page 320 in Rulebook ????????????????

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.

States

PDF p.328 / Book p.320

  • Sleeping: Failing to get sleep will lead to exhaustion. Things like drugs and danger can cause sleeplessness. Any Character Sleeping is subject to Surprise.
  • Altered: Altered describes things like Drugs or prayer. This may lead to Stat changes.
  • Panic: When a Character is Panicked they can only take Actions that immediately effect their self-preservation. The Story Guide (SG) decides a Success Number (SN) and a Panic Rank. To avoid Panic the Character must make a Will Check against the Panic Rank. If a Character Critically Fails a Panic Check they fall Unconscious. Each subsequent Round the Character may use a Secondary Action to try and overcome the Panic against the SN and reach a number of Successes equal to the Panic Rank. Panic can also go away if the threat is removed.
  • Unconsciousness: When a Character reaches zero points in either Body Mind or Soul they must make a Will Check, SN 8, with one Success to remain conscious but can only take Secondary Actions. A Character regains consciousness when all of their Body, Mind and Soul have at least 1 point. While Unconscious the Character cannot take any action and their END, AGI, WIS, PER, WIL and CHA no longer effect their Defenses.

Stat Damage

PDF p.331 / Book p.323

Some Weapons and situations might cause Stat Damage. Stat Damage is applied after all other Damage. The Player rolls a die, consulting the table below to determine the Stat to be reduced based on the the type of Stat Damage. The Stat is reduced by 1 point and the Derived Stats are adjusted. If a Stat is reduced to zero the Character may die.

Physical DamageRollMental DamageRollSpiritual DamageRoll
Strength1-2Strength1Strength1
Agility3-4Agility2Agility2
Endurance5-6Endurance3Endurance3
Intelligence7Intelligence4-5Intelligence4
Perception8Perception6-7Perception5
Wisdom9Wisdom8-9Wisdom6
Spirit10Spirit10Spirit7-8
Charisma11Charisma11Charisma9-10
Will12Will12Will11-12

Effects PDF p.325 / Book p.317

When Damage causes an Effect the Damage can carry on until the end of the Encounter, or beyond.

Environmental Any extreme environment outside of the norms of human comfort can eventually cause Damage. The Story Guide (SG) will decide on a cadence for how often a Character must make a Survival Skill Check and what Damage they receive from failing.

Poison The target suffers the Damage effects listed by the poison.

Bleeding Without healing, the Character will die. A Bleeding Character is in an Encounter. The Character takes a point of Body Damage at the start of their Action each Round. To avoid the Damage they must then make an Endurance Reaction Roll, Success Number (SN) 7. For every instance of Bleeding caused the SN increases by 1. To stop the Bleeding, a Character must make a Successful First Aid Check . The SN is increase by 2 if the Bleeding Character is making the Check.

Stun The Character is dazed or winded. The Character’s Physical Defense (PD), Mental Defense (MD) and Soul Damage (SD) are reduced to zero. The Character cannot take any Action except an Endurance of Will Check against SN 8. They must get 3 Successes in order to stop being Stunned.

Burning The victim suffers Fire Damage equal to the Rank of the Fire at the end of their turn. To extinguish the fire roll a Survival Skill Check. If they get a number of Success equal to or greater than the Rank of the Fire they are extinguished. They may also fully submerge themselves in water using a Primary Action.