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	<title>Health and Consequences - Revision history</title>
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	<updated>2026-07-30T19:05:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.sinister.business/index.php?title=Health_and_Consequences&amp;diff=78&amp;oldid=prev</id>
		<title>Abe: Created page with &quot;== Health ==  Instead of '''Stress''' boxes, each character has '''Physical''' and '''Mental Health''' tracks.  When a character takes damage from a failed '''Defense''' roll,...&quot;</title>
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		<updated>2021-07-20T02:19:23Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== Health ==  Instead of &amp;#039;&amp;#039;&amp;#039;Stress&amp;#039;&amp;#039;&amp;#039; boxes, each character has &amp;#039;&amp;#039;&amp;#039;Physical&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Mental Health&amp;#039;&amp;#039;&amp;#039; tracks.  When a character takes damage from a failed &amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039; roll,...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Health ==&lt;br /&gt;
&lt;br /&gt;
Instead of '''Stress''' boxes, each character has '''Physical''' and '''Mental Health''' tracks.&lt;br /&gt;
&lt;br /&gt;
When a character takes damage from a failed '''Defense''' roll, the damage is measured as the result of the '''Attack''' roll - the result of the '''Defense''' roll. This damage can be soaked up by reducing the relevant '''Health''', or by accepting a '''Consequence'''. &lt;br /&gt;
&lt;br /&gt;
'''Health''' is a bit of a misnomer - you can be at 0 '''Health''' and still as functional as you were at maximum. It represents an abstract combination of stamina, willpower, and adrenaline keeping you spry and able to avoid harm. You can spend '''Health''' on a one-to-one basis to reduce damage, but if you do not have or do not wish to spend enough '''Health''' to reduce the damage of an attack to 0, you must accept '''Consequences''' or be '''Taken Out'''.&lt;br /&gt;
&lt;br /&gt;
'''Physical Health''' is determined by your '''Physique''' skill. You have 3 '''Physical Health''' by default, plus your '''Physique''' stat. '''Mental Health''' is driven by '''Will''' in the same way.&lt;br /&gt;
&lt;br /&gt;
All '''Health''' is restored at the end of a conflict or other such scene - you just need some time to catch your breath.&lt;br /&gt;
== Consequences ==&lt;br /&gt;
'''Consequences''' are a form of temporary '''Aspect'''. They come in various levels of severity and must be attended to in order to recover. Each character has a finite number of '''Physical''' and '''Mental Consequence''' slots - if a slot is filled, damage must be absorbed by '''Health''' or a higher-tier slot. By default, characters have 1 '''Physical Consequence''' slot and 1 '''Mental Consequence''' slot of each tier.&lt;br /&gt;
&lt;br /&gt;
Like any '''Aspect''', they represent something that is true (and might prevent or make difficult tasks that would otherwise be within a character’s capabilities) and can be invoked by or against the character.&lt;br /&gt;
&lt;br /&gt;
Recovering from '''Consequences''' requires an '''Overcome''' roll for medical or therapeutic attention and replaces the '''Consequence''' with a new '''Aspect''' in the same slot - for example, a ''Broken Arm'' '''Consequence''' could become ''Arm in a Cast''. The recovering '''Consequence''' stays in that slot for an amount of time based on the severity of the '''Consequence'''. Attempting to recover your own '''Consequence''' (instead of getting help from an ally) adds +2 to the '''Overcome''' target.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
A '''Mild Consequence''' is a nuisance or minor complication that can be easily ignored.&lt;br /&gt;
Absorbs up to 2 damage. &lt;br /&gt;
Examples: ''Bruised'', ''Winded'', ''Temporarily Blinded'', ''Irritated'', ''Flustered''. &lt;br /&gt;
Characters with 5+ '''Physique''' have an extra '''Physical''' '''Mild Consequence''' slot. &lt;br /&gt;
Characters with 5+ '''Will''' have an extra '''Mental''' '''Mild Consequence''' slot.&lt;br /&gt;
Recovery requires an '''Overcome''' roll with a target of 2. &lt;br /&gt;
On a successful recovery, removed at the end of the scene.&lt;br /&gt;
&lt;br /&gt;
A '''Moderate Consequence''' is a serious impairment, the kind of thing that you really can’t shrug off. &lt;br /&gt;
Absorbs up to 4 damage. &lt;br /&gt;
Examples: ''Deep Cut'', ''Exhausted'', ''Drunk'', ''Terrified''.&lt;br /&gt;
Recovery requires an '''Overcome''' roll with a target of 4.&lt;br /&gt;
On a successful recovery, removed at the end of a “session”. Our sessions are shorter than average; I’m generally going to treat individual missions as sessions for the purposes of tracking time even if they take 2-3 actual game sessions.&lt;br /&gt;
&lt;br /&gt;
A '''Severe Consequence''' is something that would ordinarily lay you out or keep you out of action, but that doesn’t fully take you out of the game or conflict.&lt;br /&gt;
Absorbs up to 6 damage&lt;br /&gt;
Examples: ''Compound Fracture'', ''Second-Degree Burn'', ''Traumatized'', ''Gutted''.&lt;br /&gt;
Recovery requires an '''Overcome''' roll with a target of 6&lt;br /&gt;
On a successful recovery, removed at the end of a “scenario”. By the book definition, our scenarios run long (the assassination of [[Onox of the Emerald|Onox]] and by extension your entire stay in [[Twinpyre]] is one scenario!) so I might allow recovery during significant downtime as well.&lt;br /&gt;
&lt;br /&gt;
An '''Extreme Consequence''' is a player-exclusive lifeline. You stay in the conflict, but the harm is so severe that it permanently changes you on some level.&lt;br /&gt;
Absorbs up to 8 damage.&lt;br /&gt;
Instead of taking a slot, you replace one of your '''Aspects''' besides your '''High Concept''' with something reflecting the harm.&lt;br /&gt;
Examples: ''Lost Limb'', ''Serious Pyrophobia'', ''Crippling Self-Doubt'', ''Cursed Spirit''.&lt;br /&gt;
Instead of normal recovery, once a major milestone is reached, you can replace the '''Aspect''' with a new one that reflects your having overcome the vulnerability to some degree. You cannot bring back the lost '''Aspect''' in this way.&lt;br /&gt;
A “major milestone” is basically the end of a long arc of the game at which some significant goal is reached. Everything you’ve done so far in the [[Torch Empire]] could be considered one such arc!&lt;br /&gt;
You can’t take more than one '''Extreme Consequence''' per major milestone.&lt;br /&gt;
&lt;br /&gt;
== Defeat ==&lt;br /&gt;
If the damage cannot be soaked up or the character chooses not to take '''Consequences''', the character is '''Taken Out''' of the conflict - the attacker chooses how.&lt;br /&gt;
&lt;br /&gt;
You can also '''Concede''' a conflict at any time. You remove yourself from the conflict somehow - running off in shame or collapsing under the weight of your injuries or whatever makes sense. You can do this whenever (even before an attack, though once the dice are rolled you still have to accept the damage or be Taken Out). This is generally better than being '''Taken Out''' - you choose how you’re removed, you don’t have to fill your Consequence slots for it to happen, and you get a free Fate Point for your trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Abe</name></author>
	</entry>
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