
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
Injury tiers
| Injury | Modifier |
|---|---|
| Healthy | None |
| 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 |
| 7–8 | 0 |
| 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.
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.
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Normal Risk DIS
Applies to most events and High Risk Zone deaths.
| Roll (1d12) | Outcome |
|---|---|
| 1–3 | Instant death |
| 4–6 | Permanent injury |
| 7–8 | Heavily injured |
| 9–10 | Injured |
| 11 | Lightly injured |
| 12 | Unscathed |
Medium Risk DIS
Used for higher-risk encounters, as set by a Storyteller.
| Roll (1d12) | Outcome |
|---|---|
| 1–3 | Instant death |
| 4–9 | Permanent injury |
| 10–12 | Heavily injured |
Death Zone DIS
For deaths within the Death Zone, the map’s highest-risk region.
| Roll (1d12) | Outcome |
|---|---|
| 1–4 | Instant death |
| 5–12 | Permanent 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.
| d20 | Trait | Effect |
|---|---|---|
| 1 | Partial Blindness | -2 attacks/defense, -3 Perception |
| 2 | Missing Arm | Can’t use 2-handed weapons, -2 melee attack/defense |
| 3 | Missing Leg | -2 Initiative, -2 Movement, -4 Sprinting |
| 4 | Mental Trauma | -3 Resolve |
| 5 | Missing Hand | Can’t use 2-handed weapons, -2 Reloading |
| 6 | Brain Damage | -3 Perception, -1 Initiative, +2 Resolve |
| 7 | Missing Foot | -1 Initiative, -1 Movement, -2 Sprinting |
| 8 | Missing Thumb | -2 melee attack/defense |
| 9 | Missing Fingers | -1 melee attack, -1 melee defense |
| 10 | Missing Eye | -1 ranged attack, -2 Perception |
| 11 | Chronic Pain | -1 Resolve, -2 Robustness |
| 12 | Missing Toes | -2 Initiative |
| 13 | Damaged Organs | -2 Robustness |
| 14 | Blurred Vision | -2 Perception |
| 15 | Limp | -1 Initiative |
| 16 | Mental Scar | -1 Resolve |
| 17 | Missing Ear | -1 Perception |
| 18 | Scarred | -1 Robustness, +1 Resolve |
| 19 | Heavily Injured | See Health & recovery |
| 20 | Battle-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.
| d20 | Injury | Rehabilitated effect | Path |
|---|---|---|---|
| 1 | Partial Blindness | -1 attacks/defense, -2 Perception | Adaptation |
| 2 | Missing Arm | -1 melee defense/attack | Prosthetic |
| 3 | Missing Leg | -1 Initiative, -2 Movement, -2 Sprinting | Prosthetic |
| 4 | Mental Trauma | -2 Resolve | Therapy |
| 5 | Missing Hand | -1 Reloading | Prosthetic |
| 6 | Brain Damage | -2 Perception, +2 Resolve | Adaptation |
| 7 | Missing Foot | -1 Movement | Prosthetic |
| 8 | Missing Thumb | -1 melee attack | Prosthetic |
| 9 | Missing Fingers | -1 melee attack | Adaptation |
| 10 | Missing Eye | -1 Perception | Adaptation |
| 11 | Chronic Pain | -1 Robustness | Therapy |
| 12 | Missing Toes | -1 Initiative | Adaptation |
| 13 | Damaged Organs | -1 Robustness | Surgery |
| 14 | Blurred Vision | -1 Perception | Glasses |
| 15 | Limp | Removed entirely | Cane or therapy |
| 16 | Mental Scar | Removed entirely | Therapy |
| 17 | Missing Ear | Removed entirely | Hearing aid |
| 18 | Scarred | No rehabilitation: already mild, and carries an upside | — |
| 19 | Heavily Injured | Not a permanent injury (see Health & recovery) | — |
| 20 | Battle-Hardened | No 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.