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==='''WOUNDS'''=== There are 4 types of damage in torglike - shock, knockdown, knockout and wounds. *SHOCK **A character can take a maximum of Body + armour worth of shock before being knocked out. *KNOCKDOWN **All attacks from any foe on a fallen opponent have a +1 die bonus while they are on the ground. Opponents on the ground have a -1die to dice pool and -1 defense until they stand up. *KNOCKOUT **Knocked out for x rounds (''effectively the same as 'downed' in reign'') *WOUNDS **Wounds are different too. There are no hit locations and no wound boxes per location. Instead, fusing the storyteller system and TORG, there are now a number of wound levels. ***[Hard Armour] ***[Light Armour] ***Unharmed/Superficial - no effect on combat effectiveness ***Serious - some effect on combat effectiveness ***Critical - major effect on combat effectiveness ***Out of Action (instantly out of combat) Note that the wound experienced is not evaluated until a later date. In combat, it isn't the wound that is important, it is the effect this wound has on your ability to continue fighting. Only when first aid, or vigor is rolled is the severity of the wound finally determined. (''below needs work and a rethink!'') When you hit, you start from the top(for those not wearing armour this would be the unharmed wound level), and count off the damage of the hit. A width3 set (causing 1 wound) moves an unarmoured character from unharmed to serious. Width 4 (2 wounds of damage) moves a character from unharmed to critical. A width 5 hit (3 wounds) moves a character from unharmed straight to Out of action. Note that every hit starts again from the top. If you keep on getting damaged with width 4 sets and are unarmoured, you will only ever experience serious hits. (''i'm trying to engineer it so that characters exit combat mainly due to knockout'').
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