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Damage and Healing

Damage is tracked on the damage track. This represents the damage taken by your Morph.

Damage Track

[] +scuffed [] +scuffed [] +scuffed [] +stunned [] +wounded [] Dead

Each of these applies the respective tag to your character. For ease of reference these tags are reproduced here:

  • +scuffed – Minor damage, no game mechanical detriment
  • +stunned – You are +glitched on all actions and will get worse unless stabilised
  • +wounded – You are +degraded on all actions and will die quickly unless stabilised
  • Dead – Not a tag, so much, as a state of being. If you don’t have a +cortical stack, you’re gone.

Damage

Damage Move

When you take physical damage from something, roll+Armor. On a 10+, you absorb or avoid the blow entirely. On a 7-9, the GM chooses 1:

  • You lose your footing. +glitched ongoing until you can regain it.
  • You lose your grip on, or otherwise damage whatever you’re holding. Lose an item of gear.
  • You lose track of someone or something you’re attending to.
  • It’s a glancing blow. Mark 1 off the damage track.

On a miss, you suffer the full brunt of the damage and the GM chooses 1:

  • You’re out of action: Unconscious, trapped, incoherent or panicked.
  • It’s worse than it seemed. Take and additional 1-harm.
  • Choose 2 from the 7-9 choices.

Healing

scuffed checks on the damage track will heal automatically with time due to standard transhuman physiology and biomods. It may be considered that these wounds will heal in-between scenes. Wounds do not heal if you have the stunned or wounded tags.

The stunned checkbox may be healed in the field by a character who has medical supplies and a move that allows them to use them, or by any player with a nanobandage.

Healing the wounded tag requires access to medical facilities and someone who can use them, for example with the Medical Miracle Worker move. Stabilising a wounded character may be attempted with medical supplies.

Medical supplies

Trained medical professionals, such as those with the Battlefield Medic move, may use a medical kit in the following fashion:

Your kit has all kinds of stuff in it, like nanobandages and advanced biotech, represented by a “stock” score. A fresh, unopened medical kit as a stock score of 10. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it with a procure something roll if your circumstances let you barter for medical supplies.

If the target has medichines you are boosted on the below rolls.

To use it to remove +stunned, roll+Stock spent. On a hit, they will stabilise and heal to their third +scuffed tag, and choose 2 (on a 10+) or 1 (on a 7–9):

  • they fight you and you have to sedate them. How long will they be out?
  • the pain and drugs make them babble the truth to you. Ask them what secret they spill.
  • they respond very well to treatment. Recover 1 of the stock you spent, if you spent any.
  • they’re at your complete mercy. What do you do to them?
  • their course of recovery teaches you something about your craft. Mark experience.
  • they owe you for your time, attention, and supplies, and you’re going to hold them to it.

To use it to stabilise a wounded patient roll+Stock spent. On a hit, they will stabilise and but not heal. Choose 2 (on a 10+) or 1 (on a 7-9) as above.

On a miss, they mark one more off the damage track. This can kill them.

To use it to revive someone who’s on death’s door (Dead, but not beyond, and not for long - they died in the current scene): spend 2-stock. Choose 1 of the above, and they come back, but you get to choose how they come back:

  • they come back in your deep, deep debt
  • they come back with -1 Hard
  • they come back with -1 Reflex
  • they come back with -1 Willpower

Nanobandages

These useful devices are one-use emergency hives of nanomachines that can rapidly repair damaged tissue. When applying a nanobandage in battle roll+Cognition. On a 10+, stabilise a wounded character or heal two checks off the damage track. On a 7-9, there is no effect on a wounded character, all others heal one check. On a failure, the bandage is wasted and you may have made things worse.

Medichines

You have elaborate, custom built medical technology in your body. You gain the Close Wounds move as below and automatically stabilise if stunned or wounded .

If at any point you would become dead you instead enter an emergency protective coma. If you take any additional damage, you are dead. You can only be revived from this coma by significant outside medical intervention, a nanonbandage ain’t gonna cut it. You cannot make the Close Wounds move while in this coma.

Close Wounds

At the end of a scene in which you have either the stunned or wounded damage track boxes ticked, roll. If you have taken no damage in the scene you are boosted for this roll.

  • On a 10+ you heal one point from your damage track.
  • On a 7-9 the medichines staunch the wound but the healing is incomplete or sub-optimal in some way. Heal one point from your damage track, but you are glitched ongoing until you can resolve the situation[^1]. This glitched counts as a separate source to that from stunned, so causes you to be degraded ongoing if you are also stunned
  • On a 6- the damage is too great for the medichines to heal. You heal no damage.