Health & StatusThe many dangers of the adventuring lifestyle can take their toll on even the most stalwart of heroes. No matter their strength, every character is subject to injury and fatigue. This section lists the many ways in which a character can be hurt as well as the many ways those hurts can be healed.
Hit PointsAn assassin's dagger finds its mark. A trap in the underbrush catches the hero unawares. A tumble down a rocky cliff inflicts some serious injury. At some point in their adventures, every hero is bound to take Damage; the loss of Hit Points.
Hit Points are a gaming abstraction that represent how close a character is to death. Losing Hit Points might not necessarily mean that a character was actually hit or injured (after all, just one fireball, one stab, one bite from a zombie can spell doom for most combatants). Losing Hit Points simply means that a character grows closer to that critical moment when his or her life hangs in the balance. |
EnduranceEndurance are temporary Hit Points that go "on top" of a character's normal pool of HP. When you take damage, subtract from any available Endurance before losing your normal Hit Points. Sara has 20 HP and a magical barrier providing her with 5 Endurance. An attack hits her for 7 damage. She loses all 5 Endurance, then 2 points from her normal pool of HP, reducing her to 18 total HP. Endurance doesn't transfer between Scenes. When a Scene ends, all Endurance is lost. Points of Endurance can't be restored or added onto; if new points of Endurance are received while you still have some old points of Endurance left, the new instance of Endurance overwrites the old one (or you may simply forego receiving this new instance of Endurance altogether). Sara's barrier is giving her 5 Endurance. Her ally Pau casts a spell that would give Sara 3 Endurance. She can either replace her 5-Endurance barrier with this new 3-Endurance effect or forego receiving this new instance of Endurance. She would not have 8 Endurance because old instances of Endurance are not cumulative with new ones. |
Losing Hit Points & DyingWhen a character is hit by an enemy attack, triggers a trap, or suffers from some other hazard, they will most likely lose Hit Points. A character may lose more or less HP depending on whether they have Vulnerability or Resistance to the incoming type of damage (see the Combat section for more information damage Vulnerability and Resistance).
At 0 HP, a character concedes defeat. At 0 HP, the character:
A Wounded character dies when they start their turn with 0 Resolve. A character continues to bleed out while Wounded, losing 1 Resolve at the start of their turn each round until Stabilized. A character can be Stabilized by:
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Recovering Hit Points
Hit Points are typically recovered by spending Resolve; a pool of dice that reflects your inner strength, stamina, and resilience. When you're allowed to roll Resolve, you may roll the amount indicated and recover HP equal to the combined total of all dice rolled. You don't get Resolve you roll back until the end of your next Full Rest. Your Resolve dice start as d6s but can change in size as you grow stronger. Regardless, you'll always roll this size of dice when you spend Resolve.
You can roll Resolve when...
You can roll Resolve when...
- You take a Short Rest (at least 15 minutes spent resting)
- A special ability allows you to (you may be limited on the amount of Resolve you can roll)
- An item you use allows you to (you may be limited on the amount of Resolve you can roll)
Trauma
When Wounded, roll 1d20 and consult the chart below to see what Trauma befalls you. This effect remains in play for as long as you have this Trauma.
ROLL |
TRAUMA |
1 |
Death: You die instantly |
2 |
Brush with Death: Make a roll +Save; if you roll less than 5, you die instantly. |
3 |
Hanging by a Thread: If you are Wounded again before healing from this Trauma, you die instantly. |
4 |
Broken: You have Disadvantage on all Melee, Ranged, and Spell attacks. |
5 |
Infection: Increase your Physical Vulnerability by 1 now and each time you complete a Full Rest without healing this Trauma. |
6 |
Open Wound: Your total Resolve is reduced by 2 (to a minimum of 1) |
7 |
Cracked Skull: You are Staggered |
8 |
Fractured Bone: You have Disadvantage on all Feats that roll +Brawn or +Skill |
9 |
Concussion: You have Disadvantage on all Feats that roll +Intellect or +Awareness |
10 |
Nasty Bruise: You have Disadvantage on all Feats that roll +Charisma |
11 |
Damaged Eye: You are Blinded |
12 |
Internal Bleeding: You cannot recover Hit Points |
13 |
Shell-Shocked: You cannot spend Destiny |
14 |
Head Trauma: You cannot recover Focus |
15 |
Chronic Pain: You have Disadvantage on all Saves (except the one to end this condition if medically treated) |
16 |
Coughing Up Blood: You are Silenced |
17 |
Wrenched Leg: You are Slowed |
18 |
Wrenched Arm: You are Weakened |
19 |
Lucky: No Trauma suffered |
20 |
Miracle: No Trauma suffered and you immediately Stabilize. |
Recovering from Trauma
Every time you take a Full Rest, roll a Save. Once you've accumulated a total of 5 Bumps (even if it takes you multiple Full Rests), you recover from a Trauma of your choice.
If your Trauma has been medically treated, these Saves have Advantage.
If your Trauma has been medically treated, these Saves have Advantage.
Status ConditionsCharacters can suffer from various status effects that significantly affect their performance. For as long as the condition is active, its effects persist. Status conditions are typically indicated in rule descriptions using italics.
POSITIVE STATUS CONDITIONS
Haste: Your speed and reflexes are greatly increased. While Hastened you:
Hidden: You are concealed from view. While Hidden you:
Intangible: You are immaterial. While Intangible you:
Invisible: You cannot be seen. While Invisible you:
Shielded: You are invincible. While Shielded you:
Regenerating: You rapidly recover vitality. While Regenerating you:
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Save EndsEvery effect has a different duration (which should be listed alongside whatever caused the effect), but a Save can usually end a Status Condition.
Once per round when your turn ends, you may roll your Save to end a status condition that a Save can end. The Difficulty of a Save is equal to the Level of the character (or trap or other effect) that it originated from. Bumps you roll to Save against a Status Condition are cumulative; if you don't roll enough this round, you're that much closer to ending the condition when you Save at the end of your next turn. Karis is Frozen in place by the spell of an ice wraith. She resists with all her heart and soul as her body ices over, making a Save to free herself. The ice wraith is Level 8, meaning Karis will need a total of 8 Save Bumps to end this effect. Karis rolls 5 Bumps and remains frozen, but only needs to roll 3 more Bumps to break free from the ice. |
NEGATIVE STATUS CONDITIONS
Blinded: You cannot see. While Blinded you:
Charmed: Your mind is controlled. While Charmed you:
Confused: Your mind is scrambled. While Confused you:
Dazed: You lose immediately lose Concentration and are unable to use Reactions. While Dazed you:
Deafened: You cannot hear. While Deafened you:
Fixated: You are compelled to attack a certain foe. While Fixated you:
Frozen: You are frozen solid in a block of ice or otherwise locked in stasis. While Frozen you:
Immobilized: You cannot move from your current position. While Immobilized you:
Ongoing Damage: You rapidly lose vitality. While taking Ongoing Damage you:
Prone: You are lying on the ground. While Prone you:
Silenced: You cannot use special abilities. While Silenced you:
Slowed: You are slowed down. While Slowed you:
Staggered: You are knocked off-balance. While Staggered:
Stunned: You're knocked senseless. While Stunned you:
Terrified: Fear grips your heart. While Terrified you:
Unconscious: You are asleep. While Unconscious you:
Weakened: You are physically weaker. While Weakened you:
Wounded: You are dying. When Wounded you:
Blinded: You cannot see. While Blinded you:
- Provide Advantage to attackers
- Have Disadvantage on rolls +Awareness
- Automatically fail actions where vision is necessary to succeed
Charmed: Your mind is controlled. While Charmed you:
- Act under the direction of the one that is charming you during your turn
- Cannot spend Focus or Destiny
- Have half as many Action Dice as you normally would
- May Save to end the condition any time you take damage (even if a Save wouldn't normally end the condition)
Confused: Your mind is scrambled. While Confused you:
- Provide Advantage to attackers
- Must flip a coin when your turn starts.
- If heads, you may take your turn normally.
- If tails, you do nothing during your turn but mutter and stumble around uselessly.
Dazed: You lose immediately lose Concentration and are unable to use Reactions. While Dazed you:
- Cannot maintain Concentration
- Cannot take Reactions
- Provide Advantage to attackers
Deafened: You cannot hear. While Deafened you:
- Are unable to hear anything
- Have Disadvantage on rolls +Awareness
- Automatically fail actions where hearing is necessary to succeed
Fixated: You are compelled to attack a certain foe. While Fixated you:
- Are compelled to attack the enemy you are Fixated on
- Have Disadvantage on attacks that do not include the enemy you're Fixated on as a target
- Immediately end this condition if the enemy you're Fixated on
- Becomes Hidden or Invisible
- Leaves the Scene or is removed from play
- Is reduced to 0 HP
Frozen: You are frozen solid in a block of ice or otherwise locked in stasis. While Frozen you:
- Are immune to damage
- Cannot move or be subjected to forced movement
- Cannot roll or spend Action Dice (except to Save)
Immobilized: You cannot move from your current position. While Immobilized you:
- Cannot move on your own volition (you may still be subjected to Forced Movement)
- May still perform other actions that don't require moving from your current position
- You can still teleport or be teleported while Immobilized
Ongoing Damage: You rapidly lose vitality. While taking Ongoing Damage you:
- Lose a set amount of HP at the start of your turn each round
- The amount of HP lost is described with the effect causing Ongoing Damage (usually in parenthesis)
- Ongoing Damage cannot be reduced, negated, or ignored
Prone: You are lying on the ground. While Prone you:
- Provide Advantage to melee attackers
- Ranged attacks have Disadvantage to hit you
- Have Disadvantage with melee attacks
- Move at half Speed
Silenced: You cannot use special abilities. While Silenced you:
- Lose any instance of Concentration
- Cannot spend Focus or Destiny
- Cannot speak above a whisper (if at all)
Slowed: You are slowed down. While Slowed you:
- Reduce your total Speed by 2 (to a minimum of 1)
Staggered: You are knocked off-balance. While Staggered:
- Reduce your total Actions by half
- Provide Advantage to attackers
Stunned: You're knocked senseless. While Stunned you:
- Cannot use Actions or Reactions
- Provide Advantage to attackers
- End the Stunned effect the instant you take damage
Terrified: Fear grips your heart. While Terrified you:
- Cannot spend Focus
- Provide Advantage to attackers
- Cannot voluntarily move closer to the source of your terror
Unconscious: You are asleep. While Unconscious you:
- Cannot move, act, or react at all
- Are Prone (unless artificially propped up)
- Provide Advantage to attackers
Weakened: You are physically weaker. While Weakened you:
- Reduce the total damage you inflict by 50% (including bonus damage)
- Do not reduce damage from a creature's Vulnerability
Wounded: You are dying. When Wounded you:
- Immediately fall unconscious for 1d6 hours
- Suffer a random (roll 1d20) Trauma
- All powers, effects, and actions you are sustaining end
- You don't take damage while Wounded, but lose a Resolve with each instance of damage sustained