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Damage becomes harm
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sean-clayton committed Aug 23, 2023
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63 changes: 43 additions & 20 deletions dragonhack.adoc
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Expand Up @@ -309,7 +309,7 @@ To create a dice pool for a challenge roll, you use an attribute or other number
For example, if you roll with the [term]#heart# attribute and its value is 3, this is written as "Roll [term]#+heart#" and you would add 3 to your dice pool.

[sidebar]
If you ever need to roll but you have zero (or negative) dice, roll two dice and take the single lowest result.
If you ever need to roll but you have zero (or negative) dice, roll w[2D].
You can't roll a critical when you have zero dice.

The total of your action dice, your stat, and any additional bonuses is your action score.
Expand Down Expand Up @@ -596,25 +596,6 @@ Roll 1D for each point in both attributes.
You can [term]#mark 1 grit# to avoid reduce (half damage if taking damage) it or [term]#mark 2 grit# to avoid it completely.
--

==== Death

When your character reaches 0HP, and they do not make a [term]#death move#, they are most likely dead.

.Determine Your Fate
[move]
--
[.lead]
When your allies take a look at your body within w[2D] hours of you reaching 0HP...

[term]#Roll fortune +heart#, whichever is higher.
*On a critical hit*, you strongly gasp as they turn you over and you must explain to everyone how it wasn't as bad as it looked.
You regain +HD HP (minimum 1).
*On a strong hit*, you are barely breathing and are in dire need of aid.
You regain 1HP and your grit is set to max.
*On a weak hit*, you are alive just enough to say some last words.
*On a miss*, you are dead.
--

=== Progress Tracks

A progress track is a multi-segment track.
Expand Down Expand Up @@ -820,6 +801,48 @@ When you are at max grit, and you are still alive after w[2D] hours...
You clear [term]#1 grit#.
--

== Harm, Damage, and Death

You suffer [term]#harm# when [term]#taking damage#.
When you take damage, you compare that to the damage thresholds of your harm.
The GM will tell you the type of harm you suffered.

* *Tier III* harm is 8 + [term]#force# or higher.
* *Tier II* harm is 4 + [term]#force# or higher.
* *Tier I* harm is 1 or higher.

The amount of harm you can take in each tier can change as you gain talents, but everyone starts with the following available boxes:

* *Tier III:* 1.
* *Tier II:* 1 + [term]#force#.
* *Tier I:* 2 + [term]#force#.

When you take action apply penalties to the roll as appropriate.

* *Lesser effect* Your rolls are less effective.
* *-1D* You use 1 fewer die on affected rolls.
* *Disabled* You cannot take any action unassisted without [term]#marking 2 grit#.

If you have to take harm and there are no boxes available to fill, fill a box of a tier higher instead.
If you take harm and cannot mark a box, you are [term]#doomed#.

When your character becomes [term]#doomed#, and they do not make a [term]#death move#, they are most likely dead.

.Determine Your Fate
[move]
--
[.lead]
When your allies take a look at your body within w[2D] hours of you becoming [term]#doomed#...

[term]#Roll fortune +heart#.

* *On a critical hit*, you strongly gasp as they turn you over and you must explain to everyone how it wasn't as bad as it looked.
* *On a strong hit*, you are barely breathing and are in dire need of aid.
Your grit is set to max.
* *On a weak hit*, you are alive just enough to say some last words.
* *On a miss*, you are dead.
--

== Vices

Vices are not limited to the ones below, but these are a popular list of vices many choose.
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