Damage, Death & Healing
PDF p.320 / Book p.312
When a Character using a Skill makes a Dice Check to inflict Damage the Success Number is based on the opponent's appropriate Defense value. If the Character rolls no Successes they Fail. If they roll one or more Successes they deal Damage equal to the number of Successes.
Damage
Physical Damage
Physical Damage is exactly what it sounds like. When a Character reaches zero Body they risk falling Unconscious. If reduced to less than zero Body, they begin to Dying. When reduced to an amount equal to the negative value of the Character's END the Character will die. There are sub-types of Damage.
- Fire: Fire deals normal Body Damage, but may lead to the Burning Effect. If a Character takes Fire Damage they must roll a Reaction Roll against a Success Number (SN) of 8. The number of Successes needed is equal to the Rank of the Fire, from 1 to 5. If they Fail they apply the Burning Effect.
- Cold: Damage dealt by cold can deal Cold Damage in the form of Body Damage. If a Character takes Critical Damage from Cold Damage they become susceptible to Stat Damage. Until the Cold Damage is healed, any Critical Damage also causes a point of Stat Damage.
- Electrical: Electrical Damage deals damage as usual, but the Character must make a Check against being Stunned. A Critical Success with Electrical Damage may cause Instant Death.
- Falling: The Story Guide (SG) determined the Damage done from Falling by dividing the height of the fall by 5. The Character makes an Athletics Reaction Roll. For each Success, the Damage is reduced by 1.
- Non-Lethal: Non-Lethal Damage can only be done with certain weapons. The Player must announce that they want to do Non-Lethal Damage. Non-Lethal Damage cannot reduce the target's Body below zero. A Critical Failure may cause the Damage to be Lethal.
Mental Damage
Mental Damage reduces the Character's Mind. If a Character drops to zero Mind they may fall Unconscious. If they fall below zero, they are dying. If a Character ever has Mind equal to the negative value of their Wisdom, they will die.
Spiritual Damage
Spiritual Damage reduces the Character's Soul. If a Character drops to zero Soul they may fall Unconscious. If they fall below zero, they are dying. If a Character ever has Soul equal to the negative value of their Will, they will die.
Fortitude
Fortitude represents strength of character, spiritual drive, etc. Any time a Character takes Body Damage they mat instead take some or all of the Damage from Soul.
Dying
page 332 in PDF
Whenever a Character's Body, Mind of Soul is less than zero they are dying. There are ways to avoid Dying. Anytime a Character is Dying it in an Encounter. The Character is Unconscious. Every Round during a Character's turn they make a Reaction Roll for each Derived Stat below zero. The Check is either WIL or END, SN 8. The results are:
- Critical Failure: Lose 2 points
- Failure: Lose 1 point
- 1+ Successes: No Change
- 1+ Critical Success: Stabilized
Points are removed from the relevant Derived Stat. If a Derived Stat is lowered to the negative of it's value, it causes Death.
Death
page 333 in PDF
A Character only dies if the Player thinks it is appropriate with the Story Guide. (SG)
Resting & Healing
page 335 in PDF
A Character's Body can never go over the original value. There are five ways to heal Body, Mind and Soul. Rests can be interrupted and the Characters might not receive full benefits.
- Various Skills (Medicine, Ceremony and Spirit)
- Abilities
- Drugs & Poisons
- Short Rest
- Long Rest
Short Rest
The SG chooses how long the Short Rest lasts. Actions should not be demanding. Certain Skills like Medicine and Ceremony cannot be done during a Short Rest. At the end of a Short Rest the Player makes an Endurance, Wisdom and Will Check with each Success corresponding to a point of Mind, Body or Soul. Short Rests can only be taken twice a day after an Encounter.
Long Rest
The SG determines how long a Long Rest is. The Characters have a chance to do things like bathe, eat, sleep or use Skills and Abilities. As with a Short Rest, the Player makes Checks for Body, Mind and Soul. On top of healing the number of Successes they receive points equal to their END, WIS and WIL Stats. The SG may let the Characters take a Short Rest and a Long Rest, receiving the benefits of both.
Healing Stat Damage
Healing Stat Damage takes a long time. Characters can regain no more than 1 point per day in any Stat on a day where the Character does not engage in an Encounter. During a Long Rest, instead of taking Checks to heal Body, Mind or Soul make a the Check to heal Stat Damage. Roll an Endurance, Wisdom or Will Check. They must receive 1 Critical Success to regain 1 Stat point. The Character still receives the base points from the Long Rest.
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