Injury and Resting
Damage
When a character takes damage, they lose that much Grit. If an Adventurer has no Grit left, any remaining damage is removed from their Brawn score. They must then make a Brawn Check to avoid Critical Damage.
An Adventurer at 0 Grit who isn't Critically Damaged, or who has been tended to, can either move or take an action on their turn, but not both.
Damage that doesn’t exceed a character’s Grit represents near misses, flesh wounds, and glancing blows.
Non-Adventurers die when they reach 0 Grit.
Critical Damage
An Adventurer who takes Critical Damage is unable to take further Action until they are tended to by another character for a few minutes and take a Siesta. If they are left for an hour without being tended to, they die. An Adventurer that takes Critical Damage must roll on the Grisly Injury Table.
Grisly Injury
If your Adventurer takes Critical Damage, roll 2d6 to determine what injury they receive. If your Adventurer has an ongoing injury from taking Critical Damage previously, add the number of ongoing injuries they have to the roll.
If you roll an injury your character is already recovering from, add the new injury's duration to what remains of the old injury’s duration. If the injury was a permanent one, you're in luck and have avoided additional injury this time.
For Example...
Injuries. Sarah's Adventurer Gertrude takes critical damage while fighting a Demon. She is already recovering from a concussion she suffered in the last session. So she rolls 2d6, and adds 1 since she has 1 ongoing injury. The result is a 4. Gertrude suffers a broken arm, Sarah rolls 1d4 + 3 to determine how long it will take for the arm to recover.
- Concussed (1d4+2 weeks). You fail all initiative rolls.
- Sprained Leg (1d4 weeks). After you move or take an action, there is a 2 in 6 chance that your turn ends.
- Broken Arm (1d4 + 3 weeks). Roll to decide which arm. The broken arm cannot make weapon attacks, hold bulky items, or hold shields.
- Broken Leg (1d4 + 3 weeks). After you move or take an action, your turn ends.
- Internal Bleeding (2d4 weeks). Your maximum Grit is reduced by 1 per level you have.
- Cracked Ribs (2d4 weeks). Agility -1.
- Torn Muscle (2d4 weeks) Brawn -1.
- Cracked Skull. (2d4 weeks) Mind -1.
- Eye Gouged (2d4 weeks). Your attacks have a 1 in 6 chance of missing.
- Severed Limb (Permanent). Roll 1d4 to decide which limb.
- Death. You succumb to your wounds. Roll a new Adventurer.
Stat Loss
If a character has their Brawn score reduced to zero, they die. A character whose Agility is reduced to zero is paralyzed. A character whose Mind is reduced to zero suffers a breakdown. A character with Zero Agility or Mind cannot act until they Rest and Relax, they can only move with the help of another character.
Resting
Characters recover from harm and conditions by Resting. Characters cannot benefit from Resting if they are deprived of an essential need (e.g. food, water, warmth). There are three types of Rests.
Take a Siesta: A 30-minute break and a snack, meal, or swig of whiskey restores all of your Grit. A character must spend a ration or eat a meal to benefit from a Siesta.
Hit the Hay: At least 6 hours of sleep. Restores all of your Grit. If you don’t Hit the Hay at the end of a day, you take a point of Brawn damage. A character must spend a ration or eat a meal to benefit from Hitting the Hay.
Rest and Relax: A week of downtime at a comfortable location with access to food and water. This restores all Stats to their maximum.