The flow of Combat Activity is processed through a set of checks, and the immediate lethality of a combat action is assessed through the scaled outcomes. Combat measures can be employed in both passive and active manners. The active armoring system offsets some of the lethality and increases some of the realism at the price of pace.
The default Stabilizing Process is 3 Death Checks (DC 10 Death Saves, Unfettered characters gain a +1 on their checks) unless noted elsewhere; Damage Threshold is set to 10 + Character Level + Vigor (CON) adjustment.
The default Stabilizing Process is {placeholder} unless noted elsewhere; Damage Threshold is set to {placeholder}
Assess order of activity. Tactical positions, Initiative and intent. Resolve Combat Activity according to Initiative Order.
Resolve Offensive and Defensive checks and outcomes.
Assess outcome; subtract Damage from the Health of the target. All damage, regardless of class (normal, Fatigue, Hard, or Malaise) is subtracted from the same current Health total. Assuming no Wounds result, the target continues within Combat Activity. Damage dropping a target below 1 is tracked as Negative Health.
In addition to tracking adjustments to the Health of the target, it’s Defensive measures ( Armor, Resilience, etc.) are tracked as well – these may have an impact on the measure of success of an attack!
Assess results of damage to the target; Apply any Conditions AFTER ‘Wound’ assessment:
@ End of the Round (after all other actions on the target), evaluate the dying target…
The target makes a Death Check, evaluating success or failure against their Stabilizing Process. Wounds may affect Death Checks.
Assess ongoing stabilization process… the target remains Unconscious and/or unresponsive.