Minor Wound
Mark 1 HP. Represents bruises, grazes, or shallow cuts. If damage falls below the Minor threshold, mark Stress instead.
Track how armor slots, wound severity, and stress pressure work together so combats feel tense but fair. This guide distills the table flow for absorbing hits, spending armor tactically, and keeping stress from spilling into lasting injuries.
HP tracks wounds instead of a running total. Mark boxes based on the wound severity that remains after armor.
Mark 1 HP. Represents bruises, grazes, or shallow cuts. If damage falls below the Minor threshold, mark Stress instead.
Mark 2 HP. Deep hits and broken guards that need rest or magical aid to recover.
Mark 3 HP. Critical injuries and lasting trauma that demand significant recovery or healing.
Keep a running total of marked HP and note the highest wound state currently suffered. Healing, rest, class features, and medical attention clear HP boxes according to the fiction.
Every class supplies its own starting pool of HP and Stress. Use the class playbooks (or campaign house rules) to set those values on the character sheet. Armor equipment determines threshold bases and the Armor Score you add your level to.
Upgrading to heavier armor raises thresholds or adds extra slots, but may trade off mobility or Evasion. Light armor keeps you fast yet leaves fewer slots to burn. Match armor to the role your class plays and track which pieces you currently have equipped.
Together, class vitality, armor slots, and Stress buffers create the survivability loop: armor protects HP, HP soaks lasting wounds, and Stress acts as the warning light before injuries escalate.