Difference between revisions of "Mano a Mano:Damage"

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(Damage and Health)
(Damage and Health)
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;Damage: Damage is the long-term effect of injuries that heal slowly.
 
;Damage: Damage is the long-term effect of injuries that heal slowly.
  
;Attack Power: Attack power is the maximum stun or damage an attack can do.
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;Attack Power: Attack power is the maximum stun or damage an attack can do. The power of a missile weapon attack is the weapon's power. The power of a powerful or outreaching hand-to-hand attack is the character's power with the weapon.  The power of a quick, aimed or flanking hand to hand attack is half of the power of a powerful attack with the same weapon (rounded down.)
 
 
{|
 
|-
 
| width="20" rowspan="4" |
 
! align="left" |
 
| width="5" |
 
! align="left" | fully successful
 
|-
 
! align="left" | missile weapon attack
 
| || the weapon's power
 
|-
 
! align="left" | powerful or outreaching<br />hand-to-hand attack
 
| || the character's power<br />with the weapon
 
|-
 
! align="left" | quick, aimed or flanking<br />hand-to-hand attack
 
| || the character's half power<br />with the weapon
 
|}
 
 
 
;Sharpness: Sharpness determines whether the attack power that gets through the target's armor becomes stun and damage.  
 
  
 
;Armor: Any equipment with more than 0 cover (Cvr) is armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each piece of armor in that order compare the character's unmodified defense die roll (the number on the die before adding any modifiers) to the cover of the item plus the cover of all of the items before it. If the total cover is greater than or equal to the the roll, then the attack is blocked by that armor, and no other items should be checked.
 
;Armor: Any equipment with more than 0 cover (Cvr) is armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each piece of armor in that order compare the character's unmodified defense die roll (the number on the die before adding any modifiers) to the cover of the item plus the cover of all of the items before it. If the total cover is greater than or equal to the the roll, then the attack is blocked by that armor, and no other items should be checked.
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:Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one piece of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.
 
:Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one piece of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.
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 +
;Sharpness: Sharpness determines whether the attack power that gets through the target's armor becomes stun and 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.  All the power of a padded weapon becomes stun.
  
 
;Health: Health is the maximum stun plus damage a character can take without being incapacitated and falling down
 
;Health: Health is the maximum stun plus damage a character can take without being incapacitated and falling down

Revision as of 21:34, 18 January 2008

Damage and Health

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.
Attack Power
Attack power is the maximum stun or damage an attack can do. The power of a missile weapon attack is the weapon's power. The power of a powerful or outreaching hand-to-hand attack is the character's power with the weapon. The power of a quick, aimed or flanking hand to hand attack is half of the power of a powerful attack with the same weapon (rounded down.)
Armor
Any equipment with more than 0 cover (Cvr) is armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each piece of armor in that order compare the character's unmodified defense die roll (the number on the die before adding any modifiers) to the cover of the item plus the cover of all of the items before it. If the total cover is greater than or equal to the the roll, then the attack is blocked by that armor, and no other items should be checked.
When a piece of armor blocks an attack, the armor's absorption is subtracted from the attack's power.
For example, if a character has armor with a cover of 3, and he rolls a 4 when he defends against an attack, then his armor does not absorb any of the power of the attack, and he is damaged by the full force of the attack if that attack is successful (because 3 < 4.) For another example, if a character has armor with a cover of 2, and he rolls a 1 when he defends against an attack, then his armor does subtract its absorption from the power of the attack if that attack was successful (because 1 > 2.)
Sometimes armor is worn in layers. A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one piece of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.
Sharpness
Sharpness determines whether the attack power that gets through the target's armor becomes stun and 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. All the power of a padded weapon becomes stun.
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.)