When a character gets shot or otherwise battered, there is a good chance they will suffer serious consequences, a wound.
Different types of damage cause different wounds and some are more likely to cause serious wounds that others, a gunshot is much more dangerous than a punch, or even getting hit by a baseball bat.
Characters die automactically if their body goes to negative more than its max value. Revive checks for someone who has died in this manner are equal to 30+amount of damage beyond the negative threshold. Any character at negative higher than half their earth must make an endure check each round or die target is the amount they are negative. 3 delta, skip making a check for one round, 10 delta stabilize.
Roll a d10, add the amount of damage you took, and look on the wound table for the type of damage
Stamina damage comes from getting punched, kicked, struck with blunt objects or otherwise battered. It hurts but it isn't too likely to do really serious harm, unless you are getting hit really hard.
|22||pain 1||daze 2|
|30||Internal Bleeding 1|
|35||Bruising lose 4 body|
|42||Bruising: lose 6 body|
|47||Brusing lose 8 body|
|50||Knockout: reduce wind to -5|
|51||Internal bleeding 2|
|54||Broken rib, reduce max earth by 5, and effort expenditure gives pain=effort/2 round down|
|55||Multiple broken ribs, punctured lung, any effort gives pain=effort (before doubling for lung)|
|56||Cracked skull, Knockout: wind = -10|
|57||Broken spine, paralysed, permanent without surgery check target 25 within 1 day, target increases by 5 if you are moved|
|58||Massive shock: death revive target 25|
|59||Rib punctures heart, die in 2 rounds, bleed 5, repairing heart is surgery dc 25, then revive dc 28|
|60||Crushed skull: death, revive dc 35, brain damage 4|
Body damage comes from getting cut, shot, or otherwise punctured, it is very bad, and generally puts you in danger of bleeding to death.
|17||Bleed 1, Pain 1|
|21||IB 1, pain 3|
|27||Pain 4, Bleed 2|
|29||Daze 10, Bleed 1|
|34||IB 6, Bleed 4, Pain 4|
|40||Punctured Lung, IB 4|
|48||Punctured lung, bleed 4, internal bleed 4|
|50||Spine damage, parapalegic, permenant without surgery dc 25 within a day|
|51||Knockout: wind=-5, internal bleeding 4|
|52||Death in 2 rounds revive 20|
|53||Bleed 15 internal bleeding 10|
|54||Death, revive 25|
|56||Death, revive 30|
|58||Brain scrambled, brain damage 8, knockout: wind=-10|
|60||Head smashed, death, no revive|
Pain: Many wounds impose pain penalties on all skills. These persist until you overcome them with endure pain checks. The next tick, make an endure pain check against target 25. If you pass, reduce pain by 1. If not, increase your check result by 2 every tick until you pass. Once you pass, you may make another check the next tick. You can spend 5 delta to reduce the pain by an additional 1
Bleeding: Your bleed number is how many points of Stamina you loose per eight ticks. . Can be stopped by first aid skill. Target is 10, or 15 if you are treating yourself, takes 8 ticks, you can get +1 on the check for each extra AP you spend. Each 5 of delta lets you reduce bleeding by 1, 10 delta can instead halve the bleeding, 20 stops it completely. Spend 4 Delta to you reduce the time to 6 ticks, 8 delta lets you reduce the time to 4 ticks, 16 delta lets you reduce the time to 2 ticks
Dazing: Increase your stability penalty by an extra N
Internal Bleeding: Bleed X stamina per minute, reduces naturally by 1 per 10 minutes, surgery check to heal target 15 each attempt deals deals 2 body damage, 5 delta reduce bleeding by 1, 5 delta reduce damage by 1.
Punctured Lung: Efford expenditures doubled. Surgery target 20 reduces to 1.5x deals 5 body damage, delta 5 reduce damage by 1. After treatment heals in 1 week
Knockout: Your wind is immediately dropped to some negative value knocking you out. You recover from this knockout normally.
Brain Damage: Applies a penalty on all mental skills. Treating brain damage is a Surgery check target 20 to reduce it by 1 each 5 delta reduces by another 1. A brain surgery check takes 10 minutes and cost the patient 5 body. For brain damage succesive treatments do not stack, record what the initial brain damage was, further checks only decrease brain damage if they get a result that lets them reduce more damage. For example if someone has brain damage 4 a 20 will reduce their brain damage to 3, but another check will not help unless it gets a delta of at least 5. Target for this surgery check increases by 2 for every failed check and 2 for each of these periods that has passed since the injury: 1 minute, 1 hour, 1 day, 1 week, 1 month, 1 year, 10 years
Death: You are dead, you can still be revived, target is given, increases by 1 per interval and 1 per failed revive check