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legacy:characters:health_and_damage

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Health and Damage

The characters of Legacy exist in a world filled with hazards and foes. So naturally, a means to track these hazards and foes is required.

Damage in Legacy is tracked using two values: Stamina and Injury.

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.

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.

Injury

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.) Armour and other sources of DR can mitigate this; if your DR is higher than the lowest of the damage dice rolled, then reduce the amount of Injury you take by one point.

As an example, Lukas is out of Stamina, and is struck for 2d6 damage. His armour grants him a DR of 7, which is higher than the d6 of damage, so he takes one point of Injury, not two.

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