Special Damage


Falling delivers one level of damage per 10 feet fallen. Additional damage may apply, depending on the surface being fallen upon (spikes, rocks, a raging fire, etc.). Depending on the circumstances, the GM may require a roll to avoid broken bones and other injuries. Mundane armor does not apply to falling damage, but supernatural armor does.

Terminal velocity is reached after falling about 1,500 feet. Thus, terminal velocity generally is not relevant for game purposes.


Characters can hold their breath for double their Physique in minutes. This assumes no strenuous activity. Characters then suffer 1 level of damage every 2 turns until they drop to Terminal, at which point they must make Physique checks as normal to avoid dropping to Mortal.

Fire and Electricity

The following table gives damage per turn from electricity.

Damage Per Turn Electrical Source
One level Minor; e.g., wall socket
Two levels Major; e.g., protective fence
Three levels Severe; e.g., vehicle battery, junction box
Four levels Fatal; e.g., main feed line, subway rail

The following table gives damage per turn from fire.

Damage Per Turn Size of Fire
One level Torch; a part of the body is exposed to flame
Two levels Bonfire; half of the body is exposed to flame
Three levels Raging inferno; entire body is engulfed in flame

Note that it is sometimes appropriate to double exposure damage from fire.

Poison and Disease

Mundane poisons, toxins, diseases, radiation, and the like have a Severity Level from 1 to 5 (or higher for the supernatural or Black Tech). They also have an onset time. Damage is repeated every period of onset time. Duration is represented by a toxicity rating. The initial Physique roll only slows the onset time, by a factor equal to the outcome of the roll. Example:

Severity: 5, Onset: Immediate, Toxicity: Terminal

By this rating, you would suffer 5 levels of damage every turn after being hit, until you die or are cured. If your Physique roll is a 3, then you would suffer 5 levels of damage every 3 turns instead of every turn.

Nonlethal poisons and diseases are limited by a "cap" in how much damage may be applied. The common cold would be limited to Serious, as it won't kill you. Tranquillizers would have an upper limit on how much effect they can have within the specified time frame unless they have a significant lethal factor.

Climactic Conditions

Extreme temperatures and adverse climactic conditions use the mechanic for poison and disease. Climactic conditions should be rated in Severity from 1 to 5 (adjusted for protective gear), or higher for supernatural or extraterrestrial conditions.

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