Injury


Damage from Falling, Large Area Injuries, Area Damage, Explosions, Damage from Collisions, Hazards, Poisons, and Illnesses have special rules.


Being Injured wears you down, the more injured you are the more debilitating the penalties can become.

HP < ⅓ max  HP
Halve Move and Dodge (round up)
When your current hit points are lowered to one third of your maximum your Move and Dodge skills are halved.

0 HP or less
When your hit points first reach 0 or less Make an HT roll, you you fail you fall Unconscious
You suffer a -1 penalty on all DX and IQ based rolls per full multiple of your total HP below 0
Success: May act normally, but you make another check the next round if you did anything other than ‘Do Nothing’

HP x -1
When your hit points first reach or surpass your normal maximum into the negatives Immediately make a HT roll or die, (Fail by only 1 or 2, and you have suffered a Mortal Wound instead, see below)
Roll again at each multiple of your HP (-2 x HP, -3 x HP, and -4 x HP).

HP x  -5
You Die
No roll, you've suffered so much damage your body just stops working.

HP x -10
Your body is Incinerated / Obliterated / Minced / Mashed / Vaporized or otherwise destroyed.


Shock

Whenever you suffer damage from any source you receive a penalty for one second as you recover from the shock of the pain and or impact of the injury.

HP Lost = Penalty on your next turn to all DX and IQ skills (max -4)

More than 20 HP?  HP / 10 (round down) = Number of HP lost per -1 Penalty.  (eg.  23 = 2, 29 = 2, 37 = 3, 41 = 4)


Major Wounds

Any single attack that deals at least half your total HP or more, or an attack that cripples a body part is considered a Major Wound  and requires an HT roll to avoid knockdown and stunning


Knockdown and Stunning

Any attack that causes a Major Wound, and Attacks to the Head that cause Shock, force an HT roll to avoid Knockdown and Stunning.

Modifiers:
-5 for a major wound to the face or vitals (or to the groin, on a humanoid male)
-10 for a major wound to the skull or eye
+3 for High Pain Threshold
-4 for Low Pain Threshold

Failure: You are Stunned and fall Prone, dropping whatever is in your hands.
Failure by 5 (or critical failure): Lose consciousness

Stunned Condition:
Take the ‘Do Nothing’ action, and active defenses are at -4
Roll against HT at the end of your turn, Success ends the effect.


Crippling Injury

When using hit locations damage to certain body parts can cause crippling injuries.

Damage to a specific location will cripple it but can’t exceed these amounts (round up):

If you have 11 HP, you can take 6 to a limb, 4 to an extremity, and 2 to an eye.
If you deal 9 damage to a limb that is crippled at 6 HP, you do 6 damage and the limb is crippled

Additional locations:


Duration of Crippling Injuries

If you suffer a crippling injury, make a HT roll to see how serious it is. For battlefield injuries, roll at the end of combat.

Success: the crippling is temporary

Failure: the crippling is lasting

Critical failure: the crippling is permanent. 

Note that Dismemberment is automatically permanent


Mortal Wounds

If you fail a HT roll to avoid death by 1 or 2, you don’t drop dead, but suffer a “mortal wound.” 

This is a wound so severe that your internal injuries might kill you even after you stop bleeding.
If you are mortally wounded, you are instantly incapacitated. You may or may not be conscious (GM’s decision). 

If you suffer further injury and must make another HT roll to avoid death, any failure kills you. 

While mortally wounded, you must make a HT roll every half-hour to avoid death. 

If you’re alive but mortally wounded, surgery may be able to stabilize your condition – see Stabilizing a Mortal Wound (p. 424). At TL6+, “trauma maintenance” can keep you alive while waiting for surgery. This involves CPR, oxygen, transfusions, etc. Instead of rolling vs. HT every half-hour, roll against the higher of your HT or your caregiver’s Physician skill every hour – or every day, if you are on a heart-lung machine or similar life support. You do not need to roll at all if you’re put into magical or ultra-tech suspended animation!

If you recover from a mortal wound, make a HT roll. On a failure, you lose a point of HT permanently.
On a critical failure, the GM may apply the Wounded disadvantage or some other effect (e.g., reduced appearance due to scarring).


Death

If your character is killed, you may still wish to keep track of further injury. In certain futuristic or magical worlds, the dead can be brought back to life by prompt treatment, as long as the body is mostly intact (not reduced to -10 x HP).


Instant Death

Decapitation, a cut throat, etc. can kill anyone, regardless of HT and HP. If a helpless or unconscious person is attacked in an obviously lethal way, they're dead. Don’t bother to roll for damage, calculate remaining HP, etc. Just assume that they drop to -5 * HP.

This does not apply to a merely unaware victim. If you sneak up behind a sentry with a knife, you can’t automatically kill them. Game it out realistically. Target the vitals or neck. Since it’s a surprise attack, the guard won’t be hitting back: make an All-Out attack! Your attack roll will almost certainly succeed. Your victim gets no active defense at all. You will probably inflict enough injury to incapacitate or kill him. But it isn’t automatic. 


Dying Actions When a PC or important NPC is killed in any but the most sudden and thorough fashion: 

The GM should allow a “dying action.” If this is a final blow at the enemy, it should take no more than a turn. If it’s a deathbed speech, the GM should stretch time a little bit for dramatic purposes!  This has nothing to do with realism, but it’s fun.