---
title: Harm
tags: Fortuna(PBA)
---
{%hackmd gb1JmMYYQWmAR-wNNIx9GA %}
# Harm
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<img src="https://i.imgur.com/xySsbkl.png">
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When facing the dangers of space, injury is a constant. When a character is hurt, they add a segment to their Harm Countdown. Starting from morning and ending at midnight.
When a character takes harm, it's equal to the harm of the initial damage, minus any armor. When filling segments on your harm clock, fill the corrosponding one depending on the harm endured. If you take 2 harm, fill the first 2 segments to midnight. If you take 4, fill the first 4 segments to midnight.
Harm before 6:00, the first 2 segments, heals automatically given time without further injury. Harm after 9:00, 3 hours to midnight, gets worse with time until the character can get medical assistance. If the countdown reaches midnight, the character's life is in critical condition.
At critical condition, the player rolls for a miracle.
## Harm Level
Harm is an even abstracter measure of health than traditional hitpoints. Every player has 6 segments on their Harm Clock and can take harm up to that level.
Harm is __not__ additive, it does however grow from repeated injury. When you take additional harm with a preexisting injury, it will increase depending on the difference. If you take harm less than or equal to your filled segments, fill 1 segment. If the new harm is greater than your current segments, fill up to that segment.
i.e, taking 2 harm with 4 segments on your clock sets you to segment 5. Taking 4 harm with 1 segment sets you to segment 4.
| Harm | Example Source | Visible Injury |
| -------- | -------- | -------- |
| 1 | Fought an angry schoolkid, Twisted ankle, First-degree burns | Bruising, Bleeding, Scrapes|
| 2 | Fought a mountain goat, Average melee weapon, Dog bite| Deep cuts, Broken bones|
| 3 | Fought a soccermom's SUV, falling 2 stories | Open wounds, Heavy bleeding, Broken limbs|
| 4 | Knife fought Lemon Demon, Firearms, Direct hit in the chest by a sledge hammer | Disfigurement, Organ damage|
| 5 | Fist fought a grizzley bear, guest member on the Hydraulic Press youtube community, Explosives| Dismemberment, Irreversable damage, Organ Failure|
| 6 | Instant Death | Went to 0 in one hit, chunky|
### Fatigue
Fatigue is a sort of 'fake' harm. You cannot die from it, however at midnight you would be knocked unconcious instead. When taking fatigue, calculate the same as you would with normal harm -- adding the same as with harm levels. Characters with fatigue also take an ongoing penalty equal to half their current fatigue to every Stat save for luck
## Afflictions
Afflictions are injuries not marked on your Countdown. The sources of affliction are much more varied aswell, as anything from specialized weapons to the climate can make an effect. Additionally, unlike the Countdown there is no limit to the number of ongoing afflictions.
Afflictions aren't neccessarily immediately visible either, as they can manifest as shaking, ringing ears, nausea, etc.
List any ongoing afflictions in your character sheet.
### Lesser and Greater Afflictions
Lesser afflictions provide an ongoing -1 to a suitable stat modifier of the GM's choice. They can fade anywhere between a few hours to a few days. Examples include drunkeness, toxins, headaches, nausea, minor bleeding, dizziness, minor deafness, lingering pain, or sickness.
Greater afflictions can provide anything from -2 or -3 to a stat modifier. They need professional care to properly recover, and as they typically show up from great levels of harm the patient may already be near midnight. Examples include bleeding out with fading conciousness, internal bleeding, blindness, deadly toxin levels, a deadly allergic reaction, hallucinations, or incapacitating pain.
### Effects of Afflictions
Outside of the statistic penalty, consider roleplay implications. A struggling traveller with a broken arm *can* try and run away from an enemy with a broken foot, but what kind of emotional toll would that take aswell?
Further, consider what consequences might arise from ignoring an affliction. The afformentioned example would result in an escape, but that foot might be in even more pain and worse condition than before.
### Scars
Going to 3 hours from midnight and back, you're bound to have a lasting mark. Scars don't have a lasting effect on a character's ability to take action, and thanks to advanced technology they can often be removed with a trip to a civilized sector or with robotic prosthetics.
## Healing
Harm under 6:00 clock can heal back naturally with time, but further injury may need medical assistance or risk permanent injuries.
### Natural Recovery
Wounds recovering on their own can take shorter periods of time. Harm of level 1 can be gone in a couple hours and level 2 with bedrest over the course of a few days. Similarly, lesser afflictions will also go away given time.
### First-Aid
Treating an injury can be done by players using the Restore Move. Harm of level 1 and 2 and lesser afflictions will recover faster, level 3 harm can begin to naturally heal and so will greater afflictions (when suitable).
### Surgery
The only way to repair damage past 9:00 clock or remove a greater affliction that can't be solved through first aid is surgery. Surgery can a long period of operation, followed by an even longer recovery proccess. However, with proper facilities it can be sped up much more.
### Midnight
When you reach midnight on the countdown, your character is near death. Their last resort is either necromancy, or a miracle. When you die, roll for a Miracle.
A Miracle is possible when you roll a 2d6. On a result of 11 or 12, you pull through. Heal 1 segment of your countdown, back to 10:00 to 11:00 Roughly an 8.33 percent chance for those interested.