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.