Armournaut

Bleeding Out & Death

rules that govern how bleeding out and death occur in sessions

Bleeding Out

If a character's wounds reach 0, they develop the Internal Bleeding physical condition at Severity 2 and are considered to be bleeding out. Characters who are bleeding out immediately fall unconscious and will die in a number of hours equal to their Grit, unless the Internal Bleeding condition is successfully treated or they are Stabilized with an aid test with a Difficulty Score of 3 plus the number of physical conditions they have test.

Stabilizing a bleeding out character will restore them to consciousness and set them to 1 wound, but it does not remove the Internal Bleeding condition.

Death

Characters die if they either bleed out or accumulate negative wounds beyond their Grit. A player can prevent death and persist by spending a Chronicle Point, but this results in the character gaining two conditions and leaves them one wound away from death. If the character takes any additional damage after this, they either die or must spend another Chronicle Point and gain an additional two conditions. This process can continue until the player exhausts all their Chronicle Points.

Resuscitate: (Full-Action), If a target has died in this scene or encounter you can make an aid test with a DS equal to the amount of negative wounds that they have acquired. If successful, the target is set to 1 wound, they can nominate 1 of their conditions to become permanent at severity 2 or they can elect to roll a random new condition that becomes nominated to be permanent at severity 2. You can reduce the DS of this test by 1 but the target nominates 1 additional condition to become severity 2 and permanent.