Effects of Injury

Basic Set: Campaigns · p.380

Open source p.380

If you are injured, subtract the
points of injury from your Hit Points.
Usually, you are still in the fight as
long as you have positive HP; see
General Injury: Lost Hit Points (p. 419)
for details. The most important
effects are:
• If you have less than 1/3 of your
HP remaining, you are reeling from
your wounds. Halve your Basic Speed
and Move (round up), which also
reduces your Dodge.
• If you have zero or fewer HP left,
you are hanging onto consciousness
through sheer willpower and adrena-
line – or are barely holding together, if
you’re a machine. You must roll vs. HT
each turn to avoid falling unconscious.
If you pass out, see Recovering from
Unconsciousness (p. 423) for how long
it will take to recover.
•If you go to fully negative HP (for
instance, -10 if you have 10 HP), you
risk death! You must make an imme-
diate HT roll to avoid dying. You must
make another HT roll to avoid death
each time you lose an extra multiple of
your HP – that is, at -2¥HP, -3¥HP, and
so on. If you reach -5¥HP, you die
automatically. See Death (p. 423).
The sudden loss of HP can have
additional effects:
Shock: Any injury that causes a loss
of HP also causes “shock.” Shock is a
penalty to DX, IQ, and skills based on
those attributes on your next turn
(only). This is -1 per HP lost unless
you have 20 or more HP, in which case
it is -1 per (HP/10) lost, rounded
down. The shock penalty cannot
exceed -4, no matter how much injury
you suffer.
Major Wounds: Any single injury
that inflicts a wound in excess of 1/2
your HP is a major wound. For a
major wound to the torso, you must
make a HT roll. Failure means you’re
stunned and knocked down; failure by
5+ means you pass out. For details,
see Major Wounds (p. 420) and
Knockdown and Stunning (p. 420).
Stunning: If you’re stunned, you
are -4 to active defenses and cannot
retreat, and must Do Nothing on your
next turn. At the end of your turn,
attempt a HT roll to recover. If you
fail, you’re still stunned and must Do
Nothing for another turn. And so on.
For more about injuries – and how
to recover from them! – see Injuries
(p. 418).