Adventurer characters have three pools of Hit-points that allow them to resist damage.
• When the character suffers damage reduce Hit-points from a pool by damage, one pool at a time
• When a pool is reduced to zero, cross it over to mark it as Wounded, next pool suffers the remaining damage
• Wounded pool cannot recover Hit-points until the Wound is healed
Deaths Door: When the final pool is marked as Wounded the character is at Deaths Door. Npc’s don’t enter Deaths door.
• When a character at Deaths Door suffers damage, or a Round passes, they make a Burden Test. Failing this Test is the end.
• When a character at Deaths Door suffers a Wound they die
• As an Action another character can make a Healing Test on a character at Deaths Door. Success will change one Wound into a physical or mental Affliction. Healing Tests are made with Intellect against Difficulty 10
Changing Hit-point maximum
When the Hit-point maximum changes all pools are affected.
Resistance and Vulnerability
Resistance and Vulnerability impacts incoming damage.
• Resistance reduces damage by Resistances rating down to minimum of half damage
• Vulnerability increases damage by Vulnerabilitys rating
There are two default Resistances in the game Armor and Mental.
• Armor protects from external physical threats but not from internal damage or falling
• Mental Resistance protects from all mental damage
Damage Types
There are two damage types Physical and Mental.
Physical: Damage affects beings body. Tests are made with Vigor.
Strikes, fire, falling and blood clotting poison deal physical damage.
Mental: Damage affects beings mind. Tests are made with Will.
Bouts of madness, illusions, magical fear and touch of spectres deal mental damage.