Death & Danger
On this page19
- Out of Vitality: Wounds & Second Wind
- What Happens
- Staying Alive
- Lasting Injuries
- Injury Critical Failures
- Wound Injuries (Blades, Claws, Arrows, Teeth)
- Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)
- Burn Injuries (Fire, Acid, Cold, Lightning, Energy)
- Corruption Injuries (Poison, Necrotic, Psychic, Magical)
- Disease Table
- Treatment Guide
- Poison
- Poison
- Death
- How Characters Die
- Resurrection
- Permadeath
- Combat Reference Tables
- Damage Resistance & Immunity
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)
| Roll | Injury | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Faint Scar - A thin line. Barely visible unless you're looking for it. | - | - | Rest 1 |
| 2 | Ragged Scar - Obvious. People notice. Some ask questions. | d20 | Social interaction | Rest 2 or Medicine 3+ |
| 3 | Nicked Artery - The wound still seeps sometimes. Bandages stain. | d20 | Physical exertion | Rest 2 or Medicine 4+ |
| 4 | Severed Nerve - Numbness in one area. You can't feel pressure there anymore. | d20 | Touch and precision | Rest 3 or Medicine 5+ |
| 5 | Stiff Joint - Scar tissue limits movement. That limb doesn't bend right. | d12 | Dexterity and agility | Rest 2 or Medicine 5+ |
| 6 | Torn Muscle - Strength isn't what it was. The limb tires quickly. | d12 | Strength and lifting | Rest 2 or Medicine 5+ |
| 7 | Deep Ache - The wound healed on the surface. Underneath, it still hurts. | d12 | Sustained effort | Rest 3 or Medicine 6+ |
| 8 | Missing Chunk - Flesh that didn't grow back. A divot in your body. | d10 | Physical exertion | Medicine 7+ or Litany: Seal Wounds |
| 9 | Severed Tendon - Grip or gait is wrong now. That part doesn't work smoothly. | d10 | Fine manipulation | Medicine 8+ or Litany: Seal Wounds |
| 10 | Messy Healing - Keloid scars, twisted tissue. Ugly and uncomfortable. | d10 | Social interaction | Medicine 8+ |
| 11 | Sliced Ear - Part of it is gone. Hearing on that side isn't quite right. | d8 | Perception | Medicine 10+ or Litany: Restore the Maimed |
| 12 | Facial Scar - Across cheek, brow, or lip. Your face tells a story now. | d8 | Social interaction | Medicine 10+ |
| 13 | Punctured Lung - Breathing is harder. Deep breaths bring sharp pain. | d8 | Physical exertion | Medicine 12+ or Litany: Seal Wounds |
| 14 | Damaged Eye - Something was cut. Vision is compromised on one side. | d6 | Perception | Medicine 14+ or Litany: Restore Sight |
| 15 | Missing Finger - Gone at the joint. You've learned to compensate. Mostly. | d6 | Fine manipulation | Litany: Restore the Maimed |
| 16 | Gut Wound - Never healed right inside. Eating is careful work now. | d6 | Physical exertion | Medicine 14+ or Litany: Seal Wounds |
| 17 | Hamstrung - The leg works, but running is agony. | d4 | Movement | Medicine 16+ or Litany: Restore the Maimed |
| 18 | Mangled Hand - Fingers don't close properly. Fine work is difficult. | d4 | Manual activity | Litany: Restore the Maimed |
| 19 | Throat Scar - Voice is changed. Speaking too long hurts. | d4 | Socializing | Medicine 18+ or Litany: Restore the Maimed |
| 20+ | Roll Twice - The damage was extensive. Apply both results. | - | - | - |
Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)
| Roll | Injury | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Tender Bruising - Deep discoloration that takes months to fade. | - | - | Rest 1 |
| 2 | Ringing Ears - A whine that never stops. Loud noises make it worse. | d20 | Perception | Rest 2 or Medicine 3+ |
| 3 | Headaches - They come without warning. Light hurts. Thinking is hard. | d20 | Mental effort | Rest 2 or Medicine 4+ |
| 4 | Cracked Teeth - Chewing is painful. Cold drinks are agony. | d20 | Eating and talking | Rest 2 or Medicine 4+ |
| 5 | Trick Joint - Usually fine, then it gives out. No warning. | d12 | Movement | Rest 2 or Medicine 5+ |
| 6 | Crooked Bone - Set wrong. Works, but looks wrong and aches. | d12 | Physical exertion | Medicine 6+ (rebreak and set) |
| 7 | Compressed Spine - You're slightly shorter. Back always hurts. | d12 | Physical exertion | Medicine 7+ or Litany: Seal Wounds |
| 8 | Rattled Brain - Memory gaps. Words slip away mid-sentence. | d10 | Mental effort | Rest 4 or Medicine 7+ |
| 9 | Cauliflower Ear - Swollen, misshapen. Looks like a fighter's ear now. | d10 | Social and perception | Medicine 6+ |
| 10 | Smashed Nose - Crooked. Breathing is noisier. Smell is diminished. | d10 | Perception | Medicine 7+ (reset) |
| 11 | Dizzy Spells - The world tilts. You grab walls and wait it out. | d8 | Balance and agility | Rest 3 or Medicine 8+ |
| 12 | Internal Bruising - Healed outside. Inside, things still ache when you move. | d8 | Physical exertion | Rest 3 or Medicine 8+ |
| 13 | Fractured Skull - A dent you can feel. Pressure makes you nauseous. | d8 | Mental and physical | Medicine 12+ or Litany: Seal Wounds |
| 14 | Shattered Joint - Rebuilt wrong. That limb's range of motion is limited forever. | d6 | Movement | Medicine 14+ or Litany: Restore the Maimed |
| 15 | Crushed Ribs - Healed crooked. Deep breaths are shallow now. | d6 | Physical exertion | Medicine 12+ or Litany: Seal Wounds |
| 16 | Broken Back - You walk, but slowly. Bending is careful work. | d6 | Physical activity | Medicine 16+ or Litany: Restore the Maimed |
| 17 | Seizures - They come without warning. Brief. Terrifying. You lose moments. | d4 | All activity | Medicine 14+ or Litany: Seal Wounds |
| 18 | Crushed Hand - Bones ground together. Fine manipulation is nearly impossible. | d4 | Manual activity | Litany: Restore the Maimed |
| 19 | Shattered Knee - Walking is labor. Stairs are enemies. Running is memory. | d3 | Physical activity | Litany: Restore the Maimed |
| 20+ | Roll Twice - The impact was catastrophic. Apply both results. | - | - | - |
Burn Injuries (Fire, Acid, Cold, Lightning, Energy)
| Roll | Injury | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Discolored Skin - The mark remains. Faded but visible. | - | - | Rest 1 |
| 2 | Sensitive Patch - That area reacts to temperature. Always uncomfortable. | d20 | Physical contact | Rest 2 or Medicine 3+ |
| 3 | Lost Hair - It won't grow back there. Eyebrows, scalp, wherever it was. | d20 | Social interaction | Rest 3 or Medicine 4+ |
| 4 | Nerve Confusion - Hot feels cold. Cold feels hot. That area lies to you. | d20 | Perception | Rest 3 or Medicine 5+ |
| 5 | Tight Skin - Scar tissue doesn't stretch. Movement pulls painfully. | d12 | Movement | Medicine 5+ |
| 6 | Mottled Scarring - Patches of different texture. Rough and smooth together. | d12 | Social interaction | Medicine 6+ |
| 7 | Phantom Burning - The fire is out. Your nerves don't know that. | d12 | Physical contact | Rest 4 or Medicine 7+ |
| 8 | Weeping Scar - It seeps. Never quite dry. Bandages always needed. | d10 | Physical exertion | Medicine 7+ or Litany: Seal Wounds |
| 9 | Melted Features - Ear, nose, or lip. Changed shape. People look away. | d10 | Social interaction | Medicine 10+ or Litany: Restore the Maimed |
| 10 | Damaged Lungs - You breathed something you shouldn't have. It rattles now. | d10 | Physical exertion | Medicine 10+ or Litany: Seal Wounds |
| 11 | Branded - The shape of what burned you, permanently marked. | d8 | Social interaction | Medicine 10+ |
| 12 | Contracted Fingers - Scar tissue curled them. They don't straighten. | d8 | Fine manipulation | Medicine 12+ or Litany: Restore the Maimed |
| 13 | Blinded Eye - Seared shut or clouded over. Light and dark, nothing more. | d8 | Perception | Litany: Restore Sight |
| 14 | Ruined Voice - Smoke, acid, or cold. Your throat is scarred inside. Hoarse forever. | d6 | Social interaction | Medicine 14+ or Litany: Restore the Maimed |
| 15 | Fused Joint - Scar tissue locked it in place. That joint doesn't bend anymore. | d6 | Movement | Medicine 14+ or Litany: Restore the Maimed |
| 16 | Chronic Pain - The nerves are confused. Pain signals that never stop. | d6 | All activity | Medicine 12+ or Litany: Seal Wounds |
| 17 | Respiratory Damage - Breathing is work. Exertion brings fits of coughing. | d4 | Physical exertion | Medicine 14+ or Litany: Seal Wounds |
| 18 | Extensive Scarring - Large area. Can't hide it. Part of your appearance now. | d4 | Social and physical | Medicine 16+ or Litany: Restore the Maimed |
| 19 | Lost Extremity - Finger, toe, ear, nose. The damage was too severe to save. | d4 | Manual or social | Litany: Restore the Maimed |
| 20+ | Roll Twice - The burning was catastrophic. Apply both results. | - | - | - |
Corruption Injuries (Poison, Necrotic, Psychic, Magical)
| Roll | Injury | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Strange Dreams - Your sleep is haunted by things you don't understand. | - | - | Rest 1 |
| 2 | Dulled Senses - Colors are muted. Food tastes like nothing. The world is gray. | d20 | Perception | Rest 2 or Medicine 3+ |
| 3 | Mark of Exposure - Veins visible under skin. Wrong color. People notice. | d20 | Social interaction | Rest 3 or Medicine 4+ |
| 4 | Tremors - Your hands shake. Worse when you're tired or stressed. | d20 | Fine manipulation | Rest 3 or Medicine 5+ |
| 5 | Cold Spot - One area is always cold. Doesn't warm up. Ever. | d12 | Physical contact | Medicine 5+ or Litany: Cure the Afflicted |
| 6 | Intrusive Thoughts - Not your thoughts. They pass, but they're disturbing. | d12 | Mental effort | Rest 4 or Litany: Restore Hope |
| 7 | Weakened Constitution - Illness hits harder. Recovery takes longer. | d12 | Physical exertion | Medicine 6+ or Litany: Cure the Afflicted |
| 8 | Aged Patch - Hair went white. Skin went thin. That area looks decades older. | d10 | Social interaction | Medicine 8+ or Litany: Restore the Maimed |
| 9 | Partial Numbness - One limb doesn't feel right. Like it belongs to someone else. | d10 | Manual activity | Medicine 8+ or Litany: Seal Wounds |
| 10 | Nightmares - Every night. The same thing. You wake exhausted. | d10 | Mental effort | Litany: Restore Hope |
| 11 | Corrupted Blood - It's darker than it should be. Maybe thicker. Healers notice. | d8 | Physical exertion | Medicine 10+ or Litany: Cure the Afflicted |
| 12 | Withered Limb - Thinner, weaker. It works, but it's diminished. | d8 | Physical activity | Medicine 12+ or Litany: Restore the Maimed |
| 13 | Paranoia - You know someone's watching. You can't prove it. You know anyway. | d8 | Social and mental | Litany: Restore Hope |
| 14 | Magical Sensitivity - Spells near you feel wrong. Uncomfortable. Painful even. | d6 | Near magic | Medicine 14+ or Litany: Break Great Curse |
| 15 | Gaps in Memory - Hours missing. Sometimes days. What happened then? | d6 | Mental effort | Medicine 14+ or Litany: Seal Wounds |
| 16 | Voices - Whispers at the edge of hearing. They're not saying anything helpful. | d6 | Mental activity | Litany: Break Great Curse |
| 17 | Weakened Soul - Possession attempts are harder to resist. You feel... permeable. | d4 | Resisting influence | Litany: Break Great Curse |
| 18 | Rotted Tissue - Part of you died and didn't come back right. Visible decay. | d4 | Physical and social | Litany: Restore the Maimed |
| 19 | Fractured Mind - Reality slips sometimes. You see things that aren't there. Briefly. | d3 | All activity | Litany: 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.
| Roll | Disease | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Common Cold - Sneezing, fatigue, runny nose. Miserable but passes in days. | - | - | Rest 1 |
| 2 | Gut Rot - Food doesn't stay down. Weakness and dehydration until it passes. | d20 | Physical exertion | Rest 1 or Medicine 3+ |
| 3 | Swamp Fever - Chills and sweating in waves. Can't get comfortable. Lasts a week. | d20 | Physical exertion | Rest 1 or Medicine 3+ |
| 4 | Red Eye - Infected, weeping eyes. Vision blurred. Light hurts. Contagious. | d20 | Perception | Rest 1 or Medicine 4+ |
| 5 | Rattling Cough - Deep in the chest. Won't stop. Sleep is hard. Takes weeks. | d12 | Physical exertion | Rest 2 or Medicine 4+ |
| 6 | Trembling Sickness - Uncontrollable shaking. Comes and goes. Embarrassing. | d12 | Fine manipulation | Rest 2 or Medicine 5+ |
| 7 | Bone Chill - Cold that won't leave. No fire warms you. Joints ache. | d12 | Physical exertion | Rest 2 or Medicine 5+ |
| 8 | Weeping Sores - Painful blisters that burst and spread. Highly visible. | d10 | Social and physical | Medicine 6+ or Litany: Cure the Afflicted |
| 9 | Mind Fog - Can't think clearly. Words slip away. Simple tasks feel hard. | d10 | Mental effort | Rest 3 or Medicine 7+ |
| 10 | Blood Flux - Internal bleeding. Weakness. Need rest and care or it gets worse. | d10 | Physical exertion | Medicine 8+ or Litany: Cure the Afflicted |
| 11 | Consumption - Wasting cough. Blood in the spittle. Progressive if untreated. | d8 | Physical exertion | Medicine 10+ or Litany: Cure the Afflicted |
| 12 | Lockjaw - Muscles seize. Jaw won't open. Spreads to other muscles. Dangerous. | d8 | Physical activity | Medicine 10+ or Litany: Cure the Afflicted |
| 13 | Spotted Fever - High fever, delirium, rash. Can be fatal without treatment. | d8 | Mental and physical | Medicine 12+ or Litany: Cure the Afflicted |
| 14 | Sleeping Sickness - Can't stay awake. Longer and longer sleeps. Might not wake. | d6 | All activity | Medicine 12+ or Litany: Cure the Afflicted |
| 15 | Wasting Disease - Body consumes itself. Growing thinner no matter how much you eat. | d6 | Physical exertion | Medicine 14+ or Litany: Cure the Afflicted |
| 16 | Blackened Veins - Infection spreading through blood. Visible progression. Fatal if it reaches the heart. | d6 | Physical activity | Medicine 14+ or Litany: Cure the Afflicted |
| 17 | Demon Pox - Oozing sores, fever, madness. Magical in origin. Resists normal treatment. | d4 | Physical and mental | Litany: Cure the Afflicted (4 miracles) |
| 18 | Petrification Sickness - Skin hardening slowly. Joints stiffening. Turning to stone. | d4 | All activity | Litany: Break Great Curse |
| 19 | Soul Sickness - No physical symptoms. Just fading. Less present each day. | d4 | All activity | Litany: Break Great Curse |
| 20+ | Plague - The real thing. Highly contagious. Fatal without intervention. Quarantine immediately. | d3 | All activity | Litany: 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
| Term | Effect |
|---|---|
| Resistance | Hits of that type cost 1 less (minimum 0) |
| Immunity | Hits of that type have no effect |
| Vulnerability | Hits of that type cost 1 more |