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*** Though TabletopGame/{{Pathfinder}} following the same default rules for death and dying as in D&D 3.5, it also features an optional ruleset for averting this trope, in which characters take scaling penalties depending on how damaged they are. It's similar in concept to 4e's "bloodied" rules.

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*** ** Though TabletopGame/{{Pathfinder}} following the same default rules for death and dying as in D&D 3.5, it also features an optional ruleset for averting this trope, in which characters take scaling penalties depending on how damaged they are. It's similar in concept to 4e's "bloodied" rules.
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*** Though TabletopGame/{{Pathfinder}} following the same default rules for death and dying as in D&D 3.5, it also features an optional ruleset for averting this trope, in which characters take scaling penalties depending on how damaged they are. It's similar in concept to 4e's "bloodied" rules.
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* Used on a few levels in [[TableTopGame/Infinity Infinity]]. Most units, when they receive too many wounds, will become unconscious and can be revived with proper medical skill or killed by enemy attacks. However, there are a few [[ZigZagged different ways this can go]].

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* Used on a few levels in [[TableTopGame/Infinity Infinity]].TableTopGame/{{Infinity}}. Most units, when they receive too many wounds, will become unconscious and can be revived with proper medical skill or killed by enemy attacks. However, there are a few [[ZigZagged different ways this can go]].



* In ''TabletopGame/BleakWorld'' you are as strong at 1 hp as you are at full HP. Oddly enough, some weapons damage limbs for exactly 1 turn and then your leg magically fixes itself... [[AWizardDidIT Somehow.]]

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* In ''TabletopGame/BleakWorld'' you are as strong at 1 hp as you are at full HP. Oddly enough, some weapons damage limbs for exactly 1 turn and then your leg magically fixes itself... [[AWizardDidIT [[AWizardDidIt Somehow.]]
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** Averted with the Doom of Malai'tai and inverted with the Clawed Fiends. The former gets proportionally stronger with each wound it has (it can gain wounds during the course of the game) as its wound statistic is directly tied to it's strength (both its innate strength, and the strength of its weapon). Clawed Fiends, on the other hand, gains attacks when it loses wounds.

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** Averted with the Doom of Malai'tai and inverted with the Clawed Fiends. The former gets proportionally stronger with each wound it always has (it Strength equal to its Wounds (remaining hit points), which ties in nicely because it can gain wounds during the course of the game) as its wound statistic is directly tied to it's strength (both its innate strength, and the strength of its weapon).more Wounds by killing things. Clawed Fiends, on the other hand, gains attacks when it loses wounds.
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** In addition, it's possible to perform called shots (by taking penalties to the roll) so that you can shoot (or stab) someone in the vitals (for extra damage) or in a limb (where a given amount of damage will cripple that limb). Note that the above-mentioned dismemberment rules are basically an extension of crippling rules--usually for use with really sharp blades.

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** In addition, it's possible to perform called shots (by taking penalties to the roll) so that you can shoot (or stab) someone in the vitals (for extra damage) or damage), in a limb (where a given amount of damage will cripple that limb).limb), or in the groin (because crushing attacks inflict double the amount of shock on male characters). Note that the above-mentioned dismemberment rules are basically an extension of crippling rules--usually for use with really sharp blades.
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* In ''TabletopGame/BleakWorld'' you are as strong at 1 hp as you are at full HP. Oddly enough, some weapons damage limbs for exactly 1 turn and then your leg magically fixes itself... [[AWizardDidIT Somehow.]]
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* Both Played Straight, and Averted in ''[[PokemonTabletopAdventures Pokemon Tabletop United]]''. A pokemon is equally dangerous at full hit points, as it is at 1 hit point, but repeated hurting and healing over time will lead to degrading durability. Dropping to any multiple of 50% Max. hit points, or taking at least 50% hit points in a single hit causes an "Injury" which can only be healed by dedicated medical attention, and time. Five or more injuries begins to cause damage every turn, and ten injuries means death.

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* Both Played Straight, and Averted in ''[[PokemonTabletopAdventures ''[[TabletopGame/PokemonTabletopAdventures Pokemon Tabletop United]]''. A pokemon is equally dangerous at full hit points, as it is at 1 hit point, but repeated hurting and healing over time will lead to degrading durability. Dropping to any multiple of 50% Max. hit points, or taking at least 50% hit points in a single hit causes an "Injury" which can only be healed by dedicated medical attention, and time. Five or more injuries begins to cause damage every turn, and ten injuries means death.
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* Used on a few levels in {{TableTopGame/Infinity}}. Most units, when they receive too many wounds, will become unconscious and can be revived with proper medical skill or killed by enemy attacks. However, there are a few [[ZigZagged different ways this can go]].
** [[InstantDeathBullet Shock ammunition]] will {{One Hit Kill}} models with one wound, which is standard. Viral ammunition does the same thing but bypasses different resistances, whereas some ammo such as [[SharpenedToASingleAtom monofilament]] will kill [[UpToEleven regardless of remaining wounds or structure]].

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* Used on a few levels in {{TableTopGame/Infinity}}.[[TableTopGame/Infinity Infinity]]. Most units, when they receive too many wounds, will become unconscious and can be revived with proper medical skill or killed by enemy attacks. However, there are a few [[ZigZagged different ways this can go]].
** [[InstantDeathBullet Shock ammunition]] will {{One Hit Kill}} models with one wound, which is standard. Viral Some other nonstandard ammunition does can have the same thing but bypasses different resistances, whereas some ammo such as [[SharpenedToASingleAtom monofilament]] will kill [[UpToEleven regardless of remaining wounds or structure]].effect, skipping the Unconscious step and invoking this trope.
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* Used on a few levels in [[TableTopGame/Infinity Infinity]]. Most units, when they receive too many wounds, will become unconscious and can be revived with proper medical skill or killed by enemy attacks. However, there are a few [[ZigZagged different ways this can go]].
** [[InstantDeathBullet Shock ammunition]] will {{One Hit Kill}} models with one wound, which is standard. Some other nonstandard ammunition can have the same effect, skipping the Unconscious step and invoking this trope.

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* Used on a few levels in [[TableTopGame/Infinity Infinity]].{{TableTopGame/Infinity}}. Most units, when they receive too many wounds, will become unconscious and can be revived with proper medical skill or killed by enemy attacks. However, there are a few [[ZigZagged different ways this can go]].
** [[InstantDeathBullet Shock ammunition]] will {{One Hit Kill}} models with one wound, which is standard. Some other nonstandard Viral ammunition can have does the same effect, skipping the Unconscious step and invoking this trope.thing but bypasses different resistances, whereas some ammo such as [[SharpenedToASingleAtom monofilament]] will kill [[UpToEleven regardless of remaining wounds or structure]].

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* Played strait in MagicTheGathering, you start with twenty life, and can gain into the hundreds with the right deck. Except for a few cards that respond to life totals at other levels, the only thing they do is say that you die at zero and that you can't [[CastFromHitPoints pay life you don't have]] for abilities. There are even a few deck builds based around a card that lets a player effectively pay life as mana coupled with an X-pay burn spell(which deals damage based on how much {{Mana}} you pay) to precisely kill the opponent on turn 2-3 with 1 point of life left.

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* Played strait straight in MagicTheGathering, you start with twenty life, and can gain into the hundreds with the right deck. Except for a few cards that respond to life totals at other levels, the only thing they do is say that you die at zero and that you can't [[CastFromHitPoints pay life you don't have]] for abilities. There are even a few deck builds based around a card that lets a player effectively pay life as mana coupled with an X-pay burn spell(which deals damage based on how much {{Mana}} you pay) to precisely kill the opponent on turn 2-3 with 1 point of life left.


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* Used on a few levels in [[TableTopGame/Infinity Infinity]]. Most units, when they receive too many wounds, will become unconscious and can be revived with proper medical skill or killed by enemy attacks. However, there are a few [[ZigZagged different ways this can go]].
** [[InstantDeathBullet Shock ammunition]] will {{One Hit Kill}} models with one wound, which is standard. Some other nonstandard ammunition can have the same effect, skipping the Unconscious step and invoking this trope.
** Models with [[HeroicWillpower Dogged]] will continue functioning with critical injuries for as long as you keep assigning them orders. When you run out of orders or decide to focus elsewhere, they'll drop unconscious on the spot.
*** Models with [[ImplacableMan No Wound Incapacitation]] ''completely'' run on this trope. Until they die, these models will continue to fight at full efficiency. Amusingly, a No Wound Incapacitation model can seek out medical care long past the point when they should be taking a nap, possibly by sprinting across the map to a safe place. If the doctor botches their Willpower roll to heal the injuries, the NWI character pauses for a second, notices their injuries and [[PuffOfLogic collapsing dead on the spot]].
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* Averted in some [=d20=]-based {{Tabletop RPG}}s, most notably ''StarWars'' [=d20=] (the Revised Core Rulebook edition), as well as ''Spycraft'' and its derivee, the ''Series/StargateSG1'' RPG. Hit points are split into vitality points, which represent the type of damage a character can shrug off relatively easily, and wound points, which represent serious injury. After running out of vitality points, the character is fatigued, suffers ability penalties and cannot run, but is still alive, and further attacks will damage wound points. (Vitality points increase with level; wound points do not.) Only after running out of wound points does a CriticalExistenceFailure occur. Some types of damage, like fall damage, affect wound points directly and ignore vitality points, as do critical hits. So if you roll well, it's entirely possible for a first-level character to one-shot Darth Vader.

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* Averted in some [=d20=]-based {{Tabletop RPG}}s, most notably ''StarWars'' [=d20=] ''TabletopGame/StarWarsD20'' (the Revised Core Rulebook edition), as well as ''Spycraft'' and its derivee, the ''Series/StargateSG1'' RPG. Hit points are split into vitality points, which represent the type of damage a character can shrug off relatively easily, and wound points, which represent serious injury. After running out of vitality points, the character is fatigued, suffers ability penalties and cannot run, but is still alive, and further attacks will damage wound points. (Vitality points increase with level; wound points do not.) Only after running out of wound points does a CriticalExistenceFailure occur. Some types of damage, like fall damage, affect wound points directly and ignore vitality points, as do critical hits. So if you roll well, it's entirely possible for a first-level character to one-shot Darth Vader.
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* Both Played Straight, and Averted in ''[[PokemonTabletopAdventures Pokemon Tabletop United]]''. A pokemon is equally dangerous at full hit points, as it is at 1 hit point, but repeated hurting and healing over time will lead to degrading durability. Dropping to any multiple of 50% Max. hit points, or taking at least 50% hit points in a single hit causes an "Injury" which can only be healed by dedicated medical attention, and time. Five or more injuries begins to cause damage every turn, and ten injuries means death.
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* While most {{Tabletop RPG}}s have some kind of wound penalties, ''DungeonsAndDragons'' does not, thus ensuring that any character with at least one hit point remaining (and several without that) is capable of any kind of action and exertion. This is {{Handwaved}} in some editions by the claim that hit points don't actually represent health, but the "ability to avoid injury" (despite the fact that they are recovered through bandages and magical curing spells). This, of course, inspired on RPG.net {{Fauxtivational Poster}}s of bloodied and beaten (but still standing) characters with a caption of "I've still got one HP left!" (Or of Creator/MontyPython's Black Knight, captioned "Anything over 0 means I'm good to go, baby!")

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* While most {{Tabletop RPG}}s have some kind of wound penalties, ''DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragons'' does not, thus ensuring that any character with at least one hit point remaining (and several without that) is capable of any kind of action and exertion. This is {{Handwaved}} in some editions by the claim that hit points don't actually represent health, but the "ability to avoid injury" (despite the fact that they are recovered through bandages and magical curing spells). This, of course, inspired on RPG.net {{Fauxtivational Poster}}s of bloodied and beaten (but still standing) characters with a caption of "I've still got one HP left!" (Or of Creator/MontyPython's Black Knight, captioned "Anything over 0 means I'm good to go, baby!")
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*** In 4e, if you fall below 0 hit points and are healed, you ''start'' healing from 0 hit points. This is especially good with surgeless healing (except for regeneration, which specifically does not work if you are below 0 hit points). There are cleric powers that can create a "zone" of healing that will continually revive PCs that fall in it.

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*** In 4e, if you fall below 0 hit points and are healed, you ''start'' healing from 0 hit points. This is especially good with surgeless healing (except for regeneration, which specifically does not work if you are below 0 hit points). There are cleric powers that can create a "zone" of healing that will continually revive PCs [=PCs=] that fall in it.
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* Averted in ''BattleTech'', a sci-fi miniatures game. As your 'Mechs (huge bipedal war machines of death) take damage, they can lose weapons, take engine hits, their gyros can be disrupted, and quite realistically [[AnyoneCanDie the pilot can be killed with a headshot]]. Ammunition can also explode, critical heat sinks destroyed...whenever a 'Mech runs out of armor in a location, bad things happen.

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* Averted in ''BattleTech'', ''Tabletopgame/BattleTech'', a sci-fi miniatures game. As your 'Mechs (huge ([[HumongousMecha huge bipedal war machines of death) death]]) take damage, they can lose weapons, take engine hits, their gyros can be disrupted, and quite realistically [[AnyoneCanDie [[SnipingTheCockpit the pilot can be killed with a headshot]]. Ammunition can also explode, critical heat sinks destroyed...whenever a 'Mech runs out of armor in a location, bad things happen.

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* ''TabletopGame/PrometheanTheCreated'' plays it straight to emphasize the rampaging engine of destruction a Promethean can easily become. They take ''no'' penalties from damage, and unlike other supernatural creatures, do ''not'' risk falling unconscious when all their Health Levels are filled with damage, fighting to the very death. And if they ''do'' die, they can come back.
** Justified, however in ''TabletopGame/VampireTheRequiem'' where vampires don't fall unconscious after having their health bars filled with bashing damage, and can still fight on as long as they have even a single health slot of non-lethal damage left. This is justified, however, because Vampires can control their blood flow, to prevent themselves from bleeding out, and as the undead, their wounds don't get better or worse.
** In ''TabletopGame/WraithTheOblivion'', a wraith's corpus (its physical form) is only a shell surrounding its psyche, so damage doesn't hinder you and pain is at most psychosomatic (you can even voluntarily sacrifice a corpus level to become temporarily intangible, which lets you walk through walls). If you lose every point, however, you are instantly in deep trouble, because the ''real'' purpose of the corpus is to anchor you to the Shadowlands, and without it your psyche is tossed into the Tempest (the "next level") where you're an open target for psychological attacks from your Shadow and its allies.



* Averted in most of ''TabletopGame/TheWorldOfDarkness'' [=RPG=]s by White Wolf: the more damaged you are, the more dice you lose from your actions, to the point where sufficient injury denies you the use of your skills entirely. It even varies from supernatural to supernatural, where vampires are able to ignore more wound penalties than humans, and so on.
** ''TabletopGame/PrometheanTheCreated'' is the exception, playing the trope straight: Prometheans are ''literally'' held together by their own life force. In fact, they don't even suffer wound or injury penalties until they have taken so much damage that they are only a few hitpoints away from permanent death, and even then, if they get healed, there's no real lasting damage. And even if they ''don't'' get healed, they can still ''rise from death''. And every Promethean gets ''one'' "Get Out Of Death Free" card.
** ''{{Exalted}}'' averts this...in theory. The more health levels you mark off with damage, the greater the penalty on rolls. However. Due to the low number of health levels even for people who invest heavily in Charms to get more, and the insanely high amounts of damage Exalts can dish out, and the availability of cheap [[NoSell perfect defences]], you end up with a situation in which two Exalts leap around for twenty minutes in a battle of attrition, perfectly evading or parrying each other's attacks, until one of them runs out of [[{{Mana}} Essence]] and [[OneHitKill dies instantly]], neither side having felt a wound penalty that wasn't instant death. Against most opponents without perfect defences, you skip the battle of attrition and cut straight to the instant death, ''still'' without the involvement of a wound penalty (and [[{{Mooks}} Extras]] [[MadeOfPlasticine die so easily]] almost nobody remembers they ''have'' wound penalties because you can kill them with harsh language or a [[FingerPokeOfDoom finger poke]]).

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* Averted in most of ''TabletopGame/TheWorldOfDarkness'' [=RPG=]s by White Wolf: Creator/WhiteWolf: the more damaged you are, the more dice you lose from your actions, to the point where sufficient injury denies you the use of your skills entirely. It even varies from supernatural to supernatural, where vampires are able to ignore more wound penalties than humans, and so on.
** ''TabletopGame/PrometheanTheCreated'' is plays it straight to emphasize the exception, playing the trope straight: Prometheans are ''literally'' held together by their own life force. In fact, they don't even suffer wound or injury penalties until they have taken so much damage that they are only rampaging engine of destruction a few hitpoints away from permanent death, and even then, if they get healed, there's no real lasting damage. And even if they ''don't'' get healed, they can still ''rise from death''. And every Promethean gets ''one'' "Get Out Of Death Free" card.
can easily become. They take ''no'' penalties from damage, and unlike other supernatural creatures, do ''not'' risk falling unconscious when all their Health Levels are filled with damage, fighting to the very death. And if they ''do'' die, they can come back.
** ''{{Exalted}}'' In ''TabletopGame/WraithTheOblivion'', a wraith's corpus (its physical form) is only a shell surrounding its psyche, so damage doesn't hinder you and pain is at most psychosomatic (you can even voluntarily sacrifice a corpus level to become temporarily intangible, which lets you walk through walls). If you lose every point, however, you are instantly in deep trouble, because the ''real'' purpose of the corpus is to anchor you to the Shadowlands, and without it your psyche is tossed into the Tempest (the "next level") where you're an open target for psychological attacks from your Shadow and its allies.
** ''TabletopGame/{{Exalted}}''
averts this...in theory. The more health levels you mark off with damage, the greater the penalty on rolls. However. Due to the low number of health levels even for people who invest heavily in Charms to get more, and the insanely high amounts of damage Exalts can dish out, and the availability of cheap [[NoSell perfect defences]], you end up with a situation in which two Exalts leap around for twenty minutes in a battle of attrition, perfectly evading or parrying each other's attacks, until one of them runs out of [[{{Mana}} Essence]] and [[OneHitKill dies instantly]], neither side having felt a wound penalty that wasn't instant death. Against most opponents without perfect defences, you skip the battle of attrition and cut straight to the instant death, ''still'' without the involvement of a wound penalty (and [[{{Mooks}} Extras]] [[MadeOfPlasticine die so easily]] almost nobody remembers they ''have'' wound penalties because you can kill them with harsh language or a [[FingerPokeOfDoom finger poke]]).



** This new Exalted system of combat (which is known for its brokenness, to the point where a selling point for the 3rd edition is a complete overhaul of the combat rules) leads to a thing called "The death spiral" where, a player, having taken damage, takes penalties to rolls, and thus, continues to take damage, which make the penalties to rolls even worse...
*** Most Exalts have a Charm that allows them to bypass wound penalties, but not all of those are actually ''good''.



** This new Exalted system of combat (which is known for it's brokenness, to the point where a selling point for the 3rd edition is a complete overhaul of the combat rules) leads to a thing called "The death spiral" where, a player, having taken damage, takes penalties to rolls, and thus, continues to take damage, which make the penalties to rolls even worse...
*** Most Exalts have a Charm that allows them to bypass wound penalties, but not all of those are actually ''good''.
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*** In 4e, if you fall below 0 hit points and are healed, you ''start'' healing from 0 hit points. This is especially good with surgeless healing (except for regeneration, which specifically does not work if you are below 0 hit points). There are cleric powers that can create a "zone" of healing that will continually revive PCs that fall in it.
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it\'s != its.


** Averted with the Doom of Malai'tai and inverted with the Clawed Fiends. The former gets proportionally stronger with each wound it has (it can gain wounds during the course of the game) as it's wound statistic is directly tied to it's strength (both it's innate strength, and the strength of it's weapon). Clawed Fiends, on the other hand, gains attacks when it loses wounds.

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** Averted with the Doom of Malai'tai and inverted with the Clawed Fiends. The former gets proportionally stronger with each wound it has (it can gain wounds during the course of the game) as it's its wound statistic is directly tied to it's strength (both it's its innate strength, and the strength of it's its weapon). Clawed Fiends, on the other hand, gains attacks when it loses wounds.
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* Averted in ''{{Inquisitor}}''--unless armour totally stops damage to a body part there are repercussions, both immediate and long-lasting. For example, a minimum-damage wound to the head will still cause minor stunning, whereas a heavy shot to the groin will knock them prone, stun them, make them bleed heavily, slow them down and possibly send them into system shock. The only chance of not having a negative effect is taking a weak hit to a limb (you can shrug off the first few points of arm or leg damage), but anything more than a graze will cause bad things to happen. And that's before you factor in blacking out from accumulated pain, or simply having them go [[FreakOut Totally Batshit Crazy]] due to post-traumatic stress. And due to having their scrotum turned into steak tartare.

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* Averted in ''{{Inquisitor}}''--unless ''TabletopGame/{{Inquisitor}}''--unless armour totally stops damage to a body part there are repercussions, both immediate and long-lasting. For example, a minimum-damage wound to the head will still cause minor stunning, whereas a heavy shot to the groin will knock them prone, stun them, make them bleed heavily, slow them down and possibly send them into system shock. The only chance of not having a negative effect is taking a weak hit to a limb (you can shrug off the first few points of arm or leg damage), but anything more than a graze will cause bad things to happen. And that's before you factor in blacking out from accumulated pain, or simply having them go [[FreakOut Totally Batshit Crazy]] due to post-traumatic stress. And due to having their scrotum turned into steak tartare.
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* {{Averted}} in the ''[[TabletopGame/MistbornTheOriginalTrilogy Mistborn Adventure Game]]''. If an attack deals more than a quarter of your current Resilience in damage, you take a Serious Burden, which anyone attacking or opposing you can invoke to add a die to their pool. If the attack deals more than half your Resilience, you take a Grave Burden, which is worth two dice to your opponents.
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* {{Pathfinder}} Oracles can more literally do this to ''other'' people; one of the mysteries they can study is Time, which gives them access to a revelation ability that removes targets from spacetime altogether for a number of rounds if the target fails their Fortitude save.

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* {{Pathfinder}} TabletopGame/{{Pathfinder}} Oracles can more literally do this to ''other'' people; one of the mysteries they can study is Time, which gives them access to a revelation ability that removes targets from spacetime altogether for a number of rounds if the target fails their Fortitude save.
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* Played strait in MagicTheGathering, you start with twenty life, and can gain into the hundreds with the right deck. Except for a few cards that respond to life totals at other levels, the only thing they do is say that you die at zero and that you can't [[CastFromHitPoints pay life you don't have]] for abilities. There are even a few deck builds based around a card that lets a player effectively pay life as mana coupled with an X-pay burn spell(which deals damage based on how much {{Mana}} you pay) to precisely kill the opponent on turn 2-3 with 1 point of life left.
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* {{Pathfinder}} Oracles can play with this by doing it to ''other'' people; one of the mysteries they can study is Time, which gives them access to a revelation ability allowing them to banish targets from spacetime altogether for a number of rounds if the target fails their Fortitude save.

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* {{Pathfinder}} Oracles can play with more literally do this by doing it to ''other'' people; one of the mysteries they can study is Time, which gives them access to a revelation ability allowing them to banish that removes targets from spacetime altogether for a number of rounds if the target fails their Fortitude save.
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* [[Tabletop/Pathfinder Pathfinder's]] Oracles can play with this by doing it to ''other'' people; one of the mysteries they can study is Time, which gives them access to a revelation ability allowing them to banish targets from spacetime for a number of rounds if the target fails their Fortitude save.

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* [[Tabletop/Pathfinder Pathfinder's]] {{Pathfinder}} Oracles can play with this by doing it to ''other'' people; one of the mysteries they can study is Time, which gives them access to a revelation ability allowing them to banish targets from spacetime altogether for a number of rounds if the target fails their Fortitude save.
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* [[Pathfinder Pathfinder's]] Oracles can play with this by doing it to ''other'' people; one of the mysteries they can study is Time, which gives them access to a revelation ability allowing them to banish targets from spacetime for a number of rounds if the target fails their Fortitude save.

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* [[Pathfinder [[Tabletop/Pathfinder Pathfinder's]] Oracles can play with this by doing it to ''other'' people; one of the mysteries they can study is Time, which gives them access to a revelation ability allowing them to banish targets from spacetime for a number of rounds if the target fails their Fortitude save.
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* [[Pathfinder Pathfinder's]] Oracles can play with this by doing it to ''other'' people; one of the mysteries they can study is Time, which gives them access to a revelation ability allowing them to banish targets from spacetime for a number of rounds if the target fails their Fortitude save.
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* Averted in [[ProseDescriptiveQualities PDQ System]] games like ''Dead Inside'', ''Truth & Justice'', and ''Swashbucklers of the 7 Skies''. Your skills and traits (called "Qualities" or "Fortes" depending on the game) ''are'' your health, with damage gradually eroding your capabilities. The defender gets to choose which Qualities suck up the damage (with or without {{Handwave}} as to why getting punched reduces your Accounting skill), letting you preserve relevant skills in a contest at the expense of irrelevant skills.

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* Averted in [[ProseDescriptiveQualities [[TabletopGame/ProseDescriptiveQualities PDQ System]] games like ''Dead Inside'', ''Truth & Justice'', and ''Swashbucklers of the 7 Skies''. Your skills and traits (called "Qualities" or "Fortes" depending on the game) ''are'' your health, with damage gradually eroding your capabilities. The defender gets to choose which Qualities suck up the damage (with or without {{Handwave}} as to why getting punched reduces your Accounting skill), letting you preserve relevant skills in a contest at the expense of irrelevant skills.
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** Several implementations of the system (including all from Evil Hat Games, its original creators) also avert this trope by allowing a character to be taken out by a sufficiently severe hit even though he or she may still have open stress boxes remaining -- because rather than being a simple linear track, each stress box corresponds to a given level of hit ''severity'' and they're marked off only one by one, "rolling up" if an already filled-in one would be hit again as necessary. So an open 1- and 2-stress box won't do a character who just took a second 3-stress hit any good (unless they can still take consequences enough to reduce it to a lesser one or eliminate the stress altogether).

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** Several implementations Also averted by many (not quite all, though the two already given are among them) iterations of the Fate system (including all from Evil Hat Games, its original creators) also avert this trope by allowing where it's entirely possible for a character to be taken out by a sufficiently severe hit even though he or she may despite still have open having stress boxes remaining -- because rather than being a simple linear track, remaining. (In these versions, each stress box corresponds 'hit' applied to a given level of hit ''severity'' and they're marked off only one by one, "rolling up" if an already filled-in one would be hit again as necessary. So an open 1- and 2-stress box won't do a character who just took a second 3-stress hit any good (unless they can still take consequences enough to reduce it to a lesser one or eliminate the stress altogether).track marks off only ''one'' box, but it has to be one of appropriate 'size' or, failing that, the next higher-rated one that's still free. And if there isn't one left over, that character is out even if they still have lower-rated free boxes remaining.)
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** Several implementations of the system (including all from Evil Hat Games, its original creators) also avert this trope by allowing a character to be taken out by a sufficiently severe hit even though he or she may still have open stress boxes remaining -- because rather than being a simple linear track, each stress box corresponds to a given level of hit ''severity'' and they're marked off only one by one, "rolling up" if an already filled-in one would be hit again as necessary. So an open 1- and 2-stress box won't do a character who just took a second 3-stress hit any good (unless they can still take consequences enough to reduce it to a lesser one or eliminate the stress altogether).
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* While most {{Tabletop RPG}}s have some kind of wound penalties, ''DungeonsAndDragons'' does not, thus ensuring that any character with at least one hit point remaining (and several without that) is capable of any kind of action and exertion. This is {{Handwaved}} in some editions by the claim that hit points don't actually represent health, but the "ability to avoid injury" (despite the fact that they are recovered through bandages and magical curing spells). This, of course, inspired on RPG.net {{Fauxtivational Poster}}s of bloodied and beaten (but still standing) characters with a caption of "I've still got one HP left!" (Or of Creator/MontyPython's Black Knight, captioned "Anything over 0 means I'm good to go, baby!")
** In 3rd Edition you aren't dead until you reach -10 hp. At 0 hp you are disabled, and will lose HP with any action except movement that doesn't heal you. At -1 to -9, you are dying, meaning you fall unconscious and begin bleeding out at a rate of 1 hp per turn (unless you have an ability like Die Hard) unless healed or you reach -10 hp. You recover completely if you are taken out of negative hp via magical or mundane healing--if you aren't dying but you are still in negative hp, you remain unconscious; any healing stabilizes you.
*** Due to this, a common set of HouseRules is to have characters die after being dealt a truly massive amount of damage. (3.5 does have "[[ChunkySalsaRule Death by massive damage]]" rules - any hit that deals over 50 damage needs a fort save)
*** Even funnier when a character with the Delay Death spell and -1000 HP or so gets tossed into an Antimagic Field.
*** Or when you take a Barbarian with a character option that explicitly says you ''do not die'', no matter how deep into negative integers you go, so long as you are still fighting and still raging.
*** This originated in the Dungeon Master's Guide in 1st Edition. CPR or bandaging wounds would bring a dying character back to 0 HP, and the character would need to rest for many weeks after to be able to fight again.
*** Oddly enough, all other tomes in the 1st Edition stated that at 0 HP the character was dead.
*** Also, drowning immediately sets your HP to zero. There are at least three ways to exploit this. One of them involves transfinite numbers.
** The 4th edition finally bites the bullet and takes the handwave to its logical conclusion; healing spells and bandages still recover hit points, but so do stirring speeches, special fighting moves, and even just taking a moment to catch your breath.
*** In 4th edition, you are unconscious and bleeding out at -1 HP or below, you are critically injured; you need to roll a save every turn to not die. If you are healed at all, your HP is set to 0 before healing, the same if you are stabilized. If you fail 3 saves, you are dead, and have to be resurrected. Now where did I put my 5,000GP in diamonds...?
**** When a PC goes down in 4e, [[SchrodingersGun no one knows]] if he is critically injured or NotQuiteDead. If his death saves run out, he was bleeding out the whole time. If he gets healing or rolls a nat 20, then the injury was OnlyAFleshWound
*** Worth noting that in 4E a character down to half-health or less is considered 'bloodied'. This has no effect in and of itself, but many abilities will have different effects on (or by) bloodied targets. Dragonborn characters gain an attack bonus when bloodied; Tieflings gain an attack bonus ''against'' bloodied enemies; there are several attacks that do more damage against bloodied foes; there are several ways to regenerate or self-heal that only work when you're bloodied. Also, many monsters have attacks that automatically activate when they are bloodied.
* ''{{GURPS}}'' is notable for completely averting this trope by including shock penalties for every landed attack, specific rules for dismemberment and allowing characters to survive down to -5xHP as long as they make HT rolls at -1, -2, -3 and -4xHP. In fact the rules note that it is only as -10xHP that there is nothing left of the character.
** In addition, it's possible to perform called shots (by taking penalties to the roll) so that you can shoot (or stab) someone in the vitals (for extra damage) or in a limb (where a given amount of damage will cripple that limb). Note that the above-mentioned dismemberment rules are basically an extension of crippling rules--usually for use with really sharp blades.
* Averted in some [=d20=]-based {{Tabletop RPG}}s, most notably ''StarWars'' [=d20=] (the Revised Core Rulebook edition), as well as ''Spycraft'' and its derivee, the ''Series/StargateSG1'' RPG. Hit points are split into vitality points, which represent the type of damage a character can shrug off relatively easily, and wound points, which represent serious injury. After running out of vitality points, the character is fatigued, suffers ability penalties and cannot run, but is still alive, and further attacks will damage wound points. (Vitality points increase with level; wound points do not.) Only after running out of wound points does a CriticalExistenceFailure occur. Some types of damage, like fall damage, affect wound points directly and ignore vitality points, as do critical hits. So if you roll well, it's entirely possible for a first-level character to one-shot Darth Vader.
** The ''Saga Edition'' of the [=d20=]-based ''StarWars'' RPG would use hit points (for characters, vehicles, structures and objects alike), but both a damage threshold and a condition track. (Do damage equal to or greater than the damage threshold, the recipient moves down one step on the condition track, with a corresponding penalty to certain rolls: -1, -2, -5, -10, and then unconscious or unwilling-to-fight/resist.) Your character becomes unconscious if the damage is below its damage threshold, and killed or destroyed if the damage is equal to or greater than its damage threshold. An explanation in one of the preview articles was essentially that every blow failed to be serious or connect... except the one that dropped you to zero hit points.
* ''Very'' averted in ''TabletopGame/UnknownArmies''--instead of players keeping track of hitpoints, they are tallied by the GM, who then describes the players' injuries back to them. Each injury must deal at least one hit point naturally, regardless of first aid, and heavy damage leaves permanent skill penalties.
* Completely averted in ''ArsMagica'' 5th edition. There, every wound a character sustains imposes penalties on rolls, by an amount determined by the severity of the wound. Since you roll for everything, including defense, each wound makes it more likely that the next attack will kill/KO you, and it gets harder and harder to hit your opponent. And after a fight, even the lightest injuries have a chance of becoming worse through infection unless medically/magically treated.
* Averted in ''TabletopGame/{{Cyberpunk}} 2020'', where the more damage your character takes, the higher both the penalties to what he/she can do and the chances to end up unconscious and -especially- die are, being the latter something that given how it's designed that game is quite easy.
* Averted in ''{{Inquisitor}}''--unless armour totally stops damage to a body part there are repercussions, both immediate and long-lasting. For example, a minimum-damage wound to the head will still cause minor stunning, whereas a heavy shot to the groin will knock them prone, stun them, make them bleed heavily, slow them down and possibly send them into system shock. The only chance of not having a negative effect is taking a weak hit to a limb (you can shrug off the first few points of arm or leg damage), but anything more than a graze will cause bad things to happen. And that's before you factor in blacking out from accumulated pain, or simply having them go [[FreakOut Totally Batshit Crazy]] due to post-traumatic stress. And due to having their scrotum turned into steak tartare.
** This system originated with Inquisitor's ancestor, Warhammer Fantasy Roleplay, in which, yes, you can get hit with a spear in the groin and be taken out of action for weeks despite having wounds left.
** Not like Inquisitor is realistic in any other factor; the only way to die is via headshot or massive damage, and it generally takes dozens of shots to inflict massive damage. Heck, you can shoot a Space Marine in the head with an anti-tank gun and he'll only have a 1/70 chance of dying.
** Still, played straight(at least partially) in its successor, ''DarkHeresy'' (and its sibling ''RogueTrader'') - you can take good amount of damage without any ill effects(apart from having problems with healing it back), but as soon as you've lost the last wound, each wounding hit makes yet more nasty things with you. And of course, there's no difference if you're hit in the head, or leg, while you still have more than zero wounds - apart from difference in armour on those locations(see usual Warhammer "no helmet" problem).
* TabletopGame/{{Shadowrun}} averts this, adding increasing wound penalties to all actions after the character is down to about half health.
* Averted in ''BattleTech'', a sci-fi miniatures game. As your 'Mechs (huge bipedal war machines of death) take damage, they can lose weapons, take engine hits, their gyros can be disrupted, and quite realistically [[AnyoneCanDie the pilot can be killed with a headshot]]. Ammunition can also explode, critical heat sinks destroyed...whenever a 'Mech runs out of armor in a location, bad things happen.
** The pilot hitpoint system seems to play it straight at first, until you get to the consciousness system. As you take damage, it becomes easier for your pilot to slip into unconsciousness. So while you can technically fight at full power with only one HP left, you'll probably fall unconscious long before that happens.
** Played straight with PoweredArmor units, however. You can strip all the armor off a trooper, but until you take out that last damage box representing the trooper himself, he fights at full power.
* Averted in ''MutantsAndMasterminds'', which doesn't even ''have'' HitPoints. More specifically, you make a special toughness save to avoid damage, with failed saves imposing a penalty on future saves. Characters who fail by a large enough margin are staggered, crippling them to the point where they can only take one action per round. Characters who hit the staggered threshold twice are immediately defeated.
* Somewhat subverted in most Sanguine Productions [=RPG=]s, notably Ironclaw and Albedo. There are hitpoints in Ironclaw, but take too many wounds and you have to start rolling checks against blacking out, and you can die with only six wounds if you fail a death test. Albedo doesn't have hitpoints and instead has threshold checks to see if you die, or take body point damage.
* ''TabletopGame/PrometheanTheCreated'' plays it straight to emphasize the rampaging engine of destruction a Promethean can easily become. They take ''no'' penalties from damage, and unlike other supernatural creatures, do ''not'' risk falling unconscious when all their Health Levels are filled with damage, fighting to the very death. And if they ''do'' die, they can come back.
** Justified, however in ''TabletopGame/VampireTheRequiem'' where vampires don't fall unconscious after having their health bars filled with bashing damage, and can still fight on as long as they have even a single health slot of non-lethal damage left. This is justified, however, because Vampires can control their blood flow, to prevent themselves from bleeding out, and as the undead, their wounds don't get better or worse.
** In ''TabletopGame/WraithTheOblivion'', a wraith's corpus (its physical form) is only a shell surrounding its psyche, so damage doesn't hinder you and pain is at most psychosomatic (you can even voluntarily sacrifice a corpus level to become temporarily intangible, which lets you walk through walls). If you lose every point, however, you are instantly in deep trouble, because the ''real'' purpose of the corpus is to anchor you to the Shadowlands, and without it your psyche is tossed into the Tempest (the "next level") where you're an open target for psychological attacks from your Shadow and its allies.
* Applies to any multi-[[HitPoints wound]] model in the ''TabletopGame/{{Warhammer}}'' and ''TabletopGame/{{Warhammer 40000}}'' games, as well as several of their spinoffs, even swarms that actually represent multiple creatures with its number of wounds and attacks.
** Although some units have special rules that are based on the wounds remaining/taken - a Steam Tank has more chance of blowing up if you push it hard when it's already taken damage, a Doomwheel has a greater (even more than usual...) chance of going out of control the more it gets damaged, and in previous editions Hydras have had their number of attacks linked to the number of wounds (read: heads) left. Of course, it works both ways as there are items or special rules that give bonus attacks or powers as the model or unit gets closer to death.
** Averted with the Doom of Malai'tai and inverted with the Clawed Fiends. The former gets proportionally stronger with each wound it has (it can gain wounds during the course of the game) as it's wound statistic is directly tied to it's strength (both it's innate strength, and the strength of it's weapon). Clawed Fiends, on the other hand, gains attacks when it loses wounds.
* Played somewhat straight in ''TabletopGame/{{Nobilis}}'' 2nd edition, where the characters are basically gods. All Nobles have one or more deadly, serious, and surface wounds they can take before death. A Noble suffers no ill effect for ''any'' lesser damage until they have used up all their wound ranks of a higher level.[[note]] Therefore, you can't beat a Noble to death with your bare hands without miraculous strength because a Noble can take an infinite number of surface or serious wounds as long as that Noble has a single deadly wound left. Gets worse when multiple gifts like Durant and Immortal increase the minimum threshold of damage needed to inflict each level of wound.[[/note]] Even the weakest Noble could survive three gunshots to the head without being significantly impaired. You do however have to spend slightly more miracle points on miracles when out of deadly wounds (and more when out of serious wounds).
** Nobles are also nearly immune to non-miraculous damage thanks to the Rite of Holy Fire, which blocks mortal "insult" against you. The higher your Spirit, the more fine-grained the block, so while any Noble would be immune to the outrage of a mortal tactical nuclear strike, an Inferno would also be immune to a mortal's petty fists as well. At middle tiers, this means that you could walk out of a car bombing, shrug off machine gun fire, and then be taken down by a punk with a switchblade.
** Third edition mixes this up a bit. You take wounds when you resist the impact of a miracle, but each wound brings with it a bond (for surface wounds) or affliction (for those higher up the tree), and taking a wound of a certain level heals all the ones below it. This means, among other things, that players with Bonds of low combat utility sometimes go out of their way to take surface wounds that provide Bonds such as "I'm mad that he ruined my suit (1)", and that nuking a Noble might in fact make them hugely resistant to physical damage when they take an Affliction of "I'm a ghost (4)". However, Afflictions activate miracles when the HG thinks they should, and are under no restriction preventing them from being massive inconveniences, so unless a player is very careful they are likely to start running into self-originating harmful miracles as long as they're wounded - the guy who took ghostliness now has to possess an Anchor to make his physical actions relevant, for example.
* Subverted in ''TabletopGame/TheDresdenFiles'' RPG, where the player can elect to remove damage by taking "Consequences" like Bruised Ribs or Broken Leg, which have lasting effects (possibly even persisting the rest of the character's life, depending on the severity) and can be exploited by opponents to do extra damage or otherwise hamper the character's ability to act.
** Similarly subverted in other games using the [=FATE=] system, such as ''SpiritOfTheCentury''. The mechanics are meant to emulate and serve storytelling conventions, so that the damage you take isn't even really damage, but "stress" against your health (or mental health, or reputation, or whatever else the game assigns them to). If you get a moment to rest, stress wipes away easily - but if it keeps piling up, then you have to start taking those Consequences or get taken out.
* Averted in ''TabletopGame/TunnelsAndTrolls'', but only for monsters: a wounded monster fights less well than an unwounded one, but player characters consider all wounds but the last one (when the character dies) to be superficial.
* Averted by ''BurningWheel''. There's something that looks like a wound meter, but it's only used to determine just how incapacitating each wound is. Wounds aren't cumulative, but the penalties they impose are. It's very hard to land a single blow that kills an enemy. It's easy to keep hammering on a foe until it gives up, or to beat it into unconsciousness/immobility and then cut its throat at your leisure.
* Averted in most of ''TabletopGame/TheWorldOfDarkness'' [=RPG=]s by White Wolf: the more damaged you are, the more dice you lose from your actions, to the point where sufficient injury denies you the use of your skills entirely. It even varies from supernatural to supernatural, where vampires are able to ignore more wound penalties than humans, and so on.
** ''TabletopGame/PrometheanTheCreated'' is the exception, playing the trope straight: Prometheans are ''literally'' held together by their own life force. In fact, they don't even suffer wound or injury penalties until they have taken so much damage that they are only a few hitpoints away from permanent death, and even then, if they get healed, there's no real lasting damage. And even if they ''don't'' get healed, they can still ''rise from death''. And every Promethean gets ''one'' "Get Out Of Death Free" card.
** ''{{Exalted}}'' averts this...in theory. The more health levels you mark off with damage, the greater the penalty on rolls. However. Due to the low number of health levels even for people who invest heavily in Charms to get more, and the insanely high amounts of damage Exalts can dish out, and the availability of cheap [[NoSell perfect defences]], you end up with a situation in which two Exalts leap around for twenty minutes in a battle of attrition, perfectly evading or parrying each other's attacks, until one of them runs out of [[{{Mana}} Essence]] and [[OneHitKill dies instantly]], neither side having felt a wound penalty that wasn't instant death. Against most opponents without perfect defences, you skip the battle of attrition and cut straight to the instant death, ''still'' without the involvement of a wound penalty (and [[{{Mooks}} Extras]] [[MadeOfPlasticine die so easily]] almost nobody remembers they ''have'' wound penalties because you can kill them with harsh language or a [[FingerPokeOfDoom finger poke]]).
** As a shameless plug for the game, there are actual ways to kill with harsh language, literally.
** Following the 2.5 errata, Exalted is now a full aversion, with no qualifiers whatsoever. With decreased lethality across the board, [[ArmorIsUseless armour actually being useful now]], and perfect spam being beaten with the nerf goremaul until it stopped twitching, those health level penalties are now actually relevant.
** This new Exalted system of combat (which is known for it's brokenness, to the point where a selling point for the 3rd edition is a complete overhaul of the combat rules) leads to a thing called "The death spiral" where, a player, having taken damage, takes penalties to rolls, and thus, continues to take damage, which make the penalties to rolls even worse...
*** Most Exalts have a Charm that allows them to bypass wound penalties, but not all of those are actually ''good''.
* Averted in [[ProseDescriptiveQualities PDQ System]] games like ''Dead Inside'', ''Truth & Justice'', and ''Swashbucklers of the 7 Skies''. Your skills and traits (called "Qualities" or "Fortes" depending on the game) ''are'' your health, with damage gradually eroding your capabilities. The defender gets to choose which Qualities suck up the damage (with or without {{Handwave}} as to why getting punched reduces your Accounting skill), letting you preserve relevant skills in a contest at the expense of irrelevant skills.
** In early games, you were out once any of your skills went below the lowest possible rank, meaning you could opt to throw a fight by tanking your lowest skills quickly, or hold on at length by eroding all your skills evenly. By ''7 Skies'', you were down only once all your skills were out.
** Starting with ''Truth & Justice'', the first Quality you take damage to in an encounter is also supposed to be noted down by the GameMaster for later use as a "story hook," meaning the damage a PlayerCharacter takes creates consequences in their life. This leads to fan jokes that SpiderMan had so many problems with his love life because he "kept getting punched in the Girlfriend" Quality.
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