Injuries and Statuses

Immortal Freedom RPG > Rules

You are going to get hurt, whether that be in the form of shallow cuts, lasting bruises, or debilitating mental stress. Injuries and statuses are how you keep track of the damage you receive.

More importantly, Injuries and statuses carry narrative weight as they can up the stakes in dangerous situations. The game master (GM) will use both Injuries and statuses to drive home the difficulty of a challenge, and that mistakes have consequences.

All attacks performed by player characters inflict a single Minor Injury, though they may sometimes deal additional damage through abilities or Boons. Non-player entities (NPCs) may hit harder or more often depending on the level of the encounter.

Injuries

Every time you take damage from an enemy’s attack or an environmental hazard, you are inflicted with either a Minor Injury or a Major Injury.

Minor Injuries are scrapes, bruises, shallow cuts, twisted ankles, heightened anxiety, and heart palpitations. Major Injuries can be anything from haemorrhaging wounds on vital organs to decapitated limbs.

Gaining a Major Injury inflicts you with the Unstable status, which gives you disadvantage on all your rolls. Removing all Major Injuries also removes the Unstable status. Some abilities may be able to remove the Unstable status without removing any Major Injuries. In these cases, the Unstable status is reapplied if you get another Major Injury.

If you receive 3 Major Injuries, then you are dead. Death is permanent—for the most part. Magic and advanced technology make death kind of a grey area. However, there are no game mechanics to resurrect the dead. As far as the game is concerned, your player character is dead if they have 3 Major Injuries.

Anyone can remove Injuries by performing the Heal action. Certain abilities also allow you to remove Injuries.

Statuses

Statuses are an alternative method of interpreting damage done to you and to your enemies. Instead of just inflicting Injuries, some damage dealing effects will inflict Minor Statuses or Major Statuses, with the latter most often representing a complete loss of bodily autonomy.

Default Statuses

Unless outlined in the ability description, statuses last indefinitely. Statuses can only be removed by specific abilities. Every status except the Unstable, Haywire, and Infected statuses are removed at the end of the session.

Statuses

Info

The Unstable and Haywire statuses cannot be inflicted or removed by normal means. They can only be removed by removing all Major Injuries or Major Defects from a target.

Default Statuses

It is impossible to inflict a status if you or the target already has that status. Some statuses may also not work under certain conditions. For example, it’s impossible for someone to get knocked down in zero gravity environments.

Default Statuses

Important

A status’ originator is whoever initially inflicted or granted the status.

Machines

Machines, robots, and other constructs obey the same rules for Injuries as their fleshy counterparts—just with different terms.

The only other difference is that a deactivated machine can be reactivated, removing the 3rd Major Defect and leaving the machine with 2 Major Defects. The only way to truly “kill” a machine is to destroy it.

Variable Injury Capacity

Player characters will always be able to withstand 5 Minor Injuries and 3 Major Injuries before dying. However, it is possible to protect against damage using abilities and items, such as the Guard reaction. NPCs may be able to withstand more or less Injuries, usually related to their size. The GM is not likely to reveal how many Injuries an NPC can withstand, but you can typically guess that larger NPCs can withstand more Injuries than smaller ones.

Selective Immunity

Just as there are abilities which may give you selective immunity to statuses and types of damage, NPCs you meet in the world may be immune to specific statuses or damage types. The GM is not likely to reveal whether an attack or ability you perform will be effective against a target, and you may find out too late that your efforts were in vain. Sometimes, it will be obvious by the ability text that it won’t work against certain types of targets. For example, you wouldn’t be able to Mind Control a squirrel—no matter how successful you are.

Non-lethal Damage

All damage in Immortal Freedom: The Roleplaying Game is considered to be lethal by default. Being able to knock someone out using physical force or magic is actually quite difficult, and so the ability to knock a target out is reserved for characters with an ability which puts a target to Sleep. Some legendary items, legendary cyberware, and consumables may also allow you to put a target to Sleep.

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