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==Fighting== ===Named vs. Mooks=== The most notable thing is that opponents are either Named or Mooks. Named characters have hit points, and you have to deal them enough damage if you want them unconscious or dead. Mooks have a number of successes, and the amount of damage you do doesn't matter; what matters is the number of successes you hit them with. So a spell that does 10 hit points / success is no more effective than a fist that does one hit point / success, assuming the same number of successes. Mooks generally just die when you do them enough successes of damage. === Damage and Death === You can take the first 35 points of damage without worrying about it. After that, each time you take damage you have to make Con checks, with each success covering an additional 3 points of damage (so three successes would mean up to 44 points of damage could be ignored). When you have more damage than your Con check lets you soak, you fall down, unconscious and possibly dying, depending on how much you missed by. * -1 to -10: You're unconscious. You'll wake up in a few hours with a headache. Someone with any healing skill can bring you around fairly quickly, out of combat. Magic (or miracles, or whatever) which gets you back to 35 or fewer wound points will wake you up immediately. * -11 to -20: You're dying, but it'll take a while. Someone with any healing can try to keep you from dying. A healing skill roll keeps you from dying if they get (amount you're negative)/3 or better successes. Healing magic keeps you from dying if they get you back to 35 or fewer points of damage. If magic/miracles/etc. gets you less negative, but doesn't fully deal with the problem, healing skill can take up the slack. * -21 to -30: You're dying, and it'll happen soon after the end of the combat. First Aid skill is no longer good enough to save you. Other healing skills can save you as above. Expect some sort of long term damage (broken arm, concussion, etc.), and if you want a cool scar, you can get one. Magic healing won't keep you from dying, but will make it easier for healers to save you. Miracles will keep you from dying, if they get you back to 35 or fewer points of damage. Other weirdshit methods of giving you hit points back will be special cased as necessary. * -31 or worse: You're dead. Sorry. As a hero, however, you are entitled to a dramatic death scene. If you don't feel like this fight qualified, you can pretend not to be dead and tell me at the end of the run that you died. We'll figure out an appropriately dramatic exit for you in the next run. === Healing === Healing can come from several sources. * A First Aid roll (Int with <b>First Aid (3)</b> or <b>Medicine (5)</b>) will heal 2 hit points / success of the damage you have taken. A subsequent First Aid roll with more successes will heal you up to that amount. * Magical healing usually comes from Red (Blood) or Green (Potions). These will stack with each other and with First Aid, and the amount healed will depend on the spell cast. * Divine healing can come from various sources. This will stack with First Aid and Magical healing of various sorts. === Notes === * It's theoretically possible to be knocked out and then woken up by more damage, if you blow a first Con check badly and then make a second one well. If that happens, you can stand up and join the fight again, but if you were dying, you're still dying. * If you are taking damage from casting Red spells, keep track of that damage separately, as it is not healable by First Aid or Magical means.
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