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Rising Legends: Damage and Healing
Damage and Healing
Each Pool you have and some afflictions can be damaged and healed. Damage consumes the potential of your Pool or causes Tiers of a specified affliction. Healing restores potential of your Pool.
Grit
Grit represents how well you can tolerate pain. After suffering Grit Injury, if your Grit Pool is empty, fall Unconscious, gain Tier 1 Fatigued, and gain Tier 3 Unaware. When you consume Grit beyond your potential, consume Energy equal to the excess Grit consumed.
Serious Injury
After suffering Grit Injury, the effect also causes Wounded Tiers equal to the amount the Injury exceeds your Severe Threshold. If your Threshold is lower than 0, it counts as 0. If not already targeting a specific part, roll for a part.
Energy
Energy represents how well you can draw upon your physical stamina. Your Energy Pool being empty does not prevent you from paying costs. When you consume Energy beyond your potential, gain Tiers of Fatigued equal to the excess Energy consumed.
Consuming Energy beyond your potential may cause the disease Ruptured Conduit.
Resolve
Resolve represents your mental fortitude. While your Resolve Pool is empty, the only action you can use is roll Zeal as a Minor Acton to be able to use any Major Action as normal this turn, DL 12. When you consume Resolve beyond your potential, gain Tiers of Fatigued equal to the excess Resolve consumed.
Damage Rolls
When your effect deals damage, determine the result by rolling a number of d12 equal to the damage. Your result is the number of face value 3 or higher and is called Injury. If you are Injured while using an action, suffer a penalty on your roll to use it equal to the Injury.
Before rolling, you may reduce your dice rolled by any amount to limit the potency of the effect. Creatures and objects each have traits that affect how damage is dealt to them.
Reduction
Reduction can be gained against a type of damage or for a specified Pool. The face value needed on damage against you is increased by your Reduction against the damage type. If more than one reduction would apply, benefit from each of them.
Immunity
Immunity specifies what it applies to. Ailments you are Immune to are removed and prevented. Abilities and objects of an Affinity you are Immune to cannot affect you and their ongoing effects on you are removed. For all Immunities, ignore all damage and effects of the specified type.
Vulnerable
Vulnerable specifies what it applies to. Have -6 Reduction against damage of the type, healing from effects of the type have no effect on you, and increase the DL to use abilities of the type by 2.
Severe Threshold
When dealing damage to Grit of a creature who has Severe Threshold below 0, increase the damage by the amount it is below 0.
Strike Types
Each attack can have a Strike Type that modifies how the damage works and determines if the damage is physical or magical. Effects that deal any physical damage are physical while attacks that deal any magical damage are magical. An effect can be both. Effects that do not have a Strike Type are not physical or magical.
Bashing (B)
The damage is physical. Injury you cause with the attack cannot be lower than the number of face value 6 or higher in your attack roll. If the damage is from a Strike, reduce the amount by the number of sizes the target is larger than you. This does not cause Injury to become higher than the damage rolled.
Chopping (C)
The damage is physical. For each face value 9 or higher in your attack roll, gain +1 damage.
Flowing (F)
The damage is physical but ignores Physical Reduction of armor. Each Physical Element contains a subtype that grants a secondary effect when Flowing. Flowing damage is both the Element and the subtype.
  • Heat (Fire): After Heat Injury, the creature rolls Endure, DL equal to double Injury. On failure, they suffer Tier 1 Fatigued.
  • Cold (Water): After Cold Injury, the creature rolls Zeal, DL equal to double Injury. On failure, the duration of ongoing effects on them are reduced by 1 round.
  • Acid (Earth): After Acid Injury, deal Continuing Flowing Acid damage to Grit equal to half Injury for 1 round. Soothe can reduce the damage by 1. If Earth damage becomes Flowing, it becomes Acid.
  • Lightning (Air): After Lighting damages a target contacting conductive material or water, deal Flowing Lightning damage to Grit of a random target not already damaged by the lightning that is in contact with that material or connected water. The damage is reduced by 1 for each space the subject is away from the last subject damaged.
Mystical (M)
The damage is magical.
Stabbing (S)
The damage is physical. For each face value 9 or higher in your attack roll, treat the subject's Reduction against the attack as 2 lower.
Continuing Damage
Continuing Damage represents effects that last for more than an instant and hurt their victim repeatedly. Effects that deal Continuing Damage deal damage each round on the Soulweaver's turn. As an effect that causes Continuing Damage to Grit that does not target a part begins, roll for a part. Once an effect determines a part, it affects the same part each time it deals damage. All Injury from Continuing Damage on a part is added together to determine Serious Injury until there is no Continuing Damage to the part.
Healing Rolls
When your effect causes healing, determine the result by rolling a number of d12 equal to the healing. Your result is the number of face value 6 or higher rolled and restores that much Potential of the Pool.
Recovery
Restoring your potential after the many challenges you face is done through Recovery. While you are not accumulating time towards Overexertion from moving or actions, you are resting. Gain 1 Recovery after each hour of rest.
After each of your first 10 Recoveries in a day, heal 1 Energy, Grit, and Resolve. Increase the face value needed to heal by 1 for each Bulk of armor worn.


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