Damage & Recovery Rules
Margin of Success and Failure was replaced with the concept of Triggers and Fumbles because the rules don't use the Margin of Failure for anything.

Damage
Triggers
If a single attack causes a character to lose over 50% of their remaining Hit Points, they also suffer a Wound. The combatant may downgrade the result from the table below.
Triggers | Damage Options |
---|---|
+1 Trigger | +1 DMG |
+2 Triggers | +2 DMG or Target Arm |
+3 Triggers | +4 DMG or Target Leg |
+4 Triggers | +6 DMG Headshot |
+2 DMG or Target Arm: They are immediately disarmed when normal damage is applied to a relevant arm. If unarmed and two or more Hit Points are lost from the attack, they also receive a wound to that arm. This results in a -2 Success Penalty for any STR and DEX-related skill rolls that require using that hand or arm until the wound is healed.
+4 DMG or Target Leg: Apply normal damage. If two or more Hit Points are lost, they also suffer a leg wound and are limited to moving at half their Closing speed (rounded up). The target will have a -2 Success Penalty on all STR and DEX-based skill rolls that involve leg usage. If both legs are wounded, the target becomes immobile and cannot perform any actions relying on their legs.
+6 DMG Headshot: The target takes +6 DMG, is Stunned, and Takes a Head Wound. The Condition remains until that wound is healed.
Note: If one limb is already wounded, a second wound will automatically be inflicted on the other. Receiving a Wound at any location also carries additional consequences.
Strength Damage Bonus
All Melee or Brawl skills gain the following modifiers: STR 5 (+1 DMG), STR 6 (+2 DMG), and STR 7 (+4 DMG) is the maximum.
Armor
The target’s armor reduces damage through its Protection Value (PV) before the weapon’s Armor Damage (AD) subtracts from its Resistance. If the PV of the armor reduces the damage to zero or more, the attack is negated.
When the armor’s Resistance drops below half its initial value, its protection is compromised and reduced by half (rounded down). If the armor’s Resistance Value reaches 0, its protection is completely lost.
Recovery
Hit Points
Medical Intervention: Personal items or external facilities can help recover HP and Wounds. The game master can use the Triggers from a medical roll to decide if additional Hit Points or Wounds can be healed. Cost hovers around 50c/400u per HP and 200c/1500u per Wound and time to heal.
Drugs: Some drugs allow the user to regain lost HP, heal Wounds, or become more damage-resistant.
Downtime: Between game sessions, characters undertake a process known as downtime where, amongst other things, they can heal any damage they have sustained.
Regeneration: Provided they still have at least 25% of their Hit Points remaining (round down), characters capable of a Regeneration Rate can heal every 15 minutes but must rest to allow their parasympathetic nervous system to take over. Wounds regenerate before Hit Points.
Wounds
When a character takes damage exceeding 50% of their remaining Hit Points in a single attack, they record a location-based Wound on their character sheet and take the Bleeding condition.
If all six wounds are marked on a character’s sheet at any point, they are immediately killed, regardless of remaining Hit Points.
If a character’s Hit Points reach zero, they are considered dead.
Conditions
These penalties are removed as soon as a character regains sufficient Hit Points.
- Bleeding: Lose one hit point every 20 minutes until medical intervention is received. Bleeding persists regardless of the number of Wounds the character has.
- Burning: Unarmored targets lose 2 HP every 30 seconds until the fire is extinguished. Armored targets receive 1 AD every minute if the fire is not put out.
- Critical: When a character’s HP total drops below six, apply the following penalties: -2 STR/DEX and -1 to CONC/COOL, and the character cannot move faster than their Closing speed.
- Immobile: An Immobile character may not move or perform any actions other than those that will serve to set them free.
- Prone: You are considered Prone if you are knocked over by outside forces and suffer -1 Skill.
- Stunned: Drop your Dexterity & Concentration bonus from your Initiative Value. Additionally, you are limited to Closing speed and suffer a -1 Skill.
Repairing Armor
Flak jackets and biker leathers are not repairable, while armored suits can be repaired using the Technical: Weapons skill. The game master sets a Target Number considering damage, time, tools, parts, and cost (5 × PV for each point of Resistance to be repaired). If the skill roll succeeds, the armor can be repaired. If it fails, the armor must be taken to a specialist during downtime.
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