Shadowrun RPG Rules - Combat
These are the rules on how combat works, worth knowning and was part of a a port I did for my blog as part 10 of the introduction to the Genesys system for my Shadowrun game.
Combat 101
- Range Attack Difficulty
- Engaged - Easy (one purple dice), plus modifiers depending on weapon used.
- Short - Easy (one purple dice)
- Medium - Average (two purple dice)
- Long - Hard (three purple dice)
- Extreme - Daunting (four purple dice)
Combat for Shadowrun
Combat Overview
- Check Result - Using the results of a combat check.
- Initiative - Determinig the order of combat.
- Characters Turn - What you can do on your turn.
- Manoeuvres - What you can do with a manoeuvre.
- Actions - What you can do with an action.
- Defence - What is the Defence Rating.
- Soak - What is Soak.
- Range - What are the Range Bands.
- Other - Additional Rules for combat.
Shadowrun - Combat - Check Results
- Combat Advantage or Triuph Check Result
- One Advantage or a Triump
- Recover 1 strain
- Add a Boost (Blue) dice to the next allied characters check
- Notice a single important point in the ongoing conflict, such as the location of a door’s control panel or a weak point on an armoured car.
- Inflict a critical injury with a successful attack that deals damage past soak (Advantage cost may vary)
- Activate an item quality (Advantage cost may vary)
- Two Advantages or a Triump
- Perform an immediate free manoeuvre that does not exceed the limit of two manoeuvres per turn.
- Add a Setback (Black) dice to the targeted character’s next turn.
- Add a Boot (Blue) dice to any allied character’s next check, including that of the active character.
- Three Advantages or a Triump
- Negate the targeted enemy’s defence (such as the defence gained from cover, equipment, or performing the guarded stance manoeuvre) until the end of the current round.
- Ignore penalising environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character’s next turn.
- When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds of strain, This could include hobbling them temporarily with a shot to the leg, or disabling their radio. The effects should be temporary and not too excessive.
- Gain +1 melee or ranged defence until the end of the active character’s next turn.
- Force the target to drop a melee or ranged weapon they are wielding.
- Triump
- Upgrade the difficulty of the targeted character’s next check.
- Upgrade the ability of any allied character’s next check, including that of the current active character.
- Do something vital, such as shooting the controls to the nearby blast doors to seal them shut.
- On an Initiative check, perform an immediate free manoeuvre before combat begins.
- Two Triumps
- When dealing damage to a target, have the attack destroy a piece of equipment the target is using such as blowing up their assault rifle or slicing their sword in half.
- Combat Threat (Disadvamtage) or Despair Check Result
- One Threat or a Despair
- The active character suffers 1 strain
- The active character loses the benefit of a prior manoeuvre (such as from taking cover or assuming a guarded stance) until they perform the manoeuvre again.
- Two Threat or a Despair
- An opponent may immediately perform one free manoeuvre as an incidental in response to the active character’s check.
- Add a Boost (Blue) dice to the targeted characters next check.
- The active character or an allied character suffers a Setback (Black) dice on their next action.
- Three Threat or a Despair
- The active character falls prone.
- The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blasting the controls to a bridge the active character was planning to use for their escape.
- Despair
- The character’s weapon immediately runs out of ammunition and may not be used for the remainder of the encounter.
- Upgrade the difficulty of an allied character’s next check or the next check of the current active character.
- The tool, Brawl, or Melee weapon the active character is using becomes damaged.
Shadowrun - Combat - Initiative
In Genesys, each player and NPC can create an initiative slot in the combat. An initiative slot is where a member of their team can act on each round. The person who creates the slot does not have be to be one to use it. There are two ways to generate your initiate slot.
- Cool (Presence) this is used when the character is for when your expecting combat to start and nothing unexpected happen, as it all goes to plan (mostly at least)
- Vigilance (Willpower) this is used when the character is not expecting combat to start.
When making the check, no opposition dice are rolled and each Initiative Slot is ranked firstly be Triumphs, then by Successes, then by Advantages. Each character creates a Team slot for their result. A group of four vs three would have seven slots.
A minion group counts for a single Initiate Slot, and when more than two teams are involved, then each team has their own slots in the order.
These initiative slots then set the order of combat for the rest of the encounter. Starting with the highest Triumph/Success/Advantage result and ending on the lowest. When two have the same result, those with the higher dice pool, or skill dice are put first.
Once a round starts, each team selects who uses the team initiative slot when it comes up in play, with each character or group only able to use one initiative slot each round. This is done every round allowing character to change their initiative position according to how their teams results ended up.
Shadowrun - Combat - Character Turn
Once a character chooses to take their Initiative Slot and begin their turn they have the following options available to them.
- Incidentals - A character can perform a number of these within reason each turn, or on someone else’s turn.
- Speaking to another character
- Dropping an item held in one’s hands.
- Releasing someone they are holding.
- Minor movements such as shifting position, peeking around a corner, or looking behind oneself.
- Manoeuvres - A character can perform one of these a round, and can take two strain to perform a second or other means.
- Aiming a weapon
- Moving your base distance
- Opening a door
- Diving behind cover
- Standing up
- Actions - A character can only perform one action a round.
- Hacking a computer
- Casting a spell
- Unlocking a locked door
- Firing a weapon
- Punching or grappling an opponent
- Instructing allies with a series of orders
- Performing first aid on an ally
- sneaking up on a vigilant foe
- Climbing a cliff
Shadowrun - Combat - Manoeuvres
Whether taking careful aim at an enemy, diving for cover behind a stack of cargo crates, or patching up a wounded friend, a character may perform one free manoeuvre on their turn. They may perform a second manoeuvre by voluntarily suffering two points of strain, thereby stretching themselves to their limits in order to get more done. Characters may also perform a second manoeuvre through a particularly successful skill check (by spending Advantages generated on that check), or by other means listed elsewhere. However, regardless of the source, a single character may not perform more than two manoeuvres during their turn. Players and GM may specify any number of manoeuvres not listed here, with the idea that a Manoeuvre should not require a skill check to succeed.
Manoeuvres outside of a Character’s Turn - In some cases, a character may be able to perform a manoeuvre when it’s not that character’s turn. An enemy soldier rolling horribly on a Stealth check to ambush a PC may generate a number of Threat on their check. The GM may decide that the blunder allows the would-be victim the opportunity to perform a manoeuvre, even though it’s the soldier’s turn.
Any bonus manoeuvres gained outside of a character’s turn do not count toward the limit of two manoeuvres a character may perform during their turn – specifically because they occur outside of the character’s turn. These additional manoeuvres are generally awarded at the Game Master’s discretion, and thus there is no hard-and-fast limit to the number of manoeuvres that can be awarded in this manner. However, we encourage GMs to limit the number of out-of-turn manoeuvres any character performs each round to one or two at most.
Aim Manoeuvre - During combat, a character can use the aim manoeuvre to steady a weapon or line up a hit before attacking, which grants a bonus to their next combat check. A character only gains the benefit of aiming if they remain in their current position and do not perform any additional manoeuvres or actions before their next combat check. Any damage taken that exceeds the character’s soak also negates the benefit of aiming. Aiming provides the character with one of the following two bonuses:
- Gain a Boost (Blue) dice on next combat check. If the character spends two consecutive manoeuvres aiming, they gain two Boost (Blue) dice on the next combat check.
- Target a specific item carried by the opponent or a specific part of the target or opponent. This could allow the character to attempt to strike or shoot a weapon from an opponent’s hand, for example, or target an opponent’s limb to hobble them. If the character spends one manoeuvre aiming to do this their next combat check suffers two Setback (Black) dice. If they spend two consecutive manoeuvres aiming, the combat check suffers one Setback (Black) dice instead.
Assist Manoeuvre - Whether a character is trying to get a truck engine up and running or is using a first aid kit on a wounded comrade, it never hurts to have a little bit of help. Performing the assist manoeuvre allows an engaged ally to add a Boost (Blue) dice to their next check. Several characters can use the assist manoeuvre to add more bonus Boost (Blue) to the engaged ally’s next check. All awarded bonus dice must be used on the assisted character’s next turn; otherwise, they are discarded. Not all actions can be assisted.
Another form of assist is working together, instead of providing a Boost, you share your dice pool. One character provides the Attribute to the pool and the other the Skill. Only two characters can work this way, but others can still provide Boost (Blue) dice as well.
Guarded Stance Manoeuvre - When a character is confronted by an angry enemy with a weapon, they may be inclined to defend themselves rather than taking an ineffectual swing at their opponent. In such an instance, the character can take a manoeuvre to assume a guarded stance, which contributes to their defence against melee attacks. A character who performs this manoeuvre adds a Setback (Black) dice to any combat checks they make until the end of their next turn. However, they also gain melee defence 1 until the end of their next turn.
Interact With The Environment Manoeuvre - Often, a single manoeuvre is enough to interact with the environment around a character. This is a broad category of possible interactions, such as opening a door, ducking behind a wall, pressing a specific button on a control panel, or grabbing a weapon off of the ground. The following are additional specifically designed examples of interacting with the environment:
- Moving a large item – Flipping over a table, shoving a barrel into a pursuer’s path, hefting a crate: each of these takes a manoeuvre to perform.
- Opening or closing a door – Whether an electronic blast door or a simple door with latches and hinges, opening or closing it takes a manoeuvre.
- Taking cover – Ducking behind a door jamb, crouching behind a crate, or peeking around a tree trunk: all of these allow the character to gain ranged defence 1 (some cover can grant a ranged defence higher than 1, if particularly sturdy). It takes a manoeuvre to take cover, but once in cover, the character keeps the bonus unless the circumstances around them change such that they no longer benefit from cover, or they move out of cover.
Manage Gear Manoeuvre - Managing items and equipment is accomplished by this manoeuvre, which can cover the following options:
- Draw, holster, ready, or load a weapon – This manoeuvre covers the basic manipulations of most weapons, such as drawing a longsword from its sheath, reloading a laser rifle’s energy cells (provided the character has additional ammo at hand), or drawing and arming a fragmentation grenade for use.
- Draw something from storage or put it away – A character can perform a manoeuvre to retrieve an item from a pouch, backpack, satchel, bandolier, or some other accessible container. This manoeuvre can also be used to stow items in a similar fashion.
Mount Or Dismount Manoeuvre - Across the many settings in Genesys, characters commonly use beasts of burden to get from place to place. Mounting or dismounting from a domesticated animal, such as a trained horse, requires a manoeuvre. (Successfully mounting an untrained animal, however, requires an Average [two purple] Survival check and thus an action, which could be made harder depending on how ornery the GM feels the animal is.) Similarly, entering a vehicle, sliding into a cockpit, or otherwise taking position to pilot a vehicle, crew a gunnery station, or the like requires a manoeuvre as well.
Move Manoeuvre - One of the most important manoeuvres a character can make is to move – from one piece of cover to the next, to a wounded ally’s side, away from the claws of a vicious bear, or out of range of an enemy’s crossbow. The game defines several different broad types of movement. When characters move, they do one of the following:
- Move up to Base Move – A character chooses either Attribute (Brawn or Agility) or Skill (Athletics, Melee, Brawl or Coordination) to determine their Base Move Modifier. Their Base move is 3 times this as long as they are not engaged with an enemy. Your move represents the number of squares your character can move.
- Engage or disengage from an opponent – If a target is already within short range of a character, the character can perform a manoeuvre to engage that target. If the character is engaged with an opponent or adversary, they must perform a manoeuvre to disengage from that opponent before moving to any other location. This only changes their range relative to their opponent from engaged to short and represents the effort of backing away and avoiding their opponent’s attacks. Characters do not need to perform this manoeuvre to leave an engagement consisting only of friendly characters or allies. This allows them to move their Base Move Modifier.
- Making move as a skill check – using an action and specifying how many manoeuvres you use before rolling allows you to make a skill check with the number of manoeuvres as the difficulty. Each success increases your base move by that amount, applied to each of your manoeuvres. A failure causes you to expend one of the manoeuvres without a result.
Drop Prone Or Stand From Prone Manoeuvre - Dropping prone and standing from a prone position each requires a manoeuvre. Dropping prone allows the character to add a Setback (Black) dice to all ranged attacks made against them, although they also must add a Boost (Blue) dice to all melee attacks made against them.
Preparation Manoeuvre - Some actions require additional preparation to perform safely or effectively. The preparation manoeuvre is generally performed in conjunction with another ability to confer a bonus, offset a penalty, or fulfill a requirement. The individual talents and abilities that utilize the preparation manoeuvre define its specific effect. It is sometimes abbreviated under the requirements as “prepare.”
Shadowrun - Combat - Action
During a character’s turn, they generally have the chance to perform one primary activity. This is the character’s action. Actions include any activity complex enough to warrant a skill check, such as slicing into a computer network, firing a rifle, or leaping across a chasm.
A character may only perform one action in a turn. Some characters may have abilities allowing them to perform an action as a manoeuvre. This does not violate the limit of one action per turn, as the action now counts as a manoeuvre.
Exchange An Action For A Manoeuvre Action - A character may exchange their action for an additional manoeuvre during their turn. They may then perform any manoeuvre they would be able to perform normally, following all the rules that govern manoeuvres. However, they still may not perform more than two manoeuvres during their turn, no matter how they gained access to them.
Activate An Ability Action - Certain abilities and talents require an action to activate. When a character spends an action to activate an ability or talent (even if spending the action does not require a check or any other activity on the character’s part), they have used their action for their turn. They may not take a second action unless they specifically have an ability that grants them a second action.
Perform A Skill Check Action - Most skills can be used in a combat situation, as long as you can justify it for the encounter that is not combat oriented.
Perform A Combat Check Action - These skill checks are used against a target or object that is combat oriented.
Shadowrun - Combat - Defence Rating
Defence, or specifically, defence rating, is one of the factors determining how difficult it is to land a successful attack during combat. Defence ratings represent the abilities of shields, armour, or other defences to deflect attacks entirely, or to absorb or lessen incoming blows.
A character adds a number of Setback (Black) dice equal to their defence rating to all combat checks directed against them. No character can have a defence rating higher than 4.
A character’s defence rating can be classified as one of three types: general defence rating, melee defence rating, or ranged defence rating. A general defence rating applies against all combat checks directed against the character. A melee defence rating only applies against close combat checks directed against the character (Brawl, Melee, Melee [Light], and Melee [Heavy] checks). A ranged defence rating only applies against ranged combat checks directed against the character (Gunnery, Ranged, Ranged [Light], and Ranged [Heavy] checks).
There are two sources of defence: sources that stack, and sources that do not stack. You can think of this as sources that provide defence, and sources that increase defence.
Sources that provide defence (such as most armour) list the defence provided as a number, or say that they “provide” defence. Some examples include: Armor, Cover, Certain talents, Guarded Stance manoeuvre.
These sources do not stack with each other. If a character could benefit from more than one of these sources of defence, you choose the best one.
However, other sources increase defence. These sources say they “increase” defence, or they list the defence provided as a number with a “+” sign in front of it. These sources of defence stack, both with each other and with any sources that provide defence. If multiple sources that increase defence would increase a character’s defence higher than 4, the rating remains at 4.
Shadowrun - Combat - Soak
A character’s soak value helps protect them from incoming wounds. Most creatures and characters have a default soak value equal to their Brawn rating. Most types of armour and other forms of protection provide additional soak.
When taking damage from attacks (actions involving a combat skill check) or other sources of physical damage (such as being struck by a falling rock or being hit by a speeding car), the character may reduce the damage taken by their soak value. After calculating the total amount of damage inflicted, subtract the total soak value from that damage total. The result is the number of wounds the character suffers. If the soak reduces the damage to zero or less than zero, then the character takes no damage. If the character suffers multiple hits from a single attack (such as from a weapon with Auto-fire), they apply their soak to each hit separately.
Soak stacks when it is from different sources, such as heavy assault armour and subdermal plating. Multiple applications of the same source do not stack, however. A character cannot wear three suits of heavy assault armour and stack the soak bonuses from each.
Soak does not reduce strain inflicted on a target, except in specific instances (such as when hit by a weapon with the Stun Damage item quality)
Shadowrun - Combat - Range Bands
Genesys relies on broad terms to describe ranges and distances. Rather than have a player’s attention focused on a grid, counting squares, Genesys uses more abstract means to represent positions, distances, and ranges, thus allowing the players to focus on the action and the adventure.
The distance between two points – people, objects, or adversaries – is defined by general range categories. These range categories are used to determine how far a ranged attack can reach, how far apart two people are from each other, how much effort is needed to move between two places, and so on. The most common ranges are short, medium, long, and extreme range. Another relative position – engaged – exists to represent characters who are in extremely close proximity to each other.
The Five Range Bands - For ease of play, distance in Genesys is divided up into five different bands, from engaged to extreme. As always, the GM has the final say in determining the range between the attacker and the target.
With the engaged status and the other range bands, the GM is free to describe things dynamically and set scenes without having to worry about exact distances. Exact distances in meters do not matter. The details and adventure come first, creating a vivid picture in the minds of the players while allowing the GM to quickly provide the mechanical information they need to use their actions and build strategies.House Rules are used usually when there are more than two groups that can move independently giving a relative distance to each group. This has come up multiple times and seems to work well when using tile placement.
Engaged - To reflect two or more targets who are grappling or otherwise engaged in hand-to-hand combat, there is a special range status called engaged. Two characters engaged with each other are in very close proximity. A warrior needs to be engaged with a target to hit them with their sword. When two or more characters are engaged with each other, it is called an engagement. Engaged is also used to indicate that a person is close enough to an item to use it. A hacker needs to be engaged with a security terminal to attempt to hack it. A pilot needs to be engaged with their fighter jet to board it. A hunter needs to be engaged with a tree if they want to hide behind it for cover while tracking their target. The engaged status simply indicates that two things are close enough to each other to directly interact.
Consider engaged as a subcategory of short range. Obviously, someone can be slightly farther away if they’re at short range, instead of being engaged with someone else. However, the difference in distance is relatively minor. Thus, spending a manoeuvre to move to engage someone or something is as much a matter of moving into combat cautiously enough to avoid receiving a blow unnecessarily as it is moving a physical distance.
House Rule – When distance is important for a map, Base Move Modifier becomes the engaged range of characters.
Short Range - Short range indicates up to several meters between targets. Many thrown weapons and small firearms are most accurate at short range. Two people within short range of each other can talk comfortably without raising their voices. Moving to another spot within short range is usually easy to do and generally only requires one manoeuvre.
House Rule – When distance is important for a map, Base Move becomes the short range of characters. Scanner and Computers may use Intellect as their base for determining distance.
Medium Range - Medium range can be up to several dozen meters away. More reliable pistols can reach to medium range, but few thrown weapons can reach this far. Two people within medium range of each other need to talk loudly to hear each other. Moving from short range to medium range takes little exertion and generally requires one manoeuvre.
House Rule – When distance is important for a map, Twice the Base Move becomes the medium range of characters. Scanner and Computers may use Intellect as their base for determining distance.
Long Range - Long range is farther than a few dozen meters. Rifles, mounted weapons, and weapons that use the Gunnery skill can reliably reach this far without too much trouble. Two people within long range of each other need to yell loudly to hear each other. Moving from medium range to long range requires two manoeuvres, as it involves a greater distance and takes more time than moving between medium range and short range. This means that in most cases, a character cannot close the distance between short and long range in a single round, as it would take three manoeuvres (one for short to medium, plus two for medium to long).
House Rule – When distance is important for a map, Four times the Base Move becomes the Long range of characters. Scanner and Computers may use Intellect as their base for determining distance.
Extreme Range - Extreme range is the farthest range at which two targets can interact. High-tech sniper weaponry and some vehicle-mounted armaments may reach out to this range. Two people at extreme range may not be able to hear each other even if they shout. Moving between long range and extreme range can be time-consuming and exerting, and it requires two manoeuvres. This means that in most cases, a character can move the entire distance between long and extreme range in a single round, but suffers strain or gives up their action to do so.
House Rule – When distance is important for a map, Seven times the Base Move becomes the extreme range of characters. Scanner and Computers may use Intellect as their base for determining distance.
Shadowrun - Combat - Additional Rules for Combat
- Combat Can Be Modified With Situational Modifiers: (Gen107)
- Making Ranged Attacks at Engaged Targets – On a despair you can hit an ally or unintended target.
- Making Ranged Attack While Engaged – Opponents gain a Boost (Blue) dice, and your ranged attacks depend on what skill your weapon requires, if using a light weapon increase difficulty once (add one purple dice), if using a heavy weapon increase difficulty twice (add two purple dice) and if using gunnery then you cannot make the check.
- Attacking Prone Targets and Attacking While Prone – Close combat checks against prone targets gain a Boost (Blue) dice while close combat checks from a prone target gain a Setback (Black) dice. Ranged attacks against a prone target beyond close range gains a Setback (Black) dice.
- Two-Weapon Combat – Two weapons that are either light ranged, brawl or melee that can be held in one hand can be used with the same attack. The dice pool is made up with comparing the two skills used and using the lowest ability and lowest skill between the two to make the pool. The difficulty is highest of the two upgraded one (plus one purple dice). Once the results are rolled Two Advantages or a Triumph means both attack hit, and cause base damage plus net successes. They may spend Advantages and Triumphs from either weapon.
- Unarmed Combat – Base damage of Brawn, Crit rating of 5, and the knock down quality. The attacker can choose to cause strain instead of wounds when attacking. Brawl weapons provide more damage and options.
- Improvised Weapons – They come on either small (+1), medium (+2) or large (+3). They automatically generate a Threat and if they result in Two Threat or a despair, the item breaks.
- Size Differences (Silhouettes – House Rule) – When attacking things larger than yourself, decrease the difficulty by 1 for every two size differences. When attacking something smaller than yourself, increase the difficulty by 1 for every two size differences.
- Environmental Effects: (Gen110)
- Concealment (Darkness, Smoke and Intervening Terrain) Concealment has a rating, and add that rating in Setback (Black) dice to combat, Vigilance and Perceptions checks against targets with concealment. Concealment also adds its rating in Boost (Blue) dice to Stealth checks. Usually rated from +1 to +3.
- Cover – Using cover provides a ranged defence of 1 and adds a Setback (Black) dice to perception. The GM may decide to increase this situationally.
- Difficult and Impassable Terrain – Difficult terrain costs twice the movement of a character, and Impassable terrain cannot be crossed without the use of skills or equipment.
- Gravity – Characters dealing with Stronger than normal gravity add up to Three Setback (Black) dice to Brawn checks (except Resilience) and to Coordination checks. Weaker than normal gravity adds up to Three Boost (Blue) dice to the same checks. Zero gravity does not provide or remove, but becomes difficult terrain.
- Water and Swimming – Unless stated otherwise, all characters can swim, and can hold their breath for rounds equal to their Brawn.
- Vacuum – While in a vacuum and not having protective gear, a character can survive rounds equal to brawn, then suffer irreducible 3 wounds each round until their threshold is reached, then a critical injury every round there after until rescued or death.
- Fire, Acid and Corrosive Atmospheres – A character takes irreducible damage from these unless they have protective gear, with some effects being ongoing or requiring putting out and require a Coordination Easy to Average (one to two purple) check depending on action attempted and substance involved.
- Suffocation – Characters take 3 strain every round until no longer suffocating. If unable to stop this before reaching their strain threshold, they take a critical hit every round instead until helped or they die.
- Falling (House Rule) – Characters suffer wounds and strain equal to distance fallen, it it exceed their wound threshold, then they receive a critical injury, for every multiple of their wound threshold, treat it as an additional critical hit and add +10 to the crit check. An Athletics or a Coordination Average (two purple) can reduce damage by 1 per success, and strain by 1 per advantage. A Triumph can reduce both by your threshold indicating you managed to find ways to low your fall.
- Wounds, Strain, and States of Health: (gen112)
- Wound and Wound Threshold – when taking more wound than your would threshold, you are knocked out, receive a critical hit and become incapacitated until the end of the encounter. The number they exceed their threshold is how much healings is required for them to no longer be incapacitated.
- Strain and Strain Threshold – when taking more strain than your strain threshold, you are incapacitated and unable to act, an excess strain is applied directly to your wounds. (applies to PC and Nemesis only as Minions and Rivals take wounds instead of strain)
- States of Health
- Unwounded – No physical damage.
- Wounded – No critical hits, but have physical damage
- Critically Injured – Have one or more critical hits.
- Incapacitated – They are out of the encounter, but alive.
- Dead – No recovery from this one.
Critical Injuries: (Gen114) - A particularly dangerous type of harm is a Critical Injury. A Critical Injury is often the result of an attack during combat, but characters can also suffer one from exceeding their wound threshold or through other means. Each time a character suffers a Critical Injury, the player rolls d100 on the Critical Injury Result Table, on page 115, to determine the injury’s severity rating and effects.
The short-term effects of some injuries are temporary, and may only disorient or afflict the character for a brief amount of time. Other injuries are more serious and represent some sort of long-term debilitation or impairment. These injuries continue to affect the character until they receive the proper medical treatment to recover from the injury.
Regardless, a Critical Injury remains with the character until properly healed; even if the short-term effect of the Critical Injury has passed, the status of having a Critical Injury remains. Each Critical Injury a character suffers from adds +10 to any subsequent Critical Injury roll. Essentially, Critical Injury is cumulative, and left untreated, even a number of relatively minor Critical Injuries can lead to devastating results.
Strain Damage and Critical Injuries – in certain circumstances strain can lead to critical injuries, in those cases, the result can be reduced to ignored based on the result if it does not make sense in the encounter.
- Other Ongoing Status Effects: (Gen114)
- Staggered – Cannot perform actions for a set duration. Multiple effects of staggered increase the duration only if their current effect would be longer. Staggered does not last past the encounter.
- Immobilised – Cannot perform manoeuvres for a set duration. Multiple effects of immobilised increase the duration only if their current effect would be longer. Immobilised does not last past the encounter.
- Disoriented – Adds a Setback (Black) dice to the all checks made by character and last for a set duration. If affected multiple times, the disorient adds to the existing duration. Disoriented does not last past the encounter.
- Death – Sometimes characters die, death means its time to create a new characters…
- Recover And Healing: (Gen116)
- Natural Rest – A nights rest heals one wound, a week allows a Resilience check vs the severity of one critical injury. A Triumph allows for an additional critical to be healed.
- Medical Care – A character can receive medical care once per encounter, regaining wounds equal to net successes, and strain equal to advantages. Ranging from Easy (one purple – half or less of threshold), Average (two purple – half to below full threshold), or Hard (three purple – exceeds threshold). Critical injuries can also be healed with a medicine check vs the severity of the critical. If treating themselves, they add two to the difficulty(plus two purple dice)
- Painkillers – First use reduces wounds by 5, and each additional use reduces wounds by one less until the character has gone 24 hrs from the last time they took painkillers.
- Recovering from Strain – At the end of an encounter, characters can make a Discipline or Cool Simple (no purple dice) check. Each success reduces their strain by 1. A full nights rest recovers all strain.
- Recovering from Critical Injuries – Critical injuries persist, even when their effects no longer apply, and can be removed with a weeks rest, medicine or magic.
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