BBS Damage

__NOTOC__
=System Damage=
Very rarely does a shell penetrate through hull without hitting anything important. A successful attack causes destruction to something within a target, which has an impact on the capabilities of the damaged vessel.
==Determining Damaged System==
The exact nature of the Complication suffered depends upon the final Severity of the Wound inflicted, the type of Damage delivered, as well as potentially determined by the body part hit. In order to discover which Complication results from an injury, consult the result of the Resilience Test rolled to resist the damage and look at the number rolled on the Luck Die. Then find the matching table below for the Damage Type, and (if applicable) locate the row for the body part affected. The number rolled on the Luck Die determines which Complication is selected.
System Damage	System Damage	System Damage	System Damage	System Damage	System Damage	System Damage
Body Part 	Body Part 	Head 	Torso 	Arm 	Leg 	Foot
Durability
Test Luck
Die Result	1 	Processing 	Magazine 	Aim 	Movement 	Buoyancy
Durability
Test Luck
Die Result	2 	Sensors 	Fuel 	Strength 	Balance 	Movement
Durability
Test Luck
Die Result	3 	Control 	Engine 	 	Movement 	Buoyancy
Durability
Test Luck
Die Result	4 	Balance 	Cooling 	 	Movement 	Balance
Durability
Test Luck
Die Result	5 	 	Structure 	 	Balance 	Buoyancy
Durability
Test Luck
Die Result	6 	 	 	 	Movement 	Movement
Durability
Test Luck
Die Result	7 	 	 	 	Balance 	Buoyancy
= List of Complications =
==Ambulatory==
Ambulatory-linked Skills: Coordination (Gymnastics and Reflexes), Fitness (Assault, Athletics, and Labor), Intuition (Stealth and Survival)
1. Stiff Gait (Moderate Wound)
The hit to your leg or hip causes a moment of uncertainty as to how bad the injury is, but it’s not so bad and only leaves your leg aching a bit.
Effect: Suffer -1 penalty on Ambulatory-linked Skills until the Wound has healed.
2. Injured Leg (Major Wound)
The blow is bad enough to weaken your leg or hip muscles, and slows your gait down significantly due to the pain each step brings.
Effect: Suffer -2 penalty on Ambulatory-linked Skills and reduce Movement Speed by one step, i.e. from Fast to Normal, or Normal to Slow until the Wound has healed.
3. Hindering Limp (Severe Wound)
The extensive damage to your leg or hip sends terrible pain through you when you put weight on it, and without treatment you won’t be as quick as you used to be.
Effect: Suffer -3 penalty on Ambulatory-linked Skills until the Wound has healed. Permanently reduce Movement Speed by one step, i.e. from Fast to Normal, or Normal to Slow, unless consistent medical attention has been received throughout the recovery period.
4. Crippled (Mortal Wound)
The leg is rendered nigh useless by the strike, and the damage is so severe that it will not recover normal mobility even if it heals without needing amputation.
Effect: The limb hangs by a strip of stretched flesh or a bare and exposed bone. The base of the wound bleeds at a rate of 3 Blood lost every Round. If the injury is survived, suffer a permanent -1 penalty on Ambulatory-linked Skills, and permanently reduce Movement Speed by one step, i.e. from Fast to Normal, or Normal to Slow.
==Manipulatory==
Manipulatory-linked Skills: Coordination (Dexterity and Marksmanship), Fitness (Labor and Assault), Intellect (Engineering and Medicine), Intuition (Survival). Also, Fitness (Athletics) Tests when climbing.
1. Sprained or Grazed Joint (Moderate Wound)
The hit causes intense discomfort and/or limited mobility in the elbow, shoulder, wrist, or fingers.
Effect: Suffer -1 penalty Manipulatory-linked Skills until the Wound has healed.
2. Weakened Arm (Major Wound)
The blow causes a more serious joint trauma, or the puncture damages a muscle, ligament, or tendon which limits range of movement and strength in the arm.
Effect: Suffer -3 penalty Manipulatory-linked Skills until the Wound has healed.
3. Incapacitated Arm (Severe Wound)
The impact of the attack either breaks bones or results in severe muscle destruction in the arm, potentially causing permanent impairment to arm or hand function.
Effect: Suffer -4 penalty Manipulatory-linked Skills until the Wound has healed. After healing, suffer a permanent -1 penalty to all Manipulatory-linked Skills unless consistent medical attention has been received throughout the recovery period, in which case roll a d2:
#Reduced Strength: Suffer a permanent -1 penalty to Fitness (Labor and Assault), and Fitness (Athletics) when climbing
#Reduced Mobility: Suffer a permanent -1 penalty to Coordination (Dexterity and Marksmanship)
4. Mangled Arm (Mortal Wound)
The strike leaves your arm or shoulder utterly ravaged and irreparable outside of a miracle, almost certainly requiring amputation of the limb.
Effect: Renders arm useless and shattered bone leads to internal bleeding and high chance of infection. If not amputated, the limb will decay and lead to a fatal infection. If the injury is survived, suffer a permanent -2 penalty on Manipulatory-linked Skills
==Muscular==
1. Pierced or Bruised Muscle (Moderate Wound)
The hit causes quite a bit of pain, but it doesn’t hinder your movement too much and should heal swiftly. 
Effect: Suffer -1 Coordination and -1 Fitness until the Wound has healed.
2. Torn Muscle (Major Wound)
The strike inflicts serious damage to muscle fibers and pushing too hard sends spasms through your body, forcing you to limit your efforts until it heals.
Effect: Suffer -2 Coordination and -3 Fitness until the Wound has healed.
3. Ruptured Muscle (Severe Wound)
The damage to the muscle is extensive and debilitating, sapping the strength and most fine motor control from the affected area.
Effect: Suffer -3 Coordination and -4 Fitness until the Wound has healed. After healing, permanently lower Coordination by 1 and Fitness by 2 unless consistent medical attention has been received throughout the recovery period, in which case reduce the penalty to lowering Fitness by 1.
4. Severed Muscle (Mortal Wound)
The muscle is effectively destroyed, shredded by the hit and rendered irreparable by the widespread damage.
Effect: The damage leaves muscle in the region torn and herniated organs squeeze through the gaps. Without swift surgical intervention, the trapped tissue will go into necrosis and cause a fatal infection. If survived, the scar tissue and hernia drastically reduce available strength and flexibility, permanently reducing Coordination by 1 and Fitness by 2.
==Cerebral==
1. Dizzied (Moderate Wound)
The hit leaves the back of you head bruised and the perception of the world seemingly unsteady.
Effect: Suffer -1 Coordination and -1 Intuition until the Wound has healed.
2. Unbalanced (Major Wound)
The blow causes the world to spin and spin, inflicting nausea and making walking difficult for a time.
Effect: Suffer -3 Coordination and -2 Intuition until the Wound has healed.
3. Damaged Cerebellum (Severe Wound)
The strike inflicts lasting damage that severely alters your perception of the world and disrupts the sense of balance.
Effect: Suffer -4 Coordination and -3 Intuition until the Wound has healed. After healing, permanently lower Coordination by 2 and Intuition by 1 unless consistent medical attention has been received throughout the recovery period, in which case reduce the penalty to lowering Coordination by 1.
4. Crippling Brain Injury (Mortal Wound)
The crushing hit leaves your cerebellum nearly destroyed, leading to a lifelong struggle with mental dysfunction and disrupted motor control.
Effect: Inflicts unconsciousness for a day or so, and internal bleeding at a rate of 1 Blood lost every 10 minutes. If that is survived, the injury inflicts a disorder in equilibrium and movement capabilities, permanently reducing Coordination by 2 and permanently reduce Movement Speed by one step, i.e. from Fast to Normal, or Normal to Slow.
==Impairment==
1. Addled (Moderate Wound)
The hit sends a flash of light across your eyes and leaves your thoughts feeling unusually muddled and slow for a while.
Effect: Suffer -1 Intellect and -1 Intuition until the Wound has healed.
2. Disoriented (Major Wound)
The blow leaves you struggling to focus with a tremendous ache throbbing inside your skull.
Effect: Suffer -3 Intellect and -2 Intuition until the Wound has healed.
3. Concussed (Severe Wound)
The strike fills your head with a painful ringing sound and the world appears impossibly complex and too fast for you to fully grasp your surroundings.
Effect: Suffer -4 Intellect and -3 Intuition until the Wound has healed. After healing, permanently lower Intellect by 2 and Intuition by 1 unless consistent medical attention has been received throughout the recovery period, in which case reduce the penalty to lowering Intellect by 1.
4. Brain Trauma (Mortal Wound)
The tremendous impact deals permanent damage to your brain and leaves a permanent marring influence upon your cognitive capacities.
Effect: Inflicts unconsciousness for several days and internal bleeding at a rate of 1 Blood lost every 10 minutes. If that is survived, the injury causes lasting confusion, memory problems, and other mental shortcomings, permanently reducing Intellect by 2 and Intuition by 1.
==Neurological==
1. Staggered (Moderate Wound)
The impact of the danger pushes to the forefront of your thoughts an astute awareness of your own vulnerability.
Effect: Lose 1 Nerve, and suffer -1 Willpower until the Wound has healed.
2. Stunned (Major Wound)
The overstimulation of your nervous system muddles your mental fortitude and brings to sharp attention the threats that face you.
Effect: Lose 2 Nerve, and suffer -3 Willpower until the Wound has healed.
3. Stupefied (Severe Wound)
The frightful strain on your nerves feels like a crushing vice wrapped around your psyche, leaving you exhausted and mentally undermined.
Effect: Lower maximum Nerve by 1, and lose 1 additional Nerve. Suffer -4 Willpower until the Wound has healed. After healing, permanently lower Willpower by 2 unless consistent medical attention has been received throughout the recovery period, in which case reduce the penalty to lowering Willpower by 1.
4. Debilitated (Mortal Wound)
The trauma to your nervous system is severe and lasting, causing mental afflictions and moral collapse.
Effect: Inflicts unconsciousness for several days and incapacitating mental afflictions during recuperation, as well as a lingering neurosis even after healing, permanently reducing Willpower by 2 and Nerve by 1.
==Disfigurement==
1. Marked (Moderate Wound)
Even after healing, the injury will leave a visible scar that will serve as a reminder of this experience.
Effect: Lose 1 Fire, and suffer -1 Intuition until the Wound has healed.
2. Scarred (Major Wound)
The attack slices through a body part and though it’ll heal, the injury leaves you feeling distant and struggling with apathy.
Effect: Lose 2 Fire, and suffer -3 Intuition until the Wound has healed.
3. Mutilated (Severe Wound)
The attack removes entirely an extremity, and though a prosthetic might be secured, you will never be whole again.
Effect: Lower maximum Fire by 1, and lose 1 additional Fire. Suffer -4 Intuition until the Wound has healed. After healing, permanently lower Intuition by 2 unless consistent medical attention has been received throughout the recovery period, in which case reduce the penalty to lowering Intuition by 1.
4. Brutalized (Mortal Wound)
The attack is so egregious that it leaves the affected body part entirely ruined, requiring surgery just to be recognizable as human features.
Effect: Extremely lengthy healing process requiring close medical attention so as not to expire while recovering. If that is survived, horrendous bodily damage severely undermines interpersonal skills and situational awareness, permanently reducing Intuition by 2 and Fire by 1.
==Respiratory==
1. Nicked or Irritated Lung (Moderate Wound)
The poisonous exposure or puncture wound isn’t life-threatening, but it leaves lingering chest pain with every deep inhale.
Effect: Lose 2 Breath, and suffer -1 Fitness until the Wound has healed.
2. Blistered Trachea (Major Wound)
Pain in the chest and throat makes breathing unpleasant as well as exhausting.
Effect: Lose 4 Breath, and suffer -3 Fitness until the Wound has healed.
3. Pulmonary Scarring (Severe Wound)
Inflicts terrible breathing difficulties and radiating pain with each labored inhale as well as permanently reduced physical stamina.
Effect: Lower maximum Breath by 1, and lose 3 additional Breath. Suffer -4 Fitness until the Wound has healed. After healing, permanently lower Fitness by 2 unless consistent medical attention has been received throughout the recovery period, in which case reduce the penalty to lowering Fitness by 1.
4. Ruined Lungs (Mortal Wound)
Your lungs struggle to supply you with air. They may be filling with water until you drown, or have collapsed due to a puncture within your chest. It won’t be long now.
Effect: Death follows within minutes or an hour at most, after struggling and failing to get enough oxygen. Only immediate and nearly miraculous intervention can prevent death. If that is survived, the lungs will never operate as well again, permanently reducing Fitness by 2, and Breath by 1.
==Hemorrhage==
1. Light Bleeding (Moderate Wound)
Blood drips from the injury in red rivulets.
Effect: Lose 1 Blood at the end of the next Round unless staunched before then.
2. Heavy Bleeding (Major Wound)
Blood flows from the injury at an alarming rate.
Effect: Lose 1 Blood at the end of every Round until staunched.
3. Rapid Bleeding (Severe Wound)
Blood spills swiftly from the wound in thick streams, painting the ground with red splashes.
Effect: Lose 3 Blood at the end of every Round until staunched.
4. Exsanguinating (Mortal Wound)
Blood spurts out of the open wound from a severed artery, and the darkness closes in, bringing with it the desire to sleep.
Effect: Lose 6 Blood at the end of every Round until staunched.
==Internal Bleeding==
1. Contusion (Moderate Wound)
The trauma creates a discolored, painful spot due to burst blood vessels under the skin.
Effect: Suffer -1 Fitness and -1 Coordination until the Wound has healed.
2. Hematoma (Major Wound)
The hit was damaging enough to cause dark splotches beneath the skin as a result of subdermal bleeding.
Effect: Lose 1 Blood, and suffer -2 Fitness and -1 Coordination until the Wound has healed.
3. Vascular Trauma (Severe Wound)
The strike inflicts considerable damage to blood vessels and the area over the impact site swells with blood pooling within.
Effect: Lose 1 Blood every hour. Arresting the bleeding can only be accomplished through skilled surgical intervention. Suffer -3 Fitness and -2 Coordination until the Wound has healed.
4. Internal Hemorrhage (Mortal Wound)
The trauma to tissue or organs is so severe that the skin over the injury bulges outward and visibly darkens, while your face goes pale and heart races.
Effect: Lose 1 Blood at the end of every minute. Barring a miracle, arresting the bleeding can only be accomplished through skilled surgical intervention.
==Cutaneous==
1. Singed (Moderate Wound)
Minor burns that hurt when moving.
Effect: Lose 1 Nerve. Suffer -1 Coordination until the Wound has healed.
2. Blistered Skin (Major Wound)
Serious burns that blister up and risk bursting from vigorous movements.
Effect: Lose 1 Nerve. Pain Dice Penalty lasts until the Wound has healed.
Any Disasters on physical (Fitness or Coordination) Tests result in popping the blister, requiring a Resistance Test if not disinfected and bound by the end of the day:
Fitness (Resilience) [6] Test: 
*Failure: results in a Vexing Infection.
*Dilemma: results in a Mild Infection.
3. Weeping Burns (Severe Wound)
Widespread burns too injurious even for blisters to form, leading to dripping, open raw flesh.
Effect: Lower maximum Nerve by 1. Permanently lower Fitness (or Intuition if Wound is on the Head) by 3, though consistent medical attention throughout the recovery period can reduce the penalty to lowering Fitness (or Intuition) by 1 instead.
If not kept clean and bound at all times while recovering, make a Resistance Test at the end of the day:
Fitness (Resilience) [8] Test:
*Failure: results in a Virulent Infection.
*Dilemma: results in a Vexing Infection.
4. Charred Body (Mortal Wound)
Destroyed extremities like fingers, ears, nose, etc., melted flesh, and third degree burns result in nerve damage, severe risk of infection, and high likelihood of death. 
Effect: Without advanced medical attention, death will ensue in short order. With it, life might be possible to preserve, but it may not be worth doing so. If survived, permanently reduce all Attributes but Intellect by 2.
==Contamination==
1. Open Wound (Moderate Wound)
The injury is open and deep enough to be an infection risk.
Effect: If not cleaned by the end of the day, make a Resistance Test:
Fitness (Resilience) [5] Test: 
*Failure: results in a Mild Infection.
*Dilemma: results in a Benign Infection.
2. Dirty Wound (Major Wound)
Not only is the wound open, but it’s visibly sullied by detritus that makes it particularly likely to become infected.
Effect: If not cleaned by the end of the day, make a Resistance Test:
Fitness (Resilience) [6] Test: 
*Failure: results in a Vexing Infection.
*Dilemma: results in a Mild Infection.
3. Foreign Material (Severe Wound)
The injury penetrates deep and carries with it debris that will fester if not surgically removed.
Effect: If not surgically cleaned by the end of the day, make a Resistance Test:
Fitness (Resilience) [8] Test: 
*Failure: results in a Virulent Infection.
*Dilemma: results in a Vexing Infection.
4. Deep Contamination (Mortal Wound)
Dirty material traveled all through the wound cavity, and without intensive surgical intervention to remove it, gangrene will no doubt set in.
Effect: If not surgically cleaned by the end of the day, make a Resistance Test:
Fitness (Resilience) [10] Test:
*Failure: results in a Terminal Infection.
*Dilemma: results in a Virulent Infection.
==Ocular==
1. Eye Irritation or Swelling (Moderate Wound)
The injury to the eye causes discomfort and blurriness of vision.
Effect: +1 Difficulty on any Tests that require seeing something beyond arm’s length, until healed.
2. Running Eyes or Corneal Abrasion (Major Wound)
Inflicts distracting eye pain and distorted sight.
Effect: +2 Difficulty and -1 Advance on any Tests that require seeing something beyond arm’s length until healed.
3. Corneal Burns or Retinal Detachment (Severe Wound)
Severe pain and impaired eyesight bordering on blindness for the duration of the injury.
Effect: +3 Difficulty and -1 Advance on any Tests that require seeing something beyond arm’s length until healed. After healing, retain a permanent +1 Difficulty on any Tests that require seeing something beyond arm’s length.
4. Blindness (Mortal Wound)
Your eyes never recover the ability to see again, beyond dim, undefined shifting shapes, if even that.
Effect: Actions that would normally require being able to see anything at arms’ length but might feasibly be done by other senses (such as shooting someone walking nearby) suffer a +6 Difficulty penalty at minimum, or are impossible if they absolutely require sight (such as reading a sign).
==Unconsciousness==
1. Reeling (Moderate Wound)
The blow leaves you struggling to stay upright, lights flashing behind your eyes for a moment before your senses return.
Effect: Suffer -1 Willpower until the Wound has healed. 
Become dazed for the next ten seconds, losing the ability to take any actions for the next Round, losing all three Actions and falling prone or against the nearest surface for support.
2. Fainted (Major Wound)
Awareness gives way swiftly to the embrace of darkness, and assuming you wake up a moment later, it is without any realization of the intervening time.
Effect: Lose 1 Fire, and suffer -2 Willpower until the Wound has healed.
Pass out and slump to the ground. To determine how long it takes to regain consciousness, roll four d3s and add the results together. You will wake up after that many Rounds (out of combat, 10 seconds multiplied by the total).
3. Collapsed (Severe Wound)
You instantly pass into a dreamless state of total blackness, as your brain attempts to recover from that fierce trauma.
Effect: Lose 2 Fire. Suffer -3 Willpower until the Wound has healed. 
Pass out and slump to the ground. To determine how long it takes to regain consciousness, roll twelve d6s and add the results together. You will wake up after that many hours, though you can be shaken awake after half that time. Doing so inflicts an additional penalty of -1 Advances on all Tests until the entire original duration of unconsciousness has passed.
4. Coma (Mortal Wound)
The strike knocks you out of your own faculties, and you mentally wander adrift of reality, struggling to get back.
Effect: You pass out, and remain asleep for an indeterminate time. It may take several weeks to recover, and even after awakening your senses of the world will feel dulled in some way. Lower maximum Fire by 1, lower maximum Nerve by 1, and permanently reduce Willpower by 1.