Damage

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Attacks do a base Damage. The higher the damage, the harder it is to Save if hit. Damage 1, 2, or 3 deal a Strike unless the target Saves. Damage 4 or 5 deals a Strike if the target Saves, or forces you Out on a failed Save. Instead of a Damage 6, attacks become Damage 10, 15, 20, and so on. Each Momentum may increase damage by +1 step for each.

Strikes

A hero may take 2 Strikes and still act normally. A third Strike knocks the hero Out. A character may discard one Reflex in place of taking a Strike. A character that is knocked Out by any means gains three Strikes if they didn't have them already.

Out

When a player's character goes Out the encounter ends when the current Exchange is completed. The player has a choice: the character may Flee and gain 1 Shame, or Fall and risk capture. At the end of the Exchange the remaining players may choose to remain (also risking capture), or Flee and gain 1 Shame too. Based on who remains the GM determines if the opponents press their advantage and capture any characters who remained, or flee the area--allowing any Out characters to recover. Horde usually flee unless they outnumber the heroes 2 to 1 or more, and villains with 2 strikes tend to flee as well.

If there is no avenue to flee or the opponents have no intention to take prisoners the Encounter becomes High Stakes. The band's Saves gain a bonus in such an encounter, but remaining in place results in death, not capture.

Saves

Unless you have a Distinction or Fault that changes it, Saves are rolled on 1 die. Will may be spent to add +2d as usual, and some Modifiers like Cover apply a bonus to saves. A Save must beat the value of the Damage to succeed. If a Save succeeds against Damage 3 or less is avoided completely. Against Damage 4 or more a Save means the target suffers a Strike, and failure knocks the target Out. Damage greater than 5 requires multiple 6's to Save. Such Damage comes in multiples of 5, and requires a 6 for each multiple. So a 10 Damage hit requires 2 6's, a 15 Damage hit 3 6's, and so on. The number of 6's needed is also the same as the amount of Heavy Damage dealt, and vice-versa. Momentum generated on Save (whether it succeeds or not) may reduce the Damage by a Step.

Save Source
+1 Concealment
+1 Shield/Cover
+1 High Stakes

Armor and Penetration

Armor reduces Damage equal to its Rating, down to a Minimum 1. Heavy Damage isn't affected by regular Armor at all, and normal Damage drops to zero against Heavy Armor. If an Armor Rating has a P that means it offers "Protection"--a +1d Bonus to Saves. A0P is possible, and usually indicates leather or padded protection.

Armor Rating Example
0P Padded/Leather
1 Iron/Lamellar
2 Steel Plate
3P Woven Steel (Science)
4 Mechanical Soldier
5(H1) Half Inch Steel Plates
10(H2) 2 Inch Steel Plates
15(H3) 4 Inch Steel Plates
20(H4) 8 Inch Steel Plates
20(H5) 16 Inch Steel Plates

Penetration subtracts from Armor. If not listed, Penetration is 0. Penetration on normal Damage has no effect on Heavy Armor. If Penetration exceeds Armor there is no additional effect.

Horde

Horde don't track Strikes or other conditions, and don't start with Saves at all. If one suffers a Strike roll a die, and on a 1-3 the minion Flees and on a 4+ he Falls injured and unconscious. If knocked Out by 4+ damage a 1-3 indicates a Fall, and 4+ means the unfortunate was killed.

Consequences

If your hero would be knocked Out, you can discard a Reflex card instead. You may also choose to keep fighting with two Strikes and suffer a random Injury. Roll the Danger Die and apply the generated Injury immediately. If the character already has that Injury, use the next lowest number until a new Injury applies. A character may not have more than three Injuries at any one time, which leads to is one final, deadly option. In place of a fourth Injury you may opt for Death instead. The character remains active and automatically makes all Saves until the end of the Exchange, at which point the player may narrate the condition change...and the heroic (or not) manner in which the character perishes. An enemies who survive Flee after such a display.

Heavy Damage

Vehicles exist on the Heavy Damage scale. They don't suffer Strikes or get knocked Out, they simply have Boxes to eliminate. Heavy Damage 1 destroys 1 Box, 2 destroys 2, and so on. When a component has no remaining Boxes it's wrecked and may no longer be used. When a vehicle is hit roll a die to see where:

  • 1-3: Hull. Damage destroys Hull boxes, and if all are destroyed the vehicle crashes.
  • 4-5: Crew. Each Damage knocks Out one crew, starting with supporting characters. Heroes *may* Save if hit.
  • 6: Critical. Roll another D6:
    • 1-3: Maneuverability: Lose 1 Man and then suffer a normal hit to the Hull.
    • 4-5: Weapons: Lose 1 Weapon and then Damage to the crew. If no weapons, suffer Heavy Damage +1 to the crew.
    • 6: Severe. Roll again with +1 Heavy Damage. If the number of Severe results exceeds the vehicle's Size it is destroyed.

Damage Scale

Value Damage Heavy
1 Average punch
2 Heavy club
3 Bone breaking
4 Bullet or sword
5 Large bore 1
10 Explosive 2
15 Light Cannon 3
20 Medium Cannon 4
25 Heavy Cannon 5


Special Damage

  • Burn: Deals a hit and adds a burning marker. Burning: During your next turn 2d per Burning marker. Blue and red deal burn. You may use a snap and/or an action to eliminate 1 burn marker.
  • Kill: One kill result forces you to make a hits check. Each extra kill result adds a penalty to that check. (Defunct, I think this is just Hits/Hits)
  • Stun: Each result gives you an extra penalty on all checks until the end of your next turn. (Defunct, because its annoying.)
  • Subdue: One subdue result forces you to make a resolve check. Each extra subdue result adds a penalty to that check. (Defunct, probably Grit/Grit)

Damage keywords

  • Stagger: If red results exceed your Grit threshold, you are knocked down.
  • Bleed: Each red result adds a bleeding marker. Bleeding: During your next turn you suffer hits equal to bleed markers and remove 1 bleed marker. (Review)
  • Rapid: Extra successes deal hits, not Momentum.


Optional Damage Rules

  • Optional Rule: Gritty damage. If you take more damage than your attribute's control in one lump, you have to make a check.
  • Optional Rule: Knockback. Red results (stagger) beyond your stamina pushes you back one area.
  • Optional Rule: Overflow damage. If you fumble a grit, hits, or wits check suffer your marker and immediately check again in place of gaining interference.
  • Optional Rule: Gritty bleeding. Instead of removing a bleeding marker automatically, only remove one if you make a strength check with a margin equal to the number of markers.
  • Optional Rule: Deadly Grit. If you're out, further Grit results are treated as hits instead.

Recovering Damage

After an encounter you are no longer out, remove any grit markers and regain any lost grit bubbles. You may rest to eliminate the exhausted state. Rest requires that you eat a meal (inexpensive to purchase or use supplies). Each day if you rest you may recover and attempt a strength check. If you succeed you eliminate a wounded marker or regain lost hits equal to your stamina. When you gain focus you eliminate a flustered marker or regain wits equal to your intellect.

State

Main article: State

As a result of effects you may gain temporary states that change what you can do. You can have any number of different states. Some states will stack, and give you multiple markers to track how affected you are. If a state doesn't allow multiple markers you lose 1 grit if you would get the same state again.

Precision

Normally attacks or effects hit you in the body, dealing the default effects. However it is possible to target attacks at specific locations to gain extra effects. Targeting a specific hit location adds a penalty, and is called a precision attack. Most individuals have a body, two arms, two legs, and one head. Different types of opponents may have new hit locations you can target, just ask.

  • Arms: When your arms are attacked if hits exceed your stamina you are injured and you lose one hand for equipping items until you recover from being injured.
  • Bypass: You try to avoid armor. The target rolls an effect die per armor, and if the result is green you ignore that armor.
  • Disarm: Your effects are applied to an equipped weapon or item, and it is dropped it that area.
  • Head: When your head is targeted you gain a bonus to any defense, but if you are hit the attack rolls +3dE.
  • Legs: When your legs are attacked if hits exceed your stamina you are injured and you lose 2 speed from all your moves until you recover from being injured.

Area Effect

Some attacks (including blast attacks) affect entire areas rather than single targets. You attack an area, and if you hit the effect spreads from there. If you miss, you check diversion. Diversion moves the target areas up to the failure margin towards the nearest individual with interference. If no one has interference then it deviates towards you instead. The effect then emerges from the new target area normally. Since it is the area being attacked and not individuals within, a Dive defense only needs to succeed to allow a move before any damage is rolled, since it isn't actually a contest.

Damaging Equipment

Roll one effect die for each hit an item takes. One red result damages the item, essentially giving it a hits marker. Any use of the item will suffer a penalty until it's repaired, as will the attempt to repair it. A second red result disables the item. It's out, it can no longer be used and stops providing any benefit at all until repaired. A third red result destroys the item completely, and it may no longer be repaired. Large or complex items may have separate components that can be disabled by red results. If an item has hits, they must be eliminated before these effects are rolled.


Version 2.5.2
©2014 Frameworks Games

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