Version 3.0 (06/25/2026)
Damage & Wounds
Damage in RonD6 is intentionally straightforward. Instead of tracking multiple wound categories, characters simply accumulate Wounds.
When a character is hit, compare the attack’s Damage Total to the target’s Damage Resistance Total.
- If the Damage Total is less than the Damage Resistance Total, the attack has no lasting effect.
- If the Damage Total equals or exceeds the Damage Resistance Total, the target is Stunned.
- For every 6 points by which the Damage Total exceeds the Damage Resistance Total, the target suffers one Wound.
Wounds are cumulative until healed.
Damage Resistance
A character’s Damage Resistance Total is equal to:
Toughness + Armor + Special Abilities + other modifiers
Armor, Talents, Special Abilities, environmental effects, and similar circumstances may modify the Damage Resistance Total.
A character may spend Character Points or a Fate Point to improve a Damage Resistance roll as normal.
Injury Effects
| Injury | Effect |
| Stunned | The character suffers -1D to all physical Tests until they recover. Recovery requires one successful Stamina: Fortitude Test or one full Round spent taking no Actions. |
| 1–2 Wounds | Each Wound imposes a cumulative -1D penalty to all Tests until healed. |
| 3 Wounds | The character is Incapacitated. They immediately fall unconscious unless they succeed on a Standard Stamina or Will Power Test. If successful, they remain conscious but suffer a -3D penalty to all Tests. |
| 4 Wounds | The character is Mortally Wounded and immediately falls unconscious. At the end of each minute, roll Strength. If the result is less than the number of minutes since receiving the wound, the character dies. |
| 5 Wounds | The character dies immediately. |
Additional Wounds continue to accumulate until the character is healed or dies.
Conditions
Conditions represent temporary physical or mental effects that hinder a character. A character may suffer multiple Conditions at the same time, and their effects are cumulative unless otherwise stated.
Unless a Condition specifies a duration, it remains in effect until the source is removed or the Game Master determines the character has recovered.
Stunned
The character has been momentarily dazed or staggered.
Effect: The character suffers -1D to all physical Tests.
Recovery: A character may remove the Stunned Condition by succeeding on a Standard Stamina: Fortitude Test or by taking no Actions for one full Round.
Fatigued
The character is physically exhausted from exertion, environmental hazards, or lack of rest.
Effect: The character suffers -1D to all physical Tests.
Recovery: The character recovers after sufficient rest or by any other means specified by the source of the Condition.
Confused
The character is mentally disoriented or unable to think clearly.
Effect: The character cannot spend Character Points or Fate Points and suffers a -5 modifier to all Standard Tests.
Recovery: The duration is determined by the effect that caused the Condition.
Stymied
The character is distracted, off balance, or unable to perform at their best.
Effect: The character loses the ability to reroll the Wild Die. If a 6 is rolled on the Wild Die, it is treated as a normal result and is not rerolled. This restriction also applies to any Wild Dice gained from spending Character Points.
Recovery: The duration is determined by the effect that caused the Condition.
Healing
Characters recover from injuries through rest, medical treatment, or extraordinary means. Healing removes Wounds, allowing a character to gradually recover from their injuries.
A character who is Stunned or Fatigued is not considered Wounded and recovers much more quickly.
Natural Healing
A character may recover naturally through rest. After the appropriate recovery period, the character makes a Stamina: Fortitude Test. Characters who perform strenuous activity, travel, or otherwise fail to rest during the Recovery Time must Test against oneDifficulty higher check.
Characters who rest for twice the required recovery period gain +1D to the Test.
Recovery Times
| Injury | Recovery Time |
| Stunned | 1 minute |
| 1 or more Wounds | 3 days per Wound |
| Incapacitated | 2 weeks |
| Mortally Wounded | 5 weeks |
Natural Healing Results
| Test Result | Effect |
| Critical Failure | The character suffers one additional Wound. |
| Failure | No recovery. |
| Success | Heal 1 Wound. |
| 2 or more Result Points | Heal 2 Wounds. |
A character can never heal more than 2 Wounds from a single Natural Healing Test.
Assisted Healing
Another character may provide medical treatment using the Medicine skill. Emergency first aid requires no special equipment, though a medical kit may provide bonuses as described in its equipment entry.
The healer makes a Medicine Test using the following Difficulty.
| Patient’s Condition | Difficulty |
| Stunned | Easy |
| 1 Wound | Standard |
| Each additional Wound | +1 Difficulty Level |
If successful, the patient immediately heals 1 Wound. If the healer generates 1 or more Result Points, the patient heals 2 Wounds instead. A character may only benefit from one successful Assisted Healing attempt for each injury.
Stun Damage
Some weapons are designed to incapacitate rather than kill.
After determining the number of Wounds inflicted, reduce the result by 2 Wounds, to a minimum of Stunned.
A character affected by Stun Damage falls unconscious for a number of minutes equal to the difference between the Damage Total and the Damage Resistance Total.
Stun Damage has no effect on inanimate objects or devices unless specifically noted.
Massive Damage
If a character suffers 2 or more Wounds from a single attack, they are reeling from the impact. Until the end of their next turn, they may only move, defend, or perform one Action. A successful Standard Stamina: Fortitude Test at the beginning of their next turn ignores this restriction.
