Levels of Harm

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Levels of Harm
« on: October 22, 2012, 11:17:33 PM »
Player character supernals have all of the following levels of harm.

Endurance

___  Flagging (recover after a short respite)
___  Depleted (recover at beginning of session or after downtime)
___  Exhausted (debility - recover when a move or the fiction allows)


Psyche

___  Discomfited (recover after a short respite)
___  Bowed (recover at beginning of session, or with downtime)
___  Broken (debility - recover when a move or the fiction allows)



Strength

___  Taxed (recover after a short respite)
___  Strained (recover at beginning of session, or with downtime)
___  Tapped (debility - recover when a move or the fiction allows)



Warfare

___  Pressed (recover after a short respite)
___  Beleaguered (recover at beginning of session, or with downtime)
___  Defeated (debility - recover when a move or the fiction allows)



Health

___  Battered (recover at beginning of session, or with downtime)
___  Bloodied (recover when a move or the fiction allows)
___  Crippled (debility - recover as moves and the fiction allow)


Each level of advantage can be an extra level of harm that can be taken by whoever has the advantage. Such harm is recovered after a short respite following the end of the conflict.

Non-player supernals have the following levels of harm:

___  Flagging or Discomfited or Taxed or Pressed
___  Depleted or Bowed or Strained or Beleaguered
___  Exhausted or Broken or Tapped or Defeated
___  Battered
___  Bloodied
___  Crippled

If a non-player character is not a supernal, it only gains levels of harm from advantages.

If any character takes harm and cannot apply it to an unchecked level, then that character is taken out. This may mean that the character is dead or otherwise out of play; this will depend on the circumstances in the fiction.