AedeloreWiki

PART 7: DAMAGE & STATUS EFFECTS

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7.1 Weakened (Exhaustion)

Each character has 6 Weakened Points.

Consumption:

- Using abilities costs Weakened
- Certain extreme actions may cost Weakened
- DM may require Weakened cost for strenuous activities

When Weakened = 0, roll 1D20 + Toughness modifier vs DC 10:

Result 1-2 = Death (Total collapse)
Result 3-5 = Unconscious (Fainted)
Result 6-10 = Exhausted (Can move but not fight)

Recovery:

- Short rest: +1 Weakened
- Long rest: All Weakened restored

7.2 Bleed (Bleeding)

When a character receives a critical wound (DM decides when), they start bleeding.

Bleeding Mechanic - Each round, roll 1D6:

Roll 1-2 = 3 HP loss
Roll 3-4 = 2 HP loss
Roll 5-6 = 1 HP loss

Bleed Value - Characters can have Bleed [X] where X indicates severity:

- Bleed 1: Surface bleeding (roll 1D6)
- Bleed 2: Serious bleeding (roll 2D6, take highest)
- Bleed 3+: Life-threatening (roll 3D6, take highest)

Stopping Bleeding:

- Medicine check: 1D20 + Medicine vs DC 10 per Bleed level.
- Bandage: Stops Bleed 1 automatically
- Healing magic: Stops all bleeding

When HP = 0 from Bleeding, roll 1D20 + Toughness modifier vs DC 10:

Result 1-2 = Death (Total blood loss)
Fail by 5+ = Barely alive (Unconscious, needs immediate care)
Result 5-6 = Fainted (Unconscious but stable)
Result 7+ = Conscious (Can act but severely weakened)

7.3 Other Status Effects

Poisoned: -2 on all rolls, take 1 damage/round (DM varies)
Stunned: Cannot act this round
Blinded: -4 on attacks and perception
Deafened: Cannot hear, -2 on perception
Frightened: Cannot approach fear source, -2 on attacks
Prone: -2 on attacks, enemies get +2 in melee