Injuries, Wounds, and Death

Iron & Myth is dangerous.

HP keeps a character in the fight.

Injuries cause lasting harm.

Wounds place a character near death.

Death comes when the body, mind, or spirit can no longer endure.



HP Is Not Life

HP does not measure how close a character is to death.

HP represents guard, grit, breath, luck, pain tolerance, bruises, scrapes, near misses, and the ability to avoid serious harm.

As long as a character has HP, damage reduces HP normally.

When HP reaches 0, the character is Exposed.

At 0 HP, damage no longer wears down protection.

It threatens real harm.

Ability Dice and Harm

A healthy character’s Ability Dice range from d8 to d12.

Ability Die

Meaning

d12

Defining

d10

Strong

d8

Capable

d6

Wounded

A d6 Ability Die is not a normal healthy rating.

It means that part of the character has been seriously harmed.

An Ability Die cannot be reduced below d6.


Injuries

An Injury is real harm.

An Injury may be a broken arm, torn muscle, deep cut, cracked ribs, blood loss, poison, shock, terror, curse, or spiritual trauma.

When a character suffers an Injury, one Ability Die steps down one step:

d12 → d10 → d8 → d6

The Referee chooses the Ability that best fits the fiction.

Harm

Ability Usually Affected

broken bones, crushing blows, heavy trauma

STR

cuts, pierced limbs, torn muscles, impaired movement

AGI

blood loss, poison, sickness, burns, shock

CON

curses, memory damage, magical confusion, psychic harm

LOR

fear, despair, charm, domination, spiritual pressure

PRE

If an Injury reduces an Ability to d6, the character is Wounded.


Exposed at 0 HP

A character at 0 HP is Exposed.

An Exposed character may still act if the fiction allows.

They are not automatically dying.

However, any further harm is dangerous.

Make an Injury Check when:

  • damage reduces a character to 0 HP

  • a character at 0 HP takes damage

  • the Referee rules that a hazard threatens serious harm

HP never falls below 0.

Injury Checks

Apply Armor before making the Injury Check.

If damage reduces the character below 0 HP, count the excess as overflow.

If the character is already at 0 HP, all damage taken after Armor counts as overflow.

Then make an Injury Check:

CON + CON vs TN

Overflow

Injury Check TN

No overflow

10

1–3 overflow

14

4 or more overflow

16

Before rolling, the character may spend 1 Stamina to brace, endure, twist aside, hold firm, or cling to life.

If they spend 1 Stamina, they gain a Boon on the Injury Check.

Stamina cannot grant more than one Boon.


Injury Check Results

Result

Outcome

Critical Success

No Injury. The character does not lose HP.

Success

No Injury. The character remains at 0 HP.

Failure

The character suffers 1 Injury.

Fumble

The character suffers 2 Injuries.

If an Injury reduces an Ability to d6, the character is Wounded.

If a Wounded character suffers another Injury, they die unless the Referee rules there is room for a Last Stand.

Wounded

A character is Wounded if any Ability Die has been reduced to d6 by an Injury.

A d6 Ability Die means that part of the character has been badly hurt, weakened, broken, or shaken.

The injury should matter in the fiction.

A Wounded character can still act, but they are close to death.

While Wounded:

  • all Checks suffer 1 Bane

  • weapon damage rolls of 1 or 2 deal no damage

  • the character cannot score Critical Blows

  • if the character suffers another Injury, they die

The player should roleplay the injury.

The Referee should use it when describing danger, movement, effort, and consequences.

Wounds and Maximum HP

A character’s maximum HP is based on their current CON Ability Die.

Maximum HP equals:

CON maximum + CON maximum

If an Injury reduces CON, maximum HP is reduced immediately.

CON Die

Maximum HP

d12

24

d10

20

d8

16

d6

12

If current HP is higher than the new maximum HP, reduce current HP to the new maximum.

If the character is already at 0 HP, they remain at 0 HP.


Example

A character has 3 HP and takes 8 damage.

Armor reduces the damage to 6.

The character loses 3 HP and drops to 0.

The remaining 3 damage is overflow.

The Injury Check is TN 14.

Before rolling, the character may spend 1 Stamina to gain a Boon on the Injury Check.

On a success, the character remains Exposed but suffers no Injury.

On a failure, the character suffers 1 Injury.

Death

A character dies when they suffer an Injury while already Wounded.

Death is not a hidden state.

If a Wounded character is about to make an Injury Check, the Referee should tell the player the danger clearly:

“If you suffer another Injury, your character dies.”

No secret death rolls.

No soft warnings after the fact.

The danger should be clear before the dice are rolled.

When death comes, make it fast, fair, and memorable.

Last Stand

When a character would die, the player may choose a Last Stand.

A Last Stand means the character accepts death and takes one final action.

The action must fit the fiction.

The Referee may allow one of the following:

Last Stand

Effect

Final Blow

The character makes one final decisive attack or action against a single foe. Treat it as a Critical Blow.

Greater Deed

The character attempts one final heroic act, such as holding a bridge, sealing a gate, dragging an ally to safety, or buying time for others to escape. The Referee may call for one final Check if needed.

After the Last Stand is resolved, the character dies.

A Last Stand should be rare, final, and memorable.

Referee Notes

Be direct.

Tell the player when their character is at 0 HP.

Tell the player the Injury Check TN before they decide whether to spend Stamina.

Use the fiction to decide which Ability is injured.

Do not always choose the weakest Ability unless the fiction clearly points there.

A d6 Ability means serious injury.

Another Injury while Wounded means death.

Let the table see the danger.

Death should be fast, fair, and memorable.