When you face physical injury, fatigue, or illness, suffer -1 health for minor harm, -2 for serious harm, or -3 for major harm. If your health is 0, Lose Momentum equal to any remaining harm.
Then, if your health is 0 or you choose to resist the harm, roll +health or +iron, whichever is higher.
On a strong hit, choose one.
- Shake it off: If you are not wounded, take +1 health
- Embrace the pain: Take +1 momentum
On a weak hit, if you are not wounded, you may Lose Momentum (-1) in exchange for +1 health. Otherwise, press on.
On a miss, it’s worse than you thought. Suffer an additional -1 health or Lose Momentum (-2). If your health is 0, you must also mark wounded or permanently harmed, or roll on the table below.
| Roll | Result |
|---|---|
| 1-10 | You suffer mortal harm. Face Death. |
| 11-20 | You are dying. Within an hour or two, you must Heal and raise your health above 0, or Face Death. |
| 21-35 | You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to ongoing harm, Face Death. |
| 36-50 | You are reeling. If you engage in any vigorous activity before taking a breather, roll on this table again (before resolving the other move). |
| 51-100 | You are still standing. |