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Combat

Fire, poison, falling

Ways to get hurt besides bullets: fire, suffocation, electricity, falling, poisons and radiation. Almost all of it goes to HP past armor.

Fire

Someone on fire takes damage at the end of each of their turns until they spend an Action putting it out. The damage goes straight to HP, and armor doesn't ablate.

FireFor exampleDamage per turn
Weakburning wood2
Strongburning gasoline4
Deadlythermite6

A turn is only 3 seconds, so the damage adds up fast.

Drowning and suffocation

You can hold your breath for as many minutes as your BODY. After that you drown: at the start of each turn, damage equal to your BODY, straight to HP, past armor.

The same in a vacuum, but at the end of each turn also −1d6 to INT, REF and DEX. INT drops to 0 — death. If you manage to get a breath of air, the STATs come back.

Electricity

An electric shock deals 6d6 damage at once, and armor protects against it as usual. Didn't get away from the source — the damage repeats at the end of each of your turns, starting with the next one.

Falling

A falling person drops 40 meters per turn. If there's an edge or ledge nearby, there's one chance to catch it: Athletics against DV 15 (with a grapple hand or grappling hook — no check).

Fell 10 meters or more — 2d6 damage per 10 meters, and armor protects against it. And if you fail Athletics against DV 15 — also the Broken Leg Critical Injury.

With two cyberlegs a fall of up to 30 meters doesn't hurt at all. Beyond that, even they won't save you. And nobody rolls anything for jumping off a skyscraper without a parachute: you're dead.

Poisons and drugs

When you're poisoned or injected, roll Resist Torture/Drugs against the DV. Fail — it takes effect.

PoisonFor exampleDVDamage to HP past armor
Weakbelladonna, toxic waste111d6
Strongarsenic132d6
Deadlybiotoxin, fugu poison153d6
DrugFor exampleDVEffect
Weakalcohol11intoxication
Strongsodium pentothal (truth serum)13suggestibility
Deadlydesigner drugs15whatever their creator intended

Street drugs taken willingly are a different rule, with addiction; it's in the "Wounds and Medicine" section.

Radiation

Weak radiation doesn't kill right away — it does later, through sickness. What exactly happens is up to the GM.

Strong radiation is dangerous at once: each turn in the hot zone is like weak fire, 2 damage, and it can't be put out until you leave. In a leaking reactor — like deadly fire, 6 damage.

Long exposure

Freezing cold, scorching heat, a desert without gear — 1d6 damage to HP at the end of each day, and wounds don't heal in such conditions, even stabilized ones. The right gear protects completely.

Fire, poisons, drugs, radiation and climate don't cause Critical Injuries unless their description says otherwise.

Related: Armor and damage, HP (Hit Points)

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