Mano a Mano:Damage: Difference between revisions
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==Stun, Damage and Toughness== | |||
;Stun: Stun is the short-term effect of pain and injury and recovers in seconds. | ;Stun: Stun is the short-term effect of pain and injury and recovers in seconds. |
Revision as of 18:16, 29 June 2008
Stun, Damage and Toughness
- Stun
- Stun is the short-term effect of pain and injury and recovers in seconds.
- Damage
- Damage is the long-term effect of injuries that heal slowly.
- Toughness
- Toughness is the maximum stun plus damage a character can take without being incapacitated and falling down.
- Healthy
- Healthy is half of a character's toughness (rounded down.) This is the amount of stun plus damage a character can take without a damage penalty.
- Sharpness
- Sharpness determines whether the attack power that gets through the target's armor becomes stun or damage. All the power of a sharp weapon becomes damage. Half the power (rounded down) of a blunt weapon becomes damage and the rest becomes stun. For example, 5 power getting through the target's armor absorption would become 2 damage and 3 stun to the target. All the power of a padded weapon becomes stun.
- Healing
- Characters recover one damage point each week, plus one damage point for each point of their regeneration ability modifier.
- Rest
- Rest is an attempt to heal the character faster. Every week make a success roll with a +1 modifier for each day the character engages in no physically strenuous activity - especially combat, training or travel. If the roll is successful, the character recovers twice as much damage as normal. Unfavorable circumstances for this healing roll could include lack of resources, harsh conditions, poison or infection.