Damage, Conditions, & Recovery
Red Age > Rules > Damage, Conditions, & Recovery
Damage
Hit Points, Life, & Wounds Hit Points 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. 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 (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 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).
Resistance, Vulnerability, Immunity, and Threshold Resistance to a given form of damage halves it (rounding down), and Vulnerability doubles it. Apply this to damage before spending HP to absorb it. Immunity reduces a given form of damage to 0, and usually negates any rider effects that came with it. 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. Subduing 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-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 2x +A, 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.
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 1d8.
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).
- Slow (1 Wound point, 10 min interval)
- 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.
- Dead Adventurer Walking
- Treat as Bleeding Out Fast, but the wound can't be stabilized without extremely powerful magic.
- 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.
- Treat as Bleeding Out Fast, but the wound can't be stabilized without extremely powerful magic.
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.
- Requirements: 6 consecutive, successful Long Rests, without any adventuring, rough travel, non-Lifestyle privations, or other hardships during the entire period.
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 after the subject's next Long Rest is completed, when they would normally regain Life.
- Once Life is full, 20 healing removes 1 Wound point after the subject's next Long Rest is completed.
- This healing can come from multiple applications (spells, healing feat, potions, etc), but they must all come 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.
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)
- -(Speed / 6)'
- Fill 1 encumbrance slots
- 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.
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.
- 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).
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 use harmful abilities or spells to target, endanger, or impose upon the charmer. The charmer has +D on social checks with you.
Dazed
Unreactive, Slowed, and you 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 skill 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. 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
The opponent that marked you gains advantage on OAs against you, and does not expend an OA to attack you.
Paralyzed
Incapacitated, Immobilized, Helpless, and can't speak.
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. 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
You can drop Prone as a free action any time you can move. 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 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
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.
Restrained
Immobilized You have +D on defense and Dex saves. You have +D on attacks and effects targeting Dex saves.
Slowed
+1x movement costs. Slow stacks.
Stunned
Incapacitated and Immobilized. Can only speak falteringly. Automatically fails Dex saves and Vigor saves against forced movement. You have +D on defense and Wits saves.
Unbalanced
Unreactive Disadvantage on attacks and Vigor and Dex checks.
Unconscious
Paralyzed and unaware of your surroundings. You drop anything held and fall 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. Double damage taken from relevant sources, or +D to save against non-damage effects.
Weakened
May be Physically Weakened, Spiritually Weakened, or both. Physical Weakness halves damage (rounding down) from weapon attacks and gives +D on effect rolls for things like Grapples, Forces, or other martial maneuvers. Magical Weakness halves spell damage (rounding down) and gives +D on spell effect rolls.
State Conditions
Scratched and Bloodied
You currently have equal or less than 50% or 25% of maximum HP. These are evident to onlookers from wear and tear, fatigue, etc.
Battered
You are out of HP, possibly having taken Life.
Wounded
Has 1 or more Wounds.
Mortally Wounded
TBD - 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? - life drain can directly cause Wounds (or force a Wound save), steal reserve, impose fatigue Ongoing Damage - 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.