Injury, Death, and Retirement
Steel Age is not a game where violence is managed. It is endured.
In Dyrhal, steel solves problems quickly — and creates them forever. A mail shirt may turn a blade, but it cannot turn exhaustion. A shield may stop an arrow, but it cannot stop the tremor in the arm that holds it. Most men who die in battle do not die because their armor failed. They die because their body failed.
This chapter is about that cost.
It explains how injuries worsen under strain, what happens when a character collapses at 0 Health, how death can come slowly through Bleeding Out, and what it takes to recover — if recovery is still possible.
In play, use this chapter when a character becomes Wounded, is reduced to 0 Health, begins Bleeding Out, or receives care and recovery. Rules for Rest Segments, Sleep Segments, and clearing Fatigue and Lingering Fatigue are defined in Chapter VII; this chapter tells you what those rests mean for injury, survival, and long-term cost.
Injury Thresholds
A character’s injuries matter before they ever hit the ground. Steel Age draws a line in the blood.
Effect: No special condition.
Effect: Gain +1 Fatigue at the end of each combat round (Aftermath) until above 50% Health again.
Note: This is the same Wounded state referenced in the combat rules. Fatigue from Wounded applies in Aftermath as normal.
The Moment of Collapse
There is a difference between hurt and dying. In Steel Age, that line is not poetic. It is mechanical. It is sharp.
When a character is reduced to 0 Health, resolve a Trauma Check immediately. If they survive, they collapse into Incapacitated — alive, but no longer a combatant.
Reaching 0 Health: Trauma Check
Procedure
1. Wound Margin = damage remaining after Health reaches 0.
2. Trauma Threshold = Toughness − Wound Margin.
3. Roll 2d6.
Roll > Threshold → Death (instant).
Roll ≤ Threshold → Survives as Incapacitated at 0 Health.
Edge cases: Threshold below 2 — death near-certain. Threshold 12+ — survival guaranteed unless GM rules catastrophic.