Damage, Death & the Devil's Luck
You have very few hit points and the sea is full of things with a d10 bite.
Broken
At exactly 0 HP you are Broken. Roll a d6:
| d6 | Result |
|---|---|
| 1 | Instant death. |
| 2 | Hemorrhage: death in d2 hours unless treated. All tests are DR16 the first hour, DR18 the last. |
| 3 | Brain injury: you wake in 1 hour with -3 Presence for d8 days. |
| 4 | Broken or severed limb, or a lost eye. Out for d4 rounds, then back up with d4 HP. |
| 5 | Unconscious d4 rounds, wake with 1 HP and no Devil's Luck. |
| 6 | Unconscious d2 rounds, wake with d4 HP and d2 Devil's Luck. |
At less than 0 HP you are simply dead. You do not roll. Down to Davy Jones' Locker with ye.
Your GM may allow a dead character to come back as a Haunted Soul — a ghost wearing somebody, a secret zombie, a skeleton with opinions. This is a favour, not a right.
The Devil's Luck
Every class starts with a small pool of Devil's Luck. It is the only thing in this game that lets you argue with a die.
Spend a point to:
- Reroll any die roll.
- Deal maximum damage with one attack.
- Lower one test's DR by 4.
- Reduce damage dealt to you by d6.
- Neutralize a Crit or a Fumble.
You get it back by resting at least 6 hours — but only if you have spent all of it. Then you roll your class's die and regain that much.
That rule is the whole design. Luck sitting on your sheet is worth nothing and refills nothing. Spend it, especially on the roll that would kill you, because a point you saved for later is a point you die holding.
Healing
A short rest of about ten minutes gets you d4 HP. A long rest overnight gets you d8. With no food or drink you recover nothing, and after two days of starving you lose d4 a day.
If you are infected, sick, bleeding, or poisoned you do not heal at all — you lose d6 HP every morning until someone treats it. A medical kit stops all four and heals d6.