Difference between revisions of "Damage, Conditions, & Recovery"

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=Damage=
=Damage=


Hit Points, Life, & Wounds
'''Hit Points'''
Hit Points
* HP represent stamina, poise, morale, luck, and general action-hero resilience to harm.
HP represents stamina, poise, morale, luck, and general action-hero resilience to harm.
* To prevent serious harm, absorb damage by spending HP, 1 for 1.  Loss of HP represents scrapes, bruises, fatigue, pain, loss of morale, and other cosmetic injury.
To prevent serious harm, absorb damage by spending HP, 1 for 1.  Loss of HP represents scrapes, bruises, fatigue, pain, loss of morale, and other cosmetic injury.
* Temporary HP (tHP) represents additional stamina, defensive posture, ablative magical protection, etc.
Temporary HP (tHP) represents additional stamina, defensive posture, ablative magical protection, etc.
** These function the same as normal HP.  When you gain tHP, if the amount is greater than your current tHP, replace it (i.e. tHP doesn't stack).  By default, unused tHP go away after 10 minutes.
These function the same as normal HP.  When you gain tHP, if the amount is greater than your current tHP, replace it (i.e. tHP doesn't stack).  By default, unused tHP go away after 10 minutes.
* Reserve HP represents the degree to which you can bounce back from repeated beatdowns over the course of days.  Reserve HP is converted to HP through rests and natural healing.
Reserve HP (rHP) represents the degree to which you can bounce back from repeated beatdowns over the course of days.  Reserve HP is converted to HP through rests and natural healing.
Life
Loss of Life represents genuine injury; deeper cuts, sprains, concussions, blood loss, etc.
When you take damage and can't soak it with HP, you lose Life.
Any time you lose Life, roll d20+(remaining Life) vs DC 18+(2 x number of Wounds).  If successful, you've lost the Life but nothing worse.  You remain active and on your feet.
If you fail, you suffer a Wound, roll to see what it is.  This can leave you unconscious, bleeding out, maimed, or instantly dead.
On a natural 20, you stay on your feet, and may choose to gain a cool scar and +2 max HP (as long as you keep the scar).
If reduced to 0 Life, you are mortally wounded and almost certainly die.
Wounds
A Wound has specific effects, short or long term, and it "ties up" a certain amount of Life, measured in Wound points.  Until these are healed (more slowly than mere lost Life), the Wound and its effects persist, and you cannot recover to your full Life total.
The DM may roll Wounds in private, so when someone falls, their allies may not be certain whether they've just been knocked out or are rapidly bleeding to death.
In combat, you usually don't lose Life or take Wounds while you still have HP.  Traps, attacks against helpless targets, and similar sources often deal damage straight to Life.
Taking Life while you have HP calls for a Life roll, as above, but with different consequences.  Some harm may directly target a part of the body, causing a Wound (e.g. sticking your hand into a trap designed to chop off hands).


Damage
'''Life'''
Damage Types
* Loss of Life represents genuine injury; deeper cuts, sprains, concussions, blood loss, etc.
Physical (slashing, piercing, crushing)
* When you take damage and can't soak it with HP, you lose Life.
Fire (flame, lightning, radiant)
* Any time you lose Life, roll d20+(remaining Life) vs DC 18+(2 x number of Wounds).
Frost
** If successful, you've lost the Life but nothing worse.  You remain active and on your feet.
Acid
** If you fail, you suffer a Wound; [[Damage, Conditions, & Recovery#Wounds | roll to see what it is]]This can leave you unconscious, bleeding out, maimed, or instantly dead.
Health (poison, necrotic, bleeding, etc): harms living creatures by disrupting their life processesUndead and constructs are generally immune to health damage; creatures like oozes might be immune to some forms but not others.
** On a natural 20, you stay on your feet, and may choose to gain a cool scar and +2 max HP (as long as you keep the scar).
Spirit: has full effect on supernatural beings who might be immune to non-magic harm, incorporeal, etc.  Usually a property of magic which is combined with another form of damage (e.g. fire/spirit). Pure spirit damage doesn't damage inanimate objects, but will harm living creatures or other beings with a spiritual / magical aspect (including magical constructs and undead).
* If reduced to 0 Life, you are mortally wounded and almost certainly die.


Resistance, Vulnerability, Immunity, and Threshold
'''Wounds'''
Resistance to a given form of damage halves it (rounding down), and Vulnerability doubles itApply this to damage before spending HP to absorb it.
* A Wound has specific effects, short or long term, and it "ties up" a certain amount of Life, measured in Wound pointsUntil these are healed (more slowly than mere lost Life), the Wound and its effects persist, and you cannot recover to your full Life total.
Immunity reduces a given form of damage to 0, and usually negates any rider effects that came with it.
* The DM may roll Wounds in private, so when someone falls, their allies may not be certain whether they've just been knocked out or are rapidly bleeding to death.
A damage Threshold completely negates damage (of the specified type) equal or below its value, but has no effect on higher amounts.  It can be combined with Resistance for larger amounts, and the Threshold is applied after Resistance is applied.
* In combat, you usually don't lose Life or take Wounds while you still have HPTraps, attacks against helpless targets, and similar sources often deal damage straight to Life.
Subduing
* Taking Life while you have HP calls for a Wounds roll, as above, but with different consequencesSome harm may directly target a part of the body, causing a Wound (e.g. sticking your hand into a trap designed to chop off hands).
When you make a Strike against your target, using a fictionally suitable form of attack, you may declare that you are trying to make it non-lethal.
Lethal area attacks are too indiscriminate to make non-lethalThe DM may require a lethal weapon to used as a club to deal crushing damage to justify being used non-lethally.
Roll damage with +D.  When the target makes Life checks to acquire Wounds, they roll Wound type with 2x +A, taking the least severe outcomeDropping to 0 Life is still fatal.
Critical Hits & Massive Damage
Crit: an attack or effect roll with margin 2+.
Deal your maximum normal damage, then roll an extra damage die (without adding fixed modifiers) and add it.
Massive Damage: taking damage (after Resistance and tHP) equal or higher than your Bloodied value.
The DM may apply an extra Inflict Condition rider to the attack, causing Dazed, Stunned, Disarmed, damage to a weapon, armor, or shield, or some similar effect.


'''Damage Types'''
* Physical (slashing, piercing, crushing)
* Fire (flame, lightning, radiant)
* Frost
* Acid
* Health (poison, necrotic, bleeding, etc)
** Harms living creatures by disrupting their life processes.  Undead and constructs are generally immune to health damage; creatures like oozes might be immune to some forms but not others.
* Spirit
** Has full effect on supernatural beings who might be immune to non-magic harm, incorporeal, etc.  Usually a property of magic which is combined with another form of damage (e.g. fire/spirit).  Pure spirit damage doesn't damage inanimate objects, but will harm living creatures or other beings with a spiritual / magical aspect (including magical constructs and undead).
'''Subduing'''
* When you attack a target using a fictionally suitable form of attack, you may declare that you are trying to make it non-lethal.
* Lethal area attacks are too indiscriminate to make non-lethal.  The DM may require a lethal weapon to used as a club to deal crushing damage to justify being used non-lethally.
* Roll damage with +D.  When the target makes Life checks to acquire Wounds, they roll Wound type with +2A, taking the least severe outcome.  Dropping to 0 Life is still fatal.
'''Critical Hits & Massive Damage'''
* Crit: an attack or effect roll with margin 2+.
** Deal your maximum normal damage, then roll an extra damage die (without adding fixed modifiers) and add it.
* Massive Damage: taking damage (after Resistance and tHP) equal or higher than your Bloodied value.
** The DM may apply an extra Inflict Condition rider to the attack, causing Dazed, Stunned, Disarmed, damage to a weapon, armor, or shield, or some similar effect.
'''State Conditions'''
* These conditions are evident to onlookers from wear and tear, fatigue, etc.  They may also act as keywords for effects.
** Scratched: at 75% or less of maximum HP.
** Bloodied: at 50% or less of maximum HP.
** Battered: at 25% or less of maximum HP.
** Wounded: has 1 or more Wounds.
** Mortally Wounded: at 60+ Fatigue, 0 Life, or has taken the Dead Adventurer Walking wound.  Soon to die.


=Wounds=
=Wounds=
Roll Wound Type
Wound while you have no HP: d20
Mortal Wound: d8
Wound while you still have HP: 1d6+17
Wound Types
23+) No Effect
21-22) Collapse Roll Only (+A on collapse, no worse than Momentary)
20+) Collapse Roll Only (+A on collapse)
17-19) Mild Break (+A on collapse)
13-16) Break
11-12) Maimed (+D on collapse)
9-10) Bleeding Out Slow
8) Bleeding Out Fast
7) Bleeding Out Fast (+D on collapse)
6) Bleeding Out Fast + Broken (+D on collapse)
5) Bleeding Out Fast + Maimed (+D on collapse)
4) Dead Adventurer Walking + Broken (+D on collapse)
3) Dead Adventurer Walking + Maimed (+D on collapse)
1-2) Death
Collapse Roll (d10)
1-3) Long Collapse (every 10 min, roll 1d6+(1 per 10 min unconscious).  Wake on a 6+)
Each magic healing effect adds +(Power) to subsequent waking rolls, and grants an immediate reroll.
4-6) Brief Collapse (as above, but rounds instead of 10 min intervals)
7-9) Momentary collapse (fall prone, drop stuff, and stunned 1 round)
10) No Collapse


Wound Types
If you fail a Wound roll...
Mild Break (roll location)
* While you still have HP, roll 1d6+17 to determine the effect.
1 Wound point
* When out of HP, roll 1d20.
Break (roll location)
* When completely out of Life, roll 1d4.
Wound points = Life lost in the hit that inflicted this Wound.
 
Maimed (roll location)
'''Wound Effect'''
Wound points = Life lost in the hit that inflicted this Wound.
* 23+) No Effect
Once "healed", the wound is no longer raw (it doesn't count as a wound, non-permanent penalties removed), but the maiming is permanent.
* 21-22) Collapse Roll (roll 1d6+6 for duration)
Bleeding Out
* 20) Collapse Roll (roll w/ +A for duration)
Slow (1 Wound point, 10 min interval) or Fast (2 Wound points, 1 round interval)
* 17-19) Mild Break + Collapse Roll (roll w/ +A for duration)
Each interval, lose 1d4-1 Life and roll a Vigor save DC 13.  You die if you reach 0 Life.  Life lost to bleeding doesn't cause a Wound roll.
* 13-16) Break + Collapse Roll
If you roll a natural 20, or you lost 0 Life and succeed on the save, stabilize.  If you lose more Life but succeeded, reduce Life lost by 1.
* 11-12) Maimed + Collapse Roll (roll w/ +D for duration)
A stabilized Fast bleed is treated as a Slow bleed, and must stabilize a second time.
* 9-10) Bleeding Out Slow + Collapse Roll
If you exert yourself (combat, running, climbing, carrying a Medium or heavier load, etc), +D to the save and +A to the damage roll.  If you exert yourself after stabilizing, but before a Short Rest, there is a 2-in-6 chance of reopening your wound.
* 8) Bleeding Out Fast + Collapse Roll
If you suffer a new Bleeding Out wound while you already have one stabilized but not yet fully healed, it reopens.
* 7) Bleeding Out Fast + Collapse Roll (roll w/ +D for duration)
When Bleeding Out Fast heals 1 Wound point, it become Slow.
* 6) Bleeding Out Fast + Broken + Collapse Roll (roll w/ +D for duration)
Bleeding Out can be stabilized with magic or medicine.
* 5) Bleeding Out Fast + Maimed + Collapse Roll (roll w/ +D for duration)
Medicine (treatment takes 1 interval, Wits DC 16 check, requires a usage from a Healer's Kit, +D w/o a Kit):
* 4) Dead Adventurer Walking + Broken + Collapse Roll (roll w/ +A for duration)
Each point of negative Margin inflicts 1d4 damage.
* 3) Dead Adventurer Walking + Maimed + Collapse Roll (roll w/ +A for duration)
Magic (grants a medicine roll as above, using the casting stat + Power, and no Healer's Kit is required).
* 1-2) Death
Success turns a Fast bleed into a Slow one, or fully stabilizes a Slow bleed.
 
Dead Adventurer Walking
'''Collapse Roll (d10)'''
Treat as Bleeding Out Fast, but the wound can't be stabilized without extremely powerful magic.
* 1-3) Long Collapse: unconscious for 1d6 x 10 minutesIn addition to its normal effect, healing magic lets you make a fresh collapse roll of 1d10+Power, using the new result if it's shorter.
If somehow stabilized, this has Wound points = your entire Life.  Until you heal this, you remain at 0 HP, 0 Life, 60 Fatigue, bed-ridden.  Once this is healed, each further Wound point healed removes 5 Fatigue and restores 1 Life.  Treat yourself as stabilized Bleeding Out Slow, with a chance of reopening your wounds until under 30 Fatigue.
* 4-6) Brief Collapse: unconscious for 1d6 roundsHealing provides the same benefit.
Death
* 7-9) Momentary Collapse: you fall prone, drop anything held, and are stunned for 1 round.
Immediate death.
* 10) No Collapse
Wound Location (d10, for broken / maimed)
1) Arm / Hand
Can't use the hand.  +D to tasks that wound normally take 2 hands.
If the 3d4 roll is 7-, the wound affects only a hand, otherwise an entire arm.  If maimed, also permanently lose 1d3 Dex.
2) Leg / Foot
Slowed.  +D to athletic tasks (running, swimming, climbing, balance, etc) and Dex saves.
If the 3d4 roll is 7-, the wound affects only a foot, otherwise an entire leg.  If maimed, also permanently lose 1d3 Dex.
3) Eye
+D to vision, attack, Dex effects, and Wits saves.  If maimed, also permanently lose 1d3 points between Dex and Wits.
4) Ear / Nose
Ear: deaf in the ear+D to hearing checks.  If maimed, also permanently lose 1d2 Wits.
Nose: can't smell, +D to social checks.  If maimed, also permanently lose 1d2 Spirit.
5) Mouth / Face
Slurred speech, +D to social checks.  If maimed, also permanently lose 1d2 Spirit.
6-8) Torso
Gain 20 Trauma (10 Trauma if mild broken) and take +D to Vigor savesRemove half the Trauma when the wound is half-healed.  If maimed, also permanently lose 1d4 Vigor.
9-10) Head
+D to all checks except intrinsic things like Vigor saves against poison.  If maimed, also permanently lose 1d4 points between Wits and Spirit.
A concentration check DC 13+Power (with +D) is required to cast a spell, and every round a conc duration spell is maintained.


'''Wound Types'''
* Mild Break (roll location, 1 Wound point)
* Break (roll location, Wound points = Life lost in the hit that inflicted this Wound)
* Maimed (roll location, Wound points = Life lost in the hit that inflicted this Wound)
** Once "healed", the wound is no longer raw (it doesn't count as a wound, and non-permanent penalties are removed), but the maiming is permanent.
* Bleeding Out
** Each interval, roll 2d6 and lose (lower roll)-1 Life.  If you roll doubles, you take the damage but also stabilize.  Life lost to bleeding doesn't cause additional Wound rolls.
*** If you exert yourself while unstabilized (combat, running, climbing, carrying a Medium or heavier load, etc), use the higher die roll.
** Bleeding Out can also be stabilized with magic or medicine.  Make a bonus roll with Wits (for medicine) or your Casting Stat (for magic) vs DC 16.  Add +1 to the roll for every 2 healing produced (from magic or the Healer feat).
*** With medicine, take +5 DC if you don't expend 1 stock from your Healer's Kit, or +10 DC if you don't have a Healer's Kit at all.
** Reopening Wounds: when stabilized, if you take a new Wound or exert yourself before you have healed any Life, there is a 2-in-6 chance of reopening your wound.  A new Bleeding Out Wound always reopens any others.
** Rate
*** Slow (1 Wound point, 10 min interval)
**** Stabilizing halts further Life loss.
*** Fast (2 Wound points, 1 round interval)
**** Stabilizing reduces the interval to 10 minutes, and a second stabilization halts further Life loss.
**** After this wound heals 1 Wound Point, it becomes Bleeding Out Slow (for purposes of reopening).
* Dead Adventurer Walking
** Lose Life as if Bleeding Out Fast, but the wound can't be stabilized without extremely powerful magic.  On the plus side, exerting yourself doesn't make it any worse.
** If somehow stabilize, this has Wound points = your entire Life.  Until you heal this, you remain at 0 HP, 0 Life, 60 Fatigue, bed-ridden.  Once this is healed, each further Wound point healed removes 5 Fatigue and restores 1 Life.  Treat yourself as stabilized Bleeding Out Slow, with a chance of reopening your wounds until under 30 Fatigue.
'''Wound Location (d10)'''
* 1) Arm / Hand
** Can't use the hand.  +D to tasks that wound normally take 2 hands.  If maimed, also permanently lose 1d3 Dex.
** Roll d6: affects only the hand (1-3) or the whole arm (4-6).
* 2) Leg / Foot
** Slowed +1x.  +D to athletic tasks (running, swimming, climbing, balance, etc) and Dex saves.  If maimed, also permanently lose 1d3 Dex and Vigor.
** Roll d6: affects only the foot (1-3) or the whole leg (4-6).
* 3) Eye
** +D to vision, attack, Dex effects, and Wits saves.  If maimed, also permanently lose 1d3 points between Dex and Wits.
* 4) Ear / Nose
** Ear: deaf in the ear.  +D to hearing checks.  If maimed, also permanently lose 1d2 Wits.
** Nose: can't smell, +D to social checks.  If maimed, also permanently lose 1d2 Spirit.
* 5) Mouth / Face
** Slurred speech, +D to social checks.  If maimed, also permanently lose 1d2 Spirit.
* 6-8) Torso
** Gain 20 Drain (10 Drain if only Mild Broken) and take +D to Vigor saves.  Remove half the Drain when the wound is half-healed.  If maimed, also permanently lose 1d4 Vigor.
* 9-10) Head
** +D to all checks except intrinsic things, e.g. Vigor saves against poison.  If maimed, also permanently lose 1d4 points between Wits and Spirit.
** A concentration check DC 13+Power (with +D) is required to cast a any spell, and each round that concentration is maintained.


=Recovery=
=Recovery=
Rests
Brief Rest
10 minutes of no more than light activity (resting, talking, reading, routine gear maintenance).  Interruption restarts the count.
Allows the performance of an average spell as a ritual.
Regain use of Brief Rest abilities.
Short Rest
1 hour of no more than light activity.  Interruption restarts the count.
Includes benefits of a Brief Rest.
Restores cantrips and Focus.  Allows spell preparation.
Regain use of Short Rest abilities.
Once per Long Rest, a character can convert up to (per-level HP) reserve into HP.
Long Rest (1 watch / 8 hours)
8 hours of mostly light activity (brief exertion is okay), including adequate sleep, drink, food, and shelter.  Can be taken no more than once per 24 hours.
Includes benefits of a Short Rest.
Convert up to 1/2 max HP and Mana reserves into HP and Mana.
Regain use of Long Rest abilities.
If you have gained no Fatigue since your last Long Rest, remove 5 Fatigue.
Regain 1 Life (+1 if resting in civilized comfort).
Privation in one category reduces the benefits to 1/4 HP and Mana conversion, and no Life or Fatigue recovery.  Serious Privation prevents any benefit.
Privation: half Life or lower, squalid Lifestyle, poor accommodations, half water ration, no food ration, poor / short / interrupted sleep
Serious Privation: no water ration, no sleep, miserable accommodations, 2+ forms of lesser Privation
Extended Rest
6 consecutive, successful Long Rests.  No adventuring, rough travel, or other hardships during this period.  Requires more security and shelter than a normal campsite (good basecamp, settlement, unusually safe / serene wilderness site, etc).
You can face a brief mishap or combat encounter, but if you are forced to flee, besieged for hours, or it otherwise becomes a protracted / painful / stressful event (including an unexpected number of such events for a normal week), the count resets.
Includes benefits of a Long Rest.
Regain all HP, Mana, Life, and reserves.
Regain use of Extended Rest abilities.
For each Wound, remove 1 Wound point + 1 if you make a DC 13 Vigor save.
Expeditions in to wild and dangerous places are stressful.  Unless the party has pressing reasons to immediately go back out, they must take an Extended Rest after returning to civilization.


Healing Effects
===Rests===
Healing effects (spells, medicine) generate points of healing.
* Brief Rest
1 healing restores 1 HP.
** Requirements: 10 minutes of no more than light activity (resting, talking, reading, easy searching, routine gear maintenance).  Interruption restarts the count.
Once HP is full, every 2 healing restores 1 Life after the subject's next Long Rest is completed (when they would normally regain Life).
** Allows the performance of an average spell as a ritual.
Once Life is full, 20 healing removes 1 Wound point after the subject's next Long Rest is completed.
** Regain use of Brief Rest abilities.
This healing can come from multiple applications (spells, healing feat, potions, etc), but they must all be within the space of a single Brief Rest, otherwise the power is too diffuse to accelerate healing of serious injury.  A given Wound can't be healed this way more than once per Extended Rest.
 
* Short Rest
** Requirements: 1 hour of no more than light activity.  Interruption restarts the count.
** Includes the benefits of a Brief Rest.
** Restores all cantrip mana.  Allows spell preparation / exchange of spells between vessels.
** Regain use of Short Rest abilities.
** Once per Long Rest, a character can convert up to (level+VIG) reserve into HP and (level+SPT) into Mana.
 
* Long Rest
** Requirements: 8 hours of mostly light activity (brief exertion is okay), as well as adequate sleep, drink, food, and shelter.  Can be taken no more than once per 24 hours.
** Includes the benefits of a Short Rest.
** Restore HP and Mana from their respective reserves.
** Regain use of Long Rest abilities.
** If you have gained no Fatigue since your last Long Rest, remove 5 Fatigue.
** Regain 1 Life (+1 if resting in civilized comfort).
** Serious privation or multiple lesser privations prevent any benefit from a Long Rest (besides preventing sleep deprivation).  One Moderate Privation prevents you from restoring HP or Mana above 50%, removes no Fatigue, and heals no Life.
*** Moderate Privations: half Life or lower, squalid Lifestyle, poor accommodations, half water ration, no food ration, poor / short / interrupted sleep
*** Serious Privations: no water ration, no sleep, miserable accommodations, 2+ forms of lesser Privation
 
* Extended Rest
** Requirements: 6 consecutive, successful Long Rests, without any adventuring, rough travel, non-Lifestyle privations, or other hardships during the entire period.
*** This usually requires more security and shelter than a normal campsite (good basecamp, settlement, unusually safe / serene wilderness site, etc).
*** You can face a brief mishap or combat encounter, but if you are forced to flee, besieged for hours, or it otherwise becomes a protracted / painful / stressful event (including an unexpected number of such events for a normal week), the count resets.
** Includes the benefits of a Long Rest.
** Regain all HP, Mana, Life, and reserves.
** Regain use of Extended Rest abilities.
** For each Wound, remove 1 Wound point + 1 if you make a DC 13 Vigor save.
** Expeditions into wild and dangerous places are stressful.  Unless the party has pressing reasons to immediately go back out, they must take an Extended Rest after returning to civilization.
 
===Healing Effects===
* Healing effects (spells, medicine) generate points of healing.
** 1 healing restores 1 HP.
** Once HP is full, every 2 healing restores +1 Life the next time the recipient regain Life after a Long Rest.
** Once Life is full, 1 healing restores 1 reserve HP.
*** Alternatively, if 20 healing is delivered within the space of a Brief Rest (from any number of effects and sources), it removes 1 Wound point the next time the recipient regains Life after a Long Rest.  A given Wound can't be healed this way more than once per Extended Rest.


=Fatigue & Exhaustion=
=Fatigue & Exhaustion=
* Fatigue points are accumulated from various sources.  There are different types that are summed for their effect, but removed in different ways.
* Fatigue points are accumulated from [[Exploration | various sources]].  There are different types that are summed for their effect, but removed in different ways.
** Every 10 points of Fatigue is a level of Exhaustion, inflicting the following effects:
* Every 10 points of Fatigue is a level of Exhaustion, inflicting the following effects:
** -1 to all checks (attacks, effects, skills, saves, defenses)
** -1 to all checks (attacks, effects, skills, saves, defenses)
** -(Speed / 6)'
** Reduce Speed by 1/6th
** Fill 1 encumbrance slots
** Fill 1 encumbrance slot
* At 60+ Fatigue, immediately and each hour thereafter, roll a Vigor save DC 16 or else collapse unconscious, possibly dying soon after, if not aided.
* At 60+ Fatigue, collapse unconscious and make a Vigor save DC (Fatigue - 60) or die, dropping to 0 hp on a success (on a crit, you don't even collapse).
** If still gaining Fatigue (collapsed in the wilderness and subject to exposure, still dying of hunger/thirst, etc), repeat the save each time Fatigue is gained.


'''Types of Fatigue'''
'''Types of Fatigue'''
* Fatigue
* Fatigue
** Loss of stamina from exertion, stamina draining effects, and general hard use.
** Loss of stamina from exertion, stamina draining effects, and general hard use.
** Remove 10 with each Long Rest.
** Remove 5 with a Long Rest, if you haven't gained any kind of Fatigue since your last Long Rest.
* Spirit Fatigue
** Stress on the spirit, usually due to overexertion of magic.  Functions the same as Fatigue, but cannot be cleared with magic, only natural rest.
* Hunger & Thirst
* Hunger & Thirst
** Gained for going without food and/or water.
** Gained for going without food and/or water.
** A normal ration of food removes 4 Hunger.  Each extra portion of food removes 2 Hunger (max 4 extra portions per day).
** A normal ration of food removes 5 Hunger, and extra ration removes another 5.
** A normal ration of water removes 4 Thirst.  Each extra measure of drink removes 2 Thirst (max 8 extra measures per day).
** A normal ration of water removes 5 Thirst, and drinking up to 3 extra rations removes 5 each.
* Sleep Deprivation
* Sleep Deprivation
** Gained for going without sleep.
** Gained from going without sleep.
** Each full 8 hours of sleep, convert up to 20 Sleep Deprivation into Fatigue (which may be cleared as part of that rest).
** Every full 8 hours of sleep, convert up to 20 Sleep Deprivation into Fatigue (which may be cleared as part of that rest, or on subsequent Long Rests).
* Wind
* Wind
** Gained from lack of air or intense, short-term exertion, such as sprinting.
** Gained from lack of air or intense, short-term exertion, such as sprinting.
** Each of the first three Recovery actions you take after being able to breathe freely, convert 2d4+VIG Wind into 1 Fatigue.  Each Brief Rest thereafter, repeat this.
** Each Brief Rest, convert 10 Wind into 2 Fatigue.
* Heat / Cold
* Heat / Cold
** Gained from exposure to heat-stroke or hypothermia-inducing temperatures without suitable protection.
** Gained from exposure to heat-stroke- or hypothermia-inducing temperatures without suitable protection.
** Each Short Rest at comfortable temperature (merely "not extreme" temperature only halts the gain), reduce 2d6+VIG Heat / Cold, converting every full 2 Heat / Cold reduced into 1 Fatigue.
** Each Short Rest at comfortable temperature (merely "not extreme" temperature only halts the gain), convert 10 Heat/Cold into 5 Fatigue.
* Drain
* Drain
** Gained from magical life drain, poison, disease, etc.
** Gained from magical life drain, poison, disease, etc.
** Removal depends on the nature of the cause.
** Removal depends on the nature of the cause (often like Fatigue, Wind, or Heat/Cold; sometimes only through medicine, magic, or Extended Rets).
 
=Afflictions=
* Diseases, poisons, creeping curses.
* Contracting: when exposed / bitten / hexed / etc, there is usually a save.  This may be the same as the affliction's interval save, or different.
* Affliction Properties
** Interval: a span of time.  Every time an interval passes, the affliction may progress, cause effects, grants a save, etc.
** Magnitude: represents how hard to treat the affliction is, usually from 0 to 5.  Any save DC usually reflects this, but can vary.
* Treatment
** To make progress against the affliction, apply a curative effect (spell, medicine, etc) and roll (Stat bonus)+(Power/PROF x 5) vs DC 11+(Magnitude x 5).
*** If unsuccessful, further treatment by equal or lower Power / PROF effects can't be tried against until the next interval.
*** The exact effect of success varies with the affliction.  It may be fully ended, count as 1 successful save against it, advance a cure track, etc.  Higher Margin may grant better results.


=Conditions=
=Conditions=
Most Conditions effects do not stack, but they may be applied by multiple sources, in which case all will have to be removed to remove the Condition.
Most Conditions effects do not stack, but they may be applied by multiple sources, in which case all will have to be removed to remove the Condition.
===Blinded===
You fail any check requiring sight.
You have +D on initiative, attacks, defense, Dex saves, and many skill checks.


===Charmed===
====Blinded====
You can't use harmful abilities or spells to target, endanger, or impose upon the charmer.
* You fail any check requiring sight.
The charmer has +D on social checks with you.
* You have +D on initiative, attacks, defense, Dex saves, and many skill checks.
 
====Charmed====
* You can't act to harm, endanger, or impose upon the charmer.
* The charmer has +A on social checks with you.


===Dazed===
====Dazed====
Unreactive, Slowed, and you lose your bonus action.
* You are [[Damage, Conditions, & Recovery#Unreactive | Unreactive]], Slowed, and lose your bonus action.


===Deafened===
====Deafened====
You fail any check requiring hearing.
* You fail any check requiring hearing.
You have +D on checks hindered by your lack of hearing.
* You have +D on checks hindered by your lack of hearing.


===Exposed===
====Exposed====
You have +D on defense, Dex saves, and Vigor saves against forced movement.
You have +D on defense, Dex saves, and Vigor saves against forced movement.


===Frightened===
====Frightened====
You have +D on skill checks and attack rolls while the object of fear is in sight or obviously nearby.
* You have +D on stat checks and attack rolls while the object of fear is in sight or obviously nearby.
You can't willingly move closer to the object of fear.
* You can't willingly move closer to the object of fear.
If you stand and fight against the source of your fear, +D on defense and saves.
* If you stand and fight against the source of your fear, +D on defense and saves.
 
===Grappled===
Immobilized.
Maintained as long as the grapple continues.
Forced movement of you or the grappler creature can allow a chance to escape the grapple.
If the escape fails, either you don't move, or the grappler moves with you.
Forced movement by the grappler does not risk breaking the Grapple, and can drag you with it.
 
===Helpless===
You automatically fail defense, Dex Saves, and Vigor saves against forced movement.
Any hit from an attacker within 5' gains +1 margin (making normal hits into crits).
 
===Immobilized===
Your Speed is reduced to 0, and can't be increased.
You have +D on Dex Saves to evade, and automatically fail if you would need to move to avoid the effect.
 
===Immune===
May apply to all damage, or damage of certain types, from certain sources, etc.  May also apply to conditions.
Damage from relevant sources is negated, usually along with any rider effects it had.  Relevant conditions are not applied.
==Incapacitated==
Unreactive and cannot take actions, but can move.
Lose the benefit of shields, DEX, and other active defense bonuses.
 
===Invisible===
You have +A on defense and saves against attacks or effects that are successfully directed at your general location, unless they are AoE.
If your general location can't be guessed (by the sound of movement, steps in the dust, inference, or other clues), attacks and effects automatically miss.
You have +A on attacks and effects that target Dex Save against creatures that can't directly perceive you (a general location is not enough).


===Marked===
====Grappled====
The opponent that marked you gains advantage on OAs against you, and does not expend an OA to attack you.
* [[Damage, Conditions, & Recovery#Immobilized | Immobilized]]
* Forced movement of you or the grappler creature can allow a chance to escape the grapple. If the escape fails, either you don't move, or the grappler moves with you.
* Forced movement by the grappler does not risk breaking the Grapple, and can drag you with it.


===Paralyzed===
====Helpless====
Incapacitated, Immobilized, Helpless, and can't speak.
* You automatically fail defense, Dex Saves, and Vigor saves against forced movement.
* Any hit from an attacker within 5' gains +1 margin (making normal hits into crits).


===Petrified===
====Hindered====
Transformed into inanimate material (stone, wood, ice, etc), usually along with worn and carried possessions.
* You have +D on initiative, attack, effect, many physical tasks (as appropriate).
Weight increases by 10x (assuming stone).
Resistant to all damage.  Gains Hardness and other properties suitable for the material.
It is Paralyzed, unaware of its surroundings, and incapable of thought.
Subject is not alive, and doesn't eat, drink, breath, or age.  Immune to poison and disease, but preexisting conditions are suspended, not removed.
==Poisoned==
You have +D on stat and skill checks and attacks.


===Prone===
====Immobilized====
You can drop Prone as a free action any time you can move.
* Your Speed is reduced to 0, and can't be increased.
You can move by crawling, with +1x movement cost.  You can't convert movement into a shift.
* You have +D on Dex Saves to evade, and automatically fail if you would need to move to avoid the effect.
You don't threaten and take +D on attacks (excepting crossbows or other weapons that can be fired prone).
You do not obstruct movement.
Melee attacks against you, and ranged attacks from within 10', have +A.  Ranged attacks from farther away have +D.
The DM may grant +A on Dex saves against blasts (more of the force passes over you) and/or Vigor saves against forced movement, if deemed appropriate to the situation.
You can stand at a cost of (Speed / 2) movement (normally 15').
Rising provokes.  You can't shift using movement, but can Dodge or Dash and use the option to shift as bonus action, then spend movement to stand.
Being hit by an OA prevents you from rising, as it halts other forms of movement.


===Resistant===
====Immune====
May apply to all damage, or damage of certain types, from certain sources, etc.  May also apply to conditions.
* This may apply to all damage, or only certain types, from certain sources, etc.  May also apply to conditions.
Take half damage (rounding down) from relevant sources, and gain +A on Saves or defense against relevant conditions.
* Damage from relevant sources is negated, usually along with any rider effects it had.  Relevant conditions are not applied.
* If written, Immune (Y), the immunity applies against damage up to Y.  If damage exceeds Y, the immunity does not apply and the full damage is taken.


===Restrained===
====Incapacitated====
Immobilized
* You are [[Damage, Conditions, & Recovery#Unreactive | Unreactive]] and cannot take actions, but can still move.
You have +D on defense and Dex saves.
* Lose the benefit of shields, DEX, and other active defense bonuses.
You have +D on attacks and effects targeting Dex saves.


===Slowed===
====Invisible====
+1x movement costs.  Slow stacks.
* If your general location can't be guessed (by the sound of movement, steps in the dust, inference, or other clues), attacks and effects automatically miss.
* Against attacks or effects that are successfully directed in your general location, take +A to defense and saves against, unless they have an area of effect.
* You have +A on attacks and effects that target Dex Save, or Vigor Save for forced movement, against creatures that can't directly perceive you (a general location is not enough).


===Stunned===
====Marked====
Incapacitated and Immobilized.  Can only speak falteringly.
* The opponent that marked you does not have to expend an opportunity attack / reaction to make opportunity attacks when you provoke, and they gain +A on these attacks.
Automatically fails Dex saves and Vigor saves against forced movement.
You have +D on defense and Wits saves.


===Unbalanced===
====Ongoing Damage====
Unreactive
* Ongoing damage (being on fire, splashed with acid, etc) inflicts damage each round.  It usually has an ending condition (save, X-in-6 chance, etc) of ending or diminishing each turn.
Disadvantage on attacks and Vigor and Dex checks.
** Often action can be taken to hasten the end (beating out flames, washing off acid).  Depending on the situation and action, it might be automatic or require a roll.
* If multiple instances of the same kind of ongoing damage apply, roll each separately but take only the highest single amount as damage.


===Unconscious===
====Paralyzed====
Paralyzed and unaware of your surroundings.
* [[Damage, Conditions, & Recovery#Incapacitated | Incapacitated]], [[Damage, Conditions, & Recovery#Immobilized | Immobilized]], [[Damage, Conditions, & Recovery#Helpless | Helpless]], and can't speak.
You drop anything held and fall Prone.


===Unreactive===
====Petrified====
You cannot take reactions or make Opportunity AttacksLose your reaction and OA for the turn.
* Transformed into inanimate material (stone, wood, ice, etc), usually along with worn and carried possessions.
* Weight increases by 10x (assuming stone).
* Resistant to all damageGains Hardness and other properties suitable for the material.
* [[Damage, Conditions, & Recovery#Paralyzed | Paralyzed]], unaware, and incapable of thought.
* Not alive and doesn't eat, drink, breath, or age.  Immune to poison and disease, but preexisting conditions are suspended, not removed.


===Vulnerable===
====Poisoned====
May apply to all damage, or damage of certain types, from certain sources, etc.
* Take +D on stat, attack, and effect rolls.
Double damage taken from relevant sources, or +D to save against non-damage effects.


===Weakened===
====Prone====
May be Physically Weakened, Spiritually Weakened, or both.
* You can move by crawling, with +1x movement cost.  You can't convert movement into a shift.
Physical Weakness halves damage (rounding down) from weapon attacks and gives +D on effect rolls for things like Grapples, Forces, or other martial maneuvers.
* You don't threaten and take +D on attacks (excepting crossbows or other weapons that can be fired prone).
Magical Weakness halves spell damage (rounding down) and gives +D on spell effect rolls.
* You do not obstruct movement.
* Melee attacks against you, and ranged attacks from within 10', have +A.  Ranged attacks from farther away have +D.
* The DM may grant +A on Dex saves against blasts (more of the force passes over you) and/or Vigor saves against forced movement, if deemed appropriate to the situation.
* You can drop Prone as a free action any time you can move, and can stand at a cost of (Speed / 2) movement (normally 15').
** Rising provokes and a hit by an OA prevents you from rising, as it halts other forms of movement.  You can't turn movement into a shift to get clear, but can Dodge to improve your odds.


====Resistant====
* May apply to all damage, or damage of certain types, from certain sources, etc.  May also apply to conditions.
* Take half damage (rounding down) from relevant sources, and gain +A on Saves or defense against relevant conditions and rider effects.
** Resistances stack by increasing the damage division: one-half, one-third, one-quarter, etc.


State Conditions
====Restrained====
* Scratched and Bloodied
* [[Damage, Conditions, & Recovery#Immobilized | Immobilized]]
You currently have equal or less than 50% or 25% of maximum HP.  These are evident to onlookers from wear and tear, fatigue, etc.
* You have +D on attack, effect, and defense.
* Battered
You are out of HP, possibly having taken Life.
* Wounded
Has 1 or more Wounds.
* Mortally Wounded


====Slowed====
* +1x movement costs (stacks).


====Stunned====
* [[Damage, Conditions, & Recovery#Incapacitated | Incapacitated]] and [[Damage, Conditions, & Recovery#Immobilized | Immobilized]].  Can only speak falteringly.
* Automatically fails Dex saves and Vigor saves against forced movement.
* Take +D on defense and Wits saves.


====Unconscious====
* [[Damage, Conditions, & Recovery#Paralyzed | Paralyzed]] and unaware.
* Drop anything held and fall [[Damage, Conditions, & Recovery#Prone | Prone]].


====Unreactive====
* You cannot take reactions or make Opportunity Attacks.  Lose your reaction and OA for the turn.


====Vulnerable====
* May apply to all damage, or damage of certain types, from certain sources, etc.  May also apply to conditions.
* Double damage taken from relevant sources, or +D to save against effects.
** Vulnerabilities stack by increasing the damage multiplier: 2x, 3x, 4x, etc.


TBD
====Weakened====
- once per dungeon turn (even in combat), you can fortify yourself with some strong booze, like a cut rate healing potion; restore 1d6 resilience (vigor DC 11 or stacking -1 to checks for intoxication). W/ brief rest, 2d6?
* May be Physically Weakened, Spiritually Weakened, or both.
- life drain can directly cause Wounds (or force a Wound save), steal reserve, impose fatigue
** Physical: targets have resistance to your attacks and physical effects.
Ongoing Damage
** Spiritual: targets have resistance to your magical effects.
- on fire
- venom
Afflictions
Diseases, poisons, creeping curses.
Contracting: when exposed to the affliction, there is usually a save to avoid being affected.  This may be the same as the affliction's interval save, or different.
Properties
Magnitude: every point is +5 DC to treatment efforts.
the DC of the saves used to fight the affliction.
Interval: a span of time.  Every time an interval passes, roll a save (usually Vigor).  Suffer the effects of the affliction (sometimes nothing on a successful save, sometimes reduced).
If a healer treats the victim, they can roll WIT+Scholarship against the Virulence (sometimes a generalist task, sometimes specialist).  If either this roll or the save succeeds, the save is considered a success.
Duration: once a number of saves equal to Duration have been successfully made, the affliction abates.  It may take a while for harm done to heal (if it does), but it grows no worse.
Treatment
Examples
Breakbone Fever: Vir DC 13, 2 day Interval, Duration 3.  No symptoms until 2 failed saves.  After 3rd fails save, become Stunned while the affliction persists.  After 5th failed save, Death's Door.
Sand Rot: Vir DC 17, 1 day Inverval, Duration 2.  Each interval, lose 1d6 Vigor.  Death at Vigor 0.  Recover 1 Vigor per day once cured.
Viper Toxin: Vir DC 16, 1 round Interval, Duration 1.  Poisoned on affliction.  Each interval, take 1d6 health damage.  At 0 HP, become Unconscious.  If still poisoned, after 1 hour, at Death's Door.

Latest revision as of 03:21, 26 April 2023

Red Age > Rules > Damage, Conditions, & Recovery

Damage

Hit Points

  • HP represent stamina, poise, morale, luck, and general action-hero resilience to harm.
  • To prevent serious harm, absorb damage by spending HP, 1 for 1. Loss of HP represents scrapes, bruises, fatigue, pain, loss of morale, and other cosmetic injury.
  • Temporary HP (tHP) represents additional stamina, defensive posture, ablative magical protection, etc.
    • These function the same as normal HP. When you gain tHP, if the amount is greater than your current tHP, replace it (i.e. tHP doesn't stack). By default, unused tHP go away after 10 minutes.
  • Reserve HP represents the degree to which you can bounce back from repeated beatdowns over the course of days. Reserve HP is converted to HP through rests and natural healing.

Life

  • Loss of Life represents genuine injury; deeper cuts, sprains, concussions, blood loss, etc.
  • When you take damage and can't soak it with HP, you lose Life.
  • Any time you lose Life, roll d20+(remaining Life) vs DC 18+(2 x number of Wounds).
    • If successful, you've lost the Life but nothing worse. You remain active and on your feet.
    • If you fail, you suffer a Wound; roll to see what it is. This can leave you unconscious, bleeding out, maimed, or instantly dead.
    • On a natural 20, you stay on your feet, and may choose to gain a cool scar and +2 max HP (as long as you keep the scar).
  • If reduced to 0 Life, you are mortally wounded and almost certainly die.

Wounds

  • A Wound has specific effects, short or long term, and it "ties up" a certain amount of Life, measured in Wound points. Until these are healed (more slowly than mere lost Life), the Wound and its effects persist, and you cannot recover to your full Life total.
  • The DM may roll Wounds in private, so when someone falls, their allies may not be certain whether they've just been knocked out or are rapidly bleeding to death.
  • In combat, you usually don't lose Life or take Wounds while you still have HP. Traps, attacks against helpless targets, and similar sources often deal damage straight to Life.
  • Taking Life while you have HP calls for a Wounds roll, as above, but with different consequences. Some harm may directly target a part of the body, causing a Wound (e.g. sticking your hand into a trap designed to chop off hands).

Damage Types

  • Physical (slashing, piercing, crushing)
  • Fire (flame, lightning, radiant)
  • Frost
  • Acid
  • Health (poison, necrotic, bleeding, etc)
    • Harms living creatures by disrupting their life processes. Undead and constructs are generally immune to health damage; creatures like oozes might be immune to some forms but not others.
  • Spirit
    • Has full effect on supernatural beings who might be immune to non-magic harm, incorporeal, etc. Usually a property of magic which is combined with another form of damage (e.g. fire/spirit). Pure spirit damage doesn't damage inanimate objects, but will harm living creatures or other beings with a spiritual / magical aspect (including magical constructs and undead).

Subduing

  • When you attack a target using a fictionally suitable form of attack, you may declare that you are trying to make it non-lethal.
  • Lethal area attacks are too indiscriminate to make non-lethal. The DM may require a lethal weapon to used as a club to deal crushing damage to justify being used non-lethally.
  • Roll damage with +D. When the target makes Life checks to acquire Wounds, they roll Wound type with +2A, taking the least severe outcome. Dropping to 0 Life is still fatal.

Critical Hits & Massive Damage

  • Crit: an attack or effect roll with margin 2+.
    • Deal your maximum normal damage, then roll an extra damage die (without adding fixed modifiers) and add it.
  • Massive Damage: taking damage (after Resistance and tHP) equal or higher than your Bloodied value.
    • The DM may apply an extra Inflict Condition rider to the attack, causing Dazed, Stunned, Disarmed, damage to a weapon, armor, or shield, or some similar effect.

State Conditions

  • These conditions are evident to onlookers from wear and tear, fatigue, etc. They may also act as keywords for effects.
    • Scratched: at 75% or less of maximum HP.
    • Bloodied: at 50% or less of maximum HP.
    • Battered: at 25% or less of maximum HP.
    • Wounded: has 1 or more Wounds.
    • Mortally Wounded: at 60+ Fatigue, 0 Life, or has taken the Dead Adventurer Walking wound. Soon to die.

Wounds

If you fail a Wound roll...

  • While you still have HP, roll 1d6+17 to determine the effect.
  • When out of HP, roll 1d20.
  • When completely out of Life, roll 1d4.

Wound Effect

  • 23+) No Effect
  • 21-22) Collapse Roll (roll 1d6+6 for duration)
  • 20) Collapse Roll (roll w/ +A for duration)
  • 17-19) Mild Break + Collapse Roll (roll w/ +A for duration)
  • 13-16) Break + Collapse Roll
  • 11-12) Maimed + Collapse Roll (roll w/ +D for duration)
  • 9-10) Bleeding Out Slow + Collapse Roll
  • 8) Bleeding Out Fast + Collapse Roll
  • 7) Bleeding Out Fast + Collapse Roll (roll w/ +D for duration)
  • 6) Bleeding Out Fast + Broken + Collapse Roll (roll w/ +D for duration)
  • 5) Bleeding Out Fast + Maimed + Collapse Roll (roll w/ +D for duration)
  • 4) Dead Adventurer Walking + Broken + Collapse Roll (roll w/ +A for duration)
  • 3) Dead Adventurer Walking + Maimed + Collapse Roll (roll w/ +A for duration)
  • 1-2) Death

Collapse Roll (d10)

  • 1-3) Long Collapse: unconscious for 1d6 x 10 minutes. In addition to its normal effect, healing magic lets you make a fresh collapse roll of 1d10+Power, using the new result if it's shorter.
  • 4-6) Brief Collapse: unconscious for 1d6 rounds. Healing provides the same benefit.
  • 7-9) Momentary Collapse: you fall prone, drop anything held, and are stunned for 1 round.
  • 10) No Collapse

Wound Types

  • Mild Break (roll location, 1 Wound point)
  • Break (roll location, Wound points = Life lost in the hit that inflicted this Wound)
  • Maimed (roll location, Wound points = Life lost in the hit that inflicted this Wound)
    • Once "healed", the wound is no longer raw (it doesn't count as a wound, and non-permanent penalties are removed), but the maiming is permanent.
  • Bleeding Out
    • Each interval, roll 2d6 and lose (lower roll)-1 Life. If you roll doubles, you take the damage but also stabilize. Life lost to bleeding doesn't cause additional Wound rolls.
      • If you exert yourself while unstabilized (combat, running, climbing, carrying a Medium or heavier load, etc), use the higher die roll.
    • Bleeding Out can also be stabilized with magic or medicine. Make a bonus roll with Wits (for medicine) or your Casting Stat (for magic) vs DC 16. Add +1 to the roll for every 2 healing produced (from magic or the Healer feat).
      • With medicine, take +5 DC if you don't expend 1 stock from your Healer's Kit, or +10 DC if you don't have a Healer's Kit at all.
    • Reopening Wounds: when stabilized, if you take a new Wound or exert yourself before you have healed any Life, there is a 2-in-6 chance of reopening your wound. A new Bleeding Out Wound always reopens any others.
    • Rate
      • Slow (1 Wound point, 10 min interval)
        • Stabilizing halts further Life loss.
      • Fast (2 Wound points, 1 round interval)
        • Stabilizing reduces the interval to 10 minutes, and a second stabilization halts further Life loss.
        • After this wound heals 1 Wound Point, it becomes Bleeding Out Slow (for purposes of reopening).
  • Dead Adventurer Walking
    • Lose Life as if Bleeding Out Fast, but the wound can't be stabilized without extremely powerful magic. On the plus side, exerting yourself doesn't make it any worse.
    • If somehow stabilize, this has Wound points = your entire Life. Until you heal this, you remain at 0 HP, 0 Life, 60 Fatigue, bed-ridden. Once this is healed, each further Wound point healed removes 5 Fatigue and restores 1 Life. Treat yourself as stabilized Bleeding Out Slow, with a chance of reopening your wounds until under 30 Fatigue.

Wound Location (d10)

  • 1) Arm / Hand
    • Can't use the hand. +D to tasks that wound normally take 2 hands. If maimed, also permanently lose 1d3 Dex.
    • Roll d6: affects only the hand (1-3) or the whole arm (4-6).
  • 2) Leg / Foot
    • Slowed +1x. +D to athletic tasks (running, swimming, climbing, balance, etc) and Dex saves. If maimed, also permanently lose 1d3 Dex and Vigor.
    • Roll d6: affects only the foot (1-3) or the whole leg (4-6).
  • 3) Eye
    • +D to vision, attack, Dex effects, and Wits saves. If maimed, also permanently lose 1d3 points between Dex and Wits.
  • 4) Ear / Nose
    • Ear: deaf in the ear. +D to hearing checks. If maimed, also permanently lose 1d2 Wits.
    • Nose: can't smell, +D to social checks. If maimed, also permanently lose 1d2 Spirit.
  • 5) Mouth / Face
    • Slurred speech, +D to social checks. If maimed, also permanently lose 1d2 Spirit.
  • 6-8) Torso
    • Gain 20 Drain (10 Drain if only Mild Broken) and take +D to Vigor saves. Remove half the Drain when the wound is half-healed. If maimed, also permanently lose 1d4 Vigor.
  • 9-10) Head
    • +D to all checks except intrinsic things, e.g. Vigor saves against poison. If maimed, also permanently lose 1d4 points between Wits and Spirit.
    • A concentration check DC 13+Power (with +D) is required to cast a any spell, and each round that concentration is maintained.

Recovery

Rests

  • Brief Rest
    • Requirements: 10 minutes of no more than light activity (resting, talking, reading, easy searching, routine gear maintenance). Interruption restarts the count.
    • Allows the performance of an average spell as a ritual.
    • Regain use of Brief Rest abilities.
  • Short Rest
    • Requirements: 1 hour of no more than light activity. Interruption restarts the count.
    • Includes the benefits of a Brief Rest.
    • Restores all cantrip mana. Allows spell preparation / exchange of spells between vessels.
    • Regain use of Short Rest abilities.
    • Once per Long Rest, a character can convert up to (level+VIG) reserve into HP and (level+SPT) into Mana.
  • Long Rest
    • Requirements: 8 hours of mostly light activity (brief exertion is okay), as well as adequate sleep, drink, food, and shelter. Can be taken no more than once per 24 hours.
    • Includes the benefits of a Short Rest.
    • Restore HP and Mana from their respective reserves.
    • Regain use of Long Rest abilities.
    • If you have gained no Fatigue since your last Long Rest, remove 5 Fatigue.
    • Regain 1 Life (+1 if resting in civilized comfort).
    • Serious privation or multiple lesser privations prevent any benefit from a Long Rest (besides preventing sleep deprivation). One Moderate Privation prevents you from restoring HP or Mana above 50%, removes no Fatigue, and heals no Life.
      • Moderate Privations: half Life or lower, squalid Lifestyle, poor accommodations, half water ration, no food ration, poor / short / interrupted sleep
      • Serious Privations: no water ration, no sleep, miserable accommodations, 2+ forms of lesser Privation
  • Extended Rest
    • Requirements: 6 consecutive, successful Long Rests, without any adventuring, rough travel, non-Lifestyle privations, or other hardships during the entire period.
      • This usually requires more security and shelter than a normal campsite (good basecamp, settlement, unusually safe / serene wilderness site, etc).
      • You can face a brief mishap or combat encounter, but if you are forced to flee, besieged for hours, or it otherwise becomes a protracted / painful / stressful event (including an unexpected number of such events for a normal week), the count resets.
    • Includes the benefits of a Long Rest.
    • Regain all HP, Mana, Life, and reserves.
    • Regain use of Extended Rest abilities.
    • For each Wound, remove 1 Wound point + 1 if you make a DC 13 Vigor save.
    • Expeditions into wild and dangerous places are stressful. Unless the party has pressing reasons to immediately go back out, they must take an Extended Rest after returning to civilization.

Healing Effects

  • Healing effects (spells, medicine) generate points of healing.
    • 1 healing restores 1 HP.
    • Once HP is full, every 2 healing restores +1 Life the next time the recipient regain Life after a Long Rest.
    • Once Life is full, 1 healing restores 1 reserve HP.
      • Alternatively, if 20 healing is delivered within the space of a Brief Rest (from any number of effects and sources), it removes 1 Wound point the next time the recipient regains Life after a Long Rest. A given Wound can't be healed this way more than once per Extended Rest.

Fatigue & Exhaustion

  • Fatigue points are accumulated from various sources. There are different types that are summed for their effect, but removed in different ways.
  • Every 10 points of Fatigue is a level of Exhaustion, inflicting the following effects:
    • -1 to all checks (attacks, effects, skills, saves, defenses)
    • Reduce Speed by 1/6th
    • Fill 1 encumbrance slot
  • At 60+ Fatigue, collapse unconscious and make a Vigor save DC (Fatigue - 60) or die, dropping to 0 hp on a success (on a crit, you don't even collapse).
    • If still gaining Fatigue (collapsed in the wilderness and subject to exposure, still dying of hunger/thirst, etc), repeat the save each time Fatigue is gained.

Types of Fatigue

  • Fatigue
    • Loss of stamina from exertion, stamina draining effects, and general hard use.
    • Remove 5 with a Long Rest, if you haven't gained any kind of Fatigue since your last Long Rest.
  • Spirit Fatigue
    • Stress on the spirit, usually due to overexertion of magic. Functions the same as Fatigue, but cannot be cleared with magic, only natural rest.
  • Hunger & Thirst
    • Gained for going without food and/or water.
    • A normal ration of food removes 5 Hunger, and extra ration removes another 5.
    • A normal ration of water removes 5 Thirst, and drinking up to 3 extra rations removes 5 each.
  • Sleep Deprivation
    • Gained from going without sleep.
    • Every full 8 hours of sleep, convert up to 20 Sleep Deprivation into Fatigue (which may be cleared as part of that rest, or on subsequent Long Rests).
  • Wind
    • Gained from lack of air or intense, short-term exertion, such as sprinting.
    • Each Brief Rest, convert 10 Wind into 2 Fatigue.
  • Heat / Cold
    • Gained from exposure to heat-stroke- or hypothermia-inducing temperatures without suitable protection.
    • Each Short Rest at comfortable temperature (merely "not extreme" temperature only halts the gain), convert 10 Heat/Cold into 5 Fatigue.
  • Drain
    • Gained from magical life drain, poison, disease, etc.
    • Removal depends on the nature of the cause (often like Fatigue, Wind, or Heat/Cold; sometimes only through medicine, magic, or Extended Rets).

Afflictions

  • Diseases, poisons, creeping curses.
  • Contracting: when exposed / bitten / hexed / etc, there is usually a save. This may be the same as the affliction's interval save, or different.
  • Affliction Properties
    • Interval: a span of time. Every time an interval passes, the affliction may progress, cause effects, grants a save, etc.
    • Magnitude: represents how hard to treat the affliction is, usually from 0 to 5. Any save DC usually reflects this, but can vary.
  • Treatment
    • To make progress against the affliction, apply a curative effect (spell, medicine, etc) and roll (Stat bonus)+(Power/PROF x 5) vs DC 11+(Magnitude x 5).
      • If unsuccessful, further treatment by equal or lower Power / PROF effects can't be tried against until the next interval.
      • The exact effect of success varies with the affliction. It may be fully ended, count as 1 successful save against it, advance a cure track, etc. Higher Margin may grant better results.

Conditions

Most Conditions effects do not stack, but they may be applied by multiple sources, in which case all will have to be removed to remove the Condition.

Blinded

  • You fail any check requiring sight.
  • You have +D on initiative, attacks, defense, Dex saves, and many skill checks.

Charmed

  • You can't act to harm, endanger, or impose upon the charmer.
  • The charmer has +A on social checks with you.

Dazed

  • You are Unreactive, Slowed, and lose your bonus action.

Deafened

  • You fail any check requiring hearing.
  • You have +D on checks hindered by your lack of hearing.

Exposed

You have +D on defense, Dex saves, and Vigor saves against forced movement.

Frightened

  • You have +D on stat checks and attack rolls while the object of fear is in sight or obviously nearby.
  • You can't willingly move closer to the object of fear.
  • If you stand and fight against the source of your fear, +D on defense and saves.

Grappled

  • Immobilized
  • Forced movement of you or the grappler creature can allow a chance to escape the grapple. If the escape fails, either you don't move, or the grappler moves with you.
  • Forced movement by the grappler does not risk breaking the Grapple, and can drag you with it.

Helpless

  • You automatically fail defense, Dex Saves, and Vigor saves against forced movement.
  • Any hit from an attacker within 5' gains +1 margin (making normal hits into crits).

Hindered

  • You have +D on initiative, attack, effect, many physical tasks (as appropriate).

Immobilized

  • Your Speed is reduced to 0, and can't be increased.
  • You have +D on Dex Saves to evade, and automatically fail if you would need to move to avoid the effect.

Immune

  • This may apply to all damage, or only certain types, from certain sources, etc. May also apply to conditions.
  • Damage from relevant sources is negated, usually along with any rider effects it had. Relevant conditions are not applied.
  • If written, Immune (Y), the immunity applies against damage up to Y. If damage exceeds Y, the immunity does not apply and the full damage is taken.

Incapacitated

  • You are Unreactive and cannot take actions, but can still move.
  • Lose the benefit of shields, DEX, and other active defense bonuses.

Invisible

  • If your general location can't be guessed (by the sound of movement, steps in the dust, inference, or other clues), attacks and effects automatically miss.
  • Against attacks or effects that are successfully directed in your general location, take +A to defense and saves against, unless they have an area of effect.
  • You have +A on attacks and effects that target Dex Save, or Vigor Save for forced movement, against creatures that can't directly perceive you (a general location is not enough).

Marked

  • The opponent that marked you does not have to expend an opportunity attack / reaction to make opportunity attacks when you provoke, and they gain +A on these attacks.

Ongoing Damage

  • Ongoing damage (being on fire, splashed with acid, etc) inflicts damage each round. It usually has an ending condition (save, X-in-6 chance, etc) of ending or diminishing each turn.
    • Often action can be taken to hasten the end (beating out flames, washing off acid). Depending on the situation and action, it might be automatic or require a roll.
  • If multiple instances of the same kind of ongoing damage apply, roll each separately but take only the highest single amount as damage.

Paralyzed

Petrified

  • Transformed into inanimate material (stone, wood, ice, etc), usually along with worn and carried possessions.
  • Weight increases by 10x (assuming stone).
  • Resistant to all damage. Gains Hardness and other properties suitable for the material.
  • Paralyzed, unaware, and incapable of thought.
  • Not alive and doesn't eat, drink, breath, or age. Immune to poison and disease, but preexisting conditions are suspended, not removed.

Poisoned

  • Take +D on stat, attack, and effect rolls.

Prone

  • You can move by crawling, with +1x movement cost. You can't convert movement into a shift.
  • You don't threaten and take +D on attacks (excepting crossbows or other weapons that can be fired prone).
  • You do not obstruct movement.
  • Melee attacks against you, and ranged attacks from within 10', have +A. Ranged attacks from farther away have +D.
  • The DM may grant +A on Dex saves against blasts (more of the force passes over you) and/or Vigor saves against forced movement, if deemed appropriate to the situation.
  • You can drop Prone as a free action any time you can move, and can stand at a cost of (Speed / 2) movement (normally 15').
    • Rising provokes and a hit by an OA prevents you from rising, as it halts other forms of movement. You can't turn movement into a shift to get clear, but can Dodge to improve your odds.

Resistant

  • May apply to all damage, or damage of certain types, from certain sources, etc. May also apply to conditions.
  • Take half damage (rounding down) from relevant sources, and gain +A on Saves or defense against relevant conditions and rider effects.
    • Resistances stack by increasing the damage division: one-half, one-third, one-quarter, etc.

Restrained

Slowed

  • +1x movement costs (stacks).

Stunned

  • Incapacitated and Immobilized. Can only speak falteringly.
  • Automatically fails Dex saves and Vigor saves against forced movement.
  • Take +D on defense and Wits saves.

Unconscious

Unreactive

  • You cannot take reactions or make Opportunity Attacks. Lose your reaction and OA for the turn.

Vulnerable

  • May apply to all damage, or damage of certain types, from certain sources, etc. May also apply to conditions.
  • Double damage taken from relevant sources, or +D to save against effects.
    • Vulnerabilities stack by increasing the damage multiplier: 2x, 3x, 4x, etc.

Weakened

  • May be Physically Weakened, Spiritually Weakened, or both.
    • Physical: targets have resistance to your attacks and physical effects.
    • Spiritual: targets have resistance to your magical effects.