KING

Death & Danger

Wounds are the countdown. The injury tables are what a wound costs you.

Out of Vitality: Wounds & Second Wind

What Happens

Running out of Vitality does not drop you. A hit that would push you past 0 Vitality inflicts a wound instead: a rolled lasting injury (below). You catch a Second Wind and stay conscious and fighting, coming back up with your Vitality and your Vigor both restored to full. The rest of that hit is negated. Your wound capacity is your Tier, counted from your active lasting injuries.

This is what makes a KING character hard to put down: a Tier 3 hero has three more full sets of pools behind the one you can see, and each one costs a permanent injury to buy.

When you would take a wound and have none left to spend, you die.

There is no dying state, no death timer, and no death saves. Your wounds are the countdown, and everyone at the table can see it: a Tier 3 hero carrying three wounds is one bad hit from the end, and they knew it when they took the third.

NPCs never take wounds: a Major NPC out of Vigor and Vitality simply dies, and a Minor flees at 0 Vigor or dies at twice its Tier in total damage (Part 7B).

Staying Alive

Because there is no dying state to be rescued from, everything that keeps you alive has to happen before the killing blow:

  • Heal the pools. Vitality and Vigor restored before a hit lands mean fewer hits that reach past 0 in the first place.
  • Remove a wound. Wound-removal magic and the Treatment column give back capacity, and capacity is life. See the Treatment entries on each injury table.
  • Do not be there. Disengage, Step, cover, and range are how a wounded character survives; at capacity there is no cushion left.

Lasting Injuries

A wound IS a lasting injury. Vitality is battle damage that returns on a Rest; a wound is what a hit costs you when it would push you past 0 Vitality (you are maimed but standing, and both pools refill: see Second Wind above). Roll d4 + your Tier on the table below; the GM chooses which table based on what caused the hit, or rolls randomly if the source was mixed. The GM may skip the roll if it is narratively inappropriate. You can carry wounds equal to your Tier; with no wound left to spend, you die. Wounds persist through Rest and heal only via their Treatment column or wound-removal magic.

Injury Critical Failures

Each injury is tagged with an injury die and an activity. When you make a check related to that activity, roll your injury die alongside your check dice. If the injury die comes up 1, the injury severely hampers your efforts: the result is worse than normal failure. The GM describes how the injury made things go wrong.

This only applies to ability checks. Saving throws, attack rolls, spellcasting checks, and disruption checks do not trigger injury critical failures.

Lower dice = more severe (d3 is worse than d20). Broader activities = more severe (affects more types of checks).

Result 1 on each table has no die; it's cosmetic and fades naturally.


Wound Injuries (Blades, Claws, Arrows, Teeth)

RollInjuryInjury DieActivityTreatment
1Faint Scar - A thin line. Barely visible unless you're looking for it.--Rest 1
2Ragged Scar - Obvious. People notice. Some ask questions.d20Social interactionRest 2 or Medicine 3+
3Nicked Artery - The wound still seeps sometimes. Bandages stain.d20Physical exertionRest 2 or Medicine 4+
4Severed Nerve - Numbness in one area. You can't feel pressure there anymore.d20Touch and precisionRest 3 or Medicine 5+
5Stiff Joint - Scar tissue limits movement. That limb doesn't bend right.d12Dexterity and agilityRest 2 or Medicine 5+
6Torn Muscle - Strength isn't what it was. The limb tires quickly.d12Strength and liftingRest 2 or Medicine 5+
7Deep Ache - The wound healed on the surface. Underneath, it still hurts.d12Sustained effortRest 3 or Medicine 6+
8Missing Chunk - Flesh that didn't grow back. A divot in your body.d10Physical exertionMedicine 7+ or Litany: Seal Wounds
9Severed Tendon - Grip or gait is wrong now. That part doesn't work smoothly.d10Fine manipulationMedicine 8+ or Litany: Seal Wounds
10Messy Healing - Keloid scars, twisted tissue. Ugly and uncomfortable.d10Social interactionMedicine 8+
11Sliced Ear - Part of it is gone. Hearing on that side isn't quite right.d8PerceptionMedicine 10+ or Litany: Restore the Maimed
12Facial Scar - Across cheek, brow, or lip. Your face tells a story now.d8Social interactionMedicine 10+
13Punctured Lung - Breathing is harder. Deep breaths bring sharp pain.d8Physical exertionMedicine 12+ or Litany: Seal Wounds
14Damaged Eye - Something was cut. Vision is compromised on one side.d6PerceptionMedicine 14+ or Litany: Restore Sight
15Missing Finger - Gone at the joint. You've learned to compensate. Mostly.d6Fine manipulationLitany: Restore the Maimed
16Gut Wound - Never healed right inside. Eating is careful work now.d6Physical exertionMedicine 14+ or Litany: Seal Wounds
17Hamstrung - The leg works, but running is agony.d4MovementMedicine 16+ or Litany: Restore the Maimed
18Mangled Hand - Fingers don't close properly. Fine work is difficult.d4Manual activityLitany: Restore the Maimed
19Throat Scar - Voice is changed. Speaking too long hurts.d4SocializingMedicine 18+ or Litany: Restore the Maimed
20+Roll Twice - The damage was extensive. Apply both results.---

Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)

RollInjuryInjury DieActivityTreatment
1Tender Bruising - Deep discoloration that takes months to fade.--Rest 1
2Ringing Ears - A whine that never stops. Loud noises make it worse.d20PerceptionRest 2 or Medicine 3+
3Headaches - They come without warning. Light hurts. Thinking is hard.d20Mental effortRest 2 or Medicine 4+
4Cracked Teeth - Chewing is painful. Cold drinks are agony.d20Eating and talkingRest 2 or Medicine 4+
5Trick Joint - Usually fine, then it gives out. No warning.d12MovementRest 2 or Medicine 5+
6Crooked Bone - Set wrong. Works, but looks wrong and aches.d12Physical exertionMedicine 6+ (rebreak and set)
7Compressed Spine - You're slightly shorter. Back always hurts.d12Physical exertionMedicine 7+ or Litany: Seal Wounds
8Rattled Brain - Memory gaps. Words slip away mid-sentence.d10Mental effortRest 4 or Medicine 7+
9Cauliflower Ear - Swollen, misshapen. Looks like a fighter's ear now.d10Social and perceptionMedicine 6+
10Smashed Nose - Crooked. Breathing is noisier. Smell is diminished.d10PerceptionMedicine 7+ (reset)
11Dizzy Spells - The world tilts. You grab walls and wait it out.d8Balance and agilityRest 3 or Medicine 8+
12Internal Bruising - Healed outside. Inside, things still ache when you move.d8Physical exertionRest 3 or Medicine 8+
13Fractured Skull - A dent you can feel. Pressure makes you nauseous.d8Mental and physicalMedicine 12+ or Litany: Seal Wounds
14Shattered Joint - Rebuilt wrong. That limb's range of motion is limited forever.d6MovementMedicine 14+ or Litany: Restore the Maimed
15Crushed Ribs - Healed crooked. Deep breaths are shallow now.d6Physical exertionMedicine 12+ or Litany: Seal Wounds
16Broken Back - You walk, but slowly. Bending is careful work.d6Physical activityMedicine 16+ or Litany: Restore the Maimed
17Seizures - They come without warning. Brief. Terrifying. You lose moments.d4All activityMedicine 14+ or Litany: Seal Wounds
18Crushed Hand - Bones ground together. Fine manipulation is nearly impossible.d4Manual activityLitany: Restore the Maimed
19Shattered Knee - Walking is labor. Stairs are enemies. Running is memory.d3Physical activityLitany: Restore the Maimed
20+Roll Twice - The impact was catastrophic. Apply both results.---

Burn Injuries (Fire, Acid, Cold, Lightning, Energy)

RollInjuryInjury DieActivityTreatment
1Discolored Skin - The mark remains. Faded but visible.--Rest 1
2Sensitive Patch - That area reacts to temperature. Always uncomfortable.d20Physical contactRest 2 or Medicine 3+
3Lost Hair - It won't grow back there. Eyebrows, scalp, wherever it was.d20Social interactionRest 3 or Medicine 4+
4Nerve Confusion - Hot feels cold. Cold feels hot. That area lies to you.d20PerceptionRest 3 or Medicine 5+
5Tight Skin - Scar tissue doesn't stretch. Movement pulls painfully.d12MovementMedicine 5+
6Mottled Scarring - Patches of different texture. Rough and smooth together.d12Social interactionMedicine 6+
7Phantom Burning - The fire is out. Your nerves don't know that.d12Physical contactRest 4 or Medicine 7+
8Weeping Scar - It seeps. Never quite dry. Bandages always needed.d10Physical exertionMedicine 7+ or Litany: Seal Wounds
9Melted Features - Ear, nose, or lip. Changed shape. People look away.d10Social interactionMedicine 10+ or Litany: Restore the Maimed
10Damaged Lungs - You breathed something you shouldn't have. It rattles now.d10Physical exertionMedicine 10+ or Litany: Seal Wounds
11Branded - The shape of what burned you, permanently marked.d8Social interactionMedicine 10+
12Contracted Fingers - Scar tissue curled them. They don't straighten.d8Fine manipulationMedicine 12+ or Litany: Restore the Maimed
13Blinded Eye - Seared shut or clouded over. Light and dark, nothing more.d8PerceptionLitany: Restore Sight
14Ruined Voice - Smoke, acid, or cold. Your throat is scarred inside. Hoarse forever.d6Social interactionMedicine 14+ or Litany: Restore the Maimed
15Fused Joint - Scar tissue locked it in place. That joint doesn't bend anymore.d6MovementMedicine 14+ or Litany: Restore the Maimed
16Chronic Pain - The nerves are confused. Pain signals that never stop.d6All activityMedicine 12+ or Litany: Seal Wounds
17Respiratory Damage - Breathing is work. Exertion brings fits of coughing.d4Physical exertionMedicine 14+ or Litany: Seal Wounds
18Extensive Scarring - Large area. Can't hide it. Part of your appearance now.d4Social and physicalMedicine 16+ or Litany: Restore the Maimed
19Lost Extremity - Finger, toe, ear, nose. The damage was too severe to save.d4Manual or socialLitany: Restore the Maimed
20+Roll Twice - The burning was catastrophic. Apply both results.---

Corruption Injuries (Poison, Necrotic, Psychic, Magical)

RollInjuryInjury DieActivityTreatment
1Strange Dreams - Your sleep is haunted by things you don't understand.--Rest 1
2Dulled Senses - Colors are muted. Food tastes like nothing. The world is gray.d20PerceptionRest 2 or Medicine 3+
3Mark of Exposure - Veins visible under skin. Wrong color. People notice.d20Social interactionRest 3 or Medicine 4+
4Tremors - Your hands shake. Worse when you're tired or stressed.d20Fine manipulationRest 3 or Medicine 5+
5Cold Spot - One area is always cold. Doesn't warm up. Ever.d12Physical contactMedicine 5+ or Litany: Cure the Afflicted
6Intrusive Thoughts - Not your thoughts. They pass, but they're disturbing.d12Mental effortRest 4 or Litany: Restore Hope
7Weakened Constitution - Illness hits harder. Recovery takes longer.d12Physical exertionMedicine 6+ or Litany: Cure the Afflicted
8Aged Patch - Hair went white. Skin went thin. That area looks decades older.d10Social interactionMedicine 8+ or Litany: Restore the Maimed
9Partial Numbness - One limb doesn't feel right. Like it belongs to someone else.d10Manual activityMedicine 8+ or Litany: Seal Wounds
10Nightmares - Every night. The same thing. You wake exhausted.d10Mental effortLitany: Restore Hope
11Corrupted Blood - It's darker than it should be. Maybe thicker. Healers notice.d8Physical exertionMedicine 10+ or Litany: Cure the Afflicted
12Withered Limb - Thinner, weaker. It works, but it's diminished.d8Physical activityMedicine 12+ or Litany: Restore the Maimed
13Paranoia - You know someone's watching. You can't prove it. You know anyway.d8Social and mentalLitany: Restore Hope
14Magical Sensitivity - Spells near you feel wrong. Uncomfortable. Painful even.d6Near magicMedicine 14+ or Litany: Break Great Curse
15Gaps in Memory - Hours missing. Sometimes days. What happened then?d6Mental effortMedicine 14+ or Litany: Seal Wounds
16Voices - Whispers at the edge of hearing. They're not saying anything helpful.d6Mental activityLitany: Break Great Curse
17Weakened Soul - Possession attempts are harder to resist. You feel... permeable.d4Resisting influenceLitany: Break Great Curse
18Rotted Tissue - Part of you died and didn't come back right. Visible decay.d4Physical and socialLitany: Restore the Maimed
19Fractured Mind - Reality slips sometimes. You see things that aren't there. Briefly.d3All activityLitany: Break Great Curse
20+Roll Twice - The corruption was severe. Apply both results.---

Disease Table

When exposed to illness or as a result of certain injuries, roll to determine the affliction.

RollDiseaseInjury DieActivityTreatment
1Common Cold - Sneezing, fatigue, runny nose. Miserable but passes in days.--Rest 1
2Gut Rot - Food doesn't stay down. Weakness and dehydration until it passes.d20Physical exertionRest 1 or Medicine 3+
3Swamp Fever - Chills and sweating in waves. Can't get comfortable. Lasts a week.d20Physical exertionRest 1 or Medicine 3+
4Red Eye - Infected, weeping eyes. Vision blurred. Light hurts. Contagious.d20PerceptionRest 1 or Medicine 4+
5Rattling Cough - Deep in the chest. Won't stop. Sleep is hard. Takes weeks.d12Physical exertionRest 2 or Medicine 4+
6Trembling Sickness - Uncontrollable shaking. Comes and goes. Embarrassing.d12Fine manipulationRest 2 or Medicine 5+
7Bone Chill - Cold that won't leave. No fire warms you. Joints ache.d12Physical exertionRest 2 or Medicine 5+
8Weeping Sores - Painful blisters that burst and spread. Highly visible.d10Social and physicalMedicine 6+ or Litany: Cure the Afflicted
9Mind Fog - Can't think clearly. Words slip away. Simple tasks feel hard.d10Mental effortRest 3 or Medicine 7+
10Blood Flux - Internal bleeding. Weakness. Need rest and care or it gets worse.d10Physical exertionMedicine 8+ or Litany: Cure the Afflicted
11Consumption - Wasting cough. Blood in the spittle. Progressive if untreated.d8Physical exertionMedicine 10+ or Litany: Cure the Afflicted
12Lockjaw - Muscles seize. Jaw won't open. Spreads to other muscles. Dangerous.d8Physical activityMedicine 10+ or Litany: Cure the Afflicted
13Spotted Fever - High fever, delirium, rash. Can be fatal without treatment.d8Mental and physicalMedicine 12+ or Litany: Cure the Afflicted
14Sleeping Sickness - Can't stay awake. Longer and longer sleeps. Might not wake.d6All activityMedicine 12+ or Litany: Cure the Afflicted
15Wasting Disease - Body consumes itself. Growing thinner no matter how much you eat.d6Physical exertionMedicine 14+ or Litany: Cure the Afflicted
16Blackened Veins - Infection spreading through blood. Visible progression. Fatal if it reaches the heart.d6Physical activityMedicine 14+ or Litany: Cure the Afflicted
17Demon Pox - Oozing sores, fever, madness. Magical in origin. Resists normal treatment.d4Physical and mentalLitany: Cure the Afflicted (4 miracles)
18Petrification Sickness - Skin hardening slowly. Joints stiffening. Turning to stone.d4All activityLitany: Break Great Curse
19Soul Sickness - No physical symptoms. Just fading. Less present each day.d4All activityLitany: Break Great Curse
20+Plague - The real thing. Highly contagious. Fatal without intervention. Quarantine immediately.d3All activityLitany: Cure Plague

Treatment Guide

Reading the Treatment Column:

  • Rest X = X months of complete rest (no adventuring)
  • Medicine X+ = Roll X or higher on the Medicine/Healing downtime table
  • Litany: Name = Requires that specific prophet litany

Treatment Options:

  • Rest: Safe but slow. Character must avoid strenuous activity.
  • Medicine/Healing Downtime: Seek a physician or healer. Higher rolls = better equipment, more skilled practitioners.
  • Litanies: Divine intervention. Requires finding a prophet with the appropriate litany and convincing them to help.

Litanies Used for Treatment:

  • Cure the Afflicted (Tier 1) - Cures disease and poison
  • Restore Hope (Tier 1) - Cures supernatural despair, nightmares, intrusive thoughts
  • Seal Wounds (Tier 1) - Closes serious wounds, heals internal damage
  • Restore Sight (Tier 2) - Restores blindness from any cause
  • Restore the Maimed (Tier 2) - Regrows lost limbs and organs, restores severe damage
  • Break Great Curse (Tier 2) - Breaks curses, magical corruption, soul damage
  • Cure Plague (Tier 2) - Required for actual plague

Poison

Poison

Application:

  • Poisoned weapons
  • Ingested poison
  • Contact poison
  • Inhaled poison

Saving: Body save vs poison DC

  • Success: No effect (or reduced effect)
  • Failure: Full effect

Effects:

  • Immediate Vitality loss
  • Vigor stripped each round (damage over time)
  • Stat penalties
  • Conditions (paralyzed, unconscious, etc.)

Treatment:

  • Antidotes (instant cure)
  • Healing magic (varies by spell)
  • Time (poison runs its course)

Death

How Characters Die

A character dies the moment they would take a wound and have none left to spend. There is no dying state, no death timer, and no stabilization: the wound track IS the countdown, and it is visible to everyone at the table.

What this means in play:

  • Help has to arrive before the killing blow, not after it
  • Clearing a wound (Treatment or wound-removal magic) gives back a slot, and a slot is a life
  • A character at capacity should be played like it: they are one hit past 0 Vitality from the end

Resurrection

When Characters Die:

Low Levels (1-4):

  • Death is usually final
  • Resurrection magic is rare
  • May require quest to find resurrection

High Levels (5-10):

  • Resurrection spells become available
  • High-tier clerics can resurrect
  • Expensive and costly

Resurrection Limits:

  • Some deaths can't be reversed (disintegration, consumed by demons, etc.)
  • Each resurrection takes a toll (stat loss, corruption, etc.)
  • Multiple resurrections become harder

Resurrection Costs:

  • Expensive material components
  • Divine favor or intervention
  • Personal sacrifice
  • Time and recovery

Permadeath

When Resurrection Doesn't Work:

  • Body completely destroyed
  • Soul trapped or consumed
  • Divine intervention prevented
  • Player chooses final death

Making a New Character:

  • Start at appropriate level for party
  • Inherit some wealth/resources
  • Integration into story

Combat Reference Tables

Damage Resistance & Immunity

TermEffect
ResistanceHits of that type cost 1 less (minimum 0)
ImmunityHits of that type have no effect
VulnerabilityHits of that type cost 1 more