Injury Panel

The Injury Panel keeps track of the different kinds of damage each damaging action or effect applies.


Injury Cards

The value of Injury Cards is keeping up with the source of the damage our characters take. With this tool we know if we were cut, stabbed, burned, or cooked in holy light.

  1. Every Injury Card causes us to accumulate at least 1 Hard Damage.

  2. Hard Damage does not go away until we heal it through Actions, Effects, Routines, Repose or Slumber.

  3. Many healing effects apply directly to one type of Injury Card or another.

  4. Certain effects synergize with Injury Cards.

Note: In alpha testing, our players also kept up with descriptions on their Injury Cards, detailing where on their character the damage was present.


Physical Damage Types

All Physical Damage Types are affected by Armor Mitigation. Each of the Physical Damage Types apply 1 Hard Damage for every Injury Card a Character or Unit accumulates.


Elemental Damage Types

Elemental Damage Types are subject to a Character’s Resistance towards the element. Elemental Resistance is a percent based reduction which is applied during the Resolution Stage of a damaging action after the total potency of the action has been determined.


Damage Counter Types

Damage Counter types may be applied instead of Physical or Elemental Damage. These counters either have special mechanics or apply to attributes other than Vitality.

When you apply these, they are applied to the Status Panel instead of the Injury Panel.


The Developer

If you stumbled here by accident, that’s all gravy. We use these pages in our archives as templates, style guides, reference content, and reusable assets. I’m also getting to write the FAQ, which is fun.

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Durability

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Accuracy