Broken Sorcery
Chapter 10

Mortality

Adventuring is exhausting! Unless you're already dead.

Resting

People have to eat and sleep—eventually.

  • You must have eaten one decent meal and be adequately hydrated to receive the benefits of Resting (sleeping 6–8 hours)

  • You regain 1 HP after Resting, which can be done effectively once per day

  • The use of a First Aid Kit while Resting grants you an additional d4 HP. Re-application of a fresh First Aid Kit must be applied each day to receive this benefit.

  • Your Chaos is reduced by d6 after Resting, but can never go below zero.

Repair & Resupply

While Resting in a Town, City, or Keep after an adventure, you may pay 10 GP to:

  • Patch up your clothing, bedroll, and backpack

  • Repair your Armor

  • Repair and sharpen your Weapons (though fully broken Weapons may require an additional fee)

  • Pick up a few new Candles and a new Torch

Death

Dying sucks. It’s common to get attached to a Character, and Death can be emotional. Remember that without risk, struggle, and consequences, victory will feel shallow!

It is useful to discuss how you’ll handle Death with your group and your GM during Session Zero. Maybe everyone agrees players will quickly roll up a new character (that can be exciting)? Or perhaps your party’s new Objective just became seeking a spellcaster capable of Resurrection?

At Death’s Door

At 0 HP or lower (you can go into negative HP) you begin hovering At Death's Door as your life force fades from this reality.

  • When reaching 0 HP or lower you must make a successful Constitution Check vs Difficulty 10 or immediately fall Unconscious

  • On success you can keep fighting into negative HP, or if you have any brains, run!

  • On a Natural 20 Constitution Check your HP is miraculously reduced to 1 instead of 0, and you avoid hovering At Death's Door

Bleeding Damage

  • You take d4 Bleeding Damage on each subsequent Turn, minus your Constitution Bonus

  • You have Disadvantage on all Checks

  • You must make a Constitution Check vs Difficulty 10 each time you take additional Damage (excluding Bleeding Damage) or immediately fall Unconscious

  • Healing Magic, a Healing Salve, the use of a First Aid Kit, or a Healing Potion will stabilize you and prevent any additional Bleeding Damage (but does not guarantee you regain consciousness)

  • Consciousness is regained immediately upon reaching 1 HP

  • Death occurs when your HP reaches 0 minus your Constitution Score

Resurrection

Characters and NPCs can be brought back to life! Performing a Resurrection ritual is a complicated and dangerous Spell (see Spells), adhering to the risks of Chaos.

  • Upon successful Resurrection you are re-introduced to the world of the living!

  • For 24 hours after being Resurrected you have Disadvantage on all Checks

  • Your Constitution is reduced by 1, potentially decreasing your total HP (adjust any HP based on your Constitution Bonus for each of your Hit Dice/Levels)

Hazards

Watch out!

Acid

Contact with Acid typically does d6 Damage.

Falling Damage

You take d6 Damage for every 10 feet fallen beyond the first 10, round down.

For example, you take no Damage from falling 10 feet, d6 damage falling from 15 feet, and 2d6 from falling 20 feet.

Fire

Fire, such as ignited oil, typically does 2d6 initially and d6 on the following Turn.

Suffocation

You can hold your breath for 1 Round plus your Constitution Modifier (min 1). Take d6 Damage on your Turn each Round thereafter.