PART 7: DAMAGE & STATUS EFFECTS
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