Damage

One-pager. A hit is resolved by the One Rule like anything else; the hit's Quality Rating, the weapon's Damage Class, and the target's armor decide how badly it hurts. Injury is tracked as wound levels, 0 (healthy) to 6 (dead) — each level is a −(level) penalty to everything you do.

Damage Class

Every attack has a Damage Class (DC) — how hard it hits before quality, armor, or luck. The scale is numerical and calibrated, not flavour:

DC Roughly
4 a very strong person's bare hands — or a nasty targeted punch
8 a 9mm pistol (the commonest pistol on Earth)
11 a 7.62mm rifle (the commonest rifle class on Earth)

How much damage a hit does

Damage (in wound levels) = Yield × DC × ½, rounded down. And any hit whose raw damage is ≥ ¼ forces a stun check (below), even when it rounds to no wound.

Read the hit's Yield off its QR (QR1 100%, QR2 80%, QR3 50%, QR4 25% — see The One Rule), multiply by half the DC, and round down for the wound levels dealt. The quarter-level stun floor is why even a graze rattles you: real weapons are dangerous and ForeSight doesn't pretend otherwise.

*A 9mm (DC 8): a solid QR3 hit does 0.5 × 8 × ½ = 2 (medium); a brilliant QR1 does 4 (incapacitated); a scraping QR4 does 0.25 × 8 × ½ = 1.0 → 1 (light) plus a stun check. A 7.62 rifle (DC 11) center-mass at QR1 does 5.5 → 5 (dying). A bare fist (DC 4) at QR4 does 0.5 raw → no wound, but a stun check.*

Wounds — the 0–6 track

Injury is a single number, and it is −(level) to everything you do — pain and blood loss don't care what you're attempting:

Lvl State What it means
0 Healthy —
1 Light −1 to all activity
2 Medium −2
3 Heavy −3
4 Incapacitated −4; you can barely act — roll WP each turn to do anything at all
5 Dying down and bleeding out; without intervention you deteriorate toward 6
6 Dead —

New damage adds to your current level (a medium 2 plus a heavy 3 is a dying 5). Toughness rolls throughout are made on Endurance or Willpower, player's choice — some people are physically hard to put down, some just refuse to quit. Pain resistance is not a skill; you roll the raw attribute.

Stun & Shaken

Damage doesn't only wound — it rattles. Any hit that clears the ¼-level stun floor (or any stun-class "S" weapon, which skips straight to it) forces a pain-resistance roll — WP:

The roll Effect
Shrug it off (good) carry on
Shaken (ordinary) −2 to everything and one action only; roll WP at end of turn to clear it
Stunned (poor, or any S-weapon) no action but to recover (a WP roll each turn); a QR1 clears it at once, a QR10 drops you unconscious

Shaken is off-balance and hurting; Stunned is out of the fight until you pull yourself together. Both are temporary and leave no lasting level.

Hit location

By default roll D10 for where a hit lands:

D10 Location
1 Left leg fail the Pain Resistance roll and you go prone
2 Right leg fail the Pain Resistance roll and you go prone
3–4 Abdomen 1-in-10 chance of an extra point; −1 EF on Pain Resistance while you're carrying an abdomen wound (flat, not per wound)
5–7 Chest 1-in-10 chance of an extra point
8 Left arm fail the Pain Resistance roll and you drop whatever that hand held
9 Right arm fail the Pain Resistance roll and you drop whatever that hand held
10 Head 1 natural armor (the skull), but piercing damage is +1

The distribution is the body as a target: the chest is the biggest thing pointing at you, the head the smallest and the worst place to be hit. Or call your shot — the head, a weapon hand, the sliver of someone showing past cover — for an up-front EF penalty for the smaller target. The same penalty covers shooting through cover: you pay in ease factor for precision, and a success is the called hit (don't charge it twice).

Damage type & armor

What the damage is decides how armor and bodies answer it:

Type What it is
M — Melee slow, low-energy, high-momentum (blades, clubs, fists)
I — Impact fast, high-energy, low-momentum (bullets, shrapnel)
B — Beam energy, no momentum (lasers) — respectable, but never a pulp death-ray (we were physics majors)

Armor carries a Protection rating (a DC of defence) against the types it's built for; subtract it from the incoming DC before the damage formula. A DC reduced below zero is harmless. Two annotations settle the arms race at the margin:

Mark Effect
P — Piercing (weapon) ignores that many points of the target's Protection
A — Absorbing (armor) stops one point of damage that still gets through

Designer's Note: in a straight fight, armor has the edge. ForeSight carries a small, deliberate bias against killing player characters too easily — enough that armor is plainly worth wearing and one unlucky roll rarely ends a character outright, without making anyone bulletproof.

Scale

A very large or tough target — a vehicle, a dragon, a stone wall — has a Damage Scale; divide the damage done by the scale before applying it. A person is Scale 1. That is the whole of how one DC is "lethal" to a man and "a scratch" to a tank, with no separate rules. (Vehicle damage in Pursuit routes here.)

Recovery — and relapse

Healing is slow. At the interval for your level, make a convalescence roll (WP):

Lvl Roll every On the roll
1 Light day success drops a level; QR10 raises one (relapse)
2 Medium 5 days "
3 Heavy 20 days "
4 Incapacitated day "
5 Dying minutes deterioration — a poor roll drops you toward death, not away

Convalescence carries a penalty equal to the worst level you've sunk to since you were last healthy — a relapse leaves you fragile — until you fully recover or get medical care. Care (closing wounds, transfusion, surgery) lowers that worst-level penalty or buys levels back directly; it is what hauls a dying character off the 5→6 slide before the dice do.

Poison, disease, and the environment

The same machine handles the slow killers — resolve each as a task and read its Yield/QR for how much it does, or roll a random QR (D10: 1→QR1, 2→QR2, 3–5→QR3, 6–10→QR4) when nothing is opposed: