Fallout and Casualty

Some situations make you check for Fallout or Casualty. Combat is the primary one, but other situations (like falling, metabolic hazards, starship damage, etc.) can also trigger these rolls. Some non-combat situations can also trigger Fallout to represent psychological stress.

Fallout

Fallout is an effect of potential injury. Some Fallout rolls result in injury, some don't.

When you are told to check for fallout, make a Skill Roll. The appropriate attribute is either Stamina or Mental Endurance. Subtract the Stress value of the fallout check. If you would check for Fallout multiple times, apply a -3 penalty for each extra roll rather than actually rolling multiple times.

If your total is…

Fallout Total Result
20+ No result.
15-19 Mental Stress. -2 to all Attributes (to a minimum of 0) for the next 1d6 hours.
10-14 Loss of Confidence. -2 to all rolls for the rest of the day. Apply Mental Stress for the rest of the day as well.
5-9 Delayed Impact. In denial and seemingly fine for the rest of the day. Apply Mental Stress and Loss of Confidence for the following 1d6 days.
1-4 Shell Shock. Unable to take actions for 1d6 minutes, then apply Mental Stress and Loss of Confidence for 1d6 days. During the initial few minutes the character can still be led around and perform simple actions when instructed ("hold this", "get in the ship"), but takes no independent actions.
0 or less Unconscious or in shock (GM's call) for 1d6 minutes. Check for Casualty, Stress = 0.

Casualties

Casualty is a result of an injury. All Casualty rolls result in the character being physically harmed.

When you check for Casualty, it means that your character has been hit in battle by a weapon that penetrated armor. Sometimes this results in a bit of bleeding or a small wound. Other times, the weapon hits a vital organ or major vein, and severe injury or death can result.

Remember that even knives and small revolvers are more than capable of inflicting a deadly wound. Combat in Valence can be very deadly.

Casualty Total Result
20+ A graze only - no ill effects. The wound will still need to be tended, but there is no real risk unless the character is alone in a dangerous environment (swamp, desert, space).
15-19 A small wound. Lose 2 from physical attributes.
10-14 A small, bleeding wound. Lose 2 from physical attributes, and lose another 1 per minute until the bleeding is stopped.
5-9 A large, bleeding wound. Lose 4 from physical attributes, and another 1 per minute until the bleeding is stopped.
1-4 A severe, bleeding wound. Lose 6 from physical attributes, and another 1 per minute until the bleeding is stopped.
0 or less Death.

Characters often check for casualty at the end of a fight. Adrenaline and discipline can sometimes keep soldiers standing and fighting despite severe injury - it may happen that a character is severely wounded early in the fight, and only notices it (or even dies of the injury) minutes later.

Recovery

Wounds that are properly tended lessen their penalty by one point immediately. The TN for this Action Roll is 20.

Recovery time depends on the level of medical technology available and the severity of the original wound:

Low Technology High Tech, Field High Tech, Hospital
Bleeding Fixable in 1 minute Fixable in seconds Fixable in seconds
Small Wound Reduce penalty by 1 per day Reduce penalty by 1 per 6 hours Reduce penalty by 1 per hour
Large Wound Reduce penalty by 1 per 3 days Reduce penalty by 1 per day Reduce penalty by 1 per 6 hours
Severe Wound Reduce penalty by 1 per week Reduce penalty by 1 per 3 days Reduce penalty by 1 per day
Death No hope. Within 1 minute, see below. Within 10 minutes, see below.

Characters whose wounds have killed them may be revived by trained individuals, acting swiftly, with high-tech medical aid. The caregiver makes an Action Roll, TN = 30 in the field or 25 in a hospital. Success leaves the character unconscious with a severe wound.

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