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DAMAGE

A successful attack with a Damage effect requires the target to make a Toughness resistance check.

DAMAGE RESISTANCE CHECK


Toughness vs. [Damage rank + 15]

Success: The damage has no effect.

Failure(one degree): The target has a –1


circumstance penalty to further resistance checks
against damage.

Failure (two degrees): The target is dazed


until the end of their next turn and has a –1
circumstance penalty to further checks against
damage. [A dazed character is limited to free actions
and a single standard action per turn, although the
character may use that action to perform a move, as usual.
Stunned supersedes dazed.]

Failure (three degrees): The target is staggered and has a -1 circumstance penalty to further
checks against damage. If the target is staggered again (three degrees of failure on a Damage
resistance check), apply the fourth degree of effect. The staggered condition remains until the target
recovers.
[A staggered character is dazed and hindered. A hindered character moves at half normal speed (–1 speed rank).
Immobile supersedes hindered.]

Failure (four degrees): The tarmget is incapacitated .


[An incapacitated character is defenseless, stunned, and unaware. Incapacitated characters generally also fall
prone, unless some outside force or aid keeps them standing]
1.A defenseless character has active defense bonuses of 0. Attackers can make attacks on defenseless opponents as
routine checks (see Routine Checks). If the attacker chooses to forgo the routine check and make a normal attack check,
any hit is treated as a critical hit (see Critical Hits, page 188). Defenseless characters are often prone, providing
opponents with an additional bonus to attack checks; 2.Stunned characters cannot take any actions, including free
actions; 3.An unaware character is not aware of their surroundings, and is unable to make interaction or Perception
checks or perform any action based on them. If the condition applies to a specific sense or senses, they are added to the
name of the condition, such as visually unaware, tactilely unaware (or numb), and so forth. Subjects have full
concealment from all of a character’s unaware senses.]

The circumstance penalties to Toughness checks are cumulative, so a target who fails
three resistance checks against Damage, each with one degree of failure, has a total –3 penalty. If
an incapacitated target fails a resistance check against Damage, the target’s condition shifts
to dying. A dying target who fails a resistance check against Damage is dead.

1/1 Damage

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