All characters have Health and Nerve trackers on their character sheets to keep up with their current overall physical and mental conditions. With the exception of the worst levels--which have their own rules--each Health or Nerve level has its own Hit Points (Health) or Trauma Points (Nerve). Whenever you take damage, you lose Hit/Trauma Points. Your current condition is the best Health/Nerve level in which you still have HP/TP Whenever you lose all of your HP/TP in a Health/Nerve level, your condition worsens by one Health/Nerve level . For example, a character with HF 3 and Combat d6 would drop from Healthy to Bruised after taking 3 HP and from Bruised to Battered after losing 9 more HP (for a total of 12 lost HP).
As a character's Health and Nerve drop to lower levels, they begin to suffer Challenge Dice penalties. These Challenge Dice penalties apply to
all rolls and are added together if the character has accrued penalties on both trackers. So if a character is both Bloodied (+2CD) and Troubled (+1CD), they must add 3 Challenge Dice to every roll they make.
Health Levels
Condition |
Description |
Hit Points |
CD Penalty* |
Healthy |
You're uninjured. |
Hero Factor |
None |
Bruised |
You've got some superficial injuries. |
Hero Factor + Combat die size |
None |
Battered |
You're taken some hits that you're going to feel in the morning. |
Hero Factor + Heroics die size |
+1CD |
Bloodied |
You've taken damage that needs treatment to heal properly, but probably isn't life-threatening. |
Hero Factor + dLuck |
+2CD |
Broken |
You've suffered life-threatening and incapacitating injuries. You cannot move under your own power, drift in and out of consciousness (to determine if the character is awake at a particular time, flip a coin; the player can spend 1 Luck to win the coin toss automatically) and must spend a point of Luck before you can take any action that requires a roll. |
Hero Factor |
+3CD |
Breathing Your Last |
You haven't bought the farm yet, but you've made a down payment. As soon as you reach this health level, make a Health Check. If the roll succeeds, you're able to stay alive for a little while longer. To determine how long the Health Check allows you to hold on to life, add 1 to the number of 5s you rolled on the health check. The total is the number of hours you can keep breathing before you must make another Health Check. A character in this condition is completely incapacitated, but the player can spend Luck to allow the character to briefly regain consciousness at the cost of 1 Luck point per minute of coherence. |
NA |
+5CD |
Nerve Levels
Condition |
Description |
Trauma Points |
CD Penalty* |
Healthy |
You're operating at full capacity. |
Hero Factor |
None |
Touchy |
You're a little stressed. You're able to put your problems aside and continue doing what you need to do, but your mind is not completely at ease, which can cause you to react more strongly than usual to stressful situations. |
Hero Factor + Savoir Faire Die Size |
None |
Tense |
You're frazzled to the point that other people who know you can tell there's something going on with you. Exhaustion, irritability, mood swings, lack of energy and motivation, and other outward signs of burnout are common at this level. |
Hero Factor + Brain Die Size |
+1CD |
Troubled |
The trauma that you've experienced (or are experiencing) begins to interfere with your everyday life. In addition to more intense and frequent instances of the behavior described in the previous entry, a troubled character may engage in unhealthy coping mechanisms, neglect personal relationships and responsibilities, or exhibit warning signs of potential mental health issues. |
Hero Factor + dLuck |
+2CD |
Tormented |
A tormented character begins to show clear signs of an impending or ongoing mental crisis. When you reach this level, choose a new hook related to the character's condition. This can be an direct expression of the character's condition (flashbacks, phobias, delusions), a consequence of it (insomnia from nightmares or an addiction resulting from attempts to self-medicate, for example), or any other hook that the GM and player agree fits the situation. In addition to gaining a new hook, a tormented character must make a successful Nerve check to spend Luck. The only exception is in situations when not spending Luck would result in the immediate death of the character. |
Hero Factor |
+3CD |
Traumatized |
Traumatized characters are ill-suited for adventuring. If the character wants to meaningfully interact with NPCs or take any action that requires a roll, the player must spend 1 point of Luck (no Nerve roll is required). Once the player spends Luck, the character can continue to act normally for the remainder of the current scene. In addition, if the PC gets a Bad Break on any Nerve check, they must choose an additional trauma-related hook. |
NA |
+5CD |
*These penalties are non-cumulative. A character who is broken suffers +3CD, not +6CD.
Health & Nerve Checks
Health and Nerve Checks are made using their default Dice Pool based Hero Factor. The Target Number is usually 5, but Hooks may affect the TN normally. If the rules simply call for a Health or Nerve check without giving a Challenge Dice value, the roll is CD 0, though Challenge Dice penalties due to lost Health or Nerve levels apply normally.
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