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Narrating

When to roll

In many situations, determining the outcome of a character's actions can be straightforward, allowing you to decide without the need for any dice rolls. However, the game becomes more exhilarating in stressful or perilous scenarios when leaving the outcome to chance adds an element of unpredictability. Utilize dice rolls when there's a significant possibility of outcomes swinging in different directions, when actual chance plays a substantial role, or when there's a struggle between a character and either another person or an external force. For instance, in a high-stakes negotiation, the roll of the dice might decide whether the character persuades their counterpart successfully or faces a setback, introducing an exciting element of uncertainty and tension to the game.

Trauma

When a character is hurt, they usually receive a trauma that should be noted on the character sheet, and that will work as a disadvantage until it is healed. Just like with other disadvantages, it is up to you as the narrator to decide when the trauma will reduce the number of dice or completely prevent a character from doing something. A black eye will mostly be a social disadvantage, while a broken arm will prevent the character from doing many things.

Here are three tables that you can use to decide what kind of trauma will be the result of different kinds of attacks.

Blunt force trauma

ID6 Trauma
1 Bruised Ribs: Blunt force causes painful bruising to the ribs, affecting breathing and movement.
2 Knocked Out: A powerful blow to the head causes temporary unconsciousness without causing permanent harm.
3 Limb Stun: A strike to a limb causes temporary numbness and loss of function.
4 Abdominal Pain: Blunt force to the abdomen results in pain and potential nausea without causing internal damage.
5 Disoriented Blow: A powerful hit to the head leaves the target disoriented and off-balance.
6 Joint Strain: Blunt force to a joint causes temporary stiffness and limited mobility.

Trauma from blades

1D6 Trauma
1 Superficial Slash: A quick, shallow slash from a light blade causes pain without significant bleeding.
2 Precision Stab: A precise stab with a light blade hits a non-vital area, causing pain and limited movement.
3 Minor Arm Cut: A swift cut from a light blade nicks the arm, causing pain and minor bleeding.
4 Controlled Leg Stab: A controlled stab from a light blade hits a non-vital part of the leg, causing pain and impeding movement.
5 Punctured Flesh: A thrust with a light blade punctures the flesh, causing moderate pain and bleeding.
6 Grazing Blade Cut: A slash from a light blade grazes the target, causing a superficial wound and pain.

Trauma from gunshots

1D6 Trauma
1 Bullet to the Shoulder: The bullet hits the shoulder, causing pain and limited arm movement.
2 Leg Graze: The bullet grazes the leg, causing a shallow wound and difficulty in movement.
3 Abdominal Injury: The bullet strikes the abdomen, causing pain and potential organ damage without being immediately fatal.
4 Arm Flesh Wound: The bullet hits the flesh of the arm, causing pain and limiting arm functionality without major damage.
5 Thigh Hit: The bullet strikes the thigh, causing pain and impeding leg movement.
6 Non-lethal Head Shot: The bullet grazes the head, causing a superficial wound, disorientation, and potential loss of consciousness.

Mental Trauma

Mental trauma resulting from experiences of horror and extreme stress can manifest in various ways, such as inducing panic or uncontrollable shaking. For instance, a character who witnesses a terrifying supernatural event might develop a Panic trauma, leading to heightened anxiety and difficulty maintaining composure in similar situations. Similarly, exposure to a traumatic incident could result in uncontrollable shaking, making it challenging for the character to perform precise actions or maintain a steady hand under stress. These mental traumas serve as impactful elements in the narrative, influencing character behavior and interactions throughout the story.