Bleeding Out
Effect: You are Downed at 0 Vitality. Lose 1 Vitality at the start of each of your turns. Die at −(IRON + 2) Vitality.
Inflicted By
- Vitality reduced to 0 (Downed)
- Grievous Wound roll of 8 (Arterial Hit), which bleeds out even with HP remaining
Cleared By
- Stabilization: Medicine check (Tempo 6, TN 11 + how far below 0 the patient is)
- Medical Kit (+2 Roll Bonus to Stabilization)
- Anchor the Dying (Bastion Soul R1) stops the bleeding for the rest of the scene
- Blood Rouse (Flesh Shaper R2) stabilizes and restores 2 HP
- Knit Flesh / other psionic healing brings HP above 0
When you reach 0 Vitality, you are Downed. You collapse where you stand. You cannot take Actions except Crawl (2yd, Tempo 6) or Speak (Tempo 0). At the start of each of your turns, you lose 1 Vitality. You die when your Vitality reaches −(IRON + 2).
| IRON | Death At |
|---|---|
| 1 | −3 Vitality |
| 2 | −4 Vitality |
| 3 | −5 Vitality |
| 4 | −6 Vitality |
| 5 | −7 Vitality |
Higher IRON gives you more time, but not much. A Downed character is not out of the fight (they can call warnings, share information, even crawl toward cover), but they are dying.
| Patient Vitality | Stabilization TN |
|---|---|
| 0 | 11 |
| −1 | 12 |
| −2 | 13 |
| −3 | 14 |
Arterial Hit edge case: A Grievous Wound roll of 8 inflicts Bleeding Out even if HP remains above 0. The character is conscious and standing, but hemorrhaging. Stabilize before the next turn or start losing Vitality.