck Bonus while unconscious = death. Taking any damage causes the next test to automatically fail.

A character can be stabilized (Survival or Profession [Medicine] test + healer’s kit) or healed above 0 HP to stop testing.


Healing

Natural healing

Characters with no untreated wounds regenerate EB HP per Long Rest. This doubles if the character rests completely or is cared for by another.

Characters cannot heal naturally while they have untreated wounds.

Magical healing

Restores the specified HP instantly. While wounded, magical healing also temporarily removes wound passive effects and forestalls unconsciousness for a number of rounds equal to the HP restored.

Improper healing

If a character heals to full HP while they have an untreated wound, they become Maimed - any crippled body parts from the wound become permanently lost.

Treating wounds

A wound can be treated with a successful Profession [Medicine] test (takes ~1 hour). Once treated, the character can heal naturally again. Treating a crippled body part can only be attempted once per Long Rest. A dramatic failure causes the limb to become Maimed immediately.

If a wound is not treated within EB days, the character becomes Maimed.

Curing wounds

Once a wound is treated, if the character regenerates HP (by any means) equal to or exceeding the damage that caused the wound, the wound and all its effects are removed. Lost limbs cannot be cured this way.


Conditions

Bleeding (X)

Reduce WT by 1. At the end of each Turn, take X damage (bypasses AR/Resistance); then X decreases by 1. Regaining HP reduces X by the total healed (including overheal). Can also be reduced by Profession [Medicine] test + healer’s kit (reduce X by DoS; kit not consumed). At X = 0 the condition is removed. Multiple instances stack (add X values).

Blinded

Cannot see. -30 to tests benefiting from sight. Automatically fail tests relying solely on sight.

Burning (X)

At the end of each Turn, take X fire damage to the affected location (body by default), then X increases by 1. Multiple instances stack. Must pass Willpower -20 to take any action other than extinguishing. To extinguish: 1 AP, Str or Ag test at +20 with -10 per X beyond 1; fall Prone on attempt, lose condition on success.

Chameleon (X)

Sight-based tests to detect this character suffer -X. Only the highest X applies if stacked.

Crippled Body Part

A body part is temporarily useless. Suffers the same penalties as if lost. Multiple instances can affect different locations. Use Lost Eye/Lost Ear for head, Organ Damage for body.

Dazed

Gain 1 fewer AP at the start of each round (minimum 1).

Deafened

Cannot hear. -30 to tests benefiting from hearing. Automatically fail tests relying solely on hearing.

Entangled

-20 to all Combat Style tests. Speed halved (round up).

Fatigued

Accumulated through SP loss. Escalating severity:

LevelNameEffect
1Fatigued-10 to all tests
2Exhausted-20 to all tests
3Drained-30 to all tests
4UnconsciousCharacter falls unconscious
5+DeadCharacter dies

Frenzied

Uncontrollable rage:

  • Must All Out Attack the nearest target each Turn
  • If no target in range, must move toward the nearest one
  • +3 WT, +1 SB, +1 SP (can exceed max)
  • Immune to Stunned, fear, and passive wound effects
  • -20 to all tests not based on Str, Ag, or End
  • Ends when the encounter ends (lose 2 SP) or the character passes Willpower -20 as an action

Hidden

Moving while hidden costs 2 m per 1 m actually traveled; cannot Dash. Enemies cannot defend against the character’s attacks, but attacking immediately ends the condition. Entering line of sight of a new observer requires a Stealth vs Observe test to remain hidden.

Immobilized

Cannot move. May still attack, take other actions, and defend.

Invisible

Cannot be seen. All sight-based detection fails. Attacks against the character are at -30 (if the attacker can guess their position).

Lost Body Part

Permanent loss of a body part. Attacks targeting a fully lost part hit the body instead. Sub-types:

  • Lost Ear - -20 to hearing tests. Both ears lost = permanently Deafened
  • Lost Eye - -20 to sight tests. Both eyes lost = permanently Blinded
  • Lost Foot-Leg - permanently Slowed, -20 to tests requiring two legs. Both legs lost = permanently Immobilized
  • Lost Hand-Arm - cannot use two-handed weapons or shields (if whole arm). -20 to tests requiring two hands. Both hands lost = cannot wield weapons
  • Organ Damage - heal at half speed, reduce SP max and WT by 1

Muffled (X)

Hearing-based tests to detect this character suffer -X. Only the highest X applies.

Paralyzed

Cannot move any body part. May only cast spells not requiring speech or motion.

Prone

Movement costs 2 m per 1 m. -20 to all combat tests. Full armor counts as Partial. Standing up costs half base Speed in movement. If insufficient movement remains, must use Arise.

Restrained

Cannot move, attack, or defend. May only cast spells not requiring motion.

Silenced

Cannot produce sound (though the character believes they are speaking). -20 penalty to spellcasting for being unable to speak. At the start of each round, may test Perception to realize.

Slowed

Speed halved (round up).

Stunned

Immediately lose all remaining AP. Do not regain AP at the start of each round while stunned.

Unconscious

Knocked out. Falls Prone. May not take any actions. Gaining a level of fatigue while unconscious causes death.

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