Damage, Death, and Dying
Fluff on Death and dying in italics
- Damage dealt to a character reduces their Health
- When a character reaches zero Health or less (a character’s Health can go negative), they gain the Dying Hazard and the Unconscious Hazard.
- See Death and Dying below.
- Stun Damage is an alternate form of Damage that is non-lethal.
- Characters can receive Stun Damage for normal bumps and bruises that cause pain but are superficial in their ability to severely injure.
- When you have more Stun Damage than your current Health, you gain the Stunned Hazard.
- Stunned Hazard: You lose all remaining Action Points and your next Recovery Action yields no Action Points.
- Removal: Spend a Recovery Action.
- When you have more Stun Damage than twice your current Health, you gain the Unconscious Hazard.
- All Stun Damage is removed at the end of a Scene.
Death and Dying
- When a character reaches zero Health or less (a character’s Health can go negative), they gain the Maimed Hazard. They must then make a Journeyman Mettle Roll or gain the Helpless Hazard.
- Maimed Hazard: You have suffered extreme trauma such as shattered bones and crushed limbs. Lose a die on all rolls.
- Helpless Hazard: You are completely defenseless, and lie limp on the ground. Attacks against you gain 2 dice and you forfeit all defense rolls. On your turn, you may take no actions.
- When your Character has a negative number of Health equal to their Mettle Stat, they are immediately dead.
- A Journeyman Mettle Roll must be made each time the character receives damage at zero or below zero Health.
- Armor reduces incoming damage by a specific amount based on its Protection.
- The added weight slows a character and reduces the maximum action points based on its Weight Penalty.
- See the Ch.6 - Acquisition, Property and Services: Armor section for more rules.
Unarmed Combat And Grappling
- Unarmed attacks deal Stun Damage instead of normal damage.
- Grappling is when a character attempts to grab and wrestle with another character
- Initiating a Grapple: Simply win a Mettle roll against your opponent in Melee.
- Your opponent is now Grabbed
- Lose a die for each occupied hand during all rolls to Grapple or defend from Grappling.