When a character suffers a critical strike, they must make a TN 1 Fitness check to mitigate its effects .
Details
When a character suffers a critical strike, they must make a TN 1 Fitness check to mitigate its effects (using a ring of their choice in a narrative scene, or the ring their stance dictates in a conflict scene). If the character succeeds, they reduce the severity by 1 plus their bonus successes on the check (to a minimum of 0).
If the character succeeds, they reduce the severity by 1 plus their bonus successes on the check (to a minimum of 0). Then, consult the table below and apply the listed effects to the character.
At the GM’s discretion, if a character would otherwise be assigned a second instance of a disadvantage with the scar type due to recurring harm, the character is struck with a mortal blow. Instead of being assigned a new scar disadvantage, the character suffers the Dying (5 rounds) condition.
Once per game session, after a player character rolls dice to resist a critical strike, they may parry the blow directly, putting the brunt of the impact on one of their readied weapons. They may reroll all of their dice for the check, and the weapon they used for the shattering parry gains the Damaged quality as its edge chips or cracks. At the GM’s discretion, a character could instead use an unarmed profile this way, but this might cause them to lose the body part involved, receiving the appropriate scar type disadvantage.
If the character succeeds, they reduce the severity by 1 plus their bonus successes on the check (to a minimum of 0). Then, consult the table below and apply the listed effects to the character.
At the GM’s discretion, if a character would otherwise be assigned a second instance of a disadvantage with the scar type due to recurring harm, the character is struck with a mortal blow. Instead of being assigned a new scar disadvantage, the character suffers the Dying (5 rounds) condition.
Once per game session, after a player character rolls dice to resist a critical strike, they may parry the blow directly, putting the brunt of the impact on one of their readied weapons. They may reroll all of their dice for the check, and the weapon they used for the shattering parry gains the Damaged quality as its edge chips or cracks. At the GM’s discretion, a character could instead use an unarmed profile this way, but this might cause them to lose the body part involved, receiving the appropriate scar type disadvantage.
Severity |
Description |
Mechanical Effect |
0-2 |
Close Call: The hit slices the character’s hair or clothes but fails to draw blood. |
If the character is wearing armor, the armor gains the Damaged quality |
3-4 |
Flesh Wound: The hit sinks into the character’s flesh, slicing shallowly or creating a vicious contusion. |
The character suffers the Lightly Wounded condition for the ring they used for their check to resist. If the attack had the Razor-Edged quality, the character also suffers the Bleeding condition. |
5-6 |
Debilitating Gash: The hit is agonizing, cutting a deep furrow in the flesh or splitting muscle and fracturing bone. The character will likely need time to recover fully. |
The character suffers the Severely Wounded condition for the ring they used they used for their check to resist. If the attack had the Razor-Edged quality, the character also suffers the Bleeding condition. |
7-8 |
Permanent Injury: The strike leaves the character permanently injured, bearing a scar that will impact them the rest of their life. |
The character suffers the Bleeding condition, then chooses one scar of the following disadvantages for the ring they used for their check to resist: Air (Maimed Visage or Nerve Damage), Earth (Damaged Organ or Fractured Spine), Fire (Lost Fingers or Maimed Arm), Water (Lost Eye or Lost Foot), Void (Lost Memories). |
9-11 |
Maiming Blow: The character is gravely hurt by the strike and might never fully recover from it. |
The character suffers the Bleeding condition, then chooses one of the following scar disadvantages for the ring they used for their check to resist: Air (Deafness or Muteness), Earth (Damaged Heart or Damaged Organ), Fire (Lost Arm or Lost Hand), Water (Blindness or Lost Leg), Void (Cognitive Lapses) |
12-13 |
Agonizing Death: The blow is mortal, and the character knows it. |
The character suffers the Severely Wounded condition for the ring they used for their check to resist, as well as the Bleeding and Dying (3 rounds) conditions. |
14-15 |
Swift Death: The character lives just long enough to realize their demise. |
The character suffers the Severely Wounded condition for the ring they used for their check to resist, as well as the Bleeding and Dying (1 round) conditions. |
16+ |
Instant Death: The character dies without even a last word. |
The character dies immediately |
Opportunity Uses |
|
* |
Add a kept Ring Dice set to an * result to your next Martial skill check. |
* * |
Increase the TN of the next Martial Arts [Ranged] check targeting you before the start of your next turn by 2. |
Opportunity Uses |
|
* + |
Remove 1 strife you gained from this check per * spent this way. |
* |
Learn another character in the scene’s demeanor (if an NPC) and current strife. |
Special Circumstance Opportunities
In Shadowlands
*+ You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per * spent this way
Against Tainted Threats
** Confronted with the horrors of the Taint, you remain alert and able to discern a weakness in your foe. Reduce the TN of your next check made to oppose or harm a Tainted character by 1, as you examine the threat before you and formulate an appropriate response.
While Tainted
** Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.