KING

Death & Danger

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.

RollSeverityCloses
1-61 MinorA Rest with a healer (Healing 2), Seal Wounds, or 1 month
7-112 ModerateA Rest with a healer (Healing 4), Seal Wounds, or 1 month
12-153 Serious1 month
16-194 Severe1 month
20-245 GrievousThe row's litany only
25-306 CripplingThe row's litany only
31+Death-

The Odds

The hitLightMiddleWorstDeath
Lands exactly on 0 (plain d20)55%40%5%0
Carry-over 150%40%10%0
Carry-over 340%40%20%0
Carry-over 625%40%35%0
Carry-over 105%40%55%0
Carry-over 15020%55%25%
Carry-over 200050%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 wasTable
Slashing or piercing: blades, claws, arrows, teethWound
Bludgeoning, falls, crushing, explosions, forceTrauma
Fire, cold, lightning, acid, holyBurn
Necrotic, psychic, curses, magic with no other kindCorruption
PoisonThe poison names its wound (Poison Wounds, below)

The GM rolls randomly between tables if the source was mixed.


Wound Injuries (Blades, Claws, Arrows, Teeth)

RollInjurySeverityTreatment
1Faint Scar - A thin line. Barely visible unless you're looking for it.1 MinorRest with a healer, Seal Wounds, or 1 month
2Ragged Scar - Obvious. People notice. Some ask questions.1 MinorRest with a healer, Seal Wounds, or 1 month
3Nicked Artery - The wound still seeps sometimes. Bandages stain.1 MinorRest with a healer, Seal Wounds, or 1 month
4Severed Nerve - Numbness in one area. You can't feel pressure there anymore.1 MinorRest with a healer, Seal Wounds, or 1 month
5Bite Marks - Teeth left a ring. It aches in the cold.1 MinorRest with a healer, Seal Wounds, or 1 month
6Buried Splinter - Something is still in there. It works its way out over weeks.1 MinorRest with a healer, Seal Wounds, or 1 month
7Stiff Joint - Scar tissue limits movement. That limb doesn't bend right.2 ModerateRest with a healer, Seal Wounds, or 1 month
8Torn Muscle - Strength isn't what it was. The limb tires quickly.2 ModerateRest with a healer, Seal Wounds, or 1 month
9Deep Ache - The wound healed on the surface. Underneath, it still hurts.2 ModerateRest with a healer, Seal Wounds, or 1 month
10Notched Rib - A blade scraped bone. Twisting hurts.2 ModerateRest with a healer, Seal Wounds, or 1 month
11Weak Grip - The hand drops things when it tires.2 ModerateRest with a healer, Seal Wounds, or 1 month
12Missing Chunk - Flesh that didn't grow back. A divot in your body.3 Serious1 month
13Severed Tendon - Grip or gait is wrong now. That part doesn't work smoothly.3 Serious1 month
14Messy Healing - Keloid scars, twisted tissue. Ugly and uncomfortable.3 Serious1 month
15Torn Shoulder - You can't lift that arm above your head.3 Serious1 month
16Sliced Ear - Part of it is gone. Hearing on that side isn't quite right.4 Severe1 month
17Facial Scar - Across cheek, brow, or lip. Your face tells a story now.4 Severe1 month
18Punctured Lung - Breathing is harder. Deep breaths bring sharp pain.4 Severe1 month
19Split Kneecap - The knee holds, but it clicks and gives on stairs.4 Severe1 month
20Damaged Eye - Something was cut. Vision is compromised on one side.5 GrievousLitany: Restore Sight
21Missing Finger - Gone at the joint. You've learned to compensate. Mostly.5 GrievousLitany: Restore the Maimed
22Gut Wound - Never healed right inside. Eating is careful work now.5 GrievousLitany: Restore the Maimed
23Pierced Kidney - You piss blood when you push yourself.5 GrievousLitany: Restore the Maimed
24Opened Scalp - A scar runs into the hairline where bone showed.5 GrievousLitany: Restore the Maimed
25Lost Fingers - Two or more, taken by a blade or by teeth.6 CripplingLitany: Restore the Maimed
26Lost Eye - Gone. You judge distance badly.6 CripplingLitany: Restore Sight
27Lost Hand - Taken at the wrist.6 CripplingLitany: Restore the Maimed
28Lost Foot - Taken at the ankle.6 CripplingLitany: Restore the Maimed
29Lost Arm - Taken above the elbow.6 CripplingLitany: Restore the Maimed
30Lost Leg - Taken above the knee.6 CripplingLitany: Restore the Maimed
31+Death - The blow kills you outright.--

Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)

RollInjurySeverityTreatment
1Tender Bruising - Deep discoloration that takes months to fade.1 MinorRest with a healer, Seal Wounds, or 1 month
2Ringing Ears - A whine that never stops. Loud noises make it worse.1 MinorRest with a healer, Seal Wounds, or 1 month
3Headaches - They come without warning. Light hurts. Thinking is hard.1 MinorRest with a healer, Seal Wounds, or 1 month
4Cracked Teeth - Chewing is painful. Cold drinks are agony.1 MinorRest with a healer, Seal Wounds, or 1 month
5Split Lip - It reopens when you laugh.1 MinorRest with a healer, Seal Wounds, or 1 month
6Jarred Wrist - It aches when you grip hard.1 MinorRest with a healer, Seal Wounds, or 1 month
7Trick Joint - Usually fine, then it gives out. No warning.2 ModerateRest with a healer, Seal Wounds, or 1 month
8Crooked Bone - Set wrong. Works, but looks wrong and aches.2 ModerateRest with a healer, Seal Wounds, or 1 month
9Compressed Spine - You're slightly shorter. Back always hurts.2 ModerateRest with a healer, Seal Wounds, or 1 month
10Bruised Kidney - Pain in your side when you bend.2 ModerateRest with a healer, Seal Wounds, or 1 month
11Cracked Collarbone - Carrying weight on that shoulder hurts.2 ModerateRest with a healer, Seal Wounds, or 1 month
12Rattled Brain - Memory gaps. Words slip away mid-sentence.3 Serious1 month
13Cauliflower Ear - Swollen, misshapen. Looks like a fighter's ear now.3 Serious1 month
14Smashed Nose - Crooked. Breathing is noisier. Smell is diminished.3 Serious1 month
15Broken Ribs - They knit, but sleeping on that side is impossible.3 Serious1 month
16Dizzy Spells - The world tilts. You grab walls and wait it out.4 Severe1 month
17Internal Bruising - Healed outside. Inside, things still ache when you move.4 Severe1 month
18Fractured Skull - A dent you can feel. Pressure makes you nauseous.4 Severe1 month
19Wrenched Hip - You limp in the mornings.4 Severe1 month
20Shattered Joint - Rebuilt wrong. That limb's range of motion is limited forever.5 GrievousLitany: Restore the Maimed
21Crushed Ribs - Healed crooked. Deep breaths are shallow now.5 GrievousLitany: Restore the Maimed
22Broken Back - You walk, but slowly. Bending is careful work.5 GrievousLitany: Restore the Maimed
23Crushed Foot - The toes fused. You walk on the side of it.5 GrievousLitany: Restore the Maimed
24Burst Eardrum - That ear hears nothing now.5 GrievousLitany: Restore the Maimed
25Lost Hand - Crushed past saving and cut away at the wrist.6 CripplingLitany: Restore the Maimed
26Lost Eye - Burst by the blow.6 CripplingLitany: Restore Sight
27Lost Foot - Crushed past saving and taken at the ankle.6 CripplingLitany: Restore the Maimed
28Lost Arm - Crushed past saving and taken above the elbow.6 CripplingLitany: Restore the Maimed
29Lost Leg - Crushed past saving and taken above the knee.6 CripplingLitany: Restore the Maimed
30Broken Spine - Your legs no longer answer.6 CripplingLitany: Restore the Maimed
31+Death - The blow kills you outright.--

Burn Injuries (Fire, Cold, Lightning, Acid, Holy)

RollInjurySeverityTreatment
1Discolored Skin - The mark remains. Faded but visible.1 MinorRest with a healer, Seal Wounds, or 1 month
2Sensitive Patch - That area reacts to temperature. Always uncomfortable.1 MinorRest with a healer, Seal Wounds, or 1 month
3Lost Hair - It won't grow back there. Eyebrows, scalp, wherever it was.1 MinorRest with a healer, Seal Wounds, or 1 month
4Nerve Confusion - Hot feels cold. Cold feels hot. That area lies to you.1 MinorRest with a healer, Seal Wounds, or 1 month
5Blistered Hands - They peel for weeks.1 MinorRest with a healer, Seal Wounds, or 1 month
6Singed Lungs - A cough that lingers.1 MinorRest with a healer, Seal Wounds, or 1 month
7Tight Skin - Scar tissue doesn't stretch. Movement pulls painfully.2 ModerateRest with a healer, Seal Wounds, or 1 month
8Mottled Scarring - Patches of different texture. Rough and smooth together.2 ModerateRest with a healer, Seal Wounds, or 1 month
9Phantom Burning - The fire is out. Your nerves don't know that.2 ModerateRest with a healer, Seal Wounds, or 1 month
10Frostbitten Toes - They go white and numb in the cold.2 ModerateRest with a healer, Seal Wounds, or 1 month
11Arc Scar - Lightning left a branching mark.2 ModerateRest with a healer, Seal Wounds, or 1 month
12Weeping Scar - It seeps. Never quite dry. Bandages always needed.3 Serious1 month
13Melted Features - Ear, nose, or lip. Changed shape. People look away.3 Serious1 month
14Damaged Lungs - You breathed something you shouldn't have. It rattles now.3 Serious1 month
15Acid-Eaten Skin - Pitted and raw where it splashed.3 Serious1 month
16Branded - The shape of what burned you, permanently marked.4 Severe1 month
17Contracted Fingers - Scar tissue curled them. They don't straighten.4 Severe1 month
18Clouded Eye - Seared over. Light and dark, little more.4 Severe1 month
19Frozen Ear - Part of it blackened and fell away.4 Severe1 month
20Ruined Voice - Smoke, acid, or cold. Your throat is scarred inside. Hoarse forever.5 GrievousLitany: Restore the Maimed
21Fused Joint - Scar tissue locked it in place. That joint doesn't bend anymore.5 GrievousLitany: Restore the Maimed
22Chronic Pain - The nerves are confused. Pain signals that never stop.5 GrievousLitany: Restore the Maimed
23Seared Eyes - Bright light is agony. You see in blurs.5 GrievousLitany: Restore Sight
24Charred Arm - The skin is a crust. The strength is gone.5 GrievousLitany: Restore the Maimed
25Lost Fingers - Burned or frozen away.6 CripplingLitany: Restore the Maimed
26Lost Ear and Nose - Burned off.6 CripplingLitany: Restore the Maimed
27Blinded - Both eyes clouded. Shapes and light only.6 CripplingLitany: Restore Sight
28Lost Hand - Burned or frozen past saving and taken at the wrist.6 CripplingLitany: Restore the Maimed
29Lost Foot - Frozen black and taken at the ankle.6 CripplingLitany: Restore the Maimed
30Lost Arm or Leg - Burned to the bone and taken off.6 CripplingLitany: Restore the Maimed
31+Death - The burning kills you outright.--

Corruption Injuries (Necrotic, Psychic, Curses, Magic)

RollInjurySeverityTreatment
1Strange Dreams - Your sleep is haunted by things you don't understand.1 MinorRest with a healer, Seal Wounds, or 1 month
2Dulled Senses - Colors are muted. Food tastes like nothing. The world is gray.1 MinorRest with a healer, Seal Wounds, or 1 month
3Mark of Exposure - Veins visible under skin. Wrong color. People notice.1 MinorRest with a healer, Seal Wounds, or 1 month
4Tremors - Your hands shake. Worse when you're tired or stressed.1 MinorRest with a healer, Seal Wounds, or 1 month
5Cold Hands - They never warm.1 MinorRest with a healer, Seal Wounds, or 1 month
6Bad Taste - Everything tastes of ash or iron.1 MinorRest with a healer, Seal Wounds, or 1 month
7Cold Spot - One area is always cold. Doesn't warm up. Ever.2 ModerateRest with a healer, Seal Wounds, or 1 month
8Intrusive Thoughts - Not your thoughts. They pass, but they're disturbing.2 ModerateRest with a healer, Seal Wounds, or 1 month
9Weakened Constitution - Illness hits harder. Recovery takes longer.2 ModerateRest with a healer, Seal Wounds, or 1 month
10Grey Streak - A lock of hair gone white overnight.2 ModerateRest with a healer, Seal Wounds, or 1 month
11Uneasy Sleep - You wake at the same hour every night.2 ModerateRest with a healer, Seal Wounds, or 1 month
12Aged Patch - Hair went white. Skin went thin. That area looks decades older.3 Serious1 month
13Partial Numbness - One limb doesn't feel right. Like it belongs to someone else.3 Serious1 month
14Nightmares - Every night. The same thing. You wake exhausted.3 Serious1 month
15Shadow Mark - A dark stain that spreads and shrinks with the moon.3 Serious1 month
16Corrupted Blood - It's darker than it should be. Maybe thicker. Healers notice.4 Severe1 month
17Withered Limb - Thinner, weaker. It works, but it's diminished.4 Severe1 month
18Paranoia - You know someone's watching. You can't prove it. You know anyway.4 Severe1 month
19Hollow Voice - Your words sometimes come out in someone else's.4 Severe1 month
20Magical Sensitivity - Spells near you feel wrong. Uncomfortable. Painful even.5 GrievousLitany: Break Great Curse
21Gaps in Memory - Hours missing. Sometimes days. What happened then?5 GrievousLitany: Break Great Curse
22Voices - Whispers at the edge of hearing. They're not saying anything helpful.5 GrievousLitany: Break Great Curse
23Dead Eye - It sees the dead, and little else.5 GrievousLitany: Restore Sight
24Rotting Wound - It never fully closes. It smells.5 GrievousLitany: Restore the Maimed
25Lost Hand - It rotted black and was cut away.6 CripplingLitany: Restore the Maimed
26Hollowed Eye - The eye went dark and never came back.6 CripplingLitany: Restore Sight
27Lost Arm - The rot climbed it. It was taken at the shoulder.6 CripplingLitany: Restore the Maimed
28Lost Leg - It died below the knee and was taken.6 CripplingLitany: Restore the Maimed
29Lost Voice - Your tongue withered. You cannot speak.6 CripplingLitany: Restore the Maimed
30Torn Soul - Part of you stayed where it happened.6 CripplingLitany: 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.

PoisonWoundSeverityDebuffLethal
Spider venomVenom-Sick2 ModerateDisadvantage on Body savesYes
Serpent venomSwollen Limb3 Serious-2 to hit with that arm, or half speed for a legYes
Wyvern stingBurning Blood4 SevereYour Vigor cap is 0Yes
Hemlock and nightshadePoisoned Gut3 SeriousA Rest needs a healer to restore anythingYes
Sleeping draughtDrugged1 MinorDisadvantage on Sense savesNo
Paralytic (ghoul, carrion crawler)Numb Limbs2 ModerateYou cannot take a ManeuverNo
Black lotusLotus Dreams5 GrievousDisadvantage on Mind and Sense savesYes

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.

RollDiseaseSeverityTreatment
1Common Cold - Sneezing, fatigue, runny nose. Miserable but passes in days.CosmeticFades on its own
2Gut Rot - Food doesn't stay down. Weakness and dehydration until it passes.1 MinorOne full Rest
3Swamp Fever - Chills and sweating in waves. Can't get comfortable. Lasts a week.1 MinorOne full Rest
4Red Eye - Infected, weeping eyes. Vision blurred. Light hurts. Contagious.1 MinorOne full Rest
5Rattling Cough - Deep in the chest. Won't stop. Sleep is hard. Takes weeks.2 Moderate2 months or Healing 3
6Trembling Sickness - Uncontrollable shaking. Comes and goes. Embarrassing.2 Moderate2 months or Healing 3
7Bone Chill - Cold that won't leave. No fire warms you. Joints ache.2 Moderate2 months or Healing 3
8Weeping Sores - Painful blisters that burst and spread. Highly visible.3 SeriousHealing 4 or Litany: Cure the Afflicted
9Mind Fog - Can't think clearly. Words slip away. Simple tasks feel hard.3 Serious3 months or Healing 4
10Blood Flux - Internal bleeding. Weakness. Need rest and care or it gets worse.3 SeriousHealing 4 or Litany: Cure the Afflicted
11Consumption - Wasting cough. Blood in the spittle. Progressive if untreated.4 SevereHealing 5 or Litany: Cure the Afflicted
12Lockjaw - Muscles seize. Jaw won't open. Spreads to other muscles. Dangerous.4 SevereHealing 5 or Litany: Cure the Afflicted
13Spotted Fever - High fever, delirium, rash. Can be fatal without treatment.4 SevereHealing 5 or Litany: Cure the Afflicted
14Sleeping Sickness - Can't stay awake. Longer and longer sleeps. Might not wake.5 GrievousHealing 6 or Litany: Cure the Afflicted
15Wasting Disease - Body consumes itself. Growing thinner no matter how much you eat.5 GrievousHealing 6 or Litany: Cure the Afflicted
16Blackened Veins - Infection spreading through blood. Visible progression. Fatal if it reaches the heart.5 GrievousHealing 6 or Litany: Cure the Afflicted
17Demon Pox - Oozing sores, fever, madness. Magical in origin. Resists normal treatment.6 Crippling-
18Petrification Sickness - Skin hardening slowly. Joints stiffening. Turning to stone.6 CripplingLitany: Break Great Curse
19Soul Sickness - No physical symptoms. Just fading. Less present each day.6 CripplingLitany: Break Great Curse
20+Plague - The real thing. Highly contagious. Fatal without intervention. Quarantine immediately.6 CripplingLitany: 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

  1. 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.

PurchaseEffect
They Would Have Caught ThatAfter a roll, turn one failed check into a success. Not an attack roll.
The CacheA 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 YouOne 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 UnlockedOne obstacle the departed had already solved, a lock, a ward, a password, a route, is simply open.
Their Name Still WorksOne NPC who knew the departed gives the party one honest answer. No check, no price.
The Right WordsOne hostile NPC hears the party out instead of acting. They are not persuaded, but they listen.
They Knew This PlaceThe GM answers one question about the party's current location truthfully and completely.
Still WarmFood, 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.

PurchaseEffect
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 ThemOne 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 RoadsFor a whole arc, one region's gates, guards, and roads open for the party without question.
The Standing OfferThe party gains permanent standing in one institution: a guild, a temple, a court, an archive.
The One Who StayedA retainer joins the party for good, at the departed character's Tier minus 1.
The Debt Called InAn enemy faction stands down for one arc. Not friendly. Just not in the way.
The WillThe departed's estate comes to the party: coin, a holding, a workshop, a ship, a house they hold the key to.
Blood RemembersA 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 ManhuntOne 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.

PurchaseEffect
Clean the WoundClear one lasting injury from one character. No Treatment, no convalescence, no roll. The slot comes back, and a slot is a life.
Still StandingThe whole party's Stamina returns to full, as though they had Rested.
The FoundingAn order, a school, a company, a chapterhouse. It has a name, a location, and it answers the party.
The MonumentA 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 ShiftA faction gains or loses real power. A siege lifts. A trade route opens. A rival house collapses.
Written Into LawOne law changes across one realm, and it holds.
RecoveredA lost craft, litany, tradition, or body of lore comes back into the world and can be taught.
The Road BuiltA pass, bridge, canal, or gate opens for good. Two regions that were weeks apart are days apart now.
The Order BrokenA cult, guild, or secret society is exposed and pulled apart. The survivors scatter and stay scattered.
The SanctuaryOne place becomes safe ground, by treaty or by something older. The party can always Rest there and nobody draws steel.
The HeirA bloodline, tradition, or title the departed carried passes to someone they name.
The ReckoningThe 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.

PurchaseEffect
The WarA war ends, or a war begins, and the buyer chose which.
The CrownA ruler falls or is raised, and the buyer names the successor.
UnmadeA catastrophe is undone. A plague burns out. A curse lifts off an entire people. A sealed thing stays sealed.
The ReturnThe 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 PossibleSomething impossible becomes possible for this campaign. A gate that has never opened. A bloodline that was extinct. A god that starts answering.
The SchismA faction splits in two, and the buyer decides where the fault line runs.
The Long Winter EndsA regional condition lifts. The famine, the blight, the endless storm, the thing in the water.
The PactTwo factions that have never cooperated ally for good, and the treaty carries the departed's name.
SealedA threat that cannot be killed is bound instead, and the binding holds for a generation.
The TestimonyA 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.

PurchaseEffect
They Still Have Your BackA 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 ReportThe departed's eyes report one final time: an enemy's full strength, plans, and timing, laid out before the blow lands.
The ArmoryThe departed's arsenal comes down from the wall: masterwork arms and armor for the whole party, and mundane gear enough for a campaign.
The BannerA named company musters under the departed's banner and fights one battle for the party.
The Name That Opens EverythingOne 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.

PurchaseEffect
Raised as a ParagonThe 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 TurnsThe campaign's era ends and a new one is named after what the departed did. Everything downstream reads differently.
The Dead AnswerOne full conversation with anyone who has ever died. True answers, as long as it takes.
A God Is MadeOr 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 DifferentlyOne historical fact changes, and everyone except the party believes it was always so.

Testament Points at a Glance

BandScaleCost
The Hand on Your ShoulderThis moment1
The Word That CarriesThis arc, this region5
The Shape of the MapOn the map for good15
The TurningThe campaign changes30
The Debt PaidOne enormous thing60
The ApotheosisThe world reorders around them100

Combat Reference Tables

Damage Resistance & Immunity

TermEffect
ResistanceHits of that type cost 1 less (minimum 0)
ImmunityHits of that type have no effect
VulnerabilityHits 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.

ConditionEffect
ProneMelee attacks against you have advantage. Standing up costs your movement.
BlindedSense -4. This lowers your AC too, since AC is armor plus your Sense modifier.
DeafenedNo 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.
FrightenedHeart -2. This lowers your Vigor cap too, since the cap is Tier plus your Heart modifier.
StunnedYou cannot act. No action, no maneuver, no reaction.
UnconsciousYou 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:

StateEffect
ExhaustedDisadvantage on every check, attack, test, and save. At 0 stamina, a failed check costs 1 Vitality (see the Stamina rules). A Rest clears it.
FlankedYou are engaged from two sides; abilities and tree rungs that care about flanking read this flag.
EngagedYou are in melee reach of an enemy, which is what makes leaving provoke an opportunity attack.