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.
| Fire | For example | Damage per turn |
|---|---|---|
| Weak | burning wood | 2 |
| Strong | burning gasoline | 4 |
| Deadly | thermite | 6 |
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.
| Poison | For example | DV | Damage to HP past armor |
|---|---|---|---|
| Weak | belladonna, toxic waste | 11 | 1d6 |
| Strong | arsenic | 13 | 2d6 |
| Deadly | biotoxin, fugu poison | 15 | 3d6 |
| Drug | For example | DV | Effect |
|---|---|---|---|
| Weak | alcohol | 11 | intoxication |
| Strong | sodium pentothal (truth serum) | 13 | suggestibility |
| Deadly | designer drugs | 15 | whatever 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)