Other Sources Of Damage

Other Sources of Damage


Bomb Weight Thrown Range Delay Lethal Radius Damage within Radius Decay from edge of Lethal Radius Notes
Frag Grenade 2 lbs 100 feet 2 rounds 5 feet 15 dice 1 dice per 5 feet, stops entirely at 50 feet
Stick of Dynamite 0.5 lbs 50 feet Fuse (variable) 5 feet 10 flat 10 dice at edge, -5 dice per 5 feet out Semi-volatile, risk if stored improperly
Brick of C-4 (M112 demolition block, US military) 1.25 lbs N/A Detonator (variable) 5 feet 15 flat 15 dice at edge, -5 dice per 5 feet out
Satchel Charge (WWII era, United States Army M37 Demolition Kit) 10 lbs N/A Detonator (variable) 15 feet 15 flat 15 dice at edge, -5 dice per 15 feet out
Satchel Charge (modern, United States Army M183 Demolition Charge Assembly) 20 lbs N/A Detonator (variable) 20 feet 15 flat 15 dice at edge, -5 dice per 20 feet out
Small IED (letter bomb) 10 lbs N/A Fuse/Detonator 5 feet 15 flat 15 dice at edge, -5 dice per 5 feet out Volatile, high risk of accident
Medium IED (package/container) 100 lbs N/A Fuse/Detonator 20 feet 15 flat 15 dice at edge, -5 dice per 20 feet out Volatile, high risk of accident
Large IED (car bomb) 1000 lbs N/A Fuse/Detonator 65 feet 15 flat 15 dice at edge, -5 dice per 65 feet out Volatile, high risk of accident

High Explosives deal 15 flat damage within their Lethal Radius (covers a circle up to R feet from the center of the blast). Outside the Lethal Radius, they instead do 15 dice of damage, and for every additional R feet outside the Lethal radius, the dice pool decreases by 5.

The radius R is calculated based on the weight in pounds of the explosive material, using one of the following formulas:

R = 4 x SQRT(W/2) for Secondary Explosives, which includes things like TNT and C-4.

R = 2 x SQRT(W) for Primary Explosives, which includes most homemade bombs

A High Explosive bomb can be detonated manually through a remote control, through a timer, or through a triggering mechanism such as a tripwire or a pressure plate. The stats for damage are the same regardless of detonation method, and depend only on the weight of the explosive material.

Cooking off Grenades

You may "cook off" a frag grenade by holding it for a round and then throwing with a Wits + Athletics roll, Difficulty 7. Failure or partial success indicates a dangerous throw. A 2-round cookoff (explodes immediately, but may be reacted to) is rolled at Difficulty 9.


Falling - and subsequently landing - deals 1 Damage per 10 feet fallen, up to a maximum of 20 Damage at 200 feet. Armor does not apply.

GMs may allow Athletics rolls, Powers, or less-splatty surfaces to mitigate the severity of the damage somewhat.

Fire and Electricity

Electricity and Fire Damage give an Injury that increases in Severity the longer exposure is maintained.

Electrical Damage

The following table gives Damage per turn from electricity. No roll is made. Ordinary Armor will not apply to electricity damage, but specialized grounding Armor, can stop it entirely.

  • Minor: wall socket - One level per turn
  • Dangerous: electric prison fence - Two levels per turn
  • Deadly: junction box - Three levels per turn
  • Fatal; main feed line, subway rail - Four levels per turn

Fire Damage

The following table gives damage per turn from fire. No attack roll is made; damage is automatic. A character's Armor rating is "spent" as it reduces the damage from fire, meaning that if a Character as 2 armor, it will prevent the /first/ 2 Damage from fire, but not subsequent damage on future rounds.

  • Torch; a part of the body is exposed to flame: One Damage per round
  • Bonfire; half of the body is exposed to flame: Two Damage per round
  • Raging inferno; entire body is engulfed in flame: Three Damage per round


Characters can hold their breath for 35 seconds x (Body). They may Exert their Body for an additional 10 seconds. This assumes no strenuous activity. Characters then suffer a Severity-1 Injury per round until they die.

Toxins: Poison, Disease, and Climactic Conditions

Mundane poisons, diseases, radiation, and the like are modeled as Toxins.

Toxins have a Lethality rating, an Onset Time, and a Toxicity rating. Upon being inflicted with a Toxin, a Character rolls Body, Difficulty 7. The Onset time is multiplied by this result. The Character in question then receives Damage equal to the toxin's Lethality rating every Onset Time. This Damage can be soaked with Brawn (reduced to a minimum of 1) and worsens the severity of the Injury it causes instead of applying a new Injury each time. The damage continues until a Toxin's Toxicity rating is reached.


Curare: Lethality: 5, Onset: Immediate, Toxicity: Terminal

You are hit with a curare dart. You roll Body, Difficulty 7 and gain two successes. Starting in two rounds, you suffer 5 Damage (minus your rating in Brawn, to a minimum of 1) every two rounds until you die or are cured.

Nonlethal poisons and diseases use the Toxicity to "cap" how much damage may be applied. The common cold would have a Toxicity rating of 1 or 2, meaning its Injury can only reach Severity 1 or 2. Similarly, Tranquilizers would have an upper limit on how much effect they can have within the specified time frame unless they have a significant lethal factor.

Environmental Damage

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


Alcohol reduces Dexterity and Intelligence by 1 for every 2 drinks. One point is recovered per hour.

Knockout gas such as BZ and Kolokol-1 require a Body roll at Difficulty 9 each turn spent in the area of effect, plus the turn after leaving it. 3 successes allow full action. 1 success allows the character to crawl out of the gas, with no other action possible. 0 successes indicate the character is overcome by spasms that turn, and a botch indicates the character is Incapacitated.


Normal blood loss is accounted for by the standard Injury system, but for cases where blood is specifically drawn (e.g. by a medical professional or a vampire), this system may be more suitable.

A Character who has lost blood without Injury is given an Injury representing blood loss. This Injury’s severity = twice the number of pints of blood lost. If a Character loses blood once and then gives blood later, the existing Injury’s severity is increased.

Unlike other Injuries, the recovery time for blood loss may be greatly reduced via a blood infusion. Each day a Character receives blood, their blood loss Injury is reduced in severity by one level.