Damage is the result of a successful attack. Weapons have a damage rating. When one or more successes are struck with a weapon, the number of successes and the weapon’s damage rating are multiplied to determine the amount of damage inflicted.

When a character suffers damage, they have a few options. They can suffer:

  • the damage directly, which imposes penalties and can kill a character.
  • a Moderate Injury which will reduce the damage from a single attack by 6.
  • a Severe Injury which will reduce the damage from a single attack completely.

As damage accumulates, a character is hampered by their pain. There are four stages of damage status:

A character is bruised when they suffer damage equal to their (Resolve +1) x2. Bruised characters suffer a –1 die penalty to all actions.

A character is battered at (Resolve +1) x3. Battered characters suffer a –2 to all rolls.

A character is beaten at (Resolve +1) x4. Beaten characters suffer-3 to all rolls.

Characters are dying at (Brawn +1) x5 damage.

The table below shows the amount of damage at which one suffers various penalties. Note the chart provides numbers up to 6 to afford for those with Resolve 5 (Pain Tolerance) and Brawn 5 (Toughness).

Wounds Penalty 0 1 2 3 4 5 6
Bruised (Resolve +1) x2 -1 2 4 6 8 10 12 14
Battered (Resolve +1) x3 -2 3 6 9 12 15 18 21
Beaten (Resolve +1) x4 -3 4 8 12 16 20 24 28
Dying (Brawn +1) x5 - 5 10 15 20 25 30 35

A dying character is completely helpless and can only talk enough to cough out a cryptic riddle, last wish or lamentation of past mistakes. Dying characters have 1D6 rounds to be stabilized or die forevermore.

If a character is stabilized with a successful Education (First Aid) roll, 1D6 damage is removed. An additional 1 damage is removed for each success rolled to stabilize the character.

If the character is still dying even after a successuful stabilizing roll, the character will die in 1D6 hours if not stabilized again by proper medical personnel and facilities (which removes an additional 1D6 damage/ per success).

If proper hospitalization succeeds, but the character is still dying, the character will die in 1D6 days. All these rolls can explode.

A character with damage heals damage equal to their Brawn quality each day.

A character receiving proper hospitalization may heal Brawn+2 each day instead.

The merit Bounce Back affects healing rates

Some armor is worn by hellcrashers.

A standard bullet-proof vest provides protection by reducing 3 damage from any firearms attack and 1 damage from other forms of attack. A bullet-proof vest covers only the chest and does not provide any protection if a successful Called Shot hits any other body part.

Riot Gear reduces both firearms and other damage by 3, but one suffers a –1 penalty to both Athletics and Reflex while wearing it. Riot gear covers all body parts

Elements of Combat
Basic Complications
Melee Complications
Firearms Complications
Moderate Injuries
Moderate Injuries Table
Severe Injuries
Severe Injuries Table

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