Injuries and Toughness

The text on this page is released under CC BY. Attribute to Bill Browne.

Characters do not have a Damage score. When you are hit by an attack, roll Fortitude on the Master Table.

Black Hurt, At-Risk
Red Shaken, At-Risk
Blue Shaken
Yellow No effect

Shaken: You suffer a -1 row step penalty to Fortitude when making checks to avoid injury. This stacks each time you become Shaken.

At-Risk: If you are already Hurt, when you receive a red or black result you become Dying.

Hurt: Your speed is halved and you suffer a -4 row step penalty to all rolls.

Healing: You lose all your shaken and hurt conditions between encounters, as in the regular rules. Alternately, you can use the following subsystem:

  • After one hour, your Dying condition becomes Hurt, or your Hurt condition becomes an additional Shaken condition, or you lose a single Shaken condition.

Weapon Injury

Under the system outlined above, your weapon damage is no longer relevant. If you dislike that, here's an alternative:

Characters do not have a Damage score. When you hit someone with an attack, roll your damage value on the Master Table as if it were a trait. If you hit, this is the effect the target suffers:

Black No effect
Red Shaken
Blue Shaken, At-Risk
Yellow Hurt, At-Risk

Shaken: When rolling damage, characters attacking you receive a +1 row step bonus. This stacks each time you become Shaken.

At-Risk: Unchanged.

Hurt: Unchanged.

Healing: Unchanged.

Armor

There are a couple of options for how to handle Armor in this system:

  • Armor: The character's body is protected by a thick hide or a suit of armor. Whenever the character uses Fortitude to avoid injury, the character uses the Rank Value of this power or the character's Fortitude +10, whichever is greater.
  • Armor: For every Rank Value in Armor, you gain half a row step bonus to Fortitude rolls to avoid injury.

Weapons

The default system ignores the size or power of a weapon, leaving that up to a character's individual flavour. If you prefer a little more detail, use the system below:

  • Small weapon (one-handed melee, pistol, rock) -1 or -2 row penalties.
  • Medium weapon (two-handed melee, rifle, concrete block) -3 or -4
  • Large weapon (cannon, car) -5.