Getting Hurt (and Getting Out)
Shifts
When an attack hits, its severity is shifts = attack roll − defense roll. A hit's shifts must all be absorbed, or you're taken out.
Absorbing a hit
You have two tools, and you may use both on the same hit:
- Stress — check one stress box to absorb some or all of a single hit. Box 1 absorbs 1 shift, Box 2 absorbs 2, Box 3 absorbs 3. You can't check an already-checked box. Everyone has the same three-box track.
- Consequences — mark off consequence slots and write a new aspect for each: Mild absorbs 2, Moderate absorbs 4, Severe absorbs 6. Each slot can hold only one consequence. Opponents can invoke your consequences against you — and the character who hit you gets one free invocation on it.
Example: a 4-shift hit → check Box 2 (absorbs 2) and take the mild consequence Sprained Ankle (absorbs 2). You keep fighting.
Taken out
Can't absorb the whole hit? You're taken out — out of the scene, and whoever took you out narrates what happens to you, fitted to how it happened.
Giving in (conceding)
Grim-looking fight? You may give in — but you must declare it before your opponent rolls. You get a say in how you exit (your opponent gets a major concession from you), and you earn 1 fate point + 1 for each consequence you took in the conflict.
Recovery
- Stress: clear all boxes at the end of the scene.
- Mild consequence: clear at the end of the scene, provided you get a chance to rest.
- Moderate consequence: clear at the end of the next session, if the story supports it. You may rename it as it heals (Painful Broken Leg → Hobbling on Crutches).
- Severe consequence: clear at the end of the scenario, if the story supports it.
Full rules: [Stress, Consequences & Recovery](@Missing file).