DAMAGE
 Whenever a figure is hit by a weapon or magic, a Damage Check is performed. Each attack type has a damage
modifier which is added to a D10 roll, and the result is the amount of damage points inflicted on the figure. Armor
may absorb some or all of the damage up to the armor's Protection Rating, and any damage points not absorbed
are inflicted on the figure and subtracted from either Fatigue or Endurance. Any damage points actually inflicted
on the figure (not absorbed by armor) are termed Effective Damage. There are three types of damage possible
from a successful strike, depending on how low the attacker rolled on the Strike Check: Damage affecting
Fatigue; affecting Endurance; and Grievous Injury. When the Strike Check result is above 15% of the Modified
Strike Chance, any effective damage is subtracted from Fatigue (Endurance when Fatigue reaches O). When the
Strike Check is 15% or less of the Modified Strike Chance, any damage directly affects Endurance and is not
absorbed by armor (unless the armor magically affords such protection. . If it is 5% or less of the Modified Strike
Chance, a Grievous Injury may also result, in addition to Endurance damage.
HOUSE RULE: 01 may always
attempts to qualify for a grievous injury.
Damage affecting Fatigue is absorbed by armor.  Each type of
armor has a Protection Rating, which indicates the amount of damage points subtracted from every successful
attack. When a figure's Fatigue reaches 0, any further damage affecting Fatigue is subtracted from Endurance
instead. However, a figure cannot lose Fatigue and Endurance as a result of a single Strike Check.
 Example: Rolf is wearing Leather armor (Protection Rating of 4) and has 3 Fatigue Points remaining. An attack
against him results in 9 total damage points. The Leather absorbs 4 of those, and normally the remaining 5 would
be subtracted from Fatigue. But, since he only has 3 Fatigue Points left, he loses 3 Fatigue Points and the rest
are ignored entirely. If any further attacks result in damage being subtracted from Fatigue, the Leather would still
absorb 4 points of that damage, but any remaining points would be subtracted from Endurance instead.  The
Armor Chart lists all types of armor and their Protection Ratings. The GM should feel free to invent other types of
armor if he wishes.  A Strike Check of 15% or less of the Modified Strike Chance results in damage directly
affecting Endurance which is not absorbed by most armor, and the stricken figure always takes the full amount of
the damage. The Special Damage Chart lists modified Strike Chances and their damage directly affecting
Endurance range. Grievous Injuries may result if the successful Strike Check is 5% or less of the Modified Strike
Chance.  
If a possible Grievous Injury has resulted, the damage to Endurance is first calculated and
applied. The attacker then rolls D100 and consults the Grievous Injury Table. If the roll falls within the
range specified for the class of weapon he is attacking with, a Grievous Injury has resulted and the
effects of the resulting injury are applied to the unfortunate target immediately.
If the roll falls outside
the indicated range, no Grievous Injury occurs but the target still suffers endurance damage.
Weapons are classed on the Weapons Chart according to type: thrusting weapons are Class A; slashing
weapons are Class B; and crushing weapons are Class C. The Grievous Injury Table lists the ranges for each
class of weapon. A figure may suffer any number of Grievous Injuries in a Pulse.  Whenever a figure suffers a
Grievous Injury, there is a possibility he has dropped whatever he is holding.  
A figure who suffers a Grievous
Injury while wearing armor has the Protection Rating of that suit of armor reduced by 2 until repaired.
Optionally, a figure who is also carrying a shield can choose to have the shield cloven and spare his
armor. A cloven ' shield is useless.
 Damage incurred as a result of a magical attack is applied differently. Many spells attack figures with purely
magical energy, while others inflict damage as a result of changes in the physical surroundings of the target
(windstorms, falling rocks, and the like). When purely magical energy is involved, any damage is subtracted first
from Fatigue (Endurance only when Fatigue is exhausted), but is not absorbed by armor. Other damage types,
also subtracted from Fatigue, are absorbed by armor.    If a spell does damage more than the combined fatigue
and endurance of the target the target is killed. When being attacked by the breath weapon of a monster, treat
the damage as if magical energy with no resistance unless stated so in the monster description or allowed by a
spell or magical item.
The damage done with a particular weapon may be increased due to exceptional Physical Strength.  If
using this rule, add 1 to the damage modifier of a weapon for every 5 points of Physical Strength
above the minimum necessary to wield the weapon the attacker possesses.
Thus, a figure with PS of 20
through 24 would  do D+5 damage when wielding a Broadsword.
However, for every +1 of damage the figure
receives, an extra 3% is added onto the chance of the weapon breaking during combat.
The above figure with
the PS of 20 would have a chance to break the Broadsword on rolls of 96 through 99, inclusive. This increase in
breakage chances precludes any Modified Strike Chances which would conflict with it. Thus, if the above figure
had a Modified Strike Chance of 97%, it would actually be 92% since rolls of 93 99 would result in a possible
break and 100 would result in a possible drop. This does not apply to Thrown or Missile Weapons. For every
three ranks a characters has with a weapon the damage modifier is increased by one.  
                                                  THE EFFECTS OF DAMAGE
The ultimate result of incurring damage for any figure is death; this arrives when the figure's Endurance reaches
0. When figure's Endurance reaches 3, he falls unconscious, and can only be revived by time or the arts of a
Healer.  Whenever a figure suffers effective damage greater than one third his original fatigue from a single
strike, he becomes Stunned. The figure may not take any other action except attempt to recover from Stun until
he has recovered. A figure who becomes Stunned may drop anything he is holding. 3 X MD. The check is only
per Formed once, at the moment the figure becomes Stunned. A Stunned figure who is engaged automatically
has the lowest Initiative Value of the engagement; an unengaged Stunned figure acts the last of all his fellows. A
stunned character is for all practical purposes unable to use a shield but still benefits from agility.  To recover
from being Stunned, a figure must roll less than or equal to 2 x his Willpower plus his current Fatigue. Current
Fatigue is the figure's Fatigue total at the instant the roll is made. Every Pulse after becoming stunned, the figure
may attempt to recover but may do nothing else, including move.
HOUSE RULES: If an character  suffers damage
that is greater than its PS, it must roll under 3 X PS or be knocked back one hex and roll under 3 X AG to remain
standing. The knock-back comes from the force of the blow, not the amount of damage done to a character’s
fatigue or endurance.  If facing an opponent who is 50% taller than the character, the knock-back is considered a
slam and the person is knocked to the ground unless they roll under 3 X PS.    If they fail the roll they must roll
under 3 X MD to maintain hand held items