Flesh

Flesh represents a character’s capacity for physical punishment. Flesh is determined by a creature’s size; a typical humanoid has 1d6+MIG Flesh. Flesh heals slowly and does not advance with Level.

 

Damage to Flesh consists of genuine wounds: broken bones, burnt skin, spilt blood. At 0 Flesh, a character is dead.

Grit

Grit represents a character’s tenacity, stamina, and luck, their martial prowess and fighting spirit. Grit increases with each Template gained and may be modified by class. It recovers quickly.

 

Damage to Grit consists of near-misses, glancing blows, and gradual exhaustion. In this way, Grit acts as a buffer to Flesh, preventing most injuries until it’s been depleted.

 

If a single attack would reduce Grit to less than 0, the excess damage does not overflow to Flesh, but is instead suffered as an equivalent amount of Stress.

 

Some kinds of damage may bypass Grit and attack Flesh directly. These include falling, poison, critical hits, opportunist strikes, coup-de-grace, and certain magical effects.

Healing

Flesh recovers at a rate of 1 point per Span during downtime. A chirurgeon or physician may be employed to accelerate this process, but this is expensive and risks complications.

 

Resting for 8 hours in a warm, safe place, having eaten at least one ration, results in a Good Night’s Sleep. Civilization is usually a safe place, but so is a well-secured encampment. If PCs need to post guard for the night, it’s probably not safe. A character who benefits from a Good Night’s Sleep regains 1d6+DIS Grit, otherwise they recover only 1 Grit. On a roll of 6, they also recover 1 Flesh.

 

A character resting for 1 hour to eat a Good Lunch of standard rations recovers 1d6+DIS Grit. Liquid courage can be quaffed to recover 1d6+DIS Grit, at the cost of a drunken Bane to all Tests for 1 hour.

 

Magical healing is rare, dangerous, and never so trifling as to be bottled up and sold at the corner shop. If found at all, it may be as an experimental biomancer who will probably also give you cancer or as a mythical Fountain of Youth, whose discovery will quickly summon the armies of the powerful, vying to claim it for themselves.

Camaraderie

Camaraderie represents the party’s collective morale and team cohesion. It is a pool of additional hitpoints used collectively by the party as a buffer to Grit. If anyone in the party would lose Grit, treat it as damage to Camaraderie first.

 

1d6 Camaraderie is gained when the party spends time in a safe place having fun as a group and clears everyone’s Stress. The simplest way to gain Camaraderie is to indulge in partying during downtime, but it may also be gained in other ways, as long as the source is novel each time. Camaraderie must be fully expended before it can be replenished.

 

Whether it’s throwing a lavish party, attending a local festival, racing exotic mounts, or a good old-fashioned bar brawl, Camaraderie should encourage players to explore their surroundings, meet new contacts, spend their hard-earned coin, and generally get into trouble.