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Hit Locations Arm (-2)

Against a living target, reduce the wounding multiplier


3-4 Skull of large piercing, huge piercing, and impaling
5 Face damage to x1. Any major wound (injury over HP/2)
6-7 Leg (Right) cripples the Arm – but damage beyond the minimum
required to inflict a crippling injury is lost. See
8 Arm (Right) “Accumulated Damage” below. Roll 1d:
9-10 Chest
11 Abdomen 1 – Shoulder: roll 1d. On a 1 hit the Joint. Otherwise,
12 Arm (Left) Arm.
13-14 Leg (Left)
2-3 – Upper Arm: if cutting, impaling, tight-beam
15 Hand (1-3 L, 4-6 R) burning attack, roll 1: on a 1 hit the Vein/Artery.
16 Foot (1-3 L, 4-6 R) Otherwise, Arm.
17-18 Neck
4 – Elbow: Roll 1d. On a 1 hit the Joint. Otherwise,
Arm.

5-6 – Forearm: if cutting, impaling, tight-beam


burning attack, roll 1: on a 1 hit the Vein/Artery.
Otherwise, Arm.
Abdomen (-1) Note: The penalty to hit an arm with a shield is -4.
Roll 1d and consult the following table. These sub-
locations can also be targeted deliberately at the
indicated penalties. Chest (+0)
1 – Vitals (-4): From the front: only with piercing, From the front: if a crushing, piercing, tight-beam
tight-beam burning or impaling attacks. Crushing burning or impaling attack strikes the chest, roll 1d;
attacks can strike the Vitals but only from the back. on a 1, the Vitals are hit.
Otherwise, Abdomen.
From the back: if a piercing, tight-beam burning or
2-4 – Digestive Tract (-2): Treat as Abdomen. On a impaling attack strikes the chest, roll 1d; on a 1, the
major wound with Cutting, piercing, tight-beam Vitals are hit. If a cutting attack strikes the chest, roll
burning or impaling attacks you must roll HT-3 to 1d; on a 1, the Spine is hit.
avoid a special infection (see Infection, p. B444).
If a piercing, tight-beam burning or impaling attack
5 – Pelvis (-3): Treat as Abdomen. On a major wound, strikes the Chest without hitting the Vitals, Injury
you fall down! You cannot stand. You can only fight cannot exceed the target’s HP. Any excess is lost, but
if you assume a sitting or lying posture. Until healed, still counts when determining the HT penalty for
you have Lame (Missing Legs) (p. B141). bleeding rolls.

6 – Groin (-3). Treat as Abdomen. From the front,


human males (and males of similar species) suffer
double shock from crushing damage (maximum -8)
Ear (-7)
and get -5 to knockdown rolls from any kind of
damage. Treat this as a Face (Cheek) hit except when making
a cutting attack specifically to slice off the Ear. In that
If a piercing, tight-beam burning or impaling attack case, injury over HP/4 is lost but has no special effect
strikes the Abdomen without hitting the Vitals, Injury . . . but twice this amount removes the Ear. This is a
cannot exceed the target’s HP. Any excess is lost, but major wound, but without the -5 to knockdown rolls
still counts when determining the HT penalty for for a face hit. Missing ears (one or both) permanently
bleeding rolls. reduce Appearance by 1 level. To use a cupped hand
to concuss the ear and cause deafness, see Ear Clap (p. Hand (-4)
MA70).
Against a living target, reduce the wounding multiplier
A miss by 1 hits the Chest. of large piercing, huge piercing, and impaling
damage to x1. Any major wound (injury over HP/2)
cripples the Hand – but damage beyond the minimum
Face (-5/-7) required to inflict a crippling injury is lost. See
“Accumulated Damage” below. On any Hand hit
The Jaw, Cheeks, Nose, and Ears. Knockdown rolls with a crushing, cutting, piercing, or tight-beam
are at -5. Corrosion damage (only) gets a x1.5 burning attack, roll 1d. On a 1, the attack hits a Joint.
wounding modifier and if it inflicts a major wound, it
also blinds one Eye (both eyes on damage greater than Note: The penalty to hit an Hand with a shield is -8.
full HP). If the Face is hit from the front, then roll 1d
and consult the following table to see which part of the
face is hit. These sub-locations can also be targeted
deliberately at the indicated penalties. Jaw (-6)
1 – Jaw (-6): Any crushing hit gives an extra -1 to This is only valid as a separate target from in front.
knockdown rolls. Treat a hit as an ordinary Face (Cheek) it, except that
2 – Nose (-7): If damage is impaling, piercing, or a crushing blow gives the victim an extra -1 to
tight-beam burning, then the skull is hit instead. Any knockdown rolls.
other damage that delivers HP/4 breaks the Nose,
which counts as a major wound (p. B420) to the Face. A miss by 1 hits the Chest.

3 – Ear (-7): Any injury over HP/4 is lost. However,


any cutting injury over twice this amount removes the
Ear.
Joint (-5 or -7)

4-5 – Cheek (-6): No special effect. Limbs and Extremities contain vulnerable joints that
an attacker can target with a crushing, cutting,
6 – Eye (-9): Impaling, piercing, and tight-beam piercing, or tight-beam burning attack. The roll to hit
burning attacks can specifically target the eye. Injury has an extra -3: -5 for an Arm or a Leg, -7 for a and or
over HP/10 blinds the Eye. Injury over 2xHP/10 a Foot. This allows crippling with injury over HP/3
destroy the eye. In any case, treat as a Skull hit (not HP/2) for a Limb, or injury over HP/4 (not HP/3)
without the extra DR 2! (As with Skull hits, toxic for an Extremity. Excess injury is lost.
damage has no special effect). Any armor surrounding
the Eye (e.g. full helm or spectacles) applies to the Dismemberment still requires twice the injury needed
attack. In order to bypass the armor, the Eye has to be to cripple the whole body part – not just the Joint. HT
targeted at -10 (see Harsh Realism – Armor Gaps, p. rolls to recover from crippling Joint injuries are at -2.
LT101).
A miss by 1 hits the limb or Extremity, but not the
Joint.

Foot (-4)
Leg (-2)
Against a living target, reduce the wounding multiplier
of large piercing, huge piercing, and impaling Against a living target, reduce the wounding multiplier
damage to x1. Any major wound (injury over HP/3) of large piercing, huge piercing, and impaling
cripples the Foot – but damage beyond the minimum damage to x1. Any major wound (injury over HP/2)
required to inflict a crippling injury is lost. See cripples the Leg – but damage beyond the minimum
“Accumulated Damage” below. On any Foot hit with required to inflict a crippling injury is lost. See
a crushing, cutting, piercing, or tight-beam burning “Accumulated Damage” below. Roll 1d:
attack, roll 1d. On a 1, the attack hits a Joint.
1-2 – Thigh (if cutting, impaling, tight-beam burning possible to angle a cutting attack to lop off the Nose,
attack, roll 1: on a 1 hit the Vein/Artery. Otherwise hit in which case crippling injury counts as an ordinary
the Leg). major wound (no -5 to knockdown for the face) and
injury in excess of this is lost. However, twice this
3 – Knee (if crushing attack, roll 1d: on a 1 hit the amount takes off the Nose, which reduces Appearance
Joint, otherwise hit the Leg). by two levels permanently.

4-6 – Shin (Leg) (if cutting, impaling, tight-beam In all cases, a miss by 1 hits the Chest.
burning attack, roll 1: on a 1 hit the Vein/Artery.
Otherwise hit the Leg).
Spine (-8)
Neck (-6) The Spine (in the Chest) is a hard target – narrow,
bony, and buried in meat – but injury there can end a
The neck and throat. Increase the wounding multiplier fight. Crushing, cutting, impaling, piercing, and
of crushing and corrosion attacks to x1.5, and that of tight-beam burning attacks from behind can target the
cutting damage to x2. Spine. The vertebrae provide an additional DR 3. Use
the wounding modifiers for the Chest, but any hit for
Roll 1d for cutting, impaling, piercing, or tight-beam enough injury to inflict a shock penalty requires a
burning attacks, roll 1d; a 1indicates a Vein/Artery hit. knockdown roll, at -5 if a major wound. Injury in
excess of HP cripples the Spine. This causes automatic
Roll 1d for crushing attacks from behind; a 1 indicates knockdown and stunning, plus all the effects of Bad
a Spine hit. Injury in excess of HP cripples the Spine. Back (Severe) (p. B123) and Lame (Paraplegic) (p.
Crippling the Spine this far up - a broken bone - causes B141). Roll twice after the fight to recover, once to
Quadriplegic (p. B150), not merely Lame avoid gaining each of these disadvantages on a lasting
(Paraplegic). This occurs automatically if Neck Snap or permanent basis!
(p. MA77) or a throw from a Head Lock (p. MA74)
inflicts injury over HP to the Neck. A miss by 1 hits the Chest.

Treat any crushing injury over HP/2 to the Neck hit


location from the front as a crippling injury which Skull (-7 from the front /-5 from
crushes the windpipe, causing choking.
behind )
A single attack that inflicts cutting injury over 3xHP
decapitates and automatically kills the target! The Skull gets an extra DR 2, the wounding modifier
for all attacks increases to x4, knockdown rolls are at
Cutting, impaling, and piercing attacks to the neck -10. Exception: None of these effects apply to toxic
can cause severe blood loss even if they don’t hit veins damage.
or arteries. Make bleeding rolls every 30 seconds, at -
2. Bleeding due to a cutting, impaling, piercing, or tight-
beam burning attack – directly or via an Eye – reduces
A miss by 1 hits the Chest. blood flow to the brain. The amount of blood might
not be especially large but any blood loss is severe;
On a Major Wound, roll on Lasting and Permanent lasting harm occurs in only a short time. Make
Injuries table at the end of this document. bleeding rolls every 30 seconds.

On a Major Wound, roll on Lasting and Permanent


Injuries table at the end of this document.
Nose (-7)
The nose is a valid target only from the front. Treat a
hit as a Face (Cheek) hit, but injury over HP/4 breaks Vein and Artery (various)
the Nose. This counts as a major wound to the face and
mangles Nose – the victim has No Sense of A fighter with a cutting, impaling, piercing, or tight-
Smell/Taste (p. B146) until the injury heals. It’s beam burning weapon can target a major blood vessel:
Neck (jugular vein or carotid artery): -8
Arm (brachial artery): -5
Leg (femoral artery): -5

The sudden blood loss increases the wounding


modifier for that hit location by 0.5. Since the intent is
to start bleeding – not to destroy bone and muscle –
ignore crippling effects and damage limits for limbs.
Realistically, such injuries can cause almost instant
unconsciousness, with death coming in seconds. The
GM may rule that Mortal Wounds (p. B423) doesn’t
apply and that any failed HT roll to avoid death means
the victim collapses and bleeds out messily.

Bleeding rolls are at -3 – or at -4 if the injury was due


to a cutting attack. Make bleeding rolls every 30
seconds. This assumes a severe but not automatically
lethal cut.

A miss by 1 hits the Neck, Arm, or Leg, as appropriate.

On a Major Wound, roll on Lasting and Permanent


Injuries table at the end of this document.

Vitals
A fighter with a impaling, piercing, or tight-beam
burning weapon can target the Vitals in the Chest and
in the Abdomen for increased damage:

Chest Vitals (Lungs): -3


Chest Vitals (Heart): -5
Abdomen Vitals (Kidneys): -4 or -3 from behind

Increase the wounding modifier for an impaling or any


piercing attack to x3. Increase the wounding modifier
for a tight-beam burning attack to x2.

Crushing attacks can target the Vitals at -3 (the Solar


Plexus from in front or the Kidneys from behind).
Wounding modifier is only x1, but shock requires a
HT roll for knockdown, at -5 if a major wound.

Internal bleeding from injuries to vital organs is


usually fatal without surgery. Make bleeding rolls
every 30 seconds, and roll at -4.

On a Major Wound, roll on Lasting and Permanent


Injuries table at the end of this document.
rolls every 30 seconds. This assumes a severe but not
Addenda Notes automatically lethal cut.

Bleeding Vitals: Internal bleeding from injuries to vital organs


is usually fatal without surgery. Make bleeding rolls
If you are injured, you may continue to lose HP to every 30 seconds, and roll at -4.
bleeding. At the end of every minute after being
wounded, make a HT roll, at -1 per 5 HP lost. On a
failure, you bleed for a loss of 1 HP. On a critical Bandaging Severe Wounds
failure, you bleed for 3 HP. On a critical success, the
bleeding stops completely. On an ordinary success, A minute’s work with bandages won’t stop really
you do not bleed this minute, but must continue to roll severe bleeding. Optionally, apply the total penalty to
minutes, the bleeding stops for good. Otherwise, you bleeding rolls – for both the size and location of the
or someone else will need to make a First Aid roll to wounds – to First Aid rolls made to halt bleeding (see
stop the bleeding; see First Aid (p. 424). Bandaging, p. B424). To staunch bleeding from the
Skull, Eye, Neck, Vitals, or Veins and Arteries, make
a Surgery roll at the same penalties; First Aid won’t
Severe Bleeding suffice.

Penalties below to bleeding rolls are cumulative with


the usual -1 per 5 HP of injury. For greater deadliness, Cripple Damage & Dismemberment
add the penalties for multiple injuries and use the
highest applicable rate of blood loss. Total injury over thresholds below, cripples the body
part. A blow to a Limb or Extremity can never cause
Dismemberment: Destroying a body part causes more injury than the minimum required to cripple that
profuse bleeding. Bleeding rolls are at an extra: body part. For example, if a man has 10 HP and suffers
9 points of injury to his right Arm, he loses only 6 HP
-1 for a superficial loss (Ear, Nose, etc.) – the minimum required to cripple his Arm. Excess
injury is lost and further injury is ignored (it is not
-2 for an Extremity subtracted from target HP and is not taken in account
to calculate Bleeding penalty). Excess and further
-3 for a Limb injury is only considered for the purpose of
determining dismemberment. Repeated blows to a
Add another -1 for an Extremity or Limb actually limb or extremity cannot kill you. Exception: No
severed by cutting damage. For a Limb, make bleeding such limit applies to the eyes!
rolls every 30 seconds regardless of how it was lost. In
all cases, once HP lost to bleeding equal the injury Limb (arm, leg, wing, striker, or prehensile tail: Injury
needed to cripple the body part, revert to using the over HP/2.
normal bleeding rules.
Extremity (hand, foot, tail, fin, or extraneous head):
Neck: Cutting, impaling, and piercing attacks to the Injury over HP/3
neck can cause severe blood loss even if they don’t hit
veins or arteries. Make bleeding rolls every 30 Eye: Injury over HP/10
seconds, at -2.
If injury to a body part is at least twice what was
Skull or Eye: Bleeding due to a cutting, impaling, needed to cripple it, the body part is not just crippled
piercing, or tight-beam burning attack to the Skull – but destroyed. A cutting attack or explosion severs a
directly or via an Eye – reduces blood flow to the limb or extremity; otherwise, it’s irrevocably crushed,
brain. The amount of blood might not be especially burned, etc.
large but any blood loss is severe; lasting harm occurs
in only a short time. Make bleeding rolls every 30
seconds.
Duration of Crippling Injuries
Veins and Arteries: Bleeding rolls are at -3 – or at -4
if the injury was due to a cutting attack. Make bleeding 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 means the crippling is temporary, Foot: You fall down! You cannot stand or walk
failure means it’s lasting, and critical failure means it’s without a crutch or something to lean on. You can still
permanent. Dismemberment is automatically fight if you brace yourself against a wall. If you have
permanent – don’t bother rolling! nothing to lean on, you may assume a kneeling or
sitting posture. Until healed, you have
Temporary Crippling: Until you are back at full HP, the Lame (Crippled Legs) disadvantage (p. 141).
you suffer the disadvantages described under Effects
of Crippling Injury, above. Once you are fully healed, Leg: You fall down! You can still fight if you assume
these effects disappear. a sitting or lying posture. Until healed, you have the
Lame (Missing Legs) disadvantage (p. 141).
Lasting Crippling: You suffered a broken bone, badly
torn (or burned) muscle, or other lingering damage. Eye: You are blind in that eye. Until healed, you have
Roll 1d. This is the number of months it will take for the One Eye (p. 147) disadvantage – or Blindness (p.
the injury to heal fully. (If the injury is treated by a 124), if you lose all your eyes – unless you have some
physician, subtract 3 from the roll at medical TL7+, 2 substitute for eyes.
at TL6, or 1 at TL5 – but the period of healing is never
less than one month.).
Hit them where it Hurts
Permanent Crippling: You lose the use of that body
part. It is either nonfunctional or gone. Either way, you A hit location may be covered by one or more pieces
acquire a new disadvantage (One Hand, Lame, etc., as of armor or only partially visible, providing only an n-
appropriate). You get no extra character points for in-6 chance of protection. Roll 1d whenever such a
this! It simply lowers your point value. In some partially protected location is hit. On a roll equal to or
settings, even this degree of injury is curable; see less than n, DR protects. An attacker can attempt to
Repairing Permanent Crippling Injuries (p. 424). strike around partial armor or cover. That is:

1/6 -1
Effects of Crippling Injury 2/6 -1
3/6 -2
Any crippling injury is also a major wound, and 4/6 -3
requires a HT roll for knockdown and stunning; see 5/6 -4
Knockdown and Stunning (p. 420). Below are some
additional effects specific to particular body parts; all
these effects apply to dismemberment as well. These Knockdown and Stunning
last until the fight is over, and possibly longer – see
Duration of Crippling Injuries (p. 422). Whenever you suffer a major wound, and whenever
you are struck in the Head (Skull, Face, or Eye) or
Hand: You drop anything you were carrying in that Vitals for enough injury to cause a shock penalty (see
hand. If you were using two or more hands to hold an Shock, p. 419), you must make an immediate HT roll
object, roll vs. DX to avoid dropping it. You cannot to avoid knockdown and stunning.
hold anything (e.g., a weapon) in that hand. You can
wear a shield on that arm and use it to block, but you Modifiers: -5 for a major wound to the face or vitals
cannot attack with it. Until healed, you have the One (or to the groin, on a humanoid male); -10 for a major
Hand disadvantage (p. 147). wound to the skull or eye; +3 for High Pain Threshold,
or -4 for Low Pain Threshold.
Arm: As for a crippled hand . . . but while someone
with a crippled hand could at least carry something in On a success, you suffer no penalty beyond ordinary
the crook of the arm, you cannot use a crippled arm to shock. On a failure, you’re stunned; see Effects of Stun,
carry anything! You do not drop a shield on that arm below. You fall prone (if you weren’t already), and if
(unless the arm is severed), but you cannot use it to you were holding anything, you drop it. This effect is
block – and since it’s just hanging in front of you, called “knockdown,” and isn’t the same as
reduce its usual Defense Bonus by one. Until healed, “knockback” (see p. 378). On a failure by 5 or more,
you have the One Arm disadvantage (p. 147). or any critical failure, you fall unconscious! See
Recovering from Unconsciousness (p. 423).
Effects of Stun: A failed knockdown roll can cause beyond lost HP. If there is, make a HT roll to
“stun,” as can certain critical hit results and some determine whether the condition is temporary, lasting,
afflictions. If you are stunned, you must Do Nothing or permanent, just as per Duration of Crippling
on your next turn. You may perform any active Injuries (p. B422). Rapid Healing (p. B79) has its
defense while stunned, but your defense rolls are at -4 usual effects.
and you cannot retreat. At the end of your turn, you
may roll against HT. On a success, you recover from
stun and can act normally on subsequent turns. On a
failure, you remain stunned; your next maneuver must
also be Do Nothing, but you get another roll at the end
of that turn . . . and so on, until you recover from stun.

Major Wounds
A “major wound” is any single injury of greater than
1/2 your HP. A lesser injury that cripples a body part
also counts as a major wound – see Crippling Injury
(below). Any major wound requires a HT roll to avoid
knockdown and stunning.

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. On any failure, you die. On a success, you linger
for another half-hour – then roll again. On a critical
success, you pull through miraculously: you are no
longer mortally wounded (but you are still
incapacitated). 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!

Lasting and Permanent Injuries

On a major wound (injury over HP/2) to the Neck,


Skull, Veins/Arteries, or Vitals, roll 3d on the
appropriate table to see whether there is any effect
Neck Wounds Table
12 – Ruptured eardrums or damage to the temporal
Roll 3d. Death from a cutting attack means partial or lobe, giving Hard of Hearing (p. B138). Critical failure
complete decapitation. Those attempting magical or on the recovery roll means full Deafness (p. B129).
technological resuscitation must first reattach the
head! 13 – Damage to the cerebellum, giving a level of Ham-
Fisted (p. B138) – or two levels, if injured to -HP or
3 – Respiratory or circulatory problems, giving -1 HT. worse.
Critical failure on the recovery roll means delayed
death by aneurysm. Treat this as Terminally Ill (Up to 14 – Widespread brain damage, giving Neurological
two years); see p. B158. Disorder (Mild). See p. B144. 15 – Brain stem damage
that impairs reaction time (“startle response”), giving
4, 5 – Stroke resulting in brain damage. Roll on the -1 Basic Speed.
Skull Wounds Table for effects.
16 – Severe damage to the cerebellum, giving -1 DX.
6, 7 – Severe neurological damage, resulting in Numb
(p. B146). 17 – As 14, but Neurological Disorder (Severe).

8-13 – No special effect. 18 – As 14, but Neurological Disorder (Crippling).

14, 15 – Damage to the throat, resulting in Disturbing


Voice (p. B132) – or Cannot Speak (p. B125), if Veins and Arteries Wounds Table
injured to -HP or worse.
Roll 3d. Death from such a wound means the victim
16, 17 – As 4, 5. “bleeds out.” This is messy and obvious, makes
ordinary resuscitation impossible, and tends to
18 – Severely reduced neck mobility, giving -1 DX. disappoint vampires.

3 – Circulatory damage, giving -1 HT. Critical failure


Skull Wounds Table on the recovery roll means delayed death resulting
from aneurysm. Treat this as Terminally Ill (Up to two
Roll 3d. Death from a skull injury means the brain is years); see p. B158.
destroyed, preventing ultra-tech “brain reading.”
4, 5 – For an artery in the arm or leg, lack of blood
3 – Widespread neurological damage, giving Epilepsy flow cripples the limb; treat this as a crippled limb. For
(p. B136). a vein/artery in the neck, roll on the Neck Wounds
Table instead.
4 – General cognitive impairment, giving -1 IQ.
6, 7 – Circulatory damage, giving one level of Easy to
5 – Damage to the prefrontal cortex, giving Low Kill (p. B134) plus one extra level if injured to -HP,
Empathy (p. B142). two extra levels at -2xHP, and so on.

6 – Damage to the temporal lobes, giving Partial 8-13 – No special effect.


Amnesia (p. B123) – or Total Amnesia, if injured to -
HP or worse. 7 – Damage to the parietal lobe, giving 14, 15 – A severe tear that counts as Wounded (p.
Dyslexia (p. B134). B162). This can become permanent, like any other
crippling injury.
8 – Damage to the cerebellum, giving slurred speech.
Treat this as Stuttering (p. B157). 16, 17 – As 4, 5.

9 – Damage to the occipital lobes, giving Bad Sight (p. 18 – A blood clot travels to the brain and causes a
B123). Critical failure on the recovery roll means stroke. Roll on the Skull Wounds Table for effects.
Blindness (p. B124)!

10, 11 – No special effect. Vitals Wounds Table


Roll 3d. At the GM’s option, death from such a wound
means an instantly lethal blow to the heart!

3 – Severely weakened vital organ(s), giving -1 HT.


Critical failure on the recovery roll means eventual
death due to organ failure. Treat this as Terminally Ill
(Up to two years); see p. B158.

4 – Stabbing pains in the chest or abdomen that count


as Chronic Pain (p. B126). The GM assesses effects
worth roughly -1 point per lost HP. For instance, 21
HP of injury might cause Chronic Pain (Agonizing; 4
hours; 9 or less) [-22].

5 – Damage to the kidneys, liver, pancreas, or other


organs, resulting in Restricted Diet (p. B151). The
special diet amounts to a “very common” item.

6 – Shock to the immune system, giving one level of


Susceptible to Disease (p. B158) plus one extra level
if injured to -HP, two extra levels at -2xHP, and so on.

7 – Reduced cardiovascular fitness, giving -1 FP plus


an extra -1 FP if injured to -HP, -2 FP at -2xHP, and
so on.

8 – Weakened heart, giving one level of Easy to Kill


(p. B134) plus one extra level if injured to -HP, two
extra levels at -2xHP, and so on.

9-12 – No special effect.

13 – A deep hole that counts as Wounded (p. B162). If


this becomes permanent, it may be deliberate (a result
of surgery) or the result of incomplete healing.

14 – General damage to the vital organs, leading to


Slow Healing 1 (p. B155).

15 – Severely reduced cardiovascular health, giving


Unfit (p. B160) – or Very Unfit, if injured to -4xHP or
worse.

16 – Chronic health problems that require daily care.


Treat as Maintenance (Physician; 1 person; Daily); see
p. B142.

17 – As 16, but requires care three times per day. Treat


as Maintenance (Physician; 1 person; Three times
daily).

18 – As 16, but requires constant life support. Treat as


Maintenance (Physician; 1 person; Constant).

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