Damage
From NsdWiki
When a character suffers an injury, he takes damage. Damage can be caused by the actions of foes in combat, bad luck, or naturally occurring hazards. Whereas harm is a term used to represent a weapon's lethality, damage represents the extent of a character's sustained injuries.
Bodily trauma can be inflicted using any of the following methods, however, some creatures may be resistant or immune to one or more of them.
- Bludgeoning damage results from the impact of a solid object, which causes blunt trauma. Hammer, meet nail.
- Piercing damage is caused by thrusting attacks with pointed objects, which inflict deep penetration wounds. Organ perforation, impalement, the works.
- Slashing damage follows chopping or slicing attacks with edged objects, which deliver wide incised wounds… or amputations.
- Burning damage is the product of acute exposure to extreme temperature, voltage, radioactivity, or corrosiveness. Accident-free for zero days.
- Crushing damage results from an application of heavy force, which compresses the body like a tube of toothpaste.
- Bleeding damage comes about as blood drains from the body in excess, whether it's a wound that won't clot or a huge mosquito.
You make a Guard check to resist lethal injuries. See the Guard entry in Chapter 6: Skills. The amount of incoming damage minus the result of your Guard check equals the amount of HP lost. When a character reaches 0 HP, he falls comatose. When a character drops below 0 HP, he dies. Cry you may, but die you must.