Damage Options

Damage Options

Severe Injuries (Optional)

If an attack would kill, the attacker may instead inflict a serious permanent injury (limb severed, permanent loss of function, etc.). Target also suffers wounded / wounded twice / incapacitated (GM's option). Not automatically a Dark Side Point.

Massive Damage (Optional)

If a character takes two Wound levels in a single round, they can do nothing but defend or run for the next two rounds. In either round, they may attempt an Easy stamina or willpower roll (as an action) to recover early.

Descriptive Damage (Optional Guidance)

Stunned: bruise, sprain, laceration, minor dislocation Wounded: deep laceration, torn ligaments, major dislocation, minor break Wounded Twice: broken bone, gaping wound, concussion Incapacitated: multiple fractures, vital-area injury, heavy concussion Mortally Wounded: above + multiple internal injuries Dead: broken neck, punctured lung, evisceration

Miscellaneous Damage

Generally, no attack roll is required unless someone can "attack" with it. Armor/protection applicability is GM discretion. Except for falling, damage is usually per round of close contact.

Miscellaneous Damage Table

TypeDamage
Food poisoning (very severe case)4D
Cold (extreme)1D
General poison (fatal dose)*8D+2
Electricity (standard wall outlet)1D
Electricity (major power line)9D
Falling (3–6 meters)2D
Falling (7–12 meters)3D
Falling (13–18 meters)4D
Falling (19–30 meters)5D
Falling (31–50 meters)7D
Falling (51+ meters)9D
Fire (torch-size)1D
Industrial acid (undiluted)2D+1
Radiation (intense)3D

*See optional poison rules on page 103.


Source: REUP

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