Every successful hit follows these five steps in order. Each step can reduce the damage further — occasionally to zero.
A bandit has cornered the party in an alley. Tilly would rather have walked away. She is not going to get that option. She attacks with her dagger.
Tilly (Wits 3, Melee 2) rolls 2d6: her Wits die comes up 2 (3 − 2 + 1 = 2 successes) and her Melee die comes up 1 (2 − 1 + 1 = 2 successes). Tilly’s total: 4.
The bandit (Body 2, Defending 1) defends with 2d6: his Body die comes up 5 (0 successes) and his Defending die comes up 6 (always −1). Total: −1. Since his total is negative, the −1 becomes a +1 bonus to Tilly, and his total becomes 0. Tilly’s adjusted total: 5.
Degree of success: 5 − 0 = 5.
Step 2 — Weapon factor: Dagger is 10. 5 × 10 = 50 points of potential damage.
Step 3 — Physical Toughness: The bandit has 0 dots. No reduction. Still 50 points.
Step 4 — Armor and shield: The bandit is unarmored and carries no shield. No absorption. Still 50 points.
Step 5 — Apply to health: The bandit drops from 100 to 50 health. He is Wounded but still on his feet.
Tilly notes that a dagger is a tool of precision, not spectacle. This is presumably fine with her.
Health is tracked in points out of 100. As it drops, characters enter worse
| Health | Band | AP Penalty | Free Movement Penalty |
|---|---|---|---|
| 75–100 | Uninjured | — | — |
| 50–74 | Wounded | — | — |
| 25–49 | Badly Hurt | −1 AP | −1 FM |
| 1–24 | Crippled | −1 AP (cumulative) | −1 FM (cumulative) |
The penalties from Badly Hurt and Crippled stack. A character at 10 health has entered both bands and suffers −2 AP and −2 FM per round. Crippled characters are still dangerous — but they are running out of time.
All penalty values are playtesting values and may change before final release.
At 0 health, a character falls unconscious and enters the
How it works:
Twenty rounds feels like a long time. In active combat it is not. Spending AP to stabilize someone means not spending AP on the fight that made them need stabilizing. This is a real choice.
The 5-point bleed rate is a playtesting value.
A character with the
The number of successes required depends on how far below 0 the patient has fallen. A patient who just hit 0 is easier to stabilize than one who has been bleeding for several rounds.
| Patient Health | Successes Required |
|---|---|
| −1 to −25 | 1 |
| −26 to −50 | 2 |
| −51 to −75 | 3 |
| −76 to −100 | 4 |
Outcomes:
All medicine values are playtesting values.
The fight is over. Bran is not — or at least, not yet. He is at −30 health and losing ground. Tharis crouches beside him and breaks the seal on a Restoration rod, pressing it to Bran’s shoulder.
Bran at −30 falls in the −26 to −50 band. Tharis needs 2 successes.
Tharis (Wits 3, Medicine 3) rolls 2d6: his Wits die comes up 2 (3 − 2 + 1 = 2 successes) and his Medicine die comes up 3 (3 − 3 + 1 = 1 success). Total: 3 successes. He needed 2. Bran’s health is set to 0. Unconscious, but stable.
Tharis exhales, rises to his feet, and notices the stranger from earlier is gone — along with the coin pouch he had set down to free both hands. Well. That’s fine. The world works in mysterious ways.
© Soltherra RPG System