health, injury, fatigue, and death


Health in [ax] is tracked using hit points. Hit points are decreased from damage and can be increased through healing.

When a creature reaches 0 Health, its condition becomes critical. Critical Condition characters are in danger of Death.

The way in which a creature typically heals may vary depending on your setting, but creatures will slowly restore health by resting in many circumstances.


When you lose 3 or more Health on a single attack, you sustain an injury.

An Injury causes one or more of your Attribute points to become Injured, decreasing your base Attribute level (to a minimum of 0). The Attributes which are injured depends on the Aimline where the attack took place (see Aim).

An Injury at Aim (10) causes all Attribute points to become injured simultaneously.

Some weapons have a chance to cause multiple injuries on a single attack, but if not otherwise noted, only one injury is sustained per attack.

Injuries can also be sustained as the result of Strain (see Aspect, Items, and Strain).

When you are injured, you require special medical attention before your health can be restored and your attribute point(s) can be recovered. Some injuries may also cause you to lose further health, depending on what caused the injury.

If all of your Vitality points are Injured, you become Incapacitated.


If you are Incapacitated, you are unable to make any actions, usually as the result of being unconscious. Certain forms and injuries may make you incapacitated while remaining conscious (that is, you retain Awareness and can perform other social checks).

Critical Condition

Critical condition creatures die if one of the following happens:

  • They are already Incapacitated
  • They sustain an Injury
  • They take at least 3 damage (cumulatively) from attacks


When a creature dies, it ceases to be a creature and becomes a unit (a corpse) of the same size as that creature.

The way Death is handled subsequently may vary widely depending on your setting. In a modern setting with high realism, Death may be permanent and irreversible. In more fantastical settings, Death may be reversible in some way.


As you complete encounters, you may accrue Fatigue, up to a maximum of 10.

A DM may decide that you do not accrue any Fatigue for an encounter. However, most combat encounters will give Fatigue, as will most encounters involving Physique checks, and any encounter or check happening over a long period of time.

In most settings, certain items which are particularly heavy or difficult to wear or carry make you accrue Fatigue more quickly. For most settings, Fatigue will also accrue at a minimum of 5 per calendar in-game day.

Unless otherwise noted, Fatigue is accrued by carrying or wearing an item as follows:

Size of ItemEffect per Encounter where Fatigue is accrued
> 1/2 Your Size+2 Fatigue, +1 additional Fatigue per two Size levels greater than half your size *
1/2 Your Size+2 Fatigue
1/4 Your Size+1 Fatigue
< 1/4 Your SizeNo additional Fatigue
* for example, a Size 10 creature carrying a Size 8 unit accrues +4 Fatigue

When you reach 7 Fatigue, you start to experience signs of fatigue such as tiredness, pain, and general weariness. This does not normally effect your checks.

When you reach 9 Fatigue, you become extremely sleepy and find it difficult to concentrate. All Checks are performed at -2, and there is also a heightened risk of Strain.

If you reach 10 Fatigue, you become Incapacitated.

Base Fatigue may be assigned by the roll of a d10 – Physique, with a minimum of 1. For a less random calculation, a DM may also use the following table:

Fatigue Accrued
Very Strenuous Tasks7 – Phys (min 1)
Somewhat Strenuous Tasks5 – Phys (min 1)
Mildly Strenuous Tasks3 – Phys (min 1)