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When a character’s Hit Points drop to 0, they become Fatigued but any further harm no longer reduces HP. This condition stays even if they are later healed above 0 HP and lasts until removed (for example by rest, as described in the Fatigued condition).

If an attack brings a character to 0 HP, any remaining damage after reaching 0 is used to check for an Injury.

While at 0 HP, every later attack that deals damage also uses the same thresholds.

Damage taken at 0 HP (or excess damage from the blow that dropped you):

0-2​

3-5

6+

No effect

Severe Injury

Fatal Injury

These values are checked after Dodge, Block and any other damage reduction.


Injury Location

When a character suffers an Injury, roll 1d4 to determine the location:

1d4 Roll

1

2

3

4

Injury

Arm Injury

Leg Injury

Internal Injury

Head Injury

If a character would suffer another Severe Injury to the same location, it escalates to a Fatal Injury, regardless of how many healthy limbs they have. This means the character cannot have two Severe Injuries in both arms.


Severe Injuries

Serious injuries do not cause a character to lose their ability to fight. However, they do limit their actions in certain ways.

Arm Injury

Leg Injury

Internal Injury

Head Injury

  • The character must succeed on an Endurance check (Difficulty 18) or fall unconscious.

  • The character is Dazed


Fatal Injuries

A Fatal Injury represents a devastating wound to any location. When you suffer a Fatal Injury, choose one of the following outcomes:

The Last Stand

Summon the last of your strength to strike before you fall.​

  • You immediately gain one Main Action which is an automatic success (no die roll needed).

  • If it is an attack, it automatically hits with Hit Strength 3. The enemy may only reduce its damage to Hit Strength 2.

  • After resolving this Action, the character dies and cannot be saved.

Hold on to Life

Cling to life by a thread.

  • The character is incapacitated.

  • At the end of each of their turns, roll 1d6:

    • On a 1: They fall into agony and will die at the end of the next round unless stabilized.

    • On a 6: They stabilize on their own and no longer risk death.

  • Another character may attempt to stabilize them with a Heal check (Difficulty 15, or 18 if it’s a Head Injury).


Non Player Characters

For most enemies and NPCs, you can ignore the Injury system. When they reach 0 HP, they simply die. This keeps combat fast and prevents unnecessary bookkeeping.

For legendary enemies, you may choose to use the Injury rules to make them more dramatic.

  • Hit Strength 1 and 2 both inflict Severe Injuries

  • Hit Strength 3 triggers a Fatal Injury, giving the battle a dramatic climax.

In addition, some enemies may unleash a Last Stand before they fall, striking with one final burst of fury. Use this sparingly to create memorable and desperate moments in climactic battles.

Created by Jan Tyszka

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