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 |
|
* * |
Other characters must receive 2 strife to choose you as the target of their Attack and Scheme actions until the start of your next turn. |
Opportunity Uses |
|
* + |
Remove 1 strife you gained from this check per * spent this way. |
* |
Inflame another character in the scene with your presence, causing them to receive 2 strife. |
Resist Critical Opportunities
Boar's Wrath Style (Rank 3 Kata)
Activation: When you make a check to resist a critical strike, if you are Enraged and not Incapacitated (Fire or Void):
* + Choose one of your unarmed profiles or a readied improvised weapon. Each other character at range 0–1 with vigilance lower than or equal to * spent this way suffers physical damage equal to the base damage of your unarmed profile plus 1 for each * spent in excess of their vigilance.
* + Choose one of your unarmed profiles or a readied improvised weapon. Each other character at range 0–1 with vigilance lower than or equal to * spent this way suffers physical damage equal to the base damage of your unarmed profile plus 1 for each * spent in excess of their vigilance.
Special Circumstance Opportunities
In Shadowlands
*+ You spur your comrades on with pleasing encouragement or biting criticism. One other character in the scene per * you spend this way reduces their next TN to resist physical hardship or the influence of the Shadowlands by 1.
Against Tainted Threats
*+ The righteous fury you display can cow even the most terrible of Tainted fiends. Each Tainted being in the scene gains 1 strife, plus 1 additional strife for every ** spent. If you are unaware if another character is Tainted, the GM should record this strife secretly.
While Tainted
** The furious power of Jigoku flows through you, granting you unnatural might. Add 1 kept Ring Dice showing a Strife result to the next Martial Arts check you make. This effect persists until the start of their next turn.