8 - Damage and Healing

Damage Rolls



When you succeed on an Action Roll (see Dice and Rolling) to make an attack against an opponent, you roll damage! Every weapon and ability will specify what kind of damage it deals. The dice you need to roll, and any bonuses you need to add will always be specified on your sheet, in the description of said weapon or ability. 


When attacking with a weapon, the same Stat bonus used to make the attack is used as the bonus for damage, unless something in the description of said weapon says otherwise. 


Critical Hits



When you succeed critically on an attack roll, you roll your damage dice as normal before adding the result to the maximum damage your attack could've dealt. Some abilities and weapons will have special features that activate when you succeed critically on their roll, which will be written in their description. 


Group Attacks



During combat, you can choose to collaborate with another player in your party with a coordinated strike. When choosing to do so, one of you must expend 2 Fortune Points. Then both characters will be allowed to roll, choosing which result to use for the attack.


Damage Types



Attacks and equipment will always specify what kind of damage they deal. This is important because every adversary in a Nether campaign has a type of damage they're vulnerable to, while some will also have resistances. When a creature is vulnerable to something, it will take double the dealt from it; On the other hand, being resistant to something will instead halve the damage taken from it.


Healing 



When exploring or battling harsh foes, your character could get hurt, losing Hit Points and even gaining injuries. When this happens, they'll need to recover via healing. In Nether, there are two methods of recovering Hit Points, but only one way to remove injuries and clear status effects. All methods are deeply necessary for those who want to survive for any duration in Nether campaigns.


Resting, Magic, and Hit-Points 



An upcoming article will give a much more in-depth look into resting, but in short; completing rests can be used to recover large amounts of your lost Hit-Points. You'll need to find places that are safe before sleeping, however, for a sleeping adventurer is little more than an easy target for the many threats of your world. 


Yet, in the midst of a fight, there is no healing more effective than via magic. Magical healing will come in the form of abilities tied to your Affinity (see Welcome to Nether and Making Your Character). Certain abilities may be designed to recover a substantial amount of Hit-Points for yourself or a number of allies, but come with a drawback; Magical healing can't be used to clear a number of conditions you receive during your adventure. For that, you'll need medicine. 


Medicine



During your adventures, your character may come across “conditions”. You'll find out more in an upcoming article, but in short - conditions are extra effects that may take root as a result of an attack. They're meant to be added elements to consider during a combat encounter, and raise the stakes of the fight overall. Some can have a devastating effect on your character's performance, making attacks more difficult for you to land, blinding you, or even hurting you more and more overtime.


To remedy these effects, you'll need to apply medicine for the specific effect you're trying to treat. How you administer this medicine, and what shape it takes is largely at the discretion of your game master and your character - and should be adapted to your setting and character theme respectively. During this, your Game Master may ask the character applying this medicine to make an Action Roll, deciding whether the medicine worked in that instance.


Damage Types

Physical

  • Impact - Blunt Force.
  • Pierce - Deep Punctures.
  • Slash - Dragged Cuts.
  • Hemorrhage - Blood Loss.
  • Toxic - Destructive Chemicals.
Elemental

  • Frost - Low Temperatures.
  • Heat - High Temperatures.
  • Shock - High Voltages.

Aberrant

  • Necrotic - Violent Decay.
  • Entropic - Merciless Equilibrium.
  • Psychic - Horrific Force.