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| rules:damage [2025/06/19 00:02] – Ron Helwig | rules:damage [2025/08/18 08:16] (current) – Ron Helwig | ||
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| - | ====== | + | # 💥 Applying Damage |
| - | Damage in this system | + | This system |
| + | Instead of tracking large pools of HP, each character has only a few Hit Points (typically around | ||
| - | ===== Armor Thresholds ===== | + | --- |
| - | Each character or creature has two thresholds that define how much incoming damage causes a greater wound: | + | |
| - | * **Light Threshold** – If damage meets or exceeds this, take 1 HP. | + | ## 📊 Damage Thresholds and Wounds |
| - | * **Heavy Threshold** – If damage meets or exceeds this, take 2 HP. | + | |
| - | * If damage is **greater than double** the Heavy Threshold, take 3 HP. | + | |
| - | If damage is **below the Light Threshold**, the target takes **no HP loss** — the armor absorbs the blow. | + | Each character or creature has two **Damage Thresholds**: |
| - | These thresholds are set by the character' | + | - **Serious Threshold** — the amount of damage needed to inflict a **Serious Wound** (2 HP) |
| + | - **Critical Threshold** — exactly **twice** the Serious Threshold — inflicts a **Critical Wound** (3 HP) | ||
| - | ===== Damage | + | Damage |
| - | Different sources of damage have **types**, such as: | + | |
| - | | + | - If **damage ≥ Critical Threshold** → **Critical Wound** (lose 3 HP) |
| - | | + | - If **damage ≥ Serious Threshold but < Critical** → **Serious Wound** (lose 2 HP) |
| - | | + | - If **damage > 0 but < Serious** → **Minor Wound** (lose 1 HP) |
| - | | + | - If **damage ≤ 0** → no injury |
| - | | + | |
| - | | + | |
| - | | + | |
| - | | + | |
| - | * Psychic | + | |
| - | * Necrotic | + | |
| - | * Radiant | + | |
| - | Armor and abilities may offer **resistance**, **vulnerability**, or **immunity** to certain types. The GM determines how these affect threshold comparisons or HP loss. | + | <WRAP tip> |
| + | Even 1 point of damage | ||
| + | </ | ||
| - | ===== Example ===== | + | <WRAP todo> |
| - | Kara strikes a goblin with her axe. She rolls: | + | Consider just making the rule be that you lose 1 HP per Damage Threshold of damage. That is, you would divide the damage |
| - | * 3d4 (Aspect Dice) → 7 | + | |
| - | * 1d8 (damage | + | |
| - | * Total = 12 | + | |
| - | The goblin has: | + | 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: \\\ |
| - | * Evasion = 9 → 12 – 9 = **3 damage** | + | - damage is 1-8 → lose 1HP |
| - | * Armor Thresholds: Light = 2, Heavy = 4 | + | - damage is 9-16 → lose 2HP |
| + | - damage | ||
| + | - damage is 33-64 → lose 4HP | ||
| + | - etc. | ||
| - | Because 3 ≥ Light but < Heavy, the goblin takes **1 HP**. | + | </WRAP> |
| - | ===== Critical Hits? ===== | + | --- |
| - | This system does **not** currently use critical hits. | + | |
| - | Large dice pools and high rolls are already reflected in the damage output and HP loss. Optional rule variants may later allow for “crushing blows” or special effects at 3 HP loss or on max rolls. | + | ## ⚙️ Setting Thresholds |
| - | ===== Death & Zero HP ===== | + | For characters, the **Serious Threshold** is based on: |
| - | When a character reaches 0 HP: | + | |
| - | | + | |
| - | | + | |
| - | | + | |
| - | More details: see [[rules: | + | - A **base of 5** |
| + | - Plus **Fortitude** | ||
| + | - Plus **Armor** bonus | ||
| + | - Plus **Shield** bonus (if equipped) | ||
| - | ===== Healing & Recovery ===== | + | The **Critical Threshold** |
| - | Damage can be healed using abilities, spells, or rest. See [[rules: | + | |
| - | ===== Notes ===== | + | <WRAP info> |
| - | * The GM may reduce thresholds based on called shots, environmental hazards, or vulnerabilities. | + | $$ |
| - | * Monsters | + | \text{Serious Threshold} |
| + | \text{Critical Threshold} | ||
| + | $$ | ||
| + | </ | ||
| + | |||
| + | See [[rules: | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 💔 Wound Severity Summary | ||
| + | |||
| + | | Wound Type | HP Lost | Description | ||
| + | |------------|---------|-------------------------------------| | ||
| + | | Minor | 1 HP | A glancing or shallow hit | | ||
| + | | Serious | ||
| + | | Critical | ||
| + | |||
| + | 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, | ||
| + | - Fire, Cold, Lightning, Acid, Poison, Thunder | ||
| + | - Psychic, Radiant, Necrotic | ||
| + | |||
| + | <WRAP tip> | ||
| + | Force damage does **not exist** in this system. Treat it as **magical Bludgeoning** instead. | ||
| + | </ | ||
| + | |||
| + | **Resistance**, | ||
| + | → Then compare the result to thresholds. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🧪 Example: Damage vs Thresholds | ||
| + | |||
| + | <WRAP notice> | ||
| + | **Example: | ||
| + | Kara strikes a troll and rolls: | ||
| + | - 3d4 (Aspect Dice) → 8 | ||
| + | - 1d8 (weapon die) → 5 | ||
| + | **Total | ||
| + | |||
| + | The troll’s Evasion is 9, so 13 – 9 = **4 raw damage** | ||
| + | |||
| + | The troll’s thresholds: | ||
| + | - Serious | ||
| + | - Critical | ||
| + | |||
| + | **Result:** 4 < 5 → Minor Wound → Troll loses **1 HP** | ||
| + | </ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🩸 Hit Points and Dying | ||
| + | |||
| + | Characters usually begin with **5 HP**, though some features | ||
| + | |||
| + | Each hit causes **1–3 HP** loss depending | ||
| + | At the beginning of the first turn they are at **0 HP**, the player must choose one of the three following options: | ||
| + | |||
| + | --- | ||
| + | |||
| + | ### 🔥 Blaze of Glory | ||
| + | |||
| + | Take **one final action** as if it were a **critical success**. | ||
| + | - Deal **maximum possible damage** | ||
| + | - Afterward, the character **dies heroically** | ||
| + | |||
| + | --- | ||
| + | |||
| + | ### 🎲 Risk Fate | ||
| + | |||
| + | Roll **1d4**: | ||
| + | |||
| + | - **1** — Die immediately | ||
| + | - **2–3** — Unconscious and dying (you will die in that many rounds if not healed) | ||
| + | - **4** — Stabilized at 0 HP | ||
| + | |||
| + | --- | ||
| + | |||
| + | ### 💀 Live, but Scarred | ||
| + | |||
| + | You survive at **1 HP**, but suffer a **lasting penalty**, such as: | ||
| + | |||
| + | - A permanent debility | ||
| + | - A cursed item, injury, or trauma | ||
| + | - Loss of an ally, limb, or reputation | ||
| + | |||
| + | <WRAP tip> | ||
| + | If **healing** is applied before the decision, the character stabilizes | ||
| + | </ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 📌 Summary Notes | ||
| + | |||
| + | - Most hits deal **1–3 HP** depending on damage | ||
| + | - No need for special “critical hit” | ||
| + | - Evasion and Damage Thresholds come from **Aspects, Armor, and Shield** | ||
| + | - Monsters use the same system | ||
| + | |||
| + | --- | ||
