Damage, Healing & Character Advancement

This Page Becomes Active in Next World

Damage and Recovery
Like abilities, Damage is measured in dice. Damage is the total of the below 4 values and is subtracted from all Action and Defense Rolls (but not from Second Rolls). The main difference between these different types of Damage is how rapidly they can be healed. Also, Wounds and LTD require a Healing Roll to be made.


 * Stun is momentary disorientation. All Stun is removed immediately after Action Rolls are made.
 * Fatigue is reduced by 1 die after each Turn (10 minutes) of rest or 3 Turns (30 minutes) of very light activity (eg. unburdened walking).
 * Wounds gets a Healing Roll every third dawn, or every dawn while healing is chosen as Bob's downtime activity.
 * Long Term Damage (LTD) gets a Healing Roll every three weeks, count every day as 3 days while healing is chosen as Bob's downtime activity. LTD cannot begin healing until all wounds have been healed.

Healing Roll
Let Damage = Wounds + LTD. The Healing Roll is [Hit Points - Damage] vs. [Damage]. Success heals 1 Damage, 4 or more Victories heal 2 Damage.

Accelerated Healing
If Bob devotes the full day to healing (under reasonable conditions) that day will count as three days for purposes of healing rolls.

First Aid
First Aid reduces the chance of infection. It can also change Wounds to Fatigue if a Healing or Herb Lore roll is successful. This roll is reduced by one die for each full hour since the wound was taken. First Aid requires Healing Kit (and successful Healing roll) or Doctor's Ingredients (and successful Herb Lore roll). Under normal conditions (bandages, clean water, etc.) 1 turn (10 minutes) is required to give First Aid to the whole party. Add another turn if hostiles or locals are also being treated.

Yes, it's not realistic for 1 party member and 1 hostile to need 20 minutes, while 7 party members need only 10 minutes, but this pattern works well for most situations and avoids the need to spend time on math about how many need healing and how much time it will take. If a situation is too extreme, ignore this pattern and substitute some other result.

Conditions Needed for Healing
Recovery of Wounds and LTD require requires attention to injuries (fresh bandages, clean water, etc.), and adequate food and sleep.

Unconsciousness and Coma
Recovery from unconsciousness is rolled once per hour, beginning after all Fatigue is healed. Recovery from coma to unconsciousness is rolled each dawn.

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

Increasing Abilities
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.