Combat – Damage, Healing, Dying


Gilgamesh uses NERF-style foam dart guns to simulate combat with guns. When a character possesses a gun their player should carry a NERF gun.

NERF guns can come in two broad varieties – Manual Action and Automatic. A Manual Action gun requires that the gun is manually “cocked”/reset after each shot. An Automatic gun can take one or more shots without needing to be cocked or reset (generally using air pressure or battery power.) Any player may fire a manual action gun but may not reload it. Only players whose characters possess the relevant Firearms skill may reload a gun, or use an automatic gun.

Gilgamesh ranged combat relies entirely on the skill of the player. If a player can hit another player with a NERF dart, it is assumed that their character can hit the other player’s character.

NERF darts only count when they are fired from a NERF gun. NERF darts/discs may not be thrown or fired in some other manner (such as with a rubber band.) A NERF gun must never come into contact with another player. A NERF dart/disc that has clearly rebounded off of another surface before hitting a player does not count as a hit.

All successful attacks cause one damage.


When a character takes damage, it is applied to armour before it is applied to a character’s Hits stat.

When a character reaches zero Hits they are rendered UNCONSCIOUS. If a character is taken below zero hits they are rendered DYING. A character who is rendered either UNCONSCIOUS or DYING should immediately break any touch contact and fall to the ground.


A character who is UNCONSCIOUS must count to one hundred with their eyes closed. They may not move or speak (except Out of Character in response to a “Diagnose” call) during this period. Once this count has been reached they make get up and act as normal again, but they remain on zero hit points unless further healed (therefore a character who has revived from being UNCONSCIOUS and is hit again goes immediately to DYING.)


A character who is DYING must count to three hundred with their eyes closed. They may not move or speak (except Out of Character to a healer with the “Diagnose” skill.) Once this count has been reached they are considered DEAD and must return to the GM for character re-assignation. A character who is DYING is considered to be at negative one hit points.


A character with healing skills may arrest or reverse the damage process. There are three main healing skills – “Diagnose”, “Stabilise” and “Heal.”


Any character with the Diagnostician effect may request that any UNCONSCIOUS or DYING character tell them what their count is, and whether they are UNCONSCIOUS or DYING.


A character with the “Stabilise” skill may bring a character immediately out of their UNCONSCIOUS count by establishing touch with them for ten seconds and appropriate role-play. Only one character may be brought out of the UNCONSCIOUS state by one player at a time unless a player has an Effect which states otherwise. The “Stabilise” skill may also be used to “pause” a character’s DYING count. While Stabilise is being used to pause a DYING count the healer must maintain touch contact and repeat “Stabilising” every second. When stabilising is stopped, assuming no healing has been completed in the meantime the DYING player must restart their DYING count at the point where it was paused.


A character with the “Heal” skill may restore a hit to a wounded character by establishing touch for ten minutes of appropriate role-play. Only one character may be healed at a time. A character who is DYING and is administered to by a healer in this way also has his or her count paused until the healing is complete. If healing is interrupted and/or touch contact disrupted then healing must be restarted. Any character whose DYING count was paused by healing taking place must resume their count from where it stopped once incomplete healing is stopped. At the end of the healing process a DYING character who is healed is considered to be at zero hit points but does not become UNCONSCIOUS.
Note that when stabilising or healing another character, both the healer and the character being healed may talk as normal so long as the appropriate role-play is carried out and so long as touch contact is maintained.