DAMAGE (ATTACK)
| Name | Type | Action | Range | Duration | Resistance | Base Cost |
|---|---|---|---|---|---|---|
| Damage | Attack | Standard | Close | Instant | Toughness | 1 per rank |
You can inflict damage on a target by making a close attack. The exact nature of your Damage is up to you, with the GM’s approval; it can be anything from a powerful impact to razor claws, energy fields, or some other damaging medium. The target resists with Toughness
DAMAGE RESISTANCE CHECK
Toughness vs. Damage Passive Check
Success: The damage has no effect.
Failure (one degree): The target takes a Wound.
Failure (two degrees): The target takes a Wound and is dazed until the end of their next turn.
Failure (three degrees): The target takes a Wound and is staggered. If the target is staggered again (three degrees of failure on a Damage resistance check), apply the fourth degree of effect. The staggered condition remains until the target recovers (see Recovery, following).
Failure (four degrees): The target takes a Wound and is incapacitated.
Failure (five degrees): The target takes a Wound and is dying.
Wounds are cumulative, so a target who fails three resistance checks against Damage, each with one degree of failure, has a total of 3 Wounds.
If an incapacitated target fails a resistance check against Damage, the target’s condition shifts to dying. A dying target who fails a resistance check against Damage is dead.
DAMAGING OBJECTS
Objects are damaged based on their Toughness. Objects suffering damage loses some effectiveness. The object loses 1 Feature or suffers a -1 disadvantage on checks involving it each time it is damaged. Damaged objects also suffer a point of Stress when damaged. A medium object can suffer 5 Stress before breaking. For small or smaller objects substract a point of Stress an object can take. For large or larger objects add 5 Stress per size above medium an object can take. These penalties are eliminated as the object is repaired. An “broken” object that suffers more damage is destroyed.
Constructs, capable of action, suffer damage like creatures and are dazed and staggered normally.
Inanimate objects are defenseless by definition and therefore subject to finishing attacks, essentially, you can choose between making your attack on the object as a routine check or, if you make the attack check normally, gaining an automatic critical hit if your attack hits, for an extra degree of success.
Attacking an object held or worn by another character is a smash action.
If an attacker’s intention is to bend, break or destroy an object, see below for the results of a failure on the Toughness check.
Toughness vs. Damage Passive Check
Success: The damage has no effect.
Failure (one degree): The object suffers a dent.
Failure (two degrees): The object suffers a bend.
Failure (three degrees): The object suffers a break.
Failure (four degrees): The object is destroyed.
Failure (five degrees): The object is obliterated.
The Toughness ranks of some common materials are shown below. The listed ranks are for about an inch (distance rank –7) thickness of the material: apply a +1 per doubling of thickness or a –1 per halving of it. So a foot of stone is Toughness 8. Equipment has Toughness based on its material. Devices have a base Toughness equal to the total points in the device divided by 5 (rounded down, minimum of 1).
MATERIAL TOUGHNESS| MATERIAL | TOUGHNESS |
| Paper | 0 |
| Soil | 0 |
| Glass | 1 |
| Ice | 1 |
| Rope | 2 |
| Wood | 3 |
| Bone | 4 |
| Stone | 5 |
| Bronze | 6 |
| Iron | 7 |
| Platinum | 8 |
| Steel | 9 |
| Titanium | 10 |
| Diamond | 15 |
| Adamantite | 20+ |
RECOVERY
Living targets remove one damage condition per minute of rest, starting from their worst condition and working back. So a damaged character recovers from being incapacitated, then staggered, dazed, and finally removes a Wound per minute until fully recovered. The Healing and Regeneration effects can speed this process, while there are some conditions that will make recovery times take longer.
Lasting or more serious injuries are handled as complications and can only be healed by restorative effects. Typically these injuries occur when certain areas are hit or an attack would inflict the Wounded and Bloodied or Shaken and Broken conditions.
Objects, having no Stamina, do not recover from damage unless they have an effect like Regeneration. Instead, they must be repaired. Repairing objects that are damaged requires the proper tools. A character without the proper tools suffers a –5 disadvantage on Build or appropriate Lore or Expertise checks, as usual. Repairing damage is typically more difficult and time consuming. At minimum a short rest is required for repairing objects with the difficulty and recovery time increasing per point of Stress the object suffered. Having additional characters assist with repairs can reduce the recovery time by 1 for every two characters that have made successful Repair Checks. Each degree of success on the Repair Checks removes one rank of disadvantage taken or restores or replaces one feature or effect. After all features or effects have been restored and all disadvantage removed, you can start removing Stress and eventually the Broken condition once all Stress is removed. Destroyed objects cannot be repaired and must be rebuilt from scratch. You can also affect temporary repairs to temporarily restore objects to normal for the rest of the encounter, but the object suffers a point of Stress for every round it continues to be used.





