Death & injury

The Death and Injury System (DIS) decides what happens after combat, from a temporary injury to a permanent trait to death.

On this page
  1. Injury tiers
  2. Immediate medical assistance
  3. Choosing infection
  4. Death Roll tables
  5. The Permanent Injury Roll
  6. Rehabilitating a permanent injury
  7. When DIS applies
  8. Health & recovery

Injury tiers

InjuryModifier
HealthyNone
Lightly Injured-1 to all rolls
Injured-2 to all rolls
Heavily Injured-3 to all rolls

Two rolls apply. A 1d12 Death Roll sets the overall outcome. If it indicates a permanent injury, a 1d20 Permanent Injury Roll sets the specific trait.

Immediate medical assistance

A medic must be within shout range of the scene. With no medic present, there is no First Aid roll at all. The roll represents stabilizing the patient.

  • Assistance must be attempted before the DIS roll (or before its result is known), or immediately after combat if the roll was delayed.
  • The injured party can refuse a non-ally medic. Allies may assist with or without permission. Allies are the non-hostile characters someone began combat alongside.

The medic rolls 2d6 + their First Aid modifier. The result sets a modifier on the patient’s Death Roll:

First Aid roll (2d6 + First Aid)DIS modifier
4 or less-2
5–6-1
7–80
9–10+1
11–12+2
13+ or crit+3

A Death Roll of 1 is always fatal; no modifier can save it. Rolls of 2 or 3 are fatal by default, but a positive First Aid modifier can lift them into a survivable result. If the modifier pushes the Death Roll below 1 or above 12, it’s clamped: treat it as a 1 or a 12.

A medic can kill

Attempting immediate medical assistance means accepting the risk of killing the patient. A death caused by a medic’s malpractice can justify a Character Kill ticket.

Choosing infection

On a Death Roll against zombies, you can ask to be narratively infected instead of killed outright.

  • Approval comes from the Storyteller running the event. With no Storyteller present, it goes through your PvP/PvE Death ticket. You need a valid reason for the extended caveat, such as a pending event or a specific objective.
  • You have 72 real-world hours at most. This accounts for time zone differences between players and Storytellers; it is not three extra days of play. It may be extended, at worst, if rare events leave staff unavailable.
  • While infected, you may only log in to pursue the objective you stated: saying goodbye to people who matter, finishing an event you were already part of, or going out with one last bang. You cannot log in to loot, gather supplies, idle, or do anything unrelated. It is not a grace period for normal play. If there’s nothing left to do, you stay logged off.
  • You cannot open new CK tickets while infected. A CK approved before you went down can still be carried out.
  • When the timer runs out, the character is dead.

Breaking the terms you agreed to means an immediate Character Kill and may result in a ban.

Death Roll tables

Which table you roll on depends on where and how your character went down.

Normal risk
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
Medium risk
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
Death Zone
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
High risk
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12

Normal Risk DIS

Applies to most events and High Risk Zone deaths.

Roll (1d12)Outcome
1–3Instant death
4–6Permanent injury
7–8Heavily injured
9–10Injured
11Lightly injured
12Unscathed

Medium Risk DIS

Used for higher-risk encounters, as set by a Storyteller.

Roll (1d12)Outcome
1–3Instant death
4–9Permanent injury
10–12Heavily injured

Death Zone DIS

For deaths within the Death Zone, the map’s highest-risk region.

Roll (1d12)Outcome
1–4Instant death
5–12Permanent injury

High Risk DIS

Guarantees death wherever a DIS roll would normally apply. Reserved for world-ending narrative events.

The Permanent Injury Roll

If a permanent injury is indicated, roll 1d20. Traits change dice modifiers only, with no mechanical stat changes. A few grant minor advantages; most add roleplay challenges.

Always add the patient’s Robustness modifier to this roll, whether or not anyone is there to help. If a character with First Aid 4+ is on scene (within shout range), also add the medic’s First Aid modifier (skill level ÷ 2). Add the medic to the ticket; both parties show their rolls and modifiers.

d20TraitEffect
1Partial Blindness-2 attacks/defense, -3 Perception
2Missing ArmCan’t use 2-handed weapons, -2 melee attack/defense
3Missing Leg-2 Initiative, -2 Movement, -4 Sprinting
4Mental Trauma-3 Resolve
5Missing HandCan’t use 2-handed weapons, -2 Reloading
6Brain Damage-3 Perception, -1 Initiative, +2 Resolve
7Missing Foot-1 Initiative, -1 Movement, -2 Sprinting
8Missing Thumb-2 melee attack/defense
9Missing Fingers-1 melee attack, -1 melee defense
10Missing Eye-1 ranged attack, -2 Perception
11Chronic Pain-1 Resolve, -2 Robustness
12Missing Toes-2 Initiative
13Damaged Organs-2 Robustness
14Blurred Vision-2 Perception
15Limp-1 Initiative
16Mental Scar-1 Resolve
17Missing Ear-1 Perception
18Scarred-1 Robustness, +1 Resolve
19Heavily InjuredSee Health & recovery
20Battle-Hardened+2 Resolve

Rehabilitating a permanent injury

A permanent injury can be partly rehabilitated: never erased, but reduced. Physical injuries need a prosthetic, surgery, or treatment; sensory and mental ones are a matter of adapting over time.

Rehabilitation is requested through a ticket and approved at moderators’ discretion; it is not automatic. Expect it to take several real days across multiple sessions, with the roleplay and rolls involved: crafting and fitting a prosthetic, performing surgery, or carrying out ongoing treatment or therapy. Staff set the pace.

d20InjuryRehabilitated effectPath
1Partial Blindness-1 attacks/defense, -2 PerceptionAdaptation
2Missing Arm-1 melee defense/attackProsthetic
3Missing Leg-1 Initiative, -2 Movement, -2 SprintingProsthetic
4Mental Trauma-2 ResolveTherapy
5Missing Hand-1 ReloadingProsthetic
6Brain Damage-2 Perception, +2 ResolveAdaptation
7Missing Foot-1 MovementProsthetic
8Missing Thumb-1 melee attackProsthetic
9Missing Fingers-1 melee attackAdaptation
10Missing Eye-1 PerceptionAdaptation
11Chronic Pain-1 RobustnessTherapy
12Missing Toes-1 InitiativeAdaptation
13Damaged Organs-1 RobustnessSurgery
14Blurred Vision-1 PerceptionGlasses
15LimpRemoved entirelyCane or therapy
16Mental ScarRemoved entirelyTherapy
17Missing EarRemoved entirelyHearing aid
18ScarredNo rehabilitation: already mild, and carries an upside—
19Heavily InjuredNot a permanent injury (see Health & recovery)—
20Battle-HardenedNo rehabilitation: it’s a bonus—

When DIS applies

  • PvP: standard. Defeated characters may request alternatives; the final say rests with the winning side (see combat resolution).
  • PvE deaths in high-risk areas: standard, unless caused by bugs or mechanical jank. Proof is required: open a PvP/PvE Death ticket with rolls or video.
  • Events: standard unless the Storyteller says otherwise. Danger level is labeled, and low-risk still carries risk. High-risk CK events may bypass DIS for an immediate CK.

Health & recovery

Heavily Injured, Injured, and Lightly Injured are applied through the in-game dice roller, each with negative modifiers to all rolls that scale with severity.

  • Once every 24 real-world hours, attempt a First Aid recovery roll. On 10+, the injury improves one tier (Heavily Injured → Injured → Lightly Injured → Healthy). Either the injured character or someone providing medical roleplay can make the roll.
  • Only one recovery roll per character per 24 hours. Failing, then having someone else try within that window, breaks the rules. Document recovery in a General ticket.
  • If 3 real-world days pass without a successful roll, the injury improves one tier automatically. Nobody stays stuck on bad luck alone.