Damage
- If the damage from an attack > Resilience – Suffer 1 Wound for every point over your Resilience
- If the damage from an attack = Resilience – Suffer 1 Shock
Damage Against Multiple Targets
- Whenever a single attack strikes more than one target, make a single damage roll for all targets
Determination
- Roll Determination whenever you suffer 1+ Wounds
- Determination = Toughness
- For every Icon rolled, convert one suffered Wound to one Shock
Wounds
- Max Wounds = Tier ×2 + Toughness
- When you suffer Wounds > Max Wounds – You are Dying
- If a single attack inflicts Wounds > 2× Max Wounds – Annihilated (instantly dead)
Mortal Wounds
- Ignore Resilience, inflicting Wounds directly
- Cannot use Determination to negate unless otherwise stated
Wounded
- If you have any Wounds you are Wounded and suffer +1 DN to all Tests
Dying
- When Dying, you immediately suffer a Memorable Injury and fall Prone
- Cannot stand up whilst Dying
- Can roll Determination whilst Dying
- Can be moved by another character for a Combat Action
- If you recover any number of Wounds, you are no longer Dying
- If you take any Wounds whilst Dying, you suffer a Traumatic Injury instead
- If you suffer more Traumatic Injuries than your Tier +1, you die
- Whenever you make a test whilst Dying, replace additional dice in your pool with Wrath Dice equal to the number of Traumatic Injuries you are curretly suffering
- If you roll a Complication on any of the Wrath Dice, you suffer a Traumatic Injury
- You must roll a 6 on every Wrath Die to trigger a Wrath Critical
Actions Whilst Dying
- Crawl
- Basic Combat Action (no options)
- Fall back
Memorable Injury
- Whenever you reveal your Memorable Injury, you gain +1 bonus die on Intimidation (Wil) Tests
- May have additional effects that trigger on a complication where appropriate
- If you roll a result you have already suffered, the Memorable Injury escalates
- Any subsequent rolls on this table indicate a result you have already suffered are ignored
d6 Roll | Result | Escalation |
---|---|---|
1-2 | Battle Scar | Missing Fingers |
3 | Focused Burn | Severe Burn |
4 | Broken Jaw | Cut Tongue |
5 | Twitch | Bad Knee |
6 | Torn Ear | Nagging Wound |
Traumatic Injury
- When you suffer a result other than Torso on the table, the injury renders the body part useless, destroys it, or violently separates it from your body
- Any penalties for a Traumatic Injury are mitigated entirely by acquiring a replacement
d6 Roll | Result | Effect |
---|---|---|
1 | Hand | You suffer a severe hand injury; you can no longer use that hand. Roll 1d6: 1-3 – Your left hand is damage; 4-6 – Your right hand is damaged. Losing both hands means you are unable to hold any weapons or similar gear. |
2 | Arm | You suffer a sever injury to your arm. Roll 1d6: 1-3 – Your left arm is damaged; 4-6 – Your right arm is damaged. Losing both arms means you are unable to hold any weapons or similar gear. |
3 | Foot | You suffer a severe foot injury. Roll 1d6: 1-3 – Your left foot is damaged; 4-6 – Your right foot is damaged. Losing both feet means you are unable to walk, Run, or Sprint, and may only Crawl (p.180). |
4 | Leg | You suffer a severe leg injury. Roll 1d6: 1-3 – Your left leg is damaged; 4-6 – Your right leg is damaged. Losing both legs means you are unable to walk, Run, or Sprint, and may only Crawl (p.180). |
5 | Torso | You suffer a severe injury that impairs your organs, like the heart, lungs, or liver. Any Toughness based Tests may become more difficult, with a minimum +1 DN penalty. |
6 | Eye | One of your eyes is damaged beyond repair. A single injured eye may add a penalty, such as a +2 DN, to any Tests that require sight. Roll 1d6: 1-3 – Your left eye is damaged; 4-6 – Your right eye is damaged. Losing both eyes leaves you Blinded (p.199). |
Shock
- If you suffer more Shock than Max Shock, you are Exhausted
- You may use a Combat Action and spend a point of Wrath to restore Rank + Tier Shock
Resting
Regroup
- 1 hour rest
- If you have a Medicae Rating you can heal a single character during a Regroup
- They regain Wounds equal to your Medicae (Int) dice pool
Respite
- 6 hour rest
- Of which 1-2 hours can be spent on light activity/standing watch
- Strenuous activity lasting 1 hour interrupts the respite and it must begin again
- Once completed, restore Wounds and Shock to zero
- Reset Wrath to 2
- Cannot Respite if Dying