Harm & Healing

Player characters and their followers often find themselves in danger, exposed to injury and harm. Seeing them get hurt and then seeing how they deal with it is a big part of playing to find out what happens.

There are basically four types of harm that a character can suffer:

  • Damage to their Hit Points (HP)
  • Debilities
  • Fictionally problematic wounds
  • Death or a lethal wound

Any time a character (PC or NPC) is hurt in the fiction, they suffer some or all of these types of harm. Each affects a character in different ways.

Hit points and damage

Every character (PC, NPC, and monster) has Hit Points (HP). When a character gets hurt, knocked around, roughed up, or otherwise takes abuse, they lose HP. This is called "taking damage;" when you do it to someone else, it's called "dealing damage."

When someone is reduced to 0 HP, they are out of the action and quite possibly dead or dying.

HP are a game element: they don't represent any one particular thing in the fiction. They're a combination of fighting spirit, determination, pluck, luck, and skill; the ability to turn what should be a lethal blow into a graze. HP definitely are not a measure of how injured or uninjured a character is.

Mechanically, HP serve as plot armor and as a pacing mechanism. A PC with 20 HP can be confident that they'll survive the first exchange in a fight. But once a PC has only 5 or 6 HP remaining, any blow from any foe could take them out—and that makes everything more tense and dangerous.

PCs generally have more HP than NPCs or monsters. That's because they're the protagonists; we're telling their story, so they get more lucky breaks and near misses.

Damage

Taking damage means losing HP, potentially being taken out of the action. A character takes damage when...

  • a player-facing move specifically says that they do;
  • you hurt them (they take damage along with the fictional hurt);
  • you use up their resources, and HP are the resource you use up; or
  • you make any GM move that involves them getting hit, knocked around, roughed up, suffering pain, etc.

If you make a GM move and that move could theoretically kill, disable, or knock out a normal person, then deal damage as well. Dealing damage should almost never be your move, but it will often be part of your move.

How much damage?

If the source of the damage is a prepared danger, use the danger's stats.

For example, if your move is to have a hagr pluck a PC up from the ground and start choking them, then you'd deal the hagr's

damage.

When multiple combatants deal damage at the same time, roll the single highest damage die among them and add +1 for each additional combatant. The tags from all the combatants apply. So if six coedwig (thorn-spirits, dealing damage, 1 piercing) and a birdwraig (tree spirit, damage, forceful) all pound on the Heavy at once, the Heavy is taking damage (1 piercing, forceful)—and probably having a very bad day.

If the damage isn't associated with a prepared danger, then ask yourself what it could likely do to a normal person. If the worst it's likely to do is…

  • cause bruises and scrapes, pain, or light burns, it inflicts damage.
  • cause nasty flesh wounds, bruises, or burns, it inflicts damage.
  • break bones, cause deep/wide burns, or debilitate with pain, it inflicts damage.
  • cause death or dismemberment, it inflicts damage.

Armor

Subtract the victim's armor rating from the damage they take. This can reduce the damage to 0, meaning they don't lose any HP. Good for them! They still got hit/ tossed around/whatever, but it hasn't used up any of their vitality, luck, or plot armor.

If the attack has the "[n] piercing" tag, ignore [n] points of armor for that attack.

So, if you deal 5 damage (1 piercing) and the target has 2 armor, their armor is effectively only 1 for that attack; they lose 4 HP (but their armor value is still 2 against future attacks).

If the attack "ignores armor," then the armor doesn't apply. They take the full damage. Apply this tag on the fly when the fiction dictates: chainmail doesn't help when you're engulfed in flames, and no amount of physical armor protects you from a psychic assault.

A handful of player-facing moves tell the player to "lose [n] HP" (as opposed to "take [n] damage"). Armor never applies to this sort of HP loss.

Taking damage

When a character takes damage, they reduce their current HP by that amount. If they are reduced to 0 HP, then they are out of the action.

When a player character is reduced to 0 HP and the source of the damage was potentially lethal, then the PC is at Death's Door and makes that move accordingly. If the source of damage isn't likely to kill anyone, then the PC is simply out of the action: unconscious, gasping for breath, panicking, trapped, etc.

Consider asking the player how or why they're taken out. A character disabled this way can't save themselves; they remain disabled until someone helps them, or until you say otherwise.

When an NPC or monster is reduced to 0 HP, their fate is in your hands. If the source of damage was potentially lethal, then they're probably dead or will be soon. Otherwise, they're out of the action and no longer in the fight, but you get to say how. Remember, though: it's not your job to protect your NPCs or monsters. Let things burn.

Followers are NPCs, so you get to decide what happens to them at 0 HP. You can, however, choose to have the player roll Death's Door for them.

If you hurt them, then the lost HP are part of the fictional harm. Otherwise, taking damage means scratches and bruises, sore muscles, rattled teeth, cut lips and bleeding noses, loss of breath, dizziness, pain and weariness and fatigue. It's the wear and tear that grinds someone down but doesn't take them out of a fight.

Regaining hit points

A PC or follower regains HP when...

  • they Recover;
  • they Make Camp, and choose to regain HP;
  • they're at Death's Door and roll a 10+;
  • they have a few days of downtime and Convalesce;
  • another move says that they do; or
  • you offer them an opportunity to regain HP and they take it.

Non-follower NPCs and monsters regain

HP when you decide that they do. Use the player moves as guidelines: a few minutes of rest and access to supplies will restore 3-5 HP; a night's rest will restore HP equal to half their maximum; a few days of rest and recovery will restore them to full HP. The fiction, of course, takes precedence. A supernaturally tough and resilient creature might restore its HP more quickly; a magical construct might not regain HP unless someone or something repairs or recharges it.

Remember, HP aren't "meat points."

Regaining HP doesn't mean that wounds have closed or bones have knitted; it means they've grown accustomed to the pain, gotten the bleeding to stop, caught their breath. The injuries are still there until they heal. It's just that the character has more fight back in them, and is once again further away from a lethal blow.

Debilities

Player characters can suffer up to three different debilities:

  • Weakened: the character is fatigued, tired, sluggish, shaky. They suffer disadvantage when rolling +STR or +DEX.
  • Dazed: the character is out of it, befuddled, not thinking clearly. They suffer disadvantage when rolling +INT or +WIS.
  • Miserable: the character is greatly distressed, grumpy or angry, unwell, in pain. They suffer disadvantage when rolling +CON or +CHA.

In addition to the mechanical penalty, debilities have fictional consequences. A miserable character is miserable, and you should weave that into your descriptions and your GM moves. A debility might mean that someone has to Defy Danger when they otherwise wouldn't need to.

Marking Debilities

Players mark debilities on the character sheets to indicate that their character suffers from them. Player characters might mark a debility because...

  • they trigger a player move, and that move says that they mark a debility;
  • you hurt them, and the harm you inflict includes them marking a debility;
  • you demonstrate a downside, or offer an opportunity with a cost, or tell them the consequences, and the downside/ cost/consequence is them marking a debility; or
  • you make any other GM move that involves them becoming weakened, dazed, or miserable, and have them mark that debility.

In other words: marking debilities is both prescriptive and descriptive. Prescriptive:

a move says they mark the debility, and they then suffer that condition in the fiction. Descriptive: something happens in the fiction that would leave the character weakened, or dazed, or miserable, and thus the character marks the debility and suffers the mechanical penalty.

If a move tells the player to "mark a debility," they can choose the debility to mark.

Ask them what that looks like in the fiction. The Lightbearer's invocation leaves them miserable? Why that debility? What are the symptoms? What does this look like to everyone else?

If a move causes a player to mark a specific debility, and it's already marked, then they caught a break. Maybe the condition gets a little worse in the fiction, but the mechanical penalty stays the same. If marking the specific debility is an optional choice, and it's already marked, then they can't choose that option.

If a move requires that a PC marks a debility as part of its trigger, and the debility is already marked, then they can't trigger the move. For example, if the Heavy already has all three debilities marked, they can't trigger Unfettered.

Clearing debilities

A player character can clear a debility when...

  • they Recover, and explain how they're treating the debility;
  • they Make Camp, and choose to clear a debility;
  • they have a few days of downtime to Convalesce;
  • another move says that they do; or
  • you offer them an opportunity to clear a debility, and they take it.

Clearing a debility means: they erase the mark on their character sheet, they no longer take the mechanical penalty, and their character is no longer actively distressed by the effects in the fiction.

Clearing a debility doesn't mean that any accompanying injury is healed—it means they've treated it as best they can and it's no longer actively hindering them. If they marked weakened because of a torn bicep, clearing the debility probably means it's bandaged and the arm is in a sling. It'll still take time to fully heal.

NPCs, monsters, and debilities

Monsters and NPCs don't mark debilities, and player-facing moves never allow PCs to inflict them on NPCs or monsters.

Monsters and most NPCs don't roll for moves, so suffering disadvantage on two stats doesn't make any sense.

So: if a monster suffers an effect that would leave them weakened, they don't mark weakened—you just describe them as being slower or shaky. Maybe you offer the PCs an opportunity as a result?

Followers can trigger player moves. If you want, assign a debility to a follower as a temporary tag (weakened, dazed, or miserable), imposing disadvantage on any relevant rolls. But mostly, you should reflect a follower's current state in how you portray them, and how they act, and what they're capable of or willing to do.

Problematic wounds

A problematic wound is one with lasting fictional consequences. Characters suffer them when you hurt them or make another GM move that involves a character getting hurt in a specific, consequential way.

Simply describe the wound in the fiction.

It's now true! A twisted ankle can't bear weight. A blow to the head leaves them staggering and dizzy. A severed hand is severed, and they're probably bleeding out (and in shock). These sorts of problematic wounds should be particularly common when messy attacks are involved.

Problematic wounds often involve PCs marking debilities and always involve taking damage (i.e. losing HP). If an NPC breaks a PC's fingers, the PC can't make a fist, is probably weakened or dazed or miserable from the pain, and is going to take damage (ignores armor). The damage won't kill them if they drop to 0 HP, but it could take them out of the action.

How do you decide?

The PCs have just suffered an attack, ignored a threat, or rolled a 6- and you think you're going to do harm.

Do you deal damage? Do you have them mark a debility? Do you inflict a problematic wound and if so, how bad do you make it?

There's no hard-and-fast rule, but you should follow your principles and make a GM move that flows from the fiction. Often, you'll pick a GM move (like put them in a spot or a monster move like bash prey to the ground, senseless), and the specific fiction of your move means that they also take damage or mark a debility.

Other times, you'll know that you want to do something harmful, but won't have a specific move in mind.

In that case, have the player roll the damage taken and let that inform the nature and severity of your move. See Running the Game for more guidance.

Keep in mind the tags of the attacks involved. Messy attacks are especially destructive, and should often hurt them or use up their resources (destroying shields, weapons, or gear).

Forceful attacks knock victims around; even if they do no damage, they should still change the momentum or positioning of the fight.

When the PCs or followers deal damage to monsters, use the description of their attack, the amount of damage dealt, how many HP the foe has left, and the tags on the attack to inform the fictional results.


Announce trouble (future or offscreen): "Andras is white as a sheet, and that snake bite is red and swollen and you see angry red lines following his veins up his arm. What do you do?"


Reveal an unwelcome truth: "Oof. Yeah, Blodwen, you peel the bandages back from Garet's wound, and… it's not good. It smells bad, the flesh is kind of black, and there's a greenish pus. It's infected, and it's going to get worse. What do you do?"


Put someone in a spot: "It claws at your face before you hurl it away. Take damage. You're still up? Okay, I think it gashed your forehead and blood starts pouring into your eyes. You can't really see, but you hear it scuffling about, getting ready to pounce again. What do you do?"


Problematic wounds in play

Incorporate problematic wounds into the fiction and into your GM moves. When a player rolls a 7-9 or a 6-, maybe use the problematic wound to justify the result.

Use your moves to bring an injury to the forefront of the story or to have it complicate the situation.

Use up their resources: "You make it up and out of that gulley, but the wound in your side is still bleeding. You get a wave of dizziness as you stand. It passes, but take another damage, ignoring armor. You still up?"


Demonstrate a downside: (after rolling a 7-9 to Defy Danger and escape from a hagr) "Like you said… you duck under the log as he swings it and rush past him before he can recover. But about five strides away, your knee buckles and you collapse to the ground. It's that injury from earlier. Your knee is just this burning mass of pain, and you hear the hagr grunt and pull the log free and start to lumber toward you, what do you do?"


Tell them the consequences: "You're just gushing blood. If you don't put a tourniquet on it soon, you're going to bleed out. Of course, your hands—well, hand—is shaking and everything feels numb. Mark weakened, and you'll be Defying Danger to do anything involving fine motor control. What do you do?"


Tell them the requirements: "If you want to walk on that ankle, you'll need to splint it and find a cane or a crutch. And something to dull the pain would be good, too. What do you do?"

Death and dying

When a PC is reduced to 0 HP by an attack that could kill them, they're dying and must make this move. They might also be dying because the fiction demands it: if they fall

100 feet onto rocks, they don't take damage, they're at 0 HP and on Death's Door.

Death's Door

When you are dying, you glimpse the Last Door and the Lady of Crows (describe them). Then, roll +nothing: on a 10+, you wrest yourself back to the realm of the living—return to 1 HP but say how your brush with death has marked you; on a 7-9, the Lady waves you off—you're no longer dying but you're out of the action; on a 6-, your time has come—choose 1:

  • Make one last move as if you rolled a 12+, then step through the Last Door
  • Refuse to go; gain the Revenant or Ghost insert
  • Call on one of the Things Below by name and beseech it to intercede; gain the Thrall insert

If you like, you can hold off on resolving this move until the scene wraps up or the other PCs get a little spotlight. If someone tries to save the dying PC (tending to wounds, etc.), then they're Aiding the Death's Door roll. The "risks, costs, or consequences" they expose themselves to will depend largely on how they Aid, your table's take on the Lady of Crows, and the result of the roll.

The Lady of Crows and the Last Door are for you and your table to describe. They might even appear differently for different characters.

On a 10+, they're back in action and no longer dying, but they are marked in mind, body, or soul. The player decides how, but feel free to offer suggestions, like a nasty scar, a lost eye, visions of the Last Door, or a murder of crows, always nearby. Whatever they pick, bring the mark up often in play. Maybe even write it up as a threat (an affliction, Threats).

On a 7-9+, the character is no longer dying but they're unconscious (or close enough) until you say otherwise.

On a 6-, their time has come and the sane thing to do is pass through the Last Door.

They can make one last move, but after that they're dead. There's no saving them. They can't use that last move to avoid death. Only the rarest of magic can bring them back.

If they refuse to go, ask why. Have them look at the Ghost or Revenant inserts and pick their Terrible Purpose. If they can't tell you, they shouldn't pick this option.

To become a Thrall, the PC must know the name of a Thing Below. If none of the Things Below have come up in play, maybe the PC can Know Things before dying?

If the character "sticks around," they are in for a steady downward progression, becoming more and more unstable and monstrous.

Play up the horror. Show how their "lives" are no longer the same. Push their Terrible

Purpose or Impulse into play. For a Ghost or Revenant, create their Terrible Purpose as an affliction; for a Thrall, create their master as a magical entity (see Threats, Threats).

An undead PC should feel like they're on borrowed time—because they are. The other PCs should be wary of their undead ally.

Wary, at the very least.

and recovery

The following moves deal with regaining HP, clearing debilities, and treating or recovering from problematic wounds.

Recover

When you take time to catch your breath and tend to what ails you, expend 1 use of supplies and recover HP equal to 4+Prosperity. You can't gain this benefit again until you take more damage. When you tend to a debility or a problematic wound, say how. The GM will either say that it's taken care of or tell you what's required to do so (Defying Danger, expending supplies or some other resource, finding ___, Making Camp, etc.). As with any move: ask them what this looks like. Are they tending to wounds? Having a snack? Applying a poultice? Chewing on willow bark? What? Often, multiple PCs will Recover at once. That's fine. It's a good time to ask provocative questions and encourage them to do a little role playing between themselves. Each character who regains HP must expend 1 use of supplies, or someone else must expend a use on their behalf. The steading's Prosperity directly affects the quality of those supplies and thus the number of HP recovered. A steading with Prosperity +1 can provide heartier fare and more potent herbs than a steading with Prosperity +0. Once a given character regains HP via the Recover move, they can't do so again until they take more damage. A PC can't take, say, 12 damage and bounce back to full HP with a short break and some whisky. That kind of HP loss requires actual rest to restore. (And, no, a PC can't just "nick their arm for 1 HP damage" in order to Recover again. It doesn't work like that.) Remember, regaining HP does not mean healing wounds. Those bruises, scratches, etc. are still there. For debilities and problematic wounds, prompt them to describe how they tend to the injury. If it sounds reasonable and effective, just say, "Cool, it's taken care of." But you can also tell them what else is required, such as...

  • Knowing Things to know what to do;
  • Defying Danger, the danger being...
  • the pain.
  • them thrashing as you work.
  • the wound/condition getting worse.
  • that ___ arrives/happens before you finish.
  • drawing the attention of ___
  • that you need to use up/use more ___;
  • expending (more) supplies, whisky, etc.;
  • finding ___ (an herb, the antivenom, fresh water, something to use as a stent, etc.);
  • Making Camp/letting them rest; or
  • doing something drastic (cauterizing, amputating, field surgery, etc.).

Combine these requirements with "and" and "or" as you see fit. If they meet the requirements, then the debility is cleared and/or the problematic wound is stabilized (though almost certainly not healed).


They've dispatched the bears in the cave but Caradoc got himself smacked around in the process. He's lost 9 HP and he's dazed—he got swatted on his shield and slammed against the cave wall. He's out of breath and sore but I never established a specific injury.

While the others investigate the cave, Caradoc asks "Can I Recover?" Sure, but I ask what that looks like, what sort of supplies he's using. "I think I'll slump up against the cave wall, drop my shield and spear, take a few deep breathes. Maybe take a shot of whisky, and eat some flatbread." Cool! He marks off a use of supplies and regains 4 HP (the steading's Prosperity is currently 0). I also think that's sufficient to clear his dazed debility, too.

He's still down 5 HP, and asks if he can Recover again. "Nope," I say. "Not until you take more damage."


Garet (one of Rhianna's crew) got his leg slashed open by a feathered drake. He's still conscious, but at 0 HP and bleeding badly. He won't last long.

The fight is over, and Rhianna and Blodwen rush over and see if they can save his life. Blodwen takes charge. "Rhianna, apply pressure above the wound. I'll make a tourniquet. Then, I don't know, stitch him up, I guess?"

She's tending to a problematic wound, which is one of the triggers for Recover. Looking at my list of possible requirements, I think that she's Defying Danger with INT, the danger being that Garet will bleed out and die


before they can staunch the bleeding. Also, they'll need to expend a use of supplies for the tourniquet and stitches. "You do it?" I ask. She does, and reaches for the dice.

She rolls an 8 and I give her a choice between a cost and a lesser success. "You stop the bleeding and save his life, but he's in bad shape. You can spend a second use of supplies to keep him going with some sort of stimulant herb. He'll be awake with 4 HP and able to move about slowly, but he'll be in a lot of pain and likely to hurt himself again. Or you can leave him, stable but flitting in and out of consciousness, unable to walk on his own. What do you do?"

Make Camp

When you settle in to rest in an unsafe area, answer the GM's questions about your campsite. Each member of the party must consume 1 use of supplies or provisions; if you use a ◇ mess kit (requires fire & water), then 1 use can provide for up to four people. If you eat and drink your fill, and get at least a few hours of sleep, pick 1.

  • Regain HP equal to ½ your max
  • Clear a debility

If your rest was particularly peaceful, comfortable, or enjoyable, you also gain advantage on your next roll.

When the PCs are beaten up or exhausted, they'll want to Make Camp. If they have time, a mess kit, fire, and water, they ◇ can regain a lot of HP and/or clear some debilities with just 1-2 uses of supplies.

To make a choice, they need all three: food, drink, and sleep. Anyone who also uses a ◇ bedroll regains + HP, regardless of which choice they make.

Regaining HP or clearing a debility doesn't make problematic wounds go away. PCs must treat them with the Recover move, and such wounds take time to fully heal.

To get advantage on their next roll, things need to be great, not merely adequate. This should be the exception, not the rule.

For more about Making Camp, and how to decide on what (if anything) happens during the night, see Expeditions.


The party is en route to Marshedge and had an almost-disastrous encounter with the nosgolau as they camped near Titan Bones. They got Vahid back (barely) but he's dazed and weakened. He also took a lot of damage, and he's down to 6 of his 16 HP. Caradoc and Rhianna took some damage, too. Blodwen's just fine.

Once they make it back to camp, they all get a few hours of sleep. They ate and drank before the attack, so they each get to make a choice.

Blodwen's already at max HP and has no debilities. "Do I get advantage, then?" she asks. Nope! She might not be beaten up, but she's still sleeping on hard pavestones and huddled in a cloak.

Caradoc and Rhianna each opt to regain HP. Caradoc has 16 HP max, and he's got only 7 left. He regains 8 HP (half of his max) and ends up with 15 HP. He could Recover to get that last 1 HP back, but decides that it's not worth it. Rhianna has lost fewer than half her max HP, so she's back up to full.

Vahid has a tough choice: he can clear one of his debilities or he can recover HP. "How about I regain HP points from Making Camp, and then Recover to clear those debilities?" I ask how he's tends to the debilities. "Oh, I'll eat a huge meal, way more than it seems like I should be able to tuck away."

"Okay, let's say this, then. You'll regain half your max HP, bringing back up to 14. And if you eat 1 use of supplies, you can clear weakened. But you'll still be dazed until you Make Camp again and get some good sleep. Deal?"


Convalesce

When you rest for a few days in safety and comfort, set your HP back to your max and clear all your debilities. When you rest for a few weeks under the care of a healer, you heal any problematic wounds that can heal. If you have suffered a permanent injury or impairment, either retire or Make a Plan to adapt to it. This move lets the PCs "reset" between expeditions. It's an opportunity to let time pass and have the seasons change. It's also a great time to ask questions and use your homefront moves. Convalescing will heal most wounds, but it can't regrow lost limbs or repair a shattered knee. The character can either retire or Make a Plan and adapt. If a PC retires, the player stops actively playing them. The character has lost the edge and nerve that makes them a PC. The player should make a new character, and the retired character becomes an NPC. If the player wants their PC to adapt, then use the Make a Plan move to clarify their goal and what's required to reach it. This might involve something extraordinary (like getting a clockwork hand from the Ustrina) but usually it's a matter of ingenuity, practice, and grit. Don't make the requirements unduly hard. Your job is to be a fan of the player characters and punctuate their lives with adventure. It is not to penalize them for getting hurt. You want to see these tough, determined, resourceful characters adapt to their setbacks. Give them a path to recovery and see how they handle it.


Rhianna lost her right arm at Three Coven Lake (and she got off easy; Andras didn't make it home at all). Some quick thinking saved her life, but she's unsure how she'll be an effective warrior and archer. She's not about to retire, though.

So, we Make a Plan. "What do you hope to accomplish? Are you looking to replace or regrow the arm through magic? Or learn to shoot one-handed?" Rhianna's practical to a fault, and doesn't even consider a magical option. I look at the list of possible requirements, and write down:

O You must design and make some prosthetic or device for drawing

& releasing a bow one-handed O You must learn to use the device O It'll take months of practice We decide that a leather mouth-bit attached to the bowstring would let her pull and release. It's a simple thing to make with help from Sawyl the tanner.

Later, I frame a scene with Rhianna practicing her new setup. I ask what it looks like, what she's struggling with. Then Andras's mom comes by and thanks Rhianna for taking him under her wing, saying how proud she was to have Andras protecting the village. Rhianna's left feeling all sorts of bitter over losing him in search of Vahid's damn fire-jewel.

Autumn comes before Rhianna's had the months of practice she needs, and the PCs end up hunting a dark presence that's been stalking the Wood. "For now," I say, "your bow will have the reload tag and you'll Let Fly with disadvantage. But once you get another month of practice, you'll shoot and Let Fly without penalty."