Look around you. Some of the characters in this story will be killed by foes who possess ill-intent. They will be hacked apart, brained, betrayed, ambushed, dismembered, or otherwise turned inside out. Some but, unfortunately, not all. Those who do not meet their ends so heroically may yet die in ways a little less enviable. Listed here are rules for a plethora of lethal indignities.
Working yourself to the bone eventually wears on you and can eventually kill you.
- The Judge may freely assign Fatigue Hazards for not sleeping, or working long, grueling tasks.
- When your Mettle is equal to the number of Fatigue Hazards you posses, you die from over-exertion.
This includes drowning, choking, asphyxiation, or venturing into places where breathable air is not.
- Upon having no breathable air, you must pass an Apprentice Mettle Roll on each turn or take 2 stun. If you pass, the difficulty is increased to Journeyman on the next turn, and increased again to Master if they pass a second time.
- Like normal, having double your current Health in Stun Damage will render you unconscious. Once unconscious and still unable to breath, they continue to take 1 Damage to their health each turn until dead.
- Held Breath: By holding your breath, you can take a number of turns equal to your Mettle Stat before running out of air and taking Stun Damage.
In a world of Airships, falling to your death is more common than you think.
Upon impact, the Judge rolls 2 dice per 10 ft fallen. All sets are spent by the Judge to deal Trauma damage.
The falling character can defend with a Reflex Roll.
Failing can be in the form of maims, and/or damage at the Judge’s Discretion.
Characters that are physically on fire receive the Burning Alive Hazard.
Exposure and Starvation Rules
A character has to eat and drink at least once a day. Normally this is assumed to happen when "no one is looking" but in cases where food or water is scarce, starvation becomes a real risk.
At the end of any day where a character did not eat or drink sufficiently, the gain the Languid Hazard.
A character dealing an attack while in stealth gains a die to the attack and their victim is unable to spend any actions to defend.
A character is stealthed when they make a Reflex roll opposing the victim's Insight Roll.
Explosions - Machinae can and will malfunction under extreme situations, like combat.
Machinae will immediately explode if they accumulate 2 broken hazards for any reason.
Broken Hazards are acquired from using the Machina in Melee, spending a set for a critical effect to damage it, or activating a machina that has the Broken Hazard.
When it explodes, the Judge rolls 2 dice per charge still stored. All sets are spent by the Judge to deal Trauma damage.
The character holding or operating the machina does not get to roll defense, however Armor will still reduce damage.
All other characters in Melee Range may defend themselves with a Reflex Roll to avoid damage.