Damage

One-pager. A hit is resolved by the One Rule like anything else; the Quality Rating of the hit, the weapon's Damage Class, and the target's armor decide how much damage is done. Damage feeds Wounds & Recovery.

Damage Class (DC)

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

DC Roughly
4 An inhumanly strong person's bare hands
8 A 9mm parabellum pistol (the most common pistol on Earth)
11 A 7.62mm rifle (the most common rifle class on Earth)

Note: earlier editions gave firearms a separate +1 at close range; that's now baked into the base DC, so the anchors above already assume typical use. (They still need a calibration pass against the full weapon list.)

How much damage a hit does

Damage = QR-yield of (DC ÷ 2). QR1 is deliberately bumped so even a marginal hit hurts.

Read the hit's Quality Rating, take the DC, halve it, and apply the QR yield (see QR Yield Factors). The yield curve is front-loaded on purpose: a barely-successful shot (QR1) is already dangerous, because real weapons are lethal and ForeSight doesn't pretend otherwise. Higher QRs climb from there.

Hit location

By default, roll D10 for where a hit lands. Or call your shot: aim for the head, a hand, or whatever's exposed, and take an up-front EF penalty for the smaller target. The same penalty mechanism covers shooting a target behind cover, or aiming for the one body part sticking out — you pay in ease factor for precision.

Damage type

What the damage is determines how armor and bodies respond:

Armor, penetration, and absorption

Armor adds Protection (a DC of defense) against the types it's rated for. Two annotations decide the arms race at the margins:

Designer's Note: in a straight fight, armor has the edge. ForeSight carries a small but deliberate bias toward not killing player characters too easily — enough that wearing armor is clearly worth it and a single unlucky roll rarely ends a character outright, without making anyone bulletproof.

Scale

Very large or tough targets (a vehicle, a dragon, a stone wall) have a Damage Scale — divide damage done by the scale before applying it. A normal person is Scale 1. This is how the same DC means "lethal" to a man and "scratch" to a tank, with no separate rules. (See Equipment and NPCs; vehicle damage in Pursuit routes here.)