08 - Harm & Healing
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Suggested Harms
Healing Harm
Critical Injuries Tables
Harm is a consequence represents a physical or mental debility. When you suffer harm, record the specific injury or affliction on your character sheet equal to the level of harm you suffer.
If you suffer lesser harm (aka Level 1 Harm), record it in the bottom row.
If you suffer moderate harm (aka Level 2 Harm), write it in the middle row.
If you suffer severe harm (aka Level 3 Harm), record it in the top row.
Your character suffers the penalty indicated at the end of the row if any or all harm recorded in that row applies to the situation at hand.
If you need to mark a harm level, but the row is already filled, the harm moves up to the next row above.
So, if you suffered moderate Physical Harm (level 2) but had no empty spaces in the second row, you’d have to record severe Physical harm (level 3), instead.
If you run out of spaces on the top row and need to mark harm there, your character suffers a catastrophic, permanent consequence (loss of a limb, mental break, sudden death, etc., depending on the circumstances).
If this happens, the Director will have you roll on a Critical Injuries Table.
Harm like “Distracted” or “Tired” can be a good fallback consequence if there’s nothing else threatening a PC (like when they spend all night Studying those old books, looking for any clues to a Noble Lord's weaknesses before he strikes).
No matter how much Harm you accumulate, you may always roll at least one die.
Types of Harm vs. Levels of Harm
(THIS SECTION IS BEING UPDATED)
Lesser, Moderate, and Severe Harms
If the amount of Harm you take is an an amount, you can distribute that Harm how you see fit.
For example, if you take 2 Mental Harm during a Fear test, you can take either 2 Lesser (Level 1) Mental Harms or 1 Moderate (Level 2) Mental Harm.
Lesser
When you're impaired by harm in the bottom row (lesser harm, Level 1), you get -1 to all tests for each slot filled.
So, if you have “Drained” and “Battered” in the bottom row of Physical Harm, you’ll suffer a total of -2 to your tests when you try to run away from the guards.
Moderate
When you're impaired by harm in the middle row (moderate harm, Level 2), you can choose if you want to take a worse outcome or -1 to a roll (you must choose -1 if the outcome is already Desperate).
Severe
When you’re impaired by harm in the top row (severe harm, Level 3), your character is incapacitated and can’t do anything unless you have help from someone else.
If you have Severe Harm, you cannot make any successful die rolls by yourself, whether physical or mental.
Additionally, you sustain a Critical Injury.
Physical
Having Severe Physical Harm (Level 3) or being physically broken can mean that you are exhausted beyond your limits, or have sustained a serious wound. You might be unconscious or dying. Perhaps you have had your leg crushed or been shot in the gut, writhing in agony.
While at Severe Physical Harm you cannot move or do anything but utter a few words at a time. The Director decides whether you are able to crawl away, roll to safety, or cry for help.
Mental
Having Severe Mental Harm (Level 3) or when you are mentally broken you might be terrified, shocked, or completely lost. Perhaps you have lost all hope of getting through the situation alive, or lost faith in yourself or your companions. Maybe you can no longer make sense of the world and collapse in tears.
While at Severe Mental Harm you may move and flee the scene, should you wish to do so, but are unable to engage in any kind of sensible dialogue. At best, you can scream or whimper in monosyllabic bursts.
Suggested Harms
Mental Harms:
Level | ||||
---|---|---|---|---|
3 | Broken | Hopeless | Stunned | Despair |
2 | Shocked | Frightened |
Panicked | Drunk |
1 | Angry | Confused | Distracted | Seduced |
Physical Harms:
Level | ||||
---|---|---|---|---|
3 | Broken | Impaled | Badly Burned | Concussed |
2 | Cut | Bleeding | Smashed | Sprained |
1 | Bruised | Exhausted | Battered | Tired |
Critical Injuries
When you take Severe Harm, you sustain a critical injury. Immediately roll on the table for either Physical or Mental Critical Injuries table. You roll a D66, that is two six-sided dice, after deciding which die represents the tens and which represents the ones.
There is a fatal column for Physical injuries, and a chronic column for Mental ones.
Some critical injuries must be treated by someone else within a certain time limit or else you will die or the critical injury will become permanent.
The Critical Injuries table states the effect.
You gain 3 XP each time you take a critical injury.
Insight
Insights are caused by the thinning of the veil between your Thaumic Wellspring and the rest of the world. Insights are abilities that help you, for example by giving you visions of the future or infusing you with power that makes it easier for you to pass a certain skill test.
Insights only last as long as you are conscious.
Critical Injuries Tables
Mental
d66 | Injury | Chronic? | Time Limit | Effect |
---|---|---|---|---|
11 | Confused | No | - | Dazed, Track -1 |
12 | Overwhelmed | No | - | Sensitive to stress, Sneak -1 |
13 | Pushed too far | No | - | Fanatic, Charm -1 |
14 | Incapacitated | No | - | Clumsy, Finesse -1 |
15 | Exhausted | No | - | Claustrophobic, Sneak -1 |
16 | Panic attack | No | - | Skittish, Fear -1 |
21 | Sees her true self | No | - | Compulsive liar, Persuade -1 |
22 | Frozen facial muscles | No | - | Mask of terror, Charm -1 |
23 | Whitened hair | No | - | Aged, Read -1 |
24 | Feelings of worthlessness | No | - | Shattered confidence, Persuade -1 |
25 | Paralyzed | No | - | Lacks initiative, Track -1 |
26 | Trembling | No | - | Tremor, Shoot -1 |
31 | Confronted with mortality | No | - | Fear of death, Strike -1 |
32 | Fighting and screaming | No | - | Impaired impulse control, Sneak -1 |
33 | Divided attention | No | - | Hears voices, Study -1 |
34 | Disgusted | No | - | Hates filth, Endure -1 |
35 | Shaken | No | - | Sentimental, Charm -1 |
36 | Stressed | No | - | Weakened immune system, Force -1 |
41 | Extreme muscle tension | No | - | High-strung, Finesse -1 |
42 | Traumatized | Yes | 1D6 days | PTSD, Fear -1 |
43 | Furious | Yes | 1D6 days | Capricious, Charm -1 |
44 | Abandoned | Yes | 1D6 days | Lack of trust, Charm -1 |
45 | Overwhelmed by vulnerability | Yes | 1D6 days | Paranoid, Intimidate -1 |
46 | Crushed | Yes | 1D6 hours | Impaired empathy, Persuade -1 |
51 | Ashamed | Yes | 1D6 hours | Self-loathing, Charm -1 |
52 | Detached | Yes | 1D6 hours | Egocentric, Endure -1 |
53 | Out-of-body experience | Yes | 1D6 rounds | Dissociating, Shoot -2 |
54 | Dream state | Yes | 1D6 rounds | Nightmares, Fear -2 |
55 | Return to childhood | Yes | 1D6 rounds | Regressing, Study -2 |
56 | Horrifying realization | Yes | 1D6 rounds | Mortified, Endure -2 |
61 | Hypersensitive | Yes | 1D6 days | Insight: Healer, Endure +3 |
62 | Possessed | Yes | 1D6 minutes | Insight: Haunted, Study +3 |
63 | Obsessed with detail | Yes | 1D6 minutes | Insight: All-seeing, Track +3 |
64 | Supernatural experience | Yes | 1D6 minutes | Insight: Divine messenger, Persuade +3 |
65 | Invaded by other people's emotions | Yes | 1D6 rounds | Insight: Absolute empathy, Read +4 |
66 | Broken consciousness | Yes | 1D6 rounds | Insight: Enlightened, Study +4 |
Physical
d66 | Injury | Chronic? | Time Limit | Effect |
---|---|---|---|---|
11 | Foot injury | No | - | Limp, Finesse -1 |
12 | Broken fingers | No | - | Crooked fingers, Strike -1 |
13 | Ruptured tendon | No | - | Reduced mobility, Finesse -1 |
14 | Knee injury | No | - | Skewed walk, Finesse -1 |
15 | Fracture | No | - | False joint, Force -1 |
16 | Splinters in the body | No | - | Ulcer, Endure -1 |
21 | Skin lesion | No | - | Disfigured, Charm -1 |
22 | Damaged throat | No | - | Wheezing, Sneak -1 |
23 | Eye injury | No | - | Impaired eyesight, Track -1 |
24 | Injured arm | No | - | Crooked arm, Shoot -1 |
25 | Facial injury | No | - | Deformed face, Charm -1 |
26 | Crush injury | No | - | Tremor, Shoot -1 |
31 | Dislodged teeth | No | - | Toothless, Endure -1 |
32 | Ear injury | No | - | Impaired balance, Strike -1 |
33 | Jaw injury | No | - | Drooling, Endure -1 |
34 | Back injury | No | - | Hunchback, Finesse -1 |
35 | Severed fingers | No | - | Finger stumps, Shoot -1 |
36 | Nerve damage | No | - | Pain, Force -1 |
41 | Torn ear | No | - | Impaired hearing, Track -1 |
42 | Abdominal injury | Yes | 1D6 days | Stiff body, Strike -1 |
43 | Dirty wound | Yes | 1D6 days | Sepsis, Force -1 |
44 | Bleeding wound | Yes | 1D6 days | Gangrene, Finesse -1 |
45 | Crushed genitals | Yes | 1D6 days | Incontinence, Finesse -1 |
46 | Punctured eye | Yes | 1D6 hours | One-eyed, Track -1 |
51 | Ruptured bowel | Yes | 1D6 hours | Severe Bleeding, Endure -1 |
52 | Deep arm gash | Yes | Yes 1D6 hours | One-armed, Force -1 |
53 | Burst artery | Yes | 1D6 rounds | Phobia of blood, Fear -2 |
54 | Internal bleeding | Yes | 1D6 rounds | Anemia, Force -2 |
55 | Caved-in forehead | Yes | 1D6 rounds | Altered personality, Read -2 |
56 | Cracked skull | Yes | 1D6 rounds | Brain damage, Study -2 |
61 | Coma | Yes | 1D6 days | Insight: Prophetic vision, Read +3 |
62 | Spinal injury | Yes | 1D6 hours | Insight: Living dead, Sneak +3 |
63 | Torn abdomen | Yes | 1D6 hours | Insight: Supernatural focus, Shoot +3 |
64 | Torn body | Yes | 1D6 minutes | Insight: Champion, Strike +3 |
65 | Punctured lungs | Yes | 1D6 rounds | Insight: Guardian angel, Finesse +4 |
66 | Crushed chest | Yes | 1D6 rounds | Insight: Supernatural strength, Force +4 |
Healing Harm
After violent or frightening encounters, you and your friends may need to heal your Harm.
Physical Healing | Time | Description | Successes Required |
---|---|---|---|
Heal Lesser Harm | Turn | Medicine Finesse test. | 1 |
Heal Moderate Harm | Hour | Medicine Finesse test in a fairly safe location. (Up to 2 tests.) | 2 |
Heal Severe Harm | Day | Medicine Finesse test in a very secure location. (Up to 3 tests.) | 3 |
Stabilize Critical Injury | Turn | Medicine Finesse test. | 1 |
Rest | Scene | Describe a scene where you and others tend to your injuries. This scene takes at least 2 full days. | 0 |
Services | Scene | Use Resources and describe a scene where you and others |
Mental Healing | Time | Description | Successes |
---|---|---|---|
Heal Lesser Harm | Turn | ||
Heal Moderate Harm | Hour | ||
Heal Severe Harm | Day | ||
Stabilize Critical Injury | Turn | ||
Rest | Scene | ||
Services | Scene |
You can use a Medicine Finesse test to heal other people’s Physical Harm, but not your own.
Additionally, you and your patients must spend a full day on treatment, in a secure location where you can drink, eat, and rest. You cannot do anything else that day.
Likewise, you can use Persuade to cure others of their Mental Harm. In addition to spending a day, and having access to a safe place, food, and beverages, your friends must willingly engage in close contact and dialogue with you.
If the Action test succeeds, your patients heal a total of 3 levels of Harm which you distribute between them. They decide which Harm is healed.
Each extra success can be used to heal another 3 levels of Harm. A failed Action test usually means that a day has been wasted, and may also give an enemy time to take further action against the characters.
A patient cannot have their Physical or Mental Harm treated by more than one person at a time.
However, it is possible for one person to treat the Physical Harm while another treats the Mental Harm.
While you are treating the Harm of others, you yourself may not receive treatment. That goes for both Physical and Mental Harm.
Activities
See Activities.
Services and Establishments
See Services.
Treating Critical Injuries
When you have sustained a critical injury that might either kill you or become chronic, someone must treat you with a Medicine Finesse or Persuade test before the time limit expires.
If it succeeds, you treat the Critical Injury, while retaining all other Harm.
Extra successes can be used to heal Harm.
If the attempt fails, the person treating you must either find help, gather more medical supplies, or move you to a safer location before they can try again.
If no one has successfully treated you before the time runs out, you either die or become permanently Critically Injured.