Character Injury and Advancement

Damage
When struck with a weapon, or otherwise injured, a character takes Damage. Like abilities, Damage is measured in dice and is subtracted from Action and Defense Rolls (but not from Second Rolls).

Damage is the total of the below 4 values. The main difference between these different types of Damage is how rapidly they can be healed. Also, recovery from Wounds and LTD requires a Healing Roll.


 * Stun is momentary disorientation. All Stun is removed immediately after Action Rolls are made.
 * Fatigue is reduced by 1 die after each 10 minutes of rest or 30 minutes of very light activity (eg. unburdened walking).
 * Wounds gets a Healing-Roll every every third dawn. All Fatigue (and any unconsciousness) must be healed before LTD begins to heal.
 * Long-Term-Damage (LTD) gets a Healing-Roll every 3 weeks. All Wounds (and any coma) must be healed before LTD begins to heal.

Recovery
Stun and Fatigue are recovered automatically and without a need for die rolls. Wounds and LTD, however, need more attention.


 * "Injury Dice" (a term used in Healing Rolls) is the total of all current Wounds and LTD, but does not include Stun or Fatigue.
 * Healing Roll is (Hit-Points  minus Injury Dice) vs. Injury Dice. Normal success heals 1 Wound or LTD, . Each Wound "healed" is transformed into 1 Fatigue; each LTD healed is transformed into 1 Wound.
 * First Aid is a special Healing Roll for fresh Wounds (in addition to the dawn rolls).
 * Healing Kit includes the supplies needed for Healing Conditions, prevents infection until the next Healing Roll, and allows a chance of faster healing. With a Healing Kit, a Healing Roll result 3 victories can heal 2 damage and 5 victories can heal 3 damage.
 * Healing Conditions: every Healing Roll requires attention to injuries and supplies such as splints, bandages, clean water, and alcohol. All of these are included in a Healing Kit. If attention and supplies are not provided the Healing Roll is at Disadvantage or Double Disadvantage.

Recovery from unconsciousness is rolled once per hour, beginning after all Fatigue is healed. Recovery from coma to unconsciousness is rolled each dawn, beginning after all Wounds are healed.

System Shock and Death
System-Shock occurs when total Damage >= Hit-Points; Bob falls unconscious immediately and must make a Healing Roll on the table below at the end of the combat. Automatic death results when Wounds + LTD >= Hit Points.

Character Advancement

To increase an ability a character must pick his field of study before each session of play. At the end of that session he will receive experience points in that ability.

Experience Point Awards

The group accomplished little or had a very short session	10 Points The group had more successes than failures	20 Points The group succeeded greatly and had an impact on the overall story	30 Points When a character has earned enough experience points in an ability, he gets a permanent increase of 1 die. Narrow-Skill cost is based on the number of dice to which the skill is being raised. Attribute and General-Skill cost is based on the total value of all your Attributes or all your General-Skills.

Experience Point Cost of 1 Additional Die

New Total of Attributes	1 to 3	4 to 6	7 to 9	10 to 12	13 to 15	16 to 18	19 to 21	22 to 24	25 to 27	28 to 30 New Total of General-Skills	1 to 5	6 to 10	11 to 15	19 to 20	21 to 25	26 to 30	31 to 35	36 to 40	41 to 45	46 to 50 New Level of Narrow-Skill	1	2	3	4	5	6	7	8	9	10 Cost of Newest Die	5	6	8	11	15	20	26	33	41	50 PRIVATE PART (GM) Death ==> continue in incorporeal form. Can act through (in place of) any PC (eg. cast spell other PC does not know)

Reincarnation

Repeat this adjustment for each incarnation: Abilities and General Skills carried at ½ (round down) current values with minimum of 3. Narrow Skills >=4 dice are carried over at ½ (round down) current values.

Add an Ancestral Boon for each previous incarnation: Ancestral Boon usable 1 per day: any 1 narrow skill of player's choice at ancestor character's Basic Die Pool.