Death & Danger
On this page24
- Out of Vitality: Wounds & Second Wind
- What Happens
- Staying Alive
- Lasting Injuries
- How Far Past 0: The Overflow
- Severity
- Reading the Tables
- Healing a Wound
- Wound Injuries (Blades, Claws, Arrows, Teeth)
- Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)
- Burn Injuries (Fire, Acid, Cold, Lightning, Energy)
- Corruption Injuries (Poison, Necrotic, Psychic, Magical)
- Disease Table
- Treatment Guide
- Poison
- Poison
- Death
- How Characters Die
- Resurrection
- Permadeath
- 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 would push you past 0 Vitality inflicts a wound instead: a lasting injury, rolled on d4 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, counted from your active lasting injuries.
Sitting at 0 costs nothing. A hit that takes your last Vitality and no more leaves you at 0, on your feet, in the fight, with no wound spent. The wound is bought by the next hit, the one that reaches for Vitality you do not have.
This is what makes a KING character hard to put down: a Tier 3 hero has three 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.
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 three wounds is one bad hit from the end, and they knew it when they took the third.
NPCs never take wounds: a Major NPC out of Vigor and 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 past 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 would push you past 0 Vitality (you are maimed but standing, and both pools refill: see Second Wind above). Roll d4 + how far past 0 the hit drove you on the table below; the GM chooses which table based on what caused the hit, or rolls randomly if the source was mixed. The GM may skip the roll if it is narratively inappropriate. You can carry wounds equal to your Tier; with no wound left to spend, you die.
A wound carries no ongoing penalty to your rolls. 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.
How Far Past 0: The Overflow
The number you add to the d4 is the overflow: the Damage left over once your remaining Vitality has been spent. Take what the hit asked for, subtract the Vitality you actually had, and add what remains.
- You stand at 2 Vitality and a hit takes 3. Two points empty the pool, 1 is left over. Overflow 1, so roll d4+1.
- You stand at 0 Vitality and a hit takes 1. There is nothing to spend, so the whole point is left over. Overflow 1, so roll d4+1.
- You stand at 3 Vitality and a Tier 5 crit rolls 12. Three points empty the pool, 9 are left over. Overflow 9, so roll d4+9.
The overflow is never less than 1, because a hit that merely empties your pool costs no wound at all (see Second Wind above). The smallest injury roll in the game is a 2.
What this means at the table. A wound bought by a scratch is a scar. A wound bought by a blow that overshot you by ten is a maiming. Severity is not a flat toll for running out of Vitality; it records how badly you were beaten at the moment you ran out. Low-Tier play is not punished by this, because low-Tier hits cannot overshoot far in the first place: it takes a Tier 5 crit to reach the bottom rows.
Severity
Every injury has a Severity from 1 (Minor) to 6 (Crippling), and severity does exactly one job: it decides how hard the wound is to heal. A Minor scar mends with a season's rest. A Crippling one needs a miracle.
Reading the Tables
Each table runs from 1 to 20+, and the whole range is live: a 1-point overflow lands in the scars, a heavy overshoot walks down into the maimings, and 20+ is Roll Twice, which a Tier 5 crit reaches on its own.
Result 1 cannot be rolled. The minimum injury roll is 2, so the Cosmetic row is never the result of a wound. It is there for the GM who wants to mark a character directly, without a roll: a fall, a brand, a brawl, a close call that left something behind. A Cosmetic injury costs no wound slot and fades on its own.
Healing a Wound
Wounds do not close on their own and a Rest does not touch them. There are three ways to get a slot back, listed in each injury's Treatment column:
Time. Where a Treatment lists a number of months, that many months of genuine rest and convalescence clears it. Not every wound offers this: from Serious upward, time alone will not mend you.
Care. Where a Treatment lists Healing N, a character with at least N points in the Healing skill tree can treat it over a Rest, given proper tools and supplies. Two points is the floor: below that you can dress a wound but not close one. Each further point into Healing lets you treat one step more severe, so a full healer can eventually mend anything mundane. One wound per patient per Rest.
Miracles. Where a Treatment lists a Litany, that litany clears the wound outright. Some injuries - a cursed soul, a fractured mind - list only a litany: no amount of skill or convalescence touches them.
Wounds persist through Rest until treated by one of the three.
Wound Injuries (Blades, Claws, Arrows, Teeth)
| Roll | Injury | Severity | Treatment |
|---|---|---|---|
| 1 (GM only) | Faint Scar - A thin line. Barely visible unless you're looking for it. | Cosmetic | Fades on its own |
| 2 | Ragged Scar - Obvious. People notice. Some ask questions. | 1 Minor | 2 months or Healing 2 |
| 3 | Nicked Artery - The wound still seeps sometimes. Bandages stain. | 1 Minor | 2 months or Healing 2 |
| 4 | Severed Nerve - Numbness in one area. You can't feel pressure there anymore. | 1 Minor | 3 months or Healing 2 |
| 5 | Stiff Joint - Scar tissue limits movement. That limb doesn't bend right. | 2 Moderate | 2 months or Healing 3 |
| 6 | Torn Muscle - Strength isn't what it was. The limb tires quickly. | 2 Moderate | 2 months or Healing 3 |
| 7 | Deep Ache - The wound healed on the surface. Underneath, it still hurts. | 2 Moderate | 3 months or Healing 3 |
| 8 | Missing Chunk - Flesh that didn't grow back. A divot in your body. | 3 Serious | Healing 4 or Litany: Seal Wounds |
| 9 | Severed Tendon - Grip or gait is wrong now. That part doesn't work smoothly. | 3 Serious | Healing 4 or Litany: Seal Wounds |
| 10 | Messy Healing - Keloid scars, twisted tissue. Ugly and uncomfortable. | 3 Serious | Healing 4 |
| 11 | Sliced Ear - Part of it is gone. Hearing on that side isn't quite right. | 4 Severe | Healing 5 or Litany: Restore the Maimed |
| 12 | Facial Scar - Across cheek, brow, or lip. Your face tells a story now. | 4 Severe | Healing 5 |
| 13 | Punctured Lung - Breathing is harder. Deep breaths bring sharp pain. | 4 Severe | Healing 5 or Litany: Seal Wounds |
| 14 | Damaged Eye - Something was cut. Vision is compromised on one side. | 5 Grievous | Healing 6 or Litany: Restore Sight |
| 15 | Missing Finger - Gone at the joint. You've learned to compensate. Mostly. | 5 Grievous | Litany: Restore the Maimed |
| 16 | Gut Wound - Never healed right inside. Eating is careful work now. | 5 Grievous | Healing 6 or Litany: Seal Wounds |
| 17 | Hamstrung - The leg works, but running is agony. | 6 Crippling | Healing 7 or Litany: Restore the Maimed |
| 18 | Mangled Hand - Fingers don't close properly. Fine work is difficult. | 6 Crippling | Litany: Restore the Maimed |
| 19 | Throat Scar - Voice is changed. Speaking too long hurts. | 6 Crippling | Healing 7 or Litany: Restore the Maimed |
| 20+ | Roll Twice - The damage was extensive. Apply both results. | - | - |
Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)
| Roll | Injury | Severity | Treatment |
|---|---|---|---|
| 1 (GM only) | Tender Bruising - Deep discoloration that takes months to fade. | Cosmetic | Fades on its own |
| 2 | Ringing Ears - A whine that never stops. Loud noises make it worse. | 1 Minor | 2 months or Healing 2 |
| 3 | Headaches - They come without warning. Light hurts. Thinking is hard. | 1 Minor | 2 months or Healing 2 |
| 4 | Cracked Teeth - Chewing is painful. Cold drinks are agony. | 1 Minor | 2 months or Healing 2 |
| 5 | Trick Joint - Usually fine, then it gives out. No warning. | 2 Moderate | 2 months or Healing 3 |
| 6 | Crooked Bone - Set wrong. Works, but looks wrong and aches. | 2 Moderate | Healing 3 |
| 7 | Compressed Spine - You're slightly shorter. Back always hurts. | 2 Moderate | Healing 3 or Litany: Seal Wounds |
| 8 | Rattled Brain - Memory gaps. Words slip away mid-sentence. | 3 Serious | 4 months or Healing 4 |
| 9 | Cauliflower Ear - Swollen, misshapen. Looks like a fighter's ear now. | 3 Serious | Healing 4 |
| 10 | Smashed Nose - Crooked. Breathing is noisier. Smell is diminished. | 3 Serious | Healing 4 |
| 11 | Dizzy Spells - The world tilts. You grab walls and wait it out. | 4 Severe | 3 months or Healing 5 |
| 12 | Internal Bruising - Healed outside. Inside, things still ache when you move. | 4 Severe | 3 months or Healing 5 |
| 13 | Fractured Skull - A dent you can feel. Pressure makes you nauseous. | 4 Severe | Healing 5 or Litany: Seal Wounds |
| 14 | Shattered Joint - Rebuilt wrong. That limb's range of motion is limited forever. | 5 Grievous | Healing 6 or Litany: Restore the Maimed |
| 15 | Crushed Ribs - Healed crooked. Deep breaths are shallow now. | 5 Grievous | Healing 6 or Litany: Seal Wounds |
| 16 | Broken Back - You walk, but slowly. Bending is careful work. | 5 Grievous | Healing 6 or Litany: Restore the Maimed |
| 17 | Seizures - They come without warning. Brief. Terrifying. You lose moments. | 6 Crippling | Healing 7 or Litany: Seal Wounds |
| 18 | Crushed Hand - Bones ground together. Fine manipulation is nearly impossible. | 6 Crippling | Litany: Restore the Maimed |
| 19 | Shattered Knee - Walking is labor. Stairs are enemies. Running is memory. | 6 Crippling | Litany: Restore the Maimed |
| 20+ | Roll Twice - The impact was catastrophic. Apply both results. | - | - |
Burn Injuries (Fire, Acid, Cold, Lightning, Energy)
| Roll | Injury | Severity | Treatment |
|---|---|---|---|
| 1 (GM only) | Discolored Skin - The mark remains. Faded but visible. | Cosmetic | Fades on its own |
| 2 | Sensitive Patch - That area reacts to temperature. Always uncomfortable. | 1 Minor | 2 months or Healing 2 |
| 3 | Lost Hair - It won't grow back there. Eyebrows, scalp, wherever it was. | 1 Minor | 3 months or Healing 2 |
| 4 | Nerve Confusion - Hot feels cold. Cold feels hot. That area lies to you. | 1 Minor | 3 months or Healing 2 |
| 5 | Tight Skin - Scar tissue doesn't stretch. Movement pulls painfully. | 2 Moderate | Healing 3 |
| 6 | Mottled Scarring - Patches of different texture. Rough and smooth together. | 2 Moderate | Healing 3 |
| 7 | Phantom Burning - The fire is out. Your nerves don't know that. | 2 Moderate | 4 months or Healing 3 |
| 8 | Weeping Scar - It seeps. Never quite dry. Bandages always needed. | 3 Serious | Healing 4 or Litany: Seal Wounds |
| 9 | Melted Features - Ear, nose, or lip. Changed shape. People look away. | 3 Serious | Healing 4 or Litany: Restore the Maimed |
| 10 | Damaged Lungs - You breathed something you shouldn't have. It rattles now. | 3 Serious | Healing 4 or Litany: Seal Wounds |
| 11 | Branded - The shape of what burned you, permanently marked. | 4 Severe | Healing 5 |
| 12 | Contracted Fingers - Scar tissue curled them. They don't straighten. | 4 Severe | Healing 5 or Litany: Restore the Maimed |
| 13 | Blinded Eye - Seared shut or clouded over. Light and dark, nothing more. | 4 Severe | Litany: Restore Sight |
| 14 | Ruined Voice - Smoke, acid, or cold. Your throat is scarred inside. Hoarse forever. | 5 Grievous | Healing 6 or Litany: Restore the Maimed |
| 15 | Fused Joint - Scar tissue locked it in place. That joint doesn't bend anymore. | 5 Grievous | Healing 6 or Litany: Restore the Maimed |
| 16 | Chronic Pain - The nerves are confused. Pain signals that never stop. | 5 Grievous | Healing 6 or Litany: Seal Wounds |
| 17 | Respiratory Damage - Breathing is work. Exertion brings fits of coughing. | 6 Crippling | Healing 7 or Litany: Seal Wounds |
| 18 | Extensive Scarring - Large area. Can't hide it. Part of your appearance now. | 6 Crippling | Healing 7 or Litany: Restore the Maimed |
| 19 | Lost Extremity - Finger, toe, ear, nose. The damage was too severe to save. | 6 Crippling | Litany: Restore the Maimed |
| 20+ | Roll Twice - The burning was catastrophic. Apply both results. | - | - |
Corruption Injuries (Poison, Necrotic, Psychic, Magical)
| Roll | Injury | Severity | Treatment |
|---|---|---|---|
| 1 (GM only) | Strange Dreams - Your sleep is haunted by things you don't understand. | Cosmetic | Fades on its own |
| 2 | Dulled Senses - Colors are muted. Food tastes like nothing. The world is gray. | 1 Minor | 2 months or Healing 2 |
| 3 | Mark of Exposure - Veins visible under skin. Wrong color. People notice. | 1 Minor | 3 months or Healing 2 |
| 4 | Tremors - Your hands shake. Worse when you're tired or stressed. | 1 Minor | 3 months or Healing 2 |
| 5 | Cold Spot - One area is always cold. Doesn't warm up. Ever. | 2 Moderate | Healing 3 or Litany: Cure the Afflicted |
| 6 | Intrusive Thoughts - Not your thoughts. They pass, but they're disturbing. | 2 Moderate | 4 months or Litany: Restore Hope |
| 7 | Weakened Constitution - Illness hits harder. Recovery takes longer. | 2 Moderate | Healing 3 or Litany: Cure the Afflicted |
| 8 | Aged Patch - Hair went white. Skin went thin. That area looks decades older. | 3 Serious | Healing 4 or Litany: Restore the Maimed |
| 9 | Partial Numbness - One limb doesn't feel right. Like it belongs to someone else. | 3 Serious | Healing 4 or Litany: Seal Wounds |
| 10 | Nightmares - Every night. The same thing. You wake exhausted. | 3 Serious | Litany: Restore Hope |
| 11 | Corrupted Blood - It's darker than it should be. Maybe thicker. Healers notice. | 4 Severe | Healing 5 or Litany: Cure the Afflicted |
| 12 | Withered Limb - Thinner, weaker. It works, but it's diminished. | 4 Severe | Healing 5 or Litany: Restore the Maimed |
| 13 | Paranoia - You know someone's watching. You can't prove it. You know anyway. | 4 Severe | Litany: Restore Hope |
| 14 | Magical Sensitivity - Spells near you feel wrong. Uncomfortable. Painful even. | 5 Grievous | Healing 6 or Litany: Break Great Curse |
| 15 | Gaps in Memory - Hours missing. Sometimes days. What happened then? | 5 Grievous | Healing 6 or Litany: Seal Wounds |
| 16 | Voices - Whispers at the edge of hearing. They're not saying anything helpful. | 5 Grievous | Litany: Break Great Curse |
| 17 | Weakened Soul - Possession attempts are harder to resist. You feel... permeable. | 6 Crippling | Litany: Break Great Curse |
| 18 | Rotted Tissue - Part of you died and didn't come back right. Visible decay. | 6 Crippling | Litany: Restore the Maimed |
| 19 | Fractured Mind - Reality slips sometimes. You see things that aren't there. Briefly. | 6 Crippling | Litany: Break Great Curse |
| 20+ | Roll Twice - The corruption was severe. Apply both results. | - | - |
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 | 1 month or Healing 2 |
| 3 | Swamp Fever - Chills and sweating in waves. Can't get comfortable. Lasts a week. | 1 Minor | 1 month or Healing 2 |
| 4 | Red Eye - Infected, weeping eyes. Vision blurred. Light hurts. Contagious. | 1 Minor | 1 month or Healing 2 |
| 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
Treatment Options:
- Time: Safe but slow, and only wounds below Serious offer it at all. Character must avoid strenuous activity.
- Care: Two points in Healing is the floor for closing any wound, and each point past the second handles wounds one step worse. One wound, one 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
- Restore Hope (Tier 1) - Cures supernatural despair, nightmares, intrusive thoughts
- Seal Wounds (Tier 1) - Closes serious wounds, heals internal damage
- Restore Sight (Tier 2) - Restores blindness from any cause
- Restore the Maimed (Tier 2) - Regrows lost limbs and organs, restores severe damage
- Break Great Curse (Tier 2) - Breaks curses, magical corruption, soul damage
- Cure Plague (Tier 2) - 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)
Death
How Characters Die
A character dies the moment they would take a wound and have none left to spend. 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 past 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:
- Expensive material components
- Divine favor or intervention
- Personal sacrifice
- Time and recovery
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
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.
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. |