Advanced SetTSR 6871 · 1986

Damage & Healing

Players + Judges Books + Ultimate Powers Book (TSR6876)

Health

Health is the pool that absorbs physical damage. It has no rank or rank number — it's the sum of the rank numbers of Fighting, Agility, Strength, and Endurance.

Health is lost through combat, accidents, attacks, and life-threatening situations. It's recovered after damage is taken, starting 10 turns after the last damage.

If Health is reduced to 0, the character becomes unconscious and may begin losing Endurance ranks (see Life, Death, and Health below).

Damage By Attack Type

A character using bare hands or a blunt weapon may always choose to inflict less damage than maximum (a "pulled punch") or choose a lower color result (yellow instead of red).

Body Armor & Resistances

Body Armor reduces damage from physical attacks by its rank number on every hit. Resistance powers (Resistance to Fire, Cold, Magic, Energy, Mental, Toxin, Disease, Aging, etc.) work like specialized armor against a specific attack type.

Critical interaction: if a resistance's rank is higher than the attack's rank, the attack does no damage at all. If lower, the difference is the damage taken.

Body Armor vs. Energy Attacks (Canonical)

Energy Powers reduce Body Armor by 20 points when defending against them. The Body Armor rank number is dropped by 20.

This is why energy-projecting villains are so dangerous — typical Body Armor doesn't stop them.

Force Fields

Force Fields differ from Body Armor:

Overload: Damage exceeding the Force Field's Power rank treats the rank as the wall's material strength. What happens next depends on the type of Force Field:

Recovery vs. Healing

The Advanced Set distinguishes two separate concepts. Both can apply, in sequence.

Recovery

Ten turns (one minute) after a character takes damage, they regain Health equal to their Endurance rank number, PROVIDED they have not been knocked unconscious AND have not been further damaged in that 10-turn window.

Healing

A character heals Endurance rank number in Health per HOUR (600 turns) following the last damage taken. If the character is damaged again during that hour, the timer resets from that point.

Life, Death, and Health

What happens when Health reaches 0?

At 0 Health

The character becomes unconscious for at least 1-10 rounds. The player rolls an Endurance FEAT and consults the Kill column of the Effects Table:

Losing Endurance Ranks

If a character is losing Endurance ranks, one is lost per turn. The character keeps losing ranks until they reach Shift 0. Below Shift 0 = dead. Deceased. Pushing up daisies. Beyond the mortal ken. (Fold up the character sheet and put them in the Hall of Fame — unless they have the Immortality power.)

How to Avoid Dying

Regaining Consciousness

Robots and Reactivation

Robot PCs and NPCs at 0 Health with all Endurance ranks lost are not "dead" in a conventional sense — they may be rebuilt.

Impaired Abilities

A character who has lost Endurance ranks suffers −2CS to all FEAT rolls until Endurance is returned to original levels.

Disabilities (Shift 0 Survival)

A character who slips to Shift 0 in Endurance is in danger of permanent impairment. For each physical ability above Good, roll a Green FEAT. Failure = that ability is permanently reduced to the next lowest printed rank number (Monstrous(61) → Amazing(50)).

These reduced abilities may be raised again only through normal advancement (Karma cost — see Karma).

Karma & Damage

Karma can be spent in several ways related to damage: