Difference between revisions of "Mano a Mano:Damage"

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==Damage==
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==Health==
  
===Attack Power===
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;Stun and Resting: Stun is the short-term effect of pain and injury. Characters can recover stun with the ''rest'' action. When characters are incapacitated they recover half of their stun (rounded up) each turn.
  
The power of a bow or gun attack is the weapon's power. The power of a powerful or outreaching hand to hand or thrown weapon attack is the weapon's power or the character's power, whichever is greater. The power of a quick, strategic or cautious hand to hand or thrown weapon attack is half the power of a powerful attack with the same weapon (rounded down.)
+
;Damage and Healing: Damage is the long-term effect of injuries that heal slowly. 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.
  
 +
;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.
 
{|
 
{|
| valign="top" |
+
|
'''full power'''
+
;Healthy: A character is healthy when the sum of his stun and damage is less than his toughness.
* bow (quick, strategic or cautious attack)
 
* gun (quick, strategic or cautious attack)
 
* powerful attack
 
* outreaching attack (+1 defense until next turn)
 
* wrench (grappling)
 
* choke (grappling, all stun)
 
| width="10" |
 
| valign="top" |
 
'''half power''' (rounded down)
 
hand weapons and thrown weapons only
 
* quick attack
 
* strategic attack (+1 to attack roll)
 
* cautious attack (+1 defense until next turn)
 
|}
 
  
===Armor===
+
;Injured: A character is injured when the sum of his stun and damage less than his stamina but not less than his toughness. An injured character cannot do combos or strenuous actions.
  
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.
+
;Incapacitated: A character is incapacitated when the sum of his stun and damage is greater than or equal to his stamina. An incapacitated character cannot move or perform actions.
 
+
| valign="bottom" | [[Image:Minimam-warrior-healthy.png]]
When a piece of armor blocks an attack, the armor's absorption is subtracted from the attack's power.
+
| valign="bottom" | [[Image:Minimam-warrior-injured.png]]
 
+
| valign="bottom" | [[Image:Minimam-warrior-incapacitated.png]]
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.
 
 
 
===Stun, 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.
 
 
 
;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.
 
 
 
'''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. Opposition to this healing roll would include lack of resources, harsh conditions, poison or infection (up to +5 for each individual opposing factor.)
 

Latest revision as of 23:06, 10 July 2008

Health[edit]

Stun and Resting
Stun is the short-term effect of pain and injury. Characters can recover stun with the rest action. When characters are incapacitated they recover half of their stun (rounded up) each turn.
Damage and Healing
Damage is the long-term effect of injuries that heal slowly. 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.
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.
Healthy
A character is healthy when the sum of his stun and damage is less than his toughness.
Injured
A character is injured when the sum of his stun and damage less than his stamina but not less than his toughness. An injured character cannot do combos or strenuous actions.
Incapacitated
A character is incapacitated when the sum of his stun and damage is greater than or equal to his stamina. An incapacitated character cannot move or perform actions.
Minimam-warrior-healthy.png Minimam-warrior-injured.png Minimam-warrior-incapacitated.png