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| rules:damage [2025/06/19 00:10] – Ron Helwig | rules:damage [2025/08/18 08:16] (current) – Ron Helwig | ||
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| - | ====== | + | # 💥 Applying Damage |
| - | 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 5 to start). Each time they take damage, they lose 1 to 3 HP depending on how severe the hit is. | + | 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 | ||
| - | ===== Armor Thresholds ===== | + | --- |
| - | Every character or creature has two **damage thresholds**: | + | |
| - | | + | ## 📊 Damage Thresholds and Wounds |
| - | * **Severe | + | |
| + | Each character or creature has two **Damage Thresholds**: | ||
| + | |||
| + | - **Serious | ||
| + | - **Critical | ||
| Damage is applied as follows: | Damage is applied as follows: | ||
| - | * If **damage ≥ Severe | + | - If **damage ≥ Critical |
| - | | + | - If **damage ≥ Serious |
| - | | + | - If **damage > 0 but < Serious** → **Minor Wound** (lose 1 HP) |
| - | | + | - If **damage ≤ 0** → no injury |
| - | In other words, **any positive | + | <WRAP tip> |
| + | Even 1 point of damage **beyond the target' | ||
| + | </ | ||
| - | See [[rules: | + | <WRAP todo> |
| + | 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: \\\ | ||
| + | - damage is 1-8 → lose 1HP | ||
| + | - damage is 9-16 → lose 2HP | ||
| + | - damage is 17-32 → lose 3HP | ||
| + | - damage is 33-64 → lose 4HP | ||
| + | - etc. | ||
| + | |||
| + | </ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## ⚙️ Setting Thresholds | ||
| + | |||
| + | For characters, the **Serious Threshold** is based on: | ||
| + | |||
| + | - A **base of 5** | ||
| + | - Plus **Fortitude** | ||
| + | - Plus **Armor** bonus | ||
| + | - Plus **Shield** bonus (if equipped) | ||
| + | |||
| + | The **Critical Threshold** is **twice** the final Serious Threshold. | ||
| + | |||
| + | <WRAP info> | ||
| + | $$ | ||
| + | \text{Serious Threshold} = 5 + \text{Fortitude} + \text{Armor} + \text{Shield} \\\ | ||
| + | \text{Critical Threshold} = 2 × \text{Serious Threshold} | ||
| + | $$ | ||
| + | </ | ||
| + | |||
| + | 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 | ||
| - | ===== Damage Types ===== | ||
| All damage has a **type**, such as: | All damage has a **type**, such as: | ||
| - | * Slashing, Bludgeoning, | + | - Slashing, Bludgeoning, |
| - | * Fire, Cold, Lightning, Acid | + | - Fire, Cold, Lightning, Acid, Poison, Thunder |
| - | * Force, Psychic, Radiant, Necrotic | + | - 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 = 13** | ||
| + | |||
| + | The troll’s Evasion is 9, so 13 – 9 = **4 raw damage** | ||
| + | |||
| + | The troll’s thresholds: | ||
| + | - Serious = 5 | ||
| + | - Critical = 10 | ||
| + | |||
| + | **Result:** 4 < 5 → Minor Wound → Troll loses **1 HP** | ||
| + | </ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🩸 Hit Points and Dying | ||
| + | |||
| + | Characters usually begin with **5 HP**, though some features may modify this. | ||
| + | |||
| + | Each hit causes **1–3 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: | ||
| + | |||
| + | --- | ||
| + | |||
| + | ### 🔥 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**: | ||
| - | Some effects or armor may offer **resistance**, **vulnerability**, or **immunity** to specific types. These adjust the **final damage value**, which is compared to the thresholds. | + | - **1** — Die immediately |
| + | - **2–3** — Unconscious and dying (you will die in that many rounds if not healed) | ||
| + | - **4** — Stabilized at 0 HP | ||
| - | ===== Example ===== | + | --- |
| - | Kara strikes a troll and rolls: | + | |
| - | * 3d4 (Aspect Dice) → 8 | + | |
| - | * 1d8 (weapon damage) → 5 | + | |
| - | * Total = 13 | + | |
| - | The troll’s **Evasion** is 9, so 13 – 9 = **4 damage**. | + | ### 💀 Live, but Scarred |
| - | Its thresholds: | + | You survive at **1 HP**, but suffer a **lasting penalty**, such as: |
| - | | + | |
| - | | + | |
| - | Since 4 < Major, the troll takes **1 HP** of damage. | + | - A permanent debility or condition |
| + | - A cursed item, injury, or trauma | ||
| + | - Loss of an ally, limb, or reputation | ||
| - | ===== Hit Points & Death ===== | + | <WRAP tip> |
| - | Characters start with a small pool of HP, usually 5. | + | If **healing** is applied before the decision, the character stabilizes and **skips** the death options. |
| + | </ | ||
| - | * At **0 HP**, a character is unconscious or dying. | + | --- |
| - | * The GM may call for a Resolve or Fortitude check to resist death. | + | |
| - | * Magical healing or stabilization may revive the character before they expire. | + | |
| - | See [[rules: | + | ## 📌 Summary Notes |
| - | ===== Notes ===== | + | - Most hits deal **1–3 HP** depending on damage |
| - | * Most characters lose **1–3 HP per hit**. | + | - No need for special |
| - | | + | - Evasion and Damage Thresholds come from **Aspects, |
| - | * Armor, body type, and Domains may increase or decrease a character’s thresholds. | + | - Monsters |
| - | * Creatures | + | |
| + | --- | ||
