There are three usual situations where losing consciousness is of concern:
- If a characters stamina is reduced to 0 or below, then they may not be conscious. To check for consciousness, the character subtracts their stamina beyond 0 from their willpower, and tries to roll beneath this sum on 2 dice. Double ones (snake-eyes) usually indicates automatic consciousness. The frequency of the check depends on the referee; many cruel referees demand that it be checked every turn that a character is below zero, just to make things tougher (challenging?) for the characters.
- When a being is hit in the vitals, the referee may decide to check for stunning. This type of check is done by having the victim roll 2 dice and add their willpower, then comparing this to the damage inflicted. If the damage is more, then the victim is stunned for at least one turn, and is fully-prone (-10 to Duck), unable to act. This stunning ends when the character successfully rolls 2 dice with a total less than or equal to their willpower. (Hmmm, this means that characters with 12+ willpower aren't stunned for long, right?)
- When a stun weapon is used, virtual damage could drive the effective stamina below zero.
When the pain rule is invoked, victims must roll a willpower test (2 dice plus their willpower) versus the damage they suffered. If they fail, then they are stunned and will remain so for at least one turn, and then may recover by rolling 2 dice under their willpower. This rule is used most often when non-combatants are injured, or for plot enhancement.
During interrogation, pain can be used as a bonus to persuade. It is important to point out that interrogation often kills subjects (unless there is a medic handy to oversee the subjects condition, and can judge their stamina). Taking an information source out for ice-cream is usually a preferable intelligence-gathering technique.