Difference between revisions of "Mano a Mano:Damage"

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(Damage)
(Stun, Damage and Toughness)
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;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.
 
;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.
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;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 travelled or fought 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.
 
 
;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.
 

Revision as of 18:07, 10 July 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 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 travelled or fought 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.