Wounding Modifiers and Injury

Basic Set: Campaigns · p.379

Open source p.379

Any damage left over after sub-
tracting DR from basic damage is
“penetrating damage.” If there is any
penetrating damage, multiply it by the
attack’s “wounding modifier.” This is a
multiplier that depends on damage
type:
• Small piercing (pi-): ¥0.5.
• Burning (burn), corrosion (cor),
crushing (cr), fatigue (fat), piercing
(pi), and toxic (tox): ¥1 (damage is
unchanged).
• Cutting (cut) and large piercing
(pi+): ¥1.5.
• Impaling (imp) and huge piercing
(pi++): ¥2.
The damage after this multiplier
determines the injury: the HP lost by
the target. Round fractions down, but
the minimum injury is 1 HP for any
attack that penetrates DR at all.
Reduce the victim’s current HP total
by the injury sustained.
Example: Filthy Pierre is struck by
an axe, which does cutting damage.
His attacker’s basic damage roll is 7,
but Pierre is wearing DR 2 leather
armor, so he suffers 5 points of pene-
trating damage. Multiplying by 1.5 for
cutting damage, Pierre ends up losing
7.5 HP, which rounds to 7 HP – a nasty
wound!
Note that blunt trauma injury has
no wounding modifier.
Where you were hit may further
affect the wounding modifier; see Hit
Location (p. 398). The rules above
assume a hit to the torso or face.