Health
Health
AX.C.11.01
Starting Health
Starting Health is calculated as:
20 + Body Value + Lineage Health Modifier
The Lineage Health Modifier is a flat value granted by the character's chosen Lineage. If the Lineage provides no Health Modifier, this value is 0.
Example: A character with Body 3D and a Lineage Health Modifier of +2 begins play with 20 + 3 + 2 = 25 Health.
Health at Generation, Fortitude Investment
If a character invests Talent dice in Fortitude during character creation, each die of Fortitude increases their starting Health total.
For each die placed in Fortitude at generation, roll 1D6 + Lineage Health Modifier and add the result to starting Health.
Example: A character with Body 3D, Fortitude 2D, and a Lineage Health Modifier of +1 calculates starting Health as follows:
- Base: 20 + 3 + 1 = 24
- Fortitude 2D: roll 2 × (1D6 + 1), results of 4 (3+1) and 6 (5+1) = 10 additional Health
- Starting Health: 34
Health Advancement
When a character increases their Fortitude Talent through XP advancement, they gain additional Health for each die of increase.
For each die of Fortitude value gained, roll 1D6 + Lineage Health Modifier and add the result to current maximum Health.
Health advancement through Fortitude is limited by the standard Talent maximum of 5D. A character may not advance Fortitude beyond 5D and therefore cannot gain Health advancement beyond that point through this method.
Health Summary
| Event | Health Gained |
|---|---|
| Starting Health | 20 + Body Value + Lineage Health Modifier |
| Each Fortitude die at generation | 1D6 + Lineage Health Modifier |
| Each Fortitude die gained through advancement | 1D6 + Lineage Health Modifier |
Damage Types & Effects
AX.C.11.02
Different damage types may have additional effects beyond Health loss:
Physical Damage:
- Slashing: May cause bleeding (ongoing damage)
- Piercing: May cause bleeding or penetrate armor
- Bludgeoning: May cause stun or broken bones (impacting wit or speed)
Energy Damage:
- Fire: May ignite combustibles, ongoing burning
- Cold: May cause freezing, slowed movement
- Lightning: May cause paralysis or equipment damage
- Acid: May corrode armor and equipment
Special Damage:
- Poison: Often applies conditions or ongoing damage
- Necrotic: May prevent healing or reduce Body Attribute
- Psychic: May cause mental impairment affecting Wit
GM Discretion: Additional effects are optional and situational.
Massive Damage (optional)
AX.C.11.03
This optional rule can make combat more dangerous and cinematic.
Massive Damage Threshold: Taking damage equal to or greater than your maximum Health in a single hit.
Effect: Make immediate Body Save or suffer additional consequences:
- Success: Continue normally (just take the damage)
- Failure: Suffer one random severe injury (broken bone, scarring, permanent condition)
Healing
AX.C.11.04
Short Rest
A Short Rest is a brief recovery period taken after an encounter when no immediate threat exists.
- Duration: 10–15 minutes
- Recovery: Body Value in Health
- Frequency: As often as circumstances allow, the GM determines whether conditions are safe enough for a Short Rest
- Conditions: No active combat or imminent threat. Characters may tend wounds, catch their breath, and prepare for the next engagement.
Short Rest recovery represents physical stabilization rather than full recuperation. Serious injuries and conditions require a Long Rest to address.
Profession Progression Track abilities that refresh on a Short Rest become available again after a Short Rest is completed.
Long Rest
Living tissue heals naturally over time with adequate rest.
- Duration: 8 hours, including sleep
- Recovery: Body Value + 1D6 for each die of Fortitude
- Frequency: Once per day
- Conditions: Must have shelter, food, and water
Progression Track abilities that refresh on a Long Rest become available again after a Long Rest is completed.
Limitations
- Cannot exceed maximum Health
- Must be in relatively safe conditions
- Severe injuries or conditions may prevent natural healing (GM discretion)
Talent, Medicine
Characters can treat others' or their own injuries using medical knowledge and supplies.
Using the Medicine Talent
- Action: 10 minutes (outside of combat)
- Check: Wit + Medicine vs Threshold 2
- Roll with Advantage (4+) while in camp or other safe location
- Roll with Disadvantage (6 only) in the middle of combat
- Success: Restore 1D6 Health for each success rolled
- Equipment: A Healer's Kit adds dice equal to its current modifier to the Medicine roll
- Frequency: Each patient may only be treated once per day
Self-Treatment: Using Medicine on yourself increases the Threshold to 3 due to the difficulty of treating your own injuries.
Kits
A Healer's Kit contains bandages, field dressings, and basic medical supplies sufficient for emergency treatment.
Properties
- Starting Modifier: +3D to the Medicine roll
- Degradation: The modifier decreases by 1 after each use
- Spent: When the modifier reaches 0, the Kit is depleted and must be refilled or replaced before it can be used again
- Refill: Requires access to appropriate supplies and approximately 1 hour to replenish (restores to +3D)
- Cost: See Genre Catalog for setting-appropriate pricing
Tracking: Record the Kit as "Healer's Kit (+3D)" and reduce after each use.
Example
| Use | Modifier | Bonus to Roll |
|---|---|---|
| 1st | +3D | Wit + Medicine + 3D |
| 2nd | +2D | Wit + Medicine + 2D |
| 3rd | +1D | Wit + Medicine + 1D |
| Spent | 0 | Kit must be replaced |
Odd Power Healing
Odd Talent traditions with healing applications restore Health through extraordinary means.
- Action: Primary Action (or as specified by the Genre Catalog)
- Check: Attribute + Odd Talent vs Threshold 2
- Roll with Advantage (4+) while in a safe location
- Roll with Disadvantage (6 only) in active combat
- Success: Restore 1D6 Health for each success rolled
- Frequency: Each patient may only be treated once per day
- Range: Touch or Close (typically, see Genre Catalog for tradition-specific ranges)
Odd Power healing can also remove one Condition instead of restoring Health, choose one effect per use, not both. Conditions applied by Odd Talents or extraordinary sources may require specific responses as defined by the Genre Catalog.
Stacking Healing
All three recovery methods, rest, Medicine, and Odd Power, may apply to the same character in the same day. They do not interfere with each other.
Condition Types
AX.C.11.05
Conditions are categorized by which Attribute they impair.
- Body Conditions: Affect physical capability
- Speed Conditions: Affect movement and agility
- Wit Conditions: Affect mental acuity and perception
How Conditions Work
Application:
- Character exposed to condition source (disease, poison, spell, etc.)
- Make appropriate Save (Body/Speed/Wit) vs Threshold
- Success: Avoid condition
- Failure: Suffer condition effect
Effect:
Reduce the affected Attribute by Condition Severity.
- Minor: -1D to Attribute
- Moderate: -2D to Attribute
- Major: -3D to Attribute
Impact: All dice pools using that Attribute are reduced. Derived statistics recalculate.
Example:
- Character with Speed 4D suffers a moderate Speed condition (-2D).
- Their Speed is now effectively 2D.
- Defense recalculates using the reduced Speed
Recovery from Conditions
Daily Save:
- After each Long Rest, make a Save vs original Threshold
- Success: Condition is removed
- Failure: Condition persists
Healer Assistance:
- A Healer can use their Wit+Medicine (Threshold 2) to assist with a Save
- Each success provides +1D on the next Save
- This represents treatment and care improving recovery chances
Example: Healer treating the character rolls Wit + Medicine and gets 2 successes. Character makes Body Save (Body+Fortitude+2D for Healer Assist ) vs disease (Threshold 2).
Magical Healing:
- A Mystic can use Attribute + Odd (Threshold Condition Severity+1) to completely remove one mundane condition
- No Save required, automatic removal
- Healer must choose: restore Health OR remove condition (not both)
Body Conditions
Body conditions impair physical health, stamina, and strength.
Common Body Conditions:
- Disease: Illness, infection
- Poison: Toxins in bloodstream
- Exhaustion: Severe fatigue
- Weakening Curse: Magical strength reduction
Effects:
- Reduce Body value
- Health maximum value recalculates
- All Body-based rolls reduced
- Body Saves reduced
Save to Resist: Body Save when first exposed
Recovery: Body Save each day after Long Rest, or magical healing
Example - Disease:
- Exposure: Make Body Save Threshold 2
- Failure: Contract disease (Minor, -1D Body)
- Body 4D becomes 3D temporarily
- Health maximum reduces from 24 to 18
- Each day, make Body Save (Threshold Condition Severity+1) to recover
Speed Conditions
Speed conditions impair agility, reflexes, and mobility.
Common Speed Conditions:
- Entanglement: Vines, webs, ropes restricting movement
- Paralysis: Cannot move
- Slowing Magic: Magical movement reduction
- Leg Injury: Broken ankle, twisted knee
Effects:
- Reduce Speed value
- Defense recalculates (becomes easier to hit)
- All Speed-based rolls reduced
- Speed Saves reduced
- Movement may be halved or prevented
Save to Resist: Speed Save when first exposed
Recovery: Speed Save each day after Long Rest, or magical healing
Example - Entanglement: Exposure: Make Speed Save Threshold 2 Failure: Entangled (Moderate, -2D Speed) Speed 3D becomes 1D temporarily Defense is decreased based on new Speed value Movement halved Each Turn, make Speed Save (Threshold Condition Severity+1) to escape Can also attempt to break free with Body Save (Threshold Condition Severity+1) or Body+Strike to cut free
Wit Conditions
Wit conditions impair mental acuity, perception, and social capability.
Common Wit Conditions:
- Confusion: Disorientation, unclear thinking
- Fear: Overwhelming terror
- Mind Fog: Clouded thoughts
- Psychic Trauma: Mental damage from psychic attack
- Charm: Magically influenced thoughts
Effects:
- Reduce Wit value
- All Wit-based rolls reduced
- Wit Saves reduced
- May cause irrational behavior (GM discretion)
- Social interactions may be impaired
Save to Resist: Wit Save when first exposed
Recovery: Wit Save each day after Long Rest, or magical healing
Example - Fear:
- Exposure: Frightening sight, make Wit Save Threshold 2
- Failure: Frightened (Minor, -1D Wit)
- Wit 3D becomes 2D temporarily
- All Wit rolls at -1D
- May cause avoidance of fear source
- Each day, make Wit Save (Threshold Condition Severity+1) to overcome fear
Condition Severity
Minor (-1D):
- Save Threshold: 2
- Duration: Typically 1-3 days
- Examples: Common cold, minor fear, slight entanglement
Moderate (-2D):
- Save Threshold: 3
- Duration: Typically 3-7 days
- Examples: Serious illness, significant injury, moderate curse
Major (-3D):
- Save Threshold: 4
- Duration: Typically 7+ days
- Examples: Deadly disease, crippling injury, powerful curse
Multiple Conditions
Different Types: Stack normally
- Body condition + Speed condition = both apply
- Reduces both Attributes
Same Type: Do NOT stack use the worst one
- Two Body conditions = only the worse one applies
- Mild disease + severe poison = only severe poison applies
- Each condition must be remedied individually to remove all the effects
Example: Character has Minor Exhaustion (-1D Body) and Moderate Poison (-2D Body) Only the Moderate Poison applies (worse condition) If Moderate Poison is cured, Minor Exhaustion then applies
Magical Conditions
Some conditions are inherently magical and cannot be removed by mundane means.
Common Magical Conditions:
- Curses: Ongoing magical effects
- Petrification: Turned to stone
- Polymorph: Changed into another form
- Possession: Another entity controlling you
Removal:
- Cannot be removed by time or natural healing
- Cannot be removed by Heal Talent
- Requires magical intervention
- Threshold: Whatever caused condition may impose Threshold modifier
Breaking Magical Conditions:
- Mystic casts appropriate counter-magic
- Victim makes Wit Save, bolstered by caster's Magic pool value
- Threshold based on original curse/effect power
Example - Curse Removal:
- Victim cursed by powerful witch (Threshold 3 originally)
- Wizard with Magic 4D attempts to break curse
- Victim makes Wit Save + 4 (caster's Odd power value) vs Threshold Condition Severity+1
- Success: Curse broken
- Failure: Curse remains, can try again after Long Rest
Zero Health
AX.C.11.06
When your current Health reaches 0 or below, you fall unconscious and are dying.
Immediate Effects
- Fall prone
- Drop anything held
- Unconscious (cannot take actions)
- Must stabilize or die
Stabilization
While dying, you must make Body Saves to stabilize:
Process
- On each of your Turns, make a Body Save (Threshold 2)
- You have a number of Turns equal to your Fortitude value to stabilize
- First Success: You stabilize (unconscious but not dying)
- All Failures: You die
Assistance
Allies can help you stabilize before you die:
Using Heal Talent
- Action: Primary Action
- Check: Wit + Talent vs Threshold 3
- Success: You stabilize immediately
- Equipment: A Healer's Kit adds dice equal to its modifier to a Medicine Challenge
Using Magic
- Any healing power that restores at least 1 Health, immediately stabilizes you
- Magic can bring you back from dying to conscious
Using First Aid
- Even untrained allies can attempt Wit vs Threshold 3
- Success: You stabilize but remain unconscious
Death & Resurrection
AX.C.11.07
Permanent Death
A character permanently dies when:
- They fail all stabilization saves while dying
- They suffer Overkill damage (negative Health equal to maximum)
- They are killed by certain magical effects
- The GM determines death is appropriate to the narrative
Resurrection
Bringing the dead back to life requires powerful magic.
Requirements:
- The Body mostly intact (not over killed)
- Death occurred within 1 hour (without special magic)
- Powerful caster with appropriate abilities
Check: Wit + Odd Talent vs Threshold 4 (+ hours dead)
Cost: May require rare components, XP sacrifice, or other costs (GM discretion)
Success: Character returns to life at 1 Health
Failure: Character remains dead, can attempt again with increased Threshold