Difference between revisions of "Mano a Mano:Damage"

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(Damage and Health)
(Damage and Health)
Line 9: Line 9:
 
| width="5" |
 
| width="5" |
 
! align="left" | fully successful
 
! align="left" | fully successful
| width="5" |
 
! align="left" | half-successful
 
 
|-
 
|-
 
! align="left" | missile weapon attack
 
! align="left" | missile weapon attack
 
| || the weapon's power
 
| || the weapon's power
| || the weapon's half power
 
 
|-
 
|-
 
! align="left" | powerful or outreaching<br />hand-to-hand attack
 
! align="left" | powerful or outreaching<br />hand-to-hand attack
 
| || the character's power<br />with the weapon
 
| || the character's power<br />with the weapon
| || the character's half power<br />with the weapon
 
 
|-
 
|-
 
! align="left" | quick, aimed or flanking<br />hand-to-hand attack
 
! align="left" | quick, aimed or flanking<br />hand-to-hand attack
 
| || the character's half power<br />with the weapon
 
| || the character's half power<br />with the weapon
| || 0 (the attack hits<br />but has no power)
 
 
|}
 
|}
  

Revision as of 21:13, 16 January 2008

Damage and Health

Attack Power
Attack power is the maximum stun or damage an attack can do.
fully successful
missile weapon attack the weapon's power
powerful or outreaching
hand-to-hand attack
the character's power
with the weapon
quick, aimed or flanking
hand-to-hand attack
the character's half power
with the weapon
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.
Health
Health is the maximum stun plus damage a character can take without being incapacitated and falling down
Health/2
Health/2 is the amount of stun plus damage a character can take without a damage penalty.
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. Opposition to this healing roll would include lack of resources, harsh conditions, poison or infection (up to +5 for each individual opposing factor.)