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ShatteredPrism:Rules Book
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===Damage=== ;Resolving Damage:When an attack roll is made, the tens digit of the result is applied to a weapon’s damage modifier, and this is then the damage of the attack. For example, if a person using a weapon with a damage mod of x4 succeeds with a roll of 43, the damage becomes 4x4=16 damage, because the tens digit of the Result was 4, and the damage mod was x4. Any attack that is not aimed at a specific body part is assumed to hit the torso if successful. Optional rules for uncalled shots may be used, which will cause uncalled attacks to strike a random body part based on a table or calculation, which is itself based on the result rolled. ;Damage Threshold:When you take damage, and it isn't dodged or absorbed by armor, you have an attrib called Damage Threshold. An amount of damage from the attack equal to your Threshold attrib is applied not to health, but to Stamina (fatigue) as a sort of 'soak' effect.Any damage not diverted by Threshold is then applied towards Vitality (stun), or Trauma (Health), where appropriate. If Stamina is depleted to zero by damage shunted by Threshold, the shunted damage is applied to Vitality. If Vitality is depleted, it's applied to Trauma. ;Armor:Any piece of armor has three values; Location, Armor Threshold and Armor Capacity. Location is the location or locations that piece of armor is designed to protect, such as a bracer only protecting the forearm, if no location is given, assume the full body is covered. The second value is Armor Threshold, or the amount of damage the armor will absorb from every attack that hits it. The final value is Armor Capacity, expressed as maximum and current sub values. Incoming damage is first compared to the Threshold of any armor worn, this value is absorbed by the armor, with any damage exceeding this amount proceeding to inner layers of protection (such as additional layers of armor, forcefields, etc), and finally to the character themselves. When armor absorbs damage, this amount is deducted from Armor Capacity. When AC reaches zero, that piece of armor fails to actually absorb any more damage, but still continues to take further damage. Additionally, when AC is reduced to a value below Threshold, then Threshold is reduced to match the current AC. When AC is reduced to a negative value equal to half the original Threshold, the armor is destroyed. Armor which has lost all it's AC but has not yet been destroyed can be repaired, but destroyed armor is gone for good. Armor which can be worn over each other do not add their values together, instead each serves as a successive ‘layer’ of defense. When damage gets past the outermost layer, that damage is checked against the next layer, and so on until any remaining damage is applied to the character. Example: Dave has a combat vest with a Threshold of 15, and an AC of 30. When hit by a gunshot doing 20 pts of damage, 15 points are applied to the armor, while the remaining 5 pass through. The vest’s AC is now reduced to 15. On another attack, Dave is hit for 10 pts. The vest absorbs this full amount, as the Threshold is still 15, but the vest’s AC drops to 5, thus lowering the Threshold to 5 as well. On a third attack, Dave is hit for only 5 pts, reducing his vest’s Threshold and AC to zero. At this point the vest is so mangled that it offers no real protection, but can continue to take damage. When Dave is hit again for a whopping 15 pts, the armor’s AC is reduced to 15, which is the negative of the origonal Threshold of 15. The vest is now totally destroeyed, not to mention the likelyhood of poor Dave himself being mangled by the attacks. Hopefully Dave was wearing additional armor, or other forms of protection, underneath that combat vest...
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