Death & Danger
On this page32
- Out of Vitality: Wounds & Second Wind
- What Happens
- Staying Alive
- Lasting Injuries
- The Injury Roll
- Severity
- The Odds
- Healing a Wound
- Which Table
- Wound Injuries (Blades, Claws, Arrows, Teeth)
- Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)
- Burn Injuries (Fire, Cold, Lightning, Acid, Holy)
- Corruption Injuries (Necrotic, Psychic, Curses, Magic)
- Poison Wounds
- A Creature's Own Wound
- Disease Table
- Treatment Guide
- Poison
- Poison
- Death
- How Characters Die
- Resurrection
- Permadeath
- Testament Points
- Whose Points They Are
- What They Cannot Buy
- The Shop
- Testament Points at a Glance
- Combat Reference Tables
- Damage Resistance & Immunity
- Conditions
- States
Wounds are the countdown. The injury tables are what a wound costs you.
Out of Vitality: Wounds & Second Wind
What Happens
Running out of Vitality does not drop you. A hit that takes you to 0 Vitality or past it inflicts a wound: a lasting injury, rolled on d20 plus however far past 0 that hit reached (below). You catch a Second Wind and stay conscious and fighting, coming back up with your Vitality and your Vigor both restored to full. The rest of that hit is negated. Your wound capacity is your Tier + 1, counted from your active lasting injuries.
Reaching 0 costs a wound. A hit that takes your last Vitality and no more still buys a wound and a Second Wind. Its injury roll is a plain d20.
This is what makes a KING character hard to put down: a Tier 3 hero has four more full sets of pools behind the one you can see, and each one costs a permanent injury to buy.
When you would take a wound and have none left to spend, you die. An injury roll of 31 or more kills you too.
There is no dying state, no death timer, and no death saves. Your wounds are the countdown, and everyone at the table can see it: a Tier 3 hero carrying four wounds is one bad hit from the end, and they knew it when they took the fourth.
NPCs never take wounds: a Major NPC or Sovereign at 0 Vitality simply dies, and a Minor breaks and flees at Tier remaining in its pool or dies at 0, twice its Tier in total damage (Part 7B).
Staying Alive
Because there is no dying state to be rescued from, everything that keeps you alive has to happen before the killing blow:
- Heal the pools. Vitality and Vigor restored before a hit lands mean fewer hits that reach 0 in the first place.
- Remove a wound. Wound-removal magic and the Treatment column give back capacity, and capacity is life. See the Treatment entries on each injury table.
- Do not be there. Disengage, Step, cover, and range are how a wounded character survives; at capacity there is no cushion left.
Lasting Injuries
A wound IS a lasting injury. Vitality is battle damage that returns on a Rest; a wound is what a hit costs you when it takes you to 0 Vitality or past it (you are hurt but standing, and both pools refill: see Second Wind above). You can carry wounds equal to your Tier + 1; with no wound left to spend, you die.
A wound carries no penalty to your rolls, except a poison wound (below). What it costs you is a slot, and a slot is a life. Carrying wounds does not make you worse at your job; it makes you closer to the end.
A lost part stops what it stops. The GM rules what you can no longer do without it. Restore the Maimed gives it back.
The Injury Roll
A hit that lands you on exactly 0 rolls a plain d20. A hit that goes past 0 rolls d20 + the carry-over: the Damage left after your Vitality ran out. 31 or more kills you outright.
- You stand at 2 Vitality and a hit takes 2. Nothing is left over: roll d20.
- You stand at 2 Vitality and a hit takes 3. One point is left over: roll d20+1.
- You stand at 3 Vitality and a Tier 5 crit rolls 12. Nine points are left over: roll d20+9.
Read the result on the table for the kind of harm (Which Table, below), and write the wound on your sheet with its row and what dealt it. The GM may skip the roll if it is narratively inappropriate.
Fate. The injury roll is a d20 you roll, so 1 Fate point rerolls it and the new roll stands (see What Fate buys in section 1). The carry-over is added to the new roll as well. This works on a roll of 31 or more too: if the new roll comes to 30 or less, you live and take that wound. With Fate's Thread you roll both dice again and keep the lower, and The Undying still counts a 31 or more as 30.
Severity
Every injury has a Severity from 1 (Minor) to 6 (Crippling), and severity does one job: it decides how the wound closes. Severity 1 and 2 are light, 3 and 4 are middle, 5 and 6 are the worst.
| Roll | Severity | Closes |
|---|---|---|
| 1-6 | 1 Minor | A Rest with a healer (Healing 2), Seal Wounds, or 1 month |
| 7-11 | 2 Moderate | A Rest with a healer (Healing 4), Seal Wounds, or 1 month |
| 12-15 | 3 Serious | 1 month |
| 16-19 | 4 Severe | 1 month |
| 20-24 | 5 Grievous | The row's litany only |
| 25-30 | 6 Crippling | The row's litany only |
| 31+ | Death | - |
The Odds
| The hit | Light | Middle | Worst | Death |
|---|---|---|---|---|
| Lands exactly on 0 (plain d20) | 55% | 40% | 5% | 0 |
| Carry-over 1 | 50% | 40% | 10% | 0 |
| Carry-over 3 | 40% | 40% | 20% | 0 |
| Carry-over 6 | 25% | 40% | 35% | 0 |
| Carry-over 10 | 5% | 40% | 55% | 0 |
| Carry-over 15 | 0 | 20% | 55% | 25% |
| Carry-over 20 | 0 | 0 | 50% | 50% |
Healing a Wound
Light (Severity 1 and 2, rolls 1 to 11). It closes over one Rest under a healer, given proper tools and supplies: Healing 2 for Severity 1, Healing 4 for Severity 2. One wound per patient per Rest. Seal Wounds closes one too, and so does 1 month of downtime.
Middle (Severity 3 and 4, rolls 12 to 19). It closes by 1 month of downtime. Nothing faster.
Worst (Severity 5 and 6, rolls 20 to 30). Downtime never closes it. Only the litany its row names: Restore the Maimed, Restore Sight or Break Great Curse.
A month of downtime spent resting (REST, Part 8) closes every light and middle wound you carry.
Closing a wound frees its slot. A part that is gone stays gone unless the litany restores it.
Other healing. Any other magic, potion, item or place that removes a wound closes one light wound. It never closes a middle or worst wound.
Destiny does not buy healing.
Which Table
| The hit was | Table |
|---|---|
| Slashing or piercing: blades, claws, arrows, teeth | Wound |
| Bludgeoning, falls, crushing, explosions, force | Trauma |
| Fire, cold, lightning, acid, holy | Burn |
| Necrotic, psychic, curses, magic with no other kind | Corruption |
| Poison | The poison names its wound (Poison Wounds, below) |
The GM rolls randomly between tables if the source was mixed.
Wound Injuries (Blades, Claws, Arrows, Teeth)
| Roll | Injury | Severity | Treatment |
|---|---|---|---|
| 1 | Faint Scar - A thin line. Barely visible unless you're looking for it. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 2 | Ragged Scar - Obvious. People notice. Some ask questions. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 3 | Nicked Artery - The wound still seeps sometimes. Bandages stain. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 4 | Severed Nerve - Numbness in one area. You can't feel pressure there anymore. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 5 | Bite Marks - Teeth left a ring. It aches in the cold. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 6 | Buried Splinter - Something is still in there. It works its way out over weeks. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 7 | Stiff Joint - Scar tissue limits movement. That limb doesn't bend right. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 8 | Torn Muscle - Strength isn't what it was. The limb tires quickly. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 9 | Deep Ache - The wound healed on the surface. Underneath, it still hurts. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 10 | Notched Rib - A blade scraped bone. Twisting hurts. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 11 | Weak Grip - The hand drops things when it tires. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 12 | Missing Chunk - Flesh that didn't grow back. A divot in your body. | 3 Serious | 1 month |
| 13 | Severed Tendon - Grip or gait is wrong now. That part doesn't work smoothly. | 3 Serious | 1 month |
| 14 | Messy Healing - Keloid scars, twisted tissue. Ugly and uncomfortable. | 3 Serious | 1 month |
| 15 | Torn Shoulder - You can't lift that arm above your head. | 3 Serious | 1 month |
| 16 | Sliced Ear - Part of it is gone. Hearing on that side isn't quite right. | 4 Severe | 1 month |
| 17 | Facial Scar - Across cheek, brow, or lip. Your face tells a story now. | 4 Severe | 1 month |
| 18 | Punctured Lung - Breathing is harder. Deep breaths bring sharp pain. | 4 Severe | 1 month |
| 19 | Split Kneecap - The knee holds, but it clicks and gives on stairs. | 4 Severe | 1 month |
| 20 | Damaged Eye - Something was cut. Vision is compromised on one side. | 5 Grievous | Litany: Restore Sight |
| 21 | Missing Finger - Gone at the joint. You've learned to compensate. Mostly. | 5 Grievous | Litany: Restore the Maimed |
| 22 | Gut Wound - Never healed right inside. Eating is careful work now. | 5 Grievous | Litany: Restore the Maimed |
| 23 | Pierced Kidney - You piss blood when you push yourself. | 5 Grievous | Litany: Restore the Maimed |
| 24 | Opened Scalp - A scar runs into the hairline where bone showed. | 5 Grievous | Litany: Restore the Maimed |
| 25 | Lost Fingers - Two or more, taken by a blade or by teeth. | 6 Crippling | Litany: Restore the Maimed |
| 26 | Lost Eye - Gone. You judge distance badly. | 6 Crippling | Litany: Restore Sight |
| 27 | Lost Hand - Taken at the wrist. | 6 Crippling | Litany: Restore the Maimed |
| 28 | Lost Foot - Taken at the ankle. | 6 Crippling | Litany: Restore the Maimed |
| 29 | Lost Arm - Taken above the elbow. | 6 Crippling | Litany: Restore the Maimed |
| 30 | Lost Leg - Taken above the knee. | 6 Crippling | Litany: Restore the Maimed |
| 31+ | Death - The blow kills you outright. | - | - |
Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)
| Roll | Injury | Severity | Treatment |
|---|---|---|---|
| 1 | Tender Bruising - Deep discoloration that takes months to fade. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 2 | Ringing Ears - A whine that never stops. Loud noises make it worse. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 3 | Headaches - They come without warning. Light hurts. Thinking is hard. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 4 | Cracked Teeth - Chewing is painful. Cold drinks are agony. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 5 | Split Lip - It reopens when you laugh. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 6 | Jarred Wrist - It aches when you grip hard. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 7 | Trick Joint - Usually fine, then it gives out. No warning. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 8 | Crooked Bone - Set wrong. Works, but looks wrong and aches. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 9 | Compressed Spine - You're slightly shorter. Back always hurts. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 10 | Bruised Kidney - Pain in your side when you bend. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 11 | Cracked Collarbone - Carrying weight on that shoulder hurts. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 12 | Rattled Brain - Memory gaps. Words slip away mid-sentence. | 3 Serious | 1 month |
| 13 | Cauliflower Ear - Swollen, misshapen. Looks like a fighter's ear now. | 3 Serious | 1 month |
| 14 | Smashed Nose - Crooked. Breathing is noisier. Smell is diminished. | 3 Serious | 1 month |
| 15 | Broken Ribs - They knit, but sleeping on that side is impossible. | 3 Serious | 1 month |
| 16 | Dizzy Spells - The world tilts. You grab walls and wait it out. | 4 Severe | 1 month |
| 17 | Internal Bruising - Healed outside. Inside, things still ache when you move. | 4 Severe | 1 month |
| 18 | Fractured Skull - A dent you can feel. Pressure makes you nauseous. | 4 Severe | 1 month |
| 19 | Wrenched Hip - You limp in the mornings. | 4 Severe | 1 month |
| 20 | Shattered Joint - Rebuilt wrong. That limb's range of motion is limited forever. | 5 Grievous | Litany: Restore the Maimed |
| 21 | Crushed Ribs - Healed crooked. Deep breaths are shallow now. | 5 Grievous | Litany: Restore the Maimed |
| 22 | Broken Back - You walk, but slowly. Bending is careful work. | 5 Grievous | Litany: Restore the Maimed |
| 23 | Crushed Foot - The toes fused. You walk on the side of it. | 5 Grievous | Litany: Restore the Maimed |
| 24 | Burst Eardrum - That ear hears nothing now. | 5 Grievous | Litany: Restore the Maimed |
| 25 | Lost Hand - Crushed past saving and cut away at the wrist. | 6 Crippling | Litany: Restore the Maimed |
| 26 | Lost Eye - Burst by the blow. | 6 Crippling | Litany: Restore Sight |
| 27 | Lost Foot - Crushed past saving and taken at the ankle. | 6 Crippling | Litany: Restore the Maimed |
| 28 | Lost Arm - Crushed past saving and taken above the elbow. | 6 Crippling | Litany: Restore the Maimed |
| 29 | Lost Leg - Crushed past saving and taken above the knee. | 6 Crippling | Litany: Restore the Maimed |
| 30 | Broken Spine - Your legs no longer answer. | 6 Crippling | Litany: Restore the Maimed |
| 31+ | Death - The blow kills you outright. | - | - |
Burn Injuries (Fire, Cold, Lightning, Acid, Holy)
| Roll | Injury | Severity | Treatment |
|---|---|---|---|
| 1 | Discolored Skin - The mark remains. Faded but visible. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 2 | Sensitive Patch - That area reacts to temperature. Always uncomfortable. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 3 | Lost Hair - It won't grow back there. Eyebrows, scalp, wherever it was. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 4 | Nerve Confusion - Hot feels cold. Cold feels hot. That area lies to you. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 5 | Blistered Hands - They peel for weeks. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 6 | Singed Lungs - A cough that lingers. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 7 | Tight Skin - Scar tissue doesn't stretch. Movement pulls painfully. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 8 | Mottled Scarring - Patches of different texture. Rough and smooth together. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 9 | Phantom Burning - The fire is out. Your nerves don't know that. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 10 | Frostbitten Toes - They go white and numb in the cold. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 11 | Arc Scar - Lightning left a branching mark. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 12 | Weeping Scar - It seeps. Never quite dry. Bandages always needed. | 3 Serious | 1 month |
| 13 | Melted Features - Ear, nose, or lip. Changed shape. People look away. | 3 Serious | 1 month |
| 14 | Damaged Lungs - You breathed something you shouldn't have. It rattles now. | 3 Serious | 1 month |
| 15 | Acid-Eaten Skin - Pitted and raw where it splashed. | 3 Serious | 1 month |
| 16 | Branded - The shape of what burned you, permanently marked. | 4 Severe | 1 month |
| 17 | Contracted Fingers - Scar tissue curled them. They don't straighten. | 4 Severe | 1 month |
| 18 | Clouded Eye - Seared over. Light and dark, little more. | 4 Severe | 1 month |
| 19 | Frozen Ear - Part of it blackened and fell away. | 4 Severe | 1 month |
| 20 | Ruined Voice - Smoke, acid, or cold. Your throat is scarred inside. Hoarse forever. | 5 Grievous | Litany: Restore the Maimed |
| 21 | Fused Joint - Scar tissue locked it in place. That joint doesn't bend anymore. | 5 Grievous | Litany: Restore the Maimed |
| 22 | Chronic Pain - The nerves are confused. Pain signals that never stop. | 5 Grievous | Litany: Restore the Maimed |
| 23 | Seared Eyes - Bright light is agony. You see in blurs. | 5 Grievous | Litany: Restore Sight |
| 24 | Charred Arm - The skin is a crust. The strength is gone. | 5 Grievous | Litany: Restore the Maimed |
| 25 | Lost Fingers - Burned or frozen away. | 6 Crippling | Litany: Restore the Maimed |
| 26 | Lost Ear and Nose - Burned off. | 6 Crippling | Litany: Restore the Maimed |
| 27 | Blinded - Both eyes clouded. Shapes and light only. | 6 Crippling | Litany: Restore Sight |
| 28 | Lost Hand - Burned or frozen past saving and taken at the wrist. | 6 Crippling | Litany: Restore the Maimed |
| 29 | Lost Foot - Frozen black and taken at the ankle. | 6 Crippling | Litany: Restore the Maimed |
| 30 | Lost Arm or Leg - Burned to the bone and taken off. | 6 Crippling | Litany: Restore the Maimed |
| 31+ | Death - The burning kills you outright. | - | - |
Corruption Injuries (Necrotic, Psychic, Curses, Magic)
| Roll | Injury | Severity | Treatment |
|---|---|---|---|
| 1 | Strange Dreams - Your sleep is haunted by things you don't understand. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 2 | Dulled Senses - Colors are muted. Food tastes like nothing. The world is gray. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 3 | Mark of Exposure - Veins visible under skin. Wrong color. People notice. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 4 | Tremors - Your hands shake. Worse when you're tired or stressed. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 5 | Cold Hands - They never warm. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 6 | Bad Taste - Everything tastes of ash or iron. | 1 Minor | Rest with a healer, Seal Wounds, or 1 month |
| 7 | Cold Spot - One area is always cold. Doesn't warm up. Ever. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 8 | Intrusive Thoughts - Not your thoughts. They pass, but they're disturbing. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 9 | Weakened Constitution - Illness hits harder. Recovery takes longer. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 10 | Grey Streak - A lock of hair gone white overnight. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 11 | Uneasy Sleep - You wake at the same hour every night. | 2 Moderate | Rest with a healer, Seal Wounds, or 1 month |
| 12 | Aged Patch - Hair went white. Skin went thin. That area looks decades older. | 3 Serious | 1 month |
| 13 | Partial Numbness - One limb doesn't feel right. Like it belongs to someone else. | 3 Serious | 1 month |
| 14 | Nightmares - Every night. The same thing. You wake exhausted. | 3 Serious | 1 month |
| 15 | Shadow Mark - A dark stain that spreads and shrinks with the moon. | 3 Serious | 1 month |
| 16 | Corrupted Blood - It's darker than it should be. Maybe thicker. Healers notice. | 4 Severe | 1 month |
| 17 | Withered Limb - Thinner, weaker. It works, but it's diminished. | 4 Severe | 1 month |
| 18 | Paranoia - You know someone's watching. You can't prove it. You know anyway. | 4 Severe | 1 month |
| 19 | Hollow Voice - Your words sometimes come out in someone else's. | 4 Severe | 1 month |
| 20 | Magical Sensitivity - Spells near you feel wrong. Uncomfortable. Painful even. | 5 Grievous | Litany: Break Great Curse |
| 21 | Gaps in Memory - Hours missing. Sometimes days. What happened then? | 5 Grievous | Litany: Break Great Curse |
| 22 | Voices - Whispers at the edge of hearing. They're not saying anything helpful. | 5 Grievous | Litany: Break Great Curse |
| 23 | Dead Eye - It sees the dead, and little else. | 5 Grievous | Litany: Restore Sight |
| 24 | Rotting Wound - It never fully closes. It smells. | 5 Grievous | Litany: Restore the Maimed |
| 25 | Lost Hand - It rotted black and was cut away. | 6 Crippling | Litany: Restore the Maimed |
| 26 | Hollowed Eye - The eye went dark and never came back. | 6 Crippling | Litany: Restore Sight |
| 27 | Lost Arm - The rot climbed it. It was taken at the shoulder. | 6 Crippling | Litany: Restore the Maimed |
| 28 | Lost Leg - It died below the knee and was taken. | 6 Crippling | Litany: Restore the Maimed |
| 29 | Lost Voice - Your tongue withered. You cannot speak. | 6 Crippling | Litany: Restore the Maimed |
| 30 | Torn Soul - Part of you stayed where it happened. | 6 Crippling | Litany: Break Great Curse |
| 31+ | Death - What was in you takes the rest. | - | - |
Poison Wounds
A poison names its wound and its debuff. When a poisoned hit costs a wound, roll as usual for death (31+ kills, unless the poison is non-lethal); otherwise take the poison's wound in place of a table row. The debuff lasts until the wound closes, by its Severity's band.
A non-lethal poison never kills. When it would cost your last wound, or the roll is 31+, you fall unconscious until one of your wounds closes.
| Poison | Wound | Severity | Debuff | Lethal |
|---|---|---|---|---|
| Spider venom | Venom-Sick | 2 Moderate | Disadvantage on Body saves | Yes |
| Serpent venom | Swollen Limb | 3 Serious | -2 to hit with that arm, or half speed for a leg | Yes |
| Wyvern sting | Burning Blood | 4 Severe | Your Vigor cap is 0 | Yes |
| Hemlock and nightshade | Poisoned Gut | 3 Serious | A Rest needs a healer to restore anything | Yes |
| Sleeping draught | Drugged | 1 Minor | Disadvantage on Sense saves | No |
| Paralytic (ghoul, carrion crawler) | Numb Limbs | 2 Moderate | You cannot take a Maneuver | No |
| Black lotus | Lotus Dreams | 5 Grievous | Disadvantage on Mind and Sense saves | Yes |
A Creature's Own Wound
A creature's entry may name a wound it deals: "Its bite gives Rotting Bite (Severity 3)". When its hit costs a wound, roll as usual for death; otherwise take the named wound in place of a table row. It carries a debuff only if the entry says so.
A poison or creature wound of Severity 5 or 6 that names no litany closes by Restore the Maimed.
Disease Table
When exposed to illness or as a result of certain injuries, roll to determine the affliction.
| Roll | Disease | Severity | Treatment |
|---|---|---|---|
| 1 | Common Cold - Sneezing, fatigue, runny nose. Miserable but passes in days. | Cosmetic | Fades on its own |
| 2 | Gut Rot - Food doesn't stay down. Weakness and dehydration until it passes. | 1 Minor | One full Rest |
| 3 | Swamp Fever - Chills and sweating in waves. Can't get comfortable. Lasts a week. | 1 Minor | One full Rest |
| 4 | Red Eye - Infected, weeping eyes. Vision blurred. Light hurts. Contagious. | 1 Minor | One full Rest |
| 5 | Rattling Cough - Deep in the chest. Won't stop. Sleep is hard. Takes weeks. | 2 Moderate | 2 months or Healing 3 |
| 6 | Trembling Sickness - Uncontrollable shaking. Comes and goes. Embarrassing. | 2 Moderate | 2 months or Healing 3 |
| 7 | Bone Chill - Cold that won't leave. No fire warms you. Joints ache. | 2 Moderate | 2 months or Healing 3 |
| 8 | Weeping Sores - Painful blisters that burst and spread. Highly visible. | 3 Serious | Healing 4 or Litany: Cure the Afflicted |
| 9 | Mind Fog - Can't think clearly. Words slip away. Simple tasks feel hard. | 3 Serious | 3 months or Healing 4 |
| 10 | Blood Flux - Internal bleeding. Weakness. Need rest and care or it gets worse. | 3 Serious | Healing 4 or Litany: Cure the Afflicted |
| 11 | Consumption - Wasting cough. Blood in the spittle. Progressive if untreated. | 4 Severe | Healing 5 or Litany: Cure the Afflicted |
| 12 | Lockjaw - Muscles seize. Jaw won't open. Spreads to other muscles. Dangerous. | 4 Severe | Healing 5 or Litany: Cure the Afflicted |
| 13 | Spotted Fever - High fever, delirium, rash. Can be fatal without treatment. | 4 Severe | Healing 5 or Litany: Cure the Afflicted |
| 14 | Sleeping Sickness - Can't stay awake. Longer and longer sleeps. Might not wake. | 5 Grievous | Healing 6 or Litany: Cure the Afflicted |
| 15 | Wasting Disease - Body consumes itself. Growing thinner no matter how much you eat. | 5 Grievous | Healing 6 or Litany: Cure the Afflicted |
| 16 | Blackened Veins - Infection spreading through blood. Visible progression. Fatal if it reaches the heart. | 5 Grievous | Healing 6 or Litany: Cure the Afflicted |
| 17 | Demon Pox - Oozing sores, fever, madness. Magical in origin. Resists normal treatment. | 6 Crippling | - |
| 18 | Petrification Sickness - Skin hardening slowly. Joints stiffening. Turning to stone. | 6 Crippling | Litany: Break Great Curse |
| 19 | Soul Sickness - No physical symptoms. Just fading. Less present each day. | 6 Crippling | Litany: Break Great Curse |
| 20+ | Plague - The real thing. Highly contagious. Fatal without intervention. Quarantine immediately. | 6 Crippling | Litany: Cure Plague |
Treatment Guide
Reading the Treatment Column:
- N months = N months of genuine rest and convalescence, no adventuring
- Healing N = treated over a Rest by someone with at least N points in the Healing skill tree, given proper tools and supplies
- Litany: Name = Requires that specific prophet litany
The disease table uses all three. A wound closes by its band instead (Healing a Wound, above).
Treatment Options:
- Time: Safe but slow. A month of downtime spent resting closes every light and middle wound; the worst wounds never close by time. Character must avoid strenuous activity.
- Care: A disease needs the Healing its row names. A wound needs Healing 2 at Severity 1 and Healing 4 at Severity 2, and no healer closes a worse one. One wound per patient per Rest.
- Litanies: Divine intervention. Requires finding a prophet with the appropriate litany and convincing them to help.
Litanies Used for Treatment:
- Cure the Afflicted (Tier 1) - Cures disease and poison
- Seal Wounds (Tier 1) - Closes a light wound (Severity 1 or 2)
- Restore Sight (Tier 3) - Restores blindness from any cause, and closes the wounds whose row names it
- Restore the Maimed (Tier 3) - Regrows lost limbs and organs, and closes the wounds whose row names it
- Break Great Curse (Tier 4) - Breaks curses, magical corruption, soul damage, and closes the wounds whose row names it
- Cure Plague (Tier 4) - Required for actual plague
Poison
Poison
Application:
- Poisoned weapons
- Ingested poison
- Contact poison
- Inhaled poison
Saving: Body save vs poison DC
- Success: No effect (or reduced effect)
- Failure: Full effect
Effects:
- Immediate Vitality loss
- Vigor stripped each round (damage over time)
- Stat penalties
- Conditions (paralyzed, unconscious, etc.)
Treatment:
- Antidotes (instant cure)
- Healing magic (varies by spell)
- Time (poison runs its course)
A poison wound (Lasting Injuries) is not cured with the poison. It closes by its band.
Death
How Characters Die
A character dies the moment they would take a wound and have none left to spend, or rolls 31 or more on an injury roll. There is no dying state, no death timer, and no stabilization: the wound track IS the countdown, and it is visible to everyone at the table.
What this means in play:
- Help has to arrive before the killing blow, not after it
- Clearing a wound (Treatment or wound-removal magic) gives back a slot, and a slot is a life
- A character at capacity should be played like it: they are one hit to 0 Vitality from the end
Resurrection
When Characters Die:
Low Levels (1-4):
- Death is usually final
- Resurrection magic is rare
- May require quest to find resurrection
High Levels (5-10):
- Resurrection spells become available
- High-tier clerics can resurrect
- Expensive and costly
Resurrection Limits:
- Some deaths can't be reversed (disintegration, consumed by demons, etc.)
- Each resurrection takes a toll (stat loss, corruption, etc.)
- Multiple resurrections become harder
Resurrection Costs:
- 2,000 gp in material components, and they are not always for sale
- A Great Rite (Raise the Recently Dead, or its arcane equivalent) and the caster's price for performing it
- The returned character takes 1 permanent wound
- Time and recovery
The 5,000 gp Elixir of Life is the exception that proves the rate: no rite, no wound, but it must be poured within a minute of death, and everyone who can afford one hoards it.
Permadeath
When Resurrection Doesn't Work:
- Body completely destroyed
- Soul trapped or consumed
- Divine intervention prevented
- Player chooses final death
Making a New Character:
- Start at appropriate level for party
- Inherit some wealth/resources
- Integration into story
Testament Points
When a character dies for good or retires, their unspent Fate becomes Testament Points.
Testament Points = unspent Fate x Tier
Count the Fate on the sheet at the end and multiply by Tier. A Tier 2 character who dies with 4 Fate leaves 8. A Tier 5 who retires with 6 leaves
- Fate you spent in life is Fate the world never feels, and a character who dies empty-handed leaves nothing.
Retirement counts when the character exits at the table and does not come back as a PC. Death counts when it is final. A character who gets resurrected keeps their Fate and leaves nothing, because they have not left.
Whose Points They Are
The player who lost the character. That player decides what the points buy, and the rest of the table can ask but not spend.
Each lost character gets its own account. Accounts do not expire, and they carry for the whole campaign however many new characters that player rolls. Two players can combine accounts if both agree.
Every purchase is the departed character's doing. Say the name out loud when you spend.
What They Cannot Buy
- The character who generated them.
- Anything on a living character's sheet. No XP, levels, stats, items, or Fate.
- Refunds. Points spent are gone whether the purchase worked or not.
Every purchase fires once, and each account buys each entry once. The departed catch one blade, cache one stash, turn one failed check. Buying the same thing again takes another name on another account, and splitting a cost marks the entry used for every account that paid.
The Shop
The buyer picks the purchase and describes it. The GM can veto that description, never the price and never the choice.
Purchases marked (Final Act) only happen in the scene where the character dies or retires, paid out of the points that death just made. When the scene ends they close and whatever is left banks as normal. Otherwise a table sits on a pile of points and treats them as a supply of combat saves.
1 POINT - THE HAND ON YOUR SHOULDER
A door, an answer, a single roll. Never a wound, Vitality, or Stamina: if it would change what the party can survive, it costs more than 1.
| Purchase | Effect |
|---|---|
| They Would Have Caught That | After a roll, turn one failed check into a success. Not an attack roll. |
| The Cache | A piece of the departed's gear turns up exactly where it is needed, exactly when. |
| Catch Your Breath (Final Act) | One character's Vigor returns to full, cap and all. Vitality and wounds are untouched. |
| The Trick They Taught You | One character uses a maneuver or deed they do not have, once. It has to be one the departed used. |
| Nobody Panics (Final Act) | The party ignores Frightened for the rest of the scene, and clears it if it is already on them. |
| They Left It Unlocked | One obstacle the departed had already solved, a lock, a ward, a password, a route, is simply open. |
| Their Name Still Works | One NPC who knew the departed gives the party one honest answer. No check, no price. |
| The Right Words | One hostile NPC hears the party out instead of acting. They are not persuaded, but they listen. |
| They Knew This Place | The GM answers one question about the party's current location truthfully and completely. |
| Still Warm | Food, fire, and cover turn up where there should be none. The party's next Rest happens undisturbed. |
5 POINTS - THE WORD THAT CARRIES
An arc, a region, or one life pulled back from the edge.
| Purchase | Effect |
|---|---|
| Second Breath (Final Act) | When a hit would cost one character a wound, it costs none, and they are restored to full Vitality and full Vigor. |
| Wrong Place, Right Time (Final Act) | One enemy attack that hit becomes a miss. Called after the roll, before the hit lands. |
| They Owed Them | One faction moves one step toward the party: hostile, wary, neutral, friendly, devoted. |
| Someone Made It Out (Final Act) | A named NPC lost to the same event turns out to have survived, and remembers who bought them the time. |
| Safe Roads | For a whole arc, one region's gates, guards, and roads open for the party without question. |
| The Standing Offer | The party gains permanent standing in one institution: a guild, a temple, a court, an archive. |
| The One Who Stayed | A retainer joins the party for good, at the departed character's Tier minus 1. |
| The Debt Called In | An enemy faction stands down for one arc. Not friendly. Just not in the way. |
| The Will | The departed's estate comes to the party: coin, a holding, a workshop, a ship, a house they hold the key to. |
| Blood Remembers | A living character inherits the departed's path ties. Their titles apply and their contacts answer. Fiction only, nothing changes on the sheet. |
| The Warning Went Out (Final Act) | A settlement, caravan, or garrison was evacuated or reinforced before the disaster hit. Those people are alive and they know why. |
| The Manhunt | One named enemy is hunted across the region by someone else. They spend the arc running instead of scheming. |
15 POINTS - THE SHAPE OF THE MAP
On the map for good.
| Purchase | Effect |
|---|---|
| Clean the Wound | Clear one lasting injury from one character. No Treatment, no convalescence, no roll. The slot comes back, and a slot is a life. |
| Still Standing | The whole party's Stamina returns to full, as though they had Rested. |
| The Founding | An order, a school, a company, a chapterhouse. It has a name, a location, and it answers the party. |
| The Monument | A statue, a tomb, a named bridge, a feast day. Anyone in the region who honors it counts the party as friends of the honored dead. |
| The Shift | A faction gains or loses real power. A siege lifts. A trade route opens. A rival house collapses. |
| Written Into Law | One law changes across one realm, and it holds. |
| Recovered | A lost craft, litany, tradition, or body of lore comes back into the world and can be taught. |
| The Road Built | A pass, bridge, canal, or gate opens for good. Two regions that were weeks apart are days apart now. |
| The Order Broken | A cult, guild, or secret society is exposed and pulled apart. The survivors scatter and stay scattered. |
| The Sanctuary | One place becomes safe ground, by treaty or by something older. The party can always Rest there and nobody draws steel. |
| The Heir | A bloodline, tradition, or title the departed carried passes to someone they name. |
| The Reckoning | The injustice the departed died over is formally redressed. Prisoners walk, lands return, a name is cleared. |
30 POINTS - THE TURNING
The campaign is about this now.
| Purchase | Effect |
|---|---|
| The War | A war ends, or a war begins, and the buyer chose which. |
| The Crown | A ruler falls or is raised, and the buyer names the successor. |
| Unmade | A catastrophe is undone. A plague burns out. A curse lifts off an entire people. A sealed thing stays sealed. |
| The Return | The departed character comes back. Not resurrected: something took them and gave them back changed. The GM builds them as an NPC with their own agenda, and they are not yours. |
| The New Possible | Something impossible becomes possible for this campaign. A gate that has never opened. A bloodline that was extinct. A god that starts answering. |
| The Schism | A faction splits in two, and the buyer decides where the fault line runs. |
| The Long Winter Ends | A regional condition lifts. The famine, the blight, the endless storm, the thing in the water. |
| The Pact | Two factions that have never cooperated ally for good, and the treaty carries the departed's name. |
| Sealed | A threat that cannot be killed is bound instead, and the binding holds for a generation. |
| The Testimony | A truth the world refused becomes undeniable everywhere at once. Nobody gets to pretend again. |
60 POINTS - THE DEBT PAID
One enormous thing, once. More than one death usually pays for it.
| Purchase | Effect |
|---|---|
| They Still Have Your Back | A character who would die with no wound left to spend clears a wound instead and keeps fighting. Second Wind fires off that slot as normal: full Vitality, full Vigor, and they do not lose their turn. |
| The Last Report | The departed's eyes report one final time: an enemy's full strength, plans, and timing, laid out before the blow lands. |
| The Armory | The departed's arsenal comes down from the wall: masterwork arms and armor for the whole party, and mundane gear enough for a campaign. |
| The Banner | A named company musters under the departed's banner and fights one battle for the party. |
| The Name That Opens Everything | One audience with anyone in the civilized world: ruler, guildmaster, high priest. They attend, and they listen. |
100 POINTS - THE APOTHEOSIS
The last thing that ever happens to them.
| Purchase | Effect |
|---|---|
| Raised as a Paragon | The departed comes back playable, at the party's current level, no longer entirely mortal. Vitality maximum rises by Tier and their crit floor drops by 1 (hard floor still 12). They cannot die and return again, and something out there considers itself owed. |
| The Age Turns | The campaign's era ends and a new one is named after what the departed did. Everything downstream reads differently. |
| The Dead Answer | One full conversation with anyone who has ever died. True answers, as long as it takes. |
| A God Is Made | Or unmade. The departed, or the power they served, enters or leaves the divine order. Prophets across the world gain or lose a source. |
| The World Remembers Differently | One historical fact changes, and everyone except the party believes it was always so. |
Testament Points at a Glance
| Band | Scale | Cost |
|---|---|---|
| The Hand on Your Shoulder | This moment | 1 |
| The Word That Carries | This arc, this region | 5 |
| The Shape of the Map | On the map for good | 15 |
| The Turning | The campaign changes | 30 |
| The Debt Paid | One enormous thing | 60 |
| The Apotheosis | The world reorders around them | 100 |
Combat Reference Tables
Damage Resistance & Immunity
| Term | Effect |
|---|---|
| Resistance | Hits of that type cost 1 less (minimum 0) |
| Immunity | Hits of that type have no effect |
| Vulnerability | Hits of that type cost 1 more |
Conditions
KING runs on six conditions. Each one either hits a stat you already use or takes your turn away, so nothing here is a subsystem of its own. Anything an ability calls by another name is fiction unless it points at one of these.
| Condition | Effect |
|---|---|
| Prone | Melee attacks against you have advantage. Standing up costs your movement. |
| Blinded | Sense -4. This lowers your AC too, since AC is armor plus your Sense modifier. |
| Deafened | No mechanical penalty of its own. You cannot hear, so the GM may rule that a Sense check depending on hearing fails outright or is made at disadvantage. |
| Frightened | Heart -2. This lowers your Vigor cap too, since the cap is Tier plus your Heart modifier. |
| Stunned | You cannot act. No action, no maneuver, no reaction. |
| Unconscious | You cannot act, and you are unaware of your surroundings. |
A condition that lowers a stat lowers everything that stat feeds. A blinded character is easier to hit; a frightened one has a thinner shield and may already be over the new cap, in which case the excess Vigor is gone.
Losing your turn. An effect that takes a player character's or a Major's turn ends at the end of the target's next turn, and a creature that saves is immune to it for the fight.
An effect takes a turn when it leaves its target unable to act (Stunned, Unconscious) or chooses its action for it (anything that commands or dominates it). The rule covers what is done to a creature against its will, not a state it chooses or pays as the price of its own ability. It is a cap: an effect that would end sooner still ends when its entry says. A Sovereign has its own protection (Part 7B).
States
Three more things track on your sheet without being conditions:
| State | Effect |
|---|---|
| Exhausted | Disadvantage on every check, attack, test, and save. At 0 stamina, a failed check costs 1 Vitality (see the Stamina rules). A Rest clears it. |
| Flanked | You are engaged from two sides; abilities and tree rungs that care about flanking read this flag. |
| Engaged | You are in melee reach of an enemy, which is what makes leaving provoke an opportunity attack. |