Determining Damage

(Back to Combat)

The amount of damage that an attack delivers is indicated on the Weapons Table. Note that the damage for unarmed human attacks is 1D3 (e.g. punching and kicking)

 Extreme Damage and Impales 

Greater damage is inflicted if the attacker gains an Extreme level of success in their attack. This only occurs if the attack is made on the character's turn in the DEX order, not when fighting back: each character gets one moment in the spotlight each round, and this is their opportunity to make an outstanding attack.

If the attacker achieves an Extreme success with a non-impaling weapon (for example, blunt weapons, such as a fist, kick, or a club), then they have hit a weak spot and caused maximum damage (plus maximum damage bonus, if any).

If the attacker achieves an Extreme level of success with a penetrating weapon (such as a blade or bullet) then an impale has been inflicted. This means that the weapon or bullet chanced to strike a vital area, driving deeply through arteries or slashing crucial tendons or muscles. Apply the increased damage as for an Extreme success with a blunt weapon (maximum damage plus maximum damage bonus) and add a damage roll for the weapon.

Weapons that can impale are indicated on the Weapons Table.

''A character with a 1D4 damage bonus achieves an Extreme level of success when attacking with a switchblade. The players 1D4 for the weapon's damage, and adds the maximum damage the weapon can inflict (4) together with their maximum damage bonus (4). This results in a total of 1D4 + 8, (a range of 9 to 12 points of damage).''