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2026-09-03 21:20:00 -06:00
Previous Section: [[06 🔵 Senses]]
# Health and Wounds
## Health
A character's max health is determined using the formula in the [[01 🟡 Attribute Descriptions#Health|Health]] section. A character determines how healthy they are based on health thresholds which are equal to their current health as a percentage of their max health.
### Health Thresholds
The health thresholds are 75%, 50%, and 25% of the character's max health rounded up. When a character drops below 75% health they have a -1 to all rolls. When they drop below 50% the penalty increases to -3. When below 25% the penalty is -5.
## Wounds
Whenever a damage dice rolls its maximum value a wound is dealt to the target. The severity of the wound is based on the Health Threshold that a character is in after the damage is applied. Healing wounds requires a Medicine check and time requirement as specified by the wound. When a character receives a wound consult the correct table of wounds and either select a relevant wound or roll a dice to determine which wound is received.
| Health Threshod | Type of Wound |
| --------------- | ------------- |
| 75% - 51% | Minor Wound |
| 50% - 25% | Major Wound |
| >25% | Fatal Wound |
### Minor Wounds
Minor wounds are wounds that have a detrimental effect on the character but are unlikely to have any long term affects and many characters will know how to heal or stabilize these wounds. Examples of minor wounds are broken fingers or toes, dislocated shoulders, etc. For a list of minor wounds check the [[02 ❌ Minor Wounds|Minor Wounds List]].
### Major Wounds
Major wounds have a detrimental effect now and may lead to long term or permanent damage if not treated soon. In order to treat major wounds a character would need to have at least some knowledge of medicine but many characters would be able to stabilize a major wound. Examples of major wounds are large cuts to appendages, torn muscles, concussions, etc. For a list of major wounds check the [[03 ❌ Major Wounds|Major Wounds List]].
Deal 1d4 of damage at the end of the character’s turn until the wound is stabilized
### Fatal Wounds
Fatal wounds will lead to the death of a character of not treated soon and will always have long term detrimental affects. To fully treat a fatal wound a character would need an in depth understanding of medicine and only characters with some knowledge of medicine could stabilize a fatal wound. For a list of fatal wounds check the [[04 ❌ Fatal Wounds|Fatal Wounds List]].
Deal 1d6 of damage at the end of the character’s turn until the wound is stabilized
## Immunity Resistance and Vulnerability
Some creatures might not take as much damage or may receive more damage from specific types of attacks. These traits are called immunities, resistances, and vulnerabilities.
### Immunity
When a creature has immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity apples to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; just don't apply the effect.
Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit, the attack hits but is treated as a normal attack rather than a critical one.
### Resistance
If a creature has resistance to a type of damage, each time it takes that type of damage, it is reduced by the listed amount (to a minimum of 0). Resistance can specify combinations of damage types or traits. A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.
If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.
It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely.
### Vulnerability
If you have a weakness to a certain type of damage or damage form a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have vulnerability 5 to fire, you take 2d6 + 5 fire damage.
If you have more than one weakness that would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a creature is vulnerable to both a type of damage and the material a weapon is made of.
# Next Section
[[03 🟡 Damage]]