Difference between revisions of "Mano a Mano:Damage"

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(Stun, Damage and Toughness)
(Damage)
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==Damage==
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==Stun, Damage and Toughness==
 
 
===Armor===
 
 
 
Any equipment with cover and absorption is armor. Normally, the best absorption of all the armor worn by a character is subtracted from the power of successful attacks against the character. However an attacker can aim any attack to avoid armor, which increases the difficulty of the attack by the cover of the armor avoided. The attack can avoid all or just some of the armor a character is wearing.
 
 
 
Consider for example a character wearing a leather jacket (5 cover, 1 absorption) and a crash helmet (2 cover, 3 absorption). If an opponent attacks the character without specifically avoiding the character's armor, the armor will absorb 3 power from each attack. If an opponent tries to hit the character where the armor provides no protection, the armor will absorb no damage, but the difficulty will be increased by 7 (5 cover from the jacket plus 2 cover from the helmet.) However, the opponent can also try to avoid only the helmet. Then the leather jacket absorbs 1 power from each attack but the difficulty of the attack is only increased by 2 (the helmet's cover.)
 
 
 
Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. Bulletproof ballistic vests often have optional inserts which offer extra protection to vital areas such as the heart. If one piece of armor is completely overlapped by another, the overlapping area has the cover of the smaller piece of armor and the absorption of both pieces added together. (This is like subtracting the cover of the layer with the least cover from the cover of the layer with the most cover, and adding the absorption of the layer with the most cover to the absorption of the armor with the least cover.)
 
 
 
===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 11:16, 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.