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legacy:characters:health_and_damage

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legacy:characters:health_and_damage [2025/10/16 03:55] tailkinkerlegacy:characters:health_and_damage [2025/10/16 04:07] (current) – [Injury] tailkinker
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 All characters start at zero Injury, and every point of Injury represents a physical wound that your character has taken.  Injury does not accumulate as fast as Stamina depletes, but it is much more impactful. All characters start at zero Injury, and every point of Injury represents a physical wound that your character has taken.  Injury does not accumulate as fast as Stamina depletes, but it is much more impactful.
  
-If you are struck for damage, and have no Stamina remaining, you take one point of Injury per die of damage that would have been rolled.  The attacker need not actually roll the damage dice.  +If you are struck for damage, and have no Stamina (or Rush) remaining, you take one point of Injury per die of damage that would have been rolled.  The attacker need not actually roll the damage dice.  
  
 Armour and other sources of DR can mitigate this.  If your DR is higher than the maximum value of the lowest of the damage dice that would have been rolled, then reduce the amount of Injury you take by one point. Armour and other sources of DR can mitigate this.  If your DR is higher than the maximum value of the lowest of the damage dice that would have been rolled, then reduce the amount of Injury you take by one point.
legacy/characters/health_and_damage.txt · Last modified: by tailkinker