Harm, HP & Armor

The harm layer barely touches the dice at all — HP, damage dice, and armor don't reference stats, and never did. With stats gone, the only real change is to debilities, which used to name a stat category.

Damage

Your playbook lists a damage die. When you hurt a foe, roll it.

Hit Points (HP)

HP is how much fight you've got left.

Resolved (2026-10-18): with stats gone, HP is simply stat-independent. No open question here anymore.

Armor

Armor reduces incoming damage. Take 3 damage with 1 armor → lose 2 HP.

Debilities

During play, a move or the GM may tell you to mark a debility. There are three — they color how you're suffering, and each gives disadvantage on certain moves (see 00-core-loop/dice-and-moves.md).

Debility Flavor Disadvantage on
Weakened Hurt, exhausted, shaky. Clash, Let Fly
Dazed Befuddled, reeling, not thinking clearly. Know Things, Seek Insight
Miserable Shaken, despairing, not yourself. Defend, Persuade

Disadvantage means you roll an extra die and discard the highest — a marked debility makes the affected moves meaningfully riskier. If a debility would affect an action that isn't on the list above, apply disadvantage to that action too. And related actions — ask the GM if in doubt.

Debilities reflect the fiction and dictate it. Something leaves you shaky and exhausted → mark weakened. A move tells you to mark dazed → you're befuddled, not thinking clearly.

Debilities last until a move (like Recover or Make Camp) clears them, or the GM says otherwise.

Death's Door

When you are dying, you glimpse the Last Door and the Lady of Crows (describe them). Then roll.

Bands, plainly: sixes = you come back (HP = number of sixes). Success without a six = you live, but you're out of the action. Bust = you die (with three ways to go out).

Death's Door is a real threat in duet play — no party to pick you up. Followers are your lifeline.

XP & Level

Level-up grants a playbook move, not a trait (locked 2026-10-18: no new traits on level-up for now).


Open questions