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.
Each character or creature has two Damage Thresholds:
Damage is applied as follows:
Even 1 point of damage beyond the target's Evasion causes at least a Minor Wound.
Consider just making the rule be that you lose 1 HP per Damage Threshold of damage. That is, you would divide the damage you take by your threshold, rounding up, and that's how many HP you lose.
Alternatively have unlimited thresholds, with each threshold being twice the previous one. For example, if your threshold is calculated at 8, then you would take damage like:
For characters, the Serious Threshold is based on:
The Critical Threshold is twice the final Serious Threshold.
$$ \text{Serious Threshold} = 5 + \text{Fortitude} + \text{Armor} + \text{Shield} \\ \text{Critical Threshold} = 2 Γ \text{Serious Threshold} $$
See Armor for more.
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.
All damage has a type, such as:
Force damage does not exist in this system. Treat it as magical Bludgeoning instead.
Resistance, vulnerability, or immunity are applied to the raw damage total β Then compare the result to thresholds.
Example: Kara strikes a troll and rolls:
The trollβs Evasion is 9, so 13 β 9 = 4 raw damage
The trollβs thresholds:
Result: 4 < 5 β Minor Wound β Troll loses 1 HP
Characters usually begin with 5 HP, though some features may modify this.
Each hit causes 1β3 HP loss depending on wound severity. At the beginning of the first turn they are at 0 HP, the player must choose one of the three following options:
Take one final action as if it were a critical success.
Roll 1d4:
You survive at 1 HP, but suffer a lasting penalty, such as:
If healing is applied before the decision, the character stabilizes and skips the death options.