The Basic Moves
Suffer Harm (or because just taking damage isn't enough)
Roll+Stress suffered (after armor, if you’re wearing any).
10+ = The MC can choose 1:
- You’re out of action: unconscious, trapped, incoherent or panicked.
- It’s worse than it seemed. Take +1-harm.
- Choose 2 from the 7–9 list below.
On a 7–9, the MC can choose 1:
- You lose your footing.
- You lose your grip on whatever you’re holding.
- You lose track of someone or something you’re attending to.
- You miss noticing something important.
On a miss, the MC can nevertheless choose something from the 7–9 list above. If she does, though, it’s instead of some of the harm you’re suffering, so you take -1harm.
You can technically take 0-harm or less. What this does is it pisses you off - you cannot take damage from this, unless I rule it is a lucky hit on a 10+ for whatever reason and deals +1harm. But enough grapples, punches, and thrown stones will knock the hell out of you, and they can knock you out. A miss means no effect - you have no damage to take from zero or less.
HEALING AND HARM NOTES
When you inflict harm on another player’s character, the other character gets +1Hx with you (on their sheet) for every segment of harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark experience.
When you heal another player’s character’s harm, you get +1Hx with them (on your sheet) for every segment of harm you heal. If this brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark experience.
HARM
Harm as established equals the inflicter’s weapon’s harm minus the sufferer’s armor. When you suffer harm, make the harm move.
EXCHANGING HARM
When you exchange harm, both sides simultaneously inflict and suffer harm as established:
- You inflict harm equal to the harm rating of your weapon, minus the armor rating of your enemy’s armor.
- You suffer harm equal to the harm rating of your enemy’s weapon, minus the armor rating of your own armor.
DEGREES OF HARM
For each 1-harm you suffer, mark a segment of her harm countdown clock. Start in the 12:00–3:00 segment and continue around clockwise.
The three segments before 9:00 are less serious, the three segments after 9:00 are more serious. Mark the 11:00–12:00 segment and your character’s life has become untenable.
Before 6:00, harm will go away by itself with time. 6:00–9:00, the harm won’t get worse or better by itself. After 9:00, unstabilized harm will get worse by itself, stabilized harm will not, and it’ll get better only with medical treatment.
When life becomes untenable, choose 1:
- Come back with -1hard
- Come back with +1weird (max+3)
- Change to a new playbook
- Die
WHEN AN NPC TAKES HARM
1-harm: cosmetic damage, pain, concussion, fear if the NPC’s likely to be afraid of pain.
2-harm: wounds, unconsciousness, bad pain, broken bones, shock. Likely fatal, occasionally immediately fatal.
3-harm: give it 50-50 it’s immediately fatal. Otherwise, terrible wounds, shock, death soon.
4-harm: usually immediately fatal, but sometimes the poor fuck has to wait to die, mangled and ruined.
5-harm and more: fatal and increasingly bodily destructive.
Ψ-HARM
A person suffers Ψ-harm from exposure to the world’s psychic maelstrom. When you suffer Ψ-harm, roll+Ψ-harm suffered (typically, roll+1).
10+ = The MC can choose 1:
- You’re out of action: unconscious, trapped, incoherent or panicked.
- You’re out of your own control. You come to yourself again a few seconds later, having done I-don’t-know-what.
- Choose 2 from the 7–9 list below.
On a 7–9, the MC can choose 1:
- You lose your footing.
- You lose your grip on whatever you’re holding.
- You lose track of someone or something you’re attending to.
- You miss noticing something important.
- You take a single concrete action of the MC’s choosing.
On a miss, you keep it together and overcome the Ψ-harm with no effect.
When an NPC suffers Ψ-harm, create them as a threat if necessary, and then choose any or all:
- They aggressively pursues her threat impulse. Make moves on their behalf as hard and as direct as you can.
- Their sanity shatters. They are incoherent, raving, raging or unresponsive, alive but gone.
- They abruptly change threat type.
S-HARM
S-harm means stun. It disables its target without causing any regular harm. Use it on a PC, and doing anything at all means doing it under fire; the fire is “you’re stunned.”
D-HARM
A person suffers d-harm from deprivation. d-harm is strictly for acute cases of deprivation. For scarcity and chronic deprivation, create affliction threats instead.
Individual NPCs simply suffer the effects of d-harm as follows.
For PCs suffering d-harm, tell them the effects they’re suffering, and if they can’t or don’t alleviate their deprivation, inflict regular harm alongside it, in increments of 1-harm ap.
For a population suffering d-harm, the two questions are how it behaves, and how long it can last before breaking up, tearing itself apart, or dying.
d-harm (air), asphyxiation: Difficulty breathing, panic, convulsions, paralysis, unconsciousness, brain damage, death within minutes.
Inflicted on a population: Immediate panic. Social cohesion breaks down basically at once into a survival-driven desperation to find air.
d-harm (warmth), hypothermia: shivering, hunger, dizziness, confusion, drowsiness, frostbite, delirium, unconsciousness, irregular heartbeat, death in an hour or more, depending on the cold.
Inflicted on a population: Huddling together, despair, lethargy, resignation. Isolated individuals suffer worsening individual symptoms, so social cohesion can last basically as long as the individuals can.
d-harm (cool), heat stroke: headache, dehydration, weakness or cramps, confusion, fever, vomiting, seizures, unconsciousness, death in an hour or more, depending on the heat.
Inflicted on a population: Desperation, panic, lethargy, resignation. Social cohesion can last as long as the individuals can, as the less vulnerable individuals try to help the more vulnerable.
d-harm (water), dehydration: desperation, headache, confusion, delirium, collapse, death in 3 days.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can last up to a week before breaking down into violence or dispersal.
d-harm (food), starvation: irritability, hunger, weakness, diarrhea, lethargy, dehydration, muscular atrophy, heart failure and death within 2–3 months.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can last up to 2 weeks before breaking down into violence, cannibalism, or dispersal.
d-harm (sleep), sleep deprivation, irritability, disorientation, nodding off, depression, headache, hallucinations, mania, personality changes, bizarre behavior.
Inflicted on a population: Malaise, infighting, tantrums, desperation. For long-term acute sleep deprivation, create affliction threats instead.