Mano a Mano:Damage: Difference between revisions
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==Stun, Damage and Toughness== | ==Stun, Damage and Toughness== | ||
;Stun: Stun is the short-term effect of pain and injury and | ;Stun: Stun is the short-term effect of pain and injury and can be recovered quickly. | ||
;Damage: Damage is the long-term effect of injuries that heal slowly. | ;Damage: Damage is the long-term effect of injuries that heal slowly. |
Revision as of 05:51, 11 July 2008
Stun, Damage and Toughness
- Stun
- Stun is the short-term effect of pain and injury and can be recovered quickly.
- 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 usually have a chance to recover damage once per week. This requires a success roll against the difficulty 10 plus 1 for every day the character exerted himself (by travelling or fighting for example) during that week, plus 1 for every time the character took damage or stun, and plus 5 for every time the character was incapacitated by damage. (There is no penalty for being incapacitated by a combination of stun and damage.) If the roll is successful, the character recovers half of his damage, rounded up. For example if the character has 5 damage and successfully heals, then he will recover 3 damage, leaving him with only 2 damage after healing.