Any blow struck with any weapon will deal a single point of damage unless an effect states otherwise. Armour cannot be reduced below 0 AV (Armour Value), and body locations cannot be reduced below -1 LHV (Locational Hit Value). (See Chapter 2, Section 3 – Damage System, page15 onwards for more details on damage types and effects.)
With the exception of some special creatures, all characters have six body locations. These are the head, torso, left arm, right arm, left leg and right leg. Each body location has 1 base LHV. The number of hits a location has can be increased through skills, magic, items and special powers, if these increases conform to the Rule of Double (see Chapter 3, Section 2 – Rule of Double, page 44).
Every time your character is hit on an armoured body location, you should deduct one from the AV of that body location (if you are wearing a suitable phys-rep for your armour and have the skill enabling you to use it). If you are struck on an unarmoured body location, or on a body location covered by armour with its AV at zero, you should deduct one hit from that body location’s hits. If a body location is reduced to zero LHV, it is rendered unusable. If a body location is reduced to -1 LHV, it is considered to have a Mortal Wound, and is rendered unusable and the character will enter their Grace Period (see Chapter 2, Section 1 – Grace Period, page11).
The following list describes what happens to your character once a body location is rendered unusable. These effects should be role-played. When an injury requires you to drop to your knees or to the ground, you should do so as safely as possible.
You must drop to your knees or fall down immediately. You can get back up again but you cannot use the damaged leg. If both leg locations become unusable, you should drop to the ground (not just to your knees). You cannot use your legs at all but can drag yourself around with your arms and call for help.
You must drop anything held or supported by that arm (or hand) immediately. You may not make any use of that arm (or hand). In a situation where dropped items might be trampled, damaged or lost you do not have to drop the item, but you cannot use it with the useless arm.
HEAD OR TORSO LOCATION
Your character falls unconscious and you must drop (safely) to the ground.
If you have been knocked unconscious you cannot see or hear anything that is happening IC around you. You should still pay attention OOC to any combat occurring around you and be prepared to move if you are in danger of being trampled, or if a Referee or Marshal asks you to (see Chapter 2, Section 1 – Recovery, page 13).
If a blow from a weapon delivering a special attack is parried, the special attack will not affect you, but will instead target the item used to parry it. Arrows and crossbow bolts must not be parried by a weapon but it is acceptable to block them with a shield, providing you take-care not to deflect them onto others. A weapon must be held to parry a blow and you must possess the skill to wield the weapon. Any blow striking a slung weapon will not be considered to be parried and will still damage any location it strikes. You may not parry a blow with a weapon or shield you do not have the skill to use, if you do, the strike and any special effects it has will still affect you.
A character’s Grace Period is the time between them receiving a Mortal Wound and them dying. Some other effects can put you directly into your Grace Period, but if a character is put into a Grace Period for any reason, they will die when the Grace Period expires. A Grace Period is normally 10 minutes in length, but certain effects may change this duration. A character that is already in their Grace period if they would be subject to an effect that would place them in their Grace Period is not put into a second Grace period. Instead, their Grace Period becomes the lower of the two (time left of the original grace period, or the new Grace period if it is shorter). The Grace Period is the time during which the character’s Pattern is departing their physical body. To be brought out of their Grace Period, all reasons for the character to be in their Grace Period must be resolved.
Identifying Wounds (Updated: Rule Clarifications)
All characters can visually identify if a character has any location with a Mortal Wound or is dead. This identification takes 3 seconds of Concentration whilst within 10ft (3m) of the target and they must state “Detect Mortal Wounds” to the target player. This is an OOC vocal. The type and number of blows is not detectable by this method. It is possible to continue to monitor the location to see if its status changes (i.e. if the target is regenerating) but you will not know this until 3 seconds after the location no longer has a Mortal Wound.
Characters with the CS Healing or Physician can also Discern Wounds. This takes 3 seconds of Concentration whilst holding their primary hand 2 inches (5cm) away from the target and they must state, “Discern Wound, Poison, Pattern Effect or Disease” to the target player. If the target is not dead then the ability reveals the number of hits remaining on each location and the maximum they can be restored to. It will also reveal the presence of any of the following effects on the target: Disease, Decay, Fatal, Petrify, or Poison. In the case of Fatal it will also reveal the specific location(s) affected. No further information will be revealed.
Death & Dying (Updated: Rule Clarifications)
A character that has any location reduced to -1 LHV for any reason has taken a Mortal Wound and will enter their Grace Period. A body location cannot be reduced below -1 LHV. Locations at zero are unusable but stable and do not deteriorate.
If all your locations are at -1 you will enter your grace period (if you are not already in one) and if the current time remaining in the grace period is higher than 4 minutes it will immediately drop to 4 minutes. While all locations are at -1 you may not regenerate damage unless a Loresheet or Lammie specifically states that you may regenerate when at -1 on all locations. Note: This does not affect normal curative or healing actions, only the Regeneration effect. This rule change does not alter how the Wasting effect works in any way.
If it should take a Referee a short period of time to clarify all the facts of a situation they may declare a character in an indeterminate state, typically this may be between being dead or alive although there may be other situations where this is used. Anything done to the character during this period will still have an effect as normal and any power expended will still be expended even if the decision is that the character was not in a state to have been affected by the effect used. The Referee will take account of anything done to the character in the indeterminate state as this period merely means that is impossible to determine the state of the character until the Referee makes a decision.
A player may decide to retire their character at any point. The character will be assumed to have died from natural causes. Retiring a character in this way must be done at Game Control.
If a character has died, and the player of the character is happy that the death is legitimate, and no Referee is present, the Player can declare their character dead. The player must report the death to Game Control.
If a character has died under any circumstances, the player of the character must report the death to Game Control.
The Ritual of Peace does not prevent death if a location is already at -1 LHV. If you suffer damage that will “reduce a location to -1 LHV ignoring the Ritual of Peace” then you will suffer all of the effects described here and your character will be at risk of death (see Chapter 2, Section 1 – Ritual of Peace, page 13).
As with all aspects of the game, the LT asks all participants to be aware of other people’s feelings. Losing a character into which you have put a lot of time and creativity can be an upsetting experience, particularly if it happens suddenly. Please be aware that someone whose character has just died may be upset and respect their feelings.
When a character dies, their pattern leaves their body. The character is dead and no power will ever bring them back. The pattern stays near to the body until Dawn and then travels to whichever of the Planes is its Ancestor’s home unless an effect prevents it from doing so. Anything done to a dead body must be reported to a Referee, Marshal or Game Control. Some effects might still affect a dead character, but the character will not be able to be played again.
See Ritual of Peace for details on recovering damage under a Ritual of Peace. After 10 minutes of a character’s Head or Torso being on zero (0) LHV, the character will recover consciousness but will be Debilitated. This means that they are not be able to take any action other than walking slowly and talking. They cannot use any ability that requires Concentration, cast any spell, or wield a weapon effectively (including parrying). If a limb is on zero then it still cannot be used. For example, you would be able to drink a potion as this does not require Concentration but you would not be able to use potion lore to identify it as this does require Concentration, nor be able to drink unaided if both arms are at 0 LHV.
At Dawn, a character will fully recover any lost hits and any effects the character is currently affected by are lost unless there is an accompanying loresheet, Lammie or Ref that states otherwise.
The Ritual of Peace
This powerful ritual magic effect converts all non-Artefact damage to subdual damage for any Intelligent creature with a Living Pattern. Artefact damage (including Affect if in the Target Group), effects that state they ignore a ritual of peace and effects that do not cause damage will affect the target as normal. Any damage taken outside a Ritual of Peace will not be altered by it if you are then brought inside an area protected by a Ritual of Peace. The Ritual of Peace will also remove debilitation, and subject any character covered by the ritual to a Global Full Cure effect after they have been debilitated for ten minutes.
This effectively means that for normal characters who have been hit with normal weapons until they are unconscious, they will recover consciousness and be debilitated after ten minutes, and after a further ten minutes, they will regain all their hits. Global Full Cure restores all body hits to all the target’s locations. This will only be effective on a being with a Living Pattern, and will not be effective on a location suffering from a Fatal Wound, or on a character under the effects Disease or Decay.
LT main events usually include an area or areas under the effect of a Ritual of Peace. Any creature Immune to or protected against Ritual Magic, and Unintelligent and Bestial creatures will not be protected by a Ritual of Peace (see Appendix 4, Definition of Terms, page 58 onward, for a definition of Unintelligent and Bestial creatures).
If you have any doubts about the protection provided by a Ritual of Peace, check with Watchers a Referee equipped with a radio.
Monsters with total body hits
A very small number of monsters have only a single allocation of hits for their entire body. This location always counts as the Torso. However, any effect that would normally destroy a body location (e.g. Crush or Harm), will instead do 5 hits.
Any monster with Total Body Hits (TBH) will have severe downsides, and these monsters can never be player characters.
Healing a monster with total body hits, using a chant, will restore up to a maximum of 5 hits per card. Any effect that would normally restore an entire location will heal 5 hits.
When a monster with TBH that are currently above 0 takes damage that should have reduced its hits to a level below 0, then it will actually only reduce its hits to 0. While a monster with TBH is at 0 hits or below, they have Damage Reduction, i.e. all blows reduce their hits by only 1 hit. Monsters with TBH will die immediately if their hits fall to -6 or lower.
Any effect, CS, Lammie, loresheet or OS that alters a character’s Locational Hit Value (LHV) will also affect monsters with Total Body hits. In this case, each additional LHV hit granted would grant the character with an additional 3 TBH.
Any effect, CS, Lammie, loresheet or OS that grants a character Armour Value (AV) will also affect monsters with Total Body hits. In this case, the locational AV granted the character is tripled and applied to the single body location. Heavy Armour, therefore, would grant 9 Total Body Armour. Any effect that would normally destroy armour on a location or otherwise take it directly to 0 (e.g. Crush), will instead do 5 hits. This will not ‘carry over’ if there is not enough AV to absorb completely the hits. E.g. A total body monster with 2 AV left will not take the ‘spare’ 3 hits to the body from a Crush.
Any global damage call will affect a total body hit monster three times, consecutively (e.g. Global Flame hit will cause a total of 3 hits, Global Harm will cause a total of 15).