Player's Handbook · Chapter 7

HP and Healing

Damage

Damage comes in two types: Batter (B) and Lethal (L).

Batter damage is non-life-threatening, and it deals damage to Stamina (5 points per Dexterity level). A character that reaches 100% Batter damage is unconscious, and only regains consciousness if a method of restoring 2 points of health (not stamina) is used on them. If a character receives more Batter damage than their total Stamina, the excess overflows into Lethal.

Lethal damage is life-threatening, and it deals damage to health. If a character receives more than a full health bar of Lethal damage, the excess causes a Wound, and it can happen more than once for each successive time the damage exceeds the character's max health.

Armor is your first line of defense against all of it. It absorbs damage until it Breaks, and strong armor carries Wound Negation: the number of wounds it turns aside before they ever touch you. Strong armor 1, Advanced 2, Magical 5.

When you hit 0 HP

You fall down: incapacitated and heading towards a coma. Starting on your next turn, you have two turns to pass an SDM 5 Medicine roll and stabilize, waking up with 1 HP. On anything else, the situation worsens, and the coma takes you. If an ally with Medicine 2 (Trained Healer) or higher spends an Action to stabilize you before those two turns elapse, the SDM is 4.

Wounds

When a character takes enough Lethal damage, it stops being ordinary damage and it becomes a Wound. Certain weapons and Magic Attacks can also inflict Wounds without reaching a character's max health. Wounds are a character's body starting to fail. "Wounding" a limb or organ doesn't mean breaking in the normal sense, where a bone cracks or skin tears; it means the part has taken significant enough damage that it becomes totally unusable. That is a Wound, and wounds can usually only be undone by magic, or by highly advanced technology that most people will never have the ability to access, let alone use. Or cheap alternatives practically guaranteed to have a bad side effect.

Not all wounds come from combat. At full Warp, the consequences can become physical: an eye gone milky white and blind, limbs fused into objects, or simply turned to ash. Those are still Wounds by any other name, with the same grim options: yet further magic, very advanced tech, or a steep price tag.

How to Document Wounds
When a character take a Wound, it should be noted on the character's sheet as follows, "Left Arm: Torn off," if you take a second, you move down a line and note it in the same fasion.

Limbs and Organs

Buy 'em, break 'em, sell 'em, replace 'em. A character can lose a limb or an organ (through damage, or by selling it) and can get a replacement of equal, greater, or lesser quality. Whether you're trading up, trading down, or just trading, there's a market for everything you're carrying.

Breaking

"Breaking" doesn't mean breaking in the normal sense, where a bone cracks or shatters; they 'break' when significant enough damage is taken that it becomes totally unusable, also known as a Wound. These can usually only be caused or undone by magic, or by highly advanced technology that most people will never have the ability to access, let alone use.

Selling and Replacing

For Cybernetics, regardless of if it was a Wound that made you replace the limb, you note it in the Wounds section of your character sheet like a Wound, "Right Leg: Cybernetic." Whether the setting you're playing in only has prosthetics or has hyper-advanced, super cybernetics, you'll note the drawbacks or advantages of your artificial limb in the notes section toward the bottom of your character sheet.

To sell or replace a limb or organ, a character has two options, and the difference between them is mostly a matter of trust.

A Reputable Professional. You get exactly what you pay for. But that means you'll be paying a higher price. And there's paperwork.

A Flexible Professional/Gray Market. More expensive than a Black Market dealer, but about as safe as a Reputable source. It usually requires travel to a place with looser laws, or that you "know a guy," which raises the price.

A Black Market dealer. A lot cheaper. The catch is you might end up not getting what you paid for. Or worse, you could end up being the parts somebody else is buying.

Parts and Prices

All prices are approximate; they vary at the GM's discretion.

Human-to-Human Transplants

Eyes. Reputable Professional: $20,000~ · Gray Market: $10,000~ · Black Market: $2,000~

Arm. Reputable Professional: $70,000~ · Gray Market: $35,000~ · Black Market: $7,000~

Leg. Reputable Professional: $75,000~ · Gray Market: $37,500~ · Black Market: $7,500~

Stomach/Skin. Reputable Professional: $75,000~ · Gray Market: $37,500~ · Black Market: $7,500~

Heart/Lungs. Reputable Professional: $100,000~ · Gray Market: $50,000~ · Black Market: $10,000~

Vat-Grown Organs

Eyes. Reputable Professional: $10,000~ · Gray Market: $5,000~ · Black Market: $1,000~

Arm. Reputable Professional: $40,000~ · Gray Market: $20,000~ · Black Market: $4,000~

Leg. Reputable Professional: $45,000~ · Gray Market: $22,500~ · Black Market: $4,500~

Stomach/Skin. Reputable Professional: $25,000~ · Gray Market: $12,500~ · Black Market: $2,500~

Heart/Lungs. Reputable Professional: $80,000~ · Gray Market: $40,000~ · Black Market: $8,000~

Cybernetic Organs

Eyes. Reputable Professional: $100,000~ · Gray Market: $50,000~ · Black Market: $10,000~

Arm. Reputable Professional: $100,000~ · Gray Market: $50,000~ · Black Market: $10,000~

Leg. Reputable Professional: $150,000~ · Gray Market: $75,000~ · Black Market: $15,000~

Stomach/Skin. Reputable Professional: $75,000~ · Gray Market: $37,500~ · Black Market: $7,500~

Heart/Lungs. Reputable Professional: $175,000~ · Gray Market: $87,500~ · Black Market: $17,500~

Fixing what's broken

Now that we've firmly established how to break your characters down, let's explain how to build them back up.

You can try to tough it out. "It's just one damage," you tell yourself, "I'll walk it off." No. That damage does not go anywhere until you do something about it. Benign damage can actually be walked, slept, or drunk off if you are so inclined, but damage to HP is only restored when proper medical action is taken.

When a Healing action is taken, whether from a skill or an item, you take the number of successes, double it, and restore that much HP. A surgeon with Intelligence 3 and Medicine 3 rolls 8d6. She is well trained and working in a calm operating theater, so the SDM is 3. She gets 6 successes, doubled to 12 HP restored. Her patient has Constitution 3 and fully recovers once the surgery is complete. That is the best case scenario. What is more likely is an ex-veterinarian patching you up in his garage: Int 2, Med 3, SDM 4, and he gets 2 successes, doubled to 4 HP. It only got you back awake with a little extra, and you were out for three days.

Healing with standard medical supplies, improvised healing, and surgery all fall under Medicine and Intelligence. Whenever magical healing is performed, the Medicine skill is added to the roll. This is the only roll that calls on two skills instead of a skill and a trait.

Advanced machines and drugs exist that can, in the hands of any person, heal wounds, but they are very expensive and even rarer. Miracle drugs. Auto-Docs. Nanites. All in the ten thousand, hundred thousand, and even million dollar price range. So getting your hands on one is unlikely.

Medical Gear

Every healing item carries the same three stats: SDM is the difficulty of the healing rolls (for a minus, the roll gets easier; for a plus, the roll gets harder), Medicine is the skill level you need to use it properly.

Bandage. Stops the bleeding. SDM -1, Medicine 0, $10.

Torn shirt/Dirty Rag. Stops the bleeding, but putting a dirty rag in an open wound has consequences. SDM 4, Medicine 0.

First Aid Kit. The standard field kit. Bandages, antiseptic, tape, a few tools. Enough for real healing rolls in the wild. SDM -1, Medicine 1, $150.

Suture Kit. Needles, thread, clamps. For closing wounds properly, which takes training. SDM -1, Medicine 2, $100.

ReGlove. "When your flesh gets torn away, ReGlove makes it stay." SDM 5, Medicine 0, $100, 6d6, - 1 Wound.

Trauma Kit. Professional grade. Stops the dying; lets a trained hand work fast even under fire. SDM -2, Medicine 2, $900.

Stim. An injection that burns through your veins and drags you back to your feet. Restores HP on the spot; you feel every point of it later. SDM 1, Medicine 0, $500, 4d6.

Miracle Drugs. Lab-grown panaceas. A single dose can close wounds in minutes, and anyone can administer it. SDM 2, Medicine 0, $25,000, 6d6 -1 Wound.

Auto-Doc. A machine that diagnoses, operates, and patches you up on its own. SDM 2, Medicine 0, $156,000, 6d6 - 1 Wound.

Nanites. A swarm injected into the bloodstream that rebuilds tissue from the inside. SDM 4, Medicine 0, $1,000,000+, 16d6 -2 Wounds.

Manual updated Aug 19, 2026.