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legacy:characters:health_and_damage [2025/02/19 18:10] tailkinkerlegacy:characters:health_and_damage [2025/08/24 01:58] (current) – [Stamina] tailkinker
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 A successful attack does not always inflict injury.  It is expected that a character will twist to mitigate the impact, block with a shield, absorb some of the damage on their armour, or sidestep to avoid an attack at the last moment.  All these efforts burn through a character's energy, which is represented in this game with their **Stamina**. A successful attack does not always inflict injury.  It is expected that a character will twist to mitigate the impact, block with a shield, absorb some of the damage on their armour, or sidestep to avoid an attack at the last moment.  All these efforts burn through a character's energy, which is represented in this game with their **Stamina**.
  
-A character's Stamina is based on their Ancestry, their Background and their Class.  A character's Ancestry and Background include an attribute as part of their Stamina;  whenever an attribute is improved, and its modifier goes up, this will also increase your Stamina.  If the same attribute is added twice (which it often is, especially Strength), then when you improve it, increase your Stamina twice.+A character's Stamina is based on their Ancestry, their Background and their attributes.  A character's Ancestry and Background include an attribute as part of their Stamina;  whenever an attribute is improved, and its modifier goes up, this will also increase your Stamina.  If the same attribute is added twice (which it often is, especially Strength), then when you improve it, increase your Stamina twice.
  
 Your Stamina cannot be negative.  If you are struck for damage, and the amount of damage that you take is higher than your current Stamina, then your Stamina becomes zero. Your Stamina cannot be negative.  If you are struck for damage, and the amount of damage that you take is higher than your current Stamina, then your Stamina becomes zero.
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 You lose one second per combat turn for every point of Injury you suffer.  If this reduces your available seconds in combat to or below zero, you become Disabled, and your turn gets skipped. You lose one second per combat turn for every point of Injury you suffer.  If this reduces your available seconds in combat to or below zero, you become Disabled, and your turn gets skipped.
  
-At the end of any encounter, if you are Disabled, make a Fortitude defence check against a TN of 16.  (Remember to subtract your Injury from this check!)  If an ally is on hand to perform First Aid, you may use their Medicine skill instead of your Fortitude defence, and need not apply your Injury penalty to that roll.+=== Survival Checks === 
 + 
 +At the end of any encounter, if you are Disabled, make a Fortitude defence check against a TN of 14.  (Remember to subtract your Injury from this check!)  If an ally is on hand to perform First Aid, you may use their Medicine skill instead of your Fortitude defence, and need not apply your Injury penalty to that roll.
   * **Success**:  You pull through.  You remain Disabled, but you're not in mortal danger any more.   * **Success**:  You pull through.  You remain Disabled, but you're not in mortal danger any more.
   * **Failure**:  You die.  Make a new character.   * **Failure**:  You die.  Make a new character.
 +
 +<WRAP box>
 +**Light Fantasy**:  Failure on the survival check does not result in your character dying.  Instead, your character becomes Bedridden.  This condition remains until your character's Injury is fully recovered.
 +</WRAP>
 +
 +===== Resistance and Vulnerability =====
 +
 +Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.
 +
 +If a creature or an object has resistance to a damage type, damage of that type is reduced by a given value applied to each die of damage.
 +
 +If a creature or an object has vulnerability to a damage type, damage of that type is increased by a given value applied to each die of damage.
 +
 +Resistance and then vulnerability are applied after all other modifiers to damage.
 +
 +===== Damage Reduction =====
 +
 +Unlike Resistance, Damage Reduction is applied to the final amount of damage before that damage is applied to stamina or hit points.  Though less effective than Resistance, Damage Reduction is also generally easier to come by.
legacy/characters/health_and_damage.1739988656.txt.gz · Last modified: by tailkinker