Mar 30, 2024 2:01 pm
Harm
We're using the 'Harm' Spin-Off Rule from the core book (page 238).
Being willing to risk their own lives in defense of others is what makes our characters truly heroic. There can be no courage, fortitude, or nobility of character if our heroes, or the people they are trying to protect, are never at any risk of injury or death

Characters start play with varying numbers of boxes in their harm tracks. PCs always have six. NPCs have a number equal to their conditions. When you trade blows with an NPC, inflict one harm on them. As one of your choices for directly engaging a threat, you can choose to inflict an additional harm. If you use overwhelming force against a target, you should inflict an additional harm anyway; the GM tells you when that’s appropriate.
When you take a powerful blow, mark one box on your harm track. If half the boxes of your harm track are marked, you’re not doing so hot; what once may have been easy now requires you to unleash your powers. If all boxes on your harm track are marked, you’re in very bad shape; you’re likely to die without immediate help.
If an NPC ever fills their harm track, they go unconscious. Without help, they’ll die. The GM can inflict harm as a hard move.
We're using the 'Harm' Spin-Off Rule from the core book (page 238).
Being willing to risk their own lives in defense of others is what makes our characters truly heroic. There can be no courage, fortitude, or nobility of character if our heroes, or the people they are trying to protect, are never at any risk of injury or death

Characters start play with varying numbers of boxes in their harm tracks. PCs always have six. NPCs have a number equal to their conditions. When you trade blows with an NPC, inflict one harm on them. As one of your choices for directly engaging a threat, you can choose to inflict an additional harm. If you use overwhelming force against a target, you should inflict an additional harm anyway; the GM tells you when that’s appropriate.
When you take a powerful blow, mark one box on your harm track. If half the boxes of your harm track are marked, you’re not doing so hot; what once may have been easy now requires you to unleash your powers. If all boxes on your harm track are marked, you’re in very bad shape; you’re likely to die without immediate help.
If an NPC ever fills their harm track, they go unconscious. Without help, they’ll die. The GM can inflict harm as a hard move.