Taking Damage in Cyberpunk | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Taking Damage

You just didn't get out of the way in time. Or that cheap armor your Fixer got you was...well...cheap. Now you have a big hole in you that you didn't have this morning.  
Whenever you take damage:   1. Your Attacker rolls the damage for their attack.   2. Subtract your armor's SP in that location (if they didn't target your head using an Aimed Shot, this is always your body location) from the damage.* Subtract any remaining damage from your Hit Points.   3. If you ended up taking any damage, your armor on that location is still ablated, reducing its SP by 1 point, until it is repaired.   *Some things that cause damage, like poisons and fire, bypass armor.
 

Wound States

  As you take damage, you cross Wound State Thresholds, eventually becoming wounded in ways that impair your performance. Each new Wound State replaces the effect of your previous Wound State.   Your Wound State is determined by the amount of Hit Points you have remaining.  

Critical Injuries

 
Whenever two or more dice rolled for damage from a Melee or Ranged Attack come up 6, you've inflicted a Critical Injury!
  Roll 2d6 on the appropriate Critical Injury Table until you get a Critical Injury that the target isn't currently suffering. If you weren't using an Aimed Shot to target the head, roll on the Critical Injuries to the Body Table.   All Critical Injuries cause a horrible Injury Effect and deal 5 Bonus Damage directly to the target's Hit Points when suffered. The Bonus Damage doesn't ablate armor and isn't modified by hit location.   Critical Injuries and their Bonus Damage are inflicted regardless of if any of the attack's damage got through the target's SP.   Information on Quick Fixes, Treatment, and how to heal Critical Injuries can be found on pg. 223.  
 Mortally Wounded  Mortally Wounded Characters suffer a Critical Injury whenever they are damaged by an Attack. In addition their Death Save Penalty increases by 1.  

Death Saves

  At the start of each of your Turns where you are Mortally Wounded, you must make a Death Save. Roll a d10. If you roll under your BODY, you live, and can take your Turn as usual. If you roll a 10, you automatically fail your Death Save. Every time you roll a Death Save, your Death Save Penalty increases, meaning each future Death Save you roll is made with an additional +1, making it progressively harder to stave off death. This Death Save Penalty continues to add up until you are brought back to 1HP by Stabilization, where it resets to your Base Death Save Penalty, which can be increased by the nastiest Critical Injuries.  
If you fail even a single Death Save, you die.

Comments

Please Login in order to comment!