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. MAKE LINK TO CHORE TIME


 * Stun is momentary disorientation. All Stun is removed immediately after Action Rolls are made.
 * Fatigue is reduced by 1 die after each turn of rest or 3 turns of very light activity (eg. unburdened walking).
 * Wounds gets a Healing-Roll every every third dawn. Any unconsciousness must be healed before Wounds begin to heal. REFERENCE CHORE TIME
 * 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. EXPLAIN 3 DAY, 1 DAY HEALING


 * "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). EXCLUDE LTD
 * Healing Kit includes the supplies needed for Healing Conditions, prevents infection for 48 hours, 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 gets a healing roll once per hour, beginning after all Fatigue is healed. Recovery from coma to unconsciousness gets a healing roll 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.

Ghosts and Reincarnation
If Bob dies he may continue to play as a ghost.
 * A ghost perceives only what the other PCs perceive.
 * A ghost can cast his own spells through another PC; this action takes the place of the PC's action.
 * A ghost can lend lend the die value of a Narrow Skill to replace that of a PC.
 * A ghost cannot earn any experience points.

If Bob creates a new PC, that PC has certain advantages.
 * Each incarnation carries over ½ (round down) the previous incarnation's values for Narrow Skills with >= 4 dice.
 * Each incarnation carries over ½ (round down) the previous incarnation's values ffor General Skills and Attributes with a minimum of 3 dice.
 * At death, each incarnation bestows one Ancestral Boon on all future incarnations.
 * Each incarnation receives Ancestral Boons from all previous incarnations.

Ancestral Boon: At death, the player chooses one of his Narrow Skills to become an Ancestral Boon. The Boon allows subsequent incarnations to use that Narrow Skill once per day with the dice from the ancestor's Basic Die Pool. Choosing a second Ancestral Boon for the same Narrow Skill will replace the existing Ancestral Boon.

Character Advancement
To increase an ability Bob 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.

When Bob 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 Bob's Attributes or all Bob's General Skills.