Harm

When you take 7 Harm, you're dead. You become a shade and can use your Playbook's Death Move, but Gifts and other Moves are not available to a shade.

Taking up to 3 Harm isn't a big deal. If you end a fight with 3 or fewer Harm and take some time to rest, you'll heal up right away.

Taking 4 or more Harm represents a significant wound. While you have 4 or more, you have -1 to all rolls (except when rolling your Death Move). Ending a fight with 4 or more Harm means you need magical healing or medical attention. Describe your serious wound.

Grievous Harm
When you take 4 or more Harm at once (before armor), roll 2d6 + Harm (the amount after armor, not the total). Subtract armor first because you might roll +0, and that's ok. You want to roll low.

You may spend a Thread to give yourself Fate's Favor on this roll, but you may not spend a Thread to reduce any additional Harm caused by the Grievous Harm move.

On a 10+ choose one:


 * Get knocked out, or removed from the scene
 * Give the Herald a Hard Move
 * Take 2 more Harm, ignoring armor
 * Your Gifts are unusable for the scene

On a 7-9 choose one:


 * Drop something important
 * Lose your footing
 * One of your Gifts is unusable for the scene
 * Take 1 more Harm, ignoring armor
 * Wind up in a tight spot

On a 6- nothing worse happens.