Heath, Injury, Impediments & Death

Injury Points (IP)

As your hero faces life threatening conflict, your hero may suffer various injuries, or simply become too battered and fatigued to continue to fight effectively. This is represented by Injury Points. When Harmed you may receive an Injury Point. The number of Injury Points you have are used as a Move Penalty on all applicable Rolls.

Debilitated

Through poison, disease, trauma or supernatural force your Hero’s faculties can become Debilitated. A Debility can describe a physical or cognitive impairment, such as a broken limb or a concussion. A Debility can be applied to an array of Attributes or Powers, often through Super Powered force.

A Debilitated Attribute or Power can not be drawn upon to describe action in the narrative. They simply don’t work. Debilitating an Attribute that is Key to the use of a Power, defacto also Debilitates the related Power.

A Debilitated Power  is considered limited and may earn you PP by “Knowing Your Limits“.

Death

If you are rolling an attribute that is less than zero after All Move Penalties/Bonuses are applied, fail the roll, and your Hero receives an Injury Point (IP) as a result your character may be dead. You should immediately make a Deus Ex Machina roll. A player may always opt to use Resign to Fate Move, rather than rolling, to potentially avoid this risk.

Impeded

Characters can be restrained placed/pushed where they do not intend to be and have their senses obscured. When this occurs the character is being Impeded.

Manipulated

Characters actions and senses may be controlled against their wills. When this occurs the character is being Manipulated.

Harming Foes

Through the application of force a foe can be beaten into submission or even to death. The lethality of an attack is up to the Hero to decide, but should be obvious in the description of the methods used.

Through poison, disease, or the supernatural a foe can become Debilitated. Debilitated powers simply do not work. Debilitated faculties leave a foe at a distinct disadvantage, likely providing a Move Bonus against such a foe.

A foe is Impeded if it is moved against its intentions or it is prevented from moving.

Challenging foes will not simply be defeated in one attack, but must be successfully maneuvered against over the course of the conflict before the final blow can be delivered. A Challenge of Combat (See the Challenges Section) must be successfully completed to incapacitate, Debilitate, or Impede a foe  (of any level of Threat) for more than a few moments.